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#egx rezzed
thamechanist · 8 months
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Off to Egx for the day
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hardcoregamer · 2 years
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The Block is a Meditative Alternate to City Building
As basic and as short-lived the core loop is. As limiting one’s response may be once all the spaces are filled and it’s onto to deciding whether to start all over or not. But that’s besides the point with a game like this; it was surprising to look back and recall how long one can truly spend amid The Block‘s near-meditative, low-poly grids.
Keep reading!
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hrcbtga · 8 months
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EGX
On Thursday the 12th of October, our art group along with the games group traveled to London's ExCeL Arena for the EGX trade fair for video games organised by Gamernetwork and held annually in the UK and Germany. It's a chance to play retro and indie games that you might not have or be able to play anywhere else.
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I visited the Rezzed Zone and was given the task of reviewing a game I had to select from them. I chose Robobeat because it looked fun but I wasn't very good and I stopped pretty soon.
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The graphics of the game were good and the style that the game was made in suited it well. The game was made for pc but I believe it was playable on console as well, it played well although the same couldn't be said for me however it was an enjoyable experience all the same. Robobeat focuses on using a weapon to kill enemies as you progress through the levels, firing when arrows reach the middle of the screen on best with the music you have chosen for the background which changes the difficulty depending on the song you choose.
The game was developed by Simon Fredholm and was published by Kwalee Gaming. The game is due to release in 2024 and I believe that the game will be popular when it is finished and released. It will be avaliable on steam and has a discord server avaliable to join.
I wandered over to the Retro Zone and looked for any spaces to be able to play, unfortunately it was very busy and I was unable to get a seat to play any of the games there. I do have some retro games at home and also retro consoles including the Super Nintendo Entertainment System and the Gamecube.
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I enjoy playing Super Mario kart on the SNES with my father and brother and sometimes my mother joins in. The graphics aren't the greatest due to it being an old game but that's to be expected. The game was very popular in its day and is still going with newer versions on different consoles and devices now as well.
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These images are from a stand selling controller grips and covers/decals for Xbox, PlayStation and Nintendo Switch.
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I purchased the grips on my controller from this stand and also the sword from another stand during the event.
Overall I enjoyed the event and would probably go again with family or friends.
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interactivemediaahh · 7 months
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Path of the teal lotus, EGX
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This was the game that i played in the rezzed section. From what i saw and played it was very similar to hollow knight in style and i believe game play. I say believe as everyone had issues getting past the first section because of an odd jumping mechanic that was not made clear. I quite like how it looks with large amounts of red and greeny blue but the controlls were very unclear and I have no idea on what the story premise is. If it is different enough from hollow knight and has a good tutorial then it may go well. If it doesnt it may not go particularly well.
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nicotga · 7 months
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EGX Trip Part 2:
We then went into the Rezzed Area which was where the newly going to be published indie games where at. Me and my companions on the trip found ‘Bo Path Of The Teal Petal’ the most interesting. At first it was a bit hard as we where stuck in an area of the game, but it does seem like an interesting game which I would like to play more of in the future when it is out. I also like the character designs used as they are seen as simple but it is still able to pull your interest towards it even so.
There was audio to the game but you could only hear it in a pair of headphones, I’d say the music is quite soothing and not to dramatic at the part where we at. I think all the music in the game is instrumental based on what I heard. This is also a plus side as other games I play have sort of the same thing, it is also a key factor for me to help draw me into a game as well as character design.
(Video was taken by me of one of my friends playing the game after I had my go).
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EGX trip,
Last week we went to a very big and rather well known gaming convention/ trade fair called EGX, our course links heavily to a lot of what makes up this convention, it focuses on video games, pop culture, nerd culture, art and more. Learning about the gaming industry is important to us as future artists (freelance or not) as it would be one of our main industries of employment, artists are needed for a lot in video game development as before the concept or general idea has even been fully formed it’s artists who usually create concept art and ideas for said games, this also applies to film and tv sometimes to a lesser extent as most films are built from rigid scripts and ideas where as a video game can change almost completely from initial concept to finished product.
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EGX has many sections containing different things all relating to the gaming and art industry except the food court area, there was an area dedicated to upcoming indie games (small development team or single developer games) called the ‘Rezzed zone’ I personally didn’t get to experience it as the lines where extremely long all day and I prioritised other areas over it, but from what I did see and experience at the convention as well as there website I can get an idea of what I missed. One of the games which I had looked at before the convention is called ‘#BLUD’ it’s a dungeon crawler with a 90’s esc art style and zany animation, it’s general concept is surviving a vampire apocalypse and saving your friends while doing so, I’m personally interested in this games development as it’s quite unique in both name and concept and looks to have a fun play style.
