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‘Duke Nukem 3D’ Gets a Broken Update, Goes Free

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If there was a list of things that I never expected to be talking about today, Duke Nukem 3D [ Free ] getting an update would probably be right near the top. But that’s just what has happened as MachineWorks has issued a new update for 3D Realms’ classic first-person shooter that looks to address the long-derided virtual controls in the game.

For a quick backstory, Duke Nukem 3D launched in the App Store way back in August of 2009. Id Software’s Wolfenstein 3D [$1.99 / Free ] had hit iOS several months earlier and received critical acclaim, mostly centered around how well their controls worked. With a Doom [ $4.99 ] iOS port also on the horizon, having Duke Nukem on my iPhone seemed like the greatest news in history for a long-time FPS fan like me.

However, the initial version of Duke had possibly the worst controls I’ve ever encountered. I mean downright unplayable. To the developer’s credit they quickly issued an update about a month later with a bunch of new control options, but sadly it did little to help. Sure, some people could find a scheme that was workable for them with some heavy tweaking of options, but the controls still felt pretty bad and have remained that way ever since.

Until today that is, closing in on 3 years after the last update to Duke Nukem. Surprising to say the least, but unfortunately it’s also a good news/bad news situation. The good news is that the controls are actually quite decent now, offering an improved (but still lackluster) dual-stick option as well as a very good “drag anywhere to aim” scheme which really nails it. It may have taken a long time (that’s an understatement) but I can finally enjoy Duke Nukem 3D on my iPhone. Also, it appears that the visuals have been cleaned up considerably, and actually look quite good for a 16 year old game.

Now for the bad news. The update is full of bugs, one of which can render your controls unusable. You can avoid causing this by going into the control options before loading or starting a new game and selecting and then deselecting the dual-stick controls, but that will erase whatever custom scheme you might have previously created by dragging the virtual buttons around the screen. Basically, it’s not much of a solution.

In addition, there’s also a bug that silences the sounds from the game which I’ve only been able to fix by saving my game and killing it from the multi-tasking screen and then starting it up again. Also, for some reason the end-level stats screen is upside down and they’ve disabled the mirror reflection effect in the game. Finally, advertisements have been inserted into Duke Nukem 3D which will pop down when you first start the game and when wake your device from sleep with the game running. Lame.

As delighted as I was to see a surprise update to one of my all-time favorite games, unfortunately this latest update for Duke Nukem 3D is a complete mess. If they can sort out the bugs then I really believe the new controls are a huge improvement, and bring the game more in line with the newer FPS games on the App Store. However, given the lack of attention paid to the game the past few years that seems like a pretty big “if”, especially since the iPad version Duke Nukem 3D SE [ $0.99 (HD)] hasn’t been updated at all. Also, I’m not crazy about ads being put into a game that I previously paid for.

At any rate, Duke Nukem 3D is currently free right now, so if you didn’t have it already you might as well grab it just in case they do sort out the bugs. If you could manage just fine with the controls the way they were before, then you’ll probably want to hold out on this update altogether until (and if) they can fix this situation.

App Store Link: Duke Nukem 3D, Free

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Written by admin

May 18, 2012 at 6:15

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‘N.O.V.A. 3′ Single Player Review – Volterites Never Looked This Good

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Say what you will about Gameloft, the developer occasionally does a good job of filling the App Store void with iOS versions of console staples. N.O.V.A. 3 [ $6.99 ], the third game in the company’s perennial FPS series is one such title.  Capitalizing on the success of the previous two titles, as well as offering full support for the latest and greatest in Apple hardware, N.O.V.A. 3 offers a great action-packed single player experience complete with some very impressive visuals.

Following the never-ending trials and tribulations of Kal Warden, N.O.V.A. 3 continues the story as Warden is yet again recalled into action, this time to the ruins of San Francisco to aid an old friend. From there, you’ll travel to several more planets, a derelict ship, and even the home planet of the Volterites. I’ll save the spoilers for those of you that care about the story, but suffice to Kal gets tasked with saving the human race (again) from certain doom and will go through humans, Volterites and Judgers alike to accomplish that feat.

