Archive for the ‘новости’ Category
‘Rainbow Six Shadow Vanguard’ Now Available
Back in January Gameloft revealed that they were working on a new entry in the Tom Clancy’s Rainbow Six series titled Shadow Vanguard. We’ve previously posted the official trailer, a hands-on gameplay video, and an interesting interactive trailer that Gameloft created that takes you through part of the first level. After all of that anticipation, at long last Rainbow Six Shadow Vanguard [$6.99] has finally gone live in the App Store.
The game features 11 single player missions where you lead a special elite group of soldiers in taking out a terrorist organization. Unlike your typical first-person shooter, Rainbow Six games rely on tactical gameplay choices rather than an all out run-n-gun approach. Taking your time to investigate each situation closely and determine the best plan of attack will get much better results than just bursting in and blasting anything that moves.
Perhaps the most interesting aspect to Rainbow Six Shadow Vanguard is the multiplayer options. It features a traditional deathmatch mode with up to 10 players in a game, but there is also the option to team up with up to 2 buddies and have a go at the campaign cooperatively.
Gameloft has proven they can create competent FPS experiences with games like N.O.V.A. 2 [$6.99/HD] and Modern Combat 2 [$6.99/Lite/HD], both of which feature great single-player campaigns and robust online multiplayer options. In the case of Rainbow Six Shadow Vanguard, we’ll be holding off our full review for a bit so that the servers can populate with other players first and we can get a good feel for all the online functionality in the game.
Until then, there is a f of Rainbow Six Shadow Vanguard if you’re interested in hearing what your fellow gamers have to say about the game. We’ll put it through its paces as well and report back with a review soon.
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NimbleBit Reveals ‘Tiny Tower’ – The Freemium Successor to ‘Pocket Frogs’
If you're at the point where your frog breeding factory in Pocket Frogs [Free] is running at 110% capacity and you're looking to get your next freemium fix, I've got just what the doctor ordered. Ian and David Marsh, twin brothers behind Pocket Frogs has been hard at work on their next game, titled Tiny Tower. They haven't even started beta testing their game yet, so details are still being worked out, but here's what we've been told:
Tiny Tower tasks you with constructing and managing a tower populated with bitizens and businesses. Put your bitizens to work and keep your businesses stocked to earn enough revenue to expand your tower skyward. Unlock and collect one hundred plus floor blueprints that will make your tower stand out from the rest.
Check out the screenshots from an early development build of the game:









What made Pocket Frogs so awesome was that NimbleBit designed the game from the ground up to be a fun game first, and a freemium money maker second. There never really was a stopping point in Pocket Frogs where you had to pay to continue, unlike far too many freemium games where it's entirely too easy to spot all the time sinks and "optional pay walls which rarely feel optional on any level. We've been told Tiny Tower is going to be the exact same way, and I can't wait to give it a try.
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‘Shadow Era’ – A Cool Cross-Platform Collectable Card Game
One down-side of the sheer madness of planning for, scheduling meetings, and actually attending two back to back conventions (GDC and PAX) was the amount of things that slipped through the cracks during that time. I've been going back and pouring through releases from the last few weeks and one that sticks out is Shadow Era [Free], a collectable card game by Kyle Pool, the man responsible for bringing Battle for Wesnoth [$4.99 / HD]. Shadow Era is universal, and there's even a browser version that can be played at . There's also plans for additional clients for PC/Mac/Android, with all of your cards and decks synchronized online.
The one drawback of that kind of cross-compatibility is that Shadow Era requires an internet connection, but as someone who is constantly frustrated by having game saves that are trapped on a particular device, this seems to be a worthy sacrifice. Gameplay seems to be a cross between Magic: The Gathering and the World of Warcraft card game. An in-game tutorial does a great job of explaining how the game works, but if you really want to get in to the strategy of the game I'd recommend taking a look at on our forums as well as the .
Judging by the on our forums about this game, I know I'm in the minority here, but these kind of collectable card games drive me crazy. I've played Magic: The Gathering on a competitive level on and off for close to 15 years now and all of these home-grown CCG games just pale in comparison. The card pool is limited, gameplay feels like an amalgamation of elements from existing games, and so much of the fun of playing a CCG is the social aspect– Something sorely missing from Shadow Era. But would you pick up on this if you haven't spent most of your life playing collectable card games? I doubt it.
