Archive for the ‘Japan’ tag
‘Bug Princess 2′ Review – Breaking News: Cave Makes Fantastic Shooters
On the iOS platform, nobody has done as much for the 2D scrolling arcade shooter genre than Japanese developer . For the past 2 years, they have consistently delivered high quality ports of their stellar back catalog of games to the App Store. They have yet to really have a misstep either, providing you have an especially unquenchable thirst for bullet hell-style shooters.
Cave’s iOS games come with several hallmarks, like touch controls that are arguably even better than physical controls, plenty of variety in scoring techniques, and a staggering amount of screen-filling explosions and interesting enemies and bosses. Their latest release Bug Princess 2 [$6.99 / Free ], which hit early last month, is no exception. It’s the sequel to last December’s Bug Princess [$4.99 / Free ] and you might also know it by its original name Mushihimesama Futari. It is widely considered by fans to be the best and most challenging entry in the Mushihimesama series.
If you played Bug Princess on iOS before, then things will seem incredibly familiar to you with Bug Princess 2. The menus and UI are largely the same, you have the same options for screen sizes and button placement, and of course the same great touch controls. Also like the original, the meat of the game comes in a 5 level campaign which can either be played straight through in one go or individually by level in a score attack mode.
You have the option of 2 ship types to play as, each with their own firing style, and on top of that you can choose what kind of shot type you want: Normal or Abnormal. Normal keeps your satellite helper ships tightly beside you, while Abnormal has them moving more tactically independently from your own ship movement. Finally, you have a choice of 4 difficulty options – Novice, Normal, Hard and Hell – which do a great job of tailoring the game’s challenge to suit practically any type of player.
Bug Princess 2 retains another feature from its iOS predecessor (am I sounding like a broken record yet?) which is 3 types of gameplay modes: Original, Maniac, and Ultra. In Original mode you build up a multiplier counter in the corner of the screen by collecting gems dropped by defeated enemies. You’ll need to switch back and forth between normal bullets and lasers depending on the color of the counter, adding a layer of strategy as opposed to just blasting away at every enemy willy-nilly. Ultra mode uses the same scoring system but with arranged enemies and bullet patterns.
Maniac mode, however, is where Bug Princess 2 really shows its brilliance. Here you build up your multiplier meter using regular shots, and once it’s hit a certain point, you switch to laser to cash it all in. Using either regular shots or laser shots will produce different types of gems from fallen enemies too. This makes Maniac mode the most strategic in terms of variety of scoring ways, and in turn makes it the most interesting mode.
So there you have it. Bug Princess 2 shares a ton in common with the original Bug Princess, but thanks to some key differences in scoring and completely new stages it really stands out on its own. And like Bug Princess it’s also not overly complex like some later Cave titles, so for shooter newbies it remains a strong entry point to the genre. If you’ve had your fill of bullet-hell shooters then Bug Princess 2 probably won’t do anything to change your mind, but if you’re a leaderboard competitor or a Cave fanatic then you’ll find plenty of value in picking it up or at least checking out the lite version.
TouchArcade Rating: 
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Sega Releases ‘Flick Of The Dead,’ An iPhone Version Of ‘Typing Of The Dead’
Sega’s Flick of the Dead is a real thing, and it appears to be exactly what you think it is: a legitimate Typing of the Dead spin-off, except for mobile phones. Earlier today, the publisher released the title on the Japanese App Store at the celebratory price of free. As of right now, it features over 25,000 words, a boss rush, and “a drill mode,” according to . Eat that, Texting of the Bread.
In all seriousness, we’re absolutely stoked that Sega even bothered considering making a new version of this memorable title to iPhone. We’re doubly stoked that it managed to do so in a meaningful way. Unfortunately, it’s up in the air if an English version is in the works. We’re in the process of asking, so stay tuned — and play Texting of the Bread [$.99 / HD] in the meantime.
