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Unlocking the Gaming Secrets of ‘Clear’ in New Update

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Back when Supermono released EpicWin [$2.99], its to-do list RPG, we spent some time contemplating whether adding game mechanics to productivity apps would really help people be more productive. That’s the question that rests at the heart of all discussions about “gamification”—do carefully tuned game mechanics drive us to perform tasks we might otherwise ignore? Has Farmville claimed so many man-hours because it’s fun, or because it’s designed to feed on impulses that could be better used for good?

Don’t count it as a blow against gamification, but, personally, EpicWin never quite clicked. I found the experience bars and loot rewards intriguing, but the work I had to put into maintaining my tasks outweighed the benefits. More recently I’ve found myself back in the world of gamified productivity with the help of a to-do app that doesn’t look game-like on the surface at all: Realmac Software’s Clear [$1.99]. Beneath all its lovely minimalistic design you’ll find the potential for a compelling game experience. With today’s update, Clear realizes some of that potential—and it brings a few easter eggs for the discerning iOS gamer along for the ride.

Clear launched with a bang, thanks to plenty of well-placed hype. Reviews at the time noted the simplicity of its design asthetic, the elegance of its colors. Those colors were customizable with a few built in theme options. Within a few hours of release, though, buzz started to build around secret unlockable themes people were finding tucked away in the app.

If you’ve ever felt the urge to master a game, to earn 100% completion on something, you might understand the effect that had on me. At first I only hoped to unlock a theme that was a little different because I wasn’t too fond of the baked in options. Then I had to have them all. The first two were easy—and I’m about to get into details, so stop reading and just grab the update if you want to go in unspoiled— one is unlocked for having Tweetbot [$2.99] installed. Another, Scorched, opens up if you follow any of the app’s creators on Twitter through the app’s menu.

The third is the one that made me realize gamification could work for me. The Socialite theme is unlocked by completing 100 tasks and then posting about it online. As soon as I heard that I starting using Clear obsessively. I added every important deadline, chore and errand and diligently checked them off. By the time I hit 100, I’d formed a habit. Sure, I unlocked the theme I’d been waiting for, but I also found myself more organized for it.

Then there was the letdown: with nothing left to unlock, Clear went back to being a pretty little to-do app that was great to use but not particularly game-like. Today’s update brings a return to that early entertainment with seven new themes to discover.

Three of the themes mirror the original set. There’s a shameless self-promotion option, which rewards you with a theme for gifting Clear when prompted. It’s called “Gifted.” The Path theme is a reward for having Path [Free] installed, just like the theme for using Tweetbot. And then there’s the self-improvement theme: Ultraviolet unlocks when you use the app each day for 7 days straight.

There’s a fundamental rule of any productivity system: you have to actually use it for it to do any good. Ultraviolet could provide that little tick of motivation someone like me would need to keep up the effort that requires, just like achievements might make you play a game longer than you might otherwise intend. There’s also a fourth unlockable theme, Night Owl, that encourages you to be productive after dark, between 12 and 3 a.m.

Now here’s the cool part, the part that reveals Clear’s affinity for games. Today’s update has within it the seeds of three other unlocks. Each one ties into a game: The Heist [$2.99], Temple Run [Free] and Bumpy Road [$2.99]. Those games will need to update before this works (The Heist’s update should come mid-week, and the others are on the way), but once they do we’ll get new themes in Clear for each of those games we have installed.

We’re pretty fond of all three of the games—hit the links to read our reviews—and any of them would be well worth the download with or without the theme. So far, the apps that accompany Clear themes seem hand-picked for quality, and these games are definitely no different. This update also brings in a selection of fixes and features, but the best thing here is using a to-do app that really is all fun and games.

App Store Link: Clear, $1.99

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Written by admin

April 23, 2012 at 18:15

‘Cubis Creatures’ Review – A Match-Three Classic Comes to iOS

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Though we generally file match-three titles under the puzzle genre, there isn’t often much that’s puzzling about them. Swap a few gems, watch cascades collapse—all good fun, but not exactly a stimulating mental challenge. Cubis Creatures [$0.99 / Lite] is one of the rare matching games that requires—and rewards—putting on your thinking cap.

