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‘CitiRacing’ Review – Small-time Urban Racing

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We’ve had our share of great arcade racers on iOS lately and CitiRacing [$0.99] looked to continue that trend. With good locales and solid foundational gameplay, it seemed to be on the right track, too. Unfortunately, missteps in terms of replayability, redundancy and a lack of online multiplayer hold this game back from shifting into a higher gear.

The first thing you’ll notice when you get into a race in CitiRacing is its distinctly urban environments. More importantly, the game does a decent job of making you feel like you’re racing on city streets. Tracks range from downtown streets (complete with parked cars to avoid and skyscrapers that occasionally block your view) to freeway overpasses to even a farmers’ market. CitiRacing isn’t strictly a metropolitan affair either, as some stages also take you to beach towns and snowy suburbia.

Another solid aspect about CitiRacing is the gameplay itself. Races play out somewhat similar to Reckless Racing 2 (to toss out a recent racing game), but with a greater emphasis on drifting. I also enjoyed the physics – vehicles can (and will) flip, roll and barrel out of control if you’re not paying attention. Control-wise, CitiRacing only has one control scheme. I personally had no problem with it, but it would have been nice to have a few more options.

You’ll be racing through these maps via a standard ‘Championship’ cup single-player mode. Each cup has a variety of stages that has racers earning points based on finishing position. Do well and you unlock extra vehicles and the next set of tracks. A single race mode also allows you to replay any map that you’ve unlocked.

Championship mode works well enough, but it’s somewhat barebones. There’s no cash/upgrade system like other similar racers. While each vehicle handles differently, there’s no stat line that actually shows the differences. Also, CitiRacing is extremely easy; most players will easily take the gold on the normal difficulty (’easy’ difficulty is pretty much a joke), with only some challenge on hard mode. All these translate into a game that doesn’t have as much replayability as it should.

Continuing this trend are the tracks themselves. While CitiRacing boasts 45 different tracks in its description, it’s not that simple. In reality, there are 15 different tracks, each with three different orientations (with one of those three taking place in a night setting). Each orientation changes both the camera angles as well as starting positions. Most maps do a good job making each orientation feel different, but it’s still obvious that you’re playing the same map several times.

Visually, CitiRacing’s graphics mostly get the job done. There’s nothing particularly fancy about overhead cartoony visuals but it works well with the overall game. There are a few hiccups, such as the occasional inability to discern between changes in elevation (which can cause your car to lose control if you aren’t paying attention), but overall there’s not much in terms of gameplay detraction. The same goes for the game’s framerate, which runs at a smooth clip with little slowdown.

In addition to its single player offerings, CitiRacing also has local multiplayer via Bluetooth or WiFi. Up to six players can participate in a match (either single races or Championship) and you can substitute CPU drivers for any open spots. Despite some lag and an errant disconnect, I found local multiplayer to be entertaining. However, the lack of an actual internet multiplayer feature will most likely prevent a lot of folks from even checking out this mode.

CitiRacing feels like a game perpetually on the edge of being great. This theme seems to permeate most aspects of the game, from the multiplayer to the tracks and beyond. As it is, I still had an enjoyable time with CitiRacing and would recommend it for racing fans simply because of the locales and core gameplay. However, folks looking for the next racing masterpiece will end up looking elsewhere.

App Store Link: CitiRacing, $0.99 (Universal)

TouchArcade Rating:

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Written by admin

April 6, 2012 at 16:15

‘Snuggle Truck’ Dev Announces Next Game, ‘Jack Lumber’

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In a world where trees can murder grandmothers, a lumberjack who can distort time and space takes his revenge. Welcome to the premise of Owlchemy Labs’ next absurd iPad and iPhone game, Jack Lumber. Set to hit later this summer, it’s a log slicing game with a delicious looking bullet-time mechanic. But don’t call it a Fruit Ninja-alike.

“Our goals with Jack Lumber were to create the best damn lumberjacking game this side of the Redwoods,” Owlchemy’s Alex Schwartz told us. “The scientists here at Owlchemy Labs love the Halfbrick guys with all our heart, but comparing Jack Lumber to Fruit Ninja is like comparing apples to logs. After six iterations of crazy log-cutting gameplay, we hit on something magical.”

