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Archive for January 12th, 2012

Gameloft’s New Zealand Offices Cleared of Last Summer’s Over-Working Allegations

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Last summer Games.On.Net broke a story regarding Glenn Watson, a former Head Studio Programmer at Gameloft’s New Zealand office. Watson alleged he was typically working 100-120 hour work weeks. In his words, “Starting at 9:30 AM, going home at 2:30 AM, and then com­ing back into the office at 8:30 AM to start work again was not unusual”. He went on to whistle blow on poor working conditions, even mentioning that some junior programmers work 24 hour shifts.

These allegations spread like wildfire across the Internet, with little regard to the fact that there wasn’t much backing up these claims other than the single article everyone was sourcing. The New Zealand Labor Department launched an investigation on the matter not long after the allegations hit, and per New Zealand games site GamePlanet, the investigation recently concluded.

According to the Labor Department, Gameloft was not in breach of New Zealand’s Health and Safety Employment act. In fact, Labor Department spokesperson Alisa Mannell even mentioned that there was “no substantial evidence” of any wrongdoing on Gameloft’s part.

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January 12, 2012 at 21:15

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‘Blockwick’ Review – The Puzzle Game for the Evil Genius Who Has Everything

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So I made all kinds of resolutions for the New Year. Yes I am aware of how dumb that sounds, and I know what you’re thinking. “Oh, resolutions never work, you have to make gradual lifestyle changes” or “You make the same resolutions every year” or “Why would anyone need to resolve to not get arrested outside Jeff Goldblum’s apartment?” etc. etc. But hey, it’s my life and my dreams, OK?!

Besides, one of my resolutions, the one striving to reintroduce simplicity in my life, led me to discover a really charming puzzle game for your perusal. That game is Blockwick [Free] by Kieffer Bros. It’s my new favorite puzzle game, and it may just become yours, too.

Yes, that sounds like a big claim, but once you pick up Blockwick, you’ll understand. It’s beautifully, almost maddeningly, simple. There are no real instructions or explanations, just buttons. As you start out, the game directs you to connect the colored blocks in each puzzle until they touch, which completes the level. As you progress, there are different-sized obstacles to slide around and out of the path of the colored blocks. Simple, right?

Right! But also so, so wrong…because the puzzles in Blockwick get insane. I can’t tell you how many times I’d start a new puzzle and immediately think that it was impossible, only to work my way through it and feel like a super genius. And it’s strange how liberating working through the puzzles feels. Over time, I’ve grown accustomed to looking things up when I can’t quite figure out a puzzle in a game.

I’ll also usually make multiple saves so I always have a shot at a do-over in case I make a wrong decision. Blockwick offers none of that security. If I don’t understand a puzzle or get hopelessly lost, I just start it over. The weird thing? I’m totally OK with that, as the game makes starting over minimally frustrating.

Since it’s a free game, there are the inevitable in-app purchases. However, they’re not annoying or overpriced. The game gives you the first sixty levels for free; each additional set of sixty levels costs $.99 each (for a total of 240 puzzles). If you’re prodigiously gifted at figuring out puzzles, you may be disappointed, since the sixty levels you’re given for free are the least challenging.

The game also makes you work through the puzzles in order, which I was OK with. If you’re not down with that (or get stuck on one puzzle and are therefore unable to continue), you can buy the “Master Key” for $.99 which enables you to work through the puzzles in any order.

Even if you don’t make a single in-app purchase, Blockwick gives you more content for free than many paid games I’ve tried. The only downside is that the colored blocks look like gummy candies, therefore leading me to directly violate my resolution of “Stop eating the commercial-sized box of Mike and Ike’s before you pass out in a diabetic coma.” Um, there’s always next year, right?

