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Everyday I’m Shufflin’ – ‘Azkend 2′ Update Hits

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I’ve made no attempt at hiding my love affair with the Azkend series of puzzle games. The original Azkend [$2.99 / $4.99 (HD)] was (and still is) one of my favorite puzzle games of all time. It had a great difficulty curve, a constant stream of unlockables to keep you interested, and did a fabulous job at dangling the next unlockable in front of you to endlessly keep you playing one more game. Oh, and the chain-forming matching mechanic is pretty sweet too. Not too long ago, Azkend 2 [$2.99 / $3.99 ] hit, and I was ready to shout out my window and tell the world how incredible it was… That is, until I got a little deeper into the game.

As Nissa explains in our review, the sequel features everything we loved about the original Azkend, and provides some great first impressions. Then the difficulty curve ramps up, and the game introduces more types of tiles. It’s at this point that Azkend 2 turns into the best part of any LMFAO song, which, in a puzzle game, is not a good thing. In other words, you’d reach a point where there were just too many types of tiles, leaving no available matches, forcing the game to re-shuffle the tiles. Sometimes you’d even get multiple re-shuffles in a row.

Well, an update hit earlier today which seems to totally fix this. The puzzles are now rebalanced in a way that you’re not hunting for the single match before the board reshuffles. If you were (understandably) holding off on the game after reading our review, it’s safe to pick up now. Or, if you were like me, and just shelved the game after getting frustrated, snag the update and give it another shot.

They’ve made some other tweaks and bug fixes too, including doing some logging to potentially further improve game balancing as well as adjusting the colors of some tiles to make them more distinct. The one down side of this update is that I’m pretty sure that Azkend 2 is now going to completely suck up my free time this evening.

I’m OK with that, I think.

NOTE: Right now I’m only seeing this update for the universal HD version, but it’d make sense that the iPhone-only version should be following very shortly.

App Store Links:
    Azkend 2 – The World Beneath, $2.99
    Azkend 2 HD – The World Beneath, $3.99 (Universal)

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Written by admin

April 4, 2012 at 4:15

Obliterate the Brains of Woodland Animals with X-Ray Mode in the Upcoming ‘Deer Hunter Reloaded’

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Assuming my math is correct and the curators of the Wikipedia listing are on the ball, including the various compilations there have been 23 different Deer Hunter titles. When you reach ten entries in a series, you’ve got to really start thinking outside the box to come up with new things to keep the lineage fresh. When you hit 20, you’ve got to get really crazy, and when you hit 24 (again, assuming the Wikipedians are doing their job) you apparently have to implement X-Ray mode.

Check it out in the trailer:

As far as I can tell, the killer new feature of the “Reloaded” game is the ability to flip down your X-Ray specs and aim directly for the brain, heart, or lungs of your prey. Hunting games have always been sort of borderline when it comes to grotesque brutality, especially in recent installments as point systems have been implemented, rewarding the player for a flawless stream of headshots fired upon a group of deer wandering through the woods, but this… This is something else. It almost seems over the line, even for this hardcore veteran of the worst shock sites the Internet has to offer.

Deer Hunter Reloaded should be available soon as a free to play title, featuring sixteen upgradeable weapons ranging from rifles to shotguns and even handguns for your brain-blasting pleasure. You’ll also be able to tweak out your avatar with all sorts of different hunter swag.

What do you guys think about this? X-Ray mode seems a little over the top, right? Or am I just being uncharacteristically sensitive about this?

[via Pocket Gamer]

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April 4, 2012 at 4:15

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Rumor: Apple Supposedly Working On An iOS Controller

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Here’s an interesting rumor: Apple has worked on a controller for its devices, according to a couple of lines in Anandtech’s iPad review. Here they are in all their glory:

I know of an internal Apple project to bring a physical controller to market, but whether or not it will ever see the light of day remains to be seen. As smartphones and tablets come close to equalling the performance of current game consoles, I feel like the controller problem must be addressed.

Play with us for a second and consider this: what would the easiest way to stop all the fracturing inside of fracturing going on in the third-party controller space? If Apple was to do something with a peripheral, we wouldn’t be writing a story every week about a brand new controller that has its own proprietary code that studios’ need to plug into their software. Everyone would just automatically support Apple’s New Thing, and there would be no other viable market.

