Archive for the ‘5.99’ tag
‘Yggdrasil for iPad’ Review – The Battle of Asgard, Board Game Style
It seems my favorite board games are about the end of the world. We’ve talked about my love of Elder Sign [$3.99 / $6.99 (HD)], the game about stopping (or failing to stop) the rise of the ancient ones. And now I have a new sweetheart: Yggdrasil [ $5.99 (HD)], a game about stopping the forces of evil from destroying the world tree and changing the fate of Ragnarok. While it has a decidedly more Norse spirit than its eldritch cousin, Yggdrasil is more familiar than it first looks.
That first look might be a killer, though. Like so many board games before it, Yggdrasil makes the mistake of data dumping all over the player on the first glance, which left me completely confused about what lightning strikes had to do with anything, how elves were even involved, and why on earth I’d want to take anything from the World of the Dead. But it’s not nearly as confusing as it seems. One game’s worth of flailing around Yggdrasil was more than enough for me to learn how to play—from there on out, it was all about learning how to win.
Let’s not break this down too far. If the game designers can’t explain it clearly, I don’t expect to have much more luck. But here are the basics: you begin with your choice of up to six Norse gods—you know, Thor, Odin, Freyja and the like. You can play any combination yourself or you can split them up for a cooperative pass-and-play experience; there is no online multiplayer so far. The more gods you add the longer you’ll need to survive. If that’s not enough of a challenge you can also throw yourself a few extra handicaps.
Good and evil take turns. On your god’s turn, you have to complete three actions (though some gods have unique talents that alter that total). Each of those actions must be done while visiting a different world, any of the nine that can be reached from Yggdrasil. In Asgard, for example, you’ll fight your enemies and push them back. In Midgard you recruit more vikings to die for your cause, and so on.
After each god takes his or her turn, one of the evil gods takes one too. One is drawn from the deck, be it Loki, Hel, Fenrir or any of the others, six in total. That one moves forward in Asgard, getting one step closer to Odin’s stronghold and the end of the game. Each enemy also takes a single action as determine by its card—Jormungand, for instance, destroys one of the islands where your Valkyries collect viking souls, and Fenrir requires you spend actions to calm him. Asgard has three lines of defense. If five of your enemies pass the first line, three pass the second, or one passes the third, you’ll only have one final turn to push back back or lose. This is complicated by the substantial strength they gain as they trek across the board.
All this together makes for an intensely strategic experience. Since the enemy is moving inexorably forward, every time you fail to push one back you’re losing ground permanently. So each turn you have to plan your three actions carefully. Elves and vikings can help guarantee your success in combat by lowering the number you need to hit on your dice rolls, but they’re a semi-limited resource and recruiting them costs actions. Weapons are similarly necessary and similarly costly. Early on you might be able to get away with a few full turns spent building up your strength, but if you don’t dig in and hold back the advance you’ll lose before you know it.
There’s quite a bit more to it. You have to manage the flow of viking souls, and move your valkyries across islands to recruit them. You have to defeat Loki’s ice giants as he summons them or they’ll cut you off from whole worlds. And at every step, you’re at the mercy of the cards and dice. Will Fenrir get drawn multiple turns in a row, eating away your actions? Will the dice give you the numbers you need to defeat your enemies? And do you have a backup plan? You’re definitely going to need one.
For all its tension, Yggdrasil isn’t actually extremely difficult to win. Putting together a good team and using their godly powers to their limits isn’t a guarantee, but it improves your odds substantially. And ultimately all you really need to do is survive long enough to wear down the enemy and empty its deck. Once you do succeed, there’s a single Game Center leaderboard to compete on, but no achievements. You’ll be well-rewarded for good performance nonetheless—as you win more games by wider margins you unlock new gods and new Ragnarok scenarios. These can increase the game’s difficulty substantially, so you can customize the game to your skill level.
For the most part, I’m impressed. The Norse theme comes through with surprising depth as each element of the game takes its place in the overall story of Ragnarok. And despite a slightly slow start, the game gets immensely tense. If you’re passing the iPad around to play, expect long discussions about strategy. The evil gods come on like a tide, impossible to hold back forever. Carelessness can mean a loss before you have any idea that you’re failing.
There are a few small quirks of the iPad adaptation, which has some errors in the text and instructions that seem to be written for the physical board game. On the technical side, it’s a bummer that the game isn’t Retina-ready. It multitasks, thankfully, but it doesn’t have any longer-term saving. Longevity might be a problem, too; it seems that once you get a good strategy down it will be up to you to push for harder scenarios.