App Store Link: Blockwick, Free (Universal)

TouchArcade Rating:

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Written by admin

January 12, 2012 at 21:15

Video of Upcoming ‘Pinball Arcade’ Running on iPad 2

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We’ve been incredibly excited for Farsight Studio’s upcoming Pinball Arcade since we first heard about it this past October. Following their critically acclaimed Pinball Hall of Fame Gottlieb and Williams collections that have appeared on various platforms over the years, Farsight is now working on what they hope to be the ultimate pinball video game with Pinball Arcade. Featuring tables from historic pinball companies like Bally, Stern, Williams and Gottlieb, Pinball Arcade is also set to be updated and expanded frequently following release and should eventually contain at least 50 classic pinball tables, making for the ultimate virtual collection.

Pinball Arcade is slated to hit just about every platform you can think of, including iOS. Last month, we checked out a trailer that showcased several of the tables in action, though the footage didn’t seem to specifically be from an iOS device. However, their most recent video demonstrates the Tales of the Arabian Nights table from Pinball Arcade running on an iPad 2, and it looks absolutely fantastic:

Pinball Arcade is scheduled for an early 2012 launch – which is like, now – and I’ve got my money on us seeing it in the App Store before the end of the month. The first tables to launch with the game are Tales of the Arabian Nights, Ripley’s Believe It or Not, Theatre of Magic, and Black Hole. They hope to add 2 new tables per month via updates, and each month a different table will be featured as “Table of the Month” and offered at a discounted rate. For launch, the first Table of the Month will be Tales of the Arabian Nights, which will cost 99¢. The other 3 tables will run either $1.99 or $2.99 each, according to Farsight’s Twitter.

Be on the lookout for Pinball Arcade to hit hopefully really soon and check out our forums for some discussion on the game.

[Thanks Jeff!]

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January 12, 2012 at 17:15

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CAVE to Focus More on Social Games Following Poor Earnings

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Here’s some unfortunate news. Eurogamer reports that Japanese developer CAVE is switching up its strategy following some disappointing earnings from the first half of their fiscal year, which for them starts on the first of June. As a result, they’ve downgraded their forecasts for the rest of the year, which runs until the end of May, and have reportedly put some of their current titles on hold to allocate more resources into “social games”, according to the company’s recently released earnings report summarized in English by Andriasang.

Now, us iOS gamers associate CAVE with their awesome App Store shooters like Bug Princess [$4.99/Lite], Dodonpachi Resurrection [$7.99/Lite], and Deathsmiles [$11.99/Lite]. I don’t really like thinking about the developer of some of the most hardcore games around suddenly switching gears to the surging social/casual games space.

However, CAVE has a separate division focused on their mobile titles and I would imagine they are reasonably pleased with the performance of their games on iOS and Android. I think the problem lies more in getting people to buy a somewhat niche product like a bullet hell shooter on the home consoles for $60 or more. Their earnings report indicates that in the face of a stagnant retail gaming market, retailers are more hesitant to buy and stock as many games as CAVE had projected them to.

It’s not indicated which projects are being put on hold, and hopefully we’ll see CAVE continuing to bring their fantastic library of shooters to iOS, as well as more original titles like Mushihimesama Bug Panic [$6.99/Lite]. It will be interesting to see what direction CAVE moves in both the mobile and console space in 2012, and we’ll definitely be keeping our eye out for any new developments.

[Via Eurogamer and Andriasang]

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January 12, 2012 at 17:15

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The TouchArcade Show – Bonus – Interview with Zeboyd Games

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What’s up, 2012? On this week’s episode of The TouchArcade Show, we chat it up with Zeboyd Games Robert Boyd. Zeboyd is bringing its self-aware and monstrously funny JRPG Cthulhu Saves The World to iOS at some point in the near future, so we dig into what that game is all about. Additionally, Boyd fills us in on Zeboyd’s interesting history and then gives us a look at what informs the studio’s work. Spoiler: Zeboyd is into classic RPGs and wants to fix some of its problems with its own takes on the genre.

