Archive for the ‘новости’ Category
‘Punch Hero’ Review – Black-eyed Prizefighter
Punch Hero’s [ Free ] moment of brilliance occurs when it has you against the ropes. You’ll come to a point during the game’s eighteen-bout arcade mode where progression seems well-nigh impossible. Down to a trickle of health, you will think about throwing the towel in, taking an uppercut to the chin so you can earn some gold and turn the thing off.
But you won’t. Instead, you weave under a vicious right hook and in cinematic slow motion land your own devastating punch. Your opponent is dazed. Jab, jab, jab. Right in his big, stupid face. He comes to, and, mad as hell, throws an uppercut. You weave under it and this time, in similarly cinematic slow motion you throw a left hook. The knockout punch. “Oh my God,” you’ll probably say while your cats look on in shame.
This game’s comeback KO is one of the most gratifying skill-oriented moments the iOS platform has to offer. It is akin to the feeling one gets when cracking a thousand on Super Crate Box’s [ $1.99 ] Construction Yard, or killing your first Big Purple Freak in ZiGGURAT [ $0.99 ]. And while the skill ceilings of those games look down upon Punch Hero’s from high above, high-fiving each other in the Exosphere of Amazing, it does not matter one bit. That moment makes you feel as if you are awesome, thus, you are awesome.
It’s a glimpse of the boxing game the App Store deserves. A glimpse because for that highest of highs, it is a ridiculously vertiginous ascent from the usual grind the game tries so hard to put the player through. Remember the aforementioned “eighteen-bout arcade mode?” If you want to see that through without succumbing to in-app purchases, you are going to have to replay most those fights again and again, ad infinitum.
Despite vague aesthetic similarities and a similar, mostly innocent (more on this later) propensity for racial stereotyping, Punch Hero is nothing like Whereas Punch-Out!! is a timing-based puzzle game, Punch Hero is, hey, a boxing game.
Opponents have no patterns as far as I can tell, so you are left with the game’s very simple tap-and-swipe controls, along with the knowledge that the next opponent you face is going to hit harder and have a larger pool of health. Which would be fine if all it took to trudge your way to the top was your wits and reflexes, but it’s not.
No matter your skill, you are going to get hit so hard, will face opponents so resilient, that you will need to upgrade your skills and gear using the gold doled out to you at the end of a match, or via IAP. Most items that actually buff your stats are nearly unattainable without spending actual money, while attribute upgrades the average player will need to complete the arcade mode take dozens upon dozens of monotonous hours grinding out gold to acquire. Or, you know, you could just buy them.
When microtransactions and in-app purchases became the monetization method of choice for many social and mobile developers, the worry was that “pay-to-win” would become the norm. Punch Hero utilizes a “pay-to-compete” system so unfair as to require an unfun punishment should the player not want to spend actual money.
A bit of a non-controversy occurred when another outlet’s reviewer noticed that, among all of the cultural stereotypes presented in Punch Hero, the African American fighters were portrayed most offensively. The writer’s casual description of the “full-lipped, wide-eyed ‘Sambo’ look” even fails to mention that the standard “black male” face is also called “Full Lips” in the game’s shop.
Punch Hero developer Johnny Oh, who seems like a really sweet guy, replied to the review, asking for feedback on how to change the black fighters to make them less offensive. It was an honest response to the kind of inadvertent racism that really can only be replied to with a sigh and a shake of the head. It’s a product of cultural detachment, rather than anything mean-spirited. By contrast, Punch Hero’s invisible paywall feels terribly mean-spirited.
It’s an unfortunate decision that’s marred what is otherwise a pretty good game of boxing. Groundwork for iteration, then, rather than something I’d recommend this go-round. That’s fine. As for me, I think I’ll go ahead and delete the game from my phone, hanging onto the memory of that one wonderful high.
