Archive for August 26th, 2010
‘Knights Rush’ Review – Mow Down a Legion of Baddies in this Epic, Castle Crashers-esque Beat ‘em Up
Quest of Knights Onrush [Free] was originally thrown together by developer and Chillingo to spearhead a marketing campaign for their then primary focus, Knights Onrush [$0.99], a castle defense game. It turns out that their promotional app, a side-scrolling arcade beat 'em-up, was even better received than the game it was promoting, and in April we revealed that it was being made into a full fledged game. That game, Knights Rush [App Store] is finally here.
Knights Rush takes the formula of the original game– what was essentially a limited, endless mode-only beat 'em up– and breathes the life of an entire campaign into it. Not shying away from that very definition, developer MoreGames envisioned an 'entire campaign' to mean 40 sizeable campaign levels over 8 unique worlds, and a battallion of 50 different enemy types and 8 giant bosses to clog the daylights out of. Not to mention two very different endless modes that improve greatly on its origins thanks to the huge library of art assets now available.

The campaign begins with a short in-game cinematic where your knight, after a little soul-searching, gets pulled into an alternate dimension. It's a no-fuss opener designed to get you into the action as soon as possible, as it's clear this is where the developer has spent most of their time. You start with a tutorial level, where you are soon introduced to two other knights to battle with. Before beginning each mission, you spawn in a portal room, where you can select from one of the three characters: a human Roman-esque knight, an other-world looking, dual scythe wielding knight, and a dwarven, hammer wielding knight. They each play very differently and have their own set of skills and perks to unlock.
The skill system itself needs some explanation, as it may not be apparent how it functions when first picking up the game. Each level, you begin by choosing a character, which is then spawned at level 1. Even if you come out of the first world at level 14, you'll still spawn in world 2 with your character reset. At first, this put me off, as I was having lots of fun with the progressive empowerement of my knight. In retrospect however, this seems to be a very clever implementation. Firstly, it allowed me to explore the breadth of each characters abilities over the campaign, mixing them in ways that I was not able to do in my first attempt. And secondly, it gave a nice sense of character scaling as I sliced through the 5 levels that make up each game world, leveling periodically without maxing out each and every skill.



Ultimately, each character has only 2 active spells that can be unlocked. Abilities are sorted into 'skills' and 'perks', and each level up you have access to 1 skill and a couple of perks. Perks supplement skills and your standard attacks, by adding benefits such as fire or ice to your attacks, or by increasing the rate at which you level or critical strike, or how much health is restored when you pick up health potions (or even how many additional skills or perks you earn each level). Skills on the other hand, include your two active abilities and several other passive abilities, such as attack strength or health bonuses. Each ability has 5 levels, and over the course of a world you'll generally be able to max out 3 or 4 of the reasonably lengthy list before having to reset.
As well as your active skills, the game includes a variety of consumable spells, from a crazy fox strapped with dynamite to your standard room-clearing freezes, proximity mines, or giant balls of energy. Though combat suffers a little from a tendency towards a truckload of frantic attack button mashing, the 3 skills nearly always at your disposal are crucial to surviving anything after about world 3. At this stage, the odds you face will progressively become more and more overwhelming and any previous thoughts of encroaching monotony are quickly swept away in the chaos. Unfortunately this doesn't extend to the huge, great looking boss enemies, who after the horde of enemies you have to wade through to get to, largely seem like pushovers. I would have liked to see a little more strategic varience to these encounters.

In any case it is clear that alot of time has been spent on the enemies in Knights Rush. Having 50 different enemy types is no small feat– but having them all looking unique and with their own individual abilities and attacks is simply astounding. You'll encounter a host of different enemy knights, swamp monsters, giant crabs, giant spiders, the undead, wizards, vikings, golden scorpions, jumping iron-maidens…and more. These are then backed up by the legion of mechanical devices that are littered across each of the worlds. Worlds are replete with spiked traps, falling blades, rotating saws, raining arrows, giant boulders that fall from the sky, cannons, ballistae– you name it, it's there. And in an interesting twist, these enemies can only be defeated by standard attacks (if at all).
Knights Rush has to be one of the most gorgeously detailed and painstakingly created game worlds we have seen on the iOS device. Each character and enemy is inked in a stylized fashion closely resembling that of Castle Crashers on XBL. The backdrops are equally lovingly rendered, richly detailed and set-off in layers to give a pseudo-3D effect that I absolutely love. Playing through the Super Endless Mode– where worlds and enemies are randomly generated as you progress– is a visual treat.
Finally, the standard Endless Mode rounds out the Knights Rush content, where levels you unlock in the campaign can be played endlessly. High scores for both endless modes are recorded in Chillingo's Crystal social platform, which offers additional replay value above and beyond the Campaign's 3 or so hours of game time (which can effectively be doubled or tripled if you decide to attempt Hard or Insane difficulties).
While some may initially be deterred by the few active skills available or the kitten-soft boss fights; you can't dispute that the sheer weight of content here resembles something more like what we'd expect from an expensive console downloadable title. That there are three very different knights to fight with further compounds the game's fun factor as you delve into their individual skill sets. All up, Knights Rush is a highly recommended addition to any action fan's game library, and should be a no-brainer pickup for beat 'em up fans. (Note, we did encounter a small bug where reloading the campaign following an endless mode sessions resulted in the wrong skill tree for our chosen knight, something we expect the developers will address soon but certainly not game breaking.)
If you're still on the fence, head over to to read other readers' opinions and be sure to check out the (slightly outdated) gameplay trailer above as the game looks infinitely better in action.
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‘R-Type’ Review – The Classic Shooter Arrives on the App Store
Originally released in 1987, R-Type [$1.99] is almost as classic as it gets when it comes to arcade shooters. Since its initial release, the game has seen many sequels, as well as ports to nearly ever platform ranging from the Amiga all the way up to the XBOX 360. Like most arcade games of the era, the game is framed in a vague story with the player piloting the space fighter Arrowhead to defend humanity from aliens. The original R-Type (and competent ports) have been well received by almost everyone, as the gameplay and level design are still considered by many to be among the best the genre has to offer.

