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Archive for the ‘Augmented Reality’ tag

Fabrication Games Gets Rolled Into the King.com Katamari

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We don’t normally dabble in business-centric news. Let’s be honest, buyouts are rarely interesting, and lately they all seem to have to do with the free to play world which is often even less interesting. With that caveat, here’s a recent buyout that might be interesting, mostly because Fabrication Games has made actual games (and great ones at that). We’ve actually reviewed quite a few of them.

Fabrication is responsible for the steampunk racer Ionocraft Racing, a slick little augmented reality game called Piclings, the retro platformer Niko, the absolutely fabulous casual puzzler Sprinkle among other titles. Oh, and when we met with them at GDC, they’ve got some even cooler stuff on deck.

Co-Founder Tommy Palm explained to me this morning that his acquisition should hopefully give the Fabrication Games team the resources to take these sort of games even further with the development budgets afforded by having access to the comparably deeper pockets of King.com. So, potentially games of the quality level of Sprinkle with even bigger budgets?

Where do I sign up?

Also, if you haven’t yet, mash some of those links up there and check out some of the games they’ve released. They’re great.

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March 30, 2012 at 22:15

‘Shogun’ Review – A Short but Solid Shooter with Plenty of Eye Candy

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After spending some quality time with a preview version of Int13’s new bullet hell shooter Shogun: Rise of the Renegade [Free] last week, we were eager to get our hands on the final version to see how it all came together. And sure enough, earlier this week Shogun quietly snuck into the App Store.

It was interesting that Int13 was departing from their typical augmented reality based games, like ARDefender [Free], and trying their hand at an established and nuanced genre like arcade-style manic shoot ‘em ups, especially with veteran shmup developer Cave basically cornering the market with their stable of high-quality ports. However, Int13 has surprised me with just how right they got Shogun, and while it might fail to totally impress the more discerning bullet hell enthusiast, fans of shmups in general will find a lot of action and fun brimming from the game.

The very first thing that pops out at you about Shogun are its graphics. The environments are done up in 3D and give off a great feeling of depth as you’re scrolling by in your ship. It’s also Retina Display ready, meaning it’s razor sharp. Enemies are your standard alien-type of spacecrafts, and there are some rather interestingly designed mid-boss and end-boss fights that will give you a run for your money in terms of challenge. On the whole, gameplay in Shogun doesn’t divert too far from your typical bullet-hell shooter formula, but it executes the components of that formula extremely well.

However, Shogun does show some more innovative signs in a couple of areas. One is the method in which you change your weapons. Your ship comes with 3 weapon types: spread shot, laser, and homing. Whenever you lift your finger off the screen, the game slows down bullet-time style and a small menu pops up above your ship that lets you choose from the 3 weapon types, as well as trigger a screen-clearing EMP or choose to add small wingman ships for added firepower. It’s nice that the action slows down to allow you to concentrate on what weapon you need to pick, but you can still take damage in this mode so you’ll still need to stay alert.

The other thing in Shogun that I found very interesting is the system for filling and using your shield meter. You have the ability to scrape bullets that pass you by, which basically means getting your ship extremely close to them without actually getting hit. With each consecutive bullet you scrape, you build a multiplier, and this adds to your shield meter above which can go past the 100% full mark. Every time you fill up your life meter completely, it fills one of the 6 reserve tanks above the meter.

Now, these reserve tanks can be used for various things, like setting off the aforementioned EMP blast or adding one or more sets of the satellite helper ships to your own ship (which VASTLY increases your firepower, I might add). Also, when you do get hit by enemy fire, the game will automatically clear the screen of bullets and shield you for a brief moment while giving you a refilled meter, but it will cost you one of your reserves.

The scraping and usage of reserve tanks aren’t totally new ideas in the shmup world, but they’re done well and add a ton of strategy to how you go about being the most effective in Shogun. It’s in your benefit to scrape as much as possible and always strive to keep your reserves well stocked for particularly challenging sections and boss battles. But, you can’t concentrate too hard on just scraping, as inevitably that will lead you to take damage if you aren’t paying enough attention to killing the enemies as well.

While the graphics are gorgeous and the underlying mechanics are sound, about the only thing I don’t like about Shogun is that it’s pretty short. Featuring just 4 levels to play through, it comes to an end pretty quickly, but it’s a satisfying and challenging ride while it lasts. The pay model is also pretty accommodating, allowing you to download and play through the entire first level for free. The remaining 3 levels are accessible as well, but you can only play them for a brief minute – just long enough to get a taste. Each full level is then unlockable separately for 99¢ each, or $1.99 to unlock them all at once.

