Archive for the ‘ECID’ tag
Today’s Apple Event – Hands on with iPod Touch, Nano and More
Today Apple held its media event at the Yerba Buena Center for the Arts in San Francisco and unveiled its work in significantly evolving a number of its mobile and media products. I had a chance to see it all first hand and spend some hands-on time with the fruits of the company's recent labor.

The announcement that is likely of the most interest to our readers is the arrival of the new iPod touch, thinner than ever and featuring the same razor-sharp Retina display used in the iPhone 4. (And, holding the new device in my hand, I can confirm that the screen is every bit as sharp as that of the iPhone 4.) The upgraded device is, indeed, basically "an iPhone 4 — without the phone," with a few exceptions. It utilizes the same A4 processor used in the iPhone 4 and the iPad, and features integrated gyroscopes for added in-game control precision. It has front- and back-facing cameras, as well, allowing FaceTime video chats. But the rear-facing camera offers a relatively low 960×720 pixel resolution, as compared to 2592×1936 pixels on the iPhone 4. That means it produces photos that are only 14% the size of those taken with big brother iPhone 4.
But, we're gamers here! And in that capacity, the new iPod touch is a golden mobile gaming device. During today's event, Steve Jobs indicated that the iPod touch is presently the #1 selling mobile game device, outselling Sony and Nintendo's devices, combined. He revealed that 1.5 billion entertainment and game app downloads have passed out of the App Store. With the dramatic enhancements on most every front that the new iPod touch puts in the hands of gamers, we don't expect the touch to give up the crown anytime soon.

Another big announcement that Steve had in store is the reinvented Apple TV. No longer a scolding-hot slab of metal and plastic with the footprint of a Mac mini, the new Apple TV is a quarter the size of its predecessor, shrouded in black plastic, and cool to the touch.
This time around, Apple dispensed with local media storage and has positioned the new unit as a video streaming device, built on a video rental model. First-run HD movies can be rented at $4.99 per, with HD TV shows available at $.99 an episode — all HD. Netflix streaming is integrated, as well. And all of the local media sharing capabilities of the original device (tying to computers in your home for media display on TV) are preserved, with the notable addition of media streaming from an iPad, iPhone, or iPod touch. And all that, which I can confirm fits comfortably in the palm of your hand, can be had for just $99.
The new Apple TV should be of particular interest to our readers for another reason — it's based on Apple's A4 processor. Intel is not inside, this time around. Given that, it's clear that the new device is based on some form of OS X for the ARM processor. Apple isn't calling it iOS but, if it's not iOS proper, it's something extremely close. But, likely, it actually is iOS under the hood. Daring Fireball's John Gruber recently , as well.
And if, indeed, the new Apple TV is an iOS device, is there an App Store in its future? Let's hope so…
Apple also showed a new iPod shuffle which, happily, brings back the buttons of the previous versions and also demonstrated the new iPod nano. The nano is about the size of the shuffle, but features a multitouch display and a user interface styled after iOS (though it's not iOS-based). It's a pretty amazing device to play with, extremely light, small, and functional. It's not improvements all around with this one, though; the new nano lacks video recording as well as playback capabilities. It seems Apple's decided that's functionality to be found only in the iPhone and iPod touch.
On the software front, Apple has released iTunes 10 (available now), which offers several interface improvements as well as Ping, a new social network of sorts that allows iTunes users to follow one another and share news of what they're listening to online. Facebook integration is in place as well. iOS 4.1 will be released next week and will include a number of new features including the launch of Game Center — Apple's leaderboard network. Other improvements include bug fixes, and performance enhancements for 3G owners. iOS 4.2 was also previewed which will finally bring OS 4 to the iPad and is due in November.
It's clear from today's event that Apple has been keeping a laser focus on the areas that have become its clear domain: media and mobile.
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Apple’s September Press Event – Where Can I Get That Guitar?
‘Godville’ A Month Later – Still The Best Game I Don’t Play
A little over a month ago I first posted my review of Godville [Free] and was entirely amused by the concept behind the game. In essence, Godville is barely a game at all, as your interaction with the world is limited to either encouraging or punishing your hero who otherwise just goes about his business. You play as your hero's god, and the "game" basically consists of you reading the events that transpire in your hero's life. Depending on how you treat your hero either through punishment or encouragement, your hero will either be a cold hearted bastard killing everything in its path or a happy go lucky lover of all things living… Or something in between.
