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‘MonTowers’ Review – Making Fond Monster Mammaries

I admit without shame that I was a huge Poké-nerd back in Pikachu’s heyday. The explosion of Pokémon’s popularity coincided with my sophomore year of high school, and being nerdy enough to know my cool-kid rep was in the negatives even before I started lugging around a Pokédex with my textbooks, I wore Pokémon t-shirts and evangelized the games and cartoon without a care. I also saw new Pokémon movies on opening night and, surrounded by squirmy kiddles and their irritated parents, broke out in wild applause and cheers when the Nintendo logo appeared on the screen, which prompted all the kids to whoop and holler along with me (and the parents to stare at me with such loathing that I wanted to crawl into the nearest Poke-ball).

There is, however, one immediately noticeable difference between MonTowers ~Legend of Summoners’~ [ Free ] critters and Nintendo’s kid-friendly goldmine. Amid the fantasy- and horror-themed creatures you will amass, you’ll also accumulate anime girls so scantily clad and busty they make Lara Croft look like a teenie bopper who has only just started to blossom. Fortunately, unlike the milky-white flesh of your personal monster-hunting assistant (and what soft, creamy, heaving flesh it is), there is much more to MonTowers than meets the eye.

Like Pokémon, MonTowers is a monster-hunting game where you pit monsters against each other and, ideally, add defeated opponents to your ensemble. Your goal is to clear a series of towers by defeating the monster on each floor and moving up to the next challenge. There’s a cursory story outlined at the start of the adventure, but really, it’s all about climbing monster towers and fighting deadlier and deadlier opponents.

At the beginning of each brawl, you get a chance to attack first by completing a touchscreen minigame. During your attack phase, your monsters automatically step up one by one to deal their damage. Should you botch your first-strike opportunity, the opposing monster gets its licks in before your group. The cycle rinses and repeats until your team or the enemy drops dead.

When you defeat an opponent, they either combust in a flash of light, or shrink into a coin. Earning a monster’s coin adds that monster to your collection. From the moment I received my first coin, I felt that old Poké-compulsion come flooding back–not only the burning desire to “catch em all,” but to form posses made up of different abilities that dominated the competition.

As our forum users can attest, there’s no real rhyme or reason to capturing a monster. Sometimes you’ll bag it, but more often than you’d like, you just won’t. Not to worry; there are other ways to expand your portfolio. As the game unfolds, you’ll learn recipes that reveal monsters you can breed to create new types. When you run out of monsters to hook up, you can spend the tokens you earn from leveling up on Gachamon, a gambling-type minigame where a payment of five tokens cooks up a random monster. Most monsters created through Gachamon are stronger than many of the ones you’ll encounter as you ascend monster towers floor by floor, making it an expensive addiction I was willing to indulge.

To build your team, you unlock monster slots that allow you to beam in monsters from your coin collection. Each monster comes with a summoning cost divided among five colored gems you harvest during the game, and you can use those same gems to buy upgrades. The catch is, you can’t take all your monsters into a fight. Instead you assemble a small squad from your pool of summoned fighters, picking and choosing ones with lots of health, attack power, and special abilities like health regeneration.

As you progress, you’ll eventually have to un-summon older, weaker monsters to fill your finite amount of monster slots with new blood you recruit along the way. Un-summoning a monster frees up its slot, but costs you all the time and gems you spent decking out your monster with enhanced powers.

I actually found myself growing attached to battle-scarred veterans, and it’s a shame that most battles end quickly if you bring in your heaviest hitters, rendering many older monsters obsolete. Ah, progress. You are a cruel mistress. (Although you can reminisce on old times by visiting the gallery, where you can view all your summoned monsters past and present, and in the various stages of undress brought about by any upgrades you purchased for them. Believe me, once you capture and fully upgrade the Nymph and Succubus, you’ll be spending a lot of time “reminiscing” with them.)

As with any collecting game, obsessing over filling every blank spot in your monster collection is the star of the show. A good thing, too, since MonTowers‘ battle system is pretty simplistic. Aside from exercising slight control over who attacks first and pouring healing potions down the throats of injured monsters (lose them in battle and all their upgrades go with them), you mostly just sit back and watch. To be fair, I found the battle system just as complex as it needs to be. The real strategy lies in upgrading your bestiary, building dream teams, watching them annihilate the biggest and baddest the game has to throw at you, taming them, and continuing your journey upward.

