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‘Monster Wars’ Review – Legendary Wars, Remixed

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We first checked out Liv Games over a year ago with Legendary Wars [$0.99 / HD], a great take on castle defense. Now the developers are back with Monster Wars [$0.99], the latest addition to the genre. Billed as a ‘follow-up’ to their previous game, Monster Wars succeeds at preserving the same great gameplay of its predecessor while tweaking elements and offering a new story complete with a load of new units.

For folks that played Legendary Wars, Monster Wars will feel very familiar. The majority of campaign missions still feature the same castle defense-style gameplay where you collect resources, build units, defend your own castle from the opposition while simultaneously moving forward attack units to take out the opposing fortress.

The campaign also brings back the side-scrolling ‘hack n’ slash’ levels from the previous game (for better or worse). Each successful mission rewards players with coins to spend on unit upgrades, with an occasional soulstone (premium currency that you can also purchase using IAP). Most importantly, the deep character customization also returns, giving gamers a ton of incentive to play the game as much as possible simply to level up your character stats.

Despite these similarities, Monster Wars does tweak some of the gameplay by adding new variations on the types of missions we’ve seen in the past. For example, there are a lot more escort quests that have you guarding a ‘Named’ ally or a catapult as you make your way towards the enemy castle. In the case of the catapult, you have to actually use it to take down supplemental castle defenses before you can even damage it. The side scrolling levels have also seen some additions, with endless runner and other objective-based missions being thrown into the mix. In general, these tweaks don’t really do much to change the core gameplay, but considering how well done it is, I don’t care too much.

While Monster Wars improves upon its predecessor in a variety of different ways, I think the aspect that folks will appreciate the most is the sheer amount of content available. The campaign is huge and takes an investment to complete. If you want to take a break from the main story, the game features several endless modes which put you right into the action for as long as you want. The fact that you earn gems and soulstones, which can be used to improve your units within the campaign, is a nice (and necessary) touch. Finally, once you’ve conquered everything you think Monster Wars has to offer, additional difficulties are ready to challenge you all over again.

Another great way Monster Wars differentiates itself is with the all-new cast of monsters that you command in your army. There are over 15 new creatures, from the lowly Skelly to the awesome Lich, with each offering different attacks, special moves, and stats to improve upon. Each of the base units also allow you to upgrade its tier, giving the unit new stats, a new look, and even occasionally new specials.

There is a ton of variety in Monster Wars, and considering you can only take a certain number of units into battle, there are a lot of different ways to plan and play. I was a little disappointed in the fact that ‘tier-upgrades,’ (along with the ability to unlock some units) required as many soulstones as they do. Considering Monster Wars doesn’t pass out soulstones as much as I would want, players will either have to shell out some cash or grind a bit in the endless levels in order to earn enough stones to see everything.

From a controls standpoint, Monster Wars does a decent job. Buttons at the top of the screen let you quickly set attack and retreat orders as well as set simple formations. I did find it particularly tough to specifically select units during the heat of battle as your characters all tend to bunch up while attacking. However, I can’t really think of a better way of implementing something within the confines of castle defense.

Monster Wars also continues the excellent overall presentation started with Legendary Wars. A great soundtrack sets the overall tone of the game while retina-quality visuals paint a vivid picture throughout the course of your adventures. The story, a tongue-in-cheek narrative telling the Legendary (pun intended) tale from the monsters’ perspective, feels a bit trite at times, but still does a good job keeping the player engaged. There were a few strange UI issues, like certain screen buttons not registering taps (almost as if the tap window was smaller than the actual buttons), but nothing detracting from the gameplay too much.

I imagine some folks may complain that Monster Wars feels too much like its precursor without much of a change to the core gameplay. I say, why mess with a good thing? While the game does feel like a re-skin at times, Monster Wars still does a great job taking the classic gameplay from Legendary and transplanting it in a new setting. Add in all the new content combined with the deep character customization and there’s no reason you shouldn’t be checking out Monster Wars.

App Store Link: Monster Wars, $0.99 (Universal)

TouchArcade Rating:

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Written by admin

February 3, 2012 at 21:15

‘Tweet Land’ Review – A Great Idea, but Flawed Gameplay

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We’ve had our eye on Tweet Land [$1.99] from Why Ideas ever since we spotted it as a curious Kickstarter project back in April of last year. The project was more than sufficiently funded, and last month we were treated to a new trailer and news that Tweet Land would be hitting at the end of January. As expected, earlier this week the game finally went live in the App Store.

