Archive for the ‘3D’ tag
‘Volkswagen Think Blue. Challenge’ – Free Edutainment… With Online Leaderboards
Late last year teamed up with to bring us Real Racing GTI [Free], a cleverly disguised free demo of Real Racing [$4.99] loaded with VW cars and branding that is still totally worth downloading if you haven't tried out Real Racing yet.
VW's most recent collaboration was just released today, this time working with to bring us what appears to be some kind of crazy economical driving edutainment game that appears to share a similar game engine to their previously released Rally Master Pro 3D [$4.99]. In Volkswagen Think Blue. Challenge [Free], instead of racing as quickly as you can, players are forced to drive economically.
As silly as this sounds for a video game, doing well is actually quite challenging. You start the game with a small amount of gas, and with each checkpoint you come to, you're asked an often obvious question about fuel efficiency to get more fuel. You then try to drive as far as you can with the amount of gas the game gives you. This means intelligent throttle management, coasting down hills, taking turns properly to not lose speed, and other economical driving techniques the game explains for you.

When you finally run out of gas, your distance is submitted to a global online leaderboard showing how far the world's most economical drivers have gotten in the game. Initially I just wrote Volkswagen Think Blue. Challenge off as a marketing gimmick, but after playing a few games it's really kind of neat how the game encourages highly technical driving. So often in driving games you're able to just go all out, bounce through corners and off other cars with little if any penalty at all and this is a nice, albeit fairly odd, change of pace.
Volkswagen Think Blue. Challenge is free, and who knows, you might even learn something about economical driving that could end up saving you money on gas in your own car. If you like the graphics in the game and how it calls out turns for you, be sure to check out Fish Labs' game this seems to be based on, Rally Master Pro which we posted a review on when it was first released.
App Store Link: Volkswagen Think Blue. Challenge, Free
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Coming Soon: ‘Ice Hockey Nations 2010′ – The First Full Hockey Game on the iPhone
With the NHL playoffs quickly approaching and after an amazing gold medal game at this year’s Winter Olympics a lot of people (and not just Canadians) are excited about all things hockey. I am one of those people, so when I found out that a new hockey game was coming out of the iPhone I just had to share it with you all.
is the first full hockey game to come to the iPhone. When I say full I mean, six on six hockey with all the trimmings. The developer, , claims they will be able to pack all the action and strategy of the sport onto the small screen of the iPhone. They even went as far so to do live motion capture of real players for the game at . We will not be able to see if that paid off until the game comes out, the developer has yet to release game play footage.
As you can probably already tell by the title, the game is not licensed by the NHL. So instead of playing with your favorite pro team you will have to pick your nation of choice out of the 14 nations featured in the game.
The game is set you be launched in March with a price tag of 4.99.
Features include:
- The first full 6 on 6 Ice Hockey simulation game on iPhone/iPod Touch.
- Take control using touchscreen d-pad and control buttons.
- Make line changes at the touch of a button.
- Sin-bin and powerplays
- Real player movement animation using motion capture.
- 14 National teams to choose from.
- Quick play, practice, tournament and league game modes.
- No waiting for the Zamboni in between periods.


