All posts by Kevin John Kennedy

Hey guys, Kevin here. I worked with Dave and Richard (and a few others) back on Xboxer360 and am happy to be working with them again. You can expect articles, the occasional opinion piece and reviews from my work. Other than racers and a few sports, I'm pretty much a fan of all types of games. I'm a Hearts supporter and like to watch as much NBA as I can.

Trial and Error Gameplay

The phrase “Trial and Error” is often used to criticise a game, but on a very basic level, isn’t that what video games are all about?
In this video, I’m going to look at the different ways Trial and Error can be used in games, the respective impact they can have and why it is shouldn’t be “removed”.

We Are Doomed review

We are Doomed is a Twin Joystick shooter, that has you play as an eyeball, or something, as you fly about a technicoloured blanket, shooting at illuminati symbols and strange Jellyfish that are trying to kill you. So you know, just another typical shooter. Starting out life on the PC courtesy of Mobeen Fikree, the game is now making the jump over to home consoles and is aiming it’s sights at a £7.99 price tag. Is it worth a shot?

One of the first things you’ll notice upon starting the main game itself, is your laser. It doesn’t have much of a reach, forcing you to play differently than you normally would in other games of the genre. While most twin joystick shooters have a “run away and gun” mentality, We Are Doomed is somewhat different. While you certainly do run, the short laser dictates that you’ll have to get up close and personal with enemies to defeat them.


Helping you do this are some pretty great and responsive controls. While there is some acceleration, you have no real option to alter your speed, as slightly nudging the thumb-stick has the exact same effect as pushing it all the way does, but this doesn’t really matter, as the controls are so good, that you’ll find yourself dodging in and out of trouble in no time.

As good as the controls are though, you’ll still spend most of your time using them to simply running around groups of enemies as they simply follow, due to the rather limited enemy design. Some enemies split when shot at and some respawn from portals after a few seconds if not destroyed, but for the most part they simply zero in on you and charge. While it is still a fun game, this starts to get a little repetitive and boring after a while.

There are some enemies that behave differently though. Indestructible asteroid like objects roam about the screen and don’t seem interested in you. Also the blue and yellow like enemies that rotate the screen make a quick trip to the center for a wave or two, causing you to update your tactics, though they quickly head back to the edge, barely to be noticed again. As a whole, the mindless obstacles, including a laser that fires across certain portions of the screen, are rarely much more than the occasional annoyance, allowing you to continue your trip around this strange hippie blanket, fighting the equally colourful enemies.


Speaking of, while this game certainly is colourful, I would argue that it’s maybe a little too colourful, as there doesn’t seem to be any smart use of contrasting colours or compliments going on. Colours just seem to be thrown about just for the sake of it. Compare the visuals to a game like Geometry Wars, which at first glance has a much more limited colour range, though the enemies, backgrounds and player all seem to contrast each other, helping them to stand out and makes everything look far more vibrant and exciting. We Are Doomed on the other hand, whilst certainly unique looking, throws about so many bright colours that nothing really seems to stand out.

While all this could be chalked down to simple personal preferences, there are a couple of aspects of the visuals that actually do hinder gameplay. For example, to power up your most powerful weapon, the superbeam, you have to collect purple trinkets from the field, yet doing so causes little purple shards to follow you about, and in a game where you are constantly cautious about enemies chasing after you, this can be annoyingly distracting. Also, upon obtaining the superbeam itself, it causes a triangular pattern to appear around you, making harder to tell how close certain enemies are to you, especially in the more heated encounters. On a couple of occasions, they even appeared right on top of me, as the outline enemies create upon entering the stage can be obscured by the superbeam’s borders.


These are hardly deal breakers, plus it may be up for debate as to whether these are deliberate design decisions or rather flaws, but saying that they were deliberate, implies that We Are Doomed is keen to frustrate players, but that doesn’t seem to be the case when you look at the core gameplay and the presentation that’s on offer. The way the camera slightly pans, or even zooms out, when enemies enter the stage for instance, makes it easier to tell what enemies are approaching and from where. Furthermore, the music is hardly a techno-filled, adrenaline-pumping, beat-dropper, but is instead much more relaxed and laid back. Add to this the subdued explosions upon destroying enemies (I would have preferred more impressive sound effects but what you gonna do?), it all adds up to help create an environment that, even if it doesn’t always suit the frantic nature of the gameplay, is still quite chilled.

