Archive for the ‘iPhone’ tag
Apple Media Event Today @ 10:00 AM PDT – Live Stream Available
We are mere hours away from Apple's latest media event held at the Yerba Buena Center for the Arts in San Francisco, CA. Few people know for certain what will be discussed today, but the rumor mill is on fire with what could be a potentially redesigned iPod Nano or iPod Shuffle as well as the somewhat inevitable iPod touch refresh. Photos of leaked front panels of what could be the new iPod touch have been floating around the Internet for quite some time now, and it appears that this year could potentially be the year that the iPod touch finally gets a camera– Maybe even a front facing camera to place FaceTime calls. Other rumors have been circulating including potential enhancements to the Apple TV and even revamping the pricing structure for some content on iTunes such as 99¢ rentals for episodes of TV shows.
Yesterday that they will be streaming this event live:
Apple will broadcast its September 1 event online using Apple's industry-leading HTTP Live Streaming, which is based on open standards. Viewing requires either a Mac running Safari on Mac OS X version 10.6 Snow Leopard, an iPhone or iPod touch running iOS 3.0 or higher, or an iPad. The live broadcast will begin at 10:00 a.m. PDT on September 1, 2010 at .
If you don't have a Mac, iPhone, or iPod touch to watch the event on, there is a guide on to watch the stream using VLC on a PC. Of course like all Apple keynotes we will be providing live coverage of things from the keynote that pertain to gaming, and we will be on site after the event to hopefully get some hands-on time with whatever new products are available.
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Another Busy Wednesday Night: ‘Mirror’s Edge’ for iPhone, ‘Puzzle Agent’ and Two Namco Casual Games
Big name developers just love setting their iTunes Connect release dates to Thursdays. Every week around this time we start seeing new releases slowly pop up in international markets, then filter out to the rest of the world as the Earth spins and it slowly becomes Thursday across the planet. This week is no different, and tonight at 11:00 PM EST all of the following games will be available for download in the US App Store. (Or even sooner if you're east of us.)
Mirror's Edge for iPhone, $4.99 – We first previewed this game in late 2009, and spent months wondering when it was going to be released. We found our answer as Mirror's Edge for iPad [] landed on the App Store as an iPad-only launch title for Apple's (then) new device. Back in April we thought it was inevitable that the game would be released for the iPhone yet, but we never suspected it would take nearly six months to happen.
Here's the gameplay video we shot from our preview last year:
From my brief time with Mirror's Edge on the iPhone, it plays just the same as the iPad version and is seemingly identical to the preview we did before of the iPhone version. Mirror's Edge for the iPhone comes packed with Retina Display friendly graphics and looks outstanding on the iPhone 4.
Puzzle Agent, $4.99 / HD – We had some hands-on time with this game not too long ago, and it's definitely something any fan of Professor Layton style games needs to pick up. In the game you play as Nelson Tethers, an agent of the FBI Puzzle Research Division and need to investigate the happenings of an eraser factory in Minnesota.
Puzzle Agent has already been released for the PC on Steam, and has been well received by most gamers. We thought it was a decent port in our preview, but we're going to spend more time with it to see if that still holds true as we get deeper than a brief preview allows.
Other potentially noteworthy games being released tonight include two new offerings from Namco who apparently have no problem juicing poor old Pac Man for all he's worth. PAC-CHAIN [$4.99] is an action puzzle game for the iPad where you tap groups of similarly colored ghosts from the game board with all kinds of Pac Man themed power-ups. Their other release tonight is Mishap [$4.99] a hidden object game for the iPhone that at least looks slightly intriguing with the inclusion of mini-games.
Finally, there's a new Chillingo iPad game on the verge of being released. Lamp of Aladdin [$4.99] is another hidden object game, but the matching mini-game looks like it could be interesting and there's something about the above trailer that's oddly alluring.
We're going to spend the day playing through as many of these games as possible, and like every Wednesday, plan on having reviews available by the time the games appear for download in the US App Store.
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‘Spider-Man: Total Mayhem’ Review – My Spider Sense is… Overpowered
Games based on comic books have been almost as hit or miss as games based on movies in the past, so I think my cautious optimism for Gameloft's recently released Spider-Man: Total Mayhem [$6.99] was well deserved. Sure, there are some absolutely fantastic comic book games such as the quarter-sucking , and a few others over the years. Unfortunately, many fall in to the same pit that movie games fall in to where they lean far too heavily on whatever intellectual property the game is based on instead of actually having good gameplay. This is true to some extent in Spider-Man: Total Mayhem, but the whole package is comprehensive enough that it doesn't even seem to even matter.

