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‘Battlefield 3: Aftershock’ Hits the US App Store for Free

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EA announced an iOS version of the latest console release of their massively popular Battlefield franchise way back in August of last year. Since then, we’ve gone hands on with early preview versions of the game this past October and again the following month. At both events the game felt extremely early in development, and despite Battlefield 3 launching on consoles in late October, EA really didn’t seem to have any idea when the iOS version would hit. And then today, pretty much out of nowhere, Battlefield 3: Aftershock [Free] popped up in the US App Store.

Unfortunately, early impressions of the game aren’t pretty. Well actually that’s not quite accurate, as the one thing that everyone can seem to agree on is that Battlefield 3: Aftershock’s visuals are indeed quite pretty. However, it doesn’t seem to contain any of the previously promised features or modes. There is no single player to speak of (only online multiplayer), no “Horde-like” wave mode, and there is a paltry 3 different weapons to choose from (4 if you count the knife).

I might not mind an online multiplayer only game, but so far the actual online performance is underwhelming. It takes forever to match with someone, and even when you do the match that follows lags to the point of it being completely unplayable. I’m almost certain this is just due to the game being new and there not really being a decent pool of people to play against yet, but what should I do while waiting for the lobbies to fill out? There’s no single player component to speak of, and not even a local multiplayer option.

However, the most baffling thing about Aftershock is its pay model. The game is free and comes with the online multiplayer mode, and that’s it. There does not seem to be anything more to buy in the game (yet at least), and there are ads in the menu screens which it does not appear you can pay to disable. Apparently the game is sponsored by ‘Act of Valor‘ (you know, that movie that uses real Navy Seals as the stars) and if you watch an in-game trailer for it you can unlock an additional weapon.

So, that’s really what I don’t get about Battlefield 3: Aftershock. It feels strange that EA would relegate the mobile version of one of their biggest franchises to an advergame for an upcoming movie. The lack of modes makes it feel woefully incomplete, and all I can really think is that there’s a ton of new content waiting in the wings to be released as future updates or in-app purchases. If not, then Battlefield 3: Aftershock stands as a considerable step down from 2010’s Battlefield Bad Company 2 [$2.99/HD], which itself was fairly average.

Battlefield 3: Aftershock doesn’t seem to be in international markets just yet, but if you’re in the US you can give it a try for free if you’re curious and can spare a few hundred MB of space, and be sure to leave your thoughts in the game’s thread in our forums.

App Store Link: Battlefield 3™: Aftershock, Free (Universal)

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Written by admin

February 8, 2012 at 17:15

‘Fly With Me’ Review – A Tap-to-flap Game with Limited Flaps

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Fly With Me [99¢] from Electronic Arts may resemble a cute kids game about a flying bird, but it’s not actually as simplistic as it seems. You tap the screen to make the little bird fly and try to collect three stars and reach the birdhouse at the end of the level. This may sound easy, but the catch is you have a limited number of wing-flaps available.

Each time you tap the screen to flap your wings, your flap-meter decreases slightly. Once that meter is depleted, you’ll literally fall out of the sky with an amusing animation as you splat into the ground. So, you quickly learn to be more conservative with your flaps, and glide whenever possible. NOT flapping is a key part of this game. Your flap-meter must also be replenished by eating bees, otherwise you won’t have enough flaps to reach the end.

At the top of the screen is a progress bar. This shows your position within the level, but also marks the location of three stars so you know when to watch out for them. These stars are used to unlock chapters. There’s also one golden gear to collect per level. One you’ve found 45 golden gears a more powerful metallic robot bird is unlocked, or you can just buy it right away as an in-app purchase.

There’s three chapters to play (fields, trees and tropical), offering 45 levels in total. You can play using four different birds, but first they’ll need to be unlocked. There’s also three challenge modes (one per chapter) which are unlocked once you gain enough stars. The challenge levels involve trying to fly as far as possible, and your score in that mode is measured in distance (meters).

Each level contains good winds to ride and bad brown air to avoid. These bad winds might do a loop-the-loop or carry you through an underground tunnel, which is interesting to watch but you can’t control the bird while being blown along. While bee’s are good to eat, the sick bugs should be avoided. As should predators, including big dangling bird-eating spiders, hungry fish and carnivorous plants.

