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‘Sonic CD’ Review – Absolutely Incredible and Redefines Expectations of iOS Ports

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The only way I can start this review is with a little history lesson, both for people who aren’t familiar with Sonic CD, as well as those of you who might not have been reading TouchArcade since the summer of 2009. Let’s start at the beginning, so everyone can truly appreciate just how wonderful the very existence of this game is.

Sonic CD, or Sonic the Hedgehog CD was originally released in late 1993 for the Sega CD, Sega’s CD-ROM accessory for the Genesis console. Sega CD had actually come out earlier that year, and many gamers (myself included) couldn’t wait to get their hands on one as the promise of full motion video powered gaming seemed incredible. Unfortunately, both due to the many technical limitations of the system, as well as the games themselves just not being very good, the Sega CD never really took off quite how I imagined Sega wanted it to. (There’s actually a bunch of reasons I could also get into, but I digress.)

Sonic CD represented a blazing torch of promise that I had hoped was going to give the Sega CD the boost it needed, serving as that ever-important position as “system seller.” Again, unfortunately, the relative low popularity of the Sega CD accessory made Sonic CD a commercial failure, even though it was a critical success. In fact, I’d still say Sonic CD is the best Sonic game ever released. It was a particularly great Sega CD game, as it played to the strengths of the Genesis with familiar Sonic-style gameplay enhanced through a few tasteful full motion video scenes and some fantastic CD audio.

Fast forward nearly 16 years to a curious question that Sega posted to the iOS community. Previously, Sega’s efforts on the App Store were limited to decidedly mediocre games, centralizing almost entirely around emulated Genesis games wrapped in an emulator that really wasn’t that great, and still isn’t that great. They asked gamers what they’d like to see on the iPhone next, and literally a day later Christian Whitehead revealed his idea. Check out the video from 2009:

While that video might not be that entirely impressive now, remember at the time we were busy wagging our finger at Sega for continuing to release emulated Genesis ports that played poorly, performed even worse, and just weren’t any fun. Then Christian Whitehead comes along with not only a port of the best Sonic game, but also running at 60fps? The emulated Genesis games barely ran at a quarter of that. Our minds were beyond blown, but like all cool things utilizing IP of a larger company, we didn’t expect this fan-made Sonic CD project to wind up anywhere other than in a cease and desist letter fired off from Sega’s legal department.

We quickly got together with Whitehead, and conducted a fascinating interview where one thing started to become crystal clear: This is a project motivated solely by love for the game. Christian built an entire game engine specifically for porting retro classics, and he had aspirations of working with Sega to actually get his version of Sonic CD in gamers’ hands. Following that, things went dark. The fan-made Sonic CD web site vanished and the above video disappeared from YouTube. We assumed the worst, as it seemed reasonable that Sega’s legal hammer came down on the project.

Jump ahead another two years, and out of nowhere that Sonic CD was coming to iOS. We quickly confirmed that this was in fact Christian Whitehead’s Sonic CD, and we couldn’t have been happier. Sure, the particulars such as release date and other things like that weren’t in the open yet, but it was coming, and that was enough.

Tonight, Sonic CD is released to the world, based on the very same demonstration we saw back in 2009, which I suppose brings us to the actual “review” portion of this review. Sonic CD plays like every other Sonic game in that you run from the start to the finish, collecting rings, and fighting bosses every few levels. One radical addition to Sonic CD is the addition of the “Past” and “Future” system. Running past either a “Past” or “Future” sign sends Sonic time traveling to a slightly different version of the level. Initially, the future will be a “bad” future, overrun by robots. However, if you go into the past first, and destroy the robot generator, you’ll be able to enjoy the “good” future which significantly fewer enemies. Alternatively, you can just ignore time traveling all together, although I believe (If my memory serves me.) getting the best ending requires unlocking every “good” future.

In a word, Sonic CD is incredible. It redefines what gamers can expect out of retro iOS ports, while simultaneously making all of Sega’s existing ports look absolutely horrid in comparison. The on-screen controls work great, the game performs even better than the original, and they’ve included not only the Japanese soundtrack, but also the American one. (Note: It defaults to the Japanese soundtrack, so if you’re wondering where the familiar “Sonic Boom” song is, you’ll need to toggle it in the options.) It’s even Universal. I can’t think of a single thing that’s missing or lacking in any way, in fact, they’ve even added Tails, who wasn’t even present in the original.

I’m not sure what else to say. Here we have the best installment of one of the greatest gaming franchises, which received both flawless review scores and game of the year awards when it was originally released ported with complete perfection to iOS. This is a game you flat out need to buy if you even vaguely consider yourself an iOS gamer. Not only because it’s such an impeccable port of an important piece of gaming history, but because we need to vote with our wallets to tell Sega (and anyone else who might be watching) that this is the quality we demand out of retro games brought to the App Store.