Godville is a community driven game, and once your hero reaches level 10 you're able to participate in the idea box. You can submit ideas for items, equipment, quests, enemies, combat actions, and tons of other things. Users then vote on these entries, which are eventually implemented in the game. Initially, the adventures of your hero in Godville when the game first launched were fairly repetitive, but after a month of idea box submissions from users, the game has only grown more amazing.

Not only is Godville getting better from user submissions, but the developers have been hard at work releasing updates both to the Godville client itself, and the web-based backend that powers the whole game. Special artifacts are one of my new favorite inclusions. These are new items that your character will loot from monsters or win from duels that have special abilities. Of course your hero is entirely too stupid to operate said artifacts themselves, but you can spend your god power (otherwise used for punishing and encouraging) to have them operate the item. These items can teleport them back to town, put a gold brick in their inventory, strike a death from their records, and many other things.
The amusing part of all this is that if you don't catch that your hero has one of these special artifacts in their inventory, chances are they'll just give it away, sell it, or otherwise get swindled out of it before you even have a chance to use it. Even if you do use it and it has some marvelous effect, they'll usually just hawk it for beer money anyway. How little control you have over your hero is part of what makes Godville so much fun for me, as my hero almost never does what I want him to do, but seemingly has developed his own (fairly stupid but evil) personality of his own.
Previous to the recent update, your character would randomly find themselves in duels with the heroes of other players. Now, every few hours, you can send your hero off to an arena to immediately participate in these duels. Aside from potentially humiliating another god with defeat, winning a duel also awards you all the coins that the opponent is holding along with some other swag… This is often lost anyway as your hero's ego grows and he bites off more than he can chew in combat, then endlessly begs you to be resurrected.
I decided to post about this game again not only because it has had significant updates since our initial review, but also because I'm downright amazed that a game that isn't really even technically a game has held my attention for so long. Checking up on what my Godville dude is doing has somehow managed to slip in between checking my email and checking my Twitter feed on my phone. Admittedly, when I first tried the game I thought Godville had sky-high novelty value, but I didn't see it lasting for me as most novelty-heavy games are only amusing until said novelty runs out.
The buckets of creativity being dumped in to Godville seems to always make loading up the game amusing. Initially I only saw Godville as a clever jab at the grind of RPG's as instead of you spending your time grinding, your hero does it for you. After spending an immense amount of time with the game over the last month, Godville seems to be the most captivating virtual per experience I've had so far on the iPhone. If you haven't yet, you really need to give this game a try to see if it grows on you just as much as it has grown on me.
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‘Super Mega Worm’ Review – The Battle of the Giant Worm Hath Begun!
Just a couple of days ago we revealed latest project, Super Mega Worm [$2.99], a game based on the original concept by JTR, later made famous by the popular Flash game, . 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 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 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 on Flash and check out the trailers to see what you're getting yourselves into and for our readers' opinions on just how juicy this worm really is.
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‘Knights Rush’ Review – Mow Down a Legion of Baddies in this Epic, Castle Crashers-esque Beat ‘em Up
Quest of Knights Onrush [Free] was originally thrown together by developer and Chillingo to spearhead a marketing campaign for their then primary focus, Knights Onrush [$0.99], a castle defense game. It turns out that their promotional app, a side-scrolling arcade beat 'em-up, was even better received than the game it was promoting, and in April we revealed that it was being made into a full fledged game. That game, Knights Rush [App Store] is finally here.
Knights Rush takes the formula of the original game– what was essentially a limited, endless mode-only beat 'em up– and breathes the life of an entire campaign into it. Not shying away from that very definition, developer MoreGames envisioned an 'entire campaign' to mean 40 sizeable campaign levels over 8 unique worlds, and a battallion of 50 different enemy types and 8 giant bosses to clog the daylights out of. Not to mention two very different endless modes that improve greatly on its origins thanks to the huge library of art assets now available.

The campaign begins with a short in-game cinematic where your knight, after a little soul-searching, gets pulled into an alternate dimension. It's a no-fuss opener designed to get you into the action as soon as possible, as it's clear this is where the developer has spent most of their time. You start with a tutorial level, where you are soon introduced to two other knights to battle with. Before beginning each mission, you spawn in a portal room, where you can select from one of the three characters: a human Roman-esque knight, an other-world looking, dual scythe wielding knight, and a dwarven, hammer wielding knight. They each play very differently and have their own set of skills and perks to unlock.
