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A Look at Jeff Minter’s Ethereal, New Age Shooter ‘Five A Day’

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Since he started making games for iOS, indie developer Jeff Minter of Llamasoft has really been cranking them out. The guy has been making games — and, rather unique games, I might add — for over 30 years, but I don’t believe he’s ever dished out one after another faster than he’s doing for Apple’s platform. And that’s really good news for iOS gamers because all of his iOS titles are rather well done and worth playing. His latest title, Five A Day [link], which just landed in the App Store, comes close on the heels of Gridrunner for iOS, his excellent remake of his original 1982 VIC-20 game and one of the best shooters on the platform.

When we first reported that Minter was developing for iOS, about two and a half years ago, we mentioned a Time Pilot-style game that he was working on, set to be his first iOS release. Well, time passed, Minotaur Rescue arrived, and we never saw anything else about that supposed first iOS release. That is to say, not until now.

Five A Day is a shooter (with bananas), but it’s equally an ethereal experience of sorts. It’s a kind of spacey, zen sort of thing. It’s a little hard to describe, so I’ll let the author.

…it should’ve just progressed into a good old banana-oriented shooter as originally intended but by accident it sort of went all New Age and ambient. While still actually retaining the characteristic of actually being any good, of course. It didn’t just turn into a useless ageing hippy of a game that lies around smoking weed and listening to Steve Hillage and burbling on about auras and crystals without ever doing anything useful. Redolent it may be of joss sticks and wind chimes but it’s still jolly good fun and will kick your arse quite handily on the higher levels, just you wait and see.

But what turned the game all auras and wind chimes? Apparently, it’s largely due to the in-game audio which, Minter indicates, lead the way in shaping the game during its development.

It started relatively slowly at first, with just fluffy clouds and the addition of a rainbow trail behind the spaceship. Then I needed some audio and headed out to a site called Freesound, where you can download snippets of stuff and use them in your projects. You can search by keyword so I put in “Space”, and that was it, game was doomed from that point on. All manner of floaty synth sustains, whale noises, chimes and gongs, page after page of them. Once I started putting one or two of them into the game, the game more or less began to shape itself. By the time I got to the first shower of bananas and enumeration of the first end of level bonus the audio was already heading firmly in the direction of “epic New Age”, and that’s how it ended up.

So, there it is. Every Minter game I can think of is rather “out there,” but this one is just a little moreso, perhaps (if you can imagine it).

We’ve got the vibe covered, now for the gameplay. Five A Day puts you in control of a craft soaring through the clouds, forever shooting. The sky is full of baddies that resemble familiar, pixellated villains of video games’ past. Some of these baddies are in possession of fruit. You want the fruit, and you need to destroy said baddies to collect it. There are also rainbow-bejumpered minotaurs floating about. Collecting either of these places them in tow and increases your shield power (which enemy fire drains) and, in the case of the latter, results in a Death Blossom-style weapons discharge that is bad for those around you.

As you progress, other elements come into play as well, such as bosses, sky-mines, homing missiles, and the like. A goal of the game is to finish each round with at least one piece of fruit in tow, as five such completions in a row result in a bonus life for your having been the healthy lad and getting your five-a-day (of fruits and veggies). And the whole thing is set not to a frantic, pumping audio beat-track, but to the whispers and tinkles of a holistic astral massage parlor. It’s an interesting — and fairly odd — scenario.

Your ship can be controlled via touch, by drawing circles anywhere on the screen in indication of how you want to maneuver, as well as via tilt-control. As with most iOS Llamasoft titles, the iCade control unit is also supported. Our gameplay video demonstrates iCade and touch controls. Being a universal app, Five A Day plays nice with both iPhone and iPad.

I’ve been having a lot of fun over the past few days with Five A Day, as I have with every one of Minter’s iOS releases. (The guy’s catalog is outstanding and should be investigated by everyone reading this.) That said, the overall feel and pacing of the game — a bit more relaxed than the typical shooter out there — combined with the ethereal audio stylings deliver an experience that might come across as a bit of an oddity to the typical gamer as compared to most of his other iOS releases, or certainly most other shooters out there. I would recommend Five A Day to any like-minded gamer, but it’s definitely a different sort of shooter experience.