Tweet Land was intriguing due to its unique real-time usage of tweets drawn from Twitter that would trigger elements into the game. It reaches out into the vast ocean of Twitter and utilizes special keywords from real tweets to create things in the game. It’s a fantastic idea in theory, and Why Ideas did pull it off on a functional level just as they had promised. However, despite being really innovative, Tweet Land doesn’t hold up as well in the gameplay department, and there were a couple of unintended side effects of using live tweets that left a sour taste in my mouth.

First, let’s talk about the kind of gameplay that’s in Tweet Land. You control a car heading down the highway (Route 140 no less) and you must make it to the finish line while dodging tweet-driven hazards and other traffic on the road. You can veer into the other cars from the side to knock them off the road and score some points, and ramming multiple cars off the road at once will multiply the points you earn. If you hit cars from behind or run into road hazards, you lose a bit of life, which is represented by the visual damage on your car.

I really like Tweet Land’s retro style, and there is a lot of humor and personality in its pixel art visuals (though it’s kind of blurry on my iPhone 4S). But things start to fall apart when you actually start playing. The controls are very slippery, and it’s hard to be precise when trying to properly ram other cars or avoid hitting hazards. With practice you can get used to it, but it’s still really annoying when you’re trying to quickly react to something and the controls don’t afford you the kind of finesse that you need to get it done.

I think when you have games that are built on top of a very simple core gameplay concept, you have to get all the little details right. That’s why games like Jetpack Joyride or Angry Birds are often imitated but rarely duplicated. as they get the feel of the controls and the movement in the game so right. If you’re going to be doing the same action over and over again, you want that action to be fun. While Tweet Land has its share of fun moments, something about it just feels off, like it’s missing something but I can’t pinpoint what.

The game is broken into two environments with 12 levels each, with a spot for a third environment that’s said to be coming soon. With each new level, new tweet-driven elements are introduced and added to the current ones, so as you keep going the variety of things that can happen increases quite a bit. An example of a hazard would be if someone tweets the word “meteor” then a meteor will fly in from off screen and you’ll have to use the position of its shadow in order to avoid being crushed. There are helpful things that can be triggered in the game too, like health packs or a temporary spread shot for your vehicle.

One problem with the progression in Tweet Land is that it gets rather hard rather quickly, and if you get stuck on a level there’s no moving forward until you beat it. This got pretty frustrating since many of the times that I died it felt like it wasn’t actually my fault. When elements are brought in from Twitter, they are accompanied by a label with the Twitter handle of whoever tweeted that keyword. This is neat, but leads to an incredibly cluttered and distracting screen, especially when there are multiple things happening at once. Coupled with the floaty controls and the speed at which things are zooming by, and the odds are stacked against you.

Arrows indicate where things will be coming in from off screen, but they’re hard to notice amongst the busyness on the screen and often aren’t very helpful. Add in the fact that there’s usually a ton of traffic on the road with you, and making it to the finish line intact can require a healthy dose of luck just as much as skill. The levels tend to be a bit longish, and nothing is worse than seeing your cheap demise when you’re within a stone’s throw of the finish. The more I failed a level over and over, the less I felt compelled to go back and conquer it.

However, my biggest issue with Tweet Land is something that I didn’t really expect: the tweets that the game draws from can be much too somber for what is supposed to be a fun and lighthearted game. For example, if someone tweets about a “car crash” then cars will zoom in from offscreen and wreck into some of the other traffic on the road. When your run ends, you have the option of looking at a list of all the tweets that were used to bring things into the game.

To my horror, I found that in this particular instance “car crash” was pulled from a huge retweet campaign trying to raise money for a girl who had lost her parents in a car crash in Florida. I know Tweet Land has no way of telling the difference, but I couldn’t help but feel crass for playing a game that was fueled by somebody else’s tragedy. With some of the other keywords used in the game – like tsunami, terrorist, and death – I have no doubt that encountering a downer situation like that will occur often.

