Archive for the ‘EDGE’ tag
‘Sam & Max Beyond Time and Space Ep 5′ Review – To Hell and Back
Season finales are undeniably difficult to pull off: they need to pull the disparate plots of the story together in a way that feels satisfying but not hackneyed, while still maintaining a sense of self-contained narrative. A serialized game like Sam & Max Beyond Time and Space carries the added weight of presenting us with the highest expression of the puzzles and mechanics its introduced thus far.
I’ve come to realize that the second half of Sam & Max Beyond Time and Space — say, starting with “Night of the Raving Dead,” [$4.99] and continuing through the finale, “What’s New Beelzebub?” [$4.99] — are funnier and generally better than the first two episodes. This is largely because the last three episodes are more tightly connected, with each cliffhanger transitioning smoothly into the next episode. They feel cohesive, and that makes me feel invested.
But it’s also because, in contrast to the procedural feel of the first two entries in the series “Ice Station Santa” and “Moai Better Blues,” these latter episodes are a perfect fit for the point-and-click adventure genre.
“Beelzebub”’s only narrative blunder comes during the series’ antagonists’ big reveal, which is funny enough on its own, but is probably much better if you’ve played Sam & Max Save the World as well. (This is a recurring problem for Beyond Time and Space as a whole, especially since Save the World isn’t available on the App Store.) Every thing else in “Beelzebub” – every piece of dialogue, every joke, every plot twist, every fan-service callback — feels earned, not only because it has the rest of the series supporting it, but also because the audience has had to work for it.
Steve Purcell’s writing doesn’t waste time with exposition or lengthy explanations, and players who haven’t been paying attention since “Ice Station Santa” probably won’t make sense of each villain’s plans or of the haphazard and absurd sequence of events that lead up to “Beelzebub.” The jokes, the dialogue, and even the over-arching plot of the series come tumbling out, rapid-fire, and only the quick-witted and observant will get much out of it. Beyond Time and Space hedges its bets, of course: even if you miss something ostensibly important, the games are light-hearted and silly enough to keep moving forward. Nevertheless, Sam & Max hews to point-and-click mechanics that prize attentiveness and lateral thinking, and “Beelzebub,” more than any other episode in the series provides a narrative structure and presentation to match.
Beyond Time and Space is at its best deconstructing horror tropes and, while I liked the time travel puzzles from “Chariots of the Dogs [$4.99],” “Beelzebub” and “Raving Dead” have the best settings and ambiance. The finale tasks the Freelance Police with scrambling between the well-worn block near their office, caught in the middle of the apocalypse, and a snarky, tongue-in-cheek version of Fortune 500 Hell. It’s clever and atmospheric, and it drives the games most interesting puzzles, which involve attempting to disrupt Hell’s operations long enough to free some damned souls.
“Beelzebub”’s narrative hook literalizes an abstract idea like the afterlife and reduces it to another explorable screen to interact with. In other words, there’s no difference between Hell and the “real” world for Sam and Max, in the same way that there’s no difference between 1967 and 2008, or between being alive and being a zombie. It’s right there in the title: Beyond Time and Space. Without intellectualizing too much, that’s a pretty sophisticated concept, but Sam & Max is charming and self-aware enough to keep it in check. Purcell doesn’t let metaphysics get in the way of Max’ fart humor, and the result is a series that allows for outlandish puzzles and silly in-game logic without sacrificing pithy dialogue or character interaction. It’s also why, for example, one of “Beelzebub”’s puzzles can call for the death of Jimmy Two-Teeth’s entire family, and no one really has to feel bad about it.
There’s a lot to admire about the way “Beelzebub” illuminates and caps off the various narrative and thematic threads running through a five-game series, but its puzzles generally lack punch, an unfortunate side-effect of following the preternaturally clever “Chariots of the Dogs.” Over the course of Beyond Time and Space, the best puzzles have challenged our perception of the game world, mutating and iterating on inventory-based puzzle design with portals, zombies, and time travel. “Beelzebub” has a few standout puzzles, including a fourth-wall-breaking language trick, but is generally less ambitious in its design than previous titles.
