Archive for the ‘ford’ tag
‘Tweet Land’ Review – A Great Idea, but Flawed Gameplay
We’ve had our eye on Tweet Land [$1.99] from Why Ideas ever since we spotted it as a curious Kickstarter project back in April of last year. The project was more than sufficiently funded, and last month we were treated to a new trailer and news that Tweet Land would be hitting at the end of January. As expected, earlier this week the game finally went live in the App Store.
Tweet Land was intriguing due to its unique real-time usage of tweets drawn from Twitter that would trigger elements into the game. It reaches out into the vast ocean of Twitter and utilizes special keywords from real tweets to create things in the game. It’s a fantastic idea in theory, and Why Ideas did pull it off on a functional level just as they had promised. However, despite being really innovative, Tweet Land doesn’t hold up as well in the gameplay department, and there were a couple of unintended side effects of using live tweets that left a sour taste in my mouth.
First, let’s talk about the kind of gameplay that’s in Tweet Land. You control a car heading down the highway (Route 140 no less) and you must make it to the finish line while dodging tweet-driven hazards and other traffic on the road. You can veer into the other cars from the side to knock them off the road and score some points, and ramming multiple cars off the road at once will multiply the points you earn. If you hit cars from behind or run into road hazards, you lose a bit of life, which is represented by the visual damage on your car.
I really like Tweet Land’s retro style, and there is a lot of humor and personality in its pixel art visuals (though it’s kind of blurry on my iPhone 4S). But things start to fall apart when you actually start playing. The controls are very slippery, and it’s hard to be precise when trying to properly ram other cars or avoid hitting hazards. With practice you can get used to it, but it’s still really annoying when you’re trying to quickly react to something and the controls don’t afford you the kind of finesse that you need to get it done.
I think when you have games that are built on top of a very simple core gameplay concept, you have to get all the little details right. That’s why games like Jetpack Joyride or Angry Birds are often imitated but rarely duplicated. as they get the feel of the controls and the movement in the game so right. If you’re going to be doing the same action over and over again, you want that action to be fun. While Tweet Land has its share of fun moments, something about it just feels off, like it’s missing something but I can’t pinpoint what.
The game is broken into two environments with 12 levels each, with a spot for a third environment that’s said to be coming soon. With each new level, new tweet-driven elements are introduced and added to the current ones, so as you keep going the variety of things that can happen increases quite a bit. An example of a hazard would be if someone tweets the word “meteor” then a meteor will fly in from off screen and you’ll have to use the position of its shadow in order to avoid being crushed. There are helpful things that can be triggered in the game too, like health packs or a temporary spread shot for your vehicle.
One problem with the progression in Tweet Land is that it gets rather hard rather quickly, and if you get stuck on a level there’s no moving forward until you beat it. This got pretty frustrating since many of the times that I died it felt like it wasn’t actually my fault. When elements are brought in from Twitter, they are accompanied by a label with the Twitter handle of whoever tweeted that keyword. This is neat, but leads to an incredibly cluttered and distracting screen, especially when there are multiple things happening at once. Coupled with the floaty controls and the speed at which things are zooming by, and the odds are stacked against you.
Arrows indicate where things will be coming in from off screen, but they’re hard to notice amongst the busyness on the screen and often aren’t very helpful. Add in the fact that there’s usually a ton of traffic on the road with you, and making it to the finish line intact can require a healthy dose of luck just as much as skill. The levels tend to be a bit longish, and nothing is worse than seeing your cheap demise when you’re within a stone’s throw of the finish. The more I failed a level over and over, the less I felt compelled to go back and conquer it.
However, my biggest issue with Tweet Land is something that I didn’t really expect: the tweets that the game draws from can be much too somber for what is supposed to be a fun and lighthearted game. For example, if someone tweets about a “car crash” then cars will zoom in from offscreen and wreck into some of the other traffic on the road. When your run ends, you have the option of looking at a list of all the tweets that were used to bring things into the game.
To my horror, I found that in this particular instance “car crash” was pulled from a huge retweet campaign trying to raise money for a girl who had lost her parents in a car crash in Florida. I know Tweet Land has no way of telling the difference, but I couldn’t help but feel crass for playing a game that was fueled by somebody else’s tragedy. With some of the other keywords used in the game – like tsunami, terrorist, and death – I have no doubt that encountering a downer situation like that will occur often.
While I do still think the idea behind Tweet Land is incredibly clever, I just find the game too fundamentally flawed to be enjoyable. Don’t get me wrong, I want to like it and I did find myself having fun with the game at times, but those fun times are quickly diminished when you realize your game is possibly being powered by the tragic tweets of strangers. Beyond that, the gameplay is too average to warrant dealing with cheap deaths and an unpredictable difficulty.
With some tweaks to the controls and interface, and perhaps some sort of filter for what kind of keywords are utilized, then Tweet Land could end up being something pretty special. It feels like it’s just a couple notches off of being something great, and I hope it gets there someday. As it is now, though, it’s hard to recommend the game except to those who might be curious to check out its novel use of Twitter or are prepared to deal with its shortcomings.
