TouchArcade.ru

Игры для iPhone и iPod Touch

Archive for the ‘ARM’ tag

‘Avernum: Escape From the Pit HD’ for iPad Review – A Rewarding History Lesson

without comments

Growing up as an avid Mac gamer in the 1990s, I was a huge fan of RPGs put out by the folks at Spiderweb Software. Not particularly known for their graphical prowess (even back then), these shareware games of old focused more on exploration, narrative and, most important, freedom. Avernum: Escape From The Pit [$9.99] is the second game from Spiderweb to hit iOS, serving as the pinnacle for these RPG tenets and should be looked at as a gold standard for iOS RPGs.

First, a brief history lesson is in order. Avernum for iPad is a remake of the 1999 Avernum title, which itself was a rewrite of the 1995 Mac shareware title Exile: Escape from the Pit. While each iteration brought visual and combat upgrades, the same open-ended exploration system remained. The same holds true for Avernum for iPad, which receives overhauls in both its visual and character/battle systems.

In Avernum: Escape From the Pit, the Empire rules the surface. Anyone that crosses this oppressive regime is banished to underground region of Avernum, a world unto itself that replaces the sun with luminescent moss and the sky with endless caverns. The world, along with all its inhabitants comes to life in the game’s deep narrative which could easily span its own novel. It’s this world that you’re violently thrown into, and it’s in this world that you are free to do what you wish.

It’s this freedom that makes Avernum such a compelling and enjoyable experience. From the moment you customize your four person party at the onset, you are allowed to do what you wish. Sure, you are presented with some overarching decisions as you spend more time in the world (complete with three separate endings), but like all great RPGs, the true reward is in the journey. Whether you choose to be a willing asset of the struggling makeshift kingdom in Avernum, a lone wanderer trying to make do in the cavernous wild, or an agent of destruction and chaos, all paths are available in this title.

In terms of character development, there’re attributes, abilities and traits to customize, each being open to all characters. You really can’t appreciate the sheer amount of options you have as opposed to most other RPGs as a plethora of weapons, armor, abilities and spells supplement the core character stats mentioned above. Fans of the original Avernum series will notice that some of the skills have been streamlined. However, the options have been consolidated for the better, preserving the majority of the customizability while making the game far more accessible.

For those looking for a rundown of Avernum’s gameplay, you need not look any further than our review of Avadon: The Black Fortress, Spiderweb Software’s initial iOS offering that debuted last year. The same isometric, turn-based combat system returns, complete with various difficulties, an auto-save function and a new collection of achievements to earn. As with Avadon, the touch-based control system works well enough, although there are occasions of imprecise tapping, making your characters potentially act in ways you did not mean.

One of the side effects of open-ended gameplay is a shift in exploration and gameplay style. In the world of Avernum, you can and most likely will run into areas that you simply should have not stumbled onto. Enemy fortresses may have hidden rooms (complete with warning signs) featuring overpowered enemies that may wipe your party out. This leads to a lot of saving/reloading as well as a lot of backtracking should you choose to return to previously visited locales to beat that one powerful demon. Fans of streamlined experiences may balk at this gameplay style, but I love the variety as it sets the tone of Avernum as a chaotic world that isn’t as clear-cut as it may appear.

As we mentioned earlier, Spiderweb Software games are homages to classic 90s RPGs in many aspects. That includes the visuals and music, which are simplistic and work just enough to provide ambience. And yet, there were many occasions while playing in which I felt far more attached to the events unfolding than I have while playing any ‘next-gen’ RPG. The amount of effort and care put into the narrative, quests and even level design create an atmosphere that is sorely missed in other titles (assuming you’re willing to lend an able imagination to fill in the gaps).

While Avadon served as a streamlined ‘introductory’ experience to the world of classic RPGs, Avernum (as evidenced above) removes all the handholding in order to create a more open-ended experience. I believe this choice makes Avernum the more fulfilling and satisfying title, as well. The storytelling, customization, and sheer amount of content make this RPG a true powerhouse on iOS. There’s also a certain amount of nostalgic satisfaction as newer gamers are able to experience a world made popular during the Mac shareware golden age. While there will undoubtedly be some who turn away because of the retro look and feel, a truly rewarding experience awaits anyone else willing to dive into the pit.

App Store Link: Avernum: Escape From the Pit HD, $9.99 (iPad Only)

TouchArcade Rating:

[source]


Written by admin

April 18, 2012 at 20:15

‘DevilDark: The Fallen Kingdom’ Review – A Simple Dungeon Grind

without comments

Being a fan of Diablo-style loot grinds, I was pretty excited to try DevilDark: The Fallen Kingdom [$0.99], Triniti Interactive’s take on the classic dungeon hack and slash. For the most part, DevilDark actually does a good job recreating the experience with nice visuals and a decent amount of weapons and armor. Unfortunately, simplistic gameplay combined with some general miscues hold the title back from stardom.

DevilDark follows the story of a wandering (and clueless) adventurer that sets out on a journey to save the world from being ravaged by an evil demon, who had been unleashed by a power-hungry king years beforehand. You’ll slowly accomplish this by doing a bunch of quests that involve fetching items and taking down hordes of baddies. An occasional boss battle permeates the monotony, but for the most part, DevilDark stays close to its dungeon crawling roots. While I realize that narrative may not be the priority in such a game, I would have liked something more than the intro cutscene and what little I can glean from quest texts.

One of the keys to a successful dungeon hack and slash is a robust inventory. While DevilDark doesn’t provide the limitless customization of say a Diablo, there’s more than enough loot to keep you occupied. Additional features such as bonuses for wearing groups of armor as well as elemental infusion do a great job adding some much-needed customization. The inclusion of a slot machine that has the potential to toss out some high-leveled gear is a nice touch, as well. However, I wasn’t a fan of the fact that some weapons and armor required currency that could only be purchased via IAP. Suffice to say, these special items aren’t required to complete the game – just expect to grind a lot more to pick up the normal currency items.

