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‘Lego Harry Potter: Years 5-7′ Review – A Few Feathers Short of a Phoenix

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It’s been over a year and a half since we last covered the boy wizard and his Lego debut on iOS. Now, after much waiting the adventure is finally ready to be concluded with Lego Harry Potter Years 5-7 [ $4.99 ]. While most Potter diehards will likely flock to this version and have a decent time, a few annoying missteps keep the title from having a wider appeal.

As was the case for the previous Lego Potter game, Years 5-7 is a port of an already existing portable game for the 3DS and more recently, PlayStation Vita. This means that you’re going to have (for the most part) a fully-featured game with a wealth of content. You’ll play through the final four movies of the series reimagined in the now-typical Lego way, each with its own chapters and sub-chapters. In addition, there are tons of unlockable characters as well as collectables. Suffice to say, there shouldn’t be any worries about getting your money’s worth with this title.

Gameplay is standard for what you’d expect from a Lego game at this point. You’ll spend the majority of the game engaged in simple exploration and puzzle solving, with some occasional combat thrown in for good measure. And, of course, you’ll spend a lot of time collecting studs which can be used to unlock new characters who have abilities that can open up previously locked areas. One new element added to the mix is the inclusion of Wizard Duels, which pits your character against another wizard in what is essentially a rock-paper-scissors battle for wand supremacy. While I didn’t think it added much to the overall gameplay, it was still a welcome sight for variety’s sake.

It feels strange saying this, but I was impressed with the visuals in Years 5-7. There was a certain clarity and visual sheen surrounding the in-game environments and character models on the iPhone 4S which put the game on par (or even better than) its portable console brethren. Unfortunately, the same can’t be said for the movie cutscenes, which were incredibly compressed. The audio suffers from a similar fate with annoying artifacts which simply feel out of place.

An interesting side effect is the fact that Years 5-7 will drain your iPhone’s battery very quickly. It seems like an obvious statement to make when you’re dealing with graphically-rich games, but I was still surprised at the how fast it drained (60-70% in about two hours of play). Just keep this in mind if you plan on a heavy gaming session away from a power source.

One of the areas we enjoyed in the previous Lego Harry Potter game was its intuitive control scheme, which used a more touch-centric (tap to move, swipes, etc.) method for controlling your character vice a virtual control pad. Unfortunately, Years 5-7 moves away from that style and settles firmly on a virtual joypad complete with various action buttons. While a virtual gamepad scheme is nothing new, the implementation feels off with small buttons that aren’t clearly labeled and the occasional non-register of a tap. Other actions, like specifically selecting a spell, become exercises in redundancy with the current control setup.

There are also a few nagging issues on top of the controls that just bring the experience down. The camera angle occasionally put you in a position where it’s hard to see pitfalls and other insta-death elements, causing sudden death if you’re not careful. I also encountered several situations where it was possible for your character to just get trapped on objects and just hang. Thankfully, the game will mercifully kill you after being this way for a while, but these sorts of bugs just shouldn’t be happening.

I’m happy to see that the Lego Harry Potter series finally completed on iOS. However, I’m not sure why it took so long for this port to land on the platform. Sure, Years 5-7 looks good visually, but the switch to a virtual gamepad along with the issues mentioned above deter the game from being better. As it is, the Lego gameplay is intact, meaning that fans of the series should continue to enjoy it. However, you can do better if you’re simply looking for the next great action/platform game.

App Store Link: LEGO Harry Potter: Years 5-7, $4.99 (Universal)

TouchArcade Rating:

[source]


Written by admin

May 8, 2012 at 18:15

‘Aby Escape’ Review – A Flawed But Fun Runner Starring Sly Cooper’s Distant Cousin

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Aby Escape [ Free ] is the newest freemium title from BulkyPix and Pixel Ratio, and a 3D spin on the iphone’s popular runner genre. Instead of dashing full speed to the left or right sidescroller style, the game plants the camera just behind Aby’s back and leaves it to you to guide the terrified raccoon down paths cluttered with rocks, cars, animal herds, beer-bellied hicks who lie in wait until you approach, and other obstacles.