You’ll be saving humanity via gameplay that should be largely familiar for genre veterans. Like its predecessor, N.O.V.A. 3 has you exploring a wide variety of locales while battling enemy archetypes and hitting objective-marker based goals that shouldn’t offer much in terms of surprise. Also, you can expect the occasional break from the on-foot battle heroics by piloting Mechs, manning the weaponry on top of AI driven trucks and serving as sniper support for other NPCs. By now, it should be apparent that Gameloft has uncovered the formula for a successful FPS, and while N.O.V.A. 3 doesn’t offer much in terms of revolutionary gameplay, it certainly succeeds in what it does implement.

One interesting inclusion is an in-game store that offers unique weapons and upgrades that takes currency you earn by completing single player levels. It’s nice to see a system that actually provides rewards proportionally to how well you complete a level run. Unfortunately, the inclusion of IAP to bypass said currency collection lessens experience somewhat.

A well-done FPS is in some ways far more reliant on its controls than other genres. Thankfully, N.O.V.A. 3 works within its limitations to provide a competent scheme for a touch screen. The standard dual-stick controls are available, as well as generous use of a swipe gestures for swapping weapons and powers. I was particularly a fan of the gyroscope inclusion, as proper use of that option goes a long way towards making the game’s aiming accurate and fun.

N.O.V.A. 3 plays well on the iPhone, but I found the screen to be a bit cramped compared to the roomy iPad controls. Either way, a host of options such as auto-aim, attempt to help even touch-screen novices blast away with ease. While I imagine there are some folks that will never get used to touchscreen controls for an FPS, the fact remains that N.O.V.A. 3’s control schemes do a decent job of letting you take out baddies and navigate the environments with ease.

By the way, those environments you’ll be traversing across look absolutely gorgeous. N.O.V.A. 3 takes full advantage of the hardware offerings of the iPhone 4S and new iPad, which leads to one of the most visually impressive FPS titles I’ve played on iOS. The textures, weather and visual effects – even the shadows are all well done and simply stunning.

As nice as the game looks on the small scree, N.O.V.A. 3 begs to be played on a new iPad. The larger retina-display of the tablet lets you truly appreciate just how far the visuals have come in the series. The fact that the game manages to look this good while successfully running (for the most part) at a decent framerate is probably the most impressive accomplishment. Granted, there were a few mishaps with the graphics engine, such as a few instances of falling through environments, the occasional slowdown when there’s a lot of action on the screen and the unusually lengthy loading screens (that occasionally make you think the game crashed), but these do little to detract from what is an otherwise impressive visual system.

It would be easy to simply classify N.O.V.A. 3 as impressive eye candy and leave it at that, but Gameloft deserves credit for continuing the trend of creating a well-rounded FPS experience complete with a full story-driven campaign, a plethora of control and gameplay options and a balanced gameplay experience. We sometimes talk about games that possess that certain something that make them ideal for showcasing the might of iOS. I’d argue that, while N.O.V.A. 3 may not necessarily be at the top of that shortlist, it has enough going for it to warrant being close to such a classification.

This is part one of our two-part N.O.V.A. 3 review. In previous N.O.V.A. games, multiplayer played a very large component of how much our community enjoyed the game. With our early review copy, there obviously wasn’t anyone to be found to play with online. As soon as the game is released, and we can spend some quality time with the multiplayer we’ll post a follow-up focusing on the multiplayer aspects of N.O.V.A. 3.

App Store Link: N.O.V.A. 3 – Near Orbit Vanguard Alliance, $6.99 (Universal)

TouchArcade Rating:

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Written by admin

May 10, 2012 at 10:15

Freebie Alert: ‘Wolfenstein 3D Classic Platinum’ is Currently Free

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In March of 2009, id Software released the grandfather of all first-person shooters, their 1992 classic Wolfenstein 3D [ Free ], to the App Store. Besides being a piece of gaming history that you could fit snugly into your pocket, Wolf 3D was also noteworthy for having the most usable touch screen controls for an FPS seen thus far on iOS.