App Store Link: FiveADay, $1.99 (Universal)

TouchArcade Rating:

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April 10, 2012 at 8:15

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‘Chaos Rings II’ Review – A Satisfying Sequel and Visual Masterpiece

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If there’s one thing that can be said about Square Enix, it’s that they’re excellent at the whole production values thing. Chaos Rings II [$17.99/HD] is absolutely stunning. From the gorgeous musical score to the voice acting to the vibrant landscapes, there is a lot to savor in Square Enix’s latest turn-based RPG. However, that’s not really surprising. We are talking about Square Enix, after all. How often have they published a new game that does not make you whistle gently under your breath? The real question is, ‘Is Chaos Rings II more than a pretty face?’

The plot here works something like this: an apocalyptic force is threatening Earth with impending doom and there is only one person in the universe capable of stopping it. Can you guess who that is? Yup, that’s you. Sort of. In Chaos Rings II, you’ll play as Darwin, a rather effeminate-looking chap that had been unwittingly pushed into the role of the Nominator. As the Nominator, his job is to sacrifice the Pillars (a bunch of people that were forcibly drafted for the dubious honor), harvest their spiritual energies, complete something called the Rite of Resealing and seal away the Destroyer in order to save the world.

Here’s where it gets problematic for poor Darwin. To begin with, he wasn’t supposed to be the Nominator. Due to a freak turn of circumstances, he acquired the position after he unwittingly killed the original candidate. To make matters worst, he sort of murdered the poor bastard in front of the Pillars. Under normal circumstances, this probably wouldn’t have gone over so badly. After all, one predestined murderer is the same as the other, right? Obviously, that wasn’t the case here. You see, the Pillars in the Rite of Resealing are always composed of those who have some form of attachment to the Nominator. As you can imagine, this makes things a little bit awkward. Not only do you have to murder innocent people, you’ll have to murder some innocent folk that had ties to the dude you unintentionally axed.

(In spite of the religious undertones to the game, the eventual evolution of the plot will probably grab a smirk from any atheists in the audience.)

Intriguing as this all sounds, however, there’s a slight problem. While the Japanese voice acting is rather superb (my best friend, who is Japanese, assured me that the voice acting is also supported by decent lines), the localization is not. Technically speaking, there’s nothing wrong with it. There’s no rampant Engrish, no glaring grammatical errors, no spelling mistakes that may evoke a heartfelt palm to the face. Nonetheless, that doesn’t change the fact the English text feels … lackluster. The dialogue’s also anachronistic in places. Words like “gotta” and “c’mon” pop up from time to time to rattle your sense of immersion. As such, I can’t help but feel as though the full potential of the plot was never realized. Something had to have been lost in the translation. Still, it could have been much, much worse.

Gameplay-wise, those who have any experience with the original game or, JRPGs in general, will probably find themselves in familiar waters. For the most part, the game operates in a fairly linear fashion. You’ll be given a task and told to advance to a certain location. You must then make your way through an assortment of random encounters before achieving your goal. From there, you’ll have to go back to the central hub and begin the process anew. There isn’t much else to do. You get a certain amount of freedom in determining the sequencing of events but that’s pretty much it. There is no open world exploration. There are no mini games to engage in. What saves Chaos Rings II from being completely linear are the side quests that you eventually acquire from the corpulent, cat-like Piu Piu (he’s the only merchant available to you and your party) and and his scantily-clad cutouts.

