Archive for the ‘game’ tag
‘Who’s That Flying!?’ Review – Another PSP Mini Heads to the App Store
Sony’s half-hearted effort to get into the low-cost digital downloads space with the PSP Minis initiative has been disastrous. Its lead platform has been floundering at retail, and I’ve heard from several sources that its support structure is hobbled. That blows for everyone involved, but there is reason to celebrate Minis: good games have, in fact, made it to release. One of those being the ostentatious 2D, shoot-‘em-up called “Who’s That Flying!?” [.99]
Like Flying Hamster [$2.99 / HD] before it, Who’s That Flying!? has been ported to iOS devices and given a cleaner, larger look as well as natural-feeling touch controls. I missed out on the initial release of WTF, but I don’t feel like I did — this port is so sharp that I mistook it for being a native game. That’s really important to me as I become increasingly grumpier about a studio’s effort in this arena. If it’s not tight, get it out of my face, you know?
WTF begins with a trial — not of the tribulations variety, either. Think “Law and Order.” In Space. You’re Earth, one of the nine total super heroes charged with protecting its respective planet in the solar system. You’re in trouble because monsters have appeared on your planet, and the actual game-part of WTF unfolds as you illuminate this cape-clad jury.
As with most shooters, WTF is straight-forward: Earth flies and can shoot bullets out of his arm, which comes in quite handy when he’s confronted against waves and waves of inky monsters that move in elaborate patterns across the screen. Each level takes place in a Earth city broken up into three different stages, the third of which has a boss that dwarfs but jives with the themes presented.
What I really dig about it isn’t so much the action as it is the lack of punishment. If a monster happens to crawl across the screen, a single health pip out is deducted from the city Earth is protecting at the time, meaning there’s a lot of room to mess up, recoup, and get back into the WTF’s frantic groove of evading and shooting.
Also, Earth doesn’t have a health meter; when he’s hit with an enemy projectile, it simply stuns him and pulls him out of the action for a second or two. Being stunned, then, is an issue, of course — you can’t kill guys when you’re woozy, but it’s not a deal breaker.
Not to be dismissive, but there is a lot on action front there to like. There’s a simple, satisfying sort of strategy that goes into choosing appropriate targets and a lot of the larger enemies requires a good deal of dexterity to avoid their acid spit or frontal attacks. Plus, there’s a cool God of War-like mechanic in the game with the mid-level monsters; when you bottom out their health, you need to do a melee-based move that also wipes out a good portion of the enemies on the screen as well.
You can also earn power-ups as you chain together kills. These are pretty constant, too, which really help to establish the game’s frantic, fun groove. As a guy who requires a special “thing” out of his shoot-‘em-ups, I found this mechanic in particular to be an enticing reason to keep picking the game back up.
It’s implied by the purposeful acronym of the game, but I’ll go ahead and note it anyway: WTF has a certain sense of over-the-top humor that it injects in its action, as well as its cut-scenes and loading screens. It’s tiresome the majority of times, but it’s hard not to at least smile at the attempt to throw a little personality into a standard, genre-based game.
I’m walking away from WTF with some really, really positive feelings and thoughts. I love its assortment of mechanics and systems most of all — they’re tuned for guys like me who want more and don’t want to be beaten over the head for small errors. But I can also get behind its multitudes of levels, it’s super bright and colorful look, and its unique enemies that do provide a level of thought, strategy, and creativity on the battlefield.
I highly suggest you check this out if you’re in the market.
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‘Spider Jack’ Review – ‘Cut the Rope’ In Reverse
Let's start by making one thing clear, Spider Jack [99¢ / HD] is Cut the Rope [99¢ / HD] reimagined slightly enough that it will appeal to the rope-cutting fans out there who've been dying for new levels, but certainly won't convert anyone who isn't a fan of physics based puzzlers. It's also impossible to get through this review without comparing them to each other every step of the way.
It's probably easiest to look at the few differences between the two games first before moving onto the similarities. Where Cut the Rope tasks you with delivering a piece of candy to little Om Nom's mouth, Spider Jack wants you to deliver Jack the spider to his dinner. To do this you'll be spinning you spider web out to knobs, using physics to swing around and eventually cutting the web to capture your dinner. The main difference is that you have to create the ropes before they're cut here. Other than that, you'll find a remarkably similar experience.
