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Adorable iPhone-Powered Robot Dogs are Poised to Take Over the World

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Bandai is looking to fuse the world of smartphones and virtual pets in a big way with their just announced “smart pet”, as reported by Macotakara. Some details are a bit fuzzy due to translation issues, but from what I can tell the smart pet sounds like a pretty interesting idea. An app is downloaded to your iPhone or iPod touch, and that acts as the face of your virtual pet. Your device then sits inside a robot dog body and connects to it through the headphone jack, allowing the two pieces to act as one so you can interact with the smart pet.

The smart pet uses the front facing camera on the iOS device to recognize and react to certain gestures, and there will be over 100 different kinds of expressions that the pet can make. There will also be support for importing your own photos of your pets (or whoever you want, really), and there will be some sort of Bluetooth connectivity to allow multiple smart pets to interact with each other. And, perhaps most important of all, your smart pet comes equipped with the ability to sneeze. Sounds adorable.

The smart pet app is on course for release in Japan on March 31st, and will be a free download. With just the app you’ll still be able to begin training and interacting with your virtual puppy, and it sounds like it will be a complete Tamagotchi-like experience all on its own even if you don’t spring for a plastic robot dog body. If you must have the full experience, the smart pet body will be available about a month after the app, but no details on pricing as of now.

Neither the app or the body have been confirmed for US release just yet, but we’ll keep an eye on the situation for our own curiosity, and so we can be prepared once the robot dogs decide to turn against humanity (you know it’s bound to happen).

[Via Macotakara]

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Written by admin

March 26, 2012 at 18:15

‘Zenform’ Looks Like It Could Be A Stellar ‘Pokemon’-alike

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For all the attempts, there still isn’t a great monster training RPG on iPhone or iPad. Callis Projects might be the first studio to accomplish such a thing, if the slick appearance of Zenforms is any indication of content quality. Zenoforms: Protectors is a traditional Pokemon-alike, seemingly sporting a similar story, presentation method, combat system, and structure. Its evolution model seems to be its biggest departure: each pocket monster, or Zenform, has five stages it can hit if enough “skill points” are used.

Here’s some screens:

Our forums have been all over this since the beginning of the year, and that specific thread has a ton of assets to share. The game also has a tremendous web site with even more nitty-gritty. We’re currently contacting Callis to see what’s up, and hey, learn when the game is due to hit iPhone. Stay tuned and check out the game’s media while you wait. Lookin’ good, man.

Are you having GDC 2012 flashbacks, by the way? At the event, we saw another Pokemon-alike going by the name of My! My! Monsters. It has a strikingly similar look to Zenforms, and while the build that we saw was rough, it looks like a real contender in the space, too. It’s interesting see two in-development titles like this jockeying for the same position. We’ll definitely be keeping our eyes on both to see who the real master will be.

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Written by admin

March 23, 2012 at 21:15

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‘Angry Birds Space’ Review – The Final Frontier

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Let’s wind the clocks back to 2009, as really, to appreciate what Angry Birds has become, I think we need to go back and appreciate what Angry Birds was. The App Store was a crazy place. The “gold rush” was still in full effect. Publishers like Chillingo were trying to stake as large of a claim as possible in this brave new world brought about by the impulse-powered instant gratification of downloading a 99¢ game and the exploding popularity of the iPhone.

Chillingo was incredibly successful in pooling together a library of games we called “AAA titles” at the time. iDracula [ $2.99 ] may look incredibly archaic by today’s standards, but back then, it was among the cream of the crop. In late May, Chillingo spun off a new brand called Clickgamer.com, which per the original press release was intended to “carry casual games and software applications in the Apple App Store. This new brand will fully complement Chillingo’s existing catalogue of AAA innovative titles.”

Clickgamer.com’s aisle in the App Store was (and still is) an odd assortment of ultra-casual games and apps ranging from the SAT Vocabulary Builder [ $1.99 ] to sliding block puzzle games like Pic n’ Mix [ $0.99 ]. Reading between the lines of Chillingo’s own distinction between the AAA Chillingo and Clickgamer.com brands, it wasn’t difficult to see why Angry Birds [ $0.99 ] was relegated to the non-AAA Clickgamer.com brand when it launched, as the late-2009 1.0 version of the game really wasn’t anything that special. Or, as we mention in our original review which almost seems laughable now:

When you see a game with a name as nondescript as Angry Birds, it’s pretty hard to get excited. Even after playing through the first few levels, I was enjoying this game, but failing to see the real appeal.