Like all Gameloft games, many parts of Spider-Man are clearly borrowed from other titles of theirs, and Total Mayhem is no different. A lot of the combat feels like a mix of James Cameron's Avatar [$4.99 / Free / Free] and Iron Man 2 [$4.99 / Free / HD]. Spider-Man is host to the same wall climbing and rail sliding sections as nearly every other 3rd person action Gameloft game, and just like almost all of their other titles, the voice work is laughable at best and face palm worthy at worst. They even managed to sandwich the upgrade system from Hero of Sparta II [$6.99 / Free] in that nearly everything in the game drops orbs of various colors which are then used to upgrade Spider-Man's various abilities.
What saves the whole game is that even though they recycle all these different elements, they seem to combine extremely well to create a game that just feels like a Spider-Man game should. There are endless thugs for you to bash, a heavy reliance on the spider sense, and a surprising array of extremely recognizable bosses that anyone who has read a Spider-Man comic or watched a Spider-Man cartoon will know. The levels included are fairly linear, but feature a great mix of fighting standard enemies, bashing mini-bosses, swinging around, climbing, and the varied events leading up to the boss encounter.
The combat system works well, and even though it feels a little button mashy at times, it's a lot of fun to watch Spider-Man execute his combos filled with punching and web slinging. However, even fighting bosses is a little too easy because of how well the spider sense evasion system works. Whenever you're fighting, when there's an incoming attack you're able to slam your thumb down on a virtual button that appears just to the left of the joystick. A successful button mash kicks the game in to slow motion, and Spidey evades the incoming blow and counter-attacks. It all flows together great, and these spider sense moves usually look really cool.
There's a surprising amount of content in Spider-Man: Total Mayhem, including a hefty amount of unlockables to boost replay value. Twelve levels are included, and in each of the levels are tokens you can pick up to unlock bonus art to look at. In addition, there's an "ultimate" difficulty to unlock as well as a boss rush mode. There's even the black Spider-Man symbiote suit to unlock to play through the game again with Spidey powered up. Also, when fighting bosses you have opportunity to take photos of them, and these photo opportunities seem fairly easy to miss. If you're a completionist, you will be playing through Spider-Man: Total Mayhem many times.
Total Mayhem is loaded with high resolution graphics that look absolutely fantastic on the iPhone 4. It's not universal, but like most Gameloft games it wouldn't surprise me if an iPad-specific HD release was on the horizon. Gameloft did a great job of making a game that plays like a Spider-Man game needs to. The spider sense seems entirely overpowered in combat, and it won't take long for you to get tired of the spider sense quick action sequences that are liberally used in cut scenes, but beating up an endless array of nameless thugs is just as fun as it should be.
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‘Helsing’s Fire’ and ‘Monster Dash’ – Two Great Games Get Two Great Updates
It's hard for us to say enough good things about Monster Dash [99¢] and Helsing's Fire [99¢]. One game takes the running right forever gameplay formula that's become so popular, spices it up, and adds weaponry. The other is an incredibly unique puzzle game which is unlike anything we've played on the iPhone, a claim that's almost impossible to make with puzzle games. Both games have received recent updates, so be sure to download them if you haven't already.

Monster Dash now comes packed with an additional power-up for Barry to pick up, a motorcycle that makes you temporary invincible while riding it. Along with the motorcycle comes new motorcycle-related stat tracking and achievements as well. Halfbrick also made some fixes and other tweaks to the game such as fixing heart placement so they're a little easier to pick up. Best of all, this update just shows that they're committed to supporting the game much like Fruit Ninja [99¢ / HD] which has also been host to several great updates.
Helsing's Fire 1.2 adds an entirely new campaign to play through, a new character, a new enemy, additional puzzle mechanics, and even a cool online system where you can solve puzzles for bounties to compete against other players online. The new campaign also comes with an additional survival arena, and you can now replay, save, and share puzzles you've played in the past.