Spider Jack's commonalities with Cut the Rope don't just lay in its gameplay. The visuals are remarkably close, albeit not nearly as polished and the music is the same, quirky and upbeat style. There are also differently themed rooms where you're tasked with completing puzzles by grabbing up to three stars scattered across the level. Before anyone cries out that it's a clone, consider that Chillingo published both games, so clearly someone out there seemed to think the differences were strong enough, or maybe just didn't care if they weren't.
Unfortunately, the one thing the two don't share is solid level design. Cut the Rope was imaginative and capable of introducing new techniques to keep the game interesting. Spider Jack's 75 levels are considerably easier, which for anyone who struggled with Cut the Rope might be good news, but if you've already three-starred everything and are looking for more, you'll be able to blaze through Spider Jack in around an hour with little trouble. That's partially due to the lack of multi-touch puzzles — no two-finger swipes are necessary here and that alone makes it a considerably easier experience. Of course, in Chillingo style, more levels are supposedly incoming shortly.
If you played Cut the Rope, you're not going to be surprised by the puzzle variety. Blowing air, electricity, timers, portals — they're all here. The tutorial portions are nearly identical too. That said, it has some annoyances with its mechanics. Since you're controlling a spider and not a falling ball of candy, some puzzles rely on you climbing up the web, but Jack moves so slowly and unpredictably it's harder than it needs to be to get your timing right and it ends up feeling like luck more than skill when you do.
For those looking to show off their skills, there is full Game Center and Crystal support as well as the ability to gift levels to friends. This means you'll be able to unlock five levels per stage for your friends if you're in the giving mood.
All this is to say that Spider Jack does get the job done and if you find yourself itching for more slicing, cutting physics-based games, it won't be a disappointment. The final chapter introduces the portal mechanic and even though it's similar to Portal and Cut the Rope's magic-hats, it's probably the strongest part of the game. Hopefully in future updates MaxNick will take the unique portions and expand on them to create something wholly their own.
Spider Jack, $0.99
Spider Jack Lite, Free
Spider Jack HD, $1.99 (iPad Only)
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‘Laser Dolphin’ Review – It’s About A Dolphin With A Laser On Its Back
Laser Dolphin [.99 / HD] is a criminally under-produced game plagued by issues that wouldn’t be permissible if Laser Dolphin was anything else but a mindlessly fun game about a dolphin with a laser gun strapped to its back.
It’s obvious that Laser Dolphin is a game built on a tight budget or the end product of a rookie game development team. Its animations are stiff, while the story presentation is even stiffer; the assets are endlessly regurgitated, the level design is haphazard, and the action is loose, unpolished, and lacking substance, control, and refinement.
But, again, this is a game about dolphins with laser beams on their heads, meaning that you control a dolphin with a gun attached to its spine. I can’t quit pushing this point because it’s the sole reason why I keep being drawn back to Laser Dolphin and see it in a positive light. It embraces its humorous title in both style and tone, and expresses these two defining characteristics with its mechanics.
Presented in 2D, Laser Dolphin puts you in control of a dolphin in search of an undersea void that leads to the next area and then the next. The hook is within the gun strapped to its head, which can, of course, be powered up with a variety of explosive-laced pick-ups that dot the game’s minimalistic landscapes.
With a flick of a virtual stick, you can rotate and move the dolphin wherever the level’s borders allow you. A troubled physics engine gives you a measure of momentum as you progress, which in turn, can give you the speed needed to hop out of the ocean for tricks or even traversal when the waves meet the horizon.
While moving, you can also shoot lasers with taps from your opposite hand, which makes Laser Dolphin something of a dual-stick shooter, minus a true second stick. This is where the game suffers. Often Laser Dolphin isn’t quick to understand your secondary input, so it’s hard to shoot and move at the same time — a requirement, I should add.
In the worst cases, the dolphin will refuse to turn towards where you want it to shoot. In the best of cases, you’ll fumble with the movement stick while your right hand hovers over all the game’s action, obscuring the field of view.
And it’s important to see a level; each one is laced with enemies, most of which shoot back at your dolphin.
