Archive for the ‘game’ tag
The TouchArcade Show – 45 – Crystal Charge Level: MAXIMUM
This week on The TouchArcade Show, we have to force ourselves out of discussions about WrestleMania and other stupid junk in order to bring you the latest, hottest, and best in iOS. At the top, we dive into several new releases: Hunters 2, Ow My Balls XL, and Motoheroz take center stage. Later, we discuss what Baldur’s Gate for iPad means to us, and we even dabble on the ever interesting subject of why AAA publishers don’t seem to care about the App Store, and why we don’t bug them about it.
There’s much, much more, so feel free to listen if we’ve tickled your interest. You can do so via the handy-dandy links just below, or hey, subscribe to us on iTunes or Zune. We’ll love you forever if you do the latter.
iTunes Link: The TouchArcade Show
Zune Marketplace: TouchArcade.com Podcasts
RSS Feed: The TouchArcade Show
Direct Link: TouchArcadeShow-045.mp3, 42.7MB
… And here are your show notes:
GAMES
- Hunters 2 [$4.99]
- Ow My Balls XL [Free]
- Motoheroz [$.99 / HD]
JARED’S KITTY KORNER
- Kitten Sanctuary [$.99 / Lite]
JARED’S KITTY KORNER REDUX
- Drop a Cat [ Free ]
FRONT PAGE
- Sega To Release ‘PSO’ On iOS… Kinda
- Rovio Gobbles Up Futuremark Games Studio
- ‘Baldur’s Gate for iPad’ Hitting Every iPad and Maybe iPhone, Too
- ‘Dark Meadow’ Free-To-Play Finally Hits
This week’s episode Was Sponsored By Stamp Art Fever.
Stamp Art Fever, Free Stamp Art Fever by independent developer Francesco Chessari is a unique strategy game in the App Store. In the game, you are an art-stamp collector, building your virtual stamp collection by searching over 700 exclusively-designed stamps.
In Stamp Art Fever your objective is to acquire and collect artistic stamps, build up and manage your collection gallery, and trade and compete against other players from all over the world for the most valuable collection. It is not a game just for stamp lovers – if you have a collector mindset and you love art and management games, Stamp Art Fever will strike an immediate chord with you.
Stamp Art Fever for the iPhone, iPod touch and iPad is available now in the App Store for FREE.
IMPORTANT EDITORIAL NOTE: Eli will be going to Medieval Times on Saturday, not Sunday. We are sorry for any confusion this mix up may have caused.
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‘Final Freeway 2R’ Review – The ‘OutRun’ Homage that We’ve Been Waiting For
Way back in the summer of 2010 (wow, where does the time go?), I was very pleasantly surprised with ’s Final Freeway [Free], an homage to Sega’s classic OutRun arcade racer. You could tell straightaway that there was plenty of love put into Final Freeway by somebody who absolutely adored the source material, and unsurprisingly this love translated into fun gameplay for those craving an on-the-go OutRun-alike.
While we praised Final Freeway in our review, it was missing a couple of core components that make an OutRun game, well, OutRunny. First was a lack of branching paths when you reached the end of a track segment, which normally would allow you to choose your own path to the end of the race. Instead Final Freeway was just a straight shot through its 6 environments.
The second big thing that was missing was the ability to crash and flip your ride. Sure, this is just a visual thing that doesn’t really affect gameplay, but it can’t truly feel like an OutRun game unless you can barrel into a tree at 160mph, flip your vehicle through the air several times while the passengers are ejected, and have both the car and the people come out completely unscathed. Also, where was the pretty blonde riding shotgun? Maybe she was there, but since the car wasn’t a convertible in Final Freeway, I’ll never know for sure (these things matter).
So there you have it, Final Freeway was an awesome OutRun clone with a few minor flaws. Fast forward to earlier this month, and Oyatsukai has taken all the feedback from the original Final Freeway and put it into the sequel, Final Freeway 2R [99¢], which truly is the OutRun game we’ve been waiting for. All the things we felt were missing from the first game? Those are in Final Freeway 2R, and it even does a couple of neat new things that really differentiates itself from OutRun while still retaining the feel of that series.
The first big thing in Final Freeway 2R is that there are now 13 different environments to race through in total. Each complete game has you racing through 5 of them, with a branching path at the end of each that lets you pick which route to take. It’s super OutRunny! Also, the graphics look a lot better this time around, with more detailed sprite work and a greater draw distance. The sense of speed in Final Freeway 2R is just ridiculous, and puts most other racers to shame. All the while it runs at a rock-solid framerate.
