Archive for the ‘3.99’ tag
‘Frederic – Resurrection of Music’ Review – Bold, But Muddled At Times
I like to imagine there’s an Oberlin burnout somewhere who’s made a living getting bent on ayahuasca and pitching music-history based games to different companies. My hypothetical game designer, wide-eyed and euphoric, is responsible for games like , , Jazz: Trump’s Journey [$2.99], and now Frederic –Resurrection of Music [$1.99/HD/Lite], by Forever Entertainment S.A.
In the first scene, set in present-day Paris, Fryderyk Chopin climbs out of his grave, speaks with the Muses, and rap-battles a French DJ with dual-wield keyboards and a jetpack. After this, he rides a horse-and-carriage to Jamaica and gets high with a reggae artist named Rob. Amazing.
As he travels the world in his mystic carriage trying to unravel the circumstances of his undeath, Chopin runs through a series of musical duels with local artists. Mechanically, this translates into a rudimentary version of Piano Hero: notes travel on a track toward a touch-screen piano keys, and players are scored on their accuracy and combo streak.
The songs in Resurrection are modern remixes of Chopin’s most famous waltzes, nocturnes, études, and marzukas, re-imagined in the style of whichever locale our hero finds himself: country in Texas, Celtic dance in Ireland, chiptunes in Tokyo. I actually like most of the music — the Resurrection soundtrack is available for purchase on iTunes [$5.99] — but they all tend to suffer from repetitive melody and relatively simple arrangements. Still, the lighthearted pop remixes fit into the game’s absurdist aesthetic much better than an orchestral score would.
With only nine songs, Resurrection is relatively short, though some players might be able to extend its shelf-life by trying to improve their scores. But even on its hardest difficulty, at its most complex, Resurrection goes out of its way to indulge and empower the player, not defeat them with impossible challenges.
Like Climber Brothers [$0.99], the real joy of Resurrection is the one-to-one relationship between tactile input and feedback: tapping the screen of my iPad is more or less a reasonable facsimile of pressing down a physical key. This is a relatively simple pleasure, but Resurrection goes to great lengths to extend it by being overly-generous in its design — players have a relatively large window to hit notes in, and it’s almost impossible to miss enough notes to fail a song. The goal here is to listen to the music and soak up the strange animations going on in the background.
Since failure — and, by extension, most of the game mechanics — is largely an illusion, Resurrection’s real hook is its insane premise and matching art direction. In both its art direction and treatment of ethnic stereotypes, Resurrection draws on the bande dessinée style of mid-80s Lucky Luke. The voice acting, too, is hard to place: British English re-routed through Forever Entertainment’s Polish roots.
But Resurrection’s essential Europeanness isn’t limited to animation and cut scenes, and this isn’t a game so much as it is a rewriting of Chopin’s cultural identity. During the Cadet Revolution in 1830 Chopin, the son of a Franco-Polish immigrant, fled Warsaw for Paris, never to return. Resurrection ultimately leads him back to a culturally reinvigorated Warsaw, but only after he uses his musical gifts to destroy the stereotyped, corporate shills that populate the rest of the world. Chopin is cast as the savior of music, but it’s odd that he uses modern remixes, not his traditional compositions, to further his cause.
By fudging its rhythm mechanics, Frederic — Resurrection of Music actually presents itself as more of an interactive cartoon than a game. But when viewed as such, Resurrection often comes off muddled and directionless and, even at the end of the game, it’s not clear why Chopin was resurrected, who he’s “saving” music from, or if he really succeeded.
Nevertheless, Resurrection is a bold product, unafraid to be campy, kitschy, and surreal, and presented as a labor of love from a team full of ideas. This game is larger than the sum of its parts and everyone I’ve showed it to has enjoyed basking in the art and music and in the fact that Frederic Chopin uses his second chance at life to smoke dope on the beach and learn the keytar.
Frederic – Resurrection of Music Complete, $3.99
Frederic – Resurrection of Music HD Complete, $3.99 (iPad Only)
Frederic Resurrection of Music, Free
Frederic Resurrection of Music HD, Free (iPad Only)
TouchArcade Rating: 
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Creator of ‘Triple Town’ Focuses Legal Lasers on ‘Yeti Town’
They say that bad luck comes in threes, and that definitely seems to be the trend in last week’s news cycle. First Zynga ripped off Tiny Tower [Free], then Glu fired up their copy machines, and then some similar although unrelated drama hit the land of Triple Town [Free]. is all over this recent story, but I’ll provide a quick rundown-
Spry Fox’s Triple Town hit the App Store a couple weeks ago and it was clear that we loved it in our review. It’s even sort of an interesting take on the free to play model, as you can download and play the game for free and play for a limited number of turns. You can buy more turns with in-game coins which you can earn (and buy with real money) or just download the unlimited turns unlock for (currently) $3.99. If you don’t play much, or get bored easily, you might not ever need to buy anything… But once you get to the point where you need unlimited turns, chances are you’ve gotten way more than four bucks of entertainment out of the game anyway. I like that.

