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‘TerraCraft’ Review – Minecraft Minus Mining and More

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Do you like Minecraft, but find that all of the tedious mining, building, and exploration mechanics get in the way of your enjoyment? Are you a fan of crafting objects, but feel like a 3×3 grid isn’t nearly hardcore enough? Yes? Then my friends, have I got a 6×8 upgrade for you.

At first glance, TerraCraft [Free] could be easily be confused with your standard match-3 affair. The twist here is that the game requires you to configure blocks into patterns for crafting items such as the planks, boxes, pickaxes, swords, and shields you’ve all come to know and love. This Minecraft-ian conceit takes the standard and kicks the variety up a… notch.

You begin the game with a small list of blueprints for items you can construct. Once the timer begins on each level, you drag and drop the designated materials (wood, rock, bronze, silver, gold) into the right pattern on the grid to “craft” an item and clear those materials from the board. Each item crafted is worth a set number of points, and the goal is to reach a target score before the timer expires.

As you advance through the levels, the point threshold for victory becomes progressively higher.  The number of material types grow, while the number of each individual material tends to shrink. These challenges are more than offset by the fact that the time limit also grows and that you unlock newer and more complex blueprints that are worth more points.

And that’s a concern. The difficulty curve in this game is non-existent. In fact, the game gets progressively easier as time goes on. While there are many blueprints to consider, there are also a number of high-value yet easy to craft items that you can spam for maximum points. Once you identify them, you’ll end up cruising. After the first few levels, I was never in danger of hitting the time limit, and after the last blueprints were unlocked I found the mystique wearing off all too quickly.

TerraCraft has some things going for it. For a ham-handed iOS gamer like me, the touch controls were much more responsive than I expected. I rarely had to redo moves. The game also sports OpenFeint integration, which gives some leaderboard support. While there’s only one main theme to listen to, the music was catchy and appropriately conducive to getting my pickaxe zen trance on.

The game is ad-supported through the first few levels, but an in-app purchase of $1.99 is required to unlock the full game and get rid of the ads. For myself, I don’t mind the use of ad-supported demos in general, but they should never directly impede the gameplay. There’s no issue on the main menu here, but once you get to craftin’, the ads partially obscure the bottom row of the grid. It’s possible to work around them but hardly a welcome means of promoting your IAP.

TerraCraft succeeds in its stated goal of providing a Minecraft spin on the puzzle genre, but the game really could have used an additional layer of complexity to create a difficulty curve and provide some longevity to the title. Why not flood part of the grid with water or lava tiles from time to time to change the shape of the playing field and force you out of relying on certain patterns? Maybe introduce an enemy tile that eats points until you craft the appropriate item (sword, shield, etc.) to destroy them?

While I was definitely left wanting, it certainly can’t hurt to give the free portion of this game a try for yourself. The Minecraft oriented theme, gracious lack of user-generated phallic sculptures, and chilled-out crafting action may be right up your alley. Personally, I’d rather punch a tree.

App Store Link: TerraCraft, Free



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Written by admin

August 8, 2011 at 4:15

iCade, iControlPad, and iPad Support Coming To ‘Match Panic’ Soon

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I’m struggling to think of a modern game that cuts to the chase quicker than Match Panic [$.99], a matching game from the mind of Chaotic Box. In the game you’re presented with three columns on three distinct plains. Two of them will present you with adorable lo-fi art that you need to match-up with the rotating art in the center column. Matching faster will net you rewards, while failure to line up objects with their cutesy look-a-likes will result in failure.

As hilariously simple as it sounds, it’s a compact enough experience to earn our praise. And now it’s coming to iPad via a Universal update slated for this Tuesday, August 9th. iCade and iControlPad support are coming on the same date, too, via a general update.

The iCade support in particular sounds like a great way to play the game. The increased precision and screen real estate that it allows should make for some tighter and generally more controlled action, though I don’t think I’ll ever reach the level of zen that dude in the above video matches with. I'm forced to live with my mediocrity.