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Upcoming ‘Revolt’, Taking the Dual-Stick Shooter to New Heights!
A title that has been getting a lot of attention on our forums, and rightly so, is the upcoming dual-stick shooter, Revolt, created by the three-man team of .
Revolt is an exquisite looking shooter that departs from the usual dual-stick model of unlimited ammo run-and-gunning by throwing a surprising amount of strategy into the mix. The gameplay promotes taking cover and rolling to avoid enemy fire, and ammo needs to be carefully managed across 15 weapons and 5 weapon types. A mixture of lasers, grenades and missile launchers serve to create some of the most impressive explosions and combat effects we've seen on the AppStore, too. To boot, Revolt seems to take its storytelling seriously, the gameplay spanning over 8 campaign levels and an impressive 20 survival arenas.
The story behind Revolt's development seems equally impressive, being largely a labor of love for Peterson who started development in May '09 on his own and was joined soon in September by Kreijkamp to form what has mostly been a two-man development team. Lack of manpower certainly doesn't show, as Revolt's stunning level design and attention to both lighting and shadows are really setting it apart from the usual shooter suspects. The as provided by the team is as follows:
- 8 Story Levels and 20 Survival Arenas
- 15 Weapons
- 8 Unique Enemy Types
- Weapon and Armor Upgrades
- Advanced Gameplay
- Destructible Environments
- 3 Difficulty Modes
- Kickass 3d Graphics
- Killer Music and Sound Effects
- High Score Leaderboard
The developers have already promised to add to that sizeable feature list, with a character skill system, more levels, weapons and enemies, and OpenFeint integration scheduled as planned updates, so there is a ton of content to look forward to.
Be sure to check out the impressive trailer above and keep an eye on our Revolt for further updates from the developer before its upcoming but as-yet unannounced release date.
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‘Vector Tanks Extreme’: A Glowing Vector Ball of Insanity
Late last week we posted a preview of Vector Tanks Extreme, which was released just hours later through author (and retro lord) Peter Hirschberg's new operation, . As I had the final build in-hand a few days before its official release, I knew the game was something to get excited about, but since then I've spent a great deal more time with the title and, well, I haven't been disappointed. (I have, however, been blown to bits more times than I'd like to confess…)
First, let's step back a moment and take a look at the overall Vector Tanks situation. Peter's original Vector Tanks appeared in the App Store, published by Chillingo, just over one year ago. It delivered a stylized iPhone take on Ed Rotberg's 1980 arcade classic , with a large helping of modern-day retro, thanks to the lovely glowing vector effects that make the iPhone's screen feel more like an display than a 3.5-inch LCD. It's some of the best retro gaming to be found in the App Store.

Early this year Peter parted ways with publisher Chillingo and formed his own studio, the aforementioned BlipTime Studios. In that transition, he brought Vector Tanks along — and with an update — but was unable to provide said update for free to those who purchased the Chillingo Vector Tanks release.
As Peter explains it,
…I apologize that there isn't a way to upgrade. I worked with Apple to try and establish and upgrade path for my current customers but the final answer from Apple was that once you change the account under which an app is published, it will always appear as a "new" app and upgrading is NOT possible. I sincerely apologize. I did try and I know it sort of stinks. My hope is that the reduced price will serve as a good-faith gesture to my current customers who wish to pick up this updated version of Vector Tanks.
To soften the blow of the situation to those who purchased the original, and in honor of the release of Vector Tanks Extreme, Peter is offering the latest version of the original, Vector Tanks (Classic Version) [App Store] for free for one week. Everyone reading this post should just go grab it right now.

Now that we've got all that sorted, let's move back to Vector Tanks Extreme. I had, earlier, described the original Vector Tanks as Battlezone on crack. Given that, Vector Tanks Extreme can only be described as Vector Tanks on crack — squared (and on fire, screaming while giving out wedgies). It's one of the most intensive, white-knucle shooters I've ever played on any platform. And this is true even on the easiest setting. But, when you play at the INSANE difficulty level or in the game's unlimited-lives, balls-to-the-wall, 2-minute Rage mode, it's enough to necessitate a heavy dose of beta-blockers.
The game is basically an exercise in GO GO GO, watch the map to dodge enemy fire, swing behind an obstacle for shielding, and lay down the smack as fast and as hard as you can. And if the aforementioned obstacle is slowing you down, just blow it away. Like the original, Vector Tanks Extreme is controlled by left and right thumb sliders at the edges of the screen that guide the action of your tank's tracks. It's a tap to the screen to fire your weapons, and this time around there are more to be found lying about the battlefield. Canons, rapid fire turrets, rockets, rail guns, nukes — not a very good place to get caught in the crossfire.