If you've never played R-Type before, you might be in for a surprise as the game's notorious level of difficulty has landed it in lists such as IGN's . The levels are crafted in such a way that you likely won't have much luck playing the game in a reactionary manner, and instead, will need to beat them through trial and error, learning the levels as you go. R-Type plays like what we now know as a typical shooter. You need to kill everything that moves, avoid bullets and enemies, fight massive bosses, all while collecting a wide array of power-ups on the way.
As far as the port is concerned, from a technical standpoint it's great. To make things easier on new players there's an unlimited mode with never-ending lives, as well as the standard normal difficulty and an unlockable insane difficulty. Three control options are included, touch controls which work like most other shooters where you drag your finger around the screen to move the ship along with tilt controls and even a virtual D-Pad. The virtual D-Pad is actually surprisingly cool too, as it changes the perspective of the game to look more like an arcade cabinet so your fingers don't cover any of the action. Auto-fire can be enabled or disabled, and you can move the on-screen buttons to the right or left side in the options.

The developers really did everything they could do to bring a faithful port of R-Type to the App Store, but I'm really torn on how I feel with it. R-Type reminds me of last year's Earthworm Jim port in that it's hard to imagine a better port of the game, but the control constraints of the platform almost feel like it's holding it back. Using your finger often obstructs the screen. Tilting feels off because your ship just moves at one speed regardless of how much you tilt. The virtual D-pad is good, but only as good as a virtual D-pad can be.
If you have fond memories of the original (or any of the ports), you'll likely love having the game on your phone and will be able to make whichever control option you prefer work well enough to get through the game. Also, at $1.99 it likely is the cheapest way to play the game, since it would cost at least that in quarters at the arcade to make it through the first levels. If this review is the first time you've heard of R-Type, you might find yourself frustrated with the way things used to be with brutally difficult arcade shooters designed to extract every quarter from your pocket. In that case, you might be better off checking out some of the other more forgiving shooters that feature modern day conveniences such as checkpoints.
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‘Phantasy Star II’ Review – More of This Please, Sega
Back when Sega was releasing games like Sonic the Hedgehog [$5.99], Sonic the Hedgehog 2 [$5.99], and Streets of Rage [$2.99] wrapped in their Genesis emulator we were increasingly critical of the poor performance and mediocre controls. These types of games were built to be played at a high frame rate, with gameplay that basically requires the precision found in the original physical Genesis controller and just flat out didn't work that well on the iPhone. With every one of these games that Sega released, people posted in comments and on our forums asking where in the world Sega's massive back catalog of RPG's and other games that would work phenomenally within the constraints of the emulator.
Sega finally responded by releasing Shining Force [$2.99], an effort that was hard to say enough good things about in our review. Tonight they've released Phantasy Star II [$2.99], and much like Shining Force, the slow pace of the game completely negates any performance issues of control inaccuracies and instead just provides an awesome classic RPG in your pocket.

Phantasy Star II is the sequel to Phantasy Star, a Sega Master System game which didn't see another release in North America until it appeared on the Gameboy Advance and then the Wii Virtual Console. Playing the first is by no means required to enjoy the second, as the plot of Phantasy Star II follow the now entirely cliche story of ridding the world of ultimate evil while the backgrounds of the various characters that make up your party develop. Phantasy Star II has made it on to several greatest games of all time list, and it really should be played by any fan of turn based RPG's.
Really the only thing I could ask of this port is some further refinement to the emulator. Phantasy Star II badly needs a way to speed the game up as your movement is more than a little slow by today's standards, a "problem" other PC emulators have solved by allowing you to crank the speed of the game up. I somehow doubt Sega would ever implement these kind of tweaks, but enough complaining did get them to release two fantastic RPG's so far, so who knows.
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Coming Soon: ‘Death Worm’ – Who Knew Worm Games Would Be the Next Big Thing?
Shortly after yesterday's announcement of Super Mega Worm we received word from , creators of Stoneloops! of Jurassica, that they were bringing the original worm destruction game to the App Store. Death Worm was created by JTR back in 2006 and is as a 3.5MB Windows game. PlayCreek is promising to take the original concept to the next level, and even has plans to keep the game updated with new levels, enemies, game modes, and other features. Two examples they cite for future updates are a Death Worm soccer mini game and a Death Worm castle defense game mode. There's also an iPad version in the works.

It's more than a little odd that there are two games being announced in such short succession that are based on such similar concepts, but if you got a chance to play Stoneloops! of Jurassica before it was pulled from the App Store, it's hard to not get excited for PlayCreek's Death Worm. The additional game modes sound beyond ridiculous, and I'm really looking forward to giving both Death Worm and Super Mega Worm a try.
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