Telltale is, as a rule, well-versed in designing accessible, intuitive puzzle games and “Beelzebub” is generally no exception, despite featuring a few textbook examples of adventure game pratfalls: guess-what-the-developer-is-thinking crops up once or twice, as do scenarios that require thorough, exhaustive clicking and hunting instead of puzzle-solving. “Beelzebub”’s occasional clunkiness is somewhat mitigated by a retroactive appreciation of the funny in-game logic, but that’s to substitute for the thrill that accompanies solving Sam & Max‘ best puzzles.
While “Beelzebub” lacks the unified theme of “Chariots of the Dogs,” it’s no slouch. A few missteps aside, the puzzles — while of the traditional match-this-item-with-this-NPC sort — are clever and well-realized, even if they tend to be a little on the nose. It’s still one of the best in the series, funnier than “Moai Better Blues” and with clearer puzzle design than “Raving Dead.” If you haven’t played any of Sam & Max Beyond Time and Space, now’s a good time to start: “What’s New Beelzebub” is a fine capstone to a great series.
TouchArcade Rating: 
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‘Sonic & Sega All-Stars Racing’ Gains 2 New Characters, New Track and More in Latest Update
Despite the majority of the gaming world wishing otherwise, Nintendo seems pretty dead-set in not bringing any of their beloved properties to other platforms. Which means, if you’re standing in line at the bank and get a sudden hankering for some Mario Kart, you’re mostly out of luck if you aren’t sporting Nintendo hardware.
However, video games are an iterative pastime, and Mario Kart is far from the only kart racer around. On the iOS platform, Sonic & Sega All-Stars Racing [ $1.99 ] is widely considered to be the finest answer to Mario Kart currently available, and we’d tend to agree. It pits a cast of Sega characters against each other in the power-sliding, weapon-laden, arcade-style racing we’ve come to expect from a kart racer, and it does it extremely well.
Throw in fantastic course designs, a full single-player campaign and challenge mode, and both local and online multiplayer options and you have a seriously good kart racer, even with the lack of everyone’s favorite plumber.
Over the weekend, Sonic All-Stars Racing got just that much better with its first significant content update since being released in June of last year. The big ticket items in this update are two brand new characters: Shadow the Hedgehog and Knuckles the Echidna. These are two extremely popular characters from the Sonic universe and are a great inclusion here. In addition to the two new characters there is also a brand new track to race on.
The other big feature in this latest update to Sonic & Sega All-Stars Racing is native video-out support either wirelessly using AirPlay or through an HDMI hookup. I checked out this feature back at GDC and can say that his game in particular scales up to the TV screen extremely well. Finally, iCloud progress saving has been implemented as well as some UI changes including character faces on the mini-map during single player and Game Center avatars for when playing online.
If you’ve got kart fever on-the-go and don’t have a spare copy of Mario Kart handy, Sonic & Sega All-Stars Racing should do the trick and is an even better game now thanks to the latest update.
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‘The King of Fighters-i 2012′ Review – One of the Best iOS Fighters, Now with New Characters and Online Play
It was in July of last year that SNK Playmore brought their classic fighting game franchise to iOS with The King of Fighters-i [ $4.99 ], and it was the only game that could really stand up to the then current standard for touch screen fighters Street Fighter IV [ $4.99 ], and in many ways it even exceeded it. Which series you prefer is largely a personal preference thing, but I always felt that The King of Fighters-i edged out Street Fighter IV in overall quality and playability.
The problem was that by the time The King of Fighters-i hit the App Store, the superior sequel to Street Fighter IV had already been out for a month. It was called Street Fighter IV Volt [ $6.99 ] and it came packing everything that made the original game so great plus additional characters, new features, and most importantly online multiplayer. The online matchmaking worked surprisingly well in Volt, and despite The King of Fighters-i being absolutely fantastic it was still just a single player- or Bluetooth multiplayer-only game, and online battling was the new hotness.
Now nearly a year later SNK Playmore is taking a page out of the Volt handbook with the just-released The King of Fighters-i 2012 [ $6.99 ]. This latest entry in the iOS KOF series contains everything from the first game that was great in addition to – much like the release of Volt – new characters, new features, and online WiFi multiplayer. Since basically everything from the first game is included in the 2012 edition, you might want to read our original review of KOF-i as well as the details of its extensive update to get the nitty gritty on the game.