To keep your unstoppable force from running smack-dab into immovable objects, you tilt your phone to weave side to side, swipe your thumb up the screen to jump, and swipe downwards to drop to your knees and pull off a Catwoman-in-Arkham-City slide, minus revealing cleavage. (Yeah, I know. Can’t have it all, though.) The core gameplay idea is reminiscent of Temple Run [ Free ], but Aby Escape does a nice job at iterating on the formula with some new ideas and some variety.

The game features two game modes: Story, and Unlimited. In Unlimited, your goal is to stay alive for as long as possible. You accomplish that feat by weaving in and out of danger to pick up shoes that keep your perpetually draining energy meter topped off. Aby gradually picks up speed the longer you survive, making extended play an exercise requiring absolute focus and twitch reflexes. Besides shoes, you can grab coins with which to purchase power-ups, characters, new Unlimited levels, and other unlockables.

And that’s where the trouble begins. The first time you load up Aby Escape, only one Unlimited level, Greystone Park, is available. Two other Unlimited stages are available from the in-game store, but at a cost of more than 3000 coins each. Want to try Story mode? That’ll run you 7500. You can unlock these modes in one of two ways: grind Greystone Park and pinch your pennies for hours on end, or shell out real money for IAP coin bundles.

The unbalanced economy pervades in other ways. Besides new stages, the shop also sells items like speed boosts that blast you forward and render you impervious to harm. The problem is, every item carries an exorbitant price tag. Each item can be upgraded up to five times. The first upgrade for each item costs 400, the next 1200, then 3000, and so on. Handy, but a major cut into your savings when you’re stuck with only one level to play. Playable characters and different types of feet like hairy Hobbit toes go for between 2000 to more than 4000, but don’t alter the game in any way; they’re purely for aesthetics. I hate to harp on this point, but with only one level to play, I simply considered all other purchases a waste until I’d invested in at least one change of scenery to spice up my time with the game.

Unlimited levels feature challenges that reward you with coins, but some of them just don’t make “cents.” Buy two upgrades at 400 coins apiece, get 50 coins back for completing the challenge. Uh, no thanks. I bought an IAP item that gives me two coins for every one I picked up, but that only increased my income from a drip-drop to a steady trickle. Eventually I shelled out five bucks for 20,000 coins—not because I wanted to, but because I felt like I had to. It was either that or more grinding. I unlocked the last two Unlimited levels before diving into Story, a sprawl of levels spread across Greystone Park and two new areas, the same ones you’ll play in Unlimited if/when you fork over the coins.

Story tasks you with racking up a high score by staying alive as long as possible and collecting every pair of shoes on each stage. Running into obstacles knocks points off your score and sets you back at a checkpoint. Most checkpoints set you so far back that you’ll have forgotten earlier terrain in your effort to remember what to do in the area that tripped you up, which amounts to a lot of frustrating memorization and trial and error.

Technical issues also abound. The frame rate chugs sporadically, spelling certain death in trap-heavy regions. Also, since you spend the game running forward into the distance, terrain you pass slides backwards as you run along but some of it slides too slowly, clogging the screen and blocking your view of the next hurdles. More seriously, though, was a store calculation error—I had more than the 400 coins I needed for an upgrade, but the transaction somehow took my wallet down to -97, which shouldn’t even be allowed to happen—and a crash bug that dumped me back to the home screen every time I tried to load an Unlimited level.

With so many strikes against it, what could possibly convince you to help Aby Escape? Because I’ll be darned if it isn’t fun. Grinding grew monotonous only because, really, who wants to look at the same environment over and over in any game? Actually <em>playing</em> the game is quite enjoyable. There’s a feeling of satisfaction and skill in any runner game that comes from guiding your scurrying lemming over, under, and around obstacles, marveling at your response time, dexterity, and lasting for as long as possible before inevitably slamming into something that reduces your bones to a fine powder.

