Archive for the ‘Bing’ tag
Man’s Best Friend Joining ‘Jetpack Joyride’ in New Update
In the midst of the two year anniversary celebration of ’s Fruit Ninja [$0.99 / Free ] which includes a huge new update hitting the App Store sometime tomorrow, the Australian developer hasn’t forgotten about their five o’clock shadow-wearing bad ass Barry Steakfries, star of such iOS titles as Monster Dash [ $0.99 ], Age of Zombies [$0.99 / Free ], and Jetpack Joyride [ Free ]. They’ve just released a new trailer revealing Flash the dog, a helpful sidekick for Barry who is coming to Jetpack Joyride in a future update.
As you can see, Flash is a helpful pup, grabbing coins for Barry and riding along in his own doggy versions of the various vehicles in the game. Also part of this update is the new gadget the Dezapinator, which will cause some of the zappers in the game to fizzle out and fail, and the Turbo Boost which will drop rings that explosively propel your forward. Finally, new DJ Headphones are available in the shop and offer up a remixed techno version of the game’s music.
The only bummer is we don’t know just when this update for Jetpack Joyride is going to hit, but we imagine it will be really soon, and in the meantime you can get back to trying to teach your dog how to use a jetpack.
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Yay, Cheap Stuff: ‘Canabalt’ Goes On Sale
Red Alert: Canabalt is now .99¢ instead of its usual $2.99. This marks the second time that Semi-Secret has lowered the price of its atmospheric and perfectly executed runner since its launch in 2009, which is why we’re thinking you might be interested in jumping on this deal while it lasts. We’ll probably be rocking iPhone 5s and iPad 4s by the time we see another price drop, but that’s just our conjecture.
There is a reason for today’s sale. A bunch of indie developers are banding together in a fun little promotion called . Its goal is to pull attention to numerous price drops for several games across multiple platforms, including iOS. Canabalt is one of the games in the promotion, and it’s one of the first to shoot down in price. Yay, for us!
We’ll have a lot more on Because We May tomorrow, as a lot more of the promotion’s games will see big price drops. For now, just enjoy Canabalt. You won’t regret grabbing it.
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‘MonTowers’ Review – Making Fond Monster Mammaries
I admit without shame that I was a huge Poké-nerd back in Pikachu’s heyday. The explosion of Pokémon’s popularity coincided with my sophomore year of high school, and being nerdy enough to know my cool-kid rep was in the negatives even before I started lugging around a Pokédex with my textbooks, I wore Pokémon t-shirts and evangelized the games and cartoon without a care. I also saw new Pokémon movies on opening night and, surrounded by squirmy kiddles and their irritated parents, broke out in wild applause and cheers when the Nintendo logo appeared on the screen, which prompted all the kids to whoop and holler along with me (and the parents to stare at me with such loathing that I wanted to crawl into the nearest Poke-ball).
There is, however, one immediately noticeable difference between MonTowers ~Legend of Summoners’~ [ Free ] critters and Nintendo’s kid-friendly goldmine. Amid the fantasy- and horror-themed creatures you will amass, you’ll also accumulate anime girls so scantily clad and busty they make Lara Croft look like a teenie bopper who has only just started to blossom. Fortunately, unlike the milky-white flesh of your personal monster-hunting assistant (and what soft, creamy, heaving flesh it is), there is much more to MonTowers than meets the eye.
Like Pokémon, MonTowers is a monster-hunting game where you pit monsters against each other and, ideally, add defeated opponents to your ensemble. Your goal is to clear a series of towers by defeating the monster on each floor and moving up to the next challenge. There’s a cursory story outlined at the start of the adventure, but really, it’s all about climbing monster towers and fighting deadlier and deadlier opponents.
At the beginning of each brawl, you get a chance to attack first by completing a touchscreen minigame. During your attack phase, your monsters automatically step up one by one to deal their damage. Should you botch your first-strike opportunity, the opposing monster gets its licks in before your group. The cycle rinses and repeats until your team or the enemy drops dead.
