Archive for the ‘7.99’ tag
Passion And A Mission: Why Codito Development Is Into Delivering Digital Versions Of Your Favorite Board Games
“I’ve kind of been the driving force behind this.” Chris Ewington describes what board games mean to him in passionate bursts. “It’s who I am. It’s what I do. It’s what I was meant to do.” Chris is the head honcho at , an outfit that specializes in securing licensing and then reproducing tabletop games on iPad under the banner of Sage Games. Chris’ experience with porting the tabletop experience stretches long before iPad came into our lives. He used to make “homegrown” computer versions of his favorites to share with friends and family.
In a lot of ways, he’s the perfect guy to be doing this. His studio has the talent, and he has an astounding amount of reverence for the art form and what it does differently in today’s modern gaming landscape, which is dominated by stupid games like Angry Birds.
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“There’s a lot to be said I think in terms of entertainment value for things like Angry Birds and those huge hits out there where you can go play for 10 seconds and get some fun out of that, but with board games there’s a little more thought involved,” he tells us on this week’s bonus episode of the TouchArcade Show.
“They offer a lot of the other great things that some of those hit titles have, and particularly these euro board games have really great theming. You can kind of get into the world of the game if you will. They also have the replayability and fun factor — there isn’t just one way to win this game,” he says, picturing a title. “If I play it again, even with the same people, it’s going to be a completely different experience.”
Before iPad was even announced, Chris was thinking about iPad. He and his pals had been talking about playing board games on something just a little bit bigger than an iPhone or iPod Touch. He describes the announcement of iPad as an “Apple Saves The Day” kind of moment, as it gave him a legitimate outlet to take his passion and put it into a series of digital products. The list of official ports since is long: Chris has had a hand in Puerto Rico, Ra, Medici, and most recently, Tigris & Euphrates.
In a weird twist, the growth of the App Store has given Chris a calling. The majority of App Store consumers are casual-leaning, so they aren’t familiar with titles like Puerto Rico [$7.99] or Tigris & Euphrates [$4.99]. Chris says its his studio’s mission to get people to play these kinds of games, to show them that games can offer so much more than cheap thrills.
“…it’s part of our mission to open some eyes and introduce people to the joys of it. You can sit down and play a game like Puerto Rico or Tigris and you don’t know what’s going to happen. You have a rough idea how to play the game, but you don’t know what the interactions are going to be.” Chris says that the fact that most board games don’t have a single win condition is one of the most interesting things about them. The high-level strategy, complex theming, and even proximity are several of his other favorite aspects on his personal list.
His goal is lofty, but Chris is still grounded. He realizes that the world of gaming has moved on from tabletop. Much more visceral games like Pong, Mario, and Call of Duty have been re-defining what games are. It’s a new landscape, new audience, new world. But the things he most celebrates about board games are what he thinks will keep people around.
It’s also why he’ll continue doing what he’s doing.
“Board games are a natural fit for my interests and personality. I think more in 2D than 3D. And so, it’s not just … experiencing this big 3D world and trying to blast people. It’s more cerebral than that. It lets you focus more on the interactions between the players and the strategies of the game,” he tells us.
Le Havre
Chris is putting his 2D brain to good use with the studio’s next project, Le Havre. This title will mark the first time Codito Development will ever use a board game’s original art in a port. Chris believes this will add to its appeal for older fans, as it’ll be a much more authentic-looking experience than normal. That said, Codito will do the same thing it always does with its borderline masterful board game ports: honor the design and only streamline the mechanical parts of the experience.
Chris explains what Le Havre is all about. ”It’s largely a card-based game where, rather than having little squares or pieces, it’s based on cards you collect. Those cards represent different buildings you can use in the game. Again, the theming, is really what makes these games stand out above other board games and other games in some cases,” he tells us.
“It’s got this really cool feel of being in the harbor and you’re trying to develop your interests and amass the most amount of wealth at the end of the game. And to crush all of your opponents.”
Le Havre is a fairly recent creation. Publisher Lookout Games released the title in German and Australian English in October 2008. Board Game Geek , but we advise that you not look. The upcoming iPad version, as with all of Codito’s awesome ports, will focus on cleaning up the experience and putting the rules in the background.
