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Upcoming ‘Model Auto Racing’ Aims to Fill a Void in My Childhood

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When I was growing up I lived right down the street from an R/C car racing track at the local park. I was pretty young during this time, and thus couldn’t afford the rather expensive professional grade radio controlled cars that folks would bring out to race. So I was relegated to just a spectator, but I still got such a thrill out of watching these miniature vehicles race and jump around the dirt track, all the while being controlled remotely by people who were standing right beside me on the sidelines.

Sadly, over the next few years the R/C track’s popularity dwindled and was eventually torn down in favor of a dog park. It probably goes without saying, but dog parks aren’t nearly as cool as R/C car tracks when you’re a kid. So when developer Sunlaris emailed a trailer for their upcoming game Model Auto Racing, I immediately got a nostalgic twinge of excitement. As you can see in the trailer, it looks to be a proper R/C racing title for folks like me who couldn’t afford to indulge in the hobby as a kid.

Model Auto Racing will contain 3 different vehicle categories drawn from the real-life R/C racing world: buggy, short course, and touring car. It will also give you the choice of a top-down camera view or a fixed-position from the sideline podium, just as if you were at the track yourself. Other features include Universal support, Retina graphics for the new iPad, Game Center with online multiplayer, 12 tracks and 48 event types, and upgradeable vehicles. Model Auto Racing is awaiting review from Apple and should be out before the end of the month.

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Written by admin

May 24, 2012 at 18:15

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‘MonTowers’ Review – Making Fond Monster Mammaries

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I admit without shame that I was a huge Poké-nerd back in Pikachu’s heyday. The explosion of Pokémon’s popularity coincided with my sophomore year of high school, and being nerdy enough to know my cool-kid rep was in the negatives even before I started lugging around a Pokédex with my textbooks, I wore Pokémon t-shirts and evangelized the games and cartoon without a care. I also saw new Pokémon movies on opening night and, surrounded by squirmy kiddles and their irritated parents, broke out in wild applause and cheers when the Nintendo logo appeared on the screen, which prompted all the kids to whoop and holler along with me (and the parents to stare at me with such loathing that I wanted to crawl into the nearest Poke-ball).

There is, however, one immediately noticeable difference between MonTowers ~Legend of Summoners’~ [ Free ] critters and Nintendo’s kid-friendly goldmine. Amid the fantasy- and horror-themed creatures you will amass, you’ll also accumulate anime girls so scantily clad and busty they make Lara Croft look like a teenie bopper who has only just started to blossom. Fortunately, unlike the milky-white flesh of your personal monster-hunting assistant (and what soft, creamy, heaving flesh it is), there is much more to MonTowers than meets the eye.

Like Pokémon, MonTowers is a monster-hunting game where you pit monsters against each other and, ideally, add defeated opponents to your ensemble. Your goal is to clear a series of towers by defeating the monster on each floor and moving up to the next challenge. There’s a cursory story outlined at the start of the adventure, but really, it’s all about climbing monster towers and fighting deadlier and deadlier opponents.

At the beginning of each brawl, you get a chance to attack first by completing a touchscreen minigame. During your attack phase, your monsters automatically step up one by one to deal their damage. Should you botch your first-strike opportunity, the opposing monster gets its licks in before your group. The cycle rinses and repeats until your team or the enemy drops dead.

When you defeat an opponent, they either combust in a flash of light, or shrink into a coin. Earning a monster’s coin adds that monster to your collection. From the moment I received my first coin, I felt that old Poké-compulsion come flooding back–not only the burning desire to “catch em all,” but to form posses made up of different abilities that dominated the competition.

As our forum users can attest, there’s no real rhyme or reason to capturing a monster. Sometimes you’ll bag it, but more often than you’d like, you just won’t. Not to worry; there are other ways to expand your portfolio. As the game unfolds, you’ll learn recipes that reveal monsters you can breed to create new types. When you run out of monsters to hook up, you can spend the tokens you earn from leveling up on Gachamon, a gambling-type minigame where a payment of five tokens cooks up a random monster. Most monsters created through Gachamon are stronger than many of the ones you’ll encounter as you ascend monster towers floor by floor, making it an expensive addiction I was willing to indulge.

