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Coming Soon: ‘Inotia 4′, ‘Alexandria Bloodshow’, and ‘N.O.V.A. 3′

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Three upcoming games recently popped up on our radar, and while we don’t really have enough details on any of them yet, smashing all three games together sort of makes a story, so strap in for this.

Inotia 4: Assassin of Berkel – When it comes to Korean action RPGs, the App Store seems to have two main staples, Gamevil’s Zenonia, and Com2uS’s Inotia. Zenonia is up to four different games on the App Store, and this upcoming title will be the fourth installment in the Inotia family. The “party battle system” in Inotia 4 sounds pretty cool, and like previous entries in the series I’m sure we’ll see all sorts of incremental improvements that these yearly sequels always seem to have.


Alexandria Bloodshow – A strategic card-centric battle game from Sega. Gamezebo got a preview of it, and used games like Plants vs Zombies to describe how gameplay works. I’m not too familiar with the original Samurai Bloodshow, but I’m all about any strategic game with online multiplayer.


N.O.V.A. 3Gameloft is teasing quite a bit of their upcoming Halo-like first person shooter these days. We expect it to be pretty similar to the previous two installments in that it’ll likely come packed with an awesome online multiplayer component to compliment the single player campaign. If that is actual in-game footage we’re looking at in the above video, it should be pretty rad.

We’ll have more details on these games as soon as we get them. Unfortunately, the best we’ve got right now is they’re all coming to iOS devices, and they’re all coming “soon.”

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Written by admin

April 25, 2012 at 2:15

Former ‘Call of Duty’ Creative Strategist Forming A New Studio

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We didn’t think it’d take long for former Infinity Ward creative strategist Robert Bowling to find work after leaving Activision last month, but we didn’t anticipate that he’d be employing himself. In an exclusive with Game Informer digital on Monday, Bowling revealed the formation of his own studio, Robotoki. He also announced that his new digs will be pumping out titles for console and PC, as well as phones and tablets.

“As a developer, our focus is on creating a universe first, experiences second, and game mechanics last, “ Bowling told GI. “With focus being on universe, we aim to create experiences that transcend platforms and genres and allow our players to connect to our world, their characters, and gameplay via any medium: console, PC, or mobile.

“However, how they experience the world is unique to their device. The mobile / tablet experience should not mimic the console or PC experience, it should be additive to it, not supplemental. Allowing them to support their console and PC experience, continue their progression, but by experiencing the world in a meaningful and unique way.”

Bowling’s vision for the mobile space sounds like a dream. We haven’t seen any game with the level of integration that he’s suggesting his titles will have. Also, we don’t see a lot of companion apps functioning as more than a database. This space has a lot of room to grow, so it’ll be interesting to see what Robotoki does.

Robotoki will be funding its own projects, by the way. And we’ll catch a glimpse of its first title by the end of this year. It’s currently slated for next-gen consoles, iOS, and Android.

[via Game Informer]

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Written by admin

April 24, 2012 at 22:15

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‘Total War Battles: Shogun’ Review – A Solid Mobile Entry from the ‘Total War’ Strategy Series

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Total War Battles: Shogun [ $6.99 ] is not perfect. Anyone who tells you differently is either lying or particularly forgiving in regards to an absence of visual cues. Nonetheless, while Creative Assembly and Sega’s first attempt to bring their award-winning franchise to the iOS platform is one pockmarked with problems, it doesn’t change the fact that this real-time strategy game remains an excellent addition to the App Store.

Set somewhere in late 16th century Japan, Total War Battles opens to a familiar tune: an overcast sky, one army torching another army’s infrastructure to the ground, a father passing on his final instructions to his son. As the earnest heir, it is your responsibility to seek out those who are responsible for the tragedy that befell your clan and to exterminate them with extreme prejudice.

While hardly the most inspired premise out there, the story works well enough as an excuse to visit slow, well thought-out havoc onto opposing factions. Of course, it kind of helps that the game is also lovely to behold. Though not on par with games like Infinity Blade II, Total War Battles: Shogun still boasts of well-animated military men, excellent weather effects, decent voice acting and a suitably epic soundtrack.