“Our challenge is to take care of as much of the mechanics as we can and support the game experience without taking away from it. Let’s get all the other crap out of the way so you guys can just have fun playing the game and have fun with the theme and figuring out how to kick your friends ass without having to remember all the rules and picking up all the pieces and sort them out,” Chris says.
Chris has a lot more to say on this week’s show, so give it a listen. We do podcasts with interesting folks in the iOS space at least twice a month. We’ll be back later this week with another regular episode of the TouchArcade Show.
Oh, and as a special-special bonus to our podcast listeners, Codito is offering up three of its games for $1.99. Here’s some links:
- Reiner Knizia’s Ra [$1.99]
- Tikal [$1.99]
- Reiner Knizia’s Tigris & Euphrates [$1.99]
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‘Tetris’-Loving iPad Owners Just Got EA’d Hard
Eerily similar to , iPad-owning Tetris fans got EA’d today. iPhone Tetris fans will know this song and dance all too well, as EA pulled it on them late last year. In a nutshell, the that you may know, love, and already own now ceases to exist. EA pulled it off the App Store to make room for the “new and improved” .
What’s new with this version of the game? A whole hell of a lot of in-app purchase, extending as far as monthly and yearly memberships to the T-Club, which will get you a 15% bonus on top of the lines and T-Coins (the game’s consumable currency) that you earn by playing. Oh, EA’s Origin has also been shoehorned in.
The sad part is that the Retina-ready graphics in this new Tetris look great on the new iPad, and the addition of the “one touch” control method make the game a lot more fun to play. But, again, much like the iPhone version, it makes absolutely no sense why this couldn’t have been an update to the existing game that everyone already paid anywhere between 99¢ and $7.99 for.
It’s really hard to get behind EA as a developer or publisher on the App Store when they’re more than willing to pull these kind of hijinks. It’s one thing to submit new users to a bevy of IAP options, but by pulling the old game from the store entirely, if you lose the original Tetris .ipa file for any number of reasons, getting the game again is going to set you back the full purchase price.
So, if you’ve got the original Tetris for iPad, make sure you keep it backed up in a safe place.
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‘Chaos Rings II’ Review – A Satisfying Sequel and Visual Masterpiece
If there’s one thing that can be said about Square Enix, it’s that they’re excellent at the whole production values thing. Chaos Rings II [$17.99/HD] is absolutely stunning. From the gorgeous musical score to the voice acting to the vibrant landscapes, there is a lot to savor in Square Enix’s latest turn-based RPG. However, that’s not really surprising. We are talking about Square Enix, after all. How often have they published a new game that does not make you whistle gently under your breath? The real question is, ‘Is Chaos Rings II more than a pretty face?’
The plot here works something like this: an apocalyptic force is threatening Earth with impending doom and there is only one person in the universe capable of stopping it. Can you guess who that is? Yup, that’s you. Sort of. In Chaos Rings II, you’ll play as Darwin, a rather effeminate-looking chap that had been unwittingly pushed into the role of the Nominator. As the Nominator, his job is to sacrifice the Pillars (a bunch of people that were forcibly drafted for the dubious honor), harvest their spiritual energies, complete something called the Rite of Resealing and seal away the Destroyer in order to save the world.
Here’s where it gets problematic for poor Darwin. To begin with, he wasn’t supposed to be the Nominator. Due to a freak turn of circumstances, he acquired the position after he unwittingly killed the original candidate. To make matters worst, he sort of murdered the poor bastard in front of the Pillars. Under normal circumstances, this probably wouldn’t have gone over so badly. After all, one predestined murderer is the same as the other, right? Obviously, that wasn’t the case here. You see, the Pillars in the Rite of Resealing are always composed of those who have some form of attachment to the Nominator. As you can imagine, this makes things a little bit awkward. Not only do you have to murder innocent people, you’ll have to murder some innocent folk that had ties to the dude you unintentionally axed.
(In spite of the religious undertones to the game, the eventual evolution of the plot will probably grab a smirk from any atheists in the audience.)
