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‘Corporate Fury’ Review – Kicking Ass Up the Corporate Ladder

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“Promoting synergy” is a pretty common mantra in today's corporate culture. It encourages all employees to work together in harmony to be stronger and more productive as a unit than they each would have been by working individually. The new game Corporate Fury [$1.99] from developer Swinecrafters is the exact opposite of this type of thinking. Instead, you are encouraged to battle coworkers in violent 3D arena brawls in an attempt to take their jobs away from them. There are a ton of wacky characters, plenty of crude humor, and enough fighting to satisfy any gamers needs in Corporate Fury, and it stands out as one of the more unique offerings for the iPhone.

The game takes place in a semi-open world that acts a large hub connecting the fighting arenas and story-related locations together. You start off as a lowly production worker who awakens after taking a brutal beating from your boss. Your buddy Mike, who also acts as the point man for setting up fights, is there to help you on your feet and explain what is going on since you can't quite remember after being beaten senseless. The first order of business is to visit the in-game shop called Frank's Goods, then head back to Mike to fight in some low-level matches until you are strong enough to defeat your boss and take his job from him. You will continue this process as the storyline unfolds and as you defeat the team of increasingly higher ranked corporate executives, culminating with defeating the top CEO and taking over control of the company.

The overworld in Corporate Fury is fairly large, although not exactly as big as something you would find in a Grand Theft Auto or similar game. In this world the atmosphere has been rendered uninhabitable, so you are left with a large indoor city filled with plenty of areas to explore and crazy characters to talk to. An automap in the pause screen lets you pick from the key areas and set a handy waypoint that guides your character to them so you don't get lost. Graphically the game looks pretty decent, and runs fairly smoothly even on older devices. There are some jagged edges and characters aren't exactly rife with detail, but the overall style of the game works really well and looks good. Most impressive is that the entire game loads quickly upon booting up, and there is no loading at all while playing the game itself.

Fighting in Corporate Fury is fun and totally over the top. An analog stick controls your movement with a button each for jump, punch, kick, and using a weapon. Early in the game it's pretty basic, but as you defeat opponents you earn credits to use at Frank's Goods. Here you can purchase an assortment of weapons, armors, special moves, and increased attributes. Once you've beefed up your fighter a bit, fighting gets more complex and satisfying. It's reminiscent of fighting enemies in the newer Ninja Gaiden or Devil May Cry games, as you can pull off crazy multi-hit combos on the ground and in the air. The weapons you can use are truly awesome, from hammers and knives to explosives and plasma cannons. The armor and accessories are equally interesting, and change the look of your character when equipped.

While Corporate Fury is a ton of fun to play, there are some issues in the game that really bothered me. Some of the opponents you must face to advance the story can be incredibly powerful, and you're stuck grinding away fighting random opponents until you can level up high enough to compete with them. Luckily the fighting is enjoyable and the assortment of random enemies is varied, so it's not too much of an issue, but it can feel repetitive at times. Also, traveling around the city by foot can feel a bit arduous, and a quick teleport to the main locations in the game would be a welcome addition. Finally, while you can save manually at your apartment and the game saves automatically when exiting with the home button, in my experience this hasn't always been reliable and I've lost progress because of it. It doesn't seem to be a widespread problem, and the developer is already working towards fixing these issues, but it's worth mentioning.

Corporate Fury is an incredibly ambitious title for a mobile platform, and while there are some technical and game design related issues due to this fact, the good far outweighs the bad. With a competent fighting system, dozens of crazy characters, and an interesting world to explore, there is plenty here to keep you busy for quite a while. Just be prepared for the crude humor in the game that is full of sexual tones, foul language, and midget references aplenty. The trailer above will give you a great idea of what you're in store for, and could easily sell the game on its own. Players in our forums are loving the game, and Corporate Fury is one of those titles you just have to see to believe.

