betvisa888 liveSuper Time Force Archives – Destructoid - bet365 cricket - Jeetbuzz88 //jbsgame.com/tag/super-time-force/ Probably About Video Games Thu, 02 Apr 2015 17:30:00 +0000 en-US hourly 1 //wordpress.org/?v=6.4.5 211000526 betvisa888 liveSuper Time Force Archives – Destructoid - Jeetbuzz88 - live cricket t20 2022 //jbsgame.com/super-time-force-on-xbox-one-will-get-a-free-ultra-update/?utm_source=rss&utm_medium=rss&utm_campaign=super-time-force-on-xbox-one-will-get-a-free-ultra-update //jbsgame.com/super-time-force-on-xbox-one-will-get-a-free-ultra-update/#respond Thu, 02 Apr 2015 17:30:00 +0000 //jbsgame.com/super-time-force-on-xbox-one-will-get-a-free-ultra-update/

Live now

Despite the fact that it was announced yesterday, developer Capybara Games noted that Super Time Force&nb??sp;would be getting the PC's Ultra update for free. It's actually available right now, and adds in 50 new challenge levels, Ultra Force mode, and new achievements.

I'm loving the free content updates to select Xbox One indies lately. It's a perfect excuse to jump back into Super Time Force for at least an afternoon.

Free Xbox One Ultra Update [Capybara Games]

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Fisting powers activate!

Well, looks like I'll be playing Super Time Force all over again when it hits Steam. Why? Well aside from the new challenge levels and alternate-dimension powers, there's three new playable characters. Two of which are from Team Fortress 2. Well from the look??s of it at least. One is the Pyro, and the other is the manly Saxton Hale fisting?? his enemies to death.

Fisting all over the place he is. 

The post Some Team Fortress 2 characters join the Super Time F??orce Ultra team appeared first on Destructoid.

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More characters, levels, and music

Capy Games is bringing its previously Xbox-exclusive Super Time Force to PC on August 25, according to Joystiq, and this is far from a mere port.

Extra content for this Ultra version of the time-traveling run-and-gun game was teased before, but I wasn't expecting there to be too much new stuff for Steam. Turns out I was wrong! There's going to be 50 new challenge-based levels, three additional characters, and the ultra force -- alternate-dimension versions of all existing characters who are more powerful (and more limited in supply) that blow up when they die. They'll be usable after beating the ?game.

Capy's Nathan Vella says the team has "added more art to it, a bunch more sounds, [and] an entirely secondary soundtrack to the game now which takes place during slow motion ... we kind of went a little crazy." Great news, and console players aren't going to?? be left out either.

Super Time Force Ultra fli?es to Steam on August 25 [Joystiq]

As shown in this IGN demo, the new levels look like a terrific use ?of the time-rewind mechanic.

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Also important: 6955's soundtrack is out now

"STFU." Heh.

Capybara implied that Super Time Force wouldn't remain an Xbox exclusive and it's true: a new and improved Super Time Force Ultra version will release on Steam this summer.

There's promise of "some very cool (but presently very secret stuff)" being added for PC players, but that's all Capy is saying for now. The original release was one of the rare few titles I felt compelled to review, ?and the game turned out as I had hoped. Novel time-travel mechanic, great art, nice tunes, fun writing -- yeah, I'll be down for double dipping on Steam.

In the mean time, the chiptunes soundtrack by 6955 is on Bandcamp and iTunes. Go go go!

SUPER TIME FORCE ULTRA ON STEAM + SOUNDTRACK! [Capy]

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KOOKABUNGA!

Super Time Force is officially out today for the Xbox One and the Xbox 360. YES YES YES! We loved the game, it's a ton of fun, and ??you should just go buy it already what is wrong with you hurry up.

Capybara is celebrating the launch by unleashing ALL the gifs. There's so many gifs that you can basically communicate in gifs to your friends. Also here's a brand new tra?iler. It's pretty messed up.

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Army of one

Capybara Games has been demoing Super Time Force at trade shows for years now, of??fering players a chance to become acquainted with its neat take on side-scrolling shooters but not enough time? to truly dig in. The people hovering behind you in line have stuff to do too, after all.

Here we are, at last. We can play Super Time Force in the privacy of our own homes, spending as much precious time as we'd like to perfect runs without feeling g??ui??lty. Life is good.