To build your team, you unlock monster slots that allow you to beam in monsters from your coin collection. Each monster comes with a summoning cost divided among five colored gems you harvest during the game, and you can use those same gems to buy upgrades. The catch is, you can’t take all your monsters into a fight. Instead you assemble a small squad from your pool of summoned fighters, picking and choosing ones with lots of health, attack power, and special abilities like health regeneration.

As you progress, you’ll eventually have to un-summon older, weaker monsters to fill your finite amount of monster slots with new blood you recruit along the way. Un-summoning a monster frees up its slot, but costs you all the time and gems you spent decking out your monster with enhanced powers.

I actually found myself growing attached to battle-scarred veterans, and it’s a shame that most battles end quickly if you bring in your heaviest hitters, rendering many older monsters obsolete. Ah, progress. You are a cruel mistress. (Although you can reminisce on old times by visiting the gallery, where you can view all your summoned monsters past and present, and in the various stages of undress brought about by any upgrades you purchased for them. Believe me, once you capture and fully upgrade the Nymph and Succubus, you’ll be spending a lot of time “reminiscing” with them.)

As with any collecting game, obsessing over filling every blank spot in your monster collection is the star of the show. A good thing, too, since MonTowers‘ battle system is pretty simplistic. Aside from exercising slight control over who attacks first and pouring healing potions down the throats of injured monsters (lose them in battle and all their upgrades go with them), you mostly just sit back and watch. To be fair, I found the battle system just as complex as it needs to be. The real strategy lies in upgrading your bestiary, building dream teams, watching them annihilate the biggest and baddest the game has to throw at you, taming them, and continuing your journey upward.

Even your strongest team of monster slayers doesn’t stand a chance against the game’s most powerful adversary: Father Time. Similar to other freemium games like Tiny Tower [ Free ], many functions in MonTowers require real-time minutes or hours to complete. Lowly monsters only need a few seconds or minutes to pop up, but more advanced minions will keep you waiting for hours. The upgrade gems you harvest cost one energy apiece, and you replenish one energy every three minutes. Not so long, but to the impatient, waiting is waiting.

You can expedite certain time restrictions depending on the girth of your wallet. Tired of waiting for a summoned monster to warp in or apply researched upgrades? Slip it some tokens and it will appear instantly. Don’t want to wait for your wounded monsters to regenerate one health per second? Feed them potions, but be prepared to spend tokens on more once you run out, as you’ll rely on them in battle once you enter the third tower and beyond.

In many ways, the game’s time restrictions feel designed to make you either watch the clock and wait for assorted activities to wrap up in their own time, or break down and spend money–in-game or real–to get things moving. But, just like with Tiny Tower, the time restrictions never bothered me. There’s usually something to do while your timers tick down. Return to monsters you haven’t captured, take on new foes, consult your recipes to arrange blind dates for two lucky monsters, spend your savings on Gachamon, grind or purchase IAP tokens to instantly finish summons and upgrades–or, God forbid, put the game down and do something else for a while. Maybe gather some friends and LARP MonTowers in the woods or salivate over your sexier acquisitions.

And speaking of sexy (the game asks you to confirm that you’re at least 17 before installing it), the amount of skin it shows is good for a chuckle, but is no more than window dressing designed to attract horny 15-year-olds. Case in point: your female monsters actually remove clothing with every upgrade rather than adding on more for protection. Silly logic. But don’t let MonTowers‘ cheap bids for attention fool you. Look beyond all the thongs and pasties and you’ll find an engaging, if somewhat simplified, monster-hunting experience.

App Store Link: MonTowers ~Legend of Summoners~, Free

TouchArcade Rating:

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Written by admin

May 23, 2012 at 2:15

‘Monster Loves You!’ is an Upcoming Tamagotchi-like from Dejobaan and Radial Games

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After making a splash on the App Store earlier this year with their quirky and stylish skydiving title AaAaAA! (Force = Mass x Acceleration) [ $2.99 ], Dejobaan Games has hinted on their website at what their next mobile release is going to be.

Teaming up with Radial Games, the original creators of the Steambirds games on Flash, the new collaboration project is called Monster Loves You! and aims to be an engaging virtual pet-like experience with much more RPG-like depth than what’s currently available.