App Store Link: Corporate Fury, $1.99

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Written by admin

September 4, 2010 at 0:15

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‘Zombie Highway’ Review – Like Zombieland, Gives The Zombie Thing a Little Extra Mileage

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The human intellect is a remarkable beast. Just when we think that all possible Zombie concepts have been duly wrung out from our collective minds, developers renderPaz go and throw us a curve-ball. Picture this: you're driving down the post-apocalyptic interstate, weaving through abandoned vehicles strewn everywhere– when you see a hitch-hiker. Naturally, this being post-apocalyptic America, the rule of thumb (think Zombieland) is to just keep on driving. In Zombie Highway [99¢] you aren't afforded that luxury.

The object in Zombie Highway is to just keep on driving– pedal to the metal, you have only one speed– faster. That's not to say you're get very far, as zombies don't generally take kindly to your brains being cocooned inside an SUV's hard exterior. And unlike the variety in Zombieland, these zombies are willing to work to get them.

Zombies in Zombie Highway will pounce on your car's side rails as you speed past them, doing all they can to bring the car to a stop– generally by using their superhuman undead strength to wrestle it till it topples over. There are 7 types of zombies all up, from the skinny fledgling variety, to the stronger, health-regenerating, weightier monsters that do a world of hurt to your center of balance. As zombies stack up on one side, this is only compounded, with your only recourse being to get the buggers off as quickly as possible.

Fortunately, your own driving prowess and an arms dealer friend in the back provide all the tools you need to get through the zombie horde…at least for a couple of miles. Zombies can be exited from the vehicle by tilting your device to sideswipe them onto one of the many ruined cars littered across the highway. Each zombie has a health bar, and whittling that to zero will ensure they won't be sticking around. To help, your aforementioned friend riding shotgun (ho ho!) has a formidable arsenal that is gradually unlocked as you accumulate collective mileage across all your games. Weapons are fired by touching the corners of the screen– if a zombie is on the right near the front of your car, tapping the top right area will fire at it.

It's a straightforward formula that creates a fun and remarkably gratifying zombie slaying experience. It's also quite challenging, as zombies are super aggressive, and your car's physics are fantastic. For instance, don't expect to steer out of a lean by driving the other way– it'll only tip it further. Instead, a bit of load balancing and fast firing fingertips are required to keep the rubber on the road.

Our only gripes with the game are that for all the great 3D models and presentation there is a notable lack of any real sound effects. Your car is effectively muted until it's being weighed down, and then the creaks it makes are whisper quiet. Not hearing the engine at all detracts from the experience dramatically. In fact, the only sound you'll really hear from the car are the squeaks of your tires as you slide around the road. There is absolutely no music to be found either, which would have done a world of good to further build atmosphere and character.

We're also not quite sure why the developers didn't stick with Openfeint or a similar platform for its social functions, as their current Twitter implementation is rudimentary at best. And though the Facebook option results in a neat competition feature where you can track your friends, those who keep their gaming separate from Facebook are left on the curb. Thankfully neither of these platforms are required to access high scores.

Still, it's hard to stay disappointed with these drawbacks for long because running from hordes of zombies is just so much fun. The further you get, the more obstacles are thrown in your path, until you are eventually wrestling your device to fend off zombies, dodge roadblocks and keep your SUV from going belly up as you're two wheeling back and forth. It's a singular experience seemingly lifted right from classic zombie films and as such is effortlessly recommended. We just hope the developers look at the sound issue, as well as maybe add an achievements system ala Monster Dash [99¢] to pad out the survival game replayability.

App Store Link: Zombie Highway, $0.99

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Written by admin

August 28, 2010 at 0:15

Upcoming ‘Magic Life’ – Turn Your Friends Into Toads and Pigs

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One of the more interesting titles I was able to play at the Glu iPhone Games event is called Magic Life. Imagine the colorful, cartoony world and customization aspects of Animal Crossing; add in heaps of RPG elements, quests, and magical spells; and top it off with a strong social integration and you will start to see what Magic Life is all about. You'll begin the game as an amateur magician, but can slowly learn new spells as you complete quests and level up your character. New spells have a certain “recipe” and you must find or buy the ingredients while exploring each world, and then combine them in cauldrons in the Guild Hall of whichever town you are in. There will be plenty to do in the single player portion of Magic Life as you evolve your character, get new items and spells, complete quests, and explore multiple environments.