While I do still think the idea behind Tweet Land is incredibly clever, I just find the game too fundamentally flawed to be enjoyable. Don’t get me wrong, I want to like it and I did find myself having fun with the game at times, but those fun times are quickly diminished when you realize your game is possibly being powered by the tragic tweets of strangers. Beyond that, the gameplay is too average to warrant dealing with cheap deaths and an unpredictable difficulty.

With some tweaks to the controls and interface, and perhaps some sort of filter for what kind of keywords are utilized, then Tweet Land could end up being something pretty special. It feels like it’s just a couple notches off of being something great, and I hope it gets there someday. As it is now, though, it’s hard to recommend the game except to those who might be curious to check out its novel use of Twitter or are prepared to deal with its shortcomings.

App Store Link: Tweet Land, $1.99

TouchArcade Rating:

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Written by admin

February 3, 2012 at 17:15

Best iOS Games January 2012

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Our ratings for games we reviewed in January are now in place, and we now present to you the ones that are on the top of the heap. Each game reviewed receives a 1-5 star rating relative to the other games from that month. Generally, a three-star or higher is considered a “good” rating.

Our final scores are not the product of any traditionally objective measures such as graphics or sound, but simply reflect the games we would most recommend to others. Keep in mind, this listing is comprised of games we reviewed in January, and not necessarily games that were specifically released in January.

5 Stars

Super Crate Box


Super Crate Box, $1.99
– [Review] – [Forum Thread] – Vlambeer knocks it out of the park with this ultra-frantic crate collecting game. With great virtual controls, and gameplay that is great for pick up and play mobile gaming sessions, Super Crate Box is a game you shouldn’t miss.

4.5 Stars

Blockwick


Blockwick, Free
– [Review] – [Forum Thread] – A really slick puzzle game that you can try for free. After that, level packs of increasing difficulty are sold in bundles of 60 for 99¢ a pop. Don’t let the initial pack it comes with turn you off, think of it more as a really long tutorial.

Hero Academy


Hero Academy, Free
– [Review] – [Forum Thread] – This multiplayer tactical game by Robot Entertainment has become incredibly popular amongst our community, and even was the topic of a recent Penny Arcade comic. If you’re looking for people to play with, hit the forum link and you’ll find tons of people looking for a game.

Run Roo Run


Run Roo Run, $0.99
– [Review] – [Forum Thread] – From the creators of Scribblenauts comes this super-fun mini-level jumping game. Most levels will only take a few moments to complete, but thankfully, there’s a ton of them. Clearing a world unlocks some really difficult levels that’ll really put you to the test.

Smash Cops


Smash Cops, $2.99
– [Review] – [Forum Thread] – Not only does Smash Cops have great graphics, but it also has a new control method that we haven’t seen before for controlling your cop car. You use your finger to “push” the car where you want to go. It sounds strange, but it works great.

Triple Town


Triple Town, Free
– [Review] – [Forum Thread] – There’s a definite learning curve to Triple Town but once you get over that hump and come to grips with how the mechanics of the game works, you’ll be building amazing towns and cursing at bears in no time. Argh, those bears. They ruin everything.

Windosill


Windosill, $2.99
– [Review] – [Forum Thread] – This iPad exclusive puzzle game originally started its life as a Flash title. It’s aged incredibly well, and feels like a perfect fit for the iPad. Multitouch adds so much, even if you played the original, it’s worth trying again on the iPad.


The rest of the game ratings can be seen in their respective rating categories (also found in the sidebar navigation): 5 Stars, 4.5 Stars, 4 Stars, 3.5 Stars, 3 Stars, and 2 Stars.

As always, we expect there will be some debate about relative scores, but keep in mind that everyone’s personal ratings may vary based on individual tastes.

For more of our favorite iOS games, check out our “Best iPhone Games” category which includes all of these monthly posts as well as other special compilations of the greatest games the App Store has to offer.

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Written by admin

February 3, 2012 at 5:15

Heads Up: Best Buy Offering iTunes Gift Cards on the Cheap Until 7:00 PM ET Today

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Regardless of whether you typically buy things with iTunes gift cards or if you’ve just linked your credit card up to your iTunes account and forgotten about it, Best Buy has a pretty great deal going that lasts until 7:00 PM Eastern tonight. iTunes gift cards are 20% off, and they’re available in values ranging from $15.00 (for $12.00) all the way up to $100.00 (for $80.00). Better yet, these gift cards are delivered digitally. So, if you’ve got a way to funnel money into the Best Buy web site, they’ll just instantly email you a discounted iTunes gift card code. How’s that for convenience?

