Archive for the ‘game’ tag
Kairosoft Offer ‘Mega Mall Story’ And ‘Hot Spring Story’ On The Cheap
On the heels of an epic price-slashing maneuver that saw Pocket Academy and its latest game Grand Prix Story go for a paltry $1.99, the simulation gurus at Kairosoft have murdered the original asking price of Mega Mall Story [$1.99 / Lite] and Hot Springs Story [$1.99 / Lite]. Both titles are $1.99 for a “limited time.” They usually sit at $3.99, so you’ll save a couple of bones if you decide to take the plunge.
And plunge you should, as both of these titles are totally worth the reduced asking price. Earlier this summer, I called Mega Mall Story the most “complete simulation” from the studio yet. Hot Springs Story, though it requires some effort to push beyond the cultural barrier, is solid, too.
As a side-note, it appears as if we’ll be missing out on a new game from Kairosoft this month. Last month, we speculated that it’s SimCity-like title, Edo Town, would make it out of the door worldwide in early October. It's still a possibility, but we're thinking that these sales are an indication that a new game isn't coming.
Mega Mall Story, $1.99
Mega Mall Story Lite, Free
Hot Springs Story, $1.99
Hot Springs Story Lite, Free
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‘Hard Lines’ Goes Free, Update Adds Free-To-Play Elements
’ Hard Lines [Free], a fun line-racing puzzle game with a touch of Snake thrown in for good measure, has received a big ol' new update. Starting now, the game boasts four additional power-ups on top of the pre-existing assortment, two new game modes, a brand-spankingly fresh in-game currency, and an in-game shop to boot. Oh! It’s also free at the moment, though that’ll probably change in the next few hours.
As is the norm nowadays with huge updates, a lot of the new additions speak to a pricing model change for Hard Lines as whole. The in-game currency, “Hard Cash,” can be purchased straight-up with IAP or found in the game as pick-ups. With it, you can upgrade the new power-ups for use in whatever, including presumably the game’s two new modes: Daily Challenge and Lionel’s Hard Cash. The latter mode is an optional paid mode that offers a lot of Hard Cash in return for your investment. The full update notes, which mention several smaller improvements, can .
We loved Hard Lines and will continue to post this update. If you still haven’t seen it, we’d suggest just grabbing it now while it’s silly cheap. Our glowing review, however, is located here if you want some reading material before going in.
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So Yeah, A ‘FarmVille’ Movie Might Happen
Here’s a wild one: is apparently in talks to do a FarmVille [Free] movie. the other day about an actual video game, Toy Story writers Alec Sokolow and Joel Cohen teased that they’re in discussions with the mega-publisher to pen the possible flick.These chats seem insanely early, as the duo couldn't even name-drop FarmVille and Zynga, according to IGN, is refusing comment on the matter.
"So, yes, we will continue writing movies. We are also working on several new and very exciting opportunities. We're in conversations with Zynga to do something with one of their brands. Can't really say too much on that front yet, but 'Old MacDonald' didn't have a factory, if you get our drift,” they said.
If this seems really stupid to you, we regretfully remind you that movies based on incredibly shallow games like, say, Resident Evil and BloodRayne, have been made and actually shown in theaters. Of course, there’s been plenty of video-game-to-movie adaptations that haven’t panned out over the years, so it’s not like a FarmVille movie is a lock. It’s definitely not.
[Via ]
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‘Warm Gun’ is Heating Up the New Zealand App Store
The TouchArcade hive mind has been anxiously anticipating Warm Gun since early this year when it was first announced. Since then, we've seen a number of different videos and screenshots which have only served to get us all even more excited about the game. It's actually launching in two different versions, the online-centric Warm Gun [$4.99] which is currently live on the New Zealand App Store, and Warm Gun: Carnival of Bullets, which focuses on single player. We've yet to spot Carnival of Bullets for sale in international App Stores, but something tells me that as soon as someone does, a link will get dropped in the .