DevilDark’s visual engine is another standout feature in the game. The cell-shaded style looks great on Retina-enabled iOS devices. While Retina Display compatibility extends to the new iPad, please note that there’s currently a UI bug that’s been identified and should be fixed relatively soon. It’s also nice that items equipped on your character change his appearance. The music and character design do a decent job reflecting the overall tongue-in-cheek presentation, although the music does get a bit repetitive as you begin playing the same maps continuously.

Speaking of repetition, gameplay is quite simplistic, even for a dungeon hack and slash. There’s little in terms of additional abilities (which are tied to which weapon you wield) beyond simply attacking. In addition, DevilDark has a few quirks that, while hardly significant, still detract from the experience. For example, there are a lot of reused maps and assets which quickly become boring with the amount of grinding you’ll have to do. Navigation is also done via a static overworld map, which feels a bit disjointed.

Another annoyance is the fact that the game doesn’t warn you when you accidentally exit a map (and thus end the mission). Considering the camera angles can occasionally block the ‘world portal’ I had a few instances where I wandered into the exit and lost all of my mission progress. The lack of iCloud support is disappointing as well.

The pacing also feels a bit off. ‘Story-based’ missions seem to drastically jump in difficulty with the completion of each previous objective. While DevilDark offers plenty of optional missions to earn coin and experience in order to prepare for said story missions, I’m not a fan of the sheer amount of grinding necessary.

It seems silly complaining about excessive grinding when the goal of games such as DevilDark are to, well, grind. However, there’s a lot of ways to implement the grind that keep it interesting without messing with the core formula. If DevilDark had a more cohesive story accompanied by randomized maps and a little more complex battle system, it would be at the top of my list on iOS. As it currently stands, the visual engine and sense of progression are enough to merit a recommendation, but there is potential for it to be much more.

App Store Link: DevilDark: The Fallen Kingdom, $0.99 (Universal)

TouchArcade Rating:

[source]


Written by admin

April 16, 2012 at 16:15

‘Max Payne Mobile’ Review – Beautiful Bullet Time, Aged Like a Fine Wine

without comments

Do you remember the Bullet Time Wars of the early ’00s? Every game had to have it, and not one of them got it right. We lost a lot of good games during that time; lost to the unnecessary addition of a dumb movie gimmick.

But then Max Payne [ $2.99 ] was released, and overnight the war ended. There was no disputing that, finally, a game had gotten bullet time right. That day was almost 11 years ago, and since then the world has changed. Games still implement bullet time, most of them successfully, but they all owe it to Max Payne.

For those of you who somehow missed out on it the first go around, Max Payne is revenge story wrapped in a noir coat that is so thick that the game occasionally comments on how warm it is. It serves as almost a noir for dummies book. Can’t sit through Chinatown? Max Payne will teach you all there is to know about noir.

But, for as silly as the writing occasionally is, it is still a good story. You will run into some truly gut-wrenching moments before you hit the 5 minute mark. But I wouldn’t dare spoil an 11 year old game, so I’ll stop right there. If you want to know more… Well, I assume you know what to do.

There is little sense in reviewing an 11 year old game that won nearly every award it could when it was first released. It’s well established that Max Payne is a fantastic game, but it is also ELEVEN years old. That means it comes with all the baggage that an 11 year old game has earned. So, rather than focusing on Max Payne the game, lets talk about Max Payne the iOS port instead.

This is the absolute best this game has ever looked. On the new iPad, the game sees resolutions and clarity that were pipe dreams when it first came out. Granted, the textures are low resolution, but they still look pretty good rendered on the iPad’s Retina Display. The between level “comic book” sequences are not Retina resolution, but it’s not a great mystery as to why.

I doubt anyone at Remedy envisioned people wanting to play the game at ridiculous resolutions, so it’s likely that they never created super high-resolution assets for anything. But, thanks to how well everything upscales, they still look pretty good. While it didn’t age as well as Grand Theft Auto 3 [ $4.99 ] did visually, it is still a great looking game. Bonus points if you can make it through the whole game without giggling at Max’s facial texture.

Controls are about what you would expect from virtual joysticks. Max feels a bit floaty when he moves, and looking around can be a pain, but the game is still very playable, thanks in part to a pretty competent auto aiming system. I know a lot of folks scoff at the idea of auto-aim, but it really does make the experience more cinematic and fun. When I turned off auto-aim, the results were decidedly less than fun (and often borderline frustrating), but your mileage may vary.

The real problem with the default virtual control layout is that the hit zones for buttons are too close to each other. Because you are aiming at a nondescript part of the screen, rather than a button, you will often find yourself jumping when you want to enter bullet time. A minor problem once or twice, but growing in annoyance significantly over the course of an 8 hour game. Like GTA3, you can move the buttons around on screen in the options, but you never really shake the feeling that this is a game made for a controller (or keyboard and mouse).

(Original E3 2011 trailer for PC version.)

Playing Max Payne to completion takes anywhere from 7 to 10 hours. If you intend to make that journey, please be sure to manage your own save files. Yes, Max Payne offers an auto-save, but I found it to be unreliable at best, and downright abusive at it’s worst. Unfortunately, games ported from PCs seem to bring more quirks than if they were ported from a console. Max Payne is from a time where we didn’t trust the game to save for us, so we took that responsibility upon ourselves. Max Payne for iOS has ported that feature spectacularly, so make sure you adjust your habits accordingly.

I’ll be the first to admit that I was super stoked about Max Payne coming to iOS. It was a game I loved on the PC 11 years ago, and I wanted to see how rose the colored glasses were. The answer is, surprisingly, not that rose. While it looks old, and has virtual joysticks, Max Payne is every bit the great game it was 11 years ago. I wish Rockstar had put more love into the port, but for costing me 1/25th of the original game, I’ll cut them some budgetary slack.

Now if I could just get rid of these war flashbacks, I’d be in business.