Fly with Me has two disappointing features. First off, the frequent adverts for the games IAP offerings feel intrusive. After a couple of attempts at the same level, a full screen message appeared asking if I wanted to buy a robot bird (no thanks). Slightly later it asked if I was interested in paying to unlock all levels (Err, no thanks). Perhaps I want to purchase the easier kids mode? (No. Thank. You.) Then it starts over, trying to sell the IAP previously declined.

Secondly, the game reports back to EA, sending them data about game statistics, settings, incident or event data and feature preferences. I have no problem with this “usage sharing” functionality, except that it’s enabled by default. If players don’t check the “Info” screen, they may not realize their device is sending out data. I turned this setting off on principle.

Despite these drawbacks, Fly With Me is a solid title that’s more challenging than it looks. The limited flapping mechanic sets it apart from the many similar simplistic arcade games on the App Store, and it’s a good value for a dollar – assuming they don’t eventually talk you into additional in-app purchases.

App Store Link: Fly With Me, $0.99

TouchArcade Rating:

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Written by admin

February 7, 2012 at 21:16

‘The Hacker’ Review – Shall We Play a Game?

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It’s not often I can be completely sucked into a world on the tiny screen of my iPhone. Don’t get me wrong, it happens, but in the back of my mind I always know that there are dozens of other games waiting for me at the press of the Home button, all ready to feed my ADD-riddled gaming habits at a moment’s notice. It’s like I can never fully forget all the cool stuff my iPhone is capable of long enough to get lost in a game for any great length of time.

That certainly isn’t the case with The Hacker [99¢], though, a story-driven faux hacking game from developer Angry Bugs. When I fire it up, my iPhone is transformed into a Glider OS-equipped computer that becomes my gateway into an international tour de hacking which leads me to uncover a devious plot involving my former employer. It’s far from the first game to let you take on the glorified role of a top level hacker, but it executes the idea incredibly well and offers a fantastic level of immersion with a fairly compelling story.

The Hacker starts with you trying to log into the Glider Operating System on your computer, an OS you helped develop as an employee of Glider Corp. You’re notified on the screen that several things failed to install properly, but you finally boot to the desktop. When you try to connect to the ‘net, you’re denied, and then contacted via email by someone who claims to be a former coworker. He is one of a handful of developers, including yourself, who worked on Glider OS and were unceremoniously fired shortly before it was set to launch.

He informs you that he’s discovered a trojan in the Glider OS and suspects that Glider Corp is up to something shady, and since you have experience with the software he recruits you to join him and several other ex-employees in hacking into Glider Corp’s system and getting to the bottom of things. From there you’ll go on to experience several twists and turns as you dig in and discover just what Glider Corp is up to.

The coolest thing about The Hacker is that it hardly ever breaks character in terms of presentation. It tries to simulate a computer you might find from the late 80s with a green monochrome screen and very basic graphics, and it does it very well. There’s rarely a time when navigating through the game that you don’t feel like you’re actually operating a computer (minus the fact that everything is touch enabled, of course). This level of detail is very cool for people who remember when computers looked like that, but a younger generation might not appreciate such a low-fidelity presentation.

The Glider Corp system is spread across 8 servers around the globe, and the way you “hack” in into each one is by completing various types of mini-games. These are mostly just logic puzzles disguised as computer-y things.

For example, one type has you moving little nanomachine bugs onto trigger pads placed on a circuit board in order to “open the ports” into a server. The catch is that all the bugs move at the same time, and you’ll need to use objects on the board to get each one into the proper position to have them all be on their respective pads at the same time. A couple of the hacking games use similar mechanics to the classic Pipe Dream, like creating a path out of sections that will lead power to a set of dead nodes. Outside of the server mini-games, another bit of hacking lies in “decrypting” emails by completing a slightly altered version of a lights out game.

The mini-games aren’t necessarily anything groundbreaking, but they are really fun and can be quite challenging. It makes you feel like you’re doing real work by putting your brain to use and then being rewarded with an unlocked server and a new part of the story. I won’t spoil too much, but there is definitely more beyond the 8th server including some very cool secrets and surprises.