Intriguing as this all sounds, however, there’s a slight problem. While the Japanese voice acting is rather superb (my best friend, who is Japanese, assured me that the voice acting is also supported by decent lines), the localization is not. Technically speaking, there’s nothing wrong with it. There’s no rampant Engrish, no glaring grammatical errors, no spelling mistakes that may evoke a heartfelt palm to the face. Nonetheless, that doesn’t change the fact the English text feels … lackluster. The dialogue’s also anachronistic in places. Words like “gotta” and “c’mon” pop up from time to time to rattle your sense of immersion. As such, I can’t help but feel as though the full potential of the plot was never realized. Something had to have been lost in the translation. Still, it could have been much, much worse.
Gameplay-wise, those who have any experience with the original game or, JRPGs in general, will probably find themselves in familiar waters. For the most part, the game operates in a fairly linear fashion. You’ll be given a task and told to advance to a certain location. You must then make your way through an assortment of random encounters before achieving your goal. From there, you’ll have to go back to the central hub and begin the process anew. There isn’t much else to do. You get a certain amount of freedom in determining the sequencing of events but that’s pretty much it. There is no open world exploration. There are no mini games to engage in. What saves Chaos Rings II from being completely linear are the side quests that you eventually acquire from the corpulent, cat-like Piu Piu (he’s the only merchant available to you and your party) and and his scantily-clad cutouts.
A lot of your time will be spent moving through the exquisitely presented remnants of your world. Along the way, you’ll stumble across equipment, items and, of course, random encounters. You’ll also get to move through ’shortcuts’ in the world. Once you dive through a portal, you’ll find yourself in this odd little realm that would probably not look amiss in a cyberpunk setting somewhere. Here, you’ll also be called upon to partake in some incredibly light puzzle-solving. Each of the accompanying characters have a special ability that will allow the party to access a part of the world that cannot otherwise be reached. For example, Li Hua is capable of punching through barriers while Connor can shoot at distant targets. Needless to say, once you’ve sacrificed somebody (yup, you’re going to have to kill those people), you’ll lose permanent access to those unique skills.
While it doesn’t deviate too far from the standard formula (you’ll be able to attack, cast magic, defend yourself, occasionally escape from combat and utilize items amongst other things), combat in Chaos Rings II is actually rather entertaining. There are plenty of variables to juggle and even more to worry about. To begin with, you’re going to spend a lot of time deciding if you would rather have your characters acting separately or together. If you choose the ‘Pair’ option, you’ll have access to stronger attacks but will also open your party members up to damage that they would have not taken otherwise. Acting ’solo’, on the other hand, will provide you with more control but less of a punch.
It gets even more complex than that, of course. Technically speaking, combat in Chaos Rings II is turn-based but the reality is that things are also highly dependent on speed. This can be a serious problem if your opponent is armed with some truly devastating moves. If they have the opportunity to assault you before you can defend yourself, you can expect to see the ‘Game Over’ screen faster than you can enunciate your favorite obscenity. Additionally, there’s also a layer of ‘rock, paper, scissors’ that you will have to factor in. Depending on what forces are currently in play on the battle field, attacks and defenses may increase or decrease accordingly.
On top of that, there is also the Break Gauge and the Charge Gauge. The former was inherited from the original game. It’s a pretty nifty mechanic that monitors the flow of the battle. When it is marked even, neither parties will receive bonuses. However, when it sways in favor of you or your opponent, the Break Gauge will cause the beneficiaries to increase in potency. As for the Charge Gauge, it functions something like the Limit Break mechanic in the Final Fantasy games. Once it has filled up to a certain extent, you’ll gain access to your ‘Awake’ and ‘Advent’ powers. The latter will allow you to summon a massive being known as, well, an Advent that is associated with the Human Sophia (that thing you get after you’ve defeated the creature born from a dead Pillar) you currently have equipped.
Speaking of Sophias, those form another interesting component in the game. While Pillars are the only ones capable of bestowing the command of a monstrous critter upon you, you can also acquire Sophias from the game’s menagerie of enemies. Each ‘Monster’ Sophia will grant your characters certain atributes and skills. Once you’ve unlocked the right recipes, you’ll be able to acquire even more abilities by combining Sophias in a certain way, something that adds considerable depth to your character customization.
