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Taito Announces ‘Darius Burst: Second Prologue’ for iOS

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Following the port of their 1993 arcade shooter RayForce [$11.99] to the App Store, Taito announced over the weekend that they’ll be bringing another shooter, Darius Burst: Second Prologue, to iOS in the future, according to Andriasang.

Darius Burst was originally a Sony PSP game released in late 2009, and was an official new entry in the fabled Darius series of shmups. An arcade version came a year later called Darius Burst Another Chronicle, and it was especially noteworthy due to its insanely wide screen and cabinet. Sadly, neither game was released outside of Japan.

It’s unknown whether the iOS version of Darius Burst is based off of either of the previous versions of the game, but my guess would be that it is an enhanced remake of the original that will have its own special iOS specific features. That’s just wishful speculation on my part, however.

Famitsu’s mobile gaming site originally broke this news and also managed to nab the first screens of Darius Burst: Second Prologue which you see here, but unfortunately there are no other details on the game – like pricing or release date – at this time. After the somewhat controversial launch price for what was a fairly standard port of RayForce, it will also be interesting to see what price Darius Burst clocks in at. Just as soon as we have more news on Darius Burst: Second Prologue, we’ll let you know.

[Via Andriasang]

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Written by admin

January 24, 2012 at 17:15

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‘Fantasy Chronicle’ Review – An Old-school JRPG That’s Light On Variety

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JRPGs are a tough sell these days on iOS. Typically ports making their way from other systems, most seem characterized by substandard touch control integration and shoddy English translations. Fantasy Chronicle [$2.99] thankfully only suffers significantly from one of those two issues. While the translation is certainly lacking, the core gameplay and controls make this RPG an enjoyable experience, assuming you’re into a lot of grinding.

Fantasy Chronicle follows the story of Light, a mysterious youth adopted by a small village who begins his training to join Holos Over, the hero guild charged with ridding the world of evil. During his adventure, Light encounters strife, grief, revenge and nearly every other RPG cliché under the sun. While the story isn’t going to win any awards, it does just enough to advance the narrative and keep you playing, which is more than I can say for some of the other games in the genre.

One area that Fantasy Chronicle does a great job with is its battle system depth. Players control a maximum of three main characters at any time, and each of those characters can employ the aid of a guardian beast – monsters that have their own stats and special moves and can share the damage incurred by the character they are attached to. In addition, you can also set various tactics for your guardian beasts which impact the amount of damage they share with their companion.

I also enjoyed the material/crafting system that Fantasy Chronicle employs. Every enemy you defeat has a chance to drop some kind of raw material that you can later use to create or upgrade your weapons and armor. Upgrade your equipment enough and you have an opportunity to convert it into a different item entirely (assuming you find the crafting book for the new item). Soon after the intro, you also meet an NPC that’ll automatically find certain material for you depending on what locations you tell him to search. It’s a neat little addition that lets you supplement your materials to make the crafting experience a little less monotonous.

Control-wise, while I don’t think Fantasy Chronicle does a particularly good job with its touch controls, the virtual D-Pad controls are very responsive. I particularly liked the optional control toggle that lets you quickly switch between touch and D-Pad controls whenever you wish (this is particularly useful because the D-Pad is huge and blocks a lot of screen space). It’s a feature I think more games could use.

Like many other JRPGs on iOS, Fantasy Chronicle suffers from a mismanaged English translation. Casual conversations between characters feel disjointed, and there’s a lot of story (and non-story) related dialogs that are borderline incomprehensible. It’s never a good sign when I get to a story section and I find myself trying to speed through simply because I don’t really care too much. Granted, I’ve seen plenty of games with a more horrid translation than Fantasy Chronicle, but considering its RPG roots I’m always a bit more critical of an element I consider essential.

The biggest issue I think Fantasy Chronicle contends with is eventual tedium. Each region that you explore has a town acting as the central hub with quests, with a few surrounding areas inhabited by baddies. Typically, you’ll enter the town, get a few quests with mundane objectives usually involving kill nearby enemies, and then you return for more quests. Do enough and you’ll unlock a story-based quest that expands on the narrative. Eventually, you’ll get to progress to a new region with the quest hub and you get to do it all over again.

Because of this type of mission structure, Fantasy Chronicle tends to feature a great deal of grinding with not a lot of story reward. You’re going to grind for mission objectives, resources for crafting, and for experience (although the last one not so much). Missions typically take you back to the same areas again, and when you’ve found yourself over leveled for those areas, the experience becomes an exercise in how fast you can push the attack button during battles.