As a big fan of Cave’s shooters, I find it hard to really get into most of the other shooters on the App Store. They really did set the bar that high. But Shogun is a game that instantly drew me in with its visuals, and then backed it up with a ton of solid action. It even Universal and has iCade support, to truly complete the arcade experience. As a free download, there’s really no reason not to give Shogun a try for yourself.

App Store Link: Shogun, Free (Universal)

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February 2, 2012 at 21:15

Macworld | iWorld 2012 – New Titles from XMG Studio

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At last year’s Macworld, XMG Studio was showing off Cows vs Aliens [99¢], a game I thoroughly enjoyed when it came out and is still amongst my favorite games. This year, their big upcoming title will be a brand new licensed Ghostbusters game. It’s not really past the concept stage just yet, but the mock artwork and test animation videos I saw are looking pretty sweet.

Ghostbusters will have a heavy social component, as well as some augmented reality gameplay ideas. So, for example, you might wander into Starbucks and get alerted that there’s a ghost on the loose there, and you’ll need to find it using your device’s camera and wrestle it down into one of those fancy traps just like in the movies. Then, you can valiantly hold your device in the air and loudly declare “we came, we saw, we kicked its ass!!” as the entire cafe cheers you on. Or something like that, at least that’s how I’d imagine it going down.

Another upcoming project from XMG is a remake of their incredibly popular Drag Racer: Pro Tuner [Free] series. Drag Racer lets you get super involved with tricking out a vehicle with tons of customization options, from cosmetic stuff to performance improvements, and then you get to take your ride to the streets and compete against other players and their cars. The new version will feature completely redone visuals and a nice UI overhaul, which the team tells me is something they’ve wanted to do for a long time.

Finally, if there are any teenagers in your life, then they might get a kick out of the just released Totally Amp’d! [Free]. XMG has enlisted some actual established actors to create 10 episodes to play through, which let you do things like create your own music videos, record your own songs, and come up with your very own fashion designs for characters in the game. The production values are through the roof in Totally Amp’d!, and you can check out the first episode for free with the remaining episodes available as a $4.99 in-app purchase.

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January 31, 2012 at 9:15

Upcoming Bullet Hell Shooter ‘Shogun: Rise of the Renegade’ Hitting iOS Soon

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Paris based developer Int13 are experts in the field of augmented reality on mobile devices. They showcased this on iOS in late 2010 with the release of ARDefender [99¢], an augmented reality tower defense game. In terms of content, ARDefender was a bit one note, though it did receive a nice update this past October that fleshed out some of the features. However, despite being a pretty simplistic game, the actual tech behind ARDefender was really solid and incorporated into the gameplay better than almost any other AR game I’ve played before. Also, it was just plain fun to play.

Now Int13 is taking a break from the augmented reality for their next iOS release in order to pay homage to a genre they enjoy: manic arcade shooters. A project that originally started back in 2010, Shogun: Rise of the Renegade is a bullet hell shooter in the same vein as the classic shmups that were prominent in arcades in the 90s, and like the ones CAVE has been so generous with porting over to the iOS platform. I’ve been playing a preview build of Shogun for the past week or so, and am super impressed with the title so far. You can check it out in motion with the developer’s trailer for Shogun below:

The game is absolutely gorgeous in person, the video doesn’t quite do it justice. The gameplay is also really solid, offering most of the bullet-hell conventions you would expect as well as a few twists on the formula to differentiate itself from the pack. Shogun is already submitted and awaiting approval from Apple, which means we could possibly see it as early as Friday but most likely it will be sometime next week. It will be free to download and contain the entire first level, with the remaining 3 levels unlockable through in-app purchase. Oh, and here’s something awesome: Shogun will have iCade support baked in, something people have been dying for with other shooters on the App Store.

If you’re a fan of shmups, keep your eyes glued to this space as we’ll have a review of Shogun: Rise of the Renegade whenever it ends up hitting the App Store sometime in the next week or so.

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January 26, 2012 at 5:15

Coming Tonight: ‘Lunar Racer’, ‘Streetbike: Full Blast’, ‘Street Wrestler’, and ‘Super Crate Box’

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January 5, 2012 at 9:15

‘ARDefender’ Updated with Halloween Theme, HD Graphics, and More

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With the proliferation of camera-equipped smartphones that also double as mobile gaming systems in the last few years, the amount of augmented reality apps and games has surged. While there are a ton of ingenious non-gaming ways to use AR on your smartphone, the vast majority of the games that used the technology boiled down to slapping some graphical assets onto your device’s camera view and calling it a game, with little regard for how the augmented reality portion actually affected or enhanced the gameplay.