If you finish the initial 8 servers and still want more you can choose from 3 new areas to buy as in-app purchases for 99¢ each. These 3 areas each have 5 new servers to hack into, and completing each area will lead to some periphery story bits and additional secrets. There’s also Game Center achievements and leaderboards for every area as well as an overall leaderboard.

Doing pretty much any kind of hacking will earn you experience, which acts as an in-game currency. You can pay a bit of XP to pass a mini-game if it’s giving you trouble, or buy an assortment of sweet backgrounds for your virtual desktop that feature ASCII artwork. These definitely bring a nostalgic tear to my eye. But the coolest thing you can spend XP on is unlocking arcade games from the G.A.M.E. portal on your desktop. These playable games include takes on familiar genres like snake, brick breakers, shmups, cave flyers, and dodging games. There’s even a hidden platformer game in there too (but you’ll need to find it yourself).

There aren’t too many things that I didn’t like about The Hacker, but there were a couple of issues that stuck out. There are a ton of spelling mistakes throughout the game, which on the one hand feels a bit sloppy but on the other sort of fits perfectly with a game based around communicating with people over the internet. Our grammar has certainly suffered since the rise of the internet age.

The other problem I encountered was an inconsistent difficulty. The mini-games appropriately get more complex as the game progresses, but at several points no matter where I was in the campaign I ran into puzzles that stumped me for a frustrating amount of time. Then, after finally figuring out the solution, the very next puzzle or two I would beat in a matter of seconds. It could be that’s just how my own particular brain handled certain challenges, but to me the difficulty curve felt kind of choppy.

While at its core The Hacker isn’t much more than a collection of mini-games, the fantastic presentation and little details really pull you in. The story might be a bit cliché, but the way it’s gradually revealed to you as you access each new server compels you to keep hacking away to learn what happens next. Plus, the mini-games and accompanying arcade games are really pretty fun on their own, and can be played over again as many times as you want just for kicks or to earn some extra XP.

Above all else though, The Hacker does a great job at making you feel like a bad ass international hacker, which is what it should really all be about anyway.

App Store Link: The Hacker, $0.99

TouchArcade Rating:

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Written by admin

February 7, 2012 at 21:16

Macworld | iWorld 2012 – ‘Ow My Balls! XL’ is Ready to Kick You Straight in the iPad

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In April of 2009, the world was treated to Ow My Balls! [Free], the “Citizen Kane of iPhone gaming” according to our own Eli Hodapp. Ow My Balls! is a simple but powerful arcade game where you kick a hapless gentleman off of a rooftop and try to rack his, ahem, family jewels let’s say, against as many painful objects as possible before hitting the ground. Aiding you in this noble quest is the use of flatulence to keep you afloat and carry you towards some hard to reach objects in the environment (like unicorns), which will ultimately lead to higher scores.

So yeah, Ow My Balls! probably won’t be the next favorite past time of high society, but it’s an immensely fun and funny game for those who can appreciate its lowbrow humor. At last year’s Macworld I talked with Ow My Balls! developer Josh Michaels about a huge version 2.0 update to the game which went live the following month and expanded the game with Retina Display visuals and a whole roster of new characters, as well as dropping its price to free.

This year at Macworld 2012, I again met with Josh to check out the upcoming Ow My Balls! XL for iPad. The iPad version will include everything from its iPhone counterpart, as well as a number of new enhancements. There’s a brand new politician character to play, as well as other subtle nods to current events like the hippie Bobby Surreal “occupying” the starting rooftop in his tent. New swiping controls have also been added which are both simple to use and more effective, ensuring that even your grandmother could play this game (something I could sense was a concern on everybody’s mind).

Finally, there is some fresh new title screen music and some new character dialogue, both of which you can see in this hands-on video (FYI if you’re somewhere that’s not blaring fart sounds friendly, you might want to check your volume):

Unfortunately, despite reaching nearly 5 million users, Ow My Balls! wasn’t exactly a financial success. Josh’s other project, ironically, is the classy and beautiful Magic Window [99¢] app that brings amazing time-lapse scenery to your iOS device. It’s as gorgeous as Ow My Balls! is silly, and it’s currently the one putting the Cup O’ Noodles on the table. No, Ow My Balls! XL isn’t meant to make money, though it may offer some sort of in-app purchase as more of a donation type of thing. Instead, Josh draws satisfaction just from knowing he’s made people laugh with his work (and about an equal number of people angry, as the iTunes reviews have always been roughly equal parts 1 and 5 stars).

