Archive for the ‘fun’ tag
‘Angry Birds Space’ Review – The Final Frontier
Let’s wind the clocks back to 2009, as really, to appreciate what Angry Birds has become, I think we need to go back and appreciate what Angry Birds was. The App Store was a crazy place. The “gold rush” was still in full effect. Publishers like Chillingo were trying to stake as large of a claim as possible in this brave new world brought about by the impulse-powered instant gratification of downloading a 99¢ game and the exploding popularity of the iPhone.
Chillingo was incredibly successful in pooling together a library of games we called “AAA titles” at the time. iDracula [ $2.99 ] may look incredibly archaic by today’s standards, but back then, it was among the cream of the crop. In late May, Chillingo spun off a new brand called Clickgamer.com, which per the was intended to “carry casual games and software applications in the Apple App Store. This new brand will fully complement Chillingo’s existing catalogue of AAA innovative titles.”

Clickgamer.com’s aisle in the App Store was (and still is) an odd assortment of ultra-casual games and apps ranging from the SAT Vocabulary Builder [ $1.99 ] to sliding block puzzle games like Pic n’ Mix [ $0.99 ]. Reading between the lines of Chillingo’s own distinction between the AAA Chillingo and Clickgamer.com brands, it wasn’t difficult to see why Angry Birds [ $0.99 ] was relegated to the non-AAA Clickgamer.com brand when it launched, as the late-2009 1.0 version of the game really wasn’t anything that special. Or, as we mention in our original review which almost seems laughable now:
When you see a game with a name as nondescript as Angry Birds, it’s pretty hard to get excited. Even after playing through the first few levels, I was enjoying this game, but failing to see the real appeal.
The original release had a barebones array of birds, 63 levels, no leaderboards, no achievements, and no, really… anything else. Angry Birds wouldn’t even strike it big until months later in early 2010, when that the game had been downloaded over half a million times. Whether that sales surge was a result of Chillingo’s marketing prowess or creative consulting as a publisher or the product of Rovio’s hard work seems to be a matter of perspective, and the answer to that question depends more on who you ask. Regardless, Angry Birds has yet to let go of a position on the top ten iTunes sales charts.
The Angry Birds kingdom expanded into the Angry Birds empire with the self-published release of both Angry Birds Seasons [ $0.99 ] and Angry Birds Rio [ $0.99 ] over the next couple of years. Since then, Rovio has grown further yet, and now days it’s difficult to find a platform that doesn’t have Angry Birds on it as the brand has made its way to the browser, smart TV’s, and even feature phones being sold in emerging markets. Think about that. People in African countries rocking series 40 Nokia phones have Angry Birds.
Despite Rovio’s unprecedented levels of success, recently it has been hard to dispute the argument that the Angry Birds formula might be getting a little stale. I’ve always been excited to play through the levels added in new updates, but for a while now I’ve felt like I’m just going through the motions of figuring out the weak points in the pig defenses, launching a bird, collecting my three stars, and moving on. This lead to the inevitable question of what could Rovio do in a sequel to not only revitalize the brand to players who have grown bored, but also provide a big enough twist on gameplay to make it worth having a fourth installment in the series?
It turns out the answer was to head to space.
Angry Birds Space [$0.99 / $2.99 (HD)] is close enough to the rest of the Angry Birds family that anyone even vaguely familiar with the games will be able to hop right in. It features the same premise of flinging birds in a big slingshot into dastardly egg-stealing pigs, but this time, your shots are assisted by a dotted line coming off the front of the slingshot to make the aiming process a little more transparent. The boss battles from Rio even make an appearance.
It comes packed with the familiar family of birds, with some minor modifications. All of the birds got a cosmetic upgrade, with snazzy looking space outfits. More importantly, some of their functionality has changed. For instance, the new version of the yellow bird doesn’t just dash forward. Instead, tapping on the screen sends it homing in on that specific location, even allowing for complete trajectory changes in flight. The force exerted by the bomb bird seems to focus more on pushing things rather than destroying them, and a new freezing bird turns anything inside of its blast radius into ice, allowing for easy cleanup with blue birds.
The magic of Angry Birds Space comes from the physics tricks Rovio is able to pull off by leaning on the gravitational fields of the various planetoids that make up many of the levels. Birds shot into space fly straight as an arrow, as obviously, there isn’t any gravity to make them do anything differently. Gravity fields are indicated by faint blue halos, and completing each level (particularly with three stars) involves the intelligent mastery of both zero gravity as well as the (potentially) multiple gravitational pulls of the different planetoids that the pigs have set their forts up on.
