Archive for the ‘2.2’ tag
Gaming on an iPhone 4: First Impressions
After an epic wait this morning, I managed to get my hot little hands on an iPhone 4. After rushing home and loading it up with every game I thought would be worth trying on the device, the results were somewhat predictable. The small handful of games that have been released or updated to with support for the Retina Display are gorgeous, and everything else both loads faster and performs better. If for any reason you were sitting on the fence trying to decide if upgrading to an iPhone 4 (or the presumed 4th generation iPod touch when it's released) is worth it for gaming, it absolutely is.
I know we're kind of beating a dead horse at this point, what with posting high-resolution screenshots of the few games that take advantage of the Retina Display already, but the quality of the screen is truly something you need to see with your own eyes to fully appreciate. I was at the WWDC keynote, heard everything Steve had to say about it first hand, spent the following weeks wondering what it was going to be like, and it still exceeded my expectations. The pixels are so tightly packed on the 3.5" screen that games running at 960×640 look more like screenshot renderings you'd see in some kind of a magazine advertisement than any actual game you've played before.

Being unable to distinguish individual pixels really does make things look like they're just printed on the screen. Flight Control [99¢] is unbelievably crisp, and while better graphics doesn't change the gameplay in the slightest, the difference is even more amazing when I run the game side by side both on my new iPhone 4 and old iPhone 3GS. 3D games like Real Racing [$4.99] look absolutely fantastic, and even run at a great frame rate to boot.
One thing that is apparent in these 3D games is that while the output resolution has been increased, the polygon count of the in-game models seems to have remained the same. This can make blocky models stand out even more, and while it wasn't much of an issue in Real Racing, the low-detail players in the recently releasedNCAA Football HD [$7.99] really do stick out like a sore thumb as their little 3D stick legs prance about the field. I expect this to improve over time, as both of these games were likely quick and dirty upscale jobs. 3D games designed from the get go with the iPhone 4 in mind in the future will likely be where the true eye candy is.

Speaking of EA's NCAA Football HD, having yet another platform for developers to target could lead to an even messier App Store. It's too early to really tell how this is going to play out, but currently it seems EA is content splitting their releases in to a normal release for the iPhone 3G, 3GS, and the iPod Touch along with a "HD" release for the iPhone 4, and finally a "for iPad" release for the iPad. This gets even more confusing when you consider how many developers are already labeling things as "HD" for the iPad even though technically speaking neither the iPhone 4 or the iPad are a HD device. Let's all just cross our fingers that developers eventually just settle on single universal releases of their games as I'm sure everyone would rather deal with larger file sizes than potentially purchasing the same game three (or more) times.
Currently the best demonstration of the new gyroscope controls available on the iPhone 4 is ngmoco's Eliminate: Gun Range [99¢]. While the game is just a basic shooting gallery, controlling your aim both by tilting the iPhone 4 as well as moving it about in 3D space is worth 99¢ for the novelty alone. Real Racing also has gyroscope controls but overall they didn't make much of a difference compared to the regular version.
After fiddling around in both games, however, I was really am impressed with just how precise the sensor inside the iPhone is… Although the current implementations feel a tad gimmicky at this point instead of really adding any real benefits to gameplay similar to the iPhone 3GS compass-controlled games. To be fair, we don't believe either Firemint or ngmoco had actual devices in hand to test these games with, and it stands to reason that each implementation will improve once they're able to work outside of the iPhone simulator.
Just like 3D games that fully harness the power of the A4 chip, I expect it will also be a while before developers realize what's possible with the gyroscope. There's definitely some amazing potential waiting to be unleashed here, and maybe not even by using the gyroscope strictly as an input method. For instance, I suspect using gyroscope data could even allow you to play tilt controlled games in a moving vehicle, though haven't gotten confirmation on that possibility.
As far as older games running on the iPhone 4, they load tons faster, so much so that many of my favorite simple games (obligatory Doodle Jump [99¢] plug) have almost no load time at all. Also, unlike the iPad where running games in 2X mode makes most games look blurry or blocky, since the screen size in the iPhone 4 is identical all the old games look just like they did on the previous iPhones. In fact, I'd even go as far as to say they look a little better as often times text is rendered at the higher resolution, and the Retina Display has better color reproduction.
In my initial tests, the battery life on the iPhone 4 seems in line with what Apple has been boasting, and I've both been able to play games and use my phone for other tasks with substantially less drain on my overall battery percentage. None of my tests have been that scientific, but practically everyone with an iPhone 4 is reporting similar battery experiences. A bigger battery obviously means more play time, and who doesn't want that?

