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‘FarmVille’ Now Available on App Store

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You saw it demoed at WWDC, you've played it on Facebook… Zynga's FarmVille is now available on the App Store worldwide.

Plow, plant and harvest on the go 24/7! FarmVille, the most popular game on the web, is now available on your iPhone. Current FarmVille players can access their existing Facebook farm, and new users can create a farm.

A Facebook account is still required for gameplay, but they do offer access to existing farms. They promise some exclusive iPhone/iPod items as well. Farmville is a free download.

App Store Link: FarmVille, Free

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Written by admin

June 24, 2010 at 10:15

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iPhone 4 Game Sale Extravaganza

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Following EA's lead of their massive 99¢ sale, quite a few other developers are slashing prices in hopes of being on the charts for the influx of new iPhone 4 owners powering up their devices for the first time today or tomorrow and checking out this "App Store" they've heard so much about. We're going to be putting together another "So you just got an iPhone…" post similar to the one we did last year for the launch of the 3GS, but in the meantime you might not want to miss some of these sales as there's no telling how long they will last:

  • Assassin's Creed™ – Altaïr's Chronicles, $4.99 → 99¢
  • Brothers In Arms® 2: Global Front, $4.99 → 99¢
  • Build-a-lot, $2.99 → 99¢
  • Castle Of Magic, $1.99 → 99¢
  • Cooking Dash, $2.99 → 99¢
  • Crash Bandicoot Nitro Kart 2, $9.99 → $4.99
  • Deer Hunter 3D, $2.99 → 99¢
  • Diner Dash, $2.99 → 99¢
  • Family Guy: Uncensored, $1.99 → 99¢
  • Ferrari GT: Evolution, $1.99 → 99¢
  • Gangstar: West Coast Hustle, $4.99 → 99¢
  • Geometry Wars™: Touch, $9.99 → $4.99
  • Golden Axe, $2.99 → 99¢
  • GT Racing: Motor Academy, $4.99 → 99¢
  • James Cameron's Avatar, $6.99 → $4.99
  • N.O.V.A. – Near Orbit Vanguard Alliance, $4.99 → 99¢
  • Parachute Ninja, $2.99 → 99¢
  • Ragdoll Blaster 2, $2.99 → 99¢
  • Shrek Kart™, $4.99 → 99¢
  • Sigma , $1.99 → 99¢
  • Sonic the Hedgehog 2, $5.99 → $3.99
  • Super Monkey Ball 2, $5.99 → $3.99
  • Streets of Rage, $2.99 → 99¢
  • Truckers Delight: Episode 1, $2.99 → 99¢
  • UNO™, $4.99 → 99¢
  • Vampire Origins, $6.99 → $2.99

Of course there are always tons of sales taking place on the App Store, this is just a short listing of popular games with price drops. Head on over to AppShopper to see a list of popular games and all games with recent price drops.

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Written by admin

June 23, 2010 at 22:15

Hands-On with Ngmoco’s Next First Person Shooter

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temp-image_14_1jpgFrom the same team at ngmoco that brought us the groundbreaking Eliminate Pro, comes their next next first-person shooter. The currently untitled game is set in a present day environment and the action is more heavily grounded in realism than that of its futuristic predecessor. No graphics or artwork has been released yet (embedded image is promotional art for the original Eliminate).

Maps will run the usual gamut of jungle, desert, snow, or city, and it will feature 6 player deathmatch or team deathmatch over 3G and WiFi. Rather than focusing on the player unlocking and choosing different weapons for one character to use in the game, the new game will feature a robust lineup of different weapon class specialists. The 'energized suit' mechanic is also giving way to an interesting – although unproven – system where you queue up what type of mission you want to play, and earn credit based on the level of that mission. It's an intriguing idea, and a welcome change from the energy system in Eliminate, but it remains to be seen how this design choice will fare once unleashed on the masses. One thing I can say for certain, however, is that during my time playing the game, the only thing on my mind was the superb FPS gameplay I was experiencing.

