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Monday, February 26

Introducing Our 10 Year Anniversary Logo!

XboxLiveNetwork was officially founded in May 2008. Ahead of our 10 Year Anniversary, we are unveiling a logo to help celebrate this accomplishment. We hope to bring you all 10 more years of entertainment! Be on the lookout in May for special 10th Anniversary giveaways!

Sunday, February 25

Sword Art Online: Fatal Bullet Review

Everyone grew up as a kid wanting to be a Gun Gale Online player right? Well in Sword Art Online: Fatal Bullet, you can live out this dream. Lets see how this comes together in our review.

Metal Gear Survive Review

Metal Gear is a storied franchise the revolved around the story of Solid Snake. Metal Gear Survive changes up the formula quite a bit and presents us with a sort of open world tower defense type experience. Will this game stick to the Metal Gear formula or will it be something entirely different?

Tiles Review

Puzzles, puzzles, puzzles. Tiles is a simple yet challenging puzzle game that will make you use some strategy to accomplish the goal of clearing out the "tiles" and making your way to the end.

Saturday, February 17

Guilt Battle Arena Review

Play with friends and either feel guilty or not guilty about it in Guilt Battle Arena. The latest couch coop and versus game you can play with friends as a member of the GUILT patrol.

Dynasty Warriors 9 Review

In the current craze of open world games, the latest series to try its hand at it, is Dynasty Warriors. This is a well known series that has been developed over the last 21+ years buy Omega Force and Koei Tecmo. Will a formula change benefit this series? We will discuss in our review!

Wednesday, February 14

Little Triangle Review

Little triangle begins with an invasion of giant robots that are dedicated to abduct the colorful characters of this game and one of them,  must stop their feet along three worlds divided into 11 phases. The only skill and weapon that he has is the ability to jump. I invite you to jump with me to the picturesque and fun proposal that the guys from Shanghai offer. A real challenge for lovers of platform games awaits.

Monday, February 12

Samsara Review

The symmetry. A concept that for thousands of years has been linked to the human, being in buildings, paintings, through the symbolism of some tribes. It's something magical that you have surely experienced since you were a child when you cut paper, and that little by little you have gone deeply into this beautiful hobby that you have. Many puzzle games give a good account of this, and the most current example that comes to mind right now is The Witness, with specific sections based on symmetry. The title that today occupies me, Samsara, takes the inspiration and the bases of the symmetrical factor, going up a step more, offering some puzzles that seem simple at first sight, but that turn out to be complex and challenging at the most advanced levels. We will see if everyone is prepared for the challenge proposed by the Marked Limited study.

Celeste Review

I was looking forward to more games from Matt Thorson whose an independent developer with a great track record. They developed TowerFall Ascension, which left me with a great taste in 2014. But what I didn't imagine, was that Celeste was going to be so well, one of the best platform games of recent years, an authentic delight for lovers of the most challenging jumps, which also makes you fall in love with their images, with their sound and even with their narrative


The phases, or rather chapters, which are quite long, are divided into dozens of small sections (more than 600 according to their creators), and at the entrance each of them establishes a control point where you reappear when you die . The longer these sections are, the more complicated they are to overcome, and due to their difficulty and playable proposal, this remembers to Super Meat Boy, although Celeste manages not to be so stressful, because of her charming and colorful setting, for her beautiful soundtrack.


The playable proposal of Celeste is extremely simple, and with just three actions, you have to overcome the numerous and varied situations that it proposes: jumping, being able to bounce on the walls; push in the air with a dash, which can be recharged by picking up some crystals or by bouncing on one of the springs and other elements; and grab the walls and other surfaces, being careful because when climbing the character gets tired and falls.

