Archive for the ‘0.99’ tag
‘DevilDark: The Fallen Kingdom’ Review – A Simple Dungeon Grind
Being a fan of Diablo-style loot grinds, I was pretty excited to try DevilDark: The Fallen Kingdom [$0.99], ’s take on the classic dungeon hack and slash. For the most part, DevilDark actually does a good job recreating the experience with nice visuals and a decent amount of weapons and armor. Unfortunately, simplistic gameplay combined with some general miscues hold the title back from stardom.
DevilDark follows the story of a wandering (and clueless) adventurer that sets out on a journey to save the world from being ravaged by an evil demon, who had been unleashed by a power-hungry king years beforehand. You’ll slowly accomplish this by doing a bunch of quests that involve fetching items and taking down hordes of baddies. An occasional boss battle permeates the monotony, but for the most part, DevilDark stays close to its dungeon crawling roots. While I realize that narrative may not be the priority in such a game, I would have liked something more than the intro cutscene and what little I can glean from quest texts.
One of the keys to a successful dungeon hack and slash is a robust inventory. While DevilDark doesn’t provide the limitless customization of say a Diablo, there’s more than enough loot to keep you occupied. Additional features such as bonuses for wearing groups of armor as well as elemental infusion do a great job adding some much-needed customization. The inclusion of a slot machine that has the potential to toss out some high-leveled gear is a nice touch, as well. However, I wasn’t a fan of the fact that some weapons and armor required currency that could only be purchased via IAP. Suffice to say, these special items aren’t required to complete the game – just expect to grind a lot more to pick up the normal currency items.
DevilDark’s visual engine is another standout feature in the game. The cell-shaded style looks great on Retina-enabled iOS devices. While Retina Display compatibility extends to the new iPad, please note that there’s currently a UI bug that’s and should be fixed relatively soon. It’s also nice that items equipped on your character change his appearance. The music and character design do a decent job reflecting the overall tongue-in-cheek presentation, although the music does get a bit repetitive as you begin playing the same maps continuously.
Speaking of repetition, gameplay is quite simplistic, even for a dungeon hack and slash. There’s little in terms of additional abilities (which are tied to which weapon you wield) beyond simply attacking. In addition, DevilDark has a few quirks that, while hardly significant, still detract from the experience. For example, there are a lot of reused maps and assets which quickly become boring with the amount of grinding you’ll have to do. Navigation is also done via a static overworld map, which feels a bit disjointed.
Another annoyance is the fact that the game doesn’t warn you when you accidentally exit a map (and thus end the mission). Considering the camera angles can occasionally block the ‘world portal’ I had a few instances where I wandered into the exit and lost all of my mission progress. The lack of iCloud support is disappointing as well.
The pacing also feels a bit off. ‘Story-based’ missions seem to drastically jump in difficulty with the completion of each previous objective. While DevilDark offers plenty of optional missions to earn coin and experience in order to prepare for said story missions, I’m not a fan of the sheer amount of grinding necessary.
It seems silly complaining about excessive grinding when the goal of games such as DevilDark are to, well, grind. However, there’s a lot of ways to implement the grind that keep it interesting without messing with the core formula. If DevilDark had a more cohesive story accompanied by randomized maps and a little more complex battle system, it would be at the top of my list on iOS. As it currently stands, the visual engine and sense of progression are enough to merit a recommendation, but there is potential for it to be much more.
TouchArcade Rating: 
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The TouchArcade Show – 47 – No Batteries, R.I.P.
This week on The TouchArcade Show, we do another stellar job staying on topic — for the most part. At the top, we spend a good amount of time to the latest releases: Epic Astro Story, Puncho Fighto, and Burnout: Crash eat up a lot of our games section. Topics like the recent Kickstarter explosion and Magic: The Gathering on tablets round out the show. We also answer quite a few user e-mails, which we always appreciate.
