Archive for the ‘Car’ tag
‘Light the Flower’ Review – This Puzzler Will Leave You Beaming
A new Chillingo puzzle game? You don’t say. Well, if there’s one thing we can expect from Chillingo, it’s a certain level of quality that all of their games exhibit. They may not blow us out of the water, but what they give us is normally a pretty solid product. Light the Flower [$0.99] falls squarely into this category, presenting an interesting puzzler that keeps you thinking, but doesn’t present too much frustration — usually a winning formula for iOS titles.
Most iOS games have fairly simple plots, but Light the Flower is even more pared down than the usual title, which I personally like (reminds me of old school gaming, in fact). Each level consists of a room with a happy flower inside (sometimes more than one).
Your job is to bring the flower back to life by directing a beam of light from a nearby window with your finger and making sure it hits the flower. While you are doing so, you can also aim carefully to make sure that the beam of light also lights up stars that are randomly scattered around the room. The number of stars you are able to capture dictates your score at the end of each level.
In the beginning, things will be simple, but Chillingo gives us plenty more to do as the game progresses. Later levels present colored filters for you to direct your light through, which you will have to match with the color of the flower you are trying to revive. You’ll learn that mirrors you use to direct the light are double sided, so that’s to your advantage. Throwing switches and splitting beams will also become part of your strategy to move forward.
Five “houses” of rooms are available to play, each with a dozen levels hiding inside. That’s a total of sixty levels to play, which should keep you busy for some time. You can unlock the houses as you progress, or if you are feeling impatient and want to see what later levels have to offer, you can skip the effort and unlock them all by paying a $0.99 fee. If Light the Flower was a harder game, I’d say this might be worth it, but I think it’s just challenging enough to keep you playing, but not to the point where it makes you miserable to try to get further.
Light the Flower has a cheerful, cartoon-inspired look, and it does present some replayability if you want to try to snag all the stars in every level or improve your time. It’s also compatible with Crystal and Game Center, so you have achievements to aim for. I also noticed that there is an extra house with a ‘Coming Soon’ slapped on it, so apparently Chillingo is planning to release another dozen levels later down the line.
Some user reviews mentioned issues with the game crashing, but I never had the problem pop up once. Apparently, if you do, a delete and reinstall will fix it up just fine. Either way, I suspect you’ll be brightening up some poor flower’s day in no time. And people said you didn’t have a green thumb!
TouchArcade Rating: 
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Free to Play ‘Dark Meadow: The Pact’ Hits; ‘Dark Meadow’ Proper Updated – Here’s What You Need to Know
Earlier this month we caught wind that Phosphor Games was planning to give the paid version of Dark Meadow [ $5.99 ] a free to play extreme makeover. Our community caught wind, formed up the all too predictable angry mob, and the next day Phosphor decided that the free to play version would come as a separate app instead of updating the existing paid version.
Last night, two things happened. First off, Dark Meadow: The Pact [ Free ] hit the App Store, offering players who never tried the original game a free opportunity to dip their toes into the Dark Meadow universe. Secondly, Dark Meadow was updated to have all the improvements of the free version. This includes Retina Display support for the new iPad and some new content which comprises both new areas and enemies as well as weapons. Getting around in the game is also easier, as they’ve not only added an in-game map, but also the ability to warp around so you don’t have to totally start over when you die.
Regardless, I’d still back up your original Dark Meadow .ipa file before updating in case you ever want to go back, especially if you’re the kind of person who hates shoehorned IAP currency. The way I (and a lot of our community it’d seem) from Phosphor on how they were going to split the free and paid versions was more along the lines of “We’re going to add the tweaks and new content from the free to play version to the existing paid version, leaving all the wacky micro transaction stuff to the free version.”

Unfortunately, what we got is an update which adds all the IAP currencies as well along with a consolation prize of sorts which amounts an ability to toggle the ads off along with some normal coins, sun coins (the IAP currency), along with some consumable health packs and bombs. (Bombs destroy enemies without needing to fight them.)
The IAP currency balancing is also crazy. If you want any of the new items which are purchased with sun coins, even in the paid version, you have three options:
- Grind for eternity farming up kill streaks to earn sun coins.