The original release had a barebones array of birds, 63 levels, no leaderboards, no achievements, and no, really… anything else. Angry Birds wouldn’t even strike it big until months later in early 2010, when Chillingo announced that the game had been downloaded over half a million times. Whether that sales surge was a result of Chillingo’s marketing prowess or creative consulting as a publisher or the product of Rovio’s hard work seems to be a matter of perspective, and the answer to that question depends more on who you ask. Regardless, Angry Birds has yet to let go of a position on the top ten iTunes sales charts.

The Angry Birds kingdom expanded into the Angry Birds empire with the self-published release of both Angry Birds Seasons [ $0.99 ] and Angry Birds Rio [ $0.99 ] over the next couple of years. Since then, Rovio has grown further yet, and now days it’s difficult to find a platform that doesn’t have Angry Birds on it as the brand has made its way to the browser, smart TV’s, and even feature phones being sold in emerging markets. Think about that. People in African countries rocking series 40 Nokia phones have Angry Birds.

Despite Rovio’s unprecedented levels of success, recently it has been hard to dispute the argument that the Angry Birds formula might be getting a little stale. I’ve always been excited to play through the levels added in new updates, but for a while now I’ve felt like I’m just going through the motions of figuring out the weak points in the pig defenses, launching a bird, collecting my three stars, and moving on. This lead to the inevitable question of what could Rovio do in a sequel to not only revitalize the brand to players who have grown bored, but also provide a big enough twist on gameplay to make it worth having a fourth installment in the series?

It turns out the answer was to head to space.

Angry Birds Space [$0.99 / $2.99 (HD)] is close enough to the rest of the Angry Birds family that anyone even vaguely familiar with the games will be able to hop right in. It features the same premise of flinging birds in a big slingshot into dastardly egg-stealing pigs, but this time, your shots are assisted by a dotted line coming off the front of the slingshot to make the aiming process a little more transparent. The boss battles from Rio even make an appearance.

It comes packed with the familiar family of birds, with some minor modifications. All of the birds got a cosmetic upgrade, with snazzy looking space outfits. More importantly, some of their functionality has changed. For instance, the new version of the yellow bird doesn’t just dash forward. Instead, tapping on the screen sends it homing in on that specific location, even allowing for complete trajectory changes in flight. The force exerted by the bomb bird seems to focus more on pushing things rather than destroying them, and a new freezing bird turns anything inside of its blast radius into ice, allowing for easy cleanup with blue birds.

The magic of Angry Birds Space comes from the physics tricks Rovio is able to pull off by leaning on the gravitational fields of the various planetoids that make up many of the levels. Birds shot into space fly straight as an arrow, as obviously, there isn’t any gravity to make them do anything differently. Gravity fields are indicated by faint blue halos, and completing each level (particularly with three stars) involves the intelligent mastery of both zero gravity as well as the (potentially) multiple gravitational pulls of the different planetoids that the pigs have set their forts up on.

This varying gravity system allows for some incredibly elaborate level design, including puzzle elements that would never have been possible with the “traditional” gravity model of previous Angry Birds titles. One early level that exhibits this in a particularly clever way involves the introduction of the bomb bird. Players are faced with a bunch of pigs hanging out and being smug on a gravity-rich planetoid.

There isn’t a clear shot to be had between the slingshot and the pigs themselves, as there are all sorts of asteroids littering the top half of the screen. Completing the level actually requires delicate use of the bomb birds to gently push the asteroids down into the gravity field, at which point they come smashing down on the pigs. Other levels involve shooting your birds to catch the rim of a gravity field, placing them in an orbit of sorts to slingshot around to hit an otherwise unreachable target.

