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‘Spellsword’ Update Adds Control Options, New Level Teased

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Late last month Everplay and FruitFireForge released Spellsword [ $0.99 ], a game we really enjoyed in our review. It took the arena-style action platforming of Super Crate Box [ $1.99 ] and added a ton of variety in the form of RPG-like upgradeable items and abilities. Even though the two titles shared a core idea, Spellsword really stood on its own as a different experience.

However, one of the main problems we had with the game had to do with the controls. They worked well on the smaller screen of the iPhone and iPod touch, but failed to scale very well to the iPad’s big screen. Today’s update addresses this very problem by allowing you to move the virtual buttons to wherever you feel is most comfortable. Also, an new option for “Pro Swipe Controls” has been added that makes the movement controls center on wherever you place down your thumb.

Speaking of options, there’s an actual Options screen you can access from the main menu. It’s here you can configure the controls and also some basic stuff like volume sliders, an option for disabling hints, and a new option to reset your current character if you want to start over.

In addition to all the new options, Everplay has also sent over a teaser for a new upcoming level which you can see above. This new stage will contain new enemies as well as new items for your character to unlock. No word on just when this new level will hit, but it shouldn’t be too far off. In the meantime enjoy the latest update which tightened up an already great overall package in Spellsword.

App Store Link: Spellsword, $0.99 (Universal)

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Written by admin

May 10, 2012 at 22:15

‘Sam & Max Beyond Time and Space Ep 5′ Review – To Hell and Back

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Season finales are undeniably difficult to pull off: they need to pull the disparate plots of the story together in a way that feels satisfying but not hackneyed, while still maintaining a sense of self-contained narrative. A serialized game like Sam & Max Beyond Time and Space carries the added weight of presenting us with the highest expression of the puzzles and mechanics its introduced thus far.

I’ve come to realize that the second half of Sam & Max Beyond Time and Space — say, starting with “Night of the Raving Dead,” [$4.99] and continuing through the finale, “What’s New Beelzebub?” [$4.99] — are funnier and generally better than the first two episodes. This is largely because the last three episodes are more tightly connected, with each cliffhanger transitioning smoothly into the next episode. They feel cohesive, and that makes me feel invested.

But it’s also because, in contrast to the procedural feel of the first two entries in the series “Ice Station Santa” and “Moai Better Blues,” these latter episodes are a perfect fit for the point-and-click adventure genre.

“Beelzebub”’s only narrative blunder comes during the series’ antagonists’ big reveal, which is funny enough on its own, but is probably much better if you’ve played Sam & Max Save the World as well. (This is a recurring problem for Beyond Time and Space as a whole, especially since Save the World isn’t available on the App Store.) Every thing else in “Beelzebub”  – every piece of dialogue, every joke, every plot twist, every fan-service callback — feels earned, not only because it has the rest of the series supporting it, but also because the audience has had to work for it.

Steve Purcell’s writing doesn’t waste time with exposition or lengthy explanations, and players who haven’t been paying attention since “Ice Station Santa” probably won’t make sense of each villain’s plans or of the haphazard and absurd sequence of events that lead up to “Beelzebub.” The jokes, the dialogue, and even the over-arching plot of the series come tumbling out, rapid-fire, and only the quick-witted and observant will get much out of it. Beyond Time and Space hedges its bets, of course: even if you miss something ostensibly important, the games are light-hearted and silly enough to keep moving forward. Nevertheless, Sam & Max hews to point-and-click mechanics that prize attentiveness and lateral thinking, and “Beelzebub,” more than any other episode in the series provides a narrative structure and presentation to match.

Beyond Time and Space is at its best deconstructing horror tropes and, while I liked the time travel puzzles from “Chariots of the Dogs [$4.99],” “Beelzebub” and “Raving Dead” have the best settings and ambiance. The finale tasks the Freelance Police with scrambling between the well-worn block near their office, caught in the middle of the apocalypse, and a snarky, tongue-in-cheek version of Fortune 500 Hell. It’s clever and atmospheric, and it drives the games most interesting puzzles, which involve attempting to disrupt Hell’s operations long enough to free some damned souls.

