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‘CityVille Hometown’ Hits the App Store; Doesn’t Connect to Your Existing City?

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I know it's all the rage these days to get down on Zynga for their timesink-centric free to play Facebook games, but they are responsible for some ridiculous numbers. CityVille in specific is responsible for nearly 2.4m "Likes" on Facebook, and according to Wikipedia was Zynga's biggest game launch and has set the record for most monthly active users for an application ever on Facebook. Considering just how massive Facebook is, an accomplishment like that is absolutely incredible.

FarmVille [Free] hit the App Store quite a while ago now, and set expectations for what to expect out of Zynga's efforts on the iPhone. Initially the client was a little limited, but you were able to connect directly to your own existing farm and manage your crops on the go. If you were a FarmVille fanatic, this was amazing news.

Unfortunately, the iOS CityVille isn't a CityVille client at all. CityVille Hometown [Free] has the basic frameworks of CityVille, and looks a lot like CityVille, but you'll be starting a brand new city entirely dependent of your (potentially) already existing city on Facebook. Maybe it's just me, but this makes CityVille Hometown go from vaguely interesting to downright confusing. The App Store already has entirely too many time sink-laden building games, and not having the same Facebook link as FarmVille did easily makes it blend into the pack.

So I guess if you just can't get enough of CityVille, and want to completely start over on your phone, CityVille Hometown is for you. This really makes me wonder what Zynga's ongoing strategy is going to be for mobile devices. It always seemed to me that leveraging and connecting to these massive already thriving communities would be too huge to pass up. Regardless, it will be fun to watch Hometown on the charts to see how it does.

App Store Link: CityVille Hometown, Free (Universal)
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July 1, 2011 at 4:15

Both ‘Zen Bound’ and ‘Zen Bound 2′ Are Also on Sale

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Hope you like sales reports on this fine afternoon. Have another: Secret Exit, the dudes behind the original Zen Bound and its awesome follow-up Zen Bound 2, have cut the cost of Zen Bound and Zen Bound 2 EVERYWHERE in celebration of “summer.” Both are just 99 cents until July 11 on the App Store, while Zen Bound 2's digital releases on Steam and the Mac App Store are priced at a dollar or less.

In case you’ve been living under a rock but, for whatever reason, have access to a smart device or a computer and the Internet, and don’t know what Zen Bound is, here’s a quick run-down. Like their namesakes state, these are meditative titles that on a singular simple task: wrapping rope around 3D sculptures. Seems like silly offerings on the surface, but I think you’ll find their calming effects… well, effective.

  • Zen Bound – $.99
  • Zen Bound 2 – $2.99 → $.99

Also, their visuals are still some of the best on the market. If you don’t believe me, that’s fine. Just go check out our respective write-ups where, in addition to getting some hot screen action, you’ll also learn more about the games.

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July 1, 2011 at 4:15

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Bungie Aerospace Revealed To Be Initiative To Help Small Mobile and Social Devs

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For a while now the label “Bungie Aerospace” has had our brows in a permanent state of arousal. Eli has been complaining for weeks about wrinkles and pain, to give you a slight indication of how we’re injuring ourselves over the mysterious trademark. And while most has been revealed around the subject, we’ll have to continue fretting over what it is and what it means to mobile gaming. You see, Bungie Aerospace is the start of a program that might be huge for independent developers and their games.

To clue you in from the get-go, Bungie Aerospace is a new initiative from within Bungie to help smaller developers launch mobile and social games. Aerospace will help studios fund their titles, give them evangelists in the form of the company’s rich community, and even leverage their game in the new Bungie mobile application. As if that wasn’t enough, apparently it’ll also help with testing.

In a conversation with Kotaku, Bungie COO Pete Parsons shed some light on the new initiative, which apparently already has several developers lined up.

"We're excited to have this small, focused effort to work with some great game development talent," he said. "All of them are very, very talented, very, very passionate and excited to bring their games to life. We're going to help them do that along the way."

But what’s the connection with "Crimson" if there is one? The good news, especially for my credibility, is that there is a connection between Aerospace and the trademark for the game Crimson.

