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Archive for the ‘fun’ tag

Recent Releases – ‘Rocket Racing League’ and ‘Deadly Dungeon’

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Here are a couple of games that we have previewed in the past. They've since come out though neither gets our full recommendation, but for closure we've included them in this roundup:

Rocket Racing League is a game we previewed last month, and takes racing to the skies as you pilot an advanced high speed aircraft through courses set in the open space of beautiful landscapes around the globe. Screenshots don't really do it justice, as the game looks really great in motion. There's a staggering amount of features and customization options available, from the color and style of your craft to the in-depth options for adjusting controls and game settings.

On paper, it seems to be a pretty impressive package, but unfortunately in practice the fun factor is somewhat lacking. Races feel tedious as you make your way through each checkpoint, and although the sense of speed is pretty nice I wasn't dying to make my way to each new race. It felt like I was merely going through the motions. Still, the overall presentation of the game is really well done, and some may find the racing more satisfying than we did.

App Store Link: Rocket Racing League, $2.99

Deadly Dungeon is a 3D hack 'n slash game we previewed a couple weeks ago, and has since made its way onto the App Store. The visuals are definitely impressive, with detailed character models and smooth animations. The dark dungeons and foreboding music set the perfect atmosphere for this type of game. The controls also work quite well, and there's a nice assortment of magical attacks to dispatch enemies with.

The only problem with Deadly Dungeon is there just isn't that much to it. Enemies are sparse, and the dungeon scenery never changes. There's also quite a few glitches in the game. Sometimes enemies suddenly appear out of nowhere only to take your life before you even have a chance to realize what happened. Even worse, some levels don't have walls to contain your character, leaving you free to wander off into the blackness past the dungeon boundaries, resulting in a frustrating restart. Even at 99¢, we just hope to see the game fleshed out a lot more down the road.

App Store Link: Deadly Dungeon, $0.99

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June 16, 2010 at 22:15

E3 2010: Hands-On with Sega’s ‘Sonic 4′

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E3 opened today in sunny Los Angeles, California and if you've never been to the event the sheer scale is absolutely dumbfounding. There are people in costume everywhere, someone passing you a free energy drink on every corner, and the booths that the big players of the video game world have set up are beyond amazing.

The first appointment we had today was with Sega who gave us a hands on of their upcoming game Sonic 4 for the iPhone. The release is still TBA beyond "late 2010", as Sega seems very concerned with getting the game right instead of just throwing it out there like other recent Sonic games which have all been fairly mediocre going all the way back to Dreamcast Sonic games. Sonic 4 actually was a lot of fun to play, and as you can see from the video, shares quite a bit of the look and feel of classic Sonic games:

With both tilt and touch controls as well as the same amount of content found in the game on other consoles, Sonic 4 is really working up to be something special. I was cautiously optimistic when Sega announced the delay of the game, and it really seems like they're taking their time to make a game that anyone who looks back to the days of classic 16 bit fast-paced platformers will enjoy.

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June 16, 2010 at 6:15

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WWDC 2010: Kevin Beimers – Behind the Filth of ‘Hector: Badge of Carnage’

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Last week at WWDC we ran in to Kevin Beimers, the writer, programmer, and game action director for Straandlooper, creators of Hector: Badge of Carnage [$3.99]. Hector is an episodic point and click adventure game where you play the role of a disgruntled police officer in the town of Clappers Wreake. Like similar games, advancing the plot involves solving puzzles using items found in the game world either by themselves or combined in interesting ways with other items. There are also dialog trees to work through with the various citizens of Clappers Wreake and your conversation skills also become a large part in accomplishing the goals set out in front of you.