Anyway, , they’ve filed a copyright infringement suit in federal court against 6Waves LOLAPPS due to Yeti Town [Free] which actually beat Triple Town to release by nearly a month. It’s the same sad story we hear way too often on the App Store in that Yeti Town relentlessly copies absolutely every aspect of Triple Town.
Per Spry Fox:
Yeti Town, as launched by 6waves, was a nearly perfect copy of Triple Town. We’re not just talking about the game’s basic mechanics here. We’re talking about tons of little details, from the language in the tutorial, to many of our UI elements, to the quantities and prices of every single item in the store (how exactly did 6waves “independently” decide to price 200 turns for 950 coins, or 4 wildcards for 1500 coins each? That’s quite a coincidence!)
This exact copying is also one of the things that really amused me about all of these Tiny Tower clones which all featured 5 categories of skills, 5 people per apartment, 3 people to a floor, 3 products per floor, 5 elevator upgrades, and other exact copies of core game mechanics. Unfortunately, you can’t copyright a game idea, which is why companies like Gameloft are able to do what they do. Yeti Town is different through, as allegedly Spry Fox was in intense negotiations with 6Waves to publish Triple Town on the App Store which abruptly ended when Yeti Town was released.

As part of this, 6Waves had closed beta access months before Triple Town went public and had been “pumping [Spry Fox] for private information” which included design ideas, Facebook launches, as well as revenue and retention figures. This sort of elevates the Yeti Town clone to an entirely different level of shadiness, at least in my eyes.
If you want to read the full text of the lawsuit, you can . Now, let’s all go back to making our own original games, eh?
[via ]
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‘Triple Town’ Updated and On Sale for $3.99
Last week, released an iOS version of Triple Town [Free], their hugely popular match-3 town builder for the Amazon Kindle, and more recently for Google+ and Facebook. We really liked Triple Town in our review, and it’s personally been my biggest obsession of the past week. The ability to upgrade the game tiles by making matches and the limited amount of space to work within added a tremendous amount of depth to the gameplay far beyond your typical matching game.
Today the first update has hit for Triple Town, which mostly focuses on fixing bugs. Things like broken Game Center achievements, the inability to restart games sometimes, and tons of other quirks that come with a version 1.0 release have now been taken care of. The update description also goes on to say that there are several other known bugs that are currently in the process of being hunted down and fixed, one of which includes a problem with turns regenerating after exiting the app.
You see, Triple Town is a freemium game. It comes with a set amount of “moves” for free, and the ability to purchase in-game coins for real money which will let you buy more moves when you run out. Alternately, these moves are supposed to slowly regenerate while you aren’t playing the game, giving you a way to continue playing for free if you had the patience.
One other alternative is to just buy unlimited moves with a flat in-app purchase fee of $6.99, and with all the troubles going on with the regenerating turns Spry Fox wants to entice you to go for the unlimited option by reducing its price down to $3.99. After getting hooked on Triple Town myself, I had no qualms dropping the $6.99 for unlimited play, but others have felt like it was a bit on the high side for the kind of game it is.
If you’re one of those who felt the price was high, the $3.99 price is a lot easier to swallow, especially for a game packed with such fantastic gameplay. Plus, the maintenance update makes it a much more solid game all around, and I’m sure we’ll be seeing plenty of more updates to Triple Town in the future as well.
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‘LostWinds’: Now With More Control
If the controls were keeping you from digging LostWinds [$3.99], give it another shot. The game has been updated the for the first time, and a big part of this update are control additions. “Gust Time,” for example, is a new slow-down feature that initiates whenever you do a gust move. Combined with the new d-pad, you’ll be able to gust and jump where you want with much, much more precision. Neat!
The rest of the update contains “minor level design tweaks,” more language support, and even a crash bug fix. In all, we’re pretty stoked with the additions in particular. This is a brilliant game with a fantastic premise and structure, but it direly needed another pass control-side. We’re digging it a lot more now, and maybe you will too.
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‘Pocket League Story’ Review – Kairosoft Hits the Football Pitch
We’ve reached a point in Kairosoft’s output where a pattern begins to form. On one side are Game Dev Story [$3.99 / Lite] and Grand Prix Story [$3.99 / Lite], games mostly about teams and what they can achieve. On the other side are five other titles that are more about building the perfect environment, be it mall, town, school, or hot spring. Their newest release, Pocket League Story [$2.99] falls squarely in column A. This time, you’re creating the perfect soccer team, and you won’t need spreadsheets or a love of soccer to enjoy yourself.
I’d go so far as to say that Pocket League Story is the most approachable game Kairosoft has put out on iOS to date. There are a few tricks to min-maxing the game, but if you do exactly what it tells you to do you’ll be fine. For the spreadsheet geeks among us it may be too straightforward, but ultimately this is the perfect game to serve as an introduction to Kairosoft’s catalog, or for anyone who loves their games but gets hung up on lists of combos and other arcana.

