TouchArcade.ru

Игры для iPhone и iPod Touch

Archive for the ‘iCan’ tag

‘Split/Second’ Explodes on to the App Store

without comments

Disney Interactive's arcade racing collaboration with Black Rock Studios, Split/Second [$6.99], hit the App Store tonight and so far seems remarkably similar to the version we previewed last week:

Developed in house utilizing scaled down versions of the assets from the XBOX 360 and PS3 version of the game, Split/Second for the iPhone is a fun racing game with a great sense of speed and a cool gameplay mechanic that involves blowing up portions of the track to change the layout of the course and sabotage opponents.

In Split/Second, you compete in a fictional reality television show where you compete for fame and fortune. Included are three gameplay modes: Season mode where you play through the TV show, quick race where you can play any unlocked track, and multiplayer mode which not only can be played locally via bluetooth and WiFi but also online.

The main gimmick of Split/Second is the powerplay system. Racing through the game, a gauge near the back of your car slowly fills up in three segments. Doing things like drifting, drafting opponents, and just generally racing as aggressive as possible increases your powerplay meter. You can then spend this powerplay energy to initiate various explosions throughout the track to take out enemy racers as well as significantly altering the track itself. This can result in debris and track damage that you must dodge and avoid in subsequent laps. The game offers 3 types of modes throughout: Detonator, Elimination, and Race. Detonator pits you against the track itself in which all possible explosions occur during your run. You just need to finish in the time allotted. Elimination is an aggressive quick-elimination mode where the trailing car is eliminated at regular intervals. Finally, Race is self explanatory. Controls are limited to auto-acceleration, tilt control and manual braking with multiple button layout options.

As some commenters mentioned in the preview post, the powerplay gauge increased very slowly in the preview build. This seems to have been tweaked to be more in line with the console version of the game and it seems rare that I'm ever really starved for powerplays.

Unfortunately, the other issues mentioned in the preview still remain. While the game itself is a fast arcade racer with a neat gimmick, it almost seems like too much was sacrificed when compressing the game down from the XBOX 360 or PS3 to the iPhone. So many of the visual effects are missing, and even the biggest explosions aren't nearly as exciting.

In comparison, when playing the full console version of the game, you're constantly dodging explosions and other environmental obstacles launching themselves in the middle of the raceway. On the iPhone, this explosion mechanic isn't anywhere near as prevalent as it should be in a game that tries to be based around adrenaline-pumping explosions around every turn.

Split/Second for iPhone does come with online multiplayer, but since it just launched this evening, it's too early to say whether or not this will become popular enough to sustain itself.

While Split/Second for iPhone can be a fun arcade racer, App Store racing staples like Real Racing [$4.99 / Free] and Need for Speed Shift [$6.99] are just flat out better technical racers. As such, Split/Second isn't a must have but may appeal to those looking for a different and far more arcade-y racing experience.

App Store Link: Split/Second, $6.99

[source]


Written by admin

May 18, 2010 at 18:15

‘Fruit Ninja’ Creator Halfbrick Studios Talks iPad, Ports, and New iPhone title

without comments

Blast Off, Rocket Racing, and Echoes; these are a few of the games created thus far by Halfbrick Studios. By even taking the smallest glimpse at the Aussie-based developer's portfolio, you'll notice that the studio isn't married to a specific digital platform. Yet its latest title, a simple and entertaining slasher called Fruit Ninja [99¢], gives us the impression that the iPhone is as good of a place as any for Halfbrick's oftentimes irreverent titles.

But here are with monstrous iPads. To say we hunger for high-quality, visually stunning titles for the device is an understatement. Luckily, it looks like Halfbrick might fill our tummies with our own desires — and it could be with a title we're already familiar with, like Fruit Ninja.

"We certainly have," Halfbrick's Phil Larson told Touch Arcade when asked about the possibility of ever releasing Fruit Ninja — or Blast Off — on the iPad, "and at this stage it looks likely that we will be able to create iPad games once we are set up with the right hardware."

"There's already a significant number of Fruit Ninja players who are playing on iPad, so we'd definitely like to give them a nice HD version in the near future."