We really enjoyed the game in our review, and after hearing the story behind Hector, I can't help but enjoy the game even more. Before the filthy world of Hector was even imagined, the guys behind the game actually created a 52 part childrens' series, Lifeboat Luke, which is currently being aired in Ireland. Lifeboat Luke goes on nautical rescue missions and teaches children about safety at sea. Interestingly enough, Hector originally was pitched as a TV show as well, and there was even ground work for a pilot episode laid. Some clips of Hector can be seen in Straandlooper's showreel of animated clips they've worked on:

Aimed at a primetime UK time slot, Hector was meant to go up against South Park and other raunchy evening shows. Unfortunately, the insane popularity of reality TV has significantly cut in to the willingness for anyone to fund an animated project. Or, as Kevin put it, with reality TV all you need is a dozen people in a room with a camera and you've got a show. With the future of Hector as a TV series getting increasingly bleak, Straandlooper decided to turn their ideas in to a point and click adventure game.

Originally they debated building it as some kind of Flash game, but the lack of any strong way to monetize Hector as a browser game pushed them to the App Store– A place where, as Beimers explained, people are more likely to pay for and appreciate the amusing gameplay and animation quality of Hector: Badge of Carnage. Since the developers have been long time fans of point and click adventure games, the transition from animated short to interactive adventure was fairly natural. (And as fans of the genre, Kevin noted how awesome it was to have his works compared to classics such as Day of the Tentacle or Monkey Island.)

The project so far has been a success for Straandlooper, as from the first episode on the App Store alone they've already made more than they have on any of their other short animated projects. Hector's initial popularity has practically guaranteed the release of the second episode, where players will explore the police station that Hector works with as well as spend time getting to know Hector's various coworkers. They hope to release episode 2 within a year.

Some other fun Hector facts came out of our conversation such as the entire game being voiced by a single person. As many people in our forums have mentioned, Hector is a shockingly raunchy game to be approved on the App Store. Straandlooper actually planned for this, and had contingencies in place to do things like replace the porn shop with a store similar to Wal-Mart. Hector was under development for 6-7 months, with another 2 months spent on the "last 2%" of the game making sure everything was as refined as Straandlooper wanted it.

An iPad version is in the works, but since so much was tweaked and customized for the resolution of the iPhone screen, it may be a while until we see its release. However, they do plan on releasing the second installment on both the iPhone and iPad.

If you haven't played Hector: Badge of Carnage yet, you really need to give the game a try if you've ever enjoyed a point and click adventure game. For more about the game, take a look at our review.

App Store Link: HECTOR: Badge of Carnage Ep1, $3.99

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June 15, 2010 at 10:15

‘Hungry Shark’ Update – Who Needs A Bigger Boat When You Can Have A Bigger Game?

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Hungry Shark is a tilt-based high score and exploration game that places you in the role of – unsurprisingly – a hungry shark. You'll start as a young shark and must keep eating to grow in size and keep your constantly depleting health sustained. There's an enormous variety of food to munch on, from tiny fish and unfortunate swimmers up near the surface to more exotic deep sea creatures and scuba divers farther down below. In essence, it feels like a mash up of Feeding Frenzy and Ecco The Dolphin, but with a lot more gore. We reviewed the game when it was released a couple of months ago, and found the compelling high score objective coupled with the satisfaction of chomping down on lesser creatures hard to put down.

This past weekend saw the release of a major expansion to the game. Simply titled Hungry Shark – Part 2, this update brings a huge new level that's selectable along with the first one, and is in fact even larger than the original. With different areas to explore, new sea creature fodder to indulge your appetite, more hazards to be wary of, and 10 additional unique items to find, the update effectively doubles the size of the original game. There's even an absolutely humongous crab boss to battle that practically fills the entire iPhone screen. Scoreloop is now integrated to flesh out the high score system, and tilt calibration has been fine tuned. A gameplay video showcases the new level and boss crab:

Hungry Shark was a terrificly fun game to begin with, and this latest update adds even more of a good thing. As if that wasn't enough, developer Future Games Of London has stated in our forums that work is already underway on a Part 3. A release date hasn't been mentioned, and it's unknown whether Part 3 will be a free update as Part 2 was, but we're looking forward to it nonetheless. If you have an insatiable appetite for seafood and careless humans, look no further than the newly expanded Hungry Shark – Part 2.