The truly interesting thing that I’ve found is that this gravity mechanic has allowed for some incredibly creative ways to complete levels. The comparison may be a bit of a stretch, but in Scribblenauts Remix [ $0.99 ] the way to truly have fun in that game was to come up with the most absurd and imaginative solution to each puzzle. Sure, nearly every level can be solved by equipping yourself with some wings and a gun, but there’s just a certain sense of satisfaction to be had when you figured out how to somehow work Cthulhu into your solution. Similarly, while most levels in Angry Birds Space often have a fairly clear-cut solution, I’ve been having way more fun coming up with the most convoluted flight paths for my birds, with personal bonus points awarded for as many orbits as possible before expertly slamming whatever bird I fired into a pig.

Some other changes have been made to Angry Birds Space, namely, the addition of a new in-app purchase system. In previous games, the Mighty Eagle is a one time 99¢ purchase which allows you to skip one level every hour. The Mighty Eagle also adds an entirely new (although not necessarily immediately apparent) game mode where you can go back to previously completed levels and fire off the Mighty Eagle shooting for destroying everything on screen.

Unfortunately, now not only is the Mighty Eagle a consumable item, but it also doesn’t automatically skip a level. When you fire out the sardine can, the Mighty Eagle can totally miss, leaving whatever smug pigs are left on screen laughing at your failure. Additional Mighty Eagles are awarded in small quantities by just playing the game. Alternatively, 20 Mighty Eagle shots can be purchased for 99¢, with additional packs of Mighty Eagles ranging all the way up to 980 for $19.99.

Out the gate, Angry Birds Space comes loaded with two level packs: “Pig Bang” which serves as more of a tutorial for the new space-centric physics and “Cold Cuts” which introduces the new freezing bird. A third (very difficult) level pack entitled “Danger Zone” is available via a 99¢ unlock, and if you even find yourself vaguely enjoying the two included packs, the third one is basically required.

This raises the question of what is going to come of the future of Angry Birds updates, as the tea leaves of this IAP-unlocked level pack can be read in numerous ways. Angry Birds has been known by its seemingly never-ending stream of free content via updates, and I find it to be a little hard to believe that Rovio would put a stop to that with Angry Birds Space. My gut is telling me that future updates might follow a path of offering up a free pack and an optional ultra-difficult paid pack like “Danger Zone” for hardcore players… But, we’ll have to wait for the first update to land to know for sure.

If you’re playing on a new iPad, you’ll be happy to know that the HD variety of Angry Birds Space comes with crisp Retina Display-friendly graphics. Neither the HD or standard versions are universal, so, having the optimal Angry Birds Space experience requires some App Store double dipping if you want to play on both your iPhone and iPad. Sadly, there still doesn’t seem to be any way to sync progress between versions of the game, so, in that regard, there isn’t much point in buying it twice anyway.

Angry Birds is the unlikely candidate with meager beginnings that somehow managed to redefine both mobile gaming and the levels of financial success that are possible in the mobile space. The brand is known worldwide, and the series is enjoyed by everyone from hardcore gamers, to celebrities and athletes, to my own father who couldn’t possibly be more of a non-gamer. Angry Birds is the Super Mario Brothers of mobile devices, and Angry Birds Space is so successful in redefining the Angry Birds formula that everyone should give it a try.

App Store Links:
    Angry Birds Space, $0.99
    Angry Birds Space HD, $2.99 (iPad Only)

TouchArcade Rating:

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Written by admin

March 23, 2012 at 5:16

‘Zen Bound 2 Universal’ Updated for iPad Retina Display, On Sale for 99¢

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Since getting the new iPad last Friday, I’ve been having a blast playing through the games that have been updated to take advantage of the beautiful new screen. Of course, gameplay reigns king when it comes to any game, but the visuals are important too, and it’s pretty crazy just how much a big bump up in the graphics department can add to a gaming experience.

So far, my favorite example of this has been Zen Bound 2 Universal [99¢], which was just updated with Retina iPad visuals. In early 2009, the original Zen Bound was a technical showpiece for the iPhone in terms of its striking visuals as well as its incredible use of multi-touch. Right off the bat, the sequel followed in these same steps by being a launch title for the original iPad back in April 2010, and a few months later for harnessing the power of the iPhone 4’s gorgeous new Retina Display and Gyroscope capabilities.