There are undoubtedly some JRPG fans out there that embrace this style of play. Considering that Fantasy Chronicle gets a lot of the underlying gameplay and controls right, I’d actually recommend it to those types of gamers as a title worth checking out. However, if you’re looking for something a bit less formulaic or a game with more emphasis on story quality, Fantasy Chronicle may not be the RPG you’re looking for.

App Store Link: RPG – Fantasy Chronicle, $2.99

TouchArcade Rating:

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Written by admin

January 24, 2012 at 17:15

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Hands-On With ‘End Night,’ A Survival Horror Experience

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It’s Z-Day, baby, and the cure for what ails the undead populace isn’t going to find itself. In SKS Games’ upcoming survival-horror title End Night, you play as a grizzled marine dude on a simple quest: find the core components of a vaccine that might end the crazy stuff that’s going on outside of a cozy lab. In a not-so-unusual video game turn of events, most of these ingredients have to be discovered in the wild.

It ain’t going to be easy. It’s the apocalypse, man; Z-Day. The dead have risen and are roving anxiously. Some are even armed or armored. These aren’t your typical slow-walking types of creeps, either. In my short preview session, I met runners as well as amblers, and even had the pleasure of running into one or two seriously hopped up bullet-sponges.

Zombies are bad and all, but SKS heightens the tension with a few tried and true old-school survival game mechanics and systems. As you’d expect, the dreary adventure begins at night. The darkness seriously puts a limit your situational awareness, while the lack of everyday sound ratchets up your ability to hear the undead’s footfalls. When you get hurt, your vision is also obscured by a layer of crimson.

Also, like an old-school Resident Evil or Silent Hill, bullets are few and the camera perspective is restricted. In this specifically, you’ll be dealing with an over the top camera that successfully limits how you move and react to threats. But it’s not like you can shoot your way through everything, anyway. You’ll need to know when and how to run.

One of the more interesting things about End Night is its world; it’s open, but isolated to a small, hole-in-the-wall town. There’s a lot of commercial real estate to liberate, as well as a police station to pilfer for supplies like ammo and armor. The walking dead spawn randomly throughout the environment, and as you close in on the vaccine, they also start spawning more frequently. It gets tough, fast.

A fair amount of the game’s buildings carry a core component for the cure being worked on back at the lab. You’ll need to hull back a vial of some anti-zombie juice every time you find one, which makes the experience fairly fetch-quest-y. These houses also have, for a reason I can’t explain, documentation that feeds into an experience points system.

I think that’s the other really interesting thing, by the way. Like Infinity Blade, End Night is meant to be played several times. Whenever you meet an untimely death, you’ll be prompted to start over from the beginning and then use the experience points you just gained to pump up the marine guy for another go.

I spoke with one of the devs behind the project to get a better sense of what you’ll be able to upgrade by playing through multiple times. Spoiler: your guy will get better at smashing zombies, provided you’re using the stuff you upgrade.

“One of the most useful upgrades is for pistol accuracy, which drastically increases the chance of getting headshots, and is especially helpful towards the end of the game with lots of fast moving armored enemies,” a representative told me.

“Other upgrades such as Armor effectiveness allow your armor take more hits before being destroyed. Upgrading your shotgun allows you to blow enemies apart even from far away, while the health increase means you’ll be able to take a lot more hits before dying.”

At the beginning of the game, you’ll get to choose one of three starting weapons: a pistol, a shotgun, or a fireman’s axe. Tools of the trade, right?

The town might be dangerous, but one of the hardest enemies I’ve come across is my own guy. If you get cut up too bad, you’ll need to search around for medical supplies and clean the infected blood off your body. To do the latter, you’ll need to find a tub. If you end up killing too many zombies, you’ll need to wash away the remorse with booze or bible pick-up items.

In my experience, some of the game’s most heart-pumping moments are spent in bathrooms; as you clean your wounds undead can stumble through the door, which leaves you little time to adjust to the conflict. This is some pretty feral stuff, but that first the vibe of the world; there’s a lot of undead and they all want you to join in on the party.

Technically, I think you’ll enjoy this. It’s 3D all the way — even though you won’t get a great sense of this courtesy the camera — and it has some decent assets to boot. The controls, which are your usual virtual array of bits and bobs, respond well enough. You’ll want to be sitting down to play, though, as this definitely isn’t an on-the-go kind of joint.