“Beelzebub”’s narrative hook literalizes an abstract idea like the afterlife and reduces it to another explorable screen to interact with. In other words, there’s no difference between Hell and the “real” world for Sam and Max, in the same way that there’s no difference between 1967 and 2008, or between being alive and being a zombie. It’s right there in the title: Beyond Time and Space. Without intellectualizing too much, that’s a pretty sophisticated concept, but Sam & Max is charming and self-aware enough to keep it in check. Purcell doesn’t let metaphysics get in the way of Max’ fart humor, and the result is a series that allows for outlandish puzzles and silly in-game logic without sacrificing pithy dialogue or character interaction. It’s also why, for example, one of “Beelzebub”’s puzzles can call for the death of Jimmy Two-Teeth’s entire family, and no one really has to feel bad about it.

There’s a lot to admire about the way “Beelzebub” illuminates and caps off the various narrative and thematic threads running through a five-game series, but its puzzles generally lack punch, an unfortunate side-effect of following the preternaturally clever “Chariots of the Dogs.” Over the course of Beyond Time and Space, the best puzzles have challenged our perception of the game world, mutating and iterating on inventory-based puzzle design with portals, zombies, and time travel. “Beelzebub” has a few standout puzzles, including a fourth-wall-breaking language trick, but is generally less ambitious in its design than previous titles.

Telltale is, as a rule, well-versed in designing accessible, intuitive puzzle games and “Beelzebub” is generally no exception, despite featuring a few textbook examples of adventure game pratfalls: guess-what-the-developer-is-thinking crops up once or twice, as do scenarios that require thorough, exhaustive clicking and hunting instead of puzzle-solving. “Beelzebub”’s occasional clunkiness is somewhat mitigated by a retroactive appreciation of the funny in-game logic, but that’s to substitute for the thrill that accompanies solving Sam & Max‘ best puzzles.

While “Beelzebub” lacks the unified theme of “Chariots of the Dogs,” it’s no slouch. A few missteps aside, the puzzles — while of the traditional match-this-item-with-this-NPC sort — are clever and well-realized, even if they tend to be a little on the nose. It’s still one of the best in the series, funnier than “Moai Better Blues” and with clearer puzzle design than “Raving Dead.” If you haven’t played any of Sam & Max Beyond Time and Space, now’s a good time to start: “What’s New Beelzebub” is a fine capstone to a great series.

App Store Link: Sam & Max Beyond Time and Space Ep 5, $2.99 (Universal)

TouchArcade Rating:

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Written by admin

May 10, 2012 at 18:15

‘Off the Leash’ Gets a New Level and New Character "Man Dog"

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Big Pixel Studio’s Off the Leash [ Free ] hit earlier this year, and basically did for tilt-based avoidance games what Jetpack Joyride [ Free ] did for the cave flyer. By that I mean it took a tried-and-true gameplay mechanic and fleshed it out to the max by dropping it into a game with attractive visuals, a mission-based progression, and tons of unlockable items and upgrades.

Yesterday a big update hit for Off the Leash that added some welcome new content to the game. The big ticket items are a brand new track and field themed location to perform your evasive dog actions in, and a new character named Charlie the Man Dog. Yep, Man Dog. He’s a man dressed up in a dog suit in case you didn’t gather that from his name, and he cracks me up to no end. He’s also the fastest out of all the characters in the game.

The more minor additions in this update include a new baseball cap and an awesome Land-a Panda [$0.99 / $1.99 (HD) / Free (HD)] hat to buy in the store, a set of new missions bringing the total up to 99, and a couple of wallpapers to trick out your device. Off the Leash was loads of fun before, but new goodies are always a welcome addition. If you haven’t checked it out yet you can grab it for free in the App Store, and be sure to check out our original review.

App Store Link: Off the Leash, Free

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May 10, 2012 at 18:15

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‘N.O.V.A. 3′ Single Player Review – Volterites Never Looked This Good

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Say what you will about Gameloft, the developer occasionally does a good job of filling the App Store void with iOS versions of console staples. N.O.V.A. 3 [ $6.99 ], the third game in the company’s perennial FPS series is one such title.  Capitalizing on the success of the previous two titles, as well as offering full support for the latest and greatest in Apple hardware, N.O.V.A. 3 offers a great action-packed single player experience complete with some very impressive visuals.