A major aspect to Magic Life is the personalization of your character and living space. There are quite a few different options for body and clothing customization, and many more can be added during the lifetime of the game. You also have a living quarters that can be adorned with various furniture, windows, and other décor to make it personalized to your tastes. Sadly, these rooms aren't 3D spaces like the rest of the game, and are more single-plane side views of a room. The feng shui factor of placing objects and furniture in Animal Crossing was one of my favorite parts, but the room and character customization in Magic Life still seems really cool.

The social part of Magic Life lets you import your friends from Facebook into the game. Even if they don't actually play the game, it will import their name and generate an in-game avatar for them, so you can see your buddies roaming around the world as you play. If they do play Magic Life, then it will import the actual character from their game into your own. You can cast a spell on one of them, then they will get a Facebook notification that they have been turned into a toad or whatever the case may be, and will be able to fire up their own game and turn themselves back (and most likely retaliate against you as well). Also, you'll be able to visit your friends living spaces and check out how they are decorated, and vice versa.

As a huge fan of Animal Crossing on the DS, I really liked what I played of Magic Life as it definitely had a similar feel. The one thing that worries me is that the game did not run very smoothly on the iPod touch unit that I played it on, but there is still plenty of time for optimization before release. The game will be free, with optional IAP for people who wish to progress faster, but it is in no way required or limits the game for those that don't wish to pay. Keep your eyes out for Magic Life to be launching in early October.

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Written by admin

August 27, 2010 at 20:15

Upcoming from Glu Mobile – ‘Toyshop Adventures’, ‘LOTR: Middle-Earth Defense’, and ‘Family Guy: Time Warped’

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Written by admin

August 27, 2010 at 20:15

‘Knights Rush’ Review – Mow Down a Legion of Baddies in this Epic, Castle Crashers-esque Beat ‘em Up

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Quest of Knights Onrush [Free] was originally thrown together by developer MoreGames and Chillingo to spearhead a marketing campaign for their then primary focus, Knights Onrush [$0.99], a castle defense game. It turns out that their promotional app, a side-scrolling arcade beat 'em-up, was even better received than the game it was promoting, and in April we revealed that it was being made into a full fledged game. That game, Knights Rush [App Store] is finally here.

Knights Rush takes the formula of the original game– what was essentially a limited, endless mode-only beat 'em up– and breathes the life of an entire campaign into it. Not shying away from that very definition, developer MoreGames envisioned an 'entire campaign' to mean 40 sizeable campaign levels over 8 unique worlds, and a battallion of 50 different enemy types and 8 giant bosses to clog the daylights out of. Not to mention two very different endless modes that improve greatly on its origins thanks to the huge library of art assets now available.

The campaign begins with a short in-game cinematic where your knight, after a little soul-searching, gets pulled into an alternate dimension. It's a no-fuss opener designed to get you into the action as soon as possible, as it's clear this is where the developer has spent most of their time. You start with a tutorial level, where you are soon introduced to two other knights to battle with. Before beginning each mission, you spawn in a portal room, where you can select from one of the three characters: a human Roman-esque knight, an other-world looking, dual scythe wielding knight, and a dwarven, hammer wielding knight. They each play very differently and have their own set of skills and perks to unlock.

The skill system itself needs some explanation, as it may not be apparent how it functions when first picking up the game. Each level, you begin by choosing a character, which is then spawned at level 1. Even if you come out of the first world at level 14, you'll still spawn in world 2 with your character reset. At first, this put me off, as I was having lots of fun with the progressive empowerement of my knight. In retrospect however, this seems to be a very clever implementation. Firstly, it allowed me to explore the breadth of each characters abilities over the campaign, mixing them in ways that I was not able to do in my first attempt. And secondly, it gave a nice sense of character scaling as I sliced through the 5 levels that make up each game world, leveling periodically without maxing out each and every skill.

