Archive for the ‘3G’ tag
Hands On With ‘Defender Chronicles II’
When you truly adore a game, sequels can be a scary thing. Sure, it’s more of what you love—but what if they mess it up? What if they abandon all the things you love for the sake of novelty? Well, Defender Chronicles [$1.99 / $2.99 / $4.99 (HD)] fans, let us put your fears to rest. We’ve had a chance to spend some time with Defender Chronicles II, and it seems to have everything the original had to offer. And every little bit of it is bigger, better, and sexier.
I spent the summer of 2009 consumed by the original. I had a brand new 3GS and pages of games, but Defender Chronicles – Legend of the Desert King was the one that devoured my time. Its mix of vertical tower defense and RPG conventions was completely irrestistable, and and propped it up with massive updates that added to its already substantial content. Defender Chronicles II is looking like it will contain that same potential for time investment, so you might want to clear your schedule in advance.
This game is leagues beyond its predecessor in terms of visual appeal, and that’s an achievement—as we pointed out way back in our review, Defender Chronicles was a looker in its time. But now every unit is more detailed and every animation is more fluid. And crisp—Retina support is in for iPhone, though apparently not for iPad. The game lives up to the rose-colored vision you may have of the original, but it’s much more refined, more up-to-date.
The gameplay has been similarly preserved. You’ll still spend your time turning flags into guilds and upgrading them through tiers of units, archers to rangers, squires to cavaliers. Strategy seems more important than ever before, with enemy units that take advantage of every potential weakness in your defense. Height and range are the biggest considerations as you scroll around massive, multi-tiered 2D maps. There are quite a few of those this time around, and they hit an almost Escher-esque level of complexity pretty quickly.
There isn’t much that’s changed outright, really. Voice actor George Ledoux returns to impress us with his Sean Connery impression, though he also pulls off an impressive lizardman. Heroes Melwen and the General return, but this time they’re accompanied by two new friends: Lovell and Elwyn, an archer and priest. The brand-new story of the heroes and their defence of Athelia against the Orcs and Forsaken is told through gorgeous comic-book cutscenes once more.
From our brief time with the game, it really seems like you’re going to be able to put in a ludicrous numbers of hours. There’s so much here for the player that wants to go deep, with heroes to level up and customize, hundreds of artifacts to locate and five difficulty levels and game modes to work through. The difficulty curve also feels a bit steeper, so if you’re already familiar with the game you shouldn’t be underwhelmed. If you’re feeling particularly cocky, you’ll be able to challenge yourself with a huge list of Game Center achievements and leaderboards.
Ultimately, it seems like Defender Chronicles II will be the perfect sort of sequel. It updates already excellent gameplay for a new generation of devices, and brings in all sorts of improvements in the process. It’s hard to imagine any Defender Chronicles fans being disappointed, and folks that are new to the series should be in for a treat. We’ll be taking a closer look at the game over the next couple weeks, and we’ll be back with our review after it hits the App Store on May 24th. In the meantime, the developers are posting regular previews in our , so take a peek if your appetite isn’t already whetted enough.
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‘Marvel vs. Capcom 2′ Hits the App Store Tonight
When we said that Marvel vs Capcom 2 was hitting the App Store “next week” last week, I think we all assumed that meant it’d be in the standard barrage of Wednesday night releases. Well, this is not the case, as the game is already available in most international regions and should appear for download on the U.S. App Store at 11:00 PM Eastern tonight.
are starting to roll in, and so far it seems like the game is what you’d expect in that if you can handle the virtual controls, you’ll be in for a good time. Some forum members with 3GS-level hardware are noting some slowdown, but anything more recent than that seems to be A-OK. Also, the game is universal, which only makes things more awesome.
We’ll take a closer look at the game in the not too distant future.
App Store Link: Marvel vs. Capcom 2, $2.99 (Will be available in all regions at 11:00 PM Eastern.)
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‘Burnout Crash!’ Review – Paging Dr. Beat
Reviewing games you have a history with is always difficult, especially when they’re derivative titles from a series you hold dear to your heart. Looking back on it, at some point I’ve owned each of the eight Burnout games that make up the franchise going back to the original that was released all the way back in 2001.