Cubis Creatures is based off the popular PC game Cubis. It shares the same fundamentals: an isometric view, a grid of cubes, and loose cubes you shoot into the mix from two of the edges. But Cubis Creatures is entirely its own game, with plenty of great matching and a side of adorable art and cutesy creatures. Not a bad combo, in my books.

If you pick up Cubis Creatures, you’ll get access to four creatures, creatures that must be woken by, err, matching cubes in their mouths. Each one gives you 20 levels to work through, and there are two more critters available for purchase. That’s a hefty chunk of content, but if you manage to burn through it you’ll be happy to know there are also daily score tournaments that are well worth checking out.

Now things get complicated. Cubis Creatures is played on a square grid that has three vertical levels, only the bottom of which you can actively effect. You can slide cubes in from two of the sides, and they’ll continue on until they hit an obstruction. If that obstruction is solid, they’ll stop. If not, they’ll knock it forward a space first. If there happen to be two other cubes of the same color at that location, they’ll match and clear off the screen. If you’re lucky or clever that will set off a chain reaction, a combo (or “cubis”) or more skyrocketing your score.

Each level has two meters: a timer and a cube limit. Hit the latter before the former runs out and you’ll complete the level. But to do things right and claim three stars you’ll need to collect all the star cubes in the level. Suddenly it doesn’t necessarily make sense to make every match, because if you hit the cube limit before collecting all the stars you’ll rake in a lousy score for your efforts. Yeah, that’s right. Strategy time.

There are a lot of ways to manipulate the board, randomly granted as they might be. You can launch bombs that scatter the cubes they don’t blow up. Lasers can take out any single cube, no matter how impenetrable. There are even dual-colored cubes that can (and must) match with both colors before clearing. You’ll need them all, because the level designs get increasingly devilish. Many can be puzzled through, leaving you to pick the right spots to set off the perfect chain reaction. Others require a good dose of brute force.

Cubis Creatures is both smart and fun, making it a worthy successor to the Cubis titles of old. It also fits in nicely amongst its modern peers, with Game Center support, lovely art, and a cheery soundtrack—the whole package when it comes to top-notch presentation. It deserves a look, whether you’re a long-time fan or a first timer. And really, who could say no to such darling creatures?

App Store Links:
    Cubis Creatures, $0.99 (Universal)
    Cubis Creatures Lite, Free (Universal)

TouchArcade Rating:

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Written by admin

April 20, 2012 at 22:15

Hands On With Whitaker Trebella’s ‘Polymer’

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If you pay attention to the world of iOS game music, you might already know Whitaker Trebella’s work. He has composed themes for games that include Super Stickman Golf [$0.99], Tilt to Live [$2.99] and Velocispider [$1.99]. But now he’s taken on the role of game developer. Trebella’s first game, Polymer, is due to hit the App Store soon, and we’ve had a chance to play with a recent build. It’s a strategic shape-creating game, in Trebella’s words, enhanced with a great soundtrack.

A polymer, in the parlance of the game, is a complete shape, one with no unfinished edges. You achieve this by sliding rows and columns back and forth to move pieces into place. A skilled player might be able to use every piece on the board, but each piece you move takes six or nine others with it. Larger creations become exponentially more difficult to make without disruption, but they’re oh so satisfying to reach for. It’s almost a shame to destroy them, but that’s where the points come in.

Like so many developers, Trebella came to iOS with no prior programming experience. But his time composing for big names of the indie scene convinced him that he needed to make a game of his own. A little study, a little elbow grease, and a year and a half later we (almost) have Polymer. But playing the game, you can see how much Trebella picked up in his time spent on the periphery of iOS development. It’s ridiculously savvy to the realities of both touch screen gaming and the iOS market, things most first-time developers struggle with.

It should come as no surprise that Trebella brought his musical talents to bear on Polymer. It isn’t a music game, but it can be quite musical. Each of the game’s three modes has its own soundtrack. You enhance that soundtrack while you play, destroying polymers that chime out musical tones. Each track is in a different key, and the sound effects, notes in the chromatic scale, are designed to fit within the key of the current track. In laymen’s terms, let’s just say the sound blends beautifully with the music.