I think the camera and the leveling systems are going to be the biggest hurdles for people. I gave up arguing that survival-horror games’ cameras are poorly designed. A restricted perspective never gives me any pleasure, but I suppose the tension that it artificially stirs up is a valid plus. As for the rinse-and-repeat nature of the game, it’s just personal preference. If you like this stuff, you’ll dig this.

On the other hand, the open-world and the fetch-quest model provide some of the most satisfying stuff. Runs feel epic, if not downright dangerous, so getting back in one piece is powerfully redeeming. The weight and feel of weapons is satisfying, too, and the world has a lot of stuff to explore and discover.

End Night is in submission, so we should see it at some point this February. As of right now, it’s slated to hit the iPad exclusively at $2.99. An iPhone version might follow at some point down the road.

[source]


Written by admin

January 24, 2012 at 5:15

‘LostWinds’: Now With More Control

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If the controls were keeping you from digging LostWinds [$3.99], give it another shot. The game has been updated the for the first time, and a big part of this update are control additions. “Gust Time,” for example, is a new slow-down feature that initiates whenever you do a gust move. Combined with the new d-pad, you’ll be able to gust and jump where you want with much, much more precision. Neat!

The rest of the update contains “minor level design tweaks,” more language support, and even a crash bug fix. In all, we’re pretty stoked with the additions in particular. This is a brilliant game with a fantastic premise and structure, but it direly needed another pass control-side. We’re digging it a lot more now, and maybe you will too.

App Store Link: LostWinds, $3.99 (Universal)

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Written by admin

January 24, 2012 at 1:15

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Unofficial ‘Dominion’ Hits the App Store; Official Version Coming in "A Few Weeks"

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In case you’ve never heard of it before, Dominion is a deck building card game created by game designer Donald X. Vaccarino and published by Rio Grande Games in 2008. Since its release, Dominion has been ripping up the charts over on BoardGameGeek, and has won all sorts of other awards including taking home game of the year at Germany’s Spiel board game festival. In fact, Dominion’s success and popularity have spawned an entire genre of other similar deck building games.

A few days ago, Dominion Donald X. Vaccarino [Free] hit the App Store, and since then I’ve been trying to verify the validity of this port. It seemed pretty shady, and the developer’s web site sure didn’t help things. After some additional digging, I came across a post by Rio Grande Games’ Jay Tummelson over on BoardGameGeek. It turns out that over the years they’ve given their blessing to a number of developers to release iOS versions of Dominion, provided they agree to remove it once the official version hits the App Store.

Video review courtesy of The Dice Tower

What’s more interesting though, is that the official licensed version, per this same forum post, is only “a few weeks” away. Even more curious though is that Chillingo currently has a game titled Dominion [$1.99] on the App Store as well. We’ll just have to wait and see how the dust settles on all of this. If you’re interested in Dominion, I’d snag the free version out now, and if you own Chillingo’s Dominion it might not be a bad idea to back up the .ipa just in case there’s any hijinks with take-down requests by Rio Grande Games so they can score the “Dominion” title on the App Store.

I hope Rio Grande is serious about this “few weeks” thing, as an official version of Dominion has potential to be awesome.

App Store Link: Dominion by Donald X. Vaccarino, Free (Universal)

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Written by admin

January 24, 2012 at 1:15

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There’s Plenty Of Stuff Available On The Cheap This Week

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If you’re looking to game on the cheap this week, you’re in luck: a couple of big-time publishers and studios are offering a healthy swathe of their catalogues for $.99 right now. For example, Telltale is throwing yet another free-for-all. Until the end of this month, you can grab the Puzzle Agent and Hector series at a more wallet-friendly price. Gameloft is celebrating the Chinese New Year by killing the prices of nine of its premium offerings, while EA is still rocking price tags with its Daily Deals program.

Here’s a list, and note some of the odds and ends, too — Bard’s Tale and Puzzlejuice are in the mix, as well as a few other cool notables. This, by the way, is by no means a comprehensive list. We’re just highlighting.