When you defeat an opponent, they either combust in a flash of light, or shrink into a coin. Earning a monster’s coin adds that monster to your collection. From the moment I received my first coin, I felt that old Poké-compulsion come flooding back–not only the burning desire to “catch em all,” but to form posses made up of different abilities that dominated the competition.
As , there’s no real rhyme or reason to capturing a monster. Sometimes you’ll bag it, but more often than you’d like, you just won’t. Not to worry; there are other ways to expand your portfolio. As the game unfolds, you’ll learn recipes that reveal monsters you can breed to create new types. When you run out of monsters to hook up, you can spend the tokens you earn from leveling up on Gachamon, a gambling-type minigame where a payment of five tokens cooks up a random monster. Most monsters created through Gachamon are stronger than many of the ones you’ll encounter as you ascend monster towers floor by floor, making it an expensive addiction I was willing to indulge.
To build your team, you unlock monster slots that allow you to beam in monsters from your coin collection. Each monster comes with a summoning cost divided among five colored gems you harvest during the game, and you can use those same gems to buy upgrades. The catch is, you can’t take all your monsters into a fight. Instead you assemble a small squad from your pool of summoned fighters, picking and choosing ones with lots of health, attack power, and special abilities like health regeneration.
As you progress, you’ll eventually have to un-summon older, weaker monsters to fill your finite amount of monster slots with new blood you recruit along the way. Un-summoning a monster frees up its slot, but costs you all the time and gems you spent decking out your monster with enhanced powers.
I actually found myself growing attached to battle-scarred veterans, and it’s a shame that most battles end quickly if you bring in your heaviest hitters, rendering many older monsters obsolete. Ah, progress. You are a cruel mistress. (Although you can reminisce on old times by visiting the gallery, where you can view all your summoned monsters past and present, and in the various stages of undress brought about by any upgrades you purchased for them. Believe me, once you capture and fully upgrade the Nymph and Succubus, you’ll be spending a lot of time “reminiscing” with them.)
As with any collecting game, obsessing over filling every blank spot in your monster collection is the star of the show. A good thing, too, since MonTowers‘ battle system is pretty simplistic. Aside from exercising slight control over who attacks first and pouring healing potions down the throats of injured monsters (lose them in battle and all their upgrades go with them), you mostly just sit back and watch. To be fair, I found the battle system just as complex as it needs to be. The real strategy lies in upgrading your bestiary, building dream teams, watching them annihilate the biggest and baddest the game has to throw at you, taming them, and continuing your journey upward.
Even your strongest team of monster slayers doesn’t stand a chance against the game’s most powerful adversary: Father Time. Similar to other freemium games like Tiny Tower [ Free ], many functions in MonTowers require real-time minutes or hours to complete. Lowly monsters only need a few seconds or minutes to pop up, but more advanced minions will keep you waiting for hours. The upgrade gems you harvest cost one energy apiece, and you replenish one energy every three minutes. Not so long, but to the impatient, waiting is waiting.
You can expedite certain time restrictions depending on the girth of your wallet. Tired of waiting for a summoned monster to warp in or apply researched upgrades? Slip it some tokens and it will appear instantly. Don’t want to wait for your wounded monsters to regenerate one health per second? Feed them potions, but be prepared to spend tokens on more once you run out, as you’ll rely on them in battle once you enter the third tower and beyond.
In many ways, the game’s time restrictions feel designed to make you either watch the clock and wait for assorted activities to wrap up in their own time, or break down and spend money–in-game or real–to get things moving. But, just like with Tiny Tower, the time restrictions never bothered me. There’s usually something to do while your timers tick down. Return to monsters you haven’t captured, take on new foes, consult your recipes to arrange blind dates for two lucky monsters, spend your savings on Gachamon, grind or purchase IAP tokens to instantly finish summons and upgrades–or, God forbid, put the game down and do something else for a while. Maybe gather some friends and LARP MonTowers in the woods or salivate over your sexier acquisitions.