App Store Link: Match Panic, $0.99



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August 8, 2011 at 4:15

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Best iOS Games July 2011

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Our ratings for games we reviewed July are now in place, and we now present to you the ones that are on the top of the heap. Each game reviewed receives a 1-5 star rating relative to the other games from that month. Generally, a 3 or higher is considered a "good" rating.

Our final scores are not the product of any traditionally objective measures such as graphics or sound, but simply reflect the games we would most recommend to others.

5 Stars

Gesundheit!


Gesundheit!, $0.99
– [Review] – [Forum Thread] – This stealth-centric sneeze-powered puzzle game comes with fantastic controls, some of the best hand-drawn art we've seen in action on the App Store, and details like shadows moving relative to your iOS device's gyroscope readings. We prefer the iPad version, but only because you'll want as much screen real estate as possible to enjoy this game's incredible art.

Groove Coaster


Groove Coaster, $0.99
– [Review] – [Forum Thread] – There have been a ton of rhythm games released on the App Store, but none have the amazing presentation of Groove Coaster that almost makes it less of a game and more of an experience– And this is one experience you really can't miss especially if you enjoyed its creator's other game, Space Invaders Infinity Gene.

Wooords


Wooords, $0.99
– [Review] – [Forum Thread] – Games where you search for words within a pre-defined set of letters have some serious roots, heck, this kind of puzzle was published in newspapers before video games even existed, and there's a zillion variations on the App Store. Words totally impressed us with its slick presentation that feels less like playing a word game and more like moving magnetic letters around on a refrigerator.

THE KING OF FIGHTERS-i 002


THE KING OF FIGHTERS-i 002, $7.99
– [Review] – [Forum Thread] – Back in the day of the arcade fighter arms wars, it was Street Fighter versus The King of Fighters with as fierce of a rivalry among gamers as arguing Nintendo vs. Sega. KoF has arrived on the App Store, and it's every bit as good as its Street Fighter, although it remains to be seen if they'll match the online play found in Volt.

4.5 Stars

Squirmee and the Puzzling Tree


Squirmee and the Puzzling Tree, $1.99
– [Review] – [Forum Thread] – This game takes the tried and true single-screen puzzle action game formula that's been such a hit on the App Store and applies a healthy coating of difficulty to it. In our review, we describe it as "Super Meat Boy flipped on its head, and that description fits incredibly well as the game focuses on controlling the environment instead of your character. A level skip button comes in handy as some of the levels included are hard.

Magnetic Billiards: Blueprint


Magnetic Billiards: Blueprint, Free
– [Review] – [Forum Thread] – This game combines vague elements of billiards and match three in a crazy way that is incredibly fun. The initial download is free, and comes with enough content to keep you busy for quite a while. After that, a number of great IAP options exist to unlock additional game modes and levels. By the time you're even hit with unlocking anything with real cash, you'll know for sure that you love the game.

Sid Meier's Pirates! for iPad


Sid Meier’s Pirates! for iPad, $3.99
– [Review] – [Forum Thread] – This pirate sim is a game with a ton of history behind it, and 2K Games did a marvelous job of porting it to the iPad. It has depth on top of depth, and will keep you busy for quite some time if it manages to suck you in. We've got our fingers crossed for more ports like this of incredible games that work phenomenally on the iPad.

DEATHSMILES


DEATHSMILES, $11.99
– [Review] – [Forum Thread] – CAVE does it again with the fast-paced shooter formula that they're known so well for. Like all their games, it follows a fairly standard shmup format with many elements you can comfortably ignore– However, if you embrace the scoring system and the things required for scoring big, you'll be rewarded with a flat our exhilarating experience.

Pocket RPG


Pocket RPG, $4.99
– [Review] – [Forum Thread] – Crescent Moon Games' latest is this awesome iPad-exclusive spin on entirely randomized Roguelike gameplay mixed with the action-packed style of a dual stick shooter. It's a combination that works incredibly well, and being entirely randomized, is infinitely replayable. …Now, if only there was a version that was truly pocket sized for my iPhone.

