Archive for the ‘fun’ tag
PopCap Releases ‘Bejeweled HD’ for iPad
This past December PopCap gave their iOS version of Bejeweled 2, which had been around since the early days of the App Store, the heave-ho in favor of a new version of the game simply titled Bejeweled [ $0.99 ] and a second separate app for its spinoff mode Bejeweled Blitz [ Free ].
Both new games were arguably better than their original unified iteration, but for some strange reason Bejeweled Blitz was Universal while Bejeweled proper got left out in the cold in regards to iPad support.
Today PopCap addressed this by releasing Bejeweled HD [ $3.99 (HD)], an iPad-native version of the world’s most popular match-3. While it’s sort of a bummer to not see a Universal version, Bejeweled HD does support the new iPad’s Retina Display and looks simply fantastic in that high of a resolution. It also comes equipped with the very same modes as its smaller iOS counterpart, which you can read all about in our review.
It’s crazy just how much fun Bejeweled still is after all these years. It proves that just utilizing the same mechanics in a game isn’t enough to emulate its success, it’s all about execution. There are a ton of great match-3s in the world (and even more really terrible ones) but there’s really only one Bejeweled, and now iPad owners have a version to call their own.
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‘Sonic the Hedgehog 4 Episode II’ Review – Another New Sonic Game That Isn’t Terrible
It was back in October of 2010 that Sega first released Sonic the Hedgehog 4 Episode I [$3.99 / $4.99 (HD)], a direct sequel to the original 16-bit Sonic trilogy on Genesis and the much ballyhooed return to its classic 2D roots after more than a decade of mostly mediocre Sonic games. While we did enjoy Episode I in our review, I don’t think it exactly lived up to the expectations set by the rabid Sonic fan base (could anything, though?).
In short, Sonic 4 Episode I brought modern visuals, great level designs, and a Sonic experience that was decidedly better than the majority of recent entries in the series. However, it didn’t quite feel like the Sonic games of old. Sonic’s movement in-game felt both slippery and sluggish, and it seemed much too easy to lose momentum and speed while playing, which isn’t a good thing for a character that has made his name by blasting through levels in a blue blur. Still, with the right expectations Sonic 4 Episode I was a pretty darn fun platformer that worked well on the touch screen, and was a huge step in the right direction for a faltering Sonic franchise.
Then, for the next year or so, Sega seemed happy to almost forget that Sonic 4 even happened as they hyped the impending release of an enhanced port of Sonic CD for iOS and other major platforms. And, last December, Sonic CD [ $4.99 ] finally hit and it was simply phenomenal. Since a lot of people might have missed out on Sonic CD the first time around back in the ‘90s, in a way it was almost like the new Sonic game that fans had been clamoring for for years, and really served to highlight just how much Sonic 4 Episode I missed that mark.
But, Sonic 4 wasn’t terrible by any means, and it wasn’t quite through just yet. Just a couple of weeks after Sonic CD’s release, Sega announced that Sonic 4 Episode II was slated for 2012. They would be using a new game engine for this latest episode in order to provide better visuals and address the complaints from fans over the wonky “feel” of Sonic’s movement.
So, with the convoluted backstory of Sonic 4’s rocky development road out of the way, this week finally saw Sonic the Hedgehog 4 Episode II [ $6.99 ] hit all the major platforms. And, just like Episode I, it makes many great strides forward for the series, but some hiccups keep it from being the second coming of the original Sonic games that everybody hoped it would be.
Sonic 4 Episode II will look very familiar if you’ve played Episode I. There are 4 worlds to explore, each with 3 stages and a boss fight, and you can again play every stage in the default Score attack mode or a speed run-focused Time Attack mode with Game Center leaderboard support. This is all pretty much right in line with how the first game works, except that all levels aren’t available right off the bat which gives the game a much better sense of progression.
Additionally, in the same way that Episode I drew a ton of inspiration from the original Sonic the Hedgehog, Episode II draws a similar inspiration from Sonic the Hedgehog 2. Many of the level elements and themes will seem quite familiar, the bonus stages are similar 3rd-person half-pipe coin-grabbing runs (which are incredibly fun I might add), and of course Episode II also contains Tails as a semi-controllable secondary character. You can even connect locally with another device and a second player who can control Tails while you control Sonic, just like back in the Genesis days.