International App Store Link: Sonic CD, $1.99

Note: Sonic CD will be available in the USA at 11:00 PM Eastern, it should be available everywhere else in the world right now though.

TouchArcade Rating:

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December 15, 2011 at 5:17

‘Command & Conquer Tiberium Alliances’ Heading To Mobile

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Hot off the heels of the announcement of a brand new Command and Conquer at the VGAs, EA has announced… another Command and Conquer game. This one, however, isn’t being hailed as the Next Great Thing From BioWare, and more relevant to our interests, is being targeted specifically at mobile, and the flavor of the moment, social.

So, what is it? It’s called Command and Conquer Tiberium Alliances, and it’s “the first MMO and first free-to-play” game in the often off-the-wall real-time strategy series. In the game, users will embark on a quest “for world domination” that will apparently have them squad-ing up with pals in order to form alliances. Real-time stats, news feeds, and “completely interactive and dynamic gameplay” are all being promised. Sounds neat!

That’s all pretty vague, and that’s a bummer considering this is an otherwise exciting bit of news that fans will definitely want to discuss. Hopefully we’ll get our hands on the cross-compatible browser or mobile version soon and give you more concrete stuff.

While you wait, actually, you can sign up to participate in the game’s closed beta on its web site. This beta starts on December 15 and rolls until whenever.

[Via GamesRadar]

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December 15, 2011 at 5:16

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‘Mage Gauntlet’ Goes Universal In Big Update

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Rocketcat Games’s utterly fantastic action RPG, Mage Gauntlet [$2.99], is now bigger, better, and much more Universal. In a brand new update, Rocketcat has added Universal support and rolled in fancy new flip-screen functionality to one of our most favorite RPGs of the year. On top of this, it’s rolled in various tweaks: some spells have been changed around, the rabbit’s foot now increases hat drops by five times, revives grant a free spell, save files can now be exported via iTunes, and some levels have received some shortening to make them better.

Surprisingly, that’s not all — bug fixes and a few other notable changes have been introduced. If you’re particularly curious about what’s up, check out the game’s new patch notes here or on iTunes. It’s a long list. Also, if you’re still somehow on the fence, definitely give our review a read. You don’t want to miss this game.

App Store Link: Mage Gauntlet, $2.99 (Universal)

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December 15, 2011 at 5:16

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Coming Tonight: ‘Bug Princess’, ‘Ice Rage’, ‘Marathon 2′, ‘Sonic CD’, ‘Trenches II’ and TONS More

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December 15, 2011 at 5:15

‘Bejeweled Blitz’ Review – Less Is Good Sometimes

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Bejeweled Blitz [Free], now a Universal app for iPhone and iPad, is a stellar game. It takes the glorious match-three mechanic of the classic puzzle franchise, pumps up the volume on the jewel and match bonuses, and then condenses it all down into frantic, one-minute bursts of eye-gasmic, point-laden play.

Do you know a dude who hasn’t see Bejeweled yet? At this point, I’m pretty sure that the only people who aren’t into Bejeweled don’t have computers or phones, which pretty much eliminates them from reading this web site. So, I feel like there isn’t much need to go on and on about how the match-three mechanic works or what makes Bejeweled feel good.

Let’s talk about what’s more relevent: what Blitz does differently.

In brief, Blitz is a super breezy and pyrotechnic take on the classic formula. Each session ends at the 60 second mark, and the goal is to score more points than people on your Facebook friends list.

What’s remarkable is how well the game supports its structure; all the high-toned sounds and explosive colors feed into the dizzying time limit, reinforcing a sense of momentum that the other versions of Bejeweled straight-up don’t have. Similarly, the off-the-wall points system bolsters the high-score aspect of the experience by giving you tons of opportunities to score ludicrous amounts of points.

Needless to say, the game part feels good as always, and the new aspects Blitz brings out in Bejeweled are solid and good, too.

Blitz has some other stuff. While not having Game Center to connect with friends and see their high scores, it does support Facebook — and superbly at that superbly. From in-game, you’ll see your friends Facebook scores or even app scores as naturally as you’d expect. It even talks to the Facebook app.

There are also some fun extra elements on the puzzle side that connect to a free-to-play or in-game currency system. Before each match, you can bring in different, multiple use abilities to change up the match. For example, there’s a whirlwind power that rotates the board. This is purchased with credits that you earn in matches and can, of course, buy via IAP. I think you’ve got to be really, really dedicated to earn enough to bring these (awesome) abilities into each match, so be aware that the F2P element will always be winking at you.

So, yeah, Bejeweled Blitz is what it says it is, and it’s smart about the whole “blitz” part, integrating some new elements while allowing the same core play to shine. While I’d love to see some official iOS Game Center love, the Facebook stuff is sharp enough to support the entire structure. Convince some friends to jump in and I think you’ll have a good time.