Following the never-ending trials and tribulations of Kal Warden, N.O.V.A. 3 continues the story as Warden is yet again recalled into action, this time to the ruins of San Francisco to aid an old friend. From there, you’ll travel to several more planets, a derelict ship, and even the home planet of the Volterites. I’ll save the spoilers for those of you that care about the story, but suffice to Kal gets tasked with saving the human race (again) from certain doom and will go through humans, Volterites and Judgers alike to accomplish that feat.

You’ll be saving humanity via gameplay that should be largely familiar for genre veterans. Like its predecessor, N.O.V.A. 3 has you exploring a wide variety of locales while battling enemy archetypes and hitting objective-marker based goals that shouldn’t offer much in terms of surprise. Also, you can expect the occasional break from the on-foot battle heroics by piloting Mechs, manning the weaponry on top of AI driven trucks and serving as sniper support for other NPCs. By now, it should be apparent that Gameloft has uncovered the formula for a successful FPS, and while N.O.V.A. 3 doesn’t offer much in terms of revolutionary gameplay, it certainly succeeds in what it does implement.

One interesting inclusion is an in-game store that offers unique weapons and upgrades that takes currency you earn by completing single player levels. It’s nice to see a system that actually provides rewards proportionally to how well you complete a level run. Unfortunately, the inclusion of IAP to bypass said currency collection lessens experience somewhat.

A well-done FPS is in some ways far more reliant on its controls than other genres. Thankfully, N.O.V.A. 3 works within its limitations to provide a competent scheme for a touch screen. The standard dual-stick controls are available, as well as generous use of a swipe gestures for swapping weapons and powers. I was particularly a fan of the gyroscope inclusion, as proper use of that option goes a long way towards making the game’s aiming accurate and fun.

N.O.V.A. 3 plays well on the iPhone, but I found the screen to be a bit cramped compared to the roomy iPad controls. Either way, a host of options such as auto-aim, attempt to help even touch-screen novices blast away with ease. While I imagine there are some folks that will never get used to touchscreen controls for an FPS, the fact remains that N.O.V.A. 3’s control schemes do a decent job of letting you take out baddies and navigate the environments with ease.

By the way, those environments you’ll be traversing across look absolutely gorgeous. N.O.V.A. 3 takes full advantage of the hardware offerings of the iPhone 4S and new iPad, which leads to one of the most visually impressive FPS titles I’ve played on iOS. The textures, weather and visual effects – even the shadows are all well done and simply stunning.

As nice as the game looks on the small scree, N.O.V.A. 3 begs to be played on a new iPad. The larger retina-display of the tablet lets you truly appreciate just how far the visuals have come in the series. The fact that the game manages to look this good while successfully running (for the most part) at a decent framerate is probably the most impressive accomplishment. Granted, there were a few mishaps with the graphics engine, such as a few instances of falling through environments, the occasional slowdown when there’s a lot of action on the screen and the unusually lengthy loading screens (that occasionally make you think the game crashed), but these do little to detract from what is an otherwise impressive visual system.

It would be easy to simply classify N.O.V.A. 3 as impressive eye candy and leave it at that, but Gameloft deserves credit for continuing the trend of creating a well-rounded FPS experience complete with a full story-driven campaign, a plethora of control and gameplay options and a balanced gameplay experience. We sometimes talk about games that possess that certain something that make them ideal for showcasing the might of iOS. I’d argue that, while N.O.V.A. 3 may not necessarily be at the top of that shortlist, it has enough going for it to warrant being close to such a classification.

This is part one of our two-part N.O.V.A. 3 review. In previous N.O.V.A. games, multiplayer played a very large component of how much our community enjoyed the game. With our early review copy, there obviously wasn’t anyone to be found to play with online. As soon as the game is released, and we can spend some quality time with the multiplayer we’ll post a follow-up focusing on the multiplayer aspects of N.O.V.A. 3.

App Store Link: N.O.V.A. 3 – Near Orbit Vanguard Alliance, $6.99 (Universal)

TouchArcade Rating:

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Written by admin

May 10, 2012 at 10:15

Coming Tonight: ‘Exponential Invasion’, ‘Jake Escapes’, ‘LostWinds 2′, ‘N.O.V.A. 3′, ‘Penny Time’ and Much More

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May 10, 2012 at 6:15

Despite Movement In The Opposite Direction, NimbleBit Continues To Make Free-to-Play Games That Are More Than Just Business Models With Graphics

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In an age where game studios are talking to behavioral psychologists and hiring retention experts and monetization specialists in a rush to juice the most out of free-to-player gamers, there’s at least one studio developing free-to-play games that doesn’t care about metrics, compulsion loops, and user acquisition. Game business never informs game design at NimbleBit. Fun is first, the mechanics of free-to-play are secondary.