But, that’s just reading tea leaves inside of tea leaves. Also, there’s a billion ways to read into this, if it’s even accurate, which we doubt, since a controller compromises that vision of iPad and iPhone. These things were meant to be used with our fingers, not with styluses or controllers or other peripherals.

Then again, who knows. Maybe this will be a “one more thing” at a keynote.

[via MacRumors, via AnandTech]

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April 3, 2012 at 20:15

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A Few Early Week New Releases – ‘Gunman Clive’, ‘Gun Runner’, and ‘8bit Ninja’

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April 3, 2012 at 20:15

‘Violet Storm’ Review – Dual-stick Sensory Overload

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There are some games that try to impress by offering a well-rounded gameplay experience. Others meanwhile try to latch onto one or two key elements and hope that it’s enough to make up for other potential shortfalls. Violet Storm [$0.99 / HD] squarely falls into the second camp. While the dual-stick shooter impresses somewhat with its take on weapons and visual overstimulation, it may not be enough to overcome the otherwise generic gameplay and presentation.

As a dual-stick shooter, Violet Storm plays it safe with its gameplay offerings. Players have a choice of three different single-player modes: Sniper Mode, which is a timed run scored by accuracy, Speed Havoc, which challenges gamers to destroy a set amount of enemies as fast as possible, and Campaign.

Campaign is the most complete mode and pits you against a never-ending onslaught of enemies separated by timed waves. Survive a wave and you’re given a break (as well as a score bonus) before bigger and more difficult enemies come at you. There isn’t an artificial barrier around the playing field (like Geometry Wars, for example) so players are free to move in any direction for as long as possible. However, enemies will continually spawn near you and blindly running in one direction is a sure-fire way to get cornered and lose health.

As you battle enemy ships, you are rewarded with an occasional power-up (invincibility, damage boost, bombs) as well as weapon upgrades. The weapon upgrades are one area Violet Storm attempts to differentiate itself from other shooters. Weapons are relatively simple at the onset, but quickly build up to ridiculous multi-tracking lasers of various spreads and homing missiles (all being shot simultaneously no less). Last longer, and you even get to play with lighting. While Violet Storm obviously isn’t the first game to pioneer ridiculous weapons, I was impressed with the showcase nonetheless.

Keep in mind all these weapons lead to a dazzling display of visual elements and intensity, which is another area Violet Storm looks to improve upon. It really is a sight to behold when you combine lasers and missiles, along with the large influx of simultaneous weapons and their projectiles on the screen at the same time. In fact, the visuals may be a little too intense, as later levels definitely border on ‘bullet-hell’ extremes (without the precision, unfortunately). Disappointingly, Violet Storm occasionally doesn’t handle all the graphics well, as I encountered some slow-down across all current generation devices during the more hectic scenes.

Notice I didn’t say the game differentiates itself via graphical style; Violet Storm looks very much like a Geometry Wars clone in most ways besides the sheer amount of graphical elements and the weapons. Granted, the game still looks great on most iOS devices, including the new iPad. Oddly enough, while Violet Storm is a universal app, gamers looking for iPad retina assets will need to pick up Violet Storms HD, which is an iPad only app.

Once you get past the weapons and visuals, Violet Storm falters somewhat. The music becomes repetitive rather quickly and ends up detracting. Also, while Sniper Mode and Speed Havoc are nice twists on the standard gameplay, there’s little in terms of actual variety, (save for three difficulty levels) to keep you coming back. The game experience just feels as if it was designed simply to showcase the crazy visuals.

I wouldn’t go so far as to call Violet Storm a one-trick pony, but in terms of bringing things to the genre it’s pretty close. The over-the-top weapons and graphical effects look great, but even those aren’t implemented perfectly. Regardless, outside of those features you’re still left with a competent arcade dual-stick shooter. However, considering the wealth of choices already on the app store, anyone other than fans of the genre may end up deciding to pass on this one.

