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Free to Play ‘Dark Meadow: The Pact’ Hits; ‘Dark Meadow’ Proper Updated – Here’s What You Need to Know

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Earlier this month we caught wind that Phosphor Games was planning to give the paid version of Dark Meadow [ $5.99 ] a free to play extreme makeover. Our community caught wind, formed up the all too predictable angry mob, and the next day Phosphor decided that the free to play version would come as a separate app instead of updating the existing paid version.

Last night, two things happened. First off, Dark Meadow: The Pact [ Free ] hit the App Store, offering players who never tried the original game a free opportunity to dip their toes into the Dark Meadow universe. Secondly, Dark Meadow was updated to have all the improvements of the free version. This includes Retina Display support for the new iPad and some new content which comprises both new areas and enemies as well as weapons. Getting around in the game is also easier, as they’ve not only added an in-game map, but also the ability to warp around so you don’t have to totally start over when you die.

Regardless, I’d still back up your original Dark Meadow .ipa file before updating in case you ever want to go back, especially if you’re the kind of person who hates shoehorned IAP currency. The way I (and a lot of our community it’d seem) read the original explanation from Phosphor on how they were going to split the free and paid versions was more along the lines of “We’re going to add the tweaks and new content from the free to play version to the existing paid version, leaving all the wacky micro transaction stuff to the free version.”

Unfortunately, what we got is an update which adds all the IAP currencies as well along with a consolation prize of sorts which amounts an ability to toggle the ads off along with some normal coins, sun coins (the IAP currency), along with some consumable health packs and bombs. (Bombs destroy enemies without needing to fight them.)

The IAP currency balancing is also crazy. If you want any of the new items which are purchased with sun coins, even in the paid version, you have three options:

  1. Grind for eternity farming up kill streaks to earn sun coins.
  2. Buy sun coins via IAP.
  3. Complete referral offers like signing up for credit cards and online dating sites among other things.

Weirder yet, the way these referral offers are balanced against the actual IAP makes no sense. For instance, one of the referral offers asks you to buy a PC or Mac game from Big Fish Games for $2.99. This rewards you with as much IAP currency as the $9.99 bundle of sun coins, but you also get a PC/Mac game out of the deal. Normally I’d say this isn’t that big of a problem because you can just try to ignore the IAP items and play the game with what you can get with in-game coins… BUT.

The problem with this line of thinking and Dark Meadow is that character progression in these Infinity Blade-like games hinges on gear unlocks, while both saving up and looking forward to the next weapon you can afford. Yes, it’s entirely optional, but looking at what you can buy with the non-IAP currency from the in-game item shop feels like ordering off the kids menu when compared to the substantial difference in power found in the premium IAP-currency items.

That being said, if you can deal with this proverbial carrot being dangled in front of your face while you play through both the free and paid versions of Dark Meadow, the gameplay is actually legitimately better than it was before. IAP schemes aside, combat feels much more responsive, the ability to warp back to near where you were when you died was sorely needed, and it looks great on the new iPad.

The good news is that the guys from Phosphor are all over the thread on our forums responding to user feedback, and seem genuinely interested in making players happy. That counts for something, although I’d be lying if I said I wasn’t disappointed in this trend on the App Store. Dark Meadow was one of the early games powered by the Unreal engine, and it’s sad to see the game go down the same free to play path as everyone else instead of just proudly existing as a premium showpiece title.

App Store Links:
    Dark Meadow, $5.99 (Universal)
    Dark Meadow: The Pact, Free (Universal)

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Written by admin

March 30, 2012 at 2:15

‘Triple Town’ Updated with 2 New Maps, Unlimited Turns IAP On Sale for $2.99

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Back in January, developer Spry Fox released Triple Town [Free], an iOS version of their immensely popular Kindle, Facebook, and Google+ matching game. Triple Town was widely loved by gamers and gaming critics, including our own 4.5 star review, and it was great to see a developer that was able to innovate so heavily in what has become a stagnant match-3 genre.

Since its release, Triple Town has received several updates, but they have mostly amounted to maintenance type stuff. Over the weekend, another new update was released, this time adding some very welcome new gameplay maps.

First is the City on a Lake map, which you can see in the screen below. This gives you the standard 6×6 grid found in the original mode only this time there is an L-shaped body of water smack dab in the middle. Obviously this is going to affect your strategy by limiting the amount of space you have to make matches, since the water is unusable space. It puts a nice challenging spin on the regular Triple Town formula.