If you still don't own these games, we have overwhelmingly positive reviews for both Monster Dash and Helsing's Fire that you should check out. The two games combined would probably be the best $1.98 you'll spend today, but if you already own them, be sure to mash your update button in iTunes as soon as possible.
Monster Dash, $0.99
Helsing’s Fire, $0.99
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‘Godville’ A Month Later – Still The Best Game I Don’t Play
A little over a month ago I first posted my review of Godville [Free] and was entirely amused by the concept behind the game. In essence, Godville is barely a game at all, as your interaction with the world is limited to either encouraging or punishing your hero who otherwise just goes about his business. You play as your hero's god, and the "game" basically consists of you reading the events that transpire in your hero's life. Depending on how you treat your hero either through punishment or encouragement, your hero will either be a cold hearted bastard killing everything in its path or a happy go lucky lover of all things living… Or something in between.
Godville is a community driven game, and once your hero reaches level 10 you're able to participate in the idea box. You can submit ideas for items, equipment, quests, enemies, combat actions, and tons of other things. Users then vote on these entries, which are eventually implemented in the game. Initially, the adventures of your hero in Godville when the game first launched were fairly repetitive, but after a month of idea box submissions from users, the game has only grown more amazing.

Not only is Godville getting better from user submissions, but the developers have been hard at work releasing updates both to the Godville client itself, and the web-based backend that powers the whole game. Special artifacts are one of my new favorite inclusions. These are new items that your character will loot from monsters or win from duels that have special abilities. Of course your hero is entirely too stupid to operate said artifacts themselves, but you can spend your god power (otherwise used for punishing and encouraging) to have them operate the item. These items can teleport them back to town, put a gold brick in their inventory, strike a death from their records, and many other things.
The amusing part of all this is that if you don't catch that your hero has one of these special artifacts in their inventory, chances are they'll just give it away, sell it, or otherwise get swindled out of it before you even have a chance to use it. Even if you do use it and it has some marvelous effect, they'll usually just hawk it for beer money anyway. How little control you have over your hero is part of what makes Godville so much fun for me, as my hero almost never does what I want him to do, but seemingly has developed his own (fairly stupid but evil) personality of his own.
Previous to the recent update, your character would randomly find themselves in duels with the heroes of other players. Now, every few hours, you can send your hero off to an arena to immediately participate in these duels. Aside from potentially humiliating another god with defeat, winning a duel also awards you all the coins that the opponent is holding along with some other swag… This is often lost anyway as your hero's ego grows and he bites off more than he can chew in combat, then endlessly begs you to be resurrected.
I decided to post about this game again not only because it has had significant updates since our initial review, but also because I'm downright amazed that a game that isn't really even technically a game has held my attention for so long. Checking up on what my Godville dude is doing has somehow managed to slip in between checking my email and checking my Twitter feed on my phone. Admittedly, when I first tried the game I thought Godville had sky-high novelty value, but I didn't see it lasting for me as most novelty-heavy games are only amusing until said novelty runs out.
The buckets of creativity being dumped in to Godville seems to always make loading up the game amusing. Initially I only saw Godville as a clever jab at the grind of RPG's as instead of you spending your time grinding, your hero does it for you. After spending an immense amount of time with the game over the last month, Godville seems to be the most captivating virtual per experience I've had so far on the iPhone. If you haven't yet, you really need to give this game a try to see if it grows on you just as much as it has grown on me.
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Two Upcoming Games – ‘Cut the Rope’ and ‘Lost Company’
Unboxing and First Impressions With the Parrot AR.Drone [Updated]
There is nothing worse than getting a FedEx tracking number late on a Thursday, knowing full well that your package will not arrive until Monday. Even as an adult, I'll still obsessively refresh tracking information, even when I know something won't be delivered for days. Still, that didn't stop me from tracking the Parrot AR.Drone all weekend, or getting up and looking out the window when I even thought I might have heard the sound of tires on gravel in the distance all day today. Surely any self respecting geek knows the feeling as they anxiously await their newest techno-toy.
The AR.Drone arrived mere moments ago, and after carefully opening the packaging I was greeted with the wondrous quadricopter that we've been drooling over since we first caught wind of it back at CES in January. Since then we've had a brief hands-on and later discovered that it would sell for $299.99 available for preorder through .