Halfbrick might not have the all the right pieces for full-on iPad development, but the studio does seem to have a creative direction in mind whenever it does decide to go full throttle with the iPad.

"The iPad is very good for games, as it has all the features of an iPhone except in a larger size with the potential for same screen multiplayer," Larsen says. "I don’t expect the scope of our games to change all that much from iPhone to iPad, but it will allow for a few extra features that we can squeeze in and give iPad players something unique.

On the other end of the "unique" spectrum — but not unwanted — giving App Store hawks a familiar game, like a re-release of the PSP Minis puzzle game Echoes, could be on the table. Just don't hold your breath for a Rocket Racing port.

"With Echoes there is definitely some unique gameplay there which we would like to explore. A few concepts could lend themselves very well to touch-screen mechanics, particularly with a puzzle or strategy focus."

"Rocket Racing may have reached the end of its run on this current generation of consoles/handhelds, but we have no aversion to racing games at all. When we develop the right concept we’ll absolutely bring racing back in the Halfbrick catalogue."

A lot of what we're asking Larsen has to do with ports or re-releases, but that doesn't mean the studio isn't working on something new. Larsen teases us, revealing that a brand new game is almost finished and will be announced soon.

"We have a brand new iPhone game which has never been seen before and is around 90% complete. It’s like Fruit Ninja — simple, fun and playable in short bursts. Of course, that means we focus on polish and making the game look as good as it possibly can. Look out for an announcement in the next few weeks!"

We will indeed.

[source]


Written by admin

May 17, 2010 at 22:15

‘Nirvana Revenge’ – Is That Teen Spirit I Smell?

without comments

Marking a significant improvement over the recent Justin Bieber Revenge [$4.99] comes tonight's release from Tapulous, Nirvana Revenge [$4.99]. Following the same formula as the rest of the Revenge games, Nirvana Revenge comes with thirteen Nirvana song from several different albums (and live performances) to tap along with for less than you could buy the same songs from iTunes for.

The track list should make any 90's alternative fan happy:

  • "All Apologies" (In Utero, 1993)
  • "Breed" (Nevermind, 1991)
  • "Breed" (Live at Reading, 2009)
  • "Come As You Are" (Nevermind, 1991)
  • "Heart Shaped Box" (In Utero, 1993)
  • "In Bloom" (Nevermind, 1991)
  • "Lithium" (Nevermind, 1991)
  • "Lithium" (Live at Reading, 2009)
  • "Rape Me" (In Utero, 1993)
  • "Smells Like Teen Spirit" (Nevermind, 1991)
  • "Smells Like Teen Spirit" (Live at Reading, 2009)
  • "Stay Away" (Nevermind, 1991)
  • "You Know You're Right" (Nirvana, 2002)

If this is the first you've heard of Tapulous's rhythm games, they're the finger tapping equivalent of Dance Dance Revolution. There are free versions you can try to see how the game works before diving in to any of the paid licensed games. For the iPhone you can either download Tap Tap Revenge 3 Boost [Free] or if you have an iPad, grab Tap Tap Radiation [Free]

App Store Link: Nirvana Revenge, $4.99

[source]


Written by admin

May 13, 2010 at 10:15

Posted in новости

Tagged with , , , , , ,

‘Armada — Galactic War’ Review: Who Needs Starcraft on the App Store Anyway?

without comments

It was little more than a week ago that we were lamenting that Starcraft 2 would not be coming to the AppStore any time soon. Unbeknownst to us, indie developer Pixel Stream has been working on the silver lining to that news for almost 8 months, with the release of their Starcraft-esque real-time strategy game, Armada – Galactic War [AppStore].

Firstly, let's dispense with one important fact early– Armada is a no-nonsense, online-only RTS, at least until a promised future update releases offline play too. This means from your very first game you'll be facing real competitors over your WiFi or 3G networks and won't be charging through a pre-scripted, story-based set of missions. Fortunately, you aren't thrown entirely in the deep end, as a brief page-by-page tutorial offers an introduction to the game's mechanics and features.