As for what’s improved in The King of Fighters-i 2012, for starters the roster has been significantly expanded from 20 playable characters to 32. Art of Fighting, Psycho Soldier, Kim and Ikari are the 4 new teams of 3 that make up the new additions. Also, there are 2 more characters – Nests-style Kyo and Classic Iori – available as DLC for $1.99 each. These are alternate versions of existing characters, and they’re certainly entirely optional purchases, but it will be interesting to see if more characters end up coming down the road and if they’ll be paid or as a part of free updates.
The single player part of the game includes everything that was in last year’s version: an arcade ladder in 3v3 team battles or 1v1 flavors, an endless survival mode, and an excellent training mode. The lengthy Challenge mode from the original game returns, with some new challenges thrown in for good measure. A brand new single player addition to KOF-i 2012 is a Time Attack mode. Here you must battle through 10 straight opponents as quickly as possible, with a Game Center leaderboard tracking your best overall time.
Time Attack is a nice addition to an already great single player offering in The King of Fighters-i 2012, but that’s not why we’re here. We came for the multiplayer. Naturally, the Bluetooth local multiplayer mode from the original game made its way into 2012, and remains a fine option for squaring off against a buddy in your same vicinity. However, the real draw in the new online WiFi multiplayer mode.
The online portion for KOF-i 2012 works about how you might expect if you’re familiar with Volt – that is, it’s pretty good but not great. Naturally there is a bit of lag at times, but nothing too earth-shattering. Finding a match can also take a long time but I imagine that will clear up a lot as more people get the game. When talking about real-time multiplayer on a mobile device like the iPhone, it’s hard to expect perfection. For what it is the online matchmaking in KOF-i 2012 is really fun for people who get tired of fighting against the CPU all the time. With the right expectations, it really is a killer feature of the new game.
So, with a large portion of The King of Fighters-i 2012 being nearly identical to last year’s release, whether or not you should buy this new edition will hinge on how important new characters and online play is to you. With a whopping 12 new fighters added to the roster, I think it’s worth upgrading just for that, and people are totally digging the new version too. Along with a decent online offering and KOF-i 12 is likely a worthy upgrade for fans of iOS fighters. One thing is for sure though, Street Fighter IV Volt now has some serious competition, and it looks like the future is pretty bright for fighting games on the App Store.
TouchArcade Rating: 
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The Reality Of Independent Game Development Is What Keeps iCloud Out Of Your Favorite Games
You see a form of this question in almost every high profile game’s review: why doesn’t this have iCloud support? Apple’s remote storage service is a tremendous offering that lets us resume any supported game from any connected Apple device. During our commutes, we can bang out a couple of minutes in Infinity Blade 2 on our iPhones. Later, at home, we can finish the section we were exploring on our iPads. When the service works, it’s awesome, but we don’t see a lot of games using it. It’s a surprise when one does.
We spent a few days asking a small pool of independent game developers why they aren’t incorporating iCloud in their latest games. What we discovered isn’t surprising: iCloud is always on a good studio’s radar, but the pitfalls of indie development keep it there. It’s too alien, and maybe even a little too wonky, for cash-strapped and low-bandwidth studios to take a chance on.
I’d Buy That For A Dollar
Time, cash, and bandwidth are the three most important resources to the production of any good game. If there’s not enough of one or the other, something goes bad. In the age of $.99 download these resources are even more precious. Their effects on the creation of games are exaggerated to the point where even experimentation on things like iCloud, no matter how easy it might be to implement, becomes a liability. says it couldn’t commit time and resources to iCloud with Super Crate Box because it didn’t have the time or cash to spare.
“We think iCloud is a great technology and we can totally see why Apple is pushing it,” Vlambeer’s Rami Ismail tells TouchArcade via e-mail. “The thing is that while from the user side it’s an easy thing to set up, as developers it’s a new thing that we have to consider, learn to use, and then apply.”
Super Crate Box is the first game Vlambeer has made for iPhone and iPad, so that put an unusual strain on the studio. By the time iCloud support could become an actual bit of functionality as opposed to just a desire, Vlambeer had decided its time would be better spent on tweaking the game’s controls.
Ismail tells us about another wrinkle: now that Super Crate Box is out in the wild and its users have multiple saves across devices, there’s a worry that throwing in iCloud at this point could cause something horrible to happen, like loss of progress or even high scores. It’s happened before with other games.