That being said, the way Shadow Era is being sold is a fantastic representation of what freemium games should be. It's totally free to download and try, and you're given one starter deck from the get go that allows you to just go to town playing the game. Similarly, winning games awards you an in-game currency which can be used to buy more cards. You can either slowly grind this currency up by playing, or you can just flip out a few bucks and buy whatever you'd like. Also, because this is a strategy-based game, throwing money at it doesn't necessarily make you any better, so it's not like you're at much of a disadvantage if you only ever play with what you can get for free.

Even though it's easy for me to complain about nitty gritty CCG details that likely few people even care about, I still highly recommend giving Shadow Era a try. I hope the game is wildly successful too, as maybe it will prompt Wizards of the Coast (or Hasbro via EA or whatever corporate dragon is sitting on top of the M:TG pile of gold) to release a iOS version of either the client or . I'd be satisfied with either.
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‘Necromancer Rising’ Goes Free to Celebrate Launch of ‘Mission Europa’
All the way back in January of 2010, released Necromancer Rising [Free], an RPG of impressive scale. Utilizing their own in-house developed "Soul Engine", the game comes packed with tons of content and customization while still being capable of running well on ancient iOS devices. The graphics look a little dated, but if you can get beyond that you'll be in for 60 hours of gameplay across 50 in-game dungeons with 49 different bosses.
Check out the trailer which shows a bunch of bosses, dungeons, and gameplay:
Anyway, the whole reason that this game is free is because of the launch of Mission Europa, a Sci-Fi themed title based on the same engine which has an additional year of development under its belt. Again, the graphics in Mission Europa are definitely rough around the edges compared to modern video games, but the amount of content and customization is crazy. The 50 hours of gameplay is comprised of 50 different levels over 5 episodes and 170 missions. Also included are 180 different enemies, 50 bosses, and 30 unique armor sets.
Give the trailer a look:
One odd thing about Mission Europa is that it comes in two different editions. First off, there's Mission Europa Collector's Edition HD [$9.99] and Mission Europa Standard Edition HD [$3.99] they seem to be the same game, but the Collector's Edition comes with all of the content while the Standard Edition has it for sale in-game via IAP.
It sounds weird, but people on our forums are absolutely in love with the game. It had a thread in our upcoming games forum, and now that it's out there's an thread in our games forum. In addition, there's even a filled with forum members helping others with the game.
I'd definitely give Necromancer Rising a try first, as the game mechanics are similar enough that you'll easily be able to get a feel for whether or not you can deal with how the game feels before getting involved in Mission Europa. Either way, it's impressive seeing indie developers like this releasing games of this scope and scale, so swing by the forums and see what others are saying about the games.
Necromancer Rising, Free
Mission Europa Collector’s Ed. HD (3D,FPS,Action & RPG), $9.99
Mission Europa Standard Ed. HD (3D,FPS,ACTION & RPG), $3.99
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‘PongVaders Max’ – The Excellent Collaborative Retro Mashup Goes Universal
"The alien forces have arrived, but why are they dancing?"
It's to do with all the pixellated collaborative gaming goodness they're bringing to iOS gamers, I'm guessing.
During the mid-week TouchArcade party we hosted out at GDC 2011, Cole Krumbholz of walked up with his iPad and challenged me to a match of his then-upcoming PongVaders Max [App Store], a follow-up to PongVaders: Episode One, his studio's two-player, face-to-face, collaborative mashup of Pong and Space Invaders that sports a lovely retro aesthetic for both the eye and ear. The sad thing is, for one reason or another, we never covered the game. It was released back in August — and it's awesome.
The game presents a playfield filled with Space Invaders-style aliens bent on pummeling the cities that you and your playmate are defending with swipe-controlled Pong-style paddles at the far edges of the screen. Said playmate is ideally a human friend, but in-game AI can take on the task for the lonely gamer. But whatever the case, it's cooperative play — both players try to help each other destroy the alien horde.
The field of invaders in the center of the screen fire outwards, towards both players, and those shots can be repelled back upon them to turn their attacks into yours. Asteroid obstacles here and there make things especially challenging. An alien bolt deflected directly to the other player's paddle supercharges the volley and, along the way, various power-ups can be collected to gain special abilities. When the aliens dwindle, shots can be directed in slow-motion by tilting the device, making for some wonderfully animated (in the physical sense) two-player fun.
As mentioned earlier, the original PongVaders: Episode One [$.99] is an iPad-only release that hit the App Store back in August. The big news from Koduco is the release of PongVaders Max [App Store], which landed since our demo at GDC.