Overall the iPhone 4 is most definitely a worthy upgrade for any serious App Store gamer. I'm sure we'll see a similarly specced out iPod touch this fall (or potentially even sooner) that might be worth waiting for if you dislike AT&T, but overall I've been extremely happy with my day of gaming on the iPhone 4.
[]
Ad Supported Free ‘Flick Bowling 2′ Now Available [Pulled]
After a brief technical delay, Freeverse has released the free ad-supported version of their new Flick Bowling 2 [App Store].
From our preview:
Flick Bowling 2 is controlled using simple touch gestures, and once you get the hang of it, flicking your finger across the screen to bowl works really well. Unlike the original where you applied spin to the ball by swiping across the screen, your entire shot is done in one flicking gesture. To throw the ball straight you flick straight up, to curve it in a particular direction, you simply curve your finger flick. It works surprisingly well.
Freeverse is offering a paid ($2.99) version as well as a full featured ad-supported free version so you can try it out without spending anything.
App Store Link: Flick Bowling 2, Free, Flick Bowling 2, $2.99
Update: The free version has been pulled.
[]
‘Flick Bowling 2′ Released, Free Version Coming Soon
Last week we took a look at Freeverse's Flick Bowling 2 [App Store], a fun bowling game that has improved upon nearly every aspect of the original Flick Bowling [App Store]. Aside from an awesomely ridiculous storyline involving spontaneous and completely nonsensical time travel, they've also implemented a new control scheme that really gives a great bowling feel.
From our preview:
Flick Bowling 2 is controlled using simple touch gestures, and once you get the hang of it, flicking your finger across the screen to bowl works really well. Unlike the original where you applied spin to the ball by swiping across the screen, your entire shot is done in one flicking gesture. To throw the ball straight you flick straight up, to curve it in a particular direction, you simply curve your finger flick. It works surprisingly well.
Once you get used to the physics engine of the game, you really can do a lot with the flick controls. Here's an early video of me playing the game, and you can kind of get a feel for what's involved in adding spin to the ball, although I'm doing just as poorly as when I bowl in real life:
We mentioned in our preview that a nearly full featured free ad-supported version is coming as well, which is still pending approval by Apple. Freeverse is expecting it to appear for download in the next couple days, but in the meantime, if you love bowling (and/or time travel) I really recommend giving Flick Bowling 2 a look. If you want to wait for the free version, here is the inactive iTunes link that should work as soon as it is approved.
App Store Link: Flick Bowling 2, $2.99
[]
A Look at Action Platformer ‘Castle Fantasy’

Mobile developer has just released Castle Fantasy [link], a side-scrolling hack-'n’-slash platformer, through the App Store.
Castle Fantasy is something of a "2.25D" affair in that it consists mainly of 2D character and backdrop illustrations (more than 2000 of them, according to the developer) and is played on a 2D plane, but there is a sense of depth conveyed through varying platform heights and, at times, foreground parallax scrolling fields. But, more simply and to the point, it's a very lovely game that's well-illustrated and smoothly animated.
Gameplay involves moving your character through the game's levels — there are four chapters, each with seven stages — while collecting gems for power-ups, slashing enemies, and jumping from ledge to ledge. Some of the ghoulish enemies are much more difficult than others, with greater endurance and range weapons. The occasional boss enemy is encountered along the way, as well. At the medium difficulty setting, it's quite a challenging experience. Some of the challenge, however, comes from the game's controls…
Your character is controlled by way of onscreen buttons. Movement is handled via left / right buttons at the lower left (I find it best to treat these as a "slider") while jumps and attacks (both short- and long-range) are triggered by a button cluster at the lower right, with a sort-of fatality button bottom-center. In first playing the game, the controls feel a bit cluttered, but extended play does bring a good deal of familiarity which helps the situation. Still, when the action gets intense, I find myself occasionally attacking when I want to jump or failing to move in the desired direction. It's definitely not a deal breaker, and there's only so far a developer can go in the controls in a game like this on the iPhone, but it's a little frustrating. Also, it takes a little while to get accustomed to the ideal distance and pacing of short-range attacks in order to not get clobbered constantly while delivering your blows. Skill in this regard brings much more success.
Happily, those daunted by the above paragraph can give the game a try before reaching for the wallet, as there's a free, lite version available as well [App Store].
See the developer's gameplay video for a look at the action.
Our forum readers are , some calling it one of the best action platformers in the App Store. After the learning curve, there's definitely some intense action to be found in Castle Fantasy. We recommend everyone at least give the light version a try.
App Store Link: Castle Fantasy, $2.99, Castle Fantasy Lite, Free
[]
‘Flick Bowling 2′ Hands-On Preview with Video
In late 2008, Freeverse released the original Flick Bowling, the first of what has since become the Flick Sports franchise. Next week they plan on launching its sequel, Flick Bowling 2, which improves upon the original in every way imaginable. In fact, it's really sort of amazing to go back and look at the in comparison to see how much more detailed something as simple as a bowling game has become.
Flick Bowling 2 is controlled using simple touch gestures, and once you get the hang of it, flicking your finger across the screen to bowl works really well. Unlike the original where you applied spin to the ball by swiping across the screen, your entire shot is done in one flicking gesture. To throw the ball straight you flick straight up, to curve it in a particular direction, you simply curve your finger flick. It works surprisingly well.