Mash this link if you’re interested in taking advantage of the deal. You should see all the available gift cards. If the link isn’t working for you, just search their site for “iTunes (Digital Delivery)”. These 20% off deals aren’t anything to scoff at either, as buying $100.00 worth of credit for $80.00 could potentially net you nearly 20 free 99¢ games out of the deal depending on your local tax rate.

How much are those of you who are taking advantage of this dumping into the deal? I know people who buy stupid amounts of iTunes credit when these 20% off sales roll around, as that’s not only about as cheap as iTunes credit ever gets, but it’s also definitely a “the more you buy the more you save” kind of thing.

[via 9to5Mac]

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Written by admin

February 2, 2012 at 21:15

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Coming Tonight: ‘Awesome Land’, ‘Ghost Trick’, ‘Off The Lease’, ‘Reckless Racing 2′, and More

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Written by admin

February 2, 2012 at 5:15

Wizards of the Coast Release Official Magic: The Gathering App

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There are a ton of Magic: The Gathering utilities on the App Store to assist in playing the card game. I’ve always been partial to using a combination of TCG Buddy [$4.99] for game tracking and Orcish Librarian [Free] for checking card values. If the thought of dabbling in the third party Magic app market never appealed to you, you’re in luck, as Wizards of the Coast just launched Magic: The Gathering Toolbox [Free].

Wizards has already detailed all the features, but it includes life counters, a card search, a deck builder, and even the ability to test your deck to see what a sample hand would look like– All with full card art. With everything though, there’s a catch. Magic: The Gathering Toolbox will initially be free, but as they release new sets of cards being able to access those cards for deck building inside of the app will require “a small fee to update the deck builder with the latest content.” No word yet on what that “small fee” will be.

As a Magic player, I’m totally stoked to see Wizards branching out to do a little bit more with the game. Now, Wizards, how about you take a look at the Magic Online client next, eh?

App Store Link: Magic: The Gathering Toolbox, Free

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February 2, 2012 at 1:15

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‘Frederic – Resurrection of Music’ Review – Bold, But Muddled At Times

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I like to imagine there’s an Oberlin burnout somewhere who’s made a living getting bent on ayahuasca and pitching music-history based games to different companies. My hypothetical game designer, wide-eyed and euphoric, is responsible for games like Boom Boom Rocket, Eternal Sonata, Jazz: Trump’s Journey [$2.99], and now Frederic –Resurrection of Music [$1.99/HD/Lite], by Forever Entertainment S.A.

In the first scene, set in present-day Paris, Fryderyk Chopin climbs out of his grave, speaks with the Muses, and rap-battles a French DJ with dual-wield keyboards and a jetpack. After this, he rides a horse-and-carriage to Jamaica and gets high with a reggae artist named Rob. Amazing.

As he travels the world in his mystic carriage trying to unravel the circumstances of his undeath, Chopin runs through a series of musical duels with local artists. Mechanically, this translates into a rudimentary version of Piano Hero: notes travel on a track toward a touch-screen piano keys, and players are scored on their accuracy and combo streak.

The songs in Resurrection are modern remixes of Chopin’s most famous waltzes, nocturnes, études, and marzukas, re-imagined in the style of whichever locale our hero finds himself: country in Texas, Celtic dance in Ireland, chiptunes in Tokyo. I actually like most of the music — the Resurrection soundtrack is available for purchase on iTunes [$5.99] — but they all tend to suffer from repetitive melody and relatively simple arrangements. Still, the lighthearted pop remixes fit into the game’s absurdist aesthetic much better than an orchestral score would.

With only nine songs, Resurrection is relatively short, though some players might be able to extend its shelf-life by trying to improve their scores. But even on its hardest difficulty, at its most complex, Resurrection goes out of its way to indulge and empower the player, not defeat them with impossible challenges.

Like Climber Brothers [$0.99], the real joy of Resurrection is the one-to-one relationship between tactile input and feedback: tapping the screen of my iPad is more or less a reasonable facsimile of pressing down a physical key. This is a relatively simple pleasure, but Resurrection goes to great lengths to extend it by being overly-generous  in its design — players have a relatively large window to hit notes in, and it’s almost impossible to miss enough notes to fail a song. The goal here is to listen to the music and soak up the strange animations going on in the background.

