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‘Corporate Fury’ Review – Kicking Ass Up the Corporate Ladder

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“Promoting synergy” is a pretty common mantra in today's corporate culture. It encourages all employees to work together in harmony to be stronger and more productive as a unit than they each would have been by working individually. The new game Corporate Fury [$1.99] from developer Swinecrafters is the exact opposite of this type of thinking. Instead, you are encouraged to battle coworkers in violent 3D arena brawls in an attempt to take their jobs away from them. There are a ton of wacky characters, plenty of crude humor, and enough fighting to satisfy any gamers needs in Corporate Fury, and it stands out as one of the more unique offerings for the iPhone.

The game takes place in a semi-open world that acts a large hub connecting the fighting arenas and story-related locations together. You start off as a lowly production worker who awakens after taking a brutal beating from your boss. Your buddy Mike, who also acts as the point man for setting up fights, is there to help you on your feet and explain what is going on since you can't quite remember after being beaten senseless. The first order of business is to visit the in-game shop called Frank's Goods, then head back to Mike to fight in some low-level matches until you are strong enough to defeat your boss and take his job from him. You will continue this process as the storyline unfolds and as you defeat the team of increasingly higher ranked corporate executives, culminating with defeating the top CEO and taking over control of the company.

The overworld in Corporate Fury is fairly large, although not exactly as big as something you would find in a Grand Theft Auto or similar game. In this world the atmosphere has been rendered uninhabitable, so you are left with a large indoor city filled with plenty of areas to explore and crazy characters to talk to. An automap in the pause screen lets you pick from the key areas and set a handy waypoint that guides your character to them so you don't get lost. Graphically the game looks pretty decent, and runs fairly smoothly even on older devices. There are some jagged edges and characters aren't exactly rife with detail, but the overall style of the game works really well and looks good. Most impressive is that the entire game loads quickly upon booting up, and there is no loading at all while playing the game itself.

Fighting in Corporate Fury is fun and totally over the top. An analog stick controls your movement with a button each for jump, punch, kick, and using a weapon. Early in the game it's pretty basic, but as you defeat opponents you earn credits to use at Frank's Goods. Here you can purchase an assortment of weapons, armors, special moves, and increased attributes. Once you've beefed up your fighter a bit, fighting gets more complex and satisfying. It's reminiscent of fighting enemies in the newer Ninja Gaiden or Devil May Cry games, as you can pull off crazy multi-hit combos on the ground and in the air. The weapons you can use are truly awesome, from hammers and knives to explosives and plasma cannons. The armor and accessories are equally interesting, and change the look of your character when equipped.

While Corporate Fury is a ton of fun to play, there are some issues in the game that really bothered me. Some of the opponents you must face to advance the story can be incredibly powerful, and you're stuck grinding away fighting random opponents until you can level up high enough to compete with them. Luckily the fighting is enjoyable and the assortment of random enemies is varied, so it's not too much of an issue, but it can feel repetitive at times. Also, traveling around the city by foot can feel a bit arduous, and a quick teleport to the main locations in the game would be a welcome addition. Finally, while you can save manually at your apartment and the game saves automatically when exiting with the home button, in my experience this hasn't always been reliable and I've lost progress because of it. It doesn't seem to be a widespread problem, and the developer is already working towards fixing these issues, but it's worth mentioning.

Corporate Fury is an incredibly ambitious title for a mobile platform, and while there are some technical and game design related issues due to this fact, the good far outweighs the bad. With a competent fighting system, dozens of crazy characters, and an interesting world to explore, there is plenty here to keep you busy for quite a while. Just be prepared for the crude humor in the game that is full of sexual tones, foul language, and midget references aplenty. The trailer above will give you a great idea of what you're in store for, and could easily sell the game on its own. Players in our forums are loving the game, and Corporate Fury is one of those titles you just have to see to believe.

App Store Link: Corporate Fury, $1.99

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Written by admin

September 4, 2010 at 0:15

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Today’s Apple Event – Hands on with iPod Touch, Nano and More

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Today Apple held its media event at the Yerba Buena Center for the Arts in San Francisco and unveiled its work in significantly evolving a number of its mobile and media products. I had a chance to see it all first hand and spend some hands-on time with the fruits of the company's recent labor.