Polymer’s three modes give you a lot to play with. One lets you race for the highest score you can hit in two minutes, and it’s polar opposite is a mode that requires you make the best single polymer you can in any length of time. The third ratchets up the tension in a sort of survival situation: you must destroy ticking time bombs by incorporating them into polymers. They come faster and faster until you eventually explode. The game also has a nifty unlockable system that introduces you to each element of the game piece by piece.

We don’t have a release date quite yet, but Polymer has been submitted to Apple for approval so it’s just a matter of time. Stay tuned—we’ll take a closer look on release and give you our final verdict. An educated guess in the meantime: it looks like Polymer is destined to eat a lot of the hours of thoughtful gamers.

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Written by admin

April 20, 2012 at 6:15

‘Crow’ Review – This Dark Adventure Will Send You Flying

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As you may know, the App store is drenched with cutesy looking physics puzzlers that all start to look the same after a while. They may seem like overload, but when it comes to the stark difference between them and a game like Crow [$2.99], they simply make it stand out even more than it already does, like a rainbow standing behind a horseman of the apocalypse. Everyone loves their cute time wasters, but watch out with this one, because you’re about to get a distinctly gothic change of pace.

Right out of the gate, Crow has something to it when it comes to atmosphere. The game’s saturated color palette brought up memories of Cyan’s Myst series, which I will take basically any excuse to mention in conversation, gaming-related or otherwise. Suffice to say I felt comforted the moment I fired up Crow. The adventure title puts you in the role of the black winged bird, gliding soundlessly over the skies of a foreign land. You’ll soon learn that a creature called The Scarecrow poses a threat, and it must be cursed by you in order for you to gain its power. If you can vanquish it, other foes will surely follow.

To accomplish this, you’ll play in two separate gameplay sections. In the first, you’ll fly over a patch of land searching for story points and trinkets (the latter which will earn you skill points to buff up your powers).To control the crow, you use your finger to drag it in the direction you want it to fly in. I was not crazy about the controls as I felt like my finger was in the way of the action more than half the time, but I adjusted to it as I found the world very interesting. Once I had collected enough story points, I had the opportunity to challenge The Scarecrow, which takes you to the game’s second mode.

In these boss fights, you fly around with your foe on rails and choose certain options, such as to scratch it with your claws or to shield yourself. Each foe will react to different types of tactics, but the most interesting part of this battle comes at the end, where the player is given a choice to “curse” or “spare” the opponent. Each choice affects what direction the crow develops in, and he can end up very good or very bad. This will also affect your scores after you finish the game.

Crow also has leaderboards and achievements for you to play with, and you can also unlock Challenge Levels using your current skill set (based on what part of the game you are in). These take you back to the on rails gameplay and have you basically collect stuff and rack up points.

Crow’s good looks have to be shook off a bit before you can reasonably decide whether it is fun — because it is VERY pretty. It also feels like a flying version of Infinity Blade at times. I’d say the attractive atmosphere and music buff down the fact that it could have used more fine tuning. The missions where you collect trinkets feel a little boring, for instance, but I really enjoyed the on-rails fights. With a game that presents such a rich-looking world, it almost felt weird to be merely collecting things in it — I wanted to learn more about it, but I wasn’t really given the opportunity.

I think it’s safe to say Crow is a mixed bag, but is still worth picking up because it so much uniqueness to offer. Because it does look so stellar, you can’t help but wish those little design flaws (like trading a d-pad for your finger being in the middle of the screen at all times) weren’t there. Still, developer Sunside shows that their in-house platform (called Radiance) has guts, and I can’t help but wonder what they’ll do with it from here on out.

App Store Link: Crow, $2.99 (Universal)

TouchArcade Rating:

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Written by admin

April 20, 2012 at 2:15

Passion And A Mission: Why Codito Development Is Into Delivering Digital Versions Of Your Favorite Board Games

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“I’ve kind of been the driving force behind this.” Chris Ewington describes what board games mean to him in passionate bursts. “It’s who I am. It’s what I do. It’s what I was meant to do.” Chris is the head honcho at Codito Development, an outfit that specializes in securing licensing and then reproducing tabletop games on iPad under the banner of Sage Games. Chris’ experience with porting the tabletop experience stretches long before iPad came into our lives. He used to make “homegrown” computer versions of his favorites to share with friends and family.