My major complaint about We Are Doomed, however, is that there simply isn’t much to do. I’m not just talking about the repetitive nature of the gameplay either. Upon completing the main mode, that can take anywhere between an hour or two, there isn’t much of a reason to return for more, unless you are a fan of leaderboards or achievements. There is an Endless mode which certainly ramps the difficulty up quickly, but isn’t much different from the main game. The gameplay, while absolutely solid, isn’t enough to hold the game on its own merits, and the lack of extra game modes or coop, makes the other games in the genre look far more appealing as a result.

Unfortunately, it’s hard to recommend We Are Doomed wholeheartedly, despite the great controls. The game is simply too bare bones and is over far too quickly. There’s noting offensive about this game, but there isn’t anything to write home about either. If you’re a fan of twin joystick shooters, then here is a decent one that you can spend an evening playing, otherwise you may just want to avoid.

Thanks to Vertex Pop for supplying TiX with a download code.

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Stories in open world games

Exploring in Open World Games is usually the reason for picking it up in the first place, however the genre really seems to be struggling when it comes to creating an involving and meaningful story, regardless of writing talent.

In this video, I’m going to try and analyse why that is and suggest possible room for improvement.

Top 10: Games we’d love to see on Xbox One

We here at TiX love our Xbox. We play with them, stroke them tenderly and place a little blanket over them at night. That being said, it’s hard not to peek over the garden fence and look at the toys that the neighbours get to play with and feel a sense of longing. We want all the toys dammit!

It’s with this in mind that we’ve decided to clog together a list of the Top 10 games we’d love to see on the Xbox One. There is only one rule, there actually has to be even the remotest possibility of it happening within this generation, so all those fantastic first party games that Nintendo and Sony get to play with? They don’t count. No The Last of Us or Super Mario Galaxy’s will be found here.

So, let us begin shall we? Or you can just head straight to the comments and tell us why we’re wrong.


When I posed this article to the other fellows at the site I got a lot of suggestions. This was definitely the most unusual. It appears that Dave Moran “wouldn’t need another game for a good while” if this were to make its way over to the Xbox One. I must confess I know nothing about these games so I’ll just let Dave explain: “imagine being able to team up with friends over Live to hit the road with your awesome cargo”.

Yes. Imagine.

How likely is it to happen?

The Farming Simulator series has made its way to the Xbox, so anything is possible. There certainly does seem to be some demand for the series to come over, but nothing meaningful has happened yet unfortunately.


Every so often, you just wanna fly in customisable planes, soar through the sky, shoot at boats, submarines and blimps until you explode in a fiery blaze of glory. The epitome of the “just one more go” game, Luftrausers is a strangely addictive game with terrific music that encourages experimentation; maybe instead of shooting planes, you install a body that takes no impact damage, so you can just ram everything to death, or a body that allows you to survive underwater. I play this game on steam with an Xbox 360 controller anyway, it should be in the Xbox library as well.

How likely is it to happen?

Surprisingly, not very likely. At least for now. There is absolutely no buzz for this game reaching the Xbox One and my queries to the developers and publishers about a port have yielded no fruit. Microsoft also insists that any game must release at the same time or before other consoles to appear on the Xbox One, otherwise known as the Parity Clause, making the odds of flying planes into blimps on the Xbox much less likely.


Classic shoot-em up action. Silk Worm isn’t a typical two player shooter. Sure, shooting the bad guys is fun and all that, but this game had a strong emphasis on teamwork. Sometimes enemies appear that the helicopter can’t attack, allowing the Jeep to help and vice-versa. Plus, your Jeep can jump and I think we can all agree that that’s cool.

How likely is it to happen?

Quite unlikely to be honest. While popular at the time and while many still hold it dear to their hearts, there isn’t much of a push from either the developers or fans to have the game brought to the current gen consoles. Maybe I’m wrong, but it appears that going back to the source is the only way to relive Silk Worm.


I’m usually the first one to complain about the abundance of “HD” ports (is there a better name for this yet?) from previous consoles. That being said, there is also a real lack of skateboarding games on the current gen as of writing. Nothing fancy is needed, simply the ability to play the addictive Skate on the Xbox One would be enough, as our very own Leigh is actually considering buying an Xbox 360 solely to play some more Skate.