Even your strongest team of monster slayers doesn’t stand a chance against the game’s most powerful adversary: Father Time. Similar to other freemium games like Tiny Tower [ Free ], many functions in MonTowers require real-time minutes or hours to complete. Lowly monsters only need a few seconds or minutes to pop up, but more advanced minions will keep you waiting for hours. The upgrade gems you harvest cost one energy apiece, and you replenish one energy every three minutes. Not so long, but to the impatient, waiting is waiting.

You can expedite certain time restrictions depending on the girth of your wallet. Tired of waiting for a summoned monster to warp in or apply researched upgrades? Slip it some tokens and it will appear instantly. Don’t want to wait for your wounded monsters to regenerate one health per second? Feed them potions, but be prepared to spend tokens on more once you run out, as you’ll rely on them in battle once you enter the third tower and beyond.

In many ways, the game’s time restrictions feel designed to make you either watch the clock and wait for assorted activities to wrap up in their own time, or break down and spend money–in-game or real–to get things moving. But, just like with Tiny Tower, the time restrictions never bothered me. There’s usually something to do while your timers tick down. Return to monsters you haven’t captured, take on new foes, consult your recipes to arrange blind dates for two lucky monsters, spend your savings on Gachamon, grind or purchase IAP tokens to instantly finish summons and upgrades–or, God forbid, put the game down and do something else for a while. Maybe gather some friends and LARP MonTowers in the woods or salivate over your sexier acquisitions.

And speaking of sexy (the game asks you to confirm that you’re at least 17 before installing it), the amount of skin it shows is good for a chuckle, but is no more than window dressing designed to attract horny 15-year-olds. Case in point: your female monsters actually remove clothing with every upgrade rather than adding on more for protection. Silly logic. But don’t let MonTowers‘ cheap bids for attention fool you. Look beyond all the thongs and pasties and you’ll find an engaging, if somewhat simplified, monster-hunting experience.

App Store Link: MonTowers ~Legend of Summoners~, Free

TouchArcade Rating:

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May 23, 2012 at 2:15

‘Whale Trail’ Creators Release ‘Johann Sebastian Joust’ Clone

There was quite a debate in the TouchArcade command center today regarding whether or not we were even going to post this, as our community seems to simultaneously hate it when we post about clones, but absolutely loves talking about them. So, we’re going ahead with this along with the caveat that we’re trying to get in touch with all parties involved to get to the bottom of things. With that out of the way, let’s back things up a bit.

Johann Sebastian Joust is a no-graphics game designed for the PlayStation Move controller by Die Gute Fabrik. The game seems to be a staple at any indie game developer party, and features Bach’s Brandenburg concertos as the soundtrack. The idea of the game is to jostle the PlayStation Move controllers of the other players to get them out. The threshold of how much the controller can be jostled is adjusted in time with the music, and it’s a ton of fun to watch people playing. It’s a very difficult game to explain, so, watch this trailer:

Today, ustwo released an eerily similar game called Papa Quash [ Free ]. I suppose we should cut right to the chase here, so, assuming you’ve watched the above video, imagine that… But with dub step:

The rabbit hole goes much deeper here than your typical tale of game cloning. According to ustwo marketing director Steve Bittan, the concept of the game was actually cooked up by Sam Pepper, a YouTube pseudo-celebrity whose original claim to fame was appearing on the TV series Big Brother.

Allegedly, Pepper contacted the guys at Die Gute Fabrik who gave him to go ahead with the game and wished him luck. Die Gute Fabrik fired back via Twitter by saying, “Just to be clear, we have never and would never approve, give permission, or encourage anyone to clone of any of our games.” Where things get interesting in all this is that Mills, the ustwo co-founder and self-proclaimed Chief Wonka, has been very vocal in the past regarding cloning. In the past, he’s told PocketGamer:

“Making games, entertainment, a new design, a product should always be about unearthing something that makes you proud no matter what happens on the financial side… Fakes and copycats quite simply have to absolutely f**k off to another paradigm.”

Bittan, speaking with Edge continues:

“This is a quick, short-term project, in and out of the door very quick. Obviously the concept is quite similar. We don’t want to be dragged into it too much – it’s not anything to do with our app division.

