TouchArcade.ru

Игры для iPhone и iPod Touch

Archive for the ‘cars’ tag

‘Final Freeway’ Review – A Fun Homage to ‘OutRun’ for iPhone and iPad

without comments

The 1986 arcade classic OutRun, with its easy to pick up gameplay and simplistic mechanics, seems like it would be a perfect fit for the iPhone. It's strange then, given the wealth of racing games on the App Store, that no one has taken a serious stab at an OutRun-inspired game yet. Now, developer Oyatsukai.com has risen to this challenge with their first iPhone game Final Freeway, and delivered in fairly impressive fashion. Final Freeway does an excellent job at capturing the feel of the original OutRun, while offering tight controls with multiple configurations and a terrific sense of speed that runs well even on older devices.

Just as in OutRun, Final Freeway is a point-to-point racing game, where instead of trying to beat other cars to the finish you're trying to reach each checkpoint in the given amount of time until finally reaching the end. In total there are six different sections to race through, each with their own unique scenery, but unfortunately there aren't the branching paths at the end of each section as in OutRun. The racing is simple and arcadey, with the focus being to race each leg of the track as fast as possible while avoiding traffic and staying on the track. You don't crash in the game, but will slow down a lot if you hit another car or go off track. If time runs out before you reach the end of the track segment, it's game over.

In another nod to OutRun, you can choose one of three different tunes to listen to while you're racing in Final Freeway. Also, your ride looks suspiciously like a Ferrari, which is the staple car in the OutRun series. The graphics in Final Freeway are very nice, with added support for the higher resolution iPhone 4 and iPad displays. The framerate is ultra smooth, even on my iPod touch 2G, and makes for a blazingly fast sense of speed. There are touch and tilt control options, with various other configurations of onscreen button placement. Either control option works well, but I found myself preferring the touch controls. There isn't the option for auto-accelerate, only separate gas and brake buttons, but this actually benefits the game as it can pay to merely let off the gas when approaching turns rather than slamming on the brakes.

Really, the only fault of Final Freeway is that there just isn't that much of it. The six track locations are decent, and can be played on a normal or expert setting, but I would love to see more. It sounds like that just might happen too, as the developer is active in our forums and has hinted that more levels are on their way, as well as taking note of other suggestions from our forum members for future updates. With a few updates, Final Freeway could evolve into something truly special, although what is here already is quite competent for the price. The bottom line is that Final Freeway is fun, plays extremely well, looks great, and will scratch that OutRun itch whenever you need it to.

App Store Link: Final Freeway, $0.99 (Universal)

[source]


Written by admin

August 30, 2010 at 20:15

‘Zombie Highway’ Review – Like Zombieland, Gives The Zombie Thing a Little Extra Mileage

without comments

The human intellect is a remarkable beast. Just when we think that all possible Zombie concepts have been duly wrung out from our collective minds, developers renderPaz go and throw us a curve-ball. Picture this: you're driving down the post-apocalyptic interstate, weaving through abandoned vehicles strewn everywhere– when you see a hitch-hiker. Naturally, this being post-apocalyptic America, the rule of thumb (think Zombieland) is to just keep on driving. In Zombie Highway [99¢] you aren't afforded that luxury.

The object in Zombie Highway is to just keep on driving– pedal to the metal, you have only one speed– faster. That's not to say you're get very far, as zombies don't generally take kindly to your brains being cocooned inside an SUV's hard exterior. And unlike the variety in Zombieland, these zombies are willing to work to get them.

Zombies in Zombie Highway will pounce on your car's side rails as you speed past them, doing all they can to bring the car to a stop– generally by using their superhuman undead strength to wrestle it till it topples over. There are 7 types of zombies all up, from the skinny fledgling variety, to the stronger, health-regenerating, weightier monsters that do a world of hurt to your center of balance. As zombies stack up on one side, this is only compounded, with your only recourse being to get the buggers off as quickly as possible.

Fortunately, your own driving prowess and an arms dealer friend in the back provide all the tools you need to get through the zombie horde…at least for a couple of miles. Zombies can be exited from the vehicle by tilting your device to sideswipe them onto one of the many ruined cars littered across the highway. Each zombie has a health bar, and whittling that to zero will ensure they won't be sticking around. To help, your aforementioned friend riding shotgun (ho ho!) has a formidable arsenal that is gradually unlocked as you accumulate collective mileage across all your games. Weapons are fired by touching the corners of the screen– if a zombie is on the right near the front of your car, tapping the top right area will fire at it.