If everything goes according to plan, then Ow My Balls! XL should be launching on Valentines Day for free, and I can’t really think of a better gift for your loved one. Also, in the very near future the iPhone version will be getting updated with all the additional features found in the iPad version. Sadly, once that’s completed, that will likely be the last of game development for Josh as he focuses solely on Magic Window. Sometimes you gotta do what pays the bills, even if it means putting your farting, nuts-kicking game to rest.

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Written by admin

January 31, 2012 at 9:15

Macworld | iWorld 2012 – Catching Up with Gameloft

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I was able to stop by Gameloft’s San Francisco offices while at the conference, and chatted with them about some of their recent releases as well as some of the backlash they’ve received over them. First was the issue of how they put advertisements into Hero of Sparta II [$4.99], and after an overwhelming amount of negative feedback they decided to take them out. I think it’s good when a company goes out on a limb to try something, and then can admit they were wrong about it and make things right in the end.

Next we discussed the reception to Dungeon Hunter 3 [Free], which was pretty mixed. The game itself was actually pretty good, but so drastically different from the previous two entries that I think it alienated the established fan base of the series. Had they positioned it as a spinoff rather than a direct sequel, I think the outcome would have been a lot more favorable. Plus, it’s a freemium title, which is the type of thing that will always draw criticism from some folks.

Finally, we talked about their recent release Urban Crime [Free], which was essentially a repackaging of an older Gangstar title into a freemium model. The game has not gone over well with either critics or players, and we didn’t have too many good things to say about it in our review either. The combination of outdated visuals, a rehashed game world that many people had already played to death, and tough freemium restrictions was just a recipe for disaster with Urban Crime.

(Left to right: Hero of Sparta II, Dungeon Hunter 3, and Urban Crime)

So what do these three games all have in common? Well, they’re all examples of Gameloft trying to find out the best way to sell their brands in a turbulent market like the App Store. Honestly, I think putting ads in Hero of Sparta II and making an old game into a freemium game with Urban Crime were just their way of experimenting to see what works, and although neither of those really went over so well with gamers the negative feedback was actually invaluable to Gameloft moving forward. And as for Dungeon Hunter 3, I think they made a good game but just didn’t position it right, which is another lesson learned the hard way.

What I did take away from our meeting is that Gameloft is not going completely freemium with their games from here on out, as some people have been quick to conclude. Part of these experiments is finding the best way to go about selling their future titles, and with nearly all of their development cycles lasting from 10-14 months, it can be hard to keep up with a market that moves as quickly as the App Store. But they assured me that they do have a mixture of the types of premium games that they’ve built their iOS reputation on still coming down the line, as well as titles that take advantage of the freemium model, which seems to be the prevalent model in the App Store as of late.

To wrap up our meeting, they let me get some hands-on time with their upcoming Unreal Engine title, which is still extremely early in development and doesn’t even have a title just yet. I’m sworn to secrecy on most of the nitty gritty details for now, but let me say that I was really impressed with how good the game is shaping up to be, and of course it looks absolutely gorgeous with the Unreal tech under the hood. About all I can say is that it’s a fully 3D real-time action game that will have a full storyline to play through. It will be a paid game, but will have some in-app purchase items. Finally, we should be seeing the game in the second quarter of this year, which should be by this summer.

I’m really hoping to be able to share more on the upcoming Unreal game as it gets closer to release, and after meeting with the representatives of Gameloft in person, it’s easy to see that they’re a passionate bunch who care a lot about putting out products that their customers will enjoy. Their recent missteps really seem like a part of a larger learning experience in a marketplace where traditional rules are pretty much thrown out the window. I’ll look forward to seeing how Gameloft adapts and grows on the App Store this year, and if they’re able to unlock the key to a happy medium between being profitable and keeping their huge stable of fans happy.

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Written by admin

January 31, 2012 at 9:15

Macworld | iWorld 2012 – New Titles from XMG Studio

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At last year’s Macworld, XMG Studio was showing off Cows vs Aliens [99¢], a game I thoroughly enjoyed when it came out and is still amongst my favorite games. This year, their big upcoming title will be a brand new licensed Ghostbusters game. It’s not really past the concept stage just yet, but the mock artwork and test animation videos I saw are looking pretty sweet.