On a more shallow note, I’m going to take a moment to once again remark on the fact that Chaos Rings II looks pretty darn sweet. It is, by far, the prettiest game in the franchise yet. Compared to its predecessors, the resolution in Chaos Rings II is so much higher, the backgrounds more lavishly detailed. Even the characters themselves look more refined. That said, I’m really mostly in love with the little things in the game, things like cherry blossom petals suspended in the air and waterfalls trapped mid-motion.
As for the music, I’ve nothing but good things to say about it. I would buy the soundtrack if the Malaysian App Store would let me do so but I can’t so I’ll settle for assuring you that it’s something that would deserve a spot on most playlists unless, of course, you have an aversion towards soaring vocals and epic-sounding melodies.
In many ways, Chaos Rings II is the quintessential JRPG. You will spend a lot of time grinding. You will be gently but firmly led along the story’s path to its inevitable end. You will see all of the familiar JRPG tropes. However, that’s not necessarily a bad thing, but your decision in regards to whether or not you actually want to purchase the game is going to be dependent on this. For all of its flaws, Chaos Rings II has done more than ample justice to the formula. It’s refined, it’s meaty, and it’s definitely worth the high price of entry.
TouchArcade Rating: 
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List of Games Updated for the New iPad Retina Display
Arguably the biggest addition to this year’s version of the iPad (or at least, the most immediately noticeable one) is the inclusion of a Retina Display screen that ups the resolution to a monstrous 2048 x 1536. As anybody who has upgraded from an older device to an iPhone 4 or an iPhone 4S, you know that the Retina Display screen is a stunning upgrade in person and makes all other mobile device screens look inferior in comparison. Such is the case with the new iPad’s fancy screen, it really needs to be seen to be believed.
For anybody upgrading to a new iPad today, or if this is your first foray into the world of the iPad, then chances are you’re interested in having the games that can show off the new screen as you gloat to your friends. Here we’ve compiled a list of games that have been updated for the iPad Retina Display:
- Infinity Blade II, $6.99
- Sky Gamblers: Air Supremacy, $4.99
- Galaxy on Fire 2 HD, $9.99
- Mass Effect Infiltrator, $6.99
- Flight Control Rocket, 99¢
- Real Racing 2 HD, $2.99
- Foosball HD, $2.99
- Touchgrind BMX, $4.99
- Labyrinth 2 HD, $7.99 / Lite Version
- Joining Hands, $2.99
- Woodroid HD+, Free
- Letris Power, Free
- Monsters Ate My Condo, 99¢
- Save the Pencil HD, 99¢ / Lite Version
- Tractor Beam, 99¢
- FMX Riders, $2.99
- Lab Solitaire, 99¢
- Parlour Solitaire, Free
There is that’s constantly being updated keeping track of compatible games or ones that will be compatible soon. If you’re a developer with an iPad Retina Display update coming out, make sure to post it in that thread or post in the comments below and we’ll try to keep that thread as well as this article updated as new games hit. Also, Apple is currently featuring a selection of games and apps in the App Store that are new iPad ready.
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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 TouchArcade Show – 41 – Love Letters to Jared
This week’s episode of the TouchArcade Show is way more … irreverent than usual. It was a “slow” week overall, as studios are zipping their lips, so they can blow off our socks at Game Developers Conference 2012. The top of the podcast is a mash of talk that covers an insane range of stuff — from Android to muscles, it’s there. Towards the middle segment we do dip into games, and at the end we talk a little bit about iPad 3.
If this is your first show, wow, you picked an awesome week! To give us a listen, just hit one of these convenient links. If you like what you hear, consider subscribing to us on iTunes or Zune. It’s free, it’s awesome, and we love our regular listeners.
iTunes Link: The TouchArcade Show
Zune Marketplace: TouchArcade.com Podcasts
RSS Feed: The TouchArcade Show
Direct Link: TouchArcadeShow-041.mp3, 43.1MB
Here are your show notes:
GAMES
- Zombies, Run! [$7.99]
- NBA King of the Court [Free]
- Ziggurat [$.99]
JARED’S KITTY KORNER
- Cat-a-gory [$.99]
FRONT PAGE
- Apple’s iPad 3 Event Happening March 7
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Zombies, Run! Is An Undead App With A Soul
I love it when a logo explains it all.
