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New Trailer for ‘Defender Chronicles II’, Releasing May 24th

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Last week we updated you on the status of Defender Chronicles II, the long-awaited sequel to the hit 2009 strategy defense game Defender Chronicles [$1.99 / $4.99 (HD)]. Today, we’ve learned the release date for the new game and it’s set to hit in just a couple of weeks, on May 24th. In addition, a new trailer has been released.

We’ve been playing an early build of Defender Chronicles II and will have a hand-on preview for you shortly, but without spoiling too much if you were a fan of the original then we think you’ll be in for a treat. And if you missed out on Defender Chronicles the first time around, this new release will be a great time to jump on board.

Stick around for our preview of Defender Chronicles II and mark your calendars down for a May 24th release.

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May 10, 2012 at 22:15

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‘Spellsword’ Update Adds Control Options, New Level Teased

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Late last month Everplay and FruitFireForge released Spellsword [ $0.99 ], a game we really enjoyed in our review. It took the arena-style action platforming of Super Crate Box [ $1.99 ] and added a ton of variety in the form of RPG-like upgradeable items and abilities. Even though the two titles shared a core idea, Spellsword really stood on its own as a different experience.

However, one of the main problems we had with the game had to do with the controls. They worked well on the smaller screen of the iPhone and iPod touch, but failed to scale very well to the iPad’s big screen. Today’s update addresses this very problem by allowing you to move the virtual buttons to wherever you feel is most comfortable. Also, an new option for “Pro Swipe Controls” has been added that makes the movement controls center on wherever you place down your thumb.

Speaking of options, there’s an actual Options screen you can access from the main menu. It’s here you can configure the controls and also some basic stuff like volume sliders, an option for disabling hints, and a new option to reset your current character if you want to start over.

In addition to all the new options, Everplay has also sent over a teaser for a new upcoming level which you can see above. This new stage will contain new enemies as well as new items for your character to unlock. No word on just when this new level will hit, but it shouldn’t be too far off. In the meantime enjoy the latest update which tightened up an already great overall package in Spellsword.

App Store Link: Spellsword, $0.99 (Universal)

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May 10, 2012 at 22:15

Rovio Confirms That It Has Acquired ‘Casey’s Contraptions’

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Yesterday, a not-so-subtle tease at the end of Rovio Mobile’s “One Billion Angry Birds Downloaded” celebratory video suggested that the Finnish studio had acquired and planned to release a new version of Casey’s Contraptions. This morning, Rovio has confirmed that it has indeed acquired the rights to Snappy Touch’s and Mystery Coconut Games‘ so-so physics-based puzzler, and a new enhanced version is expected to drop “this summer.”

Gamasutra obtained the confirmation from Rovio VP Ville Heijari. He had this to say:

“Working with Noel [Llopis, Snappy Touch founder] and Miguel [A. Friginal, Mystery Coconut founder] has been fantastic, and this is a game that we all fell in love with from the first play,” Heijari told Gamasutra.

“The gameplay is a perfect fit in our arsenal with its approachable, fun and highly addictive take on the physics puzzler genre. We are currently reworking the title to enhance it, and getting ready to re-introduce it in a true ‘expect the unexpected’ Rovio style launch to an even larger audience.”

Casey’s Contraptions has been removed from the App Store, so back up your .IPA if you’d like to compare and contrast whenever the new version hits.

It’s funny: when we blogged about Rovio’s “non-Angry Birds themed” IP back in February, we expected that it was going to actually be a new thing, since the studio has a ton of creative talent and oodles of resources to work with. Re-tooling someone else’s idea seems like a weak move from a company that has as much going for it as Rovio does. But, hey, who knows, maybe this new version of Casey’s Contraptions will blow our collective minds.