The second new map is called Peaceful Valley, pictured below, and is a much friendlier, casual experience. It gives you a 5×5 map grid to work with, but here there are no bears or ninjas to muck up your carefully planned town layout. This is another nice departure from the original mode like City on a Lake is, only instead of being more challenging it’s actually much less challenging, and really lets you concentrate on thinking ahead and making smart matches instead of dealing with those pesky bears.

Aside from the big addition of two new maps, there are some minor tweaks in this update as well. High scores are now saved locally in addition to online through OpenFeint, and can be viewed from the options screen. There is also now an in-game orientation lock for people like me who like to get their game on while laying in bed. Finally, there are even more optimizations and bug fixes.

There is one tiny catch, though. The two new maps are only available for those who have paid to unlock unlimited turns from within the game. If you aren’t one of those people then there’s some good news for you: to celebrate the new update the unlimited turns IAP is on sale for $2.99. I paid the original $6.99 for Triple Town when it first came out and felt it was completely worth it, so from where I stand 3 bucks is a fantastic deal for one of the finest match-3 games available, even more so after this latest update.

App Store Link: Triple Town, Free (Universal)

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Written by admin

March 26, 2012 at 18:15

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

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

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

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

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

[Via Macotakara]

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Written by admin

March 26, 2012 at 18:15

The TouchArcade Show – 44 – Running the Trifecta

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This week on The TouchArcade Show, we battle through discussion about staph infections, broken necks, and other off-topic stuff to bring you the latest, hottest, and best in iOS news, reviews, and commentary. At the top, we do a new iPad check-in just to see if everyone is still digging Apple’s New Thing. Later, we dive into discussions on SwordigoHunger Games: Girl On Fire and Angry Birds Space. Of course, we also get to your user questions.

If you’d like to listen, feel free to do so via the links below. Additionally, you can subscribe to our weekly radio show via Zune and iTunes. It’s the easiest way to get our stuff the second its uploaded to the Internet, so consider your options!

iTunes Link: The TouchArcade Show
Zune Marketplace: TouchArcade.com Podcasts
RSS Feed: The TouchArcade Show
Direct Link: TouchArcadeShow-044.mp3, 42.7MB

And now your show notes:

GAMES

  • Angry Birds Space [$.99 / HD]
  • Hunger Games: Girl On Fire [Free]
  • Sky Gamblers: Aerial Supremacy [$4.99]
  • Fireball: SE[$.99 / HD]
  • Swordigo [$1.99]

JARED’S KITTY KORNER

FRONT PAGE

  • Zynga buys ‘Draw Something’ Devs
  • Mobile ‘WOW’ Could Still Happen

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Written by admin

March 24, 2012 at 1:15

On Success, Expectations, And Brilliance: How ‘Solipskier’ Is Informing The Direction Of Mikengreg’s Next Game

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This is a promo image for Solipskier, which was used when Mikengreg revealed the game to people.

When a game developer creates an awesome game, we expect its next release to be just as good. This works both ways. Greg Wohlwend and Michael Boxleiter of Mikengreg fame have told me what it feels like to have to work on something new with the expectation of past success in the background. It isn’t just noise — it’s having an effect on the development on its new title, Gasketball. From ideas to coding, the shadow of the success of an arcade skiing game called Solipskier [$.99] looms. It makes decisions harder. It ramps up the scope and quality. It’s making the stakes higher at a time when the studio is looking to do something totally different.

We discussed two kinds of pressure: external and internal. Mike and Greg said that they don’t feel any external heat as they build Gasketball. Solipskier got into a lot of hands, but that hasn’t given the studio the kind ravenous base that other great independent developers, like Team Meat of Super Meat Boy fame, enjoy. There aren’t throngs of people  expecting mastery in the follow-up from Mikengreg, in other words, so the bar feels low.

The pressure comes from inside, they expressed. Solipskier’s sales were the best Mikengreg has ever experienced, and the studio desperately wants Gasketball to outperform it in revenue, quality, and audience. Success is mutating their goals, as if the magic of Solipskier could ever be repeated.