Not long after its initial release, Wolfenstein 3D on iOS received a huge update that added in all of the Spear of Destiny expansion pack levels as well as the ability to load custom levels into the game. Then last summer, another sweet update hit that added Universal and Retina Display support to the game, and it played fantastically on the large screen of the iPad.

Now for the first time ever id Software is offering Wolfenstein 3D Classic on iOS for free, most likely to celebrate its 20th anniversary. If you’ve somehow never got around to picking up Wolf 3D on the App Store, now is your chance to strike, as the game is an absolute classic that plays wonderfully on iOS and must be experienced.

I have a sneaking suspicion we’ll be hearing more iOS plans from id when QuakeCon gets rolling in August – I refuse to give up hope on the long-awaited iOS versions of Quake and Doom II – but until then make sure you don’t miss out on grabbing the grandfather of FPS on iOS while free.

App Store Link: Wolfenstein 3D Classic Platinum, Free (Universal)

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May 10, 2012 at 2:15

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When One Studio’s Kickstarter Fails, It Just Gets Tougher, Bigger, And More Determined

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PlayGround States logo, as it appears on Facebook.

“It’s been an amazing experience,” Double Fine founder Tim Schafer told fans via a live stream that celebrated the closing moments of Double Fine Adventure’s success on Kickstarter. The project generated over three million dollars worth of donations in a month. Double Fine had asked for $400,000. It wasn’t just amazing. It was magical.

Not every studio sees this kind of outcome. Lead artist and the brains behind Playground State, Barry Collins, is walking us through what his studio looks like, and what has happened to his game, after his project failed to receive funding.

Playground State was founded two years ago by Barry and his brother Brad to explore and express the ideas that Barry has had floating around in his head since childhood. If you look closely at its web site, you’ll notice that there’s no physical address. It’s just a collective “willing people” across the globe coming together to build a series of sci-fi titles called Knights. A PC title called Knights: Spiral Islands was to be the first.

Spiral Island became a known project thanks to Kickstarter and a warm reception by PC enthusiast web site Rock, Paper, Shotgun, which featured it in an editorial in February 2011. Spiral Island is described as an episodic online action-adventure game in which you, as a knight in the game’s sci-fi universe, battle evil across the cosmos. Its hook, outside of its UDK visuals, is its lack of boundaries: in one mission, you’ll be hacking and shooting Vikings, in others space bees, mushroom zombies, robots, and large crabs.

Concept art of a playable Knight. You'll see other Knights in the upcoming preview game.

It has the look and feel of something incredible, especially if it were to be expanded as planned. Spiral Island was pitched to potential donors as game design in motion, as it would have seamlessly integrated new scenarios and enemies in a constant steam.

For whatever reason, it didn’t receive sufficient support. The Kickstarter effort ended with a thud later that April. Playground was looking for $10,000. A hair over $1,500 was pledged across 36 serial donators. One pledger, for example, has backed 48 other projects.

It’s easy to see this as a knockout shot, but to Barry, it’s just a glancing blow, and now the team is looking to iOS and its vast audience to continue.

“The lack of funds was frustrating, but it didn’t really kill our ambitions or desire to make this work,” Barry tells TouchArcade. In the ultimate show of confidence, the studio grew. It picked up an artist, a musician, a sound designer, and a couple of programmers following the failed attempt at funding.

That Playground is reacting in the exact opposite way you’d expect isn’t lost on Barry, and he explains that the reason is tied into how deeply his core team believes in what the studio is trying to accomplish.

“It’s our baby,” Barry tell us. “Amazingly, after maybe an hour or two of rambling with the various team members, they all irrevocably become hooked on the concept and what it has to offer, and slowly but surely begin to own it. Right now we have a team of guys all on the same page and all excited about the small steps as much as the bigger one that will come later — Knights as a whole.”

The crab monster we originally fell in love with, but now fewer polygons for mobile.

While the team grew, so did Knights. It’s now more than a game: it’s a series of mobile titles based in the same universe that spans multiple platforms and genres. Barry has an idea for several projects, some of which are in early stages of development. The most important is an Epic Citadel-like preview title, built specifically for iOS to show off what his team can do.

