Archive for the ‘animation’ tag
‘Incoboto’ Review – The End of The Universe Was Never So Much Fun
The description for Ziggurat [$.99] calls it “the end of a much longer story — a story which ends with The Last Human On Earth standing atop a stratosphere-high stone pyramid.” Incoboto [$3.99] could have been described similarly: “Incoboto is the end of a much longer story — a story which ends with The Last Human in the Galaxy trying to survive the heat death of the universe.”
It’s a uniquely lonely and melancholy game, and almost every visual and design tweak reinforces that. Inco, the protagonist and player-character, is tiny and feels insignificant next to the immense contraptions he has to manipulate to find new energy sources for his dying solar system; if you zoom the map out far enough, he disappears from sight completely.
Incoboto’s elegant one-finger touch controls keep developer from having to implement a cluttered user interface, keeping players’ focus on only a few things at a time. The relative abundance of inky black sky only reinforces the idea that Inco is thoroughly alone. In fact, the only communication he receives are from outdated corporate memos and the fragmented death rattles of the dead and dying inhabitants of the Milky Way.
Well … that’s not entirely true.
There’s a sentient star named Helios who chirps and bubbles his way through the galaxy at Inco’s side, helping him solve puzzles and cannibalizing enough “starpieces” to reinvigorate the cosmos. Helios is consummately chipper, and puts Inco’s dire situation in sharp relief. The best science fiction makes the audience forget that the world is ending in favor of highlighting interpersonal relationships. It only takes a few minutes for Helios to become a charming and precious sidekick, and Fluttermind achieve it with a few words of broken dialogue and a handful of facial animations. It also doesn’t hurt that cooperation with Helios is crucial to solving most of Incoboto’s puzzles. Utility breeds empathy.
Nevertheless, Fluttermind bring a sort of streamlined efficiency to the rest of their game as well. There’s not a stray piece of dialogue to be found, or a single puzzle or mechanic that doesn’t build upon, integrate, or recontextualize something that came before it.
Incoboto’s galaxy is comprised of a number of small clusters loaded up with machinery, contraptions, portals, force fields, and various other doo-dads designed to encumber Inco on his quest for starpieces. Each world or cluster introduces a new puzzle concept or piece of gear, usually accompanied by Tweet-able slogans or warnings from the cartoonishly evil, Cave-Johnson-era-Aperture-Science-esque Corporation. The worlds feel full and realized: as the Corporation spread, it makes sense that they’d leave defunct machinery in their wake, abandoned on planets slowly rotating about their axes.
The comparison to Portal doesn’t come lightly. A large portion of the puzzles Inco must solve are portal based, and the basics of momentum will be crucial to understanding the toughest ones. More generally, Incoboto falls well within the broad spectrum of physics puzzle games.
Each gameplay chunk is relatively short and discrete — gates to new worlds are unlocked as Helios eats more starpieces — and each new section introduces a new mechanic, giving Incoboto a feeling of constant forward progress. The real trick is how seamlessly each of Incoboto’s new lessons makes its way into the next series of puzzles, getting absorbed into an ever-expanding framework of mechanics and concepts. There are clear laws in Incoboto, but Fluttermind is at liberty to interpret them differently from world to world.
Each gameplay element — the puzzles, the bombs, the gravity beams — are relatively simple, but Fluttermind integrate them in such a way that the game never feels straightforward or boring. Incoboto’s complexity is matched by smart, efficient pacing. I often felt like I was mastering a complex system in a short amount of time. It also makes each section feel meaningful and genuine, giving Incoboto the feel of a much larger and fully-featured game.
In other words, when Incoboto is firing on all cylinders, it’s an empowering puzzle game that makes its players feel smart and successful, like the last gear in a Swiss watch.
When Incoboto stretches too far — when the puzzles seem impossible or, more often, when the touch controls don’t live up to the platforming required of them — it comes crashing to a halt. I spent three days firmly, mind-numbingly stuck in the KindWord system last week.
Finally figuring KindWord out was its own reward, but a single huge breakthrough isn’t quite the same feeling as the joy of sustained momentum, of watching Incoboto’s system gyrate in perfect harmony. Incoboto is elegant and subdued, unafraid to juxtapose the vastness of the cosmos and the terror of inevitable burning out with the intimacy and charm of a small boy befriending a star. It’s tightly and efficiently designed and as much an experience as it is a game, one that I do hope you check out.