A lot of your time will be spent moving through the exquisitely presented remnants of your world. Along the way, you’ll stumble across equipment, items and, of course, random encounters. You’ll also get to move through ’shortcuts’ in the world. Once you dive through a portal, you’ll find yourself in this odd little realm that would probably not look amiss in a cyberpunk setting somewhere. Here, you’ll also be called upon to partake in some incredibly light puzzle-solving. Each of the accompanying characters have a special ability that will allow the party to access a part of the world that cannot otherwise be reached. For example, Li Hua is capable of punching through barriers while Connor can shoot at distant targets. Needless to say, once you’ve sacrificed somebody (yup, you’re going to have to kill those people), you’ll lose permanent access to those unique skills.

While it doesn’t deviate too far from the standard formula (you’ll be able to attack, cast magic, defend yourself, occasionally escape from combat and utilize items amongst other things), combat in Chaos Rings II is actually rather entertaining. There are plenty of variables to juggle and even more to worry about. To begin with, you’re going to spend a lot of time deciding if you would rather have your characters acting separately or together. If you choose the ‘Pair’ option, you’ll have access to stronger attacks but will also open your party members up to damage that they would have not taken otherwise. Acting ’solo’, on the other hand, will provide you with more control but less of a punch.

It gets even more complex than that, of course. Technically speaking, combat in Chaos Rings II is turn-based but the reality is that things are also highly dependent on speed. This can be a serious problem if your opponent is armed with some truly devastating moves. If they have the opportunity to assault you before you can defend yourself, you can expect to see the ‘Game Over’ screen faster than you can enunciate your favorite obscenity. Additionally, there’s also a layer of ‘rock, paper, scissors’ that you will have to factor in. Depending on what forces are currently in play on the battle field, attacks and defenses may increase or decrease accordingly.

On top of that, there is also the Break Gauge and the Charge Gauge. The former was inherited from the original game. It’s a pretty nifty mechanic that monitors the flow of the battle. When it is marked even, neither parties will receive bonuses. However, when it sways in favor of you or your opponent, the Break Gauge will cause the beneficiaries to increase in potency. As for the Charge Gauge, it functions something like the Limit Break mechanic in the Final Fantasy games. Once it has filled up to a certain extent, you’ll gain access to your ‘Awake’ and ‘Advent’ powers. The latter will allow you to summon a massive being known as, well, an Advent that is associated with the Human Sophia (that thing you get after you’ve defeated the creature born from a dead Pillar) you currently have equipped.

Speaking of Sophias, those form another interesting component in the game. While Pillars are the only ones capable of bestowing the command of a monstrous critter upon you, you can also acquire Sophias from the game’s menagerie of enemies. Each ‘Monster’ Sophia will grant your characters certain atributes and skills. Once you’ve unlocked the right recipes, you’ll be able to acquire even more abilities by combining Sophias in a certain way, something that adds considerable depth to your character customization.

On a more shallow note, I’m going to take a moment to once again remark on the fact that Chaos Rings II looks pretty darn sweet. It is, by far, the prettiest game in the franchise yet. Compared to its predecessors, the resolution in Chaos Rings II is so much higher, the backgrounds more lavishly detailed. Even the characters themselves look more refined. That said, I’m really mostly in love with the little things in the game, things like cherry blossom petals suspended in the air and waterfalls trapped mid-motion.

As for the music, I’ve nothing but good things to say about it. I would buy the soundtrack if the Malaysian App Store would let me do so but I can’t so I’ll settle for assuring you that it’s something that would deserve a spot on most playlists unless, of course, you have an aversion towards soaring vocals and epic-sounding melodies.

In many ways, Chaos Rings II is the quintessential JRPG. You will spend a lot of time grinding. You will be gently but firmly led along the story’s path to its inevitable end. You will see all of the familiar JRPG tropes. However, that’s not necessarily a bad thing, but your decision in regards to whether or not you actually want to purchase the game is going to be dependent on this. For all of its flaws, Chaos Rings II has done more than ample justice to the formula. It’s refined, it’s meaty, and it’s definitely worth the high price of entry.