If you’ve never played a proper Burnout game (which is a problem you really should look into solving) here’s what the series is all about- Imagine a high-octane arcade racer that not only has a fabulous sense of speed, but takes the typical car damage system dozens of steps further into a car crashing system. Instead of merely beating the competition to the finish line, gameplay focuses on making sure your your opponents never actually make it there.
Subsequent sequels took this many steps further, even evolving into entire game modes that focused entirely on orchestrating the most elaborate pile-ups you can. It’s from these game modes that Burnout Crash [ $4.99 ] is distilled from, making its original appearance on Xbox Live Arcade and PSN late last year.

In Crash, the familiar racing game camera angle is replaced with an overhead birds-eye view of your car. The game consists of a series of intersections, each with slightly different layouts and traffic patterns, and you need to unleash as much damage as possible. Initially, you drive in, and slam into some cars. Cause enough damage, and you’ll be able to explode again, and vaguely control where your car gets blasted to in the process. This continues until you’ve either let five cars escape off screen, or you’ve reached the damage threshold for the level.
Burnout Crash perfectly embodies the horrid cliche of “Easy to learn, but difficult to master.” It’ll only take you a few tries to get a handle on the game physics, but actually learning the nuances of where to try to stack up cars on each intersection and how to position your own car to not mess up existing piles almost turns Crash an entirely unexpected physics puzzle game, especially if you jump into it expecting something like previous Burnout titles.
Gameplay is further spiced up by special cars that appear such as a wave of police cars that block part of the intersection to the insufferably terrible driver Dr. Beat who will restore one of your missed cars if he survives his drive on and off screen. (However, as points out, he’ll crash into anything.) Additional game modes also add a decent amount of replay value.
My first experience with Burnout Crash was on Xbox Live Arcade, as a $15 title. Like most Burnout games, the overall energy of the game was amplified by a real soundtrack, heavy amounts of voice work, and a fabulous tutorial, creating an absolutely fantastic first impression. Those last two things? Nowhere to be found in the iOS port of the game. I could understand cutting a lot of the voice overs if EA was shooting for the 3G download limit, but the game weighs in at 146MB currently. The lack of any kind of tutorial is even more puzzling, and has left confused as to what you’re even supposed to do in the game.
That’s not what has me personally disappointed the most though, as I already know how to play and usually play iOS games with the sound very low or off so voiceovers don’t do much for me. What I’m bummed about is that for whatever reason, EA thought the best (and only) way to control the game was via a weird system of swiping gestures to move your car around after each crash breaker explosion.
If you can “” behind Burnout Crash, it’s apparent that what you’re playing is a very elaborate and cleverly disguised ball-rolling game. Imagine something like Labyrinth 2 [ $4.99 ], except instead of freely rolling the ball you can only move when a crash breaker triggers, and instead of trying to make it to the end, you’re trying to roll into as much as you can. It’s because of this that tilt controls, even when playing on the Xbox 360, felt like they’d make the most sense- as they often do in top-down games.
On the technical side of things, given just how long EA has been working on the iOS port of Burnout Crash, there’s some odd flaws. While I’m thankful the game is universal, some of the textures in game are blatantly low-resolution on the new iPad. I’ve experienced Game Center weirdness, with popups often telling me that the game is not recognized by Game Center. Additionally, most intersections start with some noticeable frame rate drops as you race towards them. Also, the little springy “boing” sound that plays each time you swipe the screen really needs to go.
Admittedly, I’m probably being overly nitpicky because of my experience with this game. However, the things Crash feels like it’s missing don’t make a whole lot of sense, especially when it comes to the game’s tutorial. Regardless, I’m still going to play through Crash over and over again on my iPad, with my fingers crossed that EA eventually addresses some of these things. And even if they don’t, if you’ve never played the console version, I’m not even sure you’ll care or notice.
TouchArcade Rating: 
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Not Surprising: Study Shows Free Games Use Loads of Battery
is reporting on a study by Purdue PhD computer science student on energy usage in free mobile games. If you browse around Pathak’s site, he’s spent his time to really nail down where your battery is spent on different functions inside of a mobile application.
