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‘Pebble Universe’ – Charmingly Gory Timing Puzzles

If you’ve played many physics puzzle games (or classic point-and-click adventures, for that matter), then you’re undoubtedly familiar with pixel hunting. It’s when you know there’s a solution right in front of your nose that you could find if you just locate the exact pixel the developers expect you to find. That’s not quite the case in Pebble Universe [$0.99]—there are a few pixels that will work at any given moment. But they’re moving. And so are you. Feel like tearing your hair out yet?

Don’t get me wrong, here. Pixel hunting reeks of fake difficulty, but the timing you’ll need to perfect in Pebble Universe is very, very real. In any given level you’ll need to launch two pebbles, pebbles that may move at different speeds, down increasingly complex paths so that they smash into each other at the perfect moment. That moment is the one that sees them right beneath the (potentially mobile) soot monsters whose death will do maximum damage. This task gets pretty hard, and it’s worth knowing that up front. Are you the type to patiently wait for your moment, or are you the sort to throw things against the wall? An honest answer will tell you whether or not you’re likely to enjoy this game.

I have to give Itatake real credit here. The studio has created a physics puzzle game that doesn’t play like everything else on the market. You might pick up a new skill in Pebble Universe, the skill of timing two objects moving at different speeds down different paths at a glance. That’s something worth adding to your gaming toolbox, you know?

It doesn’t hurt that the game also happens to be stupidly cute. The pebbles are tiny, vulnerable, and look as dumb as, well, rocks. They squeak, babble and celebrate every success. The Sootlump monsters are nearly as cute, scared for their lives as they are. Stupidly violent might be another way to describe Pebble Universe. You smash two critters against each other until they explode, at which point their shrapnel shears other critters to bits. As they gib their eyeballs and horns can chain into other monsters. Yep. Eyeballs everywhere.

If you’re particularly skilled at blowing things up you can earn a couple awards per level. It’s not quite the three star system we know so well, but it’s not far off. You get one award for reaching a certain score, usually based on how many pebbles you have left when you kill the level’s royal monster. The second award is for destroying all the other monsters before you commit regicide.

You will, of course, run into all manner of complex challenges along your path through the game’s two worlds. The level layouts get quite complicated, so you’ll often need to roll one pebble down, over and around a few obstacles before knocking it into its partner. Add to that a few interactive elements like fans, geysers and bouncy sponges and you’re just asking for trouble. You have a few tools of your own as well—slow pebbles, fast pebbles, sniper pebbles and splitter pebbles, mostly. They’re pre-selected per level, though, so they’re part of the puzzle more than its solution.

There are 50 levels to work your way through and 6 bonus levels to unlock, so you won’t easily run out of game to play. It sounds as though Itatake has more to come, too. For more of a challenge, work your way up the leaderboards for each world. For less of a challenge, pay a buck to unlock all the levels so you don’t have to.

It can be hard to get excited for another physics puzzler, but Pebble Universe does a good job of freshening the genre up. If super careful timing sounds good to you, then you’re probably going to like this game. The folks on our forums certainly do. And really, what’s not to like about throwing rocks at things until their eyes burst out, right? Now there’s a selling point.

App Store Link: Pebble Universe, $0.99 (Universal)

TouchArcade Rating:

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March 29, 2012 at 18:15

Upcoming ‘Arranger’ is a Different Kind of Adventure RPG

I’m always on the lookout for the quirky, offbeat kinds of titles that seem to only be possible in a place like the App Store. When I caught wind of the trailer for the upcoming game Arranger from composer and new developer Arman Bohn, my quirkiness meter shot into the red.

Arranger is an adventure RPG in spirit, but without most of the usual tropes of the genre. Rather than rely on tired classes like mages, rogues, or warriors, you play as a musical arranger embarking on a journey to search out new instruments for your collection.

As it so happens, these instruments are also “instrumental” (yeah, I went there) in helping the good people who inhabit Musica, the game’s world. In this particular adventure, you’re not saving the world with a sword, you’re saving it with a saxophone. I like where this is going.

Arranger is described as one part Legend of Zelda, one part Warioware, and one part old school Sierra adventure game. Combat takes a back seat to 25 different mini-games as you collect a total of 16 instruments across 9 different regions.

It certainly sounds intriguing, and I’m digging the ultra retro-inspired look and general wacky nature in the trailer for Arranger. Not to mention the tunes are awesome. I’ll be curious to see how it all comes together when Arranger launches sometime this summer.

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March 29, 2012 at 18:15

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Halfbrick Teases Another ‘Jetpack Joyride’ Gadget

Halfbrick knows its Jetpack Joyride [Free] users, or Joyriders, need something to spend their hard-earned coin on, so this April will see the release of the gadget system. After the update, you’ll be able to unlock different kinds of gadgets that’ll do hip stuff, like say, give you the ability to jump to the middle of the screen without the jetpack. A new video that Halfbrick just shot out is showcasing another gadget: the gravity belt.

