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‘Wizard Ops’ Review – A Fast-paced 3D Shooter That Ends Far Too Quickly

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Wizard Ops [$0.99] by Phykentech is an on-rails 3D shooter with lots going for it. The gameplay is fast, controls are simple, and there’s some variety in the weapons and uniqueness in the sound effects. However, these positives can’t make up for the fact that the game is very short with not much room for replayability. Add in some performance issues, and Wizard Ops becomes one of those frustrating games that have potential but fall short.

Wizard Ops has you playing the role of a fire mage once part of an elite group of wizards that served the royalty of the kingdom. After the queen dies in an accident, the king irrationally imprisons the wizards in dungeons throughout the land. When the king’s daughter is subsequently kidnapped, he reluctantly releases you and charges you with freeing your brethren and taking down the enemy forces that hold the princess captive.

As a fire wizard, your weapon arsenal includes a multitude of fire spells that shoot projectiles. In addition, destroying enemies and bosses occasionally yield additional weapons which can then be purchased in the in-game store. While Wizard Ops has a decent selection of weapons (18 in all), a lot of them follow the same ‘fire magic’ motif and don’t offer much difference other than fire rate and projectile spread. Still, there’s enough variety to provide players with different strategies for taking on the opposition.

The most enjoyable part of Wizard Ops is the fast-paced nature of its gameplay. It plays very similarly to the classic Space Harrier series and retains that sense of speed. The entire game is controlled by just simple swipes, with movement, aiming and shooting being linked. While the obvious goal is to take out as many enemies as you can, you’re going to find that a lot of the gameplay involves dodging the large amount of hazards and projectiles being thrown at you. Some of the later levels up the ante and have you dodging and feinting across the entire screen just to stay alive. It’s fast, frenetic and a joy to play if you’re a fan of twitch-based gameplay.

Special mention should be given to the sound effects in Wizard Ops, which were created by Michael Winslow of Police Academy fame. The game’s thread has a neat video showcasing some of the sound recordings and I’d recommend checking it out. From a gaming perspective the sound effects sound like, well, sound effects. There’s nothing particularly groundbreaking about them but I will admit that I did enjoy the nostalgia trip, as Winslow’s style is very much apparent.

Unfortunately, Wizard Ops has a few annoying problems that detract from the overall experience. First, I experienced several crashes that would occur while either pausing the game during a level or while trying to check out the store after completing one. While I don’t find the occasional crash a big deal, there was one instance where I had lost all the progress I made on the last level I completed. Another issue is in regards to the visuals. Since enemies and projectiles appear to be coming right at you, it can be somewhat hard to figure out just how far away the projectiles are from hitting you. However, this is just a byproduct of the sort of 3D shooter that it is, so I can’t fault the game itself too much for that.

The biggest disappointment I have with Wizard Ops is just how short it is. The entire game encompasses six normal missions, a tutorial level, and a final mission which doubles as a general ‘survival’ mode. Each mission can be beaten in about 3 – 4 minutes, meaning that from a content perspective there isn’t much there. Sure, there’s three difficulties (with hard being incredibly tough), and there’s some replayability in regards to collecting coins and trying all the difference weapons, but it just didn’t seem enough to me.

It’s probably because I greatly enjoyed the core gameplay of Wizard Ops that I’m bitter about the lack of content. I want to see more missions, more enemies, and more weapons. Even the overall story just seems to come to a sudden standstill after playing the few levels that the game offers. I want to recommend Wizard Ops for its gameplay, but I can’t ignore the severe lack of content. I’m certain that the developers will be adding more missions and will hopefully flesh out the complete narrative. Nevertheless, folks looking to try it out now may not get the complete experience hoped for.

App Store Link: Wizard Ops, $0.99 (Universal)

TouchArcade Rating:

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Written by admin

January 9, 2012 at 17:15

iCade Drops the Cabinet; New iPhone Version Also Coming [Update: iCade Jr. Announced]

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Hot off the presses of CES comes two new products from ION: A redesigned version of the iCade that drops the surrounding cabinet, as well as a mobile version for the iPhone and iPod touch. Check it out:

ION has yet to release pricing or more specific release dates than “2012″ for the redesigned iCade, but the iCade Mobile will hit in Q2 for $100. Hopefully we’ll get some hands-on time at CES this week.

Update: Engadget, as noted by MacRumors, has updated their post on the new iCades with hands-on video of the handheld iPhone version, dubbed the iCade Mobile. Also, it looks like the pricing for iCade Mobile was incorrect, and the unit should be launching at $79.99 rather than $100.