But even though the team is growing and excited about the games Barry wants to make, it has a horrible issue: it’s hemorrhaging programmers. It can’t keep one on staff, and this is putting a kink in the size and scope of the Knights games Barry wants to make. Barry says they’re in a spiral of simplification, as no one has the expertise to implement complex content into builds. The lack of a revenue stream is undoubtedly one of the culprits here. It’s also the reason why it’s bothering with a showcase project in the first place, and opening its doors for outsourcing work.

“This constant tug of war is what pushed us to our current goals of producing a very basic, free to download visual demo — a means of walking around a crazy environment full of eye candy and talking to basic scripted actors within the world. This will lay the ground work for follow-up episodes to come afterwords,” Barry tells us.

That Knights is blowing up, too, isn’t lost on Barry. He says this game has two goals: to nab exposure and be a launching board. Barry believes it’ll generate new ideas for future Knights games, and argues that the scope in this game is much more manageable than the one he put out there with Spiral Island.

This is how Playground wants to tackle on-screen FPS controls.

Another game is another iPhone and iPad-specific title called Knights: Arena. This is also a victim of the rotunda of programmers cycling through the studio. It’s an FPS that revolves solely around online play: team deathmatch, capture the flag, and so on. Barry, with a lengthy Internet sigh capping off what he tells us about Arena, says the studio’s goal is to establish a revenue stream as quickly as possible. It needs to hire at least one, dedicated programmer. “But that in itself is a Catch 22,” he says. “Need a programmer to make revenue, need revenue to get a programmer.”

Playground State’s ability to keep its legs churning in the mud seems unreal, but it’s a human reaction. With a teeth-gnashing kind of pride, Barry plans to continue marching on beyond his studio’s funding failure. He doesn’t just want to make games — he wants to see his dreams realized.

“I don’t quite know how we managed to grow in quality, strength, and numbers. Faith in Knights among the team is stronger than ever today, despite everything,” he tells us.

Knights is one of many projects I dream of making. So this is the blood, sweat, tears part of paving the way to eventually being able to produce these with a real budget and fully paid team. This is it. This is what I love. It’s what I want to do for the rest of my life.”

That’s why Barry is up for using Kickstarter again. He has at least two in the works right now. One is for an extensive indie bundle that features developers in the Vancouver area. The other is for Knights: Arena or a single-player variant of that idea, which he wants to launch “at the same time that we launch the free demo, so people can see or play it and discover it that way.”

Barry talks about Knights: Spiral Island in his Kickstarter promo.

Spiral Island’s crowd-funding failure didn’t come without costs in terms of people and revenue. There were lessons learned, though. The first was scalability. “No need to come out of the gate with a massive universe to embark on hundreds of small stories in other universes. A single story is good enough, or if finances and or programming get in the way, as we are discovering, there are still options,” he tells us.

“We did not go into this expecting it to be quick and easy, and it has not been quick or easy either,” he says.

And let’s say these Kickstarters don’t pan out? Barry isn’t worried. “We will keep pushing along until we are earning revenue on our own, find the right investment deal or get the attention of a publisher that wants to work with us.”

“But no matter what, this project will see the light of day, and as a series of mobile games to start.”

Towards the end of our Barry conversation, we pressed “pause” so we could ask what makes him so idealistic. His vision for these Knights games still seems almost too ambitious considering the lack of funding. The risk of what will happen if these ideas die could be monumental to the studio’s future and Barry. These games are the realization of his dreams, after all.

Honu are a species you'll be able to talk to in a preview. Here's one in a warrior outfit.

Knights in general is an extremely ambitious concept,” he says. “It started big and the scope of the games we want to tell based in this setting have been cut back for the sake of getting something to market sooner. “

“The concept of Knights being so grand just means we always have room to grow. We realize that we may only ever produce the Knights preview or only ever get as far as Knights: Arena because there’s a real possibility that Knights is lame and we are all crazy people working away on an idea nobody else likes. “

“For me this would just be a continuation of exactly what I have done for 11 years, which is to just hire myself out to whatever studio wants to pay me, and doing so in mass with others is old hat. The grind of tracking down clients and deadlines, milestones, massive delays in payment and so on… it’s all a part of the job. But, Knights, to me, is a way out of this, to finally get all the ideas my brother and I have been brewing up for decades. It’s time we produce things we want rather than the things that pay the bills.”