And here we are again, not even a week into the launch of the long-awaited Retina Display iPad and Zen Bound 2 Universal is again a stunning showpiece of the new technology. The high resolution textures and fancy lighting effects combine to create remarkably realistic in-game models. If there was such thing as an uncanny valley for tiny carved sculptures, this would be it. Everything runs at a silky smooth framerate too, further making the visuals feel like they just pop right off of the screen.

The enhanced visuals have got me hooked on Zen Bound 2 all over again, just as I was when it first released, and if you haven’t checked out the game previously now would be an excellent time if you’re an owner of the new iPad. It’s a perfect game to show off the screen of the new device to people, and the unique multi-touch gameplay is just as impressive as ever, too.

With its slow-paced, meticulous gameplay Zen Bound 2 isn’t for everybody. But if you’re intrigued by the look of it and want something to show off your new iPad then it’s totally worth its current sale price of 99¢. The bonus is that if Zen Bound 2 is your cup of tea, it comes equipped with more than 100 puzzles to work through that can very easily eat up your free time if you aren’t careful, made all the better with the gorgeous new Retina Display iPad visuals.

App Store Link: Zen Bound® 2 Universal, $0.99 (Universal)

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Written by admin

March 22, 2012 at 17:15

Hands-On With ‘The Hunger Games: Girl On Fire’

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Work with me for a second. Forget that The Hunger Games: Girl on Fire has a connection to the Hunger Games fiction. Instead, let’s just look at is as if it is a normal, everyday product that isn’t being bankrolled by a major movie studio. Let’s do this because, even in this vacuum, it impresses. Provided the final build is as good as the one we’ve been paying, it’s the kind of game we’d recommend without pause: it’s conceptually solid, it has a fantastic look, and it brings some new ideas to a genre that’s hopelessly clotted.

You could argue that Girl on Fire is a spiritual successor to Canabalt [$2.99]. It’s an endless runner that revolves around a daring escape, but it boasts some key points of iteration that change up the play in strong ways. For one, Girl on Fire boasts a regenerating health system. If you take a hit, you lose your momentum, but not the game. As a result, you get get married to sessions, and the overall runner experience doesn’t feel as hollow as it usually does.

More interestingly, Girl on Fire allows you to act on blockades. When one of the game’s huge human-sized hornets buzz into the picture, you can shoot it. There’s also an avoidance mechanic, too, that allows you to jump between the jungle world’s upper and lower tiers. Choosing when to kill and when to jump is a cool tactical layer, which brings choice to conflict. Do you jump when a conga line of hornets fly hurdle towards you, or do you stand your ground and pluck them off? When they fire back at you with their purple balls of doom-y doom, do you jump and take care of them or do you just try to avoid the confrontation altogether?

Solid controls compliment this action. Swipe to move between planes, press to aim your projectile bow weapon and fire. It’s all sharp, simple, and responsive, just like the 16-bit games that the art style and tone of the game have been modeled around. Playing this is like step back into a portal where gaming was purer and simpler.

Semi-Secret’s Adam Saltsman is one of the big independent developers attached to this project, so that’s probably why we feel the connection to Canabalt so strongly. Even if we could stop ourselves from the comparison, we’d still be high on Girl on Fire after our hour or so with it. We’ll be taking a much longer look at the final build when it hits iPhone and iPad tomorrow, so stay tuned.

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Written by admin

March 21, 2012 at 21:15

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‘Sword & Sworcery’ On Sale to Celebrate One Year Anniversary

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I can hardly believe it’s been almost one year since the release of Superbrothers: Sword & Sworcery EP. Since that time, Sword & Sworcery has earned more accolades than I can shake a stick at, including our own Game of the Year award for 2011, and it redefined what we can expect from a melding of video games, music, art, and storytelling on the iOS platform.

Basically, if you somehow haven’t checked out Sword & Sworcery yet, you can currently get either version of the game at a discount in order to celebrate the one year anniversary of its release (and the vernal equinox, of course). And by either version I mean the iPhone/iPod touch-only version which is on sale for 99¢, or the Universal version which will set you back $1.99 during this one day price cut.