[via Gamasutra]

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May 10, 2012 at 22:15

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‘Sam & Max Beyond Time and Space Ep 5′ Review – To Hell and Back

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Season finales are undeniably difficult to pull off: they need to pull the disparate plots of the story together in a way that feels satisfying but not hackneyed, while still maintaining a sense of self-contained narrative. A serialized game like Sam & Max Beyond Time and Space carries the added weight of presenting us with the highest expression of the puzzles and mechanics its introduced thus far.

I’ve come to realize that the second half of Sam & Max Beyond Time and Space — say, starting with “Night of the Raving Dead,” [$4.99] and continuing through the finale, “What’s New Beelzebub?” [$4.99] — are funnier and generally better than the first two episodes. This is largely because the last three episodes are more tightly connected, with each cliffhanger transitioning smoothly into the next episode. They feel cohesive, and that makes me feel invested.

But it’s also because, in contrast to the procedural feel of the first two entries in the series “Ice Station Santa” and “Moai Better Blues,” these latter episodes are a perfect fit for the point-and-click adventure genre.

“Beelzebub”’s only narrative blunder comes during the series’ antagonists’ big reveal, which is funny enough on its own, but is probably much better if you’ve played Sam & Max Save the World as well. (This is a recurring problem for Beyond Time and Space as a whole, especially since Save the World isn’t available on the App Store.) Every thing else in “Beelzebub”  – every piece of dialogue, every joke, every plot twist, every fan-service callback — feels earned, not only because it has the rest of the series supporting it, but also because the audience has had to work for it.

Steve Purcell’s writing doesn’t waste time with exposition or lengthy explanations, and players who haven’t been paying attention since “Ice Station Santa” probably won’t make sense of each villain’s plans or of the haphazard and absurd sequence of events that lead up to “Beelzebub.” The jokes, the dialogue, and even the over-arching plot of the series come tumbling out, rapid-fire, and only the quick-witted and observant will get much out of it. Beyond Time and Space hedges its bets, of course: even if you miss something ostensibly important, the games are light-hearted and silly enough to keep moving forward. Nevertheless, Sam & Max hews to point-and-click mechanics that prize attentiveness and lateral thinking, and “Beelzebub,” more than any other episode in the series provides a narrative structure and presentation to match.

Beyond Time and Space is at its best deconstructing horror tropes and, while I liked the time travel puzzles from “Chariots of the Dogs [$4.99],” “Beelzebub” and “Raving Dead” have the best settings and ambiance. The finale tasks the Freelance Police with scrambling between the well-worn block near their office, caught in the middle of the apocalypse, and a snarky, tongue-in-cheek version of Fortune 500 Hell. It’s clever and atmospheric, and it drives the games most interesting puzzles, which involve attempting to disrupt Hell’s operations long enough to free some damned souls.

“Beelzebub”’s narrative hook literalizes an abstract idea like the afterlife and reduces it to another explorable screen to interact with. In other words, there’s no difference between Hell and the “real” world for Sam and Max, in the same way that there’s no difference between 1967 and 2008, or between being alive and being a zombie. It’s right there in the title: Beyond Time and Space. Without intellectualizing too much, that’s a pretty sophisticated concept, but Sam & Max is charming and self-aware enough to keep it in check. Purcell doesn’t let metaphysics get in the way of Max’ fart humor, and the result is a series that allows for outlandish puzzles and silly in-game logic without sacrificing pithy dialogue or character interaction. It’s also why, for example, one of “Beelzebub”’s puzzles can call for the death of Jimmy Two-Teeth’s entire family, and no one really has to feel bad about it.

There’s a lot to admire about the way “Beelzebub” illuminates and caps off the various narrative and thematic threads running through a five-game series, but its puzzles generally lack punch, an unfortunate side-effect of following the preternaturally clever “Chariots of the Dogs.” Over the course of Beyond Time and Space, the best puzzles have challenged our perception of the game world, mutating and iterating on inventory-based puzzle design with portals, zombies, and time travel. “Beelzebub” has a few standout puzzles, including a fourth-wall-breaking language trick, but is generally less ambitious in its design than previous titles.