Collecting coins, shoes, and power-ups requires near dead-on collision to register, but aside from the somewhat sluggish tilt-controlled weaving that doesn’t always keep up with the game’s gradually accelerating pace, the controls usually responded sharply enough that I felt encouraged to veer into danger and risk another visit to the Retry screen if it meant snatching an out-of-the-way coin placed in front of a trap. The game also plays fair by giving you a chance to shoulder past obstacles like cars and rocks unless you strike them dead on, which made me even more willing to dash in front of dangerous objects and grab goodies.

Three strong redeeming qualities ultimately saved Aby Escape from outright deletion. It’s fun, it’s deep (you’ve still got all the challenges and your personal records to break even after you’ve opened everything up), and it’s free. If this were a paid game, I’d knock a star off the grade, and fairly. The game really should offer activities from the get go or at least mark down the fee for additional content, but what is there provides loads of entertainment.

App Store Link: Aby Escape, Free (Universal)

TouchArcade Rating:

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May 8, 2012 at 18:15

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‘Tower of Fortune’ Review – A Reel Good Time For RPG Fans

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While dwindling on consoles, RPGs of all shapes and sizes are flourishing on mobile devices. There have been some truly creative and unique RPGs released in the past few years, and perhaps none is capable of tugging at your heartstrings and pushing you to fight just one more battle than Game Stew Studio’s new iOS game, Tower of Fortune (ToF) [ $0.99 ].

Like Puzzle Quest and Sword & Poker before it, ToF infuses a basic role-playing game with mechanics drawn from a completely different genre entirely—in this case, slot machines.

The premise of ToF is pretty simple. You’re a hero. You’ve a lady to rescue. You need to gather coin, get loot, and defeat evil incarnate. A “game of the year”-winning story, this is not, but the simple framework provides enough context to the game to make it work.

Before you even get to the gameplay, though, you’ll be hard-pressed to ignore ToF’s eye-catching retro art style and ear-pleasing chip tunes. Both the game’s quirky, NES-era visuals and strong selection of catchy music make the game visually and aurally simplistic and yet undeniably charming, like the greatest Gameboy games of yore.

Presentation is all well and good, of course, but how does the game actually play? Surprisingly well. ToF succeeds in blending the requisite RPG features with the mechanics of a slot machine, albeit with only one truly noteworthy quirk.

Currency is central to ToF, and it’s what powers all of the game’s subsequent systems. To progress through the game’s world, you’ll need coin. To battle, you’ll need to spend (and potentially lose) coin. To upgrade your hero, you’ll need coin. To heal after battle, you’ll need coin. To buy items… you get the point.

There are two ways to earn coin in the game: through fairly nonintrusive microtransactions or by fighting monsters. Given that the combat is the star of the show, most will be content to get their hands dirty and earn money the hard way, and it’s not hard to do so willingly as prices aren’t as exorbitant as they are in similar games.

This is where the game’s slot system comes into play. When you enter combat, you’ll be greeted with a simple one-line, three-reel slot machine. The reels are filled with icons that represent doing damage, taking damage, gaining XP, and gaining coin. Whatever icon appears on the left-most reel determines what happens during the turn, and the more like icons matched, the more significant the effect. In addition, the effect is multiplied by repeat matches, so if you get XP one spin and XP again the next, you’ll get an XP bonus.

One more level of both gambling and depth is added to the battle system by way of a simple “Bet” button. Prior to a spin, you can bet your coin to enhance the effects of the spin. Every effect is doubled after a bet, so you’ll be crossing your fingers in hopes of avoiding taking damage icons and screaming in joy when you hit a full three-match of XP or coin. This becomes critical as bad guys get harder and have more health.

I’m not much of a gambler, and random elements in games tend to annoy me to no end—here’s looking at you, Crisis Core. But after hours of playing, I’ve found that ToF manages a fine balance between feeling cheated and feeling lucky, and hard battles are nail-biters as a result. As you begin to fight more difficult monsters, the high wrought by a good string of luck and the stomach-sinking disappointment wrought by a bad one make the game quite compelling.