Each Armada army, of which there are 3 — the Humans, Cyborgs and Aliens — has 4 distinct classes of units. There are no buildings to concern yourself with, so the scope of your campaign is entirely in considering whether to deploy your Mechs, Tanks, (flying) Ships or your solitary Mothership. Unit effectiveness is determined by a loose rock, paper, scissors formula, where Mechs are effective against Ships, Ships are best against Tanks (who are the only units that can't attack air units) and Tanks use their splash damage to chew through Mechs. Each unit class (with the exception of the Mothership) is further broken down into 3 units of increasing strength and cost. The Mothership is the hub of each team, a goliath of a ship that is both your source of units and a competent fighter against all the other classes. Its destruction serves as the overall objective to achieve victory in Armada.

Your entire army is funded by sending your Mechs to harvest the green crystals scattered across the map (sounds familiar?). Selecting units and ordering them to a task is ingeniously simple in Armada. You enter select mode by holding one finger on the yellow square at the top left of the screen and can either drag a box around your units, or tap them individually to select them. Releasing the select box allows you to then issue commands by tapping on-screen, such as sending Mech units to mine crystal.

It's a wonder that many developers have cited difficulty in translating traditional mouse controls to the touch interface as the major reason RTS games aren't featuring on the AppStore (just read the comments from Blizzard above). Pixel Stream have managed to come up with a control scheme that feels both intuitive and responsive and allows for a surprising amount of micromanagement too. That's not to say we were completely satisfied with the control options, as we would have liked to see a way of de-selecting units and assigning control groups (to on-screen buttons perhaps?) or selecting all units of the same type to better co-ordinate your army in combat, but the basis for a successful system is certainly in place. A few tweaks could make it really exceptional.

We were very impressed by the online service provided via Pixel Stream's Zing Network. Private matches were simple to setup and the matchup system found opponents nearly instantly, or would revert to an AI player if players weren't available. Games played on WiFi naturally ran very smoothly but we were surprised to find that 3G connections were just as capable. Armada's netcode and graphics performance also appeared to be in peak form, as we piled scores of units on screen at once, upwards of 30 or 40, and noticed no perceivable performance hit on our 3GS device. Our 2G Touch device skipped only a few frames too, but combat certainly remained playable.

The 5 maps initially available in Armada can be played in any configuration from 2-4 players, with 4 player battles being a (manic) highlight in our time with the game. The maps all have different configurations and slightly different themes, though their function is more strategic than aesthetic, as each has a number of crystal farms for you to expand to in order to gain a leg up on opponents. The units themselves are crafted in simple 3D; they are evidently low-poly with low resolution textures. That's not to say they don't look nice though, as they are all easily recognised on the battlefield and get the job done. Each race has a completely unique style individual to their personalities too (for example, the Cyborgs are clean-lined and shiny, whilst the Humans are more rugged looking).

Armada also features an underlying upgrade system called A.R.M.S in-game, which we are admittedly on the fence about. 10 customizable upgrades (in total) can be applied to your profile, each one boosting the abilities of 1 particular unit in your arsenal. For example, a Mech 1 speed upgrade will boost the movement speed of any 1st tier Mech that you create by 30%. There are hundreds of upgrades to choose from covering the whole gamut of attributes for each unit (and the mothership too). Upgrades are purchased by credits which are awarded for playing matches, with wins and larger scale matches equating to larger returns.

The A.R.M.S system was intended to offer an additional layer of strategy, but it ends up playing out more like a ranking system on FPS games, where players that stick with the game have a significant advantage over those who play infrequently. To give an example, one player on our forums, backtothis– who is currently on top of the leaderboards– claims to have upgraded his level 1 Mechs to the point where they can destroy level 3 Tanks. This costs an exorbitant amount of credits to do however and won't be an option available to the average player for quite some time. We sincerely hope the developers will keep an eye on this, as the upgrade system could be a major source of serious imbalance issues in future match-ups, something that is far more detrimental to RTS' than other genres.