Since failure — and, by extension, most of the game mechanics — is largely an illusion, Resurrection’s real hook is its insane premise and matching art direction. In both its art direction and treatment of ethnic stereotypes, Resurrection draws on the bande dessinée style of mid-80s Lucky Luke. The voice acting, too, is hard to place: British English re-routed through Forever Entertainment’s Polish roots.

But Resurrection’s essential Europeanness isn’t limited to animation and cut scenes, and this isn’t a game so much as it is a rewriting of Chopin’s cultural identity. During the Cadet Revolution in 1830 Chopin, the son of a Franco-Polish immigrant, fled Warsaw for Paris, never to return. Resurrection ultimately leads him back to a culturally reinvigorated Warsaw, but only after he uses his musical gifts to destroy the stereotyped, corporate shills that populate the rest of the world. Chopin is cast as the savior of music, but it’s odd that he uses modern remixes, not his traditional compositions, to further his cause.

By fudging its rhythm mechanics, Frederic — Resurrection of Music actually presents itself as more of an interactive cartoon than a game. But when viewed as such, Resurrection often comes off muddled and directionless and, even at the end of the game, it’s not clear why Chopin was resurrected, who he’s “saving” music from, or if he really succeeded.

Nevertheless, Resurrection is a bold product, unafraid to be campy, kitschy, and surreal, and presented as a labor of love from a team full of ideas. This game is larger than the sum of its parts and everyone I’ve showed it to has enjoyed basking in the art and music and in the fact that Frederic Chopin uses his second chance at life to smoke dope on the beach and learn the keytar.

App Store Links:
    Frederic – Resurrection of Music Complete, $3.99
    Frederic – Resurrection of Music HD Complete, $3.99 (iPad Only)
    Frederic Resurrection of Music, Free
    Frederic Resurrection of Music HD, Free (iPad Only)

TouchArcade Rating:

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Written by admin

February 1, 2012 at 21:15

Hands-On With ‘Eufloria,’ A Lean-Back RTS

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It’s 2012, and I’ve had a few years to conjure a snappy explanation of what Eufloria is and how it rolls. I haven’t. So, before I even get into how much I dig it on iPad, I’ll let my main man Rudolf Kremers — one of the handful of dudes behind the original release — do the talking. In our latest “bonus” podcast, he cheekily broke it down like this:

Eufloria is a game of space, conquest, and exploration based on themes of plant life and flowers rather than space marines and spaceships.”

That’s the thing about Eufloria: it’s an RTS that goes against the grain. It doesn’t have any big dudes in big armor smashing space orcs in the face with apartment-sized space maces. It also doesn’t subscribe to any particular feel or taste, or really, any action-y RTS conventions. It’s a minimalist strategy game that has some cool, laid-back creative touches, and it’s all wrapped up in a sensitive production overhead that conveys the game’s core design ideals and gentle pacing well.

This much has been proven in past iterations. And for the most part, what you’ve seen is what you’ll be getting Day Zero on iPad. Eufloria on iPad still looks gorgeous, it still runs as smooth as ever, and all the little technical touches on the movement, placement and execution phases of the game have made it over. But, on the other hand, I’m not seeing a major adjustment on anything anyone has complained about before — the balance appears to be still a little touch and go, and in some of the levels I’ve been playing, the pacing is brutally, brutally slow.

What the iPad port does bring, though, are new ways to interact more intimately with the experience. Pinch and zoom can be used liberally to explore every little nook and cranny of each level. Satisfying drag, hold, and swipe gestures take care of the rest. It’s all good stuff.

I asked Kremers after the show to explain what he was shooting for with this version’s controls. He said that the main idea was to strip “all barriers between playing the game and the device you play it on.” Mission accomplished as far as I’m concerned. This is appears to be as much of a lean-back experience as ever before, and delightfully so.

Here’s a breakdown for those of you just seeing Eufloria for the first time. This is a game about asteroids, trees, and tiny, winged seedlings. In almost every scenario, the goal is to take these seedlings to an asteroid, build a tree or two, and then usher even more seedlings on to other asteroids. The tech tree is simple: trees build seedlings and asteroids have one of three different effects on seedlings, either making them strong or fast or energetic. As trees age, they become more potent and harder to kill. Eventually you’ll see some variations on unit types as well as a defensive tree that’ll keep enemy seedlings off of your rock.