Telltale is, as a rule, well-versed in designing accessible, intuitive puzzle games and “Beelzebub” is generally no exception, despite featuring a few textbook examples of adventure game pratfalls: guess-what-the-developer-is-thinking crops up once or twice, as do scenarios that require thorough, exhaustive clicking and hunting instead of puzzle-solving. “Beelzebub”’s occasional clunkiness is somewhat mitigated by a retroactive appreciation of the funny in-game logic, but that’s to substitute for the thrill that accompanies solving Sam & Max‘ best puzzles.

While “Beelzebub” lacks the unified theme of “Chariots of the Dogs,” it’s no slouch. A few missteps aside, the puzzles — while of the traditional match-this-item-with-this-NPC sort — are clever and well-realized, even if they tend to be a little on the nose. It’s still one of the best in the series, funnier than “Moai Better Blues” and with clearer puzzle design than “Raving Dead.” If you haven’t played any of Sam & Max Beyond Time and Space, now’s a good time to start: “What’s New Beelzebub” is a fine capstone to a great series.

App Store Link: Sam & Max Beyond Time and Space Ep 5, $2.99 (Universal)

TouchArcade Rating:

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May 10, 2012 at 18:15

‘Off the Leash’ Gets a New Level and New Character "Man Dog"

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Big Pixel Studio’s Off the Leash [ Free ] hit earlier this year, and basically did for tilt-based avoidance games what Jetpack Joyride [ Free ] did for the cave flyer. By that I mean it took a tried-and-true gameplay mechanic and fleshed it out to the max by dropping it into a game with attractive visuals, a mission-based progression, and tons of unlockable items and upgrades.

Yesterday a big update hit for Off the Leash that added some welcome new content to the game. The big ticket items are a brand new track and field themed location to perform your evasive dog actions in, and a new character named Charlie the Man Dog. Yep, Man Dog. He’s a man dressed up in a dog suit in case you didn’t gather that from his name, and he cracks me up to no end. He’s also the fastest out of all the characters in the game.

The more minor additions in this update include a new baseball cap and an awesome Land-a Panda [$0.99 / $1.99 (HD) / Free (HD)] hat to buy in the store, a set of new missions bringing the total up to 99, and a couple of wallpapers to trick out your device. Off the Leash was loads of fun before, but new goodies are always a welcome addition. If you haven’t checked it out yet you can grab it for free in the App Store, and be sure to check out our original review.

App Store Link: Off the Leash, Free

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May 10, 2012 at 18:15

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‘Bug Princess 2′ Review – Breaking News: Cave Makes Fantastic Shooters

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On the iOS platform, nobody has done as much for the 2D scrolling arcade shooter genre than Japanese developer Cave. For the past 2 years, they have consistently delivered high quality ports of their stellar back catalog of games to the App Store. They have yet to really have a misstep either, providing you have an especially unquenchable thirst for bullet hell-style shooters.

Cave’s iOS games come with several hallmarks, like touch controls that are arguably even better than physical controls, plenty of variety in scoring techniques, and a staggering amount of screen-filling explosions and interesting enemies and bosses. Their latest release Bug Princess 2 [$6.99 / Free ], which hit early last month, is no exception. It’s the sequel to last December’s Bug Princess [$4.99 / Free ] and you might also know it by its original name Mushihimesama Futari. It is widely considered by fans to be the best and most challenging entry in the Mushihimesama series.

If you played Bug Princess on iOS before, then things will seem incredibly familiar to you with Bug Princess 2. The menus and UI are largely the same, you have the same options for screen sizes and button placement, and of course the same great touch controls. Also like the original, the meat of the game comes in a 5 level campaign which can either be played straight through in one go or individually by level in a score attack mode.

You have the option of 2 ship types to play as, each with their own firing style, and on top of that you can choose what kind of shot type you want: Normal or Abnormal. Normal keeps your satellite helper ships tightly beside you, while Abnormal has them moving more tactically independently from your own ship movement. Finally, you have a choice of 4 difficulty options – Novice, Normal, Hard and Hell – which do a great job of tailoring the game’s challenge to suit practically any type of player.