Zombieville 2, for example, launched and included the service when it was new. Creator learned something in the process: iCloud has a hard time when both local data and cloud data are in the picture. If it pulls the wrong set, it could potentially corrupt a save.
This sort of problem has branching consequences. If Vlambeer has to fix a broken Super Crate Box, that’s a month spent on a finished game when it could be working on something else, draining resources that it just doesn’t have. Ismail breaks down how close to the edge Vlambeer was when it started on Super Crate Box and explains why this informed its decision to not include iCloud.
“Like with basically everything in life, money is a consideration when making games,” Ismail said. “Consider the following: Super Crate Box had five people working on it — the two at us at Vlambeer and two guys at Halfbot. Since we felt the people that made the original art and music deserved a bonus for their work on the original, we decided to pay them out a little holiday money as well.”
“We pay ourselves far below minimum wages because we hardly have any real-life costs at this point. However, the Halfbot guys both have families to support. Multiply the costs of two families and two students by the amount of months it took us to make the game. Then add a few thousand dollars for art and music — AND then add the Apple developer license, iPads, iCades and all other stuff we used to test the game on… the costs simply start adding up and up.” Ismail estimates that Super Crate Box on iOS cost his studio around $15,000.
“The shorter a project is and the fewer people work on it, the lower your costs are and the easier it is to create risky projects. This is essentially why a lot of indie studios remain small — we want to make games we love to make and honestly, if we could avoid all business and just do that without any worries, we’d be doing that. However, there’s always the economic realities, so we have to consider all that as well. In the end, we love making games, but we want to be able to keep making games.”
“During development, at some point, you run out of time or money — whatever you want to call it. If things went well, that’s a point at which most improvements you could make to the core game make barely have any noticeable effect. With Super Crate Box, we chose to spend a lot of time on such tiny improvements, especially to the controls. Burning through spare money from our release of Serious Sam: The Random Encounter, we just kept going until the gameplay in Super Crate Box iOS was the best we could make it.”
“That turned out to be six months later. Basically we found ourselves running out of everything. At that point, we considered adding iCloud, but obviously that was too late to do that. If we wanted to do that, we’d end up figuring out how to add it, where to add it to the code, how to make sure we don’t damage player save games or even delete some save games — basically, it’d add an additional month to development.”
Ismael said at this point Vlambeer had two options: it could either gamble by adding content and support that might or might not work or require additional resources, or it could release a good game. “When we have to choose, we always go with releasing a fun and solid game. We’ll usually pick a few technologies that we feel would benefit the game most, so in Super Crate Box’s case that was Game Center, OpenFeint and iCade support.” Vlambeer says it’ll always pick the latter when it comes down to quality versus any form of external support.
End Of The Day
Other studios that we talked to for this story, including Simogo and Uppercut games, told us that their latest projects didn’t launch with iCloud support because of similar reasons. Vlambeer isn’t the only studio on the App Store deciding to hold out on iCloud support in an effort to stay nimble and put out the best game that it possibly can within a sustainable timeframe.
It’s also obvious to us that iCloud and the implementation of it needs to be easier, and the service itself needs to be more reliable. Almost every studio we talked to had some trepidations or a horror story to share. Browse our message board, and you’ll find even more from users receiving the bad end of an iCloud problem.
That’s not to say iCloud isn’t awesome. It is. Games that use it, like Infinity Blade 2, are better for the implementation. iCloud could also be used for stuff beyond saves, so there’s promise of what’s to come. We simply want to see more of it.
Studios like Vlambeer and most others know that you take gaming as seriously as they do, so iCloud support isn’t ever going to just get thrown into the mix. Solid implementation takes time and money to pull off, though, and these are finite resources. Studios may want to roll in the support, but until they can afford to do it, iCloud will continue to be a staple of the cutting room floor.
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The Pitfalls Of Independent Game Development Is What Keeps iCloud Out Of Your Favorite Games
You see a form of this question in almost every high profile game’s review: why doesn’t this have iCloud support? Apple’s remote storage service is a tremendous offering that lets us resume any supported game from any connected Apple device. During our commutes, we can bang out a couple of minutes in Infinity Blade 2 on our iPhones. Later, at home, we can finish the section we were exploring on our iPads. When the service works, it’s awesome, but we don’t see a lot of games using it. It’s a surprise when one does.
