Archive for the ‘cars’ tag
Upcoming ‘Model Auto Racing’ Aims to Fill a Void in My Childhood
When I was growing up I lived right down the street from an R/C car racing track at the local park. I was pretty young during this time, and thus couldn’t afford the rather expensive professional grade radio controlled cars that folks would bring out to race. So I was relegated to just a spectator, but I still got such a thrill out of watching these miniature vehicles race and jump around the dirt track, all the while being controlled remotely by people who were standing right beside me on the sidelines.
Sadly, over the next few years the R/C track’s popularity dwindled and was eventually torn down in favor of a dog park. It probably goes without saying, but dog parks aren’t nearly as cool as R/C car tracks when you’re a kid. So when developer emailed a trailer for their upcoming game Model Auto Racing, I immediately got a nostalgic twinge of excitement. As you can see in the trailer, it looks to be a proper R/C racing title for folks like me who couldn’t afford to indulge in the hobby as a kid.
Model Auto Racing will contain 3 different vehicle categories drawn from the real-life R/C racing world: buggy, short course, and touring car. It will also give you the choice of a top-down camera view or a fixed-position from the sideline podium, just as if you were at the track yourself. Other features include Universal support, Retina graphics for the new iPad, Game Center with online multiplayer, 12 tracks and 48 event types, and upgradeable vehicles. Model Auto Racing is awaiting review from Apple and should be out before the end of the month.
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‘Deadmans Run’ Review – A Rough Racer
It seems as if ever since the iOS remake of Death Rally [ $0.99 ] hit the scene over a year ago, we’ve had a resurgence of weapons-based racing titles gracing the platform. Deadmans Run [ $0.99 ] from Nightfall Interactive is another entry into the genre and attempts to model itself somewhat closely to Death Rally. While Deadmans Run does try to differentiate itself from the pack in some ways, you’re mostly left with a fairly average racer with controls that leave a bit to be desired.
Deadmans Run offers a somewhat comprehensive campaign that has you racing across nine different levels across three “difficulty” levels, earning both cash and notoriety (essentially experience points). The cash is used to purchase permanent (engine, weapons, and armor) and temporary upgrades for your vehicles while the notoriety acts as a level-wall that restricts upgrades and car purchases until you’ve hit a certain level. Overall, the system works well enough for replayability, although the strict level requirements for each purchase take away any sense of freedom, which is a bit disappointing.
Gameplay involves your standard race-to-the-finish with positional awards, although the inclusion of weapons makes it a bit more interesting. Cars all come equipped with machine guns and mines, with ammo refills (among other power-ups) randomly littered on the track. As you upgrade your cars, you’ll typically find yourself in races that end prematurely because everyone else (or you) has been destroyed. This typically leads to a very hectic racing experience, especially at the onset of the campaign since you’ll be losing a lot before you can earn enough cash and notoriety to build up a contending car.
One area that I thought Deadmans Run did well dealt with its dynamic generation of races. As mentioned above, there are three different difficulties in the campaign. Whenever you want to race, each difficulty will randomly choose the level and opponents (while usually keeping the purse winnings the same).
In addition, races will occasionally offer supplemental objectives, such as to take out a specific opponent before the race is over. The supplemental quests actually offer penalties if you fail, making the choice to accept it have actual repercussions. Unfortunately, while the dynamic missions are an interesting idea, you’ll quickly find that the two harder difficulties will be way too challenging to play for quite a while. One item of note is the complete lack of IAP, so all notoriety and cash will have to earned by (gasp!) playing the game. In addition to the campaign, a time trial mode also exists.
While everything above seems fairly decent, Deadmans’ controls are where the experience starts faltering. You are given the option of two control schemes: auto-acceleration and manual gas. Auto-acceleration is the default and my preferred control type as it allows you to focus mostly on turning and aiming. Unfortunately, this also leads to a lot of lost control when you’re making tight turns as you’ve effectively lost the ability to ‘ease up on the gas.’