Bug Princess 2 retains another feature from its iOS predecessor (am I sounding like a broken record yet?) which is 3 types of gameplay modes: Original, Maniac, and Ultra. In Original mode you build up a multiplier counter in the corner of the screen by collecting gems dropped by defeated enemies. You’ll need to switch back and forth between normal bullets and lasers depending on the color of the counter, adding a layer of strategy as opposed to just blasting away at every enemy willy-nilly. Ultra mode uses the same scoring system but with arranged enemies and bullet patterns.

Maniac mode, however, is where Bug Princess 2 really shows its brilliance. Here you build up your multiplier meter using regular shots, and once it’s hit a certain point, you switch to laser to cash it all in. Using either regular shots or laser shots will produce different types of gems from fallen enemies too. This makes Maniac mode the most strategic in terms of variety of scoring ways, and in turn makes it the most interesting mode.

So there you have it. Bug Princess 2 shares a ton in common with the original Bug Princess, but thanks to some key differences in scoring and completely new stages it really stands out on its own. And like Bug Princess it’s also not overly complex like some later Cave titles, so for shooter newbies it remains a strong entry point to the genre. If you’ve had your fill of bullet-hell shooters then Bug Princess 2 probably won’t do anything to change your mind, but if you’re a leaderboard competitor or a Cave fanatic then you’ll find plenty of value in picking it up or at least checking out the lite version.

App Store Links:
    Bug Princess 2, $6.99 (Universal)
    Bug Princess 2 Lite, Free (Universal)

TouchArcade Rating:

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May 10, 2012 at 18:15

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‘N.O.V.A. 3′ Single Player Review – Volterites Never Looked This Good

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Say what you will about Gameloft, the developer occasionally does a good job of filling the App Store void with iOS versions of console staples. N.O.V.A. 3 [ $6.99 ], the third game in the company’s perennial FPS series is one such title.  Capitalizing on the success of the previous two titles, as well as offering full support for the latest and greatest in Apple hardware, N.O.V.A. 3 offers a great action-packed single player experience complete with some very impressive visuals.

Following the never-ending trials and tribulations of Kal Warden, N.O.V.A. 3 continues the story as Warden is yet again recalled into action, this time to the ruins of San Francisco to aid an old friend. From there, you’ll travel to several more planets, a derelict ship, and even the home planet of the Volterites. I’ll save the spoilers for those of you that care about the story, but suffice to Kal gets tasked with saving the human race (again) from certain doom and will go through humans, Volterites and Judgers alike to accomplish that feat.

You’ll be saving humanity via gameplay that should be largely familiar for genre veterans. Like its predecessor, N.O.V.A. 3 has you exploring a wide variety of locales while battling enemy archetypes and hitting objective-marker based goals that shouldn’t offer much in terms of surprise. Also, you can expect the occasional break from the on-foot battle heroics by piloting Mechs, manning the weaponry on top of AI driven trucks and serving as sniper support for other NPCs. By now, it should be apparent that Gameloft has uncovered the formula for a successful FPS, and while N.O.V.A. 3 doesn’t offer much in terms of revolutionary gameplay, it certainly succeeds in what it does implement.

One interesting inclusion is an in-game store that offers unique weapons and upgrades that takes currency you earn by completing single player levels. It’s nice to see a system that actually provides rewards proportionally to how well you complete a level run. Unfortunately, the inclusion of IAP to bypass said currency collection lessens experience somewhat.

A well-done FPS is in some ways far more reliant on its controls than other genres. Thankfully, N.O.V.A. 3 works within its limitations to provide a competent scheme for a touch screen. The standard dual-stick controls are available, as well as generous use of a swipe gestures for swapping weapons and powers. I was particularly a fan of the gyroscope inclusion, as proper use of that option goes a long way towards making the game’s aiming accurate and fun.

