Archive for the ‘mail’ tag
‘Carcassonne’ Review — As Good As It Gets On The App Store?
Admittedly, I have shied away from board games on the iPhone; very few of them offering the accessibility and multi-player fun of dusting off an old classic and sitting around a coffee table with friends. Even still, I had never heard of the award-winning German tile-based board game named after a world heritage listed French castle prior to our preview last month. But that's all water under the bridge now, as Carcassonne [App Store] is definitely hot right now and set to rocket up the App Store charts.
For those apparently hiding under the same rock as I have been; Carcassonne is a board game played with 71 tiles, artistically depicting fortified structures, fields, cloisters and roads (these being the key elements of the game). Tiles are randomly drawn and played on the table in turn by each player, of which there are up to 5 players at once, and placed next to each other so that each landmark aligns perfectly. Points are awarded by placing one of your limited tokens, your 'Meeples', on an element of the tile you've just played; be it road, structure or field. Points are scored both during the game and at the end, with completed city structures awarding bonus points.

Carcassonne has undoubtedly raised the bar high for spit and polish. Every menu, game screen or tutorial is painted in gorgeous wooden hues as a tribute to its hand-crafted, table-top origins. The tutorials themselves comprise both fully-voiced demonstrations and a thoughtfully illustrated game manual which does wonders to explain the initially abstract scoring system.
Carcassonne isn't a difficult game to grasp, but it does have an extraordinary amount of depth. Advanced considerations such as where to play your farmer Meeples (which aren't retrievable after placing them) so that they are in the largest field possible supplying the most completed structures (thus scoring points) will often prove the difference between a game otherwise left largely to luck of the draw.
These strategies especially come to the fore in heated games of four or five players, where you have to contend with multiple playing personalities– be they aggressive players who will continually try to block or steal your developments, or the passive contender silently building a formidable point-massing fortress in a forgotten corner of the board. Carcassonne accommodates this fantastic multiplayer gameplay from every conceivable angle. Impressively, you can have a taste of multiplayer on your own, with a local mode able to add up to 4 computer-controlled opponents of 8 varying difficulty levels from easy to evil.
The real fun though comes from matching wits (and trading blows) with real people. The aforementioned local mode also allows for 5 Pass-and-Play players to be added, or for WiFi or Bluetooth devices to join your game too. Internet games (over both 3G and WiFi) on the other hand can be quickly arranged between two people through the "Quick Game" option, where the game will search for an available contender. Fair warning though, these games are timed to keep the pace flowing, so leaving the game for prolonged periods will award the game to your opponent instead.

The bulk of your multiplayer though will be spent by creating games with friends. Your friends list can be added to by having Carcassonne send an email link to friends, providing them with a link that when opened on their iPhones which appends you to their in-game friends list. Herein lies our only rub with Carcassonne. We're not sure why the developers chose this method of connecting friends, as it forces you from the game for no justifiable reason and just feels clunky against the backdrop of an otherwise flawless interface. A system where you can invite and add friends from within the game would be far better, particularly for those who may not use the email application on their iOS devices.
Internet games between friends are otherwise painless to setup, with a wax-sealed invitation received by all friends, after which they can opt to refuse the invite, or wait until the game leader commences the game. We say the bulk of multiplayer will be played like this, as utilising the friends list has a distinct advantage over quick play mode: gameplay becomes completely asynchronous and the quick game timer is dispensed with.
The developers have also included ELO rankings for added bragging rights. Your ELO rating goes up and down when you win and lose internet matches, depending on the relative skill level of your opponent. It's a terrific addition that is even further improved by the high score tables pitting your friends against each other.
There is still one important gameplay mode to cover: the newly added Solitaire mode. Solitaire mode has a completely different scoring system, where you start off with 1000 points and each tile added reduces that score. The objective is to complete set targets which increasingly get harder as you complete them. You start the game having to build a 2-tile road and 2-tile structure, and as each is completed their tile number increases by 1. You are rewarded for keeping your playing field as compact as possible, with penalties imposed for expanding its borders. Every order of tiles in Solitaire is also recorded and fixed with a unique code (craftily, the name of the town), which you can share with your friends so they can attempt the exact same challenge. Unfortunately, friend challenges are processed via email, and though not a huge deal, does detract from the game's magic (particularly as you have to remember your friends' email addresses each time).
Carcassonne is a shining example of how to do a board game right on the iPhone. The developers have promised continued support which will see a universal iPad update coming later this year and In-App DLC for what we hope is most of the nearly 20 expansion packs available for the original game– some of which allegedly turn the gameplay on its head entirely. Carcassonne is wholeheartedly recommended to board game veterans and newcomers alike.