Just for fun, here's the trailer again:
We'll be working up a review for Warm Gun, but since it's an online game, for the full experience we're going to have to wait for the game's community to pick up some steam… So, keep an eye out for that in the next couple of days. In the meantime, if you're excited for Warm Gun, where people will likely be offering up their first impressions as the game slowly is released across international App Stores. Like most New Zealand releases, Warm Gun should be available in the US App Store at 11:00 PM Eastern.
Also, as soon as we spot a link for Warm Gun: Carnival of Bullets, we'll update this post with it.
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‘AntHill: Tactical Trail Defense’ Review – A Strategy Defense Game Filled with Bugs (Not the Bad Kind)
Anthill: Tactical Trail Defense [$1.99] from is a clever and innovative game which let's you control an ant colony, which is being attacked by various predatory insects. It's a real-time strategy game about insect warfare. You act like a general, overlooking a creepy-crawly battlefield and dictating the strategy for the colony's survival by gathering food, engaging in combat, and collecting artifacts.
You start by drawing a straight or curved line with your finger, which originates from your ant-hill. This represents a pheromone trail for ants to follow. Once you've finished drawing a line, you specify if the new route will be used by workers, soldiers or spitter ants.
The lines are all color coded, with worker routes in blue, soldiers in yellow and spitters in pink. Once you've drawn a line, any ants of that type will emerge from the anthill to patrol along it. There's no limit to how many separate lines you can draw of each color, but if you draw too many your ant forces will be spread pretty thin.

Each type of ant has a different specialist role. Soldier ants attack and kill predators, leaving their carcasses lying on the ground. Worker ants are responsible for collecting food and will work as a team to carry any large insect pieces (or artifacts) back to the ant-hill, because you eat what you kill. The more worker ants deployed, the faster the food is collected, but if there's enemies around, the workers run away. Spitter ants love to inhabit burrows in the ground and spit at nearby enemies. They're particularly good at taking out any airborne predators. But if you're too slow, other insects may beat you to the burrows and use this vantage point to spit on you.
Lastly, the bomber ants don't require paths to be drawn, as they can fly to any part of the screen where you tap, which is handy for attacking any approaching big bugs. You need to tap in front of moving enemies, as it takes a while for the bomber ants to fly to the target zone. After each aerial attack, they return to the ant-hill before you can re-deploy them. To improve your chance of success, you can tap the screen several times, to dispatch a whole swarm of bomber ants and target multiple enemies. You can even upgrade the bomber ants so they carpet bomb an entire area.
The trails aren't permanent, as you can hold your finger on any trail briefly until a delete button appears. This adds to the strategic gameplay, as you can constantly redirect or concentrate your six-legged solders. It would be nice if you could extend or reshape existing trails on the fly, but that's not possible, forcing you to delete and redraw. My strategy was to have worker ants travel alongside the soldiers to gather the spoils, with spitters providing flanking cover. But the great thing about this game is that there's no right answer, the military strategy is up to you.
The next step is to choose how many ants of each type you want to spawn. There's a spawn button for each of the four different ant types, but you can only create new ants if you've gathered enough food. So, while you're attacking and defending the anthill, you also need to be collecting food and deciding how many of each ant-type to spawn.
Each type of ant has three extra strengths to unlock. Worker ants can gain speed, backbone, or courage; while soldiers can be upgraded with brutality, toughness and grenades. Each upgrade costs stars, which are gained based on your level scores, or optionally purchased via IAP (which is not necessary). If you missed any stars, you can return for them later, after you've upgraded to make it easier.
Anthill delivers three territories (worlds) to unlock and complete, with over twenty levels in total. Each level is allocated a different star value. To complete a level and collect those stars, you simply need to keep your anthill intact through each wave of insect attack. A progress bar is displayed for each attack wave, although the behavior of most enemies is random, so each of the levels will vary if repeated.
While this game is enjoyable, there's two areas for possible improvement. Firstly, the difficulty levels are not too hard, with users reporting they're often gaining all stars for a level within a couple of attempts. This suggests that different difficulty levels would benefit players wanting more of a challenge.