The skill system itself needs some explanation, as it may not be apparent how it functions when first picking up the game. Each level, you begin by choosing a character, which is then spawned at level 1. Even if you come out of the first world at level 14, you'll still spawn in world 2 with your character reset. At first, this put me off, as I was having lots of fun with the progressive empowerement of my knight. In retrospect however, this seems to be a very clever implementation. Firstly, it allowed me to explore the breadth of each characters abilities over the campaign, mixing them in ways that I was not able to do in my first attempt. And secondly, it gave a nice sense of character scaling as I sliced through the 5 levels that make up each game world, leveling periodically without maxing out each and every skill.



Ultimately, each character has only 2 active spells that can be unlocked. Abilities are sorted into 'skills' and 'perks', and each level up you have access to 1 skill and a couple of perks. Perks supplement skills and your standard attacks, by adding benefits such as fire or ice to your attacks, or by increasing the rate at which you level or critical strike, or how much health is restored when you pick up health potions (or even how many additional skills or perks you earn each level). Skills on the other hand, include your two active abilities and several other passive abilities, such as attack strength or health bonuses. Each ability has 5 levels, and over the course of a world you'll generally be able to max out 3 or 4 of the reasonably lengthy list before having to reset.
As well as your active skills, the game includes a variety of consumable spells, from a crazy fox strapped with dynamite to your standard room-clearing freezes, proximity mines, or giant balls of energy. Though combat suffers a little from a tendency towards a truckload of frantic attack button mashing, the 3 skills nearly always at your disposal are crucial to surviving anything after about world 3. At this stage, the odds you face will progressively become more and more overwhelming and any previous thoughts of encroaching monotony are quickly swept away in the chaos. Unfortunately this doesn't extend to the huge, great looking boss enemies, who after the horde of enemies you have to wade through to get to, largely seem like pushovers. I would have liked to see a little more strategic varience to these encounters.

In any case it is clear that alot of time has been spent on the enemies in Knights Rush. Having 50 different enemy types is no small feat– but having them all looking unique and with their own individual abilities and attacks is simply astounding. You'll encounter a host of different enemy knights, swamp monsters, giant crabs, giant spiders, the undead, wizards, vikings, golden scorpions, jumping iron-maidens…and more. These are then backed up by the legion of mechanical devices that are littered across each of the worlds. Worlds are replete with spiked traps, falling blades, rotating saws, raining arrows, giant boulders that fall from the sky, cannons, ballistae– you name it, it's there. And in an interesting twist, these enemies can only be defeated by standard attacks (if at all).
Knights Rush has to be one of the most gorgeously detailed and painstakingly created game worlds we have seen on the iOS device. Each character and enemy is inked in a stylized fashion closely resembling that of Castle Crashers on XBL. The backdrops are equally lovingly rendered, richly detailed and set-off in layers to give a pseudo-3D effect that I absolutely love. Playing through the Super Endless Mode– where worlds and enemies are randomly generated as you progress– is a visual treat.
Finally, the standard Endless Mode rounds out the Knights Rush content, where levels you unlock in the campaign can be played endlessly. High scores for both endless modes are recorded in Chillingo's Crystal social platform, which offers additional replay value above and beyond the Campaign's 3 or so hours of game time (which can effectively be doubled or tripled if you decide to attempt Hard or Insane difficulties).
While some may initially be deterred by the few active skills available or the kitten-soft boss fights; you can't dispute that the sheer weight of content here resembles something more like what we'd expect from an expensive console downloadable title. That there are three very different knights to fight with further compounds the game's fun factor as you delve into their individual skill sets. All up, Knights Rush is a highly recommended addition to any action fan's game library, and should be a no-brainer pickup for beat 'em up fans. (Note, we did encounter a small bug where reloading the campaign following an endless mode sessions resulted in the wrong skill tree for our chosen knight, something we expect the developers will address soon but certainly not game breaking.)
If you're still on the fence, head over to to read other readers' opinions and be sure to check out the (slightly outdated) gameplay trailer above as the game looks infinitely better in action.