During solo play Tails is controlled by the AI and just follows you around like a puppy dog, but you can also use him to pull off some team moves like him lifting you through the air using his helicopter-like tails, or a powerful combined spin dash move that will blast through enemies and obstacles like butter. These team-up moves are designed to be necessary to pass certain parts of the game, and add some nice variety to the platforming.
Speaking of level designs, I felt that the levels in Episode II weren’t quite up to snuff with what was in Episode I. The general flow of a level is often ground to a halt due to an oddly placed dead end, and there are far too many underwater sections which really slow down the pace. That’s not to say there aren’t any bright spots, and in fact there are a lot of really fantastic interactive elements in the environments – like bouncing back and forth between the foreground and background, or snowboarding down a snowy mountain – that really break up the action nicely. Overall though, the levels really feel more choppy and slower than you’d like a Sonic game to feel.
One majorly cool addition to Episode II is the inclusion of the bonus Episode Metal content that will unlock if you have Episode I installed on your device along with Episode II. Episode Metal shows how Metal Sonic rises from the ashes after being defeated in Sonic CD, and follows his adventures through 4 reworked levels from Episode I leading up to his reintroduction in the story of Episode II. These levels are short, but it’s incredibly fun to play as Metal Sonic and see just how he rises back to prominence to team up with Dr. Robotnik.
Another real bright spot for Sonic 4 Episode II is its visuals. It’s an absolutely huge upgrade from Episode I, which despite not supporting Retina Displays was still a very good looking game. However, Episode II blows it out of the water. From the fantastic lighting effects to the parallax scrolling to the incredible water effects, around every bend some sort of new visual treat is waiting for you in Episode II. And, at long last, this includes support for Retina Displays on iPhone and iPod touch, though sadly not for the new iPad (though it still looks great on that device).
Much like Sonic 4 Episode I, Episode II is an overall enjoyable platformer with a few relatively minor quirks that hold it back from greatness. No, it’s not going to replace any of the original trilogy’s games as the greatest of all time, and it doesn’t even approach the high level of quality of Sonic CD on iOS. But at this point, I think those are unrealistic expectations. The bottom line is that Sonic 4 Episode II is a great modern day 2D Sonic game, and I’d love to see a third episode that is inspired by Sonic 3 in the same way the previous Sonic 4 episodes were inspired by the original two games.
If you’re a Sonic fan that can deal with the differences from Sonic’s ’90s greatness, or if you just like fun platformers in general, Sonic the Hedgehog 4 Episode II has a lot to offer and is a worthy entry in this new era of classically-inspired Sonic games.
TouchArcade Rating: 
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‘Brandnew Boy’ Review – A Little Bit Of Style, Panache, And… Batman?
As much as we may not want to admit it, a game’s style goes a long way—especially in a market as crowded as the App Store. With so many games from so many developers, the right icon and the right visual presentation are often the be all and end all of standing out from the pack. And while those of us who love games know that graphics don’t make for a good game, it’s hard to ignore the allure of stylish games.
That’s why I jumped on Brandnew Boy [ $3.99 ], the latest action RPG from Oozoo. Sporting the Unreal Engine and a beautiful cel-shaded art style rich in color, the game is instantly stunning—especially in motion, where the smooth framerate and fast action prove to make an already-attractive game even more gorgeous. Much of the is because of its presentation.
Thankfully, unlike some pretty-yet-disappointing games out there, Brandnew Boy manages to delight in terms of gameplay, as well. It’s certainly not the best action RPG on the platform, but its unique combat controls and hearty adventure make it worth a spot on your home screen.
The game puts you into the shoes of a mysterious man known only as the “Rookie” as he finds himself lost in a strange, egg-filled world. Through a set of bite-sized standalone missions and countless objective-tweaked variants, you’ll come to learn more about Rookie and his quest, the world around him, and the creatures within it. During your adventure, you’ll venture forth to fight increasingly-tough battles and increasingly-gigantic bosses.