Even in this work-in-progress state, the game is shaping up to be a big step above what Eliminate Pro delivered last year. A staggering 76 different soldiers (read classes) are planned for release, featuring specialists in long range, short range, explosives, and more. Each soldier will have individual statistics and bear arms from an assortment of roughly 20 different weapons. Grenades are now a part of the arsenal and can be lobbed with a simple press of an icon. Auto-firing has been refined, and now features two aiming reticules on screen – a large circle in the middle of the screen with a smaller circle in the center of that. When an enemy is in the sight of the larger circle, you weapon will start firing, although with much less precision. Once you've adjusted your aim to have the inner circle directed on the target, the bullets are much more accurate. The outer circle can vary in size, and therefore accuracy, based on what weapon you're using. It's a good compromise that allows for the ease of auto-fire but still demands you be able to aim precisely for best results. Auto-fire can be turned off entirely if you wish, and firing defaults to the familiar 'double-tap to fire' control found in Eliminate.

As mentioned, the queueing of missions replaces the need for energy. You'll choose from an assortment of gametypes to play, all of which have some sort of wait time associated before becoming active. The missions that take longer to activate will net you the most experience, and if you so desire you can use in-app purchasing to buy 'Intel' that makes the missions initiate more quickly. The system sounded incredibly odd to me at first, but made some sense as it sunk in. If you have somewhere to be for a set amount of hours, like a job or school, then you can just queue up a match or two prior to that and look forward to being rewarded with playtime once you've fulfilled your real life obligations. If waiting around or paying to play isn't your thing, there's the option to jump into matches immediately, although with lesser rewards. Much like Eliminate, it seems there's the possibility of exploiting this if you're willing to pay money and upgrade quicker, although I'll reserve final judgment until I've played the finished product.

When you get fragged in a match, you'll have the option of selecting what class to start your next life as. As you level up in the game, more slots and soldier classes become available for you to choose from. The game requires you to be online to play, even in the single player bot mode, so if you're an iPod touch user with limited access to WiFi there won't be much of interest for you in this game. During our 6 player deathmatch with the developers, the game ran silky smooth and I felt right at home from all my experience playing Eliminate Pro. The two games control nearly identical, and the graphics of the modern settings were definitely impressive. Post game screens include a bevy of statistics, and it's incredibly simple to add recent players to your friend list for future matches. Players will be ranked accordingly, but this will likely remain behind the scenes to avert any predisposed notions before heading into a match with a higher ranked player. Possible mission queueing and ranking issues aside, we'll be anxiously awaiting the release of their next FPS sometime this year.

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Written by admin

June 22, 2010 at 18:15

Upcoming ‘We City’ and ‘We Farm’ – Now Ruling Over Cities and Farms

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We City – In a similar vein of ngmoco's previously released We Rule, We City takes things into a modern metropolis setting. You'll build up your own city placing streets, sidewalks, grass, buildings, cars and citizens anywhere you like on the blank land canvas. While the look of the game may invoke thoughts of SimCity, the focus on We City is more on industrial production and interacting with friends, rather than trying to manage the ins and outs of a functioning city. For example, you may build a bicycle factory in your city. Over time, you'll start producing the bicycles and end up with a nice supply. Your friend can then visit your city from their game and place an order for some bicycles from your factory. The end result is your buddy gets some bikes, you get some cash, and you both get some experience for the effort. There are a ton of different items to build in factories, like clothing, toys, and even video games.

You must keep a mindful eye on such things, however, as some items are perishable and will go bad if you don't check in on your city often enough. In our demo of the game, we witnessed a factory full of bicycles become rusty and useless due to neglect, forcing you to start over in the production process. In addition to factories, you can also build residences where the populace of your city can dwell. These will generate money for you, but like the factories, must be checked in on to reap all the benefits. Once a certain rent cap has been hit, the buildings won't generate any more money until that amount has been collected by simply touching a bubble above the building.

As you gain more experience and level up, new factories and items become available, as well as an increase in your land size. There's plenty of items that are merely décor, too, to add some life to your city. The game will be free to download and play, but if you don't want to wait around to bear the fruits of your factories, you can purchase in-game DLC, called ZAP, that will help speed up the process of doing things.