It's a straightforward formula that creates a fun and remarkably gratifying zombie slaying experience. It's also quite challenging, as zombies are super aggressive, and your car's physics are fantastic. For instance, don't expect to steer out of a lean by driving the other way– it'll only tip it further. Instead, a bit of load balancing and fast firing fingertips are required to keep the rubber on the road.

Our only gripes with the game are that for all the great 3D models and presentation there is a notable lack of any real sound effects. Your car is effectively muted until it's being weighed down, and then the creaks it makes are whisper quiet. Not hearing the engine at all detracts from the experience dramatically. In fact, the only sound you'll really hear from the car are the squeaks of your tires as you slide around the road. There is absolutely no music to be found either, which would have done a world of good to further build atmosphere and character.

We're also not quite sure why the developers didn't stick with Openfeint or a similar platform for its social functions, as their current Twitter implementation is rudimentary at best. And though the Facebook option results in a neat competition feature where you can track your friends, those who keep their gaming separate from Facebook are left on the curb. Thankfully neither of these platforms are required to access high scores.

Still, it's hard to stay disappointed with these drawbacks for long because running from hordes of zombies is just so much fun. The further you get, the more obstacles are thrown in your path, until you are eventually wrestling your device to fend off zombies, dodge roadblocks and keep your SUV from going belly up as you're two wheeling back and forth. It's a singular experience seemingly lifted right from classic zombie films and as such is effortlessly recommended. We just hope the developers look at the sound issue, as well as maybe add an achievements system ala Monster Dash [99¢] to pad out the survival game replayability.

App Store Link: Zombie Highway, $0.99

[source]


Written by admin

August 28, 2010 at 0:15

‘Super Mega Worm’ Review – The Battle of the Giant Worm Hath Begun!

without comments

Just a couple of days ago we revealed DeceasedPixel's latest project, Super Mega Worm [$2.99], a game based on the original Death Worm concept by JTR, later made famous by the popular Flash game, Effing Worms. Super Mega Worm is a pixel-art take on the giant worm theme, and is now available.

Super Mega Worm opens with an 8-bit retro cutscene explaining how humans have consumed the earth, and how mother nature now has a bone to pick with us. She tasks her favorite pest exterminator, Wojira the Death Worm, with wiping humans from the earth and restoring balance to the force…you get the idea. It's a nice little setup for the mayhem that is the hallmark of the giant worm game, and an introduction to the glorious mario-like pixel art

In our preview we were ultimately left wondering as to whether Super Mega Worm included the levelling system that propelled Effing Worms to stardom, and we're pleased to find that it has in fact done so. In Super Mega Worm you start as a tiny wormlet, tasked with destroying a number of humans (indicated at the top right of the screen) by burrowing through the ground and erupting from under them (or over them, if you get enough height). To begin with, you can't really jump that high, but as you keep reaching your targets you level up and eventually can propel yourself higher and higher.

Wojira is controlled by either a slider or tilting option, but we found the slider option worked best. Additional buttons appear on your screen as you unlock your spitting attack, EMPs, fireballs, slam attacks and other abilities as you work your way through the worm's 24 levels. One problem we had with Super Mega Worm was that the pacing between levels felt a little off. To start with, you don't actually unlock your first ability until well into the game, and by that stage tedium has settled in as you essentially are attacking the same way over and over. When you finally unlock spit, you have another toy to play with, but this pacing trend persists between each new skill unlock. The game feels as though it has as many peaks and troughs as the path of your worm.

What does help this is the myriad of different food sources you encounter. From talking cows and horses, to elephants, birds, balloonists, moms with strollers (and flying babies), army men, police cars, tanks and airplanes to name a few. You can even reach orbit by propelling yourself from vehicles and chew through the earth's many satellites and UFOs hovering about. Many of these fight back too of course, with RPG-toting army men dropping mines and shooting rockets that are best avoided.

Though it is a lot of fun chewing through everything with a giant worm, we can't help but feel there's more that could be done with the game, particularly to address pacing issues and make it more gratifying early on. There are also no online high scores or achievements in Super Mega Worm; something we thought would have been staple in a game like this, considering its flash origins and focus on scores and multipliers. With the official Death Worm game by Playcreek on the horizon too– toting a number of added game modes, locations and features– we can't help but feel gamers may want to wait to decide for themselves which version is best.