This varying gravity system allows for some incredibly elaborate level design, including puzzle elements that would never have been possible with the “traditional” gravity model of previous Angry Birds titles. One early level that exhibits this in a particularly clever way involves the introduction of the bomb bird. Players are faced with a bunch of pigs hanging out and being smug on a gravity-rich planetoid.
There isn’t a clear shot to be had between the slingshot and the pigs themselves, as there are all sorts of asteroids littering the top half of the screen. Completing the level actually requires delicate use of the bomb birds to gently push the asteroids down into the gravity field, at which point they come smashing down on the pigs. Other levels involve shooting your birds to catch the rim of a gravity field, placing them in an orbit of sorts to slingshot around to hit an otherwise unreachable target.
The truly interesting thing that I’ve found is that this gravity mechanic has allowed for some incredibly creative ways to complete levels. The comparison may be a bit of a stretch, but in Scribblenauts Remix [ $0.99 ] the way to truly have fun in that game was to come up with the most absurd and imaginative solution to each puzzle. Sure, nearly every level can be solved by equipping yourself with some wings and a gun, but there’s just a certain sense of satisfaction to be had when you figured out how to somehow work Cthulhu into your solution. Similarly, while most levels in Angry Birds Space often have a fairly clear-cut solution, I’ve been having way more fun coming up with the most convoluted flight paths for my birds, with personal bonus points awarded for as many orbits as possible before expertly slamming whatever bird I fired into a pig.
Some other changes have been made to Angry Birds Space, namely, the addition of a new in-app purchase system. In previous games, the Mighty Eagle is a one time 99¢ purchase which allows you to skip one level every hour. The Mighty Eagle also adds an entirely new (although not necessarily immediately apparent) game mode where you can go back to previously completed levels and fire off the Mighty Eagle shooting for destroying everything on screen.
Unfortunately, now not only is the Mighty Eagle a consumable item, but it also doesn’t automatically skip a level. When you fire out the sardine can, the Mighty Eagle can totally miss, leaving whatever smug pigs are left on screen laughing at your failure. Additional Mighty Eagles are awarded in small quantities by just playing the game. Alternatively, 20 Mighty Eagle shots can be purchased for 99¢, with additional packs of Mighty Eagles ranging all the way up to 980 for $19.99.
Out the gate, Angry Birds Space comes loaded with two level packs: “Pig Bang” which serves as more of a tutorial for the new space-centric physics and “Cold Cuts” which introduces the new freezing bird. A third (very difficult) level pack entitled “Danger Zone” is available via a 99¢ unlock, and if you even find yourself vaguely enjoying the two included packs, the third one is basically required.
This raises the question of what is going to come of the future of Angry Birds updates, as the tea leaves of this IAP-unlocked level pack can be read in numerous ways. Angry Birds has been known by its seemingly never-ending stream of free content via updates, and I find it to be a little hard to believe that Rovio would put a stop to that with Angry Birds Space. My gut is telling me that future updates might follow a path of offering up a free pack and an optional ultra-difficult paid pack like “Danger Zone” for hardcore players… But, we’ll have to wait for the first update to land to know for sure.
If you’re playing on a new iPad, you’ll be happy to know that the HD variety of Angry Birds Space comes with crisp Retina Display-friendly graphics. Neither the HD or standard versions are universal, so, having the optimal Angry Birds Space experience requires some App Store double dipping if you want to play on both your iPhone and iPad. Sadly, there still doesn’t seem to be any way to sync progress between versions of the game, so, in that regard, there isn’t much point in buying it twice anyway.
Angry Birds is the unlikely candidate with meager beginnings that somehow managed to redefine both mobile gaming and the levels of financial success that are possible in the mobile space. The brand is known worldwide, and the series is enjoyed by everyone from hardcore gamers, to celebrities and athletes, to my own father who couldn’t possibly be more of a non-gamer. Angry Birds is the Super Mario Brothers of mobile devices, and Angry Birds Space is so successful in redefining the Angry Birds formula that everyone should give it a try.
Angry Birds Space, $0.99
Angry Birds Space HD, $2.99 (iPad Only)
TouchArcade Rating: 
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Nintendo DS Port ‘Touch Detective 2 1/2′ is Now Available
In August of last year, ported their quirky Nintendo DS adventure title Touch Detective [Free] to the iOS platform. The art style, presentation, and writing in Touch Detective were superb, but the difficult and illogical puzzles really marred the experience. As such, we thought it was just ok in our review.