Ultimately, each character has only 2 active spells that can be unlocked. Abilities are sorted into 'skills' and 'perks', and each level up you have access to 1 skill and a couple of perks. Perks supplement skills and your standard attacks, by adding benefits such as fire or ice to your attacks, or by increasing the rate at which you level or critical strike, or how much health is restored when you pick up health potions (or even how many additional skills or perks you earn each level). Skills on the other hand, include your two active abilities and several other passive abilities, such as attack strength or health bonuses. Each ability has 5 levels, and over the course of a world you'll generally be able to max out 3 or 4 of the reasonably lengthy list before having to reset.

As well as your active skills, the game includes a variety of consumable spells, from a crazy fox strapped with dynamite to your standard room-clearing freezes, proximity mines, or giant balls of energy. Though combat suffers a little from a tendency towards a truckload of frantic attack button mashing, the 3 skills nearly always at your disposal are crucial to surviving anything after about world 3. At this stage, the odds you face will progressively become more and more overwhelming and any previous thoughts of encroaching monotony are quickly swept away in the chaos. Unfortunately this doesn't extend to the huge, great looking boss enemies, who after the horde of enemies you have to wade through to get to, largely seem like pushovers. I would have liked to see a little more strategic varience to these encounters.

In any case it is clear that alot of time has been spent on the enemies in Knights Rush. Having 50 different enemy types is no small feat– but having them all looking unique and with their own individual abilities and attacks is simply astounding. You'll encounter a host of different enemy knights, swamp monsters, giant crabs, giant spiders, the undead, wizards, vikings, golden scorpions, jumping iron-maidens…and more. These are then backed up by the legion of mechanical devices that are littered across each of the worlds. Worlds are replete with spiked traps, falling blades, rotating saws, raining arrows, giant boulders that fall from the sky, cannons, ballistae– you name it, it's there. And in an interesting twist, these enemies can only be defeated by standard attacks (if at all).

Knights Rush has to be one of the most gorgeously detailed and painstakingly created game worlds we have seen on the iOS device. Each character and enemy is inked in a stylized fashion closely resembling that of Castle Crashers on XBL. The backdrops are equally lovingly rendered, richly detailed and set-off in layers to give a pseudo-3D effect that I absolutely love. Playing through the Super Endless Mode– where worlds and enemies are randomly generated as you progress– is a visual treat.

Finally, the standard Endless Mode rounds out the Knights Rush content, where levels you unlock in the campaign can be played endlessly. High scores for both endless modes are recorded in Chillingo's Crystal social platform, which offers additional replay value above and beyond the Campaign's 3 or so hours of game time (which can effectively be doubled or tripled if you decide to attempt Hard or Insane difficulties).

While some may initially be deterred by the few active skills available or the kitten-soft boss fights; you can't dispute that the sheer weight of content here resembles something more like what we'd expect from an expensive console downloadable title. That there are three very different knights to fight with further compounds the game's fun factor as you delve into their individual skill sets. All up, Knights Rush is a highly recommended addition to any action fan's game library, and should be a no-brainer pickup for beat 'em up fans. (Note, we did encounter a small bug where reloading the campaign following an endless mode sessions resulted in the wrong skill tree for our chosen knight, something we expect the developers will address soon but certainly not game breaking.)

If you're still on the fence, head over to our forums to read other readers' opinions and be sure to check out the (slightly outdated) gameplay trailer above as the game looks infinitely better in action.

App Store Link: Knight’s Rush, $2.99

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Written by admin

August 26, 2010 at 12:15

‘R-Type’, ‘Dodonpachi Resurrection’, ‘Phantasy Star II’ and Others hit US App Store Tonight, International Stores Throughout the Day

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Developers seem to love scheduling their release dates for Thursday, causing their games to slowly leak out over the world over the course of the day on Wednesday and we're in for another onslaught of releases tonight. These games should all appear for download in the US App Store at 11:00 PM EST unless you download your games from the various European or Asian App Stores, in which case they will be available much earlier (possibly even as you're reading this).

