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‘Another World’ And ‘Scribblenauts’ Are On Sale

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A couple of high-profile games are on sale on the App Store this morning. Warner Bros, in celebration of over a million sales and Valentine’s Day, has put Scribblenauts Remix [$.99] on the price-slash block. Down to $.99 from $1.99, the latest version of the game includes a new Valentine’s Day playground. The other notable, Another World [$1.99], is now just $1.99 instead of its usual $4.99. We’ve created the above epic image to mark the occasion of the meeting of these two games within a single blog post. Enjoy!

In all seriousness, both games are imaginative and lovingly rendered on iPhone and iPad. You can read more about Scribblenauts here and Another World here if you’d like, but let us save you a bit of time with this double-fisted spoiler: both games are, like, fantastically buy-it-now good. What are you waiting for, man?

App Store Links:
    Scribblenauts Remix, $1.99 (Universal)
    Another World – 20th Anniversary, $1.99 (Universal)

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February 3, 2012 at 1:15

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Crytek is Building a New Social Network and Streaming Game Service that Can Run on iOS

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Kotaku is reporting that Crytek, the company behind the CryEngine technology and the Crysis series of visually high-end first-person shooters, is in advanced stages of a new social gaming network that they’re calling GFACE. Yes, GFACE. I’m as baffled as you about the name, “game+Facebook” maybe?

Anyway, what the service known as GFACE actually claims to do sounds pretty cool. It runs completely in the browser and lets you do all the sorts of social things you would expect from your Facebook, Google+ or Twitter – add friends, post about your interests, discover new people, and plenty more. You can also meet up with people online and enjoy media-type things together, sort of like how you can watch a movie with friends in an Xbox Live party.

And of course, you can partner up and play games together. But this is the surprising part – all the game’s are streamed from the cloud on GFACE’s end, similar to how the OnLive system works. There’s a drag and drop party creation system that Kotaku likens to Battlefield 3‘s Battlelog, and then everybody plugs into the game on GFACE’s servers from their individual locations.

The interesting bit is that the type of gameplay seems to scale depending on what device you’re using. Like the graphic above, someone can be playing a first-person shooter on their PC while other players are connected to the game via their mobile devices, but with secondary roles. The person on the iPad has a commander role from a top-down perspective and the person on the iPhone-lookalike is directing a support weapon.

It’s a pretty exciting prospect thinking about being able to play games with people online in this fashion, utilizing different devices and gameplay perspectives all in the same game. I need another social network like I need a hole in my head, but the other features of GFACE sound pretty interesting as well. That name, though. Yeesh.

You can see a video of GFACE in action at the original Kotaku article or the GFACE website. The UI is bananas, everything is so smooth and high-tech feeling. I’m actually eager to check it out. Right now GFACE is in closed beta, but whenever it finally launches it will be interesting to see if it’s able to make an impact in the fledgling streaming game market or the nearly-impossible-to-compete-in social network market.

[Via Kotaku]

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February 2, 2012 at 17:15

NetherRealm Would Like To Do More iOS Stuff

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Don’t take this as a shocker, but it sounds like Mortal Kombat developer NetherRealm is open to the idea of branching out beyond its resuscitated IP as well as exploring other platforms like iPad and iPhone. In an interview with GameSpot, head honcho Ed Boon talked about the future of NetherRealm and where it might go, noting that it, of course, isn’t done with Mortal Kombat, yet is down with creating new experiences across multiple platforms.

Here’s the relevant stuff for us from the wide-reaching interview:

GS: NetherRealm recently released Arkham City Lockdown for the iOS. Will NetherRealm continue to work on iOS projects, and what was it like developing it compared to a console game?

EB: It’s surprisingly similar, but for not as long a time period. We’re working in the Unreal environment, both in our console games as well as the iOS games, so there’s a familiarity there. We can share our programming resources, which is great. Obviously, the iOS games aren’t as long, in terms of how long it takes us to complete the project. As for future ones, we would definitely like to do additional iOS titles; we have nothing to announce at the moment, but that’s generally something we want to do. With our studio, we really want to diversify ourselves, and work on multiple formats, multiple types of games, not just Mortal Kombat games.