Telltale

  • Hector Episode 1 HD – $6.99 → $2.99
  • Hector Episode 2 – $4.99 → $.99
  • Hector Episode 2 HD – $6.99 → $2.99
  • Hector Episode 3 – $4.99 → $.99
  • Hector Episode 3 HD – $6.99 → $2.99
  • Puzzle Agent – $4.99 → $.99
  • Puzzle Agent HD – $6.99 → $2.99
  • Puzzle Agent 2 – $4.99 → $.99
  • Puzzle Agent 2 HD – $6.99 → $2.99

Gameloft

  • Assassin’s Creed – Altair’s Chronicles – $4.99 → $.99
  • Assassin’s Creed – Altair’s Chronicles for iPad – $6.99 → $.99
  • BackStab – $6.99 → $.99
  • Fast Five the Movie: Official Game – $4.99 → $.99
  • Fast Five the Movie: Official Game for iPad – $4.99 → $.99
  • James Cameron’s Avatar - $4.99 → $.99
  • James Cameron’s Avatar for iPad – $4.99 → $.99
  • NOVA 2 – $6.99 – $.99
  • NOVA 2 for iPad – $6.99 – $.99
  • Silent Ops – $6.99 → $.99
  • Spider-Man: Total Mayhem – $6.99 → $.99
  • Spider-Man: Total Mayhem for iPad – $6.99 → $.99
  • Tom Clancy’s Rainbow Six: Shadow Vanguard – $ 6.99 → $.99
  • Tom Clancy’s Rainbow Six: Shadow Vanguard for iPad – $6.99  → $.99
  • Tom Clancy’s Splinter Cell Conviction – $4.99 → $.99
  • Tom Clancy’s Splinter Cell Conviction for iPad – $4.99 → $.99

EA

  • Command and Conquer Red Alert for iPad – $4.99 → $.99
  • Tetris for iPad – $6.99 → $.99
  • Trenches 2 – $1.99 → $.99

Odds and Ends

  • Monkey Quest: Thunderbow HD – $1.99 → $.99
  • Plunderland – $2.99 – $1.99
  • Puzzlejuice – $1.99 → $.99
  • The Bard’s Tale – $5.99 → $2.99

There you go! I heartily suggest Puzzlejuice if you still haven’t gave it a shot. It’s a really, really well-made puzzle game.

[source]


Written by admin

January 23, 2012 at 21:15

‘Ash II: Shadows’ Review – It’s Risky Business for this Retro-inspired RPG

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An episodic JRPG seems like a hard sell – how do you cut a genre built on the backs of immense sagas and marathon weekend play sessions into bite-sized chunks? Apparently by writing cliffhangers into each narrative focal point and developing for iOS, where mobile users might appreciate a light-weight, turn-based trek through RPG Maker heaven.

Armed with a built-in audience, a new publishing deal with Konami, and a multi-tiered business model, Ash II: Shadows [$2.99 Silver Edition / $4.99 Gold Edition] should have been a sure thing for SRRN Games. The UI is cleaner, the sprites more detailed, and random encounters replaced with on-screen enemies – Konami cash put to good use. I have the lasting impression, though, that SRRN’s business concerns have impacted – if  not downright dictated – some of its design choices.

The first – and so far, only – chunk of Shadows lasts about five hours, during which time players are exposed to enough world-building and character introductions to feel the full weight of the cliffhanger that introduces the inevitable second chapter. Creating a coherent narrative arc in a relatively confined – by JRPG standards – space means that Shadows employs rather brisk pacing, both narrative and systematic.

I haven’t played the original Ash [99¢ / Lite], but I enjoy feeling like a newcomer to the world, and Shadows does a good job of dripfeeding players relevant information without getting too bogged down in exposition. The interpersonal relationships are full of sharp, punchy dialogue that achieves a great amount of characterization in very little time.

Indeed, Shadows puts a premium on action – Damien, a disgraced Aghausian rebel, and his ragtag band are constantly questing and exploring, and they spend very little time actually discussing their options or thinking rationally. It’s nice to avoid hearing them labor every detail of exploring what they call “a magical fairy continent,” but Shadows can feel ill-plotted and haphazard as a result of its breakneck pace.

The upside is that, by constantly offering something new to see and learn, Shadows‘ narrative elements can keep players hooked where its systems fall short. Like most things in Ash, the systems are relatively basic and cribbed from larger, more-established franchises. The basic components of the game are a paper-rock-scissors elemental system, a weapon proficiency meter, a queue that maps out the order of the turn-based combat, and skills which are gained by leveling up.

At its best, Shadows is a game about balancing power for precision. Players balance equipping their characters with weapons that carry a high proficiency with ones that come with elemental bonuses. Combat is an exercise in trying to manipulate the queue to your advantage, in trying to get as many turns as possible without letting the enemy in line – it’s just too bad that all the best attacks come with heavy queue penalties.