Impressions are from our forum readers, who also seem overwhelmingly enamored by Carcassonne. For iPad users, a free universal update will come later and it has been reported that Carcassonne in its current state scales extremely well.
App Store Link: Carcassonne, $4.99. (Introductory Sale Price)
[]
WWDC 2010 Keynote About to Kick Off

WWDC 2010 is about to kick off. We are on the scene to cover new Apple announcements as well as meet with game developers about their latest creations. Apple is widely expected to launch the new iPhone as well as provide more details on iPhone OS 4. As always, there will likely also be a few surprises. Live coverage available at amongst other sites.
Developers attending the conference should contact us by email to arrange meetings. Stay tuned.
[]
‘I Dig It HD’ iPad Hands-On Preview
This afternoon I chatted with Brian Howard, founder of , who explained that the next iteration of the I Dig It series was submitted to the App Store today. After downloading a preview build of the game and installing it on my iPad, I can say with utmost confidence that iPad-owning fans of the I Dig It games are going to be in for a treat.
If this is the first you've heard of these games, here's what you've been missing: Around the time of WWDC last year, the original I Dig It [99¢] hit the App Store, and if it wasn't for a surprising amount of people talking about the game at the event, it likely would have never even appeared on our radar at all. In the game, you pilot a retrofitted farm tractor turned subterranean digger in attempts to raise $100,000 to save the family farm. Luckily, the ground under said farm is absolutely chock full of valuable things to dig up, and gameplay amounts to drilling tunnels, collecting diggin's, and selling your spoils to purchase various upgrades for your digger.

I Dig It was a huge success, topping the iTunes sales charts in a number of countries including the United States, so a sequel was only natural. I Dig It Expeditions [$2.99 / Free came next, expanding on the original gameplay of I Dig It as you take your digger on the road and search for archeological treasures in exotic locations such as the Antarctic tundra, the South American Amazon, and even under the ocean.
We loved both games in our reviews (I Dig It, I Dig It Expeditions) and lite version of Expeditions is on my short list of games I automatically recommend to anyone with a new iPhone asking me what games to try. So what's new with the iPad HD edition? Well, first off like many iPad adaptations of iPhone games, you can see substantially more of the game's environment. Also, your digger's radar has been moved from a completely separate screen to a mini-map that is always in the top left corner. These two things alone really improve the game, as being able to see more of your elaborate tunnel system and not needing to page back and forth between the radar makes for a much better overall experience.
The content of I Dig It HD is similar to Expeditions, although not exactly; so even if you've made it all the way through Expeditions, the HD version should still be worth playing. Also, there are new iPad-only challenges not found in the other games. However, the absolute coolest addition to I Dig It HD is the included level editor which fully utilizes the iPad document handling system to allow you to create, share, and import custom levels made by other people.
According to InMotion Software, the editor is what they're calling a beta, and is a little rough around the edges. Regardless, it still works well enough. Much like the document handling of the iWork suite, you can import/export custom levels via iTunes or by either emailing or clicking a link to a .idigit file. Even in its current state, it seems like there is quite a bit of potential if the level sharing community takes off– Something InMotion Software is waiting on to determine how much more development effort to invest in the level sharing and creation system.
As mentioned previously, I Dig It HD has already been submitted to the App Store, and barring any unforeseen rejections or other issues, should be available very soon. As far as how many of these enhancements will make their way to the iPhone, according to Brian Howard, the ability to import community created levels is a "real possibility" but due to differences in screen size they don't see a level editor on the iPhone.
[]
TouchArcade at Both WWDC and E3 This Month

We are going to be attending both in San Francisco as well as this month. WWDC runs from the 7th to the 11th at the Moscone Convention Center, and E3 goes from the 15th to the 17th at the Los Angeles Convention Center. Readers can look forward to an avalanche of news, game previews, and other interesting things from both events.
Coverage from these events in 2009 is viewable either by taking a look at the E3 Expo 2009 or WWDC 2009 categories.
WWDC will likely bring about the official announcement of the new iPhone, even more iPhone OS 4.0 details, and potentially several other things floating around the Apple rumor mill during the keynote on the morning of the 7th. While game coverage from WWDC will likely focus on games by the various indie developers in attendance, the big players of the gaming industry will be in full force at E3. We're expecting a Sonic 4 hands on, and many other exciting developments from well known console game developers/publishers throwing their hats in to the iPhone ring.