TouchArcade Rating: 
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PopCap Releases ‘Bejeweled HD’ for iPad
This past December PopCap gave their iOS version of Bejeweled 2, which had been around since the early days of the App Store, the heave-ho in favor of a new version of the game simply titled Bejeweled [ $0.99 ] and a second separate app for its spinoff mode Bejeweled Blitz [ Free ].
Both new games were arguably better than their original unified iteration, but for some strange reason Bejeweled Blitz was Universal while Bejeweled proper got left out in the cold in regards to iPad support.
Today PopCap addressed this by releasing Bejeweled HD [ $3.99 (HD)], an iPad-native version of the world’s most popular match-3. While it’s sort of a bummer to not see a Universal version, Bejeweled HD does support the new iPad’s Retina Display and looks simply fantastic in that high of a resolution. It also comes equipped with the very same modes as its smaller iOS counterpart, which you can read all about in our review.
It’s crazy just how much fun Bejeweled still is after all these years. It proves that just utilizing the same mechanics in a game isn’t enough to emulate its success, it’s all about execution. There are a ton of great match-3s in the world (and even more really terrible ones) but there’s really only one Bejeweled, and now iPad owners have a version to call their own.
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‘Sonic the Hedgehog 4 Episode II’ Review – Another New Sonic Game That Isn’t Terrible
It was back in October of 2010 that Sega first released Sonic the Hedgehog 4 Episode I [$3.99 / $4.99 (HD)], a direct sequel to the original 16-bit Sonic trilogy on Genesis and the much ballyhooed return to its classic 2D roots after more than a decade of mostly mediocre Sonic games. While we did enjoy Episode I in our review, I don’t think it exactly lived up to the expectations set by the rabid Sonic fan base (could anything, though?).
In short, Sonic 4 Episode I brought modern visuals, great level designs, and a Sonic experience that was decidedly better than the majority of recent entries in the series. However, it didn’t quite feel like the Sonic games of old. Sonic’s movement in-game felt both slippery and sluggish, and it seemed much too easy to lose momentum and speed while playing, which isn’t a good thing for a character that has made his name by blasting through levels in a blue blur. Still, with the right expectations Sonic 4 Episode I was a pretty darn fun platformer that worked well on the touch screen, and was a huge step in the right direction for a faltering Sonic franchise.
Then, for the next year or so, Sega seemed happy to almost forget that Sonic 4 even happened as they hyped the impending release of an enhanced port of Sonic CD for iOS and other major platforms. And, last December, Sonic CD [ $4.99 ] finally hit and it was simply phenomenal. Since a lot of people might have missed out on Sonic CD the first time around back in the ‘90s, in a way it was almost like the new Sonic game that fans had been clamoring for for years, and really served to highlight just how much Sonic 4 Episode I missed that mark.
But, Sonic 4 wasn’t terrible by any means, and it wasn’t quite through just yet. Just a couple of weeks after Sonic CD’s release, Sega announced that Sonic 4 Episode II was slated for 2012. They would be using a new game engine for this latest episode in order to provide better visuals and address the complaints from fans over the wonky “feel” of Sonic’s movement.
So, with the convoluted backstory of Sonic 4’s rocky development road out of the way, this week finally saw Sonic the Hedgehog 4 Episode II [ $6.99 ] hit all the major platforms. And, just like Episode I, it makes many great strides forward for the series, but some hiccups keep it from being the second coming of the original Sonic games that everybody hoped it would be.
Sonic 4 Episode II will look very familiar if you’ve played Episode I. There are 4 worlds to explore, each with 3 stages and a boss fight, and you can again play every stage in the default Score attack mode or a speed run-focused Time Attack mode with Game Center leaderboard support. This is all pretty much right in line with how the first game works, except that all levels aren’t available right off the bat which gives the game a much better sense of progression.
Additionally, in the same way that Episode I drew a ton of inspiration from the original Sonic the Hedgehog, Episode II draws a similar inspiration from Sonic the Hedgehog 2. Many of the level elements and themes will seem quite familiar, the bonus stages are similar 3rd-person half-pipe coin-grabbing runs (which are incredibly fun I might add), and of course Episode II also contains Tails as a semi-controllable secondary character. You can even connect locally with another device and a second player who can control Tails while you control Sonic, just like back in the Genesis days.