As manager of a soccer team, you’re responsible for pretty much everything your team does, right down to the strategies they use on the field. The only thing that’s out of your hands is how they play in the moment, and even there you have some input.
You’re given control over hiring and firing players, arguably the most important part of the game. You might love your starting team, with their bright-eyed eagerness, but they’re terrible. Just atrocious. They’ll get you through the first few games, but your priority is to court better talent. Think Game Dev Story’s talent pool, but vaster and more costly. You can really customize your team down to the last detail.
Building your team is an ongoing process, one you’ll handle alongside training your players. You earn research points both on the field and off, and you can use those to improve your players stats, build up a fan base, and unlock new content. There is a bit of a building sim tucked in as you set up training facilities, but it’s really low key. Most of your time off the field will be spent managing numbers, choosing basic coaching strategies and courting players, sponsors and fans.
On the field, things get a bit weirder. Like Grand Prix Story’s races, Pocket League Story’s matches mostly play themselves. You pick lines and formations in advance, and basic passing technique during the game. You can also fiddle with your strategy at halftime and trigger auras here or there, but your players are mostly on their own.
So you’re left spectating a lot of the time. There’s a huge selection of matches and league tournaments to work through in the eight years you’re given, but they all boil down to the same thing: watch as your players win or lose. Games can take three or four minutes, and Pocket League soccer just isn’t that stimulating a spectator sport after a few hours.
This is a misstep, for sure, because it takes players out of that non-stop, always-something-on-the-go mentality that Game Dev Story so perfected. It’s much easier to put this game down than any of Kairosoft’s other titles – not that that’s necessarily the worst thing for those of us with other things to do.
Whether you’ll enjoy Pocket League Story depends a lot on where you’re coming from. Aside from a few issues some of our with older devices have run into, this is probably the cleanest Kairosoft game yet. The translation is good, the tutorial explanations are clear and nothing’s left to muddling through foreign cultural references. So it’s easy to get into, and lays out all the traditional sim fun in a very manageable way.
But it’s also quite shallow, with neither the complexity of a proper football simulator or the depth of most of Kairosoft’s other games. If the meta-game of keeping spreadsheets and consulting FAQs is your thing, give this one a pass. But if it’s the first Kairosoft title you’re considering or you’re okay with a streamlined experience, I can recommend Pocket League Story wholeheartedly.
TouchArcade Rating: 
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Kairosoft’s ‘Pocket League Story’ Now Available
Looks like we’ve got one more big release to add to today’s list. Kairosoft has just released their latest simulation title called Pocket League Story [$2.99]. By now you’re probably familiar with Kairosoft’s method of operation: pick a theme and develop a simplistic but deceptively deep simulation around it, then fill it to the brim with cute and colorful retro-style visuals and mobile friendly gameplay.
Pocket League Story appears to be no exception. The theme of choice this time around is soccer, or football depending on which country you hail from. You’ll build up a team of players, train them, and then take on the rest of the league. You also have the ability to sell your team’s own merchandise, build a gym for training, and even build your own stadium. The goal is to increase your fan base as you progress your team’s abilities through competition.