The original PongVaders: Episode One featured 10 levels plus a boss fight. After listening to feedback from users, Koduco created a remastered Universal version of the game that runs natively on both the iPhone and iPad, available for free with 10 bundled levels, with 20 more available as an in-app purchase (for $.99). PongVaders Max features tuned physics, power-ups, sound, and visual effects — still retro — along with rebalanced levels and a tutorial for beginners. The game includes new invaders, two more boss fights, and new music from Nullsleep.
If all we were talking about here was the original release, we'd be talking about an awesome game. But the new PongVaders Max takes it to the next level. As a free download with 10 included levels, there's no excuse for not grabbing this one for your iPhone or iPad right now — even if you have no friends.
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‘Liqua Pop’ Review – A Unique Matching Game with Stellar Visuals
Last month we caught wind of the trailer for Liqua Pop [$1.99], a new color-matching game from and . We were really impressed with the stunning visuals in Liqua Pop, with bright colors and realistic fluidity of the water droplets used in the game. During GDC, we were able to check out the game in person, and last week Liqua Pop finally went live in the App Store. After playing with the game for the past few days, I can safely say that Liqua Pop achieves what so few games are able to on the App Store anymore: it manages to make a color-matching game interesting again. Unfortunately the package is fairly bare-bones, but the potential for Liqua Pop to take its novel twist on the genre is huge.
In Liqua Pop, the play field is a leaf, with multi-colored droplets falling from the top of the screen. Same color drops can be dragged into one another to create larger drops, and when four of the same color have been combined, a timer ticks down inside the drop. When the timer ticks out, the drop pops, clearing it from the screen. Alternately, a quick flick of the device will pop a large drop, or a double tap will reset the countdown timer so you can time the pops with others to form combos. Each popped drop advances a tiny tree frog named Toadie up a stem to the left of the screen, and a level is completed when enough drops have been popped to move Toadie to the top.
As you progress in Liqua Pop, some drops will come with small bugs inside that will affect the gameplay when released. Some are helpful, like ones that change all surrounding drops to the color of the one that was just popped for easy matching, or bomb bugs that pop all nearby drops when released. Others aren’t so helpful, like bugs that turn all surrounding drops into “void” drops that can only be cleared with bomb bugs.
The gameplay works very well, and dragging drops together using the touch screen feels very natural. I’m not usually a fan of having to shake my device in a game, but in Liqua Pop the function is very easy and unobtrusive, and allows for quick popping of bubbles when the screen is filling up and your fingers are busy making matches.
The only problem I have with the game is that there’s but a single mode which features a linear progression through increasingly more difficult levels. They start to get especially challenging around the 20 level mark, and if you find yourself unable to complete a level there’s nothing to do but quit and start over from the beginning. An endless mode or some sort of challenge mode would go a long way towards increasing the longevity of Liqua Pop, and this is the type of game that could really benefit from an online system like OpenFeint or Game Center.
Just to be clear, though, I like Liqua Pop a lot. The visuals are absolutely fantastic, with support for Retina Displays, and the music is minimal but calming and serene. There’s something very relaxing about playing the game, that is until you get to a level that moves so quickly that you can’t keep up — then it kind of stresses you out. Liqua Pop's base gameplay is so solid and unique that, with just a few additions, it could be one of the premiere matching games around. As it is now, it’s still a novel game with plenty of enjoyable points, and although it's missing some variety, I still think it’s worth checking out.
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Movie Crossover Game ‘Doodle Jump: Hop the Movie’ Launches for Free
Back in January, we learned about a new crossover deal between Universal Pictures and Doodle Jump developer that would see Doodle Jump somehow being affiliated with the upcoming movie . At that time we weren’t quite sure if this would tie into the original Doodle Jump [99¢], be an update to Doodle Jump Christmas Special [99¢], or if it would be a completely new game altogether. Today we find out that it’s the latter, as Doodle Jump: Hop the Movie [Free] is now available in the App Store as a brand new separate game.
The premise for the game is that E.B., the son of the Easter Bunny, is set to take over the family tradition of delivering Easter baskets to kids around the world. But before he can take on his new role in life, he needs to become more proficient at jumping. This is where Doodle the Doodler comes in, as he has had more experience jumping than practically anybody.
Doodle Jump: Hop the Movie features 25 levels, with one unlocking each day until the movie’s release on April 1st. Since that’s not quite 25 days away, there are currently 8 levels available to play, which probably accounts for the time it took to be approved by Apple. It’s unclear whether or not there is a traditional endless mode, as each new level is completed by attaining a certain height goal, and there is no sort of score tracking that I can see.