You put on your shoes, and turn on the app. In the background, you hear the throaty hum of an engine and the voice of a pilot speaking into her comm. As you walk out the door, she tells you that you’re on a mission. She doesn’t know what kind, and she doesn’t seem to care, either. Your target is Abel Township, one of the last two remaining strongholds within 100 miles of this area. This is weeks, maybe years after a zombie d-day. Right as you hit outdoors and start an honest jog, the story takes a turn. A missile slams into the helicopter. You hear the crunch of metal, warning beacons, and gears grinding.
You’re three miles out of Abel, and maybe a quarter of a mile out on your run. You’re told to jump, so you do. And then you hear the groans of the undead.
Horror and athletics don’t usually mix, but with a heaping of pure passion, these two things can gel just as well as sweat and iron. Zombies, Run, is an exciting fitness app from London-based studio Six to Start. Its goal is to tell you the story of a fractured world as you jog, and put you firmly in the thick of it. You participate as a silent and athletically gifted protagonist that the survivors of Abel dub “Runner 5.” Runners have a single job: run — run to find new materials, or pick up packages, or trade with others. Each mission in the game presents a new piece of scripted story. Each segment is broken into chunks that are cleverly bookended by your own workout playlists.
The stylish Zombies, Run! poster that was given to its backers on Kickstarter.
The effect is sort of like what would happen if Stephen King’s The Mist 3-D ever melded with Nike Plus. The narrators, who hiss into different sides of your earbuds as you run, provide a rough context as to where you are and what you need to do. They bump out pieces of story intermittently, as you picture wandering through the bowels of a messed up hospital or explore an air drop outside of Abel base. After each mission, the app turns into something similar to Fallout’s radio stations; it plays your music alongside radio-style commentary and news from two Abel survivors.
There’s a much more mechanical game part to Zombies, Run, too. As you run, you’ll pick up items that can be used to boost Abel Township’s hospital, food stores, communication station, armory, residential areas, or recreational facilities. It’s a simple mechanic, but it feels like a treat after an awesome run.
Sometimes, you’ll hear the groans of the undead in your ear and have to run faster in the real world to get away from the game’s zombies. This specific part of the experience is its interval training, which is an important element that sets this apart. Most fitness games are horrible at getting you to new heights. Even the good ones like EA Active are bad at this. Band exercises have limitations, and running in place isn’t going to get your bigger or stronger or faster. Pushing yourself safely with intervals in a real world scenario is an important component to any kind of serious training, and Zombies, Run has that.
That’s a great element, but what I really think makes Zombies, Run work, and work so well, is its soul. The studio has one experienced runner with a history of using fitness apps and a staff filled with people who dig and understand proper storytelling. They want to deliver something special. As an organization, Six to Start seems like the perfect fit for this kind of app.
The Origin
Adrian Hon is one of the brains behind Zombies, Run. He’s the runner of the office. He tells me that he’s wanted a better kind of running game since the iPhone made its debut. He’s used a lot running apps, like Nike Plus and Runkeeper, as well as a couple of more visual-oriented apps. The problem he sees with these apps is legion. Running while looking at a screen is dangerous, stopping to see your progress is counterproductive, GPS can send you to bad places, and there’s not an element of fun.
Hon says he used to hate running when he was younger. He, literally, “Couldn’t think of a worse thing to do.” This all changed when he discovered Garmin GPS, which added an element of fun to the mix. Because of this app, he still runs, although its more of a seasonal thing because no-one likes getting out on ice.
There's a Zombies, Run store that sells these.
“One of the things I really liked about the Garmin was the ‘ghost mode,’ where you could race against yourself.” Hon says. “It made me think there was quite a lot that could be done with fitness games. And I think that physical activity — and of course, sports — is inherently fun and good, so it really shouldn’t be that hard to make a game out of them.” He laments what studios are doing now with their fitness games.