App Store Link: Bejeweled Blitz, Free (Universal)

TouchArcade Rating:

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December 15, 2011 at 5:15

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‘Hunters 2′ Coming Spring 2012

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One of the coolest tactical turn-based games we’ve ever seen on iOS, Hunters: Episode One [$.99 / HD], is getting a sequel. Rodeo Games, the original creator of Hunters, have revealed with us that it is indeed working on Hunters 2. And guys, it sounds and looks radical.

Hunters 2, which is slated to hit Spring 2012, will build on the same combat that made the first game so popular, but it’ll also throw in some notable new systems and weapons. For example, the team is dropping in a new mini-gun that fires blistering bursts of 10 rounds. That’s especially hip, we’re told, because it’ll show off the game’s new projectile system, which lets you see every round fired.

New enemies, environments, and mission types will naturally be part of the fresh package, but so will a fleshed out and scripted campaign mode featuring Rodeo’s new hero character Caius Black. One of the promotional images we’ve received notes that he’ll be “alone, wounded, and betrayed.”

As if that wasn’t enough, the game’s engine has been scrapped in favor of a new one that’ll integrate real-time dynamic lighting and “loads of customization options.” Get a taste below:

Speaking of customization, that’s something Rodeo is focusing on character-side, too. In Hunters 2, each Hunter will have a talent pool and you’ll assign points in specific skill and build trees. Rodeo tells us that this system “really individualizes your Hunters and brings all sorts of new tactics” to the fold.

We’ll be getting our hands on Hunters 2 in the coming weeks. If you’d like to try the original game, now is a great time — both versions are on sale now at $.99 instead of their usual $4.99 and $6.99 price points.

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December 15, 2011 at 1:15

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‘Arma 2: Firing Range’ Hits iOS

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Bohemia Interactive, alongside Idea Games, have launched its interesting companion, er, experience to Arma 2 across iOS. Arma 2: Firing Range [Free] as it’s called, is a pretty strict weapon simulation game that tasks you with hitting targets with a dizzying range of guns equipped with a variety of mechanical compliments such as red dot sights.

It’s interesting because it’s so strict, which is basically why Arma 2 the full game has been receiving love despite its variety of technical issues. Firing Range’s connection to the full experience stops at the guns, but it’s notable that you can view them all with previews and even “study” the specifications of each.

Firing Range at $0 includes a single firing range and three weapons. With an IAP of $1.99, you’ll get access to all the current crop of weapons and challenges. We’ve been told that more guns and firing ranges will be added later.

App Store Link: Arma 2: Firing Range, Free (Universal)

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December 15, 2011 at 1:15

‘Civilization Revolution’ Receives iCloud Support

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Civilization Revolution for the iPhone [$6.99] and iPad [$12.99], one of our favorite simulation games on the entire platform, has just received iCloud support in a massive update that sees some notable tweaks across the two games.

Starting now, you can upload and sync your saves between iPad and iPhone, which allows you to rock out in the same conflict regardless of iDevice on-hand. Also, 2K Games has dropped in achievement support and added to the game’s visuals. New resource and unit icons compliment all new environmental animations including moving water and animated seagulls and fish. Seems small, but you’ll be surprised when you boot it up.

Civilization Revolution for iPhone, by the way, has also just received “Create Your Own Scenario” challenges, which brings it up to date with the iPad version. This mode in particular is the most entertaining and rich one that Civ Rev has to offer, so definitely give it a look. You’ll be saying, “Oh, god, it’s 2AM” in no time.

App Store Links:
    Civilization Revolution, $6.99
    Civilization Revolution for iPad, $12.99 (iPad Only)

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December 14, 2011 at 21:15

‘Kinectimals’ Review – Making Connections

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Kinectimals on Kinect is an experiential game that does a solid job of luring its users into forming an emotional bond with its assortment of on-screen, rascally pets. As an adult, you see why the user’s relationship to the pet is so important: without one, the entire experience falls apart. If you aren’t clicking with your animal, you don’t want to pet it, you especially don’t want to get up and interact with it, and you sure as heck don’t want to do the game’s mindless assortment of mini-games alongside it.

Little ones, from what I understand, generally respond to its adorable baby cheetahs, its equally adorable Bengal tigers, and its other scarily expressive animals. When the game asks, kids enthusiastically move about and shout and jump, and reach to the TV.

That’s well and good, but now Kinectimals has made the jump to iOS. Obviously, the Kinect hook has been dropped with this particular version. So, this begs the question: does the game and its, er, magic still work?

I can’t give you a straight answer on that.

What I can say, though, is that a good chunk of the charm of the original has made the platform leap. Just as in the other game, you pick and name a gaggle of cats to directly interact with, each one as viscously adorable and playful as the next. Once you grab one you’ll be teleported to a field of sorts and given the opportunity to either pet, feed, instruct, or initiate tricks with the thing.