How likely is it to happen?

Rights aren’t the issue this time around, as they are owned by EA. The only issue is that original developers, Black Box, closed it’s doors two years ago. It wouldn’t be impossible to grab another studio to bring it to the Xbox One however, so I reckon the odds of this happening are quite good, especially with a new Tony Hawk game in the works, I’m sure EA would enjoy stealing attention from Activision.


Hardcore, platforming awesomeness. This excellent, bizarrely named throwback to the Commodore 64 games (many of which are on this list) takes gravity round the back of the shed, Old Yeller style, and tearfully puts a shotgun between its eyes, as you can flip your downward trajectory at any moment (as long as you’re not in mid-air). Add an awesome soundtrack and great, unique visuals and you have a game that should be, but isn’t, on the Xbox.

How likely is it to happen?

Not very. VVVVVV has already made its way to the 3DS and the Vita version has apparently been “imminent” for a while, but no home console version has been released. Terry Cavanagh, the game’s creator, is perfectly at home making his own games at a blistering rate on the PC and given Microsoft’s Parity Clause, it’s unlikely he’ll be approached to make a port anytime soon. Ah well, it’s cheap and hardly an issue performance wise on the PC anyway.


What’s with the first Resident Evil game getting all this love? It’s about time the other games followed in suit. While an HD remaster would be lovely, it isn’t necessary. A simple port of the sequels would suffice. Hell, if not these, how about Code Veronica? The game that was actually meant to be Resident Evil 3. Personally, Resident Evil 2 was the trilogy at it’s best as it was a combination of the puzzle elements of the original and a more straight-forward action game with more momentum as opposed to exploring the same mansion for hours. Xbox port please!

How likely is it to happen?

It’s almost surprising that this hasn’t happened yet. Resident Evil has been remade not once, but twice now. Capcom has also released 5 other games in the franchise, as well as Code Veronica, a slew of handheld games, a bloody squad shooter of all things and are soon to enter the realm of episodic gaming with Revelations 2. My point is that Capcom have shown little restraint in this matter, yet so far have made very few peeps for Resident Evil 2 and 3.. This one is surely just a matter of time.


With Adventure games making their supposed comeback, now seems like a perfect time to revisit one of the best examples we have to offer in Dizzy. With thoughtful puzzles and a giant helping of charm, surely there’s a place for Dizzy on the Live Arcade.

How likely is it to happen?

Recent ports to mobile platforms prove that not only is there interest in the series but that the Oliver Twins (as well as Codemasters whom share 50% of the rights) are keen to re-release the game. They also stated in an interview that ports to home consoles were something they were interested in. However, given that Blitz Games Studios closed just over a year ago, it’s hard to see them personally taking charge in porting it to the Xbox.


There is every chance that a lot of you have not played, or even heard of this recent game. If that is the case then I greatly envy you, as you have a brilliant experience awaiting you. If the fantastic mind-bending puzzles don’t get you, then the very distinct and memorable visual style, which was achieved by scanning real-world objects, will. If that doesn’t grab you then the story, music and one of the most chilling, unforgettable endings I’ve ever experienced will. If you still don’t like it then I guess there’s no hope for you.

How likely is it to happen?

While originally a PC game, it has recently been ported, with great success, to the Playstation 4, 3 and Vita, proving that the game can survive without a mouse and keyboard. The only real thing stopping it from coming to Xbox is, unfortunately, Microsoft itself due to the aforementioned Parity clause which also restricts Luftrausers and VVVVVV from likely hitting the Xbox One.

However, after the PC and PS4 game Outlast got distributed to the Xbox One, it was revealed that Microsoft are taking games on a case by case matter. So perhaps we’ll see this fantastic game show up some day soon.


A huge, multi-scrolling platform-shooter, Turrican was just plain fun. Fast-paced with great music, you could spend hours just exploring the levels, looking for hidden areas and bonus collectables. As our very own Phil puts it, there was simply nothing else like it at the time and upon my suggestion of doing this article, there was almost a heavenly chorus that wanted Turrican to make the cut.

How likely is it to happen?

In 2013, German magazine Retro Gamer revealed in a retrospective of the game that there was proof of an Xbox 360 version of Turrican in the works before the publisher withdrew support due to “lack of interest”. In the same article, hope remains as it is revealed that a new Turrican game is in the works, with potential development coming from Black Forest Games, creators of Giant Sisters: Twisted Dreams. However, this was 18 months ago now and there seems to have been no updates. We can but hope.