Barry says that he likes to focus on what could happen with some success. He could hire programmers, no more lost time on contract projects, and the people he’s surrounded by could be supported.

“I just really hope people want to play a game about the Knights — the ultimate saviors of all things, the definition of heroic. Not a bad bone in their bodies, watching them take on any bad guy we can dream up and throw at them, across all history in any universe and time. I really want to play that game.”

When a Kickstarter fails, it’s not necessarily a catalyst for disaster. Barry is idealistic, and maybe too ambitious, but he’s not a quitter. He’ll keep creating. The success of Double Fine was magical, but the intensity of at least one man who didn’t win big is special, too.


While Barry’s story stands on its own, we are covering something larger here. This is part one of a two-part series of articles. In the next, we’ll introduce you to three more studios who haven’t had the greatest experience on Kickstarter. We’ll also discuss why we don’t normally cover games on the service and why we’re not certain of the long-term viability of crowd-funding sources like Kickstarter.

[source]


Written by admin

April 7, 2012 at 4:15

‘Mutant Storm’ iOS Port to be Published by Crescent Moon Games, Support the New iPad

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We told you back in February that the newly-formed development studio Ninth Ninja in connection with Pom Pom Games was busy porting the popular PC title Mutant Storm to the iOS platform. Mutant Storm, in case you didn’t know, is a Robotron-esque arcade shooter that originally released for PC and Mac but is probably more widely known for its enhanced re-release as an Xbox Live Arcade title back in 2005 under the name Mutant Storm Reloaded.

While Mutant Storm coming to the App Store is exciting enough in and of itself, yesterday we learned via Twitter that Crescent Moon Games has jumped on board to publish the title. Also revealed is that Mutant Storm is running at 60 frames per second on the new iPad, and digging into the game’s forum thread developer Ninth Ninja goes into even more detail stating that it runs at 60fps on the iPad 2 and a respectable 30fps on the original iPad.

Considering how many crazy graphical effects can get going in Mutant Storm, that’s pretty darn good, and for new iPad owners the iOS version of the game will use the high resolution assets from the PC game to take advantage of the Retina Display screen. You can actually see comparison shots of the game at normal iPad resolution on the left and the Retina Display resolution of the new iPad on the right.

Mutant Storm for iOS is in the final stages of development, so it shouldn’t be much longer before the final version hits. Hit up the forums for some discussion and keep your eyes on this space for any more news related to the impending release of Mutant Storm on the App Store.

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Written by admin

April 4, 2012 at 16:15

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One Week Out: Developers Talk New iPad

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The new iPad and its gorgeous high-definition display has been in our lives for over a week. Game developers have had one for the same stretch of time. Undoubtedly, you’re into new iPad, but what about the guys who make the media you consume on it?

Over the last few days, we’ve been asking a smattering of the highest profile iOS developers out there what they think of the new device now that they’ve had the time to use the thing. We’ve also been inquiring about commitment: will these major players support the Retina screen in updates and future releases?

Below is a list of who we’ve been talking to so far and their responses. As you’d suspect, everyone is still excited about the possibilities of the new iPad’s beefier hardware. Also, many updates are on the way.

Halfbrick chief marketing officer, Phil Larsen:

“We’ve had the new iPad and it goes without saying that it rocks. This screen is astonishing and we already have our guys hard at work making sure our current titles are up to speed. Imminent Jetpack Joyride and Fruit Ninja updates will definitely address this. We’ll also be optimizing all of our new games from launch, and with the higher download limits we’ll be getting a bit more funky and adding some extra visual splendor. Barry Steakfries will be looking his best!”

We can't wait to see Om Nom in high resolution.

ZeptoLabs co-Founder and creative director, Semyon Voinov

“New iPad is a great device and we will of course make sure that our current and upcoming games will support it — because their look will benefit from the new high-res screen. There are some challenges from the development side like the increase of the app size and a wider fragmentation of the platform, but those are all manageable.”