“We really want our next game to seem like a step up, which is not actually very different from our early development days, every game we’ve made has been more interesting, more polished and more successful than the last,” Mike told us in an e-mail exchange. “The difference, now, is that we are trying to succeed in terms of a million players willing to pay us, which sets the quality bar dauntingly high for a two-man outfit.”

Gasketball's logo and the placeholder image for the game's web site.

Greg keeps asking himself if it’s even possible to have another Solipskier, and that seems like a fair question to ask. Its development, from idea to prototyping to final release, happened in brilliant flashes of creativity. Gasketball, on the other hand, hasn’t had that sort of conceptual magic. The conceit took longer to come along, and the studio had to throw out a lot of stuff in order to find this game.

“We had to resolve to getting down in the muck and doing the hard work of prototyping, testing, and scrapping everything for yet another prototype that felt like it had promise,” Greg told us. “For a game to really strike all the chords for us it has to be pretty specific.” Solipkier was initially designed as a Flash game. A lot of its systems and mechanics are designed around that platform. Gasketball is a departure, so it took longer to design as the studio learned new tricks.

The idea for Solipskier came from a brainstorming session that revolved around parallax scrolling. Speed and parallax seemed to gel well, so Mike and Greg started prototyping. In a blog post, the duo described the idea for the landscape painting component came as a watershed, “oh my god” moment. With wide-eyes, they went to work. In the end, the Mikengreg created an exhilarating skiing game unlike any other. Instead of focusing on tricks, jumps, and speed, Solipskier leverages style and the emotion that bursts from your chest when you feel like your acceleration is spiraling out of control.

Version ".01" of Solipskier

This wasn’t the duo’s first rodeo. Solipskier was created first and foremost as a flash game, just like Mike’s other titles as a part of Intuition Games. It was, however, the first game of either developer to grab major mainstream appeal. Mike tells me that he realized that this was a truly special project after publishers had entered into a bidding war for the game. An iOS version wasn’t in the picture at the time, but the reality of Flash development changed the tone of the porting conversation going forward.

“We were always looking for the next step out of the Flash world and into a more sustainable market that allowed for us to make larger, more fully formed games,” Greg told us. “The Flash market is great and gave us a way to become better developers while getting paid for it; however, it wasn’t a sustainable business.”

Mike and Greg were working “crazy hours,” and fretting over paychecks when they developed for Flash. Living by the seats of their pants did have its moments. “It was exciting in some ways for sure, but it couldn’t last,” Greg said. “We were lucky to have such success with Solipskier, as it’s allowing us to fully commit to iOS and downloadable titles in future.”

Within the first two months, the iOS version of Solipskier made a little over $70,000, while the sponsored Flash version generated $15,000. On Metacritic, it’s sitting at a 79 average across five positive reviews. Greg tells us that this success “changed the scope” of what it could do with its next game. The duo continued to pay themselves the same amount of money, but Solipskier gave them consistency and the ability to screw up.

Version "0.5." Can you spot the differences!?

“Since Solipskier, we’ve made six or so fairly polished prototypes and scrapped all of them,” Greg tells us. “We could have taken any one of those further but we’d rather call it a failure early and often than find ourselves with a less than stellar finished game that never found that magic we always look for.”

Solipskier’s success and design are weighing heavily on Mike’s mind as he executes concepts on Gasketball. He second guesses a lot and he’s finding it hard to accept praise from friends. “We’ve always seen the flaws in our work first and foremost, but even worse on this project I see things that aren’t there.” Mike elaborated: “My brain is constantly convinced that there are more features I need to discover before the game will be good, but they’re always just out of reach or vision. Every time I implement an idea and it doesn’t make the game instantly better I feel a crush of defeat. I feel a bit like I’m going crazy.”

They’re not alone in this, though.

The Other Guys

Other studios go through the similar issues. Some deliver greatness quickly. After Chair Entertainment released a brilliant Meteroid-style game called Shadow Complex on XBLA, it was able to stoke a similar sort of fanfare and praise with the launch of Infinity Blade. After Simogo released Bumpy Road, it followed it up with an equally charming rhythm and stealth game called Beat Sneak Bandit.

Some studios deliver late. Mobigame released its puzzle game Edge a couple of years ago to insane levels of acclaim and drama. The app was pulled because of a bogus trademark violation just as it was hitting critical mass, and the studio had to fight for the game to get back onto the App Store. Its follow-up, Cross Fingers, released 11 months after Edge. Mobigame’s David Papazian tells us that Cross Fingers is picking up steam. Edge has since been re-released.