Notching up the intensity of the virtual battlefield carnage are the encouraging quips of your in-game crew, consisting of the voices of both (the voice of ) and Jeff Straub. When I try to capture the essence of the game experience, I keep conjuring the image of the famous, '80s . It's pretty much like that, but on an iPhone. And with glowing vectors.
Vector Tanks Extreme uses the network to track global scoring, but things should get even more interesting when Peter releases the first major update, which will enable network competitive play. I'm quite anxious for that to land, but until then, single play against the game's vicious AI is definitely keeping my hands full.
If all that gets your juices flowing, go grab Vector Tanks (Classic Version) [App Store] – for free (for a few more days) — and give it a try. And if you want to take that experience a fair piece beyond the next level, you know where to look. Vector Tanks Extreme. Can you take it?
App Store Link: Vector Tanks Extreme, $1.99
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‘Rayman 2: The Great Escape’ – Another Console Port from Gameloft
Gameloft's port of Rayman 2: The Great Escape [App Store] launched this evening, and fans of the original will be in for a treat as it appears that very little, if anything, has been cut from the game in the process of squeezing it on to the iPhone.
We explained the basic premise behind Rayman 2 in a preview earlier this week:
Rayman 2 is a 3D platformer released in late 1999 that takes place in a world known as the "Glade of Dreams" that happens to be infested by robot pirates who, lamentably, invaded and destroyed the "Heart of the World". Now it's up to Rayman to seek out the four magic masks needed to awaken Polokus, the spirit of the world, and set things right.
In the graphics and sound department, Rayman 2 is great. It looks just as I remembered it on the Dreamcast, and the soundtrack does a great job of setting the mood of the game. Unfortunately, once you get past how cool it is to be playing a late 90's console classic on your phone, things start to quickly fall apart.

As a 3D platformer, the two most important things are the controls and the camera system. A virtual joystick on the left side of the screen controls Rayman's movements, while a set of buttons handle jumping and tossing orbs to attack. Additional buttons appear when needed, such as a third button to dive while swimming.
The camera can be moved left or right by swiping that direction on screen, and to lock on to enemies a confusing pinching gesture is used. There are also some portions of the game with an obligatory tilt gimmick thrown in for good measure.
I feel like there are a lot of similarities between what I think about Rayman 2 and how I felt about Earthworm Jim when Gameloft brought it to the iPhone last year. The game itself looks great, but even a fantastic looking port of a game I had a lot of fun with when it was first released in the late 90's doesn't outweigh the cumbersome controls that make even the simple tutorial levels much more difficult than they should be.
I can forgive Gameloft for yet another game that doesn't really fit the iPhone with a set of virtual controls plastered on top, because Rayman 2 with bad controls is still better than not having Rayman 2 at all. As you progress through the game, you even start to get used to the crazy camera system and end up falling off ledges much less than you were originally, but something as simple as character movement really shouldn't have a learning curve attached to it.
Where Gameloft completely loses me on this port is in the save system. If you need to answer a phone call, a text message, or quit the game for any reason, the next time you load it you're back at the level select screen and need to start the level you were on over, complete with skipping through any associated cut scenes.
Taking these flaws in to account, Rayman 2 is hard to recommend, especially as your first foray in to the Rayman universe. If you are willing to invest the time in to mastering the game's irritating controls, and can work around the ridiculous save system, you will be rewarded with a classic adventure across tons of unique levels that are loaded with oodles of different hidden collectables.
App Store Link: Rayman 2: The Great Escape, $6.99
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Friday Game Sales: Tons of Freebies, ‘Cobra Command’, and Most Square Enix Games on Sale
Hey what do you know it's Friday and once again we've got a huge list of games that are on sale and free. As usual, because of the nature of iTunes pricing, these can change at any time. All prices are current as of this posting, but if you've had your eye on any of these games you're better off not waiting around because you never know when they'll return to normal price.
One game you should really check out while it's on sale is Revolutionary Concepts' Cobra Command [$4.99 → $1.99], especially if you've never played an old laserdisc game. We enjoyed the game in our review and even included it in our year end listing of best retro games.
There's also a free version of the game and to celebrate their one year anniversary, Revolutionary Concepts is also making the two games developed by their sister studio Collect3 free as well: SNAP! and Animal SNAP!.
To promote the launch of Final Fantasy and Final Fantasy II, Square Enix dropped the price of most of their other games. They haven't drastically slashed prices, but if you've been looking to pick up some of these games, Square Enix sales are fairly rare:
- CRYSTAL DEFENDERS, $7.99 → $5.99
- Hills and Rivers Remain, $6.99 → $4.99
- SLIDING HEROES, $2.99 → 99¢
- SONG SUMMONER: The Unsung Heroes – Encore, $9.99 → $7.99
- VANGUARD STORM, $4.99 → $3.99
And of course there is a whole bunch of freebies:
- AirBear, 99¢ → FREE
- Compression, 99¢ → FREE
- Kachina, $1.99 → FREE
- Rasta Monkey!, 99¢ → FREE
- Sky Force Reloaded, $1.99 → FREE
- Vector Tanks (Classic Version), 99¢ → FREE
TONS of great games are on sale this week, this is just my pick of games we've covered that have had price drops:
- B-Boy Beats, $2.99 → 99¢
- Battle Blasters, $2.99 → $1.99
- Battle of Puppets, $1.99 → 99¢
- Bird Strike, $1.99 → 99¢
- Bridge Odyssey, $2.99 → 99¢
- Castle Frenzy, $1.99 → 99¢
- Doodle Bomb: Physics Puzzle with a Bang, $1.99 → 99¢
- Geared, $2.99 → $1.99
- Giana Sisters, $2.99 → $2.99
- GROUND EFFECT, $1.99 → 99¢
- Isaac Newton's Gravity, $3.99 → $2.99
- Riddim Ribbon feat. The Black Eyed Peas, $2.99 → $1.99
- Robot Rampage, $4.99 → $1.99
- Speed Forge Extreme, $2.99 → 99¢
- Space Harvest, $1.99 → 99¢
- Scoops – Ice Cream Fun For Everyone, $1.99 → 99¢
- VANQUISH: The Oath of Brothers, $2.99 → 99¢
- Zombie Cannon Carnage, $1.99 → 99¢
And while we haven't given The Quest series much love here on TouchArcade, I know quite a few people who absolutely love these old school style 3D RPG's.