Ghostbusters will have a heavy social component, as well as some augmented reality gameplay ideas. So, for example, you might wander into Starbucks and get alerted that there’s a ghost on the loose there, and you’ll need to find it using your device’s camera and wrestle it down into one of those fancy traps just like in the movies. Then, you can valiantly hold your device in the air and loudly declare “we came, we saw, we kicked its ass!!” as the entire cafe cheers you on. Or something like that, at least that’s how I’d imagine it going down.

Another upcoming project from XMG is a remake of their incredibly popular Drag Racer: Pro Tuner [Free] series. Drag Racer lets you get super involved with tricking out a vehicle with tons of customization options, from cosmetic stuff to performance improvements, and then you get to take your ride to the streets and compete against other players and their cars. The new version will feature completely redone visuals and a nice UI overhaul, which the team tells me is something they’ve wanted to do for a long time.

Finally, if there are any teenagers in your life, then they might get a kick out of the just released Totally Amp’d! [Free]. XMG has enlisted some actual established actors to create 10 episodes to play through, which let you do things like create your own music videos, record your own songs, and come up with your very own fashion designs for characters in the game. The production values are through the roof in Totally Amp’d!, and you can check out the first episode for free with the remaining episodes available as a $4.99 in-app purchase.

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January 31, 2012 at 9:15

First 3 ‘Ace Attorney’ Games Being Remastered, Heading to iOS

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Fans of witty, courtroom-based gameplay have something to look forward to on the App Store soon. During a Japanese press event over the weekend that saw the announcement of Ace Attorney 5, Capcom also went on to announce that the first 3 Phoenix Wright: Ace Attorney games would be getting an HD makeover and are coming to iOS as Ace Attorney 123HD, according to Andriasang.

The original Phoenix Wright [$4.99] from the Game Boy Advance was ported to the Nintendo DS in 2005, and then ported again to iOS back in May of 2010. It was a a fairly straight port of the DS version, so no added bells and whistles, but remained a strong game simply because the source material was so good. Owners of this original iOS version will be able to update their games to the new HD versions when they go live. Newcomers will be able to download the first two chapters of Ace Attorney 123HD for free, with additional episodes available as in-app purchases.

The screens above show just how lovely the redrawn artwork looks compared to the game that’s currently on the App Store. You can see even more lovely screens via the original story link below. Ace Attorney 123HD is said to be coming “shortly” and we’ll let you know just as soon as there are any new details regarding pricing, available chapters, iPad support, or a firm date of release.

[Via Andriasang]

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January 30, 2012 at 21:15

‘Greedy Penguins’ Review – Finally, a Bird-Based Physics Puzzler

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Did you know that penguins spend up to 75% of their time underwater, looking for food in the ocean? Or, if Chillingo’s recent Greedy Penguins [99¢/Lite] is to be believed, they spend 85% of their time on ice floes, waiting for you to feed them, 10% of their time playing guitar and burping, and 5% of their time getting eaten by ravenous Orcas.

Greedy Penguins is a bird-centric physics puzzler (what a concept!) that revolves around you finding ways to get incredibly stressed-out fish in the mouths of the correspondingly-colored penguins. You tap the fish to drop it from its hook and get it rolling, then through a combination of timing and obstacle-clearing, get it to the right-colored penguin. Once your penguin is successfully fed, he coughs up ice cream, which you tap to feed each level’s companion and get bonus points when completing the level, garnering a one, two, or three-fish rating.

The concept isn’t new, but the execution feels good. I found myself really enjoying this game, as much for the cute graphics and theme as for the well-designed puzzles. While the earlier puzzles seem easy (don’t they always?), once I really got going it became quite challenging to make sure I got the fish moving in order to clear obstacles. I found myself failing some levels multiple times. Since each level is short, I didn’t mind too much, but it did remind me of how bad my timing is (I still get night terrors regarding the Cave of Wonders level from Aladdin for the Sega Genesis).