If you don’t currently own an iPad, but are having thoughts about picking up one of those fancy new iPads, then I’d just go ahead and jump on the Universal version. The folks behind Sword & Sworcery note on their website that they’re fully aware of Apple’s latest touchtronic device, and will be announcing something on that topic soon. I drool at the thought of a Retina iPad version of Sword & Sworcery, so let’s keep our fingers crossed.

Also, you can’t really mention Sword & Sworcery without mentioning Jim Guthrie who did the amazing soundtrack for the game. He’s all over this sale business too, and you can currently purchase the Sword & Sworcery soundtrack in digital form for whatever price you feel like paying. If you’re a collector type, you can also get the album on limited edition vinyl with original artwork from Pendleton Ward (seen above), or as a limited edition cassette tape. That’s right, a cassette tape! All of this is available at Jim’s Bandcamp page.

App Store Links:
    Superbrothers: Sword & Sworcery EP Micro, $2.99
    Superbrothers: Sword & Sworcery EP, $4.99 (Universal)

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Written by admin

March 21, 2012 at 17:15

‘Picnic Wars’ Review – A Crazy Castle Crusher That Ends Far Too Soon

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I have to admit, I wasn’t sure what to think about Picnic Wars [$0.99 / HD], a castle crusher showcasing the epic feud between vegetables and fruits (which somehow takes place during a picnic). Yet, despite the absurd story, what follows is a decent take on the genre with a good amount of gameplay variety that unfortunately suffers from a lack of content.

In Picnic Wars, you take the role of either fruits or veggies as they seek to destroy the fortresses of the other. You accomplish this by flinging various units at the castles, causing as much mayhem and destruction as possible. Truthfully, I have no idea what picnics have to do with the story, but seeing how zany the concept is I didn’t bother thinking about it.

Gameplay is a bit more complicated than simply tossing fruits or veggies at the opposition. Players take control of up to five different launchers on an isometric grid by moving them up and down the grid to aim. Each launcher can also be upgraded, with some units being more effective when fired from a certain launcher. Meanwhile, the opposition is throwing utensils at your launchers which can damage and eventually destroy your weapons. Combine this with a countdown on each mission, and gameplay in Picnic Wars becomes a bit more fast-paced than other similar games.

However, before you can throw your units, they must first be grown with seeds. Each unit takes a certain amount of seeds and time to grow depending on its strength. In addition, you start with a limited amount of seeds but can obtain more by aiming your allies at scattered seed bags located within the enemy castle.  Plant projectiles have lots of different strengths and attributes, such as the garlic that turns into a group of mini garlic grenades to the cabbage that acts as a delayed grenade. Players are scored based on speed, item collection, and total destruction.

I thought Picnic Wars did a good job creating a fun, varied gamplay foundation. There are a ton of different fruits and veggies to grow, and almost all of them are viable through the majority of the campaign. I also really enjoyed the isometric view which provides a bit of strategy as to where you want to launch seeing as how you may not be able to see some enemies until you take out certain sections. Controls, however, can be a pain as the same isometric view also leads to situations where you have to move some launchers just to tap on others, wasting precious time.

A hard mode is also available, which allows you to play through all the levels again with different units. Hard mode also increases the likelihood of catapult destruction and also removes the targeting sights, making it a bit tougher to accurately aim your shots. I personally loved hard mode, as it provided the perfect amount of difficulty that was missing from the easy mode.

Visually, Picnic Wars boasts a colorful, cartoony style that works well for the content. The game looks great on retina-iPhones, but not so much on the new iPad yet. The music also reflects the quirky feel of the game, although I wasn’t a fan of most of the sound effects (too annoying for my tastes). Strangely enough, the game also had load times between levels that, while not excessive, were still long enough for me to notice.

While Picnic Wars touts a total of 64 levels, in reality you’re getting two campaigns of the same 32-levels with the only difference being that you play as fruits in one campaign and veggies in the other. Each campaign has its share of different units, but the actual maps are the same, offering little in variety to players that have already completed one of the campaigns. Considering how swiftly you can get through the ‘easy’ campaign, you’ll be hurting for more rather quickly.

I’m a bit disappointed at how little there actually is. When you take into account the decent gameplay mechanics and visuals, Picnic Wars ends up feeling like wasted potential. If you’re willing to check it out I have no doubt that it should provide some enjoyment. However, be advised that enjoyment will be short-lived.