If you’d like to listen this week, go ahead and do so via the handy links below. If you would rather get these things the easy way, feel free to subscribe to us on iTunes or, hey, even Zune. The subscription is free and automatic. It’s a win-win. Or something.
iTunes Link: The TouchArcade Show
Zune Marketplace: TouchArcade.com Podcasts
RSS Feed: The TouchArcade Show
Direct Link: TouchArcadeShow-047.mp3, 42.2MB
Here are your show notes:
GAMES
- Burnout Crash! [ $4.99 ]
- Puncho Fighto [ $0.99 ]
- Epic Astro Story [ $3.99 ]
- Blast Ball [ $1.99 ]
- Infinity Blade 2 [ $4.99 ]
- Kitten Sanctuary [$0.99 / Free ]
JARED’S KITTY KORNER
- LoveCat [ $1.99 ]
FRONT PAGE
- ‘Magic’ Coming To iPad
- 2XL’s ‘XLR8′ Isn’t a Game, But it Makes Driving Feel Like One
Also, this owns, thanks :
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‘Ion Racer’ Review – A Futuristic Tunnel Runner
Ion Racer [$0.99] from (makers of Flick Champions) is an endless tunnel runner with a visual style that looks suspiciously like Wipeout (a franchise we’d love to see on iOS). Unfortunately, any similarities with the futuristic racer are skin-deep, as Ion Racer stays close to its roots, offering a score-based reflex-oriented endless gameplay experience. Unfortunately, gameplay stagnation, a somewhat heavy reliance on IAP, and some minor control issues hold this title back.
Like most ‘endless’ games, gameplay in Ion Racer is score-based. Players guide their ship along a never-ending corridor filled with blue and red barriers along with small orbs called ions. Running into red barriers takes away a bar of shield strength, and if you lose your entire shield, the run ends. Blue barriers, meanwhile, offer additional points or shield bars and should be hit as much as possible. Ions serve as a perpetual source of points and energy to refill your energy meter.
The energy meter adds a small amount of strategy as it allows you to enter into either focus or strike mode. Focus temporarily slows down your ship, allowing you to dodge red barriers with ease (focus also increases the score multiplier of ions). Strike provides a burst of speed which also lets you smash through red barriers without a shield penalty. Both focus and strike modes offer some variety to what is otherwise an exercise in collecting ions and avoiding red barriers.
Ion Racer features a currency/upgrade system that is simultaneously interesting and frustrating. On one hand, there are a few different ways to collect kions, the in-game currency. Players earn kions by either collecting ions or passing missions which reward a small amount of kions for completing all objectives. You never feel like you’re not working towards a greater goal, which is essential for replayability.
On the other hand, kion collection just doesn’t occur fast enough. Individual runs typically provide a small amount of kions, with missions offering a bit more (although objectives quickly become difficult). Meanwhile, ship purchases and upgrades cost a lot more than you’d typically earn. Ion Racer also has perks ranging from auto repair to a score multiplier, which are one-use extras that cost a decent amount of kions to purchase. Suffice to say, folks looking to partake in even a modicum of upgrades and purchases are in for a lot of playing.
Of course, IAP comes to the rescue to address the perpetual grind. Based on the entry price, as well as the current state of its IAP, I don’t have too big of a problem with Ion Racer’s implementation as it seems like you could alleviate a great deal of the grind for a decent price. Still, kion rewards should be tweaked somewhat to provide non-IAP driven gamers an easier time.
Controls are another frustrating aspect of Ion Racer. The game defaults to a tilt-based scheme that has the potential to offer precision but feels unreliable. The second, touch-based scheme places left and right buttons on each side of the screen. While the touch controls feel more stable, they are a bit more imprecise in practice. Neither scheme necessarily leads to a poor gaming experience, but they could have been implemented better.
The biggest issue I have with Ion Racer is that the game never really evolves beyond what you see at the onset. You can buy different skins and upgrade attributes, but the gameplay never really feels different. Even the environments hardly change, with the same futuristic tunnels with each run. It’s a shame, because the visuals are excellent and, when combined with the framerate and sense of speed, look very much like Wipeout.
I feel as if the Wipeout vibes may have created unrealistic expectations in Ion Racer. As it stands, it’s still a decent endless racer that’s a bit heavy on the IAP with issues that can be addressed in future updates. As long as you understand that this isn’t a true racing title (and thus, not a Wipeout clone), you should enjoy the experience.