App Store Link: Max Payne Mobile, $2.99 (Universal)

TouchArcade Rating:

[source]


Written by admin

April 14, 2012 at 0:17

Posted in новости

Tagged with , , , , , , , , , , , ,

Epic Games Helps Students Bring New Life to the ‘Fighting Fantasy’ Series

without comments

Today, at The Gadget Show Live in Birmingham, four teams of student developers will bring Steve Jackson and Ian Livingstone’s Fighting Fantasy series to the iOS audience in a brand new way. We’ve had the chance to look at the games in development, and they’re looking pretty hot.

The Make Something Unreal Live competition is the sort of opportunity most folks who’ve dabbled in game development would kill for. It’s organized by Epic Games and Train2Game. Student teams were given access to the Fighting Fantasy IP and, basically, told to go nuts with it. They’ve spent the last few months building games based off that IP using the Unreal Development Kit. Working with industry mentors, they’ve created new interpretations of the beloved books. Now they’ll go on stage and put the finishing touches on their titles with help from some of the industry’s biggest names.

If you don’t know the Fighting Fantasy IP, it’s a series of roleplaying gamebooks that were super popular in the 80s and 90s. A number of them have been brought to iOS in classic interactive fiction form by Big Blue Bubble, but this is the first time they’ve been reimagined for the platform as full 3D games.

There are four teams of students competing in Make Something Unreal Live, each with members with expertise in art, design, programming and QA. Each team set out with a different title: The Warlock of Firetop Mountain, Armies of Death, The Citadel of Chaos and Deathtrap Dungeon. We’ve had some time with each of the titles, and they’re shaping up nicely.

Digital Mage is the team responsible for Armies of Death: Rise of Agglax. It turns the tale of Armies of Death on its head. Players will command the undead forces of Agglax as they travel down lanes destroying the heroes and defenses of the kingdom of Allansia. Defeating enemies releases their souls, which provide the power needed to raise the undead.

The levels of the game are inspired by events from the original book. Though we were only able to try out the early stages of the game, Digital Mage says that the final product will boast a lovingly crafted story that expands of the tale of Armies of Death.

Indigo Jam showed us its take on Deathtrap Dungeon. Like the book, the game pits players against rooms of devious traps and vicious enemies. It’s a first-person action adventure with areas and traps designed on a grand scale. From what we’ve seen so far, stealth will play a large role in the game, and sneaking around unseen is the surest way to survive while you try to solve the deadly puzzles of the dungeon.

The Citadel of Chaos: Dire Consequences is a wave-based first person action game built by Derp Studios. Players are tasked with protecting Dree Village against waves of monsters. You begin with a sword and shield, but with each wave you survive you’ll have the opportunity to purchase and upgrade spells with the souls you earn in combat. Players who survive 10 waves unlock new levels, and ultimately win after 20 waves.

Derp Studios plans to bring in a story mode as well. This will take place after the final moments of The Citadel of Chaos.

Finally, we took a look at The Warlock of Firetop Mountain: Lost Chapters, by Commando Kiwi. Though we won’t know which game takes the grand prize at Make Something Unreal Live until next week, this one really caught our attention. Built as a third-person RPG, it already has a progression system in place and some promising looking item collection. But the combat system is where it stands out.

Lost Chapters uses an active-time style combat system, with a selection of abilities that operate on individual timers. To capture the element of luck that the Fighting Fantasy titles so relied on, blocking is left to good fortune. Each time an enemy attacks the player is presented with three cards. Each has a shield on the other side, one red, one yellow and one green. If the green card is drawn, damage is escaped. The red card hits twice as hard.

The four teams will show their games off today at The Gadget Show Live, and they’ll receive feedback from the advisory board. The judges include Steve Jackson and Ian Livingstone themselves, as well as industry leaders that include, no joke, Peter Molyneux and Cliff Bleszinski. Teams will work to bring the games to their full potential over the course of the show, providing regular updates and showing their work off to an audience of over 100,000 attendees on the show floor. The winning team will be announced on Sunday, and it will get to take home a commercial Unreal Engine 3 license.

The games should all be heading to the App Store soon, though it sounds like the winning team might have a leg up on the others. The builds we played were still far from being ready for release, but they had real potential. Here’s hoping the final releases follow through, because we’re pretty jazzed about seeing more original RPGs and action-adventure titles on the App Store. So good luck to all the teams—we’ll be keeping an eye on what comes next.

[source]


Written by admin

April 11, 2012 at 0:15

‘Saturday Morning RPG’ Review – A Radical Remembrance

without comments

Being called a “Child of the 80s” has made me more aware of my mortality recently, than it has conjured memories of the actual time period.

The USSR? Gone.
Hair Metal? Mostly gone. (Thanks for this.)
Reaganomics? Relegated to post-punk indie hardcore band names.

These days you will be lucky to find any kind of media that doesn’t have 1 or 2 glassy-eyed teenagers waiting anxiously for “The Drop.”

Thankfully, the Wonder-Twin powers of Mighty Rabbit and Joystick Labs has manifested a game that absolutely drips 80s nostalgia and helps me forget that the twilight years are quickly approaching. Saturday Morning RPG [ Free ] is as close to a physical manifestation of my childhood as I am going to find, without a truckload of Pixiesticks.

Inspired by the JRPGS of the 80s and 90s, Saturday Morning RPG is nothing special on the surface. Its battle system, littered with quicktime events that modify damage done and taken, is straight forward and pedestrian. In fact, the game’s story (the supposed hallmark of the RPG genre) has the literary alacrity of an R.L. Stine novel. Luckily, none of this matters. One would argue that that is exactly the point.

Episode 1 of Saturday Morning RPG (which comes free of charge) has the game’s hero, Marty, fast asleep on his bed. In his dream, he is spending the day with his sweetheart Samantha, when she is kidnapped by Cobra Commander Hood. Hood intends to wed Samantha, whether she wants it or not. After being beaten down by Hood and his minions, The Wizard (and his powerful glove – which is (so) bad) appears before Marty to offer help. He gives Marty his Trapper Keeper, the spell book Marty can use to defeat Hood’s Army and rescue Samantha. And that is what Marty (and you) set off to do.