[via ]
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‘Final Fantasy’ Devs Release New RPG On The Japanese App Store
Hey, did you know that two Final Fantasy veterans, including the scenario writer of Final Fantasy VII and Final Fantasy VIII, and several other JRPG vets have teamed up to form a new studio called ? Did you know it just released its first RPG on the Japanese App Store? Yeah, we didn’t either. But, ”Border Walker” sounds cool. Its name draws from its time cycle hook: the game’s world is split into two distinct night and day worlds, and your character can cross freely between them. breaks down the battle system:
Border Walker has a unique battle system that splits the touch screen into a 3×3 grid. Players can use different skills by touching the grid in different spots. You can learn secret techniques by playing through the game’s sub scenarios. Crunge Productions also created dungeons to explore and a colosseum with powerful monsters to fight.
It’s unknown at the moment if Border Walker will ever come to the US, but we’ll keep our eyes out. Check out the trailer below:
[via ]
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Coming Tonight: ‘Brainsss’, ‘DreamWorks Dragons’, ‘Lego Harry Potter’, ‘King of Fighters-i 2012′ and Much More
OpenFeint Founder Jason Citron Forms New Gaming Venture
Jason Citron was among the very first game developers for Apple’s App Store when it launched all the way back in 2008, and most people associate him with founding the groundbreaking iOS social gaming network OpenFeint. Well, about a year ago, OpenFeint was bought by Japanese gaming giant Gree, and several months later Jason left the company to pursue a new challenge.
We’ve gotten the first word on what that new challenge is, as that Jason has announced his forming of a new gaming venture called Phoenix Guild. Right now the company consists of just Jason, but the current plan is to raise a round of funding to hire a team and get off the ground, and he thinks Phoenix Guild will be able to ship their first game sometime this year. In fact, he’s already started coding the project on his own.
For some insight into what kind of games Phoenix Guild would be interested in creating, Mr. Citron had a choice quote on the matter
“All of the gaming today is casual or mid-core. There is a huge bunch of gamers who can’t frigging stand this crap, myself among them.”
Sounds like the focus of Phoenix Guild will be towards meatier kinds of titles like those that you would find on home consoles, and given the background with OpenFeint a social aspect will also be a high priority. The studio will also be focusing development on “post-PC” devices, so tablets, smartphones, and similar devices.
We know Jason Citron is capable of great things given his previous work, and although this is just the very beginning stages we’re eager to see what will come from his new venture Phoenix Guild.
[Via ]
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The First Big Free to Play iOS Game Comes Full Circle: ngmoco’s ‘Eliminate’ Shutting Down on 5/25
2009 was a weird time for the App Store. Free to play games were building steam on other platforms, but the way Apple originally structured the in app purchase mechanic prevented it from being used on anything but paid games and apps. This policy was reversed in mid-October, and only a few hours later ngmoco announced that their (then) upcoming online first person shooter Eliminate would be free.
The game was released a few weeks later, and we posted an extensive guide on it. In a nutshell, Eliminate was a four person first person shooter with a free to play twist. In order to earn credits to buy armor and weapon upgrades, players needed to use their energy supplies. Energy depleted as you played, and, obviously, an in-game store sold all the energy that players could ever need if they didn’t wait to wait to recharge.
Being among the first free to play games available, and actually being the first gamer-centric freemium game on the App Store, Eliminate seemed to spawn a massive community of players overnight. In fact, the is still amongst the most popular TouchArcade threads of all time, running closely behind and .

A TouchArcade reader sent a tip in over the weekend that not only had Eliminate been pulled from the App Store, but launching the game now results in the above popup. On May 25th, 2012, Eliminate is going offline. It’s sad to see not only this game, but also ngmoco as a company coming full circle. We’ve been covering ngmoco since their inception, as it seemed to many (myself included) that they were the most promising contender to be the premiere iOS-exclusive game developer.
In early 2010 the company then picked up some additional financial steam and bought Freeverse, which was yet another incredibly promising iOS developer that has since vanished. Later that year, Japanese social gaming giant rolled ngmoco up into their proverbial katamari at the potential price of $400m… Then things started to take a slide.
The Epic Wars series of games were the first projects to be shut down by ngmoco, leaving faithful players (who potentially invested heavily into the game) in the cold. News of games releases, or really, any activity from the company dried up until earlier this year we heard the company was hit with layoffs. even suggested that they missed the financial targets of the $400m buyout, putting the bulk of that purchase price in jeopardy.