If you're a developer or publisher and would like to meet up at either WWDC or E3, send us an email at tips@toucharcade.com or send me a message via AIM
to schedule an appointment. Our event schedules usually fill up very quickly, so don't wait to long if you have something you'd like to show us.
[]
‘Cubed Rally Racer’ Review – I Can’t Imagine a Better Homage to Retro Isometric Racers
A couple days ago we first posted about s Cubed Rally Racer [$1.99] and the few screenshots along with the trailer saw a huge response both in comments and on our forums. Two days later, and the game is here. The original teaser line the developer emailed us of "RC Pro-Am meets Canabalt [$2.99]" couldn't be a more apt comparison, as Cubed Rally Racer does a great job of combining both the retro feel of isometric NES-era racing games with complete randomization to never play the same track twice.
The goal of Cubed Rally Racer is simple, make it to the end of the track without running out of fuel. You control your car with a set of buttons to turn right or left along with a gas pedal button to accelerate. The controls do take a few races to get used to, as they work exactly like the retro racing games Cubed Rally Racer is based on, and it seems like you have much more control over your car if you tap a direction instead of holding it.

Your car can be refueled by picking up gas cans scattered around the track, as well as golden gas cans with provide a turbo boost for a short period of time. Depending on how cruel the random track generator is, there can be obstacles and jumps all over the place, and there is nothing quite like having the finish line in sight, only to crash in to a cow and need to start over. (Yes, you really can crash in to cows.)
At the end of the race you have three options: You can generate a brand new track to race on, re-play the same track and race against your ghost for more points and a better time, or send an OpenFeint challenge to a friend which includes your track and ghost for them to race against. Something I'd love to see in the future is the ability to save a track, as I've come across some that are beyond ridiculous filled with jumps, gophers, and, draw bridges complete with a ship sailing back and forth that were simply impossible, or far above my ability, to beat. Another thing that has been suggested is an endless mode, which I also imagine would be absolutely awesome.
While I love in-depth games like Chaos Rings [$12.99], Baseball Superstars 2010 [$4.99 / Free], and the many other games on the App Store that you can sink an immense amount of time in to progressing through the game, the games I always come back to are the ones you can pick up and play for a minute at a time. Doodle Jump [99¢] is highly praised around here because of how perfectly Lima Sky nailed the ability to just load up a game, play for as long as you have time, and do it all over again the next time you're bored. Cubed Rally Racer really seems to have a similar appeal to it in that the tracks are short enough to play a few while you're standing in line somewhere, and like Doodle Jump, the randomization factor always keeps things feeling fresh.
The controls may be a tad too finicky for players who weren't around for racing games before the advent of analog controls, but if you loved RC Pro-Am, Rock n' Roll Racing, and the many other similar games of the era, Cubed Rally Racer will become your de facto "I have two minutes what should I play?" game. Personally, I expect Cubed Rally Racer to live a long life on my iPhone comfortably nestled between the Doodle Jump and Canabalt icons.
[]
Blizzard Updates ‘Mobile Armory’ to Include Beta Test of ‘World of Warcraft’ Remote Auction House
We first heard of Blizzard's plans to improve the functionality of the Mobile Armory [Free] app to include access to the auction house back in February. has all the details today on the recently released Remote Auction House functionality of the existing Mobile Armory app which currently only works for a small number of World of Warcraft servers as part of a beta test of the service.
To use the Mobile Armory you will need a World of Warcraft or Battle.net account, with most of the features requiring an active World of Warcraft subscription. If you're lucky enough to play on , using the existing Mobile Armory app you will not only be able to buy items on the in-game auction house, but also sell any item from your character's bags, bank, or mailbox as well as manage all the gold generated from said auctions.
Currently, this functionality is free but limited to 25 total transactions a day, a number which will be increased at launch, according to Blizzard. At the conclusion of the beta test, the auction house features of the Mobile Armory will split in to free and paid functions. Without paying for anything, you will be able to browse and view the auction house along with getting real-time notifications when your auctions sell, expire, or you are outbid or win an auction. For $2.99 on top of your existing WoW subscription you'll be able to do all the buying and selling mentioned previously.
Towards the bottom of the new is a chart that details the feature differences of the two subscription tiers.
[]
‘Carcassonne’ Developers Confirm That iPad Release Will Be a Universal Update; Game Will Be Faithful to Source
Carcassonne developer has confirmed with us that the iPad version of the upcoming Apple handheld title will be a universal update to the initial App Store release this summer.