In a lot of ways, he’s the perfect guy to be doing this. His studio has the talent, and he has an astounding amount of reverence for the art form and what it does differently in today’s modern gaming landscape, which is dominated by stupid games like Angry Birds.

iTunes Link: The TouchArcade Show
Zune Marketplace: TouchArcade.com Podcasts
RSS Feed: The TouchArcade Show
Direct Link: TouchArcadeShow-Bonus-035.mp3, 20MB

“There’s a lot to be said I think in terms of entertainment value for things like Angry Birds and those huge hits out there where you can go play for 10 seconds and get some fun out of that, but with board games there’s a little more thought involved,” he tells us on this week’s bonus episode of the TouchArcade Show.

“They offer a lot of the other great things that some of those hit titles have, and particularly these euro board games have really great theming. You can kind of get into the world of the game if you will. They also have the replayability and fun factor — there isn’t just one way to win this game,” he says, picturing a title. “If I play it again, even with the same people, it’s going to be a completely different experience.”

Before iPad was even announced, Chris was thinking about iPad. He and his pals had been talking about playing board games on something just a little bit bigger than an iPhone or iPod Touch. He describes the announcement of iPad as an “Apple Saves The Day” kind of moment, as it gave him a legitimate outlet to take his passion and put it into a series of digital products. The list of official ports since is long: Chris has had a hand in Puerto RicoRaMedici, and most recently, Tigris & Euphrates.

In a weird twist, the growth of the App Store has given Chris a calling. The majority of App Store consumers are casual-leaning, so they aren’t familiar with titles like Puerto Rico [$7.99] or Tigris & Euphrates [$4.99]. Chris says its his studio’s mission to get people to play these kinds of games, to show them that games can offer so much more than cheap thrills.

“…it’s part of our mission to open some eyes and introduce people to the joys of it. You can sit down and play a game like Puerto Rico or Tigris and you don’t know what’s going to happen. You have a rough idea how to play the game, but you don’t know what the interactions are going to be.” Chris says that the fact that most board games don’t have a single win condition is one of the most interesting things about them. The high-level strategy, complex theming, and even proximity are several of his other favorite aspects on his personal list.

His goal is lofty, but Chris is still grounded. He realizes that the world of gaming has moved on from tabletop. Much more visceral games like Pong, Mario, and Call of Duty have been re-defining what games are. It’s a new landscape, new audience, new world. But the things he most celebrates about board games are what he thinks will keep people around.

It’s also why he’ll continue doing what he’s doing.

“Board games are a natural fit for my interests and personality. I think more in 2D than 3D. And so, it’s not just … experiencing this big 3D world and trying to blast people. It’s more cerebral than that. It lets you focus more on the interactions between the players and the strategies of the game,” he tells us.

Le Havre

Chris is putting his 2D brain to good use with the studio’s next project, Le Havre. This title will mark the first time Codito Development will ever use a board game’s original art in a port. Chris believes this will add to its appeal for older fans, as it’ll be a much more authentic-looking experience than normal. That said, Codito will do the same thing it always does with its borderline masterful board game ports: honor the design and only streamline the mechanical parts of the experience.

Chris explains what Le Havre is all about. ”It’s largely a card-based game where, rather than having little squares or pieces, it’s based on cards you collect. Those cards represent different buildings you can use in the game. Again, the theming, is really what makes these games stand out above other board games and other games in some cases,” he tells us.

“It’s got this really cool feel of being in the harbor and you’re trying to develop your interests and amass the most amount of wealth at the end of the game. And to crush all of your opponents.”

Le Havre is a fairly recent creation. Publisher Lookout Games released the title in German and Australian English in October 2008. Board Game Geek has a scary breakdown of how it works, but we advise that you not look. The upcoming iPad version, as with all of Codito’s awesome ports, will focus on cleaning up the experience and putting the rules in the background.