Super Time Force review

Super Time Force (Xbox 360 [reviewed], Xbox One)
Developer: Capybara Games
Publisher: Capybara Games
Release date: May 14, 2014
MSRP: $14.99

What sets Super Time Force apart is undo??ubtedly its time-travel theme and the ridiculous situations that ensue, but it also manages to pull off something many games struggle with: humor.

Stages are all based on different time periods and your organization's reasons for altering history are often laughably selfish. You'll save dinosaurs from extinction "because an integrated human-dino society is cool, enough said"; travel to a Max Max-esque wasteland in which your boss' daughter is no longer a boring, unfun baby; and journey to the future to bring back all of the updates and plug-ins needed t?o view a "must-see" cat vid??eo. Dialog is similarly lighthearted and ranges from smile-inducing to laugh-out-loud humorous.

Time travel can be a messy, confusing mechanic when poorly implemented but that's not at all the case here. Super Time Force plays like a traditional, well-made 2D shooter featuring a large cast of characters up until you get hit by a stray bullet, or you decide to press the B button. Ente??r time-out mode. The game pause??s, and you're able to rewind all the way back to the beginning of a level, if you'd like, or to a few seconds prior. You'll then return to the action as a new "you," either playing as the same character or a fresh one better suited for your current situation.

So, say you got hit, and you'd rather that fact didn'?t make it into the history books. Just rewind, and kill the enemy in question before it can fire off the shot. Your past self is saved! And now the two of you can combine to give your current self an extra hit point and an improved charge attack.

Imagine this and similar scenarios playing out about twenty more times over the course of a single level. It sounds crazy on paper, and it is, but in practice the chaos is manageable while you're in the thick of it -- you're only ever actively controlling one character at a time.?? Past versions of yourself will go about their busin?ess, killing foes and collecting items as you did moments ago.

The logic powering the game may not make perfect sense as far as time travel is concerned (does time travel ever truly make sense?) but this makes for a better, more enjoyable videogame. Long story short, Super Time Force's brand of time trave??l is there to benefit the player first and foremost, which is especially impor?tant when it comes to collectibles and the like.

That said, you start off each level with 30 total rewinds (though more can be earned) and you're always rac?ing against the clock to make it to the end, beat the boss, or both. This results in a game that feels fast-paced, but not nerve-wracking; challenging, but not unfair.

Super Time Force review

As much as time manipulation is at the core of Super Time Force, it would be a waste without solid running-and-gunning action to go along with it. Thankfully, the game is also a blast in that regard. While you'll start off with only a few characters -- each with a normal and special charged attack -- there are a bunch more to earn. There's someo??ne for everyone.

My favorite can charge her sniper rifle for a concentrated blast that pierces through multiple ??enemies, often one-shotting them. Another starter has a shield, which is useful for protecting future versions of yourself. Others include a skateboarding dinosaur with acid spit, a random dude from the future who essentially wields a lightsaber, and "Dolphin Lundgren."

Several of them aren't practical for most situations, meaning you'll likely fall back on using the same few characters over and over again, as the game rarely if ever forces you to do otherwise. Which is disappointing. Some of the collectibles require you to plan ahead, making sure you're standing in the right spot at t??he right moment, but other than that you're allowed to brute force your way past enemies to your heart's content, particularly when it comes to bosses.

Even if you aren't required to go for the full cast, unlocking everyone will be an extra motivating force, all the same -- not that one is needed. At several hours in length, Super Time Force does not outstay its welcome and there's plenty of room for replayability built in, too. 

Super Time Force review

A significant part of that lasting appeal is due to commendable art and sound design. The chiptun?es by musician 6955 fit in nicely with Capy's wonderful pixel artwork. After beating each level, you'll get to see a replay and I often watched these to completion -- there's so much to take in while playing that you can't fully appreciate it all. In particular, Rick, the blue-skinned, purple-bearded god responsible for keeping Atlantis above water, deserves a shout out.

A separate hardcore mode opens up after clearing the game for the first time and you're able to access it and vanilla Super Time Force from the m?ain menu at any time without worrying about progress in one mode overwriting the other. In hardcore, once a character dies, you're locked out from playing as them again in that level unless you prevent their death from happening. You can't be r??eckless, in other words, which is a habit some players will have to learn to break.

All told, Super Time Force is a satisfying run-and-gun game made even better with a fun (and funny!) take on time travel. It's as enjoyable to play a?s it is to look at. You'll likely be able to burn through the game in a few hours if you're not going for full completion, but it has such a winning personality that you'll find yourself coming back for more.