Alex shared an… interesting play-by-play:

Logs are flying by at breakneck speed. You’re watching intently to find that exact moment where the logs have coalesced on-screen to form a perfect arrangement. You can feel that it’s the right time, so you touch your finger down. Time slows to a halt. You’re in “Lumber Time”. Thankfully, you have supernatural powers, otherwise this would be quite difficult. You draw a smooth and calculated path with your finger, swooping through logs from end-to-end along the grain, weaving, dodging, and turning with the finesse of a brutish and hairy figure skater.

You see you have less than a second of draw time left on the clock and you catch the ‘Time Extended’ bonus log and sigh a breath of relief for a brief moment, drawing onward to grab the last four logs remaining on screen. But wait! A skunk is in your way and you barely pivot around him before he releases his raunchy green ‘defensive maneuver’ on you. You successfully clip the last log and triumphantly lift your finger as your axe replays your epic path of destruction, decimating every log with the fury you reserve only for the trees that killed your grandma. Combo points explode from the madness and ‘Straight Shot’ bonuses fill the screen as your eyes tear up from sheer joy and excitement.

Also, there are flying moose.

We’ve got the first footage of the titular hero’s title just below, but you’ll also get to see it in action during PAX East at the Indie MEGABOOTH, which will feature many other games to play.


We saw a generous Jack Lumber sneak peek this year at GDC 2012, and were impressed with the iterative design on display. Most slicing games don’t bother to mix up the formula, but this does by introducing choice into the mix. You won’t just be slicing wood, you’ll be making an informed tactical decision with each cut. The game will also feature a full campaign mode with dialogue, and a progression mechanic for your axe. “You can upgrade your axes to absurd lengths,” we’re told, “to the point where you get the Canadian maple leaf axe among others.”

“Absurd” is the right word for this. We’re hopelessly stoked to see this in motion, so stay tuned. We’ll be bring you a lot more before its release.

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Written by admin

April 5, 2012 at 0:15

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‘Hero Academy’ Is Now Universal

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Hero Academy [Free] is now a Universal app. Last week, Robot Entertainment spilled the beans on the update, confirming its existence and detailing one of the more exciting additions: a new team called “the Tribe.” It also announced the inclusion of a new game board and two new mechanics that accompany its arrival: barbed crystals and Resist boost squares. Lead designer Marcin Szymanski breaks down why these are important to the game on its blog:

Barbed Crystals are quite a departure from our board designs, giving the units responsible for our victory condition a way to fire at the enemy! We actually started off with some passive boosts for crystals on this board, such as innate damage reflection, but the active ability easily won out in playtesting. And, the new Resist boost premium square complements the Defense boosts that is already in place on other boards. On paper, it is a small change, but it actually changes various match-ups quite significantly.

This update isn’t without the usual glut of fixes and balancing tweaks. Robot has laid out everything on its blog, so if you’re into the nitty-gritty, go check it out. Also, take note that this version of the game now has an “undo” mechanic. Starting now, you can undo a single action with a tap of the AP wheel. Neat!

Hero Academy, by the way, is a fantastic turn-based strategy game. If you haven’t picked it up alongside most of the known world, you should. Our review is available for your reading pleasure here.

App Store Link: Hero Academy, Free (Universal)

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Written by admin

April 5, 2012 at 0:15

A Few Early Week New Releases – ‘Gunman Clive’, ‘Gun Runner’, and ‘8bit Ninja’

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Written by admin

April 3, 2012 at 20:15

Squeenix Releases Confusingly Difficult ‘774 Deaths’

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I’ve never really been able to figure out what Square Enix’s deal is with the App Store. They go from releasing full iOS-exclusive titles like Chaos Rings [ $12.99 ] to flat-out weird “games” like Voice Fantasy [ $2.99 ] (among other zany titles). The just-released 774 Deaths [ $0.99 ] seems to come from the same “why does this exist” department as Sliding Heroes [ $0.99 ].

Billed as a “murderously difficult action platformer” 774 Deaths, according to Squeenix, is “certain to chew up and spit out even the world’s best gamers.” The format of the game goes a little something like this- You play a pixelated little dude going through rooms filled with locked doors. To progress through the doors, you need to complete the mini-games that each room has to offer you.