Gameplay in Total War Battles: Shogun consists of you first picking one of the campaign-based missions currently available to you or an EXP stage from the world map. Depending on the nature of the level you’ve selected, you can either expect to be called upon to beat down on a number of units, defeats a certain type of enemy or to participate in a round of city planning.

Yes, you heard me. Should you choose to accept the responsibility, you’ll find yourself taking a break from the rampant warfare to work on stuff like figuring out how to jam eight shrines into a less-than-spacious map. It’s not as easy as it sounds. Buildings here come with their own set of requirements and restrictions. For example, shrines will not permit themselves to be constructed next to the vice-den that is your average trading post but will require the proximity of a lumber mill in order to exist. (No, I have no idea why either).

As for the rest of the game, it’s a little more straightforward. In between assembling the correct assortment of unit-producing buildings and ensuring that they remain in serviceable condition (enemies will do their best to burn them down), you’re going to have to send your army at your foes. Simple, right? There’s a small twist. While you’re capable of manipulating their frontal charge, you will not be able to tell your units to move back. Retreat is impossible for them as they apparently subscribe to the laws of Bushido. Additionally, you’re also going to have to take the fact that your battalions are incapable of turning on a dime and the fact that there’s a cooldown associated with your navigation-related commands into consideration.

Needless to say, this isn’t your average hair-trigger, ‘300 actions-per-minute or bust’ sort of RTS. Forethought is mandatory here. To make matters more interesting, you’ll be able to utilize a certain amount of units at a time, something that can spell life or death. If you throw everything you own into a frontal assault, you may find your home base decimated even as you watch on helplessly. Mistakes aren’t easily forgiven here.

There’s a fairly decent variety of units and buildings, by the way, one augmented by a considerable amount of available upgrades. With more than 10 hours of expected game time, gorgeous aesthetics and half-decent voice acting, Total War Battles: Shogun should represent one of the pinnacles of the iOS-based real-time strategy genre, right? Maybe.

As I’ve mentioned early on, Total War Battles: Shogun is not without its flaws. To be fair, they aren’t big flaws but they’re certainly the sort that can niggle. Units don’t come with health bars and buildings will not provide information about their structural integrity in an easy accessible fashion. There is nary a number to be found; you won’t ever get to figure out precisely how much of a defense boost your monks provide. These issues aren’t exactly game changers but if you’re the sort who likes their statistics, you might find yourself bristling at your inability to accurately calculate the likelihood of a win.

As for the multiplayer, I haven’t had the chance to get someone to sit down to poke at it with me. Unsurprisingly, Total War Battles: Shogun only supports 1vs1 same-device multiplayer, something that is generally best played on the iPad as opposed to its more diminutive cousins.

Still, if you’re willing to overlook the aforementioned issues, Total War Battles: Shogun is a refreshing change from the App Store’s barrage of angry avians, physics-based puzzler and match-3 games.

App Store Link: Total War Battles, $6.99 (Universal)

TouchArcade Rating:

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Written by admin

April 24, 2012 at 18:15

‘Lock ‘n’ Load’ Review – An Enjoyable Dual Stick Adventure

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Chillingo’s penchant for publishing dual-stick shooters returns with the release of Lock ‘n’ Load [ $0.99 ], a content-rich title developed by GameLab that hits all the right notes for the genre. While a lot of that content is initially locked away a bit tighter than I’d like, the gameplay, visual-style and presentation make up for that setback, leading to a game well worth checking out for the dual-stick shooter crowd.

Lock ‘n’ Load puts you in the role of a hockey-mask wearing protagonist taking on an evil magic-wielding girl whose minions trampled his garden bed. As you can imagine, the tone of the game is very tongue-in-cheek and does a great job making fun of itself. While the story obviously takes a backseat to the gameplay, I still enjoyed it more than most other dual-stick shooters, including the twist at the completion of the main campaign. Still, what’s more important is content, and Lock ‘n’ Load certainly has a lot of enemies to throw at you.