The Trapper Keeper enhances the vanilla battle system by throwing in spells and other wild cards. It’s first feature is customizable scratch and sniff stickers. Using up to five, the stickers provide benefits like +15 health or -2 Enemy strength for the length of the battle. The trick is that you have to scratch them to release their bonus, and you are only given a small amount of time at the start of the battle to do so.

Once the battle begins, your Trapper Keeper functions as your spell book. Spells vary from the mundane (a flaming basketball) to the awesome (a glittery-glove-clothed punch, delivered via Moonwalk). There are some balance issues that become apparent, such as getting more bang for your buck via spells and, therefore, not focusing on leveling up melee attacks, but I’m not sure the developers care. The actual gameplay is the plain cracker on which the aged nostalgia cheese is served. No one should complain about the cracker.

When you aren’t battling Lizards or Hood Soldiers, you walk 8-bit Marty around the episode’s environment (they are different in each episode) talking to people and, occasionally, collecting a quest or two. The quests don’t do much to flesh out the universe, instead trading lore for laughs. They vary from the eye-rolling “stop all the downloadin”, to the morbid task of setting animals free by flushing them down the toilet. Completed quests offer you either XP, Spells, or stickers, so they are worth doing when you find them.

If there were any complaints to be leveled against Saturday Morning RPG, they would be the ones I’ve already mentioned. The game is a very basic RPG. Encounters are not random (your character and my character are probably going to be pretty similar by game’s end), quests and quest completions are very linear, and the story lines are pretty dumb. There just isn’t much substance here…much like a Saturday Morning Cartoon.

In that respect, one could argue that this game captures the spirit of the Saturday Morning Cartoon perfectly. And, in the process, litters the game with wonderful nuggets of 80s nostalgia. To play Devil’s Advocate a bit, if the game is called Saturday Morning RPG, and playing it perfectly recreates the spirit and feeling of an 80s Saturday Morning cartoon, doesn’t that make it the perfect game?

You and I could argue about this all day, but I don’t think we could argue as to whether or not you should give this game a shot. The first Episode, which took me 2 hours to complete (I try to be thorough), is completely free. If you like it, you can unlock Episode 2 for a measly 2 bucks. That, to me, seems like an awesome way to sell your game. More Episodes are in the pipeline of course, with Mighty Rabbit shooting for a May/June release for Episode 3.

All in all, Saturday Morning RPG is exactly what it promised. A fun, easy going, RPG with a heavy coating of 80s nostalgia. With an upfront cost of “free”, it’s hard not to recommend it.

App Store Link: Saturday Morning RPG, Free (Universal)

TouchArcade Rating:

[source]


Written by admin

April 11, 2012 at 0:15

Posted in новости

Tagged with , , , , , , , , , , , , ,

‘Chaos Rings II’ Review – A Satisfying Sequel and Visual Masterpiece

without comments

If there’s one thing that can be said about Square Enix, it’s that they’re excellent at the whole production values thing. Chaos Rings II [$17.99/HD] is absolutely stunning. From the gorgeous musical score to the voice acting to the vibrant landscapes, there is a lot to savor in Square Enix’s latest turn-based RPG. However, that’s not really surprising. We are talking about Square Enix, after all. How often have they published a new game that does not make you whistle gently under your breath? The real question is, ‘Is Chaos Rings II more than a pretty face?’

The plot here works something like this: an apocalyptic force is threatening Earth with impending doom and there is only one person in the universe capable of stopping it. Can you guess who that is? Yup, that’s you. Sort of. In Chaos Rings II, you’ll play as Darwin, a rather effeminate-looking chap that had been unwittingly pushed into the role of the Nominator. As the Nominator, his job is to sacrifice the Pillars (a bunch of people that were forcibly drafted for the dubious honor), harvest their spiritual energies, complete something called the Rite of Resealing and seal away the Destroyer in order to save the world.

Here’s where it gets problematic for poor Darwin. To begin with, he wasn’t supposed to be the Nominator. Due to a freak turn of circumstances, he acquired the position after he unwittingly killed the original candidate. To make matters worst, he sort of murdered the poor bastard in front of the Pillars. Under normal circumstances, this probably wouldn’t have gone over so badly. After all, one predestined murderer is the same as the other, right? Obviously, that wasn’t the case here. You see, the Pillars in the Rite of Resealing are always composed of those who have some form of attachment to the Nominator. As you can imagine, this makes things a little bit awkward. Not only do you have to murder innocent people, you’ll have to murder some innocent folk that had ties to the dude you unintentionally axed.

(In spite of the religious undertones to the game, the eventual evolution of the plot will probably grab a smirk from any atheists in the audience.)

Intriguing as this all sounds, however, there’s a slight problem. While the Japanese voice acting is rather superb (my best friend, who is Japanese, assured me that the voice acting is also supported by decent lines), the localization is not. Technically speaking, there’s nothing wrong with it. There’s no rampant Engrish, no glaring grammatical errors, no spelling mistakes that may evoke a heartfelt palm to the face. Nonetheless, that doesn’t change the fact the English text feels … lackluster. The dialogue’s also anachronistic in places. Words like “gotta” and “c’mon” pop up from time to time to rattle your sense of immersion. As such, I can’t help but feel as though the full potential of the plot was never realized. Something had to have been lost in the translation. Still, it could have been much, much worse.

Gameplay-wise, those who have any experience with the original game or, JRPGs in general, will probably find themselves in familiar waters. For the most part, the game operates in a fairly linear fashion. You’ll be given a task and told to advance to a certain location. You must then make your way through an assortment of random encounters before achieving your goal. From there, you’ll have to go back to the central hub and begin the process anew. There isn’t much else to do. You get a certain amount of freedom in determining the sequencing of events but that’s pretty much it. There is no open world exploration. There are no mini games to engage in. What saves Chaos Rings II from being completely linear are the side quests that you eventually acquire from the corpulent, cat-like Piu Piu (he’s the only merchant available to you and your party) and and his scantily-clad cutouts.