Those things aside, Yggdrasil is giving Elder Sign a serious run for its money in the field of board games I most like to play solo. It plays beautifully on iPad, and looks nearly as good as it plays. Most of all, I enjoy Ygdrassil because it’s a game that gives me a good measure of control over my fate, and the fate of the world by extension. You’ve gotta be lucky, but the game rides on much more than luck. Board game fans would do well to pick this one up, and maybe pop in to our for some tips when you do.
TouchArcade Rating: 
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Musical Chairs: ‘Sword & Sworcery’ Hits PC, ‘Legend of Grimrock’ Coming To iPad
An iPad and iPhone game has jumped to PC, while a PC game is still set for a release on iPad. Earlier this week, Capybara’s experiential adventure game, Sword & Sworcery landed on Steam, while the dudes behind Legend of Grimrock [$, Steam] continued to pound away at the long-awaited iPad version of the dark, atmospheric, and classic-style RPG.
Sword & Sworcery as part of a launch promotion that ends April 23. It’s a straight-up port so it doesn’t rock any new content, but it certainly looks prettier on our monitors than on our iPads.
The last time we covered Legend of Grimrock, developer Almost Human was thinking it had a chance of putting the game out to iPad by the end of 2011. Obviously, that didn’t pan out, but an iPad version is still very much in the works. An “iOS version is in the plans,” the developer . We’ve contacted Almost Human for a, uh, more specific answer.
Years ago, we wouldn’t have even thought this kind of movement was possible. Phone games were just… phone games. It’s incredible that these mobile experiences are becoming so much more than just time-wasters in such a short period of time. Wonder what kind of movement we’ll see within the next three-to-four years?
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Latest ‘Dark Meadow’ Update Is Basically A Reset
Today’s Dark Meadow [$5.99] update smells like damage control, but that’s not a bad thing for the folks expecting the premium title to stay premium. With the latest update, all the costs of weapons and amulets have been converted back into gold from Sun Coins, robbing the incentive to buy the weapons with real-world currency. Also, creator Phosphor Games has tweaked loot drops to “be more generous” and has tooled around with health drops. As explained , this is a permanent shift for the app.
Back in March, Phosphor caught wind that free-to-play was The New Thing and planned to update its offering with F2P mechanics. Fans weren’t pleased, and so Phosphor decided to release a free version of the game instead. Oddly, it then decided to stick all of those elements into the paid one anyway, which didn’t make people happy, either. But, hey, now the app is basically back to normal. Neat!
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Free to Play ‘Dark Meadow: The Pact’ Hits; ‘Dark Meadow’ Proper Updated – Here’s What You Need to Know
Earlier this month we caught wind that Phosphor Games was planning to give the paid version of Dark Meadow [ $5.99 ] a free to play extreme makeover. Our community caught wind, formed up the all too predictable angry mob, and the next day Phosphor decided that the free to play version would come as a separate app instead of updating the existing paid version.
Last night, two things happened. First off, Dark Meadow: The Pact [ Free ] hit the App Store, offering players who never tried the original game a free opportunity to dip their toes into the Dark Meadow universe. Secondly, Dark Meadow was updated to have all the improvements of the free version. This includes Retina Display support for the new iPad and some new content which comprises both new areas and enemies as well as weapons. Getting around in the game is also easier, as they’ve not only added an in-game map, but also the ability to warp around so you don’t have to totally start over when you die.
Regardless, I’d still back up your original Dark Meadow .ipa file before updating in case you ever want to go back, especially if you’re the kind of person who hates shoehorned IAP currency. The way I (and a lot of our community it’d seem) from Phosphor on how they were going to split the free and paid versions was more along the lines of “We’re going to add the tweaks and new content from the free to play version to the existing paid version, leaving all the wacky micro transaction stuff to the free version.”

Unfortunately, what we got is an update which adds all the IAP currencies as well along with a consolation prize of sorts which amounts an ability to toggle the ads off along with some normal coins, sun coins (the IAP currency), along with some consumable health packs and bombs. (Bombs destroy enemies without needing to fight them.)
The IAP currency balancing is also crazy. If you want any of the new items which are purchased with sun coins, even in the paid version, you have three options:
- Grind for eternity farming up kill streaks to earn sun coins.
- Buy sun coins via IAP.
- Complete referral offers like signing up for credit cards and online dating sites among other things.
Weirder yet, the way these referral offers are balanced against the actual IAP makes no sense. For instance, one of the referral offers asks you to buy a PC or Mac game from for $2.99. This rewards you with as much IAP currency as the $9.99 bundle of sun coins, but you also get a PC/Mac game out of the deal. Normally I’d say this isn’t that big of a problem because you can just try to ignore the IAP items and play the game with what you can get with in-game coins… BUT.