Of course, you can also now flip your ride in Final Freeway 2R, which as I’ve explained is incredibly crucial to the experience. You get a convertible faux Ferrari this time too, so you can actually see your blonde lady friend sitting in the passenger seat. In a cool twist over the original, you can now choose from 3 different drivers in Final Freeway 2R, each with their own set of stats. One of these drivers actually is the blonde cutie, and when you pick her one of the other fellas ends up riding shotgun. Equality!
One other interesting change from OutRun is now you actually have a rival of sorts shadowing you through each environment as you race towards the end goal. If you manage to reach the end of a track segment before he does you’ll get an additional bonus. It’s not integral to the overall experience, but it does add a nice bit of extra motivation to actually have an opponent to race against rather than merely trying to beat the clock.
Overall, Final Freeway 2R is a huge improvement over the original, and I just can’t believe how hooked I’ve been on it since it came out. It’s just pure, simplistic, fast-paced, arcade racing fun. If you’re not really an original OutRun fan but are curious if this sort of gameplay is your thing, then for today only you can grab the first Final Freeway for free to see how it grabs you. If you like that, then just know that Final Freeway 2R improves on everything from the first and will set you back just a buck.
TouchArcade Rating: 
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Kerosene Games Answers the Question of "What the Heck Happened to ‘Bladeslinger’?"
If you’re anything like my roommate who asks me multiple times a week, “Whatever happened to that western-themed Infinity Blade?” …We now have an answer. Well, sort of. The “western-themed Infinity Blade” in question, if you weren’t around for its original reveal back in September of last year is Bladeslinger. Maybe the trailer will jog your memory:
It was originally slated for release in Q4 2011, which, for any of you playing along at home, has already passed. Communication with LumaArcade and excited players went dark, leaving the abandoned by anyone other than random people bumping it. The good news is that a representative from Kerosene Games (Bladeslinger’s publisher) recently in that very same thread.
Here’s the cliffsnotes: The game has since become bigger and longer, and they’re doing some ultra-cutting edge stuff with Unity. A specific example cited was dynamic shadows on everything, which Infinity Blade II doesn’t even do. Good news for the anti-rails crew, the game itself isn’t on rails at all. Launch plans are still a little wishy washy, but they’re currently shooting for a May release.
The iPhone 4S, as well as the new iPad and iPad 2 will definitely be supported, and it sounds like they’re not making any promises but have their fingers crossed for iPhone 4 and O.G. iPad support.
So, there, that’s what happened to “that western-themed Infinity Blade.”
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Kerosine Games Answers the Question of "What the Heck Happened to ‘Bladeslinger’?"
If you’re anything like my roommate who asks me multiple times a week, “Whatever happened to that western-themed Infinity Blade?” …We now have an answer. Well, sort of. The “western-themed Infinity Blade” in question, if you weren’t around for its original reveal back in September of last year is Bladeslinger. Maybe the trailer will jog your memory:
It was originally slated for release in Q4 2011, which, for any of you playing along at home, has already passed. Communication with LumaArcade and excited players went dark, leaving the abandoned by anyone other than random people bumping it. The good news is that a representative from Kerosine Games (Bladeslinger’s publisher) recently in that very same thread.
Here’s the cliffsnotes: The game has since become bigger and longer, and they’re doing some ultra-cutting edge stuff with Unity. A specific example cited was dynamic shadows on everything, which Infinity Blade II doesn’t even do. Good news for the anti-rails crew, the game itself isn’t on rails at all. Launch plans are still a little wishy washy, but they’re currently shooting for a May release.
The iPhone 4S, as well as the new iPad and iPad 2 will definitely be supported, and it sounds like they’re not making any promises but have their fingers crossed for iPhone 4 and O.G. iPad support.
So, there, that’s what happened to “that western-themed Infinity Blade.”
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Minecraft Explorer Is Now An Official ‘Minecraft’ Companion App
The App Store is a great place to find seedy Minecraft apps. It’s also the best place to find the official Minecraft companion app. Studio 57Digital LLC’s Minecraft Explorer [$.99 / Free] now has the support of Mojang, which makes it a much more stomach-able buy. You can do a lot of awesome stuff with this, by the way, as it functions like an Internet wiki. From the app, you can browse all of the game’s item, enchantment, and crafting recipes, favorite items and server listings, view enemy information, and even watch videos.