One nice thing, however, was the business model of Touch Detective which gave you the entire 1st chapter of the game for free and let you buy the additional 3 chapters through IAP. The 1st chapter was worth a solid hour or two of gameplay too, more than enough time to determine for yourself if the game’s charm would outweigh its frustrating puzzles.
Today, Beeworks has released the 2007 sequel to the original game called Touch Detective 2 1/2 [Free] into the iOS App Store. It comes with 5 full chapters as opposed to the original’s 4, and there is an exclusive bonus episode for this version with 4 additional chapters centered around the character Funghi.
Touch Detective 2 1/2 uses a similar pay structure to the first game, too. You get a chapter and a half for free with the rest of the game broken up into 3 IAP chapter packs that run $3.99 each, or you can purchase them all at once for $8.99 and save a few bucks.
As a word of caution, the game isn’t compatible with the new iPad just yet. It’s not an iPad native game anyway, but if you were thinking of running it pixel doubled on the new iPad you’ll have to wait for a fix first, which is already in the works. Other than that, though, if you liked the series on the NDS or the first iOS release, there’s really no reason not to download the free chapters and give Touch Detective 2 1/2 a spin.
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One Week Out: Developers Talk New iPad
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.
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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UPDATE: Zynga Buys ‘Draw Something’ Creator OMGPOP
Well, that didn’t take long. There’s been for a few days now that Zynga was in acquisition talks with OMGPOP as a result of the smash hit Draw Something [$0.99 / Free ]. The original suggestions were that the purchase price would be somewhere in the neighborhood of $150m to $250m, as OMGPOP itself is a company that’s already fueled by $17m worth of investor cash as is.
Zynga scheduled a call at 3:00 PM Eastern today to discuss a “news announcement,” but the guys over at have the scoop early: Zynga has picked up OMGPOP for a cool $200m, which isn’t too shabby considering two years ago they doled out $53m to buy Words With Friends creator Newtoy.
I’ve got mixed feelings about this news. On one hand, I’m glad that OMGPOP is reaping the rewards of creating a fantastically successful game. Zynga has proven in the past that they talk acquisitions first, but if you turn them down, they have no problem ruthlessly cloning your game instead. On the other, I really like Draw Something as it is now, and I’m really not looking forward to Zynga, well, Zynga-ing it up. But, I suppose Word With Friends is still a fun game, so, whatever.
I imagine the guys at OMGPOP will be popping some champagne bottles this afternoon, if they haven’t already.
UPDATE: It’s official. OMGPOP is now a part of Zynga. Also noted in the call: picture saving and chat as possible updates, people don’t like the word “latrine,” and over 1 billion drawings have been created since the game’s launch. The more you know!
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‘Fireball SE’ Review – A Slick Single Stick Non-Shooter
In its brief time on iOS, has shown great skill at finding the spark of potential in games that are getting on in years. Late last year we looked at Super Crossfire [$0.99 / HD], a powered-up take on Space Invaders. Now we have Fireball SE [$0.99], a game partly inspired by Geometry Wars II and its Pacifism mode.
In Fireball SE, as in Pacifism, you fly around dodging huge waves of enemies in a top-down arena. Trouble is, you can’t shoot. Instead you lead your foes to their deaths, through bombs here, or gates in Geometry Wars. But where one was a tiny afterthought of an avoidance mode in a much bigger arcade game, here it’s been fleshed out with new rules, stages, achievements and scoring mechanics, and it’s so much better for it. It’s sort of like Tilt to Live [$2.99 / HD] without the tilt, but let’s put comparisons aside—this game is seriously fun on its own.
Fireball SE is broken down into three modes, but all three share the same fundamental mechanics. Using a truly responsive (and adjustable) virtual joystick, you pilot a fireball around the arena. Enemies spawn, starting in the corners and spreading out from there. Bombs appear. You skim by them to set them off on a short timer, or slam into them to blow them apart. If the action gets too fast, you can jam your other thumb down to activate Meltdown, which slows everything down for a few seconds while you get back in control.
The scoring is particularly intricate. Killing enemies is worth points, and killing them in combos is worth a lot more. It’s more than a linear increase, so it’s really worthwhile to string along as many enemies as you can before smashing through a bomb. When they die they drop sparks. Collecting those is worth points too, so you’ve gotta go back into your trail on a regular basis. Fireball rewards the daring.