TouchArcade Rating: 
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‘Beast Boxing 3D’ Updated with High Resolution Visuals and Universal Support
Way back in October of 2010, released Beast Boxing 3D [99¢/Lite], a first-person arcade style boxing game that we thoroughly enjoyed in our review. It utilized pretty simple boxing mechanics, but had intuitive controls and a fantastic art style. The campaign was a bit short, but this was rectified pretty well through an update the following December that added two additional characters and a survival style Endless Mode.
There hasn’t been much activity with Beast Boxing 3D since then, but a brand new update has just been released that addresses two of the biggest requests from users since the game came out: high resolution visuals and Universal iPad support. A lot of the artwork in Beast Boxing is hand drawn, so there isn’t a lot of impact on the Retina Display or the iPad screen, though it does look much cleaner. However, it makes a big difference in the text as well as the actual 3D character models, both of which are razor sharp now.
Check out the comparison screens of the non-HD visuals on the left and the updated screens on the right (click for full size):
There are some other minor fixes in this latest update too, like improved UI elements and issues related to Game Center achievements unlocking. Also, the characters themselves have been given additional sound effects and animations, giving them all a bit more distinction to their personalities.
Beast Boxing 3D has remained one of my favorite games since it came out, and I’m really happy to see such nice improvements so far beyond release. If you hadn’t checked it out before, the lite version has received the same Universal and HD treatment so you can see what you’re getting into without risk. If you like the lite, the full version is currently on sale for 99¢.
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GDC 2012: EA and Chillingo Showcasing ‘Flight Control Rocket’, ‘Burnout Crash’, ‘Air Mail’, and More
‘WWF WrestleFest’ Remake Heading To iOS Soon
More classic arcade action is coming to iPhone and iPad soon. Earlier this week, THQ sneakily announced WWE WrestleFest, a modern re-imagining of the 1990s arcade classic, which alongside other co-op greats like X-Men, dominated a big chunk of our quarter-pumping days. Its vivid colors, silky smooth animation, and belligerent play could be described as mildly hypnotic, to say the least.
Alongside smoother, more impressive graphics, expect to see a mixed cast of new and old characters. Legends like Jake the Snake Roberts, Macho Man, and The Undertaker have been confirmed as playable characters alongside guys like CM Punk, John Cena, The Rock, and the “Apex Predator” Randy Orton.

WWE WrestleFest will also include online multiplayer, steel cage matches, the Royal Rumble, and new IAP “every 30 days.”
We’ll definitely bring you a definitive look as soon as possible. One thing that our crystal ball isn’t digging already, however, is that THQ is choosing to tackle touch device control limitations with a virtual stick and two virtual buttons. If you love us, roll in iCade support!
[via , , and ]
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‘Canabalt’ Creator Working on Original Hunger Games iOS Title
We just got word from Canabalt creator Adam Saltsman that he’s working on a game with a team of well known indie developers to accompany the release of the movie version of The Hunger Games: Girl on Fire, which is set to release in movie theaters on March 23rd. A on the subject explains that this is not a Hunger Games-themed version of Canabalt, and instead is an entirely original iOS title that’s timed to be released with the movie.

Adam explains:
I pitched them on an original touch-based action game instead. It does feature a running character, but the focus of the game is more on marksmanship and strategy… but we’ll have more to say and show about that later! It’s a small idea, but a tight one too. Almost like a teaser game, in the same way there are teaser trailers. This is usually the part of the discussion where my prospective clients say “ah… I see. Well, if you change your mind…”
Lionsgate said “Great! When can you start?”
What’s more interesting is that there’s some serious talent teaming up with Saltsman to create this game. Mark Johns and Kevin Coulton from are heading up design and programming while Paul Veer of Super Crate Box fame is handling the art and animations. Daniel Baranowsky, the creator of Canabalt’s and Super Meat Boy’s music is in charge of the soundtrack, while are on top of the sound effects. Kert Gartner is hard at work on the launch trailer, and you can see his previous work .
I haven’t even read The Hunger Games trilogy (I know, I know) and I I’m excited for this game. How can you not be with this kind of talent onboard? We’ll post once we have more information, but since this is a game that also involves a movie studio, details might be hard to come by.