Another challenge, though one not personally experienced, is that the colors chosen for each penguin and their food make the game exceptionally trying for color blind people. As mentioned in the forum thread, those who can’t see colors will have a heck of a time getting through this game. If you’re persistent and don’t mind some trial-and-error, you might still enjoy it, but as a person who had enough trouble being able to clearly see everything, I would probably recommend skipping it until a color blind option is added.

The other thing that I personally didn’t like was the in-app purchase option. I’m generally of the conservative “in-app purchase?! Not in my paid app!” mindset (I am a bit of an old person, after all), and my thoughts on Greedy Penguins are no different. Simply beating every level in a world isn’t enough to unlock the next set of levels. In order to unlock the second and third igloos (worlds of 12 puzzles each), you need to have either collected thirty fish (out of only thirty-six) or pay 99¢.

The game also encourages you to waste time in levels by tapping the penguins and their companions to make them do “funny animations,” making it unlikely that you’ll get a perfect score of three fish on your first try. Crafty, no? I don’t know about you, but I don’t really like replaying levels of games just to gain points (or fish) in order to unlock content that I feel entitled to, having already purchased the app.

All things considered, Greedy Penguins is a well-crafted – though hardly groundbreaking – puzzle game. It’s fun and extremely well-executed, with enough challenging puzzles to keep you occupied. If you’ve got a dollar or two burning a hole in your pocket, I’d definitely recommend giving it a spin, especially since it’s Universal. If not, well, you can always get your penguin fix from this video!

App Store Links:
    Greedy Penguins™, $0.99 (Universal)
    Greedy Penguins™ Lite, Free (Universal)

TouchArcade Rating:

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Written by admin

January 27, 2012 at 17:15

‘RAGE HD’ Updated With New Levels, Better Models

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Surprise! RAGE HD [$1.99], id Software’s graphically off-the-walls tie-in shooter to RAGE, has been updated with two additional levels in a brand new update that also throws in higher resolution models, video output support, and various other enhancements and bug fixes. The house cleaning additions are free as always, but these levels, Kraken and Aqueduct, come at a cost: $.99, to be exact, via in-app purchase through the in-game Store.

We’ve spent a few minutes with each and can happily report that they are, indeed, levels that have been added to RAGE HD. One thing we didn’t expect, though, is to be floored all over again by this game’s look. Goodness, it’s gorgeous. Get the same feeling below by glancing at some of the new levels:

App Store Link: RAGE HD, $1.99 (Universal)

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Written by admin

January 26, 2012 at 21:15

Upcoming Bullet Hell Shooter ‘Shogun: Rise of the Renegade’ Hitting iOS Soon

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Paris based developer Int13 are experts in the field of augmented reality on mobile devices. They showcased this on iOS in late 2010 with the release of ARDefender [99¢], an augmented reality tower defense game. In terms of content, ARDefender was a bit one note, though it did receive a nice update this past October that fleshed out some of the features. However, despite being a pretty simplistic game, the actual tech behind ARDefender was really solid and incorporated into the gameplay better than almost any other AR game I’ve played before. Also, it was just plain fun to play.

Now Int13 is taking a break from the augmented reality for their next iOS release in order to pay homage to a genre they enjoy: manic arcade shooters. A project that originally started back in 2010, Shogun: Rise of the Renegade is a bullet hell shooter in the same vein as the classic shmups that were prominent in arcades in the 90s, and like the ones CAVE has been so generous with porting over to the iOS platform. I’ve been playing a preview build of Shogun for the past week or so, and am super impressed with the title so far. You can check it out in motion with the developer’s trailer for Shogun below:

The game is absolutely gorgeous in person, the video doesn’t quite do it justice. The gameplay is also really solid, offering most of the bullet-hell conventions you would expect as well as a few twists on the formula to differentiate itself from the pack. Shogun is already submitted and awaiting approval from Apple, which means we could possibly see it as early as Friday but most likely it will be sometime next week. It will be free to download and contain the entire first level, with the remaining 3 levels unlockable through in-app purchase. Oh, and here’s something awesome: Shogun will have iCade support baked in, something people have been dying for with other shooters on the App Store.

If you’re a fan of shmups, keep your eyes glued to this space as we’ll have a review of Shogun: Rise of the Renegade whenever it ends up hitting the App Store sometime in the next week or so.

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Written by admin

January 26, 2012 at 5:15