App Store Link: Hungry Shark – Part 2, $1.99

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June 15, 2010 at 6:15

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‘Banzai Rabbit’ Review – An Evolution of the Frogger Formula

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One of the most beloved and recognizable classics in the relatively short history of video games is Konami's Frogger. The timeless gameplay of getting your character from point A to point B, while navigating a busy highway and hazardous river, has spawned many variations during the years and is still fun even today. Banzai Rabbit (formerly called Frogman) is the newest game from Revolutionary Concepts, who most recently brought us the excellent port of Karate Champ, and it takes the very basic premise of Frogger and turns it on its ear with new gameplay twists, gorgeous 3D graphics, and a comic book style storyline. The overall experience feels more like an actual evolution of the Frogger series than any of the spinoffs ever have.

The story starts in a lab, where scientists are experimenting with building teleportation pods. During some commotion, test lab rabbit Banzai escapes his cage, leaping into one of the pods (with a stowaway flea coming along for the ride as well). The pod then activates with two scientists inside, one getting fused with Banzai and one getting fused with the flea. The results are rabbit and flea humanoids. After the dust clears from the accident, the enemy now known as The Flea plots world domination and kidnaps beautiful lab assistant Mary Beth. Having strong feelings for her, Banzai plots how to stop him, and thus the story begins. Ok, it's basically the plot from the 1986 film The Fly mashed up with elements of Spiderman, but it works pretty well in setting up the story for Banzai Rabbit.

The game is set across 34 levels in various locations such as city streets and railyards. You must guide Banzai from one side of the level to the other while avoiding the hazards laid out before you. On the other side of the map is a human who has been infected by The Flea, and if you don't make it to them in time then they will turn into a fly. Once you rescue that person, the perspective of the level flips around and you must make it back the way you came to save a human who's now on the opposite side from you. This continues until you've rescued 5 humans per level. Two different powerups can be collected, one that let's you jump over one of the hazards if need be, and one that slows down time for a short period making it easier to maneuver between the obstacles. It all comes together extremely well, taking a classic mechanic and wrapping it around some new ideas and fantastic visuals.

The area where the game falters is in terms of difficulty. More specifically, a brutally hard, teeth clenching difficulty. George Costanza couldn't beat this. The levels start to pick up in pace and complexity about a third of the way through the game. It took countless retries to pass some of these levels, which was bad enough, but at about the midway point of the game I completely hit a wall. There was just no way for me to progress, despite trying over and over. Collecting mutagen orbs spread throughout each level allows you to continue. You start the game with 5 lives, and can earn more through bonus levels and by rescuing humans. It takes 10 mutagen orbs to continue once you lose all lives. I started the level where I got stuck with 60 some odd orbs, and went through them all without blinking an eye. That's at least 30 lives wasted on a level where I didn't even rescue one human. Once you run out of orbs, you must frustratingly start completely over from level one. It's just flat out too difficult. I consider myself a fairly accomplished gamer, and have a fondness for the overly challenging games of the 80's and 90's, but I concede to Banzai Rabbit. He beat me. Some truly hardcore players may love this type of challenge, but I highly doubt normal to casual players will have the fortitude to see the game through.

I realize I'm making a pretty big deal about this, but it's honestly the one thing that can keep me from wholeheartedly recommending Banzai Rabbit. I'm not alone, either, as I've only made it halfway through the game and am sitting comfortably atop the Agon leaderboard. Is halfway really the farthest anyone has made it? It's not always necessary to completely beat a game when reviewing it, but you should at least have a pretty broad understanding of what the game offers. I feel like I'm missing out on a big part of Banzai Rabbit that's awaiting me in the second half of the game, not the least of which is the story (I imagine the hero saves the girl, but I'd like to see it).

Luckily, Revolutionary Concepts has been listening to the feedback in the game's forum thread, and will likely address the difficulty in an update. If you feel up to the challenge, Banzai Rabbit really does have a lot to offer, just don't expect to see all of it any time soon.