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‘Beat Sneak Bandit’ Review – Rhythm, Stealth and Puzzles Make Outstanding Bedfellows
You could say we’ve been looking forward to Beat Sneak Bandit [$2.99] The developer announced it just a few months back in November, but it feels like we’ve been waiting forever. After all, these are the folks that made Kosmo Spin [$0.99] and Bumpy Road [$2.99] two fantastic (if divisive) games, so who could blame us for a little eagerness? Now that the wait is over, you’ve gotta ask: does it live up to the hype?
And I have to tell you that yes, it totally does. I don’t know of any other stealth rhythm puzzle games, but I’m pretty sure Beat Sneak Bandit could take on all comers. Every aspect has been expertly crafted, from the high level game design down to the details of the menus. Oh, and you guys? It’s so very, very fun.
You should check out the trailer if you’re mystified about the idea of a stealth rhythm puzzler, but here’s the scoop in broad terms. You play the Beat Sneak Bandit, breaking into the mansion of Duke Clockface. He has, for undoubtedly nefarious reasons, stolen all the clocks from Pulsebury. He’s kind of a jerk like that, I guess. Your job is to take back all the clocks without being caught.

Your buddy Herbie the frog is there to help you on your way. Through a series of charming phone call scenes, Herbie introduces you to all the basics. First you learn that you can only move with the beat, as indicated on screen for those who can’t pick it out by hearing alone. Tapping in time will sneak Bandit across platforms and onto clocks, completing each level as he goes. This isn’t a platformer, however. While Bandit needs to climb, fall, and turn himself about, these tricks are part of grander puzzles.
As you progress through four areas that are dressed up with thematic backdrops, the Duke calls in to taunt you with his newest tricks and traps. You’ll encounter spotlights, which end your robbery attempt if they light up while you’re beneath them. Then there are guards on patrol, who will stop you if they see you. Robots come at you when you sneak across their floor, and they need only move above you to end your spree. The environment is none too simple either, as it’s littered with gates, trap doors and teleport pads.
So moving to the beat is only a small part of the challenge. Most of your attention will be paid to planning out a safe route through. Generally it isn’t all that hard to reach the main clock, but there are four smaller clocks scattered in each level, and reaching those always requires some creative thinking and careful timing—moving off beat destroys the one on your floor. Since you move to the beat and so does everything else, planning ahead for where you’ll be and which direction you’ll be facing when you get there is doable, but always more and more challenging.
Beat Sneak Bandit is very forgiving, so no matter your skill you’ll always be able to move forward. When you fail a level a few times, Herbie will check to see if you want to skip it, no harm done. You don’t strictly need to complete any given level to progress, never mind collecting the extra clocks. If you do manage to collect most of the clocks, though, you’ll open up bonus shadow levels that cloak you in silhouette. These are harder than the others by design, and the shadowed world doesn’t make things easier. They are gorgeous, though.
In fact, everything in this game is gorgeous. The few cutscenes are beautifully laid out, the levels are designed with a good measure of whimsy, and the animations are adorably irreverent. Even the interface elements hold to the look of the game perfectly, right down to the last detail. And then, of course, there’s the music.
It’s hard to put a finger on the thread that holds Beat Sneak Bandit’s music together. It always has a good beat, and a similar theme runs through each level. But the sound varies between electronic, jazz, funk and more spooky tracks. These are constantly changing from level to level because part of each track is made up of the sounds of all the moving pieces. Patrolling guards make one sound as they move, trapdoors opening and closing make another. Not only is this aurally excellent, it also means you can use your ears to keep track of each moving part.
I have no complaints—my time with Beat Sneak Bandit has been thoroughly enjoyable from start to finish. But I do have two small nitpicks. First, a few too many levels rely on waiting (and waiting) while moving elements cycle all the way through their patterns repeatedly. As great as it feels to figure out the right solution for claiming all the clocks, having to wait to make it happen can be a pain. Second, the finale flies a bit off the difficulty curve. The battle goes on too long, and you may find yourself frustrated while repeating the early parts again and again—or at least, I did.