On the plus side, developers Deceased Pixel have also promised additional levels, enemies and modes in future updates, so it seems the battle for worm king has only just begun. In any case, be sure to play Effing Worms on Flash and check out the trailers to see what you're getting yourselves into and visit our forums for our readers' opinions on just how juicy this worm really is.

App Store Link: Super Mega Worm, $2.99

[source]


Written by admin

August 27, 2010 at 12:15

New ‘Puppet War: FPS’ Update is Stuffed with New Content

without comments

It's been a good week for content updates, as not only did Battle Bears -1 [99¢] receive a massive update with new levels, weapons, and enemies but another one of my favorite shooters Puppet War: FPS [$1.99/Lite] has expanded on their original game in equally impressive fashion. Puppet War puts you in the role of an unfortunate janitor who is trapped on the set of a popular kids show. The puppets that star in the show have decided to take over the world, and it's up to you to fight them off with the many dangerous weapons that are inexplicably lying around the studio. The completely silly style of the graphics and story coupled with the satisfying first-person shooting action combined to make for an incredibly enjoyable experience that we really enjoyed in our review.

This new update takes that concept and runs with it, adding some great new features and tightening up the game overall. One of my main complaints about the initial release of Puppet War was the lack of different locations, and this has been remedied with an entirely new map and a variation on the original. Puppet Town is an L shaped arena made to look like a city street. It features cardboard cutout cars that can be destroyed and puppets that pop out of trashcans that fire tomatoes at you. Also, the original Studio map gets a nighttime version. Lighting is dim here, and the set decorations are outlined in bright neon lights. It sets a terrific mood, and while it essentially plays the same it's different enough to feel like a new location. It's also the perfect setting to debut one of the new enemies, the zombie puppet (the other new enemy being a ninja puppet). There is a nighttime version of the new Puppet Town set as well.

Another big addition is a Survival mode. Here, you can choose one of the four locations and battle an endless onslaught of all the various puppets. The goal is to see how many puppets you can take out before dying, and they will occasionally drop ammo and health packs to keep you going, but there is no money to be earned. Instead, you'll use the weapons you've unlocked during the campaign, and the Survival maps are unlocked through the single player story as well. A zombie Survival mode can be unlocked too, and features a foggy haze in the level and strictly zombie enemies. The Survival mode is a ton of fun, and is a good way to jump right into some action when you feel like taking a break from the campaign.

Besides these major additions, a ton of other refinements have made their way into Puppet War. OpenFeint has been integrated for high score and achievement tracking. Also the game plays quite a bit faster in regards to weapon switching and ammo drops, and it feels like an all around tighter experience. There is now 3 difficulty settings to choose from, and options to invert aim and change left/right handed controls have been added, which was another complaint I had from the initial version. Puppet War was a fun game to begin with, and this update has gone a long way to making it even better.

If you haven't picked up the game yet, you can give the game a try with the brand new lite version that was released today and features an exclusive boss fight that will make its way into the full version down the road. Screens of the new boss and player impressions can be found in the game thread in our forums. Previous owners of the game should make sure to update and check out all of the new stuff in Puppet War: FPS.

App Store Links:

  • Puppet War:FPS, $1.99
  • Puppet War:LITE, Free

[source]


Written by admin

August 20, 2010 at 4:15

‘The Incident’ Review – Beware: Falling Junk

without comments

Big Bucket Software's The Incident [$1.99] which we featured in yesterday's upcoming games roundup was approved mere moments ago and is now available for download on the App Store. The Incident takes the basic vertical jumping game premise that has become wildly popular on the iPhone and adds a new twist to it, and that twist amounts to massive piles of junk falling from the sky. The variety of objects that fall from the sky is astounding, ranging from boulders to crates to electric guitars and even Smart cars.

The game is controlled by tilting your device right or left to move, and tapping on the screen to jump. You're able to move objects around by walking in to them, and sometimes you can flip falling junk around with a well timed jump underneath whatever you're trying to move. Seven levels are included in the game, starting with the street and ending in space. Each level consists of its own height goal, and you just need to stay on top of the falling pile of junk to climb upwards. This sounds simple enough, and the first few levels are fairly easy, but it doesn't take long until things are falling so fast that you will have your fingers crossed that a health powerup spawns or a checkpoint is near.

