Archive for the ‘game’ tag
‘Rebuild’ Universal Update To Roll In iPhone Support Tomorrow
Rebuild [$2.99] for iPhone and iPod Touch is actually happening — and soon. Tomorrow will see the debut of the post-apocalyptic strategy title on smaller devices, courtesy a big-time Universal update for the iPad versions of the game. Developer tells that the update will also roll in retina support, too.
This is easily one of our favorite strategy games on the App Store this side of Civ Rev [$6.99 / HD], and we’re stoked that a “maybe” porting scenario as of a couple of months ago has become a reality. If you haven’t read anything about Rebuild check out our review. Or just pick it up on the App Store at its sale price of $.99 starting tomorrow through this Sunday.


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Epic Issues Indie Game Dev Challenge to Remake ‘Fighting Fantasy’ Books in the Unreal Engine
We’ve just got word that Epic has teamed up with online college and game jam host for the upcoming Make Something Unreal Live event which puts four startup studios against each other to create a game using the Unreal Engine. These sort of competitions seem to happen with reasonable regularity, but what makes this one more interesting to us than most is two things: First off, all of the games will be specifically developed for the iOS platform. Secondly, Epic has licensed the Fighting Fantasy IP.
Fighting Fantasy is a series of game books which are also available on the App Store. We’ve posted about these game books in the past, and they’re really clever works of interactive fiction that work great on iOS devices. We’ve been told that the games these studios will be working on are going to be 3D adaptations to these books, and need to stay faithful to the original IP, which sounds like an interesting challenge.
The four games will be revealed on April 10th, and while I can only speculate what the quality of each of the games will be, it’s really cool seeing Epic hosting these challenges with iOS specifically in mind.
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Coming Tonight: ‘Corpse Party’, ‘DoDonPachi Blissful Death’, ‘Pinball Arcade’, ‘Ragdoll Blaster 3′, ‘Raid Leader’, ‘Star Wars Pit Bots’, and More
‘Pizza vs. Skeletons’ Hands-On Preview
Only in the indie space do we see games like Pizza vs. Skeletons. Bright and humorous, as well as off-the-walls, it’s a 2D action game that stars a 10-foot tall pizza. It has a knack for catching you off guard by design; delicately crafted to avoid the mechanical monotony so common in its space, it’s an adventure that re-imagines what it is in almost every level. Sometimes you’ll save puppies. Other times, you’ll ski. Or butt heads with gigantic skulls. Or just bash skeletons because, hey, that’s fun.
You just can’t pitch this game to a major publisher. This will never be a blown-up, $60 retail title. It’s too free-wheeling, too idealistic. It’s too … different.
I’ve had my paws all over a pre-release build for the last week or so, and I’m OK with saying that it’s looking every bit as awesome as its name implies it will be. Sure, it might not have any ultra-familiar trappings to draw connections to, but that’s kind of the point: this thing is bananas, man. It’s as far-out as a quasar.
Take the mechanics, for example. In the game, you control a house-sized pizza that can roll, stomp, and jump. Rolling requires a simple tilt of the device. Tap the screen and the pizza jumps. Tap again while in the air and the pizza unleashes a devastating stomp.
Rolling automatically obliterates enemies into plumes of grave dust — provided they aren’t hoisting an over-sized, pizza-skewing spear in front of their bodies. If this is the case, a physics-bending jump and stomp will do the trick. As you play, you’ll start running into a few enemies that twist this basic combat model. There’s a flying skeleton that requires a bit more touch, as well as other minor iterations on this specific idea.
If that was the game, I’d still be as into it since, you know, you’ll be controlling a giant, grimacing pizza on a quest to kill all the skeletons ever. But that’s not all there is. Pizza vs. Skeletons is like a conga line of levels and different systems, each one bolting onto the back of the last and making the stream stronger and crazier.
In the first chapter, you’ll be introduced to a skiing mini-game that doesn’t task you with killing. Instead, the objective is to hit the ramps perfectly in order to collect the most currency possible. Later, you’ll be balancing the pizza on the top of a huge skull while crossing a pit of spikes, pummeling telltale Angry Birds structures into oblivion, or even bouncing on rocks in a timed adventure that has you knocking skulls off of the tiny platform you’ll be forced to work with.
There’s a lot more, and I won’t spoil it all. I will say, though, that nothing I’ve been doing is striking me as particularly interesting. Everything in the game exists in the service of fun, kinda like a Rock Band. You’re just playing to act out weird power fantasies, and that’s cool.
Also, while there’s a level of schizophrenia inherent in this kind of design, ties all of the bits and bobs together into a coherent whole; the sound design is as kooky as the game, and the art direction? It’s like something Tim Burton would do if he could (a) draw and (b) chill out every once in a while. The game is bent, but lightly so; its style and its tone fits well with the oodles of off-the-wall content.
There’s a good story about this game’s design in this week’s show. Riverman is composed of two brothers, Jacob and Paul Stevens. Jacob, the art dude, dreamt up the scenarios. Paul, the programmer, then had to figure out a way to not only make it work technically, but also make them fun.
The prototyping phase took awhile and the duo had a lot of back and forths on the subject of dreams vs. the reality of having to make solid, fun-to-play content within the technical parameters of the game.
“There are a few levels that have the theme of your sort of crushing a structure in a way like how you fling birds in Angry Birds at something and destroy it. We thought could we make that fun as a pizza? Well, if you actually physically control your character and just crush, say, the Great Pyramids, that could be interesting.” Paul told us earlier this week.
“Jake’s ideas probably come from a totally different place than mine do. In mine, I was thinking what’s fun being a huge, powerful character? Crushing structures.”
Another fun thing that comes hand-in-hand with the conceit of driving around a huge pizza is topping customization. As you beat levels, you earn currency which can be dropped into extra vegetables or meats, new faces, new glasses, and even hats. Each is lovingly animated, and most are pretty hilarious. I’ll go on record here and say that nothing comes close to being as cool as a 10-foot tall pizza with a top hat.
I’ve held back my progression in the game so I wouldn’t get too review-y in this, but I think it’s pretty obvious that I’ll be embracing the game with open arms when it hits a little later this month on the 16th. We’ll be bringing you more around that time, too.
For now, though, keep your eyes on this and Riverman. The studio has never attempted a game this ambitious, this out-of-the-mold, and it seems like it has hit a new stride in the process. I’m excited, and I think you should be, too.
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‘Beat Sneak Bandit’ is Sneaking Into the App Store Next Week
We’ve been keeping close tabs on Bumpy Road [$2.99] developer ’s upcoming rhythm-based stealth puzzler Beat Sneak Bandit since they originally teased it last October. We’ve even had some extensive hands-on time with a limited preview version of the game, and that’s just served to make us even more excited for the final release. And today, Simogo has revealed that Beat Sneak Bandit will be hitting the App Store February 16th. Hey that’s just a week away! To celebrate, they’ve released a slick new trailer for the game:
You can bet we’ll be all over Beat Sneak Bandit like fingerprints on touch screens when it surfaces next week, and until then there’s a you can check out in our forums.
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Indie Arcade Racer ‘Ignite’ Heading from Steam to iOS
Ignite is an indie arcade racer released on Steam last October, and developer has sent word that a port to iOS is currently in progress. I haven’t tried Ignite myself just yet, but I’ve heard good things. It’s your typical stylish arcade racer, but has an interesting twist where you can earn points for pulling off fancy driving maneuvers, stunts, and destruction. Once you’ve earned 1000 points, you can use it immediately to gain an advantage in the race or you can save it until the end and get a time bonus instead.