If you’d like to listen, you can do so via the handy-dandy links just below. You could also subscribe to us on iTunes and Zune Marketplace. The people who do the latter are easily are bestest friends in the whole, wide world. Think about that as you stream.

iTunes Link: The TouchArcade Show
Zune Marketplace: TouchArcade.com Podcasts
RSS Feed: The TouchArcade Show
Direct Link: TouchArcadeShow-Bonus-029.mp3, 17MB

Want more TAS? Awesome! We’ll be back in your earholes in a jiffy. Or, this Friday to be exact. See you then!

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January 12, 2012 at 9:15

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‘Run Roo Run’ Review – Happiness In Jump-ery

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The easiest way to describe 5th Cell’s upcoming Run Roo Run is to call it Canabalt, but with levels. That works. In the game, you control a kangaroo in search of its joey, and the path to finding it involves plenty auto-running and manually hurdling obstacles. To jump, you tap the screen. To run, you tap the screen. It’s as much of a triumph in that style of minimalist design as Canabalt is, and it has similar elements and mechanics.

The “but with levels part” is a pretty big game-defining departure. Run Roo Run’s world has oodles of color and instance-based content. In all, it rocks over 400 levels, all of which are clumped into individual chapters that introduce new mechanics. You’ll bounce on tires, float on fans, play around with a double jump, and avoid retracting spikes as well as the rest of its outback’s hazards, like cactuses, jagged trees and wood, and so forth. The way the game builds on itself, considering it has just a single, super-easy action, is pretty impressive.

Most levels break down like this: on a horizontal plane, you’ll be presented with two or three jumps, all with repercussions for failure. Jump too soon, and you might hit a wall or a jagged rock. Jump too early, and you’ll collide with the obstacle. As you progress, you’ll be jumping to a tire, bouncing off of it at the perfect moment into a double jump that’ll carry you in-between two rocks and to the level’s end point.

Each level is designed to be super breezy. You’ll finish most 3-5 seconds. You’ll then be graded and awarded a medal based on some sort of behind-the-scenes magic, presumably tied to the amount of jumps and time spent.

There’s a level of thoughtfulness, precision, and attention to specific points of design throughout the game. The jumping mechanic has no give — when you jump, you’ve committed; you can’t make adjustments. Since this is the case, consideration of how you’re going to do something is integral, and so is your observation of level structure and your callbacks on how to do stuff.

Being tuned for scrutiny isn’t a problem, by the way. Even though this is a particularly bloated game on an art production level, 5th Cell holds back on filler. Every piece of a level has a purpose, and it’s that purity that helps you understand the hazards.

If you wanted to be crazy about this, you could probably call Run Roo Run a “masocore” game. Like a Super Meat Boy, or even Run Roo Run’s inspirational material Space is Key, Run Roo Run is all about the thrill of perfectly nailing an increasingly convoluted set of actions in rapid succession. The reward is your accomplishment — the platformer equivalent of a puzzle game’s “a-ha!” moment.

I think the key difference here, though, is that this game doesn’t hate you. Every time you jump, 5th Cell throws an arrow on the floor. This helps you focus on that third jump, as you’ll be able to easily gauge where to jump again on the first two based on the arrow. Additionally, you can buy or earn level-skips and a fancy bullet-time aid that slows the action down. The F2P stuff, by the way, doesn’t interfere with the game.

More importantly, though, it just doesn’t set you up for failure like most of these masocore games do. The action is straightforward; each jump is mightily choreographed, each obstacle plainly displayed. You’ll never be left scratching your head or feverishly thinking about what your iPhone would look like with its gears and guts sprawled gushing from the sides.

Undoubtedly, 5th Cell is going to get some flack because the overall game is tuned to be easier than it could be — the vast majority of its hundreds of levels are these simple, breezy romps. There are “Extreme” offerings, however. After finishing a chapter, you can go back and compete in a series of a dozen or super challenging levels. I don’t mind the casual build to a remarkable level, so the difficulty isn’t a problem for me.