- Buy sun coins via IAP.
- Complete referral offers like signing up for credit cards and online dating sites among other things.
Weirder yet, the way these referral offers are balanced against the actual IAP makes no sense. For instance, one of the referral offers asks you to buy a PC or Mac game from for $2.99. This rewards you with as much IAP currency as the $9.99 bundle of sun coins, but you also get a PC/Mac game out of the deal. Normally I’d say this isn’t that big of a problem because you can just try to ignore the IAP items and play the game with what you can get with in-game coins… BUT.
The problem with this line of thinking and Dark Meadow is that character progression in these Infinity Blade-like games hinges on gear unlocks, while both saving up and looking forward to the next weapon you can afford. Yes, it’s entirely optional, but looking at what you can buy with the non-IAP currency from the in-game item shop feels like ordering off the kids menu when compared to the substantial difference in power found in the premium IAP-currency items.
That being said, if you can deal with this proverbial carrot being dangled in front of your face while you play through both the free and paid versions of Dark Meadow, the gameplay is actually legitimately better than it was before. IAP schemes aside, combat feels much more responsive, the ability to warp back to near where you were when you died was sorely needed, and it looks great on the new iPad.
The good news is that the guys from Phosphor are responding to user feedback, and seem genuinely interested in making players happy. That counts for something, although I’d be lying if I said I wasn’t disappointed in this trend on the App Store. Dark Meadow was one of the early games powered by the Unreal engine, and it’s sad to see the game go down the same free to play path as everyone else instead of just proudly existing as a premium showpiece title.
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Hands-On With ‘8-bit Ninja’
In a universe in which ninja tournaments aren’t just an elaborate excuse to stage a gory multidimensional melee, there’s an adorable little ninja on his way to castle Shimawa on a hill. Hatted and garbed in his finest eentsy weentsy blacks, this little ninja is on his way to the 200th annual ninja tournament. He doesn’t know it until he gets on the stage, but he’s not skilled enough to win, at all.
And thus little ninja’s failure becomes the premise of another game on mobile platforms that revolves around fruit. And while 8-bit Ninja might roll in one of the most dry and tired design elements in today’s market, it does have something to share: simple fun.
At its core, this is a 2D side-scrolling avoidance game. You’ll control little ninja as he dodges an infinite amount of fruit being fired at him from an upset crowd. The more fruit you dodge, the higher your point value at the end of your session. The game ends when a piece of watermelon, cantaloupe, an orange, or a pineapple hits you as you glide from left to right in the cutesy, though strangely not 8-bit, playing area. I doubt that users will ever receive an emotional rise from any of this, but the action model does a decent job of engaging me. Its immediately accessible and blunt, like an everyday simple pleasure.

If this sounds like something you’ve played before, it is. I asked developer DogByte where the idea for 8-bit Ninja came from, and unsurprisingly, it’s a product of its time. DogByte loves Falling Balls and Fruit Ninja and wanted to construct something that took elements from both, but iterated in important, though non-surface, areas.
And that’s the thing about 8-bit Ninja: it does have some interesting points of design buried within its cutesy art direction and simplistic play. For one, you’ll never walk into the game carrying tools that directly interact with enemy fruit. Little ninja can, however, pick up and utilize random items that spawn on the map. Weaponry, like blades or shurikens, act like timed but stationary turrets of fruit-slicing fury. Picking up these items up is a clear choice, and one that adds a light tactical flair to the game’s action. And then there’s the progression system, which is as sweet as chocolate.
“The game features multiple unlockable characters each with unique special powers to unleash, multiple arenas with unique extras and a lot of power-ups,” DogByte tells us. But that’s selling the progression a little short. As you play, you’ll earn EXP for your character, which seems to ramp up his speed and his special ability, which in the case of little ninja, is a shield. There are two other characters to unlock down the line, each of which boasts different abilities.