We Farm – Taking the same basic core concepts of We City and We Rule, We Farm let's you build the virtual farm of your dreams. You'll start off with a plot of land and place your initial farm building. Instead of focusing on the production of bikes and game systems, you will grow crops to sell and raise animals to enter into competitions. Once you've placed a baby animal on your farm, you must continuously love it by touching a heart icon above it's head. The more you love your animal, the higher chance it has of winning a blue ribbon in competition when it's finally matured enough to enter into one. If you send your animal off and it does win a blue ribbon, that animal then produces a commodity that will earn you some income. For example, and award winning sheep will net you some sweaters, and a cow some milk, etc.

Like We City, and most of ngmoco's games for that matter, We Farm encourages being social with your Plus+ friends. They can visit your farm and place orders for the products of your animals or the vegetables that you grow. You must also keep a watchful eye on everything here too, as your crops can go bad if you don't care for them. Animals won't perish if you forget to check in, but the chances of winning a ribbon at the Fair decreases the more you ignore them. Much like Zap in We City, you can purchase DLC to speed up the process of maturing plants and animals (called GRO here). If you don't wish to do this, both games are completely playable right from the get go – you'll just need added patience. As you earn experience and gold, many new items become available to add to your farm, as well as expanded land to build upon.

Both We City and We Farm looked especially nice on the iPad, and the added screen real estate really helps once you've built up a massive area. Like We Rule, both new games will be free to play, so easy enough to check out if these sort of games interest you. Both games are expected later this year.

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Written by admin

June 22, 2010 at 18:15

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‘Pix’n Love Rush’ Review – The Ghost of Game System’s Past Keeps Us Coming Back For More

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In a joint development from Bulkypix, Pastagames, and video game historians Pix'n Love, Pix'n Love Rush is a retro-inspired high score platformer suffering from ADD. The many influences that went into Pix'n Love Rush are hard to ignore. With nods to classics such as Space Invaders, Bubble Bobble, WarioWare and more, Pix'n Love Rush is a retro gamer's dream come true crammed into an engaging pick-up and play package. Much like the graphical stylings, the concept is blissfully simple. Collect coins while negotiating the different platform environments, destroy enemies and avoid hazards. It doesn't sound like much on paper, but coupled with the randomly generated sequence of levels and a nifty score multiplier system that actually changes the visual style of the game, Pix'n Love Rush will have you helplessly coming back time and time again.

If the game looks vaguely familiar, that's because it's an offshoot of the Arkedo series on the Indie Games Channel of Xbox Live, in particular the third game in the series 03 Pixel! (also co-developed by Pastagames). The purposely chunky pixel graphics look like something that would have blown you away running on a TI-83 calculator over a decade ago, but still manages to ooze all sorts of charm. The gameplay foundation is rooted in platforming, but not in the traditional sense. Each level is presented in a small chunk, and lasts just a short amount of time (some longer than others). For instance, you may start out on something akin to a Mario Bros. game, progressing from left to right. Then the next level may be a series of platforms moving upwards, and some even auto-scroll so you have to keep up. These bite-sized levels appear in a random order and are nicely varied, and much like WarioWare you must always be ready for what may appear next.

Left and right arrows control movement, and separate buttons control jumping and firing. You can only shoot straight up in the air Space Invaders-style and must be cautious with your bullets as the ones that miss the mark will fall back down to the ground, possibly hitting you if you aren't careful. Collecting coins with a plus symbol will net you 250 points, and touching boxes with a minus symbol with deduct 500 points. There are enemies to take out with your weapon, sometimes moving and sometimes stationary, but there are also angels which must be protected from both the bad guys and your own errant bullets. Grabbing coins without getting hurt while avoiding minus boxes will work towards building up a multiplier to x2, x5, and x10. A handy indicator in the upper right corner shows you how close you are to each one, and similarly a heart icon in the upper right displays your remaining life. Beyond worrying about what level type is thrown at you next, you must constantly be getting the good stuff while avoiding the bad stuff, and it's a wonderful challenge of your dexterity.