Crimson is actually a codename for the first project to come out of the initiative. No one is willing to deliver any meaningful details about the title at this point, but we do know that the developer is Harebrained Schemes and it’s due out at some point this summer.

The speculation is that this could be some sort of flight game. Jordan Weisman, who had a hand in Crimson Skies, leads Harebrained, so that seems as educated of a guess as any we’ve been hearing … but, obviously, the guy can branch out.

It’ll be interesting to see how this initiative pans out and who profits more — Bungie or the small studios it’s aiding. Furthermore, Kotaku reports that games developed on this platform will also get access to Bungie.NET’s glorious stat tracking stuff, so prepare to see a lot of stat menus in the future.

If you'd like to read more about what's going on here, check out the official Bungie FAQ thingy on the subject.

[Via Kotaku]

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July 1, 2011 at 0:15

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Adult Swim Gets Into The Price Cutting Mood

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Adult Swim Games isn’t above creating games that revolve around mechanical unicorns, horrible electronic music, and air dashing through concrete stars. It also isn’t above July 4 sales, as if that was an actual surprise as opposed to a writer’s early morning contrivance.

So, what games are on sale? A lot. In fact, most of the studio’s vast App Store library has been cut to mere pennies in celebration of Independence Day. Let’s take a look:

  • Amateur Surgeon -$2.99 → $.99
  • Amateur Surgeon for the iPad - $2.99 → $.99
  • Amateur Surgeon 2 - $2.99 → $.99
  • Floater Pro - $.99
  • Meowcenaries - $2.99 → $.99
  • My Li’l Bastard - $1.99 → $.99
  • Robot Unicorn Attack - $1.99 → $.99
  • Robot Unicorn Attack HD - $1.99 → $.99
  • Robot Unicorn Attack: Heavy Metal Edition - $1.99 → $.99
  • Spell My Finger$.99

At this point, I’m not sure if there’s a man alive that has gone without Robot Unicorn Attack but if you, somehow, missed this title buy it immediately. No excuses, bud. It’s one of the funniest and oddly compelling titles on the App Store. Amateur Surgeon is pretty good, too, if you’re into Atlus’ Trauma Center franchise.

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July 1, 2011 at 0:15

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Gameloft Hacks Prices in 4th of July Sale

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It’s the season for savings as the US’ July 4 Independence Day celebration nears. Not to be left out of the chart-breaking action is Gameloft. As of this morning, the homage-specialists are offering a stable of some of its sharpest titles like NOVA 2 and Asphalt 6 at a mere 99 cents instead of their usual three-dollars-and-up price points. Good savings all around, though less titles that we expected.

To be frank, we’re not sure when these sales will end. Logic suggests, of course, around July 5, but it’d be wise to jump on these ASAP if any of the follow tickles you:

  • Asphalt 6: Adrenaline – $4.99 → $.99
  • Asphalt 6: Adrenaline HD - $6.99 → $.99
  • Dungeon Hunter 2 – $6.99 → $.99
  • Dungeon Hunter 2 HD – $6.99 → $.99
  • NOVA 2 – $6.99 → $.99
  • NOVA 2 HD – $6.99 →> $.99
  • Sacred Odyssey: Rise of Ayden – $6.99 → $.99
  • Shrek Kart – $4.99 → $.99
  • Shrek Kart HD – $4.99 → $.99
  • Starfront: Collision – $2.99 → $.99
  • Starfront: Collision HD – $6.99 → $.99

Out of all of these, I'd choose NOVA 2. As much as it pains me to enjoy a product that so shamelessly apes Bungie's Halo, NOVA 2 is a solid FPS title with a good sense of scale and pacing. It even controls pretty well for a genre game, which is more than what you can say about a lot of the FPS fodder on the App Store.

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July 1, 2011 at 0:15

‘Street Fighter IV Volt’ Review – At Long Last, Street Fighter Gets Online Multiplayer

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I was really excited when Capcom announced at E3 this year that their wildly successful Street Fighter IV [$4.99] for iPhone would be getting a follow up title called Street Fighter IV Volt [99¢]. I’ve been a huge Street Fighter fan for the majority of my life, and the original iPhone version is easily my favorite fighter in the App Store. It was a pretty big deal when it first released back in March of last year, not only because it was such a huge IP but also because it proved that a traditional fighting game could be done well with virtual controls. Capcom fed a steady stream of updates to Street Fighter IV over the past year which have added new characters and features to the game, keeping it on top of the iOS fighting heap.