“Our challenge is to take care of as much of the mechanics as we can and support the game experience without taking away from it. Let’s get all the other crap out of the way so you guys can just have fun playing the game and have fun with the theme and figuring out how to kick your friends ass without having to remember all the rules and picking up all the pieces and sort them out,” Chris says.

Chris has a lot more to say on this week’s show, so give it a listen. We do podcasts with interesting folks in the iOS space at least twice a month. We’ll be back later this week with another regular episode of the TouchArcade Show.

Oh, and as a special-special bonus to our podcast listeners, Codito is offering up three of its games for $1.99. Here’s some links:

  • Reiner Knizia’s Ra [$1.99]
  • Tikal [$1.99]
  • Reiner Knizia’s Tigris & Euphrates [$1.99]

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Written by admin

April 19, 2012 at 2:15

‘Avernum: Escape From the Pit HD’ for iPad Review – A Rewarding History Lesson

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Growing up as an avid Mac gamer in the 1990s, I was a huge fan of RPGs put out by the folks at Spiderweb Software. Not particularly known for their graphical prowess (even back then), these shareware games of old focused more on exploration, narrative and, most important, freedom. Avernum: Escape From The Pit [$9.99] is the second game from Spiderweb to hit iOS, serving as the pinnacle for these RPG tenets and should be looked at as a gold standard for iOS RPGs.

First, a brief history lesson is in order. Avernum for iPad is a remake of the 1999 Avernum title, which itself was a rewrite of the 1995 Mac shareware title Exile: Escape from the Pit. While each iteration brought visual and combat upgrades, the same open-ended exploration system remained. The same holds true for Avernum for iPad, which receives overhauls in both its visual and character/battle systems.

In Avernum: Escape From the Pit, the Empire rules the surface. Anyone that crosses this oppressive regime is banished to underground region of Avernum, a world unto itself that replaces the sun with luminescent moss and the sky with endless caverns. The world, along with all its inhabitants comes to life in the game’s deep narrative which could easily span its own novel. It’s this world that you’re violently thrown into, and it’s in this world that you are free to do what you wish.

It’s this freedom that makes Avernum such a compelling and enjoyable experience. From the moment you customize your four person party at the onset, you are allowed to do what you wish. Sure, you are presented with some overarching decisions as you spend more time in the world (complete with three separate endings), but like all great RPGs, the true reward is in the journey. Whether you choose to be a willing asset of the struggling makeshift kingdom in Avernum, a lone wanderer trying to make do in the cavernous wild, or an agent of destruction and chaos, all paths are available in this title.

In terms of character development, there’re attributes, abilities and traits to customize, each being open to all characters. You really can’t appreciate the sheer amount of options you have as opposed to most other RPGs as a plethora of weapons, armor, abilities and spells supplement the core character stats mentioned above. Fans of the original Avernum series will notice that some of the skills have been streamlined. However, the options have been consolidated for the better, preserving the majority of the customizability while making the game far more accessible.

For those looking for a rundown of Avernum’s gameplay, you need not look any further than our review of Avadon: The Black Fortress, Spiderweb Software’s initial iOS offering that debuted last year. The same isometric, turn-based combat system returns, complete with various difficulties, an auto-save function and a new collection of achievements to earn. As with Avadon, the touch-based control system works well enough, although there are occasions of imprecise tapping, making your characters potentially act in ways you did not mean.

One of the side effects of open-ended gameplay is a shift in exploration and gameplay style. In the world of Avernum, you can and most likely will run into areas that you simply should have not stumbled onto. Enemy fortresses may have hidden rooms (complete with warning signs) featuring overpowered enemies that may wipe your party out. This leads to a lot of saving/reloading as well as a lot of backtracking should you choose to return to previously visited locales to beat that one powerful demon. Fans of streamlined experiences may balk at this gameplay style, but I love the variety as it sets the tone of Avernum as a chaotic world that isn’t as clear-cut as it may appear.