In the demos we've been given in the past, we've never actually been able to touch the unit, only fly it around for a few seconds inside of the controlled environment of the Parrot booth at conventions. My first impression as I took it out of the box was just how amazingly light and delicate the whole unit feels. I suppose it makes sense that it's light because it has to fly, but it feels like nothing.

In the box with the unit is a brief quick start guide which explains to first charge the battery, how to install the battery, and the basics of getting the Parrot AR.Drone in the air. Like any impatient man child, I immediately installed the battery, and paired it to my iPhone which was as simple as downloading the free Parrot AR.Drone Free Flight app and connecting to the WiFi network it creates. After that, you launch the app, it connects to the quadricopter, and you're met with a screen that looks like this:

Unfortunately, since I skipped that whole "charge the battery first" step, the AR.Drone only flew for about 45 seconds before it ran out of juice. I'm currently impatiently waiting the light on the charger to flip from red to green, and daylight is fading fast. I hope to have some extensive video of how the unit works, how it is assembled, and flying it in the not too distant future. (All depending on how long it takes to charge of course.)
Following that, I'll be doing a full review of the Parrot AR.Drone, so if you have any questions that you'd like answered or anything you want me to do as I put it through its paces, post a comment on this story.
Update: With the sun about to set I grabbed the battery with as much charge as the charger was able to give me and headed out to shoot some video. The companion app initially showed that I was at around 30% battery, which seemed to last for about 10 minutes of outdoor flight time. Here's a video of my first real flight outdoors with the Parrot AR.Drone:
Something that immediately struck me was how awesome the device is at steadying itself, even with the breeze outside. In the video I am actively trying to get it to lose control, by having it bank in to the wind and the onboard flight controller just automatically leveled the quadricopter without any issues at all. Also, it's really cool how low it will fly to the ground, automatically adjusting its height as it goes up or down hills. Buzzing over the grass at about a foot off the ground was a truly impressive display of how accurately the AR.Drone can hold its altitude. While none of these things are really new revelations from our previous hands-ons at conventions, all of those were always indoors in a very small controlled environment with no winds at all. A part of me was expecting everything to fall apart once the AR.Drone got outside of the calm 10×10 Parrot tent on the show floor… But it performed flawlessly.
The strangest part about flying the AR.Drone is trusting the iPhone display over just watching it fly through the air and controlling it like a normal RC helicopter. This is even more disorienting when you notice that you can see yourself in the image. The AR.Drone is always controlled from its viewpoint, creating a brain-bending situation where you can see the device with your eyes, you in the devices eyes, and everything is backwards as you're facing it.

At demos in the past, controlling the AR.Drone seemed really easy, and it is when you're limited by about 10 feet in any direction. When you actually get outdoors, and have tons of obstacles to fly around, piloting the device actually seems to take a bit of skill– Even with all the automated flight systems it has.
Just as I was getting good, I was met with this yet again:

So far I'd really advise anyone who already had one of these preordered to buy as many extra batteries as you feel comfortable purchasing. Flying the AR.Drone is really cool, but having it run out of battery, then sitting and waiting for the battery to charge sucks just as much as it did when I was a kid waiting for the NiCD batteries of my various RC cards to juice back up before I could play again.
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Unboxing and First Impressions With the Parrot AR.Drone
There is nothing worse than getting a FedEx tracking number late on a Thursday, knowing full well that your package will not arrive until Monday. Even as an adult, I'll still obsessively refresh tracking information, even when I know something won't be delivered for days. Still, that didn't stop me from tracking the Parrot AR.Drone all weekend, or getting up and looking out the window when I even thought I might have heard the sound of tires on gravel in the distance all day today. Surely any self respecting geek knows the feeling as they anxiously await their newest techno-toy.
The AR.Drone arrived mere moments ago, and after carefully opening the packaging I was greeted with the wondrous quadricopter that we've been drooling over since we first caught wind of it back at CES in January. Since then we've had a brief hands-on and later discovered that it would sell for $299.99 available for preorder through .

In the demos we've been given in the past, we've never actually been able to touch the unit, only fly it around for a few seconds inside of the controlled environment of the Parrot booth at conventions. My first impression as I took it out of the box was just how amazingly light and delicate the whole unit feels. I suppose it makes sense that it's light because it has to fly, but it feels like nothing.