… And now you can do more. Specifically, with this latest update, you can now share your character skins and design new ones. It’s also considerably less buggy, if the long list of fixes is to be believed.
Mojang managing director Carl Manneh earlier today and it’s proving to be a cool tool. We’re thinking that it’ll be doubly useful for the impending Xbox Live Arcade version of the game, since dual-fisting a laptop and an Xbox 360 controller can be pretty rough. Check it out.
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Fabrication Games Gets Rolled Into the King.com Katamari
We don’t normally dabble in business-centric news. Let’s be honest, buyouts are rarely interesting, and lately they all seem to have to do with the free to play world which is often even less interesting. With that caveat, here’s a recent buyout that might be interesting, mostly because Fabrication Games has made actual games (and great ones at that). We’ve actually reviewed quite a few of them.
Fabrication is responsible for the steampunk racer Ionocraft Racing, a slick little augmented reality game called Piclings, the retro platformer Niko, the absolutely fabulous casual puzzler Sprinkle among other titles. Oh, and when we met with them at GDC, they’ve got some even cooler stuff on deck.
Co-Founder Tommy Palm explained to me this morning that his acquisition should hopefully give the Fabrication Games team the resources to take these sort of games even further with the development budgets afforded by having access to the comparably deeper pockets of . So, potentially games of the quality level of Sprinkle with even bigger budgets?
Where do I sign up?
Also, if you haven’t yet, mash some of those links up there and check out some of the games they’ve released. They’re great.
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‘Madcoaster’ Review – A Wild, Endless Ride
I’m a huge fan of rollercoasters. There’s something about the grandiose structures, raw speed and pure adrenaline that just appeal to me. Maybe that’s why I’m such a fan of Madcoaster [$0.99], an endless runner with a rollercoaster twist. Hitting all the major points for the genre, Madcoaster’s interesting premise is enough to put it ahead of other, more generic titles.
As an endless runner, Madcoaster doesn’t add too much to the genre in terms of innovation. Your rollercoaster moves from left to right on randomized tracks with the primary goal being to jump over track gaps and avoid the chasms. Meanwhile, you’ll encounter a wide variety of birds and animals sitting on the track that earn you extra points if you hit them. A few standard power-ups (such as a coin magnet, speed-up, and rollercoaster jetpack) are also occasionally placed throughout levels. There are also plenty of coins to collect, but they only add to the score and aren’t collected for anything else.
As you progress, the track layouts get more complicated and the rollercoaster (obviously) speeds up. Eventually, the game will end once you lose all your lives, with the game scoring you based on total distance traveled and total points (with leaderboards for both, respectively).
In addition to the standard score chase, Madcoaster also offers a leveling mechanic based on objectives. As you hit all the level’s goals, your rollercoaster gets a visual overhaul and the raw score multiplier goes up. Being able to permanently raise your score multiplier is an interesting feature, but it does take away some score parity and penalizes score chasers that don’t focus on objectives.
Visuals are cartoony and vibrant, and look great on a retina-iPhone. There’s no retina support yet for the new iPad, but Madcoaster looks fine regardless. While gameplay on both device sizes works well, I did find the iPhone screen to be a bit more cluttered with information than the iPad.
As a rollercoaster-themed endless runner, you’d expect the framerate to be fast and smooth and for the most part Madcoaster doesn’t disappoint. The game does a great job with its sense of speed, especially in the latter portions of a run. I did encounter some minor slowdown on a current generation iPod touch, but for current iPhones and iPads, I encountered no problems.
One area that Madcoaster does well is its colorful and varied backdrops. Every 1000m the rollercoaster enters a cave that serves as a gateway to a new location. Environments include a Halloween-themed twilight grounds, the innards of a volcano, deep within a jungle and even the pyramids of Egypt. Each region also has its own music as well as unique animals and birds, which become important with later objectives.
While the variety goes a way towards addressing the inevitable monotony of some endless runners, not every environment is created equal. Each location has foreground flora and fauna with some actually blocking the bottom rails, making it a bit difficult to time jumps and landings if you’re close to the bottom of the screen. Some may consider it a challenge, while others may find it simply frustrating. Another minor complaint is that some locations are locked behind IAP. However, considering that you can eventually unlock all IAP with a good enough run, I don’t think it’s that big of a deal.