We spent a few days asking a small pool of independent game developers why they aren’t incorporating iCloud in their latest games. What we discovered isn’t surprising: iCloud is always on a good studio’s radar, but the pitfalls of indie development keep it there. It’s too alien, and maybe even a little too wonky, for cash-strapped and low-bandwidth studios to take a chance on.
I’d Buy That For A Dollar
Time, cash, and bandwidth are the three most important resources to the production of any good game. If there’s not enough of one or the other, something goes bad. In the age of $.99 download these resources are even more precious. Their effects on the creation of games are exaggerated to the point where even experimentation on things like iCloud, no matter how easy it might be to implement, becomes a liability. says it couldn’t commit time and resources to iCloud with Super Crate Box because it didn’t have the time or cash to spare.
“We think iCloud is a great technology and we can totally see why Apple is pushing it,” Vlambeer’s Rami Ismail tells TouchArcade via e-mail. “The thing is that while from the user side it’s an easy thing to set up, as developers it’s a new thing that we have to consider, learn to use, and then apply.”
Super Crate Box is the first game Vlambeer has made for iPhone and iPad, so that put an unusual strain on the studio. By the time iCloud support could become an actual bit of functionality as opposed to just a desire, Vlambeer had decided its time would be better spent on tweaking the game’s controls.
Ismail tells us about another wrinkle: now that Super Crate Box is out in the wild and its users have multiple saves across devices, there’s a worry that throwing in iCloud at this point could cause something horrible to happen, like loss of progress or even high scores. It’s happened before with other games.
Zombieville 2, for example, launched and included the service when it was new. Creator learned something in the process: iCloud has a hard time when both local data and cloud data are in the picture. If it pulls the wrong set, it could potentially corrupt a save. Bummer.
This sort of problem has branching consequences. If Vlambeer has to fix a broken Super Crate Box, that’s a month spent on a finished game when it could be working on something else, draining resources that it just doesn’t have. Ismail breaks down how close to the edge Vlambeer was when it started on Super Crate Box and explains why this informed its decision to not include iCloud.
“Like with basically everything in life, money is a consideration when making games,” Ismail said. “Consider the following: Super Crate Box had five people working on it — the two at us at Vlambeer and two guys at Halfbot. Since we felt the people that made the original art and music deserved a bonus for their work on the original, we decided to pay them out a little holiday money as well.”
“We pay ourselves far below minimum wages because we hardly have any real-life costs at this point. However, the Halfbot guys both have families to support. Multiply the costs of two families and two students by the amount of months it took us to make the game. Then add a few thousand dollars for art and music — AND then add the Apple developer license, iPads, iCades and all other stuff we used to test the game on… the costs simply start adding up and up.” Ismail estimates that Super Crate Box on iOS cost his studio around $15,000.
“The shorter a project is and the fewer people work on it, the lower your costs are and the easier it is to create risky projects. This is essentially why a lot of indie studios remain small — we want to make games we love to make and honestly, if we could avoid all business and just do that without any worries, we’d be doing that. However, there’s always the economic realities, so we have to consider all that as well. In the end, we love making games, but we want to be able to keep making games.”
“During development, at some point, you run out of time or money — whatever you want to call it. If things went well, that’s a point at which most improvements you could make to the core game make barely have any noticeable effect. With Super Crate Box, we chose to spend a lot of time on such tiny improvements, especially to the controls. Burning through spare money from our release of Serious Sam: The Random Encounter, we just kept going until the gameplay in Super Crate Box iOS was the best we could make it.”
“That turned out to be six months later. Basically we found ourselves running out of everything. At that point, we considered adding iCloud, but obviously that was too late to do that. If we wanted to do that, we’d end up figuring out how to add it, where to add it to the code, how to make sure we don’t damage player save games or even delete some save games — basically, it’d add an additional month to development.”
Ismael said at this point Vlambeer had two options: it could either gamble by adding content and support that might or might not work or require additional resources, or it could release a good game. “When we have to choose, we always go with releasing a fun and solid game. We’ll usually pick a few technologies that we feel would benefit the game most, so in Super Crate Box’s case that was Game Center, OpenFeint and iCade support.” Vlambeer says it’ll always pick the latter when it comes down to quality versus any form of external support.