You’ll be taking on those hordes of minions with your choice of three weapons (you’ll have to unlock two of them) through mostly standard DSS gameplay. I say mostly because Lock ‘n’ Load does a great job spicing up the gameplay with good plot pacing and a variety of mini games. You’ll do collection quests, first-person carnival shooting – even a Space Invaders-inspired stint. Of course, there’s also a ton of opportunities to simply mow down the mobs. A second, harder difficulty is also available, along with a second unlockable campaign (and challenge missions) that focuses more on gameplay than story.

Visually, Lock ‘n’ Load looks impressive with a wide variety of backdrops and character models. I was particularly impressed with the assortment of environments used across the campaign, each with their own graphical effects. In addition, the game runs at a good frame rate and looked exceptionally nice on my iPhone 4S. Relatedly, I thought Lock ‘n’ Load did a great job with its auditory aspects, with the music setting the mood appropriately and decent voiceovers accompanying the story cutscenes and combat. It did get a little annoying hearing your character repeat the same catchphrases over and over but in general I thought the voiceovers did much more good than harm.

One of my few complaints about Lock ‘n’ Load is the way it handles unlocks with its in-game currency. Every upgrade and unlockable requires cash, which can be randomly dropped by enemies while playing the campaign or purchased en masse via IAP. As is becoming custom, while you can earn a decent amount of cash through a campaign run it won’t be nearly enough to unlock all the content.

Unfortunately, I think the amount of cash dropped in-game should definitely be adjusted. I ran through the entire campaign (with several restarts on some missions) and didn’t even earn nearly enough cash to unlock the first tier of upgrades. When you include all the challenge levels, skins, and second story mode, players will end up having to rerun through completed levels many times before they can earn enough cash to unlock everything.

On top of all that, unlocks don’t appear to transfer between iOS devices (unless you have the all-encompassing ‘premium pass’) meaning that simply spending a few bucks on cash to unlock extras isn’t going to cut it if you want to play on multiple devices. Also worth mentioning is a crash bug that’s affected some users. An update with a fix is already submitted, and in the meantime if this is affecting you turning on Airplane mode should work as a temporary fix.

Even if you have an adverse reaction to IAP, Lock ‘n’ Load still offers a decent amount of content with more that can be eventually unlocked (even if it takes a long time). When you combine that with the excellent visual style and content diversity, Lock ‘n’ Load becomes a highly recommended game. While we’ve had our share of good dual stick shooters, it’s rare to find one as well-rounded and content-rich (even if you have to unlock a lot of it). Gamers remotely interested in dual stick shooters owe it to themselves to check out this title.

App Store Link: Lock ‘n’ Load, $0.99 (Universal)

TouchArcade Rating:

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Written by admin

April 24, 2012 at 18:15

‘Tentacle Wars HD’ for iPad Review – A Fast-paced Strategy Game Reminiscent of ‘Galcon’

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Tentacle Wars HD [ $2.99 (HD)], the new title from FDG Entertainment, is a port of the online Flash game of the same name by Lumarama. It’s a fast-paced iPad strategy game that reminds me a lot of Galcon [$1.99 / Free ], another iOS strategy game from 2008. In fact, I’d go as far as to say it’s “Galcon with tentacles” …along with superior graphics, ambient music and better sound effects.

Playing Tentacle Wars is like being a general overlooking a battlefield. Although in this case the battlefield exists inside the body of an alien life-form. The battles are between antibodies, spores, pulsars and embryos. Each cell can use DNA energy tentacles to attack each other. If your green antibody cells can turn all the other cells green, you’ve cured the zone. Once you clear all the zones, you’ve saved the alien life-form.

To launch an attack, you swipe a line from your green cell to any other cell in range. The more powerful your cell (as indicated by a number inside it), the further it’s tentacles can extend. You can target a red cell (enemy) to engage in battle, target a neutral grey cell to claim it, or target one of your own cells to transfer energy to where it’s needed.

The battles are based on a simple premise: The more powerful cell(s) always win, every time. So if your cell has a weaker strength it will slowly be drained until it’s defeated. But, if you attack the same opponent with tentacles from another cell simultaneously, you can defeat it, because your two cells are collectively more powerful. So, as in real war, choosing your targets carefully (but quickly) is important.