As we mentioned earlier, Spiderweb Software games are homages to classic 90s RPGs in many aspects. That includes the visuals and music, which are simplistic and work just enough to provide ambience. And yet, there were many occasions while playing in which I felt far more attached to the events unfolding than I have while playing any ‘next-gen’ RPG. The amount of effort and care put into the narrative, quests and even level design create an atmosphere that is sorely missed in other titles (assuming you’re willing to lend an able imagination to fill in the gaps).

While Avadon served as a streamlined ‘introductory’ experience to the world of classic RPGs, Avernum (as evidenced above) removes all the handholding in order to create a more open-ended experience. I believe this choice makes Avernum the more fulfilling and satisfying title, as well. The storytelling, customization, and sheer amount of content make this RPG a true powerhouse on iOS. There’s also a certain amount of nostalgic satisfaction as newer gamers are able to experience a world made popular during the Mac shareware golden age. While there will undoubtedly be some who turn away because of the retro look and feel, a truly rewarding experience awaits anyone else willing to dive into the pit.

App Store Link: Avernum: Escape From the Pit HD, $9.99 (iPad Only)

TouchArcade Rating:

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Written by admin

April 18, 2012 at 20:15

‘DevilDark: The Fallen Kingdom’ Review – A Simple Dungeon Grind

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Being a fan of Diablo-style loot grinds, I was pretty excited to try DevilDark: The Fallen Kingdom [$0.99], Triniti Interactive’s take on the classic dungeon hack and slash. For the most part, DevilDark actually does a good job recreating the experience with nice visuals and a decent amount of weapons and armor. Unfortunately, simplistic gameplay combined with some general miscues hold the title back from stardom.

DevilDark follows the story of a wandering (and clueless) adventurer that sets out on a journey to save the world from being ravaged by an evil demon, who had been unleashed by a power-hungry king years beforehand. You’ll slowly accomplish this by doing a bunch of quests that involve fetching items and taking down hordes of baddies. An occasional boss battle permeates the monotony, but for the most part, DevilDark stays close to its dungeon crawling roots. While I realize that narrative may not be the priority in such a game, I would have liked something more than the intro cutscene and what little I can glean from quest texts.

One of the keys to a successful dungeon hack and slash is a robust inventory. While DevilDark doesn’t provide the limitless customization of say a Diablo, there’s more than enough loot to keep you occupied. Additional features such as bonuses for wearing groups of armor as well as elemental infusion do a great job adding some much-needed customization. The inclusion of a slot machine that has the potential to toss out some high-leveled gear is a nice touch, as well. However, I wasn’t a fan of the fact that some weapons and armor required currency that could only be purchased via IAP. Suffice to say, these special items aren’t required to complete the game – just expect to grind a lot more to pick up the normal currency items.

DevilDark’s visual engine is another standout feature in the game. The cell-shaded style looks great on Retina-enabled iOS devices. While Retina Display compatibility extends to the new iPad, please note that there’s currently a UI bug that’s been identified and should be fixed relatively soon. It’s also nice that items equipped on your character change his appearance. The music and character design do a decent job reflecting the overall tongue-in-cheek presentation, although the music does get a bit repetitive as you begin playing the same maps continuously.

Speaking of repetition, gameplay is quite simplistic, even for a dungeon hack and slash. There’s little in terms of additional abilities (which are tied to which weapon you wield) beyond simply attacking. In addition, DevilDark has a few quirks that, while hardly significant, still detract from the experience. For example, there are a lot of reused maps and assets which quickly become boring with the amount of grinding you’ll have to do. Navigation is also done via a static overworld map, which feels a bit disjointed.

Another annoyance is the fact that the game doesn’t warn you when you accidentally exit a map (and thus end the mission). Considering the camera angles can occasionally block the ‘world portal’ I had a few instances where I wandered into the exit and lost all of my mission progress. The lack of iCloud support is disappointing as well.

The pacing also feels a bit off. ‘Story-based’ missions seem to drastically jump in difficulty with the completion of each previous objective. While DevilDark offers plenty of optional missions to earn coin and experience in order to prepare for said story missions, I’m not a fan of the sheer amount of grinding necessary.