Another new feature in the sequel is the addition of a story mode. Playing as either Jen or Jim, you'll warp through time (somewhat like Bill & Ted's Excellent Adventure) to face off in bowling matches against famous figures in history who also have similarly themed bowling alleys while you make your way to the ultimate bowling showdown with the evil Baron Von Schtopwatch. The game itself even admits the plot makes no sense. Aside from story mode, you can also play regular bowling games as well as a quick three frame game.
Here is a video of me doing poorly against Cleopatra:
One of the most interesting things about Flick Bowling 2 is how Freeverse is pricing it. While the original Flick Bowling launched at $4.99, the sequel will come in two flavors: A completely free ad-supported version, and a paid ads-free version. The only differences between the two games is advertising, and the paid version also comes with multiplayer. Both games will also come with DLC packs for customizing your bowling balls, as well as an additional Helen of Troy level.
Freeverse is shooting for launching Flick Bowling 2 on the 23rd, and I really recommend keeping an eye out for it, especially if in-game ads don't bother you. The bowling control mechanic is fun, the new physics engine is a massive improvement over the original, and the time traveling premise of the game, which is beyond ridiculous, is hard to not enjoy.
[]
‘Brothers in Arms 2′ – Gameloft Ups Its Battlefield Game

As we reported late last month, Touch Arcade had the opportunity to visit Gameloft's Manhattan offices and spend a bit of hands-on time with their upcoming WWII-based first person shooter, Brother in Arms 2: Global Front. Tonight the game landed in the App Store and, after spending a few days with this final build, we have some thoughts to share on Gameloft's latest.
When the first Brothers in Arms title for the iPhone landed in the App Store back in November 2008, it was a highly notable release and almost certainly the most complex 3D game to be released for the platform at the time. It was (and is) a well executed iPhone take on an extremely popular console / PC franchise, wowing most but drawing criticism for a "difficult" control system.
Brothers in Arms 2: Global Front, designed from the ground up specifically for the iPhone, comes to us over a year later. So what has a year brought us in the sequel to such a bold initial platform release? Quite a bit, it turns out.
Brothers in Arms 2, weighing in at over three times the filesize of its predecessor, brings to the iPhone a much larger game experience. This time around it's a first person affair, as opposed to the third-person, over-the-shoulder experience that is the first title. Actually, when in duck-and-cover mode, BIA2 does jump out to third person — and that's something you'll see often, as using crates, walls, and tanks for cover is pretty much par for the course in this title. That is, when you're not sprinting across the battlefield, manning the turret in a jeep or tank, or piloting a "glider" through heavy flack. Yea, it's pretty intense.