Of course, you only have one life. Did I mention that? One little mistake and you’re dead. Waves mode counteracts this by letting you start from any wave you’ve reached, so hitting all eight isn’t obscenely hard. But your score will suffer—it carries over between waves you survive, and starts fresh when you do.
Survival and Countdown are two sides of another coin: Survival counts your time up, and Countdown counts it, uh, down. But Radiangames has done something interesting here. Both modes are split into five stages each, and each stage has a different feel. The speed is a little different, enemy spawn patterns vary, bombs appear more or less often. Part of this is about letting you find your groove, but another part is ripping you out of your comfort zone. The Game Center leaderboards for these modes track your total score across all five stages, so getting in a rut hurts.
Otherwise Fireball SE is comfortably familiar. There’s a good beat in the background and art that’s stylish in a very blue and orange sort of way. There’s a whack of achievements to earn. There’s even an easy mode that accounts for its lowered difficulty with similarly lowered scores. The package is nothing all that special, but what’s inside is quite cool.
In a time where we spend a lot of energy weeding out clones and lousy rip-offs, it’s great to see a game that lands on the good side of imitation. Fireball SE has a lot in common with other titles, but it builds on that foundation. We end up with a game that captures something fun that has been left fallow elsewhere, one that turns a small spark of inspiration into a solid, well-rounded new form. So give it some love, and swing by our to share what you’d like to see from it next.
TouchArcade Rating: 
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‘Picnic Wars’ Review – A Crazy Castle Crusher That Ends Far Too Soon
I have to admit, I wasn’t sure what to think about Picnic Wars [$0.99 / HD], a castle crusher showcasing the epic feud between vegetables and fruits (which somehow takes place during a picnic). Yet, despite the absurd story, what follows is a decent take on the genre with a good amount of gameplay variety that unfortunately suffers from a lack of content.
In Picnic Wars, you take the role of either fruits or veggies as they seek to destroy the fortresses of the other. You accomplish this by flinging various units at the castles, causing as much mayhem and destruction as possible. Truthfully, I have no idea what picnics have to do with the story, but seeing how zany the concept is I didn’t bother thinking about it.
Gameplay is a bit more complicated than simply tossing fruits or veggies at the opposition. Players take control of up to five different launchers on an isometric grid by moving them up and down the grid to aim. Each launcher can also be upgraded, with some units being more effective when fired from a certain launcher. Meanwhile, the opposition is throwing utensils at your launchers which can damage and eventually destroy your weapons. Combine this with a countdown on each mission, and gameplay in Picnic Wars becomes a bit more fast-paced than other similar games.
However, before you can throw your units, they must first be grown with seeds. Each unit takes a certain amount of seeds and time to grow depending on its strength. In addition, you start with a limited amount of seeds but can obtain more by aiming your allies at scattered seed bags located within the enemy castle. Plant projectiles have lots of different strengths and attributes, such as the garlic that turns into a group of mini garlic grenades to the cabbage that acts as a delayed grenade. Players are scored based on speed, item collection, and total destruction.
I thought Picnic Wars did a good job creating a fun, varied gamplay foundation. There are a ton of different fruits and veggies to grow, and almost all of them are viable through the majority of the campaign. I also really enjoyed the isometric view which provides a bit of strategy as to where you want to launch seeing as how you may not be able to see some enemies until you take out certain sections. Controls, however, can be a pain as the same isometric view also leads to situations where you have to move some launchers just to tap on others, wasting precious time.
A hard mode is also available, which allows you to play through all the levels again with different units. Hard mode also increases the likelihood of catapult destruction and also removes the targeting sights, making it a bit tougher to accurately aim your shots. I personally loved hard mode, as it provided the perfect amount of difficulty that was missing from the easy mode.
Visually, Picnic Wars boasts a colorful, cartoony style that works well for the content. The game looks great on retina-iPhones, but not so much on the new iPad yet. The music also reflects the quirky feel of the game, although I wasn’t a fan of most of the sound effects (too annoying for my tastes). Strangely enough, the game also had load times between levels that, while not excessive, were still long enough for me to notice.
While Picnic Wars touts a total of 64 levels, in reality you’re getting two campaigns of the same 32-levels with the only difference being that you play as fruits in one campaign and veggies in the other. Each campaign has its share of different units, but the actual maps are the same, offering little in variety to players that have already completed one of the campaigns. Considering how swiftly you can get through the ‘easy’ campaign, you’ll be hurting for more rather quickly.