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Also noticed at the ION booth at CES is a new product called the iCade Jr. The iCade Jr. is similar to the original iCade for the iPad but is a much smaller version that will fit iPhone and iPod touch devices. It retains the faux arcade cabinet design of the original and features 4 buttons on the front deck as well as 4 buttons on the rear panel, as well as a pass-through for charging while in use.

The iCade Jr. unit on display was non-functional, but ION is shooting to have the new unit available this Spring for $49. More photos can be seen at the original Engadget posting.

[via Engadget and MacRumors]

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Written by admin

January 9, 2012 at 13:15

iCade Drops the Cabinet; New iPhone Version Also Coming

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Hot off the presses of CES comes two new products from ION: A redesigned version of the iCade that drops the surrounding cabinet, as well as a mobile version for the iPhone and iPod touch. Check it out:

ION has yet to release pricing or more specific release dates than “2012″ for the redesigned iCade, but the iCade Mobile will hit in Q2 for $100. Hopefully we’ll get some hands-on time at CES this week.

[via Engadget]

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Written by admin

January 9, 2012 at 9:15

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Madgarden’s ‘Saucelifter! Heavy Disc’ Gets iCade Support

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Lots of folks out there became new iOS gamers over the holidays, and one of my personal App Store favorites that may not be on their radars just got iCade support in an update. Madgarden’s excellent Saucelifter! Heavy Disc [App Store] is a Choplifter clone that started life on the PC and landed on the iPhone in early 2009. Since then, it has seen numerous updates, getting iPad support as as universal app and receiving various gameplay tweaks here and there.

Gameplay involves piloting your flying saucer to various Earth-based prison barracks, blasting open the doors, picking up your captive crewmates, and dropping them off at the transporter where they’re beamed safely back to your alien world.  This is made challenging by evil Earth forces, including tanks, laser turrets, fighter jets, and flying attack drones.

There are a lot of nice touches to the title. The stylized, vector-based 2D graphics lend the game clean, future-retro visuals, with a day-into-night changing skyline that adds nice variation to the scene. A letter-box effect alters the aspect of the play area to provide early warning of incoming enemies. It’s extremely well done.

On the iCade, the leftmost six buttons control fire / autofire in the three relevant directions — left, down, and right. I greatly enjoy Saucelifter! via tilt-control, but I have to say that gameplay on the iCade more closely delivers the kind of fun I remember having in front of Gorlin’s helicopter classic, hour after hour, back in 1984. Other iOS controller accessories that feature iCade emulation, such as the iControlPad, should also work fine with Saucelifter.

Those not sold on Saucelifter! should at least have a look at the Lite version [link].

App Store Links:
    Saucelifter! Heavy Disc, $1.99 (Universal)
    Saucelifter LITE! – Fun and free retro-style arcade action shooter, Free

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Written by admin

January 9, 2012 at 5:15

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The TouchArcade Show – 33 – Tribal Council

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This week on The TouchArcade Show, the usual crew powers through a hostile host takeover, some New Years Eve discussion, and other offbeat topics in order to bring you the latest and greatest in iOS news, reviews, and TouchArcade business. At the top, we dig into Vlambeer’s awesome Super Crate Box. Later, we dive into the wonders of Photo Swap and other awesome games. In the second half, we talk about 60beat’s GamePad and address your awesome user questions!

We’ve set the bar for 2012, so it’s only down (or up) from here. Thanks for being awesome in 2011, and feel free to join us again this year. Speaking of that, if you’d like to listen you can do so via the links just below. The cool kids all listen to us on iTunes and Zune Marketplace, though.

iTunes Link: The TouchArcade Show
Zune Marketplace: TouchArcade.com Podcasts
RSS Feed: The TouchArcade Show
Direct Link: TouchArcadeShow-033.mp3, 42MB

Here are your show notes (with a bonus retraction at the end):

GAMES

  • Super Crate Box [$.99]
  • Hatchi
  • Photo Swap [Free]
  • Dungeon Raid [$2.99 / Lite]
  • Justin Smith’s Realistic Sports Simulator [$.99]

JARED’S KITTY KORNER

  • Very Hungry Cat [Free]

FRONT PAGE

  • ‘Cthulhu Saves The World’ Coming to iOS
  • 60beat’s GamePad
  • ‘Infinity Blade’ Is Doing Well
  • New TouchArcade Logo [Responses]

Retraction: Super Crate Box’s controls have been fixed in an update that hit between the time we recorded and the publishing of the podcast!