The Quest Gold, The Quest, and all the expansions are on sale:
- The Quest Gold, $9.99 → $5.99
- The Quest, $5.99 → $2.99
- The Quest – Hero of Lukomorye I, $2.99 → $1.99
- The Quest – Hero of Lukomorye II, $2.99 → $1.99
- The Quest – Hero of Lukomorye III, $2.99 → $1.99
- The Quest – Islands of Ice and Fire, $2.99 → $1.99
- The Quest – Mithril Horde, $2.99 → $1.99
This is just a small selection of games with recent price changes. For the full list, check out AppShopper where you can find and with recent price drops.
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‘Rayman 2: The Great Escape’: Coming March 1st by Gameloft
First Driver, now Rayman 2: The Great Escape. Gameloft seems to be on a roll with porting old PC / console games to the iPhone platform.
Rayman 2 is a 3D platformer that takes place in a world known as the "Glade of Dreams" that happens to be infested by robot pirates who, lamentably, invaded and destroyed the "Heart of the World". Now it's up to Rayman to seek out the four magic masks needed to awaken Polokus, the spirit of the world, and set things right.
The game will be available on the App Store on March 1st, and Gameloft released the following trailer which shows quite a bit of gameplay:
When Rayman 2 was first released, it saw a positive reception both from gamers and the gaming media, but the recent Nintendo DS port tarnished much of the magic due to an extremely problematic camera system that made traversing the various 3D obstacles much harder than it should have been. While the original 2D Rayman may have been a better fit for the iPhone, as fans of the Rayman series, we're excited to see this game on the iPhone and hope Gameloft continues porting these classic games of the 90's.
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Freeverse President Ian Lynch Smith on the Recent Purchase by Ngmoco
As a followup to yesterday's inteview with ngmoco CEO Neil Young, this morning we spoke with Freeverse President Ian Lynch Smith to hear what the recent purchase of Freeverse by ngmoco means to them. The full audio is attached below, but here is a summary of the talk.
Originally founded in 1994, Freeverse's earliest titles were Mac shareware games. They later branched out in to games for Windows, XBOX Live Arcade, and most recently the iPhone. Freeverse's MotoChaser was one of the few 3D games that launched with the App Store. Also immediately available were Big Bang Sudoku and Jared. They then went on to release a catalog of great iPhone games, both developed in house and and by outside developers published by Freeverse.