N.O.V.A. 3 plays well on the iPhone, but I found the screen to be a bit cramped compared to the roomy iPad controls. Either way, a host of options such as auto-aim, attempt to help even touch-screen novices blast away with ease. While I imagine there are some folks that will never get used to touchscreen controls for an FPS, the fact remains that N.O.V.A. 3’s control schemes do a decent job of letting you take out baddies and navigate the environments with ease.

By the way, those environments you’ll be traversing across look absolutely gorgeous. N.O.V.A. 3 takes full advantage of the hardware offerings of the iPhone 4S and new iPad, which leads to one of the most visually impressive FPS titles I’ve played on iOS. The textures, weather and visual effects – even the shadows are all well done and simply stunning.

As nice as the game looks on the small scree, N.O.V.A. 3 begs to be played on a new iPad. The larger retina-display of the tablet lets you truly appreciate just how far the visuals have come in the series. The fact that the game manages to look this good while successfully running (for the most part) at a decent framerate is probably the most impressive accomplishment. Granted, there were a few mishaps with the graphics engine, such as a few instances of falling through environments, the occasional slowdown when there’s a lot of action on the screen and the unusually lengthy loading screens (that occasionally make you think the game crashed), but these do little to detract from what is an otherwise impressive visual system.

It would be easy to simply classify N.O.V.A. 3 as impressive eye candy and leave it at that, but Gameloft deserves credit for continuing the trend of creating a well-rounded FPS experience complete with a full story-driven campaign, a plethora of control and gameplay options and a balanced gameplay experience. We sometimes talk about games that possess that certain something that make them ideal for showcasing the might of iOS. I’d argue that, while N.O.V.A. 3 may not necessarily be at the top of that shortlist, it has enough going for it to warrant being close to such a classification.

This is part one of our two-part N.O.V.A. 3 review. In previous N.O.V.A. games, multiplayer played a very large component of how much our community enjoyed the game. With our early review copy, there obviously wasn’t anyone to be found to play with online. As soon as the game is released, and we can spend some quality time with the multiplayer we’ll post a follow-up focusing on the multiplayer aspects of N.O.V.A. 3.

App Store Link: N.O.V.A. 3 – Near Orbit Vanguard Alliance, $6.99 (Universal)

TouchArcade Rating:

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May 10, 2012 at 10:15

Coming Tonight: ‘Exponential Invasion’, ‘Jake Escapes’, ‘LostWinds 2′, ‘N.O.V.A. 3′, ‘Penny Time’ and Much More

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May 10, 2012 at 6:15

Despite Movement In The Opposite Direction, NimbleBit Continues To Make Free-to-Play Games That Are More Than Just Business Models With Graphics

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In an age where game studios are talking to behavioral psychologists and hiring retention experts and monetization specialists in a rush to juice the most out of free-to-player gamers, there’s at least one studio developing free-to-play games that doesn’t care about metrics, compulsion loops, and user acquisition. Game business never informs game design at NimbleBit. Fun is first, the mechanics of free-to-play are secondary.

Pocket Planes is the next big thing from the two-man studio, and it’s philosophically linked with its other titles. Without shaking a virtual change cup in your face, Pocket Planes gives you a vibrant and customizable world and ownership over it as you ferry a fleet of planes from one airport to the next. Designers David and Ian Marsh believe that these components will be enough to organically drive the free-to-play aspect. No business trickery is required.

The Art Of Good Free-To-Play

“[Our] philosophy is to consider monetization as little as possible during the design of the game,” Ian tells TouchArcade. “The in-game currencies are balanced to be a natural part of the game without the option to even purchase more during design and beta,” he points out. “Adding IAP and deciding how much to charge is always one of the last things we do before launch. We take care to make sure that everything in the game is accessible and achievable without every purchasing IAP.”

Ian and David proved that this approach works with Tiny Tower. The game made money even though monetization aspects weren’t a focal point. The game also did well with critics, earning all sorts of amazing reviews and even a Game of the Year nod in 2011 from the editorial team at Apple. Millions of people played Tiny Tower, too.