We don’t copy – everyone is influenced by certain things. It’s like saying Sega is copying Mario or something. Whale Trail people said was similar to Tiny Wings, but we went back to the drawing board with that. If people think we’re happy to clone people they’re very much mistaken.”

We’ll see how it all shakes out once more people start talking. We’ve yet to hear back from ustwo ourselves, and Die Gut Fabrik is preparing a statement on the matter. Now, I’m going to go sigh a lot.

App Store Link: Papa Quash, Free

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May 23, 2012 at 2:15

‘Scotland Yard’ Review – Not So Hot on the Trail

The success of the digital version of a physical board game hinges on three things: the quality of the base game, the accuracy of the representation of said game and if both of these things are pulled off well enough to sustain a community long after you’ve tired of getting beaten by friends and family. With that in mind, is Scotland Yard [ $4.99 ] a successful iOS port of a classic board game? No, but it could be.

It’s not as if Ravensburger’s Scotland Yard, the 1983 Spiel des Jahres recipient, isn’t fundamentally sound. One player is Mr. X, terribly creative criminal mastermind, stealthily darting about London in an attempt to avoid the grasp of five Scotland Yard investigators, represented by the other players. Players move about via ticket cards allowing access to modes of transportation around the game map: taxis, buses, boats or the London Underground.

The goal of the game is for Mr. X to ultimately evade captivity, while the investigators have twenty-two moves in which to capture him by either landing on whatever space he occupies, or trapping him so that he is unable to take another move. The catch is that Mr. X is invisible… for a time. Every few turns Mr. X’s position is revealed to the rest of the group, and though his movements remain otherwise hidden, the method of transportation he uses each turn is not. So, knowing his general location, it’s up to the investigators to use the limited number of ticket cards divvied up before the start of the game to coordinate with each other and entrap him.

It’s fast-paced and encourages teamwork, ironically the iOS version’s fundamental flaw thanks to weak computer AI and broken matchmaking. The game, while designed to have six pieces on the board at all times, can be played with as little as two people, seeing a single player control up to five investigators. This is actually hugely advantageous, as it allows the single player to focus the efforts of each piece, sending investigators out to flank and herd, or assigning different methods of transportation, or routes, to individual investigators. Play like this, one-on-one, also happens to get very boring very quickly.

A shame then that the AI is so little fun. Most of my games against the AI as Mr. X saw me shuffling in a triangle in the corner of London before escaping up the sides, or using the Tube to steal away to another portion of the map. Problematically, these are the same buffoons you’re stuck with should you just want to play a quick game with some AI partners against Mr. X. It’s really aggravating when you’re certain a fellow investigator is sitting a mere space away from Mr. X, only to see the dude travel in the opposite direction, across the Thames, to what I can only assume is his favorite kebab stand.

At the time of this writing, Game Center auto-match play is broken. That means you’ll either be playing the dim AI, your Game Center friends that have room in their lives for another board game or your loved ones. Local pass-and-play along with basic Wi-Fi and Bluetooth functionality seem to work, but borked matchmaking is just one of several annoying technical and usability issues the game has including an updated game board that’s a strain on the eyes, 3D architecture that obscures important information, unresponsive clickables, crashes and an overly pithy rulebook.

Having done a bit of research, I was pretty excited to play Scotland Yard. Given its heritage, I envisioned a future with it as a permanent fixture on my phone, alongside the likes of Carcassonne [ $9.99 ] and Ascension [ $0.99 ] But it doesn’t have the heft of a good iOS board game. The comforting simulation of tactility, of texture, of weight; the aesthetic cohesion. Or the capacity to sustain a community. So no, ultimately Scotland Yard is not a success, but something to be shelved in the hope that Ravensburger soon revisits it.

App Store Link: Scotland Yard, $4.99 (Universal)

TouchArcade Rating:

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May 22, 2012 at 22:15

‘Fieldrunners 2′ Due Out This Summer on iPhone, iPad Shortly After

Frequent updates to Fieldrunners [$2.99 / HD] over the past few years has kept the tower defense title feeling fresh despite its age, but its upcoming sequel looks like the kind of continuation we’ve been dying for. Dozens new towers, new skills, new maps, new modes and new enemies are all part of Fieldrunners 2, which is due out on iPhone later this June and iPad “shortly after” this initial release.