In practice, the system works surprisingly well. This is largely thanks to the game’s simple loot and upgrade systems, which allow you to upgrade your character periodically with simple items and stat boosts, you can do a decent amount to prepare for battle and tip the tide in your favor.

If there are any complaints to be had, they would revolve around the game’s sense of progression. Progression is a critical component of any RPG: it’s what keeps the genre’s fans playing, even when everything else—from storyline to graphics and beyond—may falter. ToF struggles a little bit in this regard, as progression is too random and too fleeting to feel rewarding in the long run.

Moving through the game from area to area requires paying escalating “unlock” fees. This means that you’ll need to amass a substantial purse. This in-and-of-itself wouldn’t be that bad, but when combined with the game’s rougelike treatment of death, you can find yourself frustrated.

Should you die, you’ll lose all the equipment, levels, and upgrades you earned as you play—you keep only your unspent coin. As a result, some may beat the game in a day while others could theoretically play it indefinitely and never see the end.  This near-complete randomness makes it hard to feel any sustained, substantial, and satisfying feelings of progression.

In spite of this issue, though, the game never stops being fun to play. The game’s ability to produce such a wide spectrum of emotional highs and lows is no small feat for a game, and additional elements, like the game’s fun mini-quest system that introduces small objectives that reward XP when completed, do wonders at keeping things fresh.

Ultimately, Tower Of Fortune may not have the progression elements, compelling story, or depth of its meatier RPG brethren, but it has all the stats, levels, loot, triumph, and tragedy a RPG fan needs for on-the-go gaming.

App Store Link: Tower of Fortune, $0.99

TouchArcade Rating:

[source]


Written by admin

May 7, 2012 at 18:15

‘Sword & Sworcery’ Jam To Showcase Fan Art And More

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Sword & Sworcery [$4.99 / Micro] is an amazing adventure with some of hippest art and sound we’ve ever seen in a video game. It’s inspirational, too, as fans of the title have demonstrated by conjuring a plethora of art revolving around the themes, music, action, and scenes in the indie darling. In an effort to generate even more awesome stuff, the crew behind the game are putting together a virtual jam to provide artists around the globe “a little bit of structure and motivation, as well as an opportunity to exhibit” their work alongside the people who made the game. This is taking place on May 11-13th, and it appears as if everything submitted will appear at the #Sworcery tumblr.

If you’d like to get in on the action, submissions can be submitted here. The page explaining what’s exactly going down is available at this address. Here’s a tiny small selection of the stuff appearing on the game’s tumblr:

“Slyve & Sworcery” – a painting by Slyve aka @c_sylvain at Capy.

“Depths of Mingi Taw” – painting by Qiqo aka @supertamago at Capy.

There’s some great stuff already, obviously. It’ll be interesting to watch this page fill. And if you haven’t played Sword & Sworcery yet, what’s wrong with you?

App Store Links:
    Superbrothers: Sword & Sworcery EP, $4.99 (Universal)
    Superbrothers: Sword & Sworcery EP Micro, $2.99

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May 6, 2012 at 22:15

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‘Brainsss’ Review – All We Wanna Do is Eat Your Brains; We’re Not Unreasonable

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Zombie games are still a big deal and it continues to blow my mind that this is the case. What hasn’t been done in a zombie game? Think about it. We’ve shot zombies and we’ve cut zombies. We’ve set zombies on fire. We’ve run over zombies and cured zombies and beat zombies with baseball bats. We’ve even participated as part of the horde in games like Valve’s Left 4 Dead and Left 4 Dead 2. Over the last few years, there’s not much we haven’t done to or with zombies across multiple genres, including puzzle and even tower defense. This thought has crossed my mind several times: what can a brand new zombie game even offer outside of a slight twist on what we’ve done before?