This initial screen, and the subsequent backgrounds you’ll move on to as you level up as a pet owner, is essentially a sandbox. The animal seemingly acts randomly, but you or a young one are ultimately always in control of what to do next. Usually, that Next Thing involves a good scratch behind the ears or a ball throw.

For what it’s worth, Kinectimals iOS is arguably on par or better-looking than its Xbox 360 counterpart. It also runs as smooth as butter, in our experience: the animations of the cats, which are surprisingly lifelike to begin with, are sharp, the menus load in a matter of a second or two, and even “level” transfers are nearly seamless. It’s nice.

The implementation of touch is good, too. The contextual gestures and swipes make sense, and the responsiveness is something other studios doing ports should study. I think the controls in particular are simple and intuitive enough for a young one to put its head around. Want a cat to jump? All it needs to do is swipe up. Want to pet it? Just toss down two fingers on the screen, wait for the camera to zoom, and then go to town.

That said, I think there is a layer or two of, let’s say immersion, lost in translation; since you aren’t directly pantomiming actions with your body and arms, the interaction doesn’t feel as substantial. The animal, on the other hand, is much more in your face with a tablet, and there’s something to that. Also, let’s not forget just how darn cute, bouncy, and willing to be interacted with these things are.

This all in mind, and the controls taken into account, I’d argue that the touch versions are as viable as the Kinect one. Sure, there’s some loss of weightiness, but overall the game still works thanks to some smart design / port decisions.

Actually, while we’re exploring some possible negatives, let’s talk about some concrete ones. This game’s UI is borderline terrible — it’s hard to navigate for one, but it’s also tough to see what’s important. Also, the game’s over-eager lemur that guides the experience isn’t in this version, so its up to the young ones to puzzle out how to play, how to progress and how to discover new levels.

The latter in particular is a big black eye. Just remember: the points you earn are like a level currency. At some point, you’ll earn enough for the game to invite you somewhere else.

The actual meat of the experience, or at least what I believe is supposed to be the main feature, the mini-games, are accounted for, too. These are definitely not for adults, as each are as mundane, easy, and almost job-like as possible. I’m thinking, though, that a kid will especially dig the monotonous jump-roping, ball throwing, and picture taking.

And that’s the rub; I’m not sure how to evaluate this game because I know what a tape deck is. I will say this, though. Most of the parts of the original game, which worked for kids apparently, is fairly well translated in this version. And even though it lacks 1:1 body-to-game interaction, I think a solid connection can still be formed between digital cat and real, whiny “Give Me A Pet” kid. Give it a look with him or her, but I’d advise to stay away if it’s just you looking for a game.

A couple of side-notes: If you buy this, you’ll get the ability to import your iOS Kinectimal to Kinectimals on Kinect via QR code and vice versa. You’ll also be able to unlock five new Kinectimals in the main game, just like owners of the Windows Phone 7 version were able to when this game debuted on that platform. Check out our discussion thread for more information.

TouchArcade Rating:

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December 14, 2011 at 21:15

A Sequel to ‘OutRun’-Inspired Racer ‘Final Freeway’ is in the Works

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In August of last year, developer Oyatsukai released Final Freeway [99¢], a retro-racer that was lovingly crafted as an homage to the classic arcade game OutRun. We totally enjoyed the game in our review, and were especially impressed with the high framerate and crazy sense of speed in Final Freeway. This past October, the developer announced that a sequel to Final Freeway was in the works, and right now that sequel is going by the working title of Final Freeway 2: Retro.

Oyatsukai released a new gameplay trailer a few weeks back for Final Freeway 2R which shows the slightly new look of the game. While the first Final Freeway seemed like it was going for a more realistic, digitized look, this second entry has more of a cartoonish feel with hand-drawn sprites and bright colors. I think the result is a more accurate take on OutRun, from the video you can see other tiny new touches like your choice of different characters and the ability to actually crash and flip your ride.

Once again, the framerate and sense of speed in this new Final Freeway sequel are just crazy. Despite being so simplistic and a bit short, I still regularly bust out the original Final Freeway for my retro arcade racing fix, so I’m definitely looking forward to a new entry that offers a refined experience. Development seems to be slow but steady, and when the game was announced in October the developer was hopeful that it was about 3 months off from being finished, which would put it at an early 2012 release. Hopefully they are on track for this still, and Oyatsukai has started a campaign at the Kickstarter-like Appbackr in the hopes of crowd funding the cost for the final push towards completion.

We’ll keep tabs on Final Freeway 2R and will hopefully see it in the not too distant future, and until then you can join the discussion of the game taking place in our forums.

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December 14, 2011 at 21:15

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