It’s the game’s take on combat and not its story, though, that makes it worth checking out. Through some intuitive touch controls and the introduction of a simple timing mechanic, combat in Brandnew Boy is transformed from the standard “hammer buttons to attack” into something a little more elegant and entertaining.
To initiate an attack on an enemy, you tap on it. To continue to attack, you can continue to tap. It’s simple, straightforward, and effective. Where things get interesting, though, is in the game’s combo system. As long as you can maintain steady attacks within a brief window, you will maintain a combo that makes you increasingly powerful. To do so, though, you need to time your attacks with a small timer bar. Pressing too soon or too late in succession, or failing to dodge an enemy attack with a swipe in the desired direction, will lead to your combo being broken.
In practice, combat starts to feel like a strange hybrid of Batman: Arkham Asylum. There’s a certain rhythm and candor to Brandnew Boy’s combat; Rookie’s graceful jumping and twirling between enemies and across the battlefield in a single combo seamlessly will be startlingly familiar if you’ve played the Dark Knight’s recent console outings.
Stringing long combos together is and stays incredibly satisfying throughout, and it evolves as you add more skills to your arsenal which allow you to prolong your combos even further. All told, combat is fast, fluid, and fun—especially when combined with the game’s focus bonus “time trial” medals, which push you to finish levels as fast as possible while maintaining a high combo and doing no damage.
Filling out the roster of requisite action RPG features is a complete upgrade system for the game’s main character and a summon system of sorts. Skills and equipment can be purchased and upgraded with a fairly straightforward if not uninspired progressions system, and you can earn the ability to summon unique pets by defeating the game’s handful of bosses.
Sadly, for all the framework wrapped around the game’s combat system, Brandnew Boy does come off as a bit of a one-note tune. Combat itself is satisfying, but it also lacks variety or depth in the long run, and the game’s story and progression systems do little to stave off fatigue should you play the game for hours on end.
Should the developers infuse the game’s core combat with a little more variety and flesh out the game’s other systems (skill trees for character development and more gear), a sequel to Brandnew Boy could find its place at the top of “best iOS RPGs” in short order. That said, the game you can buy today is a solid one in its own right, even if only for its unique, rhythmic combat.
Color me curious about what this developer does next.
TouchArcade Rating: 
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‘Gratuitous Space Battles’ iPad Review – Wave After Wave of My Own Men
The iOS platform is hardly lacking for games that allow you to send living things to their inevitable death, and Gratuitous Space Battles [ $9.99 (HD)] satisfies the tactical itch with a capital T, while managing to bring some big eye candy and a light sense of humor to compensate you for all your hours spent constructing.
When you first launch the app, you’re driven towards a fairly anemic tutorial, which hardly deserves the name. A game like GSB has a lot of meat, layered on top of more meat, with a crust of meat at the center – a simple text-driven tutorial cannot even begin to prepare you for how many numbers there are to be crunched, how many configurations possible, and how many men are ready to die in your service. Inexperienced strategy gamers are going to be overwhelmed with the complexity, and while the tutorial does a competent job of getting you into the cockpit of the starter-ships, it does little to prepare you for the amount of ship-building you’ll be doing.
Ultimately, that’s what this game is about – building. Unlike a traditional tower defense game, you don’t fight off waves of enemies while upgrading in-between. Instead, you’re given a “historical” battle to participate in, and are given all of the enemy troops’ positions, ship-types, etc. Once you initiate the battle, your control of the fight is over – the ships will play out the battle based on a configuration of orders and equipment that you assigned beforehand, and your job becomes that of a silent watcher. Your real goal, and where the game completely shines, is to build and outfit your ships, and arrange them tactically to obliterate the alien host.
Most of the time spent with the game is spent customizing out your various ship-types with gear from a pool of upgrades that you’ve unlocked using the “honor” that you’ve won from battles. In a twist on standard tower defense games, you’re not only rewarded for winning, you’re rewarded for winning with honor. What this means is that while anyone can swing in with a massive Cruiser army and obliterate the alien force, the payout will leave much to be desired. More honor is paid out to the cautious commander, and the fewer ships you field and win with, the more honor you’ll earn to spend on unlocking upgrades, new hulls, and alien races to play as.