TouchArcade Rating: 
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‘Wind-up Knight’ Review – The Little Knight That Could
Picture Super Mario Bros. Got a nice image in your head? Good. Now imagine Mario could never stop moving and would only change direction if he hit a wall. A little tougher. And what if absolutely everything could kill him in one hit, and there was no such thing as a checkpoint? That sounds like the sort of game that would have you cursing, spitting, and contemplating throwing your controller, and it also sounds a lot like Wind-up Knight [$0.99]
Occasionally a game will come out on Android that looks so good I slaver for a port. Wind-up Knight is one of those games. Released on the Android Market a couple months back, the side-scrolling adventure looked slick, adorable, and hard — all the things I look for in a platformer. Now that it’s arrived on iOS, I can finally confirm: this game is outstanding.
Like the Energizer Bunny, the wind-up knight keeps going, and going, and going. The only things he’ll stop for are death and the end of a level. Otherwise he’ll keep going one way until he hits a wall, and then he’ll turn around and go the other way until his little clockwork bits wind down. Really, it’s just another way for the poor fellow to die.
Not that there’s any shortage of deaths to be had. Pits will get him, and must be jumped. Some need to be double jumped instead, but the wrong choice will again mean death. Then there are the rocks that fall from the ceiling. Those need to be blocked with a shield. Sometimes there are monsters, and they must be slashed or, occasionally, leapt over. And quite a lot of the time there will be spike walls or other obstacles perfectly placed at head height. Rolling will solve those.

Each of those commands is placed on a virtual button beneath one of your thumbs. They’re spaced out comfortably, so you’ll rarely mix them up. Precise controls are absolutely vital, because Wind-up Knight demands perfection. To complete a level, you have to be able to dodge, slash and block absolutely everything. Every obstacle is telegraphed in advance with coins or other indicators, so you’ll never be completely surprised. Expect, however, plenty of do-overs, because seeing, processing and reacting correctly is a skill that takes practice. Knowing the level is half the battle.
But completing all 48 levels isn’t the end. True knights need to master every single level. That means collecting every single coin, and finding the hidden card in every level. You can’t always do both at once, since finding the card usually means taking an alternate, secret path that skips over some coins. So you’ll be seeing each level a few times.
There are good reasons to keep going back. Collecting full suits of cards unlocks special equipment. Collecting most of the coins in a level will give you an A rank, and earning A ranks throughout an entire chapter unlocks an uber-difficult Knightmare level. Collecting absolutely everything will give you S ranks across the board. If that gives you anything other than bragging rights and a valuable Game Center achievement, I don’t know about it — there’s not much chance I’ll ever get that good.
I’m happy to keep trying, despite the many, many replays I undertook to make it through the main game. The presentation on display in Wind-up Knight is top notch. The game runs as smooth as silk (thankfully — any slowdown would be murder). The music is compelling, and changes by chapter and tone. The knight himself is adorable, and the environments he travels in are lovely to look at. Even the menus look great.
You might be turned off by the presence of IAP. You probably shouldn’t be. You can purchase Notes, needed to buy pieces of equipment. Most of the equipment is unlocked by playing the game. You can afford more with the Notes you earn in the game, though there’s no opportunity to grind them. If you want to have absolutely everything you will need to pay, but the equipment just offers small advantages for certain situations. It’s closer to a set of cheats than actual gear.
While there’s no true story to speak of, there is a loose narrative to be discovered. I’d rather not get into details, because its slow reveal is one of the things that charmed me most about this game. I’d hate to spoil that experience. Suffice it to say that you should pay attention to the tips while loading each level. I’ve rarely seen them used to such Machiavellian effect.
Wind-up Knight was worth the wait. Though it can be extremely frustrating, it rewards the player who pushes through the painful parts. Each time you replay a level you’ll learn more, memorize more, become better at the game. The rush you’ll get when you finally reach the end of a challenging level is worth the trouble, every time. So get this game. When you’re too frustrated to go on, take a break and visit our ; let us know what you think.
TouchArcade Rating: 
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‘Cabals: The Card Game’ Review – Urban Fantasy Card Game with Victorian Influences? Yes, Please!
Hello. My name is Cassandra and I have a problem. I’m a recovering trading card game-holic. I used to play them obsessively – just ask my wallet. But I’ve been getting better. I’ve been clean for a while but I have doubts that it is going to last. There’s a new game in town and it’s smart, sexy and exotic. Meet Cabals: The Card Game [Free], ladies and gentlemen, and kiss your productivity good-bye.
Developed by Finnish , Cabals has all the necessary hallmarks of the genre: exceptional artwork, warring factions, creatures to summon, resources to manage, booster packs – you name it, they’ve got it.
The world of Cabals: The Card Game is a familiar one. It’s our own, after all. The key players here are the Cabals, secret societies comprised of witches and steam punk magicians, of Russians and alchemists and faerie pigs. As is often the case with anything eldritch in nature, these Cabals don’t get along too well. This, obviously enough, is where you come in. You’re one of the vanguards and you will fight for the glory of your faction. Or something like that.

One thing I really liked about Kyy Games’ new title is the exceedingly robust cross-platform online gameplay that it provides. I know, I know. This isn’t anything new, per se. We’ve had cross-platform games for ages. But bear with me. Most games have limitations. With Cabals, things are a little different. Not only will you be able to take on players on the iOS platform, you’ll also be able to challenge everyone from Mac Users to Android-wielding associates. In short, if it runs Unity, it will run Cabals and it will run it beautifully. (Facebook and Windows 7 versions are apparently in the works too.)