R-Type, $1.99 – We've covered R-Type a number of times in the past, including getting a sneak peek at it at the recent EA pre-holiday event. R-Type is a sidescrolling shooter that hardly need an introduction filled with huge bosses, tons of power-ups, and everything else that makes a shooter awesome. For more information, and impressions as the game trickles out over the world, check out the thread in our forums.

Dodonpachi Resurrection, $4.99 – Another bullet hell shooter from Cave which unfortunately only runs on 3rd generation devices and later due to the sheer amount of things happening at once on screen. We've been following this game closely, and bullet hell fanatics are already debating Dodonpachi Resurrection versus Cave's previous game, ESPGaluda II [$8.99 / Free] in the forum thread.

Phantasy Star II – Sega's classic Genesis RPG should be available on the US App Store tonight, although it doesn't yet appear to be available internationally. Sega often releases two versions, one American and one international, and while it seems unlikely it's possible that the international version simply hasn't been approved yet. Regardless, we're keeping our eyes peeled for it.

Knight's Rush, $2.99 – From the developers of Knights Onrush [99¢ / Free] and A Quest of Knights Onrush [Free] comes a full featured arcade style hack and slash which sounds like it has a ton of content. 50 enemy types, 8 bosses and 40 levels across 8 different worlds have people pretty excited in our forums.

Cave Run, $1.99 – Randomized survival platformers seem to be the name of the game lately between Monster Dash [99¢], A Skeleton Story [$1.99], and others. Cave Run is universal and has generated quite a bit of buzz in our forums, packed with an Indiana Jones-like theme and tons of obstacles to avoid.

We're going to spend the day working up reviews for as many of these games as possible, and if you've been looking forward to any of them in particular be sure to stop by the threads linked with each game as international forum members almost always post first impressions throughout the day.

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Written by admin

August 25, 2010 at 20:15

Gameloft Reveals ‘Real Golf 2011′ Trailer

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The curious thing about the App Store is that while some areas are completely overloaded (I'm looking at you, puzzle section.) others are surprisingly barren. Aside from Tiger Woods PGA Tour [$4.99], Let's Golf [$4.99 / Free / HD] its sequel Let's Golf 2 [$4.99 / HD] and various mini golf games like Mini Golf Wacky Worlds [Free] or Tiki Golf 3D [99¢] there isn't a whole lot of really great golf games.

We don't know much about Real Golf 2011 yet, but according to Gameloft it will feature golfers such as Sergio Garcia, Natalie Gulbis and Anthony Kim along with "prestigious courses" from around the world. The following trailer was released today which shows a surprising amount of gameplay video compared to Gameloft's previous trailers:

Real Golf 2011 is scheduled for release in September, and as someone who enjoyed both Let's Golf and Let's Golf 2 quite a bit, I'm excited to give it a try.

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Written by admin

August 24, 2010 at 4:15

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‘Monorace’ Review — Craneballs Turning Us On Our Heads

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Craneball Studios is well known for providing us with apps that are just that little bit different to anything else out there. Their latest project to hit the App Store, Monorace [App Store] continues that tradition; a gravity-centric side-scrolling platform racer that takes takes one-touch gaming to a whole new place (or 'pace' for that matter).

Monorace pits you as one of three distinct drivers– Fat Big D, Skinny Gus and Hot Jane– of a giant mechanical wheel called a Monobike. The basic idea behind Monorace is straightforward– get to the finish line as quickly as you can and avoid going slow. Going slow is bad– it gets you stuck, it gets you minimal stars (which are needed to unlock further tracks), and ultimately, it gets you dead.

At the beginning of each level, your Monobike launches into full-throttle and never looks back– sticking to any surface it encounters but always moving forwards. Your job is limited to ensuring it always has somewhere to go, by avoiding obstacles and turning gravity on its head when the need calls for it. Gravity is pivitol in Monorace; as the entire world shifts on its head when you tap the screen, throwing its polarity upside-down. If you reach a ledge normally, you'll drop down to the next level; if you're racing upside-down, you'll drop upwards to the next level. If you're getting queasy already, don't fret– it's a whole lot easier in practice.