The good news is, I suppose, that your health meter is rather generous and the game doesn’t require absolute enemy domination. If you’re good at moving, you can simply push through the groupings of vicious sharks, spore-spitting flora, and rocket-equipped fish and bomb-dropping pelicans.
Of course, pretending that the enemies don’t exist isn’t the most satisfactory way to play through the game. If anything, these monsters are the expression of the game’s over-the-top style and tone, and as the laser-equipped dolphin, you want to be able to destroy them with your lasers, bullets, and rockets. That’s kind of what’s promised. And when the game is cooperating and you’re hitting on all cylinders, it does feel great. Just don’t go into it expecting perfection or polish — you’ll get neither.
Laser Dolphin tries to conjure Adult Swim’s Robot Unicorn Attack [.99 / HD]. The hilarious titling and embracing of the laser dolphin vision is definitely its strongest hooks, just like Robot Unicorn Attack’s are its unicorn and jumping, but Laser Dolphin is missing some key components that could make it truly, truly good. As it is, it’s unpolished, dull in places, and the action doesn’t feel right.
But… dude, it has a dolphin with a laser strapped to its back.
I know! Anyway, give this a spin if you're looking for some mindless fun. If you require complexity or depth, or solid mechanics, this definitely won't be up your alley. As a side note, steer clear of the "HD" version, it upscales poorly.
Laser Dolphin HD, $3.99 (iPad Only)
Laser Dolphin, $0.99
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Video of ‘The First Attempt’ – A Mysterious Game Developed with Unreal Engine
It seems like any time I hear of a new iOS game being built with the Unreal Engine development kit, I’m immediately interested. Such is the case with The First Attempt from Turkish developer . They recently released a video of their upcoming game and, despite not having any idea what type of game it is, the video has piqued my curiosity.
Take a look for yourself at the video for The First Attempt, which shows some character renders, some vague story description, and some fly-throughs of a few of the levels:
Unfortunately, there is no other information about the game, and the developer’s and don't offer many clues either, though they do have additional screenshots if you're interested. My best guess is that The First Attempt will be some sort of first-person shooter, as the level designs appear to be laid out like a single-player campaign of a typical FPS. It’s really anybody’s guess, though, and there is plenty of speculation going on .
The video states that The First Attempt is set to launch sometime this month, and we’ll bring you any new information on this title as we get it.
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First Update to ‘Angry Birds Rio’ is a Day at the Beach
Back in March released Angry Birds Rio, a version of their incredibly popular bird-themed physics game Angry Birds that tied into the also bird-themed movie Rio.
Normally movie tie-in games aren’t very good, but we were pleasantly surprised with Angry Birds Rio in our review, even awarding the game 5 stars. More than just a Rio re-skin of the original game, it actually contained a few new elements and improvements that made it almost feel like a full-fledged sequel.
In following with Rovio’s practice of adding plenty of new levels to the original Angry Birds and Angry Birds Seasons, they have released a trailer for the first update that is set to hit for Angry Birds Rio, subtitled “Beach Volleyball":
Rovio has stated that this new update is set to hit sometime this week. If you’ve been enjoying Angry Birds Rio as much as we have, then keep your eyes peeled for an App Store update badge these next few days to check out the new Beach Volleyball levels.
Angry Birds Rio, $0.99
Angry Birds Rio Free, Free
Angry Birds Rio HD, $2.99 (iPad Only)
Angry Birds Rio HD Free, Free (iPad Only)
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First Trailer for ‘Deadlock’ – An Upcoming Dual-Stick Shooter with Online Multiplayer
Earlier this week we took a look at the upcoming multiplayer dual-stick shooter Deadlock from and , and today we have the first trailer which shows the game in action. Deadlock will feature matches that can be played with up to 8 players online using Game Center in modes such as Deathmatch, Team Deathmatch, and Capture & Hold.
In addition, there will be a fairly extensive upgrading system for your player. The 30 different weapons in the game will have various unlockable attachments which can alter their performance, and your character can equip armor pieces that offer different attributes and abilities. Many of these items and weapons will unlock as you achieve the 30 available ranks in the game through play.
Take a look at the first teaser trailer for Deadlock, which actually is quite a tease but does show off a good bit of gameplay:
Crescent Moon and Invulse are aiming to have Deadlock out by late June, and based on my time with a preview version of the game it’s definitely one to keep your eye out for if you enjoy dual-stick shooters and competitive online play. There’s in our forums where both developers have been chiming in with additional details, and we’ll have more on Deadlock as it nears its release sometime next month.