Also, you’ll collect two forms of in-game currency: gems and eggs. Gems can be used to level up those randomly spawned items so they last longer and have greater effects as you play. You can also buy a nifty one-use hat that acts as armor. Eggs, on the other hand, can be used to buy new characters with new abilities, new levels, or even gems. These constituent parts all feed into each other harmoniously, and really bolster that best-in-class one-more-play kind of tone, similar to, strangely, Call of Duty’s You’ll spend a senseless amount of time powering up my guy and abilities, all in the name of superior stats. This kind of stuff gets in your head in a satisfying way.
Gems and eggs also feed into the game’s free-to-play model, but this title’s brand of functionality appears to be inoffensive. Instead of annoying or nagging, it treats the user as a premium-level consumer from the get-go. The pre-release build of 8-bit Ninja has never made me feel like I need to dip into my wallet to enjoy the progression system and what it offers. Eggs and gems rain freely, though at the cost of ad support. Ads were off in the build I played.
8-bit Ninja might be simple, and the name might be a hair deceiving considering that this plainly isn’t an 8-bit game, but this is definitely something you’ll want to check out later this April when it hits iOS and Android for the price of free.
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‘Battleloot Adventure’ Review – An Approachable and Fun Strategy RPG with Personality
Behold! The kingdom of Kameloot! A great land plagued by literature-loving rats, ruffians, maddened herbivores and stupefyingly high taxes. It is here that Battleloot Adventure [99¢/HD] takes place. In this turn-based strategy/RPG hybrid, you’ll be taking command of a motley crew of mercenaries.
Unlike most titles within the genre, Battleloot Adventure will not have you galloping off to the castle in order to decapitate the state dignitaries. I mean, the local oppression is sort of what keeps you rolling in the dough. While, in theory, your purpose in life is to assist the city you’ve sworn fealty to in its attempt to win the ‘Grand Gossip Notoriety Prize’ , you’re really just in it for the gold.
As you might have guessed already, Battleloot Adventures is not a game that takes itself too seriously. It’s a game plagued with sheep, after all. Black sheep. Red-eyed, rabid-looking sheep. Be-tentacled, flatulent purple sheep. Battleloot Adventure has a sheep for all occasions. Can you honestly imagine something like this being grim and dark?
The bright, cartoony art style certainly enforces the light-hearted atmosphere. Characters are well-drawn and vividly colored albeit often encumbered with slightly overlarge heads, something that may not appeal to those who do not enjoy Japanese anime. In contrast, the watercolor backgrounds look as though they deserve a spot in a children storybook somewhere.
Now, let’s talk about the gameplay. Combat in Battleloot Adventure is wonderfully simple. To attack, you tap on your target. To defend, you tap on yourself. To utilize an item or a skill, you tap on the appropriate icon before tapping on the desired target. Simple, right?
Sort of. Once you dive into it, things start to get complicated. One of the things that you’re going to have to monitor is energy. Almost everything you do (item consumption being the notable exception here) requires expenditure of that precious resource. If you permit a character’s energy to drop below a certain percentage, they’ll be useless up till the point their bar replenishes. And no, you can’t block under these circumstances either, something that will be the cause of despair at least once.
There’s an element of ‘rock, paper, scissors’ to the fights. You see, each entity in the game is associated with one of four classes. Each class, in turn, is represented by a color. Bandits are red, soldiers are blue, healers are green and wizards are flamboyantly purple. As you might have guessed already, certain classes will do well against others. The rogues of the game, for example, do well against soldiers but fare poorly against a wizard’s assault. Needless to say, the ecosystem of colors is something you’ll want to keep in mind if you want to perform effectively in combat.
Skills have been done in a rather interesting fashion here. While most games demand payment in mana or energy, Battleloot Adventure wants payment in stars. Stars are what you acquire when you’ve inflicted sufficient amounts of damage on an enemy. Stars are also essential to some quests and provide bonus gold at the successful completion of a stage. Stars are great. Unfortunately, in order to use a skill, you’re going to have to spend a star. Will it be worth it? That’s entirely up to you.