During solo play Tails is controlled by the AI and just follows you around like a puppy dog, but you can also use him to pull off some team moves like him lifting you through the air using his helicopter-like tails, or a powerful combined spin dash move that will blast through enemies and obstacles like butter. These team-up moves are designed to be necessary to pass certain parts of the game, and add some nice variety to the platforming.
Speaking of level designs, I felt that the levels in Episode II weren’t quite up to snuff with what was in Episode I. The general flow of a level is often ground to a halt due to an oddly placed dead end, and there are far too many underwater sections which really slow down the pace. That’s not to say there aren’t any bright spots, and in fact there are a lot of really fantastic interactive elements in the environments – like bouncing back and forth between the foreground and background, or snowboarding down a snowy mountain – that really break up the action nicely. Overall though, the levels really feel more choppy and slower than you’d like a Sonic game to feel.
One majorly cool addition to Episode II is the inclusion of the bonus Episode Metal content that will unlock if you have Episode I installed on your device along with Episode II. Episode Metal shows how Metal Sonic rises from the ashes after being defeated in Sonic CD, and follows his adventures through 4 reworked levels from Episode I leading up to his reintroduction in the story of Episode II. These levels are short, but it’s incredibly fun to play as Metal Sonic and see just how he rises back to prominence to team up with Dr. Robotnik.
Another real bright spot for Sonic 4 Episode II is its visuals. It’s an absolutely huge upgrade from Episode I, which despite not supporting Retina Displays was still a very good looking game. However, Episode II blows it out of the water. From the fantastic lighting effects to the parallax scrolling to the incredible water effects, around every bend some sort of new visual treat is waiting for you in Episode II. And, at long last, this includes support for Retina Displays on iPhone and iPod touch, though sadly not for the new iPad (though it still looks great on that device).
Much like Sonic 4 Episode I, Episode II is an overall enjoyable platformer with a few relatively minor quirks that hold it back from greatness. No, it’s not going to replace any of the original trilogy’s games as the greatest of all time, and it doesn’t even approach the high level of quality of Sonic CD on iOS. But at this point, I think those are unrealistic expectations. The bottom line is that Sonic 4 Episode II is a great modern day 2D Sonic game, and I’d love to see a third episode that is inspired by Sonic 3 in the same way the previous Sonic 4 episodes were inspired by the original two games.
If you’re a Sonic fan that can deal with the differences from Sonic’s ’90s greatness, or if you just like fun platformers in general, Sonic the Hedgehog 4 Episode II has a lot to offer and is a worthy entry in this new era of classically-inspired Sonic games.
TouchArcade Rating: 
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The TouchArcade Show – Bonus – Interview With Zach Gage
On this week’s bonus episode of The TouchArcade Show, Eli and I hit up Zach Gage fame. You should get to know him. He’s the brains behind one of the best words game on the App Store, and he’s a super opinionated guy who isn’t afraid to have a discussion about games as art or his current level of cleanliness. In fact, we dive into these two topics pretty hard during our conversation, if you haven’t guessed already.
This is easily our most laid-back discussion we’ve ever had on the show, but I think it’ll end up giving you a really good idea of who Gage is, how he approaches game development, and how things like his personality and background inform that work. We cover a lot of ground in a really short amount of time in this podcast, and even touch on what Gage is doing right now.
To give it a listen, just click on the links below. If you’d like to get these interviews and our regular show instantly, feel free to subscribe to us on iTunes or the Zune Marketplace.
iTunes Link: The TouchArcade Show
Zune Marketplace: TouchArcade.com Podcasts
RSS Feed: The TouchArcade Show
Direct Link: TouchArcadeShow-Bonus-037.mp3, 16.5MB
We’ll be back later this week with another regular episode of the TouchArcade Show.