Pocket Planes is the next big thing from the two-man studio, and it’s philosophically linked with its other titles. Without shaking a virtual change cup in your face, Pocket Planes gives you a vibrant and customizable world and ownership over it as you ferry a fleet of planes from one airport to the next. Designers David and Ian Marsh believe that these components will be enough to organically drive the free-to-play aspect. No business trickery is required.

The Art Of Good Free-To-Play

“[Our] philosophy is to consider monetization as little as possible during the design of the game,” Ian tells TouchArcade. “The in-game currencies are balanced to be a natural part of the game without the option to even purchase more during design and beta,” he points out. “Adding IAP and deciding how much to charge is always one of the last things we do before launch. We take care to make sure that everything in the game is accessible and achievable without every purchasing IAP.”

Ian and David proved that this approach works with Tiny Tower. The game made money even though monetization aspects weren’t a focal point. The game also did well with critics, earning all sorts of amazing reviews and even a Game of the Year nod in 2011 from the editorial team at Apple. Millions of people played Tiny Tower, too.

Pocket Planes is still deeply in beta, but I’m as hopelessly … hooked on it as I was Tiny Tower. Every ten or so minutes I pick up my phone and plan more flights. When I’m not playing, I spend time thinking about new planes and creative ways to expand my cash and transport flow. Should I grind in my current selection of airports until I can buy New York’s airport? Or should I keep expanding with much smaller airports to broaden my empire, and slowly build up the necessary resources to acquire international hubs? What if I converted all my fleet to four-seat airplanes? How much could I earn then?

These are the questions running through my head, in part because the simulation aspect of the experience is so good. But I’m also just straight-up invested in the world that I’m creating, and I want to keep making it bigger and better. There are so many small, yet beautiful touches in Pocket Planes that drive my mania. I can name all my planes and customize each of my pilots. My passengers post their thoughts on an in-app Facebook client called “BitBook.” I can buy any airport that I can afford, and I can also upgrade it to make it bigger and better. I can build my planes and when I watch them fly, I can collect the game’s two currencies randomly floating in the air. Pocket Planes also knows when I’m flying. The day and night cycle is synced to the real world. When I receive a Push notification, my phone emits a soft airplane cabin ding.

These are the aspects that David and Ian believe drive users to spend. These are the things it spends all of its time developing. There is no conversation about loops or feedback. The duo spend their time making games with character, real progression, and meaningful stuff. Their games have a soul.

“I’m not sure if there is some kind of secret sauce, but we definitely focus a lot of time on adding lots of things to our simulation games that make them feel like a functional little world inside,” David tells us. “I think the stronger the feeling that there is a buzzing simulation going on inside the game, the more fun it is to influence it and use your actions to mould and direct it.”

“I agree with Dave completely,” Ian says. “The more detail and emotion you put into these little worlds the more immersed players become and the more they enjoy spending time with it.”

“I think the customization has a lot to do with it as well,” he continues. “That isn’t just a plane flying in the game, it is your plane that you named yourself and spent time finding the perfect paint job for. In Tiny Tower, it isn’t just a generic bakery, it’s Brad’s Bread with interior decoration of his choosing and hand picked employees that took work for him to recruit.”

David explains that Tiny Tower and the feedback blowing up NimbleBit’s inbox is actively informing the development of Pocket Planes. Users are lauding their game design ideals and are actually thanking David and Ian for making a fun game first.

“I think we definitely are trying to strike the same balance and attitude in all our future free-to-play games because it resonates with players and matches the type of games we prefer to play ourselves,” David says. “The other thing we have learned from Tiny Tower and also Pocket Frogs is that the more we can stimulate players imaginations the better. The kind of fan art and fan communities that have grown around those games is amazing and that is a target we are always aiming for.”

Pocket Planes is shaping up to be a tremendous game and my praise is coming at a time when more and more new free-to-play games continue to feel like skinner boxes instead of fun things to play with. Ian and David are doing important work here, proving that free-to-play doesn’t need to inform fundamental game design.