The strategy factors into the picture in a variety of ways. You can’t hit up an asteroid unless you have an asteroid connected to it. Also, most asteroids are inhabited, so you’ll need to kill the enemy seedlings and then destroy their trees, which are jacked into that asteroid’s core. Cracking the core boils and tearing down an impromptu space settlement boils down to a numbers game: basically, whoever has the larger wad of dudes wins. Much later in the game, you’ll be given very specific tasks, like say, defending or finding a path through a system.

On our show, Kremers explained where these ideas came from. Eufloria proper is based on a proof-of-concept called “Dyson,” which is named after a british physicist who theorized that you could explore space by growing mechanical trees on asteroids. It’s neat to see this crazy idea living on in a game.

The beauty of Eufloria is in its simplicity; it’s artfully stripped of graphical clutter and is fairly bare-boned on the UI and sound front. It’s also strikingly easy to play for a strategy game since most of the action happens on a macro-level: clicks, drags, and drops compose all you’ll need for galactic takeovers. This type of game feels great on iPad, and it seems like Team Eufloria and Tunatech pulled it off.

My time with the preview build, for reasons of avoiding anything other than modest scrutiny at this phase in its pre-release form, has been artificially shortened, so I don’t have a verdict for you. You’ll get that later at some point this month when the game sees a release across iOS at an unannounced price. We’re expecting more details to roll in shortly. Fingers crossed.

All the screens in this write-up are from the PSN version of the game. I can’t tell a difference between the two in picture-form.

[source]


Written by admin

February 1, 2012 at 21:15

‘Blot’ Review – A Cave Flyer that Looks Great on Paper – and Everywhere Else

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It’s safe to say that cave flyers have been around the block a few times, and that a few of you might just be sick of ‘em. Hey, that’s fair—I know my enduring love of endless runners and cave flyers isn’t shared by everyone. But do me a favor: take a look at Blot’s [$0.99] trailer before writing it off. Yeah, it’s just another cave flyer, but goodness, it’s gorgeous.

We’ve seen the control scheme and basic design a thousand times before, and there’s nothing new about collecting coins for upgrades, cosmetic or otherwise. Blot won’t win many points for fundamental originality. But it’s a solid, fun cave flier that also happens to be beautiful, with an underlying sense of humor that’s sure to please.

Screenshots don’t do it justice — a big part of Blot’s appeal is how lovely its parallax backgrounds look in motion. Someone at Majestic Software has taken time to sketch out all manner of things — trees, candies, wastelands, ponies, helicopters wielding swords and morningstars, you name it—which the game then combines and recombines to build new backdrops each time you play.

This is part of a broader vision. Blot himself is an ink spatter, flying outwards from a pen. He dodges pencils and seeks out paint cans and smudges. The artistic theme isn’t carried through as far as it could be—art and coin collection don’t exactly go hand in hand—but it gets very, very close.

For controls you’re looking at something a lot like Jetpack Joyride [Free], to name one recent and popular example. The titular Blot is bigger and a bit floatier than Barry Steakfries and his jetpack, but it has the same inputs—tap to rise, let go to fall. The arc of its movement might take a bit of getting used to, but there are no drastic changes.

And what would a modern cave flyer be without a collection mechanic or two? Aside from coins, you’ll also seek out boost buddies. Blot grows as it absorbs these cute little dudes, making it easier to grab coins but harder to dodge obstacles. Once you pick up four, you get a big boost of speed and temporary invincibility. There are also colorful paint cans and smudges to be found that mess with speed, direction and magnetism.

The coins you collect can be exchanged for upgrades. The selection is pretty cool—stuff that makes paint effects or boosts last longer, alerts you to upcoming boost buddies, makes you magnetic or doubles your income. Since you can only pick one to equip, you’ll have to consider whether you’re grinding for coins, going the distance or working on a Game Center achievement that requires a bit of extra assistance.

The game takes any chance to serve up pop-culture references. Little things, mostly, like how the buddy detector is called the “pip-blot 2000,” and the unlockable costumes play off things like Star Trek and the Ace Attorney series. There are also achievements for flying past wild reference in the background sketches, although you’ll probably die if you take the time to look for them. Best of all, none of this feels as forced or out of place as memes so often do when they pop up in games.