End Of The Day
Other studios that we talked to for this story, including Simogo and Uppercut games, told us that their latest projects didn’t launch with iCloud support because of similar reasons. Vlambeer isn’t the only studio on the App Store deciding to hold out on iCloud support in an effort to stay nimble and put out the best game that it possibly can within a sustainable timeframe.
It’s also obvious to us that iCloud and the implementation of it needs to be easier, and the service itself needs to be more reliable. Almost every studio we talked to had some trepidations or a horror story to share. Browse our message board, and you’ll find even more from users receiving the bad end of an iCloud problem.
That’s not to say iCloud isn’t awesome. It is. Games that use it, like Infinity Blade 2, are better for the implementation. iCloud could also be used for stuff beyond saves, so there’s promise of what’s to come. We simply want to see more of it.
Studios like Vlambeer and most others know that you take gaming as seriously as they do, so iCloud support isn’t ever going to just get thrown into the mix. Solid implementation takes time and money to pull off, though, and these are finite resources. Studios may want to roll in the support, but until they can afford to do it, iCloud will continue to be a staple of the cutting room floor.
[]
‘Cannon Cat’ Review – This Flying Feline Knocks it Out of the Park
I’ll be honest, I’m wary of any games I download onto my phone these days that promise any sort of physics-based fun. I’m burned out on that scene, plain and simple. However, I do like cats, as you may know from my past reviews, and I like the idea of forcibly launching a cat out of a cannon (in safety gear, of course, folks). So I caved for Cannon Cat [ Free ], and I admit, now I’m really glad I did.
Cannon Cat has a flimsy premise, as most iPhone games do — something about skyfish being imprisoned in bubbles by a guy named the Evil Emu. I think that it’s cute fluff, but I didn’t pay it much mind before I jumped headlong into the game. We’re not here for deep stories, after all – I came here to put a cat in a cannon and rocket him across the skyline. I mean, who doesn’t want to do that?
Good news: that, my friends, is exactly what you are going to do, over and over. Cannon Cat is diced up into into two worlds, Kapalua Islands and Cedaria Reef. Apparently a third world called Stratos is coming soon as well. Each of these worlds holds roughly 40 levels to work your way through, which sounds like a lot, but if you factor in that each level takes you less than a minute to play, you could finish Cannon Cat in just a couple of hours. And I found that mildly frustrating, because I wanted to play more.
Each level contains a series of cannons, and your job is to guide Cannon Cat from one to the next, collecting the skyfish along the way. As you can imagine, this starts simple and becomes challenging with the addition of obstacles. Each cannon moves when you are inside of it, so you can choose the directions to send your cat flying in. Choosing alternate paths may mean collecting all the level’s fish, so you don’t always want to go in a straight line, as you could be missing out. You go through a ring at the end of each level to complete it.
When you finish each level you’ll be ranked on whether you got all the fish, and if you didn’t, you lose out on bonuses that would have improved your score. You also have a handful of cool powers at your disposal, such as a shield, an option to use “cannon time” (which causes slow motion), a boost that makes the skyfish bigger so they are easier to pick up along the way, and an autosave that automatically zips you back to the last cannon you were in before you failed.
These are all optional power-ups, and you can use an in-game currency called sparks to buy them. At first you’ll have some free ones, but if you use them all, you’ll need to spend some real life money to get more. It’s not at all necessary to enjoy the game, though.
I think the best way to appeal to a gamer who grew up in a time period when games were at their most challenging is to use some of the same structure in current games. It hooks us, and I admit that little touches like that really work on me. Cannon Cat is not radically unique, in fact it’s very similar to another iOS title Land-a Panda [$0.99 / $1.99 (HD)], but there’s something about the structure of it that also reminds me a bit of golden era platformers like Mega Man and Sonic the Hedgehog.
That’s probably because like those games, Cannon Cat is precise and easy to play, it’s fast, and it’s a lot of fun. Also, it’s free, and it looks like the developers plan to expand on it, so it’s well worth your time to grab this game and spend some leisure time sending your feline friend in search of flying fish.