Armada makes serious inroads into capturing the essence of popular real time strategy games on a portable device. It is clearly influenced by the greats such as Starcraft, and in some ways actually manages to distil the epic unit-to-unit match-ups and combat strategy that made that game a hit. Its focus on unit management over building management ensures a narrower scope of battle that is well suited to shorter, more intense matches. It already has a tight control setup in place (which could still use some tweaking) and a match-up system that works– and works well. Our major concern is with the potential abuse of the upgrade system, the effect of which largely remains to be seen, and whether the developers can keep up with the inevitable balancing updates required.

At this stage though, we're ultimately impressed by what 3-man developer Pixel Stream have done; they have catered for RTS fans in a way that other larger developers had thought too difficult. With the promise of offline play in the near future, Armada is an effortless recommendation to any RTS buff looking to test their APM on the touch devices in a competitive environment. To check out the gameplay for yourself, take a peek at the developer's trailer above or hit up our forums for other readers' impressions.

App Store Link: Armada – Galactic War, $0.99 (Introductory Sale Price).

[source]


Written by admin

May 10, 2010 at 14:15

‘100 Rogues’ Review — A Remarkable Re-imagination of the Rogue-like. [Update]

without comments

Every now and then a game is released that completely transcends the genre it's made for, elevating its possibilities to all new heights. It doesn't happen often, but when it does it results in something genuinely spectacular. And that is precisely the case with Dinofarm Games and Fusion Reactions's lovingly created 100 Rogues [App Store].

100 Rogues is an arcade-style dungeon crawler/rogue-like loosely based on classics such as our highly rated Sword of Fargoal. We say loosely based, because while it features the typical dungeon crawler elements of near-certain death, randomly generated maps and loot and a foray into the depths of an enemy-riddled pit, 100 Rogues delivers it in a way that makes you feel you are playing something else entirely.

Obviously, at first glance, this can be credited to its utterly gorgeous presentation and visuals. Typical dungeon-crawlers are recognisable by their dogmatic approach to gameplay over graphics, many of which are still ASCII-driven. That is definitely not the case here. To begin, 100 Rogues introduces its heroes — the Crusader and the Fairy Wizard– through two different, tongue-in-cheek cutscenes that reveal a surprising amount of context for each character and a dubious quest to eradicate Satan himself. It sets the mood for a game riddled with comical self-awareness.

This certainly plays second-fiddle though to some of the most incredibly animated 2D caricatures we have seen– period. Both the Crusader and the Fairy Wizard are brought to life by Dinofarm Games and Fusion Reactions, each with their own distinct personality and style. The Crusader is an armor-clad, righteous bastion of good who cuts a swathe through enemy hordes with his cape flicking behind him; standing in stark contrast to the Fairy Wizard, a withdrawn, misunderstood creature of magic that prefers to attack with guile and deception from afar.

It's not all eye-candy though, as 100 Rogues brings to the table 8 unique skills for each character. The Crusader for instance, can call on divine powers, knocking back enemies with his Whack of Glory, or Healing himself if things get rough. Also, in what is quite possibly the coolest and most hilarious ability that I have ever seen, he can call on God Himself, who appears in the form of a giant finger that descends upon the battlefield to smite a foe or heal our Hero in times of need. The Fairy Wizard on the other hand, is far more fragile, but is able to teleport to elude enemies and cast crystal attacks from afar. The Fairy Wizard is also capable of confusing enemies or calling on a giant crystal ball familiar to attack nearby enemies.

Though the skills themselves look great and varied, it is their thoughtful implementation that really makes combat in 100 Rogues something special. This is because many of the skills have a strategic use that once discovered, can really excel your combat ability. For instance, the Fairy Wizard can combine a dagger attack with Teleport (aptly named Telestab), popping up behind an enemy to deliver a lethal backstab, only to teleport away again. The Crusader on the other hand can Overheal, giving himself bonus life above and beyond his normal hit points. And though his Whack of Glory knocks back enemies, if they are against an obstacle already, it delivers a devastating critical attack instead.