Semi-Secret co-Founder Eric Johnson

“The screen on the new iPad is amazing. I use the iPad regularly for reading, and have already taken for granted the clarity of text rendered on the new display. I can’t wait to update our games with updated artwork to take full advantage of the retina display.”

Robot Entertainment lead designer Marcin Szymanski

“Everyone in the office just got the new iPad, and we’re very excited about it. It feels like it will be a transformative experience for many kinds of games, where players will forget that they’re looking at a computer display, but instead feel like they’re looking at a real scene. Robot won’t be immediately developing Hero Academy to the new specs since most of our iPad work was completed before the announcement, but it’s certainly something we’d consider for future development.”

Imangi designer Keith Shepherd

“We love it!  The screen is beautiful, and it’s wicked fast. We’re already working on an iPad Retina optimized version of Temple Run and it looks incredible. The graphics horsepower is fantastic as well. We have Temple Run optimized and running on the new iPad at retina resolution using MSAA and high resolution textures all at 60fps without any hiccups.  Everything is so crisp and sharp that you don’t even notice the screen, it’s like a window into another world –perfect for games and immersive experiences such as Temple Run.”


So, retina updates for Cut the Rope, Temple Run, Fruit Ninja, Jetpack Joyride, and possibly Hero Academy iPad are all coming? Our hearts are about to burst with joy. We’ll keep asking devs what they think, by the way, but it sure feels like everyone just adores the new iPad and can’t wait to do something new with it.

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March 23, 2012 at 1:15

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The New iPad Might Have Double the Graphical Performance of the iPad 2, Even With 4x the Pixels

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New iPads are popping up all over Asia, and aside from a variety of unboxing and comparison videos, it seems that the first set of GLBenchmark 2.1 [$4.99] results have come in.

MacRumors explains:

Benchmarking the graphics performance of the new iPad also showed significant improvement over the iPad 2, with benchmarking tests boosting performance from 90 frames per second (fps) to 140 fps in the GLBenchmark 2.1.1 Egypt offscreen test and from 146 fps to 250 fps in the GLBenchmark 2.1.1 Pro offscreen test. Similar data had previously been uploaded to GLBenchmark’s site, although its authenticity has not been confirmed.

If these results turn out to be true, the new iPad could be a absolute beast in the gaming department. Ever since the announcement of the new iPad, our community has been justifiably worried about the graphical performance. I really hope these benchmarks are real, because, wow.

Keep in mind, like most benchmarks, take these alleged results with a grain of salt. We’ll have to wait to get our iPads on Friday to see how the actual real-world on-screen performance actually is.

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March 15, 2012 at 1:15

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Newly Formed Studio Ninth Ninja Bringing ‘Mutant Storm’ and a Mystery Game to the App Store

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Some former developers from True Axis and Firemint have banded together to form a new studio called Ninth Ninja and are readying a release of the classic dual-stick shooter Mutant Storm for iPad. Mutant Storm was originally released by PomPom Games for the PC, Mac, and Xbox, and was amongst the first to spark off a rebirth of retro-style arcade games in the past 10 years or so. It was also remastered and re-released as Mutant Storm Reloaded on Xbox Live Arcade in 2005.

You may remember that another PomPom Games release called Space Tripper [$3.99] made its way to iOS last year thanks to the porting efforts of True Axis. It also shouldn’t be forgotten that the Space Tripper iOS project was filled with trials and tribulations before it finally ended up on the App Store after more than 3 years of development. The wait seemed to be worth it though, as Space Tripper’s gameplay held up strong on iOS and the performance was rock solid.

Andy Coates, the former one half of developer True Axis, was responsible for a majority of the Space Tripper iOS port. He’s putting all that previous hard work to good use by using the same engine for the Mutant Storm port, and again the game is running at a solid 60fps on the iPad 2 and is running respectably smooth on the original iPad as well. Check out the developer’s hands on video of Mutant Storm running on the iPad.

Development on Mutant Storm is said to be going a whole lot smoother than it did with Space Tripper, so chances are we won’t be waiting 3 years to get our hands on the game (hopefully I didn’t just jinx it). In fact, Andy says that the game is basically finished, and that all that remains is some work to do on the menus and online integration. Ninth Ninja is hoping to have Mutant Storm out in April or May of this year.