Once your tentacle has latched on to another cell, you can either remain connected to slowly drain it or swipe across your tentacle to cut it. Interestingly, it makes a difference where you sever your tentacle. So, if you slice it right in the middle, half the resources return to the attacking cell and the other half do a rapid attack-burst (ie: a 50-50 split). Whereas, if you cut your tentacle right at one end, all the resources in the tentacle will quickly retreat or attack, depending which end you slice.

To add variation, there’s impenetrable barriers within some levels, purple cells with superior intelligence to overcome, and limits for how powerful a single cell can become within each level. Each cell type also has a limit to the number of tentacles it can extend at one. These factors, plus some interesting level designs, encourage you to modify your strategies to suit each level.

The single player campaign (2 worlds, 40 levels total) is entertaining and satisfying, but far too short. By the time you’re settling in, the single player campaign is over. Additional levels are promised – but randomly-generated levels would be better. Lastly, the campaigns are rather anti-climatic once you complete each world, as nothing really happens, except a small note in the corner of the iPad screen confirming a Game Center achievement.

Multiplayer mode offers two-player online action via a random match-up or by challenging a friend, via Game Center. Choose an arena and color, then engage in a microscopic war ….and in my case, get totally owned by superior players. The online play worked flawlessly once started, but it was often unable or slow to complete a random match-up. That isn’t ideal since the single player mode is completed so quickly, but isn’t a problem if you’re playing friends online.

Tentacle Wars blends strategic gameplay with arcade-style swipes and cuts to create a fast-paced strategy game that’s ideally suited for touch screens. The game is similar to Galcon, but has enough innovation to feel fresh and new. Yet, it needs more levels and online players, otherwise the fun feels as if it’s over too quickly. According to our discussion thread, an iPhone/iPod touch version is expected around May or June.

App Store Link: Tentacle Wars HD, $2.99 (iPad Only)

TouchArcade Rating:

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Written by admin

April 24, 2012 at 18:15

‘Superbrothers: Sword & Sworcery EP’ Sweeps Canadian Video Game Awards

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Late last month we mentioned that TouchArcade Game of the Year Superbrothers: Sword & Sworcery EP [$4.99 / $2.99 ] had been nominated for nearly every category it could vaguely fit in at the Canadian Video Game Awards. If you follow the development team on Twitter, this was spoiled over the weekend when the actual award show was held, but here’s what Sworcery took home:

  • Best Game on the Go
  • Best Downloadable Game
  • Best Indie Game
  • Best Original Music
  • Innovation Award

These awards are selected by a jury, with the exception of Game of the Year which was a public internet vote kind of thing. (Game of the Year was FIFA Soccer 12, by the way.) What makes sweeping this awards show so amazing is that S&S was up against “real” AAA titles like Deus Ex: Human Revolution and Assassin’s Creed Revelations.

If you haven’t played the game yet, you’re running out of reasons. Check out our review for more details. Oh, and if you know someone who might be interested in the game but doesn’t have an iOS device, it was recently released on Steam as well.

App Store Links:
    Superbrothers: Sword & Sworcery EP, $4.99 (Universal)
    Superbrothers: Sword & Sworcery EP Micro, $2.99

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Written by admin

April 24, 2012 at 2:15

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‘Codea’-Created ‘Cargo-Bot’ Hits the App Store

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Late last year, iOS game developer Two Lives Left released Codea [ $9.99 (HD)]. Originally known as Codify, Codea offered developers everything they needed to rapidly prototype an iPad game… On an actual iPad. Codea has come a long way since then, and today, the first game developed entirely inside of the app has been released.

Cargo-Bot [ Free (HD)] is a puzzle game where players program a robot to move crates around. 36 levels in all are included, there’s a 3 star grading system, and you can even record solutions to upload them to YouTube.

Cargo-Bot is free, and worth a look to see what’s possible inside of Codea. According to the Cargo-Bot site, the Codea Xcode Template used to convert the Codea files into an actual game that can be submitted to Apple will be released soon. Neat!