And then Brainsss [$2.99] shambles along and shatters this idea in my head that zombie games are lame because there’s just nothing left to do in them that we haven’t done trillions of times in a billion different games. Brainsss offers something new in the space, and its core action is rich enough for me to give it a solid recommendation, despite cooling on this zombie … craze we’re still in.

Brainsss is a top-down strategy game where you control a horde of zombies on quests to assimilate people into your horde. In order to do this, you’ll need to treat the ever-growing horde like a fleet, splitting it up into pieces so you can trap victims spread across the game’s myriad of labyrinthine levels, which are often brimming with helpless survivors who are ready to bolt the second they see snarling beasts approaching. As you convert more people, you’ll be able to meaningfully split your horde into even more groups.

There are a few change of pace design elements that compliment the strategy. The “RAGE” meter in particular is hip. As you do damage, you’ll be able to enter into a berserk mode that ramps up your horde’s speed and intensity. On the other hand, the mission design is sharp, too. In one level, you might be stopping survivors from feeling to a helicopter. In others, you’re chomping on scientists who were incredibly fleet of foot before running into your horde. Another neat twist: Brainnsss also rocks NPCs that can harm your horde, like police officers and backyard pugilists that you have to disarm in specific ways.

Brainsss biggest problem is probably its habit of skewing casual. You’re not going to feel like you’re the smartest undead general ever while trapping dudes. The controls can be a bit spotty as well. To split your horde, you need to “paint” over part of it, and then point to a new location in the level. Grabbing a specific amount can be a hassle if your horde is bunched tightly. Otherwise, the point-and-paint controls are bliss: this is a game that feels like and operates like a game designed for iPad and iPhone.

If you’re still into zombie games, or just need to check another thing you’ve done with zombies off of your mental checklist, feel free to check this out. Brainnsss strategy and action feel pretty unique in a space that’s been done to undeath, and they probably really pop outside of this vacuum. I can dig it, at least.

App Store Link: Brainsss, $2.99 (Universal)

TouchArcade Rating:

[source]


Written by admin

May 4, 2012 at 22:15

‘Omegapixel’ Review – Tacos, Pixels, Spaceships, and Free; What’s Not to Love?

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Do you like tacos? How about star fields, spaceships, and throwback games that trade polygons for pixels and full orchestras for beeps and bleeps that hearken back to the glory days of the Atari 2600? Developer Taco Graveyard serves up generous helpings of those elements and more (even the space tacos) in Omegapixel [ Free ], a fast and furious action game that throws in a fair bit of puzzle solving to keep you on your toes.

The first time you load a mission, Omegapixel might remind you a lot of Geometry Wars [ $0.99 ]. Using a virtual stick, you control a small space rig that zips around the cosmos and battles enemy ships. Unlike Geometry Wars, though, you barrel into enemies kamikaze-style instead of blasting them with lasers. While you’re floating like a butterfly and stinging like a battering ram with thrusters, enemies pour onto the screen in greater and greater numbers.

Enemy ships come in several varieties—some that make a beeline for you, others that converge on the pixel. On one stage, I flew around smashing into red ships that targeted the Omegapixel while blue pyramids followed my space vessel in tireless pursuit. Suddenly a vertical yellow line came sliding across the screen like a barcode scanner laser. If the line touched the pixel, I lost a life. Ignoring the red destroyers and blue pyramids for the moment, I flew to the far side of the yellow wall and tapped the lower right corner of the screen, which instantly swaps your location with the Omegapixel’s and vice versa. Teleporting put the pixel safely on the far side of the wall, but right in range of the red ships I’d let live to deal with the wall.

The key to victory lies in shielding the pixel from its enemies, while using it to shield you from yours. To get rid of the blue pyramids that zero in on my ship’s location, I had to lure them into the pixel’s fiery maw by either putting the pixel in between me and them, or waiting for them to draw close enough to touch before teleporting, which dumped the pixel right where I’d been drifting a second before. Easier said than done, especially with bouncers knocking the pixel every which way, red ships spiraling toward it, new purple walls that harmed me instead of the pixel sliding into view, and asteroids that, while harmless, distract you by stealing your attention away from real threats.