The original Fieldrunners was an excellent tower defense game that managed to stick out because of some really sharp twists. From what we’ve seen so far, Fieldrunners 2 is going to push that bar even further, and that’s really exciting.

Here’s some screens:

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May 22, 2012 at 22:15

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‘Witch Wars’ Review – A Competitive Match 3 That Comes at a Price

It would be easy to write Witch Wars [ Free ] off for its, shall we say, intensely aggressive IAP implementation. It would be hard to argue that Com2Us hasn’t reached new heights on that score. But let me play devil’s advocate for a minute. Sure, there are characters that can be unlocked for ten dollars. That’s a thing that happens in this game. But it’s also a solid competitive match-3 in a market that doesn’t have many of those to choose from. If, say, you’ve been waiting for a successor to Puzzle Quest 2 [ $4.99 ] all this time, that might not be something you can afford to ignore.

The IAP breaks down a bit like League of Legends. You start with Athena, the default witch. She’s a bit middle-of-the-road as far as abilities go. You can unlock six other characters, half with coins and half with (far too much) cash. If you do, you can use them online or solo any time. Otherwise, be patient. Every day, a new witch unlocks temporarily for everyone to try out online. In the course of a given week, you’ll be able to play each and every character Witch Wars has to offer.

There are two things that make it possible to just keep on playing Witch Wars without putting in any money at all. The first is that the vast majority of other players are doing the same thing. I encounter Athena in nine matches out of every ten, and virtually never run into a soul using the most expensive unlocks. This won’t last in the long run, but for now it works out well. The second thing is that the pricier characters aren’t outrageously superior. Their abilities, while powerful, are expensive to upgrade, and they can still be defeated easily by a skilled player or a lucky one. Putting down cash is far from a guarantee that you’ll stomp every opponent you face.

With the IAP thing out of the way, Witch Wars plays pretty much like you’d expect from a competitive match-3. The board is filled with RPG fare—swords, potions, spellbooks and coins—and some slightly out-of-place handcuffs. Coins are currency, so they’re valuable despite doing nothing to affect the outcome of the game. Matching swords attacks your opponent, matching potions heals you, and matching spellbooks charges your mana bar. You’ll move up a spell tier for each section of the bar you let fill before casting. Handcuffs lock down your opponent’s pieces, leaving them vulnerable and frustrated.

The main differences between the six characters rest in their spells. Athena has a pretty basic set—a spell to lock your opponent’s blocks, an attack that pulls its power all your on-screen swords, and a third-tier explosion that takes out the other guy’s entire grid. Elrhyme has ice spells, Wisp has healing spells, Silpheed’s are poisonous, and so on. It’s a diverse group of characters, and mostly a balanced one. Not that you’re likely to spend much time with most; it would take about $25 to unlock all three premium characters, and about 23,000 coins for the rest.

The average game is a sprint; with swift fingers you can easily take out an opponent in a minute or two. If you’re quick enough to earn combos you can speed things up further with bursts of bonus power. With such brief games, Witch Wars matchmaking might get a bit frustrating as the player pool shrinks in the long term, but for now it’s filled with a lot of eager players and a quick rematch button that sees heavy use. The game keeps a close eye on your rankings, giving you a rating for your wins and losses and keeping track of wins and streaks. Not only does this offer up some fodder for Game Center achievements, it also provides overall sense of progression despite the brief matches.

There’s another type of progression to be had in Witch Wars: character leveling. Here again we find the pitch for IAP: if you can’t earn coins fast enough in game, you can always buy them (and they aren’t cheap). This, at least, is mostly a shortcut purchase; it would be a struggle to earn enough coins in multiplayer to unlock the priciest character, but it’s doable. In the survival-style solo mode this should be easier; you earn double coins for playing on medium difficulty and triple coins for hard. But to survive a few rounds in hard mode is, well, hard.

So caveat emptor: Witch Wars is out to part you from your hard earned money. It doesn’t make any attempt to hide that fact. But there’s no reason you can’t rack up quite a few wins (and coins) just by playing with the free witches. Putting in cash might put you at an advantage, but it’s smaller than it looks. So ask yourself—is it worth all that to play a fun, competitive match-3? If you can resist the call of IAP, that’s quite the thing to get for free.