TouchArcade Rating: 
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‘Mario’ Creator Miyamoto Digs ‘Angry Birds’
The most influential man at hardware and software powerhouse Nintendo has found at least one phone game he enjoys. Visionary Shigeru Miyamoto recently name-dropped Rovio’s Angry Birds in a conversation , noting that it’s one of the few phone games he can dig. “There aren’t many games that I’ve played recently that have been truly convincing to me,” he said at a Paris event. “That said, I have very much enjoyed Angry Birds — especially the way in which it combines traditional and new game elements in exciting ways.”
Miyamoto later praised the surprising depth of the game’s flinging mechanic and the overall simplicity of its design. “Angry Birds is a very simple idea but it’s one of those games that I immediately appreciated when I first started playing, before wishing that I had been the one to come up with the idea first,” he said.
Nintendo does its best to totally dismiss the App Store and phones in general, so these quotes strike us as a particularly notable. It’s acknowledgment that something great can happen on our platforms of choice, from the mouth of Nintendo’s visionary designer.
In an interview at the same event, Miyamoto admitted that he keeps tabs on the mobile space, but noted that Nintendo can be just as creative.
“I check up on them sometimes, but I don’t have a lot of time,” he told Edge. “I think we also have a history of having certain fun ideas and making a game out of it, and there’s lots of other people also doing this [now].
“This kind of environment inspires us to try even harder, and create even more unexpected new things.”
Miyamoto is in the middle of some sort of slow (and disputed) that’ll see him working on smaller games with smaller teams instead of big, blown-up AAA Mario and Zelda titles.
[via Hookshot Inc, via ]
Angry Birds, $0.99
Angry Birds Free, Free
Angry Birds HD, $2.99 (iPad Only)
Angry Birds HD Free, Free (iPad Only)
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2XL’s ‘XLR8′ Isn’t a Game, But it Makes Driving Feel Like One
If you follow me on , which you totally should, you’ll know that I’ve been having what amounts to a full-blown love affair with a 2011 Prius for the past six months or so. The car is great, gets fabulous milage, is chock full of gadgetry, and really, is only lacking in one department. See, the Prius is a really quiet car. So quiet, that it’s even been the . And, sometimes, you really just want to hear the throaty growl of a V8 engine.
That’s where 2XL Games’ XLR8 [ $0.99 ] comes in:
In a nutshell, you download this 99¢ app, plug it into your car stereo, crank it up, and throw your iPhone into a cup holder. Then, with some reasonable precision, it makes your car, truck, minivan, or whatever else you drive sound just like a sports car. The initial purchase comes with a generic V8 sounding engine, and additional engine sounds can be unlocked via IAP. It’ll even throw in burnout, braking, and drifting noises.
I imagine XLR8 would work better if you had an actual mount for your phone, as getting jostled around in the cup holder sometimes confuses it. Regardless, driving around in your non-sportscar with some fairly realistic engine noises of an Italian super car? Totally worth it.
Just, you know, drive responsibly and all that.
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‘Sky Gnomes’ Review – It’s a Bird! It’s a Plane! It’s… Sky Gnome?
For the last couple days, I’ve been turning a dilemma around in my head. Do I tell you guys how fun Sky Gnomes [$0.99] is, and thereby increase the number of people who are likely to defeat me in a given tournament? Or do I just keep raking in the sweet, sweet prizes for my wins?
I suppose I’ll take the high road and let you in on it. Here’s how Sky Gnomes works: each day you face a new slate of players in a series of races. You launch a garden gnome on a little airship straight down at top speed, dodge storm clouds and ice balls, collect coins and snowflakes, and try to smash perfectly into the landing pad ahead of your foes. Do so, and you can turn your winnings into new parts and upgrades for your ships. Seriously, there is no way I could avoid getting obsessed with this game.
I’m not surprised it’s a solid title. It was developed by , the folks behind the Bug Heroes titles. I expected it to live up to that pedigree. I just wasn’t expecting it to grip me so completely. I’m checking my phone several times a day to make sure I’m still ahead of the pack and furtively sneaking in extra rounds if I’ve slipped down the ranks.
The game’s tournament structure is brilliant, and it’s what drives my obsession. There are four race cups to compete in, three of which can be unlocked over time. Each one has its own theme, length and difficulty level. Each day you’re placed into groups based on your previous results, so everyone starts on even footing. You play against ghosts of your group mates, aiming for a quicker completion time than the rest of them—especially the one randomly assigned as your nemesis.