Oh boy, this needs to happen, this NEEDS to happen. One of the most defining and ground breaking games of all time (for better or worse) and a game that still holds up to this day. This is one of those occasions where I simply don’t care about it being HD or not, simply infiltrating Shadow Mosses with Solid Snake and fighting Psycho Mantis, Ocelot and Raven would be enough.

How likely is it to happen?

Two years ago, the Metal Gear Solid: Legacy Collection released for the PS3, containing every single Metal Gear game to date (well, the important ones anyway). Hideo Kojima said at the time that he would love to port it over to the Xbox 360 but that there simply wasn’t enough room on the DVDs. Although he did state “When it’s the next [Xbox] console, maybe we can release it”.

There’s a slither of hope there, especially with Metal Gear Solid V: The Phantom Pain coming this year, it is conceivable that the Legacy collection could get a re-release. Except for 1 and 4, pretty much every other Metal Gear game has made their way to the Xbox, even the handheld Peace Walker. I think it’s about time that the Xbox got to go to Shadow Mosses!

Well there you go. We don’t ask for much, just lots and lots of awesome games. How about you? Which games would you like to see on the Xbox One?

What makes a good “Twist”?

Given the content of this article, it should be clear from the get go that this is going to be a spoiler heavy article. I’ll be sure to mention the name of a particular game IN BOLD before giving away it’s twists to give enough time for you to hit the emergency close button should it need to be utilised.

Everyone loves a good twist right? A turn in the tale that nobody (save a few smart alecs) saw coming. If I were to pose you the question of “what are your favorite gaming moments?” I’m sure that there would be a few good twists in there. The same can be said of TV shows and movies.

Like all good things however, they can turn sour when used too much. Both the first Saw movie and The Sixth Sense had big twist endings that were very popular. So in an attempt to recapture that particular lightning in a bottle, the rest of the Saw series, plus a lot of M. Night Shyamalan’s later movies, followed in suit with big shocking reveals in the final reel. However, they were usually criticised for feeling forced, unnecessary and simply being a twist for the sake of a twist.

This brings up a few questions: What makes a good twist? Are there set rules or parameters to follow?

Lets take a look at one of my favorite twists (from one of my favorite games) of all time as a case study. STAR WARS: KNIGHTS OF THE OLD REPUBLIC. You play as a simple soldier in the republic who eventually becomes a Jedi. Your masters marvel at your skills and you’re set out on a mission to save the galaxy. So far so basic. Just past the halfway point, however, you come face to face with Darth Malak, the enemy of the game, who reveals that you are actually Darth Revan, the evil Sith ruler whom people have been talking about the entire game and was thought to have died years ago but has had their memory wiped and their connection to the force severed.

Knights of the old RepublicA massive twist you didn’t see coming? Sure. However, simply being unexpected isn’t enough to leave a lasting impression. Learning about your past changes the way you look at everything. You can start the game form the beginning and see characters reacting differently and what their hidden agenda could be. I even started behaving differently, why shouldn’t I? I’m not some nameless Jedi anymore still trying to find their way in the galaxy, I’m Motherloving Darth Revan, the Sith Lord who single-handedly brought a galaxy to it’s knees!

There is a slight parallel between KOTOR and THE EMPIRE STRIKES BACK in the impact their respective twists have on the story. Upon learning each twist, you almost expect, or at least wouldn’t be surprised if the hero should suddenly decide to turn evil, either to take revenge on the Jedi masters trying to manipulate you or to join your once thought dead Daddy to rule the galaxy together. Hell, an alternate ending to Return of the Jedi was going to have Luke putting on his father’s helmet and assuming the role of Sith Lord. The best of twists aren’t just pieces of information withheld from the audience, they affect perceptions and viewpoints.

Lets move even further from video-games for one moment. Look at GAME OF THRONES. The reasons I love the twists in this series so much is that they almost act like tonal check-points. No matter what happens, no matter what you’re told, you’re always expecting the same thing to happen right? Ned Stark would weed out the corruption, Cersei Lannister would be killed/driven from King’s Landing and the good guys would win. Which of course doesn’t happen. Though even after Ned gets a sudden pain in the neck, you expect the Starks to rise up against the Lannisters and avenge him. Of course they would, that’s essentially what the show is about now, right?….. right?