Manual gas, meanwhile, just feels awful as the gas ‘button’ is right smack in the middle of the two turn portions, which feels extremely unintuitive for me. Either way, additional miscues such as a very bouncy physics system and the occasional unresponsiveness of controls don’t help the experience, either. Other facets of Deadmans Run, such as the visuals, felt mostly average and don’t add or detract from the rest of the game.
If you can get past the spotty controls, Deadmans Run is an adequate racer with enough meat in its campaign to offer genre fans something to try. There are gamers out there that are simply looking for the next ‘rat race’ to race through, and this game can certainly provide that. However, the overall rough presentation and spotty controls are enough to detract all but the diehard combat racing enthusiasts.
TouchArcade Rating: 
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‘Aby Escape’ Review – A Flawed But Fun Runner Starring Sly Cooper’s Distant Cousin
Aby Escape [ Free ] is the newest freemium title from BulkyPix and Pixel Ratio, and a 3D spin on the iphone’s popular runner genre. Instead of dashing full speed to the left or right sidescroller style, the game plants the camera just behind Aby’s back and leaves it to you to guide the terrified raccoon down paths cluttered with rocks, cars, animal herds, beer-bellied hicks who lie in wait until you approach, and other obstacles.
To keep your unstoppable force from running smack-dab into immovable objects, you tilt your phone to weave side to side, swipe your thumb up the screen to jump, and swipe downwards to drop to your knees and pull off a Catwoman-in-Arkham-City slide, minus revealing cleavage. (Yeah, I know. Can’t have it all, though.) The core gameplay idea is reminiscent of Temple Run [ Free ], but Aby Escape does a nice job at iterating on the formula with some new ideas and some variety.
The game features two game modes: Story, and Unlimited. In Unlimited, your goal is to stay alive for as long as possible. You accomplish that feat by weaving in and out of danger to pick up shoes that keep your perpetually draining energy meter topped off. Aby gradually picks up speed the longer you survive, making extended play an exercise requiring absolute focus and twitch reflexes. Besides shoes, you can grab coins with which to purchase power-ups, characters, new Unlimited levels, and other unlockables.
And that’s where the trouble begins. The first time you load up Aby Escape, only one Unlimited level, Greystone Park, is available. Two other Unlimited stages are available from the in-game store, but at a cost of more than 3000 coins each. Want to try Story mode? That’ll run you 7500. You can unlock these modes in one of two ways: grind Greystone Park and pinch your pennies for hours on end, or shell out real money for IAP coin bundles.
The unbalanced economy pervades in other ways. Besides new stages, the shop also sells items like speed boosts that blast you forward and render you impervious to harm. The problem is, every item carries an exorbitant price tag. Each item can be upgraded up to five times. The first upgrade for each item costs 400, the next 1200, then 3000, and so on. Handy, but a major cut into your savings when you’re stuck with only one level to play. Playable characters and different types of feet like hairy Hobbit toes go for between 2000 to more than 4000, but don’t alter the game in any way; they’re purely for aesthetics. I hate to harp on this point, but with only one level to play, I simply considered all other purchases a waste until I’d invested in at least one change of scenery to spice up my time with the game.
Unlimited levels feature challenges that reward you with coins, but some of them just don’t make “cents.” Buy two upgrades at 400 coins apiece, get 50 coins back for completing the challenge. Uh, no thanks. I bought an IAP item that gives me two coins for every one I picked up, but that only increased my income from a drip-drop to a steady trickle. Eventually I shelled out five bucks for 20,000 coins—not because I wanted to, but because I felt like I had to. It was either that or more grinding. I unlocked the last two Unlimited levels before diving into Story, a sprawl of levels spread across Greystone Park and two new areas, the same ones you’ll play in Unlimited if/when you fork over the coins.