The announcement that is likely of the most interest to our readers is the arrival of the new iPod touch, thinner than ever and featuring the same razor-sharp Retina display used in the iPhone 4. (And, holding the new device in my hand, I can confirm that the screen is every bit as sharp as that of the iPhone 4.) The upgraded device is, indeed, basically "an iPhone 4 — without the phone," with a few exceptions. It utilizes the same A4 processor used in the iPhone 4 and the iPad, and features integrated gyroscopes for added in-game control precision. It has front- and back-facing cameras, as well, allowing FaceTime video chats. But the rear-facing camera offers a relatively low 960×720 pixel resolution, as compared to 2592×1936 pixels on the iPhone 4. That means it produces photos that are only 14% the size of those taken with big brother iPhone 4.

But, we're gamers here! And in that capacity, the new iPod touch is a golden mobile gaming device. During today's event, Steve Jobs indicated that the iPod touch is presently the #1 selling mobile game device, outselling Sony and Nintendo's devices, combined. He revealed that 1.5 billion entertainment and game app downloads have passed out of the App Store. With the dramatic enhancements on most every front that the new iPod touch puts in the hands of gamers, we don't expect the touch to give up the crown anytime soon.

Another big announcement that Steve had in store is the reinvented Apple TV. No longer a scolding-hot slab of metal and plastic with the footprint of a Mac mini, the new Apple TV is a quarter the size of its predecessor, shrouded in black plastic, and cool to the touch.

This time around, Apple dispensed with local media storage and has positioned the new unit as a video streaming device, built on a video rental model. First-run HD movies can be rented at $4.99 per, with HD TV shows available at $.99 an episode — all HD. Netflix streaming is integrated, as well. And all of the local media sharing capabilities of the original device (tying to computers in your home for media display on TV) are preserved, with the notable addition of media streaming from an iPad, iPhone, or iPod touch. And all that, which I can confirm fits comfortably in the palm of your hand, can be had for just $99.

The new Apple TV should be of particular interest to our readers for another reason — it's based on Apple's A4 processor. Intel is not inside, this time around. Given that, it's clear that the new device is based on some form of OS X for the ARM processor. Apple isn't calling it iOS but, if it's not iOS proper, it's something extremely close. But, likely, it actually is iOS under the hood. Daring Fireball's John Gruber recently lent strong confirmation of that, as well.

And if, indeed, the new Apple TV is an iOS device, is there an App Store in its future? Let's hope so…

Apple also showed a new iPod shuffle which, happily, brings back the buttons of the previous versions and also demonstrated the new iPod nano. The nano is about the size of the shuffle, but features a multitouch display and a user interface styled after iOS (though it's not iOS-based). It's a pretty amazing device to play with, extremely light, small, and functional. It's not improvements all around with this one, though; the new nano lacks video recording as well as playback capabilities. It seems Apple's decided that's functionality to be found only in the iPhone and iPod touch.

On the software front, Apple has released iTunes 10 (available now), which offers several interface improvements as well as Ping, a new social network of sorts that allows iTunes users to follow one another and share news of what they're listening to online. Facebook integration is in place as well. iOS 4.1 will be released next week and will include a number of new features including the launch of Game Center — Apple's leaderboard network. Other improvements include bug fixes, and performance enhancements for 3G owners. iOS 4.2 was also previewed which will finally bring OS 4 to the iPad and is due in November.

It's clear from today's event that Apple has been keeping a laser focus on the areas that have become its clear domain: media and mobile.

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Written by admin

September 2, 2010 at 8:15

‘Zombie Highway’ Review – Like Zombieland, Gives The Zombie Thing a Little Extra Mileage

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The human intellect is a remarkable beast. Just when we think that all possible Zombie concepts have been duly wrung out from our collective minds, developers renderPaz go and throw us a curve-ball. Picture this: you're driving down the post-apocalyptic interstate, weaving through abandoned vehicles strewn everywhere– when you see a hitch-hiker. Naturally, this being post-apocalyptic America, the rule of thumb (think Zombieland) is to just keep on driving. In Zombie Highway [99¢] you aren't afforded that luxury.