Still, it definitely feels just like a Doodle Jump game, and that means that it’s a lot of fun. The graphics have an Easter flare to them, with platforms made out of jelly beans and Doodler jumping alongside you decked out in his cute bunny costume. It's also a universal app and features graphical support for Retina Display devices. Doodle Jump: Hop the Movie is free to download and play, and as far as games that tie in with advertisements go, it seems to be a pretty solid release and is worth checking out if you’re looking for a new Doodle Jump fix.
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New Interactive Trailer and Screens for ‘Rainbow Six: Shadow Vanguard’, Launching This Thursday
The hype machine is in full swing for the release of Gameloft’s newest shooter Tom Clancy’s Rainbow Six: Shadow Vanguard, set to hit this Thursday. Rainbow Six: Shadow Vanguard will feature 11 tactical missions where you’ll be able to direct your AI team of specially trained soldiers or, in a first for iPhone first-person shooters, you can link up with up to 2 buddies online and play through the campaign cooperatively.
In addition to the cooperative mode, Rainbow Six: Shadow Vanguard will feature an online deathmatch mode for up to 10 players. Here are some screens from the 5 deathmatch maps that will be included at launch.



For their latest video for Rainbow Six: Shadow Vanguard, Gameloft have taken an interesting approach at making it interactive. Much like the Choose Your Own Adventure books I read as a child, the video will stop occasionally and give you a choice on how to handle the current situation, with some choices ending up in your team’s demise and others having you come out victorious. The video will only work on a Mac or PC, so if you’re checking this out on your iOS device it won’t pan out:
At first I thought the interactive demo was kind of cheesy, but after running through it a few times it's actually pretty neat. And it shows off a good amount of gameplay for Rainbow Six: Shadow Vanguard, which appears to follow fairly closely to the console titles that I love so much. It will be interesting to see how well the online co-op plays out, and how the deathmatch will be with all the tactical gameplay additions rather than your average kill everything free-for-all. There's been a for some time now, and we're also eager to get our hands on Rainbow Six: Shadow Vanguard this Thursday.
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Illusion Labs Announces ‘Touchgrind BMX’
Big news brok this morning: Illusion Labs, the creators of Sway [$4.99] and Labyrinth 2 [$4.99], have announced that it’s working on a follow-up of sorts to Touchgrind [$4.99], a fascinating touch-based skate boarding title that made waves with the touch crowd. This follow-up is Touchgrind BMX, a multi-touch BMX-oriented trick game slated to hit later this spring.
Details are light at the moment, but Illusion Labs did send us over the following trailer and this little nugget: “Your skill and imagination,” Illusion Labs says, “are the only limits to unlocking bikes and locations all over the world.” Dudes are teases, right?
Judging from the trailer, it appears as though this BMX iteration of the series will feature a similar true-to-life physics engine, as well as realistic visuals. The physics are the part we’re super pumped about: Touchgrind tricks were a blast to pull off because of them. We’ll obviously keep our eyes out for this one and we recommend that you do the same, too. Come on Spring!
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GDC 2011: A Look at Upcoming Monster-Matching ‘Monster Jam’
On our last day out at GDC, I spent some time browsing the many indie titles on display in the Independent Games Festival (IGF) area of the show floor. One of the iOS titles I saw on display is the excellent rhythm puzzler Halcyon for iPad [link] that we reviewed back in December. I spoke with at the Halcyon booth who showed me a new title that he and Halcyon's developer Zach Gage will shortly be bringing to the App Store, the platform color-matching game Monster Jam, from Simple Machine.
In the world of Monster Jam, the king loves jam so much that he's eaten up every last piece of fruit in his kingdom. As chancellor, it's your job to put a smile on the king's face and get him his jam. Luckily, you've got a machine that can turn anything into jam. And, it turns out, the king's favorite jam of all is jam made out of monsters. Monster jam, if you will.
And, so, the task at hand is to collect monsters for jamification. The game presents a series of platform screens full of monsters of various types and colors wandering about, across a series of different environments. In order to collect a group of monsters to put through the process, they must be separated out so that each platform only holds monsters of like color. Once all monsters of a certain color have been herded onto a given platform, off they go. Kurt, who walked me through the game, explains the gameplay during the following video demonstration.
Kurt and Zach are working on Monster Jam with Ramsey Nasser and Chris Driscoll, who did the graphics.
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