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‘2K Sports NHL 2K11′ Review – Finally a Great iOS Hockey Game
One of the most underrepresented sports on the App Store is ice hockey, which is perplexing as even if you aren't really a fan of the sport itself, hockey has historically made for a fun video game. Back in early April we finally got an attempt at a real ice hockey game for the iPhone, Hockey Nations 2010 [$3.99/Lite]. While it looked and controlled fairly decently, it was missing that intangible aspect that made it a fun game to play. In what was somewhat of a surprise release, seasoned sports game developer s has brought NHL 2K11 [$1.99/Lite] to the iPhone. While not the prettiest game around, it's an absolute blast to play and features a full season mode, official NHL teams and players, and more options than you could ever possibly need in a portable hockey game.
NHL 2K11 controls similarly to Hockey Nations with an analog stick for player movement and three virtual buttons for performing actions. There are separate buttons for passing and shooting on offense, with the power of each determined by how long you hold the button down. On defense these same buttons serve to change players and perform checks. The third button gives your player a speed boost on offense or defense. Your actions can differ based on where you are in relation to other players allowing for simple poke checks or full blown body checks. Passing also works really well, letting you bounce the puck off the boards to a teammate or set up for a one-timer. The controls are really uncomplicated but still allow for depth and strategy.
What is really impressive about NHL 2K11 is the absurd amount of options at your disposal. There's typical game settings like difficulty, toggling penalties, choosing NHL or international style time and icing rules, and more. You can set line changes to automatic, manual, or turn them off completely. A ton of different camera angles and zoom options are available including locking the camera in place. A season mode lets you choose a team and play through an entire season in pursuit of the Stanley Cup. Rosters can be altered, saved, and loaded with or without a trade deadline and salary cap. What's in NHL 2K11 is comparable to what you would find in a full console sports title, and caters well whether you're looking for a casual hockey experience or something in-depth.
Even with all of the great features in NHL 2K11 it does have some shortcomings. Players are blocky and comprised of low resolution textures, which is pronounced when the game zooms in during replays. This isn't as noticeable with the default overhead camera in the game, but the tiny players are still pretty jagged, especially on the iPhone 4. While the visuals are not the best, they don't distract from the game too much as you can still tell what is going on, but they could stand to be better. The game description warns NHL 2K11 isn't compatible with first gen devices, but have been able to run the game, just with a lowered framerate. You can always try the lite to see how it performs if you have an older device. Additionally, the AI in the game doesn't always make the smartest choices, and the audio portions of the game are lacking. Overall, NHL 2K11 has some “rough around the edges” spots, but overall none of these issues really diminish the fun of playing the game.
It wouldn't be hard for NHL 2K11 to claim the title of best ice hockey game on the iPhone, since the competition is sorely lacking. But it surprisingly goes above and beyond and offers a truly full-fledged NHL experience on a mobile platform. Even with such a robust experience, the game supports fast app switching and saving during season play which makes it well suited for on-the-go gaming. And on top of everything else, it's just incredibly fun to play. EA's NHL offerings have typically been favored over the 2K series on consoles, and it will be interesting to see if EA decides to throw their hat into the iPhone hockey arena. Until that time, however, 2K Sports NHL 2K11 is the clear cut choice for hockey on the iPhone.
2K Sports NHL 2K11, $1.99
2K Sports NHL 2K11 Lite, Free
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New ‘Puppet War: FPS’ Update is Stuffed with New Content
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 . 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
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‘Guns’n'Glory’ Review – I’m Sure This Will Offend Someone
Tower defense games on the App Store come in all shapes, sizes, and flavors it seems as the genre becomes more and more saturated with each new release. Much like match threes, it's getting harder and harder for these games to stick out amongst the crowd when there are already such fantastic tower defense staples such as Fieldrunners [$2.99 / HD], geoDefense [$1.99 / Free] (along with geoDefense Swarm [$1.99]), or my personal favorites, Sentinel: Mars Defense [99¢] and Sentinel 2: Earth Defense [$1.99]. But just because all these awesome games exist, doesn't mean I don't try every tower defense game that looks interesting (and every match three for that matter) but so often in these games there's not much in them that given the choice would make me tap their icon instead of just playing some Fieldrunners or any of the other games I just mentioned.