So, we’ve got kick-ass online services and a delightful urban-fantasy setting checked. What else has Kyy Games brought to the table? A lot, I would say. Cabals: The Card Game is a somewhat nontraditional take on the idea. More a TCG/board game hybrid than anything else, Cabals will not have you safely seated on your side of the metaphorical table as you work on whittling your opponent’s health down to zero. No, sir. Things are much different here.
In Cabals, you’re going to have to either storm the Stronghold (it’s usually the tile furthest away from your own and marked with a little castle-like symbol) or acquire 60 Domination points (this usually entails conquering approximately sixty tiles) in order to win. Your choice. Just be forewarned – it’s not as easy as it sounds. Units can only be brought into play through your Stronghold or a ‘deployment location’ that you control. Does that mean you should rush towards those hot spots? Not really. It depends on your playstyle. Can you afford risking the possibility of being flanked? Can you control your opponent’s wanton expansion in the mean time? What about your Stronghold? Do you worry about it or do you charge for the other guy’s Stronghold first?
But before you get into all of that, you had better damn well make sure you have enough resources at your disposal first. Do you finance spells or units? Do you go for quality or quantity? And if that wasn’t enough to worry about, you’re also going to have to take positioning into account as it is far too easy to maneuver yourself into a corner should you be careless.
As for the rest of it, it’s all pretty straightforward. Movement is accomplished by dragging and dropping a unit onto an adjacent square. Combat is performed when two units are within range (and by dragging and dropping one onto another). Damage is determined by the power that a unit has and occasionally by certain special attributes. Spells work pretty much the same way as units – their individual effects can be found on the cards themselves.
Sometimes, a laborious dance worthy of the grandmasters of chess and sometimes, a mad rush for control, Cabals is easy to grasp and surprisingly deep for something that can, at times, feel like a distilled version of the genre. It currently operates on a freemium model so you’re going to have to spend some real world cash to purchase more cards. Fortunately, you won’t get assaulted by constant demands to spend money so that’s always a plus. As an added bonus, the amount of influence points (which is their name for in-game currency) that you receive when you register yourself is actually fairly hefty so chances are, if you’re going to make this a casual experience, you’ll probably never find yourself reaching for your wallet.
TouchArcade Rating: 
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‘Greed Corp HD’ for iPad Review – Scorched Earth is Profitable in this Strategy Board Game
There’s something particularly apt about the timing of the iPad release of Greed Corp HD [$4.99]. While Occupiers around the world freeze and protest sociopathically greedy behavior by major corporations, Greed Corp explores the ultimate end of that behavior. What happens when you’re so bent on profit that you’d destroy even the ground under your own feet to keep the other guy from getting it? Greed Corp has the answer.
It’s a turn-based strategy game that encourages players to engage in something one step shy of mutually assured destruction. You destroy the lands you harvest, and firing on your enemies crumbles away the ground beneath them.You win as long as you have at least a single unit on a single hex and your enemies don’t. This brutally aggressive game first made its debut on Xbox Live Arcade and the Playstation Network in the early months of 2010, but it’s hardly aged in the time it’s taken to arrive on iPad. It’s also extremely well done for the most part, offering a natural touch interface and both single and multiplayer content.

Greed Corp is initially overwhelming, so it’s for the best that the single player content starts off slowly. The first few maps are slow and the beginner AI is pretty incompetent. This gives you the chance to practice the concepts you picked up in the tutorial, which you better have played before launching into the campaign. There are only a handful of units in the game, but without a basic understanding of how to use them, you won’t survive for long.
Harvesters trigger at the start of your turn, dropping themselves and every hex of land around them by one level and giving you gold for the land they destroy. Eventually that land will collapse. Walkers can claim hexes and attack other units, defeating them on a one to one basis. Armories let you build new walkers, cannons fire at enemy hexes, and carriers can lift your isolated units out to the enemy.
Everything is costly, and resources are scarce, so you’ll need to make trade-offs. Do you harvest your land, collapsing it as you go in order to afford to fight? Or do you preserve your land, but in doing so fail to defend your troops? If three corporations set out to claim every bit of land and damn the cost, one pacifist on the board won’t last long. No matter your politics, you’ll have to buy into greed eventually.
Greed Corp’s battles are lovely to look at. Though the environments are often bleak, it’s a visual feast to watch them crumble away to dust. As they do, the battlefield becomes more and more isolating until each team stands alone on tiny islands in the sky. Or maybe not — depending on your choices, battles can go many different ways. Directly charging your enemies may be the best call at times, but waiting and letting them destroy each other can be just as effective.
This is the sort of game best played with time and attention. It’s long and challenging, with 24 single-player levels divided between the four corporations. The battles themselves are quite time consuming. You have to watch as each of the CPU teams take their turns — they’re not especially slow about it, but any time spent out of control can drag on. Greed Corp is worth the time, though, with a thoughtful storyline and clever gameplay.
I can’t comment on the online multiplayer, unfortunately. During my time with the game I wasn’t able to connect to a single other player. Hopefully this will improve as the player base grows. Greed Corp allows you to set up a multiplayer game and wait for matchmaking while you play single-player, so if you want to find a game your best bet is to start matchmaking at the beginning of your play session.
But if you have someone local to play with, you don’t need to wait for strangers to join you. Multiplayer games can be set up with any combination of single-device local, online and CPU players. The one thing you can’t do is play online with friends with any reliability — the game uses its own matchmaking service rather than Game Center, and there’s no friends list.