Secondly, while the graphics look good, some of the enemies are the same color as your own ants, making them hard to differentiate once the screen is buzzing with insects. The enemies have small red health bars, but these are not always immediately obvious. Sometimes you can hear that you're being attacked, but can't immediately tell where the attack is occurring. It would be better if the enemies were more obviously differentiated.
Anthill: Tactical Trail Defense is a creative, entertaining, and nice looking game which requires strategic decision making, but still has an arcade feel to it. It's almost like playing an insect-based tower defense game, where the tower is your anthill, so it's appropriate that the title includes the words "Trail Defense". If the game gets enough support, the developers plan to release an infinite (timeless) mode in the future. As it stands now, Anthill is still a unique strategy game with entertaining gameplay and a nice amount of content to play through.
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‘Roll in the Hole’ review – Panda Physics and Ice Cream
Another physics-based puzzler with cute graphics and happy music in the App store, you say? NO WAY! Yes way, if you can wrap your mind around the uniqueness of that concept, then you just might get into Roll in the Hole [99¢/UHD].
You will play the roll of PoPo, a happy-go-lucky fat panda who hoards ice cream. When some jerk gorilla comes along and decides to take his sweets stash, he gets mad (although he doesn't show it) and goes on an adventure to recollect all his lost desserts. For some reason, precision physics also play a role there, even though that makes zero sense in a story context. But I don't play iOS games for the mind-blowing realism, and I'm guessing you don't either.
Each level is fairly simple: Just a few obstacles and a hole at the end that leads to the next level. At first platforms will be the only thing to navigate, but as you progress you will also use balloons for bouncing and other things. There are ice cream bars in each level to collect too, and the more of them you snag, the higher your score will be. The challenge comes in getting them all and not falling off a ledge, which is a lot harder than it sounds.

Control is an issue with Roll in the Hole, although at first it seems as if it's working just fine. The actual interface couldn't be simpler — before play begins, you'll be shown a dotted line which splits the screen between left and right. The only way you'll control your rotund friend is to tap the left and right sides of the screen. Even though I knew this, I found myself turning the phone the first few levels, just like I used to do back in the days of NES where I believed jerking the controller to the right or left would make Mario jump that much further. Some things never change, I guess.
In all honestly, I think turning the phone would have felt more natural than the actual mechanic the game uses. In early levels, it works fine, but when you need precision, it feels soft, as if you need more responsiveness than the game has to give you. When you need to maneuver through tiny platforms and then bounce on a balloon to get height to get to the goal, you really need to be able to control your character perfectly. I'd say that getting frustrated by level 12 is a bad sign for the majority of the casual audience, as they tend to want to have fun rather than struggle to get a game to control in a way that it cannot.
The good news is, if you do get too annoyed with one level to continue, the game won't allow you to stay stuck. You can choose to skip a level in the menu and come back to it later, which really will be a blessing in disguise if you feel like throwing the phone on the floor and stomping on it (and there were times when that happened to me.)
Roll in the Hole boasts 72 levels total and also has connectivity to Crystal, Facebook and Twitter, making it pretty easy to share your score with others if you like. It has some strong points when it comes to overall presentation and the quick play (you can finish a level in under 10 seconds), but I really missed the ability to tilt my phone to help control PoPo. It just felt like a feature that was missing, and while the game is good without it, it could have been great with it.
Roll in the Hole, $0.99
Roll in the Hole HD, $2.99 (Universal)
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‘High Flyer Death Defyer’ Review – A Graphically Appealing, Frustrating Dive
I have such a love-hate relationship with High Flyer Death Defyer [$4.99 / HD]. On one hand, I love the visually striking graphics which I think complement the sky-diving gameplay beautifully. On the other hand, the poorly done tutorial and lackluster controls hold back High Flyer Death Defyer from being even an above average addition to the genre. Whether you actually decide to pick up this skydiver is going to depend on how much you love graphics over, well, everything else.