Pocket Planes is still deeply in beta, but I’m as hopelessly … hooked on it as I was Tiny Tower. Every ten or so minutes I pick up my phone and plan more flights. When I’m not playing, I spend time thinking about new planes and creative ways to expand my cash and transport flow. Should I grind in my current selection of airports until I can buy New York’s airport? Or should I keep expanding with much smaller airports to broaden my empire, and slowly build up the necessary resources to acquire international hubs? What if I converted all my fleet to four-seat airplanes? How much could I earn then?

These are the questions running through my head, in part because the simulation aspect of the experience is so good. But I’m also just straight-up invested in the world that I’m creating, and I want to keep making it bigger and better. There are so many small, yet beautiful touches in Pocket Planes that drive my mania. I can name all my planes and customize each of my pilots. My passengers post their thoughts on an in-app Facebook client called “BitBook.” I can buy any airport that I can afford, and I can also upgrade it to make it bigger and better. I can build my planes and when I watch them fly, I can collect the game’s two currencies randomly floating in the air. Pocket Planes also knows when I’m flying. The day and night cycle is synced to the real world. When I receive a Push notification, my phone emits a soft airplane cabin ding.

These are the aspects that David and Ian believe drive users to spend. These are the things it spends all of its time developing. There is no conversation about loops or feedback. The duo spend their time making games with character, real progression, and meaningful stuff. Their games have a soul.

“I’m not sure if there is some kind of secret sauce, but we definitely focus a lot of time on adding lots of things to our simulation games that make them feel like a functional little world inside,” David tells us. “I think the stronger the feeling that there is a buzzing simulation going on inside the game, the more fun it is to influence it and use your actions to mould and direct it.”

“I agree with Dave completely,” Ian says. “The more detail and emotion you put into these little worlds the more immersed players become and the more they enjoy spending time with it.”

“I think the customization has a lot to do with it as well,” he continues. “That isn’t just a plane flying in the game, it is your plane that you named yourself and spent time finding the perfect paint job for. In Tiny Tower, it isn’t just a generic bakery, it’s Brad’s Bread with interior decoration of his choosing and hand picked employees that took work for him to recruit.”

David explains that Tiny Tower and the feedback blowing up NimbleBit’s inbox is actively informing the development of Pocket Planes. Users are lauding their game design ideals and are actually thanking David and Ian for making a fun game first.

“I think we definitely are trying to strike the same balance and attitude in all our future free-to-play games because it resonates with players and matches the type of games we prefer to play ourselves,” David says. “The other thing we have learned from Tiny Tower and also Pocket Frogs is that the more we can stimulate players imaginations the better. The kind of fan art and fan communities that have grown around those games is amazing and that is a target we are always aiming for.”

Pocket Planes is shaping up to be a tremendous game and my praise is coming at a time when more and more new free-to-play games continue to feel like skinner boxes instead of fun things to play with. Ian and David are doing important work here, proving that free-to-play doesn’t need to inform fundamental game design.

“Even without spending a dime, players become heavily invested in these worlds because of their character and charm — not some carefully crafted compulsion loop. That is what keeps them coming back,” Ian says.

Fun doesn’t need to cost a penny, and that’s what NimbleBit strives to make a reality with each release.

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May 10, 2012 at 2:15

‘iBlast Moki’ Developer Godzilab Teases New Game ‘Happy Street’

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Developers of the beloved iBlast Moki puzzle series and the social arcade game Stardunk Godzilab are gearing up for a new release it appears, based on a recent tweet from the company. Literally all we know is that the game is called Happy Street, and based on this first screenshot, it looks incredibly adorable.

We’ll be reaching out to Godzilab for more information, which they promise is coming soon, but based on the pedigree of the company’s previous releases then it’s a pretty safe bet that Happy Street is something you’ll want to keep an eye out for.

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May 10, 2012 at 2:15

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