Archive for the ‘Free’ tag
Original iOS ‘Rock Band’ Shutting Down at the End of May
We just learned this week that one of the pioneering forces of both the freemium pay model as well as real-time online multiplayer, Eliminate, will be closing up shop later this month. Well according to right on the heels of that news it looks as if EA Mobile will be giving the same treatment to the original Rock Band [ $4.99 ] iOS game, which we thought was pretty good when it launched towards the end of 2009.
The original Rock Band was usurped by the superior sequel Rock Band Reloaded [$4.99 / $9.99 (HD)] in December of 2010, so it’s not totally surprising that EA would want to focus on the newer version. However, for a game that many people have likely spent a good chunk of cash on by buying new songs through IAP, not to mention that it launched at $9.99 to begin with, it seems sort of crazy that EA would flat out make the game inoperable.
At the very least you would think that EA would be able to just leave the original Rock Band alone, so those who bought it and paid for IAP songs can continue to at least use it even if future updates aren’t in the cards. Perhaps there’s a reason for this, like a licensing issue with the music, but at any rate if you’re still a fan of the first Rock Band on iOS you’ll have until May 31st to continue enjoying it.
Servers being shut down and dropping support for games isn’t a new phenomenon, but in the increasingly more digital age of video games you’ll just have to keep in mind that the experience might be finite unlike physical copies of games which will last for eternity as long as you have the hardware to play it.
Note: I’m leaving the links for both Rock Band games in case you already own the original and want to re-download it for safe keeping, but obviously it won’t work after the end of the month. If you want a Rock Band game for iOS go with Rock Band Reloaded (for the time being, anyway).
[Via ]
ROCK BAND, $4.99
ROCK BAND Reloaded, $4.99
ROCK BAND Reloaded for iPad, $9.99 (iPad Only)
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‘Cannon Cat’ Review – This Flying Feline Knocks it Out of the Park
I’ll be honest, I’m wary of any games I download onto my phone these days that promise any sort of physics-based fun. I’m burned out on that scene, plain and simple. However, I do like cats, as you may know from my past reviews, and I like the idea of forcibly launching a cat out of a cannon (in safety gear, of course, folks). So I caved for Cannon Cat [ Free ], and I admit, now I’m really glad I did.
Cannon Cat has a flimsy premise, as most iPhone games do — something about skyfish being imprisoned in bubbles by a guy named the Evil Emu. I think that it’s cute fluff, but I didn’t pay it much mind before I jumped headlong into the game. We’re not here for deep stories, after all – I came here to put a cat in a cannon and rocket him across the skyline. I mean, who doesn’t want to do that?
Good news: that, my friends, is exactly what you are going to do, over and over. Cannon Cat is diced up into into two worlds, Kapalua Islands and Cedaria Reef. Apparently a third world called Stratos is coming soon as well. Each of these worlds holds roughly 40 levels to work your way through, which sounds like a lot, but if you factor in that each level takes you less than a minute to play, you could finish Cannon Cat in just a couple of hours. And I found that mildly frustrating, because I wanted to play more.
Each level contains a series of cannons, and your job is to guide Cannon Cat from one to the next, collecting the skyfish along the way. As you can imagine, this starts simple and becomes challenging with the addition of obstacles. Each cannon moves when you are inside of it, so you can choose the directions to send your cat flying in. Choosing alternate paths may mean collecting all the level’s fish, so you don’t always want to go in a straight line, as you could be missing out. You go through a ring at the end of each level to complete it.
When you finish each level you’ll be ranked on whether you got all the fish, and if you didn’t, you lose out on bonuses that would have improved your score. You also have a handful of cool powers at your disposal, such as a shield, an option to use “cannon time” (which causes slow motion), a boost that makes the skyfish bigger so they are easier to pick up along the way, and an autosave that automatically zips you back to the last cannon you were in before you failed.
These are all optional power-ups, and you can use an in-game currency called sparks to buy them. At first you’ll have some free ones, but if you use them all, you’ll need to spend some real life money to get more. It’s not at all necessary to enjoy the game, though.