The exclusion of Game Center is mystifying, actually. Greed Corp includes 12 achievements and 4 leaderboards, but all of them are local. Even more worrying are the bugs I encountered while playing. There weren’t many, but one resulted in a couple losses that shouldn’t have happened, and one had the game crashing every time I rotated my device (the system-wide rotation lock will let you avoid that if it happens to you). These flaws stand out in a port that’s otherwise very well done.
Still, I’d recommend Greed Corp — flaws and all. It’s a strategy board game that feels right at home on iPad, and it outdoes much of its competition on the platform. I wouldn’t get it solely for online multiplayer, but with a vast single-player campaign and support for up to four local players, it’s a gem of a game for any other purpose. If you’re on the fence, swing by our for more opinions, but they’re mostly glowing. Rightfully so. For a game that drags you into despicably greedy behavior, Greed Corp HD is gorgeous, well designed and fun.
TouchArcade Rating: 
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‘Espgaluda II HD’ Detailed and New Trailer Released
You might remember back last month when CAVE announced that their excellent manic shooter Espgaluda II [$11.99/Lite] would be gracing the larger screen of the iPad in the near future. We even caught a quick glimpse of the title in action during their UStream broadcast, though it didn’t offer much insight due to some dodgy camerawork. Well today CAVE has sent along a brand new trailer for what will be known as Espgaluda II HD, along with some other interesting new details.
First off, and probably not coming as a shock to those familiar with CAVE’s work, Espgaluda II HD will only be compatible with the iPad 2, and won’t support the original iPad. The extra horsepower and especially the extra RAM afforded by the iPad 2 is a necessity in pushing the crazy amount of bullet and explosion sprites that are a hallmark of CAVE games.
The next bit of info we’ve learned is that the title’s special “iPhone Mode” created specifically for the iOS release of Espgaluda II will be getting a brand new BGM soundtrack and will be rebranded “Smartphone Mode”, likely due to the game’s intended release on additional platforms like Android. This mode change will be part of the new HD version of the game and will come as a free update to the regular versions as well, along with the new music.
Finally, and the part that I found most interesting, is that CAVE is planning on spinning off both the retooled Smartphone Mode as well as the original Arcade Mode into their own separate games. You’ll get the full versions of each mode from the original Espgaluda II game, just in individual app form. These spinoffs will be available in iPad 2 HD flavors as well as smaller versions for 3rd generation iPhone and iPod touch devices and higher.

I think this is a neat idea since CAVE games are on the higher end of the App Store pricing spectrum, though quite worth the price of admission as evidenced by our review of Espgaluda II. These spinoff games featuring just a single mode each should come in at a cheaper price than the full experience, giving a broader spectrum of players the chance to get in on the action.
But therein lies the problem, we don’t actually know any pricing information for these spinoff games or for Espgaluda II HD, and a release date doesn’t get any more specific than a Fall 2011 window. CAVE promises to drop this information on us soon over on their , so we’ll keep a set of eyeballs planted in that direction and bring you those additional details as soon as they’re divulged.
ESPGALUDA II, $11.99
ESPGALUDA II LITE, Free
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‘Escape the Ape’ Review – A Draw-Your-Own-Platform Jumping Game
When a new "jumping game" appears on the App Store, it's sometimes difficult to feel excited because there's just so many of them, and they usually all feel the same. But, despite the genre being thrashed to death, it appears there's still room for a little creativity. Com2uS have recently released Escape the Ape [99c], which while definitely fitting nicely inside of the vertical jumper mold, mixes things up a bit by requiring you to draw your own platforms to jump on in real time.
Here's the story: Jo-Jo the curious chimpanzee tried to snatch a precious jewel, which was clutched in the hands of a giant gorilla statue. Unfortunately for Jo-Jo, the statue came to life and wasn't impressed with the little furry kleptomaniac. The thieving monkey fled upwards, into the trees, with the agitated ape in hot pursuit. …And that's where you step in.
To help Jo-Jo escape the ape, you draw lines on the screen, which instantly become trampolines, bouncing the mischievous monkey higher. There's nothing for Jo-Jo to land on, just the trampolines which you draw. If you can predict where the monkey will fall and draw a line in the right spot, you'll do well, bouncing him increasingly higher. The trampolines can be drawn on an angle, to bounce Jo-Jo sideways, so he can collect items such as jewels and bananas, or avoid obstacles.
If you fail to draw a trampoline for the monkey, or draw it in the wrong place, he'll fall back down into the arms of the chasing ape, ending your game. This means you have to swipe a trampoline every couple of seconds, because each bounce only takes Jo-Jo a little way up the screen, after which your trampoline disappears and he falls back down.
The "chase" aspect of this game adds excitement, as the trees start shaking and dropping leaves when the ape draws closer. Eventually, the ape's head and arms appear at the bottom of the screen. This is the time to draw some quick trampolines, or if you've gathered enough yellow bananas you can tap the full glass of fresh banana juice to perform a bigger life-saving bounce, to get ahead and gain some breathing room. Oh, and if Jo-Jo collects an unripe green banana, his banana juice supply is depleted.
Another way to get ahead of the ape, is to perform a combo-jump. This is achieved by doing three "cool" jumps in a row, which seems to be awarded if Jo-Jo bounces perfectly in the middle of the trampoline without hitting any obstacles (although I'm not 100% certain of this, as it doesn't always seem to work and isn't explained). When a super combo-jump is executed, Jo-Jo flies upwards in a burst of stars, with his fist in front, like Superman.