The object in Zombie Highway is to just keep on driving– pedal to the metal, you have only one speed– faster. That's not to say you're get very far, as zombies don't generally take kindly to your brains being cocooned inside an SUV's hard exterior. And unlike the variety in Zombieland, these zombies are willing to work to get them.

Zombies in Zombie Highway will pounce on your car's side rails as you speed past them, doing all they can to bring the car to a stop– generally by using their superhuman undead strength to wrestle it till it topples over. There are 7 types of zombies all up, from the skinny fledgling variety, to the stronger, health-regenerating, weightier monsters that do a world of hurt to your center of balance. As zombies stack up on one side, this is only compounded, with your only recourse being to get the buggers off as quickly as possible.

Fortunately, your own driving prowess and an arms dealer friend in the back provide all the tools you need to get through the zombie horde…at least for a couple of miles. Zombies can be exited from the vehicle by tilting your device to sideswipe them onto one of the many ruined cars littered across the highway. Each zombie has a health bar, and whittling that to zero will ensure they won't be sticking around. To help, your aforementioned friend riding shotgun (ho ho!) has a formidable arsenal that is gradually unlocked as you accumulate collective mileage across all your games. Weapons are fired by touching the corners of the screen– if a zombie is on the right near the front of your car, tapping the top right area will fire at it.

It's a straightforward formula that creates a fun and remarkably gratifying zombie slaying experience. It's also quite challenging, as zombies are super aggressive, and your car's physics are fantastic. For instance, don't expect to steer out of a lean by driving the other way– it'll only tip it further. Instead, a bit of load balancing and fast firing fingertips are required to keep the rubber on the road.

Our only gripes with the game are that for all the great 3D models and presentation there is a notable lack of any real sound effects. Your car is effectively muted until it's being weighed down, and then the creaks it makes are whisper quiet. Not hearing the engine at all detracts from the experience dramatically. In fact, the only sound you'll really hear from the car are the squeaks of your tires as you slide around the road. There is absolutely no music to be found either, which would have done a world of good to further build atmosphere and character.

We're also not quite sure why the developers didn't stick with Openfeint or a similar platform for its social functions, as their current Twitter implementation is rudimentary at best. And though the Facebook option results in a neat competition feature where you can track your friends, those who keep their gaming separate from Facebook are left on the curb. Thankfully neither of these platforms are required to access high scores.

Still, it's hard to stay disappointed with these drawbacks for long because running from hordes of zombies is just so much fun. The further you get, the more obstacles are thrown in your path, until you are eventually wrestling your device to fend off zombies, dodge roadblocks and keep your SUV from going belly up as you're two wheeling back and forth. It's a singular experience seemingly lifted right from classic zombie films and as such is effortlessly recommended. We just hope the developers look at the sound issue, as well as maybe add an achievements system ala Monster Dash [99¢] to pad out the survival game replayability.

App Store Link: Zombie Highway, $0.99

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Written by admin

August 28, 2010 at 0:15

Upcoming ‘Gun Bros.’ – Brothers from Different Violence-Prone Mothers

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My favorite game that I played at the Glu iPhone Games event was Gun Bros. Gun Bros. is a top-down dual-stick shooter with a completely over the top style in just about every way. You play as one of two brothers, Percy or Frances Gun, as you destroy wave after wave of increasingly difficult enemies. The game is set on a series of planets in a post-apocalyptic sci-fi world, and each planet has 10 levels (called revolutions) with 50 waves of enemies per revolution. You'll earn XP with every enemy that you kill, which goes towards leveling up your character. You will also earn something called Xplodium, which is an unstable ore that can be refined after each level and sold for gold to buy new weapons, armor, and equipment.

The greatest thing about Gun Bros. is the huge arsenal of crazy weaponry. Sure, we've all played games with a shotgun or a spread gun, but what about a triple barrel shotgun or a gun that spreads in seven directions? If you fancy gatling guns, why not up the ante and add three together for a triple gatling gun. Don't even get me started on the Shuricannon (cannon that shoots shurikens) or the Machete Mayhem (a dual pistol that shoots – you guessed it – machetes). These are all realities in Gun Bros., and it makes mowing down enemies a ton of fun. In all, there will be 30 different weapons across 6 different weapon classes, and your character can carry two weapons at a time and switch freely between them.