Halfbrick expects the update to hit, specifically, this April 12, so definitely give it a look if you’re a fan. If you’re not a fan, well, consider becoming one because what’s wrong with you. On a separate note entirely, yay, there’s dubstep in this trailer!

App Store Link: Jetpack Joyride, Free (Universal)

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March 29, 2012 at 2:15

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‘Baldur’s Gate’ For iPad Hitting Every iPad And Maybe iPhone, Future DLC Seems Likely

No matter what iteration of Apple’s tablet you have, Baldur’s Gate: Enhanced Edition will work on it. In our conversation with Beamdog’s Cameron Tofer this afternoon, the COO confirmed that no iPad will be left behind. He also said that an iPhone port is a possibility, too. “We’re going to have to make that decision of can we do it, is it really worth it,” Tofer told us. “If we can’t do it, if we get it on there and its just not playable, we can’t make a product of it. I’m going to give it my best because I’d love to see it on [the iPhone], but I can’t really make any promises right now.” The license agreement that Beamdog signed that makes this edition of the game possible includes the iPhone.

Downloadable content seems considerably less iffy. While Tofer didn’t specifically state that Beamdog will be churning out content outside of the new adventure and character, he teased that Beamdog isn’t going to bail on the game post-release. “This isn’t just something where we’re going to ship the game and move on. We’ve got big plans,” Tofer told us.

iTunes Link: The TouchArcade Show
Zune Marketplace: TouchArcade.com Podcasts
RSS Feed: The TouchArcade Show
Direct Link: TouchArcadeShow-Bonus-034.mp3, 20MB

Tofer described Beamdog’s relationship with rights holder Wizards of the Coast as good, and the studios work together daily.

If you’d like to hear more of our conversation, feel free to tune in via the links above. On top of a weekly podcast, we frequently discuss topics with developers on bonus shows like these. Get them while they’re hot! They tend to get cold fast.

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March 29, 2012 at 2:15

Coming Tonight: ‘Ow My Balls! XL’ and a Few Other Games That Aren’t ‘Ow My Balls! XL’

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March 28, 2012 at 22:15

A Free-To-Play ‘Okabu’ Is Coming To iOS

Simon Oliver of Rolando fame is coming back to mobile with a new Okabu game, The Guardian is reporting. Oliver released the original Okabu on PS3 back in 2011. It took a slugging from critics for its overly dry and simplistic design, but Oliver and his studio Handcircus Games has since been working on a free-to-play take in preparation for a release this year across iOS and Android. He didn’t comment on what this one will do differently.

He did, however, describe the original Okabu as a first step. He and his studio built a universe, and they’ll continue to work within it. “We wanted to retain ownership of the IP so we could build something that we knew would work across different platforms,” Oliver said. “That’s been our focus since October, working on a prototype for a new free-to-play game set in the Okabu universe, for iOS and Android,” he continued, hopefully with a flourish.

A screen of the PS3 version of the game.

The entire interview, by the way, is a fascinating read. Oliver has been around since the beginning of the App Store and, with help from Rolando, he became one of the first App Store success stories. The Guardian quizzed him about all sorts of currents topics, including the Triple Town controversy, IP ownership, and the new and more vibrant App Store landscape. His answers carry a different weight.

[via The Guardian]

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March 28, 2012 at 22:15

‘Hero Academy’ Universal iPad Update And New Team Hitting Soon

Robot Entertainment told us that it wanted to support iPad and new iPad with a Hero Academy [Free] update, and it wasn’t pulling our collective tail. This morning, the talented developer announced that a Universal update, which will also support the high-resolution display on the new iPad, is coming “soon.”

In even better news, a new team called the Tribe is coming soon as well. Robot describes these guys as brutes: “powerful and ruthless, the Tribe are aggressive warriors that are always on the attack,” the announcement reads. A convenient class-by-class breakdown of this upcoming team is available on Robot Entertainment’s blog. We’re most impressed by the Warrior. This little green sweetie can instantly KO any wounded enemy unit under 50 percent health.

If we had to guess a date for these releases, we’re guessing April 8th-ish. Robot notes that it’ll be showing off a Universal build during PAX East. It’s hard to imagine that the official release version won’t appear during or soon after the event. We’ll see, though.