Another important feature to understand in Monorace is that slopes of any kind, be they upwards or downwards, will drastically slow your racer. The beginning tutorials make it clear that you are better off jumping mid-air down (or up) these chutes than touching the floors or cielings as they may be. Other obstacles are littered throughout the world which can also put the brakes on your racer. Spikes, pits, open-air gaps– these are all things that if not avoided, will end in your demise. Other obstacles like slow pads and jumpers (which force a polarity shift) can throw your speed and trajectory completely into disarray, whilst speed pads and time pickups are essential to getting the best laps.

The menus and characters in Monorace look really slick, and though the characters don't have any racing differences, their personalities and drawling over-the-top voice-overs lend a fun, tongue-in-cheek vibe. The levels themselves are blander in comparison; but when the game is paced as fast as it is, the lack of detail is not that noticeable. That said, I would have liked the detail of the menus to carry through to the rest of the game.

There are two career modes to choose from in Monorace, a Beginner career and a Racer career comprising 40 levels each. The former leniently scales the difficulty of its levels, whilst the latter throws you head-first into more mind-boggling and twitchy racing experiences. It often takes a couple of tries to get your head around certain sections of each race, particularly how the polarity shift will affect your headlong rush.

Supplementing the campaign mode in Monorace is also an Endless Mode which provides a randomly generated endless level in the same vein as the likes of Canabalt, scoring you based on how far you reach. Scoring in both modes is recorded by OpenFeint, which also niftily displays your friends scores in each level screen and lets you initiate Challenges, a feature that Monorace is obviously pushing users to make the most of, as your Challenge stats are displayed prominently on the main menu.

Monorace is a different kind of one-touch racer that provides some exhilarating but potentially frustrating gameplay, as repeat attempts can easily escalate into the dozens. In that respect (for better or worse) it reminded some of us a little of Squareball in feel. The career missions range from easy to outright gruelling, but the sheer number of them means completionists can be occupied for a long while. For those drawn to the topsy-turvy polarity shifting and break-neck pace of Monorace; a challenging, mind-bending racer awaits.

Be sure to check out the hilarious trailer above too, and pop into our Monorace thread to see what our readers are saying.

App Store Link: Monorace, $1.99

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Written by admin

August 20, 2010 at 0:15

From Cyan: ‘Riven’ Screenshots and a New Upcoming Title ‘Stoneship’

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In May of last year Cyan Worlds released an iPhone version of their groundbreaking (in its day) point and click adventure Myst [App Store]. Earlier this year we got word that Riven: The Sequel to Myst would be arriving on the iPhone by early summer. And, while it's obviously not here yet, we do have an update for those who've been waiting anxiously for Riven's arrival.




Early this month, Cyan's Mark DeForest (or 'Chogon') made a post on the Myst online forums indicating that they are expecting Riven to be available in early Fall, with Riven HD for the iPod following sometime after that. What's more, Cyan today launched a simple Riven for iOS website that reveals certain details about the forthcoming iPhone version along with a screenshot gallery.

The original Riven sights and sounds have been meticulously re-assembled for a remarkable experience on the iPhone and iPod touch. Everything that you remember from the original Riven in a format where a simple touch or swipe moves you through the world.

According to the website, the install of Riven for the iPhone is huge — and it's not surprising; Riven for the Mac and PC was initially distributed as a set of five CD-ROMs. Cyan has worked to optimize the original game data for the iOS platform but, even so, the game is about a gig and a half in size (probably the largest iOS application out there) and requires over 2 gigabytes of free storage for a successful install.

Riven for iPhone features, as listed by Cyan:

  • All the original Ages & gameplay
  • High quality images
  • Full music & sound effects
  • Movies & animations
  • Auto-save (when quitting or phone call)
  • "Bookmark" system to save & restore progress
  • Swipe to turn
  • Zoom in anywhere for more detail
  • “Hot Spot” hints
  • Works with iPhone, iPod touch, and iPad

We'll take a close look at Riven when it arrives and share our experiences with our readers. But, that's not the end of the Cyan news…

A small ad banner has recently appeared on the Cyan Worlds website that reads, "never let your timbers be shivered!" A click on the banner takes you to a rather spartan "preview" page that shows a screenshot of a new iOS game entitled Stoneship. Now, the savvy Myst fan will recall that "Stoneship" is the name of one of the ages in Myst, and this forthcoming title, which looks as if it may be some sort of top-down naval combat / tower defense / puzzle game, was surely inspired by it.