So far, I’ve been given the choice of four games, each with the same basic principle of navigating your guy to the end of the level while avoiding what appear to be blood covered blades. Each “game” has a different control method. There’s an auto-runner style game where you tap the screen to jump, a platformer style game with virtual controls, a vertical falling game controlled via tilting, and a similar tilt controlled top-down maze-style game.

None are particularly interesting, and I really can’t quite decide if the game itself is difficult, or if the controls are just terrible. Either way, you beat two of the games inside the room you’re currently in, the next room unlocks, and you repeat the process. Admittedly, I’m stuck on the third room right now, but there hasn’t been much variation to speak of yet. Per the iTunes description, there are 9 rooms in all.

I’m reluctant to call this a “review,” since, as mentioned, I’ve basically reached a stopping point in the game right now. With that being said, I haven’t really found what I have been able to get through to be that enjoyable, and like way too many things that Square farts out on to the App Store, 774 Deaths just has me wondering why an iOS port of Final Fantasy VI doesn’t exist. I’d buy that at a high price. (And I’d even say that in the same tone of voice as the merchant dude in Resident Evil 4.)

For what it’s worth, people in our forums seem to be enjoying 774 Deaths. So, if you’re a glutton for punishment, give it a shot…?

App Store Link: 774 DEATHS, $0.99

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Written by admin

April 2, 2012 at 20:15

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Group Demos Fling-like Controller That Uses Camera

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Thinkers, entrepreneurs, and manufacturers of all shapes and sizes are still trying to bring us useful, physical controllers for iPad and iPhone. We’ve seen a lot, over the years, but none have struck as novel as the one currently in an early development stage at Keio University in Japan. It’s an analog stick similar to the Fling, except it uses the iPhone’s front camera to control the action on the screen.

Here’s what makes it possible, according to the following video from DigiInfo:

There are small markers in this elastic device and the markers are detected by this built-in front-facing mobile phone camera. By tracking how the markers move as the elastic device deforms, this system enables a variety of inputs. Basically, the system’s precision depends on hardware factors, like the camera resolution and refresh rate.

It’s a neat idea, and while it has a couple of obvious issues working against it, we’d love to see this end up as an actual product. Who knows, maybe it’ll catch on.

[via AppAdvice]

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April 2, 2012 at 20:15

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‘Gunman Clive’ is an Action Platformer with a Unique Look

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Last October, indie developer Bertil Horberg released Helium Boy [$1.99], a colorful 3D platformer about a boy and his balloons. Helium Boy was a pleasant surprise with its cheery visuals and gameplay that revolved around filling up balloons in order to float the protagonist around each of the game’s levels. Unfortunately, an awkward camera made it difficult to properly navigate the terrain, which led to us being hesitant about fully recommending the title in our review.

Still, Helium Boy had flashes of brilliance, and we really wanted to enjoy it more. Now, Bertil is taking another stab at a platforming game with the upcoming Gunman Clive. This time around he’s sticking with a more traditional 2D side-scrolling gameplay while still retaining 3D visuals. Gunman Clive also has a really interesting sketchbook-style look, which you can see in the trailer (it’s also pretty darn funny).

Bertil says his main influences for Gunman Clive were Megaman and other classic platformers of that ilk, and he’s aiming for a more straightforward platforming and shooting game as opposed to the kind of gameplay that was in Helium Boy. I’m pretty much a Megaman fanatic, so hearing this really has me excited to see how it turns out. Look for Gunman Clive to launch with the usual slew of new releases later this week.

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April 2, 2012 at 16:15

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Free to Play ‘Dark Meadow: The Pact’ Hits; ‘Dark Meadow’ Proper Updated – Here’s What You Need to Know

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Earlier this month we caught wind that Phosphor Games was planning to give the paid version of Dark Meadow [ $5.99 ] a free to play extreme makeover. Our community caught wind, formed up the all too predictable angry mob, and the next day Phosphor decided that the free to play version would come as a separate app instead of updating the existing paid version.