Guns'n’Glory [$2.99] is a somewhat rare exception to that, and I really can't believe it hasn't generated more buzz in the time since its release over a week ago because it's one of the most unique tower defense games I've played in quite a while. did a great job of combining some elements of realtime strategy with the standard tower defense formula as well as a ridiculous premise, great sprite-based graphics, and a western themed soundtrack that fits the game perfectly. On top of that, it's even universal and while I prefer it on the iPad, it's just as much fun on the iPhone.

So by now it all sounds good and you're probably wondering what's the deal with the title of this review. Well, I'm not entirely sure how the setting of the game will sit with some people as in Guns'n’Glory you're not protecting Earth from invading aliens, or killing the anonymous troops of some enemy army. Instead, you control a gang of bandits made up of various stereotypes, train-mounted gatling guns, and cannons. These bandits slaughter waves after waves of men, women, horses, and a few different types of covered wagons all trying to make their way west. It's actually kind of amusing how when playing the game I went from "Wait a minute, these are… obviously women… that I'm gunning down" to "Argh, get back here you!" as a settler makes it to the end of the path and off the screen.
Five units are included in the game: "Desperados" which are your standard run of the mill pistol totin' bandits, "Mexicans" who toss sticks of dynamite, "Indians" who shoot flaming arrows, cannons which are strong against wagons, and the gatling gun. These units are all on screen at the start of every level, taking a nap in the hot desert sun. To enlist their help, they have to be paid off with the gold coins you earn from slaying settlers, at which point you can tap one, and wake them up to start shooting. The cool part about how all these units work is that you can move them around at any time during the battle, and this mechanic really starts to become important later in the game where there are multiple paths and not enough manpower to cover all of them.
Tapping an awake bandit selects them, then you can tap anywhere and have them walk there if there is a clear path to get to the destination. This actually works out to be really cool, because you can totally change your defensive strategy on the fly and it's awesome to just be able to upgrade a small handful of units then just micromanage them well to complete levels with minimal defenses. There isn't a fast forward button in Guns'n’Glory to speed up the gameplay, which normally would be a negative in any tower defense game, but I never felt the need to speed time up at all in this one as you're almost always busy repositioning your units for maximum effectiveness.
Further in to the game you will get access to trains to mount your gating guns on which can move quickly but obviously are limited to train tracks. Also, chests will spawn in the game world and depending on the icon over the chest sending a unit over to collect it will make their attacks stronger, faster, or just award you some gold. In later levels, juggling all of the mayhem between moving your units, going for chests, deciding what to upgrade, and which units to wake up is a ton of fun.
The main down side to all of this is when you begin to realize how few levels there are in the game. There are ten levels included, and really not much reason to replay them once you beat them. This wouldn't be so bad, if half the levels weren't building up as a tutorial, as you don't even gain the ability to upgrade your units until the fifth level– Half way through the game. Regardless, Guns'n’Glory is a very fun ride while it lasts.

iPad left, iPhone right
Curiously enough, Guns'n’Glory is listed in iTunes proudly and prominently as "AD FREE", and according to the developers there is a free version in the works, though still waiting for approval by Apple. Whether you keep the free version on your App Store watch list or you grab the paid version, Guns'n’Glory is a game that any fan of tower defense games will enjoy.
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‘Graveyard Shift’ Review – A Fun Physics Puzzler with Great Style
Graveyard Shift [$2.99/Lite] is a new physics puzzle game where you are literally working a graveyard shift in a graveyard putting back skeletons that have inexplicably decided to pop out of their coffins. It features a charming art style that's Retina Display ready, a multitude of levels, and best of all some great level designs that are hard not to appreciate. It also doesn't hurt that the game is universal, and there's a lite to try before you buy. If you like games like Saving Private Sheep, Angry Birds, and Ragdoll Blaster, then Graveyard Shift should be right up your alley.
The premise is that you're a boy looking for a job to earn some extra cash, and you come to find that the local graveyard is hiring. For some odd reason, the skeletons from the graves have popped out of their coffins and perched themselves precariously amongst objects throughout the graveyard. It's your job to use the different properties of these objects and the physics in the game to get the skeleton back into their coffin homes. Some blocks can be touched to make them disappear, some must be touched by the same type block to eliminate them, and some just can't be removed from the level at all. There are also boxes of TNT that can be used to launch objects or the skeletons themselves to aid the task of getting them back to their eternal resting place.