At its core, High Flyer Death Defyer is a sky/cave diver with a heavy dose of exploration and collection quests thrown into the mix. You play as Arreon, a member of the Death Defyers: a group of skydiving explorers charged with discovering new islands (and treasure) in a post-apocalyptic world in which the only human cities reside in the sky. At the onset, High Flyer’s story is a bit convoluted and confusing, but as you continue playing through the story, you’ll get a better glimpse of what the heck is going on through the game’s comic book style cutscenes.

The first thing you’ll notice while playing High Flyer Death Defyer is its well-done cell-shaded visuals. The game’s graphic engine does an excellent job conveying the sense of adventure and discovery that is prevalent throughout most of your play. Even more impressive is its relatively stable and high framerate, a requirement for games that need to convey that sense of free-falling speed. Granted, High Flyer requires either an iPhone 4 or an iPad in order to enjoy the game and all its visual glory. Strangely, even though the iPhone version is classified as a universal app, a lot of elements will appear blurry unless you buy the separate ‘HD’ version that only works on the iPad.
Unfortunately, once you get past High Flyer Death Defyer’s eye-candy, you’re left with a game with a messy tutorial and dreary controls. The tutorial is way too long, doesn’t do a good job of explaining all the gameplay elements, and some tutorial levels are even harder to pass than the post-tutorial levels. In fact, the only saving grace is that you can skip most of the tutorial and head straight to the story, but folks that don’t figure this out (the game does not really show you how to quit the tutorial beforehand), are in for a frustrating initial experience.
You may be able to skip the tutorial, but you can’t avoid High Flyer’s control issues. The game comes bundled with two different control schemes: a tilt-based option that simply does not offer the amount of precision, accuracy and speed needed to do well in High Flyer, and a (default) virtual joystick that lacks the responsiveness and customization necessary in order to use it well. The joystick is a better control option than the tilt controls, but it still leaves much to be desired.
These issues are a shame too, because High Flyer Death Defyer’s story mode is actually well-done. I particularly liked the fact that the game features seamless continuity between stages without any loading screens. Each level has you jumping from island to island, and once you land you get your score, the game saves, and then you get immediate control of your character right where you left off. It’s certainly something that’s not really seen in these types of games. There’s also a lot of content to play through, and plenty of treasures and collectibles to seek out. It’s just too bad that the controls will likely prevent you from ever obtaining the harder items.
High Flyer Death Defyer had the makings of an excellent game, particularly with its nice graphic style, story and core gameplay. Unfortunately, these features don’t mean much when the controls are this frustrating. If were to address these issues in a future update (and I believe that they can certainly be fixed via an update), then High Flyer might be a game worth checking out. However, in its current state (and current price), I really can’t recommend High Flyer Death Defyer.
HighFlyer DeathDefyer (i4), $4.99 (Universal)
High Flyer Death Defyer HD, $5.99 (iPad Only)
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The TouchArcade Show – 20 – Greased and Glistening
This week on the TouchArcade Show, we push through viable conversations about spitting into each other’s mouths to bring you the most exciting and entertaining video game news and oral reviews of the week! At the top we dig into Squids and The Dark Meadow, and then smoothly move into subjects like cat games, good-looking games with crappy mechanics, and other interesting junk that I’m sure you’ll enjoy. This week’s episode is a good one, folks!
If you’d like to give us a listen feel free to do so below via these handy-dandy links that allow for direct download and in-browser streaming. If you want to hear new episodes the second they’re uploaded, subscribe to us for FREE on iTunes and Zune.
iTunes Link: The TouchArcade Show
Zune Marketplace: TouchArcade.com Podcasts
RSS Feed: The TouchArcade Show
Direct Link: TouchArcadeShow-020.mp3, 42MB
We’ll be right back in your earholes this coming Monday or Tuesday with another totally rad bonus episode. And before I drop this episode’s show notes all over your face, I’d love for you to seriously consider sending us an e-mail at podcast@toucharcade.com.