On top of all that, you’ll also have to take passive abilities, talents, equipment, environmental effects, the fact you can rope your characters together to assist one another in attacks, and quest objectives into consideration. It’s a lot to juggle, but what makes Battleloot Adventure so neat is the fact that it’s not mandatory for you to know exactly what you’re doing. It is exactly as easy or as difficult as you want it to be. You can elect to finish everything in two rounds via a strategic usage of skills and physical prowess or you can work through each enemy slowly. It’s up to you.
One of the things that make me incredibly happy about Battleloot Adventure is the way they’ve handled IAPs in the game. They’ve done an excellent job with it. I think this is the first time I’ve said that about any game’s usage of the freemium model, but it’s true. Instead of ransoming your headgear or demanding money to unlock new quests, Battleloot Adventure will offer you in-game gold for real-life cash, and if you don’t want to, you don’t actually need to buy the gold. Things in Battleloot Adventure do not cost an arm and a leg. At most, they might cost a toe or an unimportant finger. It’s definitely a refreshing change.
That said, with Battleloot Adventure, patience is important. In spite of all the praise I’ve lavished onto it, Battleloot Adventure is one of those games that takes a little warming up. The dialogue isn’t atrocious but it’s certainly not the most impressive in the world. As for the first Act, well, the less said about it the better. I understand wanting to ease the new player into the world but the pacing’s slightly off for Act 1.
Nonetheless, for those willing to persevere, the game opens up when you reach Act II. Suddenly, there are things to do everywhere. There is equipment to unlock. There are feats to complete. With every quest you fulfill, more areas become unlocked. Speaking of equipment, I love the fact that all of the gear that you acquire will be visible on your party members in a wonderful display of attention to detail.
Battleloot Adventure isn’t perfect (I don’t want to look a gift horse in the mouth but that Witch is broken, guys. Broken. Also, there’s no Universal version. Why, Digital Tales, why?). Nonetheless, it’s still an impressive addition to the App Store and a game that belongs in your library. It’s immersive, it’s expansive (I’ve been playing it for a week), it’s simple, it’s something you can teach to your grandparents and your three-year old niece. As long as you’re OK with some minor quirks, Battleloot Adventure is one that you don’t want to miss.
TouchArcade Rating: 
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3 Big Retina iPad Updates – ‘Epoch’, ‘Paper Monsters’, and ‘Waking Mars’
‘Pebble Universe’ – Charmingly Gory Timing Puzzles
If you’ve played many physics puzzle games (or classic point-and-click adventures, for that matter), then you’re undoubtedly familiar with pixel hunting. It’s when you know there’s a solution right in front of your nose that you could find if you just locate the exact pixel the developers expect you to find. That’s not quite the case in Pebble Universe [$0.99]—there are a few pixels that will work at any given moment. But they’re moving. And so are you. Feel like tearing your hair out yet?
Don’t get me wrong, here. Pixel hunting reeks of fake difficulty, but the timing you’ll need to perfect in Pebble Universe is very, very real. In any given level you’ll need to launch two pebbles, pebbles that may move at different speeds, down increasingly complex paths so that they smash into each other at the perfect moment. That moment is the one that sees them right beneath the (potentially mobile) soot monsters whose death will do maximum damage. This task gets pretty hard, and it’s worth knowing that up front. Are you the type to patiently wait for your moment, or are you the sort to throw things against the wall? An honest answer will tell you whether or not you’re likely to enjoy this game.
I have to give real credit here. The studio has created a physics puzzle game that doesn’t play like everything else on the market. You might pick up a new skill in Pebble Universe, the skill of timing two objects moving at different speeds down different paths at a glance. That’s something worth adding to your gaming toolbox, you know?
It doesn’t hurt that the game also happens to be stupidly cute. The pebbles are tiny, vulnerable, and look as dumb as, well, rocks. They squeak, babble and celebrate every success. The Sootlump monsters are nearly as cute, scared for their lives as they are. Stupidly violent might be another way to describe Pebble Universe. You smash two critters against each other until they explode, at which point their shrapnel shears other critters to bits. As they gib their eyeballs and horns can chain into other monsters. Yep. Eyeballs everywhere.
If you’re particularly skilled at blowing things up you can earn a couple awards per level. It’s not quite the three star system we know so well, but it’s not far off. You get one award for reaching a certain score, usually based on how many pebbles you have left when you kill the level’s royal monster. The second award is for destroying all the other monsters before you commit regicide.