Branches occasionally jut out, which slow your momentum on the way up, but if you land on top of a branch it bends and catapults the monkey higher. Or, Jo-Jo can grab hold of a red helium balloon, to float upwards. During the balloon ride, tilt controls are used to maneuver left or right, while collecting additional balloons prolongs the ride.
You can tell how high you are during the game, as birds periodically display signs stating the altitude. As you get higher, the background view changes and new obstacles appear. There's cobwebs which ensnare you like a cocoon, requiring some quick left-right swiping to break free before the ape catches you. And there's lamps, which – for some unexplained reason – make you grow in size, turning little Jo-Jo temporarily into an over-grown pixelated monkey who fills the screen and grabs all the jewels quite easily.
The jewels you've gathered can be used to buy items in the store. This includes stronger banana drinks which give more lift, trampolines which look thicker and give more bounce and the "Midas Touch" which increases the likelihood of a jewel appearing. The first upgrades for these items are quite affordable, but it will take quite a few games and jewels to upgrade these items to level 3. Although, of course, you can optionally use IAP to purchase jewels online.
Your final score is the number of meters climbed. Com2Us use their own online hub for leader-boards, requiring you to sign-up at their website, so there's no Game Center connectivity provided, but 30 achievements are available in-game.
Escape the Ape has been interesting to play over the past couple of days, and the game trailer (above) is quite amusing, so I've definitely got my 99 cents worth of entertainment, but the novelty of swiping trampolines every couple of seconds is wearing off, especially given the large gaps between upgrades. Although, admittedly, I'm still curious about what happens to Jo-Jo and the Gorilla at the top, assuming there is a top to get to, of course.
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‘King of Dragon Pass’ Review – "Thus ends our sorry tale, the tale of clan Fart."
King of Dragon Pass [$9.99] originates from what I consider to be on the tail end of the golden age of PC gaming, where developers focused more on depth and originality instead of texture resolution and polygon count. In fact, King of Dragon Pass is a fantastically extreme example of this as there's no polygons to speak of, and the graphics only really consist of a assortment of hand-drawn illustrations to accompany whatever event is taking place at the time. I think the easiest way to describe what the game is all about is to call it a largely text-based menu-driven mash up of a Civilization game and a Choose Your Own Adventure book. If you're the kind of person who requires flashy graphics, fast action, rock-bottom pricing, and online multiplayer, stop reading now. This is not the game for you. If, however, you can barely even fathom a more glorious conglomeration than Civilization and Choose Your Own Adventure, prepare to absolutely lose yourself in King of Dragon Pass.
The game is set in the fantasy world of , created by Greg Stafford, and used in several other traditional roleplaying games, literary works, and even a board game. The universe was originally imagined in 1966, and is chock-full of things which have since become standard in fantasy-based worlds. The people of Glorantha are the pawns of an array of both new and old gods who offer various benefits in exchange for worship. Magic and supernatural occurrences play an important role in the world, and aside from the typical races found in most fantasy worlds like elves, dwarves, etc, Glorantha is also home to strange humanoid hybrids such as anthropomorphic ducks and scorpion-men.

It's in this world where your clan will settle. The game begins with a brief history of your clan, which goes all the way back to the "Godtime" where gods and people lived side by side. This part of the game plays very similarly to a Choose Your Own Adventure book, with the game tossing a hefty amount of backstory at you while offering you choices along the way where you decide things like your clan's main deity, how you feel about dragons, how much land you're going to take up, and other things like that. The cool part about this, which persists through the rest of the game, is that there's no wrong answers to any of these questions. You never hit a point where one decision you made caused the game to end, instead, the decisions you make have consequences, and a main part of King of Dragon Pass is how you deal with those consequences– But more on that later.
After you establish your clan's history, you come up with a name (mine have all been fart-centric) and decide if your clan is going to be peaceful, balanced, or focus on war. From there, you decide on either a normal or hard difficulty, with the main difference here being what your clan starts with. On normal, you're dropped into a reasonably well equipped settlement with existing trading partners and allies. Alternatively, on hard mode, the game basically treats your clan like you just wandered to a plot of land and decided to make it your home.
From there you can choose one of two victory conditions in either "short" or "long" games. In a short game, you win by forming a tribe with neighboring clans, getting one of your clan members elected to be the tribal king, and hold that position for ten years. In a long game, you'll need to take this one massive step further in convincing other tribes to form a kingdom, and lead one of your clan members' ascension to the position of King of Dragon Pass.
Accomplishing these goals is ridiculously difficult, and requires a serious understanding of the game's mechanics. King of Dragon Pass comes with a huge in-game manual (huge for an iOS game, anyway) which I seriously recommend reading cover to cover. The depth of the game leads to various systems which you'd never utilize or fully understand otherwise, which was the source of every single frustration of mine with the game initially. There's a small tutorial which helps you get started, but I think the best tutorial would have just been a huge button that says "No, really, read the manual."
These various mechanics involve everything you can imagine that would go into managing a fledgling clan trying to make it in the world. You'll need to keep an eye on your clan's population, the number of people filling various roles in your clan, and how many of them are sick or injured. Everyone in your clan has to eat, which requires either successful farming, or trading with nearby clans. Also, a clan without wealth can't really be taken seriously by other clans when forming alliances or trade agreements, so you also need to keep up your production of goods and establish trade routes to keep the economy flowing.