These are basic RPG conceits, but there’s potential here – they’re common because they work really well. The problem, quite frankly, is that the game is too easy. This is ostensibly in response to the first game’s difficulty, but because each battle ends so quickly, I never really have to make any tough choices or fully take advantage of the mechanics in place. When Shadows lets me one-shot my way through the first five hours, it leaves an entire combat system unused and unexplored. (There’s also IAP to, god forbid, buy XP-boosting equipment.)

The larger point here is that Shadows‘ story works well with the game’s episodic structure and the gameplay doesn’t. As a five-hour mirco-RPG, Shadows provides a satisfying narrative arc. It’s ok to take it slow if your game lasts 80 hours, but this one only lasts five –the systems feel underdeveloped and stunted. There’s a disconnect in Damien’s experience as a player-character and my experience as the man behind the scenes. On the bright side, though – there’s no grinding necessary, which lets me get back to the story all the quicker, and there’s nothing stopping SRRN from re-balancing the game before Chapter 2 is released.

That’s the thing: there are still five more chapters to play. Ash II: Shadows comes in two packages, gold and silver. If you buy the gold version, all future content will be free. Silver buyers get the second chapter free and a discount on extra content.  There’s also a “bronze” version in the works – the first chapter will be free, but subsequent content will have to be purchased. Since the rest of the game hasn’t been priced yet, it’s impossible to know how the silver and bronze packages will shake out.

This is a quandary: I like the story and want to see more of it, but I want the systems to get more engaging before plopping out more cash, especially because it’s so easy to see that the fundamentals are already in place. Ash II: Shadows is an improved game over the original in many ways, but until some tweaks are made and we see how the rest of the episodes shake out it’s hard to gauge if it’s ultimately an overall better experience.

App Store Links:
    ASH II: Shadows (SILVER Edition), $2.99 (Universal)
    ASH II: Shadows (GOLD Edition), $4.99 (Universal)

TouchArcade Rating:

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Written by admin

January 23, 2012 at 21:15

‘Reckless Racing 2′ Hitting the App Store Next Week

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When prompted via Twitter by Xperia Play fan site XperiaGamer when we might see Reckless Racing 2, the sequel to 2010’s excellent top-down arcade racer Reckless Racing [99¢/Lite/HD], the game’s developer Polarbit responded that we can expect the game to hit next week on February 2nd.

We really liked the original Reckless Racing in our review, and the sequel looks to up the ante with a fleshed-out single-player campaign, longer tracks, and improved visuals over the already gorgeous first game. You can catch a glimpse of Reckless Racing 2 in the all-to-brief teaser video above, and we’ll have more of the game when it launches next week.

[Via PocketGamer]

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January 23, 2012 at 21:15

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‘Smash Cops’ Review – Pushing a Car Can Actually Be Fun

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Smash Cops [$2.99] from Hutch reminds me of Need For Speed: Hot Pursuit, as the main objective is to take bad guys off the road by catching up with them and then ramming their vehicles until they catch fire and roll in slow-motion. Sounds good, right? In Smash Cops the police pursuit is set in an urban neighborhood more like Grand Theft Auto, so there’s heaps of intersections and front lawns to skid around.

The most distinctive feature of Smash Cops are the controls, which have become a talking point in our discussion thread. The default touch controls involve placing one finger behind your police car and using it to “push” your vehicle along, like a toy car, with acceleration being automatic. This “push” mechanism has received mixed feedback, with some absolutely loving it and others loathing it and preferring the alternate virtual joystick option. Personally, I enjoyed the new push controls, but found the virtual joystick jerky and awkward for steering.

While driving, tapping the screen anywhere causes your police vehicle to lunge forward in a ramming maneuver. Smacking into the side or front of a fleeing vehicle is the most effective and can lead to the criminal’s car smashing, rolling and possibly catching fire. There’s no warnings, issuing tickets or police diplomacy, you just smash into the criminals as hard as possible each time your RAM meter has fully recharged.

Smash Cops has 22 missions to unlock, with each mission worth six stars. The missions include pursuits, emergency response calls and driving challenges. Pursuits involve racing alone or working with other cops to take down a suspect’s vehicle, like multiple sports cars, stolen security trucks or an ATV, before the criminals escape across the state line. However, the other cops are actually more of a hinderance as they drive badly, swerve around, get in your way and appear to purposely take you out. Basically they’re more frustrating than the bad guys and civilian drivers themselves.