I think the best way to appeal to a gamer who grew up in a time period when games were at their most challenging is to use some of the same structure in current games. It hooks us, and I admit that little touches like that really work on me. Cannon Cat is not radically unique, in fact it’s very similar to another iOS title Land-a Panda [$0.99 / $1.99 (HD)], but there’s something about the structure of it that also reminds me a bit of golden era platformers like Mega Man and Sonic the Hedgehog.
That’s probably because like those games, Cannon Cat is precise and easy to play, it’s fast, and it’s a lot of fun. Also, it’s free, and it looks like the developers plan to expand on it, so it’s well worth your time to grab this game and spend some leisure time sending your feline friend in search of flying fish.
TouchArcade Rating: 
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Freebie Fiesta: ‘Deadlock: Online’, ‘Final Freeway’, ‘Time Ducks’ and Tons More
I’m not sure exactly what the occasion is for this many great freebies available at one time, but, hey, whatever. Here are sixteen games that are all free for a limited time. Because of the potentially volatile nature of pricing on the App Store, you’re probably better off just going down this list and mashing the download button instead of waiting for later in case they go back to being paid:
- Baby Monkey (going backwards on a pig) [ Free ]
- Commander Cool [ Free ]
- Dawn of the Dead™ [ Free ]
- Deadlock: Online [ Free ]
- Final Freeway [ Free ]
- Ion Racer [ Free ]
- Jaws™ [ Free ]
- Majesty: The Fantasy Kingdom Sim [ Free ]
- Reflexions [ Free ]
- Rinth Island [ Free ]
- Scarface™ [ Free ]
- Time Ducks [ Free ]
- Towers N’ Trolls HD [ Free ]
- ZDAY Survival Simulator HD [ Free (HD)]
- Zombie Caves [ Free ]
- ZombieRunnerZ [ Free ]
Don’t miss Time Ducks and Final Freeway, which are my two favorite games from the list. Heck, don’t miss any of them. Be sure you grab The 7th Guest too.
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Coming Soon From the Creators of ‘Pro Zombie Soccer’: ‘Supermagical’
If you’ve been on the hunt for an incredibly elaborate fantasy-centric free to play sideways version of something along the lines of Bust-A-Move [ $4.99 ], the guys behind Pro Zombie Soccer [$0.99 / $1.99 (HD)] totally have your back. As it turns out, that game description sounds totally up my alley, and something tells me, after watching the trailer, you’ll be sold too:
The guys from Super Awesome Hyper Dimensional Mega Team are very active fielding questions, but what we know so far is the game will be universal, sport 15-20 hours of gameplay, feature cooperative multiplayer, and tons more. They’ve described the free to play system as being similar to games like Jetpack Joyride [ Free ] which sounds great to me.
The developers aren’t getting any more specific with release dates than “soon,” but I’ve got my fingers crossed they mean “coming soon” as in, “very soon.”
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‘The 7th Guest’ and ‘The 7th Guest: Infection’ are Both Free Today
Trilobyte’s The 7th Guest [ Free ] was among the first full motion video-centric PC games released following the dawn of the CD-ROM drive era. I had a horrifically underpowered Mac at the time that just barely stuttered through the game, but doing so is a gaming memory I’ll never forget. Gameplay focuses around exploring the dark and mysterious puzzle-packed mansion of Henry Stauf. I don’t want to spoil too much of it, since the whole experience is so much better if you manage to go into it fresh.
If you’re already familiar with the game, you can check out our review where I get into some additional nitty gritty details. But, really, you should just skip all that noise and download the game anyway- Especially while it’s free. As an additional bonus, The 7th Guest [ Free ] is also free on the Mac App Store. If you get stuck in either version of the game, give the Book of Secrets [ Free ] a look.
In our original review of T7G, we were a little bummed that the notoriously difficult microscope puzzle was nowhere to be found. The good news is Trilobyte later released this puzzle as a standalone game called The 7th Guest: Infection [ Free (HD)] which is also free as part of this promotion. We posted some more details about Infection here.