App Store Link: Hero Academy, Free

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March 28, 2012 at 18:15

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‘Sam & Max Beyond Time and Space Ep 3′ Review – The Sam & Max Saga Continues in Great Fashion

The third episode of Sam & Max Beyond Time and Space was originally released in 2008, on the cusp of the videogame industry’s zombie renaissance. Four years and three Dead Risings later the iOS port of “Night of the Raving Dead” [$4.99] may feel — to steal a quote from the game’s antagonist, the vampire Jurgen — “played, yo.” Still, Steve Purcell’s brand of silly humor gives “Raving Dead” life, even for those tired of zombies and vampires.

This season of episodic Sam & Max games comes into its own in “Raving Dead,” particularly if players have been keeping up since the first episode ”Ice Station Santa” : we can start to see how the central town and its inhabitants are changing over time. We now have access to Sybil’s shop, but Bosco’s Inconvenience has been shuttered since he went missing in the second episode, ”Moai Better Blues” ; Flint Paper takes a more active role in “Raving Dead,” and Sam and Max have all but stopped giving Stinky the benefit of the doubt in the mysterious death of her grandfather. This is one of the strengths of episodic gaming, and it’s nice to see Telltale Games’ writing come to fruition.

This type of self-referential writings has its limits, though. In-jokes that refer to players’ previous exploits feel natural to players keeping up with the series, but the second quarter of “Raving Dead” can be jarring for those who, like me, didn’t play Sam & Max Save the World. Not that “Raving Dead” is a literary giant, but there are a few levels of nuance in Sam and Max’ relationship with Jurgen that you’ll miss if you didn’t play the “Situation: Comedy” episode from that series, which isn’t currently available on the App Store. And this wouldn’t even be so bad if this plot point didn’t directly inform at least two of the puzzles in the first half of the game.

Nevertheless, “Raving Dead” features the strongest writing and characterization to date — I’ll never forget the way Jurgen hooks his thumbs into his nipple rings while he relaxes.

Whereas as “Ice Station Santa” and “Moai Better Blues” tend to meander along until a plot twist at the end, “Raving Dead” establishes Jurgen as the antagonist fairly early in the game, and most of the puzzles revolve around him. This gives Purcell room to stretch out and give the game a little more nuance, and I’d even argue that he re-imagines and modernizes the social commentary George Romero wrote into seminal zombie movies like Night of the Living Dead, from where this episode borrows its title. Sam & Max isn’t subtle stuff, by any means, but there are some threads of maturity to be found, not to mention that “Raving Dead” has a relatively bleak ending — I won’t spoil anything here, but it does seem heavy-handed for the series.

This episode is pretty clearly demarcated into two halves, the first of which is probably the most mechanically and thematically interesting of Sam & Max Beyond Time and Space to date. Unfortunately, that praise comes with a caveat: the first half of the game is murky in its goals, and you’ll likely stumble into the puzzle solutions instead of tactfully divining them. There are a few puzzles in particular that, even after having solved them, don’t seem to have much in-game logic behind them — brute force experimentation isn’t as satisfying as actual problem-solving.

The problem is that “Raving Dead” is narratively strict, often times depending on the player to trigger specific events to push the story forward. In older Sam & Max episodes, players generally had a handful of puzzles to solve at a time, giving them a reason to explore different areas, interact with different characters, and gradually amass the knowledge and items they need to move forward. “Raving Dead” is stingier with its progress, meaning that you’ll need to solve each puzzle in turn before you can move on.

The upshot is that the interplay between Sam, Max, and Jurgen is really neat once you figure it out. Dialogue hints have always been a big part of Sam & Max, but “Raving Dead” is almost impossible to figure out without taking the time to think about Jurgen’s character and motivations. (Again, having played “Situation: Comedy” helps.) Thankfully, the same general idea repeats itself a few times in a row — once you know what makes Jurgen tick and how his castle functions, the game starts to pick up steam in terms of narrative progress and player engagement.

The second half of “Raving Dead” is more straightforward and consists of traditional item management puzzles. The game does a good job of feeding players items, which keeps the game moving forward and pixel-hunting to a minimum. The final boss fight, too, is a return to form after some lackluster fisticuffs against Mr. Spatula in “Moai.”

“Raving Dead” ends on a somewhat dour note, but I can’t help be excited at the midpoint of Sam & Max Beyond Time and Space: different plot threads are coming together and the designers at Telltale consistently and effectively iterate on the mechanics and structure of the point-and-click adventure. “Raving Dead” is easily stronger than “Moai Better Blues” and more interesting than, if not executed as well as “Ice Station Santa.” Here’s hoping the last two episodes keep up the good work.

App Store Link: Sam & Max Beyond Time and Space Ep 3, $4.99 (Universal)

TouchArcade Rating:

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March 28, 2012 at 18:15

‘Retro Racing’ Returns to the App Store, Updated with New Levels and iCade Support

You may not have noticed since it was a short-lived situation, but just before this past weekend Retro Racing [99¢], the fun old-school style top-down racer from Mr. Qwak, was pulled from the App Store. The sole developer behind Mr. Qwak explains the cause for the removal in a blog post on his website, but in short it was due to trying to change his Apple developer account from personal to business and hitting a few snags along the way.