The Incident is host to some excellent chiptune music, power ups, power downs, fantastic pixel art retro graphics, some odd achievements, and it's even universal. I tend to be preferring the game on my iPhone, but that's more just because holding and tilting the iPad for extended periods of time can be tiresome. I'd love to see some kind of onscreen control option, at least for the iPad, but as is the game is still fun to play on either device.

According to The Incident's web site, the developers are already hard at work on updates to add even more levels and gameplay. Hopefully somewhere along the way they add in some kind of online scoring and achievement tracking, because only having local scores is a huge bummer for a game like this. I'd love to see how I rank globally on things like how long it takes me to climb, how many coins I've collected, how many times I've been crushed by a couch, and a ton of other things.

Even without online scoring, The Incident has quite a few things I like to see in iPhone games. It saves at each checkpoint, so you can either play for a few minutes at a time or even longer, the controls work well, the graphics look cool, it's universal from the get go, and I really dig the whole concept behind the game. Forum members in The Incident's thread are enjoying it a lot, and I really can't wait to see what Big Bucket Software has planned via updates.

App Store Link: The Incident, $1.99 (Universal)

[source]


Written by admin

August 11, 2010 at 4:15

Three Free Titles During Donut Games Crazy Summer

without comments


Written by admin

July 23, 2010 at 18:12

‘Cat Run’ Review – Go Cat, Go!!!

without comments

There are few things I like more than an iPhone game with an absolutely ridiculous premise that wouldn't have a chance anywhere outside the App Store, except of course, when said game turns out to be a lot of fun. Such is the case with Cat Run [$1.99], a crazy conglomeration of classic line drawing control mechanics, Frogger-like traffic avoidance, and cats– Lots and lots of cats. In the game, you have to route cats from one side of the street to the other, avoiding traffic in the process as well as several other obstacles once you get to higher levels.

Touching a cat and drawing a line controls the path they take across the street, and arrows indicate which lanes oncoming cars will be driving down next. If you run in to problems, such as an unexpected car or a cat not going quite as fast as you were expecting it to, you can tap a cat to stop it, then draw a new line either back to the side of the street it came from, or on to the other side. Four different types of cats are included in the game, with each having slightly different characteristics such as speed and temperament. Learning the properties of each of the cats is important as you obviously need to allow for more time for the slower cats to get around cars, and you need to prioritize getting the aggressive cats across the street to avoid cat fights (which you need to tap to stop).

Cat Run includes some awesome obstacles you need to deal with as well. Obviously you don't want your cats to get run over, but if a skunk appears, you get rid of it by drawing a path out in to traffic for it to get squished by a car. These skunks can also explode, which cause nearby cats to go crazy from the stench. That's not all though, like any normal street there are sewers with manhole covers, which apparently are home to giant monsters who extend tentacles to grab your cats whenever the manhole opens up and one is nearby.

You can route your cats in four different environments, ranging from a normal street to space, and there are achievements linked to each. Cat Run also comes packed with OpenFeint for all kinds of OpenFeinty goodness such as online leaderboards, achievement tracking, and everything else. Scores are tracked both locally and globally for each environment, and like most games, the online leaderboards are already filled with scores that far exceed my capabilities.

Cat Run is a silly game that is a lot of fun to play. Perhaps my affinity to cats has something to do with it, but having cats flying all over your screen avoiding cars, while managing skunks, putting out cat fights, and avoiding mysterious tentacles is something I never saw myself doing in an iPhone game… Yet somehow, I'm incredibly glad that I finally am.

App Store Link: Cat Run, $1.99

[source]


Written by admin

July 17, 2010 at 2:15

Posted in новости

Tagged with , , , , , , ,

‘Drift Mania Championship’ Review – A Drifting Racer with Great Controls

without comments

RatRod Studio, the creators of Mike V: Do or Die [$2.99] recently released their second game on the App Store. Drift Mania Championship [99¢], as the title would imply, is a racing game that emphasizes on drifting. If you've never played a game that requires drifting, or have never been an irresponsible freshly-licensed teenager behind the wheel of a car in an empty wet or snow covered parking lot, drifting is intentionally oversteering your car to lose traction in your rear wheels while going around a corner. When performed well, this results in awesome sideways sliding at high speed, or, when done poorly, ends in an embarrassing spinout.

Drift Mania Championship combines so many great things in to one racing game that I can hardly believe they're selling it at 99¢. Everything from collaborating with the DMCC Drift League, licensed music, a great physics engine, replays, online leaderboards, as well as multiple cars, difficulties, tracks, and a really well-done control system, makes picking up Drift Mania Championship should be a no-brainer to anyone interested in racing games.