Go go go! Grab these games now!
The 7th Guest, Free (Universal)
Book of Secrets, Free
The 7th Guest: Infection, Free (iPad Only)
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‘Sam & Max Beyond Time and Space Ep 4′ Review – The Best Episode Yet
“Chariots of the Dogs,” [$4.99] the fourth episode in the Sam & Max Beyond Time and Space series is easily the best one so far. The Sam & Max series has always been tightly written and designed, but “Chariots” does two things remarkably well: it matches its narrative hook to its mechanics, and it ties the entire series together.
If nothing else, “Chariots” is remarkable for the way it brings almost all of the big questions from the first three episodes and ties them together: the Bosco and Stinky subplots are advanced, and previously off-screen bit roles come forward as major players in the series. This feels satisfying and rewarding for longtime devotees, and Sam & Max Beyond Time and Space’s episodic structure lends itself to weaving these disparate narrative threads together. Even the intro sequence feels tighter and more cinematic, suggesting a series that is maturing with each episode.
Episodes one, two, and three were generally self-contained, but “Chariots” provides the most solid narrative link in the series thus far: it picks up the immediate aftermath of “Night of the Raving Dead” [$4.99]and ends on a cliffhanger that propels the story into episode five [$4.99]
The Sam & Max series has always been, at its heart, based on inventory items, but Beyond Time and Space seems dedicated to refining and twisting that formula as much as possible: “Moai Better Blues” [$4.99] used portals to great effect; the previously mentioned “Raving Dead” included several dialogue trees and ambient aural puzzles. Without spoiling anything, “Chariots of the Dogs” focuses on time travel.
Incidentally, the time travel mechanic was first introduced in episode one, “Ice Station Santa,” [$4.99] when Sam and Max have to appease the Ghosts of Christmases Past, Present and Future. (The Ghost of Christmas Future section actually foreshadows the end of “Chariots,” if you’re paying attention.)
The beauty of “Chariots” isn’t just that it’s an adventure game with a time-travel story; the time travel conceit shapes and informs every puzzle, becoming the tentpole mechanic in its own right. A lazier game would use time travel as a plot device and build a standard inventory game around it. “Chariots of the Dogs” focuses not just on matching certain items with certain solutions, but in exploring their effects through time. Like its predecessors, “Chariots” does a good job matching its story hooks with its mechanics, which makes each relatively short episode feel distinctive and full-featured.
The logic employed in “Chariots” is relatively straightforward: the Freelance Police can move forward in time to gather clues, which in turn allows them to travel backward in time to affect the future. There’s a nice gameplay loop there, and the game as a whole feels holistic and natural, each puzzle mechanic and story arc syncing perfectly.
It’s no surprise, then, that “Chariots” feels intuitive and fun throughout. Making its players feel smart has always been one of Sam & Max’s strong suits, but every episode until now has had puzzles that feel arbitrary or unfair. Generally speaking, the broad strokes of each puzzle or story arc are easy to grasp in “Chariots,” even if the step-by-step puzzle solution requires some tinkering and mental elasticity. For my money, this installment strikes the right balance of deductive reasoning and old-fashioned observation.
This is, I’m assuming, another of episodic game development’s bounties — after four games (not counting Sam & Max Save the World, the previous series of episodic Telltale games), it’s no surprise to find the writers and developers zeroing in on smart, intuitive puzzle design.
“Chariots of the Dogs” is smoothly and tightly paced, and nothing feels misplaced or kludged together. It’s a charming, warm, and funny game, and it’s the best episode in an increasingly good series.
TouchArcade Rating: 
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Check Out Some of the Ways You’ll Be Dying in ‘Dynamite Jack’ Later this Summer
A couple of weeks back we told you about Galcon [$1.99 / Free ] creator Phil Hassey’s latest project titled Dynamite Jack. You play as a captured Space Marine who is forced to work in a dangerous place known as Anathema Mines. Of course, being a bad ass you decide that working for “the man” against your will just isn’t for you, so you set out to escape from the depths of the mine.