The more successful you are, the better you’ll be rewarded. After each race your performance is broken down by your placement in that race, the accuracy of your landing and the things you pick up along your route. You earn coins for those, and overall rank for your finish time. You also get a random part from a selection of nuts, bolts and gears. At the end of the day you’re compared against the rest of your group. If you place high enough you take home a big bag of coins, and if you beat your nemesis you’ll get even more.
There are other rewards, too. Each cup has achievements to earn, and earning a set of them bumps you up to a new tier. That unlocks the next cup and gives you coins and parts to mark your success. Each day also offers up a new, special goal. It might be something as simple as taking gold in a race, but it’s often something more esoteric like finishing with an exceptionally low time. Having all these different things to work toward makes it easy to enjoy yourself even when you’re not always winning.
In fact, even when you’re losing you’ll still have fun pulling in coins and parts. Then you can use them to upgrade your ship. Each upgrade costs a mix of things, usually a few thousand coins and a handful of assorted parts. The economy is most limited by the rarity of gears—you only earn one randomly every few races, and most upgrades cost one or two for the first tier alone. But those upgrades are so very worthwhile.
You can upgrade the engine of your ship, improving its speed, acceleration, afterburner and efficiency. You can unlock and rank up a host of powerups. You can also get yourself three slots for trinkets, and that’s where the real fun comes in. Trinkets can do all sorts of crazy things. They can magnetize your ship so you pull in coins more easily, they can improve your steering, or they can make it so dangerous obstacles like storm clouds can be used to boost your speed. They’re costly to upgrade, but they can make or break a run.
Choosing them is a strategic process, or at least it’s meant to be. You can check the weather before each race and adapt your plans, focus on speed or survivability or income. Unfortunately right now it seems like certain combinations outdo others significantly, but Foursaken is keeping a close eye on the trinket balance and plans to adjust it if necessary. Even if the popular combos are great fun to play with, it would be nice to have more viable options.
I should also give you a heads up: you can purchase coin and part packs. These aren’t quite your typical consumable IAP items since they’re used for permanent upgrades, but they feel pretty similar. The way your daily groups are selected keeps upgrades from offering a significant advantage, thankfully. They do offer a bit of one, though, since you can use your upgrades to boost your capabilities after you’re placed. At least the IAP packs are well balanced, so purchases won’t put people far ahead of the folks that are willing to grind. And frankly, the grind is pretty fun on its own.
That’s the thing of it: while it’s pretty obvious that Sky Gnomes is using a grab-bag of standard psychological tricks to keep players coming back every day, I can’t bring myself to mind. The racing is seriously fun. Once you manage to gear yourself up enough you can compete with players for top overall scores, hitting the Platinum league in each race and ranking at the very top of the daily leaderboards. If you get there, make sure to spend some time in our —our forum users are dominating the charts. By the time you reach that point you’re travelling through races at insane speeds, sucking up coins and snowflakes, dodging obstructions like a champ. It’s a great time.
And that’s what keeps me coming back. There are small issues aside from trinket balance—setting your time early in the day isn’t worth much, and even at the highest ranks your success will be partially based on luck—but they are hardly a blip in the fun to be had. There might be an end somewhere in sight, a time where the grind outweighs the entertainment, but the hours of fun to be had in the meantime are well worth the initial purchase. Don’t miss this one. I’ll know, because I’ll be waiting for you out there on the podium.
TouchArcade Rating: 
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‘Monster Takedown’ Review – It Just Doesn’t Make You Feel Like a Badass
Let’s face it, kids: If you are going to become a giant, fire-breathing monster and take over a city by way of stomping on it, you want to do it right. In style. So if I play a videogame that puts me in the role of said monster, I have one rule — I want to have fun. Glorious, building stomping, people eating fun.
That’s why the original was such a bounding success. When I saw screens of Monster Takedown [$0.99], I thought I was looking at the same kind of thing. You get to be a big octopus or monster with too many eyeballs or whatever and fend off flying helicopters and incoming bombs. The art looked crisp and cute, and I thought if the gameplay hit the mark, we could have a winner on our hands here. Could. Maybe.