App Store Links:
    CHAOS RINGS II, $17.99
    CHAOS RINGS II for iPad, $19.99 (iPad Only)

TouchArcade Rating:

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Written by admin

April 10, 2012 at 4:15

‘8bit Ninja’ Review – A Cute Time Waster For the Fruit-Phobic

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When you’re looking for a simple, compulsive time waster, do you look for something that lets you grind to your heart’s content, or a game where you can dominate a high score board with skill alone? This is an honest question. DogByte Games’ 8bit Ninja [Free] has a free-to-play model that doesn’t get in the way of simple good times, but it pretty much throws the whole leaderboard thing out the window if you don’t want to pay. Other than that little problem it’s a great way to lose a few hours to that good ol’ craving for just one more game.

Consider 8bit Ninja a companion piece to Halfbrick’s Fruit Ninja. In that game, you are a bodiless ninja with a sword and a penchant for murdering fruit. In this game, you’re a nearly unarmed ninja with a good reason to fear bouncing produce. One’s about the thrill of the attack, the other’s all about avoidance. They make a great pair, but where Fruit Ninja is a one-and-done sorta game that focuses on hitting peak performance, 8bit Ninja holds its big rewards back for the patient player who puts time into its substantial upgrade system.

If you have a weakness for levelling things up, 8bit Ninja is going to eat you alive. Just playing lets you level up your ninja, improving his special ability and shrinking its cooldown. You also pick up coins while you play, and those can be used to unlock and upgrade a whole list of powerups. You can equip three of those powerups in a given run. Eventually you can unlock new ninjas with better abilities and level them up too. It’s the sort of grind that goes straight to your head.

The game is simple: run left and right dodging increasingly aggressive bouncing fruit. Every so often a powerup drops from above. Depending on what you’ve equipped it might give you a few coins or boost your XP, or it might slice up some fruit. Splattered fruits drop coins and the occasional coveted egg.

As we mentioned in our preview, the IAP system is largely inoffensive if you just want to play. You can get by without ever making a purchase and never know the difference. Coins and eggs can be earned by playing, but eggs are quite rare and are more easily acquired with IAP. Purchasing any egg pack has the side effect of removing ads. So far, so good.

You can use eggs then to unlock new ninjas and scenery. They add small bonuses, but nothing outrageous. You can also use them to level up your ninja faster, or swap them for coins to upgrade your powerups. That’s getting a bit dicey from a high score point of view, but you’ll earn your way up there eventually. Things get messy with the last option, though. You can use eggs to purchase one extra life each round if you’re willing to keep plugging in dollars. That’s a pretty big hit to your potential if you don’t want to pay up.

Assuming you’re cool with that situation, 8bit Ninja is otherwise pretty solid. The only real problem is, as with most linear arcade titles, that the early part of the game gets dull and runs get uncomfortably long as you improve. But the game is extremely accessible and its touch controls are great. Between the thrill of random egg drops and the desire to level up and score higher, it’s probably going to get a hold on you.

So ask yourself what you’re looking for. If you want serious competition without hitting the IAP, this probably isn’t the game for you. If you want an entertaining time waster with cute pixel art, go nuts. Just don’t say I didn’t warn you when you’re desperately hunting eggs in the hope of catching up to the rest of the pack.

App Store Link: 8bit Ninja, Free (Universal)

TouchArcade Rating:

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April 10, 2012 at 0:15

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‘Kitten Sanctuary’ Review – This Puzzler is the Cat’s Meow

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I am undoubtedly a cat person. Although I only own one, I have some close friends that own six, and going over to their house is always like a peek into some magical wonderland I wish I lived in. Suffice to say that any game featuring cats is bound to catch my eye, so when a colleague poked me and said, “There’s a new puzzler called Kitten Sanctuary [$1.99/Lite], and you need it!”, I figured I could be in for something good.

At a peek, it looked like a cute match three puzzler, but after spending some time with the game, you get to see that while the game is simple, it’s really got quite a bit more to it than your average match three game.

Rather than go with the bare bones approach that many iOS puzzlers seem to favor, developers Clockwork Pixels decided to go with a different type of experience, and I really like it. Of course, the heart of Kitten Sanctuary is still a match three. But imagine that cloaked in something like a Nintendogs lite, and you’ll start to get an idea of what to expect here.