“Even without spending a dime, players become heavily invested in these worlds because of their character and charm — not some carefully crafted compulsion loop. That is what keeps them coming back,” Ian says.

Fun doesn’t need to cost a penny, and that’s what NimbleBit strives to make a reality with each release.

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Written by admin

May 10, 2012 at 2:15

Radiangames Reveals Its Next iOS Release, ‘Inferno+’

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Ballistic SE [$1.99] and Fireball SE [$1.99] creator, Luke Schneider, has been porting another Xbox Live Indie Game to the iPhone and iPad. Inferno+, which features newer high resolution assets for retina screens, is coming later this month or earlier next. Luke dropped us a really awesome slow-motion teaser trailer that shows off a smidgen of the game’s creative twin-stick action, which seeks to combine elements of Geometry Wars (!) with the structure of Gauntlet (!!).

Luke describes the trailer in his latest blog post, shedding some light on what he’s trying to shoot for:

While the launch trailer will cover a lot more of what’s in Inferno+, for the teaser video above I only wanted to show a single quick sequence to give a taste of the game. Obviously it’s in slow motion, and zoomed in a bit, so I cheated a little, but I think that’s OK.

We’ve been pretty impressed with what Luke has released so far, so count us in for a day one download. Whenever we get a final build, we’ll shoot you a review. Hah. Get it? It’s a twin-stick shooter. We’re going to shoot our thoughts at you… like you’d fire bullets in a shooter. We crack us up.

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May 9, 2012 at 22:15

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‘DreamWorks Dragons: TapDragonDrop’ Review – Sheep Herding Puzzles Are Better With Dragons

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I have to admit I’m behind on children’s cinema. I totally haven’t seen Dreamworks’ How to Train Your Dragon. Though they’re clearly from the same world, I’m pretty sure it doesn’t follow the same plot as PikPok’s DreamWorks Dragons: TapDragonDrop [ $1.99 ], which is about kids riding dragons to herd sheep. But really, that seems like an innovative solution to a common problem, no?

Though it takes a few levels to reveal its workings, DreamWorks Dragons is a game of logic puzzles. You’re given a few tools, things a dragon could reasonably be expected to do, like roaring, picking up rocks, smashing things and burning stuff. With them, you need to run through a series of levels about herding sheep into their pens. But the stakes are high: each step needs to be completed in the right order or you’ll end up withcharbroiled sheep on your hands. Mmm, mutton.

Once you’ve unlocked all of your dragon’s abilities, they line up in icons down the left side of the screen. This dragon is well-trained; just drag an icon for an action to the spot you want it to be performed and Toothless will handle it. He’ll fly there and act out your command, be it burning trees, crushing statues, or lifting and dropping rocks. The only thing he can’t do is carry the sheep for you, which is fair enough. I mean, would you let a dragon carry you around?

The game is balanced for a younger audience, of course, so it might take a while before it starts to pose a serious challenge. But while the difficulty curve is shallow, DreamWorks Dragons eventually gets pretty great. The sheep are incredibly vulnerable, and later levels are designed to take full advantage of that. A single mistake means you’ll probably roast a sheep, or drop it off a cliff, or feed it to a shark. No one wants that—or at least they wouldn’t if the animations weren’t so fantastic. I definitely killed sheep in every way possible just to, um, watch them die.

Morbid curiosity aside, killing sheep is not just a bad thing to do; it will also hurt your level rank. Each level has a three star rating to aim for, with one star awarded for completing the level, one star for saving all the sheep, and one star for doing it all within a set number of actions. At first it’s hard not to get three stars. But things pick up by around the midway point of the game.

Some of the later levels get pretty ridiculous, in fact, with drawbridges, catapults, gates and such to manage on top of the usual cliffs and rocks and bridges and hay. There are forty levels in the main game, with twenty more available via an in-app purchase. That second pack gives you the Deadly Nadder to control, which can use its tail spines to create ladders for sheep. This ability is nearly as silly as it looks, but it adds a new challenge into the mix.

Each group of 20 levels also has 9 hidden treasures to be found. Frustrated? Go treasure hunting, since it usually means burning down every stand of trees in your path. You’ll also unlock a bonus level for each set of three treasures you find. Once you’re through those, there’s one more way to play: most of the Game Center achievements revolve around “losing” sheep in a variety of horrifying ways.