A lot of your time will be spent moving through the exquisitely presented remnants of your world. Along the way, you’ll stumble across equipment, items and, of course, random encounters. You’ll also get to move through ’shortcuts’ in the world. Once you dive through a portal, you’ll find yourself in this odd little realm that would probably not look amiss in a cyberpunk setting somewhere. Here, you’ll also be called upon to partake in some incredibly light puzzle-solving. Each of the accompanying characters have a special ability that will allow the party to access a part of the world that cannot otherwise be reached. For example, Li Hua is capable of punching through barriers while Connor can shoot at distant targets. Needless to say, once you’ve sacrificed somebody (yup, you’re going to have to kill those people), you’ll lose permanent access to those unique skills.

While it doesn’t deviate too far from the standard formula (you’ll be able to attack, cast magic, defend yourself, occasionally escape from combat and utilize items amongst other things), combat in Chaos Rings II is actually rather entertaining. There are plenty of variables to juggle and even more to worry about. To begin with, you’re going to spend a lot of time deciding if you would rather have your characters acting separately or together. If you choose the ‘Pair’ option, you’ll have access to stronger attacks but will also open your party members up to damage that they would have not taken otherwise. Acting ’solo’, on the other hand, will provide you with more control but less of a punch.

It gets even more complex than that, of course. Technically speaking, combat in Chaos Rings II is turn-based but the reality is that things are also highly dependent on speed. This can be a serious problem if your opponent is armed with some truly devastating moves. If they have the opportunity to assault you before you can defend yourself, you can expect to see the ‘Game Over’ screen faster than you can enunciate your favorite obscenity. Additionally, there’s also a layer of ‘rock, paper, scissors’ that you will have to factor in. Depending on what forces are currently in play on the battle field, attacks and defenses may increase or decrease accordingly.

On top of that, there is also the Break Gauge and the Charge Gauge. The former was inherited from the original game. It’s a pretty nifty mechanic that monitors the flow of the battle. When it is marked even, neither parties will receive bonuses. However, when it sways in favor of you or your opponent, the Break Gauge will cause the beneficiaries to increase in potency. As for the Charge Gauge, it functions something like the Limit Break mechanic in the Final Fantasy games. Once it has filled up to a certain extent, you’ll gain access to your ‘Awake’ and ‘Advent’ powers. The latter will allow you to summon a massive being known as, well, an Advent that is associated with the Human Sophia (that thing you get after you’ve defeated the creature born from a dead Pillar) you currently have equipped.

Speaking of Sophias, those form another interesting component in the game. While Pillars are the only ones capable of bestowing the command of a monstrous critter upon you, you can also acquire Sophias from the game’s menagerie of enemies. Each ‘Monster’ Sophia will grant your characters certain atributes and skills. Once you’ve unlocked the right recipes, you’ll be able to acquire even more abilities by combining Sophias in a certain way, something that adds considerable depth to your character customization.

On a more shallow note, I’m going to take a moment to once again remark on the fact that Chaos Rings II looks pretty darn sweet. It is, by far, the prettiest game in the franchise yet. Compared to its predecessors, the resolution in Chaos Rings II is so much higher, the backgrounds more lavishly detailed. Even the characters themselves look more refined. That said, I’m really mostly in love with the little things in the game, things like cherry blossom petals suspended in the air and waterfalls trapped mid-motion.

As for the music, I’ve nothing but good things to say about it. I would buy the soundtrack if the Malaysian App Store would let me do so but I can’t so I’ll settle for assuring you that it’s something that would deserve a spot on most playlists unless, of course, you have an aversion towards soaring vocals and epic-sounding melodies.

In many ways, Chaos Rings II is the quintessential JRPG. You will spend a lot of time grinding. You will be gently but firmly led along the story’s path to its inevitable end. You will see all of the familiar JRPG tropes. However, that’s not necessarily a bad thing, but your decision in regards to whether or not you actually want to purchase the game is going to be dependent on this. For all of its flaws, Chaos Rings II has done more than ample justice to the formula. It’s refined, it’s meaty, and it’s definitely worth the high price of entry.

App Store Links:
    CHAOS RINGS II, $17.99
    CHAOS RINGS II for iPad, $19.99 (iPad Only)

TouchArcade Rating:

[source]


Written by admin

April 10, 2012 at 4:15

‘8bit Ninja’ Review – A Cute Time Waster For the Fruit-Phobic

without comments

When you’re looking for a simple, compulsive time waster, do you look for something that lets you grind to your heart’s content, or a game where you can dominate a high score board with skill alone? This is an honest question. DogByte Games’ 8bit Ninja [Free] has a free-to-play model that doesn’t get in the way of simple good times, but it pretty much throws the whole leaderboard thing out the window if you don’t want to pay. Other than that little problem it’s a great way to lose a few hours to that good ol’ craving for just one more game.

Consider 8bit Ninja a companion piece to Halfbrick’s Fruit Ninja. In that game, you are a bodiless ninja with a sword and a penchant for murdering fruit. In this game, you’re a nearly unarmed ninja with a good reason to fear bouncing produce. One’s about the thrill of the attack, the other’s all about avoidance. They make a great pair, but where Fruit Ninja is a one-and-done sorta game that focuses on hitting peak performance, 8bit Ninja holds its big rewards back for the patient player who puts time into its substantial upgrade system.

If you have a weakness for levelling things up, 8bit Ninja is going to eat you alive. Just playing lets you level up your ninja, improving his special ability and shrinking its cooldown. You also pick up coins while you play, and those can be used to unlock and upgrade a whole list of powerups. You can equip three of those powerups in a given run. Eventually you can unlock new ninjas with better abilities and level them up too. It’s the sort of grind that goes straight to your head.