There’s a lot of ifs, mights, and wants in the interview, but it’s totally worth reading if you’re a fan of NetherRealm or even the old Midway studio it was built from. And while we weren’t the biggest fans of Lockdown [$5.99], we’re stoked about the prospect of more iOS titles from this studio. These guys know what they’re doing and given the resources, we bet its next Big Thing on iPhone could be special.

[via GameSpot, via Joystiq]

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January 31, 2012 at 21:15

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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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January 31, 2012 at 9:15

Team Meat "Probably" Making an iPhone Game

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Super Meat Boy creators Team Meat have been critics of iOS devices as well as the App Store itself for quite some time now. If you want to get up to speed, the best place to start would be the Team Meat Blog where Tommy Refenes goes over his GDC rant session, including the Zits n’ Giggles pricing drama, and more. Tommy also mentioned, “I have no intentions on doing anything for iPhone or iPad ever…I hate the platforms and I hate the stores.” Well, per a recent interview with IndieGames.com, Team Meat has changed their tune to “The next game will probably be iPhone. Probably.”

…And that’s all we know about it currently. I really just hope that whatever their next title happens to be is actually a game and not another App Store troll like Zits n’ Giggles. There’s some serious talent at work in Team Meat, and I’m really excited to see what they can do with iOS devices.

Oh, and if you haven’t yet, consider this your official reminder to download Super Meat Boy. It’s available on the Mac, PC, and the digital download area of home consoles. Here’s the trailer:

[via PocketGamer]

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January 30, 2012 at 21:15

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Freebie Alert – ‘Babylonian Twins HD’ for the iPad

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Originally developed for the Amiga, Babylonian Twins [99¢/HD] never made it to market but found life nearly 17 years later on the App Store. This platformer that has you swapping between two different characters, each with different abilities, in order to solve the many puzzles and progress through the game. It’s a lengthy and satisfying trip too, and currently you can grab the iPad version for free for the first time ever.

You can read our thoughts on this Babylonian Twins reboot in our full review, and you can learn even more about the amazing history behind the game finally being finished and released. To summarize: Babylonian Twins is an excellent game and it’s practically a miracle that we’re able to finally play it. Suffice to say, if you own an iPad and have even a passing interest in puzzle games or platformers, you should download Babylonian Twins HD while it’s still free. For iPhone and iPod touch owners, you should also consider dropping the 99¢ for the small version if you don’t have it already.

App Store Link: Babylonian Twins HD Premium, Free (iPad Only)

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January 30, 2012 at 17:15

‘Junk Jack’ for iPad Might Be Closer than You Think

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Hey, remember that time we were like, “oh sure, Junk Jack is coming to the iPad, but it’s not going to be for a long time”? Well, you should remember, because it was just last week. Anyway, the story goes that the game’s developer PixBits has been so involved with just updating the game in general, that making it iPad-friendly was kind of on the back burner, at least until the iPhone version became more fleshed out.

However, it sounds like they might have overestimated how difficult the transition to the iPad would be, because we’ve heard from the developer that progress on a Universal update for Junk Jack is moving forward much more quickly than they had expected. They’ve sent over a load of work-in-progress screens of the game from the iPad, which you can check out below.

We’ve been told that the Universal support won’t go live with the very next update, which sounds like it’s pretty near completion, but PixBits is hopeful that it will be included in the update that follows. We’ll be sure to keep tabs on this and let you know just as soon as you can get diggin’ on the big screen with Junk Jack.

App Store Links:
    Junk Jack, $2.99
    Junk Jack LE, Free

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January 27, 2012 at 1:15

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Coming Tonight: ‘Baseball Superstars 2012′, ‘Hank Hazard’, ‘One Epic Game’, ‘Paper Monsters’, and More

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January 26, 2012 at 1:15

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Cooking Meets JRPG In ‘Adventure Bar Story’

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Buckle up; Adventure Bar Story appears to be pretty radical. I just spent a good chunk of time with a pre-release build of the PSP port, and while I do have a reservation or two about its virtual controls, I couldn’t be happier with the overall port job and its core play, which is satisfyingly genre-bending.