Story tasks you with racking up a high score by staying alive as long as possible and collecting every pair of shoes on each stage. Running into obstacles knocks points off your score and sets you back at a checkpoint. Most checkpoints set you so far back that you’ll have forgotten earlier terrain in your effort to remember what to do in the area that tripped you up, which amounts to a lot of frustrating memorization and trial and error.
Technical issues also abound. The frame rate chugs sporadically, spelling certain death in trap-heavy regions. Also, since you spend the game running forward into the distance, terrain you pass slides backwards as you run along but some of it slides too slowly, clogging the screen and blocking your view of the next hurdles. More seriously, though, was a store calculation error—I had more than the 400 coins I needed for an upgrade, but the transaction somehow took my wallet down to -97, which shouldn’t even be allowed to happen—and a crash bug that dumped me back to the home screen every time I tried to load an Unlimited level.
With so many strikes against it, what could possibly convince you to help Aby Escape? Because I’ll be darned if it isn’t fun. Grinding grew monotonous only because, really, who wants to look at the same environment over and over in any game? Actually <em>playing</em> the game is quite enjoyable. There’s a feeling of satisfaction and skill in any runner game that comes from guiding your scurrying lemming over, under, and around obstacles, marveling at your response time, dexterity, and lasting for as long as possible before inevitably slamming into something that reduces your bones to a fine powder.
Collecting coins, shoes, and power-ups requires near dead-on collision to register, but aside from the somewhat sluggish tilt-controlled weaving that doesn’t always keep up with the game’s gradually accelerating pace, the controls usually responded sharply enough that I felt encouraged to veer into danger and risk another visit to the Retry screen if it meant snatching an out-of-the-way coin placed in front of a trap. The game also plays fair by giving you a chance to shoulder past obstacles like cars and rocks unless you strike them dead on, which made me even more willing to dash in front of dangerous objects and grab goodies.
Three strong redeeming qualities ultimately saved Aby Escape from outright deletion. It’s fun, it’s deep (you’ve still got all the challenges and your personal records to break even after you’ve opened everything up), and it’s free. If this were a paid game, I’d knock a star off the grade, and fairly. The game really should offer activities from the get go or at least mark down the fee for additional content, but what is there provides loads of entertainment.
TouchArcade Rating: 
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‘Mini Motor Racing’ Update Adds Online Multiplayer and More
Mini Motor Racing [$1.99 / Free / $3.99 (HD) / Free (HD)] was initially released late last year, and we liked it quite a bit in our review. It’s a slick little top-down arcade racer with some great visuals, an excellent soundtrack, and tons of content to play through.
In our review, we mentioned how much we hoped that the multiplayer mode, which initially was local only, eventually went online. Well, this recent update adds not only complete online multiplayer via Game Center, but also an entire new championship to race in. New cars have been added, a few tracks have been “remastered,” and there’s a number of other tweaks they threw in as well.
If you already own Mini Motor Racing, make sure you snag this update. If you were waiting on online multiplayer, well, it’s here, so get on it.
Mini Motor Racing, $1.99
Mini Motor Racing LITE, Free
Mini Motor Racing HD, $3.99 (iPad Only)
Mini Motor Racing HD LITE, Free (iPad Only)
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‘Smash Cops’ Goes Free and ‘Ascension: Chronicle of the Godslayer’ Drops to a Buck
It’s been sort of a slow news day, so while we’re busy plugging away at busting out reviews from yesterday’s release onslaught, here’s two great deals you should be aware of. Actually, before you get either of these you should take a good long look at Ballistic SE [ $1.99 ] as I’ve been having a blast with it since it came out last night. But, anyway, on with the show.

Smash Cops, Free – [Review] – [] – Normally $2.99 and free for a limited time, Smash Cops is a really cool driving game where you (get this) play a cop, and smash into other cars. It’s worth checking out for the controls alone, because the way you drive the car is by “pushing” it with your finger. It’s hard to explain, and feels a little weird as first, but once you get into it you’ll wonder why more top-down games don’t employ similar controls.