The real bummer is that Retro Racing had just launched last month and was doing pretty well, selling between 1000-3000 copies a day. It sure sucks when that number abruptly drops to 0 when you aren’t expecting it. Mr. Qwak advises not making changes to your developer account during a new release period like this, a lesson he learned the hard way.

The good news is that Retro Racing has returned to the App Store, and before the removal business happened it had received a great new update. First off, the previously iPad-only same-device multiplayer mode has been enabled for iPhone and iPod touch users. It’s tiny, but it works, and I appreciate its inclusion since the local multiplayer is one of my favorite parts about Retro Racing.

The next big addition in this newest update to Retro Racing is 3 new levels, with more levels already planned for future updates. One of our biggest gripes with the game in our review was that it was so short, so it’s nice to see that being addressed. Finally, iCade support has been added to the game, which seems like a perfect fit for the style of game that Retro Racing is. You can see Retro Racing in action on the iCade in this gameplay video from the developer.

I like Retro Racing quite a bit, and am happy to see the developer account situation sorted out and the game back on the App Store. The new update is nice too, though I still have one outstanding gripe: landscape support. The game feels so cramped in portrait mode on the iPhone that I find I can only play it effectively on the iPad. Granted, it feels awesome on the iPad, but still. Maybe that option can be added in the future, but everything else about Retro Racing is top-notch, and if you hadn’t checked it out previously be sure to give it a look now that it’s back.

App Store Link: Retro Racing, $0.99 (Universal)

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March 28, 2012 at 18:15

‘Carota!’ Review – Get Your Old School On with this Zelda-Flavored Puzzler

I must be biologically programmed to react instantly to anything that reminds me of The Legend of Zelda for NES. Take Carota! [$1.99], for instance, which is a puzzle game starring a rabbit named Thaddeus who’s been knocked down a hole and must proceed through 50 levels of puzzling to make it back to the Earth’s surface. Must have been a deep hole, yeah?

Anyway, if you’ve ever played Zelda (and who hasn’t), you’ll recognize that some of Carota’s levels take place in a room that looks awfully like the rooms of the Zelda dungeons. And so, the nostalgia begins…

It’s really no more than a hat tip though, which I appreciate, since I’ve played plenty of Zelda clones. Carota! is anything but, going in favor of an interesting little puzzle dynamic where you turn blocks with the touch of a finger in order to guide your rabbit to the door.

This sounds very simple, and in the beginning, that is just what it is. You can drag blocks around the screen in order to craft this path, but in order to clear a level, you must use a certain number of blocks or the door will not open. This is no problem at all when your goal is to use four. It gets somewhat more complicated once you have fifteen. Did I mention the blocks also disappear after you waste enough time? Yep, there is that.

You do have a few options at your advantage, however — you can introduce new blocks in at anytime (and you’ll get a preview of what each block is, in the upper left hand corner), and you also have access to a speed button which makes your bunny friend go just a tad faster. Both of these resources are invaluable as the levels become more difficult. Since Thaddeus only walks in one direction most of the time, you’ll have to be crafty about making sure you turn blocks at just the right moments to keep him moving, too. Oh, but he always turns left at forks. And he cannot walk back on a tile he has already crossed. Have you got all this written down?

Keep that pen out. In later levels, there will be more new blocks for you to learn to work with, such as blue ones that are slippery. To say that Carota! gets difficult later down the line would be a bit of an understatement. You’ll have quite a bit going on to manage if you can progress, and that’s when one of the game’s fatal flaws comes in — it’s not always 100% responsive to touch when you are trying to move blocks around. It’s mostly responsive, but I did have a few issues where I had to drag my finger across the screen several times when trying to move a block, which meant losing the precious few seconds I needed and Thaddeus fell to his doom.

Carota! will time you as you progress through each level, so if you want to try to improve your score, the option is there. To tell you the truth, though, some of these levels drove me so crazy, I don’t think I would ever want to play them again. If you’re a high score rockstar, however, OpenFeint and Game Center are waiting for you to get in there and show off your high scores.

I liked the concept of Carota! but I thought it could have been executed better. If the controls were as responsive as I expected, I think it could have helped with the challenge of later levels, but fighting against that issue and the difficulty at the same time made me feel as if I was struggling to have a good time. When the formula works, it works well, but if you don’t have a high tolerance for punishment, you might want to spend that $1.99 elsewhere.

App Store Link: Carota!, $1.99 (Universal)

TouchArcade Rating:

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March 28, 2012 at 18:15

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