, Phil noted that a fellow developer suggested that the deaths in Dynamite Jack lacked a certain impact. So drawing inspiration from the awesome death sequences for Roget Wilco from the classic Space Quest series, Dynamite Jack now features plenty of awesome ways to die, as you can see in this new video.
Since death comes often during the course of playing Dynamite Jack, there will be an option to turn off the death animations if they grow tiresome, but they’ll be on by default. Part of the leaderboard tracking will include how many times you bite the dust as well. Dynamite Jack is scheduled for release on Mac and PC May 10th, and will be coming to the iPad within a couple of months after, hopefully around July 1st if all goes according to plan.
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The First Big Free to Play iOS Game Comes Full Circle: ngmoco’s ‘Eliminate’ Shutting Down on 5/25
2009 was a weird time for the App Store. Free to play games were building steam on other platforms, but the way Apple originally structured the in app purchase mechanic prevented it from being used on anything but paid games and apps. This policy was reversed in mid-October, and only a few hours later ngmoco announced that their (then) upcoming online first person shooter Eliminate would be free.
The game was released a few weeks later, and we posted an extensive guide on it. In a nutshell, Eliminate was a four person first person shooter with a free to play twist. In order to earn credits to buy armor and weapon upgrades, players needed to use their energy supplies. Energy depleted as you played, and, obviously, an in-game store sold all the energy that players could ever need if they didn’t wait to wait to recharge.
Being among the first free to play games available, and actually being the first gamer-centric freemium game on the App Store, Eliminate seemed to spawn a massive community of players overnight. In fact, the is still amongst the most popular TouchArcade threads of all time, running closely behind and .

A TouchArcade reader sent a tip in over the weekend that not only had Eliminate been pulled from the App Store, but launching the game now results in the above popup. On May 25th, 2012, Eliminate is going offline. It’s sad to see not only this game, but also ngmoco as a company coming full circle. We’ve been covering ngmoco since their inception, as it seemed to many (myself included) that they were the most promising contender to be the premiere iOS-exclusive game developer.
In early 2010 the company then picked up some additional financial steam and bought Freeverse, which was yet another incredibly promising iOS developer that has since vanished. Later that year, Japanese social gaming giant rolled ngmoco up into their proverbial katamari at the potential price of $400m… Then things started to take a slide.
The Epic Wars series of games were the first projects to be shut down by ngmoco, leaving faithful players (who potentially invested heavily into the game) in the cold. News of games releases, or really, any activity from the company dried up until earlier this year we heard the company was hit with layoffs. even suggested that they missed the financial targets of the $400m buyout, putting the bulk of that purchase price in jeopardy.
If nothing else, the shut down of Eliminate is yet another reminder that the money you spend on these server-centric free to play title is buying you things that only persist as long as the developers keep the game online. If you’ve dumped cash into Eliminate, be sure to get your money’s worth playing the game before it goes offline next month.
Thanks Payam!
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‘Triple Town’ Updated with a New Map for Owners of the Unlimited Version
The awesome match-3 city builder Triple Town [ Free ] from has received a bunch of updates since we first reviewed it this past January, including a juicy update late last month that added two brand new maps to play. One played much like a standard 6×6 grid game but with the added challenge of a body of water right in the middle that you’d need to work around, and the second new map was a smaller 5×5 grid that was devoid of the risk of bears or ninjas and played like a casual freeplay mode.
Today another new update has hit Triple Town adding yet another new map for owners of the game who have unlocked the unlimited play IAP. The game is free-to-play with a limited number of turns, which also regenerate slowly over time. You can purchase coin packs to buy additional turns with or you can pay a flat fee, currently $3.99, to unlock unlimited turns in the game.
I appreciate how the game tries to offer a lot for those who don’t want to pay any money, but I find the usage of consumable IAP kind of confusing, and I’d suggest treating the free game as a limited trial and if you like it then go for the one-time unlimited turn purchase rather than muck around with buying turns. This is especially true if future content updates are only going to come for those who have purchased that option.