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‘Brandnew Boy’ Review – A Little Bit Of Style, Panache, And… Batman?
As much as we may not want to admit it, a game’s style goes a long way—especially in a market as crowded as the App Store. With so many games from so many developers, the right icon and the right visual presentation are often the be all and end all of standing out from the pack. And while those of us who love games know that graphics don’t make for a good game, it’s hard to ignore the allure of stylish games.
That’s why I jumped on Brandnew Boy [ $3.99 ], the latest action RPG from Oozoo. Sporting the Unreal Engine and a beautiful cel-shaded art style rich in color, the game is instantly stunning—especially in motion, where the smooth framerate and fast action prove to make an already-attractive game even more gorgeous. Much of the is because of its presentation.
Thankfully, unlike some pretty-yet-disappointing games out there, Brandnew Boy manages to delight in terms of gameplay, as well. It’s certainly not the best action RPG on the platform, but its unique combat controls and hearty adventure make it worth a spot on your home screen.
The game puts you into the shoes of a mysterious man known only as the “Rookie” as he finds himself lost in a strange, egg-filled world. Through a set of bite-sized standalone missions and countless objective-tweaked variants, you’ll come to learn more about Rookie and his quest, the world around him, and the creatures within it. During your adventure, you’ll venture forth to fight increasingly-tough battles and increasingly-gigantic bosses.
It’s the game’s take on combat and not its story, though, that makes it worth checking out. Through some intuitive touch controls and the introduction of a simple timing mechanic, combat in Brandnew Boy is transformed from the standard “hammer buttons to attack” into something a little more elegant and entertaining.
To initiate an attack on an enemy, you tap on it. To continue to attack, you can continue to tap. It’s simple, straightforward, and effective. Where things get interesting, though, is in the game’s combo system. As long as you can maintain steady attacks within a brief window, you will maintain a combo that makes you increasingly powerful. To do so, though, you need to time your attacks with a small timer bar. Pressing too soon or too late in succession, or failing to dodge an enemy attack with a swipe in the desired direction, will lead to your combo being broken.
In practice, combat starts to feel like a strange hybrid of Batman: Arkham Asylum. There’s a certain rhythm and candor to Brandnew Boy’s combat; Rookie’s graceful jumping and twirling between enemies and across the battlefield in a single combo seamlessly will be startlingly familiar if you’ve played the Dark Knight’s recent console outings.
Stringing long combos together is and stays incredibly satisfying throughout, and it evolves as you add more skills to your arsenal which allow you to prolong your combos even further. All told, combat is fast, fluid, and fun—especially when combined with the game’s focus bonus “time trial” medals, which push you to finish levels as fast as possible while maintaining a high combo and doing no damage.
Filling out the roster of requisite action RPG features is a complete upgrade system for the game’s main character and a summon system of sorts. Skills and equipment can be purchased and upgraded with a fairly straightforward if not uninspired progressions system, and you can earn the ability to summon unique pets by defeating the game’s handful of bosses.
Sadly, for all the framework wrapped around the game’s combat system, Brandnew Boy does come off as a bit of a one-note tune. Combat itself is satisfying, but it also lacks variety or depth in the long run, and the game’s story and progression systems do little to stave off fatigue should you play the game for hours on end.
Should the developers infuse the game’s core combat with a little more variety and flesh out the game’s other systems (skill trees for character development and more gear), a sequel to Brandnew Boy could find its place at the top of “best iOS RPGs” in short order. That said, the game you can buy today is a solid one in its own right, even if only for its unique, rhythmic combat.
Color me curious about what this developer does next.
TouchArcade Rating: 
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‘Gratuitous Space Battles’ iPad Review – Wave After Wave of My Own Men
The iOS platform is hardly lacking for games that allow you to send living things to their inevitable death, and Gratuitous Space Battles [ $9.99 (HD)] satisfies the tactical itch with a capital T, while managing to bring some big eye candy and a light sense of humor to compensate you for all your hours spent constructing.
