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Archive for the ‘0.99’ tag

Man’s Best Friend Joining ‘Jetpack Joyride’ in New Update

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In the midst of the two year anniversary celebration of Halfbrick’s Fruit Ninja [$0.99 / Free ] which includes a huge new update hitting the App Store sometime tomorrow, the Australian developer hasn’t forgotten about their five o’clock shadow-wearing bad ass Barry Steakfries, star of such iOS titles as Monster Dash [ $0.99 ], Age of Zombies [$0.99 / Free ], and Jetpack Joyride [ Free ]. They’ve just released a new trailer revealing Flash the dog, a helpful sidekick for Barry who is coming to Jetpack Joyride in a future update.

As you can see, Flash is a helpful pup, grabbing coins for Barry and riding along in his own doggy versions of the various vehicles in the game. Also part of this update is the new gadget the Dezapinator, which will cause some of the zappers in the game to fizzle out and fail, and the Turbo Boost which will drop rings that explosively propel your forward. Finally, new DJ Headphones are available in the shop and offer up a remixed techno version of the game’s music.

The only bummer is we don’t know just when this update for Jetpack Joyride is going to hit, but we imagine it will be really soon, and in the meantime you can get back to trying to teach your dog how to use a jetpack.

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Written by admin

May 24, 2012 at 6:15

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Yay, Cheap Stuff: ‘Canabalt’ Goes On Sale

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Red Alert: Canabalt is now .99¢ instead of its usual $2.99. This marks the second time that Semi-Secret has lowered the price of its atmospheric and perfectly executed runner since its launch in 2009, which is why we’re thinking you might be interested in jumping on this deal while it lasts. We’ll probably be rocking iPhone 5s and iPad 4s by the time we see another price drop, but that’s just our conjecture.

There is a reason for today’s sale. A bunch of indie developers are banding together in a fun little promotion called Because We May. Its goal is to pull attention to numerous price drops for several games across multiple platforms, including iOS. Canabalt is one of the games in the promotion, and it’s one of the first to shoot down in price. Yay, for us!

We’ll have a lot more on Because We May tomorrow, as a lot more of the promotion’s games will see big price drops. For now, just enjoy Canabalt. You won’t regret grabbing it.

App Store Link: Canabalt, $0.99 (Universal)

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Written by admin

May 23, 2012 at 22:15

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

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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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Written by admin

May 22, 2012 at 22:15

‘Deadmans Run’ Review – A Rough Racer

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It seems as if ever since the iOS remake of Death Rally [ $0.99 ] hit the scene over a year ago, we’ve had a resurgence of weapons-based racing titles gracing the platform. Deadmans Run [ $0.99 ] from Nightfall Interactive is another entry into the genre and attempts to model itself somewhat closely to Death Rally. While Deadmans Run does try to differentiate itself from the pack in some ways, you’re mostly left with a fairly average racer with controls that leave a bit to be desired.

Deadmans Run offers a somewhat comprehensive campaign that has you racing across nine different levels across three “difficulty” levels, earning both cash and notoriety (essentially experience points). The cash is used to purchase permanent (engine, weapons, and armor) and temporary upgrades for your vehicles while the notoriety acts as a level-wall that restricts upgrades and car purchases until you’ve hit a certain level. Overall, the system works well enough for replayability, although the strict level requirements for each purchase take away any sense of freedom, which is a bit disappointing.

Gameplay involves your standard race-to-the-finish with positional awards, although the inclusion of weapons makes it a bit more interesting. Cars all come equipped with machine guns and mines, with ammo refills (among other power-ups) randomly littered on the track. As you upgrade your cars, you’ll typically find yourself in races that end prematurely because everyone else (or you) has been destroyed. This typically leads to a very hectic racing experience, especially at the onset of the campaign since you’ll be losing a lot before you can earn enough cash and notoriety to build up a contending car.

One area that I thought Deadmans Run did well dealt with its dynamic generation of races. As mentioned above, there are three different difficulties in the campaign. Whenever you want to race, each difficulty will randomly choose the level and opponents (while usually keeping the purse winnings the same).

