Archive for the ‘bug’ tag
‘Call of Duty Black Ops Zombies’ Update Adds New Guns, New IAP Functionality
If you wanted a leg up in Call of Duty: Black Ops Zombies [$6.99], Activision has your back. In an update that hit yesterday, the publisher has added a new in-game “Points Pack system” that allows users to purchase the game’s currency for real money. There’s a total of six tiers to choose from, ranging in price from $.99 to $49.99. The former gives you 12,000 points to play with, while the latter dishes out an astounding 2,000,000.
More interestingly, this update rolls in a couple of new weapons — the Ray Gun and “the zombie-attracting” Monkey Bomb. Both hit at no-cost after updating, which happens to be the same offering price for all the update’s . Content is something we’ve noted that Black Ops Zombies needs, so these weapons are certainly a welcome sight. Hopefully new, wholly original and game-specific maps are hitting soon, too.
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‘Ticket To Ride Pocket’ Goes Asynchronous In New Update
Ticket to Ride Pocket [$1.99], the iPhone and iPod Touch-specific version of the wonderful board game translation, has received a huge update. Starting now, users can now rock out online for the first time in a new asynchronous mode that allows up to four games per user. Less excitingly, local play has received a few tweaks: games no longer just quit out whenever there’s a disconnect, and an AI or two can now join in on the fun.
The patch notes also mention a lot of bug fixes, including memory leaks. Hit those up if you are really, really into the nitty-gritty of a splendidly comprehensive patch that adds functionality that we’ve all been waiting for. Here’s to down the line, too.
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‘DvO’ Review – Castle Defense At Its Slowest
There’s nothing more frustrating than a game that has good core gameplay that is ruined by missteps and issues in all the other game elements. Such is the case with DvO [$1.99 / HD], a castle defense game that’s heavy on the gameplay depth, but falters in its visuals and slow execution.
DvO (a.k.a. Dwarves vs. Orcs) plays very much like a classic castle defense title. Players send units down five battle lanes taking down the resistance until they reach the opposing castle (with the enemy doing the same to you, obviously). The side that takes down the opposing castle first wins the match. Littered throughout the lanes are crystal patches, which must be mined by your mining units and are used as the currency necessary to build supplemental units.
There are no special moves, upgradeable units, or even changing lanes; units will march down their path until they are either taken out or are attacking the opposing castle. I can see how this kind of simplicity in gameplay can appeal to some folks, but gamers that have experienced (and enjoy) other castle defense games with more modern approaches may feel a bit disappointed.

DvO’s primary strength lies in the wide variety of units you can play with. While you only start out with a handful of units, you unlock subsequent allies as you complete each story mission (you must then ‘buy’ the units using gold earned in matches before you can add them to your list). Once you get a large amount of units unlocked, the real strategic magic of DvO begins. Units include basic melee and ranged units, to mages of a wild variety of elements, to even conjurers that will summon other units onto the field. There are over 25 units available for use, and since you can only bring seven into any individual battle, players will really have to start paying attention to their units and build teams based on their play style.
While DvO’s gameplay variety obviously drives the title forward, its visuals and presentation take the game a few steps back. Graphics-wise, DvO lacks any retina display support, and it’s very apparent in everything from the blurry text to the units and environmental backgrounds. The art style seems to be built more for the iPad’s non-retina display – considering that the HD version is sold separately, I don’t know why they couldn’t have made that one retina compatible. While the blurry visuals aren’t bad enough to actually affect the gameplay, it’s still an eyesore.
Presentation-wise, DvO feels very bare bones. There’s no story (other than a cliché-riddled introduction), and there’s very little to even make you feel like you’re in a world. In addition, the few tutorial portions and even the in-game encyclopedia on the various units don’t really seem to do the game’s depth justice. One of the worst things a strategy game can do is not sufficiently explain the great system it’s built. Unfortunately, DvO seems to fall into that trap.