That’s very little frustration to a whole lot of excellent gaming, though. Beat Sneak Bandit sports 40 main levels and 16 shadow levels. It also has 20 Game Center achievements, most of which encourage you to play in new and challenging ways rather than appealing to your completionist side. Of course, you can also earn one for collecting all the extra clocks, but that’s a challenge that’s quite a lot of fun to work toward.
It’s rare to find a game that does something so original so well, with every element of gameplay and design falling into place. Simogo has pulled it off with Beat Sneak Bandit. In my books it’s a must buy, and such a shame it would be to miss out. Play, enjoy, and let us know what you think .
TouchArcade Rating: 
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‘Fly With Me’ Review – A Tap-to-flap Game with Limited Flaps
Fly With Me [99¢] from may resemble a cute kids game about a flying bird, but it’s not actually as simplistic as it seems. You tap the screen to make the little bird fly and try to collect three stars and reach the birdhouse at the end of the level. This may sound easy, but the catch is you have a limited number of wing-flaps available.
Each time you tap the screen to flap your wings, your flap-meter decreases slightly. Once that meter is depleted, you’ll literally fall out of the sky with an amusing animation as you splat into the ground. So, you quickly learn to be more conservative with your flaps, and glide whenever possible. NOT flapping is a key part of this game. Your flap-meter must also be replenished by eating bees, otherwise you won’t have enough flaps to reach the end.
At the top of the screen is a progress bar. This shows your position within the level, but also marks the location of three stars so you know when to watch out for them. These stars are used to unlock chapters. There’s also one golden gear to collect per level. One you’ve found 45 golden gears a more powerful metallic robot bird is unlocked, or you can just buy it right away as an in-app purchase.
There’s three chapters to play (fields, trees and tropical), offering 45 levels in total. You can play using four different birds, but first they’ll need to be unlocked. There’s also three challenge modes (one per chapter) which are unlocked once you gain enough stars. The challenge levels involve trying to fly as far as possible, and your score in that mode is measured in distance (meters).
Each level contains good winds to ride and bad brown air to avoid. These bad winds might do a loop-the-loop or carry you through an underground tunnel, which is interesting to watch but you can’t control the bird while being blown along. While bee’s are good to eat, the sick bugs should be avoided. As should predators, including big dangling bird-eating spiders, hungry fish and carnivorous plants.
Fly with Me has two disappointing features. First off, the frequent adverts for the games IAP offerings feel intrusive. After a couple of attempts at the same level, a full screen message appeared asking if I wanted to buy a robot bird (no thanks). Slightly later it asked if I was interested in paying to unlock all levels (Err, no thanks). Perhaps I want to purchase the easier kids mode? (No. Thank. You.) Then it starts over, trying to sell the IAP previously declined.
Secondly, the game reports back to EA, sending them data about game statistics, settings, incident or event data and feature preferences. I have no problem with this “usage sharing” functionality, except that it’s enabled by default. If players don’t check the “Info” screen, they may not realize their device is sending out data. I turned this setting off on principle.
Despite these drawbacks, Fly With Me is a solid title that’s more challenging than it looks. The limited flapping mechanic sets it apart from the many similar simplistic arcade games on the App Store, and it’s a good value for a dollar – assuming they don’t eventually talk you into additional in-app purchases.
TouchArcade Rating: 
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‘Frederic – Resurrection of Music’ Review – Bold, But Muddled At Times
I like to imagine there’s an Oberlin burnout somewhere who’s made a living getting bent on ayahuasca and pitching music-history based games to different companies. My hypothetical game designer, wide-eyed and euphoric, is responsible for games like , , Jazz: Trump’s Journey [$2.99], and now Frederic –Resurrection of Music [$1.99/HD/Lite], by Forever Entertainment S.A.
In the first scene, set in present-day Paris, Fryderyk Chopin climbs out of his grave, speaks with the Muses, and rap-battles a French DJ with dual-wield keyboards and a jetpack. After this, he rides a horse-and-carriage to Jamaica and gets high with a reggae artist named Rob. Amazing.
As he travels the world in his mystic carriage trying to unravel the circumstances of his undeath, Chopin runs through a series of musical duels with local artists. Mechanically, this translates into a rudimentary version of Piano Hero: notes travel on a track toward a touch-screen piano keys, and players are scored on their accuracy and combo streak.