App Store Link: Witch Wars, Free

TouchArcade Rating:

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May 22, 2012 at 18:15

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‘Neuroshima Hex’ Gets Asynchronous Multiplayer, New Visuals, And More In Latest Update

Neuroshima Hex [$2.99] received all sorts of new features and content this morning courtesy a brand new update to the core game. The coolest addition by far is the introduction of asynchronous online play, which is something the game’s developer Big Daddy’s Creations has been thinking about doing for quite some time. Other neat features in today’s update include new iPad retina support, player profiles, a stronger tutorial, and redesigned UI elements across the board — stores, menus, and even in-game.

We haven’t talked about Neuroshima in a while, so allow us to re-introduce you to the brain busting game with this tidbit from our comprehensive review:

Like many strategy games with unique rulesets, Neuroshima Hex is fairly complicated. Playing the game involves selecting one of the four factions, each with their own strengths and weaknesses, then playing with a 35 tile “deck”. Players start by placing their headquarters on the game board, and the rest of the game revolves around attacking the enemy HQ while defending your own utilizing the tiles you draw at the start of your turn. Your deck of tiles consists of three different types, tiles that contain different types of units, modules which buff those units, and instant action tiles that do things like destroy or slide a unit, or even initiate combat.

In celebration of the release of this update, Big Daddy has dropped the price of the game to $2.99 from its usual $4.99. Our full review is available here, if you’d like to read up on the game if you’re thinking about taking the plunge. Spoiler: the game’s learning curve is a little steep.

App Store Link: Neuroshima Hex, $2.99 (Universal)

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May 22, 2012 at 6:15

Upcoming Puzzle Adventure ‘Shardlands’ Looks Pretty

New Finnish game studio Breach Entertainment is in the final stages of their upcoming iOS title Shardlands, and have just released the first trailer. Breach is made up of just 4 individuals and was founded at the beginning of the year, but Shardlands has actually been in development for more than a year and is reaching the final crunch phase. It’s a puzzle-adventure game with a fantasy/science fiction motif, and the new trailer shows off some of the great looking environments in the game.

Also of note is that one member of Breach, Aarni Gratseff, is a long-time supporter of our TouchArcade Show podcast, and was the first to create a theme song for the now defunct Kitty Korner segment (direct all hate towards Mr. Nicholson for that, by the way). He’ll be composing all the music for Shardlands, and given the epic-ness of the Kitty Korner theme, I think all of our collective ears will be in for a treat. Stay tuned for more on Shardlands as it nears release in the coming months.

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May 22, 2012 at 2:15

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‘Magic the Gathering: Duels of the Planeswalker 2013′ Video Looks Awesome

Details are still vague as they could possibly be regarding the upcoming Magic the Gathering: Duels of the Planeswalker 2013 coming to the iPad, but a new video just hit YouTube this afternoon that shows off some of the new cards included in the 2013 release. Give it a look:

It’s probably safe to assume that this is video of the PC (or console) version of the game, so it’ll be interesting to see how many of the various visual effects transfer over to the iPad. Either way, we’ll find out when the game finally hits sometime this summer. I can’t wait.

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May 22, 2012 at 2:15

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‘Monster Loves You!’ is an Upcoming Tamagotchi-like from Dejobaan and Radial Games

After making a splash on the App Store earlier this year with their quirky and stylish skydiving title AaAaAA! (Force = Mass x Acceleration) [ $2.99 ], Dejobaan Games has hinted on their website at what their next mobile release is going to be.

Teaming up with Radial Games, the original creators of the Steambirds games on Flash, the new collaboration project is called Monster Loves You! and aims to be an engaging virtual pet-like experience with much more RPG-like depth than what’s currently available.

Dejobaan asked Radial Games’ Andy Moore a bit about Monster Loves You!, including why he was motivated to create a new Tamagotchi-style game: “I think the closest I’ve really come to playing an enjoyable ‘pet’ game is The Sims 2, which was an excellent title but just demands WAY too much of my time. I want a similar experience – something with all that drama, character development, and ups and downs… but that I can play on the toilet.”