One neat point: 5th Cell is apparently going to get behind Run Roo Run in a big way, as it’ll be uploading 10 new levels a week beyond release. It’s unclear how long it’ll keep this up, or really what base this will serve, but it’s a neat idea.

I think you should check this out. Run Roo Run isn’t the most original game ever, but it takes the best out of a lot of worlds, and then owns that stuff. Its entertaining in big or small chunks, and those challenge levels are a whole new world of hurt. Give it a shot.

App Store Link: Aetherium II – The Voyage, $0.99

TouchArcade Rating:

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January 12, 2012 at 9:15

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Coming Tonight: ‘Run Roo Run’, ‘Smash Cops’, ‘Star Marine’, ‘Zombie Wonderland 2′ and More

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January 12, 2012 at 9:15

‘Super Crate Box’ Review – Please, Not the Disc Gun Again

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A shoulder surfer would describe Super Crate Box [$.99] as a mess, a pixelated mash of vivid colors and explosions wrapped in a whirlwind of erratic movement, 8-bit sound, and some decidedly bizarre character design. They’d be right. Super Crate Box is a mess, but it owns its fast-moving arcade chaos, and deftly brings you along for the ride.

You don’t even realize that you embraced it until it’s an hour later and you hate that godforsaken disc launcher with the passion of many angry men. What renders you helpless has a lot to do with its infinite, looping structure and purity of play. This is a minimalist, throwback-style game that wants you to do one thing: capture crates for a high score. The hooks are in its constituent parts, which seamlessly blend into a cacophony of arcade action surrounding this pure purpose of play. It becomes hypnotizing, fast.

Your typical game goes a little something like this: on a flat plane, enemies tumble out of an invisible pipe in the opening of a level, and you, while they fall, capture crates and defeat those enemies with the weapons you pick up from said crates. If an enemy hits the lava pit because you didn’t kill it, it pops back out of the top at double speed and joins the ever-growing conga line of even more brainless enemies.

Avoidance is key, but so is aggression. Each crate contains a new weapon that forces you to strategize distance versus time at the drop of a hat. As you play, you’ll unlock even more weapons, all of which do something completely different and are often devastating. Laser guns, mines, rocket launchers, grenade launchers, the shotgun are just a taste of what’s on the roster. Each has its own special kind of spread and weaknesses. Some even have big negatives, like the disc launcher, which is a single fire gun that has bullets that bounce back at you.

Whatever pacing you’re imagining, multiply that by 11 and you’ll get a sense of the raw madness that is Super Crate Box. One second you’re charging up a laser gun to rid a platform of its occupants, the next you’re dropping down to another level and using a mine in order to put a stop-gap on that side so you have enough free-time to grab a crate on another platform. The frenzy absorbs you, and the raw precision becomes a second nature thing. People say it’s a mess, and it is, but I’m OK with it. I welcome all of it.

As you play, you’ll steadily unlock more guns and more characters to use in the game. It’s your usual incentive program, but where it departs is in the fact that it also rewards failure. If you die 500 times, for example, you’ll unlock Super Meat Boy as a character. Simply gathering crates, no matter how many times you die along the way, is also a valid way to unlock stuff.

I’m surprised by how much I dig the virtual controls; Halfbot and Vlambeer did a heck of a job translating the action to the touchscreen and then making it feel as natural, and as split-second responsive as the game’s PC and Mac counterparts. On iPhone, the two-button UI is a tad too bulky. On iPad, the game feels at home. Regardless, these guys nailed it. This game feels good.

Another place you can play is on the iCade. Currently, the controls have been flip-flopped inadvertently in an update, but when they’re working ideally, they feel great. I think this is the way to play since you get that tactile feedback.

People in general are really responding to Super Crate Box, and our community digs it. I love it. Its high-octane play married with its no-frills, arcade game design that keeps me collecting crates and blasting enemies into delightful little pieces of monster. I’m thinking it’ll grab you, too.