It looks as though all the components are here of another solid Kairosoft simulation, especially if you’re a fan of footy. We’ll be digging in a lot deeper before passing final judgement on Pocket League Story, but if you’re generally a fan of Kairosoft’s work you probably can pretty much guess what you’re getting here. You can pick it up for $2.99 which is an introductory price, and at some point it will raise up to their usual $3.99.
We’ll have a full review of Pocket League Story in the near future, and until then you can check out impressions which are starting to trickle in.
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The TouchArcade Show – 32 – Peace Out, 2011!
This week on The TouchArcade Show, we push through even more Skyrim discussion and other delightfully off-topic shenanigans to bring you the latest and greatest iOS talk. Because this week has been woefully light on interesting news, we instead decided to run clean-up. At the top, we discuss the 2011 games we liked the best but didn’t quite make it into our GOTY show. Also, we dive into Eli’s experience with OnLive on the iPad and, of course, answer your user questions.
2011 was a radical year for the site and especially this podcast. Thanks so much for tuning in over and over again and rating us so highly on iTunes. You guys are the best. Seriously. The best.
You can give this week’s episode a listen via those download links listed just below. Additionally, you can download and subscribe to us over iTunes or the Zune Marketplace. The coolest people on Earth listen to us via the latter method, so get on that. Peer pressure!
iTunes Link: The TouchArcade Show
Zune Marketplace: TouchArcade.com Podcasts
RSS Feed: The TouchArcade Show
Direct Link: TouchArcadeShow-032.mp3, 47MB
GAMES
- Bumpy Road [$2.99]
- Beat Sneak Bandit
- Dungeon Raid [$1.99 / Lite]
- The Last Rocket [$2.99]
- Battleheart [$2.99]
- King of Dragon Pass [$9.99]
- Grand Prix Story [$3.99 / Lite]
- Tactical Soldier: Undead Rising [$3.99]
JARED’S KITTY KORNER GOTY
- Kitty Up [$.99]
- The Adventures of Timmy: Run Kitty Run [$.99]
- Misu Misu Kaboom
- Box Cat [$1.99]
- Sushi Cat [$.99]
The games listed in those notes, by the way, are just the heavy hitters. We talked about a lot more, but didn’t get as in-depth. Have fun over the weekend, guys, and we’ll see you in the future.
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2011 TouchArcade Staff Favorites – Eric, Nissa, and Troy
After getting together to pick our official best games of 2011, we also had our writers take a look back at the last year and compile lists of their personal favorites along with their reasons why.
Among the many things that changed around here this year at TouchArcade was massively ramping up our writing staff with freelancers from quite literally all over the world. We now have writers in four of the seven continents, checking out games and writing reviews around the clock. Maybe in 2012 we’ll pick up some people to review games in Africa and Asia, but I’m really not sure how we’re going to swing Antarctica.
Our content output is through the roof compared to previous years, which has allowed us to broaden our focus to include games that we normally would have passed on just because of not having the bandwidth to review anything but the absolute best games. I think it’s made TouchArcade a much more varied, and better daily read, along with giving a bunch more games some exposure. 2012 should be even better, as ramping up even further along with releasing the TouchArcade app!
Anyway, Eric, Nissa, and Troy were our most active freelance writers in 2012, so I asked them to join the party in compiling lists of their top five games. Check it out:
Eric