The findings aren’t surprising:
For example, in Angry Birds only 20 per cent is used to display and run the game, while 45 per cent is spent finding and uploading the user’s location with GPS then downloading location-appropriate ads over a 3G connection. The 3G connection stays open for around 10 seconds, even if data transmission is complete, and this “tail energy” consumes another 28 per cent of the app’s energy. …
Angry Birds isn’t alone in this phenomenon, as basically any free game that’s serving you ads is doing all sorts of battery-burning stuff in the background to constantly fetch the newest and (hopefully) most relevant advertisements for you. Again, this might be one of those “Well, duh” sort of stories for a lot of people out there, but it’s just another fantastic example in that even though the price of a free game might technically be zero dollars, even without IAP, you’re “paying” for that game in other ways– Often at the expense of battery life.
[via ]
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Illusion Labs Shows Off Its New iPad-Ready Games
Swedish studio likes to stay on the bleeding edge of new Apple hardware, so it’s no actual surprise to learn that it has already updated three of its games in its current stable for the new iPad’s much higher resolution display. Touchgrind BMX, Foosball HD, and Labyrinth 2 HD have all received the 4X treatment in preparation for the device’s release later this week, and we’ve got the images to prove it.
In the grand tradition of these pre-new iPad posts, we’ll show you the old version and then the new version to get a taste of what’s changed. Illusion seems stoked about the new hardware, too. We wish ours would ship out of Nashville already.
Touchgrind BMX pre-new iPad update
Touchgrind BMX with Retina visuals
Labyrinth 2 HD before the update
Labyrinth 2 HD with Retina visuals
Foosball HD before the Retina update
… and Foosball HD with Retina visuals
Click on, and then zoom in on these images to really see the difference. For the most part, we’re thinking new iPad’s screen won’t be a life-changer for most studios. Good looking games will continue to look good on either device, much like the transition between the iPhone 4 and iPhone 3GS.
Studios that want to capitalize on the hardware are more than welcome to do so, of course. We’re ready for the extra layer of fidelity this thing will bring to our world.
Touchgrind BMX, $4.99 (Universal)
Foosball HD, $2.99 (iPad Only)
Labyrinth 2 HD, $7.99 (iPad Only)
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The New iPad…! Retina Display, A5X Processor, and More – Available March 16th
Apple just unveiled their brand new iPad, which as far as we can tell is just called the “iPad.” It seems like basically all the rumors were true, and it is loaded with the ultra-high resolution Retina Display, a new A5X processor with quad core graphics to drive that display, LTE data if you spring for the 3G version, and much more. Prices and storage capacity have remained the same across the board, and it’ll be available March 16th! Oh, better yet, the iPad 2 got even cheaper.

Blake was at the event today, and hopefully will report in shortly with some hands-on impressions with the device.
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Imagination Spills the Beans on PowerVR Series6 GPU Family; 20x as Powerful and Likely Headed to iOS Devices
Imagination’s PowerVR GPU’s have shipped in every iOS device since the release of the iPhone 3GS and the third-generation iPod touch. Those early devices used the PowerVR SGX, while the iPad and iPhone 4 moved on to the PowerVR SGX 535, and finally the iPad 2 and iPhone 4S came packed with the PowerVR SGX543MP2. At CES today, they got ever-so-slightly more specific regarding the Series6 family of PowerVR GPU’s, and it seems incredibly likely that we’ll see them included in future iOS devices, judging by Apple’s three-generation track record of utilizing Imagination’s GPU technology.
Per the , gamers will be able to expect 20 times the performance of current generation hardware, along with a 5x boost in efficiency. Imagination has announced that 8 different outfits have signed up to utilize these new GPUs, but curiously enough, only list 6 of the companies. If I were a betting man, I’d put Apple as one of the two unlisted chip makers.
Needless to say, the potential these new GPUs have is just crazy to think about. The iPad 2 and iPhone 4S are already graphical powerhouses capable of rendering beautiful games like Infinity Blade 2, and imagining the next generation of devices potentially being 20 times more powerful is incredible.