If you’re not in the target audience, DreamWorks Dragons probably won’t blow you away. It takes a bit too long to get into and ultimately lacks in variety. But every aspect of the game has been built with PikPok’s trademark care. It’s hard to turn down gorgeous animation and well-crafted levels. If you’re a fan of How To Train Your Dragon, this game is definitely worth a download. If you’re not, you’ll still find a solid set of logic puzzles within. Given how awful movie tie-ins tend to be, DreamWorks Dragons deserves to be recognized. It’s definitely one of the good ones, so check it out—then swing by our discussion thread to share your thoughts.

App Store Link: DreamWorks Dragons: TapDragonDrop, $1.99 (Universal)

TouchArcade Rating:

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Written by admin

May 9, 2012 at 18:15

The ‘Prototype 2 Official Sidekick’ Companion App is a Thing

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It seems like the thing to do nowadays is release a mobile companion app for your big time AAA console release. Whether it’s the Call of Duty Elite app [ Free ], the Mass Effect 3 Datapad [ Free ], or the Dragon Shout app for Skyrim [ Free ], each offer a way to assist or otherwise immerse yourself further into a console or PC game using the second screen of your mobile device. It’s like the digital revolution of the strategy guide.

The newest of these companion apps is the Prototype 2 Official Sidekick [ Free ], which hit the App Store right around the time of the console game late last month. Prototype 2 is an open-world action game that received fair to positive reviews when it released.

The iOS companion app focuses mostly on allowing you to explore that large open world and aid you with finding all of the game’s collectibles. It will track your collection progress and you can filter out the specific parts of the world you’re interested in by zone or item type. Besides the maps and tracking, the app also contains additional in-depth information about the mutations in the game and how to get them.

The Prototype 2 Official Sidekick is free to download and lets you check out the map and features for the Yellow Zone in the console game. For a $1.99 in-app purchase you can unlock both of the additional Red and Green zones in the app. I haven’t given Prototype 2 a spin yet myself, but if it’s a game that you’re currently enjoying you might as well check out at least the free portion of the Prototype 2 Official Sidekick app.

App Store Link: PROTOTYPE®2 Official Sidekick, Free (Universal)

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May 9, 2012 at 18:15

‘Inotia 4: Assassin of Berkel’ Review – A Less Than Perfect But Still Strangely Satisfying KRPG

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If there’s anything I’ve learned after pouring several days of my life into the latest installment of Com2uS’s action-rpg Inotia franchise, it’s that no amount of Engrish exposure can truly prepare you for that strange moment when a gorgeous brunette clad in diaphanous silks informs a ‘pretty boy’ of an anti-hero that he is squirting blood.

This awkwardness informs a lot of the dialogue in Inotia 4: Assassin of Berkel [$2.99 / Free ]. While relatively free of the grammatical errors that usually plague such games, Inotia 4 has a rather, uh, unique way with words. Here, you’ll find imposing-looking orcs declaring that things are “kinda awkward” and villains that order their lackeys to “allure” helpless souls to a nefarious end. This isn’t necessarily a bad thing, mind you. Unless you’re totally adverse to the idea of peculiar phrasing, the accidental humor actually offers a light-hearted touch to what otherwise feels like a stereotypical jaunt.

The story in Inotia 4: Assassin of Berkel is one built out of familiar tropes. For example, the protagonist’s an effeminate-looking but curmudgeonly chap who also happens to be young, gifted at the art of assassination and a member of the Shadow Tribe. His star-crossed love interest? A young woman who bears more than a passing resemblance to Final Fantasy heroines like Rinoa, Garnet and Yuna. Needless to say, this sort of sets the pattern for the rest of the game. Inotia 4 is a little bit of everything you’ve ever encountered in an RPG from the Orient. There are warring factions, magic, subterfuge, hidden pasts, and even an arrogant stranger with an overpowered weapon. If you were looking for something new, this isn’t the KRPG you’re looking for.

While I’m not particularly fond of the virtual d-pad utilized here or its periodic lack of responsiveness, the controls are pretty standard fare. It’s the interface that bugs me to no end. On top of many smaller issues, the deluge of buttons, character portraits, health bars and mana bars can make it literally impossible to see where you’re going. To be fair, it doesn’t happen all that often but when it does happen, you’ll take painful notice.