The graphics in Graveyard Shift are nice, with lovely hand drawn backgrounds and crisp in-game elements that look especially great on the iPhone 4. The music is also very catchy and fitting, but the thing that really stands out about the game is the excellent level designs. Some levels are very straightforward, with the skeleton on top of stacks of blocks that must simply be cleared in order for him to fall into the coffin. But others are more complex, and almost -esque in their execution. For example, you may pop a box of dynamite that sends a ball rolling down an incline, that will then cause a latch that is holding back a giant pendulum to disappear. Gravity will then cause the pendulum to swing, and once it hits it's apex another box of dynamite is used to blast the pendulum further upwards into a platform where the skeleton resides, catapulting him into the nearby coffin. There's plenty of examples of situations like these during the game's 72 levels, and I certainly had my fair share of laugh out loud moments as I stared in amazement while the level played out.
As much as I enjoyed playing through Graveyard Shift, it's not without a couple problems. The biggest issue is the extremely finicky physics system. While it does create for some hilarious moments with the ragdoll skeleton, it can also cause objects in the game to behave wildly different from one play to the next. As a result, some of the levels can be frustratingly hard as you try to get things to do what you want them to, and completing each one is more luck than anything else. Somehow this doesn't really hinder the enjoyment though, and levels are easy to instantly replay at any moment, which you'll be doing often. The other issues with the game are very minor glitches where sometimes graphics don't display properly or levels load without any objects. These are easily fixed by simply reloading a level, and the developer is already working on an update to iron out these kinks.
Minor issues aside, I had a ton of fun with Graveyard Shift. The moments of figuring out how a level should work and then executing it, all while the ragdoll skeleton is flailing about the screen, brought a smile to my face every time. As an added challenge each level has a par for completion time and taps used, so beyond just completing each one you can also shoot for these goals. Unfortunately there's no sort of social network like OpenFeint to tie these accomplishments together, but at the very least it still adds replay to the game. If you are a fan of these physics games you should definitely try out the lite version of Graveyard Shift, and join in on the for further player impressions and developer responses.
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‘DungeonCore’ Review – Fall Down and Level Up
One game that I've been having a ton of fun with since this past weekend is DungeonCore from developer . It takes the concept of the “fall down” type games (like Cliffed [$1.99] / Free] or, well, ), and adds an RPG element to the mix. The result is a game that I haven't been able to put down, and when I do I usually find myself coming right back to it before long. It's a fairly difficult game, and does have it's share of minor issues, but the RPG progression and utter simplicity is totally engaging.
DungeonCore starts with your hero dropping in from the top of the screen literally only equipped with his underwear. You control his left/right movement with tilt as the level continuously scrolls upwards. If you end up too far off the top or bottom of the screen, it's game over. What makes this game much more difficult than similar titles is that the hero is constantly walking forward, and tilting merely changes which direction he walks. So you can't just stand in one place for a bit while you get your bearings, as he's always on the move. You may love this aspect of the game or hate it, but there's no doubt that it brings constant action to the game while you're playing.
Also different from games like this is the fact that there's actually an end point to the chasm that you are traversing down. If you reach the bottom there is a giant boss to defeat, although getting that far would be a truly amazing feat for any gamer. I've personally only made it about one tenth of the way down, according to the game over screen that gives you a little diagram of how far you made it. This doesn't deter me from continuing to try though, as it's a great feeling to even just get a bit farther than the last time, and the RPG elements add a lot of strategy to the game.
Killing enemies is as easy as touching them, and they'll drop a coin for your efforts. At set points in the dungeon play will stop and your hero will automatically enter a door to the shop where you can use your collected coins to purchase new weapons and equipment. Many of these items are locked initially and are unlocked by performing certain feats in the game. Once unlocked however, they remain that way for subsequent playthroughs. There are items that will increase your defense, give you more coins per enemy, make you move slower (and more manageably), and many others. It's a ton of fun deciding what items to buy and weighing the pros and cons of each, and certain items must be purchased in order to progress in the game.
It all comes together in a really great way, and DungeonCore has much more going on than your typical endless high score endeavor. It could use some work some areas, and my biggest request would be difficulty options to make it easier to see more of the game. There's a starter strategy guide at the GAEWOOL website , but even with those tips this is one of the harder games that I've played on my iPhone. It's still a really compelling offering though, and I really love the cute pixel art style. Gamers are enjoying the game as well, and if you like the simplistic play mechanics in games like these but are looking for one with more depth, definitely check out DungeonCore.
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