Dejobaan asked Radial Games’ Andy Moore a bit about Monster Loves You!, including why he was motivated to create a new Tamagotchi-style game: “I think the closest I’ve really come to playing an enjoyable ‘pet’ game is The Sims 2, which was an excellent title but just demands WAY too much of my time. I want a similar experience – something with all that drama, character development, and ups and downs… but that I can play on the toilet.”

That’s certainly something I can get behind, Andy. I’ve always been intrigued by the notion of carrying around a little virtual creature that lives on my device, and there’s been some neat efforts in this area on iOS but nothing that’s really grabbed me and drew me in. With Dejobaan’s fantastic sense of humor and Radial Games’ drive to create a meaningful experience, I’m definitely curious to see more from Monster Loves You! in the near future.

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Written by admin

May 22, 2012 at 2:15

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‘Wings of Valor’ Review – Greatish Littler War Game

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Wings of Valor [ $1.99 ], the “Wings of Fury” spiritual remake by Idea Spoon, is a rare gem in the app store – a game that might not sell you on its screenshots alone, but is an automatic purchase for gamers “in the know.”  Based on a classic game for the Amiga/PC/Apple II, Wings of Valor has a familiar, nostalgic feel to it, with all the best parts of an arcade shooter and a surprisingly complex strategy sim.

The base gameplay is straightforward and simplistic, as illustrated by the image-only help file.  Take off from your carrier, and destroy your targets. Targets range from islands, to other planes, to ships, and you’re given an entire (unlockable) arsenal for dealing with the threats. For people such as myself, who never played the original, it may take you a few tries to even get off the ground. For instance: mashing the engine button over and over to get it started (just like a real old plane!), or trying to fly off the right side of the carrier and taking a bath instead. Missions are relatively quick, and can easily be squeezed into a bus ride, a work break, or any spare 5-10 minute period of time.

Once you get in the air, the game plays like a dream. Lovingly handcrafted visuals and spot on controls make you wonder why the side-scrolling fighter pilot genre died off so long ago. Aerial combat is a joy, pure and simple: the banks, the arcs, the turns, it all manages to feel “simulationy” and “arcadey” at the same time. Touch controls suffer somewhat from the usual lack of physical feedback, but not as much as you would think with this sort of game.

Dogfighting lacks a bit of challenge, as the enemy AI seems all too easily confused when you turn around directly behind them and light up their tail. Strafing runs are exciting, and can prove to be a test on resources – are you more of a T-16 piloting, womp-rat bullseyeing sharpshooter, or a light-up-the-jungle, empty the plane sort of carpet-bomber? The game plays into both strategies, but the latter sort will have to get very used to landings/takeoffs while they return to their ships to replenish their arsenal.

The camera work is spot on, zooming in as you approach the ground, adding to the feeling of speed. The music is old-timey, “Welcome to the world of tomorrow!” radio static fanfare, and adds to the retro feel. Sound effects are sufficiently explodey and ratatatty, and the particle effects are excellent, whether it’s planes smoking and plummeting to the earth or water kicking up as you bring death to dozens of unseen ocean critters. It is incredibly difficult to believe that the entire game was put together by a single person.

With plenty of challenges, unlockables, an upcoming iPad version, and promised updates to the visuals and AI, Wings of Valor makes for a very attractive package at $1.99. For people who have boldly proclaimed the death of classic gaming at the hands of iOS, I can only gesture wildly in this direction – here is a game with no IAP, no freemium model, just classic, old-school gameplay at its finest.  Whether you’re a fan of the genre or completely new to this style of game, here is a something that is very worth your time.

The first time you have a bogey on your six, you tear off straight upward at top speed, and see the stars for just a second before stalling out, turning back towards your prey, spitting hot death, you’ll get it. Get it?

App Store Link: Wings Of Valor, $1.99

TouchArcade Rating:

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Written by admin

May 18, 2012 at 22:15

Retro Dreamer Teases Upcoming Title ‘Duckers’

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Today Retro Dreamer, developers of such titles as the awesome arcade shooter Velocispider [$1.99 / Free ] and the adorable Sneezies [$0.99 / Free / $2.99 (HD)], have announced a new game is on the horizon. In a post over on the Retro Dreamer website, the company has divulged that this latest title will be called Duckers, and then they went on to explain… well, absolutely nothing actually.