And speaking of sexy (the game asks you to confirm that you’re at least 17 before installing it), the amount of skin it shows is good for a chuckle, but is no more than window dressing designed to attract horny 15-year-olds. Case in point: your female monsters actually remove clothing with every upgrade rather than adding on more for protection. Silly logic. But don’t let MonTowers‘ cheap bids for attention fool you. Look beyond all the thongs and pasties and you’ll find an engaging, if somewhat simplified, monster-hunting experience.
TouchArcade Rating: 
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‘Extinction Squad’ Review – More Fun Than You Can Shake a Shark At
How do you feel about endangered species? Does your heart ache for the poor creatures that, through no fault of their own, are being driven to extinction? If so, you might want to join up with and Extinction Squad [ $0.99 ], the bloodiest game about conservation I’ve ever seen.
As the story goes, the surprisingly well-preserved Chuck Darwin, father of evolution, has found a lost colony of dodos. Seems like a miracle, but then the terrible truth is revealed: the scent of dodos causes other animals to jump to their deaths. Animals are killing themselves by the thousands, so Chuck pulls together his extinction squad to save ‘em. Running back and forth with a jump net, the squad bounces the suicidal animals to safety, earning points, coins and the occasional surprise in the process.
All you need to do is swipe your finger back and forth along the bottom of the screen, directing the squad back and forth. You need to position them under falling animals, beneath coins and powerups, and away from falling bombs—a single encounter with a bomb means game over. Adventure mode is all about survival, and Countdown mode is a time trial, but both just ask you to swipe back and forth, nothing more. This makes for a very simple game, but it isn’t the sort of simple that gets boring quickl. PikPok is pretty great at making crazy-fun simple games, the kind that Adult Swim likes to publish, and Extinction Squad is no exception.
There’s the absurdity, for one. You travel around the world with these adorably designed and well-animated people and animals. Every animal you miss splatters into bloody chunks on the ground. Sometimes you juggle pandas, and sometimes you need to bounce a whale. Simply put, this game is over-the-top in all the best ways. With bright colors everywhere and a ton of Australianisms, the whole game commits to a level of absurdity that most developers can’t match.
Then there’s the compulsion. Every time you play, you’re not only saving animals (fun in and of itself) and working on high scores, you’re also collecting. As in Jetpack Joyride [ Free ], there are coins to collect and tokens for the post-game lucky spin. Also familiar is the selection of three meta-goals you’re faced with each time you play, like reaching certain scores in a single streak or saving all the animals that fall within a certain span of time. These elements give players a lot of reasons to just keep playing, with that one last turn turning into a dozen.
The coins you collect can go toward upgrading your powerups and unlocking new, higher-scoring areas. As the game normally plays, you need to save 30 animals in one area without dying, then 40 in the next, then 45 in the one after that, and so on. When you go through all the available areas the game loops but the goal keeps rising. Having access to the later areas means higher overall scores, though the game takes just as long to get obscenely difficult.
A word about IAP in Extinction Squad before we continue: yes, you can absolutely do everything without ever spending an additional dime. With lucky spins and occasional coin powerups and the awards you get from completing goals, you’ll unlock all the areas pretty quickly. If you buy coins, however, you’ll be able to unlock them more quickly, level up your powerups sooner, and—most damningly—extend your plays further. You can pay coins to continue after dying, and that coin value increases each time you use it in a single run. Pay the toll and you can pick up from the start of the current stage with your score intact. So yes, IAP can give you an advantage on the leaderboards, a sad addition to an otherwise excellent game.
If you’re not fussed about IAP, there is so much to love here. Skill can play a huge part in your success, with bonuses for accuracy and with the serious reflexes needed to dodge bombs as the game goes on. There are random events that add a lot of variety, and stats to keep track of just how good you are at saving animals. And the game just oozes character.
Everything considered, Extinction Squad is a ridiculously fun diversion, a great way to while away the minutes. I wouldn’t put too much effort into climbing the leaderboards, knowing that someone with deeper pockets could easily outmatch me with less skill, but just for fun? Sure, I’m happy to give this game my time. If fun, charm and character are all that matter to you, then you should definitely pick it up. And bounce by our to let us know what you think when you do.