When you first launch the app, you’re driven towards a fairly anemic tutorial, which hardly deserves the name. A game like GSB has a lot of meat, layered on top of more meat, with a crust of meat at the center – a simple text-driven tutorial cannot even begin to prepare you for how many numbers there are to be crunched, how many configurations possible, and how many men are ready to die in your service. Inexperienced strategy gamers are going to be overwhelmed with the complexity, and while the tutorial does a competent job of getting you into the cockpit of the starter-ships, it does little to prepare you for the amount of ship-building you’ll be doing.
Ultimately, that’s what this game is about – building. Unlike a traditional tower defense game, you don’t fight off waves of enemies while upgrading in-between. Instead, you’re given a “historical” battle to participate in, and are given all of the enemy troops’ positions, ship-types, etc. Once you initiate the battle, your control of the fight is over – the ships will play out the battle based on a configuration of orders and equipment that you assigned beforehand, and your job becomes that of a silent watcher. Your real goal, and where the game completely shines, is to build and outfit your ships, and arrange them tactically to obliterate the alien host.
Most of the time spent with the game is spent customizing out your various ship-types with gear from a pool of upgrades that you’ve unlocked using the “honor” that you’ve won from battles. In a twist on standard tower defense games, you’re not only rewarded for winning, you’re rewarded for winning with honor. What this means is that while anyone can swing in with a massive Cruiser army and obliterate the alien force, the payout will leave much to be desired. More honor is paid out to the cautious commander, and the fewer ships you field and win with, the more honor you’ll earn to spend on unlocking upgrades, new hulls, and alien races to play as.
Visually, the game is beautiful, filled with detailed backdrops rich with stars, nebula, and distant worlds. Ships are highly detailed and beautiful to look at, and the constant hail of missiles, plasma beams, and scrambled clusters of fighters ensure that the game never gets boring to watch. Thundering music and the sounds of combat are decent, if a little drawn out over the length of the fight.
Being a port of a game that was designed for PC, GSB comes with touch controls that are generic but passable with nothing that really stands out. Pinch-to-zoom works on the combat map, but frustratingly caps out at a maximum zoom that feels too small – especially given the enormous size of the maps. Tapping on the various statistics during the building phase yields crucial information about each, but trying to pinpoint the miniature numbers can prove to be frustrating for the more sausage-fingered couch-commander.
Small touches add a sense of extra value to the game, such as the top panel during combat which plays out messages being sent by your crew, ranging from the tragic to the wry. It’s an unnecessary addition but a fun one, and injects a bit of humor to an otherwise dark and brooding atmosphere. Survival mode brings the endless-wave fun of traditional tower defense, but without the ability to upgrade on the fly. The result is a test for how well you’ve outfitted your fleet, and the only reward is bragging rights to your friends. A fairly in-depth (though extremely text-dense) manual is also included, to flesh out any areas of curiosity a new player might have.
Players who crave a little more direct control over their operatic space-genocide may find themselves bored or underwhelmed, but for the true tactician, there’s a lot to love here. While the $9.99 asking price may seem a bit steep, this is the sort of game that could have easily gone the route of IAP currency, and didn’t. Ten bucks is practically a steal for the tactical war game fan, though a lite version for the unsure to try out would be a really good idea. Additionally, the lack of ability to try matching your fleet against a friend’s fleet isn’t game-breaking, but it would be nice to try your hand against Game Center friends.
Overall, Gratuitous Space Battles is worth obsessing over if you love numbers, tactics, collecting and crafting. It is easy to get lost for hours in the menus within menus, outfitting and saving custom ships, and learning what works and what doesn’t work through trial and error battles against the alien horde. It’s a worthy addition to an already-stellar list of deeply tactical games on iOS, and is well worth a look for strategy fans.