Yes that’s right, they’re giving us the old tease treatment. But on the bright side there is the promo art attached to this very post which is both extremely cute as well as intriguing. What’s in that jar? Did it crash land to Earth? Why does that duck have flight goggles on? Can ducks even fly?

In the end we’re left with nothing but questions, however, Retro Dreamer states that Duckers is just about ready to go and should be hitting within a month’s time, possibly even by the end of May if everything goes absolutely perfectly. Until then they’ll be pushing out all sorts of new promotional stuff over the next few weeks for the impending Duckers launch, including a trailer that should hit sometime this week, so stick around to find out more about this mysterious title soon.

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Written by admin

May 16, 2012 at 18:16

‘Tiny Wings’ Developer Andreas Illiger Hints that New Game is Coming Soon

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One of the great indie success stories on the App Store was last year’s mega hit Tiny Wings [ $0.99 ] from lone developer Andreas Illiger. While the core gameplay hook wasn’t entirely unique, it was executed to perfection, and literally anybody who was capable of tapping a touch screen could pick up Tiny Wings and get hooked. Beyond just the gameplay though, Tiny Wings had that special, indescribable “something” that allowed players to connect with it on an emotional level, something we noted in our review of the game.

The kind of overnight success that Tiny Wings saw must have come as a pretty big surprise to Andreas Illiger, who seemed to shy away from all the newfound attention. He released several updates for Tiny Wings during the course of the year, but remained mostly silent about any future development plans.

Recently during the A Maze Festival in Berlin last month, Andreas chatted candidly with fellow developer Flow Studio in an interview the company has posted on their blog. In it, Andreas talks about some of the inspiration behind the creation of Tiny Wings, how its sudden rise to the top was actually very scary, and how becoming an overnight sensation hasn’t really changed him. Andreas sounds like a very humble, artistic individual.

Also mentioned in this interview is that Andreas has been hard at work for the last 10 months on his Tiny Wings follow-up, and that it is just a few weeks from being finished. It will again be an iOS title and again he’s developing the game all on his own, but beyond that he isn’t divulging any details about what the game is.

We’ll be waiting anxiously for any more news regarding Andreas Illiger’s latest release, which sounds like it will hopefully be soon, but in the meantime check out the short interview for some insight into one of iOS’s most beloved titles Tiny Wings.

[Via Flow Studio Blog]

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May 7, 2012 at 18:15

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‘MacGuffin’s Curse’ Review – Silly, Bloodless, Crate-Pushing Fun

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Ah. Werewolves. One of the three components in the holy Hollywood trinity of monsters. They ordinarily come in two flavors: loud, ravenous and incapable of anything but wanton violence… or dark-eyed eye candy. The transmogrification-happy lupine of MacGuffin’s Curse [$3.99 / Free ], however, is neither of those.

Indie development studio Brawsome has MacGuffin’s Curse billed as a ‘comedy puzzle-adventure’, an appropriate description if there ever was one. Operating from a top-down perspective, MacGuffin’s Curse is rife with all the switch-flipping, block-moving, barrier-removing goodness that is standard of the genre and the silliness of a Terry Pratchett novel. Here, you play as the charming Lucas MacGuffin, a red-haired thief who dwells in a considerable destitution with his young child and elderly mother. He has something to say about pretty much anything and everyone, a peculiarity that may either have you rolling your eyes within the first ten minutes or chuckling away in appreciation. Take your pick. Either is applicable.

The game opens with Lucas on his latest heist. In order to pay the rent, you’re going to have to retrieve a certain amulet from the extremely lightly-guarded depths of the local museum. As you might have guessed already, one thing leads to another and you eventually find yourself bound to the cursed jewelry and gifted with the ability to transform into a powerful, red-maned werewolf whenever you choose to. No, I don’t know how this really is a curse either.

This, of course, is one of the game’s primary gimmicks. Each of your two forms has a different set of abilities and limitations. As a human, you’re capable of doing delicate things like operating doors and squeezing through windows. As a werewolf, you’ll be able to manhandle safes, blocks, enormous battery packs and dig for buried treasure. Most, if not all, of the puzzles will require you to make use of your dual set of talents.