Part of drifting any car, either in a video game or in real life, involves accurate control of your car's speed. Drift Mania Championship accomplishes this with a clever control setup where you steer your car by tilting, and control the accelerator by sliding your thumb up and down the right side of the screen. The lower left corner is home to a button to pull your car's hand brake, and keeping control of your car while maintaining speed and sliding sideways requires precise use of both. On your first race there is a brief tutorial that you read through that teaches you how to drift, and while it would be nice to have something a little more interactive, it does the trick. If you find yourself spinning out too often, just take it slow until you get a hang of exactly how much you need to steer in to turns to not lose control.

Three tracks are included along with three difficulty levels hidden away in the options. One car is unlocked initially, with an additional car unlocked for finishing first on each track as well as a fifth car for finishing first in all three tracks. Placement in the races is determined by your total score which seems to be computed by how long your drifts and how fast you're going with bonuses offered for style, chaining drifts together, and other things. At the end of each race you're shown a replay that highlights your best drifts, and you're given the opportunity to upload your score to the global leader boards which already seem to be loaded with scores that I'll never be able to beat.

The current down side to Drift Mania Championship is that while it's being sold as a universal game, it seems to be entirely broken on the iPad. As with the recent Trism update, Drift Mania Championship attempts to run at the native iPad resolution, but all the interface elements are out of whack which makes you unable to play the game. The game being released as universal seems to be unintentional, as the game's FAQ mentions a separate HD version being released later. Needless to say, if you plan on playing this game on your iPad, I'd avoid it for now.

If you don't care about the current lack of iPad compatibility, Drift Mania Championship is one of the better games I've played that rely on drifting your car around. The controls are great, and while it would be nice to have more than three tracks, there could be a sizable amount of replay value through unlocking all the cars and competing in the online leaderboards. Aside from the iPad issues, people on our forums are really enjoying the game, and as long as you plan on only playing it on your iPod touch or iPhone, Drift Mania Championship isn't hard to recommend, especially for 99¢.

App Store Link: Drift Mania Championship, $0.99 (Universal)

[source]


Written by admin

July 16, 2010 at 2:15

Monday Freebies: ‘Saving Private Sheep’, ‘Dirt Moto Racing’, ‘Super KO Boxing 2′, ‘Dawn of the Dead’, ‘Action Buggy’, ‘Car Mania’, ‘Mr.Space!!’, and ‘Superblox: Powers Unleashed’

without comments

Alright, this is a ridiculous amount of good freebies out there for a Monday afternoon, and really, nothing should stop you from downloading all of these games as soon as possible. Of course, the standard App Store disclaimer applies here in that freebie promotions are often for a very limited time, everything is free as of the time of this posting, but if you delay they may return to their normal prices before you get a chance to snag 'em.

Saving Private Sheep – A fun physics puzzler by Bulkypix with over 80 included levels, and even more available via 99¢ level packs. Set in a silly game world where wolves are at war with sheep, Saving Private Sheep has a great difficulty ramp and a funny atmosphere which significantly adds to the game. (App Store)

Dirt Moto Racing – Resolution Interactive has released several racing games (which are all worth a look if you like this one) that all have great controls and graphics. Dirt Moto Racing has a career mode, vehicle upgrades, and everything else you'd expect from a full racing game. (App Store)

Super KO Boxing 2 – Now this is a game I can't believe is free. Super KO Boxing 2 looks and feels a lot like Super Punch Out for the Super Nintendo, with 15 opponents that cover a wide range of stereotypes, tons of achievements, multiple game modes, and tons of other fun stuff. Don't miss this one while it's free. (App Store)

Dawn of the Dead – I wasn't that impressed by this game when it was originally released, but you can now give it a spin for free. Three characters are included, along with a bunch of weaponry, five different levels, and both a story and survival mode to play through. The iTunes description mentions iOS 4 issues, so you might need to wait for an update if you've already upgraded. (App Store)

Action Buggy – All Donut Games seem to be universally loved around here, and Action Buggy is no different. In the game, you pilot a, well, action buggy, on the rocky surfaces of a distant moon. Like all Donut Games, the gameplay mechanics are simple enough that anyone can play it, but gets difficult surprisingly quickly. (App Store)