Visually, the game is beautiful, filled with detailed backdrops rich with stars, nebula, and distant worlds. Ships are highly detailed and beautiful to look at, and the constant hail of missiles, plasma beams, and scrambled clusters of fighters ensure that the game never gets boring to watch. Thundering music and the sounds of combat are decent, if a little drawn out over the length of the fight.
Being a port of a game that was designed for PC, GSB comes with touch controls that are generic but passable with nothing that really stands out. Pinch-to-zoom works on the combat map, but frustratingly caps out at a maximum zoom that feels too small – especially given the enormous size of the maps. Tapping on the various statistics during the building phase yields crucial information about each, but trying to pinpoint the miniature numbers can prove to be frustrating for the more sausage-fingered couch-commander.
Small touches add a sense of extra value to the game, such as the top panel during combat which plays out messages being sent by your crew, ranging from the tragic to the wry. It’s an unnecessary addition but a fun one, and injects a bit of humor to an otherwise dark and brooding atmosphere. Survival mode brings the endless-wave fun of traditional tower defense, but without the ability to upgrade on the fly. The result is a test for how well you’ve outfitted your fleet, and the only reward is bragging rights to your friends. A fairly in-depth (though extremely text-dense) manual is also included, to flesh out any areas of curiosity a new player might have.
Players who crave a little more direct control over their operatic space-genocide may find themselves bored or underwhelmed, but for the true tactician, there’s a lot to love here. While the $9.99 asking price may seem a bit steep, this is the sort of game that could have easily gone the route of IAP currency, and didn’t. Ten bucks is practically a steal for the tactical war game fan, though a lite version for the unsure to try out would be a really good idea. Additionally, the lack of ability to try matching your fleet against a friend’s fleet isn’t game-breaking, but it would be nice to try your hand against Game Center friends.
Overall, Gratuitous Space Battles is worth obsessing over if you love numbers, tactics, collecting and crafting. It is easy to get lost for hours in the menus within menus, outfitting and saving custom ships, and learning what works and what doesn’t work through trial and error battles against the alien horde. It’s a worthy addition to an already-stellar list of deeply tactical games on iOS, and is well worth a look for strategy fans.
TouchArcade Rating: 
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‘Monster Shooter: The Lost Levels’ Review – Exploding Alien Faces Is Quite Fun, Actually
After seeing Monster Shooter: The Lost Levels [ $2.99 ] for the first time, you might be wondering why another dual stick shooter is necessary on iOS, considering the hundreds of others already available. The answer isn’t always an easy one, but let’s just say that Monster Shooter shows why we shouldn’t just be writing off the genre altogether.
Monster Shooter tells the story of alien battles from one planet to another, all with the ultimate goal of saving a kitten with a runny nose. These naughty aliens want to wreak havoc and torture the poor kitty, and are even traveling anywhere in the galaxy as to not be captured.
As the kitty rescuer, you travel from planet to planet in a level-based format, and are shooting down enemies in a dual stick style shooter. The controls of a shooter are of the upmost importance, and they work well in this game especially with the multiple options available. If you’re finding the aiming to be a difficult affair, you can turn on the auto aim option and then you’ll only have to tap when you want to shoot, rather than where. Having the option of a fixed d-pad is also a nice touch, meaning you can play in whatever way suits your style best.
One of the most polarizing on our forums is the game’s option to pay for additional upgrades and weapons through in-app purchases. As you play each level, you will consistently pick-up in-game cash that you can spend on these items anyway, and fortunately there seems to be enough cash in each level to purchase the items during the natural progression of play, making the actual buying of cash through IAP feel largely optional.
The upgrades and power-ups available in the shop amp up the gameplay in glorious fashion too, providing you with nukes, grenades, or stim-packs that could make all the difference when you’re caught in a tough situation. You can even buy a few select items while in the heat of battle, if you didn’t prepare well enough.