Besides the regular weapons in Gun Bros., there's also a number of special items and tons of different armors. The special items can be pulled up in a small window during play and give you benefits like health refills, increased damage for a short time, or powerful full screen attacks. The armor in the game is almost as cool as the amazing weapons, and give you many options for enhancing your attributes and customizing the look your character. There will be over 40 different pieces of armor, each capable of upgrading your character in areas like defense, strength, and speed. With the right combination of armor pieces you can choose which areas you are most effective in, and look bad ass while doing so.

Another key element to Gun Bros. is the social aspect of the game. Since you are a pair of brothers, there is always an AI controlled partner blasting away at baddies with you while you play. You'll have the ability to add friends in the game, and then import their specific character to play as your AI companion in your own game. If your friend happens to have some seriously upgraded gear compared to yours, you'll get the benefit of his extra firepower on your computer controlled character. You will also both keep all the XP you earn, which will transfer back to your friend's game when you're done playing. There is extra incentive to play with your friends as you can earn daily bonus items by doing so. Perusing the in-game friend list allows you to check out what bonus items are available for each friend, as well as how their various characters are equipped.

Much like Glu's other game Magic Life, Gun Bros. will launch fully featured for free, but of course there is a way to spend money on the game if you wish. You can purchase additional types of chambers for refining your Xplodium at the end of levels, thus earning more cash per unit and getting to buy weapons and armor much more quickly. This isn't necessary, however, and those who don't want to pay and have patience can still see everything the game has to offer. Gun Bros. was the game I played the most at Glu, thoroughly enjoying every minute of it, and I'll be impatiently waiting for its late October release.

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Written by admin

August 27, 2010 at 20:15

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‘Super Mega Worm’ Review – The Battle of the Giant Worm Hath Begun!

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Just a couple of days ago we revealed DeceasedPixel's latest project, Super Mega Worm [$2.99], a game based on the original Death Worm concept by JTR, later made famous by the popular Flash game, Effing Worms. Super Mega Worm is a pixel-art take on the giant worm theme, and is now available.

Super Mega Worm opens with an 8-bit retro cutscene explaining how humans have consumed the earth, and how mother nature now has a bone to pick with us. She tasks her favorite pest exterminator, Wojira the Death Worm, with wiping humans from the earth and restoring balance to the force…you get the idea. It's a nice little setup for the mayhem that is the hallmark of the giant worm game, and an introduction to the glorious mario-like pixel art

In our preview we were ultimately left wondering as to whether Super Mega Worm included the levelling system that propelled Effing Worms to stardom, and we're pleased to find that it has in fact done so. In Super Mega Worm you start as a tiny wormlet, tasked with destroying a number of humans (indicated at the top right of the screen) by burrowing through the ground and erupting from under them (or over them, if you get enough height). To begin with, you can't really jump that high, but as you keep reaching your targets you level up and eventually can propel yourself higher and higher.

Wojira is controlled by either a slider or tilting option, but we found the slider option worked best. Additional buttons appear on your screen as you unlock your spitting attack, EMPs, fireballs, slam attacks and other abilities as you work your way through the worm's 24 levels. One problem we had with Super Mega Worm was that the pacing between levels felt a little off. To start with, you don't actually unlock your first ability until well into the game, and by that stage tedium has settled in as you essentially are attacking the same way over and over. When you finally unlock spit, you have another toy to play with, but this pacing trend persists between each new skill unlock. The game feels as though it has as many peaks and troughs as the path of your worm.

What does help this is the myriad of different food sources you encounter. From talking cows and horses, to elephants, birds, balloonists, moms with strollers (and flying babies), army men, police cars, tanks and airplanes to name a few. You can even reach orbit by propelling yourself from vehicles and chew through the earth's many satellites and UFOs hovering about. Many of these fight back too of course, with RPG-toting army men dropping mines and shooting rockets that are best avoided.

Though it is a lot of fun chewing through everything with a giant worm, we can't help but feel there's more that could be done with the game, particularly to address pacing issues and make it more gratifying early on. There are also no online high scores or achievements in Super Mega Worm; something we thought would have been staple in a game like this, considering its flash origins and focus on scores and multipliers. With the official Death Worm game by Playcreek on the horizon too– toting a number of added game modes, locations and features– we can't help but feel gamers may want to wait to decide for themselves which version is best.