Special Mention

Marathon 1


Marathon 1, Free
– [Review] – [Forum Thread] – iOS devices are quickly turning into the most amazing retro gaming platform imaginable. This month, Marathon joined the ranks of other classic first person shooters already available, and is free to download, unless you want to spring for an entirely optional high-res graphics pack. If you're a Halo fan and have never played Marathon, you really should. It's crazy seeing how many nods there are to what would become Bungie's blockbuster FPS franchise.

Deadlock: Online


Deadlock: Online, Free
– [Release Announcement] – [Forum Thread] – It's a little difficult to review free to play online-centric games like this because so much of what makes them great is long-term support from the developer as well as how healthy the player community is. Regardless, we've been having a ton of fun with Deadlock and think that the online multiplayer based dual stick shooter formula with a host of upgrades that you can either buy or slowly unlock is a winner.


The rest of the game ratings can be seen in their respective rating categories (also found in the sidebar navigation): 5 Stars, 4.5 Stars, 4 Stars, 3.5 Stars, 3 Stars, and 2 Stars.

As always, we expect there will be some debate about relative scores, but keep in mind that everyone's personal ratings may vary based on individual tastes.



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Written by admin

August 6, 2011 at 4:15

‘Gold Jumper’ Review – Staking a Claim on Casual Arcade Jumping

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Today I learned something about the California Gold Rush. Apparently, it wasn't all panning for gold and shooting people over claims and cussin', like Deadwood taught me. Nope. If Com2us has it right, the biggest challenge of the gold rush was getting that gold to jump itself right out of the mines, and Gold Jumper makes that seem like quite the fun prospect.

Historical accuracy aside, Gold Jumper [$0.99] is a casual, arcade-style take on the vertical jumper formula. You're tasked with delivering gold to the surface from deep in the mines of California over the course of 32 levels and an Endless mode. To get your riches out safely, you've got to bounce gold sacks up through a bizarre array of mine carts, springs, sheets and other props. In each level, you're up against a timer and you've got a set number of lives, so you'll need to watch where you're flinging your sacks.

When the game's controls are cooperative, this is a lot of fun — and surprisingly challenging. Gold Jumper offers a reprieve from the constant motion required in most vertical jumping games, but it makes up for this slower pace with sections that require careful timing. Sometimes you'll need to fling a sack of gold from one moving cart to another, while both are on wobbling tracks of different lengths. In other sections, your reaction speed is tested with series of launching platforms that drop away as you touch them. For the most part, the one-touch controls are up to the task, being snappy and responsive, but I found myself frustrated in any long section with cloth platforms. Whether by design or not, it's hard to precisely control how far those platforms will launch your sack, and that gets to be a bit of a pain in some levels.

What I've just described is what you'll see in about 80 percent of Gold Jumper's levels, and one of the two Endless modes. That part's largely quite well done, casual as it may be. The rest of the game is, well, really odd.

After completing the first four levels of a mine, you need to drive to the next one. These in-between levels are tilt-controlled sequences where you race down a ravine on a motorcycle dodging teepees, cacti and angry stereotypes of indigenous people. There are essentially three lanes, and you just have to make sure you're occupying the one that doesn't contain any of the aforementioned obstacles until you reach the next mine. It's all hilariously weird and out of place, and more than a little tone deaf, but why ask why, I guess? If you're really curious, these sections aren't particularly good. The levels are mostly very easy, and the difficulty curve in the Endless version is messed up — super easy for way too long, and then nearly instantly hard.

Otherwise, I've enjoyed my time with Gold Jumper. Endless mode provides a fun alternative to your standard tilt-based vertical jumper, and the competition on the Game Center leaderboards should be good. I'd turn the music offer sooner than later, and give Bike Express Endless a pass, but that still leaves us with quite a bit of mine-climbing entertainment to enjoy.