“However, developers have been more focused on the more reliably profitable, yet massively competitive, genres of casual games lately. And more experimental folk find it more difficult to combine tech and physical interaction in a way that doesn’t make you want to shoot yourself when you try to play.”
Zombies, Run was the answer to Hon’s issues with fitness apps and a riff on Ghost mode. It’s a viable one, too, because it treats your phone as if it were an iPod Nano. It only spits out audio when you select a mission, and it never asks you to take a gander at it while you exercise. Aside from random zombie horde events, it also lets you decide when you want to push yourself. A lot of fitness games, if they’re not taxing, they’re just screaming at you. It can be a really counterproductive factor in a workout. It’s easier to get hurt this way. Zombies, Run allows you to take care of your body while also torturing your mind.
Zombies, Run was a project that floated around in Hon’s head since his Garmin days. He and Six To Start had a lot of ideas bouncing around, but they settled on this one, as it artfully combines super simple play alongside an actual story. The narrative is something Hon obviously enjoys, too. “It’s a shame that so few developers have made more than a token effort to put proper stories in their games,” Hon says. “I understand that Triple Town and Bejeweled don’t need stories, but then again, I quite liked Puzzle Quest, so there’s a lot of room in mobile for innovation, but we’re still seeing the same old stuff, even from indie developers.”
This is the first promotional image for the game on the App Store.
Six to Start is all about story. If it isn’t obvious from the fact that it created an audio-based running game about the end of the world, check .
“We are next-gen storytellers,” the studio proudly states. “Great storytelling and great gameplay is at the heart of what we do. Storytelling is a huge part of the world’s culture, and great stories have always had the ability to move and excite us, whatever the medium. Play means a lot to us, too. We draw inspiration from video games, boardgames, casual games and playful applications and services.”
Six To Start believes that through play, people can learn and discover new experiences. When story and play are combined, it gives Six to Start “the opportunity to deeply engage with our audience get them to do new things — as a large single group or individually.” It’s getting me to run away from zombies, and think about the world they exist in as I kill my body, so this place is obviously doing something right.
Six To Start and Hon’s baby became 3,464 people’s baby, too. Zombies, Run . The team put up the game’s idea, asked for $12,500 and then received over $70,000 in return. The project was funded in six days alone. Backers received all sorts of neat prizes, including their names in the game’s credits, a poster, or the chance to name something in the game after themselves.
Hon has prior experience with Kickstarter, so it wasn’t a big moment when the idea of putting Zombies, Run on the popular crowd-funding service came to him. However, the decision was also a great way to vet the game’s core idea. “Plus, we thought that the public would be easier to convince Zombies, Run was a good idea than the usual gatekeepers.”
Everyday I Hear Zombies Moan
I usually stick to high-impact weight lifting. I don’t run because I’m afraid that I’ll lose my precious muscle mass. Call it a tic. The truly awesome thing about this app is that it is capable of embracing your routine, no matter how weird it is. I normally use the elliptical for my needs, for example, and I can use Zombies, Run. All I have to do is turn off the GPS features and turn on its experimental accelerometer functionality and I can play just like a runner might. Conversely, I can also just chill with it, and listen to the story, although this method isn’t preferable.
I’m taking Zombies, Run into the gym every day. That’s huge because it’s proving to be a tool. On my calf and thigh days, it’s pushing me, reminding me not to fall into casual or relaxed grooves. I need that because I’m usually only interested in sweating if I’m lifting something spectacularly heavy.
I guess games end up changing a lot when the budget suddenly skyrockets.
Plus, the story is tremendously well told. This isn’t a blown-up, bombastic tale of a few survivors just making do. There’s subtlety to its characters and its world, and just like The Walking Dead, there are moments of intense action, bookended by periods of drama and character building. Zombies, Run wants to actually tell you a story. It isn’t afraid to do so, and that comes across, even if you might be slightly too tired to care in sections. I never feel like an idiot while listening to it, either. It’s told with a straight face and with enough touch to make it feel like an honest story, and not just some weird nerd fantasy running app. There’s interesting stuff tucked into each mission — stuff you want to tune in order to learn more about the world Six to Start is building.