Ignite features 3 different modes, 35 circuits across 7 locations, and a ton of different configurable cars to burn rubber with. Oh, also, it’s absolutely gorgeous. Let’s not forget that. There’s no clear release date for Ignite on iOS just yet, but the developers stated that the porting project just started in January and that the game is already up and running in a playable state. More videos and screens are said to be coming soon, but it sounds like it shouldn’t take too long to get the game on the App Store. We’re intrigued, and will definitely be checking out Ignite when it comes to iOS in the (hopefully) near future.
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‘Battlefield 3: Aftershock’ Hits the US App Store for Free
EA announced an iOS version of the latest console release of their massively popular Battlefield franchise way back in August of last year. Since then, we’ve gone hands on with early preview versions of the game this past October and again the following month. At both events the game felt extremely early in development, and despite Battlefield 3 launching on consoles in late October, EA really didn’t seem to have any idea when the iOS version would hit. And then today, pretty much out of nowhere, Battlefield 3: Aftershock [Free] popped up in the US App Store.
Unfortunately, of the game aren’t pretty. Well actually that’s not quite accurate, as the one thing that everyone can seem to agree on is that Battlefield 3: Aftershock’s visuals are indeed quite pretty. However, it doesn’t seem to contain any of the previously promised features or modes. There is no single player to speak of (only online multiplayer), no “Horde-like” wave mode, and there is a paltry 3 different weapons to choose from (4 if you count the knife).