App Store Link: Banzai Rabbit, $2.99

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June 11, 2010 at 10:15

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Classic Amiga Pinball Game ‘Pinball Dreaming: Pinball Dreams’ Goes Free For A Day

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The fine folks at Cowboy Rodeo are putting their port of 1992 Amiga classic Pinball Dreams free today and despite being a nearly 20 year old game, Pinball Dreaming: Pinball Dreams [Free] offers up some great pinball action, even a year and a half after it's initial release. From Blake Patterson's original review:

I am a huge fan of the original and its various sequels and, years ago, spent days playing them on various Amigas.  I can say with authority that the iPhone version is actually more enjoyable than the Amiga original.  All of the nice elements of the original are here, but in a far more convenient (pocketable) package.  What's more, while the iPhone and Amiga feature the same horizontal pixel resolution, the iPhone's display is twice as tall (pixel-wise) as the Amiga's, and so only slight vertical panning of the table is needed to track the ball on the iPhone (where the vertical panning in the Amiga version was extreme).

If you're a pinball fan and have somehow not already bought Pinball Dreams or tried the lite version, then right now is an excellent time to see what you've been missing. The “video game” feel may turn off some real life pinball table purists, but at the time of it's original Amiga release it was considered to be quite revolutionary and is incredibly fun in it's own right.

If you enjoy Dreams, the sequel Pinball Fantasies [$5.99] is available as well. With 4 tables in each game you're getting a grand total of 8 different tables for 6 bucks. Plus, with this increased support of Cowboy Rodeo comes increased odds that we'll see the third game in the series, Pinball Illusions, ported over sometime down the line. On any account, for a game that has never dropped below $3.99, Pinball Dreams is a must-download during this free promotion.

App Store Link: Pinball Dreaming: Pinball Dreams, Free

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June 11, 2010 at 2:15

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WWDC 2010: Chopper 2 Nearing Take-off

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At WWDC 2010, we got a chance to meet up with New Zealand developer David Frampton who had his latest creation in hand to show off. Frampton was a long time Mac developer turned fulltime iPhone developer after the success of his original App Store launch title Chopper. Reminiscent of Choplifter, Chopper put you in tilt-control of a chopper with missions to save your comrades while taking on enemy forces.

After a year in development, Chopper 2 hopes to add a number of improvements to the game. Frampton has worked hard on improving the graphical engine for the game. The sequel offers a 3d terrain over which to fly as well as offering both iPad and iPhone/iPod Touch support. The level designs have also been tweaked by adding a variety of goals. Goals can include saving your men, pick up and drop off goals, as well as defending a structure from spawning enemies. The game comes with 4 different terrains each with 3 different missions. Meanwhile, these 12 missions come in 3 different difficulties offering 36 total distinct levels.

One eye-catching feature that Frampton will be adding to the final version is the inclusion of the Bluetooth remote control that allows the iPhone to act as a controlled for the iPad version.

The game will come in a single universal binary that can be used on either device and includes the remote functionality within. So, a single purchase can be used for both devices.

We shot some video of the current version of Chopper 2 at WWDC. This shows a couple of terrains as well as the Bluetooth iPhone/iPad interaction.

Chopper 2 is expected to be complete in the next couple of months and the base price is going to be $4.99 (Universal) but with an introductory sale.

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June 10, 2010 at 2:15

WWDC 2010: Glu’s Upcoming Game Lineup – ‘Escape from Nom’, ‘Build-a-Lot 2′, ‘Deer Hunter African Safari’ and ‘Deer Hunter 3D for iPad’

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During WWDC this week we met with Glu to get a peek at their upcoming game lineup, along with the not entirely surprising news that they're going to be shifting towards the freemium market towards the end of this year. In the meantime, they showed us four of their upcoming games, which will all be coming out in the next few months.

Escape From Nom – A physics-powered puzzle game where you have to aim a colored circle (named Alan) to get to the bottom of the water at the bottom of the screen. You can control where you drop Alan, and levels often involve either using existing or placing new gizmos in to the game world to bounce off of to avoid being eaten by the Noms, multi-colored blobs which are either stationary or moving about.