If nothing else, the shut down of Eliminate is yet another reminder that the money you spend on these server-centric free to play title is buying you things that only persist as long as the developers keep the game online. If you’ve dumped cash into Eliminate, be sure to get your money’s worth playing the game before it goes offline next month.
Thanks Payam!
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‘Total War Battles: Shogun’ Review – A Solid Mobile Entry from the ‘Total War’ Strategy Series
Total War Battles: Shogun [ $6.99 ] is not perfect. Anyone who tells you differently is either lying or particularly forgiving in regards to an absence of visual cues. Nonetheless, while and Sega’s first attempt to bring their award-winning franchise to the iOS platform is one pockmarked with problems, it doesn’t change the fact that this real-time strategy game remains an excellent addition to the App Store.
Set somewhere in late 16th century Japan, Total War Battles opens to a familiar tune: an overcast sky, one army torching another army’s infrastructure to the ground, a father passing on his final instructions to his son. As the earnest heir, it is your responsibility to seek out those who are responsible for the tragedy that befell your clan and to exterminate them with extreme prejudice.
While hardly the most inspired premise out there, the story works well enough as an excuse to visit slow, well thought-out havoc onto opposing factions. Of course, it kind of helps that the game is also lovely to behold. Though not on par with games like Infinity Blade II, Total War Battles: Shogun still boasts of well-animated military men, excellent weather effects, decent voice acting and a suitably epic soundtrack.
Gameplay in Total War Battles: Shogun consists of you first picking one of the campaign-based missions currently available to you or an EXP stage from the world map. Depending on the nature of the level you’ve selected, you can either expect to be called upon to beat down on a number of units, defeats a certain type of enemy or to participate in a round of city planning.
Yes, you heard me. Should you choose to accept the responsibility, you’ll find yourself taking a break from the rampant warfare to work on stuff like figuring out how to jam eight shrines into a less-than-spacious map. It’s not as easy as it sounds. Buildings here come with their own set of requirements and restrictions. For example, shrines will not permit themselves to be constructed next to the vice-den that is your average trading post but will require the proximity of a lumber mill in order to exist. (No, I have no idea why either).
As for the rest of the game, it’s a little more straightforward. In between assembling the correct assortment of unit-producing buildings and ensuring that they remain in serviceable condition (enemies will do their best to burn them down), you’re going to have to send your army at your foes. Simple, right? There’s a small twist. While you’re capable of manipulating their frontal charge, you will not be able to tell your units to move back. Retreat is impossible for them as they apparently subscribe to the laws of Bushido. Additionally, you’re also going to have to take the fact that your battalions are incapable of turning on a dime and the fact that there’s a cooldown associated with your navigation-related commands into consideration.
Needless to say, this isn’t your average hair-trigger, ‘300 actions-per-minute or bust’ sort of RTS. Forethought is mandatory here. To make matters more interesting, you’ll be able to utilize a certain amount of units at a time, something that can spell life or death. If you throw everything you own into a frontal assault, you may find your home base decimated even as you watch on helplessly. Mistakes aren’t easily forgiven here.
There’s a fairly decent variety of units and buildings, by the way, one augmented by a considerable amount of available upgrades. With more than 10 hours of expected game time, gorgeous aesthetics and half-decent voice acting, Total War Battles: Shogun should represent one of the pinnacles of the iOS-based real-time strategy genre, right? Maybe.
As I’ve mentioned early on, Total War Battles: Shogun is not without its flaws. To be fair, they aren’t big flaws but they’re certainly the sort that can niggle. Units don’t come with health bars and buildings will not provide information about their structural integrity in an easy accessible fashion. There is nary a number to be found; you won’t ever get to figure out precisely how much of a defense boost your monks provide. These issues aren’t exactly game changers but if you’re the sort who likes their statistics, you might find yourself bristling at your inability to accurately calculate the likelihood of a win.
As for the multiplayer, I haven’t had the chance to get someone to sit down to poke at it with me. Unsurprisingly, Total War Battles: Shogun only supports 1vs1 same-device multiplayer, something that is generally best played on the iPad as opposed to its more diminutive cousins.
Still, if you’re willing to overlook the aforementioned issues, Total War Battles: Shogun is a refreshing change from the App Store’s barrage of angry avians, physics-based puzzler and match-3 games.