Last night, two things happened. First off, Dark Meadow: The Pact [ Free ] hit the App Store, offering players who never tried the original game a free opportunity to dip their toes into the Dark Meadow universe. Secondly, Dark Meadow was updated to have all the improvements of the free version. This includes Retina Display support for the new iPad and some new content which comprises both new areas and enemies as well as weapons. Getting around in the game is also easier, as they’ve not only added an in-game map, but also the ability to warp around so you don’t have to totally start over when you die.

Regardless, I’d still back up your original Dark Meadow .ipa file before updating in case you ever want to go back, especially if you’re the kind of person who hates shoehorned IAP currency. The way I (and a lot of our community it’d seem) read the original explanation from Phosphor on how they were going to split the free and paid versions was more along the lines of “We’re going to add the tweaks and new content from the free to play version to the existing paid version, leaving all the wacky micro transaction stuff to the free version.”

Unfortunately, what we got is an update which adds all the IAP currencies as well along with a consolation prize of sorts which amounts an ability to toggle the ads off along with some normal coins, sun coins (the IAP currency), along with some consumable health packs and bombs. (Bombs destroy enemies without needing to fight them.)

The IAP currency balancing is also crazy. If you want any of the new items which are purchased with sun coins, even in the paid version, you have three options:

  1. Grind for eternity farming up kill streaks to earn sun coins.
  2. Buy sun coins via IAP.
  3. Complete referral offers like signing up for credit cards and online dating sites among other things.

Weirder yet, the way these referral offers are balanced against the actual IAP makes no sense. For instance, one of the referral offers asks you to buy a PC or Mac game from Big Fish Games for $2.99. This rewards you with as much IAP currency as the $9.99 bundle of sun coins, but you also get a PC/Mac game out of the deal. Normally I’d say this isn’t that big of a problem because you can just try to ignore the IAP items and play the game with what you can get with in-game coins… BUT.

The problem with this line of thinking and Dark Meadow is that character progression in these Infinity Blade-like games hinges on gear unlocks, while both saving up and looking forward to the next weapon you can afford. Yes, it’s entirely optional, but looking at what you can buy with the non-IAP currency from the in-game item shop feels like ordering off the kids menu when compared to the substantial difference in power found in the premium IAP-currency items.

That being said, if you can deal with this proverbial carrot being dangled in front of your face while you play through both the free and paid versions of Dark Meadow, the gameplay is actually legitimately better than it was before. IAP schemes aside, combat feels much more responsive, the ability to warp back to near where you were when you died was sorely needed, and it looks great on the new iPad.

The good news is that the guys from Phosphor are all over the thread on our forums responding to user feedback, and seem genuinely interested in making players happy. That counts for something, although I’d be lying if I said I wasn’t disappointed in this trend on the App Store. Dark Meadow was one of the early games powered by the Unreal engine, and it’s sad to see the game go down the same free to play path as everyone else instead of just proudly existing as a premium showpiece title.

App Store Links:
    Dark Meadow, $5.99 (Universal)
    Dark Meadow: The Pact, Free (Universal)

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Written by admin

March 30, 2012 at 2:15

Hands-On With ‘8-bit Ninja’

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In a universe in which ninja tournaments aren’t just an elaborate excuse to stage a gory multidimensional melee, there’s an adorable little ninja on his way to castle Shimawa on a hill. Hatted and garbed in his finest eentsy weentsy blacks, this little ninja is on his way to the 200th annual ninja tournament. He doesn’t know it until he gets on the stage, but he’s not skilled enough to win, at all.

And thus little ninja’s failure becomes the premise of another game on mobile platforms that revolves around fruit. And while 8-bit Ninja might roll in one of the most dry and tired design elements in today’s market, it does have something to share: simple fun.

At its core, this is a 2D side-scrolling avoidance game. You’ll control little ninja as he dodges an infinite amount of fruit being fired at him from an upset crowd. The more fruit you dodge, the higher your point value at the end of your session. The game ends when a piece of watermelon, cantaloupe, an orange, or a pineapple hits you as you glide from left to right in the cutesy, though strangely not 8-bit, playing area. I doubt that users will ever receive an emotional rise from any of this, but the action model does a decent job of engaging me. Its immediately accessible and blunt, like an everyday simple pleasure.