In the box with the unit is a brief quick start guide which explains to first charge the battery, how to install the battery, and the basics of getting the Parrot AR.Drone in the air. Like any impatient man child, I immediately installed the battery, and paired it to my iPhone which was as simple as downloading the free Parrot AR.Drone Free Flight app and connecting to the WiFi network it creates. After that, you launch the app, it connects to the quadricopter, and you're met with a screen that looks like this:

Unfortunately, since I skipped that whole "charge the battery first" step, the AR.Drone only flew for about 45 seconds before it ran out of juice. I'm currently impatiently waiting the light on the charger to flip from red to green, and daylight is fading fast. I hope to have some extensive video of how the unit works, how it is assembled, and flying it in the not too distant future. (All depending on how long it takes to charge of course.)
Following that, I'll be doing a full review of the Parrot AR.Drone, so if you have any questions that you'd like answered or anything you want me to do as I put it through its paces, post a comment on this story.
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‘Final Freeway’ Review – A Fun Homage to ‘OutRun’ for iPhone and iPad
The 1986 arcade classic OutRun, with its easy to pick up gameplay and simplistic mechanics, seems like it would be a perfect fit for the iPhone. It's strange then, given the wealth of racing games on the App Store, that no one has taken a serious stab at an OutRun-inspired game yet. Now, developer has risen to this challenge with their first iPhone game Final Freeway, and delivered in fairly impressive fashion. Final Freeway does an excellent job at capturing the feel of the original OutRun, while offering tight controls with multiple configurations and a terrific sense of speed that runs well even on older devices.
Just as in OutRun, Final Freeway is a point-to-point racing game, where instead of trying to beat other cars to the finish you're trying to reach each checkpoint in the given amount of time until finally reaching the end. In total there are six different sections to race through, each with their own unique scenery, but unfortunately there aren't the branching paths at the end of each section as in OutRun. The racing is simple and arcadey, with the focus being to race each leg of the track as fast as possible while avoiding traffic and staying on the track. You don't crash in the game, but will slow down a lot if you hit another car or go off track. If time runs out before you reach the end of the track segment, it's game over.
In another nod to OutRun, you can choose one of three different tunes to listen to while you're racing in Final Freeway. Also, your ride looks suspiciously like a Ferrari, which is the staple car in the OutRun series. The graphics in Final Freeway are very nice, with added support for the higher resolution iPhone 4 and iPad displays. The framerate is ultra smooth, even on my iPod touch 2G, and makes for a blazingly fast sense of speed. There are touch and tilt control options, with various other configurations of onscreen button placement. Either control option works well, but I found myself preferring the touch controls. There isn't the option for auto-accelerate, only separate gas and brake buttons, but this actually benefits the game as it can pay to merely let off the gas when approaching turns rather than slamming on the brakes.
Really, the only fault of Final Freeway is that there just isn't that much of it. The six track locations are decent, and can be played on a normal or expert setting, but I would love to see more. It sounds like that just might happen too, as and has hinted that more levels are on their way, as well as taking note of other suggestions from our forum members for future updates. With a few updates, Final Freeway could evolve into something truly special, although what is here already is quite competent for the price. The bottom line is that Final Freeway is fun, plays extremely well, looks great, and will scratch that OutRun itch whenever you need it to.
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Griffin Readies PartyDock iPhone / iPad Accessory
Since Apple enabled peripheral support for iOS devices in iPhone OS 3, we've been watching closely to see what creative control peripherals hardware developers will bring to the platform. The latest is the dock for the iPhone 4 and iPad.
As , the PartyDock is an iPad charging dock that also docks with four individual remote controls and features video out (component) for connection to a TV, thought it's unclear as to what output resolution will be supported. Griffin indicates that various party, family, and casual games that utilize the PartyDock will shortly be arriving in the App Store. Three mini-games and one full featured game will be bundled with the device, in some fashion.
Have a look at Griffin's PartyDock PR shots:






While gaming is the obvious main thrust for this device, it's also a general media station of sorts. With the PartyDock nestled in your entertainment center, watching videos, photos, and listening to music on your hi-fi rig will be a thing of relative ease.
We're anxious to get our hands on the PartyDock and put it through its paces. It's encouraging that Griffin has a developer contact mechanism on their for those wanting to develop for the device. Hopefully iOS control accessories will become a plentiful and well supported option.
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