TouchArcade Rating: 
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Coming Tonight: ‘Burger Cat’, ‘Illusia 2′, ‘Lock ‘n’ Load’, ‘Total War Battles: Shogun’, and More
‘Chaos Rings II’ Review – A Satisfying Sequel and Visual Masterpiece
If there’s one thing that can be said about Square Enix, it’s that they’re excellent at the whole production values thing. Chaos Rings II [$17.99/HD] is absolutely stunning. From the gorgeous musical score to the voice acting to the vibrant landscapes, there is a lot to savor in Square Enix’s latest turn-based RPG. However, that’s not really surprising. We are talking about Square Enix, after all. How often have they published a new game that does not make you whistle gently under your breath? The real question is, ‘Is Chaos Rings II more than a pretty face?’
The plot here works something like this: an apocalyptic force is threatening Earth with impending doom and there is only one person in the universe capable of stopping it. Can you guess who that is? Yup, that’s you. Sort of. In Chaos Rings II, you’ll play as Darwin, a rather effeminate-looking chap that had been unwittingly pushed into the role of the Nominator. As the Nominator, his job is to sacrifice the Pillars (a bunch of people that were forcibly drafted for the dubious honor), harvest their spiritual energies, complete something called the Rite of Resealing and seal away the Destroyer in order to save the world.
Here’s where it gets problematic for poor Darwin. To begin with, he wasn’t supposed to be the Nominator. Due to a freak turn of circumstances, he acquired the position after he unwittingly killed the original candidate. To make matters worst, he sort of murdered the poor bastard in front of the Pillars. Under normal circumstances, this probably wouldn’t have gone over so badly. After all, one predestined murderer is the same as the other, right? Obviously, that wasn’t the case here. You see, the Pillars in the Rite of Resealing are always composed of those who have some form of attachment to the Nominator. As you can imagine, this makes things a little bit awkward. Not only do you have to murder innocent people, you’ll have to murder some innocent folk that had ties to the dude you unintentionally axed.
(In spite of the religious undertones to the game, the eventual evolution of the plot will probably grab a smirk from any atheists in the audience.)
Intriguing as this all sounds, however, there’s a slight problem. While the Japanese voice acting is rather superb (my best friend, who is Japanese, assured me that the voice acting is also supported by decent lines), the localization is not. Technically speaking, there’s nothing wrong with it. There’s no rampant Engrish, no glaring grammatical errors, no spelling mistakes that may evoke a heartfelt palm to the face. Nonetheless, that doesn’t change the fact the English text feels … lackluster. The dialogue’s also anachronistic in places. Words like “gotta” and “c’mon” pop up from time to time to rattle your sense of immersion. As such, I can’t help but feel as though the full potential of the plot was never realized. Something had to have been lost in the translation. Still, it could have been much, much worse.
Gameplay-wise, those who have any experience with the original game or, JRPGs in general, will probably find themselves in familiar waters. For the most part, the game operates in a fairly linear fashion. You’ll be given a task and told to advance to a certain location. You must then make your way through an assortment of random encounters before achieving your goal. From there, you’ll have to go back to the central hub and begin the process anew. There isn’t much else to do. You get a certain amount of freedom in determining the sequencing of events but that’s pretty much it. There is no open world exploration. There are no mini games to engage in. What saves Chaos Rings II from being completely linear are the side quests that you eventually acquire from the corpulent, cat-like Piu Piu (he’s the only merchant available to you and your party) and and his scantily-clad cutouts.
A lot of your time will be spent moving through the exquisitely presented remnants of your world. Along the way, you’ll stumble across equipment, items and, of course, random encounters. You’ll also get to move through ’shortcuts’ in the world. Once you dive through a portal, you’ll find yourself in this odd little realm that would probably not look amiss in a cyberpunk setting somewhere. Here, you’ll also be called upon to partake in some incredibly light puzzle-solving. Each of the accompanying characters have a special ability that will allow the party to access a part of the world that cannot otherwise be reached. For example, Li Hua is capable of punching through barriers while Connor can shoot at distant targets. Needless to say, once you’ve sacrificed somebody (yup, you’re going to have to kill those people), you’ll lose permanent access to those unique skills.