TouchArcade Rating: 
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‘Punch Hero’ Review – Black-eyed Prizefighter
Punch Hero’s [ Free ] moment of brilliance occurs when it has you against the ropes. You’ll come to a point during the game’s eighteen-bout arcade mode where progression seems well-nigh impossible. Down to a trickle of health, you will think about throwing the towel in, taking an uppercut to the chin so you can earn some gold and turn the thing off.
But you won’t. Instead, you weave under a vicious right hook and in cinematic slow motion land your own devastating punch. Your opponent is dazed. Jab, jab, jab. Right in his big, stupid face. He comes to, and, mad as hell, throws an uppercut. You weave under it and this time, in similarly cinematic slow motion you throw a left hook. The knockout punch. “Oh my God,” you’ll probably say while your cats look on in shame.
This game’s comeback KO is one of the most gratifying skill-oriented moments the iOS platform has to offer. It is akin to the feeling one gets when cracking a thousand on Super Crate Box’s [ $1.99 ] Construction Yard, or killing your first Big Purple Freak in ZiGGURAT [ $0.99 ]. And while the skill ceilings of those games look down upon Punch Hero’s from high above, high-fiving each other in the Exosphere of Amazing, it does not matter one bit. That moment makes you feel as if you are awesome, thus, you are awesome.
It’s a glimpse of the boxing game the App Store deserves. A glimpse because for that highest of highs, it is a ridiculously vertiginous ascent from the usual grind the game tries so hard to put the player through. Remember the aforementioned “eighteen-bout arcade mode?” If you want to see that through without succumbing to in-app purchases, you are going to have to replay most those fights again and again, ad infinitum.
Despite vague aesthetic similarities and a similar, mostly innocent (more on this later) propensity for racial stereotyping, Punch Hero is nothing like Whereas Punch-Out!! is a timing-based puzzle game, Punch Hero is, hey, a boxing game.
Opponents have no patterns as far as I can tell, so you are left with the game’s very simple tap-and-swipe controls, along with the knowledge that the next opponent you face is going to hit harder and have a larger pool of health. Which would be fine if all it took to trudge your way to the top was your wits and reflexes, but it’s not.
No matter your skill, you are going to get hit so hard, will face opponents so resilient, that you will need to upgrade your skills and gear using the gold doled out to you at the end of a match, or via IAP. Most items that actually buff your stats are nearly unattainable without spending actual money, while attribute upgrades the average player will need to complete the arcade mode take dozens upon dozens of monotonous hours grinding out gold to acquire. Or, you know, you could just buy them.
When microtransactions and in-app purchases became the monetization method of choice for many social and mobile developers, the worry was that “pay-to-win” would become the norm. Punch Hero utilizes a “pay-to-compete” system so unfair as to require an unfun punishment should the player not want to spend actual money.
A bit of a non-controversy occurred when another outlet’s reviewer noticed that, among all of the cultural stereotypes presented in Punch Hero, the African American fighters were portrayed most offensively. The writer’s casual description of the “full-lipped, wide-eyed ‘Sambo’ look” even fails to mention that the standard “black male” face is also called “Full Lips” in the game’s shop.
Punch Hero developer Johnny Oh, who seems like a really sweet guy, replied to the review, asking for feedback on how to change the black fighters to make them less offensive. It was an honest response to the kind of inadvertent racism that really can only be replied to with a sigh and a shake of the head. It’s a product of cultural detachment, rather than anything mean-spirited. By contrast, Punch Hero’s invisible paywall feels terribly mean-spirited.
It’s an unfortunate decision that’s marred what is otherwise a pretty good game of boxing. Groundwork for iteration, then, rather than something I’d recommend this go-round. That’s fine. As for me, I think I’ll go ahead and delete the game from my phone, hanging onto the memory of that one wonderful high.
TouchArcade Rating: 
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‘Sonic the Hedgehog 4 Episode II’ Review – Another New Sonic Game That Isn’t Terrible
It was back in October of 2010 that Sega first released Sonic the Hedgehog 4 Episode I [$3.99 / $4.99 (HD)], a direct sequel to the original 16-bit Sonic trilogy on Genesis and the much ballyhooed return to its classic 2D roots after more than a decade of mostly mediocre Sonic games. While we did enjoy Episode I in our review, I don’t think it exactly lived up to the expectations set by the rabid Sonic fan base (could anything, though?).