While assimilating the basics of it's gameplay, the first thing you check is that it's control is excellent, extremely accurate and very reliable, the base that has to have a great platform game. The difficulty curve begins in a friendly way, although it doesn't take long to discover that it will be a very difficult game, and in which you will die a lot and have to repeat the same situation many times, something that almost never becomes annoying (and it has a lot of merit), since you reappear immediately to very close. This is obviously very subjective, and if you don't like constant trial and error and repeat the same situation many times, unfortunately Celeste is not your game.

When you have wanted to realize, within a few minutes of starting, you are already immersed in complicated and imaginative sections of platforms, which test everything you have learned so far. Although the first chapter is kind and could almost be considered a great tutorial, in it you already find a multitude of secondary, collectable and secret paths that sting your curiosity, and you want to explore and investigate every nook and cranny of the levels, in which you never know that you you will find, paying attention to every detail.

The great triumph of Celeste is that despite being a game of platforms undoubtedly challenging, it has several layers of depth, and can reach all types of public, as long as it is lover of jumps. This is something that you check very naturally when trying to pick up the strawberries that are spread across the levels, totally optional, and where you find the most difficult moments. But there is much more to collect these collectibles, such as B-side of each chapter, tremendously complicated and only for the most expert, and many other secrets that the game hides.

Celeste is going to be a feast for the speedrunners, and a condemnation for the complete players, since to take control of everything is really complicated, and will play with your patience if you propose it. At the end of the chapters you see the statistics of the times you have died, and the Dark Souls is a joke next to this.

They have even thought of players who are easily frustrated and don't want or can't face a challenge too complicated, since you can activate a curious assistance mode, in which you can change the speed of the action, jump double, infinite resistance or even be invulnerable. A blasphemy for many, but a way to enjoy a very beautiful game and with a great story for others.

Graphics & Design

Celeste is a surprisingly round game, which has enraptured me in all it's aspects.
Yes, including it's graphics, that pixel art style that indies has abused so much in recent years and that many have crossed, but when it is well done, with good taste and care, it can be very nice, as it happens in this game. An excellent use of color, scenes with many details and small effects that make life transmit, and surprisingly expressive characters with very few pixels.

The soundtrack composed by Lena Raine has also enchanted me, with environmental melodies that wrap you up, even relaxing, and that help you not get nervous despite having to repeat a situation more than twenty or thirty times. At the beginning this reminded me a lot of the great work of Disasterpeace in Fez, but then she stands out and surprises with her variety of styles and tones, knowing how to convey the emotions of the protagonist and the urgency of the moment very well in each moment.


Climbing the Celeste mountain has given me some of the best moments i've ever experienced in a platform game. One of those indies that shows that with very little, you can do a lot, at the touch of talent: a perfect gameplay, a waste of good ideas, a great level design, a well written story and a very careful audiovisual section that puts the icing on the cake. If you like the platforms is an essential game, one of the first big surprises of 2018 that has started in an unbeatable way.

*Game was provided for this review

Saturday, February 10

Pinstripe Review

Pinstripe, an independent game practically made by a one man studio Thomas Brush. He has been in charge of programming it with the Unity tool, writing the plot, designing all the mechanics of the game, drawing that particular creepy style and composing the music of his work, financed by Kickstarter and now reaches Xbox One, after being released on PC last year. First of all, it's a story, a descent into hell that is played as a platform with slight touches of action and puzzles of having the answer in front of your noses and not hitting the key

Thursday, February 8

Marooners Review

Those known as party games are always welcome at friend gathering evenings. That is why the departure of any exponent of this aspect is always well received, although it is a humble independent development. And the appearance of Marooners, a simple game that can still be sent to compete with a stream of other contenders. It's a great project for the Xbox console and for all the friends who wanna play together and just play for fun.

Sunday, February 4

Nightmares From The Deep 3: Davy Jones Review

Here we are with another game from the Nightmares From the Deep series from Artifex Mundi. As with the other titles, this is a typical point and click, story adventure game. If you played previously similar games such as, Enigmatis and Grim Legends, the one that stands out above all are the Nightmares from the Deep games.