Much like Enigmo, later levels require a quite a bit of thought and manipulation of various objects to bounce Alan about. Some levels even have Alan starting out as a different color than the water, at which point you must have him bounce off an appropriately colored bumper in order to change to the correct color to complete the level.

Escape From Nom also comes with a full featured level editor which will allow you to create and share new levels. Aside from user-generated levels, the game will come with 30 pre-made levels of increasing difficulty across 3 different game worlds. Escape From Nom will be released soon, potentially even before the end of June.

Build-a-Lot 2 – This is a sequel of the original Build-a-Lot, which came out in early 2009. We liked the original in our review, and it sounds like the sequel is more of the same with additional enhancements. There are new blueprints to unlock, and a new curb appeal system that adds another level of depth to the game as curb appeal increases as a house is built closer to a playground and other desirable structures.

Tons of other parts of the game has been tweaked, and it's safe to say if you enjoyed the original you will also like the sequel. Build-a-Lot 2 is expected mid-July and Glu is also working on an iPad-optimized version of the game.

Deer Hunter African Safari – More of the same Deer Hunter action, this time set in Africa. You'll be able to do 3 different hunts in 4 separate locations and shoot exotic game like lions, zebra, kudus, elephants, and other virtual African animals begging for your bullets. Like the other Deer Hunter games, there will be DLC to purchase additional equipment and other fun hunting toys to allow you to more efficiently cleanse the land of life.

Deer Hunter African Safari will be available mid-August.

Deer Hunter 3D for iPad – The original Deer Hunter 3D is making its way to the iPad, with 16 different hunts in 4 different locations. 7 different types of animals are packed in to the game, and there are 13 different weapons to shoot them with. Everything is up-scaled to 1024×768, and the game looks just as good as you would expect on the iPad.

Deer Hunter 3D for iPad is coming in early July.

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June 9, 2010 at 6:15

‘Guitar Hero’ Rocks the App Store

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As promised during yesterday's keynote address, Activision released an official version of Guitar Hero for the iPhone and iPod Touch yesterday.

The game costs $2.99 and comes with 6 songs with additional song packs available as in-app purchases. The included songs include:

  • Queen – We Are The Champions
  • Rise Against – Savior
  • The Rolling Stones – Paint It Black
  • The White Stripes – Seven Nation Army
  • Weezer – Say It Ain't So
  • Vampire Weekend – Cousins

Despite the rather short tracklist, impressions have been positive with particular praise for the game's fun notecharts:

Gotta say i'm pretty impressed thus far. Much better than I expected and way deeper, more challenging and fun than Rockband. I really like the variety in the gameplay created by the slides and "strums" – it adds a lot of challenging segments and can be much more interesting than the somewhat stagnant note charts from TTR3/RB.

More feedback and impressions are available in our discussion forums.

App Store Link: Guitar Hero, $2.99

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June 9, 2010 at 6:15

‘Carcassonne’ Review — As Good As It Gets On The App Store?

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Admittedly, I have shied away from board games on the iPhone; very few of them offering the accessibility and multi-player fun of dusting off an old classic and sitting around a coffee table with friends. Even still, I had never heard of the award-winning German tile-based board game named after a world heritage listed French castle prior to our preview last month. But that's all water under the bridge now, as Carcassonne [App Store] is definitely hot right now and set to rocket up the App Store charts.

For those apparently hiding under the same rock as I have been; Carcassonne is a board game played with 71 tiles, artistically depicting fortified structures, fields, cloisters and roads (these being the key elements of the game). Tiles are randomly drawn and played on the table in turn by each player, of which there are up to 5 players at once, and placed next to each other so that each landmark aligns perfectly. Points are awarded by placing one of your limited tokens, your 'Meeples', on an element of the tile you've just played; be it road, structure or field. Points are scored both during the game and at the end, with completed city structures awarding bonus points.