In short, Sonic 4 Episode I brought modern visuals, great level designs, and a Sonic experience that was decidedly better than the majority of recent entries in the series. However, it didn’t quite feel like the Sonic games of old. Sonic’s movement in-game felt both slippery and sluggish, and it seemed much too easy to lose momentum and speed while playing, which isn’t a good thing for a character that has made his name by blasting through levels in a blue blur. Still, with the right expectations Sonic 4 Episode I was a pretty darn fun platformer that worked well on the touch screen, and was a huge step in the right direction for a faltering Sonic franchise.
Then, for the next year or so, Sega seemed happy to almost forget that Sonic 4 even happened as they hyped the impending release of an enhanced port of Sonic CD for iOS and other major platforms. And, last December, Sonic CD [ $4.99 ] finally hit and it was simply phenomenal. Since a lot of people might have missed out on Sonic CD the first time around back in the ‘90s, in a way it was almost like the new Sonic game that fans had been clamoring for for years, and really served to highlight just how much Sonic 4 Episode I missed that mark.
But, Sonic 4 wasn’t terrible by any means, and it wasn’t quite through just yet. Just a couple of weeks after Sonic CD’s release, Sega announced that Sonic 4 Episode II was slated for 2012. They would be using a new game engine for this latest episode in order to provide better visuals and address the complaints from fans over the wonky “feel” of Sonic’s movement.
So, with the convoluted backstory of Sonic 4’s rocky development road out of the way, this week finally saw Sonic the Hedgehog 4 Episode II [ $6.99 ] hit all the major platforms. And, just like Episode I, it makes many great strides forward for the series, but some hiccups keep it from being the second coming of the original Sonic games that everybody hoped it would be.
Sonic 4 Episode II will look very familiar if you’ve played Episode I. There are 4 worlds to explore, each with 3 stages and a boss fight, and you can again play every stage in the default Score attack mode or a speed run-focused Time Attack mode with Game Center leaderboard support. This is all pretty much right in line with how the first game works, except that all levels aren’t available right off the bat which gives the game a much better sense of progression.
Additionally, in the same way that Episode I drew a ton of inspiration from the original Sonic the Hedgehog, Episode II draws a similar inspiration from Sonic the Hedgehog 2. Many of the level elements and themes will seem quite familiar, the bonus stages are similar 3rd-person half-pipe coin-grabbing runs (which are incredibly fun I might add), and of course Episode II also contains Tails as a semi-controllable secondary character. You can even connect locally with another device and a second player who can control Tails while you control Sonic, just like back in the Genesis days.
During solo play Tails is controlled by the AI and just follows you around like a puppy dog, but you can also use him to pull off some team moves like him lifting you through the air using his helicopter-like tails, or a powerful combined spin dash move that will blast through enemies and obstacles like butter. These team-up moves are designed to be necessary to pass certain parts of the game, and add some nice variety to the platforming.
Speaking of level designs, I felt that the levels in Episode II weren’t quite up to snuff with what was in Episode I. The general flow of a level is often ground to a halt due to an oddly placed dead end, and there are far too many underwater sections which really slow down the pace. That’s not to say there aren’t any bright spots, and in fact there are a lot of really fantastic interactive elements in the environments – like bouncing back and forth between the foreground and background, or snowboarding down a snowy mountain – that really break up the action nicely. Overall though, the levels really feel more choppy and slower than you’d like a Sonic game to feel.
One majorly cool addition to Episode II is the inclusion of the bonus Episode Metal content that will unlock if you have Episode I installed on your device along with Episode II. Episode Metal shows how Metal Sonic rises from the ashes after being defeated in Sonic CD, and follows his adventures through 4 reworked levels from Episode I leading up to his reintroduction in the story of Episode II. These levels are short, but it’s incredibly fun to play as Metal Sonic and see just how he rises back to prominence to team up with Dr. Robotnik.