App Store Links:
    Violet Storm, $0.99 (Universal)
    Violet Storm HD, $0.99 (iPad Only)

TouchArcade Rating:

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April 3, 2012 at 16:15

Hands-On With ‘Burger Cat’

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A lot of studios are turning to the casual market to expand their base and diversify portfolios speckled in viscera and splatters of crimson. League of Evil studio Ravenous Games is doing just that with its side-scrolling puzzle game Burger Cat. The result is unique: Ravenous is undoubtedly delivering something that feels like a Ravenous joint, but it’s appropriate for our little ones and game-challenged family members.

It accomplishes this by removing the barrier of entry, while maintaining the vibe and the high-level production we expect from a Ravenous product. In the game, you play as a cat on a quest to find hamburgers. Functionally, this adventures boils down to a bunch of instanced quests where you, as a maestro of landscaping, have to alter the 2D world the cat inhabits in order to get him to a burger. The movement is automatic, but your ability to add and remove blocks of land or introduce an item that changes the way the cat interacts with its world is manual.

For example, in the game’s first level, you’ll need to add a block of land to the corner of a hill so the cat can scramble up the hill as if it were a stairway. In the next, you actually build a similar stairway with three blocks of land, two of which will need to be stacked on top of each other. As the game progresses, you’ll get much more imaginative items: a mouse that re-directs the cat’s attention, a spring that rockets the cat into the air, a pick-axe that removes pieces of the environment, and so on. Actual obstacles that add repercussions, like spinning cogs with blades, are added steadily. The items you’ll receive have a hard cap in each level, and I had the most fun really playing with what I could do with the least amount of stuff, though creating conga lines of items has its simple pleasures, too. In fact, Burger Cat seems to encourage experimentation, as it often gives you way too much.

It’s a different game from the folks who made League of Evil, but it feels similar from a production standpoint. The art is bright and bubbly like the new visuals in League of Evil 2, and the animation work is on par. Music, on the other hand, is exceedingly epic. It almost rewards you before you do anything. Excuse me, but I want my Ode To Joy when I get my hamburger, and not before.

If this looks familiar by the way, it’s because it existed on Flash before. Burger Cat is a new-look port of a WobblyWare title you can play for free right now. In this shot of the original below, take note of how smooth this new iteration looks: no more grids, a less clumsy UI, and less mess in general.

“We updated the graphics to be more cartoony and made some design changes to make another one of our polished iOS releases,” Ravenous told TouchArcade. “The game just felt more suited to touch screen controls and has a lot of potential with the casual market.” And it does play exceedingly better. This game is a breeze to control with your fingers. I’ve zero complaints with what I’ve played so far.

And that’s the thing: we haven’t seen everything Burger Cat has to offer, so stay tuned as we obtain a final build and deliver our final thoughts. My gut says, though, that this is something we’ll be pretty happy with, even though we’re not its market. Look for this to hit April 12 across iPhone and iPad.

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April 3, 2012 at 4:15

‘Penny Arcade On the Rain-Slick Precipice of Darkness Episode Three’ Coming To iOS

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Penny Arcade On the Rain-Slick Precipice of Darkness Episode Three, the long-awaited follow-up by Cthulu Saves The World developer Zeboyd Games, is coming to the iPhone and iPad, according to a recent Joystiq preview. This version will hit this summer alongside the PC, Mac, Xbox Live Indie Games, and Android versions of the game. These guys have all their bases covered, right?

If you’re not in the loop, Episode 3 is a… change of pace. It has the look, and what seems to be the feel, of an old-school RPG. In a chat with Joystiq, Zeboyd said that its major influencers were Final Fantasy V and Grandia, so go figure.

Zeboyd says this will continue the story Hothead Games and Penny Arcade set out to tell before things didn’t pan out, but it’ll also operate as a stand-alone title, which is a great thing for us. I mean, we didn’t even see the previous two games on our tablet and phones of choice.

We’ll definitely keep our eyes on this as it nears release, but you should definitely go read what Joystiq has to say. Episode Three sounds pretty hip.