TouchArcade Rating: 
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‘Spellsword’ Review – Arena Combat Goes RPG
If there’s anything that could completely wreck my plans and productivity, it would be a Super Crate Box [$1.99] RPG. I’d say a quick prayer of thanks to for not going forward with that idea, but it’s too late. FireFruitForge and Everplay Interactive have something against letting me work in peace, I guess, because Spellsword [$0.99] is that perfect storm of quick, one-more-try gameplay and RPG mechanics I can completely lose myself in.
Spellsword isn’t a clone of Super Crate Box (thankfully—Vlambeer really could use a break), but it has a similar starting point. It’s an arena game that’s designed around rapidly collecting weapon spawns to kill baddies. But where Super Crate Box focuses tightly on that mechanic to the exclusion of everything else, Spellsword takes a more expansive road. Along that road you’re going to find levelling, loot, and a lot of new ways to play.
As a result, it’s not quite as clean as Super Crate Box’s more minimalistic approach allows. It has a few problems, and things get sloppy from time to time. I’m not saying you shouldn’t play it, though. It’s crazy-fun, and you really shouldn’t miss out.
You start out as a quippy hero with a spellsword. It’s not worth much on its own, but it can be enhanced with cards that litter the arena. Each one powers up the sword in some way—with fire, ice or poison damage, for starters—and each one also sets off some sort of effect. The ice card sends out wheels of ice, the fire card launches fireballs, and the poison card poisons every enemy on screen. And that’s just the start.
So while you can certainly run around killing things with your sword, it’s dangerous. Better to collect every card you can, and lean on those one-time effects to do the killing for you. This is where the game feels most like Super Crate Box, dodging enemies to get to the next card and never stopping to rest. Still, the differences are pretty huge.
For one thing, enemies drop rupees. In fact, the whole game is pretty much built around the rupee economy. Play well to earn more rupees, which you can use to level up your cards, your sword, and even your rupee drop rate. You can also use them to buy gear that adds to those same skills. And before you ask, no—there isn’t any IAP.
Mission mode is another big difference. Each of the three current arenas come with 20 missions. These ask you to do a bunch of different things. You might need to survive some waves, kill some baddies or collect some cards. In exchange you’re given big payouts of rupees, new cards and the occasional piece of gear.
Endless mode is more familiar, with nonstop waves of baddies until you burn through all your hearts. There are three difficulty tiers of endless mode for each arena. In them you’ll grind rupees, and you’ll also find the leaderboard competition.
When it comes to the little things, Spellsword goes the distance. The look is great, very much like Terra Noctis [$0.99], FireFruitForge’s other big title. The sound is no slouch, but it doesn’t really stand out. Love it or hate it, the real flavor rests in the hero’s quips. There’s one for every mission, and nearly ever single one is a reference to a show, game, or movie. They run the gamut from modern and obvious to old and seriously obscure. Me, I find ‘em charming.
As I mentioned, there are also some problems. The controls aren’t great, and on iPad they’re worse. There’s already a fix incoming for that—along with adding new control types, it will let you reposition the iPad controls. There’s also some clumsiness in the arena design. It’s easy to get caught on edges, or mess up platforms. There are also ways to abuse positioning and let enemies wander off to their own deaths. These things aren’t remotely dealbreakers, but they can be irritating.
Overall, though, the game is outstanding. The RPG mechanics add a whole new layer of compulsion to an already inviting sort of game. It’s not easy to call it quits, especially when there’s one more level to earn, or one more piece of gear you can almost afford. Those things make it less of a pure skill game—you’ll need to put in a bit of a grind to cap out— but they also add a bit of strategy. There is real value in carefully choosing your gear and putting your rupees to good use when leveling.
With some elbow grease and a good once over, Spellsword could easily earn a permanent spot on my iPhone. It’s really that good. And Everplay Interactive seems dedicated to hitting those heights, if the developer’s comments in our are anything to go by. I don’t see how you could possibly go wrong here. This a game that’s fun, full-featured and ridiculously cheap, with a developer that’s working hard to keep fixes and content coming. Looks like a winner from here.
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Cyan Posts a New ‘RealMyst’ Preview Video
Remember early last month when we posted a gameplay video for Cyan’s upcoming RealMyst? Well, they’ve since gone and released a second video, which is equally impressive.