Even more interesting than the power-ups you can buy are the abilities you can only earn by leveling up, which range from a higher fire rate, more damage, or more cash dropped by enemies. These abilities are fantastic and can help out greatly while playing, but the way of unlocking them could use some work. The problem is that you can only unlock them while playing the game, meaning you have to stop mid-level, potentially costing you precious health or combo momentum.
Where Monster Shooter: The Lost Levels differentiates itself from other shooters on iOS is in its tight control, and cartoonish graphical style. The animation is fluid, and each planet has a distinct look to keep things fresh. Being on both iPad and iPhone as a universal app also helps, as the larger screen of an iPad lends itself well for keeping track of enemies, and a larger d-pad area for better control.
Packing in over 60 levels across 3 distinct planets, Monster Shooter is likely to hold on to your attention for quite a while. This is not even including the endless survival mode, which could potentially last you forever. Adding even more to the longevity are the in-game side missions (of Jetpack Joyride [ Free ] fame) that you can complete along your path of destruction. Game Center achievements and leaderboards should be standard fare by now, and are included.
Exploding alien faces with an awesome new weapon you just purchased almost never gets old, meaning you’ll probably keep playing Monster Shooter: The Lost Levels for hours on end. Packing in a huge amount of content and little in the way of problems means that you should probably grab this one on your next iOS shopping spree.
TouchArcade Rating: 
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‘This Could Hurt’ Review – A Fun Game that Could Be Better
Simplistic controls are a staple in creating a competent iOS game these days, seeing as how Angry Birds [ $0.99 ] soared to heights never expected, in part due to its easy pick-up and play format that anyone can enjoy.
While This Could Hurt [ $0.99 ] capitalizes on this trend, it’s nearly to a fault to where the game is almost too much on autopilot, leaving you yearning for more control of your fate in the long run.
In This Could Hurt, your main goal is to get to the end of a winding path, avoiding any and all of the obstacles along the way. You’ll have to dodge spikes, fire holes, shooting darts and more. Your only control when it comes to not being hit by these obstacles is when your character stops, as he will continue on down the path automatically otherwise.
This automatic control, only allowing you to control when the character stops, has both positive and negative connotations. It’s good because it doesn’t require any complex maneuvers and allows you to even play with just one hand, but it also weighs the game down a bit in a way that can be frustrating. Without having total control, your character will jump right into harm’s way, with much of it feeling totally out of your hands.
With more control over the character’s movement, you’d be able to turn, jump, or change direction to avoid the obstacles. The saving grace for the one-button approach is that it may allow you to achieve the time goals a bit easier, if you can somehow master it.
Spicing up the gameplay a bit are the power-ups you can buy in the in-game shop if you’re feeling up to it. These power-ups can be bought with acorns you can either earn by playing the levels, or (you guessed it) by purchasing them with real money. The acorns are definitely cheap enough if you choose to go that route, at least.
Unfortunately, the power-ups only last for one use, meaning you will have to buy them over and over if you want to keep using them. This is not necessarily a bad thing, as it does make the game a bit more challenging in a way that seems fair.
Despite its flaws, This Could Hurt looks absolutely stunning on any device you play it on (Universal apps continue to be fantastic). It also helps that there’s four different level themes to choose from (three must be unlocked), each with their own unique obstacles to overcome and conquer. The game also sounds great, with a full soundtrack to accompany each level and theme.
Leaderboards round out the feature set nicely, providing you additional incentive to use those acorns to boost your previous times and take on your friends.
This Could Hurt isn’t quite what we’d been hoping for when it comes to the next generation of iOS platformers. That said, the game still plays great and you could still get at least several hours of enjoyment out of it, just set your expectations accordingly.
TouchArcade Rating: 
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‘Pinch Peeps’ Review – Cute and Simple Works for this Matching Game
There’s an overabundance of cute things on the App Store, as anyone who takes time to prowl it knows. Whether or not something will be equally as fun as it is cute is always a mystery, but in this case, Pinch Peeps [ $0.99 ] has managed to pull off that oh-so-desirable perfect balance between sickeningly adorable and fun to play.