App Store Links:
    Picnic Wars™, $0.99
    Picnic Wars™ HD, $1.99 (iPad Only)

TouchArcade Rating:

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Written by admin

March 21, 2012 at 17:15

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‘The Walking Dead’ Teaser Trailer Is Awesome

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The Walking Dead season two finale put a big, fat dent in our love of the property in all of its forms, but just like that, Telltale restored our faith. Late this afternoon, the studio posted the first teaser trailer for its series based on the grim and violent world Robert Kirkman has built, and boy, is it awesome.

There’s still a lot of stuff we don’t know about the games, like, say, how they’ll play or when the iPad or iPhone versions are due out. Word on the street is that we should be expecting the games to release across iOS in April, perhaps a little after the XBLA, PC, PSN, and Macintosh versions launch. Fingers are crossed on that, for sure. Stay tuned to us as this stuff gets hashed out.

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March 21, 2012 at 1:15

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The New iPad Uses Retina Assets for Non-Universal Games

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So here’s something cool you may not have noticed about the new iPad: If you’re playing an iPhone game (or using an iPhone app) that has Retina Display assets for the iPhone, it will use the higher resolution set of assets. On previous models of the iPad, this functionality required the jailbreak utility Retina Pad. It actually makes a massive difference.

It’s a little hard to do that accurate of a comparison without just looking at both devices side by side, but I’ve doubled the resolution of the iPad 2 screenshots on the left to be the same size as the new iPad on the right. It may seem exaggerated, but the difference is even more noticeable when you’ve got a game like Flight Control running on two iPads side by side.

If you remember, back when the iPad was first released to make up for the complete lack of iPad-specific apps, Apple added the pixel doubling functionality to allow iPhone-specific apps to run full screen. The results were always a pixelated mess, and while it worked, it was a pretty terrible overall user experience. Now, with (almost) every iPhone app coming bundled with Retina Display assets, this new fullscreen functionality actually results in surprisingly decent looking upscaling.

Of course, iPad apps and games that are actually designed for the Retina Display of the new iPad look tons better, but now you don’t need to essentially write off any non-universal app as being a huge pixel party.

UPDATE: Here are some shots of Real Racing 2, an iPhone-only game with Retina Display assets as well as Real Racing 2 HD which is optimized for the Retina Display of the new iPad:

iPad 2 running Real Racing 2 pixel doubled:

New iPad running Real Racing 2 utilizing iPhone Retina Display assets:

Real Racing 2 HD running on iPad 2:

Real Racing 2 HD running on new iPad:

There are differences in lighting between the screenshots since each version of the game seems to render the scene at a different in-game time of day. Also, the iPhone versions running full screen on the iPad have a slightly different UI so I tried to line things up as close as I could. Regardless, the jump in quality is just astounding, and it seems like the image quality between iPhone Retina Display-ready games and non-Retina Display iPad games is pretty similar.

App Store Links:
    Flight Control, $0.99
    Real Racing 2, $4.99
    Real Racing 2 HD, $6.99 (iPad Only)

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Written by admin

March 21, 2012 at 1:15

‘World of Warcraft’ Mobile Is Still A Thing That Could Happen

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At an event that was supposed to revolve around World of Warcraft’s upcoming expansion, Mists of Pandaria, Blizzard producer John Lagrave revealed that the studio is flirting with the idea of taking the still-popular MMO to iPhone. “We won’t do it until we think it’s decent,” Lagrave told Eurogamer in an interview. “But it’s interesting and the world is evolving towards that little handheld device.” He added that Blizzard would be foolish not to consider a port.

Lagrave pointed out a few key reasons why we haven’t seen WOW mobile yet, the main one being that it doesn’t have a good idea for it at the moment. As far as fundamental problems are concerned, that strikes us as a pretty big one. Still, it’s nice to know that Blizzard is thinking about us phone-shackled folk. If this ever happens, hopefully Blizzard sticks to its guns and offers up with something much more clever than these guys, who put the entire game on iOS via Vollee.

[via Eurogamer]

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Written by admin

March 20, 2012 at 21:15

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