Now with Street Fighter IV Volt, Capcom has extended the long standing Street Fighter tradition of releasing an incremental update as a new game. What you’re getting with Volt is essentially everything that was already in the first Street Fighter IV, right down to mostly identical graphics and sounds, plus a few additional features and 3 new characters – Cody, Balrog and Vega. These minor enhancements are nice, but the big selling point of Volt is the inclusion of online competitive multiplayer over WiFi, which was easily the most requested feature of the first game.

By default you are set up to accept any online challenges that might be out there. This means that if you’re running through the arcade mode you might suddenly get interrupted with a challenge from a random player online who’s searching for a match. This ensures that there should always be a pretty large pool of players to match up with when you feel like throwing down online, and it also gives it that old-school arcade feeling of having a complete stranger walk up to your arcade cabinet unexpectedly and issue a challenge. Of course, it would be hard to even make it through arcade mode with constantly being interrupted with matches, so thankfully you can easily switch the auto-acceptance on and off at will.

As for the actual experience of competing online in Street Fighter IV Volt, so far it leaves a lot to be desired. Random matches are easy enough to find even in this early stage of the game’s release, but they are usually plagued with lag and are prone to randomly disconnecting. Sometimes the online works near flawlessly, and when it does it’s absolutely brilliant. But more often than not you’ll be subjected to jittery animations and momentary freezes that can really disrupt the flow of a game.

Even with the lag matches can still end up being a ton of fun, but it’s hard realistically gauge either players’ actual skill level when playing under those conditions. I’m hoping things will smooth out as more players pick up the game and jump online, but currently it’s hard to consider it anything more than just a novelty rather than a serious competitive online experience.

One pretty interesting new aspect to Street Fighter IV Volt is something called Wandering Warrior. This mode has you creating an avatar for your multiplayer profile which can be leveled up and upgraded in an almost RPG-like fashion. Then, while you’re facing an opponent in an online or local multiplayer match, your avatar will square up against your opponent’s avatar and they’ll duke it out as well. Special points are earned during multiplayer matches which can be put towards upgrading your avatar and unlocking new icons and badges which grant new abilities and enhancements. It’s a pretty cool little meta game that’s a fun side distraction to throwing down against people in multiplayer.

Despite its spotty online performance and content that is heavily recycled from the first game, Street Fighter IV Volt improves on what was already a successful formula and is the definitive version to own on the App Store. If you aren’t very interested in its online multiplayer or the 3 new characters, then you may be fine just skipping Volt and sticking with the original for getting your quick Street Fighter fixes on the go.

The one wrinkle to this advice is the fact that Capcom is currently running an introductory sale for Street Fighter IV Volt. It launched for just 99¢, and the price will increase by a dollar each day for the next several days before hitting its regular price of $6.99. Even if you already own the first game and the new features don’t totally interest you, I’d still suggest picking up Volt if you can snag for just a dollar or two. It may be a bit harder to justify the upgrade when it hits full price, however.

Street Fighter IV Volt is mostly just more of the same, but that’s not such a bad thing since the original release was so good. The highly anticipated online multiplayer isn’t quite up to par technically, but it can still provide some pretty entertaining moments. Hopefully the online performance can be improved over time, as there is plenty of potential for one of the best multiplayer experiences on the App Store.

App Store Link: STREET FIGHTER IV Volt, $0.99
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July 1, 2011 at 0:15

‘Gun Bros’ Gets Online Co-Op And New Challenges In Update

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Glu Mobile’s Gun Bros [Free] now has even more features, including a real-time co-op element that’s sure to tickle fans of the F2P dual-stick shooter.

Available this morning, the update adds “BRO-OP,” the long-awaited co-op compliment to the game that, before, had to lean on imported AI copies of friends. The mode supports play over 3G and Wi-Fi, by the way, so all your bases should be covered.

In a cool twist, Glu has also added in voice chat to mix, which should go a long way in the coordination efforts between you and your partner.