The retro gamer in me loves when games are pared down to the absolute basics, and that is the case with Pinch Peeps. There is one gameplay mechanic, which you’ll simply repeat for the whole of the game: pinching your fingers together. In each of the two modes (Timed and Endless), you’ll be faced with the challenge of matching pairs of cutely-shaped blobs with eyes (called “peeps”) to rack up points.
In the case of Timed mode, you’ll have one minute to get matching. There are bonuses for matching quickly and for matching enough in a row, and since this mode is timed you’ll want to make sure you match as fast as your fingers can fly. You’ll also notice that a “perfect” pinch earns you more points. Also, matching clusters of peeps earns you far more than matching those lone singles, so make sure you prioritize those dudes.
Timed mode makes for a good quick game, but in my opinion Endless is far more challenging and fun. In this mode, you have three hearts that symbolize your lifespan, and every time you miss a match or hit an obstacles, you lose one of them. You will also see more bombs in this mode, which you need to flick apart instead of together to keep them from exploding. Obstacles come in the form of thin bars that change in shape and move around your screen. These are truly difficult to avoid when they get rolling, so you’ll want to be a master level flicker by then.
As you complete each section of Endless, you see a big peep surrounded by little peeps you’ll have to touch in a certain order to get a bonus. If you do so successfully, you’ll make it to the next round, which promises to be harder than the one before it.
Pinch Peeps is worlds different than Everplay’s last title, Spellsword [ $0.99 ], but it has that same quality feel to it. I can’t help but be reminded of past arcade titles that have the same simplicity and instant gameplay hook (Doodle Jump [$0.99 / Free / $2.99 (HD)], anyone?). By giving the player a single mission and simply allowing them to hone it well by repetition, you have the chance of making something great. But that one thing you have to do over and over has to be really fun.
Colorful graphics and great music accompany the solid gameplay to make this one a winner. It’s hooked up to Game Center as well, so you’ll have a nice handful of achievements to shoot for (some of them quite challenging). If you’ve been craving that simple arcade experience, Pinch Peeps is the way to go. Plus, there’s just something I can’t resist about the way they giggle when you match them together. All they want to do is be together, you know?
TouchArcade Rating: 
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‘Penny Time’ Review – Freeze Time and Escape the Blah, With a Dodo
Late last week The New York Times published an op-ed debate titled, “,” a discussion about whether 45 year-old skaters are “embarrassing and risky or inspiring and life-affirming?” Opinions ranged from “inspiring and life-affirming,” to “… do something productive: become an ultimate fighter, get your G.E.D., date an 18-year old.” Um, wow, guys.
Appropriate then is the release of Brisbane-based Penny Time [$0.99 / Free ], which flies in the face of that rather unnecessary conversation. Shorn of the skating genre’s mechanical trappings, the game is allowed to focus on the sport’s anarchistic roots. Its reply, “Who gives a #$%*?”
Penny Time announces its care-free absurdity with a series of vignettes that see the player character using a skateboard, crashed like a meteorite from the heavens, to freeze time and subsequently summon some spirit animals in the form of a pig, dodo and porpoise. Right. So, the player is off on his or her quest to skate through a series of time-frozen environments with the aid of the aforementioned Ghost Dodo.
Play is similar to rhythm runners like Tomena Sanner [ $1.99 ] and . The player proceeds left to right, clearing obstacles by swiping when rolling over a series of white (up), blue (left) and yellow (down) targets. Levels consist of three sections: a standard area where one acquires points based on timing of swipes, a multiplier section, and then a “cash-in” portion where the player is given the opportunity to bank their multiplied points, or take them on into the next area and risk bailing and losing the combo.
Touch controls are a little dodgy. There are a handful of times each run where I go flipping over a guardrail or a child or something because the game’s missed my inputs. This is sometimes exacerbated not only by how unforgiving the game can be (I’ve often hit my trick on the periphery of a target only to tumble into a sad pile), but by the minimalism of the flat, untextured 3D models. It borders on gorgeous abstraction in the vein of a Katamari Damacy, but the environments are so busy it’s often difficult to tell exactly what’s ahead. Case in point, during a particularly funny intro I held the iPhone up for my girlfriend, sitting behind me on the couch, who responded, “I can’t see… it just looks like a bunch of shapes.” Indeed.