While it doesn’t deviate too far from the standard formula (you’ll be able to attack, cast magic, defend yourself, occasionally escape from combat and utilize items amongst other things), combat in Chaos Rings II is actually rather entertaining. There are plenty of variables to juggle and even more to worry about. To begin with, you’re going to spend a lot of time deciding if you would rather have your characters acting separately or together. If you choose the ‘Pair’ option, you’ll have access to stronger attacks but will also open your party members up to damage that they would have not taken otherwise. Acting ’solo’, on the other hand, will provide you with more control but less of a punch.
It gets even more complex than that, of course. Technically speaking, combat in Chaos Rings II is turn-based but the reality is that things are also highly dependent on speed. This can be a serious problem if your opponent is armed with some truly devastating moves. If they have the opportunity to assault you before you can defend yourself, you can expect to see the ‘Game Over’ screen faster than you can enunciate your favorite obscenity. Additionally, there’s also a layer of ‘rock, paper, scissors’ that you will have to factor in. Depending on what forces are currently in play on the battle field, attacks and defenses may increase or decrease accordingly.
On top of that, there is also the Break Gauge and the Charge Gauge. The former was inherited from the original game. It’s a pretty nifty mechanic that monitors the flow of the battle. When it is marked even, neither parties will receive bonuses. However, when it sways in favor of you or your opponent, the Break Gauge will cause the beneficiaries to increase in potency. As for the Charge Gauge, it functions something like the Limit Break mechanic in the Final Fantasy games. Once it has filled up to a certain extent, you’ll gain access to your ‘Awake’ and ‘Advent’ powers. The latter will allow you to summon a massive being known as, well, an Advent that is associated with the Human Sophia (that thing you get after you’ve defeated the creature born from a dead Pillar) you currently have equipped.
Speaking of Sophias, those form another interesting component in the game. While Pillars are the only ones capable of bestowing the command of a monstrous critter upon you, you can also acquire Sophias from the game’s menagerie of enemies. Each ‘Monster’ Sophia will grant your characters certain atributes and skills. Once you’ve unlocked the right recipes, you’ll be able to acquire even more abilities by combining Sophias in a certain way, something that adds considerable depth to your character customization.
On a more shallow note, I’m going to take a moment to once again remark on the fact that Chaos Rings II looks pretty darn sweet. It is, by far, the prettiest game in the franchise yet. Compared to its predecessors, the resolution in Chaos Rings II is so much higher, the backgrounds more lavishly detailed. Even the characters themselves look more refined. That said, I’m really mostly in love with the little things in the game, things like cherry blossom petals suspended in the air and waterfalls trapped mid-motion.
As for the music, I’ve nothing but good things to say about it. I would buy the soundtrack if the Malaysian App Store would let me do so but I can’t so I’ll settle for assuring you that it’s something that would deserve a spot on most playlists unless, of course, you have an aversion towards soaring vocals and epic-sounding melodies.
In many ways, Chaos Rings II is the quintessential JRPG. You will spend a lot of time grinding. You will be gently but firmly led along the story’s path to its inevitable end. You will see all of the familiar JRPG tropes. However, that’s not necessarily a bad thing, but your decision in regards to whether or not you actually want to purchase the game is going to be dependent on this. For all of its flaws, Chaos Rings II has done more than ample justice to the formula. It’s refined, it’s meaty, and it’s definitely worth the high price of entry.
TouchArcade Rating: 
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Group Demos Fling-like Controller That Uses Camera
Thinkers, entrepreneurs, and manufacturers of all shapes and sizes are still trying to bring us useful, physical controllers for iPad and iPhone. We’ve seen a lot, over the years, but none have struck as novel as the one currently in an early development stage at in Japan. It’s an analog stick similar to the Fling, except it uses the iPhone’s front camera to control the action on the screen.
Here’s what makes it possible, according to the following video from :
There are small markers in this elastic device and the markers are detected by this built-in front-facing mobile phone camera. By tracking how the markers move as the elastic device deforms, this system enables a variety of inputs. Basically, the system’s precision depends on hardware factors, like the camera resolution and refresh rate.
It’s a neat idea, and while it has a couple of obvious issues working against it, we’d love to see this end up as an actual product. Who knows, maybe it’ll catch on.
[via ]
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