TouchArcade Rating: 
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Coming Tonight: ‘Extinction Squad’, ‘Non Flying Soldiers’, ‘Scotland Yard’, ‘Sonic 4: Episode II’ and More
‘LostWinds2: Winters of The Melodias’ Review – A Gorgeous Wind-powered Adventure
Like the bad boy that every girl finds impossible to resist, ‘ sequel to their platform-adventure LostWinds [ $3.99 ] from last year isn’t always easy to control. Precision is not LostWinds2: Winter of the Melodias’ [ $3.99 ] best feature. With the sheer amount of things that LostWinds2 can occasionally demand of its players, this would normally be almost unforgivable but much like the hypothetical rapscallion, LostWinds2 is just too charming to give up.
Set shortly after the events of the first game, LostWinds2 follows the continuing adventures of the chubby-cheeked Toku, a brave and impossibly adorable young boy, and his companion Enril The Wind Spirit. After a brief introductory sequence, one that features a number of piscine-looking critters, you find yourself in control of Toku. His mother Magdi has somehow gone absent and it is your duty to go look for her. This eventually segues into an exploration of some phenomenally gorgeous places, the acquaintanceship of some new friends and an encounter with old evils.
Have I mentioned the fact that LostWinds2 is absolutely stunning? Yes? The music, the character design, the visuals – they all come together to make LostWinds2 beautiful with a capital B. The lush visuals are informed with such attention to detail, they would probably bring a tear to Walt Disney’s eyes were he still alive. Every swipe of a finger will cause grass to bend and petals to cascade from trees. When Toku slides across icy terrain, he bobs and sways, looking for all the world like the wide-eyed child that he is. Even the parallax backgrounds are more than magnificent-but-static pieces of eyecandy. Here, the backgrounds are rife with stuff like the occasional lurking enemy and behemothic reformed villains out to make our life easier. (You’ll understand in the first five minutes. Trust me on this.)
Shameless, wanton gushing aside, LostWinds2 is, I’m happy to say, more than a pretty face. For those unfamiliar with the original, much of Toku’s herculean tasks are, in fact, accomplished by the intangible Enril. Being a rather formidable Wind Spirit, Enril is kinda awesome at doing things like guiding flames from a torch into an icy wall, smashing Gloops into hard surfaces, relaying Toku from one ledge to another and snowballs. Not much is needed to accomplish these feats. Most of the time, all the game will require from you is a careful swipe of a finger or a well-timed pinch. Control of Toku works on a similar premise. In order to move him from one end of the map to another, you simply tap on the corresponding side. It’s that simple. Mostly.
Eight times out of ten, you will be able to hit that switch, drag that torrent of flame into that wall of brambles, flip Toku across the ravine and beat down that Gloop all in one glorious show of hand-eye coordination. Those other two times? You’re going to have to pick yourself up and try and try again. Toku will inexplicably float along with an updraft that you manufactured in spite of the fact he should be too far away to be affected. A hard swipe will occasionally cause an enemy to sit on the wall instead of exploding into blob-like bits. From time to time, things will just go wrong. There’s no better explanation for it. Fortunately, however, it’s an infrequent occurrence. So long as you’re willing to deal with the initial learning curve, your experience with LostWinds2 will be mostly favorable. That is, of course, if you are willing to brave this final caveat.
If you want to play LostWinds 2, you should probably be okay with a little bit of Metroid in your life. Frontier Development’s sequel to the original is not a game that exemplifies instant gratification. Backtracking will happen. Those who must simply acquire every collectible (a lot of the tale is told through scrolls that have been scattered across this lovely world) will find themselves wandering the game’s many nooks and crannies. If you can’t stand the idea of revisiting locations repeatedly (never mind the fact that you can change the seasons on whim, something that helps alleviates the tedium), you may want to consider giving this one a miss.
Everybody else? Buy it. You won’t regret it. LostWinds2: Winter of the Melodias is a beautifully presented bit of childlike magic and irrefutable proof that wholesomeness does not necessarily have to be boring.