Combat has received some attention with this update as well. At the top end, the game can now boast about having a better, more fluid auto-aim system. More importantly, it can also scream that it supports even more guns and armor. The new stuff looks just as crazy as everything else in the game. As a side-note, I'm totally stoked for that “Diabolical” set — check out those bat wings! Killer!

For the jaded among the Gun Bros crowd, Glu Mobile has also laced this update with an important new feature, Daily BRO-OP challenges. Upon completion, you’ll be rewarded with extra in-game cash, which should stave off the desire to actually buy stuff with real money to some extent.

Looking good, right? I’ll have to jump into Gun Bros again. Oh! And check out our message board thread on this update if connecting with someone is enticing to you.

App Store Link: Gun Bros, Free (Universal)
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June 30, 2011 at 20:15

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‘Game Dev Story’ Goes On Sale

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Kairosoft’s Game Dev Story [$1.99 / Lite] is now cheaper than what it was. For a limited time, and in celebration of the release of Pocket Academy [$3.99 / Lite], the quirky simulation game that puts you in the shoes of producer, administrator, and game developer is $1.99. That’s a 50 percent savings from the regular price of $3.99.

If you listen to our podcast, you know that I’m a ridiculously huge fan of GDS. If I could, I’d erect a statue in its name in front of my apartment complex and praise it each morning before I start work or make some coffee. It’s good in all the right ways and has a level of depth and cunning that few simulation games, especially on this platform, tend to have.

Our review, of course, is glowing if you’re interested in a… critical dissection of the title instead of my lunatic ramblings in a news article.

In other news, but not-so-recent news, GDS has received a few updates since it’s initial release. For example, it now supports Game Center and its leaderboards functionality. You can also now switch the language back and forth between it's native language Japanese and the English translation, which might actually prove to be helpful considering that some of the translation work is shaky at best.

Pocket Academy, by the way, is another excellent Kairosoft simulation, combining the same quirk from GDS, except applied to a school.

App Store Links:
    Game Dev Story, $1.99
    Game Dev Story Lite, Free
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June 30, 2011 at 20:15

‘Push-Cars’ Review – Hit the Road, Sparky

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Push-Cars [$0.99 / HD] is a puzzle game with a conscience. Like a pint-sized version of Pixar's Cars, you've got a bunch of anthropomorphic cars to handle. There's the eco-friendly ones like Sparky, the slow but green electric, and there's the gas guzzlers like Sixteen. Your job is to smash those gas guzzlers to bits while helping the others slip out of town.

It's not a complicated job. You're presented with a overhead city block, stylized and designed from real maps of American cities. The cars are positioned on the road, and all you can do is tap to rotate them. They can only go straight, and will drive until they hit something. Once you find a solution that will let the good cars escape and smash the bad cars into each other, a building or a dead end, hit the gas and it all plays out.

It sounds pretty straightforward (and maybe a touch heavy-handed), but in practice it's a lot of fun. The early puzzles are simple, but as more cars are introduced there are more elements to handle. The cars travel at different speeds, so lining them up to intersect each others paths can be tricky. Some can take off-road routes, others can leap over a single car or crush opposition beneath them. By the time you've met all the cars, you'll be faced with some major challenges. Even physics come in to play on some levels.

And that's just the first half of the game. Push-Cars includes 90 levels (all of which can be unlocked by playing through them, or you can pay to unlock them all). The first 45 take you across the country, visiting landmarks in New York, Vegas, San Fransisco and more. Once you make it through those levels, you head back to the start. There you'll find new levels that mix all the game's cars in on repeated maps. The difficulty curve isn't always consistent, but you'll find the later levels increasingly more challenging.

If the difficulty is too much, there's an in-game hint system that will show you the correct positioning of two of your incorrectly positioned cars. This is a big help, but there's a catch – the game only gives you and handful of hints to start, and rewards a few more throughout the game. Need more help? You can buy a pack of 10 hints for a buck. I might be dating myself here, but this gave me flashbacks to those old 1-900 video game tip lines. On the other hand, every puzzle is solvable without hints, and there's no downside to taking a trial-and-error approach, so I can't say this bothers me much.