Some of the foreground elements are a bit abrasive against the terribly sexy backgrounds, but everything else is awesome. There’s lovely (if brief) music to fly to, and Blot is stupidly charming for something with only a few frames of animation (that little scrunchy face…!). And while there isn’t a plot or a complicated mission system to keep you motivated, the high score grind is made valuable with coin rewards and a grading system. Practice makes perfect, but getting an A+ will take skill.

One little warning – you can purchase coins with cash. Don’t bother unless you’re out to support the developers or stockpile a huge supply of portals—you’ll just rob yourself of the fun of actually playing. The grind isn’t painful at all unless you need the highest end items right away. My only quibble is that the IAP coins come a bit cheap – a single $2.99 purchase can give you most of what you’d ever need, so grinding starts to look like a bad value proposition.

It’s hard to complain, though. While it fails to distinguish itself on mechanics, Blot blows most of its competition out of the water with style alone. It’s delightful, plain and simple, and when given the choice between equally solid games, I’ll take the one that delights me any day. Who wouldn’t want a little more joy in their games, right? So take a good long look at Blot, and let us know if you like what you see.

App Store Link: Blot, $0.99 (Universal)

TouchArcade Rating:

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Written by admin

February 1, 2012 at 21:15

More ‘TinyTower’ Drama: Glu Releases Second Knock-Off; Zynga Responds, as Does NimbleBit

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I hope NimbleBit believes in the saying “There’s no such thing as bad publicity,” because they’ve certainly been the target of a boat-load of industry drama lately with not one but three individual TinyTower [Free] knock-off “betas” landing on the Canadian App Store in the last week. First there was Zynga’s Dream Heights [Free], then Glu’s Small Street [Free], and this morning we discovered another clone by Glu, Lil’ Dungeon [Free]. The main innovation of Lil’ Dungeon seems to be that you’re building down instead of up. Aside from some new graphics, just like the other clones, all of the gameplay elements are identical.

What’s more interesting than Glu mashing the green button on their copy machines is that Zynga actually has responded to the recent controversy. VentureBeat not only scored a interview with Mark Pincus, Zynga’s chief executive of social games, they also managed to snag a copy of a confidential memo he sent around. The takeaway from the interview is this:

In essence, Pincus is not saying that it’s OK to copy someone else’s game. Rather, he is saying that a company can make a contribution to the canon of gaming if it takes an existing game and improves it. That company can reimagine the game and remove all the barriers that stand between the game reaching a billion people.

“You should be careful not to throw stones when you live in glass towers,” Pincus said. “When you pull the lens back, you saw that their tower game looked similar to five other tower games going all the way back to SimTower in the early 1990s.” …Read More

In light of this news, I got in contact with NimbleBit’s Ian Marsh for a rebuttal to Pincus’ claims:

It is a smart idea for Mark Pincus and Zynga to try and lump all games with the name Tower together as an actual genre whose games borrow from each other. Unfortunately sharing a name or setting does not a genre make. The games Pincus mentions couldn’t be more different. Sim Tower is a true “sim” with macroscopic management and fine tuning of a buildings facilities. Tower Bloxx is a timing based high score game.

If you take a quick look before “pulling the lens back” as Pincus suggests, you’ll find an innumerable number of details in the game that were painstakingly crafted to be identical to Tiny Tower. These are core gameplay mechanics and rules, not similar settings or themes that games in the same genre might share.

Why are there 5 different business types like Tiny Tower? Why do 5 people fit in an apartment instead of 4 or 6? Why are there VIP elevator riders that perform the same functions as Tiny Tower? Why do businesses employ exactly 3 workers and produce exactly 3 products that are stocked in exactly the same way as Tiny Tower. Even the tutorials at the beginning of the game follow the exact same steps.

All of these things are poorly hidden underneath an uninspired veneer which has become Zynga’s trademark.

It’s hard to disagree with the NimbleBit guys on this one, and it’s equally difficult to find the “improvement” Zynga claims to have packed into Dream Tower. From where we’re sitting, it seems that the main “improvement” that they’re seeing is the Zynga dog in the top left corner of the Dream Tower app icon.

[source]


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February 1, 2012 at 1:15

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