Edge on MacOS

“We were very happy with this second game because it is really innovative and completely unique on the App Store. While I am writing, I can see that Cross Fingers is 5th in the Top Free in the US App Store with more than 8 million downloads. However, the game works a lot better now than it did at the start, because we evolved with the market. We added more levels and in-app purchases. Also, the fans are not the same as Edge fans, a lot of women and men from any ages love Cross Fingers, when Edge is more for gamers.”

Papazian says Edge, and its awards, gave his studio legs. The popularity led him to meeting a lot of people, and gave him a good “in” when introducing his work to press. His studio’s pressure was internal, too.

“But you have some pressure, you must do it again and you polish the new game as much as you can, maybe too much. Luckily we did it again, but we did not receive any awards and Apple never featured Cross Fingers on the US store. We had to fight for this success, by updating the game until it finally worked.”

Tiger Styles grabbed a lot of attention with its puzzle game Spider: The Secret of Bryce Manor. While working on the follow-up, a Metroid-style game called Waking Mars, Tiger Styles’ David Kalina said he felt a subconscious kind of pressure to one-up Spider. It’s a similar feeling that Mike and Greg feel as they create Gasketball. “When you make a game that gets game of the year nods,” Kalina told us, “there is definitely this feeling that EVERY game needs to live up to that standard, which is sort of an impossible bar to try and meet every time out.”

Waking Mars is more about exploration than anything else.

The development of Spider had a sense of urgency to it. He needed the game to succeed so his studio could exist. With Waking Mars, Kalina said that urgency was replaced with the desire to blow everything up in its second game, which again, is something Mikengreg is similarly struggling with. “When you start approaching game development that way, the cost of everything goes up, and the more you spend, the more risky it is to fail,” he admitted.

Waking Mars, in the end, will keep his studio alive. However, Kalina said he wouldn’t pour so much time and so many resources into Tiger Style’s next game. Kalina wants to be able to fail and experiment and do bold things.

“I’d like to release two or three games in the next year and have them all be surprising in some way, and if they don’t happen to set the world on fire, we can be cool with that because we’re at least trying to push in new directions,” Kalina told us. “The worst thing we could do now is to say ‘we have to do something just like Spider or Waking Mars BUT BIGGER…’ If we go down that path, you may never hear from us again!”

On Gasketball

Gasketball has a chance to be stellar. It’s a basketball game that has its users matching their opponents’ last shots. It’s like a digital version of HORSE, except rendered on a fantastical 2D plane that lets you freely move the hoop and shot placement around. It also has special balls and barriers that you can set up to make your shot more Byzantine and advanced. There’s a plan in place to continually update the game as it lives on the App Store.

Surprisingly, nothing mechanically in Solipskier informed Gasketball’s creative direction, Mike and Greg said. In fact, Greg argued that there wasn’t one to begin with. He said Mike came up with the idea for a playful and fun basketball game that was “a bit more skill-based than just a slingshot or pre-mapped trajectory control scheme” game. Moving in a new direction entirely, Gasketball eschews the stark contrasts of Solipskier in favor of a more playful and fun art direction.

Mike walking people through their first look at Gasketball.

Our expectations got the best of us when we first saw Gasketball. It’s just not the game you envision this studio doing at first glance. Solipkier was speedy and sharp, and it had a very specific and awesome rhythm, tone, and style. You’d figure the next game from this studio would incorporate some of these elements. This game is exceedingly friendlier in look and behavior. It’s also more thoughtful and maybe even a shade or two less impressive from a conceptual standpoint.

The stakes are just higher now. But there’s also another reason this project is especially different for the studio. Like with Mobigames and Cross Fingers, Mikengreg see Gasketball as an opportunity to grab an entirely new audience.

“We’re both getting older and want to do more with our lives than spend a hundred hours a week in a dark office,” Mike tells us. “When you start working independently you tend to hold your breath and accept sacrifices to your happiness in the short term for long term gains and we’ve yet to really succeed in a way that really gives us the security to let go and look to the future.  It can get very nerve wracking to think that you only have one shot at releasing each game, and every time you fail to reach your goals you get one step closer to having to quit trying.”