Another real bright spot for Sonic 4 Episode II is its visuals. It’s an absolutely huge upgrade from Episode I, which despite not supporting Retina Displays was still a very good looking game. However, Episode II blows it out of the water. From the fantastic lighting effects to the parallax scrolling to the incredible water effects, around every bend some sort of new visual treat is waiting for you in Episode II. And, at long last, this includes support for Retina Displays on iPhone and iPod touch, though sadly not for the new iPad (though it still looks great on that device).
Much like Sonic 4 Episode I, Episode II is an overall enjoyable platformer with a few relatively minor quirks that hold it back from greatness. No, it’s not going to replace any of the original trilogy’s games as the greatest of all time, and it doesn’t even approach the high level of quality of Sonic CD on iOS. But at this point, I think those are unrealistic expectations. The bottom line is that Sonic 4 Episode II is a great modern day 2D Sonic game, and I’d love to see a third episode that is inspired by Sonic 3 in the same way the previous Sonic 4 episodes were inspired by the original two games.
If you’re a Sonic fan that can deal with the differences from Sonic’s ’90s greatness, or if you just like fun platformers in general, Sonic the Hedgehog 4 Episode II has a lot to offer and is a worthy entry in this new era of classically-inspired Sonic games.
TouchArcade Rating: 
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‘My Little Hero’ Review – ‘Zelda’ Meets Pixar in This Clever Adventure
For as many App Store games that I eyeball on a daily basis, I admit that something that has a lot of visual pop or a very distinct style will always catch my eye. Looks don’t always equal quality though, and I’ve been wooed by many an attractive looking title only to be disappointed when the gameplay didn’t quite follow through.
This is not the case with My Little Hero [ $0.99 ]. There are many titles out there that feel like iPhone games, but My Little Hero is not one of them. It has that shine that is evocative of games on a larger scale, and you’ll notice it from the title screen onward. It drops you into the role of a brave young boy whose friend Pinky (note: Pinky is your favorite stuffed rabbit) is kidnapped by the Boogeyman and spirited away into your bedroom closet. What will you do to save him? Why, don a cape and a helmet and follow him in there, of course.
Gameplay is viewed from a 3/4 top down perspective and will remind you of Zelda in under a minute. It’s not just the whimsy of the style, but the layouts of the worlds and the movements of the enemies as well. As you search for Pinky, you’ll navigate you way through forests, swamps, deserts and eventually make it to the Boogeyman’s nest. Each of these areas is open world, although there is a clear path you can follow through each of them if you’re not in an exploring mood. The worlds have plenty of little sub-destinations on a cutely drawn world map, so it will take you some time to plow your way through while stabbing things with your wooden sword.
When you kill enemies (which are all cute, by the way), you’ll be rewarded with buttons, which can be saved to buy things later such as lollipops that will restore you to full health. Later down the line, you’ll score items as well, such a a trusty flashlight. My favorite part of exploring these worlds was saving my game, as I did so by approaching a little white nightstand that looks just like the one in my bedroom and pulling the light on the bedside lamp. It’s the kind of touch that makes you go “awwww” – and this game is chock full of them.
It’s hard to complain about much in My Little Hero, as it really stands out in the genre, but there was one thing I didn’t like and that was the absence of music in the levels. As adorable as the game is, I found myself imagining a silly soundtrack to go with it, and I felt its absence. The sound effects in the levels are great and just what you expect to go with the overall tone, but I think I would have enjoyed my journey more if I could habe bopped along to some tunes.
The other small detriment I noticed was that the level design felt a bit repetitive after a while. To counter this somewhat I tried playing it in bite-sized sessions so I didn’t burn out too much. It’s not poorly designed, mind you, but when something looks this standout, you expect it to come through that way on all levels, and I think I could have fallen madly in love with it if it provided a little more variety.
That being said, My Little Hero is still a fantastic game, and I had a great time playing it. What it’s missing in variety it makes up for with heaps of charm, and for the amount of content you get, it’s worth way more than a buck. The developers also promise more levels in the future, so eventually you’ll have even more worlds to conquer. If you even remotely loved Costume Quest or similar action adventure games, you won’t want to pass on My Little Hero.