Ascension: Chronicle of the Godslayer, $0.99 – [Review] – [] – Normally $4.99 and recently slashed to 99¢, Ascension is a deck building fantasy-based card game. I had some small gripes with the mechanics of the actual game itself in my review, but as far as a paper card game to iOS port, Ascension is flawless and worth checking out just to see how well it translates. 99¢ is also a stupidly good deal considering the physical version retails for $39.99. An expansion with new cards is available in game for $2.99, which sells for $29.99 in the real-world paper version.
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Crescent Moon Reveals ‘Slingshot Racing’
is publishing its first racing game later this May. It’s called Slingshot Racing, and as its name implies, the core action loosely revolves around slinging your cars around tracks. Its twists are in its hooks, literally. Each car is equipped with a grappling hook, so you’ll actually be flicking cars’ hooks on pieces of the environment as you race. The steampunk-stylized visuals help to explain this weirdness away.
Slingshot is being developed by , which is a collective of ex-Frontier guys who helped with titles like Lost Winds and Kinectimals. We expect to be impressed with this one considering those chops.
We’ll be hearing a lot more about this in the future, so stay tuned. Also, check out these screens. This thing is a looker.
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‘Burnout Crash!’ Review – Paging Dr. Beat
Reviewing games you have a history with is always difficult, especially when they’re derivative titles from a series you hold dear to your heart. Looking back on it, at some point I’ve owned each of the eight Burnout games that make up the franchise going back to the original that was released all the way back in 2001.
If you’ve never played a proper Burnout game (which is a problem you really should look into solving) here’s what the series is all about- Imagine a high-octane arcade racer that not only has a fabulous sense of speed, but takes the typical car damage system dozens of steps further into a car crashing system. Instead of merely beating the competition to the finish line, gameplay focuses on making sure your your opponents never actually make it there.
Subsequent sequels took this many steps further, even evolving into entire game modes that focused entirely on orchestrating the most elaborate pile-ups you can. It’s from these game modes that Burnout Crash [ $4.99 ] is distilled from, making its original appearance on Xbox Live Arcade and PSN late last year.

In Crash, the familiar racing game camera angle is replaced with an overhead birds-eye view of your car. The game consists of a series of intersections, each with slightly different layouts and traffic patterns, and you need to unleash as much damage as possible. Initially, you drive in, and slam into some cars. Cause enough damage, and you’ll be able to explode again, and vaguely control where your car gets blasted to in the process. This continues until you’ve either let five cars escape off screen, or you’ve reached the damage threshold for the level.
Burnout Crash perfectly embodies the horrid cliche of “Easy to learn, but difficult to master.” It’ll only take you a few tries to get a handle on the game physics, but actually learning the nuances of where to try to stack up cars on each intersection and how to position your own car to not mess up existing piles almost turns Crash an entirely unexpected physics puzzle game, especially if you jump into it expecting something like previous Burnout titles.
Gameplay is further spiced up by special cars that appear such as a wave of police cars that block part of the intersection to the insufferably terrible driver Dr. Beat who will restore one of your missed cars if he survives his drive on and off screen. (However, as points out, he’ll crash into anything.) Additional game modes also add a decent amount of replay value.
My first experience with Burnout Crash was on Xbox Live Arcade, as a $15 title. Like most Burnout games, the overall energy of the game was amplified by a real soundtrack, heavy amounts of voice work, and a fabulous tutorial, creating an absolutely fantastic first impression. Those last two things? Nowhere to be found in the iOS port of the game. I could understand cutting a lot of the voice overs if EA was shooting for the 3G download limit, but the game weighs in at 146MB currently. The lack of any kind of tutorial is even more puzzling, and has left confused as to what you’re even supposed to do in the game.