Speaking of the puzzles, let me reassure those who have played through the lite version of one thing: they do get harder. While the game’s collection of mind-benders don’t really deviate from the standard ‘push this block here, activate that switch there’ formula, there is enough variety in the mix to keep you playing (even if you have to do it in chunks). I’m especially fond of one of the earlier ‘boss’ battles. Instead of doing the standard werewolf act where you charge headlong into your enemies and rip their hearts out, MacGuffin’s Curse will have you maneuvering from room to room as you attempt to close the distance by circumnavigating your enemy’s attempt to stall you.

Though best played by those who enjoy the idea of a combat-free Zelda, MacGuffin’s Curse is still something I would recommend to those who don’t. Well, if you enjoy the whole comedic narrative thing, at any rate. It’s true that MacGuffin’s Curse tries just a little too hard (it doesn’t so much nudge you in the ribs as it does grind them into a paste with its hypothetical elbow) but it does have heart. You see it in the details – in the way the comments change depending on the kind of skin you’re wearing, in the over-the-top characters, in how the game lets you slowly build up a half-decent apartment for Lucas’s family and the details of the setting. There’s a fair amount of side quests for you to indulge in as well, something that helps flesh out the Neil Gaiman’s Neverwhere-esque undertones of the world that Brawsome constructed.

The only thing that I didn’t really like about McGuffin’s Curse is, perhaps, the controls. In order to move, you touch a finger on the screen and drag it in the direction you want Lucas to go. In order to push or pull blocks, you’ll have to use two fingers instead. Now, there’s nothing wrong with this and, for the most part, it works out decently well. Nonetheless, because of positioning, you sometimes find your fingertips blocking out vision, a phenomenon that makes me pine a little for a virtual d-pad.

Is MacGuffin’s Curse worth purchasing? Yes. Definitely. It may not extract the ‘Oh, god! This is ingenious!’ sort of reaction with its puzzles, but the relentless humor, intriguing setting, adequately-designed puzzles and faint Tim Burton vibe will make it a delicious addition to anyone’s collection of crate-puzzles.

App Store Links:
    MacGuffin’s Curse, $3.99 (Universal)
    MacGuffin’s Curse Lite, Free (Universal)

TouchArcade Rating:

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Written by admin

May 2, 2012 at 18:15

‘Marvel Vs. Capcom 2′ Review – A Lackluster Port of a Classic but Still a Fun Novelty

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Late last week Capcom surprised everybody by announcing an iOS port of their classic arcade fighter Marvel Vs. Capcom 2 [ $2.99 ]. In all honesty, I suspect this was a cleverly timed release to casually tie in with ‘The Avengers’ movie coming out next week, but whatever the motivation I’m not complaining. Marvel Vs. Capcom 2 is one of the most beloved fighting games in history, and prior to the downloadable rerelease on XBL and PSN in 2009 it could be kind of a difficult game to play unless you owned the Dreamcast or the somewhat rare PS2 or Xbox versions.

With that said it’s fairly mind blowing then that today you can download the entire original game onto a device that fits snugly in your pocket (or to your iPad if you’d rather, since the game is Universal, though it’s extra snug trying to jam that in your pocket). The iOS version of Marvel Vs. Capcom 2 is really cool for what it is, basically a cheap nostalgic trip, but it’s plagued with several major problems that drag the experience down, making it feel more like a novelty rather than another solid iOS fighter.

The major sticking points in Marvel Vs. Capcom 2 are that it’s difficult to control compared to the other top iOS fighters, the 12 year old visuals have not aged gracefully, and the overall performance leaves a lot to be desired. However, the virtual control setup that Capcom has come up with for the game is pretty clever, and just having a classic like Marvel Vs. Capcom 2 in my pocket is worth putting up with its shortcomings. It’s just a shame because with a little more care I think this port could have been a whole lot better.

Marvel Vs. Capcom 2 features a whopping 56 playable characters, 28 from the Marvel camp and 28 from Capcom. Only 24 are available from the start, with the rest being unlocked from an in-game store using coins earned through play, or for performing certain tasks like completing the arcade mode with different characters.