TouchArcade Rating: 
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Freebie Alert: ‘Wolfenstein 3D Classic Platinum’ is Currently Free
In March of 2009, released the grandfather of all first-person shooters, their 1992 classic Wolfenstein 3D [ Free ], to the App Store. Besides being a piece of gaming history that you could fit snugly into your pocket, Wolf 3D was also noteworthy for having the most usable touch screen controls for an FPS seen thus far on iOS.
Not long after its initial release, Wolfenstein 3D on iOS received a huge update that added in all of the Spear of Destiny expansion pack levels as well as the ability to load custom levels into the game. Then last summer, another sweet update hit that added Universal and Retina Display support to the game, and it played fantastically on the large screen of the iPad.
Now for the first time ever id Software is offering Wolfenstein 3D Classic on iOS for free, most likely to celebrate its 20th anniversary. If you’ve somehow never got around to picking up Wolf 3D on the App Store, now is your chance to strike, as the game is an absolute classic that plays wonderfully on iOS and must be experienced.
I have a sneaking suspicion we’ll be hearing more iOS plans from id when QuakeCon gets rolling in August – I refuse to give up hope on the long-awaited iOS versions of Quake and Doom II – but until then make sure you don’t miss out on grabbing the grandfather of FPS on iOS while free.
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‘Luxor Evolved’ Review – Taking Marble Shooters to the Next Level
If there were ever a genre in need of reinvention, it’s the marble shooter. As a genre it’s been around for nearly 15 years now, and the two big names, Luxor and Zuma, are pretty much indistinguishable. Swap ancient Egypt for the Inca Empire and you’ve pretty much got the same game. PopCap stepped things up recently with Zuma’s Revenge [$1.99 / $4.99 ], which added boss fights and made a few alterations to the formula. But Luxor Evolved [ $0.99 ], answer to Zuma’s evolution, is feeling like the genre’s next frontier.
It shouldn’t be mind blowing that Luxor Evolved looks different from its predecessors, but it sort of is. Between a new setting in space and wild geometric art it hardly looks like the same game at all, making this the genre’s first serious face lift since 2003. Of course, it is the same game—it’s still about matching and destroying strings of colored marbles, and it even has Luxor’s usual ancient Egyptian theme. But this time it’s space Egypt, and space Egypt has a few new tricks.
Like the last two Luxor titles, you control a ball launcher that moves along the bottom of the screen. Strings of colored marbles follow complicated tracks toward your (space) pyramid, which is unusually prone to death by colored marble. You stop them by launching other colored marbles into the strings to match three or more of the same color. With the help of a little aim assistance, this can all be managed on a touch screen as easily as it ever was with a mouse.
Luxor Evolved has a ton going on at any given moment. Not only are you matching marbles, you’re grabbing the treasures and heart pieces that explode out of them. Treasures are tallied to unlock secret levels, and heart pieces add up into extra lives when you’ve collected a few. You also need to rock your score if you want to level up, because the better you do the more powerups you get.
The powerups are my favorite feature of Luxor Evolved. Every point you earn goes to filling up a progress bar after each level. Whenever it hits its limit something new unlocks. This might be a brand new powerup—and they can do a ton of things, like blow up marbles, paint them in a single color, reverse their path and so on—or it might be an upgrade to an existing powerup. They have a lot of room to grow.
The extra-nice thing about the way the progress is measured is that doing poorly on a boss level means unlocking a huge pile of things. The bosses are complicated. Taking inspiration from bullet hell shooters, they protect their weak points with huge streams of marbles. You have to clear away enough of them to reach the weapons, and then the central ring of marbles. The only problem is that they keep coming back. If you manage to shoot your way through everything you expose the core, and one more shot will destroy it.
This can all be a little challenging, especially if, like me, you aim poorly when it counts. But there’s a bonus: if you really struggle and take a long time on a boss, you’ll pick up a ton of extra treasures and hearts and points. When you finally succeed you’ll be well rewarded with a pile of upgrades and unlocks. If one of them is a secret level, you’re in for an even better reward: they’re built as homages to classic games like Pac-Man and Marble Madness.