Push-Cars' stylized maps add a lot of charm. You get a sense of looking down at the actual cities, but they fit in nicely with the game's cartoonish art. There are a few less-charming features. I wasn't big on the game's music, and toggled it off pretty quickly. It has a rather unique theme that's got to be an acquired taste. The menus are also unnecessarily complicated. Finally, on small devices it can be a challenge to tap buttons or cars that are too close to one another.

That's just the small stuff, though. On the whole, I'm quite happy with Push-Cars. I've still got a few Game Center achievements to pick up, but I'm rocking the leaderboards and I've devoured the puzzles. They're just the right mix of sadistic and fair. The developer's taking feedback on our forums if you have an opinion to share, and a lot of our users seem happy with the game so far. So why not give it a ride?

App Store Links:
    Push-Cars, $0.99
    Push-Cars HD, $1.99 (iPad Only)
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June 30, 2011 at 12:15

OnLive CEO Found Guilty of Breaking Shannon’s Law

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Before I begin, I'm just going to pat myself on the back for this marvelously sensational sounding yet entirely appropriate headline. Alright, with that out of the way– OnLive CEO Steve Perlman is back to his old tricks of blowing minds and unveiling technology that is all too easy to dismiss as vaporware, impossible, and all the other things that got thrown around when OnLive was first revealed. To make this a little easier to digest, let's back things up a bit and discuss exactly what Shannon's Law is all about. If you've ever been at a concert, sporting event, convention, or any other densely populated area and haven't been able to use your phone, you've already experienced it first hand. Shannon's Law (or the Shannon–Hartley theorem) has to do with the maximum amount of error-free data that can be transmitted wirelessly, which is why you can't Rick Roll your buddy at a football game, place a call in New York City, and other common problems that have just become normal in the world of cell phones– Particularly as smartphones become more prevalent.

Dealing with the huge amount of data that smartphones use has turned into a massive problem for cellular carriers worldwide, but the latest breakthrough from Rearden Companies might change all that. They've made brand new radios that don't work anything like existing radios, and starting from the ground up have come up with a way to utilize the wireless spectrum in a way that isn't limited by Shannon's Law at all. With their earliest iterations of this technology they've been able to reach ten times what Shannon's Law says is possible. They also don't yet know the limit of just what they can do, but they know they can do "at least 100 times" what current cellular technology is doing in the same spectrum with 1ms latency at a few miles and 2ms latency at 30 miles.

Things get even crazier, though. Naturally you'd expect this new wireless technology to be both massive in size and complexity, but according to Perlman the radios are actually much simpler with a single antenna and use much less processing that's even taking place in current cell phones. That 30 miles mentioned before? That's not only beyond the curvature of the earth, it's also farther than a television station will transmit. Speaking theoretically, they expect to be able to reach 250 miles and the only reason they're even citing the 30 mile number is because of the time limitation of driving back and forth from test stations.

Perlman notes that the implications of this technology are "profound," and it's hard to disagree. Shannon's Law and the very real world limitations that we've all experienced using our cell phones is a serious issue for wireless engineers desperate to expand capacity to support the growing number of data-sucking smartphones in the wild. Beyond that though, with the latencies they're able to attain as well as the transmit distance, this could completely change the face of broadband in the world which has historically always been plagued by the last mile.

Aside from that, speaking specifically from a mobile gaming perspective, the massive decrease in latency would make twitch-based games completely playable without gobs of predictive netcode to compensate for massive ping times via current cellular networks. It's not hard to go wild speculating all the benefits this new technology could provide.

I know it's easy to dismiss all of this as impossible, wizardry, witchcraft, black magic, technobabble, or whatever other way you'd like to describe it. Consider this though: When OnLive was unveiled it wasn't entirely uncommon to see editorials like this one citing all the reasons why OnLive couldn't possibly work. But it does work. OnLive has been online and fully operational for over a year now. I've played games to completion using the service without issue, and the recent addition of the Micro Console to my household has made gaming with OnLive even better.

Specific details on how all this works are yet to be released, and it's hard to say how long it will take this initial unveiling to turn into an actual real-world product… But, the future looks bright and I'm overjoyed to have people like Steve Perlman in this world.

[via Engadget]

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June 30, 2011 at 4:15