That’s not what has me personally disappointed the most though, as I already know how to play and usually play iOS games with the sound very low or off so voiceovers don’t do much for me. What I’m bummed about is that for whatever reason, EA thought the best (and only) way to control the game was via a weird system of swiping gestures to move your car around after each crash breaker explosion.
If you can “” behind Burnout Crash, it’s apparent that what you’re playing is a very elaborate and cleverly disguised ball-rolling game. Imagine something like Labyrinth 2 [ $4.99 ], except instead of freely rolling the ball you can only move when a crash breaker triggers, and instead of trying to make it to the end, you’re trying to roll into as much as you can. It’s because of this that tilt controls, even when playing on the Xbox 360, felt like they’d make the most sense- as they often do in top-down games.
On the technical side of things, given just how long EA has been working on the iOS port of Burnout Crash, there’s some odd flaws. While I’m thankful the game is universal, some of the textures in game are blatantly low-resolution on the new iPad. I’ve experienced Game Center weirdness, with popups often telling me that the game is not recognized by Game Center. Additionally, most intersections start with some noticeable frame rate drops as you race towards them. Also, the little springy “boing” sound that plays each time you swipe the screen really needs to go.
Admittedly, I’m probably being overly nitpicky because of my experience with this game. However, the things Crash feels like it’s missing don’t make a whole lot of sense, especially when it comes to the game’s tutorial. Regardless, I’m still going to play through Crash over and over again on my iPad, with my fingers crossed that EA eventually addresses some of these things. And even if they don’t, if you’ve never played the console version, I’m not even sure you’ll care or notice.
TouchArcade Rating: 
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‘CitiRacing’ Review – Small-time Urban Racing
We’ve had our share of great arcade racers on iOS lately and CitiRacing [$0.99] looked to continue that trend. With good locales and solid foundational gameplay, it seemed to be on the right track, too. Unfortunately, missteps in terms of replayability, redundancy and a lack of online multiplayer hold this game back from shifting into a higher gear.
The first thing you’ll notice when you get into a race in CitiRacing is its distinctly urban environments. More importantly, the game does a decent job of making you feel like you’re racing on city streets. Tracks range from downtown streets (complete with parked cars to avoid and skyscrapers that occasionally block your view) to freeway overpasses to even a farmers’ market. CitiRacing isn’t strictly a metropolitan affair either, as some stages also take you to beach towns and snowy suburbia.
Another solid aspect about CitiRacing is the gameplay itself. Races play out somewhat similar to Reckless Racing 2 (to toss out a recent racing game), but with a greater emphasis on drifting. I also enjoyed the physics – vehicles can (and will) flip, roll and barrel out of control if you’re not paying attention. Control-wise, CitiRacing only has one control scheme. I personally had no problem with it, but it would have been nice to have a few more options.
You’ll be racing through these maps via a standard ‘Championship’ cup single-player mode. Each cup has a variety of stages that has racers earning points based on finishing position. Do well and you unlock extra vehicles and the next set of tracks. A single race mode also allows you to replay any map that you’ve unlocked.
Championship mode works well enough, but it’s somewhat barebones. There’s no cash/upgrade system like other similar racers. While each vehicle handles differently, there’s no stat line that actually shows the differences. Also, CitiRacing is extremely easy; most players will easily take the gold on the normal difficulty (’easy’ difficulty is pretty much a joke), with only some challenge on hard mode. All these translate into a game that doesn’t have as much replayability as it should.
Continuing this trend are the tracks themselves. While CitiRacing boasts 45 different tracks in its description, it’s not that simple. In reality, there are 15 different tracks, each with three different orientations (with one of those three taking place in a night setting). Each orientation changes both the camera angles as well as starting positions. Most maps do a good job making each orientation feel different, but it’s still obvious that you’re playing the same map several times.