The problem with this line of thinking and Dark Meadow is that character progression in these Infinity Blade-like games hinges on gear unlocks, while both saving up and looking forward to the next weapon you can afford. Yes, it’s entirely optional, but looking at what you can buy with the non-IAP currency from the in-game item shop feels like ordering off the kids menu when compared to the substantial difference in power found in the premium IAP-currency items.
That being said, if you can deal with this proverbial carrot being dangled in front of your face while you play through both the free and paid versions of Dark Meadow, the gameplay is actually legitimately better than it was before. IAP schemes aside, combat feels much more responsive, the ability to warp back to near where you were when you died was sorely needed, and it looks great on the new iPad.
The good news is that the guys from Phosphor are responding to user feedback, and seem genuinely interested in making players happy. That counts for something, although I’d be lying if I said I wasn’t disappointed in this trend on the App Store. Dark Meadow was one of the early games powered by the Unreal engine, and it’s sad to see the game go down the same free to play path as everyone else instead of just proudly existing as a premium showpiece title.
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Coming Tonight: ‘Ow My Balls! XL’ and a Few Other Games That Aren’t ‘Ow My Balls! XL’
Coming Tonight: ‘Azkend 2′, ‘Chaos Rings II’, ‘DoDonPachi Resurrection HD’, ‘MotoHeroz’ and More
‘Dark Meadow’ Will Remain a Paid Game After All, Separate Free to Play Version Coming Instead
Yesterday we caught wind that this “new” Dark Meadow [$5.99] that we’d heard rumblings about wasn’t new at all, but instead originally was planned to be an update that converted the existing app into a free to play game. Predictably, even with the vague offer of “exclusive upgrades” for existing owners, news that Dark Meadow as we knew it was going away fired up our community like few things can between the actual article comments and the .
Thankfully, it seems Phosphor Games has made a last minute decision to cancel the complete free to play conversion, and instead will be keeping the existing Dark Meadow and releasing a new free to play companion version. Per a Phosphor representative :
Our intention was that we’d have one version of the app, so (future) leaderboards, etc could all be shared by same community. We always planned on turning off ads and gifting premium players, so we didn’t see any negative to what we were planning.
BUT it sounds like the community really wants them to stay as separate versions. From reading the forums, one large issue is it sounds like a lot of users have completed the current version, deleted it (as it is a large file size), and would like to check out the next one, but there is a good chance they won’t have save data, and they’d have the hassle of downloading the current one just to have a save game, then download the newer one, etc. All an annoyance we’d rather not give our fans.
SO we are keeping the Premium version of Dark Meadow separate from the Free one, and both will get all the new features. So anybody who previously purchased the game can update whenever they want, and they will just get new stuff. …
So, that’s good news. But, it still is a little strange that keeping two version seems like such an eleventh hour decision, as this sort of community reaction to plans to load a previously-paid game full of micro transactions couldn’t have been easier to predict.
So, put away those pitchforks and burning torches, as it sounds like Phosphor Games is doing the right thing after all. Since this update was scheduled to land this week, I’m guessing it’ll be a bit longer before we see the new free to play version as at the very least this decision means another trip through the Apple approval process.
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PSA: ‘Dark Meadow’ Going Free to Play via Update This Week – Backup Your .IPA ASAP
Per , Phosphor Games’ highly atmospheric Infinity Blade-like Dark Meadow [$5.99] is going free to play. Unfortunately, instead of a standalone free to play version, the existing Dark Meadow will have its price dropped to free, with IAP taking the place of the previous $5.99 price tag.
In my experience, taking an existing “premium” title and shoehorning the free to play business model into it never, ever, ever turns out well. If you’ve ever owned Dark Meadow, and think you’ll ever want to play it in its non-free to play form again, be sure to download it as soon as possible, sync your device, and backup the actual .ipa somewhere safe.
Joystiq mentions owners of the pre-freemium version of the game getting an “exclusive upgrade” when the game goes free. We’ve heard this “exclusive upgrade” involves removing the planned in-game ads and a bucket full of the IAP currency to spend. We’ll have to wait until the update lands to see how good of a “deal” this is for existing owners, but, regardless, backup that .IPA file if you know what’s good for you.