That in mind, I’m not sure that it’s going to have much of a following among the leaderboard junkies. But, in addition to Game Center leaderboards, the game has a bevy of character and board customization options, along with the requisite Facebook and Twitter support, 84 achievements and a fantastic OST.
A rhythm game lives or dies by the quality of its tunes, and electronic artist and fellow Brisbanite has crafted a score among the best on the platform. A warm, varied slice of electronica, it’s up there with the Groove Coaster [ $2.99 ] and Beat Sneak Bandit [ $2.99 ] soundtracks, well worth the dollar the game costs. It’s a trump card that staves off mediocrity in what is otherwise an “okay” game, an intelligent pairing that propelled me along on my quest to count the black cats littering the next area. Note: this game has its share of black cats.
With a smart few stylistic choices, IV Motion have made a fine if sometimes frustrating little game, worth the low price of entry. Like the skateboard brand it advertises, it is “designed and built to look good, perform well, and exceed your expectations.” A little rougher around the edges maybe, but a ridiculous, ageless thing that can be enjoyed by anyone. And that’s okay.
Penny Time, $0.99 (Universal)
Penny Time Lite, Free (Universal)
TouchArcade Rating: 
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Why ‘Whale Trail’ Is Going Free-To-Play, And How A Flop Is Seen As A Journey
London-based design studio created a heck of a game in Whale Trail, but it’s failing as a commercial entity. It’ll never hit the App Store top 10. The face of its bubbly and wide-eyed mascot, Willow, will never grace products like panties or fruit snacks. And at its current pace, it’ll be awhile before it generates a decent profit.
The studio has huge expectations that aren’t being met, and just based on trends, it’s clear that Whale Trail will continue not meeting them. It’s a failure in this life. But will it be one in its next? Again, ustwo is spending money on Whale Trail, giving it a second wind via creative mouth-to-mouth. It’s retooling and redesigning the oddball flying game as a free-to-play title in a high-bandwidth effort to attract the casual audience that the original version failed to reach, but managed to brush.
The hope is that this model, alongside some fresh content, will finally put the game over the top and onto hundreds of thousands, if not millions, of phones and tablets across the world. It’s a crazy plan. Crazy, however, is kinda its project lead’s thing.
On Conversion, Failure, And Journeys
I’ve been speaking with ustwo co-founder Mills about the upcoming transformation. Mills is like a bizarro Clint Eastwood. In the face of adversity he has the same grit and air of determination, but instead of a cowboy hat and a killer squint Mills rocks a long, flowing red wig and eyeglasses with thick, black frames. When he talks to you, even via e-mail, you feel his warmth, energy, and passion. He’s funny, too, and you see a lot of his brand of humor in his game. As we talk, he refuses to call the original Whale Trail a failure despite being able to produce evidence indicating as much. Instead, he calls it a “succailure” and the process of making it a F2P title a “journey.”
“Whale Trail was our first proper game release,” Mills tells TouchArcade. “Full heart, full passion. The launch was a success for our studio, showering loads of eyeballs on us but something didn’t quite click. Although we were hitting 12,000 downloads a day at launch, it tailed off pretty quick.”
In fact, Whale Trail has just hit over 188,000 total sales, and it shifts around 250 units a day across Android and iPhone and iPad. These kind of numbers would be enough for a lot of studios, but ustwo spent . It needed Whale Trail to be up there with the Angry Birds and Fruit Ninjas and the Cut the Ropes of the world.
How those titles manage to stay up top is a matter of debate. Mills doesn’t believe that featuring, reviews, or exposure brings in new downloads. He thinks that word of mouth is now driving sales. As evidence, he notes that the game’s trailers still get around 500 new views a day and the drives interest, too. Riding on a wave of featuring, however, Whale Trail managed to light up the charts for a short period. Mills shot us the following handy chart, for those of you into the numbers:
Learning about why the game didn’t keep selling at its initial, breakneck pace is an important component of its upcoming transformation. Mills is soaking up everything he can. He frequently frames this entire ordeal as a learning experience.