Visually, CitiRacing’s graphics mostly get the job done. There’s nothing particularly fancy about overhead cartoony visuals but it works well with the overall game. There are a few hiccups, such as the occasional inability to discern between changes in elevation (which can cause your car to lose control if you aren’t paying attention), but overall there’s not much in terms of gameplay detraction. The same goes for the game’s framerate, which runs at a smooth clip with little slowdown.
In addition to its single player offerings, CitiRacing also has local multiplayer via Bluetooth or WiFi. Up to six players can participate in a match (either single races or Championship) and you can substitute CPU drivers for any open spots. Despite some lag and an errant disconnect, I found local multiplayer to be entertaining. However, the lack of an actual internet multiplayer feature will most likely prevent a lot of folks from even checking out this mode.
CitiRacing feels like a game perpetually on the edge of being great. This theme seems to permeate most aspects of the game, from the multiplayer to the tracks and beyond. As it is, I still had an enjoyable time with CitiRacing and would recommend it for racing fans simply because of the locales and core gameplay. However, folks looking for the next racing masterpiece will end up looking elsewhere.
TouchArcade Rating: 
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‘Retro Racing’ Review – A Nice but All Too Brief Nostalgia Trip
Lately it feels like racing titles on iOS place a greater emphasis on realism (whether in visuals or controls) and less on simple, enjoyable gameplay. Retro Racing [$0.99] looks to rectify that with an emphasis on fun, fast gameplay that sacrifices depth for arcade basics. While Retro Racing suffers from being way too short, the experience it does offer does a good job taking you back to the days of classic top-down arcade racers.
As its name implies, Retro Racing harkens back to the old days of top-down pixelated racers. Each track is chock-full of turns, obstacles, and (most importantly) power-ups. Power-ups range from tires (which improve turning), to acceleration and top speed upgrades, to the standard nitro boost. While the goal of each track is to finish in third place or better in order to advance, you’ll find that later tracks essentially require you to focus on power-up collection (while navigating the tracks flawlessly) in order to have a chance at advancement. It plays like a simpler version of old-school console racers such as .
In this regard, I’m a fan of the gameplay in Retro Racing. There aren’t any deep elements such as a cash or parts system, but it does a good job recreating the classic racer experience, particularly with the limited randomness of the power-up system. The gameplay is fast and the controls are responsive, although they’re not exactly the easiest to maneuver with its limited schemes. Retro Racing is a portrait-only game which makes playing on an iPhone feel incredibly cramped, though it feels just fine on an iPad. It’s baffling that there isn’t support for playing in landscape mode, but hopefully that option can come in an update someday.
Another nice touch that Retro Racing offers is split screen same device multiplayer on the iPad. While I found the experience decent enough for the local play it offers, it’s (obviously) of limited use for gamers that primarily play with others via the internet. Still, it’s better than not including it at all.
Retro Racing comes with full leaderboard support. However, you’ll quickly find that in order to compete on the leaderboards, you’ll have to purchase the extra vehicles with increased stats (the game has three default cars with various attributes plus three souped up cars as a purchase). While the developer has stated that the game will eventually let you unlock them without IAP, the simple fact is if leaderboard chasing is your hobby, you need to shell out more cash.
Another complaint with Retro Racing lies in its longevity. To put it bluntly, Retro Racing is incredibly short. There’re only twelve total tracks, and each can be learned and completed in a short amount of time. Granted, there is some replayability even after completing all the tracks simply based on the aforementioned leaderboard competition. However, I don’t think it’s enough to sustain the game for very long. I really would have liked to have seen more tracks at launch, although features like online multiplayer or a track editor would have really vaulted the game into the spotlight.
At this point, Retro Racing is one of those games with a decent gameplay formula that could have been so much more. The developer has been and has stated that more tracks and possibly other wish list features will make it into subsequent updates. Meanwhile, Retro Racing is still worth checking out for fans of classic top-down racers, as long as you don’t mind a lack of substance and a tiny assortment of tracks.
TouchArcade Rating: 
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