One of the neatest aspects of the game is how the background style changes with each multiplier gained. These different backgrounds are just as saturated in retro as the pixel graphics themselves, featuring accurate representations of the original Game Boy, the Game & Watch series of LCD games, and even a theme styled after the failed Nintendo Virtual Boy (headaches and eyestrain thankfully not included). It's hard to explain the burst of excitement you feel from moving from one theme to the next, but it's definitely a huge part of the appeal of Pix'n Love Rush. The Game Boy art is especially authentic, and made me feel as if I'd entered a time warp back to 1989 when I first fired up the legendary system. There's currently 7 different background themes spread across the games 5 minute timed mode and Infinite mode, with more planned in future updates. It's a nice variety of the bite-sized levels, and while you'll recognize certain sequences as you spend more time playing the game the random nature in which they're presented ensures the game feels different just about every time you play.

There are a couple very minor issues I had while playing, the most notable being the placement of the jump and fire buttons – they're just too far apart for my liking. There's nothing worse than knocking your multiplier down a level because you jumped into an enemy when you meant to shoot him. Otherwise the controls function just as well as virtual controls can on a touch screen. The other issue is the quirky way in which high scores are recorded. OpenFeint is integrated for achievements and leaderboards, but currently your score will only be uploaded if you break the one million mark. This isn't too terribly difficult to do once you've played the game some, but still seems a little bit too inspired by the hardcore nature of old-school arcade games. These two issues are on their way to being rectified, however, as both Bulkypix and Pastagames are actively addressing feedback in the game's forum thread. Even with these minor complaints, Pix'n Love Rush comes together beautifully to create a game that's perfectly suited for long or short play sessions, and beckons to be played over and over as you work towards high score glory.

App Store Link: Pix’n Love Rush, $0.99

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Written by admin

June 20, 2010 at 10:15

E3 2010: Taito Announces ‘Bubble Bobble’ for the iPhone, Releases Array of ‘Space Invaders’ Utilities, and Plans Many Future Updates For Existing Games

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This afternoon I met with the guys from Taito outside of the west hall of E3. Unsurprisingly, they have quite a bit on their plate right now both between updating their existing games, releasing new ones, and promoting an odd array of Space Invader themed utilities. Originally I was rather confused, both wondering why Taito would release these utilities and who would download them… Then I realized exactly who would download them– The army of people with severe Space Invader fetishes like our own Blake Patterson.

These utilities all have been done before, but never with a Space Invaders theme. They're all free, and the calculator is actually pretty cool with various easter eggs if whatever you're calculating results in certain special numbers such as 1978, 41, and 10 others. They all include various advertisements for Taito games, and there is a 99¢ version of the calculator that strips these ads.

  • Space Invaders Clock
  • Space Invaders Battery Meter
  • Space Invaders Business Card
  • Space Invaders Calculator (Ad-Free Calculator, 99¢)
  • Space Invaders Timer
  • Space Invaders Flashlight
  • Space Invaders Timer

Gardening Mama is in the works, an iPhone port of an existing Nintendo DS game. Just like Cooking Mama [$6.99 / Free], Gardening Mama will use the touch and tilt interfaces of the device to plant and cultivate various plant life instead of cooking. All we need now is a way to hook the two games together so you can cook in Cooking Mama with the ingredients you grow in Gardening Mama. Gardening Mama is still in development, but they expect it to be released later this summer.

Space Invaders HD is scheduled for release in July, and is going to be the classic game of Space Invaders redone for the iPad. It's a little hard to not roll your eyes at a "HD" version of a retro game like this, but they've actually done quite a bit to make the game really cool. Most notably is a single device two-player mode that works just like the cocktail table arcade machines, with players taking turns and the screen orientation switching just like back in the day.

Taito is using Space Invaders HD to test the waters before determining what else to do with the iPad, but not having "HD" versions of their existing games shouldn't dissuade you from checking them out on your iPad. The pixel art used in their iPhone games all look great with the iPad's scaling.