These secondary functions are critical to advancing through the gruelling 10 dungeon levels included at release. But they aren't made obvious from playing the standard game, so to lend a hand the developers have included a Challenge Mode to highlight to players some of their uses. There are 10 challenges available at release which have you killing a number of enemies or escaping the level within a set number of moves, usually giving you only few hit points and one crucial ability to complete your task. They're a great way for players to familiarise themselves with the advanced strategies, though we're positive there are more to be found through experimentation.

It's an indication of the breadth of features to cover here that we're only now arriving at how well 100 Rogues handles. Foregoing any on-screen controls, your characters are navigated by tapping in any four directions around them. Similarly, enemies are targeted by simply tapping on them (if a range attack) or running into them by the aforementioned mechanism. Skills are activated by tapping on your character, which in turn reveals a skill palette from which your skill is chosen, and then a suitable target selected. There are two on-screen buttons on the lower left and right of the screen to open your inventory or issue a wait command respectively, and a 4-slot quick-bar for immediate access of items. It's worth noting that the game can only be played in Portrait mode, too.

Items and equipment play a big part in dungeon crawlers, and that's no different here. Players can equip a large assortment of weapons, from swords and axes to wands and bows (to name a few), together with a range of armor types and accessories. 100 Rogues runs the full gamut of item effects and stat bonus' too. What's more, some enemies can only be effective by certain item types– something that will have to be learned quickly by players in order to proceed through the depths. As well as weapons and armor, there are also spell scrolls and buff scrolls that enhance either your health, magic or strength, or can raise the item level of equipment. 100 Rogues also has a countdown of sorts in the form of hunger, forcing you to keep your belly full lest your hunger cause you to waste away– placing a significance on searching for safe meals to consume on your quest.

If hunger doesn't get you, enemies surely will however, as 100 Rogues is true to its origins in that it is challenging and unforgiving, with a vast array of enemies that all require a different approach to defeat. If you make one wrong move, you are dead. If you are unlucky, you are dead. If you don't manage to find food, you are dead. And if none of these kill you, then maybe the large-scale boss encounters found every 5 levels will. These are all grim realities of the dungeon crawler. Fortunately, by way of its versatile skill system and arcade-paced strategic action, 100 Rogues is still a highly accessible adventure. And in case you forget, the game regularly lets you know that death is a certainty, and that fun is to be had in achieving that high score and glorifying your name in the online leaderboards forever.

100 Rogues is as much about exploration as it is about move-by-move action and employing a careful strategy. Game sessions are generally short, but 100 Rogues still saves your game by the move, meaning interruptions are a thing of the past and lengthy game sessions are easily broken down into short bursts. Finally, 100 Rogues is rounded out by a catchy, retro-style, synthesised soundtrack that is of the same calibre as the rest of the game.

100 Rogues is an evident labor of love for the developers, who already have a long list of planned features including at least two additional classes (the Dinoman Bruiser and the Skellyman Scoundrel), 10 brand new levels, an item shop, many more monsters and items, in-dungeon NPCs and an Endless game mode. All considered, 100 Rogues is an effortless recommendation to anyone remotely interested in the genre, being one of the most captivating, refined and rewarding games on the App Store. Heck, we're not even sure we'll ever find Satan's lair, but it certainly won't be for want of trying as 100 Rogues is simply brilliant.

UPDATE 1: A number of forum members in the 100 Rogues thread are experiencing random crashes. We haven't had issues in our play throughs of the game, but the developers are looking in to the cause currently. It may be worth waiting to see what they find out before picking this up if you're concerned.

UPDATE 2: Developer Wes Paugh posted in the comments that the crashes are related to equipping some shields. An update is being submitted immediately to address stability issues.

App Store Link: 100 Rogues, $4.99

[source]


Written by admin

May 5, 2010 at 6:15

Timing Game ‘Iron Horse’ Marks AppStar’s First iPhone Release

without comments

Back in February we reported the formation of mobile studio AppStar Games by legendary game designers David Crane and Gary Kitchen. The founders' mission in creating the studio is to focus on "small footprint" games for various connected devices, the iPhone among them.