BIA2 drops you neatly into WWII as the young American soldier David Wilson on a mission to push back the Germans and Japanese and get the backs of his brothers in arms in the thick of battle. But, before long, an ominous bit of correspondence reveals that his actual brother, Eric, has been killed and was given the medal of honor — but that medal was revoked due to uncertain circumstances. It's Wilson's additional mission to get to the bottom of the mystery and clear his brother's good name. Pretty heavy stuff, really.
The tools of the trade are many. Available weapons include bazookas, fixed machine guns, flame throwers, Thompson submachine guns, and grenades. (The default play mode offers targeting assistance, which I find helpful, but it can be disabled.) There are three different modes of play, in all, to choose from. The default is a mission to mission progression through 13 levels across five different locales: Pacific, Sicily, Normandy, Germany, and North Africa. Any unlocked locale can also be chosen for quick play in Campaign mode. And, finally, local network play is possible by way of either WiFi or Bluetooth connectivity.
The game's control system feels a bit more workable than that of the original iPhone release. This is due, in part, to the various refined methods of multitouch, onscreen controls offered, but also to the fact that, during the year that's gone by since the originals release, we've come to know a great many 3D shooters utilizing dual-stick (and the like) controls. We're just far more used to this iPhone control mechanic than we were back in November 2008. Whatever the precise combination of reasons, you're going to find BIA2 to feel more comfortable than did the original release.
While BIA brought impressive visuals when it made its debut, so too does BIA2, and that's said taking into account the significant raising of the bar that's taken place over the past year. The environment models have indeed grown in complexity, but more impressive are the subtle visual touches that BIA2 brings. Shafts of light through the trees, HDR blooms (there's an options toggle there) — it all comes together to make for a pretty amazing looking game, very "modern console"-like (on my 3GS).
The game features various trophies that are granted based upon particularly savvy battlefield performance, as well as for finding as many "Kilroy was here" tags as possible. Performance is tracked by way of the integrated Gameloft LIVE network.
And, while the game offers excellent action, often at a frantic pace, it does have a few shortcomings. Framerate is generally quite high on the iPhone 3GS, but occasional (loading?) lags do occur, causing brief pauses in the action and studders to the audio at times. As well, in an apparent glitch where I went off the expected story line, I entered a room and wiped out everything alive, exited the room, only to find it once again full of enemies upon revisiting said room — though this was an isolated occurrence.
And, about that room full of soldiers, or soldiers anywhere in the game, really — the enemy AI that commands them is quite basic. If you're re-playing a scenario after having died, the enemy does the exact same thing the second time around, making it quite easy to wipe out the lot. A little more complex / varied AI would certainly add depth to the battle experience.
See Gameloft's recent for a look at a variety of in-game scenarios.
That I can pick a few nits in the title does not mark Brothers in Arms 2 a game to avoid. On the contrary, it is a highly enjoyable, action-packed shooter that offers some of the most intense battle sequences you'll find on the iPhone, making this latest from Gameloft a gaming experience that's rather hard to pass up.
App Store Link: Brothers in Arms 2: Global Front, $7.99
[]
‘2XL Fleet Defense’: War on the Open Seas

has built a solid reputation in the iPhone game space as a maker of quality offroad racing games with their 2XL Supercross and more recent 2XL ATV Offroad. And so it was with some surprise that we took a look at their most recent App Store release, 2XL Fleet Defense []. An offroad racer, this is not — but so much more hangs in the balance…
Caught in the middle of an international crisis, you are the naval aviator charged with the defense of your carrier and the lives that depend on it from the enemy’s relentless attack. Fortunately, you are in control of the world’s most advanced jet fighter. The F-35 is a modern marvel, centralizing all information and controls at your command.
With the ominous threat of a looming nuclear attack, millions of lives hang in the balance. Can you navigate the perilous political waters to save the lives of your crew while preventing a nuclear war? The entire world is watching your every move…
(And that's just a small part of the gripping backstory.) As indicated, Fleet Defense puts you in control of the carrier-based F-35 in a bid to defend your ship and crew. It works like this: You're presented with a 2D, top-down ocean playfield with a carrier at the center and enemy ships and aircraft encroaching from all directions. A pop-up radar aids in choosing which crafts to eliminate first. Spending any time with the game reveals it to have a feel similar to Flight Control and Harbor Master, in that dealing with oncoming craft in exactly the proper sequence is key. But, rather than drawing lines to plot the course of inbound boats and planes, you scroll about the playfield and tap on an enemy craft to target, which sends your F-35 on an intercept course. When your fighter gets close enough, it fires a missile and destroys the craft, allowing you to select the next target.
Your carrier base can take a certain amount of damage from enemy vessels before being completely destroyed, and it can heal itself while your F-35 is on deck and it's not under attack (tap the carrier to land). The carrier itself is not without defenses; it is equipped with a highly powerful defense system known as the Phalanx, which is basically a volley of ordnance in all directions, but it's very slow to charge and, as such, must be used only at critical moments.
See our brief gameplay video for a look at the action.
[ | ]
The game includes an achievement system as well as online leaderboards which add to your skill incentive. Fans of either of the aforementioned craft management games should find Fleet Defense to be a challenging (and enjoyably frustrating) twist on the formula. Fun isn't all about offroad racing, after all.
App Store Link:
[]