One title that bucked that trend and changed how I feel about most AR games was last year’s ARDefender [99¢] from French developer Int 13. ARDefender had you printing out a special diagram from the ARDefender website (or as we’ve come to find, just displaying the diagram on a separate device or computer screen) which would then be read by the game using the camera on your iPhone or iPod touch. The game would create a tower on top of this diagram, making it appear that it was actually there in the space where your camera was pointed. Then enemies would come after this tower in waves, and you’d use an assortment of weaponry affixed to the top of your tower to fend them off.

Essentially, ARDefender was nothing more than a tower defense game at the most basic level, but the augmented reality portion was so convincing and the technology worked so well that it really became quite a little showpiece for what was possible on an iOS device. Plus, while simplistic, the actual gameplay involved was also pretty darn fun, which didn’t hurt either.

Now, just a little over a year after release, and ARDefender has received a fairly substantial update just in time for Halloween. First of all, the AR engine used in the game has been upgraded, and ARDefender now runs at a solid 60fps on an iPhone 4 or iPad 2. Also, it now has high resolution graphical assets for the iPad and Retina Display devices. The game looks incredibly sharp and ultra smooth now, as these improvements have really made a big difference.

Additionally, in celebration of the holiday today, ARDefender now has an entire Halloween theme. Your tower structure now looks more like a sibling of the Bates Motel and the enemies who will be swarming the tower include skeletons, pumpkin heads, laser-shooting Frankenstein’s monsters, witches, and more. It’s all quite well done, but if Halloween isn’t your thing then you can easily switch back to the classic theme if you want.

Besides the technical upgrades and Halloween theme, ARDefender also received some other really nice improvements in this latest update. There are now new towers to unlock and use, as well as a couple of new upgrades like a defense drone that will fly around the battlefield and assist you by blasting away at approaching enemies. You can now save your game’s progress, and there are also 22 achievements to unlock, but unfortunately they are just in-game and not tied into Game Center. Finally, a host of smaller gameplay tweaks and optimizations rounds out the update.

ARDefender is definitely my top augmented reality game for the iPhone. It would be nice if the developers expanded on the solid foundation with more game modes or some sort of campaign, but what’s here now is still a lot of fun. With this new update it’s an even better experience overall, and if you own at least a 3rd generation device or higher that’s equipped with a camera then ARDefender is a dollar well spent for both a fun gaming distraction and something cool to show your friends.

App Store Link: ARDefender, $0.99 (Universal)

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October 31, 2011 at 17:15

Hackers Turn The Parrot AR.Drone Into Aerial WiFi Hacking Rig

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If you were among the group of people who scooped up the Parrot AR.Drone when it was first released (Check out our review) and have since gotten bored of the few apps/games that Parrot has put out since then, here's an idea for you: Aerial WiFI hacking rig. Appropriately named, SkyNET takes the Parrot AR.Drone, and trades the protective shell for a tiny Linux computer, a 3G card, GPS, and two WiFi cards.

The idea, in a nutshell, is once you've got your SkyNET drone all set up, you fly around in urban environments loaded with WiFi networks controlling the AR.Drone via 3G. It looks for networks it can break into, breaks into them, and attempts to compromise any vulnerable computer on the network. From there, these infected machines can take orders from SkyNET with no traceable ties back to the hackers running it, as everything is coming directly from an aerial drone connected directly to your WiFi network.

Pretty creepy, right? This seems like the stuff out of science fiction, but with the right technical know-how can be done today for approximately $600. So, if you haven't yet, now might be a good time to secure your wireless network. Personally, I'm just blown away that a device that was originally sold as a fun iOS-controlled quadricopter with some augmented reality games can be used for such crazy things.

[via Gizmodo]



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September 13, 2011 at 0:15

Qualcomm Releases Augmented Reality Game SDK

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Augmented-reality games are weird. They hardly work and even when they actually do operate as intended, the game experience is usually lacking and centralizes entirely too much around the whole augmenting gimmick. I’m also not too sure if there’s even a market out there for these kinds of games. But, I probably shouldn’t be so dismissive, especially when there’s a new, apparently solid-looking SDK out in there in the wild.

According to TechCrunch, Qualcomm has released its ARG SDK, which was originally intended for Android devices with Snapdragon chips, for iOS-compatible devices. This initial release has support for, specifically, the iPhone 4, iPad 2, and even the fourth-generation iPod Touch.