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It's also slow motion shooty-shooty-bam-bam mayhem

Capy released a new trailer for Super Time Force today, and it shows off some of the slow motion aspects of the game??. Every level contains three myster?ious inter-dimensional power-ups called Shards. Shoot them and time will slow down to a crawl, giving you a chance to unleash more mayhem, and avoid enemy fire with grace.

Super Time Force is out on the Xbox One and Xbox 360 on May 14. Except I'm playing it right now. Neener neener neener! Look out for?? our review next week.

Oh, and the music here is by 6955. Sweet jams, man.

The post Super Time Force isn’t just crazy shooty-shooty-bam-bam mayhem appeared first on Destructoid.

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May 14 for Xbox 360 and Xbox One

"Prepare To Die D??IE DIE?? DIE DIE DIE DIE DIE DIEEEEEEEEEEEEEEEEEEEE!!!"

It's true. There will be plenty of death when Super Time Force drops on May 14, 2014 for Xbox 360 and Xbox One. Capy Games has a shiny new trailer to accompany the release news, though you should be familiar with this time-rewinding run-and-gun game by now. It's gonna be gooood.

I feel like I'm always changing my mind but, right now, in this moment, STF is my most antic??ipated game this year. I think. Here??'s hoping it won't be too much longer for a PC version.

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All dinosaurs should spit acid while skateboarding

I've run out of fresh things to say about the time-rewinding run-and-gun game Super Time Force, so apologies if this all sou??nds familiar and you find that bothersome. It still looks great!

Capy doesn't have a clear release date yet -- it's sounding like May or June for Xbox 360 and Xbox One -- but the studio does have screenshots to share. You'll want to see those in ??full resolution.

And if like me you missed out on Rev3 Games' super-in-depth, 50-minute playthrough, seek that out too. It'll do more to convince you of Super Time Force's radness than anything I could say.

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First public hands-on for the Xbox One roguelike

Next weekend in Boston, PAX East attendees will have the opportunity to play Capy's roguelike Below for the first time. It'll be at the Capy x Double Fine booth, and another of the studio's titles, the rad run-and-gun Super Time Force, will be playable over at Microsoft's booth. Just look at that little guy in the top right-hand corner of th?e screenshot. Heh. He's poop. Poop with a gun.

If I'm going to a gaming convention in which Super Time Force is playable -- it usually is, let's be honest -- it's a top priority that I seek the game out. Not too much longer now before final release, I hope. Last we heard, C??apy was targeting May/June depend??ing on certification.

From what I've seen of the PAX East lineup, a few of the major publishers have backed off or are bringing little if anything new to the expo. No matter. There's always the Indie Megabooth, de??signers running around with a laptop for one-on-one demos, and everything in between.

BELOW & SUPER TIME FORCE AT PAX EAST! [Capy]

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Simultaneous 2014 release with Xbox 360 if all goes well

No, Xbox 360s haven't magically become irrelevant now that the Xbox One is out, but developers are starting to make the transition all the same. For a game like Super Time Force, it makes t??otal? sense that it would release across both systems.

Capy will self-publish its side-scrolling shooter on Xbox One "a few months into 2014." As a result, the Xbox Live Arcade version won't be done this year as previously expected. Instead, it will be out at the same time as Xbox One -- that's the plan, anyway. A long wait made even longer, but Super Time Force should be well worth it based o??n how well the game show??s at expos.

There's a bit of footage in this trailer, as well as another look at the studio's other Xbox One game, Below. Both are shaping up quite nicely.

Xbox! Go to Capy Games! [Capy]

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Learn to unload a fecal storm of hot violence

Capybara Games' Super Time Force has been slated to hit Xbox Live Arcade for what feels like just about forever now. It's no wonder that wait has been long too. Since I first gazed upon its pixelated carnage and awesome dinosaur action the game skyrocketed to th?e top of my most anticipated list. 

Well, while a firm release date has still yet to be locked down -- the title still has a tentative 2013 date -- and I can't be in San Francisco for Double Fine's Day of the Devs event today, the latest trailer will have to do until I can get this gam??e inside my 360.&??nbsp;

SUPER TIME FORCE 101 [CapyGames]

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Also, you can play as a piece of poop!

Super Time Force, in the state that it's being shown at PAX Prime, is a product that has been refined and shaped by player feedback along all steps of the development process. Capybara Games first showed the game at PAX East 2012, after a mere couple months working on the project. As conventions came and went, the developers used information gleaned from watching people play Super Time Force to perfect it.