The game is simple: run left and right dodging increasingly aggressive bouncing fruit. Every so often a powerup drops from above. Depending on what you’ve equipped it might give you a few coins or boost your XP, or it might slice up some fruit. Splattered fruits drop coins and the occasional coveted egg.

As we mentioned in our preview, the IAP system is largely inoffensive if you just want to play. You can get by without ever making a purchase and never know the difference. Coins and eggs can be earned by playing, but eggs are quite rare and are more easily acquired with IAP. Purchasing any egg pack has the side effect of removing ads. So far, so good.

You can use eggs then to unlock new ninjas and scenery. They add small bonuses, but nothing outrageous. You can also use them to level up your ninja faster, or swap them for coins to upgrade your powerups. That’s getting a bit dicey from a high score point of view, but you’ll earn your way up there eventually. Things get messy with the last option, though. You can use eggs to purchase one extra life each round if you’re willing to keep plugging in dollars. That’s a pretty big hit to your potential if you don’t want to pay up.

Assuming you’re cool with that situation, 8bit Ninja is otherwise pretty solid. The only real problem is, as with most linear arcade titles, that the early part of the game gets dull and runs get uncomfortably long as you improve. But the game is extremely accessible and its touch controls are great. Between the thrill of random egg drops and the desire to level up and score higher, it’s probably going to get a hold on you.

So ask yourself what you’re looking for. If you want serious competition without hitting the IAP, this probably isn’t the game for you. If you want an entertaining time waster with cute pixel art, go nuts. Just don’t say I didn’t warn you when you’re desperately hunting eggs in the hope of catching up to the rest of the pack.

App Store Link: 8bit Ninja, Free (Universal)

TouchArcade Rating:

[source]


Written by admin

April 10, 2012 at 0:15

Posted in новости

Tagged with , , , , , , , ,

‘Kitten Sanctuary’ Review – This Puzzler is the Cat’s Meow

without comments

I am undoubtedly a cat person. Although I only own one, I have some close friends that own six, and going over to their house is always like a peek into some magical wonderland I wish I lived in. Suffice to say that any game featuring cats is bound to catch my eye, so when a colleague poked me and said, “There’s a new puzzler called Kitten Sanctuary [$1.99/Lite], and you need it!”, I figured I could be in for something good.

At a peek, it looked like a cute match three puzzler, but after spending some time with the game, you get to see that while the game is simple, it’s really got quite a bit more to it than your average match three game.

Rather than go with the bare bones approach that many iOS puzzlers seem to favor, developers Clockwork Pixels decided to go with a different type of experience, and I really like it. Of course, the heart of Kitten Sanctuary is still a match three. But imagine that cloaked in something like a Nintendogs lite, and you’ll start to get an idea of what to expect here.

In story mode, Kitten Sanctuary brings you to “Kitten Island,” where you must progress through a series of levels to rescue 50 kittens that have been kidnapped by aliens. In each level, you’ll play the match three game to accomplish this rescue. However, the items you match are actually resources, which you will amass on the left side of the board. The goal is to rescue each kitty by making matches over a set of red background tiles, clearing them in the process. Once you’ve cleared the entire pattern of red background tiles the level is cleared, and you can bring your furry friend back to the sanctuary.

You’ll visit your secret kitten hideaway at the end of each level, and when you do, you’ll meet the cat you just rescued and learn something about him or her. This is where the game really shows off its charm. With not only a description of each cat’s background but a funny likes and dislikes list, you really feel like you are building a little family.

The sanctuaries create some depth to the game, and can be a lot of fun to interact with. You can get toys to play with your cats to keep them happy, and you will often find as you complete puzzle levels that an event has happened in the sanctuary, like the cats have colds or need general cheering up. You can check their mood points at anytime by tapping each cat. If they seem down, you can play with them by buying toys from the shop to keep them stimulated.

This would have been an ideal place to throw in IAP, but the game opts to let you earn money in-game instead by matching coins during the puzzle levels. I don’t mind paying for some in-game items from time to time, but I certainly appreciated it here that I didn’t have to spend any real world money to keep my cat family happy.

In addition to toys, you can also earn enough money to add decor to the sanctuary if you have enough. Secret bonus gifts are also available for a higher price, should you want to do some saving.

As far as modes go, you can adjust Kitten Sanctuary to be as easy or as hard as you like. In Easy mode, there is no timer and matching multiple tiles will win you powerups in the puzzle levels. In Normal, you are timed, and in Tricky mode, you have more red tiles than usual to match, but a longer time limit. If you don’t find enough to challenge you there, you can also aim to earn all seven trophies, some of which are very challenging.

Kitten Sanctuary is a very sweet game, but beyond that it’s well-crafted, and the attention to detail shows. For $1.99, it’s simply packed with things to do and feels anything but bare bones, and there’s even a lite version to give you a taste of what you’re getting. It’s a breath of fresh air for a matching game, especially if you want something with a little more to it (but that is also fun to play). The only downside I can think of is if you don’t like cats. Luckily, there’s a dog version for PC, so you’re covered either way.

App Store Links:
    Kitten Sanctuary, $1.99 (Universal)
    Kitten Sanctuary Lite, Free (Universal)

TouchArcade Rating:

[source]


Written by admin

April 9, 2012 at 20:15

Posted in новости

Tagged with , , , , , , , , , , ,

When One Studio’s Kickstarter Fails, It Just Gets Tougher, Bigger, And More Determined

without comments

PlayGround States logo, as it appears on Facebook.

“It’s been an amazing experience,” Double Fine founder Tim Schafer told fans via a live stream that celebrated the closing moments of Double Fine Adventure’s success on Kickstarter. The project generated over three million dollars worth of donations in a month. Double Fine had asked for $400,000. It wasn’t just amazing. It was magical.

Not every studio sees this kind of outcome. Lead artist and the brains behind Playground State, Barry Collins, is walking us through what his studio looks like, and what has happened to his game, after his project failed to receive funding.