In addition, races will occasionally offer supplemental objectives, such as to take out a specific opponent before the race is over. The supplemental quests actually offer penalties if you fail, making the choice to accept it have actual repercussions. Unfortunately, while the dynamic missions are an interesting idea, you’ll quickly find that the two harder difficulties will be way too challenging to play for quite a while. One item of note is the complete lack of IAP, so all notoriety and cash will have to earned by (gasp!) playing the game. In addition to the campaign, a time trial mode also exists.

While everything above seems fairly decent, Deadmans’ controls are where the experience starts faltering. You are given the option of two control schemes: auto-acceleration and manual gas. Auto-acceleration is the default and my preferred control type as it allows you to focus mostly on turning and aiming. Unfortunately, this also leads to a lot of lost control when you’re making tight turns as you’ve effectively lost the ability to ‘ease up on the gas.’

Manual gas, meanwhile, just feels awful as the gas ‘button’ is right smack in the middle of the two turn portions, which feels extremely unintuitive for me.  Either way, additional miscues such as a very bouncy physics system and the occasional unresponsiveness of controls don’t help the experience, either. Other facets of Deadmans Run, such as the visuals, felt mostly average and don’t add or detract from the rest of the game.

If you can get past the spotty controls, Deadmans Run is an adequate racer with enough meat in its campaign to offer genre fans something to try. There are gamers out there that are simply looking for the next ‘rat race’ to race through, and this game can certainly provide that. However, the overall rough presentation and spotty controls are enough to detract all but the diehard combat racing enthusiasts.

App Store Link: Deadmans Run, $0.99 (Universal)

TouchArcade Rating:

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Written by admin

May 21, 2012 at 18:15

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New ‘Fruit Ninja’ Update Hitting this Week

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Everybody’s favorite fruit slicing arcade game Fruit Ninja [$0.99 / Free ] originally launched back in April 2010, and to celebrate its two-plus year anniversary on the App Store the Halfbrick team are currently touring around Australia in search of the best Fruit Ninja high score and they have a big new update releasing for the game later this week.

In the animated trailer below, we meet the merchant Gutsu and his piggy sidekick Truffles who will offer new powerups in exchange for Starfruit, the new in-game currency. These items will allow you to do things like swat away bombs, add additional time on to a game, and cause massive berry explosions.

The Fruit Ninja update is set to hit this Thursday the 24th, and it’s pretty crazy to think of how well Halfbrick has supported the title over the past 2 years, and how far it’s evolved from its initial release. It sounds like they don’t plan on stopping any time soon either, with more new content planned for the future.

As mentioned, Halfbrick are currently jetting around their homeland holding several high score competitions for a chance to compete in a finals tournament in Sydney at the end of the month. Some crazy scores are getting set already, and you can follow the team’s exploits as they post photos and blog about the tour on the Halfbrick website.

App Store Links:
    Fruit Ninja, $0.99
    Fruit Ninja Lite, Free

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May 21, 2012 at 18:15

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‘Extinction Squad’ Review – More Fun Than You Can Shake a Shark At

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How do you feel about endangered species? Does your heart ache for the poor creatures that, through no fault of their own, are being driven to extinction? If so, you might want to join up with Adult Swim and PikPok’s Extinction Squad [ $0.99 ], the bloodiest game about conservation I’ve ever seen.

As the story goes, the surprisingly well-preserved Chuck Darwin, father of evolution, has found a lost colony of dodos. Seems like a miracle, but then the terrible truth is revealed: the scent of dodos causes other animals to jump to their deaths. Animals are killing themselves by the thousands, so Chuck pulls together his extinction squad to save ‘em. Running back and forth with a jump net, the squad bounces the suicidal animals to safety, earning points, coins and the occasional surprise in the process.

All you need to do is swipe your finger back and forth along the bottom of the screen, directing the squad back and forth. You need to position them under falling animals, beneath coins and powerups, and away from falling bombs—a single encounter with a bomb means game over. Adventure mode is all about survival, and Countdown mode is a time trial, but both just ask you to swipe back and forth, nothing more. This makes for a very simple game, but it isn’t the sort of simple that gets boring quickl. PikPok is pretty great at making crazy-fun simple games, the kind that Adult Swim likes to publish, and Extinction Squad is no exception.