Avadon: The Black Fortress HD, $9.99 – [Review] – [] – I’ve been a big fan of Spiderweb Software since the days of playing Exile on my Performa, so I was intrigued when I first heard that they would be releasing a classic style, isometric RPG. Avadon does not disappoint as it not only succeeded in taking me back to the glory days of 1990s-era Mac RPGs but it also made the entire genre accessible to a whole new generation of gamers. All I can say is that after this fulfilling nostalgic experience, I’m hungry for more.

Jetpack Joyride, Free – [Review] – [] – Jetpack Joyride has the honor of being the first endless runner to successfully capture me in its grasp for a very long time. Its
presentation, style, and approachable gameplay are top notch making the game appealing to even the most reluctant of gamers. Most importantly, it has that rare quality of making each run feel new and unique – something that so many other similar games try to achieve and fail.

Dungeon Raid, $1.99 – [Review] – [] – I’m not the biggest fan of match three games. Yet, out of all the games on my list, Dungeon Raid has probably gotten the most hours played than any other. Maybe it had something to do with the way its RPG elements meshed seamlessly with the standard match three gameplay. Or maybe it was the huge amount of unlockable classes, spells, and equipment making each play through different. Regardless, Dungeon Raid has continued to be my de facto option for quick gaming sessions on the go. If you’re one of the few that haven’t played this by now, hurry up and grab it.

Battleheart, $2.99 – [Review] – [] – Battleheart gets a lot of elements right, but in my opinion it’s really all about two things: versatility and multitasking. With so many different classes, equipment, and spells, I spent a lot of time playing this real time strategy action-RPG simply to discover various combinations and styles of play that worked. Add in the fact that the game successfully implemented a control scheme that had you simultaneously control four different characters, each with their own abilities and class roles, and it’s not hard to see why Battleheart is one of the better strategy games of the year.

Mega Mall Story, $3.99 – [Review] – [] – You really can’t go wrong with any Kairosoft game, but Mega Mall Story was by far my favorite release from them this year. Taking a more concrete approach than some of the other ‘Story’ games, Mega Mall had more short and long term goals littered throughout the game while still giving you enough leeway to build mostly anything however you wanted. I also loved the wonderful pacing that the game set; providing countless rewards and incentives to continue playing while making them just rare enough that they continued to be meaningful throughout the playtime. Also, how could you not love building your own tower?
Nissa

Async Corp., $0.99 – [Review] – [] – This is the one game that can cheer me up in nearly any situation. It has smiling blocks, bright colors, and cheerful music, which is pretty much the perfect recipe for a good mood. Add the constant positive reinforcement you get for being a productive worker and there’s just no way to be down when playing this game – unless you think about what happened to the team who made it. But layoffs aside, Async Corp is by far my favorite matching game. I appreciate the variety of modes it has on offer, but what really gets me is that it’s just so relentlessly cheerful.

Wind-up Knight, $0.99 – [Review] – [] – At some point in the past year or two, I went from hating difficult platformers to craving them. Wind-up Knight is the cream of the crop of that genre. It’s gorgeous, runs smoothly and is unfailingly punishing. But it’s never unfair, and that’s why I love it. That, and the terribly clever storytelling conceit that’s tucked away in its loading screens.

Mighty Fin, $0.99 – [Review] – [] – I’m a huge sucker for endless-whatever games. Runners, climbers, cave fliers, you name it and I can probably name five I adore. Mighty Fin topped the pack this year with something like nineteen endless levels to obsess over, and an equal number of more traditional arcade levels. It also has an adorable protagonist, high production values and dozens of unlockable costumes.The one thing that really makes it stand out from the crowd, though, is that it’s updated regularly and still manages to stay entirely IAP free.

Elder Sign: Omens, $3.99 – [Review] – [] – This one goes out to all my fellow tabletop nerds. In its tabletop form, Elder Sign is one of those overly complex card and dice games that I hate to love – they’re just so messy. On iPhone, the experience is streamlined and still tons of fun. I’ve rolled a lot of dice in my time, and Elder Sign makes it a particularly compelling activity. It’s a little bit RPG, a little bit board game, and a whole lot of Elder Gods devouring your face. I hope this is a sign of more great things coming to iOS from Fantasy Flight.