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The section of EGX i frequented most was the Retro zone an area filled with video games from the industry’s past, including arcade games as famous as Centipede and Pac-Man (both of which I played) as well as lesser known but rather technically interesting and incredibly fun to play and experience games such as Afterburner, an arcade game and series where u pilot an F-14 Tom cat fighter jet, this sounds fun by itself however what really interested me about this game was that it simulates the movements of the jet by moving the player inside the cab really making you feel like your in the jet, for the time this arcade machine was made it would’ve been revolutionary seeing as most other arcade machines are merely a screen you stand at and move joysticks and press buttons, but Afterburner was a fully encompassing cabinet with a joystick resembling a fighter jets flight stick with buttons placed accurately and even having a separate controller for speed resembling controls found in planes.
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Another great game I played was ‘CarnEvil’ a 1998 light gun shooter, a game where you the player have fallen victim to or summoned an evil magical carnival that appears and disappears taking whoever enters it with them, as the player it’s your job to kill all evil entities that are within the carnival while simultaneously not shooting any human survivors you come across ( this sounds easier than it really is)
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Another section of EGX was the Retail zone, this area has substantial relevancy to our course, the retail zone consists of a few rows of stalls all selling rather pricey merchandise and collectibles, this relates to our course as most of what was being sold was art or could be considered art showing paths and methods for monetising our art after the course, a good example of this was mouse pads, there where a few vendors selling mouse pads with illustrations and computerised art on them being an easy avenue to sell art.
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There where also many merch sellers who where most likely selling pre made mass bought items, a stall I suspected of this where selling foam swords upon first seeing them you may have thought they where a small business making them however getting closer to the stall you could see pass the placed swords on the rack where there was a pile of foam swords in plastic bags on piles.
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jaykeybloggz · 8 months
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Here are some pictures at the "Rezzed Zone" at the EGX gaming convention. I checked out the game "Billie Bust Up"
For an independent game the art direction is superb, with both 2d and 3d animation, along with very expressive characters.
I love how the main characters face is animated entirely in 2D, I am starting to really love how alot of recent media is going back to its roots. With creators and animators realising the appeal of traditional 2D and implementing that appeal into the 3D world.
Movies like Spiderverse, The bad guys and the new puss in boots show this the best, so it was really cool to see this in a game.
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The game is not out yet, however I definitely think I'll keep up with its development, as 3D platformers are a favourite genre of mine.
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worthplaying · 8 months
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EGX Rezzed Zone Reveals More Playable Indie Titles
http://dlvr.it/SxFnRS
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seeknahas · 2 years
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Gang beasts how to play online
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As anyone that’s beaten up #SelfieTennis’ deformed tennis men will know, maybe that’s not something you want to experience. In fact, Boneloaf tested such an experience in which one player stepped into the shoes of their fighter, but came away comparing the experience to Saving Private Ryan. What you probably won’t see, though, is a first-person mode. Brown and Thomas talk of experiments with letting unskilled players join in by altering the environment. That’s not to say the developer isn’t testing deeper waters. The developer wants to keep things fair, which means that modes like local multiplayer in which only one player uses the Rift/PSVR might not make it in, though they are being experimented with. “We’re just trying to work through that process and trying to merge the various different builds and projects for the game together so that we end up with a very consistent experience between online and local,” Brown tells me. VR is changing Gang Beasts in unanticipated ways, then, but Boneloaf wants to keep the experience consistent. A punch-up on moving trucks used to be decided at random as signs appeared from nowhere to knock you away, but now you can look to the right to give yourself ample warning and move aside. A mad scramble on train tracks becomes even more desperate when you’re hurriedly looking back and forth for signs of a train. That also brings some new dynamics to the experience, as you can check for incoming danger. Here, though, you can lean into the action and frame a shot how you want it. Simply put, the isolation of VR isn’t affecting any of the sheer fun we’re having. Moments later, I’m getting a taste of my own medicine as I’m hastily picked up and carelessly tossed off of the map, and I exchange the same cry of failure while another laugh picks up. I hear a anguished “No!” as the red player sinks into a pair of rotating meat grinders and I laugh. I can’t help grinning like an idiot as I barge into one player and send him stumbling into the jaws of death in the meat factory level. It’s still a somewhat