App Store Link: Gold Jumper, $0.99



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Written by admin

August 6, 2011 at 4:15

‘Lets Play Checkers’ Hits, We Check In On The Checkers Scene

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It’s been awhile since we’ve checked in on the Checkers scene on the App Store, so I thought I’d fire up Mirror Match Games’ new release Lets Play Checkers [$2.99 / Free] to see what the latest and greatest in checkers has to offer. Turns out, the latest Checkers game offers Checkers play… I suppose I shouldn’t be so surprised by that.

Seriously, though, Let’s Play Checkers is a pretty cool app. The checkers action is rendered in 3D, which is a nice touch, and the game has a well-designed UI that, even in the free banner-ad supported version, comes off as tasteful and, hey, even operates pretty well.

The online part of the deal operates kinda like Words With Friends — you can queue up people by finding their username, their e-mail, or their Facebook. Additionally, by find random dudes via matchmaking. Push notifications will let you know when it’s your turn. As a whole, this stuff operates well enough as indicated by our limited time with it.

New updates are being planned if the App Store description can be believed, and each one will pack in a brand new board to use. I might be in a minority here, but I’m kinda hoping we’ll see a dinosaur-themed board in the near future. You hear me Mirror Match? Make it happen!

App Store Links:
    Let’s Play Checkers – Free!, Free (Universal)
    Let’s Play Checkers, $2.99 (Universal)



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August 6, 2011 at 0:15

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‘Godville’ Updated With All Sorts of Goodies

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It's been ages since we first posted about Godville [Free], over a year in fact. Since then, my character, Lil Buddy, has gone all the way from level 1 to level 25– With no interaction from me aside from some random encouragement on the way. If this is the first you've heard of Godville, let me explain how it works for you.

Godville is a game with no gameplay. You play as your character's god and watch over him or her as they go on their adventure. Along the way they'll fight monsters, come across towns, gather and sell loot, along with all the other activities that an adventurer that is adventuring, would be doing. Your interaction with the game, your hero, and the entire game world is limited to vague suggestions that you can give from the heavens. You can send your hero messages, as well as praise or punish him. There's some other very minor interactivity, but by and large Godville is a game that plays itself.

If you're thinking to yourself, "Well, that's pretty stupid," I assure you it's not. This game has kept my attention for an entire year, and I love checking in to see what Lil Buddy is up to. Think of it as a fantasy-based virtual pet that you can complete ignore for months at a time if you felt like it.

Since we first posted about it, Godville has gotten an array of updates. First off, it's universal now and "plays" great on the iPad. There are multiple themes for how the game is displayed, and it even switches automatically between night and day themes depending on when you play. Your character can have a pet companion now, such as my newly acquired level 1 firefox named "Behemoth". Items that can be activated with effects that range from useful to deadly are now in game, and you can even send your character off to duel against other heroes. Oh, at some point Game Center achievements were even implemented.

My favorite new feature (and the reason for this post) is the new "Third Eye" functionality. Since Godville is a game that plays itself automatically, you'll often miss a lot of the cool things your character might have done if you're not checking up on it often throughout the day. After your hero has completed 5% of its temple it is building for you (which will take quite a while if you're starting fresh) you'll be able to enter "Third Eye" mode. This displays the "most important" events of your character's life over the previous hours (or even days).

For instance, in the life of Lil Buddy these events include the duel that he won with someone named "Surfer Obeyer", coming across his new animal companion, and running into "a strange man with a floating exclamation mark above his head."

If it wasn't clear already, you've simply got to try Godville. It fits perfectly into the boredom rotation of checking your email, Twitter, and Facebook. Also, the content in the game is all community driven so your hero always seems to be doing something different. I'm also endlessly amused by the amount of depth they've managed to wedge into a game with no gameplay to speak of. If you downloaded Godville when I first suggested it last year, chances are, your character will even still be in game adventuring… Assuming you can remember the login and password you originally set up to retrieve him.

App Store Link: Godville, Free (Universal)



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Written by admin

August 6, 2011 at 0:15

Upcoming ‘Forever Drive’ Will Be Fueled By… You

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“Soon” seems to be the default for every iOS game release announcement, and that constant holds true for Forever Drive. In a conversation over e-mail, a representative from Supermono Studios told me that the open-world, sandbox-y racing game is about to enter certification, which can take weeks. “We’re very close,” he said.