The next retro classic Taito is bringing to the App Store is Bubble Bobble, and I doubt I'm alone in hoping this game gets the same amazing treatment as Space Invaders did in Space Invaders Infinity Gene [$4.99]. Today all they were able to show is a basic demo of the game running with touch controls, but they assured me that Bubble Bobble for the iPhone would feature both a "retro" mode, and a new game mode they weren't willing to talk any specifics beyond telling me to not "expect something just like the original."

Moving on to game updates, Taito is committed to updating their popular games, both either through free updates or via in-app purchases. Cooking Mama has already had a few updates with new recipes, and there are even more coming. Taito is even debating recipe packs, potentially with seasonal or holiday themes.

Space Invaders Infinity Gene is getting a huge update, with both free and paid components. Everyone who owns the game will get access to a new ship, and the ability to turn the game sideways to shift the perspective in to a horizontal shooter. In-app purchases will be available to unlock different themes for the game.

These themes include Darius, Metal Black, and Night Striker. Each theme comes with their own unique ships, bosses, and remixed music that any fans of the original games should instantly recognize. Taito hopes the update will land on the App Store sometime next month.

As I mentioned before, they've got quite a bit in the works at Taito, and it's hard to not look forward to their future efforts on the platform especially with how great some of their recent releases have been– Especially Space Invaders Infinity Gene.

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Written by admin

June 18, 2010 at 10:15

‘Pro Zombie Soccer’ Review — Let’s sign this guy up ASAP!

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After a tumultuous release, where Apple seemingly played yo-yo with its iTunes availability, Pro Zombie Soccer [App Store] is finally here to stay, and aren't we glad for it! Comfortably one of the more anticipated titles here at Touch Arcade, Pro Zombie Soccer is developed by the 6-man operation at Super Awesome Hyper Dimensional Mega Team, whose founders have notched titles such as Plants vs Zombies and Worms into their belts.

That pedigree shows from the start– particularly where the artwork is concerned– an outstanding PvZ-stylized canvass of highly detailed, inked environments and characters make up the world of Pro Zombie Soccer. A world filled with the Zombification of everything from burly meat-cleaver weilding butchers to schoolgirls to riot-shield weilding zombie swat teams. And a lone, street-kid with a love of the world game.

The soccer-inspired gameplay of Pro Zombie Soccer begins on a stage very familiar to anyone who has played PvZ (and let's face it, who hasn't?). Zombies attack from the right of the screen, lumbering towards your lone hero armed only with a round ball at his feet. That's where the soccer gameplay starts and ends though, with the game playing out more as a sidescrolling shooter from thereon in.

By swiping up and down with your left hand you control Jax's shot angle, as you take aim at the approaching decaying horde. Releasing your thumb will let fly a thunderous kick, tearing apart zombie limbs with abandon before the ball graciously returns to your boot. It's a simple game mechanic that belays some pretty frantic action, particularly in the later game. Kicks can be charged by holding down your thumb before releasing, resulting in a power shot that is necessary to kill certain zombies.

The Zombies themselves have a range of personalities, and though most can be killed by kicking the ball into their heads (successive headshots build multipliers that are critical to hitting the highest echelons of scores), some require a more reasoned approach– our favorite being the gargantuan, viagra-induced zombie that requires a 'nutshot' to take down. Ouch!

There are three powers available to Jax as he builds up momentum; the lightning kick; the piercing kick; and the indomitable Laser attack (which sees Jax fire a kick into the heavens to knock an orbital laser off-course to reign destruction on your Zombie adversaries). Though they do alot to disperse the otherwise straightforward gameplay, we were a little disappointed to see them made available so early on. Spreading their introduction across more levels would have made their individual usage a little more special. As it is, you have access to all three from very near the start, and so the gameplay tends to get repetitive as it is almost always best to resort to the room-clearing laser attack.