disturbing joy to latch your arm onto an enemy, lift them high and drag them over a barrier as they kick and squirm, then mercilessly let go and watch them fall. You can imagine the laughs and cries of panic that surround you instead being shouted down the built-in microphone when online, and the isolation that VR provides doesn’t drown them out in any way. Four players sat together over a local connection, but when you strap on the Oculus Rift you might as well be by yourself. The online functionality was simulated in a way at this year’s EGX Rezzed in London. Maybe it will come’.” That mode has finally arrived and fans have VR to thank for it. Online support wasn’t announced until after the VR version’s reveal at last year’s Oculus Connect, which led to an awkward period as the team’s Matt Thomas describes: “The whole time people were asking us about online we were like ‘Yeah, maybe. “So everyone put together that we would have to do that anyway.” “Without online in VR, it’s a very lonely game to play,” Boneloaf’s James Brown tells me. So why would you want to take part of that experience away and put on a VR headset? Well, for one thing, you still won’t be alone the inclusion of VR support has practically demanded the integration of online play, a long-requested feature. For now, that translates to a ‘diorama mode’ that keeps the same overhead camera position. Esper developer Coatsink is helping Boneloaf port it to both the Oculus Rift and PlayStation VR. It’s like across between Super Smash Bros and River City Rampage. Each player controls a stubby character that they’ll lead into battle, attempting to pick up opponents and throw them off of the sides of trucks and into meat grinders, and the last man standing wins. For those that don’t know, Gang Beasts is multiplayer brawler played from an isometric view.
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freelancelascl · 2 years
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Gang beasts how to play online
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As anyone that’s beaten up #SelfieTennis’ deformed tennis men will know, maybe that’s not something you want to experience. In fact, Boneloaf tested such an experience in which one player stepped into the shoes of their fighter, but came away comparing the experience to Saving Private Ryan. What you probably won’t see, though, is a first-person mode. Brown and Thomas talk of experiments with letting unskilled players join in by altering the environment. That’s not to say the developer isn’t testing deeper waters. The developer wants to keep things fair, which means that modes like local multiplayer in which only one player uses the Rift/PSVR might not make it in, though they are being experimented with. “We’re just trying to work through that process and trying to merge the various different builds and projects for the game together so that we end up with a very consistent experience between online and local,” Brown tells me. VR is changing Gang Beasts in unanticipated ways, then, but Boneloaf wants to keep the experience consistent. A punch-up on moving trucks used to be decided at random as signs appeared from nowhere to knock you away, but now you can look to the right to give yourself ample warning and move aside. A mad scramble on train tracks becomes even more desperate when you’re hurriedly looking back and forth for signs of a train. That also brings some new dynamics to the experience, as you can check for incoming danger. Here, though, you can lean into the action and frame a shot how you want it. Simply put, the isolation of VR isn’t affecting any of the sheer fun we’re having. Moments later, I’m getting a taste of my own medicine as I’m hastily picked up and carelessly tossed off of the map, and I exchange the same cry of failure while another laugh picks up. I hear a anguished “No!” as the red player sinks into a pair of rotating meat grinders and I laugh. I can’t help grinning like an idiot as I barge into one player and send him stumbling into the jaws of death in the meat factory level. It’s still a somewhat disturbing joy to latch your arm onto an enemy, lift them high and drag them over a barrier as they kick and squirm, then mercilessly let go and watch them fall. You can imagine the laughs and cries of panic that surround you instead being shouted down the built-in microphone when online, and the isolation that VR provides doesn’t drown them out in any way. Four players sat together over a local connection, but when you strap on the Oculus Rift you might as well be by yourself. The online functionality was simulated in a way at this year’s EGX Rezzed in London. Maybe it will come’.” That mode has finally arrived and fans have VR to thank for it. Online support wasn’t announced until after the VR version’s reveal at last year’s Oculus Connect, which led to an awkward period as the team’s Matt Thomas describes: “The whole time people were asking us about online we were like ‘Yeah, maybe. “So everyone put together that we would have to do that anyway.” “Without online in VR, it’s a very lonely game to play,” Boneloaf’s James Brown tells me. So why would you want to take part of that experience away and put on a VR headset? Well, for one thing, you still won’t be alone the inclusion of VR support has practically demanded the integration of online play, a long-requested feature. For now, that translates to a ‘diorama mode’ that keeps the same overhead camera position. Esper developer Coatsink is helping Boneloaf port it to both the Oculus Rift and PlayStation VR. It’s like across between Super Smash Bros and River City Rampage. Each player controls a stubby character that they’ll lead into battle, attempting to pick up opponents and throw them off of the sides of trucks and into meat grinders, and the last man standing wins. For those that don’t know, Gang Beasts is multiplayer brawler played from an isometric view.