Unfortunately, that's about all the details we've got at the moment on this forthcoming, new title from Cyan. We'll share additional news on this one as we get it.

[ Thanks Jordan ]

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Written by admin

August 19, 2010 at 20:15

Hands-On with Upcoming ‘Puzzle Agent’ from Telltale Games

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I recently had the chance to visit the Telltale Games San Rafael studio and spend some time with their upcoming story-based puzzle game Puzzle Agent. In the game, you'll play the role of Nelson Tethers, the country's preeminent (and only) agent of the FBI Puzzle Research Division. An incident at the eraser factory in Scoggins, Minnesota has brought production of erasers to a halt. Since this particular factory supplies erasers to the White House, the foundations of democracy hang in the balance until they are able to replenish their supply. All inquiries about the factory's closing have resulted in responses in the form of puzzles, so Nelson is sent to investigate the incident and unearths a twisted tale of what's really happening in Scoggins, Minnesota.

The art style in Puzzle Agent is directly inspired by the work of Graham Annable, who is responsible for creating the Grickle comics and animated shorts (which can be seen at his YouTube channel). Puzzle Agent isn't exactly a Grickle video game, but it does use the same type of characters, animation, and dark humor that the series is known for. Telltale Games producer and designer of Puzzle Agent Mark Darin engrossed himself in the world of Grickle before writing the story for the game, and Graham did the storyboards for characters and locations. For fans of Grickle, it's very much a Grickle game, but is not directly branded as such and doesn't require any previous knowledge of that series to enjoy the minimalist style and twisted sense of humor in Puzzle Agent.

Puzzle Agent can be compared to games like Professor Layton or The Jim and Frank Mysteries in that you're on an adventure and must use solving puzzles to unravel the story and progress through the game, but it makes some smart changes to the formula that sets it apart from similar games. Most notable is that all of the dialogue in the game is voiced, which gives the characters a ton of personality that couldn't be conveyed through text alone. Also, whereas adventure games are traditionally set against 2D backgrounds, Puzzle Agent renders the backgrounds in 3D. The game still has that 2D animated look that it sets out to achieve, but the 3D backgrounds allow for more dramatic camera movements and transitions between scenes.

Another smart design choice is in the way you interact with the environments. Tapping on the screen causes a ring to emanate from the point where you touch, and if there is anything interactive within that radius a small icon will show up. This allows you to inspect large areas without scouring every inch of the screen, or as Mark Darin calls it, “pixel hunting”. As someone who hates to miss anything in an adventure game, and who tirelessly hunt-and-pecked for every coin in Professor Layton, I really appreciate this mechanic. Despite being a multiplatform release, Mark has said that Puzzle Agent was designed from the onset with touch interface in mind, and it really shows.

Puzzle Agent was released for Mac and PC last month, but is shaping up very nicely for its iPhone and iPad release. It looks and plays like a dream on the iPad, and even makes the transition to the smaller screen of the iPhone rather well. Some textures need to be cleaned up a bit on the iPhone version due to being shrunk down to a smaller size, but overall both versions are nearly complete. Telltale expects to be submitting any day now, and hopes to have the game released before the end of August, although that can largely depend on Apple's approval length.

After trying out the game at their offices, I picked up the game for my Mac and have been enjoying it a lot so far. If you're as impatient as I am, you can get Puzzle Agent right now from the Telltale Games webstore or pick it up on Steam. Otherwise be on the lookout for Puzzle Agent on your iPad, iPhone, or iPod touch in the next couple of weeks and expect a full review then as well.

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Written by admin

August 18, 2010 at 12:15