You will, of course, run into all manner of complex challenges along your path through the game’s two worlds. The level layouts get quite complicated, so you’ll often need to roll one pebble down, over and around a few obstacles before knocking it into its partner. Add to that a few interactive elements like fans, geysers and bouncy sponges and you’re just asking for trouble. You have a few tools of your own as well—slow pebbles, fast pebbles, sniper pebbles and splitter pebbles, mostly. They’re pre-selected per level, though, so they’re part of the puzzle more than its solution.
There are 50 levels to work your way through and 6 bonus levels to unlock, so you won’t easily run out of game to play. It sounds as though Itatake has more to come, too. For more of a challenge, work your way up the leaderboards for each world. For less of a challenge, pay a buck to unlock all the levels so you don’t have to.
It can be hard to get excited for another physics puzzler, but Pebble Universe does a good job of freshening the genre up. If super careful timing sounds good to you, then you’re probably going to like this game. The folks on certainly do. And really, what’s not to like about throwing rocks at things until their eyes burst out, right? Now there’s a selling point.
TouchArcade Rating: 
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A Free-To-Play ‘Okabu’ Is Coming To iOS
Simon Oliver of Rolando fame is coming back to mobile with a new Okabu game, The Guardian is reporting. Oliver released the original Okabu on PS3 back in 2011. It took a slugging from critics for its overly dry and simplistic design, but Oliver and his studio has since been working on a free-to-play take in preparation for a release this year across iOS and Android. He didn’t comment on what this one will do differently.
He did, however, describe the original Okabu as a first step. He and his studio built a universe, and they’ll continue to work within it. “We wanted to retain ownership of the IP so we could build something that we knew would work across different platforms,” Oliver said. “That’s been our focus since October, working on a prototype for a new free-to-play game set in the Okabu universe, for iOS and Android,” he continued, hopefully with a flourish.
A screen of the PS3 version of the game.
The entire interview, by the way, is a fascinating read. Oliver has been around since the beginning of the App Store and, with help from Rolando, he became one of the first App Store success stories. The Guardian quizzed him about all sorts of currents topics, including the , IP ownership, and the new and more vibrant App Store landscape. His answers carry a different weight.
[via ]
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‘Carota!’ Review – Get Your Old School On with this Zelda-Flavored Puzzler
I must be biologically programmed to react instantly to anything that reminds me of The Legend of Zelda for NES. Take Carota! [$1.99], for instance, which is a puzzle game starring a rabbit named Thaddeus who’s been knocked down a hole and must proceed through 50 levels of puzzling to make it back to the Earth’s surface. Must have been a deep hole, yeah?
Anyway, if you’ve ever played Zelda (and who hasn’t), you’ll recognize that some of Carota’s levels take place in a room that looks awfully like the rooms of the Zelda dungeons. And so, the nostalgia begins…
It’s really no more than a hat tip though, which I appreciate, since I’ve played plenty of Zelda clones. Carota! is anything but, going in favor of an interesting little puzzle dynamic where you turn blocks with the touch of a finger in order to guide your rabbit to the door.
This sounds very simple, and in the beginning, that is just what it is. You can drag blocks around the screen in order to craft this path, but in order to clear a level, you must use a certain number of blocks or the door will not open. This is no problem at all when your goal is to use four. It gets somewhat more complicated once you have fifteen. Did I mention the blocks also disappear after you waste enough time? Yep, there is that.
You do have a few options at your advantage, however — you can introduce new blocks in at anytime (and you’ll get a preview of what each block is, in the upper left hand corner), and you also have access to a speed button which makes your bunny friend go just a tad faster. Both of these resources are invaluable as the levels become more difficult. Since Thaddeus only walks in one direction most of the time, you’ll have to be crafty about making sure you turn blocks at just the right moments to keep him moving, too. Oh, but he always turns left at forks. And he cannot walk back on a tile he has already crossed. Have you got all this written down?