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becausewerehere · 4 years
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Hey, there! I thought I’d drop by with a little (long-overdue) update on Because We’re Here. I’ve just re-read the last devlog post (the, uh, February 2020 update) and oh gosh, it’s like unearthing a time capsule! I was very optimistic 2020 was going to be a productive year, wasn’t I? Uh. Whoops.
Like last time, please manage your expectations! :’D This isn’t a very big update at all, and it’s more talking about the process rather than the game itself - but I thought I’d check in and just let you handful of faithful devlog-checkers know that the project’s still ticking along, haha.
Act III Development Update!
Act III is taking a bit longer than I’d hoped back in February, but it’s coming along! I've been trying not to burn myself out like I did with Act II (those last few months before publishing it were rough! And took me a good few months to recover ^^;) but also, it’s obviously been a bit difficult to stay focused and energetic throughout most of this year, and I’ve had a couple of points where confidence wasn’t really in ample supply either. What a year. Hoo boy. (This probably isn’t a very professional tone of voice for a project update, but that’s fine, I’ve long since accepted what kind of shambolic operation I’m running here and I’m sure you have too. xD)
The good news is: I’ve been on a bit of a roll for the past couple of months! I'm feeling much more clearheaded while I write, and I’m starting to get back to the level of gamedev optimism and energy I had in February. Which feels great! Obviously all those other factors mean that Act III isn't going to be released in 2020 as I’d hoped, but I doubt many of you are expecting that at this point, hah. :') However, I really want to get it out in springtime. As any of you familiar with the project's development will know, I'm effectively working as a solo dev and timetables may change, so that's very far from a guarantee, but that's what I'm currently aiming for! So watch this space!
(I will also mention that, with the work that’s been done so far, Act IV is unliiiikely to take a full year after Act III, and it's very plausible that that'll also be out in 2021 (albeit late 2021). But again, I really can't talk timings with any degree of certainty just yet!)
Anyway, the main thing I wanted to say today is: I'm actually going to start this devlog up again in the new year, and open with a proper, detailed update in earlyish 2021 -  looking more at where Act III (and IV!) are at that point. I’m aiming to have work on Act III almost complete and it sent off to my handful of beta-readers by then! But in any case, I’ll be able to give a much more concrete estimate of timings and so on.
It feels good to have broken the seal on posting again - this is me trying to slowly return to the world of Being Online. But for the most part, I'm staying true to my online nature (which is: hermit) and I’m going to keep quietly working on Act III for the rest of this year. And by January I’ll have done more of the programming and integrating the graphics, so I ought to be able to give some nice screenshots, and I’ll actually tell you a little bit about the act. And maybe launch the Steam page shortly after!! Exciting.
Though in the meantime, I might try and be around a little more than I have been. I was thinking of posting some more fanart up on here - I’ve had some really nice pieces come in on Discord and Twitter since Act II was released, and I’d like to keep them collected here with the rest! ;D
The Leftfield Collection
A really cool thing that happened (that I teased in the February update but ended up going a bit quiet on social media and didn’t get around to properly announcing on here) is Because We’re Here got accepted into the avant-garde Leftfield Collection showcase for the EGX Rezzed expo in London! It was supposed to be in March, but obviously fate had other ideas. Although BWH was briefly in a digital Rezzed showcase that got featured on the Steam front page and I got a couple hundred extra wishlists from it, so that was a really nice boost!
There was a neat article written about the collection on Rock Paper Shotgun here! I was very excited to go and exhibit there because I had such fun at AdventureX last November, so it was quite a disappointment that Rezzed couldn’t go ahead! But, I mean... by that point, it was definitely for the better. So, c’est la vie. In any case, I was super honoured to have had BWH selected for it, and it was really lovely to be included on a lineup with so many cool and interesting games! ^^
Alrighty, Then.