Poker Pals, $0.99 – [Review] – [] – As Words With Friends becomes increasingly bloated, I’ve moved away from it as my asynchronous game of choice. Poker Pals has taken its place. It’s not an incredibly deep game, but it is super accessible, so I can play with just about anyone I know. Seriously, if you’ve somehow managed to avoid learning how to form poker hands, it’s a skill you can pick up in under a minute. The game’s progression system is also pretty cool. But when you get right down to the heart of it, what I really adore about Poker Pals is that it (almost) fulfills my long-standing wish to play Sword & Poker online with friends.That game gave me a serious love of poker puzzling, and Poker Pals brings it right back.
Troy

jAggy Race, $1.99 – [Review] – [] – This fantastic game gave me so much pleasure – I know this because I happily re-played the same tracks hundreds of times, searching for the optimum routes. I loved memorizing each crazy track and searching for new gravity-defying jumps, or short-cuts to shave a second off my times. It was especially fun to compete with the skilled TouchArcade forum members, who dominated the jAggy Race leaderboards, because each time someone else achieved a top score, I knew my own strategy needed some adjustments. The blend of fast-paced cart-racing, memorization and strategy made jAggy Race a personal favorite.

Dungeon Raid, $1.99 – [Review] – [] – Dungeon Raid is one of my favorite games to play on the smaller iPod screen, which is unusual as I generally prefer playing match-3 games on the iPad. Initially I loved it’s simple appearance, the way it’s so responsive to rapid swipes, the excellent sound effects and it’s ability to reverse out of the lines you’re drawing (which is handled better than any other line-drawing game I’ve seen). But mostly, it’s the deepness of the RPG elements which gave it a longer lasting appeal and for that reason it’s staying on my iPod.

Vetica, $0.99 – [Review] – [] – I love innovative games which are relatively unknown, because it gives me a smug satisfaction, as if I’ve discovered something that other people have missed. Vetica is one of my favorite shmups of the year, mostly because it creatively constructs animated enemies using the helevetica font (which I totally dig), but also because it’s also entertaining to play, not just a gimmick. It’s hard enough to be challenging, without being too difficult to complete.

Perfect Cell, $2.99 – [Review] – [] – I’m a sucker for platform games in general, but Perfect Cell was particularly fun because it added a line-drawing mechanic for rapid dashes. I never tired of decapitating multiple guards in a murderous high-speed dash, or taking them down by knocking their legs out. The ability to split in two (or three) for stealth ambushes or for puzzle-solving was a neat feature. Technically it came out at the very end of December 2010, but I’m listing it here because it came out just after our annual round-up last year… and because it’s awesome.

Tiny Wings, $0.99 – [Review] – [] – Tiny Wings is a cute and lovable gaming experience that manages to be both soothing and challenging at the same time. I loved the way it was packaged to perfection with a likable soaring bird, unique procedural graphics for the islands, perfect one-touch controls and a totally chilled out sound-track. I usually spot areas for improvement within most games, but Tiny Wings ticked all of my boxes and made me smile each time the bird chirped. It also felt like a special success story because it came from an indie developer (ie: I was willingly caught up in the buzz of popularity it generated).
Yes, I realize we included Dungeon Raid twice in these lists. The game is that good.
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‘LostWinds’ Review – A Great Game in Need of Better Controls
LostWinds [$3.99] from Frontier was originally released for the Wii in 2008 and we’ve been waiting for the iOS port since it was reported in July. It’s a beautiful adventure platforming game with puzzle elements, which rates highly in almost every way.
The story opens with little Toku asleep on the grass, but once you swipe him awake, there’s a lovely layered platform world to explore, with pink trees, waterfalls, caves, villages and other characters to discover. Just tap the screen to walk in that direction, or hold your finger down for a second to keep moving automatically.
On the first level, you discover Enril the wind spirit and gain the ability to generate gusts of wind with a finger swipe. So if you swipe a plant it sways in the breeze, swiping a tree causes it to shake and rustle, while swiping a waterfall splashes water around. You can also swipe at objects – like large rock balls – to move them, or swipe burning fires to fan or direct the flames. These abilities help your search for the evil Balasar, so you can lift his dark curse.