While I can’t get you a release date thanks to Apple’s crazy complicated and often lengthy processes, I can try to paint you an accurate word picture of the online element of the game and how it informs everything in Forever Drive, including racing mechanic and its systems. It's just that vital to the experience.

So, here's the deal. Forever Drive's hook is that it has a distinctive and inseparable user-creation element. Like LittleBigPlanet, creative users will be able to tap out their own levels and then share them with the game's community at large. In Forever Drive, you'll be asked to create pieces of racing tracks, which is an important distinction to make, as each piece will eventually be procedurally combined into a much bigger, but singular “mad uber-highway" in the game's fast-paced driving component dubbed "DRIVE."

Provided enough people create in the game, the track you race on might be the product of tens of thousands of user creators. I was told to think of this highway as a playlist of sorts where only the best and brightest will be added to the uber-track. Supermono plans to dish out rewards of in-game currency and unlockable items to the best creators, who will be, essentially, providing the Forever Drive experience to everyone.

“What we've tried to create is a very streamlined experience — something a little different from the "load a track, do 3 laps, stop, repeat" gameplay that's become almost universal in driving games,” he said.

“ We're trying to create something that feels more like an epic journey, with that feeling of discovery and wonder you get driving fast into an unfamiliar land…”

In our original coverage I almost used the word “MMO,’ and I wish I would have. If Forever Drive actually works well, it’ll have a sense of persistence that we only typically see in MMOs. I think the core conceit that will be displayed is really special and I can't wait to see it in action. Count me in, Supermono.

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Written by admin

August 4, 2011 at 16:15

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Coming Tonight: ‘Cut the Rope: Experiments’, ‘Final Fantasy Tactics’, ‘Shift 2 Unleashed’, ‘Temple Run’ and More

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If you've been waiting for Final Fantasy Tactics for the past few months… Tonight is the night. In fact, there's so many awesome games coming tonight that I'm just skipping the normal pleasantries of easing everyone into the game releases via a smart introduction.

Instead, I'll just go over how this works for first timers out there. iOS developers are able to set specific release dates for their games/apps. Since the App Store is a global market with tons of different regions, and time zones exist, that particular date arrives earlier in some corners of the world than it does other. New Zealand due to their proximity to the International Date Line gets first crack at new releases, followed by Asian markets, then European markets before things finally appear in the US App Store at 11:00 PM Eastern.

Arenas, Trial of Valor, $3.99Forum Thread – This universal online turn based strategy game has a feature list that has piqued my interest. There's both a PvP and PvE battle system, five types of arenas, ten available races, thousands of unique objects with more on the way, along with hundreds of different spells and creatures. We'll have to see how big of a component the online stuff is, as a $3.99 price tag combined with a (somewhat) obscure online game never seems to be conducive to building a large online pool of players.

Colosseum Heroes, 99¢Forum Thread – These sidescrolling beat 'em ups have been surprisingly popular on the App Store, and Gamevil seems to have nailed the formula very well. Multiple skills to use, along with several playable characters fighting their way through seemingly endless waves of varied bad guys. It looks like there's oodles of things you can customize, with 7 levels of 126 different spells.

Cut The Rope: Experiments, 99¢ / HDForum Thread – ZeptoLab seems to be following in the footsteps of Rovio's Angry Birds Seasons and are going it alone in self publishing this Cut The Rope pseudo-sequel. Anyway, it's safe to say that if you even vaguely enjoyed Cut The Rope, this is a game you need. More of the same with a few new twists is hardly ever a bad thing.

Desert Quest, FreeForum Thread – I'm not entirely sure I'm sold on the gameplay of this game, but I think the art style is really slick. It's free too, so it seems worth checking out if for no reason other than it has a cool look to it.