It seems silly complaining about excessive grinding when the goal of games such as DevilDark are to, well, grind. However, there’s a lot of ways to implement the grind that keep it interesting without messing with the core formula. If DevilDark had a more cohesive story accompanied by randomized maps and a little more complex battle system, it would be at the top of my list on iOS. As it currently stands, the visual engine and sense of progression are enough to merit a recommendation, but there is potential for it to be much more.

App Store Link: DevilDark: The Fallen Kingdom, $0.99 (Universal)

TouchArcade Rating:

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Written by admin

April 16, 2012 at 16:15

An In-Depth Preview of the Upcoming TouchArcade App

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The very first post on TouchArcade was over four years ago now, which, for those of you playing along at home, was before the iOS App Store even launched. (Heck, back then it wasn’t even iOS yet, and wouldn’t even be iOS for another two years.) We’ve been hard at work on our own app with the help of Flexibits and Bartelme Design for what seems like forever, and with it being unleashed to the world next week, I figured now was a great time to lay out the features and functionality of the app.

First off, the main screen (seen below and to the left) is what you see when you launch the app. It has a featured story, which usually will be whatever our last review was, or any other story that deserves some kind of special attention. To the right of that is the “Hot Games” list, which is a killer feature of the app. What you’re looking at here is a realtime display of the games that have generated the most interest in our community.

There’s a whole bunch of behind the scenes wizardry taking place to compute this list, utilizing tons of different data points to create a surprisingly accurate display of what the hottest games at the time are. The cool thing about this is that the list is constantly being updated. If you want to know what the most popular games amongst our community are at this exact moment, look no further than the hot games list.

The other views of the app share a similar look, and you’re able to really drill down on reviews for all the games we’ve looked at via a set of drop downs. So, for instance, if you wanted to see reviews of free action games posted in the last month. Totally doable. The “News & Reviews” function gives you a quick glance at all the content on the site. Oh, and if you decide to, you can even get push alerts when we post a new story.

Our forums are (obviously) huge for our community, so we’ve included forum integration in the app. Each thread display also features all the information you’d need about a game at a glance, with ratings from both the actual App Store as well as amongst our own users. You can even assign your own ratings just like you can on your browser. See the little slider with the binoculars? Things with the app get even better.

The watch list, much like the wish list in the AppShopper App [ Free ] is my favorite feature. By flipping the toggle switch seen above, you can add any game, regardless of whether or not it’s released. From there, you can see any stories that have been posted about that specific game. Also, if the push alerts for everything we post is a little too much for you, you can set the app to only send you alerts when articles that pertain directly to your watch list are posted.

So, if we post a preview for a game that interests you, all you’ve got to do is add it to your watch list, and you’ll get alerts for when it’s released, when we post a review, and potentially even if it ever gets updates or a price drop and we cover it.

The app also has tons of information about all the games on the App Store. Once you get into the actual details page of any game (which is accessible by numerous methods within the app) you’ll see our own review scores as well as the rating from out community, and you’ll be able to jump into any forum thread that pertains to the game. Also, obviously, any associated trailers or screenshots are there along with the iTunes text and anything we’ve posted about the game.

We’ve put a ton of work into the TouchArcade app, and we’re all really proud of what we’re about to release. There’s a number of other little features and settings that you’ll discover as you’re using it, but this is the core functionality of the app. We’ve been using it for months now to discover games to cover on the site, and we’re confident that it’ll become your go to app to find the latest and greatest games the App Store has to offer.

If everything goes as planned, it will be available for free, globally, next week.

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April 14, 2012 at 0:19

‘Gunman Clive’ Review – A Playful Sketch of the Wild West

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It’s not easy to make a unique platformer. You either have to be trusty with your design skills and make a game look out of this world and startlingly unique, or you have to have some sort of wizard when it comes to your level design skills. Luckily, the people behind Gunman Clive [$1.99] have a little of both, and it makes for one of the best platformers I’ve played for years, on iOS or any other platformer.