Anyone would be hard-pressed to say this method hasn't worked, because Super Time Force is really damn good.

Super Time Force follows a cast of characters that are on a mission to right all the wrongs in the history of time -- both past and future. For instance, the crew embarks on a quest to prevent the extinction of the dinosaurs. They also travel to the future to download Internet plug-ins, because as st??udio head Nathan Vella told me, "Downloading new plug-ins is pretty much the worst thing ever".

Exactly how they do all this is the game's hook. The team's ability to manipulate time permeates the core experience. The side-scrolling Contra-like shooter expects you to die -- several t?imes over in fact. That's why everything's a one-hit kill. After each death, the player can seamlessly rewind the level as far as they want to re-attempt the bit they just failed. As this happens, you play alongside ?your former characters up until the point that they die.

However, if you're able to dispose of that particular enemy before they can kill your recently deceased past self, you can save them and acquire their powers and health. Dying isn't so much a failure in Super Time Force, but more of an opportunity. The right combination of deaths and different characters played can lead to some scenarios where you're ridicu??lously powerful.

But you don't need to play that way. Super Time Force lends itself well to a strategic style, but a brute force method also works, as I experienced. Simply dying, rewinding, and taking another go at the same bit with yet one more character providing firepower can work wonders. The only real criticism I have is that this can get so hec?tic and cluttered that it's near impossible to keep track of the person that you're actually controlling.

Of course, there are limitations to ensure that you can't be overly sloppy. Each level has a maximum of 30 rewinds that can be used, and probably more importantly, 60 seconds to complete it. The minute-long rest??riction can be manipulated through the use of rewinds and icons that tack an extra ten seconds onto the clock. Theoretically, as you keep rewinding, you become more efficient and can save a ton of time.

While the mechanics of the game are well thought-out, Capybara has no intention of presenting Super Time Force as an overtly serious ga??me. One memb??er of the team is a skateboarding dinosaur named "Zackasaurus". Another is a piece of poop whose special attack is farting gas on enemies. Not exactly a Peter Molyneux production.

That type of silliness seems like it'll define the entire Super Time Force experience, and it's almost impossible not to fall in love with it o?n some level. Right now, Capybara has only announced it for Xbox Live Arcade, but Vella hinted that it's a timed exclusive. Regardless of what platforms it ends up on, you're probably going to want to do yourself a favor and try it out for yourself.

The post Dying leads to better things in Super Time Force appeared first on Destructoid.

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It's six minutes of pixel perfect, time-bending mayhem

I played Super Time Force at PAX Prime 2012 and I felt it was a heady mix of old-school Contra mashed up with some time manipulation that reminded me of Braid and Half-Minute Hero. This new six-minute-long trailer will give yo??u a real good idea as to why.

Working with each member of the Super Time Force (Jef Leppard is my favourite) is the only way you're going to get through each level. Each member has special abilities that are crucial to making it to the end. If you like the trailer, you c?an grab ??the track by 6955 for free from their Bandcamp page

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Or weremaids for short

Super Time Force will feature an enemy type tha??t's half werewolf, half mermaid. Otherwise known as weremaids.?? Awesome.

(Via Capygames Tumblr)

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Play as a group of badass time-traveling crazy dudes

We've seen Capybara's Super Time Force at the last three PAXs in a row, and eve??ry time there have been some major updates that improved the overall quality of the experience. This past PAX East saw the biggest change as players now have full control over how they control time.

Under the? old system, once you died the game would automatically rewind back to the very beginning, forcing players to sit and wait until they can start again. Now, players at any point -- alive or dead -- can press a button and rewind to any point they so desire.

It was? far easier for the team at Capy to make sense of the time-traveling elements prior to this change. Now "it makes the game infinitely more complicated to make," Nathan Vella, co-founder and president of Capybara told m?e. "We're f*cking ourselves over in a way, but it's fun, it's crazy.

"It breaks our brains! We end up in these crazy Back to the Future moments where we're like 'Holy crap, our mom is trying to kiss us!' It's creepy, and you know, butterfly effect, somebody dies, etc. That shit happens when we're talking about, like, 'Why don't we just have the door open?' and we're like 'Ah, the door can't be open because if it opens for the first character what if ??you get there first and then it closes after you and then the other characters technically shouldn't be able to walk through it!' Sometimes we try and it makes us hurt, in the brain."

As Nathan and the team were adding in more content, they began to realize that the way their time-traveling mechanic was implemented was hurting the overall experience for pla?yers.