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‘Super Crate Box’ Crash Fix Released, New Content Coming at the 5 Million Crates Mark
Super Crate Box [99¢] finally launched yesterday to a fairly rousing reception. I caught tons of people praising the game all over the Twitters, in our forums, and probably in other social outlets that I’m not even cool enough to know about yet. With no other big releases this week, Super Crate Box has been the talk of the town for the past 24 hours or so, and has in turn been shooting right up the paid app charts, currently sitting just inside the top 40 overall.
But another clever way to see just how many people are engrossed in Super Crate Box is by the “total crates collected” counter on the main menu. Basically, it tallies up the number of crates that have been collected across all players on iOS, or at least the ones that have connected to the internet, since the game’s release. At the onset, developer Vlambeer had that if players could grow the total crates collected tally up to 5 million then they would release the first content update for Super Crate Box.

It’s kind of a neat incentive, since we’ve all grown so accustomed to free content updates and most of the time just blindly expect to receive them. True, free updates are one of the coolest aspects about App Store gaming, but I don’t have a problem with having to work for it a bit in Super Crate Box, especially when the “work” is so much fun. Plus, as the counter continues to rise, it gives a pretty good indication that people are still actively playing your game, and that any time or effort you spend on making a content update will be justified.
However, I don’t think even Vlambeer expected that Super Crate Box would be so popular right off the bat. It’s been just over 24 hours since the game has been available and the total crates collected has already surged past the 3 million mark. At this rate, we should be hitting 5 million even before most of us get off work to start the weekend. It really is quite remarkable.
Vlambeer isn’t being very forthcoming with exactly what it is that will be in the 5 million crates update, but so far all requests I’ve been hearing have been for new arenas, new characters, and new weapons. So basically, more of everything. I can’t wait to see what makes it into the first major update.
On a similar note, the game unfortunately launched with a bug that caused it to crash on 3GS devices running certain versions of iOS, and already an update has been released that rectifies this. I’m glad to know that serious game crashing bugs don’t need to wait around for the 5 million crate mark, and am really impressed with Vlambeer’s quick turnaround with that issue. We’ll keep on contributing crates to the grand total on the way to 5 million and the first content update, and you can check discussion on Super Crate Box until we collectively hit that mark.
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Classic ‘Battle Squadron ONE’ Gets New iPad Release, Major Update
Back in July I had the pleasure of welcoming one of my favorite shooters of all time, ’s excellent Battle Squadron, into the App Store in the form of a native iOS port of the original Amiga game. Today I’m happy to bring news of a new, lower-priced iPad-only release of the title featuring two-player, split-screen action and Game Center achievements as well as an update to the original, universal release.
The new iPad-only release, entitled Battle Squadron ONE 2-player [App Store], allows two players to face off on the same device, thanks to a new split-screen, portrait play mode that lets you and a friend share in the action (for those equipped with a friend). In this mode, each player is able to choose their own control configuration, and gameplay is as smooth and fast-paced as it is in the one-player mode. What’s more, two-player network gameplay is planned for a future update.
A number of other improvements have arrived in this new release, as well. The game features 36 Game Center achievements and a new super-tough “Air Commodore” difficulty level (get it?) with a particularly intense level ending. Cope-Com has listened to player feedback and has tweaked every control mode and rolled-in a new one. The main user complaint was that it was “tedious” to have to move a finger all over the entire screen to control the ship. To address this, a drag control mode with 2x the movement vs. finger rate was added (with the original 1x control still available). Additionally, the joypad and tilt control modes have been adjusted to allow movement in all directions (analog) as opposed to the earlier release’s 8-way (digital) movement.
While the iPad-only Battle Squadron ONE 2-player is indeed a new release, the original, universal version of the game has been renamed Battle Squadron ONE [App Store] (from BattleSquadr1) and has inherited all of the enhancements that the new iPad-only release brings, plus the ability to run on both the iPhone (one-player only, right now) and the iPad, natively. What’s more, Cope-Com has lowered the bar on the minimum-spec supported devices, bringing support for the iPhone 3G and 2G iPod touch. An important distinction to iOS gamers just walking into this situation is that the iPad-only release is priced $1 less than the universal version.