“We went back to the drawing board and dove deep into the blue waters to understand why Whale Trail wasn’t quite able to take off. We had made a wonderful experience but there wasn’t enough ‘replay’ value in the current game. The new challenge levels added in iteration release two and three helped, but we needed more. Much more,” he adds.
The new version of the game is, indeed, functionally different. As you collect bubbles and travel, you’ll collect an in-game currency called Krill. With Krill, you can buy new powers, “useable treats,” costumes for Willow and its five new playable friends. If you want this stuff without the grind, you can buy Krill straight-up.
“The game is so much better. Players are now in full control of their destiny and each play rewards them. This was missing before,” he says.
If you’ve already purchased Whale Trail, Mills says you’ll receive a “BIG” bag of Krill when you update to the new version. Additionally, you’ll receive a message designed to make you feel “special.” Mills worries about how the current install base is going to react to this massive change, since the regular version will essentially die after this update. Perhaps that’s why this message to fans will be “like finding a bag of money in your house that you can use to pimp it right up 50 style” or “like finding a bag of candy that is so sweet, yet so sticky.”
When I bring up failure, Mills says I have a point, but he describes the experience so far as a “journey.” His studio has had opportunities to sell off the IP or actually make money, but ustwo as a whole is more interested in learning at this point.
“You can look at it as a failure, but I see it as journey,” Mills says. “Each iteration of Whale Trail has created a new buzz and has engaged the players more. It’s been a big lesson for me especially in regards to releasing something I wanted and releasing something that the majority of players want. We were very successful at creating buzz, we were very open about the whole experience and the story of Whale Trail will now be ,” he tells us. He means the publishing company, not an actual penguin.
“We had two Whale Trail acquisition offers for the game as it currently stands now, but we were not interested in money. We were interested in better understanding what we could do to make the game better. I couldn’t walk away from it now, knowing it was not the game we wanted it to be. The game we have since built and are testing now with players is the game we should have released back then but didn’t realize it at the time.”
Even though the Whale Trail flopped, Mills notes some positives. It gave his studio new business opportunities, a higher-profile in the development community, and a lot of good will. These things, however, aren’t going to make new Whale Trail sail. A balance of IAP and fun mechanics are the only thing that’ll save it.
“I want to know more about free-to-play,” Mills says. “We are not being aggressive with the monetization potential. Players need never spend, but the joy they feel should allow the game to be pretty viral. We get a small social virility through Twitter right now, but the potential at the higher numbers is unreal. I guess the plan is for Willow to find some real Whales!”
We’ll have to see if the new version of Whale Trail hits the heights that Mills thinks it can reach. Regardless if it does or not, it’s going to be hard to call this iteration a failure. To Mills, success is all about what you do as you try to succeed.
“We didn’t set out to make something generic. Success is about crafting something you believe in and telling that story, granted it may never be a smash hit as the very concept of a little fat flying whale called Willow who lives in a psychedelic land is too far out for many to stomach, but we made something we are so proud of.”
We’ll have hands-on impressions in the near future.
[]
New ‘WrestleFest’ IAP Additions Include Edge And Mr. Perfect
If you’re looking to spend at least one more dollar in THQ’s so-so wrestling game, WWE WrestleFest [$2.99 / HD], there’s no better time than now. A new IAP pack that includes a new arena and former and past crowd-pleasers Sexual Chocolate, Daniel Bryan, Edge, Mr. Perfect, and Eddie Guerrero is available for purchase.
THQ is branding this as the “Champions Pack,” which strikes us as kind of funny. Is it even possible to name a popular wrestler who hasn’t earned a belt or two over his surely-800 year career? Even Shamrock won championships. Shamrock, man. Anyway, if you’re interested in WrestleFest we highly suggest you and and check out the demo [Free / HD Free] before diving in. It’s definitely a mixed bag, and for those of you keep track at home, it still doesn’t support iCade for whatever reason.
WrestleFest Premium, $2.99
WrestleFest Lite, Free
WrestleFest HD Lite, Free (iPad Only)
WrestleFest HD, $3.99 (iPad Only)
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