The songs in Resurrection are modern remixes of Chopin’s most famous waltzes, nocturnes, études, and marzukas, re-imagined in the style of whichever locale our hero finds himself: country in Texas, Celtic dance in Ireland, chiptunes in Tokyo. I actually like most of the music — the Resurrection soundtrack is available for purchase on iTunes [$5.99] — but they all tend to suffer from repetitive melody and relatively simple arrangements. Still, the lighthearted pop remixes fit into the game’s absurdist aesthetic much better than an orchestral score would.
With only nine songs, Resurrection is relatively short, though some players might be able to extend its shelf-life by trying to improve their scores. But even on its hardest difficulty, at its most complex, Resurrection goes out of its way to indulge and empower the player, not defeat them with impossible challenges.
Like Climber Brothers [$0.99], the real joy of Resurrection is the one-to-one relationship between tactile input and feedback: tapping the screen of my iPad is more or less a reasonable facsimile of pressing down a physical key. This is a relatively simple pleasure, but Resurrection goes to great lengths to extend it by being overly-generous in its design — players have a relatively large window to hit notes in, and it’s almost impossible to miss enough notes to fail a song. The goal here is to listen to the music and soak up the strange animations going on in the background.
Since failure — and, by extension, most of the game mechanics — is largely an illusion, Resurrection’s real hook is its insane premise and matching art direction. In both its art direction and treatment of ethnic stereotypes, Resurrection draws on the bande dessinée style of mid-80s Lucky Luke. The voice acting, too, is hard to place: British English re-routed through Forever Entertainment’s Polish roots.
But Resurrection’s essential Europeanness isn’t limited to animation and cut scenes, and this isn’t a game so much as it is a rewriting of Chopin’s cultural identity. During the Cadet Revolution in 1830 Chopin, the son of a Franco-Polish immigrant, fled Warsaw for Paris, never to return. Resurrection ultimately leads him back to a culturally reinvigorated Warsaw, but only after he uses his musical gifts to destroy the stereotyped, corporate shills that populate the rest of the world. Chopin is cast as the savior of music, but it’s odd that he uses modern remixes, not his traditional compositions, to further his cause.
By fudging its rhythm mechanics, Frederic — Resurrection of Music actually presents itself as more of an interactive cartoon than a game. But when viewed as such, Resurrection often comes off muddled and directionless and, even at the end of the game, it’s not clear why Chopin was resurrected, who he’s “saving” music from, or if he really succeeded.
Nevertheless, Resurrection is a bold product, unafraid to be campy, kitschy, and surreal, and presented as a labor of love from a team full of ideas. This game is larger than the sum of its parts and everyone I’ve showed it to has enjoyed basking in the art and music and in the fact that Frederic Chopin uses his second chance at life to smoke dope on the beach and learn the keytar.
Frederic – Resurrection of Music Complete, $3.99
Frederic – Resurrection of Music HD Complete, $3.99 (iPad Only)
Frederic Resurrection of Music, Free
Frederic Resurrection of Music HD, Free (iPad Only)
TouchArcade Rating: 
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‘Blot’ Review – A Cave Flyer that Looks Great on Paper – and Everywhere Else
It’s safe to say that cave flyers have been around the block a few times, and that a few of you might just be sick of ‘em. Hey, that’s fair—I know my enduring love of endless runners and cave flyers isn’t shared by everyone. But do me a favor: take a look at Blot’s [$0.99] trailer before writing it off. Yeah, it’s just another cave flyer, but goodness, it’s gorgeous.
We’ve seen the control scheme and basic design a thousand times before, and there’s nothing new about collecting coins for upgrades, cosmetic or otherwise. Blot won’t win many points for fundamental originality. But it’s a solid, fun cave flier that also happens to be beautiful, with an underlying sense of humor that’s sure to please.
Screenshots don’t do it justice — a big part of Blot’s appeal is how lovely its parallax backgrounds look in motion. Someone at has taken time to sketch out all manner of things — trees, candies, wastelands, ponies, helicopters wielding swords and morningstars, you name it—which the game then combines and recombines to build new backdrops each time you play.

This is part of a broader vision. Blot himself is an ink spatter, flying outwards from a pen. He dodges pencils and seeks out paint cans and smudges. The artistic theme isn’t carried through as far as it could be—art and coin collection don’t exactly go hand in hand—but it gets very, very close.