On the plus side, developers Deceased Pixel have also promised additional levels, enemies and modes in future updates, so it seems the battle for worm king has only just begun. In any case, be sure to play Effing Worms on Flash and check out the trailers to see what you're getting yourselves into and visit our forums for our readers' opinions on just how juicy this worm really is.

App Store Link: Super Mega Worm, $2.99

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Written by admin

August 27, 2010 at 12:15

Price Drop Alert – Select Games from Sega and Meridian and on Sale

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It's about that time for many gamers to start heading back to school, and it can be a difficult task to say goodbye to the lazy days of summer. Your friends at Sega want to make this transition just a little bit easier by offering just about all of their App Store titles at a discounted rate until September 1st. And Sega's not alone, as developer Meridian is celebrating the one year anniversary of their popular dual-stick shooter Alive 4-ever by putting their entire selection of games on sale for the next three days. If you haven't had a chance to pick up any of these titles before, now is your chance to do so and save a bit of cash in the process.

Sega titles on sale:

  • Sonic the Hedgehog, – $5.99 → $2.99
  • Sonic the Hedgehog 2, – $5.99 → $2.99
  • Super Monkey Ball, – $2.99 → $1.99
  • Super Monkey Ball 2, – $5.99 → $2.99
  • Super Monkey Ball 2: Sakura Edition for iPad, – $7.99 → $3.99
  • Shining Force, – $2.99 → 99¢
  • Ecco the Dolphin, – $2.99 → 99¢
  • Streets of Rage, – $2.99 → 99¢
  • Golden Axe, – $2.99 → 99¢

Meridian titles on sale:

  • Alive 4-ever, – $2.99 → 99¢
  • Alive 4-ever RETURNS, – $2.99 → 99¢
  • Armageddon, – $2.99 → 99¢
  • Abigale: Revenge of the Princess, – $1.99 → 99¢
  • Ace Commando, – $1.99 → 99¢
  • Against the Fire!, – $1.99 → 99¢
  • Amy's Dessert Shop, – $1.99 → 99¢
  • Are You Alright?, – $1.99 → 99¢
  • Stick Dunk, – $1.99 → 99¢

Besides these specific sales, there's pretty much always other titles with price drops at any given time, as most App Store shoppers are aware of. Make sure you check out the latest price drops on AppShopper to stay on top of your iPhone, iPod touch, and iPad bargain hunting needs.

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Written by admin

August 27, 2010 at 8:15

‘geoDefense’ DLC Level Pack Released and Developer David Whatley on geoDefense for the iPad and geoDefense 2

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Not long ago classic iPhone tower defense game geoDefense [$1.99 / Free] version 1.5 hit the App Store, adding support for the Retina Display of the iPhone 4 as well as the framework for DLC level packs. The first of those level packs was just released this afternoon, and a 99¢ in-app purchase unlocks brand new set of 3 medium levels and 3 hard levels. Also, these levels are immediately playable once downloaded so you can dive right in without needing to play any previous levels. While a game as good as geoDefense getting more levels is totally newsworthy by itself, it also gave us an excellent opportunity to pester developer David Whatley who is quite literally floating around the Caribbean as we speak.

Last time we spoke with Whatley he was extremely excited about the potential of the iPad, and told us that a sequel to geoDefense was coming which would be exclusive to the device. Since then, several things have gotten in the way such as the release of the iPhone 4, a Facebook game called Fantasy University, launch day ports of geoDefense and geoDefense Swarm for Windows Phone 7, and the never-ending question of what will make a worthy sequel to a game with the notoriety of geoDefense.

According to David, the recent update to geoDefense had a lot of work done behind the scenes to eventually ramp up in to an iPad version of geoDefense which is going to be the next title to be released by Critical Thought Games. From there, they're going to be testing the waters of the iPad App Store to see whether or not sticking to their guns regarding the iPad exclusivity of geoDefense 2 makes sense or not. Whatley admits that not doing an iPhone version of the sequel would likely be a big mistake, especially given the size of the market.