TouchArcade Rating: 
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Retro Dreamer Teases Upcoming Title ‘Duckers’
Today , developers of such titles as the awesome arcade shooter Velocispider [$1.99 / Free ] and the adorable Sneezies [$0.99 / Free / $2.99 (HD)], have announced a new game is on the horizon. over on the Retro Dreamer website, the company has divulged that this latest title will be called Duckers, and then they went on to explain… well, absolutely nothing actually.
Yes that’s right, they’re giving us the old tease treatment. But on the bright side there is the promo art attached to this very post which is both extremely cute as well as intriguing. What’s in that jar? Did it crash land to Earth? Why does that duck have flight goggles on? Can ducks even fly?
In the end we’re left with nothing but questions, however, Retro Dreamer states that Duckers is just about ready to go and should be hitting within a month’s time, possibly even by the end of May if everything goes absolutely perfectly. Until then they’ll be pushing out all sorts of new promotional stuff over the next few weeks for the impending Duckers launch, including a trailer that should hit sometime this week, so stick around to find out more about this mysterious title soon.
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‘KOTOMON’ Review – No Controlling This Dance
When we first found out about Kotomon [ $2.99 ] recently, I was excited for the possibilities especially considering that some of the developers at Monstars consisted of folks from Q Entertainment (Lumines, Rez). Unfortunately, reputation alone is not enough to carry this simple music platformer with iffy controls.
Kotomon follows the adventures of a cute red monster of the same name as he searches the world for other monsters. Gameplay is divided into levels and has you navigating Kotomon and his companions across the terrain, battling monsters of various strengths until you reach a campfire, signifying the end of the level. A three-star system grades your completion with points awarded for faster completion, combos, and the amount of food your companion eat (littered across each level).
As you progress, Kotomon will meet new monsters (which are hatched by finding eggs), each with their own abilities and attributes. While the help menu provides small blurbs in each monster, i still found it a but vague for trying to figure out the differences of some of them. Regardless there’s enough there for strategy in later levels when you have the choice of choosing who to bring with you in a level.
The platforming itself is enjoyable for being a simplistic title. Levels are usually divided into battle royales with tons of combat or terrain based missions with obstacles that can block or kill your companions. There’s an interesting dynamic of keeping tabs of your companions while simultaneously using them as weapons of destruction. The difficulty also cranks up in the latter half of the game for gamers that enjoy a challenge.
One of Kotomon’s features is a dynamic soundtrack affected by the actions of your Kotomon. For example, launch a monster at some baddies and the beat picks up temporarily for each enemy dispatched. Extras notes are also added when taking on more powerful bosses.
Other than those little nuances, I didn’t really find anything particularly special about the music features. True, watching the enemies and your monsters dance to the beats of the song is quite adorable, but it’s hardly game-changing. If anything, the emphasis on a dynamic soundtrack means that you’ll be hearing a lot of simple tunes until you get into the thick of the action.
By far, the biggest issue I encountered with Kotomon dealt with its frustrating control scheme. Kotomon utilizes a floating, non-static virtual joystick for movement, which means that movement is always relative and can lead to the joystick sliding all over the screen. Compounding the problems are the shooting mechanics, which are solely based on the direction of your character and just feels unintuitive. For me, this lead to a lot of misplaced shots primarily due to the controls which range from frustrating to level-ending (especially with levels that contain lava which can instantly kill your companions).
The control issue feels amplified when you start to get to later levels with enemies that actively seek you out. Since aiming is based on the direction of Kotomon, you’ll find yourself in a constant predicament of running away while trying to turn around to launch a shot before turning back to avoid dying.
Other facets of Kotomon simply felt average. The visuals were a mix of cell-shade for the characters coupled with bland backdrops and a heavy dose of particle effects. Meanwhile, content felt a bit light once you get past the star ranking system.
Maybe it’s just a case of irrational expectations, but I was a bit disappointed in the overall package of Kotomon. It feels less like a music/rhythm adventure and more of a simplified platformer with frustrating controls and little in terms of variety. The cute monsters and somewhat catchy music are sure to appeal to some but folks looking for the next great platformer may want to pass.
TouchArcade Rating: 
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