Anyhoo, as for the new map it’s actually really great. It’s called Bear Attack and is a 5×6 grid that plays mostly like a normal game except for one huge change: there’s 50% more bears. This obviously requires a certain amount of new strategy to deal with but can also result in some huge scoring opportunities with trapping bears and converting them into churches. Like the 2 new maps before it, Bear Attack tweaks the core formula of Triple Town just right in order to offer a completely different take.
And speaking of tweaks, there’s also another round of tweaks and fixes in this latest update as well. If you have yet to try out Triple Town, definitely give the free download a try as it’s easily one of the most refreshing matching games to come along in a long time and it continues to improve with each new update.
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‘Zaga 33′ Review – A Sci-Fi Roguelike in a Tiny Package
Rogue was a little before my time, and it took a while to see the appeal. Games with permadeath sound like an exercise in extreme frustration, even balanced out by tantalizingly random loot and procedurally generated worlds. In the past few years I’ve come around on the subject of roguelikes, though. It’s nice to have RPGs and skill-based games meet up, and they’re the best way to enjoy a complete game in a short time.
The latter is what I enjoy most about them, so it grates on me that so many of the best roguelikes take hours to complete. Wouldn’t it be nice if more of them embraced their strengths and provided seriously compact experiences? Not that there’s not room for the long-form, but how I’d love to have more games out there like Zaga 33 [$0.99]. It’s quick, compact and challenging in equal parts—nothing wasted, nothing left out.
It’s odd to see a game so well-suited to iOS arriving as a port from , but that’s where we find ourselves. Developer Michael Brough has embraced all the best things about the roguelike in Zaga 33, and has done so with bite-sized chunks that fit perfectly into the world of mobile gaming. Got 15 minutes to kill? That’s enough to work your way through the whole game if you have the skills to pull it off. Of course, you don’t stop there. It’ll take more than a few of those short sessions to work your way up to that level, and more than a few afterwards to max out your high score.
Stranded on the, err, rogue planet Zaga 33, your hero, the humble “@,” must travel into its depths to destroy the alien cortex. You’re virtually unarmed, extremely vulnerable, and facing down 25 levels of hostile aliens. Zaga 33 strips out all but the absolute necessities of the genre. You won’t level up your little @, and you get nothing for your kills. Each time you hit an alien you take down one of its two hit points. Each time an alien hits you, you take one damage out of a maximum of nine.
That means hunting is counterproductive, so each time you enter a new screen you’ll need to weigh your possibilities. Do you head for one of the potentially useful artifacts? Doing so might draw an alien’s attention. You can fight one off easily enough, and you’ll recover one hit point when you reach the next room. But if there are two in your way, or three, you might find yourself in dire straits.
Add to that dilemma another layer of concern: you’re never sure what the artifacts will be until you use them. The artifacts’ symbols are shuffled with every new game you start, so a starburst symbol might be a healing item one playthrough and a nuke the next. Is it worth it to fight through a sea of hostile aliens for what might just be a teleportation spell? It’s a tough call. Knowing that the number of items you have at the end effects your final score—well that just makes it tougher.
You’re not left with only unknowns, at least. Zaga 33 tells you exactly how each alien will behave. Goblins move toward you, snarks move between you and the exit, and so on. This is information you’ll need in order to survive, and it turns each level into something of a puzzle. You can’t always reach the exit without getting hit, but it’s always worth trying.
Zaga 33 isn’t for everyone. The controls aren’t perfect, which can sometimes lead to mistakes. The game’s distinctly retro aesthetic will be a turn-off for some. And I can sympathize with the feeling that roguelikes can be a bit pointless. I enjoy the repetition, the fight to improve my score in a pretty randomly generated experience, but there’s no shame in preferring persistance.
If a retro-style roguelike sounds right up your alley, on the other hand, Zaga 33 is a must-buy. It’s tiny, but that just means you can try often and learn from your mistakes. I don’t usually expect to get much from a game in 15 minutes, but Zaga 33 makes every second count. Try the if you’re on the fence—if it captures you like it’s captured me, you’ll be happy to put down a bit of change to take it on the go.
TouchArcade Rating: 
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