There’s the absurdity, for one. You travel around the world with these adorably designed and well-animated people and animals. Every animal you miss splatters into bloody chunks on the ground. Sometimes you juggle pandas, and sometimes you need to bounce a whale. Simply put, this game is over-the-top in all the best ways. With bright colors everywhere and a ton of Australianisms, the whole game commits to a level of absurdity that most developers can’t match.

Then there’s the compulsion. Every time you play, you’re not only saving animals (fun in and of itself) and working on high scores, you’re also collecting. As in Jetpack Joyride [ Free ], there are coins to collect and tokens for the post-game lucky spin. Also familiar is the selection of three meta-goals you’re faced with each time you play, like reaching certain scores in a single streak or saving all the animals that fall within a certain span of time. These elements give players a lot of reasons to just keep playing, with that one last turn turning into a dozen.

The coins you collect can go toward upgrading your powerups and unlocking new, higher-scoring areas. As the game normally plays, you need to save 30 animals in one area without dying, then 40 in the next, then 45 in the one after that, and so on. When you go through all the available areas the game loops but the goal keeps rising. Having access to the later areas means higher overall scores, though the game takes just as long to get obscenely difficult.

A word about IAP in Extinction Squad before we continue: yes, you can absolutely do everything without ever spending an additional dime. With lucky spins and occasional coin powerups and the awards you get from completing goals, you’ll unlock all the areas pretty quickly. If you buy coins, however, you’ll be able to unlock them more quickly, level up your powerups sooner, and—most damningly—extend your plays further. You can pay coins to continue after dying, and that coin value increases each time you use it in a single run. Pay the toll and you can pick up from the start of the current stage with your score intact. So yes, IAP can give you an advantage on the leaderboards, a sad addition to an otherwise excellent game.

If you’re not fussed about IAP, there is so much to love here. Skill can play a huge part in your success, with bonuses for accuracy and with the serious reflexes needed to dodge bombs as the game goes on. There are random events that add a lot of variety, and stats to keep track of just how good you are at saving animals. And the game just oozes character.

Everything considered, Extinction Squad is a ridiculously fun diversion, a great way to while away the minutes. I wouldn’t put too much effort into climbing the leaderboards, knowing that someone with deeper pockets could easily outmatch me with less skill, but just for fun? Sure, I’m happy to give this game my time. If fun, charm and character are all that matter to you, then you should definitely pick it up. And bounce by our discussion thread to let us know what you think when you do.

App Store Link: Extinction Squad, $0.99 (Universal)

TouchArcade Rating:

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Written by admin

May 18, 2012 at 22:15

‘Duke Nukem 3D’ Gets a Broken Update, Goes Free

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If there was a list of things that I never expected to be talking about today, Duke Nukem 3D [ Free ] getting an update would probably be right near the top. But that’s just what has happened as MachineWorks has issued a new update for 3D Realms’ classic first-person shooter that looks to address the long-derided virtual controls in the game.

For a quick backstory, Duke Nukem 3D launched in the App Store way back in August of 2009. Id Software’s Wolfenstein 3D [$1.99 / Free ] had hit iOS several months earlier and received critical acclaim, mostly centered around how well their controls worked. With a Doom [ $4.99 ] iOS port also on the horizon, having Duke Nukem on my iPhone seemed like the greatest news in history for a long-time FPS fan like me.

However, the initial version of Duke had possibly the worst controls I’ve ever encountered. I mean downright unplayable. To the developer’s credit they quickly issued an update about a month later with a bunch of new control options, but sadly it did little to help. Sure, some people could find a scheme that was workable for them with some heavy tweaking of options, but the controls still felt pretty bad and have remained that way ever since.