You can also use your new wind-generating abilities to help Toku explore. Swiping upwards through Toku causes him to jump upwards, carried on a gust of wind. And as you progress, you unlock the ability to use double-gusts to blow him further. Toku can ascend to even greater heights by climbing inside a poyak plant, which spits him skyward, or by gusting him downwards into a large mushroom, for a trampoline effect. Alternatively, you could burn a poyak plant and take it’s seed to plant strategically somewhere else, as a new jumping point.
There are enemies to avoid, including glorbs which cling to you and must be swiped away before they deplete one of your four lives. However, by swiping the background vegetation, blue birds fly into the sky and tapping enough of these eventually restores a life. Along the way you discover and activate statues which act as re-spawn points when you die.
With three game save slots, Game Center integration, innovative game-mechanics, a storyline, lovely graphics, interesting levels with multiple exits and a chilled-out soundtrack which I haven’t tired off, Lost Winds was heading towards an easy five-star rating, however: As I mentioned at the start, this game rates highly in almost (but not quite) every way.
Sometimes the controls are frustrating. Especially when there’s a series of double-gust jumps in a row, where a single failure causes you to fall and restart. After numerous attempts I walked away from my device in frustration, a few times. Other players in our have described the wind controls as “unforgiving”, which is a suitable description. Apparently the Wii version had a tiny pause before the jumps, which is missing from the IOS version, which could be a factor (as discussed in our latest TouchArcade podcast).
However, the jumps do get easier with practice. My two pro tips are: Run off ledges to automatically jump, rather than jumping off ledges manually and always swipe from directly below Toku in a straight line. That helps, a little.
Lost Winds is such a delightful game in all other regards that I’m still enjoying it, but the controls have tested my patience. If you’re not a fan of swipe controls, you may want to wait and see if the developers make them more consistent, more responsive and more forgiving. As it stands, the controls are – at times – part of this games challenge. Yet, for large parts of the game, the controls are fine.
The sequel to Lost Winds, Winter of the Melodias, was released for Wii in 2009, so hopefully that will be ported that to iOS too, as it allows players to strategically switch between summer and winter and includes a new cyclone ability. In the meantime, keep an eye on our for any updates on the controls.
TouchArcade Rating: 
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The TouchArcade Show – 31 – Game of the Year Edition
This week on The TouchArcade Show we kinda forget to talk about things like, say, using our iPads on the toilet. Instead, the first half of our show is dedicated solely to our internal Game of the Year debate. We go through all five of our finalists in detail, and then we reveal specifically what game won and why.
If you haven’t noticed, this little bit of information isn’t on the main page just yet, so this is EXCLUSIVE content exclusively for our exclusive listeners. Exclusive, exclusive, exclusive.
iTunes Link: The TouchArcade Show
Zune Marketplace: TouchArcade.com Podcasts
RSS Feed: The TouchArcade Show
Direct Link: TouchArcadeShow-031.mp3, 41MB
At the back-end, we do fit in a Kitty Korner for all your earholes. In the second half, we tackle some of this week’s less-than-awesome news and then fly straight into your user questions. Speaking of which, we need more so feel free to fire us an e-mail. Podcast@toucharcade.com is where to send ‘em.
Here are you show notes:
GAMES
- Infinity Blade 2 [$6.99]
- Mage Gauntlet [$2.99]
- Sword & Sworcery [$4.99]
- LostWinds [$3.99]
- Anomaly: Warzone Earth [$.99 / UHD]
- SpellTower [$.99]
JARED’S KITTY KORNER
- Longcat Love Adventure [$.99]
NEWS
- ‘Final Fantasy Tactics’ Gets Retina Update
- iMAME Appears On The App Store / iDOS Returns
- Remedy Open To Doing Another Game / ‘Death Rally’ Multiplayer Update Is Go
We won’t see you again until next week, so we wanted to take the chance to say happy holidays and we wish you the best in the coming year. Thanks for tuning in and being awesome, by the way, and know this: we’re going to rock 2012, dawgs.
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