App Store Links:
    Codea, $9.99 (iPad Only)
    Cargo-Bot, Free (iPad Only)

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Written by admin

April 24, 2012 at 2:15

Ubisoft Announces ‘Might & Magic’ Card Game

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Need more CCG action in your life? Great! You and Ubisoft are on level. Earlier this morning, the publisher finally popped the lid off of Might & Magic Duel of Champions, a free-to-play card game set in the Might & Magic universe.

Ubisoft didn’t divulge hard mechanical details in today’s announcement materials for whatever reason, but it has confirmed the following about the game: (a) Duel of Champions will have collectible cards, (b) players will fight each other with these cards, and (c) users will also be able to buy these cards. So, yeah… this sure is card game.

More information will be coming to the game’s official web site, and apparently a beta is open right now in France. We’re doing our best to dig up some more substantial details so stick with us. If the Assassin’s Creed card game proved anything, it’s that Ubisoft knows how to fund decent tabletop experiences.

[images via PocketGamer]

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Written by admin

April 23, 2012 at 22:15

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New Screens for ‘Razor: Salvation’, an Upcoming Shooter from Blowfish Studios and Crescent Moon Games

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The always-up-to-something Crescent Moon Games has sent over some lovely new screenshots and information for an upcoming title that they’re planning on publishing called Razor: Salvation. Developed by Siegecraft [ $2.99 ] creator Blowfish Studios, Razor: Salvation is a first-person style shooter played from a fixed position where you have a 360 degree view of the environment and must blast away attacking aliens while simultaneously trying to save endangered civilians.

Expect Razor: Salvation to boast a healthy amount of weapons, items and upgrades as well as an advanced enemy AI that has your opponents reacting dynamically to changes in the environment and the assault you’re bringing to them. And as you can see, the game also looks super impressive so far, with full support for the new iPad Retina Display as well as “specular bump map textures and full screen pixel effects” – techie talk for fancy visual stuff, I reckon.

One other interesting tidbit about Razor: Salvation is you will somehow be able to create factions with your friends and then compete with other factions around the world for supremacy. There will also be regional rankings and leaderboards to track who’s best at blasting the most enemies or rescuing the most civilians.

Razor: Salvation is shooting for a May or June launch as a Universal app, and as alway more discussion and details for the game can be found in our forums.

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April 23, 2012 at 18:15

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‘Chopper’ Developer Majic Jungle Announces 2D ‘Minecraft’-inspired iOS Title ‘The Blockheads’

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Developer and all-around great guy David Frampton from Majic Jungle Software, creator of the early App Store breakout success Chopper [$2.99 / Free ] and its greatly improved sequel Chopper 2 [ $2.99 ], has revealed to us his next upcoming iOS project called The Blockheads.

As you can see from the embedded screens, The Blockheads looks heavily inspired by the sandbox game Minecraft, and David isn’t shy about stating as much. However, he notes that during the development process he tried to make sure that The Blockheads let’s you do the sort of things that make Minecraft fun but tried to do them in a different way. For example, there is a crafting component to the game, but David explains the different approach he is taking to that in The Blockheads:

Instead of needing to know recipes and being able to craft everything in one location, there are many different kinds of workbenches, each with a handful of items they can craft. The crafting interface lists what is required and describes what the crafted item can do. This creates a technology tree of sorts, easing the player into the game, and slowly making more advanced items available.

The Blockheads is being built from the ground up with touch screens in mind, and it will try to utilize an non-abrasive freemium approach. Essentially, there will be an in-game currency which you can spend real money to acquire through IAP and speed up certain processes, but it is also earned through play and won’t be required to enjoy the game.

We’ve been enjoying an excellent 2D Minecraft/Terraria game on iOS for a while now with Junk Jack [$2.99 / Free ], but I still think that there’s plenty of room for iteration in the genre and a chance for a good title to stand out in the sea of the many Minecraft copycats and clones on the App Store. The Blockheads sounds like it has a lot of promise, and I’m very much looking forward to seeing how it turns out.

You can keep your eye on the game’s website for updates, and of course we’ll bring you any new information that we get on The Blockheads as development continues.

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Written by admin

April 23, 2012 at 18:15

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