Carcassonne has undoubtedly raised the bar high for spit and polish. Every menu, game screen or tutorial is painted in gorgeous wooden hues as a tribute to its hand-crafted, table-top origins. The tutorials themselves comprise both fully-voiced demonstrations and a thoughtfully illustrated game manual which does wonders to explain the initially abstract scoring system.

Carcassonne isn't a difficult game to grasp, but it does have an extraordinary amount of depth. Advanced considerations such as where to play your farmer Meeples (which aren't retrievable after placing them) so that they are in the largest field possible supplying the most completed structures (thus scoring points) will often prove the difference between a game otherwise left largely to luck of the draw.

These strategies especially come to the fore in heated games of four or five players, where you have to contend with multiple playing personalities– be they aggressive players who will continually try to block or steal your developments, or the passive contender silently building a formidable point-massing fortress in a forgotten corner of the board. Carcassonne accommodates this fantastic multiplayer gameplay from every conceivable angle. Impressively, you can have a taste of multiplayer on your own, with a local mode able to add up to 4 computer-controlled opponents of 8 varying difficulty levels from easy to evil.

The real fun though comes from matching wits (and trading blows) with real people. The aforementioned local mode also allows for 5 Pass-and-Play players to be added, or for WiFi or Bluetooth devices to join your game too. Internet games (over both 3G and WiFi) on the other hand can be quickly arranged between two people through the "Quick Game" option, where the game will search for an available contender. Fair warning though, these games are timed to keep the pace flowing, so leaving the game for prolonged periods will award the game to your opponent instead.

The bulk of your multiplayer though will be spent by creating games with friends. Your friends list can be added to by having Carcassonne send an email link to friends, providing them with a link that when opened on their iPhones which appends you to their in-game friends list. Herein lies our only rub with Carcassonne. We're not sure why the developers chose this method of connecting friends, as it forces you from the game for no justifiable reason and just feels clunky against the backdrop of an otherwise flawless interface. A system where you can invite and add friends from within the game would be far better, particularly for those who may not use the email application on their iOS devices.

Internet games between friends are otherwise painless to setup, with a wax-sealed invitation received by all friends, after which they can opt to refuse the invite, or wait until the game leader commences the game. We say the bulk of multiplayer will be played like this, as utilising the friends list has a distinct advantage over quick play mode: gameplay becomes completely asynchronous and the quick game timer is dispensed with.

The developers have also included ELO rankings for added bragging rights. Your ELO rating goes up and down when you win and lose internet matches, depending on the relative skill level of your opponent. It's a terrific addition that is even further improved by the high score tables pitting your friends against each other.

There is still one important gameplay mode to cover: the newly added Solitaire mode. Solitaire mode has a completely different scoring system, where you start off with 1000 points and each tile added reduces that score. The objective is to complete set targets which increasingly get harder as you complete them. You start the game having to build a 2-tile road and 2-tile structure, and as each is completed their tile number increases by 1. You are rewarded for keeping your playing field as compact as possible, with penalties imposed for expanding its borders. Every order of tiles in Solitaire is also recorded and fixed with a unique code (craftily, the name of the town), which you can share with your friends so they can attempt the exact same challenge. Unfortunately, friend challenges are processed via email, and though not a huge deal, does detract from the game's magic (particularly as you have to remember your friends' email addresses each time).

Carcassonne is a shining example of how to do a board game right on the iPhone. The developers have promised continued support which will see a universal iPad update coming later this year and In-App DLC for what we hope is most of the nearly 20 expansion packs available for the original game– some of which allegedly turn the gameplay on its head entirely. Carcassonne is wholeheartedly recommended to board game veterans and newcomers alike.

Impressions are flowing in thick and fast from our forum readers, who also seem overwhelmingly enamored by Carcassonne. For iPad users, a free universal update will come later and it has been reported that Carcassonne in its current state scales extremely well.

App Store Link: Carcassonne, $4.99. (Introductory Sale Price)

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Written by admin

June 9, 2010 at 2:15