"We've been working on the game for a while and when we were first working on it we were like 'Oh this is really fun! You die, you rewind, you play with your past lives, great!,'" Nathan explained. "But as we st??arted going through building lots more levels, really trying to beef up the content, and trying to think about the game like how do you play this for three hours, we started realizing all this forced waiting while you're rewinding would slow down the game [and] you spend a lot of time watching a rewind. You're not in control of it anymore, which is kind of weird because you're this group of badass time-traveling crazy dudes. You shouldn't have to just sit there and rewind.

"So we spent a lot of time trying to figure out what's awesome about Super Time Force. It's controlling time to figure things ou?t, to optimize, to really just be able to kill tons of shit in the way that you want to do it, and to be playing alongside all the versions of yourself."

The team then spent time going back and forth argu??ing over what would work best. Not quite an easy task as time travel is confusing and it can break ??your brain trying to think of all the variables.

But then the team came up with the idea of giving players control?? over when they can rewind with the simple press of a button. Players can now decide how to take on a section, and if they didn't like the results of their action, they'll now just be able to rewind and play through the section?? again with another character, all while playing with their past versions still.

"So it gives you this really you have control over time [feel]," Nathan explained. "Now you actually get to say this is how far back I go, this is when I go, I want to play this character at this moment -- and so it basically just opens up the fact that now there's never a point in time Super Time Force where you're just hands off. Now you're always in control of t??ime, and I think that really takes it from something that's like 'haha cool' to now it actually has that meat that we wanted it to have.

"It also means that you're never not playing Super Time Force the way you want to play Super Time Force. You have that real finite almost like minute control over how you play the game. So people can hop in, have a lot of fun running and gunning blowing shit up 'cause that's really what the game's about. But at the same time, if you want to play it hardcore you can go in and choose these really tight rewinds and optimize your gameplay, strategize who would work best, 'cause we're designing it so it kind of has that Mega Man feel where certain characters in certain moments do better than other characters. You can actually just time out ??and rewind and play with that idea.

While this major gameplay change has made the game mor?e complicated to design, it's ultimately made for a better overall product, according to Nathan.

"I'm really stoked about it because instead of just being this really cool game that we're working on, now it's ??this game that feels like it has that refinement of a Capy game. That means a lot to?? us, to make it feel like it hits that certain, I don't know, I always feel like those design things are tangible. Like, players might not think about it but they'll totally feel it when you put a controller in their hand. I think just something as simple as 'Oh, I control the rewinds now, it's me! It's not the computer that just removes control, it's my control.'

"It makes time more of an important factor. It makes the time pressure o?f you only have 30 seconds or more more tangible. Sometimes you have to rewind back because if you don't rewind far enough back you don't have a chance to move fo??rward faster which means you're going to run out of time."

Yeah, you might need to re-read that last paragraph a couple of times. While it sounds complicated, it makes sense once you get the controller in your hands. Nathan stressed to me that you can still go in and have mindl??ess fun on a base level, but there is a lot of optional depth in the experience that players can dive into and get more of an investment out of.

Super Time Force is aiming ?for a 2013 release on Xbox Live Arcade.

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Chronology is your playground in ten minutes of footage

At last year's PAX East, Super Time Force impressed many with its humor, art direction, and nifty time travel gameplay hook. Should you die, you can travel back in time to the point right before you died to team up with your prior self, potentially working to save your prior life in the process?. 

According to Capy's Nathan Vella, it was a great concept in theory, but in practice it made for serious ??balance issues, with difficulty spiking and flattening out in ways under-conducive to player fun. It was hard news to break to the team, but they took it in stride, and worked to re-think the time travel elements to make them both more variable and less over-powered. They implemented a flexible timeline system. Now there a lot more ways to choreograph exactly when, where, and what characters pop up in a level, and less obvious ways to exploit the time travel trickery to reduce legitimate challenge. 

They also added a fat jedi and a radical sunglasses lizard man, so that's pretty good too. If I die before Super Time Force comes out, I really hope future me comes back in time to sav?e me so I can play through? the game at least once. Then I can die I guess. 

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And he may be playable if the fans really want it

Super Time Force is the latest title in the works by the lunatics over at Capybara Games that sees you in control of an assortment of heroes using time travel to save the day. They've thought up so many crazy characters that they've had to scrap a bunch of ideas as well. From a ninja guy to even Jesus Christ.