I might not mind an online multiplayer only game, but so far the actual online performance is underwhelming. It takes forever to match with someone, and even when you do the match that follows lags to the point of it being completely unplayable. I’m almost certain this is just due to the game being new and there not really being a decent pool of people to play against yet, but what should I do while waiting for the lobbies to fill out? There’s no single player component to speak of, and not even a local multiplayer option.
However, the most baffling thing about Aftershock is its pay model. The game is free and comes with the online multiplayer mode, and that’s it. There does not seem to be anything more to buy in the game (yet at least), and there are ads in the menu screens which it does not appear you can pay to disable. Apparently the game is sponsored by ‘‘ (you know, that movie that uses real Navy Seals as the stars) and if you watch an in-game trailer for it you can unlock an additional weapon.

So, that’s really what I don’t get about Battlefield 3: Aftershock. It feels strange that EA would relegate the mobile version of one of their biggest franchises to an advergame for an upcoming movie. The lack of modes makes it feel woefully incomplete, and all I can really think is that there’s a ton of new content waiting in the wings to be released as future updates or in-app purchases. If not, then Battlefield 3: Aftershock stands as a considerable step down from 2010’s Battlefield Bad Company 2 [$2.99/HD], which itself was fairly average.
Battlefield 3: Aftershock doesn’t seem to be in international markets just yet, but if you’re in the US you can give it a try for free if you’re curious and can spare a few hundred MB of space, and be sure to leave your thoughts in the game’s .
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‘Mass Effect Infiltrator’ And Mass Effect Datapad Slated For iOS
So, Mass Effect is returning to the iPhone. At a recent EA event, the publisher passed around a pamphlet announcing Mass Effect Infiltrator for the iPhone, iPod Touch, and the iPad. In a nutshell, it’s a third-person shooter featuring universe’s trimmings, and it will apparently tie into Mass Effect 3’s component.
EA also announced , but revealed nothing about it except its platform: iPad.
On to what we know then. In Infiltrator , you’ll “help free prisoners from a hostile Cerberus base” and receive rewards as you gather evidence of Cerberus’ crimes. All your rescues and your discoveries will feed into Galaxy At War’s ”Galactic Readiness rating,” which informs events in the game’s single-player.
As if the latter wasn’t enough to get you to check it out, the app will also offer users exclusive weapons to use in ME3.
Infiltrator’s announcement is pretty hot off the presses, so the details are pretty vague. On the other hand, it seems like it is passing through certification as we write this — if EA is using the term “soon” in regards to its release traditionally — so, the wait to see what’s actually going on should actually end shortly.
UPDATE: Fun fact: this is being developed by Dead Space iOS devs Iron Monkey Studios. This can only be a good thing, we think.
UPDATE 2: has nabbed the first screenshots for Mass Effect Infiltrator:


[Via , , ]
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‘Paper Monsters’ Wants You This Valentine’s Day
If you don’t have someone to curl up to this Valentine’s Day, you might want to consider snuggling with your iPad instead. It doesn’t have skin or emotion or whatever, sure, but it’ll have plenty to give you over the holiday stretch. For example, Paper Monsters [$.99] has received a themed update in celebration, adding an entirely new level pack and decidedly less romantic, but necessary bug fixes and level tweaks.
Of course, Paper Monsters won’t be the only title receiving an update like this: in the past, most “big” games, like Angry Birds or Cut The Rope, have received a little nod to the holiday. Also, publishers are undoubtedly going to go on price cutting sprees since Valentine’s Day is so popular and all.