“Garry and I have worked together on a number of successful ventures over the years, generating hundreds of millions of dollars for investors and stakeholders. We’re very excited about the dramatic shift that is occurring in the game industry with the advent of direct-to- consumer distribution of our titles. AppStar Games is committed to taking a leadership role in that transition by delivering the highest quality product in the marketplace”, said Crane, CTO of AppStar.

The studio has just released their first iPhone game, Iron Horse [App Store], which is a reaction / timing game that challenges you to couple stationary rail cars to a passing train by tapping on the connection point at exactly the right moment. At first, while the train pushes along at a leisurely pace, it's a snap. But, once things get a little more full-tilt, you'll find that you need to "lead" your taps, to account for the sluggishness of your own reflexes. There are straight rounds where a set number of cars must be attached to a given locomotive as well as bonus rounds where it's proceed as long as you want — but miss a car and it's no bonus for you. The game features OpenFeint integration for achievements and score tracking.

According to the developers, Iron Horse strives to capture the beauty of the American railroad — and it does an admirable job. The parallax scrolling scenery is well drawn across the various provided settings and the game as a whole is well rendered. Several tain designs are represented, including the General, the Zephyr, and the Chief.

Iron Horse actually made it's App Store debut on the iPad early last month as The Iron Horse [link], which features graphics appropriate for the device's larger screen. And, while the games are otherwise identical, the iPad provides a better play experience as there's more onscreen track, which results in extra time to calculate your link-up tap. It's a good bit of pick-up fun for either device size, though.

The Iron Horse Lite [App Store] for the iPad gives owners of Apple's latest iDevice the opportunity to try before they buy.

App Store Link: Iron Horse, $1.99 (iPhone), The Iron Horse, $0.99 (iPad), The Iron Horse Lite, Free (iPad)

[source]


Written by admin

May 5, 2010 at 2:15

‘Iron Man 2′ Arrives on US App Store

without comments

Last week we posted about Iron Man 2 [$6.99] suddenly appearing on several foreign App Store markets with no sign of it in the US App Store. With the release of the movie approaching, Iron Man 2 finally appeared for American iPhone owners to download.

We took a look at Iron Man 2 when it was first released in other countries, and were not that impressed:

Iron Man 2 seems to be just about everything you'd expect from a movie tie-in iPhone game made by Gameloft. The dialog isn't great, gameplay seems surprisingly linear, and while flying around as Iron Man is pretty cool, the whole thing just feels like your typical movie game.

Unfortunately, I'm not alone in not really enjoying the Iron Man 2 iPhone game. The Iron Man 2 thread on our forums seems to be in agreement, filled with people who have spent the day playing the New Zealand version. Forum member Der-Kleine was able to play through the game in 2 hours and Ziotoo4 comments on the plot, voice acting, and bugs.

After spending more time with the international release over the last week, it seems safe to take a pass on this game.

App Store Link: Iron Man 2, $6.99

[source]


Written by admin

May 4, 2010 at 10:15

Posted in новости

Tagged with , , , , , ,

[Update] ‘Edge’ Developer Mobigame Submits a New iPhone Game for Review

without comments

Mobigame, creators of Edge and Cross Fingers, have submitted a fresh game to the Apple according to a recent tweet from their official Twitter account.

"Sent a new game to Apple review team today," the tweet, which was sent roughly an afternoon ago, simply reads.

As for what this new game is, the studio is remaining tight-lipped. In a response to a follower asking for a preview build, Mobigame said the studio plans to wait until the game clears the approval process before handing it out. Mobigames didn't divulge what the title actually is.

In another tweet, though, it was promised that the new game will "be one of the funniest iPhone games ever."

Update: Mobigame's David Papazian responded to our request for comment and told us that the studio is working on two games at the moment. One of those titles is a "very ambitious" 3D game. The other is this title — "an old school game with a lot of fun."

Papazian gave us the pitch via e-mail.

"As Jack the lone truck driver, (you) take control of an 18-wheeler as you dash through American landscapes in true Russ Mayer fashion. The game puts you in very hot pursuit of Alpha Chick, a blonde bombshell in a red corvet. Honk the horn, dodge vehicles, get bonuses and race for the ultimate price: the girl.