Unfortunately, I can’t report that, because Monster Takedown is pretty boring despite its good looks (and oh, haven’t we all fallen for that formula a few times). It goes with a very pared down approach, which goes something like this: pick a monster out of five, find yourself splayed over a city doing basically nothing, and wait with a glazed look while helicopters and bombs fly in to attack you. You can’t even move, which really takes the fun out of being eighty feet tall with giant eyeballs stalks.
Seriously though, the lack of movement wouldn’t have bugged me that much had there been something more exciting going on. The helicopters and other flying stuff can be taken out with the touch of a finger, and that can get more complex as you go, although it’s nothing to complain to your friends about.
But the killer is when a nuke flies in from above, which you are supposed to be able to swipe away. I say supposed because no matter how much I swiped or in how many directions, I had trouble getting the game to be responsive when it came to this. It did happen a few times (try a quick left to right swipe), but considering that if that bomb touches your monster, you instantly die — well, let’s just say this little snag took quite a bit of the fun out of things.
You do start each level with one Slow power and one Bomb power, and you can guess what they do by their names. And that’s about all I have to tell you. Oh, except you can post your scores to Facebook and Twitter as well as the Game Center leaderboards, but I’m guessing you already figured that out.
Monster Takedown is completely mediocre, but I think what hurts here is that the look is so cute and you can really see they could have done a lot more with just a little bit of effort. Ah well, there’s always next time. For now, save your dollar, or put it towards a better game.
TouchArcade Rating: 
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‘Rinth Island’ Review – A Picture-Perfect, Puzzle-Filled Adventure
What happens when you take all the block-sliding, switch-flipping, obstacle surmounting goodness of a competent 2D puzzle game and wrap it around a three dimensional, cylindrical frame? As it turns out, you get something like Rinth Island [99¢], of course. A tropical-looking puzzle/adventure with personality to spare, Rinth Island is about as much bang as you can demand from a solitary buck.
Set within the titular landmass, Rinth Island follows the tale of the island’s inhabitants after a moderately cataclysmic storm laid waste to their idyllic lifestyles. Okay, to be fair, things aren’t really as dire as it sounds. Here in Rinth Island, you won’t have to fight against the Four Horsemen of the Apocalypse or sacrifice your bobble-headed self to save your neighborhood. Instead, you’ll spend most of your time running about fetching things like lamps or strange runic blocks. As you might have guessed, the story is merely serviceable but that’s perfectly all right because the puzzles will keep you amply occupied.
I really, really like what developer did with the puzzles. While Rinth Island still would have been a perfectly decent way of spending a dollar, the creative usage of 2D and 3D space is what makes the game so special. To give you an idea as to how it works, try picturing your average 2D level, complete with a panoply of blocks and ladders to navigate, wrapped around an invisible tube.
It’s not an extravagant twist but it’s something that can give rise to some unique situation. Because of how things are structured, not everything will be visible at the same time. Additionally, you’re also going to have to interact with things that exist on the other side of your current platform. Failure to do so can result in you having to reset the level. Before you ask, the answer is no. There is no way you can salvage a mistake. One false step is all it takes unless, of course, you’re willing to invest in the on-off purchase of the ability to undo an error.
Compared to the grandiose amount of stages offered by other games within the genre, the 60 stages currently available in the title can feel slightly lacking. Fortunately, however, a decent amount of replayability can be found in the form of Rinth Island’s three additional game modes and the slick built-in level editor. Festooned with almost every one of the game’s assets and user-friendly enough to teach to a hamster, the game’s level editor is probably one of the best I’ve seen. As an added bonus, you’ll be privy to information like the number of people who successfully met your challenge and so on.
The controls aren’t quite as slick as the level editor. While you’ll be able to select between a virtual d-pad and a more ‘hands-on’ approach, I personally found myself going for the former. Both felt a tad bit klunkier than I would have liked but the d-pad felt slightly more responsive compared to its counterpart.
And that’s my only real complaint about Rinth Island. Everything else is pretty spot-on. The art style is bright and happy, the music suitably atmospheric. Characters are cute and reasonably well-rendered. For those willing to spend a little extra, there’s a variety of outfits and pets that you can acquire for your chirpy looking avatar. But even without frivolous add-ons, Rinth Island is a solid and satisfying puzzle game with a big unique twist, and is worth having a look at.