From an audiovisual perspective, Inotia 4 is neither particularly impressive nor completely humdrum. An odd mixture of Retina quality elements and retro-looking graphics, the game feels a little older than its actual release date. As for the audio, I’m somewhat on the fence. On one hand, the music isn’t too shabby; it’s the kind of stuff you would expect from an RPG. On the other hand, the sound effects left something to be desired for.

So, why play Inotia 4? Why go through strange localization and flighty controls? Why endure the storyline you’ve probably heard a thousand times before? Why did this get a four star as opposed to a plea for you to run away?

Simple. Because it’s actually pretty good.

Like a blind date between mostly compatible people, things can begin on a slightly shaky note. However, once momentum has been built, beautiful things can happen. If you have nothing against grindfests (it IS a Korean RPG, after all) and an obsessive-compulsive need to build the perfect party, Inotia 4 will eventually suck you in and keep you there.

The party system, though far from ground-breaking, is rather commendable. One of the things I liked best about it was the fact that while you can only have two party members (in addition to the protagonist) active at any given time, the game not only allows you to keep a stable of six but also ensures that all of them level up in an appropriate manner as you progress through the game. It’s a small feature but a clever one. Unlike many other RPGs, you can actually elect to mix and match your selection of humanoid minions without having to first devote extensive amounts of time to their personal developments.

Speaking of party members, they will consist of mercenaries summoned from item drops and, from time to time, the odd plot-generated NPC. Most of your time, however, will be spent with the former. Your mercenaries may belong to any of the six different classes available in the game. They also come with as many item slots as the protagonist, their own set of skills and statistics appropriate to the quality of the item that conjured them. While you’re in command of their equipment, you will need to cough up a few crystals if you want to change the rest.

As you can imagine, some of the appeal in the game lies in how you can tailor the composition of your party. Curious as to how pet-wielding classes will do against a stubborn boss? Bring them out and prepare for a crowded rumble. Fancy seeing how well three tanky priests can hold up against the game’s dungeons? Go ahead and test out that theory. Nothing will stop you. The level of micromanagement required is also entirely dependent on you. While you can choose to rely on your A.I settings, you can opt to take control of any of your characters at any given time.

Inotia 4 is also a dream come true for those who just HAVE to have the best gear. By and large, there’s no shortage of equipment to collect. Random beasts will sporadically drop legendary headgear. Fusion machines will occasionally offer the chance to engage in repeatable quests, quests that will grant you access to recipes for absurdly powerful items. You will also find goodies from boss battles, treasure chests and their spoils, side quests and shady merchants marketing what may or may not be the next best thing. Inotia 4 makes it easy to be covetous and is shameless about rewarding those willing to grind their way towards glory.

You know what the best part of all this is? Your party’s appearance will change with every high-priced trinket you acquire.

By the way, I’m impressed with how Com2uS handled one aspect of their IAP system. In Inotia 4, crystals are used for, well, pretty much everything. Have a weapon you really want to make but lack the ingredients for? Pay for its creation with a handful of crystals. Want to resurrect your party instead of restarting from the last saved point? Cough up the crystals. We know you have them in there. While hardly the most unusual approach, Com2uS has made usage of those crystals as enticing as ever. In the grand scheme of things, five crystals is nothing compared to an hour spent scouring the maps for material. You almost find yourself compelled to conform.

In between all of this, crammed between the good and the bad, nestled between the occasional guilty crystal expenditure, that’s where the magic happens. Inotia 4 will have you mashing buttons, switching hot keys, pondering talent points and beating on artillery turtles without so much as a second thought. It will have you gathering ingredients for a powerful new weapon even as you effortlessly transform your glass cannon of a priest into a shield-wielding bastion of power. It will keep you trucking towards the next level, determined to see how your new weapon will do against the latest dungeon or how well your latest collection of party members will hold up. Inotia 4 isn’t the most original title out there but it certainly knows which buttons to press.

App Store Links:
    Inotia 4 PLUS: Assassin of Berkel, $2.99 (Universal)
    Inotia 4: Assassin of Berkel, Free (Universal)

TouchArcade Rating:

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Written by admin

May 9, 2012 at 2:15