There are also a lot of silly UI bugs that just feel out of place. For example, tutorial screens pop up when you purchase new units that you unlocked in the previous battle. If you happen to die in the next battle and restart, the game will feed you a tutorial screen for a unit you haven’t unlocked yet (because you haven’t beaten that level). Does it really affect the gaming experience? Of course not, but these kinds of silly missteps hold the game back from being taken seriously.
Perhaps the biggest issue with DvO is simply that the game is too slow. Units plod along at a very sluggish pace, with only the special “fast” units seeming to move at an appropriate speed. Even early battles seem to drag on, and as you get further into the campaign and the likelihood of temporary stalemates rise, missions take forever. Even worse, there aren’t any ways to speed up the gameplay, meaning each map starts painstakingly slow as you’re initially collecting minerals. I’m all for giving folks the time necessary to make proper decisions in a strategy game, but the amount of waiting you will do in DvO is excessive.
With that said, DvO still has a good core gameplay system that should appeal to most fans of castle defense. However, all the missteps in other game elements definitely hold this game back from having a greater appeal. At this point, I’d recommend DvO for hardcore fans of the genre looking for their next fix. Otherwise, you may want to pass.
TouchArcade Rating: 
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Macworld | iWorld 2012 – Hands-On Demo of ‘Sky Gnomes’ from Foursaken Media
has made a name for themselves which such quality releases as Bug Heroes [Free], it’s spinoff Bug Heroes Quest [99¢], and the wacky arcade cooking game Mad Chef [99¢]. In fact, they have yet to make a game that I don’t like, and it looks like they aren’t interested in breaking that trend anytime soon as their newest upcoming game Sky Gnomes looks like yet another winner. Rather than go into too much detail about Sky Gnomes, check out the hands-on video below where the developer does an excellent job of explaining all the ins and outs of the gameplay:
Sky Gnomes looks like it’s going to be a ton of fun, and I’m really digging how you’ll be able to race against the ghosts of other players. Also, it’s a really attractive game to look at, something that doesn’t quite show through as well in the above video. Further down the line, Foursaken is also in the beginning stages of a sequel to their first iOS title N.Y. Zombies [99¢]. They’re aware of how overdone zombie games are in the App Store, but they also know that the original game has quite a following of fans, and they’re eager to put everything they’ve learned through their last several releases to work on the N.Y. Zombies sequel.
Sky Gnomes is just being wrapped up, so shouldn’t be too long of a wait, and beyond that keep your eyes out for the sequel to N.Y. Zombies to hit sometime in 2012.
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Cave Releases New ‘Dodonpachi Blissful Death’ Trailer
A couple of weeks back we told you that Cave was readying a release of Dodonpachi Blissful Death for iOS, a port of the Japanese shooter Dodonpachi Dai Ou Jou and the fourth game in the Donpachi series of bullet hell shmups. Over the weekend, Cave released the first promo trailer for Blissful Death on iOS.
It sounds like Dodonpachi Blissful Death will follow the formula of their Bug Princess [$4.99/Lite] iOS port in that it will forgo a retooled Smartphone mode and will only have the arcade version of the game. It’s too bad, as I really enjoy the Smartphone modes in their previous iOS games, but it’s also not surprising given their recent poor sales results. It could be that they just can’t dump as many resources into iOS ports anymore.
The upside to that was that Bug Princess came in at a lower price than their other iOS shooters, but Cave has yet to release any pricing info for Blissful Death, or a firm release date beyond just February. Also, you’ll need at least 4th generation hardware or an iPad 2 for the game, and Cave is being a bit cheeky regarding whether the game will be Universal or not. We’ll let you know if any more information surfaces, and you can bet we’ll be all over Dodonpachi Blissful Death when it launches next month.
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‘RAGE HD’ Updated With New Levels, Better Models
Surprise! RAGE HD [$1.99], id Software’s graphically off-the-walls tie-in shooter to RAGE, has been updated with two additional levels in a brand new update that also throws in higher resolution models, video output support, and various other enhancements and bug fixes. The house cleaning additions are free as always, but these levels, Kraken and Aqueduct, come at a cost: $.99, to be exact, via in-app purchase through the in-game Store.