[via ]
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‘Final Fantasy Tactics for iPad’ Review – An Improved Port That Still Falls Short Of Nostalgia
It’s been over six months since Final Fantasy Tactics [$15.99] hit the iOS scene, and while the port largely survived the move to the iPhone we noted some issues that kept the game back from a universal recommendation. Even worse, the iPad version that we thought was on the horizon disappeared from the radar, leaving the small screen as the only avenue for playing the game for quite some time (iPad 2x mode notwithstanding). Now with Final Fantasy Tactics for iPad [$17.99] here, we can finally see if that half a year waiting period was worth it. While the port certainly improves in a variety of different areas (mainly due to the increased screen space), it’s still far from perfect.
For folks new to Final Fantasy Tactics, I recommend that you read our original review of the iPhone version (along with the recommendation to just check around the internet for the multitude of views on this classic). For everyone else, this is the same War of the Lions version found on the iPhone/iPod touch and Sony PSP (except for the multiplayer in the PSP version). It’s still the same, extremely deep strategy RPG that has kept its appeal even over a decade later.

One of our primary issues with the iPhone version of Final Fantasy Tactics dealt with an inherent limitation of the device. Specifically, the screen just felt too small for the amount of information displayed. Thankfully, the iPad version rectifies some of those concerns. The text is a lot less blurry (something that had been fixed in an update to the iPhone version since our original review), the added buttons and menus feel more spaced out, and the game just plays more comfortably in long gaming sessions. Unfortunately, the larger screen size also leads to a clearer view of just how pixelated most of the visuals are. However, I doubt most veterans of FFT are going to care about pixelated sprites.
Gameplay slowdown, another nagging issue that detracted from the iPhone experience (and has been somewhat addressed in recent updates) has improved in the iPad port. Strangely enough, not all abilities/spells seem to benefit from the additional quickness. For example, jump into the prologue and you’ll see that Agrias’ Holy Sword abilities (as well as Summoner spells later on) are greatly sped up. However, Squire Fundaments, as well as some black mage spells, still seem to suffer from noticeable slowdown. This inconsistency seems to exist across a variety of abilities, although the slowdown seems to affect far less abilities than previously. It’s important to note that despite the speed improvements, there’s still a disappointing lack of smoothness which continues to detract from the experience.
Gamers holding out hope that Final Fantasy Tactics for iPad features a revamping of controls are in for a disappointment. The touch controls, along with the general interface, continue to be a mixed-bag. The larger screen space of the iPad means things are generally easier to read and navigate, but there are still too many button presses, confirmation windows, and virtual buttons to be considered streamlined. Still, with enough playtime to get used to the controls I found the iPad version to be far preferable than the cramped iPhone/iPod touch screen.
Other elements, like sound quality and music, make the transition to the iPad with little change. MIDI effects still continue to occasionally sound odd, most likely due to the porting process. The music, meanwhile, is still one of the strongest suits of Final Fantasy Tactics, and remains one of my favorite gaming soundtracks to date.
When all is said and done, the iPad port of Final Fantasy Tactics can be summed up in two statements. First, this iPad port, while long overdue, is superior to the iPhone version (primarily due to larger screen) and should be considered the preferred iOS experience (assuming you have an iPad 2). Second, while the iPad version makes improvements, it still doesn’t match the feel of the original PSX version, which has yet to be duplicated on any platform.
For previous fans that haven’t checked Final Fantasy Tactics on iOS yet, your enjoyment will be based on how well you can check your nostalgia and overlook the nuances of porting. For everyone else, it’s safe to say that you should try this classic turn-based RPG any way you can, iOS or otherwise.
TouchArcade Rating: 
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‘Batman Arkham City Lockdown’ Gets a Big Update
So back in early December, we were kind of caught off guard when Batman Arkham City Lockdown [$5.99] hit the App Store. There had literally been zero hype for the title previously, and to top it off it was developed by Mortal Kombat studio NetherRealm using the Unreal Engine, which was surprising but great at the same time. Besides the interesting peripheral elements though, Arkham City Lockdown itself was actually pretty outstanding.
It used a slightly dumbed-down version of Infinity Blade style combat, but came packed with an interesting character progressions system with tons of upgradeable items and abilities. Maybe an even more important point was that it just oozed that Batman character through every facet of its visuals and presentation, adding a lot of fan appeal to the gameplay.
Today Arkham City Lockdown received its second update, with the most significant addition being a new section of the city, the Industrial District, which features Harley Quinn and new “timed thug fights.” There’s also a new Batarang mini-game and two new character skins, one for Bruce Wayne which is free and one for Batman Inc which is $.99. Finally, the update gets rounded out with a level cap that has been raised from 30 to 35, additional achievements to earn, and a new Critical Strike branch to upgrade inside of the Waynetech combat training.
All in all a pretty nice update for Batman Arkham City Lockdown. Make sure to check it out, and hopefully NetherRealm has even more Batman updates planned for the future.
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