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Written by admin

January 7, 2012 at 5:15

Rift Mobile Connects You To ‘Rift,’ Gives Users Loot

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Rift, a fairly popular MMO from Trion Worlds, has a mobile companion app. Earlier this December, the studio pushed out a freebeta” build that lets Rift users do all sorts of cool stuff, like, for example, chat in real-time with friends and guild mates, as well as peruse “the latest wall postings.”

Rift Mobile [Free], as it’s called, also comes stocked with a trio of mini-games — Planar Invasion, Craft Critters, and Shinies — that give players, and apparently not just ones with a Rift account, a “chance” to win in-game crafting and artifact loot. These games all seem pretty simple, but hey, loot.

Trion describes this release as the “first stage” of an overall Rift Mobile rollout. The final launch, accompanied by an Android app, is expected in Q1. We’re pretty stoked to see where this goes — no-one has really nailed an MMO companion app, so it’ll be fun to watch it grow and, hopefully, become truly awesome.

App Store Link: RIFT Mobile, Free (Universal)

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January 7, 2012 at 1:15

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‘Combat Arms: Zombies’ Is Out

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If you were thinking, “Hey, I haven’t shot a zombie in awhile” this morning, well, we’ve got great news for you: Nexon Mobile has released Combat Arms: Zombies [$4.99], the first-person spin on the fairly popular series’ Fireteam mode. Users have been reporting all kinds of crash bugs since its release, but a new update might have firmed that out. Either way, it’s still available at its special holiday pricing of $4.99.

Earlier this October, we brought you a first-word because it looked so darn impressive. Functionally, the game does more than look pretty — it offers players “a hand-picked selection” of guns, has a ton of carnage, customization, and control schemes, and even gives current Combat Arms Online players free weapons in its combat shop with the redemption of a bonus code. Gotta love tie-ins.

App Store Link: Combat Arms: Zombies, $4.99 (Universal)

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January 7, 2012 at 1:15

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‘Hatchi’ Hands-On Preview – A Tamagotchi Fever Dream

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Raising Big Poppa Pump hasn’t been easy. He gets hungry at weird times and doesn’t sleep through the night. He also isn’t the cleanest pocket monster I’ve ever owned. But I have a feeling that all this time spent grooming, teaching, and playing with him will lead to something truly rewarding. I’m talking about evolution, man — an incredible change that takes place because I’ve proved that I’m an awesome owner.

Big Poppa Pump is my little monster dude in Hatchi, Portable Pixel’s game for those of us who remember the Tamagotchi so fondly. The two games — and I use that loosely — are pretty similar. You hatch an egg that contains a monster, and then that monster becomes your digital pet. As an owner, you’ll be responsible for feeding, cleaning, entertaining and even applying first-aid to the little one.

Functionally, this is all really simple to do. If your monster’s “smarts” bar is low, and his energy is high enough for an activity, you click the book button to raise it. If his “hygiene” is low, you hit the baby button to give it a bath. If his energy is low, or if you just want a break, you can hit the lights and that puts him to sleep.

The sleep mechanic rolls in a little save state trickery, by the way. When you put a Hatchi down and exit out of the app, upon returning you’ll notice a slight visual hitch and then magically see the energy bar fill according to the amount of time he’s been doing the bed thing. My experience with this varies; sometimes Big Poppa Pump needs hours of rest, sometimes just dozens of minutes.

Most of my day with Big Poppa Pump isn’t spent doing anything thrilling, complex or even all that fun, which is why I hesitate to call this a game-game. In the mornings, I wake him up and grind until his needs are all completely met. I continue to do this through the afternoon until he gets too tired and needs that big nap. At night, I try to tire him out so he doesn’t wake up angry, unclean, and unsatisfied at 2AM.

My greatest fear as an owner is that he’ll die in the night, which is something that can happen. “Yes, it can die if you don’t look after it,” Portable Pixels tells us. “It will get sick first and you can use the first aid to cure Hatchi.”

It’s hilarious, but I really, really, really don’t want Big Poppa Pump to bite the dust. I’ve somehow bonded with the thing, as silly as that sounds, and the competitive part of my brain wants to see an evolution based on my meticulous play.

Big Poppa Pump isn’t evolving as fast as I’d want it to for our preview coverage, so I asked Playable Pixels how it works. “You’ll need to feed, clean, play with and generally look after your pet to ensure it grows up,” it tells us. “[Pets have] several different forms they can evolve into depending on how you look after them.”

That’s as much detail as we’re getting at the moment, but as you’ll see in the article, there are some pretty hip forms. Big Poppa Pump is getting a lot more exercise than he needs, so here’s to hoping that he evolves into a gigantic muscle monster.