Until today that is, closing in on 3 years after the last update to Duke Nukem. Surprising to say the least, but unfortunately it’s also a good news/bad news situation. The good news is that the controls are actually quite decent now, offering an improved (but still lackluster) dual-stick option as well as a very good “drag anywhere to aim” scheme which really nails it. It may have taken a long time (that’s an understatement) but I can finally enjoy Duke Nukem 3D on my iPhone. Also, it appears that the visuals have been cleaned up considerably, and actually look quite good for a 16 year old game.

Now for the bad news. The update is full of bugs, one of which can render your controls unusable. You can avoid causing this by going into the control options before loading or starting a new game and selecting and then deselecting the dual-stick controls, but that will erase whatever custom scheme you might have previously created by dragging the virtual buttons around the screen. Basically, it’s not much of a solution.

In addition, there’s also a bug that silences the sounds from the game which I’ve only been able to fix by saving my game and killing it from the multi-tasking screen and then starting it up again. Also, for some reason the end-level stats screen is upside down and they’ve disabled the mirror reflection effect in the game. Finally, advertisements have been inserted into Duke Nukem 3D which will pop down when you first start the game and when wake your device from sleep with the game running. Lame.

As delighted as I was to see a surprise update to one of my all-time favorite games, unfortunately this latest update for Duke Nukem 3D is a complete mess. If they can sort out the bugs then I really believe the new controls are a huge improvement, and bring the game more in line with the newer FPS games on the App Store. However, given the lack of attention paid to the game the past few years that seems like a pretty big “if”, especially since the iPad version Duke Nukem 3D SE [ $0.99 (HD)] hasn’t been updated at all. Also, I’m not crazy about ads being put into a game that I previously paid for.

At any rate, Duke Nukem 3D is currently free right now, so if you didn’t have it already you might as well grab it just in case they do sort out the bugs. If you could manage just fine with the controls the way they were before, then you’ll probably want to hold out on this update altogether until (and if) they can fix this situation.

App Store Link: Duke Nukem 3D, Free

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May 18, 2012 at 6:15

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‘Punch Hero’ Review – Black-eyed Prizefighter

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Punch Hero’s [ Free ] moment of brilliance occurs when it has you against the ropes. You’ll come to a point during the game’s eighteen-bout arcade mode where progression seems well-nigh impossible. Down to a trickle of health, you will think about throwing the towel in, taking an uppercut to the chin so you can earn some gold and turn the thing off.

But you won’t. Instead, you weave under a vicious right hook and in cinematic slow motion land your own devastating punch. Your opponent is dazed. Jab, jab, jab. Right in his big, stupid face. He comes to, and, mad as hell, throws an uppercut. You weave under it and this time, in similarly cinematic slow motion you throw a left hook. The knockout punch. “Oh my God,” you’ll probably say while your cats look on in shame.

This game’s comeback KO is one of the most gratifying skill-oriented moments the iOS platform has to offer. It is akin to the feeling one gets when cracking a thousand on Super Crate Box’s [ $1.99 ] Construction Yard, or killing your first Big Purple Freak in ZiGGURAT [ $0.99 ]. And while the skill ceilings of those games look down upon Punch Hero’s from high above, high-fiving each other in the Exosphere of Amazing, it does not matter one bit. That moment makes you feel as if you are awesome, thus, you are awesome.

It’s a glimpse of the boxing game the App Store deserves. A glimpse because for that highest of highs, it is a ridiculously vertiginous ascent from the usual grind the game tries so hard to put the player through. Remember the aforementioned “eighteen-bout arcade mode?” If you want to see that through without succumbing to in-app purchases, you are going to have to replay most those fights again and again, ad infinitum.

Despite vague aesthetic similarities and a similar, mostly innocent (more on this later) propensity for racial stereotyping, Punch Hero is nothing like Punch-Out!! Whereas Punch-Out!! is a timing-based puzzle game, Punch Hero is, hey, a boxing game.

Opponents have no patterns as far as I can tell, so you are left with the game’s very simple tap-and-swipe controls, along with the knowledge that the next opponent you face is going to hit harder and have a larger pool of health. Which would be fine if all it took to trudge your way to the top was your wits and reflexes, but it’s not.