Keep that pen out. In later levels, there will be more new blocks for you to learn to work with, such as blue ones that are slippery. To say that Carota! gets difficult later down the line would be a bit of an understatement. You’ll have quite a bit going on to manage if you can progress, and that’s when one of the game’s fatal flaws comes in — it’s not always 100% responsive to touch when you are trying to move blocks around. It’s mostly responsive, but I did have a few issues where I had to drag my finger across the screen several times when trying to move a block, which meant losing the precious few seconds I needed and Thaddeus fell to his doom.
Carota! will time you as you progress through each level, so if you want to try to improve your score, the option is there. To tell you the truth, though, some of these levels drove me so crazy, I don’t think I would ever want to play them again. If you’re a high score rockstar, however, OpenFeint and Game Center are waiting for you to get in there and show off your high scores.
I liked the concept of Carota! but I thought it could have been executed better. If the controls were as responsive as I expected, I think it could have helped with the challenge of later levels, but fighting against that issue and the difficulty at the same time made me feel as if I was struggling to have a good time. When the formula works, it works well, but if you don’t have a high tolerance for punishment, you might want to spend that $1.99 elsewhere.
TouchArcade Rating: 
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‘Swordigo’ Review – The Hack and Slash Adventure We’ve Been Waiting For
Swordigo [$1.99] shouldn’t be as refreshing as it is. We were playing through better hack and slash adventures twenty years ago. But the genre has stumbled en route to the App Store, and we’ve been left waiting for a classic of the mobile era. Swordigo might just be the one.
is building a reputation for impressive games. Soosiz [$1.99 / HD], the studio’s first release won our hearts with a combination of novel design and great controls. Swordigo has all the things you’d expect from a good hack-n-slash: boss battles, sword combat, spell slinging, character upgrades and a ton of exploration. We’ve seen it all before. So why is it so utterly satisfying?
Scarcity is part of the reason. But Touch Foo has done more than create a game in an under-represented niche. It’s done an outstanding job of building it in the process.
From the controls to the upgrade mechanics, nearly everything in Swordigo works better than you might expect. On-screen directional controls are so often awkward, but they’re flawless here. In the eight hours I spent with the game I only bungled one or two jumps with my hand out of place, a better than reasonable margin of error. And that eight hours of content? That’s just for the main game. If you’re inclined to hunt down every last treasure chest (and earn the related Game Center achievement), expect to put in more time.
The art might be a problem for some. I’ve never been comfortable with Touch Foo’s style. The critters and character design in Soosiz grated on me, and the transition to 2.5D hasn’t helped. The environments are decent if repetitive, but it would be generous to say the character models have the detail of a Playmobil figure. You might be inclined to skip the game because of that. Don’t. The hero looks better as the game goes on, and you won’t notice the look when you’re knee deep in rock-solid gameplay.
You also shouldn’t look to this game for an original story—Swordigo goes well beyond nodding to Link and his crew. I’m not saying that like it’s a bad thing—it’s a charming homage, and it’s also unobtrusive. Touch Foo clearly spent its time elsewhere, designing an impressive platforming experience and a fun set of customizable upgrades. Some of the latter can be bought with the not-rupees dropped by enemies and unsuspecting bushes. Others are found tucked away in secret treasure chests.
Early on, there isn’t much to do. You’ll have a sword and a jump button and can only do so much with the combination. But your toolbox expands as the game’s four spells are introduced. Three can be used against enemies, and all four let you interact with the environment in new ways. You can shoot switches with your magic bolts or blow up hidden walls with bombs. Boss fights take advantage of those abilities, and there are unique challenges in nearly every new area. Because of this, Swordigo stays novel for its entire length, never relying on familiar tactics for long.
If a challenge can be defeated using spells or objects from the environment, the game plays beautifully. Sword combat, on the other hand, is a bit stiff. Your attacks run in a pattern, and you’ll often need an overhead swing at just the moment you slash forward. Enemies seem designed to exploit that weakness in the most frustrating ways, firing just over your sword’s reach or swooping down and hitting you in the face. Thankfully death is rarely a problem—falling takes you back to the last ledge with a sliver of health lost, while anything more permanent drops you at the most recent checkpoint. You can also teleport between checkpoints, so it’s trivial to take a trip back to town to shop or heal.