It’s a strange world right now for Mikengreg, as the studio struggles with the success of Solipskier and thinks about a studio-wide transition. But it’s confident about Gasketball and its eventual quality. We are are, too. We’ve seen the game in action, watched the videos, and have even fiddled with a build. The title threw us off at first, sure, but now that we’re comfortable with the fact that Mikengreg are switching focus, we’ve been able to move past our expectations. It’s figuring out a way to do that, too.

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Written by admin

March 24, 2012 at 1:15

‘Cubemen’ Launching Next Week, Offers Cross Platform Multiplayer Over iOS, Mac, and Steam

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Cubemen is a new strategic tower defense game that launched on Steam last week, and it will be launching on the Mac and iOS App Stores simultaneously next week. The coolest part about this? There is cross-platform multiplayer that let’s players duke it out online with each other no matter which of these versions they’re playing.

In addition to the multiplayer aspect, Cubemen just looks like a pretty sweet game anyway. It’s a sort-of tower defense game but with a much more fluid design than most due to the ability to move your defense units around at will. There’s a large single-player component that features 28 levels to play in 5 different modes. You can get a pretty good idea of what Cubemen is all about in the following trailer.

I really like the clean aesthetic in Cubemen, and its fluid unit management and multiple map elevations give it a unique twist on traditional tower defense-style games. The real draw though, I think, will be the cross-platform multiplayer on 22 different skirmish maps (you can play these solo against an AI, too). Cubemen will be iPad 2 or later only, and it will support the Retina Display of the newest iPad. You can get the game on Steam right now for PC or Mac, and we’ll be diving in to Cubemen when it hits the App Store on March 29th.

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Written by admin

March 23, 2012 at 21:15

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‘Sky Gamblers: Air Supremacy’ Review – Buckle Up

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The little things matter in flight games. When you crank up an engine, you want the jet exhaust to grease up the screen. You want to hear the thick, thunderous crack of a sound barrier break. And you want to feel like the world is insignificant as you slice through the air at 1500 MPH while a song that vaguely sounds like the one from that weird Cruise flick pounds in the background. Namco Bandai’s Sky Gamblers: Air Supremacy [$4.99] nails a lot of these little things, and while the premise sucks and it occasionally doesn’t look so great, few iOS games deliver as consistently as this one.

Backing up, Sky Gamblers is an arcade flight game that feels pretty similar to the Ace Combat series. It plays it loose with things like, say, physics and reality, but doesn’t try to pretend to be anything else other than an insanely fast-paced, action shooter in the air. It’s really good at leveraging these aspects, too: the sense of speed is fantastic and the maneuvering and shooting components feel blessedly fluid. These things define the experience.

A good chunk of Apple’s faithful should know this game already. It was one of the two titles given a substantial demo at the new iPad press event. As expected, it delivers on a visual level. The assets, and particularly the planes, are rendered with a healthy respect for the new iPad’s higher resolution screen, and most of the environments look alright, too. It also boasts a ton of atmospheric and effects touches that bolster the pace-pumping, action scenarios that dot its content landscape.

But while it nails a lot of the little things, it flubs a few, too. In particular, some of the texture work on ground details and buildings and infantry are straight up ugly, and don’t reflect the work put into the rest of the title. The tutorial in particular is a mess, and the voice acting isn’t so good, either.

The thing that it gets the most wrong is its own story. Told through a jumble of comic book-style entries as if it were a Max Payne, the premise is a mess of poorly constructed context and devices. From what I can gather, you play as a hotshot pilot who, suddenly, finds himself without an army to call home. After a canyon run, you meet up with a group of lovable mercenaries and then join up.

There’s just enough reason in its madness to justify the fact that you’re in a plane and charged with killing people — a lot of people, in fact, across a campaign that tries to feature every environment, objective, enemy type, and color in the Game Design Handbook.

In the first mission, for example, you’ll fly alongside a squad on a quest to kill enemy fighters across a field and over the top of a city. Later, in a dessert level, you’ll be asked to rip through enemy fighters while bombing ground infantry shortly before moving to a Bomb the Base objective. These layers and the sheer scale of each level hammer home the sheer speed your craft can go, and that adds a palpable thrill to each confrontation or traveling section. Dogfights on the other hand reinforce the gracefulness of flight, as you’ll need to spiral or otherwise dance away from lock-ons, circle for position, and hunt your prey airplane-style.