That’s certainly something I can get behind, Andy. I’ve always been intrigued by the notion of carrying around a little virtual creature that lives on my device, and there’s been some neat efforts in this area on iOS but nothing that’s really grabbed me and drew me in. With Dejobaan’s fantastic sense of humor and Radial Games’ drive to create a meaningful experience, I’m definitely curious to see more from Monster Loves You! in the near future.

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May 22, 2012 at 2:15

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‘Gene Effect’ Review – A Space Adventure With Some Depth

There are great mysteries buried beneath the surface of the alien world of Gene Effect [ $4.99 ], mysteries your small team has been sent to uncover. As you immerse yourself in the atmosphere of those distant tunnels, you’ll encounter alien life, hostile and beautiful, and the remnants of a civilization both ancient and powerful.

You pilot the exploration ship Triton. It’s almost ludicrously vulnerable, destroyed with equal ease by careless piloting, aggressive plant life and man-made defenses. But that doesn’t change the facts: you’re the only one who can unlock the secrets of this cavern and its alien masters. Unarmed but for your repulsors, you travel ever deeper.

This journey isn’t one of lengthy maze-like exploration. Gene Effect is broken up into levels, and most of those levels are fairly straightforward. There will be a task or for the Triton to complete, maybe collecting a certain amount of koronite resources from the environment, finding DNA samples or powering up ancient reactors. You might need to use your repulsors to clear away loose rocks in your path, or locate and use the occasional drone to clear a path. Once those things are done, it’s just a matter of finding the warp gate and moving on.

There are subtasks that might impede your progress, though. The path is often blocked with gates that need opening in some way—finding the right triggers tucked away in the tunnels, collecting enough of a resource or turning on (or off) the lights. On their own these things are usually fairly simple—or at least they would be if not for the presence of so many walls.

Walls are the Triton’s natural enemy. While you’re still getting comfortable piloting you might find yourself bumping into them. Do so for more than a moment and you’ll blow your ship up. The controls are well-designed, with a responsive joystick that controls movement, so crashing shouldn’t be a big problem for long. It’s when you’re comfortable that the game brings in mines and plant life that will smash you into walls if you’re not ever-so-careful.

Once you have survival sorted out, you can start to enjoy the real meat of Gene Effect. It’s a completionist’s dream, with level trophies for speed, careful navigation, and overall score. And then there are the relicts and artifacts. Nearly every level has a hidden relict or two tucked away somewhere. They’re often hidden in the walls, revealed with a lucky ping of your sonar and a well-placed blast from Triton’s repulsor. Sometimes they’re hidden more deeply, in temples opened with camouflaged triggers or rooms tucked away behind seemingly solid walls. Some, the most hidden of all, aren’t even listed on the level score breakdown, so you won’t know they’re present until you find them. Those are the alien artifacts, and if you find enough pieces you’ll be able to strap them on to Triton to upgrade its capabilities.

While all of this is going on, the game slowly unfolds an intriguing story. It tends toward telling over showing, as it’s revealed far more in static text feeds at the end of each level than within the gameplay itself. There are also a few too many errors in the text for comfort. But the story has some great hooks, and it should string you along quite effectively while you’re out exploring.

Gene Effect is ambitious, and long—accounting for deaths, I’ve put in quite a few hours without finding everything that’s out there to discover. But that length also highlights the game’s flaws. For example, the caves, while gorgeous, all look fairly similar to one another, and while the levels grow more difficult they don’t really get all that complex. On its own this would start to feel a bit repetitious, and pixel-hunting your way to new artifacts doesn’t really help.

The game’s difficulty level varies between hard and stupidly frustrating. Some of the later levels are long, and meander between traveling through long, mostly harmless tunnels and facing down sudden bursts of danger. Long periods of boredom followed by short-lived struggles aren’t really what I look for in entertainment. Take it easy when you choose your difficulty—Gene Effect is harder than it looks, and you can’t really change difficulty modes mid-stream.

All of this leaves Gene Effect something of a tough call. On one hand it’s gorgeous, with a well-crafted story and loads of content. On the other hand, that content ventures into boredom or frustration a little too often. Ultimately, though, it’s a game worth playing, a story worth experiencing. And it will leave you wanting more, so let’s hope there’s more on the way soon.

App Store Link: Gene Effect, $4.99 (Universal)

TouchArcade Rating:

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May 22, 2012 at 2:15