So while there are frustrations and a handful of small bugs, they’re blips in a solid eight hours of entertainment. Whether it ends up as a hidden gem or a genuine hit, Swordigo will have earned its place in any number of hearts. Touch Foo may be treading familiar ground, but it does so with great skill. If you’re up for a good old fashioned adventure, this is where you want to be. You might also want to be in our —it’s dangerous to go alone.
TouchArcade Rating: 
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‘Hunters 2′ Review – A Great Strategy Game that Improves Upon the Original
When Hunters: Episode One hit the scene almost a year ago, we were impressed with its solid gameplay and daily mission structure. With Hunters 2 [$4.99], looks to expand on the success of the original with additional content while attempting to address some of the shortfalls of the original. While Hunters 2 has its share of nagging problems, there are more than enough improvements to the core gameplay to make this sequel worthwhile.
As expected, gameplay in Hunters 2 is comparable to its predecessor. Players still deploy and guide hunters through a variety of environments (complete with fog of war), taking out opposing forces in furtherance of hitting mission objectives (which typically involve defending an objective, reaching a marker or just taking out all forces). Both the leveling and equipment systems return, offering a variety of different ways to upgrade your hunters. Also making a return is the daily mission hub, offering new contracts with different maps and objectives every day. At this point, Hunters 2 offers more of a ‘tried-and-true’ approach to turn-based strategy, leaving little to error or imagination.
While the gameplay is mostly similar, Hunters 2 does add a few new elements to the mix. In addition to fighting against other hunters, the game introduces a new alien race that has its own attack style. The aliens play a role in the new campaign mode, which finally offers a story experience to the Hunters world. Hunters 2 also combines the previous Health/Armor system into simply Armor, streamlining weapon damage. A new crafting system also allows players to customize a wide variety of weapons (at a premium price). Permadeath also makes its debut, offering genre fans the opportunity for a more hardcore experience. Finally, the sequel overhauls the talent system, providing a great deal more customization for individual hunters.
This new upgrade system is at the heart of the Hunter 2 changes. Hunters are assigned two of six possible talent trees, which provide perks ranging from additional benefits while guarding to increased weapon damage and armor protection. Players can hire new hunters with different talent trees, although only a limited amount of hunters are available to hire at any one time (hunters for hire cycle every few hours with the rest of the in-game shop).
Level design has also improved in Hunters 2, with a bit more variety in environment and size. However, I still noticed that some of the tile sets appear to be recycled from the first Hunters. Visuals are also well done, with fast, fluid animations (although I think retina support for the new iPad would have been a nice addition). However, I did encounter a strange lighting bug that would completely wash out the environment colors and make the game very bright.
One feature that is sorely missing in Hunters 2 is the inclusion of iCloud support. Considering the amount of investment you can have with building up your team in terms of loot and stats, I really would have liked the ability to move saves between different iOS devices. This is especially true since Hunters 2 plays great on both iPad and iPhone.
Despite its inclusion of a story-driven campaign, plot is still somewhat lacking in Hunters 2. The number of set missions is incredibly small and the tale being told lacks any kind of narrative punch to serve as motivation for continuing the campaign. Granted, some gamers will undoubtedly not care about a story, but I just found it a little disappointing.
Still, despite my above complaints, Hunters 2 continues to do a great job preserving the core gameplay mechanics of Episode One. The leveling system and large variety of weapons keep me coming back to play missions simply to earn more gold and experience to refine my hunters. Also, the loot system and daily mission structure do a great job promoting replayability. As mentioned above, there’s nothing new or particularly innovative, but it’s still implemented well.
It goes without saying that fans of Hunters: Episode One will have a great time with Hunters 2. The tweaks to the leveling and upgrade systems do a great job streamlining gameplay while the inclusion of an actual campaign and additional difficulty options are welcome additions. While the incremental upgrades probably won’t win over gamers that weren’t fans of the original, Hunters 2 still offers a compelling turn-based strategy experience.
TouchArcade Rating: 
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