As mentioned above, Madcoaster doesn’t stray too far from the endless runner formula, but it does do a good job executing most of the elements we love in the genre. Combine this with the rollercoaster motif and decent visuals and there’s little reason for you not to at least check it out. Madcoaster may not have the lasting power of a Jetpack Joyride, but there’s still plenty here for an enjoyable ride.
TouchArcade Rating: 
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‘Light the Flower’ Review – This Puzzler Will Leave You Beaming
A new Chillingo puzzle game? You don’t say. Well, if there’s one thing we can expect from Chillingo, it’s a certain level of quality that all of their games exhibit. They may not blow us out of the water, but what they give us is normally a pretty solid product. Light the Flower [$0.99] falls squarely into this category, presenting an interesting puzzler that keeps you thinking, but doesn’t present too much frustration — usually a winning formula for iOS titles.
Most iOS games have fairly simple plots, but Light the Flower is even more pared down than the usual title, which I personally like (reminds me of old school gaming, in fact). Each level consists of a room with a happy flower inside (sometimes more than one).
Your job is to bring the flower back to life by directing a beam of light from a nearby window with your finger and making sure it hits the flower. While you are doing so, you can also aim carefully to make sure that the beam of light also lights up stars that are randomly scattered around the room. The number of stars you are able to capture dictates your score at the end of each level.
In the beginning, things will be simple, but Chillingo gives us plenty more to do as the game progresses. Later levels present colored filters for you to direct your light through, which you will have to match with the color of the flower you are trying to revive. You’ll learn that mirrors you use to direct the light are double sided, so that’s to your advantage. Throwing switches and splitting beams will also become part of your strategy to move forward.
Five “houses” of rooms are available to play, each with a dozen levels hiding inside. That’s a total of sixty levels to play, which should keep you busy for some time. You can unlock the houses as you progress, or if you are feeling impatient and want to see what later levels have to offer, you can skip the effort and unlock them all by paying a $0.99 fee. If Light the Flower was a harder game, I’d say this might be worth it, but I think it’s just challenging enough to keep you playing, but not to the point where it makes you miserable to try to get further.
Light the Flower has a cheerful, cartoon-inspired look, and it does present some replayability if you want to try to snag all the stars in every level or improve your time. It’s also compatible with Crystal and Game Center, so you have achievements to aim for. I also noticed that there is an extra house with a ‘Coming Soon’ slapped on it, so apparently Chillingo is planning to release another dozen levels later down the line.
Some user reviews mentioned issues with the game crashing, but I never had the problem pop up once. Apparently, if you do, a delete and reinstall will fix it up just fine. Either way, I suspect you’ll be brightening up some poor flower’s day in no time. And people said you didn’t have a green thumb!
TouchArcade Rating: 
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Cave Announces ‘Bug Princess 2′, Hitting the App Store Next Week for $4.99
The folks at Cave certainly aren’t wasting any time when it comes to releases. Earlier this month we got HD and Universal versions of two of their strongest iOS games, and just last month they released Dodonpachi Blissful Death [$4.99/Lite], which unsurprisingly we enjoyed a lot. Today, Cave has that their next iOS title will be Bug Princess 2, a sequel to their 2004 title Mushihimesama which was brought to the App Store as Bug Princess [$4.99/Lite] last December.
Bug Princess 2 was previously released in 2009 as an enhanced version for Xbox 360, under its original Japanese name Mushihimesama Futari. It’s not clear if any of those special enhancements will make their way into the iOS version, but if the release of the first Bug Princess is an indicator then Bug Princess 2 will likely be a very straightforward arcade port. Not that that’s a bad thing, or anything, especially for the introductory price of $4.99. Sounds like it’ll be Universal too, so if you just can’t get enough of Cave shooters then save up some scratch for Bug Princess 2 when it hits next week.
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Crytek Now On The App Store Thanks To ‘Fibble’
Crysis developer Crytek’s interest in iOS has been long noted, but it’s still blowing our minds that the AAA studio’s name is now on the App Store. Late the other night, and months after the release of Crysis 2 on PC, PS3 and Xbox 360, Crytek released Fibble — Flick ‘n’ Roll [$1.99 / HD] across iPhone and iPad respectively.
This is an interesting release on a couple of levels. For one, Crytek is a major player in a completely different circle, and it’s finally dipping its toes in our waters. Also, Fibble is managing to look like a Crytek game. This thing’s production values are off the charts considering what it is, which is to say, a fairly simple and cutesy puzzler. We’re giving this a good look for review, by the way, so expect that in the future. Until then, gives this teaser trailer a look… or eight.
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