I’m a bit disappointed at how little there actually is. When you take into account the decent gameplay mechanics and visuals, Picnic Wars ends up feeling like wasted potential. If you’re willing to check it out I have no doubt that it should provide some enjoyment. However, be advised that enjoyment will be short-lived.
TouchArcade Rating: 
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The New iPad Uses Retina Assets for Non-Universal Games
So here’s something cool you may not have noticed about the new iPad: If you’re playing an iPhone game (or using an iPhone app) that has Retina Display assets for the iPhone, it will use the higher resolution set of assets. On previous models of the iPad, this functionality required the jailbreak utility . It actually makes a massive difference.
It’s a little hard to do that accurate of a comparison without just looking at both devices side by side, but I’ve doubled the resolution of the iPad 2 screenshots on the left to be the same size as the new iPad on the right. It may seem exaggerated, but the difference is even more noticeable when you’ve got a game like Flight Control running on two iPads side by side.

If you remember, back when the iPad was first released to make up for the complete lack of iPad-specific apps, Apple added the pixel doubling functionality to allow iPhone-specific apps to run full screen. The results were always a pixelated mess, and while it worked, it was a pretty terrible overall user experience. Now, with (almost) every iPhone app coming bundled with Retina Display assets, this new fullscreen functionality actually results in surprisingly decent looking upscaling.

Of course, iPad apps and games that are actually designed for the Retina Display of the new iPad look tons better, but now you don’t need to essentially write off any non-universal app as being a huge pixel party.
UPDATE: Here are some shots of Real Racing 2, an iPhone-only game with Retina Display assets as well as Real Racing 2 HD which is optimized for the Retina Display of the new iPad:
iPad 2 running Real Racing 2 pixel doubled:

New iPad running Real Racing 2 utilizing iPhone Retina Display assets:

Real Racing 2 HD running on iPad 2:

Real Racing 2 HD running on new iPad:

There are differences in lighting between the screenshots since each version of the game seems to render the scene at a different in-game time of day. Also, the iPhone versions running full screen on the iPad have a slightly different UI so I tried to line things up as close as I could. Regardless, the jump in quality is just astounding, and it seems like the image quality between iPhone Retina Display-ready games and non-Retina Display iPad games is pretty similar.
Flight Control, $0.99
Real Racing 2, $4.99
Real Racing 2 HD, $6.99 (iPad Only)
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‘Draw Something’ Gets Retina iPad Update, But Everyone Should Download This Game
Alright, I’ll come clean. When I saw OMGPOP’s Draw Something [99¢ / Free] glued to the #1 positions on both the free and paid charts I assumed it was yet another flavor of the week flash in the pan freemium game. Then I tried it, and wow is this game good. I’m not quite sure how they did it, but Draw Something is a perfect witch’s brew of Facebook integration, word scrambling, and asynchronous two-player Pictionary.
It works a little something like this- You start a game with someone (I’ve found games with people you actually know via Facebook seem to be the most fun.) and are given the choice of three words of varying difficulty. You choose one, do your best to draw it, and hit submit. Your friend gets a push alert, sees your drawing, and is given a array of scrambled letters to spell the word with. If they guess correctly you’re awarded between one and three coins, they take their turn, and the process repeats.
The free to play mechanic is actually sort of neat, as you can play the free version for eternity with ads and a limited set of colors to draw with. Alternatively, you can spring for the 99¢ ad-free version. The coins you earn are used to either buy bombs which nuke some of the letter tiles which don’t go to the word you’re supposed to guess or buy more colors to paint with. Sure, you can just do your drawings in the few colors that everyone gets, but to really tweak out your illustrations you need at least a few more paint sets.
The rub of the coin system is that actually earning enough coins by playing to buy bombs and unlock paint sets takes forever, which means you basically have to buy them unless you’re way more patient than I am. But, at the end of the day, I’m having a really hard time getting that worked up over the IAP as the game is worth every penny worth of the $4.99 bucket of coins I bought to unlock a bunch of paint (and the 99¢ I dropped to get the ad-free version).
Recently, the game was updated with additional words, and complete support for the Retina Display of the new iPad. In fact, my original intention of this post was just a quick news article on that fact, but I just can’t help but gush all over this game. Everyone I know is playing it, and recently taking my turns in Draw Something is both among the last things I do before I go to bed and the first things I do when I wake up every day.
So, I’m tagging this as a review, giving Draw Something five stars, and telling you again: Download this game.