In story mode, Kitten Sanctuary brings you to “Kitten Island,” where you must progress through a series of levels to rescue 50 kittens that have been kidnapped by aliens. In each level, you’ll play the match three game to accomplish this rescue. However, the items you match are actually resources, which you will amass on the left side of the board. The goal is to rescue each kitty by making matches over a set of red background tiles, clearing them in the process. Once you’ve cleared the entire pattern of red background tiles the level is cleared, and you can bring your furry friend back to the sanctuary.

You’ll visit your secret kitten hideaway at the end of each level, and when you do, you’ll meet the cat you just rescued and learn something about him or her. This is where the game really shows off its charm. With not only a description of each cat’s background but a funny likes and dislikes list, you really feel like you are building a little family.

The sanctuaries create some depth to the game, and can be a lot of fun to interact with. You can get toys to play with your cats to keep them happy, and you will often find as you complete puzzle levels that an event has happened in the sanctuary, like the cats have colds or need general cheering up. You can check their mood points at anytime by tapping each cat. If they seem down, you can play with them by buying toys from the shop to keep them stimulated.

This would have been an ideal place to throw in IAP, but the game opts to let you earn money in-game instead by matching coins during the puzzle levels. I don’t mind paying for some in-game items from time to time, but I certainly appreciated it here that I didn’t have to spend any real world money to keep my cat family happy.

In addition to toys, you can also earn enough money to add decor to the sanctuary if you have enough. Secret bonus gifts are also available for a higher price, should you want to do some saving.

As far as modes go, you can adjust Kitten Sanctuary to be as easy or as hard as you like. In Easy mode, there is no timer and matching multiple tiles will win you powerups in the puzzle levels. In Normal, you are timed, and in Tricky mode, you have more red tiles than usual to match, but a longer time limit. If you don’t find enough to challenge you there, you can also aim to earn all seven trophies, some of which are very challenging.

Kitten Sanctuary is a very sweet game, but beyond that it’s well-crafted, and the attention to detail shows. For $1.99, it’s simply packed with things to do and feels anything but bare bones, and there’s even a lite version to give you a taste of what you’re getting. It’s a breath of fresh air for a matching game, especially if you want something with a little more to it (but that is also fun to play). The only downside I can think of is if you don’t like cats. Luckily, there’s a dog version for PC, so you’re covered either way.

App Store Links:
    Kitten Sanctuary, $1.99 (Universal)
    Kitten Sanctuary Lite, Free (Universal)

TouchArcade Rating:

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Written by admin

April 9, 2012 at 20:15

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The TouchArcade Show – 46 – Picking Teams; Choose Wisely

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On this week’s episode of the TouchArcade Show we power… actually, we stay pretty much on topic. At the top, we address a pressing bit of user feedback before jumping into the latest, hottest, and best in iOS. Fibble and On the Wind lead off our games segment, and then we gleefully dive into a bunch of news-y subjects after the break. Topics include the latest rash of 3rd party peripherals and EA being voted the worst company in that one Internet poll.

Feel free to join us. You can listen via one of the links below, or hey, subscribe to us on either iTunes or Zune. If you like us, subscribing is the easiest way to get our new podcasts the second they hit the web.

Also, don’t forget to rate us and be sure to denote your team affiliation.

iTunes Link: The TouchArcade Show
Zune Marketplace: TouchArcade.com Podcasts
RSS Feed: The TouchArcade Show
Direct Link: TouchArcadeShow-046.mp3, 36.8MB

And now, the show notes:

GAMES

  • On The Wind [$1.99]
  • Towers N Trolls [$.99 / UHD]
  • Fibble [$1.99 / HD]
  • Sky Gnomes [$.99]

JARED’S KITTY KORNER

  • Super Catrio I [$.99 / Lite]