Playground State was founded two years ago by Barry and his brother Brad to explore and express the ideas that Barry has had floating around in his head since childhood. If you look closely at its web site, you’ll notice that there’s no physical address. It’s just a collective “willing people” across the globe coming together to build a series of sci-fi titles called Knights. A PC title called Knights: Spiral Islands was to be the first.

Spiral Island became a known project thanks to Kickstarter and a warm reception by PC enthusiast web site Rock, Paper, Shotgun, which featured it in an editorial in February 2011. Spiral Island is described as an episodic online action-adventure game in which you, as a knight in the game’s sci-fi universe, battle evil across the cosmos. Its hook, outside of its UDK visuals, is its lack of boundaries: in one mission, you’ll be hacking and shooting Vikings, in others space bees, mushroom zombies, robots, and large crabs.

Concept art of a playable Knight. You'll see other Knights in the upcoming preview game.

It has the look and feel of something incredible, especially if it were to be expanded as planned. Spiral Island was pitched to potential donors as game design in motion, as it would have seamlessly integrated new scenarios and enemies in a constant steam.

For whatever reason, it didn’t receive sufficient support. The Kickstarter effort ended with a thud later that April. Playground was looking for $10,000. A hair over $1,500 was pledged across 36 serial donators. One pledger, for example, has backed 48 other projects.

It’s easy to see this as a knockout shot, but to Barry, it’s just a glancing blow, and now the team is looking to iOS and its vast audience to continue.

“The lack of funds was frustrating, but it didn’t really kill our ambitions or desire to make this work,” Barry tells TouchArcade. In the ultimate show of confidence, the studio grew. It picked up an artist, a musician, a sound designer, and a couple of programmers following the failed attempt at funding.

That Playground is reacting in the exact opposite way you’d expect isn’t lost on Barry, and he explains that the reason is tied into how deeply his core team believes in what the studio is trying to accomplish.

“It’s our baby,” Barry tell us. “Amazingly, after maybe an hour or two of rambling with the various team members, they all irrevocably become hooked on the concept and what it has to offer, and slowly but surely begin to own it. Right now we have a team of guys all on the same page and all excited about the small steps as much as the bigger one that will come later — Knights as a whole.”

The crab monster we originally fell in love with, but now fewer polygons for mobile.

While the team grew, so did Knights. It’s now more than a game: it’s a series of mobile titles based in the same universe that spans multiple platforms and genres. Barry has an idea for several projects, some of which are in early stages of development. The most important is an Epic Citadel-like preview title, built specifically for iOS to show off what his team can do.

But even though the team is growing and excited about the games Barry wants to make, it has a horrible issue: it’s hemorrhaging programmers. It can’t keep one on staff, and this is putting a kink in the size and scope of the Knights games Barry wants to make. Barry says they’re in a spiral of simplification, as no one has the expertise to implement complex content into builds. The lack of a revenue stream is undoubtedly one of the culprits here. It’s also the reason why it’s bothering with a showcase project in the first place, and opening its doors for outsourcing work.

“This constant tug of war is what pushed us to our current goals of producing a very basic, free to download visual demo — a means of walking around a crazy environment full of eye candy and talking to basic scripted actors within the world. This will lay the ground work for follow-up episodes to come afterwords,” Barry tells us.

That Knights is blowing up, too, isn’t lost on Barry. He says this game has two goals: to nab exposure and be a launching board. Barry believes it’ll generate new ideas for future Knights games, and argues that the scope in this game is much more manageable than the one he put out there with Spiral Island.

This is how Playground wants to tackle on-screen FPS controls.

Another game is another iPhone and iPad-specific title called Knights: Arena. This is also a victim of the rotunda of programmers cycling through the studio. It’s an FPS that revolves solely around online play: team deathmatch, capture the flag, and so on. Barry, with a lengthy Internet sigh capping off what he tells us about Arena, says the studio’s goal is to establish a revenue stream as quickly as possible. It needs to hire at least one, dedicated programmer. “But that in itself is a Catch 22,” he says. “Need a programmer to make revenue, need revenue to get a programmer.”

Playground State’s ability to keep its legs churning in the mud seems unreal, but it’s a human reaction. With a teeth-gnashing kind of pride, Barry plans to continue marching on beyond his studio’s funding failure. He doesn’t just want to make games — he wants to see his dreams realized.

“I don’t quite know how we managed to grow in quality, strength, and numbers. Faith in Knights among the team is stronger than ever today, despite everything,” he tells us.

Knights is one of many projects I dream of making. So this is the blood, sweat, tears part of paving the way to eventually being able to produce these with a real budget and fully paid team. This is it. This is what I love. It’s what I want to do for the rest of my life.”

That’s why Barry is up for using Kickstarter again. He has at least two in the works right now. One is for an extensive indie bundle that features developers in the Vancouver area. The other is for Knights: Arena or a single-player variant of that idea, which he wants to launch “at the same time that we launch the free demo, so people can see or play it and discover it that way.”

Barry talks about Knights: Spiral Island in his Kickstarter promo.

Spiral Island’s crowd-funding failure didn’t come without costs in terms of people and revenue. There were lessons learned, though. The first was scalability. “No need to come out of the gate with a massive universe to embark on hundreds of small stories in other universes. A single story is good enough, or if finances and or programming get in the way, as we are discovering, there are still options,” he tells us.

“We did not go into this expecting it to be quick and easy, and it has not been quick or easy either,” he says.

And let’s say these Kickstarters don’t pan out? Barry isn’t worried. “We will keep pushing along until we are earning revenue on our own, find the right investment deal or get the attention of a publisher that wants to work with us.”

“But no matter what, this project will see the light of day, and as a series of mobile games to start.”

Towards the end of our Barry conversation, we pressed “pause” so we could ask what makes him so idealistic. His vision for these Knights games still seems almost too ambitious considering the lack of funding. The risk of what will happen if these ideas die could be monumental to the studio’s future and Barry. These games are the realization of his dreams, after all.