In the XBL and PSN versions of the game, all characters are unlocked from the start, but I far prefer having to unlock them on my own as it gives you a sense of progress and some goals to shoot for while playing. However, if you’re dying to download the iOS version and bust out some local Bluetooth multiplayer with a buddy (sadly there is no online) right out of the gate, then you might find it annoying to have to spend significant time earning enough coins to unlock your favorite characters. Surprisingly, there is no sort of in-app purchase option to unlock everything.

Marvel Vs. Capcom 2 is all about 3-on-3 tag team matches where characters can be swapped in and out at will, there’s a crazy emphasis on battles in the air, and the combos and special moves are all outrageous and over the top. Unfortunately, the iOS version runs so sluggishly that much of those fun moments are turned to frustration. The framerate can be a bit choppy and the virtual controls don’t seem to respond as well as even other Capcom fighters available on the App Store. This makes pulling off elaborate combos and air battling nearly impossible.

Despite the controls being sometimes unreliable, the default controls that Capcom implemented to simplify the experience are pretty nifty. There’s just a single button each for punch and kick, then there is a special button for controlling teammates and another for special moves. Besides just tapping these special buttons, each one can also be flicked in 4 different directions in order to perform additional moves. For example you can simply tap the special move button to shoot out a hadoken (fireball), but if you flick it to the side instead you can instantly launch into a shoryuken (dragon punch).

It’s a really cool idea and when it works well it’s brilliant, but for some reason much of the time it feels like the special buttons don’t respond to many of your flicks. There is the option to go with the original arcade game controls, which means no flicking for special moves, and I found that this option is much more reliable but does require more work on your part.

The visuals in Marvel Vs. Capcom 2 are also a pretty big letdown. I expect a 12 year old game to look dated, but for some reason the iOS version looks worse than any previous version. Sprites are noticeably jagged and pixelated, something that is accentuated on the iPad’s bigger screen. On the bright side, the fully 3D animated backgrounds are intact here and actually look quite good, especially when you consider the boring static backgrounds used in Street Fighter IV Volt on iOS.

So, Marvel Vs. Capcom 2 has a lot of issues, but nothing that renders the game completely unplayable. The controls work well enough but are far from as good as other iOS fighters, and definitely not good enough to fully pull off some of the game’s more complicated techniques. If you’re a fan of the game on other platforms and can accept the problems it has on iOS for the sake of having it in your pocket, then I think it’s definitely worth the $3 price of admission (or $5 when the intro sale ends). Personally, I’m having a ton of fun playing through the game again, even with the inherent frustrations.

If you don’t have any particular affinity for the original game but are just looking for a new iOS fighter, then Marvel Vs. Capcom 2 is a tougher sell. The controls are passable, but nowhere near the likes of Street Fighter IV Volt [ $6.99 ], King of Fighters-i [ $6.99 ], or SoulCalibur [ $11.99 ] on iOS. It’s frustrating because those examples prove that Marvel Vs. Capcom 2 could have been such a better port, and it may be in the future after some updating, but if nostalgia isn’t playing a big role in your desire for having this game on iPhone then I’d suggest waiting to see how things shake out down the line.

App Store Link: MARVEL VS. CAPCOM 2, $2.99 (Universal)

TouchArcade Rating:

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Written by admin

April 28, 2012 at 2:15

Ubisoft Announces ‘Might & Magic’ Card Game

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Need more CCG action in your life? Great! You and Ubisoft are on level. Earlier this morning, the publisher finally popped the lid off of Might & Magic Duel of Champions, a free-to-play card game set in the Might & Magic universe.

Ubisoft didn’t divulge hard mechanical details in today’s announcement materials for whatever reason, but it has confirmed the following about the game: (a) Duel of Champions will have collectible cards, (b) players will fight each other with these cards, and (c) users will also be able to buy these cards. So, yeah… this sure is card game.

More information will be coming to the game’s official web site, and apparently a beta is open right now in France. We’re doing our best to dig up some more substantial details so stick with us. If the Assassin’s Creed card game proved anything, it’s that Ubisoft knows how to fund decent tabletop experiences.