It’s stressful, but the kind of stress that leaves your senses crackling from adrenaline. Cobbling together a plan and pulling it off in a matter of moments never failed to invite a thrill of accomplishment. The game almost becomes more of a twitchy puzzler on later levels, forcing you to remain aware of the pixel’s location at all times and pull each enemy type from your memory log the moment it comes into view so you can react to the new threat appropriately.

As you play, you’ll collect credits you can use to deck out your ship: explosive teleports, extra armor plating, defense mechanisms for the Omegapixel, a line of energy that flares between you and the pixel when you teleport, incinerating anything it touches. You can earn credits the old-fashioned way by clearing Story and Arcade missions, picking up credit packs that randomly appear during play, or just drop real money on IAP credit packs and splurge on upgrades.

Like all games that control with virtual sticks, Omegapixel’s controls suffers from minor virtual-stick touchiness, but my fried reflexes cost me more missions than occasionally spot controls. Other than said spottiness and grating music (the sound effects are the right kind of bleepy retro, but the soundtrack, which you can disable, sounds like an 8-bit game that froze right in the middle of a high chord) Omegapixel is a ton of fun, and especially shouldn’t be missed at its current price of free.

App Store Link: Omegapixel, Free (Universal)

TouchArcade Rating:

[source]


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May 4, 2012 at 22:15

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Long Awaited Sequel ‘Defender Chronicles II: Heroes of Athelia’ is On the Horizon

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The original Defender Chronicles [ $1.99 ] launched in the summer of 2009 and offered a unique take on tower defense with its vertically designed levels and inclusion of RPG elements. We thought it was great in our review and we even picked it as a top strategy game of 2009. Since that time Defender Chronicles developer Gimka has been hard at work on a sequel, and at long last the game is nearly upon us.

Gimka has recently posted some information about Defender Chronicles 2 in our forums, and based on some comments there from beta testers the sequel is even better than the original. It’s set to include 4 new heroes, 32 new abilities, 4 factions and 57 different units. There will also be a whole slew of new items and equipment to play around with, and the maps in Defender Chronicles 2 will be bigger and longer than in the previous game. Finally, it will be a Universal app with Retina Display support.

Click through the following screens provided by Gimka that introduce some of the characters in the game.

Unfortunately, one thing we don’t know about Defender Chronicles 2 just yet is a specific release date, but we’ve been assured that it’s coming relatively soon. Next week some additional information as well as a new trailer will be released, and we’ll be looking to get our hands on the game early to check it out. Keep your eyes peeled for more on Defender Chronicles 2 in the very near future.

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May 4, 2012 at 18:15

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‘Ski Safari’ Review – An Endless Runner With Style

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We’ve had our share of decent endless runners lately, and Defiant Development’s Ski Safari [ $0.99 ], looks to continue that trend. With adorable graphics, great controls, and a decent amount of content, hits all the right notes for the genre and should be checked out.

Ski Safari challenges you to last as long as you can against an impending avalanche while you race down an eternal slope. In order to accomplish this, you’ll need to build up your speed (and score multiplier) and keep it up as long as possible. You can gain speed by performing a wide variety of tricks or by picking up ‘vehicles’ that range from penguins and yetis to hawks to even a snowmobile. Of course, several types of obstacles (rocks, ski cabins, e.t.c.) stand in your way to slow you down. It’s an interesting system that plays out like a constant tug-of-war between you and the never-ending avalanche. In some ways, the speed system is a bit vaguer than other endless runners but I think it adds to the tension and enjoyment.

Of course, Ski Safari wouldn’t offer much in the replayability department if it only offered a simple race against inevitability. Thankfully, a decent objective/leveling system similar to the likes of Jetpack Joyride is always in play, offering nice distractions during the race. Completing sets of missions raises your rank and multiplier, allowing you to gain more points (and speed). While the mission system doesn’t necessarily bring anything new to the table, it’s still a welcome addition.