Car Mania – Route traffic through a variety of different maps while juggling drivers' road rage, construction sites, and other obstacles. Multiple game modes keep things fresh, and there's even a Road Rage mode where the goal is to crash the cars instead of routing them safely to their destinations. (App Store)

Mr.Space!! – A fast paced game with simple graphics, fun sound effects, and stick figures. Mr. Space has found his way in what appears to be some kind of trash compactor, and you have to move him from side to side to fit in a hole to not get squished. If you like this game, give its sister game, Mr.AahH!! a try. (App Store)

Superblox: Powers Unleashed – As the iTunes description mentions, this is NOT your Grandma's puzzle game. What might initially sound like a simple matching game actually turns out to be tons of fun, filled with crazy powerups, enemies, tons of game modes, and outstanding controls. (App Store)

App Store Links: Saving Private Sheep, Free – Dirt Moto Racing, Free – Super KO Boxing 2, Free – Dawn of the Dead, Free – Action Buggy, Free – Car Mania, Free – Mr.Space!!, Free – Superblox : Powers Unleashed, Free

[source]


Written by admin

June 29, 2010 at 2:15

Posted in новости

Tagged with , , , , , , , , , , , , ,

Upcoming ‘We City’ and ‘We Farm’ – Now Ruling Over Cities and Farms

without comments

We City – In a similar vein of ngmoco's previously released We Rule, We City takes things into a modern metropolis setting. You'll build up your own city placing streets, sidewalks, grass, buildings, cars and citizens anywhere you like on the blank land canvas. While the look of the game may invoke thoughts of SimCity, the focus on We City is more on industrial production and interacting with friends, rather than trying to manage the ins and outs of a functioning city. For example, you may build a bicycle factory in your city. Over time, you'll start producing the bicycles and end up with a nice supply. Your friend can then visit your city from their game and place an order for some bicycles from your factory. The end result is your buddy gets some bikes, you get some cash, and you both get some experience for the effort. There are a ton of different items to build in factories, like clothing, toys, and even video games.

You must keep a mindful eye on such things, however, as some items are perishable and will go bad if you don't check in on your city often enough. In our demo of the game, we witnessed a factory full of bicycles become rusty and useless due to neglect, forcing you to start over in the production process. In addition to factories, you can also build residences where the populace of your city can dwell. These will generate money for you, but like the factories, must be checked in on to reap all the benefits. Once a certain rent cap has been hit, the buildings won't generate any more money until that amount has been collected by simply touching a bubble above the building.

As you gain more experience and level up, new factories and items become available, as well as an increase in your land size. There's plenty of items that are merely décor, too, to add some life to your city. The game will be free to download and play, but if you don't want to wait around to bear the fruits of your factories, you can purchase in-game DLC, called ZAP, that will help speed up the process of doing things.

We Farm – Taking the same basic core concepts of We City and We Rule, We Farm let's you build the virtual farm of your dreams. You'll start off with a plot of land and place your initial farm building. Instead of focusing on the production of bikes and game systems, you will grow crops to sell and raise animals to enter into competitions. Once you've placed a baby animal on your farm, you must continuously love it by touching a heart icon above it's head. The more you love your animal, the higher chance it has of winning a blue ribbon in competition when it's finally matured enough to enter into one. If you send your animal off and it does win a blue ribbon, that animal then produces a commodity that will earn you some income. For example, and award winning sheep will net you some sweaters, and a cow some milk, etc.

Like We City, and most of ngmoco's games for that matter, We Farm encourages being social with your Plus+ friends. They can visit your farm and place orders for the products of your animals or the vegetables that you grow. You must also keep a watchful eye on everything here too, as your crops can go bad if you don't care for them. Animals won't perish if you forget to check in, but the chances of winning a ribbon at the Fair decreases the more you ignore them. Much like Zap in We City, you can purchase DLC to speed up the process of maturing plants and animals (called GRO here). If you don't wish to do this, both games are completely playable right from the get go – you'll just need added patience. As you earn experience and gold, many new items become available to add to your farm, as well as expanded land to build upon.

Both We City and We Farm looked especially nice on the iPad, and the added screen real estate really helps once you've built up a massive area. Like We Rule, both new games will be free to play, so easy enough to check out if these sort of games interest you. Both games are expected later this year.

[source]


Written by admin

June 22, 2010 at 18:15

Posted in новости

Tagged with , , , , , , , , , , , , , ,