Time and time again these twists in the tale keep cropping up to remind us that no, this is not how the world of Westoros works. Simply being good isn’t a protector from evil. It forces you to view the show and it’s characters differently and realise that the unwritten rules you were previously following don’t apply here.

My point is that the twist has to be more than a nice decoration to hang on the wall, it fundamentally changes your viewpoint, maybe even your character. Going back to KOTOR, I had one friend who choose the light side, then changed their mind after realising they were already a Sith Lord. Even I, goody two-shoes whom I always play as, found myself yelling “I’m Darth Revan, watch your tongue or I’ll pull it out” at stupid Sith disciples trying to hassle me on Korriban.

Conversely, I’m always a little surprised when people talk about how great the twists in BIOSHOCK INFINITE, and to a lesser extent, BIOSHOCK are. I simply don’t understand the realisation that Elizabeth is your daughter and you also being Comstock are such shocks to the system. Unexpected, sure, though I just found myself shrugging, saying “Oh, OK sure”. I would actually argue that having Booker find out about Comstock earlier may have actually added more weight to the story and give Comstock some necessary presence, as he mostly comes off as just another bad-guy. No need for hype and drama, Booker could have just been informed of it earlier.Comstock_Statue

Bringing it up as a huge twist at the end simply didn’t accomplish as much. What does it add to the narrative? What does it change? For me it only brought up questions; why doesn’t Booker remember having a daughter? Wouldn’t seeing a girl with half a pinky missing be an obvious clue? While I’m sure that some flowchart, audio log or a convenient case of memory loss easily explains away a lot of the plot holes, that just feels more like a plaster added to remedy the problem later.

Woops, this is starting to sound more like a rant on Bioshock, wasn’t intentional I swear! The point I was trying to make is that the twists in Bioshock Infinite don’t really seem to change anything. At the end of the day, they don’t matter. Like in THE VILLAGE when it turns out that they are living in the present day as opposed to 200 years ago, who cares? Even in Bioshock, does realising that you’re Andrew Ryan’s son really matter? Sure, learning about Atlas’ deception is interesting, although I’d like to bring up a side note at this point; “hypnosis” in and of itself is not a twist, it’s a cheap device. This was also an issue I had with the ending of OLDBOY, whenever they need something explained, they wave it away with hypnosis.

Playing Bioshock a second time and hearing “Would you kindly” is certainly quite fun and the way it interacts with the level design is well done as you literally have no choice in the matter, but at the end of the day, it’s still hypnosis and as such is quite cheap.

It may be strange to call out convenient memory loss and hypnosis when just a few paragraphs ago I held up KOTOR’s twist as a prime example of a twist which essentially consists of both these things, which I suppose is a fair point. I was all set to write an arbitrary list of rules that twists must follow, but I suppose the most important rule has already been stated; for a twist to be effective, it must change our view of the characters, the world, the setting or all of the above. Otherwise, you’re just telling us stuff we didn’t know.

Look, I get it, twists are fun. They get us talking and they leave a lasting impression, but it’s hard not to feel that after a while it has almost becomes a money grubbing, bean counting tactic to gain publicity. CALL OF DUTY 4: MODERN WARFARE had a jaw droppingTeamplayer_shepherd_magnum twist in it’s nuke scene and the reaction was so positive that for it’s sequel CALL OF DUTY: MODERN WARFARE 2, they had even more, bigger twists, even when they made no sense in terms of story or design. Sure, wait until after an intense battle sequence before having the General suddenly show his true colors and murder you after AN HOUR OF PLAYING THE SAME SEQUENCE OVER AND OVER AGAIN I HATE THIS LEVEL!

Ahem, sorry. To conclude, a ground shaking twist is not a means to an end. Like everything else in your arsenal, it’s a tool. A tool to be used, or not, to the best of your abilities, to best tell your story, whatever it may be. Oh, and by the way, Rosebud was his sled.

Gaming Masterclass

Hey folks, welcome to what I hope is a new ongoing series of articles (I may come up with a better name down the line), where we go through some of the best levels, segments and great ideas that the Xbox has to offer and praise them for all they’re worth. Whether it’s a memorable boss battle or some fourth wall breaking shenanigans, the purpose of these articles is to provide great examples of game design and give credit where credit is due. So without further adieu, let us start with….