Like many endless runners, Ski Safari’s controls are a simple mixture of taps and holds. A quick tap will have your skier jump while holding down on the screen starts a backflip. Your backflip speed depends a lot on your velocity and vehicle, adding a bit to the strategy of whether or not to actually start a move. The control scheme definitely hits the mark for being accessible while offering just enough potential for strategy to keep you coming back.

You’ll notice that once you get the hang of the gameplay runs can take quite a bit of time (relatively speaking) before they get hard. However, I don’t really see this as an issue as there are plenty of objectives to complete while you’re skiing and the ever-increasing multiplier means that you’ll eventually be able to reach those higher scores faster.

I’m a fan of Ski Safari’s lighthearted and playful presentation. Everything from the initial runs while asleep in bed to the mischievous music and cartoony visuals just illicit an amusing feeling. This continues with the pun-filled trick names and animal/vehicle companions. Obviously competent gameplay is an important facet for endless runners, but having well executed presentation goes a long way towards keeping me coming back. Thankfully, Ski Safari succeeds in all those aspects.

There are a few minor issues that I think keep Ski Safari from elite status. I really would have liked to see some sort of in-game use for all the coins you collect in a run. Even if it only offered cosmetic changes, an in-game shop goes a long way towards replayability. For that matter, while Ski Safari does a great job with its randomly generated runs, I hope that scenery changes are in the works for future updates. I really love the vehicle system and hope to see more options as well.

Still, Ski Safari definitely deserves to be put into the upper echelon of endless runners. The great presentation, well-implemented control scheme and overall enjoyable gameplay simply lead to a game worth playing. If you’re looking for the next great (and cute) endless runner, look no further and check out Ski Safari.

App Store Link: Ski Safari, $0.99 (Universal)

TouchArcade Rating:

[source]


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May 4, 2012 at 2:15

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Bi-Planes, Skeletal Rabbits, And Cricket Players: ‘Pizza vs. Skeletons’ Gets A New Chapter

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Riverman Media is making good on its promise of content updates to its bizarre side-scrolling action game, Pizza vs. Skeletons [99¢, Free]. A complete chapter, filled with a total of ten new missions, was added this morning alongside a festive topping and even some new iPad tweaks, which ratchet up the game’s visuals for users with Apple’s new tablet.

The selection of content present in these new levels is dizzying. In the first, you’ll be flying a WWII-era biplane. Later, you’ll fight skeleton rabbits in an arena, destroy a cloud city, bowl through skeletal cricket players, and fight a boss on a suspension bridge who uses new “gust” ability.

In celebration of all this new content, Riverman has slashed the price of PVS. Through this weekend, you’ll be able to grab it at 99¢ instead of its usual $1.99. It’s a steal at this price, and all of these skeletal rabbits aren’t going to kill themselves, so consider acting on our glowing recommendation.

App Store Links:
    Pizza Vs. Skeletons, $0.99 (Universal)
    Pizza Vs. Skeletons Free, Free (Universal)

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May 4, 2012 at 2:15

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‘Flight Control Rocket’ Gets New Mode, More Landing Pads

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Flight Control Rocket [99¢] now boasts more content courtesy a content update that hit this morning. Ten new “motherships” (or landing pads) have been added, subtly changing up the action by offering groovier ways to park your spaceships. Four new bots and a fresh game mode called “Rescue” fill out the rest of the meaningful offerings.

Rescue is probably the most interesting add: in it, you’re tasked with saving floating astronauts by ramming similarly colored ships into them. After you guide a ship and a victim back to the space harbor, you’re awarded with points. We would be equally stoked about the ten new motherships, but most of them require some major in-game scratch in order to use. We’re not too sure why this basic feature add has been tied to the game’s financial model either, but that’s kind of the story of Flight Control Rocket in a nutshell — beautiful, but weird.

App Store Link: Flight Control Rocket, $0.99 (Universal)

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May 4, 2012 at 2:15

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