No matter your skill, you are going to get hit so hard, will face opponents so resilient, that you will need to upgrade your skills and gear using the gold doled out to you at the end of a match, or via IAP. Most items that actually buff your stats are nearly unattainable without spending actual money, while attribute upgrades the average player will need to complete the arcade mode take dozens upon dozens of monotonous hours grinding out gold to acquire. Or, you know, you could just buy them.

When microtransactions and in-app purchases became the monetization method of choice for many social and mobile developers, the worry was that “pay-to-win” would become the norm. Punch Hero utilizes a “pay-to-compete” system so unfair as to require an unfun punishment should the player not want to spend actual money.

A bit of a non-controversy occurred when another outlet’s reviewer noticed that, among all of the cultural stereotypes presented in Punch Hero, the African American fighters were portrayed most offensively. The writer’s casual description of the “full-lipped, wide-eyed ‘Sambo’ look” even fails to mention that the standard “black male” face is also called “Full Lips” in the game’s shop.

Punch Hero developer Johnny Oh, who seems like a really sweet guy, replied to the review, asking for feedback on how to change the black fighters to make them less offensive. It was an honest response to the kind of inadvertent racism that really can only be replied to with a sigh and a shake of the head. It’s a product of cultural detachment, rather than anything mean-spirited. By contrast, Punch Hero’s invisible paywall feels terribly mean-spirited.

It’s an unfortunate decision that’s marred what is otherwise a pretty good game of boxing. Groundwork for iteration, then, rather than something I’d recommend this go-round. That’s fine. As for me, I think I’ll go ahead and delete the game from my phone, hanging onto the memory of that one wonderful high.

App Store Link: Punch Hero, Free (Universal)

TouchArcade Rating:

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Written by admin

May 17, 2012 at 22:15

PopCap Releases ‘Bejeweled HD’ for iPad

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This past December PopCap gave their iOS version of Bejeweled 2, which had been around since the early days of the App Store, the heave-ho in favor of a new version of the game simply titled Bejeweled [ $0.99 ] and a second separate app for its spinoff mode Bejeweled Blitz [ Free ].

Both new games were arguably better than their original unified iteration, but for some strange reason Bejeweled Blitz was Universal while Bejeweled proper got left out in the cold in regards to iPad support.

Today PopCap addressed this by releasing Bejeweled HD [ $3.99 (HD)], an iPad-native version of the world’s most popular match-3. While it’s sort of a bummer to not see a Universal version, Bejeweled HD does support the new iPad’s Retina Display and looks simply fantastic in that high of a resolution. It also comes equipped with the very same modes as its smaller iOS counterpart, which you can read all about in our review.

It’s crazy just how much fun Bejeweled still is after all these years. It proves that just utilizing the same mechanics in a game isn’t enough to emulate its success, it’s all about execution. There are a ton of great match-3s in the world (and even more really terrible ones) but there’s really only one Bejeweled, and now iPad owners have a version to call their own.

App Store Link: Bejeweled HD, $3.99 (iPad Only)

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Written by admin

May 17, 2012 at 14:15

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Retro Dreamer Teases Upcoming Title ‘Duckers’

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Today Retro Dreamer, developers of such titles as the awesome arcade shooter Velocispider [$1.99 / Free ] and the adorable Sneezies [$0.99 / Free / $2.99 (HD)], have announced a new game is on the horizon. In a post over on the Retro Dreamer website, the company has divulged that this latest title will be called Duckers, and then they went on to explain… well, absolutely nothing actually.

Yes that’s right, they’re giving us the old tease treatment. But on the bright side there is the promo art attached to this very post which is both extremely cute as well as intriguing. What’s in that jar? Did it crash land to Earth? Why does that duck have flight goggles on? Can ducks even fly?

In the end we’re left with nothing but questions, however, Retro Dreamer states that Duckers is just about ready to go and should be hitting within a month’s time, possibly even by the end of May if everything goes absolutely perfectly. Until then they’ll be pushing out all sorts of new promotional stuff over the next few weeks for the impending Duckers launch, including a trailer that should hit sometime this week, so stick around to find out more about this mysterious title soon.

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Written by admin

May 16, 2012 at 18:16