So that’s the Act III update. Thank you all for your patience! It's (QUITE OBVIOUSLY) been a strange old year. I know that a good amount of my setbacks this year have been shared by basically everyone in the world, ha. And I’m aware of how lucky I am that 'unproductivity and nerves' is roughly the extent of my 2020 troubles, so I can’t really complain. I hope you're all doing okay with everything the year has thrown at us so far.
I’ve had fewer people getting in touch and asking me about Act III than I did about Act II, and I think that’s a combination of ‘pandemic; delays understandable’ and hopefully ‘Act II left people a lot more sated than Act I’ ahaha. But fear not... Act III is definitely still on its way. And things are going well! I hope you have a good rest of the year, and I’ll update you properly (and if things have gone to plan, maybe start on a longer run-up to release this time around) next year! :D 
~~~~~~
Because We’re Here is a bittersweet otome visual novel in an unforgiving WW1-inspired setting.
Acts I + II are out now on itch.io and Steam!
You can also support Studio Elfriede on Ko-Fi! You’ll help towards the cost of the new Act III artwork, and get in the Special Thanks if you’re not already~
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pyreo · 5 years
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Here I am riding a jackal at Rezzed
They had ships and gamer merch but most importantly Arenanet was there doing a presentation, and they hung out for chats so I got to talk to a lot of them!
We talked about marketing and how they build community goodwill, and the concept art in the book and how weird the sylvari used to be, and then later I got to tell the designers/writers about how much I loved The Departing and why it hit me so bad, and that the written character perspectives in Requiem were a really interesting and valuable set of side stories, and I NEARLY said ‘rytlock fucks’ out loud at one point and they KNEW what I meant and went like ‘:V’
They also said
There was a gag at the end of the personal story where Logan would be like “welp, I’d better go back to my family” that made me laugh so hard I had to step away
They want to give Rytlock one of those ‘World’s Best Dad’ mugs
There was an actual aspect of gambling in the thunderhead peak arena with scripted stuff but they cut it cause it was literal *gambling* and I asked if Canach needs an intervention at this point? and they were like yeah, it looks like it
They mentioned they absolutely will recast characters when they have to and having to is always the result of schedule clashes
They’ll get actors to record dialogue before a scene is even hashed out and developed, design around the lines to get the emotion right, but then have to rerecord it all due to rewrites, but they think it’s a worthwhile way of constructing the scene
I asked if the obviously not-implementable idea of player-character/NPC romances had ever been discussed, for the hell of it, and they said they might have done but they only like to do things properly, and they would’ve had to build that into the engine beforehand to really get it right
And they did a panel about writing character relationships AND then revealed the Ep 6 teaser for us live!
I took one of @siins‘s BEAN draws and got the gang to sign it <3
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retro-rezz-the-est · 5 years
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I am entirely too gay for these women to even handle this segment 😍😍😍😩😩
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feministfataley · 5 years
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EGX Rezzed Demo Review - Void of Memory
This was a highly conceptual piece and I adored it! Void of Memory is a physical game hand built by it's developer Julia Makivic and narrative developed by Raymond Vermeulen.
You play as Marlena, a college graduate stuck in a dead end job maintaining an organic server that can collect data on people on a molecular level. You must decide to either use the information gathered by the server to do your job, or to spy on people you know. Input is via a host of connectors and input devices activated by tilting and connecting copper pieces together. It is a very sophisticated layout and has clearly taken a lot of skill and creativity to assemble. It's also absolutely insane and I love it. Check out the developer over on Insta @juliamakivic, and the narrative designer on Twitter @crapcyborg. It's the most gloriously unique thing I've ever seen and I recommend checking it out if you're at the show this weekend.
Thanks to Julia for letting me try her creation!
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hardcoregamer · 6 years
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Xbox One Least Favorite Platform for Independent Developers, Survey Claims
While Xbox One may still be getting third party support year-on-year from the larger developers and publishers alike, the independent scene isn’t taking as kindly to Microsoft’s platform so far as preference goes. At least that’s what a recent survey, conducted by GamesIndustry.biz, undertaken during this year’s recent EGX Rezzed, seems to suggest. 
Check it!
https://www.hardcoregamer.com/2018/05/16/xbox-one-least-favorite-platform-for-independent-developers-survey-claims/299450/
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renegade-revolution · 5 years
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Get ready for more content to our YouTube channel this year!
We kick off with Stuart's walkabout at EGX Rezzed!
Don't forget to like and subscribe for more content! <3
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