GAMES
- NBA 2K12 [$4.99 / HD]
- The Dark Meadow [$5.99]
- Whale Trail
- The Adventures of Timmy: Run Kitty Run [$.99]
FRONT PAGE!
- iPhone 4S Announcement
- 'Infinity Blade 2' Announced / Bigger, Badder, More Choice
- Telltale Plans To Release A Lot More iPad Games
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Debut Trailer for ‘Evertales’ from Thunder Game Works and Crescent Moon Games
Back in early September, the ever-busy announced that they would be collaborating with (of Trenches [99¢/Lite/HD] fame) to bring gamers Evertales, a side-scrolling action-brawler with impressive 3D visuals and a great sense of humor.
You play as one of three unique characters, each of which are past their brawling prime in some fashion, but are nonetheless undeterred from the task at hand which is to eliminate the evil Dark Lord of Darkness. You can get an introduction to these characters as well as a taste of the type of tongue-in-cheek humor in Evertales in the debut trailer for the game:
Evertales is currently humming along in the development process, and both Crescent Moon and Thunder Game Works are shooting for submission for Apple approval sometime this month. It will launch as a Universal app with support for iPhone, iPod touch, and iPad, Game Center integration, and will support iOS 5 features like iCloud game saves and AirPlay Mirroring. We’ll be looking to see how the final product turns out when Evertales launches sometime in the very near future.
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Unreal-Powered FPS ‘Warm Gun’ Releasing Next Week
We’ve been looking forward to debut iOS release Warm Gun since we first caught wind of it way back in January of this year. Then this past July, the anticipation was kicked up a big ol' notch with the release of a proper trailer showcasing Warm Gun running on iOS hardware, and it was an impressive sight.
While the release of that trailer optimistically labeled August as the intended release window, that month promptly came and went with no sign of the game. Emotional Robots did however keep their promise of submitting the game before summer’s end, getting it sent off to Apple on September 22nd. Since then we’ve been waiting to hear of the game’s approval and a proper release date, and now we finally have that.
A representative from Emotional Robots has that Warm Gun has been approved by Apple and is scheduled for release next Tuesday, October 11th to coincide with the release of iOS 5. But that’s not all, as there will actually be two versions of the game launching next week. There will of course be Warm Gun proper, which will focus on the online multiplayer aspect of the game and will initially ship with 5 maps and 4 player classes, with more of each planned for future updates. Here’s another look at the Warm Gun iOS trailer to refresh your memory:
In addition to the full Warm Gun game that will be selling for $4.99, there is also a spinoff of sorts called Warm Gun: Carnival of Bullets. This standalone game will launch for free alongside the full Warm Gun game and will feature some offline single player things to do like mini-games, shooting galleries, and other surprises.
Carnival of Bullets will essentially function as a lite version of the game, allowing you to see how the game looks and how the controls handle before you plunk down the dough on the real thing. But, given its unique environment of an abandoned carnival and a healthy list of different things to do, Carnival of Bullets should be a pretty compelling offering in its own right, especially for free. You can check out the trailer for Warm Gun: Carnival of Bullets right here:
So there you have it, now you have the low-down on all things Warm Gun related. It feels like it’s been an incredibly long journey from when we first heard of Warm Gun until it’s impending release next week. Back in January, it was still somewhat new for developers to be using the Unreal Engine in their games, and just that fact alone made a game noteworthy. Since that time, there have been plenty of Unreal games released (not all of them good, mind you) and the Unity engine has really stepped in and shown that it’s more than capable of showcasing jaw-dropping graphics on par or better than what we’ve seen with Unreal.
Just releasing a game with shiny graphics no longer cuts the mustard, as everyone is quite aware that iOS devices are capable of some truly impressive visuals. No, nowadays your game needs substance beyond just eye candy, and we’ll be eager to see how Warm Gun measures up to this task when it hits next Tuesday.
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