When talking to David about geoDefense 2, he mentioned the amount of pressure he's under to deliver something that will impress gamers, but not stray too far from what everyone has since come to expect out of the geoDefense series. He wants to take geoDefense to the next level, but he's still not entirely sure what that next level is. The situation seems eerily similar to Galcon [$2.99 / Free] and its successor Galcon Labs [$2.99] which despite the popularity of the original saw a lackluster response from gamers as it felt too much like an expansion pack, and not enough like its own game.

If you've beaten every level in geoDefense over the last year and a half since its initial release, now is a great time to re-download the game and try out the new levels. Admittedly, I'm fairly rusty but so far the six new levels completely live up to the difficulty level we've come to expect of geoDefense and are highly recommended for any fan of the game.

App Store Links:
    geoDefense, $1.99
    geoDefense Lite, Free

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Written by admin

August 27, 2010 at 4:15

‘Dodonpachi Resurrection’ Review – A Little Slice of Bullet Hell Heaven

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We've been following Dodonpachi Resurrection [$4.99] for a while now, from its first announcement, to the first gameplay trailer, and even the pricing and release date.  And after all this anticipation, developer Cave's follow up release to the excellent Espgaluda II [$8.99/Lite] actually lives up to the hype. In fact, I like it even more than Espgaluda II, though I'm not necessarily saying one is better than the other. They're very different beasts, and really it's worth owning both if you like top-down shooters. But Dodonpachi Resurrection feels like a more well rounded experience, and caters really well to both casual shooter fans and the most hardcore of them all. There's near endless replayability due to an ingenious scoring system, and Dodonpachi Resurrection deserves a spot on every shmup fan's home screen.

Visually, Dodonpachi is a very striking game. There is no fancy Retina Display support, as this is originally an arcade game running at an entirely different resolution, and it would be unrealistic for Cave to redraw all of the artwork to suit the iPhone 4. That said, the game still looks damn good. There are three different screen sizes to choose in the options. Small has a huge border area but makes the graphics look the sharpest. Large fills the iPhone screen with the game and a small border on the bottom, but the sprites and text look slightly blurry. Medium is the default and it's in-between the other two settings. I fancy the large setting, as I don't really like borders in my games and the blurriness honestly isn't that bad. The game is filled with tons of huge explosions, humongous transforming bosses, and dozens of enemies and bullets onscreen at any given time. No matter what screen size you play with, it all ends up looking really impressive.

There are two game modes in Dodonpachi, the original arcade mode and a new iPhone mode. Arcade has you choose from three different ships and three offensive styles. These styles can give you unlimited bomb use, a more powerful alternate cannon to switch to, or a combination of the two. They all can help you in different ways, and as such each ship and style combination has its own leaderboard in OpenFeint. The arcade mode is a lot of fun to be sure, but the iPhone mode with its unique scoring system and brand new Hyper Cannon weapon are what really stand out in the game.

In iPhone mode, there is no need to pick styles, just which ship type you want to use. A divided gauge in the upper right of the screen is used for the SM scoring system. A circular area surrounds your ship, and narrowly avoiding these bullets but letting them pass through this area (known as “scraping”) fills the gauge towards the M side while also building up a multiplier in the upper left of the screen. You can continue to do this all the way until your multiplier hits x1000, if you wish. When the M side of the gauge is full, you can hit the Hyper button to start your ship firing wildly, and control the direction of fire by touching the ship and turning it. If you touch the ship and spin it in circles during this time, you build up your Hyper Cannon which unleashes an enormous beam of destruction that obliterates everything on the screen.

Killing enemies in rapid succession is what fills up the S side of the gauge, and once it's completely full you will gain whatever your multiplier is at for every enemy you destroy. Essentially, you use this SM gauge in a yin-yang like harmony of avoidance and utter destruction in order to achieve incredibly high scores. It's really brilliantly designed, and it may sound complicated on paper but it's pretty easy to grasp onto after playing for a bit. Admittedly, I'm not a hardcore bullet hell shooter guy. I love me some shmup action, but more the typical brand of them, and I've always been apprehensive of the bullet hell type because they just seemed so difficult. Not so with Dodonpachi, and I really understand now how different a bullet hell shooter is and the different type of gameplay it brings to shmups.