Exploring is also important to find new clans to engage with, who might not always be friendly… Which is where your clan's defensive and offensive capabilities come in. As I've played, I've chosen to take a defensive stance and really only attack when provoked, but you could just as easily be a warring tribe and let your proverbial fists do the talking when it comes to negotiating and taking what you want from other clans. There's so many more little ins and outs that I can barely even summarize them all, even after spending nearly a week with the game now I feel like I'm still finding new ways to approach challenges.

These random challenges are what initially attracted us to the game. They happen quite often, and always keep you on your toes. These random occurrences could be something like a surprise raid from a feuding clan. If you've got a force ready to fight, you could take them head on, or if you're vulnerable because you've sent most of your warriors to accompany a particularly valuable trade caravan you might opt to focus on evasive maneuvers and survival.
Explorers could stumble across a potentially powerful set of runes, but how you choose to deal with them could potentially result in upsetting your clan, the gods, and other things down the road. Refugees from other clans can seek admittance to your clan, and you can decide whether to greet them as equals, or take them as slaves. These random events can be completely ridiculous too– The best example I've seen of this is a ghost that potentially comes to haunt your settlement. Among other options, you can pursue legal action… And depending on how you've structured your clan and the strengths of your leaders, it can work.
What I like most about King of Dragon Pass is the seemingly infinite possibilities that the game has. The previously mentioned random occurrences are drawn from a pool of around 500, but none really ever have a "right" or a "wrong" answer. As you role-play your particular clan and play to its strengths, you could see the same problem pop up in future games, but the way it's dealt with and the outcome could be substantially different. Similarly, the simulation engine that powers the whole thing seems to completely embrace the whole "there's no wrong way" philosophy that permeates the entire game.
Success, it seems, comes from really playing the game making decisions as if you actually were a part of your clan. Just because there's not necessarily a right or wrong way to do things doesn't mean that your approach can't fail. In fact, you'll likely fail quite a bit as you get a handle on the game… But, understanding why you failed, and consulting the manual to learn what you could have potentially done differently to better manage the events that ultimately lead to your clan's demise is ridiculously rewarding.
Similarly, the flexibility of King of Dragon Pass doesn't make it an easy game either, even on the easy difficulty level. I think it most reminds me of playing a fairly realistic flight simulator in that you can realize your plane is going down, and you know you need to pull up, but there's also all these other buttons and switches that need to be hit at the right time and in the right order to make what seems like a simple maneuver actually transpire properly.
In King of Dragon Pass terms, you could have a random occurrence that suddenly leads to a disease outbreak amongst your farmers. The more time your farmers spend in bed sick, the less time they spend producing food for your clan. "Heal the farmers" seems like the obvious answer, just like pulling up in a flight simulator, but it's not that simple. To heal via magical means, you'll need to sacrifice to gods. If you're already low on resources, sacrificing even more can make the situation much worse. Alternatively, you could send out warriors to raid a nearby tribe to steal supplies from them, but the raid could fail, or worse yet, you could over-extend yourself and be defenseless if you get raided while your warriors are out on their raid. You could attempt to go out trading for food, but your caravan could be ambushed or not result in enough food anyway.
It's weighing all these options and executing the best potential course of events based on an entire dashboard of information on your clan has made what I initially thought was just a silly Choose Your Own Adventure style game into one of the most in-depth and strategic gameplay experiences I've had so far on my iPhone. I'm not sure how I'll ever tire of it either, as the replay value is through the roof because of how much variance there is in every different clan and every situation.

My only complaint with the game is that I wish it was for the iPad. The interface feels cramped at times, there's some weird text scrolling issues that wouldn't exist on a larger screen, but most of all– Games like this that I want to spend hours on end playing are just flat out more enjoyable on the iPad compared to hunching over your phone. There may be light at the end of the tunnel though, as the developers seem to be receptive of the idea and want to see how iPhone sales go first, but aren't ready to commit to anything yet other than bug fixes to the small-screen version.
Hopefully I've done a good enough job here explaining what this game is all about, as I think if you understand what King of Dragon Pass actually is, and you want it, there's no way that you won't love it. We try to avoid pricing discussion in our reviews, but I think in this case the $9.99 price point is totally appropriate. This is a deep game, and definitely targeted at a niche audience. That price point will make people stop and research what the game is before buying, then feel much more inclined to actually get invested and learn the game instead of tossing it aside like most of the other totally disposable 99¢ titles flooding the App Store.
I've had an absolutely fantastic time playing King of Dragon Pass. Its slow pace makes it a perfect mobile game. Nothing in it is real time, making it totally conducive to just open the game up, send a trade caravan off, then come back to it later without any negative consequences. Cultivating a successful tribe is totally rewarding, and the random occurrences always keep you on your toes so it never seems like you can just fall into a comfortable successful groove where your clan is just on cruise control. I'd love it for my iPad, but either way, I can't get enough of King of Dragon Pass.
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‘Jetpack Joyride’ Review – Halfbrick Absolutely Nails It
We've had our hands on an early build of Halfbrick's Jetpack Joyride [99¢] for quite some time now, and ever since then I've been trying to figure out the best way to approach a review of the game. Between our own hands-on preview and Halfbrick's series of developer diaries (Parts , , and ) I'm really not sure what else can be said about the actual gameplay. Between myself, and Halfbrick's own videos, you've seen everything that Jetpack Joyride has to offer. As explained in the previously mentioned preview, Halfbrick hasn't done anything particularly innovative with the game, instead, they've taken a tried and true gameplay package and in essence, .