"The cartoon animations, the sounds, tunes, and the general atmosphere of this game make it one of the funniest game on the iPhone."

Mobigame's last game Cross Fingers [App Store / 1.99], a click-and-drag Tangam-style puzzle title, won over purchasers. We liked it's chilled atmosphere, simplistic visuals, and grounded design.

EDGE, Mobigame's other app, is even better. The trademark spat revolving around the title's name, however, often overshadows its components and design.

[source]


Written by admin

May 3, 2010 at 22:15

‘Hungry Shark’: More Fun Than a Fresh Block of Chum

without comments

Those who enjoy a bit of casual, yet challenging, fun may want to have a look at Future Games of London's recent iPhone survival action title, Hungry Shark [App Store].

Hungry Shark is an aptly named title. The game puts you in tilt-based control of a shark that is, well, hungry. Your shark must feed — constantly — in order to keep his ever-dwindling health bar from tanking out. The menu consists of pretty, little tropical fish, humans, barracudas, penguins, pelicans, and scary-looking deep-sea anglers, among others. Bingeing yourself on a whole mess of fish at once gets you multiplier bonuses. And some things out there are best left uneaten or perhaps eaten just right. These include jelly fish, puffer fish, swordfish, and aquatic mines.

After a few minutes of play, zipping to and fro gobbling prey, you'll realize you've only just scratched the surface of the game, so to speak. While reefs and shores and ice block your way in places, you can swim your shark far down into the darkened depths to feast upon a more creepy-looking menu. But, whatever your depth, the name of the game is eat, eat, eat. As you do so, your shark will level up, growing in size and ferocity — but be careful, your newfound might will soon attract the attention of shark hunters.

Along with the health meter, your shark has a boost meter that replenishes with time. A tap to the screen activates the speed boost which helps in grabbing fast moving prey or getting out of a sticky situation. Collecting lost items strewn about the seafloor (license plates, helmets, etc.) gains you points, as well.

Hungry Shark is a cute, fun, simple game that's pretty hard to put down. It has a just-one-more-time appeal that I would liken to Doodle Jump; it seems that surely the next game will win you a crown spot on the global leaderboards. It's a casual game that our forum readers are loving, and so are we.

( Note that the developers, who are active in our forums, have indicated that the game has a bug that prevents it from running on 3G iPod touch 16GB / 32GB models, at present. A free v1.1 update is on the way (already submitted) that will correct this issue and allow it to run on all iPhone platform devices. )

App Store Link: Hungry Shark, $1.99

[source]


Written by admin

April 26, 2010 at 2:15

‘Zenonia 2 Lite’ Now Available

without comments

If there's one thing RPG fans on our forums love, it's the Zenonia series. The original was insanely popular amongst our community, and the sequel seems to have the same appeal. I thought the first Zenonia [$2.99 / Free] was a ton of fun, and the sequel Zenonia 2 [$4.99 / Free] was just as good, if not better.

Here's the basic gist of Zenonia 2 from our review:

The plot of the first game followed a young boy named Regret in the midst of a war between the Holy Knights of the land and a clan of dragons. This sequel traces a new story in the same universe with one of four selectable characters as the stars. A half-naked swordsman, gun-toting blonde, animal-man hybrid melee guy, and generic, emo magician make up the cast, and each play quite differently. Choosing one character over another won't change the story in any significant ways, but each character does come with some side-quests specific to them. I wasn't extremely impressed by the quality of the game's story as a whole, but I can say with some confidence that it's an improvement over the one in the original game. …Read More

The lite version includes 5 main quests and 6 sub-quests to complete, as well as full access to the PvP arena. (Although, expect to be owned.) If you've been on the fence for whatever reason on this game, you really should give the light a spin. Also, another great thing about Gamevil releasing a lite version of Zenonia 2? I totally now have an excuse to post this awesomely ridiculous video again:

YEAH!

App Store Links: Zenonia 2, $4.99 / Zenonia 2 Lite, Free

[source]


Written by admin

April 24, 2010 at 10:15

Posted in новости

Tagged with , , , , , , , , ,