FRONT PAGE

  • Controller Round-up: Apple’s rumored device, the BladePad, and An Interesting Camera-Enabled peripheral
  • EA Voted Worst Company In America
  • Square Releases Puzzling New Game

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Written by admin

April 7, 2012 at 4:15

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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

‘CitiRacing’ Review – Small-time Urban Racing

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We’ve had our share of great arcade racers on iOS lately and CitiRacing [$0.99] looked to continue that trend. With good locales and solid foundational gameplay, it seemed to be on the right track, too. Unfortunately, missteps in terms of replayability, redundancy and a lack of online multiplayer hold this game back from shifting into a higher gear.

The first thing you’ll notice when you get into a race in CitiRacing is its distinctly urban environments. More importantly, the game does a decent job of making you feel like you’re racing on city streets. Tracks range from downtown streets (complete with parked cars to avoid and skyscrapers that occasionally block your view) to freeway overpasses to even a farmers’ market. CitiRacing isn’t strictly a metropolitan affair either, as some stages also take you to beach towns and snowy suburbia.

Another solid aspect about CitiRacing is the gameplay itself. Races play out somewhat similar to Reckless Racing 2 (to toss out a recent racing game), but with a greater emphasis on drifting. I also enjoyed the physics – vehicles can (and will) flip, roll and barrel out of control if you’re not paying attention. Control-wise, CitiRacing only has one control scheme. I personally had no problem with it, but it would have been nice to have a few more options.

You’ll be racing through these maps via a standard ‘Championship’ cup single-player mode. Each cup has a variety of stages that has racers earning points based on finishing position. Do well and you unlock extra vehicles and the next set of tracks. A single race mode also allows you to replay any map that you’ve unlocked.

Championship mode works well enough, but it’s somewhat barebones. There’s no cash/upgrade system like other similar racers. While each vehicle handles differently, there’s no stat line that actually shows the differences. Also, CitiRacing is extremely easy; most players will easily take the gold on the normal difficulty (’easy’ difficulty is pretty much a joke), with only some challenge on hard mode. All these translate into a game that doesn’t have as much replayability as it should.

Continuing this trend are the tracks themselves. While CitiRacing boasts 45 different tracks in its description, it’s not that simple. In reality, there are 15 different tracks, each with three different orientations (with one of those three taking place in a night setting). Each orientation changes both the camera angles as well as starting positions. Most maps do a good job making each orientation feel different, but it’s still obvious that you’re playing the same map several times.

Visually, CitiRacing’s graphics mostly get the job done. There’s nothing particularly fancy about overhead cartoony visuals but it works well with the overall game. There are a few hiccups, such as the occasional inability to discern between changes in elevation (which can cause your car to lose control if you aren’t paying attention), but overall there’s not much in terms of gameplay detraction. The same goes for the game’s framerate, which runs at a smooth clip with little slowdown.

In addition to its single player offerings, CitiRacing also has local multiplayer via Bluetooth or WiFi. Up to six players can participate in a match (either single races or Championship) and you can substitute CPU drivers for any open spots. Despite some lag and an errant disconnect, I found local multiplayer to be entertaining. However, the lack of an actual internet multiplayer feature will most likely prevent a lot of folks from even checking out this mode.

CitiRacing feels like a game perpetually on the edge of being great. This theme seems to permeate most aspects of the game, from the multiplayer to the tracks and beyond. As it is, I still had an enjoyable time with CitiRacing and would recommend it for racing fans simply because of the locales and core gameplay. However, folks looking for the next racing masterpiece will end up looking elsewhere.

App Store Link: CitiRacing, $0.99 (Universal)

TouchArcade Rating:

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Written by admin

April 6, 2012 at 16:15

You Can Go Straight to Hell, in Com2uS’s ‘Homerun Battle 2′ Update

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Back in 2009, Com2uS released Homerun Battle [Free / Free ], which was known as “Baseball Slugger” at the time. We loved it in our review, as it was among the very first iPhone games that featured really slick and seamless realtime multiplayer. Gameplay in a nutshell amounted to getting thrown into a random match with another real person to compete in a home run derby. It was really hard to put down because you could see what your opponent doing in a little picture-in-picture window in the corner of your screen, which only encouraged you to try harder when you see them blast a ball out of the park.