Photo by
Since the surprise announcement yesterday of ngmoco's purchase of Freeverse, what we've all been wondering is what is going to change. Ngmoco has recently shifted gears to an entirely free to play business model, while Freeverse has been happily releasing massively successful 99¢ games like Skee-Ball and Flick Fishing while working on highly anticipated games such as Warpgate.
The short answer of what is going to change initially is almost nothing, with very little changing in the future aside from the shift in payment models. According to Ian Lynch Smith, they wouldn't have done the deal if it wasn't for the shared vision between both companies, as each of them focus on the iPhone and iPhone OS. This doesn't mean they're abandoning the Mac games, applications, and everything else they do either. Freeverse will remain its own company in Brooklyn, just as a wholly owned subsidiary of ngmoco.
In addition, Freeverse will continue to publish the works of other iPhone developers, with the same level of quality and care we've seen in the past. As Smith put it, "[Ngmoco] did not buy Freeverse to make radical changes. They bought us because of our success, and they bought us because of what we've been doing right."
From Freeverse's perspective, the main motivation behind agreeing to this deal is the immense potential for growth. Through the years they've done everything they could to reach a larger audience, originally starting with shareware, then making the jump to retail shelves, then bringing their games to both the PC and XBOX, and finally jumping on the iPhone.
In regards to ngmoco's recent push to "freemium" games, Smith said, "We wouldn't have done this if we didn't think there wasn't more growth and more possibilities to reach more people in the free to play model." He cites people (now teenagers) who have grown up playing high quality free flash games as well as the massive successes seen in Asian markets as proof that the free to play model works.
Ian seems open to all forms of free to play games currently, including a one-time purchase to unlock all the features and functionality of a game– Something often requested by forum members regarding ngmoco's TouchPets and Eliminate. Freeverse has no intention of "nickel and diming" gamers, and plans on just being smart about how these things are implemented.
While he was reluctant to comment on future game development, when asked if they were still going to provide substantial gameplay experiences for gamers to enjoy instead of Farmville-like games, Smith simply responded "Yes" and mentioned a "substantial game" being discussed behind the scenes.

Freeverse admits they have much to learn about the free to play world, but with the combined expertise of ngmoco, they hope to release compelling games that can be played at no cost to the player, while providing optional in-game purchases for players who spend hours a day playing. They're hoping this will result in games that see the same exponential growth that the iPhone in general has enjoyed, instead of the current linear growth patterns Freeverse sees now.
Prior to this recent acquisition by ngmoco, Freeverse has never had investors and has been profitable on their own for the last 15 years. According to Smith, the main motivation for agreeing to the purchase was to "swing for the fences" and feels we're at a major moment in time, an inflection point, where we're going to see an explosion of mobile gaming.
"At the end of the day, we are just trying to sell our games in a way that lets us grow and continue making more games," Smith explained.
We recommend listening to the entire interview yourself, which is included here.
Podcast music provided by .
Interview Audio: Subscribe in iTunes or Direct Download (M4A, 12.9MB)
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Ubisoft’s ‘Rayman’ Is Heading to the iPhone
We're not quite sure just how we missed it, but while Touch Arcade was at Macworld 2010, Gameloft posted a short spreading the news that Ubisoft's classic (and cuddly) platformer is on its way to the iPhone and iPod touch.
Rayman made his debut in 1995 on the Atari Jaguar and MS-DOS, followed closely by Playstation and Sega Saturn releases. The 2D platformer featured some of the most lavish console graphics ever seen at the time and was immensely playable. I, personally, threw several weeks of my life into the game, glued to my shiny new Playstation back in early 1996. And, while the game was followed up by a number of 2D and 3D sequels, it's really the first that feels the best, and which we believe (and hope) is the version that's headed to the iPhone.
The game's is as amusing as its colorful, cartoony graphics.
In Rayman world's, nature and people live together in peace. The Great Protoon provides and maintains the harmony and balance in the world.
Sorry Folks, this apparently can't last.
… one fateful day, the Great Protoon is stolen by Mr. Dark, an evil being! The Electoons who used to gravitate around it lose their natural stability and scatter all over the world! Troublesome, isn't it? (and untidy, too!) In this now-unbalanced world, strange phenomena begin to occur: freaks and hostile characters appear, capturing every Electoon they can find! They definitely need a HERO to save them now, don't you think?
Rayman must recapture the Great Protoon from its mysterious kidnapper, free the Electoons and reasseble them all to restore the world's harmony. But will the bad guys let him do it?… After all, he doesn't have arms or legs… but don't panic, neither do the bad guys.
Have a look at from the Playstation version of the game.
We'll be sure to let readers know when they can expect to begin their own iPhone-based search for the Great Protoon as soon as we get further details.
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‘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
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