And let’s not downplay the new aesthetic. With its intentionally retro stylings, it looks like nothing we’ve seen from any of the big marble shooters before. That new style extends to every part of the game, right down to the interface, and a collection of techno tracks really rounds out the package. For the choosy, Luxor Evolved includes a selection of aim assist options and control tweaks—all of them variations on drag and tap controls. There are multiple difficulty modes to play through, too, and the usual assortment of achievements and leaderboards.
It’s not all good, though. The game currently doesn’t work for anyone who isn’t on iOS 5 (a patch is in the works), and even there I ran into a few bad crashes. One took a good chunk of progress with it. There’s also a popup for MumboJumbo’s other games on load, so heads up to the ad averse. I’m not the biggest fan of the series of aggressive price drops that have occurred since launch either, seeing the game drop from $6.99 to 99¢ incrementally over just the first several days, but at least that means those of you hopping on now will get a great deal.
Honestly, this game surprised me. Marble shooters have a real been-there, done-that vibe for me. I love them, but how many times can you play the same game with a new name? Luxor Evolved isn’t a full reimagining, but it’s different enough to feel exciting again, and it’s hooked me thoroughly. The issues are worth being aware of, but if you’re on iOS 5 and you hop on now you should be just fine. And really, classic marble-shooting gameplay in a fresh new package? That’s an evolution I can get behind.
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‘Brainsss’ Review – All We Wanna Do is Eat Your Brains; We’re Not Unreasonable
Zombie games are still a big deal and it continues to blow my mind that this is the case. What hasn’t been done in a zombie game? Think about it. We’ve shot zombies and we’ve cut zombies. We’ve set zombies on fire. We’ve run over zombies and cured zombies and beat zombies with baseball bats. We’ve even participated as part of the horde in games like Valve’s Left 4 Dead and Left 4 Dead 2. Over the last few years, there’s not much we haven’t done to or with zombies across multiple genres, including puzzle and even tower defense. This thought has crossed my mind several times: what can a brand new zombie game even offer outside of a slight twist on what we’ve done before?
And then Brainsss [$2.99] shambles along and shatters this idea in my head that zombie games are lame because there’s just nothing left to do in them that we haven’t done trillions of times in a billion different games. Brainsss offers something new in the space, and its core action is rich enough for me to give it a solid recommendation, despite cooling on this zombie … craze we’re still in.
Brainsss is a top-down strategy game where you control a horde of zombies on quests to assimilate people into your horde. In order to do this, you’ll need to treat the ever-growing horde like a fleet, splitting it up into pieces so you can trap victims spread across the game’s myriad of labyrinthine levels, which are often brimming with helpless survivors who are ready to bolt the second they see snarling beasts approaching. As you convert more people, you’ll be able to meaningfully split your horde into even more groups.
There are a few change of pace design elements that compliment the strategy. The “RAGE” meter in particular is hip. As you do damage, you’ll be able to enter into a berserk mode that ramps up your horde’s speed and intensity. On the other hand, the mission design is sharp, too. In one level, you might be stopping survivors from feeling to a helicopter. In others, you’re chomping on scientists who were incredibly fleet of foot before running into your horde. Another neat twist: Brainnsss also rocks NPCs that can harm your horde, like police officers and backyard pugilists that you have to disarm in specific ways.
Brainsss biggest problem is probably its habit of skewing casual. You’re not going to feel like you’re the smartest undead general ever while trapping dudes. The controls can be a bit spotty as well. To split your horde, you need to “paint” over part of it, and then point to a new location in the level. Grabbing a specific amount can be a hassle if your horde is bunched tightly. Otherwise, the point-and-paint controls are bliss: this is a game that feels like and operates like a game designed for iPad and iPhone.
If you’re still into zombie games, or just need to check another thing you’ve done with zombies off of your mental checklist, feel free to check this out. Brainnsss strategy and action feel pretty unique in a space that’s been done to undeath, and they probably really pop outside of this vacuum. I can dig it, at least.
TouchArcade Rating: 
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