Com2uS followed up Homerun Battle with the sequel Homerun Battle 2 [$0.99 / Free ]. We had a love/hate relationship with the game in our review. We loved the improvements over the original, but hated the insane IAP implementation which was one of the more blatant pay-to-win schemes we’ve seen on the App Store.

Thankfully, Com2uS has listened to player feedback and went back to the drawing board with the balancing of the game. As an established player, it’s a little hard for me to get a feel for how equipment scales as I’ve already got some pretty great gear on my dude. But, if the IAP model Com2uS used previously scared you off, give the game a try again. I’d be very interested in hearing how people feel the power and unlock curve is now. Also, for a limited time the price of the premium version has been lowered to 99¢.

Aside from balance tweaks, the latest update also adds a bunch of new equipment to work towards and a Hell-themed stadium.

In other Com2uS news, they’ve also just released a new free to play game, Magic Tree [ Free ]. When I tried the game it gave me a Frontierville-like vibe, but it comes packed with 3D almost Animal Crossing-ish visuals. Check out the trailer:

So, consider downloading that if it seems interesting. More importantly though, give Homerun Battle 2 another shot. Game balance and IAP was a major point of contention on our forums. If you were one of those people miffed by this game originally, it’s worth a second look now.

App Store Links:
    HOMERUN BATTLE 2, $0.99 (Universal)
    HOMERUN BATTLE 2 FREE, Free (Universal)
    Magic Tree by Com2uS, Free (Universal)

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Written by admin

April 5, 2012 at 20:15

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‘Disc Drivin’ Gets Updated with 5 New Tracks and More

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If you’ve been following along with TouchArcade for a while, then you should know that one of our favorite pastimes is playing the asynchronous multiplayer racing game Disc Drivin’ [$1.99/Lite/HD]. Ah yes, Disc Drivin’. It first released in December of 2010, and there honestly aren’t any other games that have been out for that long that I consistently play on a daily basis. Granted, it hasn’t quite grabbed everybody like it has me (but bless your heart for trying, Eli), but for those who love the gameplay Disc Drivin’ has simply incredible staying power.

Disc Drivin’ developer Pixelocity is trying to ensure that myself and those like me will continue our daily racing obsession, and have just released the biggest update for the game to date. There are five(!) brand new tracks to compete on, all taking place in a brand new snow-themed environment. In this new environment you’ll (literally) run into two new kinds of obstacles: one is a giant snowball that will explode on impact and slow you down a bit, and the other is an ice block which will block your path before finally breaking and disappearing after it’s been run into a few times.

Other improvements include a badge count that updates without needing to open the app first (finally!), support for the new iPad resolution in the HD version, and resigned games will now go into your completed races list rather than sticking around in your current games list. If you aren’t sure what this Disc Drivin’ business is all about, then definitely give the free version a try. It’s the complete game, but has advertisements that pop up in-between turns. They’re really not that bothersome, but if ads really get your blood boiling then the full version can be yours for $1.99 or $2.99 on the iPad.

Above is an overhead view of the five new track layouts and pictures of the two new obstacles in the game. Also, check out all of our previous Disc Drivin’ coverage from the links below:

  • Original Disc Drivin’ Review
  • Online Matchmaking Update
  • iPad Version Released
  • Three New Tracks Update
  • Three MORE New Tracks Update
  • Customizable Disc Update
  • Cast of “Mad Men” Love Disc Drivin’

App Store Links:
    Disc Drivin’, $1.99
    Disc Drivin’ Free, Free
    Disc Drivin’ HD, $2.99 (iPad Only)

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April 5, 2012 at 20:15

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Here’s A List of New Lite Versions to Check Out

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Written by admin

April 5, 2012 at 16:15