As I’ve indicated in the past, Battle Squadron is perhaps my favorite scrolling shooter of all time. The is superb, and the iOS version has been excellently translated. With this release, there’s even more goodness to be had. I can’t recommend Battle Squadron ONE highly enough to any iOS gamer out there.
And, my Amiga-using brothers and sisters, note the little bit of goodness pictured down in the corner of the options screen. We’ve mentioned it here before, but it’s a happy reminder — the precursor of Battle Squadron, the Amiga scrolling shooter from Cope-Com, will be arriving in the App Store sometime next year. Stay tuned!
Battle Squadron ONE 2-player, $2.99 (iPad Only)
Battle Squadron ONE, $3.99 (Universal)
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‘Princess Punt’ Review – Have Minions, Will Travel
You don’t have to be an app hipster to be a little affronted when your favorite app hits the big time and everyone starts playing it. Really, are there many things more annoying than logging into Facebook only to see that your 11th grade lab partner has posted five hundred achievements from what was previously your favorite game? Instead of making passive aggressive comments on their status updates (“Wow, at least being unemployed gives you the opportunity to really master Angry Birds!”), channel that righteous anger into downloading Princess Punt [Free], a game that you are certain to be the first (and perhaps last) person on the block to be playing.
Before getting into the game itself, a warning is in order. There are plenty of things you will hate about this game. Endless popups after every level urging you to post every inane achievement to Facebook and Twitter, the out-of-place slot machine minigame that’s basically an in-app purchase cash grab, the agonizingly long loading times. Oh, and the eleven (eleven!!) in-game updates that have to download before you can begin (lord help you poor saps using a 3G connection to download them; wi-fi is definitely recommended!). Also, the default language is Japanese, so keep an eye out for the language options after installation—not that it really matters, because the loading screen text and tutorials don’t make any sense in English, either.
Long story short(ish): It’s confusing and difficult to get into. Why, then, is it worthy of a review?

Because it’s incredibly, weirdly fun. It’s supremely beautiful, frustrating, and clever, much like the game’s namesake, the lovestruck and violent Princess Punt. It’s a physics puzzler, but it’s far and above the zillions of pick up and go titles in the App Store because of the sheer depth of the gameplay.
You control the Princess, who is on her way to meet up with her hunky boyfriend. The road is full of dangerous enemies, including dinosaurs(!!) and angry acorns (yes, such a thing exists). In order to get past these obstacles, you kick (or punt, if you will) bombs and, more importantly, your minions.
There are several royal minions to punt into the fray, all with different abilities. There’s a mage who shoots ice bolts and rains down fire, a centurion who knows his way around a spear (um, not in the ancient Greek way, sheesh), an archer who can shoot arrows from a safe distance, and your Hero (the primary minion who is by your side at all times, and may have a slight crush on the Princess) who has experience with a wide variety of weapons (the trident is my favorite!).
As you kick your minions into danger, their various abilities set in. The exciting thing here is that they stay in play even after you’ve kicked them, through the entire level, so there is a fairly major element of strategy involved. For example, if you send your archer in during your first kick and make sure he’s out of the enemies’ reach, he can bombard them with arrows the whole round, even after you’ve also sent in the Hero and a bomb or two.
After you’ve beaten a level, you get experience powerups that you can use to make the Hero’s abilities level up, making his weapons more powerful and allowing him to withstand more hits. Additionally, the mostly-bogus slot machine that pops up between successfully completed levels occasionally grants you new weapons for your other minions, meaning your mage can have an upgraded staff or your archer might get a new power attack.
That’s what makes Princess Punt so hard to put down, despite being difficult to get into at first. It’s a puzzle game that also happens to be an RPG, and while the combination might seem weird at first, after a round or two it’ll be hard to imagine playing a similar puzzle game that’s missing the added strategic elements of Princess Punt. And while the game might feel piecemeal at times, the sheer number of ways that you can play the game more than makes up for all the (eleven!!!!) in-game updates and unabashed pleas for in-app purchases.
TouchArcade Rating: 
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