So, yeah, you don’t need a real partner. Your iPad will have plenty for you, and hey, it won’t even ask you for chocolate or a rose or expect to get something nice.
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‘Reckless Racing 2′ Review – A Bold Sequel With Another First-place Finish
When Reckless Racing [$0.99 / HD] hit the scene back in October 2010, we praised it for the incredible top-down racing experience it offered. Now, the folks at are back again with Reckless Racing 2 [$4.99], the long awaited sequel to this arcade racer. Improving on nearly every facet of its predecessor, Reckless Racing 2 is hands-down one of the top arcade racers I’ve ever played and is well worth the price of admission.
From a presentation standpoint, Reckless Racing 2 makes some significant changes in comparison to its predecessor. Gone are the country themes present in the music and characters (although the latter still remains somewhat in the avatars and names of your AI opponents). In its place is a stylized, clean motif complete with fast-paced music reminiscent of 80s action movies (think Top Gun). Some folks may argue Reckless Racing 2 loses some of the ‘charm’ found in the original, but I think this is a great move that moves towards a more universal appeal.

Another area that receives an overhaul in Reckless Racing 2 is its core gameplay formula. A comprehensive career mode takes center stage in this sequel, complete with 18 different cars to purchase and a plethora of upgrades available for each individual vehicle. The career mode is actually pretty standard – players race through a variety of cups containing several courses. Money is awarded after each race, with a larger monetary bonus depending on your final position at the end of the cup.
Rather than forcing players to complete cups in a sequential fashion, Reckless Racing 2 employs a Performance Index (P.I.) restriction. The higher a P.I. rating is on a car, the ‘better’ it is stats-wise. Modify your car with new parts and its P.I. rating increases. Cups have a P.I. range that your car must fit into in order to play. While it is possible to upgrade your car so it can participate in progressively harder cups, eventually its P.I. max will be reached and you’ll have to buy a new car with a higher range in order to advance to more difficulty cups. It’s a disappointing restriction for folks that become attached to cars, but I thought it was an excellent way to balance upgrades and difficulty while nudging players towards trying new vehicles.
In addition to career mode, Reckless Racing 2 features an excellent challenge mode that supplies the player with a pre-determined car and track. Race against the A.I., place third or higher, and you advance to the next challenge. I found it a great distraction from career, as it allows you to quickly race while still having goals to work towards. Rounding out the modes are single race and wifi-enabled multiplayer. While online multiplayer was pretty fun, the lobby system was a bit rough around the edges (lots of players holding up games from actually starting). An auto-join with P.I. balancing would have been nice, as well as some improvement to the ‘ready’ system.
Racing mechanics also receive substantial changes in Reckless Racing 2, exchanging the ‘floaty’ and hectic feel of the original for a driving system that imbues much more control to the player. This is also reflective in the physics system which feels more suited towards a system requiring actual driving technique. The controls work well enough within this system, but not all control schemes are equal in this sequel. The new dynamic difficulty system, which raises and lowers the overall difficulty based on performance, is another addition that moves the game towards a semblance of realism (you can turn this off if it doesn’t work for you). In some ways, you can argue that these changes make Reckless Racing 2 a bit less, well, reckless. Despite this step away from its predecessor, I think the changes have created a game with more depth and challenge than the original. The upgrade system, for instance, allows you to customize your car to suit your driving style, somewhat preserving the original Reckless Racing style of play.
One of the areas Reckless Racing excelled in was its incredibly detailed visuals. Reckless Racing 2 ups the ante with an improved graphics system that just looks pretty damn amazing. Tracks are meticulously detailed and even effects like the dirt kicking up from your wheels on the off-road portions of the track are well done. Maneuvering my car around a curve with a giant gorge at the bottom or driving along an oceanfront watching the beautiful water effects are some of the nicest graphics I’ve seen on my iPhone 4S. Add in the fact that the game runs fast and smooth (at least on the latest hardware generation), and Reckless Racing 2 would give any game a run for its money in the visual department.
I’ve got to give kudos to Pixelbite – it’s pretty rare for a developer to take a chance and mix up the elements of a successful game in its sequel. However, in the case of Reckless Racing 2, that risk has paid off tremendously. The comprehensive career mode, wealth of maps, and tweaks to the arcade racing formula has made this game more enjoyable in the long term. Add in the amazing visuals and music, and there’s not much to dislike here. Folks have in our forums in regards to the significant changes to the core gameplay. Personally, if these changes result in an incredibly fun to play game, then what more can you ask for?
TouchArcade Rating: 
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