Emberwind, 99¢ / HDForum Thread – This game puts you in charge of a gnome fighting off a legion of gremlins. It sounds crazy, and it looks crazy from the above trailer which seems oddly reminiscent of obscure 16-bit era action-centric platformers. We'll see how that all translates to gameplay, and I'm curious to see how the controls work.

Final Fantasy Tactics: The War of The Lions, $15.99Forum Thread – This game hardly needs an introduction. It's Final Fantasy Tactics… Finally on the iPhone after months and months of delays. We're overjoyed it's finally here.

Frankenstein Matchmaker, $1.99 / LiteForum Thread – This word game comes with the odd premise of needing you to match various words in order to make Frankenstein some love connections. Hopefully its difficulty level is adult-appropriate, as it seems like it could be a little on the simple side.

Kickin Mama, $1.99 / Universal HDForum Thread – If you've found yourself awake at night wondering what would happen if you combined Peggle-like gameplay with kicking babies… Well, here's what happens. This game.

Ninja Fishing, 99¢Forum Thread – Despite a hefty amount of drama with Radical Fishing, Ninja Fishing looks like it could be pretty cool– Especially if they deliver on all the planned updates mentioned in the iTunes description.

Puerto Rico HD for iPad, $7.99Forum Thread – This game is based on a board game which I have no experience with but it's apparently won all kinds of international gaming awards. It's rated incredibly highly on boardgamegeek.com, which has a massive amount of information on the game.

Shift 2 Unleashed, $4.99 / HDForum Thread – We loved all the previous Need For Speed games for iOS devices that EA has released in the past, so it would stand to reason this one would be just as good. Like most EA franchises, this seems to include tons of incremental improvements and boasts Origin support as well.

Snowball Run, 99¢ – A simple looking endless running avoidance game, only this time you're running towards the camera instead of away from it… And you play as a yeti.

Super Granny, FreeForum Thread – The iTunes description is a little vague on how the digging mechanic of this game works, but it sounds a lot like Lode Runner and it looks a lot like Lode Runner. And hey, I remember my grandma liking Lode Runner, so it makes sense in a roundabout way.

Taco Master, 99¢ / HDForum Thread – This time management game puts you in charge of making… Tacos! (If the title wasn't a big enough clue on that for you.) Also, the trailer seems to be voiced by the guy from Zombo.com.

Temple Run, 99¢Forum Thread – We've had our hands on Temple Run a few times in the past, and it's safe to say if you love endless runners this is a game you need to get.

Toss The Ball, FreeForum Thread – Namco's latest foray into casual gaming involves, as you may have guessed, tossing balls. It's free, and offers different bonuses for coming back every day, but the question is, is tossing balls compelling enough for you to want to?

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Written by admin

August 4, 2011 at 4:15

‘Roboto’ Review – A Fun and Visually Stunning Platformer Held Back by Minor Issues

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Last month we checked out the trailer for an upcoming platformer called Roboto from developer Fenix Fire Games, and thought it looked pretty promising. You play as a hoverboard riding robot who is chasing his female robot crush all across the galaxy, in an effort to win her affection. Gameplay appeared to fall somewhere in between a traditional platformer and a fast-paced endless running game, which seemed like a good combination.

Then last week, Roboto [$2.99] was released in the App Store, and after playing through the game it mostly delivers on all the promise that was expected from the trailer. The visuals and level design are the brightest points of Roboto, but a couple of technical shortcomings and less-than-ideal controls hold it back from true greatness. Fenix Fire is already in the process of addressing these issues though, and with just a small bit of post-release update love Roboto could be one of the finest platformers available on the entire iOS platform.

Right off the bat you’ll notice that Roboto is simply stunning visually. The crisp and colorful graphics look fantastic on the Retina Display, and there are loads of little details that give the game a great sense of character. Gameplay is strictly on a 2D plane, but the entire game is rendered in 3D and the usage of the foreground and background give a great sense of depth as you play. Killing an enemy might shoot a gear right into the screen when it explodes, and background elements like huge wrecking balls will swing into the foreground, looking like they might burst right through the screen.