Responding to emergency dispatch calls involves following a series of markers to the crime-scene within a time limit, speeding around the neighborhood while dodging traffic and bad guys. But the driving challenges proved hardest, like staying between the traffic cones – which is when you realize how poor your driving is. If only the goal was to knock down as many cones as possible! Completing a challenge mission earns you a “Super-Cop” vehicle power-up for one mission, to “Drive faster. Hit harder. Last longer”.

The game tries to sell you “Super Cop” upgrades as an in-app purchase, with IAP messages in the game over screen, upgrade notification screen, in the tips and on the main menu screen. And when you restart the game, a red “buy all” button appears. This felt a little pushy, however the IAP is not necessary as you can unlock everything without too much grinding. And when you do replay missions, it’s often with a new vehicle so it’s still fun.

The graphics are excellent, with the game presented as if being filmed from an overhead police chopper for a live television feed. Check out the trailer below, for a taste of the sweet graphics used for the vehicles and city setting. Smash Cops scores high marks for being visually appealing.

You start out as a new police cadet, in a regular police car, but by completing levels and earning stars you can unlock four other vehicles like the speedy ‘Interceptor’ or the aggressive ‘Brutus’. Vehicle upgrades make it easier to replay levels for more stars, plus because the mission routes don’t appear to change, you can learn the route and identify short-cuts for better ramming opportunities. This helps you gain promotions up the five ranks to “Captain.”

Smash Cops is a great-looking police-pursuit game, with an innovative “push” control system that’s a refreshing variation from regular car racing controls. Opinions on the push controls are polarized, but if they click with you they actually offer a simple and fun way to control the game. It’s nice to see developers using touch controls in new and innovative ways, especially when it involves car chases, 360 degree burn-outs, ramming, and slow motion vehicle smashes.

App Store Link: Smash Cops, $2.99 (Universal)

TouchArcade Rating:

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Written by admin

January 23, 2012 at 17:15

Relive This Weekend’s Biggest Choke Job with ‘NFL Flick Kicker’

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This weekend was a big one if you’re a fan of NFL football, as the final 4 teams in the playoffs battled it out to see who’s going to the Superbowl this year. Sadly, I’m still feeling like I was punched in the stomach after my Niners played an amazing defensive game only to fumble a punt return in overtime and set up the NY Giants for a piece of cake winning field goal. It sucks to see two teams play such a great game only to have it end on such a sour note.

However, as bad as that was, it was far from the biggest blunder of the conference championships this weekend. Ravens fans, you know where I’m going with this. After taking the fight to the mighty Patriots all afternoon, the Ravens put together an impressive late game drive to put them within a short field goal distance to tie the game and send it into overtime. Seriously, this field goal was basically a chip shot that 99% of the time any NFL kicker could make blindfolded. Unfortunately for them, the Ravens kicker fell into the other 1%, when he shanked the kick and missed the field goal – sans blindfold.

So what’s all this sports talk have to do with iOS gaming you ask? Well, Full Fat Games has just released NFL Flick Kicker [99¢/HD], which, if you so choose, will allow you to reenact the biggest missed field goal of the entire NFL season. If you’re a Ravens fan, this sort of thing might be akin to rubbing salt in the wound. So, you can go the other way with it if you want – play as the Ravens and pretend he actually made that field goal, and then daydream your way to the Superbowl. You’re always a winner, as long as it’s in your mind.

Don’t worry, if you’re not an NFL fan there’s still plenty to enjoy here. Full Fat has basically perfected the flicking sports genre over the past couple of years, starting with Deadball Specialist [99¢/HD] back in 2010 and extending to many additional titles across several different sports since then. They’ve even previously utilized their NFL license on the opposite end of the spectrum with NFL Flick Quarterback [99¢/HD], which put you in the roll of the ball thrower rather than the ball kicker.

I’ve been having fun with NFL Flick Kicker so far. It doesn’t really do anything drastically different than previous flicking games, but it does have a nice character progression system and several different modes to play through, as well as Game Center achievements and leaderboards.

If you’ve enjoyed any of their previous games, chances are pretty good you’ll enjoy NFL Flick Kicker as well, especially if the official NFL licensing does something for you.

App Store Links:
    NFL Flick Kicker, $0.99
    NFL Flick Kicker HD, $0.99 (iPad Only)

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Written by admin

January 23, 2012 at 17:15

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