App Store Link: Super Crate Box, $0.99 (Universal)

TouchArcade Rating:

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January 12, 2012 at 1:15

‘ZDay Survival Simulator’ Review – Just Like You Imagined

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You might not have downloaded it yet, but you’ve played Z-Day [$1.99] before. It’s the game you play in your head while reading The Walking Dead; you know, that game where you plot out where you would go and how you would operate during the zombie apocalypse? That one.

Would you take in that stranger you found on the road? Would you mug him instead? Would you break into a police station surrounded by zombies? With moans at your back, three kills to your name and a sledgehammer at your side, would you stop to take a bag of tools from a broken-down car in the middle of the road?

These are the questions Z-Day asks, and presumably, ones you’ve considered before if a z-day daydream ever popped into your mind. Z-Day is a graphic novel spin on the Choose Your Own Adventure, text-based game, except its presented on iPhone and iPad in all of its gory, high-resolution art glory.

Playing is simple, and the moment-to-moment content is strangely intense. You start in your house. A zombie apocalypse has begun. You decide if you want to run or grab a new weapon. Then, you decide, while zombies are coming to the door, if you want to dig for supplies like duct tape, fight the zombies, or get to higher ground.

All along the way, Z-Day gives you plenty of entertaining situational content. At one point, you’ll be asked if saving your best friend is worth a zombie attack. Later, you might bump into a roving band of gun-toting jerks robbing a pawn shop. Before that, you might meet your unfortunate end in the bowels of a police station, as a horde steadily infests it as you search for fat loot.

The most interesting thing about Z-Day is that it doesn’t pull punches; if you make a bad decision, you’ll probably die. Also, it puts you in horrible situations and then has you make uncomfortable decisions. As you play, you might notice things like empathy have vacated your brain in the face of so many horrifying scenarios.

Breaking this down mechanically feels like a disservice to the experience. In Z-Day, you’ll be presented with a variety of Choose Your Action text boxes, hand-drawn graphic novel scenes, and a description of situations. Pick an action, and then move on to the next moment. The goal is survival, but even if you die, you’ll be scored on a variety of elements, including your decision-making or the quality of your weaponry and items and the amount of survivors you brought along the way.

Z-Day doesn’t have unique content, so you’ll see the same situations over and over again as you restart. It’s really up to you to role-play it and see different outcomes. There are quite a few, too, in each given situation.

I’ve been having a blast with this since it’s essentially gameifies what runs through my head whenever I read or watch a piece of zombie content, but it’s also solid production-wise. I heartily recommend this to anyone that still has an itch for zombies, or even an appreciation of primarily text-based titles.

App Store Link: ZDAY Survival Simulator, $1.99 (Universal)

TouchArcade Rating:

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January 12, 2012 at 1:15

Imagination Spills the Beans on PowerVR Series6 GPU Family; 20x as Powerful and Likely Headed to iOS Devices

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Imagination’s PowerVR GPU’s have shipped in every iOS device since the release of the iPhone 3GS and the third-generation iPod touch. Those early devices used the PowerVR SGX, while the iPad and iPhone 4 moved on to the PowerVR SGX 535, and finally the iPad 2 and iPhone 4S came packed with the PowerVR SGX543MP2. At CES today, they got ever-so-slightly more specific regarding the Series6 family of PowerVR GPU’s, and it seems incredibly likely that we’ll see them included in future iOS devices, judging by Apple’s three-generation track record of utilizing Imagination’s GPU technology.

Per the press release, gamers will be able to expect 20 times the performance of current generation hardware, along with a 5x boost in efficiency. Imagination has announced that 8 different outfits have signed up to utilize these new GPUs, but curiously enough, only list 6 of the companies. If I were a betting man, I’d put Apple as one of the two unlisted chip makers.

Needless to say, the potential these new GPUs have is just crazy to think about. The iPad 2 and iPhone 4S are already graphical powerhouses capable of rendering beautiful games like Infinity Blade 2, and imagining the next generation of devices potentially being 20 times more powerful is incredible.

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Written by admin

January 12, 2012 at 1:15