Roboto’s moves consist of running left or right, jumping, hovering, and shooting. Holding down the jump button will cause Roboto to hover for a short period, a la Princess Toadstool in Super Mario Bros. 2. Roboto’s actions will expend an energy meter at the top of the screen, which can be replenished by collecting various energy pickups spread throughout the levels. If you run out of energy and come across a point where you need to hover over a gap, you’re pretty much screwed, so it’s best to keep a close eye on your supply and not overuse any of your moves.

The real brilliance of Roboto lies in its level designs. They are each designed to be completed speed run style if you choose, but if you slow down and take your time there are plenty of items to collect or enemies to defeat. At the end of each of the 30 levels in the game, your score is tallied based on completion time, enemies killed, remaining energy, and whether or not you collected each of the 3 gears hidden in the level. This gives Roboto great replay value, as after merely completing a level it can be a nice challenge to go back and try to get 100% for everything and land a huge score. Game Center integration for achievements and leaderboards adds to this as well.

My biggest gripe with Roboto is the absolutely terrible control stick used for moving your character in the game. The stick is seriously temperamental, and sometimes will drop whatever direction you’re moving without you even realizing it. This can make the game infinitely frustrating, as you’ll literally be hovering over a gap and will suddenly drop right into it due to no fault of your own. I’ve easily died more times from this one issue than from any enemy or challenge in the game. Luckily, Fenix Fire has posted on their Facebook page that an update will hit soon that adds separate left and right arrows for movement, which I think will be a much better option. But right at this moment, the control issue drives me absolutely bananas.

Another issue worth considering is that for such a graphically intense game, performance has been spotty for some players. It’s not really consistent, either, as I’ve had almost no issues running the game on my iPhone 4, except for very minor stutters when a ton of things happen onscreen at once. Conversely, some members in our forums cannot even play the game at all due to an abysmal frame rate grinding things to a halt or the game simply crashing on them. The developers also mention on their Facebook that performance optimization is coming in an update as well, but again, as of this writing you may or may not have any luck getting the game to run consistently well, or at all.

Roboto has all the makings of a classic platforming game. It’s one of the most visually impressive games I’ve seen in some time, and the gameplay itself is well designed and a lot of fun. If the controls and performance issues can be ironed out sufficiently, then Roboto will fall into the “must have” category of iOS platformers. Right now though, expect to be frustrated with the touchy control stick and potential for some technical hangups that might prevent your from playing the game. If you’re on the fence, it might be worth waiting to see how the update resolves these issues.

App Store Link: Roboto, $2.99 (Universal)
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Written by admin

August 4, 2011 at 4:15

‘Dark Meadow’ Now Has A Web site, New Trailer Released

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Here’s something I wish I had on-hand when Phosphor Games and its partners announced its FPS-slash-horror game, The Dark Meadow: an actual web site that you can go to and then see videos and images of the game in action. I’ll let that beef slide though, now that there is an actual web site and it happens to be so handy. After gazing at the newly released teaser trailer and the images, I feel like I know the game a little better and that’s always a plus, for good or bad.

In this case, it’s for the better. The Dark Meadow has a wonderfully moody look, which will do wonders for its horror underpinnings. I’m still not so sure on how the marriage of long-range combat and Infinity Blade-inspired [$5.99] melee action has been implemented, buy hey, I guess you can’t have it all early in a marketing cycle no matter how much you stomp your feet.

One thing we didn’t know last time we covered The Dark Meadow was how it would manage movement in the world. Turns outs, Phosphor will be using nodes to help guide the player, similar to how Chair implemented movement in Infinity Blade, I’d imagine. I can hear you groaning from here already. Stop it. It’s not that bad, especially since there will be some sort of open-ish exploration element.

Dark Meadow is scheduled for a release this month. Wait, what? Neat! We'll of course have more from the title as soon as we can get our greasy but relatively germ-free hands on the game. There is a thread in our forums where you can get in on some Dark Meadow discussion, and keep your eyes peeled towards the App Store for the game to drop sometime in the next several weeks.

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Written by admin

August 4, 2011 at 4:15

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