Take a look:
RealMyst, in case this is the first time you’ve heard of it, is a remake of the original Myst. Only, instead of the whole game being pre rendered, it’s rendered in real time, and allows you to have complete control over where you go and what you look at. This is especially crazy when you consider back when Myst was originally released, streaming the pre-rendered video off your CDROM drive was considered cutting edge. Now we’re just rendering all that in real time on your phone.
We’ve still yet to get a release date more specific than “Spring 2012.”
Thanks, @!
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‘Polymer’ Review – A Puzzle Game For Creative Types
Most puzzle games would have you believe that fun only lies under a pile of rigid rules. That doesn’t seem quite right, when kids have the most fun playing without any rules at all. Whitaker Trebella’s Polymer [ ] isn’t child’s play, but it only demands one thing: a shape can’t have unfinished edges, or it’s not a shape. Everything else is fair game, and that sure feels freeing.
To create shapes in Polymer, you slide rows of pieces back and forth, columns up and down. When you’ve found a stopping point and slid your last piece into place, tapping the shape destroys it. With that, poof, your hard work is gone. In its place you’ll find a fresh canvas and a big pile of points to soothe you.
Polymer’s first mode serves as a good introduction. Called “Two Minutes,” it gives you that much time to create anything you like. A hundred tiny shapes in a row, cascading into ever multiplying combos? Sure. A few carefully crafted behemoths? Go ahead. Quality generally scores over quantity, but your masterpiece won’t be worth much if you can’t finish it in time.
“One Polymer” mode does what you might expect: it gives you as long as you need to create the ultimate shape. Each piece that you manage to add to it rockets your final score to new heights, but there comes a moment when your shape is so large and complex that every move you make will damage the surrounding structure. The most important skill you can learn here is how best to delay that moment.
“Bombs,” the third and final mode, adds, well, bombs to the mix. These are pieces with timers and four unfinished edges. Working them into a shape doubles its score, but the game ends if a single timer runs down to zero. More and more bombs are introduced as the game progresses. Here you need to know your limitations—how complex of a shape can you make within each time limit?
You’ll begin playing Polymer with only the first mode and two kinds of pieces, a rounded corner piece with two free edges and another that caps ends. Reaching a certain accumulated score unlocks the next piece, and then the next mode. It’s a good system, ensuring that you fully understand how to play with what you have before things get more complicated.
Unfortunately, this same system might prove frustrating for some players. Since the scoring scales on a steep curve, players who can’t pull off large shapes will find themselves pecking away at unlocks for much longer than necessary. There are two ways out of that hole: improve, or pay your way out. Each unlockable can be bought if you don’t have the patience to earn it. It’s a little too easy to see this as a push to make extra purchases.
Better to put your wallet away, though. The game is more fun when you have something to work toward aside from achievements and leaderboards, and playing without pushing yourself won’t get you far. Not only that: it’s entirely possible to get ridiculously high scores without the unlockable pieces. At the highest tier of play, you’re probably going to need them. Before then, though, they can actually get in the way, making the board too complicated for beginners. If you find yourself in over your head, you can toggle the more complex pieces off for as long as you need.
As mentioned in our preview, music plays a big part in the Polymer experience. The mood of each mode is enhanced by its soundtrack, cheery, studious and tense in turn. The tones created when you destroy a shape are equally fitting. This is one of those games you’ll want to play with the sound on.
The visuals are somewhat less appealing, at least at first. The look is clean and minimalistic, but when the pieces are all strung together they start to look a little sausage-like. It’s not the most pleasant association. I forgot all about that slight distaste after making a few complex shapes. I’ve saved pictures of a few of my successes for later, and been tempted to tweet more than one. If waiting to acclimate to the look doesn’t work for you, try one of the unlockable color schemes. Some are quite striking.
The thing that keeps me coming back isn’t color or music, though. It’s not even the selection of game modes. The game draws me in because it lets me be creative. It’s freeing to play a puzzle game that lets the player decide when a piece is finished. It’s great to have the choice to create something pretty, or huge, or sophisticated. Polymer cuts away all but the most necessary of rules, and the game is all the better for that. Take a look, and share your best creations in our
TouchArcade Rating: 
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‘Cubis Creatures’ Review – A Match-Three Classic Comes to iOS
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 . 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?
TouchArcade Rating: 
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