Also, of note, this isn’t a trainer. It doesn’t scream at you. It might nudge you with the zombie horde attacks, but the app doesn’t get in your face. It let’s you do your own thing in your own way. It was designed specifically to do this.
“We want to enhance people’s lives by making their workouts fun, not turn into nagging machines,” says Naomi Alderman, the writer of Zombies, Run. Mission accomplished, I think.
Zombies, Run is available now on the App Store for $7.99. An Android version is coming down the pipes, too. Currently, the game has a total of 20 missions. More missions are slated to come down the line as IAP. Check it out if it even vaguely interests you. I think you’ll be surprised by its purity — and its scares.
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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.
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Coming Tonight: ‘Final Fantasy Tactics’ for iPad, ‘Midway Arcade’, ‘Retro Racing’, and More
‘Dodonpachi Blissful Death’ Review – Another Day, Another Fantastic Cave Shooter
Dodonpachi Blissful Death [$4.99] is a port of Cave’s 2002 arcade title Dodonpachi Dai Ou Jou, and is a direct prequel to their previous iOS effort Dodonpachi Resurrection [$7.99/Lite] (which also happens to be my favorite of the Cave iOS shooters, FYI).
Blissful Death is similar to its sequel at a basic level, but it lacks some of the complexity and strategy found in Resurrection. But, like Cave’s last release Bug Princess [$4.99/Lite], its simplicity is also its strong point for those who maybe aren’t hardcore bullet hell people or those who just like to blast the crap out of everything without much fuss.
If you’re familiar with other Cave titles then you should feel right at home with Blissful Death. You have 2 different ships to choose from, each with a normal cannon and a laser weapon to switch between while playing. There are also 3 different Elemental Dolls to attach to your ship, which augment its abilities to suit your play style. One doll gives you an increase in your regular shot damage and 3 bombs to start with. Another increases your laser weapon’s abilities, but you’ll start with just 2 bombs instead. The final doll powers up both your regular cannon and laser, but starts you with just 1 bomb.

The scoring system is always a big part of any Cave title, and again in Blissful Death this takes a more simplistic approach over previous iOS releases. Continuously shooting enemies builds a multiplier. Your laser isn’t as powerful as your cannon, but keeping it trained on enemies can keep your multiplier active. So intelligently switching between your cannon and laser is key in order to keep the multiplier increasing while the waves of enemies come pouring from the top of the screen.
Blissful Death plays pretty similarly to Dodonpachi Resurrection, and although it’s not quiet as complex it still has a good amount of strategic depth. One thing that’s very different from Resurrection however is the inability to cancel bullets. This automatically makes Blissful Death one of the more difficult Cave shooters, because you generally have to deal with everything that’s thrown your way without much help.
One of the things you can do to deal with that problem though is drop a bomb, which will clear the screen of any enemies and bullets, and by default will automatically detonate if you get hit by enemy fire and have at least 1 bomb in your reserve. You can also use your laser on enemies to increase a hyper meter, which when filled can trigger a powerful hyper shot that will blast through just about anything.
Dodonpachi Blissful Death is a really straightforward shooter. It doesn’t get too cute with itself and lets you get right into the thick of the action with a very small learning curve. Newbies should feel comfortable with one of the 4 difficulty settings, and veterans can go directly to the Hell difficulty and pick apart its nuances.
And of course, everybody is able to enjoy the trademark Cave style, with brilliant bullet patterns, excellent sprite-based visuals, interesting character designs, and a million things exploding on your screen at any given time. It has OpenFeint and Game Center if you want to get competitive with your achievements and leaderboards (though annoyingly, that awful OpenFeint News Feed is uglying up the title screen).
It really is just what you would expect – another solid Cave release. However, as good as all of their ports are, I can’t help but wish that Cave would come up with another built-for-iOS experience like Bug Panic! [$6.99/Lite]. Hopefully they can go that route again someday, but until then I have absolutely no problem buying ports of their catalog on iOS if they keep being as good as Dodonpachi Blissful Death. If you’re a “try before you buy” type, a lite version of the game should be released in the next day or so.
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