For controls you’re looking at something a lot like Jetpack Joyride [Free], to name one recent and popular example. The titular Blot is bigger and a bit floatier than Barry Steakfries and his jetpack, but it has the same inputs—tap to rise, let go to fall. The arc of its movement might take a bit of getting used to, but there are no drastic changes.
And what would a modern cave flyer be without a collection mechanic or two? Aside from coins, you’ll also seek out boost buddies. Blot grows as it absorbs these cute little dudes, making it easier to grab coins but harder to dodge obstacles. Once you pick up four, you get a big boost of speed and temporary invincibility. There are also colorful paint cans and smudges to be found that mess with speed, direction and magnetism.
The coins you collect can be exchanged for upgrades. The selection is pretty cool—stuff that makes paint effects or boosts last longer, alerts you to upcoming boost buddies, makes you magnetic or doubles your income. Since you can only pick one to equip, you’ll have to consider whether you’re grinding for coins, going the distance or working on a Game Center achievement that requires a bit of extra assistance.
The game takes any chance to serve up pop-culture references. Little things, mostly, like how the buddy detector is called the “pip-blot 2000,” and the unlockable costumes play off things like Star Trek and the Ace Attorney series. There are also achievements for flying past wild reference in the background sketches, although you’ll probably die if you take the time to look for them. Best of all, none of this feels as forced or out of place as memes so often do when they pop up in games.
Some of the foreground elements are a bit abrasive against the terribly sexy backgrounds, but everything else is awesome. There’s lovely (if brief) music to fly to, and Blot is stupidly charming for something with only a few frames of animation (that little scrunchy face…!). And while there isn’t a plot or a complicated mission system to keep you motivated, the high score grind is made valuable with coin rewards and a grading system. Practice makes perfect, but getting an A+ will take skill.
One little warning – you can purchase coins with cash. Don’t bother unless you’re out to support the developers or stockpile a huge supply of portals—you’ll just rob yourself of the fun of actually playing. The grind isn’t painful at all unless you need the highest end items right away. My only quibble is that the IAP coins come a bit cheap – a single $2.99 purchase can give you most of what you’d ever need, so grinding starts to look like a bad value proposition.
It’s hard to complain, though. While it fails to distinguish itself on mechanics, Blot blows most of its competition out of the water with style alone. It’s delightful, plain and simple, and when given the choice between equally solid games, I’ll take the one that delights me any day. Who wouldn’t want a little more joy in their games, right? So take a good long look at Blot, and if you like what you see.
TouchArcade Rating: 
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Macworld | iWorld 2012 – New Titles from XMG Studio
At last year’s Macworld, was showing off Cows vs Aliens [99¢], a game I thoroughly enjoyed when it came out and is still amongst my favorite games. This year, their big upcoming title will be a brand new licensed Ghostbusters game. It’s not really past the concept stage just yet, but the mock artwork and test animation videos I saw are looking pretty sweet.
Ghostbusters will have a heavy social component, as well as some augmented reality gameplay ideas. So, for example, you might wander into Starbucks and get alerted that there’s a ghost on the loose there, and you’ll need to find it using your device’s camera and wrestle it down into one of those fancy traps just like in the movies. Then, you can valiantly hold your device in the air and loudly declare “we came, we saw, we kicked its ass!!” as the entire cafe cheers you on. Or something like that, at least that’s how I’d imagine it going down.
Another upcoming project from XMG is a remake of their incredibly popular Drag Racer: Pro Tuner [Free] series. Drag Racer lets you get super involved with tricking out a vehicle with tons of customization options, from cosmetic stuff to performance improvements, and then you get to take your ride to the streets and compete against other players and their cars. The new version will feature completely redone visuals and a nice UI overhaul, which the team tells me is something they’ve wanted to do for a long time.
Finally, if there are any teenagers in your life, then they might get a kick out of the just released Totally Amp’d! [Free]. XMG has enlisted some actual established actors to create 10 episodes to play through, which let you do things like create your own music videos, record your own songs, and come up with your very own fashion designs for characters in the game. The production values are through the roof in Totally Amp’d!, and you can check out the first episode for free with the remaining episodes available as a $4.99 in-app purchase.
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