Imagine if your everyday 16-bit JRPG hooked up with a management sim. In Adventure Bar Story, you control a young girl attempting to save her bar from being stolen or bought out by a renowned and rival neighborhood restaurant. In order to prevent this, she’ll need to learn how to cook, buy or gather ingredients in RPG-like zones complimented by random battles, assemble the ingredients into a dish, and then profit.

Mechanically, there’s a lot going on. In order to cook food, for example, you need recipes and the right tools for the job — blenders, pans, and so forth. The Item Shop stocks new stuff every day, but you can also get recipes from talking to NPCs or even experimentation. The cooking UI has several layers, but they’re all straightforward.

Dungeon diving — and I’m using that loosely here since the first few zones are set in fields — has several components. There’s the turn-based battle system, which packs in all of your usual RPG trimmings such as special attacks and in-battle item usage. But there are also food drops littering the ground that you’ll want to pick up at the risk of random encounters, and a leveling system, that, in a weird turn, has nothing to do with battle. Eating what you make levels up each character. Battle just earns you battle skills. Progression to new areas seems to be contingent on in-game cooking goals.

The entire experience is split into days and months. A typical day goes a little like this: I run to the item store to stock up on curing potions, and then I travel to the latest dungeon in order to pick up all the free food. When I get out of the zone, I shoot over to the bar’s kitchen and start looking at what I can assemble. After I make the food, I take a gander at which ones will give me the most EXP and then I eat a few to power up my dudes. After that, I select the dishes I want to serve and open the bar.

There’s some nuance to everything. The ingredients that you pick up aren’t always main ingredients; rather, they’re just component parts of a single ingredient. Wheat, for example, has to be used with a blender to create flour. Flour and water make pizza dough, and so on and so forth. Customers also appear to like different things more on different days, so there’s a little more to becoming the next great bar.

I’m so high on this because it’s the best of every world. I’m not spending hours and hours senselessly grinding, and I’m not cooking fake food until my eyes bleed. The mix of action and simulation feels right. The pacing is good.

Also, if I didn’t know this was a PSP port, I wouldn’t have guessed. This game feels and looks good on iPhone. The team has added a lot of touch-centric stuff to the UI, which goes a long way in making it relatively friendly to the platform. The virtual d-pad is a tad too touchy for my tastes, but it’s not an end-of-the-world problem, and more than likely, it’ll get ironed out well before the game is released.

One thing that’ll ruffle some feathers is the IAP. You can buy in-game jewels with real money, and with them, you’ll be able to buy special “rare” or “import” weapons, recipes, or even ingredients. The IAP doesn’t feel necessary, and heck, it’s not even a part of the core experience — it’s a bolted on, iOS exclusive feature that compliments the full PSP offering.

We’ll get much more evaluative in our official review, but I definitely think this is a game you should keep your eye on. Tentatively, it should see a release on February 28th at $.99. The usual base price will be $2.99.

UPDATE: We got some word on the IAP, so we changed some wording around. The complete PSP game is all here without the need for IAPs, according to the developer. Neat!

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January 25, 2012 at 5:15

RTS ‘Eufloria’ Coming To iPad and iPhone Soon

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Eufloria, Alex May and Rudolf Kremer’s award-winning ambient real-time strategy game, is coming to iPad and iPhone in February, the dynamic duo have confirmed on the game’s blog. And while you should expect a port of the full experience that saw its initial release on PC and then PSN, it appears as if iOS owners are going to get a tad bit more via updates.

“The initial release and update will be by far the most comprehensive and enjoyable release of Eufloria to date. And the price will be pretty darn reasonable,” Team Eufloria writes on its blog. The first content update will roll in a new Ambient mode that adds a “new terraforming mechanic.” We’ve included the debut trailer just below for your viewing pleasure. It looks great!

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January 24, 2012 at 21:15

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