And this brings me to what I really appreciate about Dodonpachi Resurrection, you don't have to play it any particular way. Yes, you can endlessly scrape bullets and build huge multipliers, then strategically destroy many enemies in search of massive scores and coveted leaderboard spots. Or you can play it much like a normal shooter, using the bombs and special weapons to destroy the many enemies and bosses in spectacular fashion as you progress through the levels to the end. Heck, I beat the game twice before I even fully understood the scoring system, and had a total blast doing it. This is one of the first games of this kind where I've felt like any type of gamer can get a lot out of the experience.

There's a lot more to Dodonpachi too, like the absolute spot-on relative control system, the excellent brand new music for the iPhone mode, many OpenFeint achievements to unlock, multiple options and difficulty levels, hidden modes, and more. But the bottom line is that if you're a fan of shooters in any way, you'll want to pick up Dodonpachi Resurrection. There's not currently a lite of the game (there's one on the way), but the introductory price of $4.99 will be going for the next few days before jumping to the regular price of $8.99. Also worth noting is that you'll need a 3rd generation device or higher, or an iPad, to run the game due to the insane amount of sprites it pushes at any given time. A veritable love-fest is going on with players in our forums who are enjoying the game as much as I am, and as far as shooters go on the iPhone it doesn't get much better than Dodonpachi Resurrection.

App Store Link: Dodonpachi Resurrection, $4.99

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Written by admin

August 27, 2010 at 4:15

Video Released for Upcoming ‘GravBot’ by Team Phobic

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Tonight, the folks at Team Phobic released a video of their next App Store installment, the forthcoming game GravBot. If you aren't familiar with Team Phobic, they are most well known for the excellent platforming games Bounce On [$1.99/Lite] and Bounce On 2: Drallo's Demise [$3.99/Lite], as well as the collaborative effort with Backflip Studios on the colorful tunnel shooter aptly named Tunnel Shoot [99¢]. This new game will be a physics-based puzzle-platformer with an emphasis on manipulating gravity to navigate levels filled with switches, buttons, elevators, and traps.

Here is the gameplay trailer for GravBot that shows some of these mechanics in action:

Team Phobic has proven they have a knack for first-rate level design with the Bounce On series, and they are known for the charming visuals in their games as well. The main character in GravBot already seems to show quite a bit of personality for what is essentially a TV with a unicycle wheel (which immediately gave me that GizmoDuck vibe). The game is slated for a September release, and we'll have more on GravBot as it becomes available. In the meantime you can check out the thread in our upcoming games forum or the GravBot Facebook page for additional screenshots of the game.

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Written by admin

August 24, 2010 at 12:15

NovaLogic’s ‘Comanche’ Helicopter Combat Sim Coming to iPhone?

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No long-time aerial combat fan can be a stranger to NovaLogic's Comanche helicopter combat series. Known for its comparatively realistic terrain rendering thanks to its use of voxel technology, the series culminated in the 2001 release of Comanche 4 for Windows PCs. A recent banner spotted on NovaLogic's website seems to indicate that iOS gamers may soon get the opportunity to deal out some death and destruction from the cockpit of a RAH-66 gunship.

Mixed in among a number of promotional graphics on NovaLogic's site, the banner in question depicts an iPhone 4 with the silhouette of a Comanche helicopter rendered on its screen, along with a blueprint side-shot sketch of the craft shown below phrase "Coming Soon." Since we became aware of the banner a few days back [ thanks Kamil ], we've sought confirmation and any details on this upcoming title through several NovaLogic channels, sadly with no success.

The Comanche series made its debut in 1992 and is centered around the Boeing / Sikorsky RAH-66 Comanche helicopter gunship which was in development / prototyping at the time of the games' releases. And, while the Comanche program was cancelled by the U.S. Army in 2004 before fielding, NovaLogic's Comanche series stands as a rather unique and satisfying combat simulation experience — and one that's definitely more sim than simple arcade, first-person blaster.

See a game trailer for Comanche 4 for Windows, featuring in-engine play samples.

Having enjoyed Comanche 3 and 4 on the PC in days past, the prospect of a new iteration of the title on today's iOS devices — which are far more powerful than the PCs of the games' day — with full accelerometer / gyroscope controls has me pretty excited. You can be sure we'll pass on any details we're able to dig up on this upcoming title as soon as we get them.

[source]


Written by admin

August 21, 2010 at 20:15