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iPad Native ‘Legendary Wars HD’ Launches for 99¢, iPhone Version Temporarily Free

One of the strongest entries in an overcrowded castle defense genre is ’ Legendary Wars [Free]. We reviewed Legendary Wars back when it launched during Macworld in January, and found it to be highly enjoyable due to the variety of gameplay types, interesting upgradeable abilities, and wonderful artwork. Liv Games didn’t stop there, either, and offered up a substantial update to the game in March that added Retina Display support, Game Center integration, and a number of other enhancements and optimizations.
Legendary Wars is a game that seems like it would lend itself very well to the larger screen of the iPad, and indeed have been enjoying the game a lot just playing on the iPad in 2x pixel doubled mode. There’s no need for that anymore, however, as the iPad native Legendary Wars HD [99¢] is now available. It's essentially the same exact game content-wise, but the bigger screen allows more of the battlefield to be shown, requiring less scrolling and giving you a better view for planning your strategy.
Legendary Wars HD looks and plays wonderfully with a properly formatted screen and native resolution graphics for the iPad. As a special launch promotion, and as a bonus for current owners of the game who may want to double dip with the iPad version, Legendary Wars HD can be purchased for just 99¢ through the weekend. Plus, if you don't already have the iPhone/iPod touch version, you can currently pick that up for free this weekend as well. It goes without saying that you should definitely give the regular version a download while free, and if you own an iPad then Legendary Wars HD is an easy recommendation at the launch price of 99¢.
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‘Pulse: Volume One’ for iPad Review – A Rhythm Game to Lose Yourself In
Pulse: Volume One [] is a new iPad-exclusive game by , the developers who created the award-winning Auditorium [Free]. Like Auditorium, Pulse is a simple and elegant music game. This time around, Cipher Prime has moved away from puzzles and into the rhythm game genre.
Pulse is an immersive experience right from the start. Even in the tutorial, the game provides no external feedback. You can learn by experimentation, noting what works and what doesn't with the game's visuals to guide you. You're presented with a series of concentric circles and a musical beat. Glowing rings pulse outwards from the center in time with the music, and dots appear with the beat. Tap the dots as they're hit by the pulse and you'll be rewarded with explosive visuals and the next musical note.

Hit them too soon or too late, and that note is marred with dissonant noise, and the color and beauty leech out of the game. Played successfully, Pulse is a visually exciting experience. Birds and butterflies fly from under your fingertips with each successful tap, and colors light up the screen. It's a game that really shows off the elegance of the iPad's touch interface, an impressive feat for the developer's first time self-publishing on iOS.
Pulse includes eight levels that showcase original music composed by the Cipher Prime team. The music is atmospheric, and ranges from slow ambient tracks to upbeat electronica. As the music gets faster the game gets more difficult, and you'll need to use both your hands and have incredibly nimble fingers to keep up with some of the later tracks. Getting 100% on each level is a challenge, but the music is enjoyable enough to stay fresh through repeat plays.
Unfortunately, eight tracks are all that the game currently has to offer. In total, a single play-through of all the tracks makes up less than twenty minutes of play time. The game doesn't include leaderboards, achievements, or any other way to share your progress, so once you're satisfied with your performance, you're done. That's not great news, but Cipher Prime has at least six months of regular free updates planned, with original music that will showcase independent musicians from Philadelphia. It's also taking music submissions on its website. Upcoming content includes songs from an eclectic mix of genres, including chip-tune, nerdcore and death metal, so there should be plenty to look forward to if you decide to jump in now.
Ultimately, if you're looking for strong gameplay hooks and replayability, Pulse:Volume One won't hit those notes for you. But if you're interested in elegant rhythm gameplay and an immersive audio-visual experience, you'll find lots to enjoy.
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‘Imaginary Range’ Review – 50% Game, 50% Comic Book, 100% Awesome
They say the best things in life are free, and that's especially true if you enjoy comic books and you've also downloaded the latest offering from Squeenix. Imaginary Range [Free] is a graphic novel/game published by , and developed by , known for on the Nintendo DS.