Honu are a species you'll be able to talk to in a preview. Here's one in a warrior outfit.

Knights in general is an extremely ambitious concept,” he says. “It started big and the scope of the games we want to tell based in this setting have been cut back for the sake of getting something to market sooner. “

“The concept of Knights being so grand just means we always have room to grow. We realize that we may only ever produce the Knights preview or only ever get as far as Knights: Arena because there’s a real possibility that Knights is lame and we are all crazy people working away on an idea nobody else likes. “

“For me this would just be a continuation of exactly what I have done for 11 years, which is to just hire myself out to whatever studio wants to pay me, and doing so in mass with others is old hat. The grind of tracking down clients and deadlines, milestones, massive delays in payment and so on… it’s all a part of the job. But, Knights, to me, is a way out of this, to finally get all the ideas my brother and I have been brewing up for decades. It’s time we produce things we want rather than the things that pay the bills.”

Barry says that he likes to focus on what could happen with some success. He could hire programmers, no more lost time on contract projects, and the people he’s surrounded by could be supported.

“I just really hope people want to play a game about the Knights — the ultimate saviors of all things, the definition of heroic. Not a bad bone in their bodies, watching them take on any bad guy we can dream up and throw at them, across all history in any universe and time. I really want to play that game.”

When a Kickstarter fails, it’s not necessarily a catalyst for disaster. Barry is idealistic, and maybe too ambitious, but he’s not a quitter. He’ll keep creating. The success of Double Fine was magical, but the intensity of at least one man who didn’t win big is special, too.


While Barry’s story stands on its own, we are covering something larger here. This is part one of a two-part series of articles. In the next, we’ll introduce you to three more studios who haven’t had the greatest experience on Kickstarter. We’ll also discuss why we don’t normally cover games on the service and why we’re not certain of the long-term viability of crowd-funding sources like Kickstarter.

[source]


Written by admin

April 7, 2012 at 4:15

‘Super Lemonade Factory’ Review – A Post-War Platforming Delight

without comments

How refreshing it is to play a game with a down-to-earth plot? Even the most grounded of games usually bear their fair share of swords and sorcery or bombastic battles. Super Lemonade Factory [$1.99] goes a different route, telling a simple story from one particular moment in time. Lisolet and Andre are newly married in the days after World War II. Andre is set to take up his father’s lemonade factory, but first he and Lisolet must tour the premises, meeting the workers and learning about the challenges they face.

It might sound a little dry, but the tale accompanies a clever platformer designed to play on the strengths and weaknesses of its stars. Andre is blessed with physical strength and can break through boxes that bar the couple’s path. Lisolet is agile; she can double jump and reach places Andre can’t, often giving him a foot up with a crate from a higher perch. Isn’t it lovely to see a marriage with partners that complement each other so well?

The journey through the factory is surprisingly perilous—you’d think it had been designed as a deathtrap. Often, either Andre or Lisolet will need rescuing right from the start. You’ll have to direct the other across a pit of spikes, perhaps, over floating platforms and around the surprisingly deadly people of the factory. Once one has saved the other, they can travel together—Andre is happy to give Lisolet a piggyback so you needn’t cover the same ground twice. From there it’s usually a hop, skip and a jump to the level’s exit.

A detour may be necessary on the way. Though it seems like the sort of thing aimed at completionists, you’ll want to collect each level’s bottle cap. These are occasionally well hidden and usually hard to reach, but behind them sits half the game’s content. Collect all the caps in a given area and you’ll unlock the hardcore version of that area, where platforms are smaller and faster and spikes are everywhere. Brushing against a spike is deadly, and Andre and Lisolet only have two lives to work with if you can’t find any bags of sugar to replenish them.

Controlling the couple is simple, with on-screen controls for walking, jumping and dashing. These are responsive and rarely get in the way, but they suffer the usual flaw of being a little too easily mis-tapped. You can swap between Andre and Lisolet with a horizontal swipe; a vertical swipe puts Lisolet on Andre’s back.

Lisolet is blessed with one more ability: a way with words. She can speak with any of the factory’s denizens. The foreman, the chef – these workers open up about their hopes and dreams, both for the company and for themselves. A food inspector waxes poetic on the need for cleanliness, and a General blusters about the misfortune that could befall a company that chose not to meet military requests for supplies.

These bits of flavor are woven into the metagame: Game Center achievements are awarded for speaking with all employees, and your progress is marked on the level select screen. But more than that, the dialogue is rather charming. The foreman is a burgeoning Bolshevik who loves to muse on the meaning of labor; Andre will share stories from his past. Much of it hits a bit heavy-handed, but it’s always a pleasant diversion—you’ll also find the occasional pop-culture reference if you’re paying attention.

In the end, the gameplay suffers for its simplicity. The most puzzling levels aren’t more complicated than pushing a couple boxes in the right order before jumping, and there are only so many spikes one can add to a level before it gets silly. If there’s more to be done with the formula, though, we may yet see it done. The developers offer a system for level creation and plan to add the best of the user-created content to the game. On top of 72 already entertaining levels, that sounds pretty good.

And hey, if you haven’t noticed, Super Lemonade Factory is a looker. If you’re into pixel art, you won’t be disappointed—both the style and the animation are fantastic. On top of that the chiptune soundtrack is pretty great, if a tad overly-aggressive for the content.

So while the game isn’t flawless, it’s still an easy recommendation. There are kinks to be worked out, but they don’t detract much from the good stuff: a solid, fun puzzle platformer with great ideas and outstanding presentation. And, frankly, how often do we get to play a game with such a delightfully low-key premise? For that, Super Lemonade Factory most certainly deserves a look. Still, it’s unlikely to push platformer fans, so know that going in. You might not find a challenge, but you’ll find a lot of charm.

App Store Link: Super Lemonade Factory, $1.99 (Universal)

TouchArcade Rating:

[source]


Written by admin

April 6, 2012 at 20:15