Draw Something by OMGPOP, $0.99 (Universal)
Draw Something Free, Free (Universal)
TouchArcade Rating: 
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‘World of Warcraft’ Mobile Is Still A Thing That Could Happen
At an event that was supposed to revolve around ’s upcoming expansion, , Blizzard producer John Lagrave revealed that the studio is flirting with the idea of taking the still-popular MMO to iPhone. “We won’t do it until we think it’s decent,” Lagrave in an interview. “But it’s interesting and the world is evolving towards that little handheld device.” He added that Blizzard would be foolish not to consider a port.
Lagrave pointed out a few key reasons why we haven’t seen WOW mobile yet, the main one being that it doesn’t have a good idea for it at the moment. As far as fundamental problems are concerned, that strikes us as a pretty big one. Still, it’s nice to know that Blizzard is thinking about us phone-shackled folk. If this ever happens, hopefully Blizzard sticks to its guns and offers up with something much more clever than these guys, who put the entire game on iOS via Vollee.
[via ]
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‘Rune Raiders’ Review – A Fresh Face In Turn-Based Strategy
Turn-based strategy can get a little fiddly. It’s all position this, attack that. Depending on your point of view, Rune Raiders [$0.99], the first release from , could be the genre’s lowest common denominator, or a delightfully straightforward distillation. I’d put my money on the latter.
Rune Raiders couldn’t be much more simple. You take a small party of adventurers—six at the most—each with a single ability and a unique attack pattern. Then you run them straight down a hallway, one grid square at a time. Orcs and minotaurs attack, orcs and minotaurs die. Simple, right? But in that simplicity there hide enough layers of complexity to keep things interesting.
The first layer holds the twelve heroes. For creatures confined to square tiles they’ve rather rich personalities, or archetypes at least. The elf, an archer, is arrogant and image-obsessed. The healer is quite the feminist when it suits her. They’re two of the first, unlocked early on. More come with time.
The elf shoots in a wide circle, a dead-zone all around him. The healer heals things immediately adjacent to her square. Each hero has one ability and a certain range, and the ability triggers at the start of any turn something is in range. Like chess, all you need to do is put the pieces in the right place. It’s just that there’s an awful lot of strategy involved in that simple task.
Layer two is the force you’re up against. There are 15 enemy unit types, and all of them have unique attack patterns. Here’s what you do: you figure out where to put your heroes so you can attack them and they can’t kill you. Each time you move you start a new turn, whether you’re moving your entire team forward or repositioning one hero. And there’s no going back.
As you progress through the game’s 15 levels the enemy formations get more and more complex. But your team also gets stronger. Occasionally an enemy will drop an item that lets you apply a perk to a hero of your choice. Those perks can change the game drastically. They can make a weak hero one of the strongest, or make a tank pull double duty as your best healer. Strategy isn’t something you can simply settle in to, it has to evolve with your team. Let’s call that layer three.
Then there’s the matter of economy. You pick up gold for each enemy you kill, but each hero you bring with you has a cost each time you bring them out. Later heroes cost a mint. Want to assemble a dream team of all your best units? You’ll have to pay for it. Early on you’ll need to learn to do more with less, and that can pay off well in the long run too. You can grind old levels for more gold, and go back stronger to max out your star ratings. That’s where things fall apart, just a little.
Rune Raider’s balance is a bit off. Eventually you can narrow your strategy down to just a few heroes that are the best for every circumstance, and they’ll carry you through any situation you get thrown into. Maxing out their perks is quick work when you focus and with enough gold you can bring them out whenever you want. There are three difficulty modes to play with, but eventually you hit three stars in all 15 levels and that’s that. That, and a strangely scored Survival mode.
So it’s a little rough around the edges. The sound effects are bland, there’s some choppiness when Game Center is enabled, and there’s an outstanding crash that hits when it’s not (a fix is already en route). You can break the game for yourself, so you might end up needing to throw challenges in your own path by restricting your team size. Not ideal in a strategy game, which really ought to hold up to min/maxing on some level. But for a few hours of casual fun? It will certainly do.
Rune Raiders is simple, but it isn’t mindless. It packs several layers of strategy into a casual frame. More than that, it’s rather charming, with characters and quips to make you smile. This is light fare, maybe too light for the serious strategy nut. But it’s also fun and engaging, and just challenging enough to keep its hooks in you till it’s done. Give it a shot, and stop by our to share your thoughts.
TouchArcade Rating: 
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