If this sounds like something you’ve played before, it is. I asked developer DogByte where the idea for 8-bit Ninja came from, and unsurprisingly, it’s a product of its time. DogByte loves Falling Balls and Fruit Ninja and wanted to construct something that took elements from both, but iterated in important, though non-surface, areas.

And that’s the thing about 8-bit Ninja: it does have some interesting points of design buried within its cutesy art direction and simplistic play. For one, you’ll never walk into the game carrying tools that directly interact with enemy fruit. Little ninja can, however, pick up and utilize random items that spawn on the map. Weaponry, like blades or shurikens, act like timed but stationary turrets of fruit-slicing fury. Picking up these items up is a clear choice, and one that adds a light tactical flair to the game’s action. And then there’s the progression system, which is as sweet as chocolate.

“The game features multiple unlockable characters each with unique special powers to unleash, multiple arenas with unique extras and a lot of power-ups,” DogByte tells us. But that’s selling the progression a little short. As you play, you’ll earn EXP for your character, which seems to ramp up his speed and his special ability, which in the case of little ninja, is a shield. There are two other characters to unlock down the line, each of which boasts different abilities.

Also, you’ll collect two forms of in-game currency: gems and eggs. Gems can be used to level up those randomly spawned items so they last longer and have greater effects as you play. You can also buy a nifty one-use hat that acts as armor. Eggs, on the other hand, can be used to buy new characters with new abilities, new levels, or even gems. These constituent parts all feed into each other harmoniously, and really bolster that best-in-class one-more-play kind of tone, similar to, strangely, Call of Duty’s You’ll spend a senseless amount of time powering up my guy and abilities, all in the name of superior stats. This kind of stuff gets in your head in a satisfying way.

Gems and eggs also feed into the game’s free-to-play model, but this title’s brand of functionality appears to be inoffensive. Instead of annoying or nagging, it treats the user as a premium-level consumer from the get-go. The pre-release build of 8-bit Ninja has never made me feel like I need to dip into my wallet to enjoy the progression system and what it offers. Eggs and gems rain freely, though at the cost of ad support. Ads were off in the build I played.

8-bit Ninja might be simple, and the name might be a hair deceiving considering that this plainly isn’t an 8-bit game, but this is definitely something you’ll want to check out later this April when it hits iOS and Android for the price of free.

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Written by admin

March 29, 2012 at 22:15

‘Retro Racing’ Returns to the App Store, Updated with New Levels and iCade Support

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You may not have noticed since it was a short-lived situation, but just before this past weekend Retro Racing [99¢], the fun old-school style top-down racer from Mr. Qwak, was pulled from the App Store. The sole developer behind Mr. Qwak explains the cause for the removal in a blog post on his website, but in short it was due to trying to change his Apple developer account from personal to business and hitting a few snags along the way.

The real bummer is that Retro Racing had just launched last month and was doing pretty well, selling between 1000-3000 copies a day. It sure sucks when that number abruptly drops to 0 when you aren’t expecting it. Mr. Qwak advises not making changes to your developer account during a new release period like this, a lesson he learned the hard way.

The good news is that Retro Racing has returned to the App Store, and before the removal business happened it had received a great new update. First off, the previously iPad-only same-device multiplayer mode has been enabled for iPhone and iPod touch users. It’s tiny, but it works, and I appreciate its inclusion since the local multiplayer is one of my favorite parts about Retro Racing.

The next big addition in this newest update to Retro Racing is 3 new levels, with more levels already planned for future updates. One of our biggest gripes with the game in our review was that it was so short, so it’s nice to see that being addressed. Finally, iCade support has been added to the game, which seems like a perfect fit for the style of game that Retro Racing is. You can see Retro Racing in action on the iCade in this gameplay video from the developer.

I like Retro Racing quite a bit, and am happy to see the developer account situation sorted out and the game back on the App Store. The new update is nice too, though I still have one outstanding gripe: landscape support. The game feels so cramped in portrait mode on the iPhone that I find I can only play it effectively on the iPad. Granted, it feels awesome on the iPad, but still. Maybe that option can be added in the future, but everything else about Retro Racing is top-notch, and if you hadn’t checked it out previously be sure to give it a look now that it’s back.

App Store Link: Retro Racing, $0.99 (Universal)

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Written by admin

March 28, 2012 at 18:15