The plot and level mechanics do somewhat remedy the repetitive gameplay. Just as levels start to feel same-ish, a well-placed surprise pops up that turns the game entirely on its head. One such instance sees an entire level devoted to the piercing kick, a bloodbath resulting as a million zombie limbs explode all over the screen. These aren't the exception to the rule either, as from halfway through it is clear that each subsequent level continues a headlong run into the realm of insanity.

There are 20 levels all up in Pro Zombie Soccer spread over 8 different environments. The levels can be played through in about two hours, which unlocks a hardcore mode (which pits you against way more zombies) and a Zombie Odyssey, survival mode. Though it's not the most content-heavy game out there, if the story mode was any longer it might have taken away from the game rather than added to it. Certainly any additional levels (if they are added as DLC) would need new gameplay mechanics to keep them interesting.

All told, Pro Zombie Soccer injects something a little different into the soccer games we're being bombarded with leading into the World Cup. Its PvZ feel is just as much a reference to its great artwork as it is to its quality finishing. Hardcore mode should provide just enough challenge for those who breeze through normal mode, and Crystal integration ensures all your scores are recorded, and your actions in-game are rewarded with craft achievements. What really makes Pro Zombie Soccer stand out in the end though is its entertaining story sequences and gameplay tie-ins, and a finale that is just plain epic. At only $0.99 (limited 66% off World Cup sale), it's a good time to pick it up.

App Store Link: Pro Zombie Soccer, $0.99

Note: For those of you toying with OSi4, an update is already in the pipeline to resolve current errors with the yet-to-be-released OS and PZS should be ready to go for it soon.

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Written by admin

June 17, 2010 at 22:15

‘Puppet War FPS’ Review – Comparable To Pulling Off A Drive-By On Sesame Street

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Sometimes a game ends up being immediately appealing based on premise alone. Take Enviro-Bear 2010 for example. A bear driving a car through the woods coupled with MS Paint quality graphics creates an experience just absurd and hilarious enough to draw the attention of many players. Or more recently, Robot Unicorn Attack – the name alone says it all. Released last week, Puppet War FPS (first 'puppet' shooter) is built on a fairly awesome premise of it's own. You're a lone janitor, trapped on the set of the most popular kids program The Friendly Puppet Show. The puppets have decided to turn on humanity, and it's up to you to stop ever increasing waves of these fuzzy little guys before they take over the world. The concept alone is enough to garner a few curious downloads, but thankfully Puppet War also delivers satisfying arena-style first-person shooter gameplay, with excellent presentation and an assortment of clever weaponry to literally beat the stuffing out of your enemies with.

Right away you'll notice that this is a very attractive game. The bright, colorful studio set and sugary sweet music really make you feel like you're inside a kids TV show. The puppets all have the same general look (think Grover from Sesame Street) but come in a variety of sizes and arsenals. Smaller puppets bounce at you wildly making for a difficult target to hit, and larger puppets keep their distance and attack you from afar. There's even a kamikaze puppet with dynamite strapped to his chest that explodes when you get near. The puppets are all shaded nicely and look extremely authentic, and the big silly grins on their faces are just begging to get blasted as they happily trot in your direction. The janitor's onscreen arms and weaponry are also well done and look very realistic. The game just has a crisp, colorful look to it that's really appealing.

Speaking of weapons, the variety and inventiveness that's gone into creating your arsenal is a high point of Puppet War. You can choose one firearm and one melee weapon while playing, and new weapons of each kind can be unlocked and purchased as you progress farther into the game. There are standards like a baseball bat, machine gun, or shotgun, but the real fun comes with some of the more unusual weaponry. One example is the plunger crossbow, which lets you shoot plungers one at a time, giving you a one shot kill if you land one right on their kisser. Even better is an industrial sized set of pliers that pinches the nose off the puppet's face, causing their head to explode (naturally). The chainsaw and katana are also really satisfying with their sheer brutality. In short, popping caps into puppets is some of the most fun I've had in a long time.