If you’re in the dark on augmented reality, it’s a pretty simple concept. You point your device’s camera at something real and then the game turns that into something interactive. A lot of card games, for example, like to incentivize their physical, branded cards by allowing you to scan them into their respective games and then use digital versions of them. Other games just incorporate real-world settings on top of existing mechanics, like this Star Wars game here:

Having an SDK at hand that actually works with a target platform organically should really empower those studios out there who have good augmented reality ideas, but don’t want to spend the research and development costs of getting the core technology that makes the "augmenting" work. This is a good thing for all of us because, hey, who knows? Maybe we will get that game that completely changes my jaded perspective on augmented reality games in general. (I hope so.)

[Via TechCrunch]

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July 28, 2011 at 20:15

‘Piclings’ Review – A Novel Use of Augmented Reality in a Platforming Game

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Piclings [99¢] from Pan Vision Games is one of the most interesting uses of augmented reality in gaming that I’ve seen. It’s a simple platforming game that can take any picture and turn it into a playable level filled with coins, items, and enemies. The tech works surprisingly well, and it’s undeniably fun to think of new and silly pictures to create levels from. Unfortunately, the underlying gameplay mechanics aren’t the greatest, though they’re serviceable. Despite this, Piclings is still a unique enough experience that’s worth checking out.

The game includes 7 levels to play including a tutorial which walks you through the basic controls. A touch anywhere directional stick moves you character left and right, and you can float like a helicopter in the air for a limited time by pushing up. The floating mechanic is pretty awkward to use, and I would have much preferred the ability to just do a standard jump. Tapping anywhere on the screen will drop the Picling through the surface he’s currently standing on and down to the next.

There are a couple of enemy types to worry about too, like one that will slowly follow you around and one that constantly wanders the surfaces in each level. The only way to kill these guys is by luring the follower into another enemy, killing them both, or by grabbing an invincibility butterfly that lets you kill every enemy that you touch. Trying to make enemies collide to get rid of them is another awkward part of the gameplay, and again I’d prefer if it was just a standard “jump on their head to kill them” method.

In addition to the 7 included levels, you can also import any picture from your device or use a picture taken directly from the camera to create a new level. Piclings will intelligently determine what parts of the picture act as walkable surfaces, and for the most part it works really well. You can also go into any created level and edit your own surfaces in or out in order to get the level just how you want it. Enemies, coins, and special items are also automatically placed in your created level.

The level creation is where Piclings really earns its stripes. I’ve already spent an embarrassing amount of time just trying out different photos to make levels with, and I’m impressed every single time by how well it works. It’s not perfect, but it’s pretty close, and the ability to edit custom levels means you can spend the time to perfect it if you wish. You can also share your created levels, though this is only by way of emailing your photo to someone so they can save it to their device and use it in their copy of the game.

Taking Piclings as strictly a platforming game, it’s a fairly weak offering. The control mechanics are odd and probably would have worked better if modeled after a more traditional platforming game which has been done well many times on iOS. There also isn’t much to do in the game, as there’s no real story or campaign progression and the only real goals are earning Game Center achievements and uploading scores for each level to the leaderboards. Despite this, Piclings is still a lot of fun based solely on the ability to create your own levels. This novelty alone means I’ll be playing the game for a good long while until I run out of funny ideas for levels.

If that sort of thing sounds interesting to you, then Piclings is easily worth the purchase, and players in our forums seem to be enjoying it as well. But if you’re looking for the next great iOS platformer, then you’ll want to look elsewhere.

App Store Link: Piclings, $0.99 (Universal)
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May 6, 2011 at 10:15

Parrot Reveals ‘AR.FLYINGACE’ Augmented Reality AR.Drone Shooter

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Remember when we took a look at the Parrot AR.Drone last September? It seems like ages ago with how fast the App Store moves. Anyway, one of the things Parrot was pushing hardcore for the AR.Drone device was a yet-to-be-released two player augmented reality game where players would be able to engage in real-time augmented reality dogfights utilizing two iPhones and two AR.Drones. (Making it one of the most expensive two player games on the App Store.)

Details are vague right now, but Parrot is openly announcing the release date of AR.FLYINGACE as April 15th. In addition, they've also released the following teaser trailer of the game in action:

With third party app support for the AR.Drone being somewhat predictably lackluster, it's great to see Parrot finally releasing some games for the device. I'm not entirely sure that AR.FLYINGACE makes the AR.Drone any more compelling of a purchase since it requires having a buddy who also has an AR.Drone, but assuming you're in that kind of situation now, you've got something awesome to look forward to next week.

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April 8, 2011 at 2:15