If you've at all missed out on what Jetpack Joyride is, please go check out our preview. I'll quote some here to whet your appetite:
Halfbrick has taken the cave flyer formula which has been done to death and via their seemingly trademarked Australian majicks created a game that I simply cannot put down. In fact, just writing this article is proving to be difficult because every time I go back to the game to add something to my notes, I find 15 minutes has flown by as I've endlessly sent Mr. Steakfries to his doom via lasers, missiles, and zappers.
The controls are rock solid, and work via the standard tried and true single button approach where you touch the screen to power up the thrusters of Barry's jetpack, and release to send him falling back down. Powerups are plentiful via vehicles that you can ride in that all behave very differently. These vehicles serve as a temporary shield of sorts, and will allow you to, for instance, take a missile to the face without ending your flight. …more
What makes Jetpack Joyride truly noteworthy isn't the array of power-ups, the endless customization, the various objectives, or the on death slot machine system. It's really the sum of all these different parts that have created a game that has kept me playing to the point of disregarding real world responsibilities for one more go at Jetpack Joyride. And really, I believe this is the highest praise a games journalist could possibly give a game.
In the world of the App Store, there's a never-ending supply of new games to try. We maintain lists of games to check out, and it seems like those lists rarely, if ever, reach a point where we're "finished" for the day. It's a brutal cycle that doesn't often afford us the ability to actually sit back and play the games we enjoy, because there are always other games to play from an endless queue of seemingly worthy titles that all deserve a once-over. This is especially true for me as I keep our team of writers on track and make sure all of our coverage jives.
Jetpack Joyride is the first game in a very long time that has left me lagging behind checking my email, leaving the Adium icon hopelessly bouncing in my dock with new instant messages, and entirely disregarding the fact that my clothes have been sitting in the dryer for nearly four days now. Attending to emails, answering IM's, and even folding clothes just loses out every single time to playing one more round and seeing how far I can go.
Normally this is the part where I'd try to qualify what kind of person would most enjoy Jetpack Joyride with tired cliches like "fans of the genre" and other phrases we love using. But really, everyone I've handed my phone to in the past week to try the game has reluctantly handed it back with a massive smile on their face a few minutes later. Jetpack Joyride doesn't need any kind of "if you like randomized endless games" or any other disclaimers. It is a game you simply must own.
Jetpack Joyride is universal, and will run on every iOS device except for the O.G. iPhone and first generation iPod touch. There's an entirely optional in-app purchase mechanic as well where you can buy coins instead of earning them in game, but since that basically robs you of any kind of progression and replay value I'm not sure why you'd ever do that– But, fair warning to those of you out there who get worked up over the inclusion of IAP, no matter how unnecessary it is. If you for some reason need some additional convincing before mashing that download button in iTunes, where you'll see similar praise for this incredible game.
TouchArcade Rating: 
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‘Antiques Roadshow’ Review – One Man’s Treasure Is Another Man’s Trash
Duke Nukem Forever proved earlier this summer that if you find something ancient, non-functional, and barely relevant, with a minimal amount of effort you can turn a profit by selling it purely on the basis of historical curiosity. This is also the premise of the History Channel’s Antiques Roadshow, where people bring in old items to experts hoping to strike it rich by stumbling upon rare and sought after pieces.
Namco Bandai, also no strangers to digging up cheap old franchises and pawning them off on unsuspecting gamers, decided to capitalize on the popularity(?) of the series by releasing Antiques Roadshow [$4.99] for iOS. After taking a monocled eye and a white gloved hand to this title from start all the way to laborious finish, how does it fare in appraisal? Let’s just say it’s going to take more than some wood glue and a certificate of authenticity to justify the price of this junk.
Antiques Roadshow attempts to do for collectible hunting what Indiana Jones did for archeology, by playing up the glamorous, mysterious, dangerous, and metaphysically profound lifestyle of an expert antique hunter. In the game, you play as Julia, an enthusiast who takes a job at an antique store to pursue her life’s passion. The plot quickly thickens as her new boss presents her with a shred of photo featuring a mysterious item and a secret code inscribed on the back. Julia rushes off to find the item in a foreclosed farmhouse before anyone else gets their greedy paws on it.

I’ll come back to the edge-of-your-seat storytelling in just a bit, but first let’s talk about the non-stop action on tap here. Antiques Roadshow is essentially a skin for yet another photo hunt game; touch the hidden objects to cross them off your list. Then touch them again because only a tiny sliver of the object is visible and the touchscreen won’t register your tap accurately enough. Repeat until the screen decides to be charitable or your bratwurst-like fingers grow skinnier due to malnourishment.
Most gamers, when confronted by a hidden object title, will quickly resort to turbo-clicking around the screen hoping to get lucky and circumvent some of the searching. This game tries to keep you honest by making it so that if you tap too many times in succession the screen becomes covered in virtual dust that you "stirred up" by searching too quickly. You then must “wipe” the dust off the screen to continue hunting. The first few times were cool and novel, but when you factor in the sloppy input sensitivity, just trying to get a single item cleared from the screen resulted in a dust storm as often as not. By the end of the game, I began wishing the white powder was anthrax.