Imaginary Range isn't your typical game, in fact it's not much of a game at all, it's more of a comic book with mini-games interspersed between the pages. While the main attraction here is the comic, the mini-games really help you feel like you're playing a part in progressing the story along, mainly because you can't read on until you finish whatever challenge comes up. The games range from your simple slide puzzles, to line drawing games like Flight Controlwhere you guide missiles towards your enemy. While the games are fairly simple, they are marvelously executed and really tie into the story well.
The real stand out here is the comic book itself. The art is simply beautiful, and the presentation of each scene is absolutely stunning. The story is a fantastic read, and all of the sound and music that accompanies Imaginary Range makes you realize just how much power iOS devices could have in advancing the graphic novel format.
Once you read through the comic's 53 pages you'll unlock the included mini-games to be played at your leisure. Also, you have the ability to use the coins you earned in the game to purchase some character art through scratch-off games.
Always skeptical of the free apps I was a little unsure of whether or not Imaginary Range would have much to offer, but I was pleasantly surprised. The mini-games could have had a little more variety, depth, and/or difficulty, but the plot and presentation is the focus here and it's great. If you're a comic fan, don't miss Imaginary Range. Even if you don't like comics, it's still interesting to check out Square pushing the format further.
It will be interesting to see what comes of Imaginary Range in the future. It's not much of a leap to speculate that Squeenix might be releasing this to give us a taste, then either sell additional "issues" either as separate apps or in-app purchase. I'm down for either.
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‘Foodies’ Review – An Entertaining Arcade Game with a Unique Control Mechanic
As happy as it makes me to see how far the iOS platform has come in adapting to more traditional gaming tropes, there’s really nothing I love more than coming across a game that utilizes controls and mechanics that feel completely organic to the touch screen. Such is the case of Foodies [99¢], the first iOS game from indie developer and one that I had never even heard of before until it popped up in the App Store just a few hours ago.
Foodies is a story of two squishy, uh, creature… things named Sam and Pam. They are madly in love and Sam proposes marriage to Pam, but there’s a problem. Pam likes a man with some meat on his bones (if these things have bones, that is), and she has given Sam one week to gain some weight before she’ll agree to get married. All that’s left for Sam to do now is eat everything in sight.
The unique control mechanic in Foodies is a big part of what I like so much about the game. Placing two thumbs on the screen will create a line in between them. Sam will drop into a level from the top of the screen and you’ll use this created line to bounce and push him around each level, collecting the various types of food and avoiding hazards.

The 80 levels in Foodies are also very creative. Some have you simply collecting all the food on the screen, sometimes with a time limit or only a certain number of bounces to accomplish the task. Other levels require only collecting certain kinds of food (like healthy stuff) while avoiding the rest (like junk food). Oftentimes there are obstacles to deal with too, like buzz saws that will kill you or barriers that must be bashed into several times to get past them.
Foodies also contains the ever-important 3 star rating system for each level, though in this case it’s actually a 3 candles on a cake rating system. You’re scored on the treats that you munch during a level, how long it takes you to complete it, and how many bounces you needed.
This brings me to my one problem with Foodies, and that is that it seems incredibly difficult to earn 3 candles for many of the levels. I’ll feel like I completed one as quickly and efficiently as possible, but when my score is tallied up I’ve barely earned enough for 1 or maybe 2 candles. This isn’t a huge issue and it’s possible there’s some aspect to the scoring that I’m missing, but it’s really the only thing in the game that had me scratching my head.
Check out this extensive video from the developer that gives a taste of the mechanics and many of the level types in Foodies (actual gameplay starts at 1:29):
Besides the tiny scoring quibble, Foodies is an extremely entertaining game. The two-thumbed control scheme is incredibly intuitive to use, and with a bit of practice, you’ll be bouncing Sam around expertly in his quest for increased caloric intake. The 80 included levels will take some time to work through, not to mention trying to earn 3 candles for each, and they get quite challenging and complex in the latter half of the game. I’d love to see some more levels released in future updates, as well as achievements to go along with the already included Game Center leaderboard for total score.
If you’re looking for a new gaming fix that’s different from what’s already out there, plus has charming visuals and plenty of content, then definitely give Foodies a look. I was surprised by just how much I immediately enjoyed the game, and seem to be loving it as well.
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