Ninth Ninja has also announced that they are currently working on a brand new iOS project in addition to Mutant Storm. Adrian Moore, who had previously worked on Firemint’s Spy Mouse, will be handling the design. Artwork will be Paul Mitchell’s job, and he most recently has worked on the Real Racing series, also from Firemint. And of course, Andy Coates will be handling the programming of this mystery title.

We expect to have lots more on Mutant Storm and the mystery game from Ninth Ninja, especially with GDC just a couple of weeks away, so keep your eyes on this space.

[source]


Written by admin

February 22, 2012 at 17:15

Mojang Talks ‘Minecraft’ Rip-Offs, Is OK With Them

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The clone conversation is getting pretty heated of late, so we thought we’d bring you a more chill take on cloning from a developer that has had its game ripped off more times than we care to count. Specifically, we wanted to point out what Mojang business head honcho Daniel Kaplan had to say about the swarm of Minecraft clones out there.

“As long as [cloners] don’t use anything we MADE, we don’t care,” Kaplan told Eurogamer in a chat the other afternoon when asked about possibly suing a cloner. “Like, would the Doom creators sue everybody who has done an FPS? Don’t think so,” he said, hopefully with a hrumph.

Minecraft gets ripped off in a pretty wild variety of ways. Some titles just take the look. Others just nab the specific crafting and building mechanics. Of course, there are other games out there that steal whole hog, while carefully adding the slightest touches in their code to differentiate the look.

That said, there’s a fine line between iteration and cloning. The Doom-to-FPS example Kaplan threw out there isn’t a good one; a lot of games built on what Doom did, sure, but most of those games brought something new to the genre.

“I’m really bored by the clones,” Kaplan said in the chat. “They don’t bring anything new to the table, which is really sad.”

Zynga and Glu Mobile recently released a total of three Tiny Tower [Free] clones between each other in the last couple of weeks. Tiny Tower creators, NimbleBit, and the game’s fans, are rightfully still outraged by these games. In the iOS universe, the last big pseudo-clone we saw was a poor attempt to capitalize on Temple Run’s [Free] success. That title was removed from the App Store by Apple.

[via Eurogamer]

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February 16, 2012 at 5:15

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‘SoulCalibur’ Now Runs at 60fps on A5 Devices

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Last month Namco Bandai treated us to an excellent iOS port of the original SoulCalibur [$14.99]. It was based off of the superior Dreamcast version (or more accurately, the high resolution XBLA remake) rather than the arcade version, and came equipped with just about everything that made it a classic back then, barring a couple of significant things.

First was the baffling lack of any sort of multiplayer, as well as a few missing modes that had been in previous versions. The second big thing was the frame rate. See, one of the things that was so memorable about SoulCalibur on the Dreamcast was just how crazy smooth everything moved. The frame rate rocked a solid 60fps, and it elevated the visuals way beyond anything that was on current consoles, and rivaled much of what was popular in arcades at the time.

In our review of SoulCalibur, I definitely found the game quite attractive. The high resolution art assets popped on Retina and iPad displays, but the frame rate wasn’t quite there. Don’t get me wrong, it still ran really smooth, but it was probably only halfway to the coveted 60fps mark. But that changes today, as Namco has released an update that will lock the game at 60fps on iPhone 4S and iPad 2 devices. And let me tell you, the difference is dramatic.

When I saw this update, I played through the game a couple of times real quick before updating so it would be fresh in my mind for comparison. After quickly syncing the update I jumped right back into the game and was blown away by what a difference the increased frame rate makes. It was totally the thing that was missing from SoulCalibur on iOS that really completes the nostalgia trip for owners of the Dreamcast version like myself.

It may sound like a minor thing, but the 60fps was a key element of SoulCalibur and I’m happy Namco Bandai took the time to add it in to the iOS version. Now I can focus all my attention on bugging them for some sort of multiplayer mode, but if you have an iPhone 4S or iPad 2 make sure to check out the ultra smooth new update to SoulCalibur.

App Store Link: SOULCALIBUR, $14.99 (Universal)

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Written by admin

February 10, 2012 at 17:15

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