We’ve spent a few minutes with each and can happily report that they are, indeed, levels that have been added to RAGE HD. One thing we didn’t expect, though, is to be floored all over again by this game’s look. Goodness, it’s gorgeous. Get the same feeling below by glancing at some of the new levels:


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‘Triple Town’ Updated and On Sale for $3.99
Last week, released an iOS version of Triple Town [Free], their hugely popular match-3 town builder for the Amazon Kindle, and more recently for Google+ and Facebook. We really liked Triple Town in our review, and it’s personally been my biggest obsession of the past week. The ability to upgrade the game tiles by making matches and the limited amount of space to work within added a tremendous amount of depth to the gameplay far beyond your typical matching game.
Today the first update has hit for Triple Town, which mostly focuses on fixing bugs. Things like broken Game Center achievements, the inability to restart games sometimes, and tons of other quirks that come with a version 1.0 release have now been taken care of. The update description also goes on to say that there are several other known bugs that are currently in the process of being hunted down and fixed, one of which includes a problem with turns regenerating after exiting the app.
You see, Triple Town is a freemium game. It comes with a set amount of “moves” for free, and the ability to purchase in-game coins for real money which will let you buy more moves when you run out. Alternately, these moves are supposed to slowly regenerate while you aren’t playing the game, giving you a way to continue playing for free if you had the patience.
One other alternative is to just buy unlimited moves with a flat in-app purchase fee of $6.99, and with all the troubles going on with the regenerating turns Spry Fox wants to entice you to go for the unlimited option by reducing its price down to $3.99. After getting hooked on Triple Town myself, I had no qualms dropping the $6.99 for unlimited play, but others have felt like it was a bit on the high side for the kind of game it is.
If you’re one of those who felt the price was high, the $3.99 price is a lot easier to swallow, especially for a game packed with such fantastic gameplay. Plus, the maintenance update makes it a much more solid game all around, and I’m sure we’ll be seeing plenty of more updates to Triple Town in the future as well.
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‘LostWinds’: Now With More Control
If the controls were keeping you from digging LostWinds [$3.99], give it another shot. The game has been updated the for the first time, and a big part of this update are control additions. “Gust Time,” for example, is a new slow-down feature that initiates whenever you do a gust move. Combined with the new d-pad, you’ll be able to gust and jump where you want with much, much more precision. Neat!
The rest of the update contains “minor level design tweaks,” more language support, and even a crash bug fix. In all, we’re pretty stoked with the additions in particular. This is a brilliant game with a fantastic premise and structure, but it direly needed another pass control-side. We’re digging it a lot more now, and maybe you will too.
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Cave Announces ‘Dodonpachi Blissful Death’ Coming to iOS
Bullet hell experts Cave have their next forthcoming iOS shooter Dodonpachi Blissful Death. Known as Dodonpachi Dai Ou Jou in Japan, it’s the fourth game in the Donpachi series and was followed up with Dodonpachi Dai Fukkatsu several years later, which we know as Dodonpachi Resurrection [$7.99/Lite] here on the US App Store.
There aren’t any details just yet for Dodonpachi Blissful Death, but based on Cave’s previous iOS releases I think it’s pretty safe to assume a few things. It will likely include an arcade mode that stays faithful to the original release as well as a special Smartphone mode that has been retooled for touch screens and given some additional features.
While most of Cave’s iOS releases follow this formula, they bucked that trend with their last release Bug Princess [$4.99/Lite], which was more or less just a direct port of the arcade version. This wasn’t exactly a bad thing, as the arcade game was (and is) amazingly fun, but I’ve grown to really like the special Smartphone modes that Cave puts so much thought into. Hopefully we’ll see this in Dodonpachi Blissful Death.
Beyond that, you can expect multiple ship types, weapon augmenters called Element Dolls, insane combo scoring, and hidden loops and bosses. So basically, tons of Cave shmup goodness. Really great news too, considering Cave has been contemplating focusing more on less hardcore, more social games. Glad to see them still bringing great titles to iOS.