TouchArcade Rating: 
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‘CitiRacing’ Review – Small-time Urban Racing
We’ve had our share of great arcade racers on iOS lately and CitiRacing [$0.99] looked to continue that trend. With good locales and solid foundational gameplay, it seemed to be on the right track, too. Unfortunately, missteps in terms of replayability, redundancy and a lack of online multiplayer hold this game back from shifting into a higher gear.
The first thing you’ll notice when you get into a race in CitiRacing is its distinctly urban environments. More importantly, the game does a decent job of making you feel like you’re racing on city streets. Tracks range from downtown streets (complete with parked cars to avoid and skyscrapers that occasionally block your view) to freeway overpasses to even a farmers’ market. CitiRacing isn’t strictly a metropolitan affair either, as some stages also take you to beach towns and snowy suburbia.
Another solid aspect about CitiRacing is the gameplay itself. Races play out somewhat similar to Reckless Racing 2 (to toss out a recent racing game), but with a greater emphasis on drifting. I also enjoyed the physics – vehicles can (and will) flip, roll and barrel out of control if you’re not paying attention. Control-wise, CitiRacing only has one control scheme. I personally had no problem with it, but it would have been nice to have a few more options.
You’ll be racing through these maps via a standard ‘Championship’ cup single-player mode. Each cup has a variety of stages that has racers earning points based on finishing position. Do well and you unlock extra vehicles and the next set of tracks. A single race mode also allows you to replay any map that you’ve unlocked.
Championship mode works well enough, but it’s somewhat barebones. There’s no cash/upgrade system like other similar racers. While each vehicle handles differently, there’s no stat line that actually shows the differences. Also, CitiRacing is extremely easy; most players will easily take the gold on the normal difficulty (’easy’ difficulty is pretty much a joke), with only some challenge on hard mode. All these translate into a game that doesn’t have as much replayability as it should.
Continuing this trend are the tracks themselves. While CitiRacing boasts 45 different tracks in its description, it’s not that simple. In reality, there are 15 different tracks, each with three different orientations (with one of those three taking place in a night setting). Each orientation changes both the camera angles as well as starting positions. Most maps do a good job making each orientation feel different, but it’s still obvious that you’re playing the same map several times.
Visually, CitiRacing’s graphics mostly get the job done. There’s nothing particularly fancy about overhead cartoony visuals but it works well with the overall game. There are a few hiccups, such as the occasional inability to discern between changes in elevation (which can cause your car to lose control if you aren’t paying attention), but overall there’s not much in terms of gameplay detraction. The same goes for the game’s framerate, which runs at a smooth clip with little slowdown.
In addition to its single player offerings, CitiRacing also has local multiplayer via Bluetooth or WiFi. Up to six players can participate in a match (either single races or Championship) and you can substitute CPU drivers for any open spots. Despite some lag and an errant disconnect, I found local multiplayer to be entertaining. However, the lack of an actual internet multiplayer feature will most likely prevent a lot of folks from even checking out this mode.
CitiRacing feels like a game perpetually on the edge of being great. This theme seems to permeate most aspects of the game, from the multiplayer to the tracks and beyond. As it is, I still had an enjoyable time with CitiRacing and would recommend it for racing fans simply because of the locales and core gameplay. However, folks looking for the next racing masterpiece will end up looking elsewhere.
TouchArcade Rating: 
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‘Carcassonne’, ‘League of Evil 2′, ‘Ticket to Ride’, and ‘Zombie Highway’ Get Retina iPad Updates
Much to our surprise, non-Retina games and apps on the new iPad aren’t anywhere near as terrible looking at the difference between Retina and non-Retina games and apps on the iPhone. Regardless, it’s still really nice to play games that take full advantage of the over three million pixels of that beautiful screen.
Four great games recently had updates land to boost them into higher-than-HD-land:
- Carcassonne [ $9.99 ] – Review – A practically flawless iOS board game.
- League of Evil 2 [ $1.99 ] – Review – A Super Meat Boy-like sequel.
- Ticket to Ride [ $6.99 (HD)] – Review – Another great board game port.
- Zombie Highway [ $0.99 ] – Review – A slick survival driving game.
So, either mash that “Update All” button if you’ve got these games on your new iPad, or check out some of the above reviews. You really can’t go wrong with any or all of these games.
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