Gunman Clive comes out of the gate shooting with an incredible look, which has a hand-drawn feel and makes you feel as if you are playing a game on the page of a tea-stained sketchbook. As Gunman Clive, you play the rough-and-tough Western hero on a mission to save the mayor’s daughter from wild bandits. Not that any of that matters, because as soon as you get an eyeful of this game you’ll drool a bit and forget any of the storyline in favor of sucking up the pretty graphics with your face.

Controls are pretty simple in Gunman Clive — a directional pad on your bottom left and a shoot and jump button set on your right. I wasn’t nuts about the floaty directional pad at first — it felt like my thumb was spending too much time in the middle of the screen — but eventually I adjusted. It’s handy to know you can jump into the menu and change the size of the d-pad or choose to make it static. For me, these small changes made the game much easier to play.

If you have ever played a classic platformer from the NES era, especially Mega Man, you will feel the echoes of them in this game. I giggled the first time I got a weapon drop too — it was a spread gun. If you people are trying to make me relive all those fine old days spent perfecting my Contra runs, it’s working.

You can also expect excellent level design here, which goes far beyond the basic jumps of most iOS games these days. Physics also come into play, but in a unique way that leaves most of those physics-based titles out there in the dust. And later in the game, you get to ride an actual rocket. Quite the contrast to the good old “Oh, an ice stage… a fire stage … a forest stage” boredom that so many of us are sick of. You won’t be bored with these levels as Gunman Clive keeps it fresh throughout.

One thing you might find, however, is that you may experience some frustration while playing Gunman Clive. That is because it actually is quite challenging. The level bosses in particular will take you some time to get used to. They have that bombastic feel that you don’t get often enough as well — I feel like I’ve played against too many end level bosses these days that don’t feel dynamic at all.

These bosses are hulking mammoths ten times your size, which I personally like. As far as challenge goes, though, I found myself wishing that the checkpoints would come a bit sooner after playing through several particularly difficult parts over and over. Or perhaps, an easy mode? Maybe I’m just out of shape from my NES days.

If you love platformers, you have to pick this beauty up. It really is a standout in all categories. The only possible turn off I can see is the difficulty, but maybe that’s just a fine excuse to bone up on your skills. Get that itchy trigger finger ready and come out of the gate with guns blazing, and you should do just fine.

App Store Link: Gunman Clive, $1.99 (Universal)

TouchArcade Rating:

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April 13, 2012 at 20:15

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‘Mario’ Creator Miyamoto Digs ‘Angry Birds’

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The most influential man at hardware and software powerhouse Nintendo has found at least one phone game he enjoys. Visionary Shigeru Miyamoto recently name-dropped Rovio’s Angry Birds in a conversation with Hookshot, Inc, noting that it’s one of the few phone games he can dig. “There aren’t many games that I’ve played recently that have been truly convincing to me,” he said at a Paris event. “That said, I have very much enjoyed Angry Birds — especially the way in which it combines traditional and new game elements in exciting ways.”

Miyamoto later praised the surprising depth of the game’s flinging mechanic and the overall simplicity of its design. “Angry Birds is a very simple idea but it’s one of those games that I immediately appreciated when I first started playing, before wishing that I had been the one to come up with the idea first,” he said.

Nintendo does its best to totally dismiss the App Store and phones in general, so these quotes strike us as a particularly notable. It’s acknowledgment that something great can happen on our platforms of choice, from the mouth of Nintendo’s visionary designer.

In an interview with Edge at the same event, Miyamoto admitted that he keeps tabs on the mobile space, but noted that Nintendo can be just as creative.

“I check up on them sometimes, but I don’t have a lot of time,” he told Edge. “I think we also have a history of having certain fun ideas and making a game out of it, and there’s lots of other people also doing this [now].

“This kind of environment inspires us to try even harder, and create even more unexpected new things.”

Miyamoto is in the middle of some sort of slow (and disputed) stepping down process that’ll see him working on smaller games with smaller teams instead of big, blown-up AAA Mario and Zelda titles.

[via Hookshot Inc, via Edge]

App Store Links:
    Angry Birds, $0.99
    Angry Birds Free, Free
    Angry Birds HD, $2.99 (iPad Only)
    Angry Birds HD Free, Free (iPad Only)

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Written by admin

April 12, 2012 at 20:15