[images via PocketGamer]

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Written by admin

April 23, 2012 at 22:15

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‘Avernum: Escape From the Pit HD’ for iPad Review – A Rewarding History Lesson

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Growing up as an avid Mac gamer in the 1990s, I was a huge fan of RPGs put out by the folks at Spiderweb Software. Not particularly known for their graphical prowess (even back then), these shareware games of old focused more on exploration, narrative and, most important, freedom. Avernum: Escape From The Pit [$9.99] is the second game from Spiderweb to hit iOS, serving as the pinnacle for these RPG tenets and should be looked at as a gold standard for iOS RPGs.

First, a brief history lesson is in order. Avernum for iPad is a remake of the 1999 Avernum title, which itself was a rewrite of the 1995 Mac shareware title Exile: Escape from the Pit. While each iteration brought visual and combat upgrades, the same open-ended exploration system remained. The same holds true for Avernum for iPad, which receives overhauls in both its visual and character/battle systems.

In Avernum: Escape From the Pit, the Empire rules the surface. Anyone that crosses this oppressive regime is banished to underground region of Avernum, a world unto itself that replaces the sun with luminescent moss and the sky with endless caverns. The world, along with all its inhabitants comes to life in the game’s deep narrative which could easily span its own novel. It’s this world that you’re violently thrown into, and it’s in this world that you are free to do what you wish.

It’s this freedom that makes Avernum such a compelling and enjoyable experience. From the moment you customize your four person party at the onset, you are allowed to do what you wish. Sure, you are presented with some overarching decisions as you spend more time in the world (complete with three separate endings), but like all great RPGs, the true reward is in the journey. Whether you choose to be a willing asset of the struggling makeshift kingdom in Avernum, a lone wanderer trying to make do in the cavernous wild, or an agent of destruction and chaos, all paths are available in this title.

In terms of character development, there’re attributes, abilities and traits to customize, each being open to all characters. You really can’t appreciate the sheer amount of options you have as opposed to most other RPGs as a plethora of weapons, armor, abilities and spells supplement the core character stats mentioned above. Fans of the original Avernum series will notice that some of the skills have been streamlined. However, the options have been consolidated for the better, preserving the majority of the customizability while making the game far more accessible.

For those looking for a rundown of Avernum’s gameplay, you need not look any further than our review of Avadon: The Black Fortress, Spiderweb Software’s initial iOS offering that debuted last year. The same isometric, turn-based combat system returns, complete with various difficulties, an auto-save function and a new collection of achievements to earn. As with Avadon, the touch-based control system works well enough, although there are occasions of imprecise tapping, making your characters potentially act in ways you did not mean.

One of the side effects of open-ended gameplay is a shift in exploration and gameplay style. In the world of Avernum, you can and most likely will run into areas that you simply should have not stumbled onto. Enemy fortresses may have hidden rooms (complete with warning signs) featuring overpowered enemies that may wipe your party out. This leads to a lot of saving/reloading as well as a lot of backtracking should you choose to return to previously visited locales to beat that one powerful demon. Fans of streamlined experiences may balk at this gameplay style, but I love the variety as it sets the tone of Avernum as a chaotic world that isn’t as clear-cut as it may appear.

As we mentioned earlier, Spiderweb Software games are homages to classic 90s RPGs in many aspects. That includes the visuals and music, which are simplistic and work just enough to provide ambience. And yet, there were many occasions while playing in which I felt far more attached to the events unfolding than I have while playing any ‘next-gen’ RPG. The amount of effort and care put into the narrative, quests and even level design create an atmosphere that is sorely missed in other titles (assuming you’re willing to lend an able imagination to fill in the gaps).

While Avadon served as a streamlined ‘introductory’ experience to the world of classic RPGs, Avernum (as evidenced above) removes all the handholding in order to create a more open-ended experience. I believe this choice makes Avernum the more fulfilling and satisfying title, as well. The storytelling, customization, and sheer amount of content make this RPG a true powerhouse on iOS. There’s also a certain amount of nostalgic satisfaction as newer gamers are able to experience a world made popular during the Mac shareware golden age. While there will undoubtedly be some who turn away because of the retro look and feel, a truly rewarding experience awaits anyone else willing to dive into the pit.

App Store Link: Avernum: Escape From the Pit HD, $9.99 (iPad Only)

TouchArcade Rating:

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Written by admin

April 18, 2012 at 20:15