As much fun as the game is, there are certainly a few downsides to Puppet Wars. The most glaring is the fact that there's only the one map. Battling puppets in some different environments would be nice, and the app description alludes to this happening sometime in the future. But right now, the one location gets a bit old after a while. The game can also get pretty difficult around the 15th level, and the amount of money you earn as you go isn't quite enough to be able to purchase all the unlocked weapons you'd like to. Since you can't replay levels to earn more money, you will have to make do with the weapons you have through some of the tougher levels until you earn enough to buy some heavier firepower. The controls work pretty well, with an analog stick in the lower left corner and a fire button in the lower right, and dragging on the screen for aiming. It's a great setup, but it's the only one available, so if you need inverted controls or a left-handed option you're out of luck. Also, the fire button wasn't as responsive as it should be at times, which doesn't happen often but can be frustrating with enemies swarming around you. The collision detection seems a bit off too, with plungers sometimes going right through a puppet.

These issues don't really detract from the overall enjoyment of Puppet Wars though, and it has surprisingly become one of my current favorite games. It may not strike a chord as much if you're not into the ironic humor of destroying wholesome children's entertainment with fearsome weaponry, but for those that like that type of thing you'll not only be laughing out loud frequently but you'll really be testing your FPS skills as well. There's actually a really great game under this graphical coating.

App Store Link: Puppet War:FPS, $1.99

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Written by admin

June 16, 2010 at 22:15

Official ‘Risk’ Screenshots from EA and Hasbro

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Hasbro and EA have released the first screenshots for the official iPhone and iPod Touch version of Risk. An official Risk game was first announced back in 2009 and will finally be making its way into the App Store this summer.

The iPhone version offers both AI adversaries or up to 6 multiplayer opponents. Risk-like strategy games have been very popular on the iPhone, so an official version is a welcome addition. Data sheet from the upcoming iPhone version lists the following features:

  • THE ORIGINAL WAR GAME TRADITION LIVES ON IN AN EXPLOSIVE NEW WAY – The updated look and feel also captures the powerful tradition of the authentic RISK experience. Strategize over the world map, attack with a “roll” of the dice, and fortify your advances with the same rule set as the classic board game.
  • ENGAGE IN MULTIPLE MODES OF BATTLE – Test your power against strong AI opponents, each featuring unique strategies and even emotional responses. Escalate the action in two Multiplayer modes. Challenge up to 4 of your greatest rivals via WiFi or Bluetooth, or up to 6 with Pass ‘n Play.
  • CRUSH YOUR OPPONENTS AND ACHIEVE HONOR – Attack enemy forces, and transfer and fortify your armies in phase-based warfare. Track the progress and relative strength of opponents with easily accessible in-game statistics. Earn an extensive list of achievements as your armies dominate territory after territory.
  • STAY ON THE MARCH BACKED BY AN INSPIRING SOUNDTRACK – Stirring sound effects and morale-boosting music enhance the feelings of struggle – and triumph!


It appears multi-player is limited to local Wi-Fi, Bluetooth or pass-and-play options. The game is due out this summer.

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Written by admin

June 9, 2010 at 6:15

‘Guitar Hero’ Rocks the App Store

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As promised during yesterday's keynote address, Activision released an official version of Guitar Hero for the iPhone and iPod Touch yesterday.

The game costs $2.99 and comes with 6 songs with additional song packs available as in-app purchases. The included songs include:

  • Queen – We Are The Champions
  • Rise Against – Savior
  • The Rolling Stones – Paint It Black
  • The White Stripes – Seven Nation Army
  • Weezer – Say It Ain't So
  • Vampire Weekend – Cousins

Despite the rather short tracklist, impressions have been positive with particular praise for the game's fun notecharts:

Gotta say i'm pretty impressed thus far. Much better than I expected and way deeper, more challenging and fun than Rockband. I really like the variety in the gameplay created by the slides and "strums" – it adds a lot of challenging segments and can be much more interesting than the somewhat stagnant note charts from TTR3/RB.

More feedback and impressions are available in our discussion forums.

App Store Link: Guitar Hero, $2.99

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Written by admin

June 9, 2010 at 6:15