"We t?alked a lot about putting Jesus i??nto the game," Nathan Vella, co-founder and president of Capybara, stated, adding "for real" after I gave him a surprised look. "Still might? happen, I don't know. But the ideas for his special attack were a little over powered, you know, 'cause?? he's Jesus."

I asked Nathan if they'd want to ?put Jesus in as a playable character if the fans reacted positively to this news, to which he replied with a resounding "Hell yeah, man!" 

"What's the fun of being a small independent studio if you can't listen to what people say? There's always a cap on that, right? But we really want to make Super Time Force the game where people think that it's funny.

"That'??s one of the big reasons why we come to PAX. To see how people play it, listen to what they say, see what they like. Listening to the audience feedback is really important to us. And that's what PAX is! PAX is the only place you can do that. PAX is really important? to us and that's why we keep bringing this game, and every game that we do, we'll keep bringing it here."

As for ?the playable characters that?? are in the game right now, each offers something unique. From a female soldier that can shoot sniper blasts through walls, to a skateboarding dinosaur named Zackasaurus.

"Right now we're at eight characters and we're not done?? at all," Nathan told me. "There will be more than 10. Half of the fun is making characters, 'cause we just come up with like 'what would be the stupidest idea ever? Let's have a guy who as a light sword!'

I'll have more from my chat with Nathan?? soon.  

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New XBLA title has me sold immediately

Super Time Force is a pixel-based platfo?rm shooter coming to Xbox Live Arcade in 2013. However, that alone may not be enough to get you riled up, so take some time to watch the above video w??hich, in all honesty, is the best videogame trailer I've seen -- no hyperbole!

Poking fun at 90s Saturday morning cartoons, and tossing in a style of animation and humor reminiscent of Spümcø, th??e video is pretty much comic gold throughout. Watch the whole ??thing -- it's worth it.

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Join us in the above video as Holmes takes a look at our PAX East Dtoid Pick of the Show: Super Time Force. The crux of the game is that you basically get to "screw up time" while roaming around the universe in a sidescrolling Contra-esque format. In addition to some awesome sharp retro graphics (done by only two peop??le!), it also features one of the coolest things I've seen in?? an action sidescroller to date: the time-rewind ghost mechanic.

Essentially, whenever you die, time will rewind to the beginning of the stage and your former dead self will come back in ghost-form (similar to time trials in racing, or say Rayman Origins). But, unlike other games that feature ghosting, the key part of this mechanic is that you can work together with your past self to best the stage, and even safe yourself from death - whoa.

Super Time Force is fairly early into development, and is slated to be released on XBLA. A YouTube commenter said it best: bring this to Steam! This would go great in an indie bundle with Dustforce.

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If you were like me when you saw the debut trailer for Super Time Force, you were probably asking yourself, "What the f*ck is going on here?!" Well I finally got my hands-on with the game at PAX East and can tell you it's like if Contra and the movie Groundhog Day had a really weird, awesome baby.

You're part of a time traveling force that has to go to the past to fix errors like a crazy alien invasion. You pick your elite character at the start of the level and go through to kill everything, Contra style. Once you die the game wi?ll "rewind" time and pit you back at the start of the level. The twist is that your previous run-throughs will still appear on the stage, repeating everything you did up until the point you died. It's kind of like ghost data from a racing game.

You have a total of only 30 lives, but you can save a past version yourself, granting you that life back. This also allows you to restart from the last poi?nt you died, rather than starting all the way from the beginning again. 

There's going to be several playable characters, but at the start of Super Time Force you'll only have access to a machine ?gunner, sniper and shield based character. Each has a standard attack, and holding down the attack button will unleash their special move. There's a time meter at the top left of the screen that's constantly depleting, eventually killing you. The only way to sustain it is to kill everything in sight. 

The action is pretty fast paced and you will die a lot. You know what, though? It's fun to die in Super Time Force. Dying just ends up ?benefiting you, as you'll have "help" from? your past versions essentially.

Super Time Force is slated for sometime this year on Xbox Live Arcade. Developer Capybara is looking into incorporating some sort of co-op mode, but only "if it feels right." If you're at PAX this weekend you seriously owe it to yourself to try out Super Time Force.

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Capybara is bringing Super Time Force to PAX East and you know what that means? It means we'll finally know what the hell the game is all about. I mean, there's a ton of pew pew pewing and missile riding action going on, but how does it ??all work?! I want to know, and we'll all see first?? hand next week.

In the mean time, here are some new screens. It? all looks like an epileptic's wor??st nightmare.

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