The Cave (2013) is a Double Fine game from the mind of Ron Gilbert. While I found it to be a very enjoyable though slightly cumbersome puzzle/platformer, there was one moment that stood out to me above the rest of the game; the introduction. The beginning of this game is devoid of unnecessary tutorials and flow stopping pop-up menus that take you out of the experience, instead it allows you to take your time and figure the game out for yourself, something I wish more gamrs did. Within five minutes, that game’s tone, gameplay conventions and mindset are perfectly conveyed in ways that many AAA games fail to do in hours.

After a lovely little introduction from a talking cave, we finally get to meet the eight main characters of the game. A D-pad icon pops up on the lower left hand side of the screen, which is the closest thing we get to a tutorial, allowing us to change character. There is even an option to hide this popup should you wish.


As we switch from character to character, the cave gives us some inside info on their back-story and desires. On the surface, this is a simple exposition section, but we’re also learning how to change characters, something that becomes second nature once you proceed with the game and is vital knowledge to know.

After a couple of minutes fiddling about with characters, the next logical step is to move. You haven’t been told to do anything and you haven’t even been set an objective, so for now you’re simply exploring and experimenting. Quite quickly, you find a crowbar. The Cave Crowbar

In any other game, a tutorial or button prompt would come up that carefully explains how you pick this item up and how to use it, but here, the game trusts that after the smallest amount of experimentation and time, you can easily figure it out for yourself. Once you take the crowbar to the entrance of the cave which has been boarded up, it’s also easy to put 2 + 2 together and realise what  to do next.

The majority of the puzzles in The Cave are solved this way. Your path is blocked, so you must find an item that will unblock it. There may be variations and different methods found throughout the playthrough, but this simple opening puzzle has essentially taught you everything you need to know. Well almost.

Now that you’re in the cave, you explore as far as you can until you come to a rather rickety bridge. You are told that taking any more than 2 people over the bridge may cause it to break. There are signs scattered about that strictly tell you NOT to go this way. However, with no other objects to interact with, there simply isn’t much else to do, so you change characters, which we already know how to do, and drag two other hapless souls into the cave and drop them on the bridge, which of course makes it collapse, causing all three characters to plummet deeper into the cave, starting the game proper.the cave bridge

Now, it doesn’t take a rocket scientist to quickly realise what you were supposed to do, but I love how this almost feels like a commentary on how other games chose to teach you the game’s mechanics. It would be easy for a menu to pop up and say “which three characters do you want to take” and choose your characters with all the passion of choosing your lunch from a menu. Instead, The Cave specifically tells you NOT to do something, and the only way to advance is to break the “rules”, helping to set the tone of this dark and twisted game.

This short level may sound rather simple and not particularly mind-blowing, but modern games have a rather bad habit of assuming that all gamers have little to no attention spans or desire to learn and need to be handheld through every level for fear that they’ll get bored and quit. In the Batman Arkham series for example, you are being reminded of how things work for the entire game, even the little icon that tells you how to grapple has a little LB on it from beginning to end. While I personally find this unfortunate, I can still understand and appreciate that many modern games are perhaps slightly more complicated than 2-D platformers and may require more direct tutorials to let the player know how to play the game. That being said, finding more creative and inventive ways of teaching the player how to play your game will always be more rewarding and memorable than any tutorial can ever be, which is what the opening five minutes of The Cave is all about.

By the time you find yourself plummeting into the titular cave, you know how the controls work thanks to a couple simple puzzles and you understand what the tone of the game is thanks to the very creative character selection process as well as some dark humor scattered about. I heartily recommend downloading the demo at the very least, which contains the opening level in question, if you are interested in the fundamentals of game design, also if you want to play a pretty cool game.

Could we be seeing more Dragon’s Dogma soon?

All has been mostly quiet around Dragon’s Dogma since the game’s expansion, Dark Arisen, released in April 2013. However, it appears that in early December, Capcom filed a trademark for “Dragon’s Dogma Online” suggesting that they may have further plans for the franchise.

Whether these plans revolve around releasing a sequel, an MMO or a mix of the two is currently unknown, as this could also just be Capcom covering their bases for whatever they may plan to do in the future. Is there much of a demand for a sequel? I never finished the game myself but understand it has quite a following.