That’s the experience as it stands now — train, wait, train, wait some more, and then receive some sort of evolution. In the future, though, Playable Pixels hopes to add a lot more content, including a social component, if sales are good.

“Initially its a retro theme, but we’ve had lots of ideas about bringing it into the mobile era. Taking him on day trips for example, or socializing with your friends Hatchis,” it tells us.

“One of our beta testers said she would give her left arm for a graveyard for all her past Hatchi’s, and one of our developers wants a defibrillator. Its really a side project inspired by a reddit post back in September.”

Portable Pixels says its been “fairly overwhelmed by the response” so far. In an effort to keep up with it, its set up an e-mail address for people to be notified when the game is hitting and for feedback purposes. That address, if you’d like to get in on this, is: hatchi@portablepixels.com.

Currently, the game is on track for a January 15th release at $.99 for iPhone and iPod Touch. A Universal version isn’t slated to happen yet, but it could if “the need is great enough.”

[source]


Written by admin

January 6, 2012 at 21:15

‘Infinity Blade’ Franchise Rakes in Over $30m

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Surprise! Infinity Blade has made a lot of money. The other afternoon, Epic Games announced that, overall, the franchise has earned $30 million since the debut of the original Infinity Blade [$5.99] in December 2010. An astounding $5 million of that comes from the earnings of Infinity Blade 2 [$6.99], which released November 30th, 2011. A month or so ago.

Here’s some boilerplate for your eyeholes:

“The success of the Infinity Blade franchise is testament to our talented team who is devoted to making games we want to play, all while using Unreal Engine technology to redefine what is expected from games on iOS devices,” Epic Games President Dr. Michael Capps says in a statement. “We have so much more in store for players, and will continue to make great content for Apple’s evolving platforms.”

The thing to take away from this isn’t exactly “wow, that’s a lot of money.” Nah, it’s that big-budget, AAA-quality releases on the App Store can make money. Not everything needs to be $.99 and require a razor-thin development budget to see ridiculous returns. Also, there’s a significant audience out there who wants to play great, deep games with superb visuals — and for us, that’s the most heartening news.

App Store Links:
    Infinity Blade, $5.99 (Universal)
    Infinity Blade II, $6.99 (Universal)

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January 6, 2012 at 21:15

‘Super Crate Box’ Crash Fix Released, New Content Coming at the 5 Million Crates Mark

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Super Crate Box [99¢] finally launched yesterday to a fairly rousing reception. I caught tons of people praising the game all over the Twitters, in our forums, and probably in other social outlets that I’m not even cool enough to know about yet. With no other big releases this week, Super Crate Box has been the talk of the town for the past 24 hours or so, and has in turn been shooting right up the paid app charts, currently sitting just inside the top 40 overall.

But another clever way to see just how many people are engrossed in Super Crate Box is by the “total crates collected” counter on the main menu. Basically, it tallies up the number of crates that have been collected across all players on iOS, or at least the ones that have connected to the internet, since the game’s release. At the onset, developer Vlambeer had said on their blog that if players could grow the total crates collected tally up to 5 million then they would release the first content update for Super Crate Box.

It’s kind of a neat incentive, since we’ve all grown so accustomed to free content updates and most of the time just blindly expect to receive them. True, free updates are one of the coolest aspects about App Store gaming, but I don’t have a problem with having to work for it a bit in Super Crate Box, especially when the “work” is so much fun. Plus, as the counter continues to rise, it gives a pretty good indication that people are still actively playing your game, and that any time or effort you spend on making a content update will be justified.

However, I don’t think even Vlambeer expected that Super Crate Box would be so popular right off the bat. It’s been just over 24 hours since the game has been available and the total crates collected has already surged past the 3 million mark. At this rate, we should be hitting 5 million even before most of us get off work to start the weekend. It really is quite remarkable.

Vlambeer isn’t being very forthcoming with exactly what it is that will be in the 5 million crates update, but so far all requests I’ve been hearing have been for new arenas, new characters, and new weapons. So basically, more of everything. I can’t wait to see what makes it into the first major update.

On a similar note, the game unfortunately launched with a bug that caused it to crash on 3GS devices running certain versions of iOS, and already an update has been released that rectifies this. I’m glad to know that serious game crashing bugs don’t need to wait around for the 5 million crate mark, and am really impressed with Vlambeer’s quick turnaround with that issue. We’ll keep on contributing crates to the grand total on the way to 5 million and the first content update, and you can check discussion on Super Crate Box in our forums until we collectively hit that mark.

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

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January 6, 2012 at 9:15

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