[via Joystiq]

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April 3, 2012 at 4:15

Bladepad, Another Kind of Controller

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As more and more third-party controllers enter the mobile market, the wicked small base that wants something physical in their hands as they play games becomes steadily more fractured. It’s through this lens that we view the latest controller to catch our all-seeing eye, the Bladepad. It’s an NES-like controller with an admittedly cool hook: it’s thin, slide-out design theoretically makes it possible for you to carry around the phone with the controller firmly attached. Other products, including ION’s upcoming PSP-alike shell, obviously don’t embrace portability like this does.

How it works is explained on its web site:

Bladepad’s case fits around your phone and a razor-thin gamepad slides out from beneath the case. The gamepad can also be removed from the case for enhanced mobility and convenience.

No word on when this will be released, or if it’s even actually in some sort of production phase. The page does mention that the company behind Bladepad is actively looking for developers to support the device, so get ready for some weird splintering or a lackluster show of support upon release.

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April 3, 2012 at 4:15

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Please Send ‘Piano Dust Buster’ Back in Time to 1988

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Late last year Wild Chords [ Free (HD)] knocked my socks off. In a nutshell, it’s an edu-tainment game that utilizes the microphone on the iPad to pick up the chords being played on a guitar. It works great, too. I was more than a little surprised that in a few hours of playing the game I went from never having touched a guitar before to actually being able to play a few (admittedly very basic) tunes.

Piano Dust Buster [ Free (HD)] seems to accomplish the same thing, with two significant differences: Obviously, per the name, the focus is on the piano instead of the guitar. Additionally, the game features a virtual keyboard of sorts, so unlike Wild Chords where you need a guitar to play, you don’t really need a piano to jump into Piano Dust Buster.

I think these music-centric edu-tainment games are seriously just fantastic, and really wish they would’ve been around when I was a kid. I couldn’t even guess how much money my poor parents dumped into sending me to piano lessons when all I wanted to do was slam my head (and heinously under leveled party) against Gurgu Volcano in Final Fantasy. Had there been some piano gamification to be found in the 80’s, well, I could be a world famous concert pianist right now.

Piano Dust Buster is free, and I’m really curious to hear back from anyone out there with young kids and a piano to see how they take to the game.

App Store Link: Piano Dust Buster – Song Game, Free (iPad Only)

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April 2, 2012 at 20:15

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Squeenix Releases Confusingly Difficult ‘774 Deaths’

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I’ve never really been able to figure out what Square Enix’s deal is with the App Store. They go from releasing full iOS-exclusive titles like Chaos Rings [ $12.99 ] to flat-out weird “games” like Voice Fantasy [ $2.99 ] (among other zany titles). The just-released 774 Deaths [ $0.99 ] seems to come from the same “why does this exist” department as Sliding Heroes [ $0.99 ].

Billed as a “murderously difficult action platformer” 774 Deaths, according to Squeenix, is “certain to chew up and spit out even the world’s best gamers.” The format of the game goes a little something like this- You play a pixelated little dude going through rooms filled with locked doors. To progress through the doors, you need to complete the mini-games that each room has to offer you.

So far, I’ve been given the choice of four games, each with the same basic principle of navigating your guy to the end of the level while avoiding what appear to be blood covered blades. Each “game” has a different control method. There’s an auto-runner style game where you tap the screen to jump, a platformer style game with virtual controls, a vertical falling game controlled via tilting, and a similar tilt controlled top-down maze-style game.

None are particularly interesting, and I really can’t quite decide if the game itself is difficult, or if the controls are just terrible. Either way, you beat two of the games inside the room you’re currently in, the next room unlocks, and you repeat the process. Admittedly, I’m stuck on the third room right now, but there hasn’t been much variation to speak of yet. Per the iTunes description, there are 9 rooms in all.

I’m reluctant to call this a “review,” since, as mentioned, I’ve basically reached a stopping point in the game right now. With that being said, I haven’t really found what I have been able to get through to be that enjoyable, and like way too many things that Square farts out on to the App Store, 774 Deaths just has me wondering why an iOS port of Final Fantasy VI doesn’t exist. I’d buy that at a high price. (And I’d even say that in the same tone of voice as the merchant dude in Resident Evil 4.)

For what it’s worth, people in our forums seem to be enjoying 774 Deaths. So, if you’re a glutton for punishment, give it a shot…?

App Store Link: 774 DEATHS, $0.99

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April 2, 2012 at 20:15

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