The latter is an important point: since Sky Gamblers doesn’t care about natural laws, there’s a distinct, teeth-rattling speed inherent in the combat design. Fights are all about how many bullets you can let loose while doing crazy stuff, like, say, flying upside down with the throttle all the way up. The same old flight game strategies still apply: you do want to get behind the enemy and execute successive passes, but the way you go about it in Sky Gamblers gives it an awesome edge. Everything just feels so fast; it’s bliss.

Flight games, strangely, have found a home on iOS. The controls seem to work, and this is no exception. The casual pro scheme in particular is great; the d-pad that controls the movement is robust and floats, and the pitch doesn’t get in the way. You can also use accelerometer controls, but those never clicked with me.

If the campaign doesn’t do it for you, then there’s a bounty of bonus modes and missions to check out. Team Deathmatch, Bomb the Base, and several survival modes are all ready to be played from the get-go. You can take these online, too, and the component seems, surprisingly, solid. I’ve yet to experience lag and the matchmaking is sharp.

If you have a new iPad, this is clearly one of THE games to get, as its boasting some of the best 3D, high resolution visuals at the moment. If you dig explode-y things and moving really fast, you’ll probably want to give this a look, too. Smart design bolsters both of these aspects. Check it out.

App Store Link: Sky Gamblers: Air Supremacy, $4.99 (Universal)

TouchArcade Rating:

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Written by admin

March 22, 2012 at 1:15

‘The Walking Dead’ Teaser Trailer Is Awesome

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

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

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Written by admin

March 21, 2012 at 1:15

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List of Games Updated for the New iPad Retina Display

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Arguably the biggest addition to this year’s version of the iPad (or at least, the most immediately noticeable one) is the inclusion of a Retina Display screen that ups the resolution to a monstrous 2048 x 1536. As anybody who has upgraded from an older device to an iPhone 4 or an iPhone 4S, you know that the Retina Display screen is a stunning upgrade in person and makes all other mobile device screens look inferior in comparison. Such is the case with the new iPad’s fancy screen, it really needs to be seen to be believed.

For anybody upgrading to a new iPad today, or if this is your first foray into the world of the iPad, then chances are you’re interested in having the games that can show off the new screen as you gloat to your friends. Here we’ve compiled a list of games that have been updated for the iPad Retina Display:

  • Infinity Blade II, $6.99
  • Sky Gamblers: Air Supremacy, $4.99
  • Galaxy on Fire 2 HD, $9.99
  • Mass Effect Infiltrator, $6.99
  • Flight Control Rocket, 99¢
  • Real Racing 2 HD, $2.99
  • Foosball HD, $2.99
  • Touchgrind BMX, $4.99
  • Labyrinth 2 HD, $7.99 / Lite Version
  • Joining Hands, $2.99
  • Woodroid HD+, Free
  • Letris Power, Free
  • Monsters Ate My Condo, 99¢
  • Save the Pencil HD, 99¢ / Lite Version
  • Tractor Beam, 99¢
  • FMX Riders, $2.99
  • Lab Solitaire, 99¢
  • Parlour Solitaire, Free

There is a thread in our forums that’s constantly being updated keeping track of compatible games or ones that will be compatible soon. If you’re a developer with an iPad Retina Display update coming out, make sure to post it in that thread or post in the comments below and we’ll try to keep that thread as well as this article updated as new games hit. Also, Apple is currently featuring a selection of games and apps in the App Store that are new iPad ready.

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Written by admin

March 16, 2012 at 17:15

‘Sky Gamblers: Air Supremacy’ as Featured in New iPad Keynote now Available

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Two games were featured in the recent Apple keynote, and as of a few moments ago, one of them is now available. We’re still on the lookout for Infinity Blade: Dungeons, but right now Sky Gamblers: Air Supremacy [$4.99] is a quick mash of the “Buy App” button away from being in your hot little hands.

We’re downloading it now, but I feel like for the true experience we’re going to have to wait for FedEx to drop off our new iPads tomorrow. I’ve already bartered a deal with my FedEx delivery dude, and I should have mine bright and early.

If you want to chat Sky Gamblers on our forums, guess what, we’ve got a thread for that.

App Store Link: Sky Gamblers: Air Supremacy, $4.99 (Universal)

[source]


Written by admin

March 16, 2012 at 1:15

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