Today we have exclusive hands-on impressions with Microsoft's 2008 Dream-Build-Play winners. Of the six winners, we've picked our three favorites…

You should be jealous that I've played "CarnyVale: Showtime." There is no reason the game isn't be on Xbox Live Arcade right now.

Thankfully, eventually it should.

Microsoft awarded "CarnyVale" the Dream-Build-Play 2008 grand prize. I agree with them. It's one of the most unique games I've played.

The problem is that it's a little hard to describe. Players manipulate Slinky the puppet with ragdoll physics through a circus, performing tricks by swinging around the environment. You have a little control over him with the analog stick. For bonuses, you collect balloons and stars. Cooler tricks -- i.e. a triple flip -- help towards a better rating the "crowd" provides at the end of the level.

It's reminiscent of the casino stages from the "Sonic the Hedgehog" games, actually. "CarnyVale" encourages players to explore the environment for hidden secrets, but a limited number of lives keeping them motivated towards the end goal: being thrown through a flaming hoop. Because you're assuredly going to miss something on the first pass, like me, you'll want to retry immediately.

"CarnyVale" has everything you'd expect from a fully featured game. There are game-specific achievements for competitive players and a working map editor. And that goes without mentioning the slick interface and impressive art.

This gem comes from Team Gambit in Singapore. They received $40,000 for making "CarnyVale" and have a shot at being an XBLA Game. They deserve it.

Today we have exclusive hands-on impressions with Microsoft's 2008 Dream-Build-Play winners. Of the six winners, we've picked our three favorites…

I'm a sucker for a good puzzle game. They both impress and infuriate me. "Braid"'s hidden simplicity made me want to finish its puzzles without cheating.

"Blow" could do the same thing. It's too early to tell, but it's easy to understand why Microsoft picked it as one of their Deam-Build-Play winners this year.

In "Blow," players must place a series of fans around the environment to propel bubbles to an exit gate. You can manipulate the speed and direction of the fan and whether it heats the bubbles up or cools them down. The more efficient you are with your fan placement, the more experience points you earn in each stage.

As with any good puzzle game, it's deceptively simple before the difficulty ramps up and you're left scratching your head for 15 minutes. That happened to me with the fifth stage before I moved on to the next Dream-Build-Play game, but it was too late -- "Blow" had already hooked me. It's very good.

"Blow" received an honorable mention in the competition, so it is not eligible to become an Xbox Live Arcade title. However, it should show up in Community Games when the New Xbox Experience launches on November 19.

Today we have exclusive hands-on impressions with Microsoft's 2008 Dream-Build-Play winners. Of the six winners, we've picked our three favorites…

The easiest way to describe "Weapon of Choice" is to imagine a floaty version of "Contra" set against some of the most grotesquely trippy visuals ever.

"Weapon of Choice" is strange, bizarre, slightly unnerving and, yes, fun, at the same time. It's not unlike any other 2D platformer you've ever played, but it's the conventions it toys with and the acid-induced art style that make it distinct.

"Weapon of Choice" looks and plays like a "Contra" game but avoids toss-your-controller player deaths. The game warns you of imminent danger, slowing the action down and providing a chance to dodge. It allows the game to toss random objects around without death happening every five seconds. This happened a little too often when I played, but it was appreciated. I suck at "Contra."

You're fighting aliens, or something. It's never really explained what you're doing. It doesn't matter. Bullets, blood and crazy creatures cover the screen and I love it. Look at that screen and tell me you wouldn't want to at least try it.

"Weapon of Choice" won third place in the contest and could be an Xbox Live Arcade game. The developer, Mommy's Best Games, was awarded $10,000.

At Microsoft's Expo Night at the 2008 Games for Change festival last week, there were games about global warming, poverty and drunk driving.

Then there was the game about malaria.

More specifically, "Specter" is a game that aims to spread awareness about malaria and show how persistent the disease really is. It was created by four Parsons design and technology students as part of PETlab, a joint project of Games for Change and the New York City university that has its participants develop prototype games and play experiences addressing social issues.

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At the 2008 Games For Change festival, Chris Satchell, Microsoft’s general manager of XNA, spoke about how the development platform can be used by garage developers to create socially conscious games.

He also told me that the 12 million Xbox Live users are ready for games about social issues. But will XNA be ready for gamers?

Satchell gave me an update on Community Games, the new Xbox Live feature which allows users to easily download XNA-created games. I asked him why it won't run into the same interface issues that XBLA currently has. He offered this solution:

"One thing we're going to have is we're also going to expose all of [the games] on the website as well. So if you want, you're going to be able to go and do a detailed search from a web browser and say, 'Oh, I want that game' and click, and have it downloaded on your console. ... you'll be at the office and go, 'Here are the games I'm going to play tonight' and go back home and just have them ready for you."

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XNA isn't just for up-and-coming game developers hoping to make the next "Halo."

Microsoft wants its free development toolkit to be used by people to create socially conscious games.

I spoke with XNA General Manager Chris Satchell at Microsoft's Expo Night at the 2008 Games for Change festival. The event, held earlier this week at Parsons School of Design in New York, showcased the work of students who used XNA to create games about global warming, malaria prevention and the aftermath of Hurricane Katrina, among other social causes.

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Microsoft wants to help you change the world. And the company wants you to do it with XNA.

"Imagine a world where we have no ability to influence the people that are going to lead and shape thought for tomorrow," said Chris Satchell, Microsoft's general manager of XNA.

"We have social causes we care about, but we don't have the media to connect with the people who can do something about them," he said. "We're not there, but its a world that's possible to see unless activities like we're doing here today really gain some momentum."

Yesterday afternoon, Satchell spoke at the 2008 Games for Change festival about how Microsoft's development platform XNA, a free toolset for independent developers, can help people create serious, socially responsible games. He said that young people are moving away from traditional forms of media and heading towards gaming, and they're also passionate about social themes.

"People will base their lives around gaming experiences, but equally gaming experiences will permeate their lives... everything's a game," Satchell said. He argued that the biggest game in the world isn't "World of Warcraft" or "Grand Theft Auto" -- it's "American Idol." Read More...