Meanwhile, the mysterious item Julia finds at the farmhouse contains another shred of the photo featuring another item which you must then go to another location to find, which leads you to another shred of the photo. It's a glorious rendition of “I’m Henery the VIII, I Am” that sends you back and forth to a small handful of scenes over and over and over and over and… well, I think I’ve made my point. It's truly rare that I wish an iOS game was shorter.
In addition to the story items and junk items that you can find, you will also stumble across other hidden items that can be taken to the Antiques Roadshow in between photo hunts. These trips to the Roadshow represent the game’s only deviation from the tap-a-licious core mechanics in the form of mini-games. Before presenting your items to the Roadshow experts, you must do the one thing that every Roadshow expert on television tells you NOT to: restore your found items yourself. That’s right, Julia is a rebel, the nihilistic bad-girl of the antiques world. Priceless 1700’s armoire falling apart? Just squeeze some wood glue in the cracks like a boss. One of a kind Civil War uniform looking a little frumpy? Then search through a pile of your old buttons to find matches for the originals and just sew them on!
You think I’m joking about Julia’s penchant for mayhem, but don’t let her conservative attire fool you. Beneath that Stepford Wives exterior lies the heart of a felon. Julia is constantly finding items that allow her to access previously blocked areas, and she is not afraid to use them. After getting her B&E on by using a sledgehammer to smash open the door to a shed, she later in the game opens a grave in an ancient crypt by shattering the marble in with another hammer, and blows open a century old chest with an M80 firecracker that she found abandoned for years in another location. Clearly, Julia takes the honey badger approach to the acquisition of historical artifacts.

Julia’s story gets progressively more and more absurd, and not in a good Japanese development kind of way. The game climaxes in an Empire Strikes Back-like familial revelation, the discovery of a lost pirate stash, and a wildly presumptuous set-up for an Antiques Roadshow sequel. Let’s put it this way. This plot’s plausibility makes National Treasure look like a PBS documentary.
With the exception of infrequent trips to the Roadshow, there’s none of the cool historical information that gives the television show its redeeming qualities. Throw in the painfully repetitive tapping, the abysmally unresponsive nature of all iOS hidden-item touchscreen inputs, the irritatingly unfair dust-on-the-screen mechanic, and a dash of insultingly simple mini-games and there’s just no excuse. In the far flung future, however, this game may have great value; iPads with this game still on it will no doubt be rare beyond belief.
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‘Art Penguin’ Review – It’s The Gesture That Counts
From the Wii, to the DS, to Kinect, to iOS, developers continue to leverage non-traditional input methods to create gesture based gameplay. So far, their efforts have been met with varying success. For every pile of flailing shovelware or visionary title in the genre that just didn’t pass muster, there’s an Okami or Max and the Magic Marker out there to restore balance to the Force. The concept works.
Art Penguin [.99] takes the concept of drawing objects on the screen that then materialize in the game, and merges it with the tried-and-true auto-runner gameplay that iOS gamers are only too familiar with. A surprisingly smooth experience, the game offers the tension of twitch gesture input and a surprising amount of depth. As is wont to happen in game design, the title’s strengths also are the source of its greatest shortcomings. That being said, there are more than enough reasons to give this game a spin.

In Art Penguin, the goal is to complete levels by drawing objects that help the aforementioned penguin (who sports an adorable pompadour) to circumvent or destroy obstacles. While you can influence the rate of speed by tilting in one direction or another, the penguin is continually moving forward. As such, the two challenges of the game are to first select the right items to draw and then to execute the gestures before the poor little guy waddles headlong into the Grim Reaper’s arms.
The drawing controls are responsive and precise, which is important when looking at the variety of gesture the game features. You can draw 16 different objects, from items as simple as planks and ramps to more complex gestures that summon springboards, plants, and rainstorms. Each object is useful for navigating specific environmental hazards or for removing gang-banger enemy penguins and other baddies from the screen. Having such a variety of tools at your disposal makes the game challenging and fresh throughout.
The problem here comes in the form of the auto-running mechanic. Even when tilting to slow the penguin to its minimum speed, the game provides very little time to see obstacles, assess the proper object, and then input the gesture in time. While this is not a major issue in the first few levels, as the difficulty ramps you’ll be rapidly pushed into trial and error territory where you must know what is coming in order to survive rather than simply reacting to what the game is showing you.
This is truly a shame, because the exploration, experimentation and twitchy fun of the early game devolves over time into having to memorize entire levels in order to succeed. Games like Max and the Magic Marker circumvent this issue by pausing the gameplay while you draw, but Art Penguin can’t afford that luxury without sacrificing the auto-running mechanic that provides the game its sole challenge.
The art and production values here are surprisingly sharp; this is one pretty prinny. The characters and environments are colorful and expressive, and the music will consistently push your happy sunshine buttons. The user interface is intuitive and minimal, leaving the needed real estate open on the screen for gesture input. A handy guidebook icon is always on the screen for when you need to pull up a list of available gestures.
Art Penguin weighs in as a strong effort in a genre that is often poorly executed. It’s certainly worth the $.99 download, and if the memorization factor doesn’t rub you the wrong way (it wasn't an issue for some ) you can drop an additional $.99 on IAP to unlock all the levels from the get-go. I certainly had my issues with the game, but the technical execution, precise controls, cohesive and fun production elements, depth, and variety of gestures make this one impossible for me not to recommend.
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