As soon as we have more information on Dodonpachi Blissful Death’s arrival on the App Store, like pricing and release date, we’ll be sure to let you know. For now though, it’s probably safe to and start drooling.
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‘Caylus’ Review – Play Tom Builder, But Prepare to Play Alone
Caylus [$4.99] is an outstanding game, consistently ranking in top 10. It plays like Ken Follett’s The Pillars of the Earth as you take on the role of a master builder tasked with winning the favor of a ruler and building something great. Your world revolves around struggles for resources, money, favor and opportunity. , the folks behind Neuroshima Hex [$4.99 / Lite], have put together an equally outstanding port – as long as you’re prepared to play locally.
It’s becoming a bit of a running joke that Big Daddy’s Creations puts out great board game ports with shoddy (or no) multiplayer, and Caylus is no exception. You can’t play over Game Center, you can’t invite friends, and trying to play asynchronously will extend the game length to near-infinite. But if you’re down with fighting AI or playing locally against friends, this is a must-buy for any board game fan.
Here’s how a typical game of Caylus goes: there is a castle, there are buildings, there is a road. Each players has six workers, and takes turns each round placing them in the various buildings. The provost and bailiff (essentially progress markers) make their way down the road at the end of each round and each worker gets his due. Some buildings provide resources, others provide gold or change the turn order, and some let you trade your resources around.

The ultimate goal is to build up more favor from France’s King Philip the Fair than any of your competition. The king is generous with favor in a ‘you scratch my back, I’ll scratch yours’ sort of way. If you use your resources to help build up his castle, he’ll bestow favor upon you – especially if you’re the most productive builder of the round. If you collect resources, you can turn them in at the end of the game for more favor. Building monuments, shops and landmarks like churches will make you very popular, and sometimes you can ship off extra money or resources to earn a little extra mid-game. Though I wouldn’t say Caylus is incredibly strategically deep, these methods of building up points give players a few different tactics to use to defeat their foes.
Going deeper, there are a number of rules and strategies that can affect your success in a big way. For example, each worker you place costs you money. Generally, the further along the road you place a worker, the better the reward. If the provost hasn’t passed the building he’s in, though, it won’t be counted in the round’s final tally. You can pay the provost to move him back toward the castle or further along the road – but so can everyone else. So sending a worker to a far out shop can be a massive risk, especially if you’ve already earmarked unearned resources to help build the castle at the round’s end.
There are five different resources to manage and a huge list of buildings to erect. There are also a slew of conditional rules to keep track of. So here’s where I applaud Big Daddy’s Creations the most: Caylus’s tutorial is outstanding. With the tutorial messages on through my first playthrough, I figured out maybe three quarters of the game. After one more match to polish up on the details I understood nearly everything. I’m still working on strategy, but such a thorough and straightforward introduction is pretty impressive for a game with Caylus’s complexity.
I’ve run into one or two cases that weren’t explained by anything in the rules, and it’s possible they were bugs. A couple crash bugs have been found, as has a miscommunication with Apple about translations (the game is only available in English but lists several other languages in its App Store listing). Big Daddy’s Creations has covered their plans to solve these problems in a already, so I’m confident any other issues that crop up should be handled in a timely fashion.
Otherwise, the big sticking point is multiplayer. Caylus is universal, so you can play with friends on an iPad or pass-and-play on smaller devices. But online play should be a big part of the game, and playing with random unranked strangers that you can’t chat with takes a lot of the fun out of it. Also, you really have to poke around the interface to quit a game once it’s done, or to leave one for another part way. The interface is mostly extremely usable, but that’s an unintuitive task. And there’s a serious lack of stat tracking.
But for pure entertainment dollar by dollar, I’ll take Caylus over most board games in the App Store. It’s an obscenely good game, which makes its flaws all the more frustrating. If you also want to gripe about that, there’s support to be found in our . Me? I’ve said my piece, so now I can go back to playing. It will take more than awkward multiplayer to keep me from having this much fun.
TouchArcade Rating: 
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