Just don't expect the update to hit in the immediate.
According to developer Martin Pittenauer, The Coding Monkeys haven't started work on the larger version of the game. Instead, they've focused their efforts on the iPhone and iPod Touch versions slated for release in May.
"The iPhone version will be released this month and we plan to start work on the iPad after that," developer Martin Pittenauer told us via e-mail.
"We poured a lot of love into the game already and feel the iPad version deserves the same level of attention, so it's hard to make promises for a release date right now. But we plan to have the game universal later this summer."
Universal updates allow handheld Apps to run natively on the iPad, which avoids creators from having to juggle two similar Apps on the Store at the same time.
The Carcassonne update will be free for purchasers of the App, but the price of the whole package will be raised from its initial $4.99 price point once the update goes live on iTunes.
"Once the app is universal we will end introductory pricing and sell the game for $9.99," Pittenauer told us in a later e-mail. "So, if you buy early, you essentially get a discount on the version that runs on iPhone, iPod, and iPad."
Despite being universal, the iPad version of the game will have its share of differences according to Pittenauer. Most of which are planned to stem from the iPad's larger touch screen size.
"We will try to use the available space to streamline some parts of the user interface and adopt more of the emerging 'feel' of the iPad platform," he said.
"We are also still thinking about the dimensions of the device and its implication for the multiplayer user interface. Other than that it will mainly differ by size."
But Pittenauer believes neither version will have a leg up on the other.
"We don't think any version will be better per se, but they will have different strengths."
"The iPhone version is very portable while being very easy to play thanks to pinch-zooming and its UI. The iPad version will have room to see more of the game board, but isn't as practical on the go. And as the game will be universal, both versions complement each other perfectly anyway."
Visually, the game appears to be capturing the board game feel. The big question is if the game's mechanics and components do the same. Pittenauer tells us that bringing the board game to life via our iDevices is the point of the project.
"As boardgame geeks, we hope to make players feel like they are playing the original in the real world."
"That's why we favor a very traditional view of the table and decided against unnecessary 3D gimmicks for our version. We also love the social aspect of board gaming, so we tried to retain that as much as possible by adding all sorts of multiplayer variants (pass-around, local network, internet) and in-game chat."
At the end of the day it's up to the players to judge if the digital version of the board game feels like the board game. We'll have to hope and see.
[]
[Update] ‘Edge’ Developer Mobigame Submits a New iPhone Game for Review
Mobigame, creators of Edge and Cross Fingers, have submitted a fresh game to the Apple according to a recent tweet from their official Twitter account.
"Sent a new game to Apple review team today," , which was sent roughly an afternoon ago, simply reads.
As for what this new game is, the studio is remaining tight-lipped. In a asking for a preview build, Mobigame said the studio plans to wait until the game clears the approval process before handing it out. Mobigames didn't divulge what the title actually is.
In , though, it was promised that the new game will "be one of the funniest iPhone games ever."
Update: Mobigame's David Papazian responded to our request for comment and told us that the studio is working on two games at the moment. One of those titles is a "very ambitious" 3D game. The other is this title — "an old school game with a lot of fun."
Papazian gave us the pitch via e-mail.
"As Jack the lone truck driver, (you) take control of an 18-wheeler as you dash through American landscapes in true Russ Mayer fashion. The game puts you in very hot pursuit of Alpha Chick, a blonde bombshell in a red corvet. Honk the horn, dodge vehicles, get bonuses and race for the ultimate price: the girl.
"The cartoon animations, the sounds, tunes, and the general atmosphere of this game make it one of the funniest game on the iPhone."
Mobigame's last game Cross Fingers [App Store / 1.99], a click-and-drag Tangam-style puzzle title, won over purchasers. We liked it's chilled atmosphere, simplistic visuals, and grounded design.
EDGE, Mobigame's other app, is even better. The trademark spat revolving around the title's name, however, often overshadows its components and design.
[]
The iPad and iPhone are both ‘viable platforms’ for ‘Puzzle Quest 2′
Puzzle Quest 2, Infinite Interactive's follow-up to the RPG puzzle series, is slated to hit Xbox LIVE Arcade and the Nintendo DS this summer. But will it be released for the iPad and iPhone?
It's possible. In a conversation with us, game executive producer Tim Ramage said that both platforms are "viable platforms" for the game.
“At the moment we are only announced for XBLA and DS but we are looking at all other platforms for possible opportunities," Ramage said via e-mail. "Both the iPad and iPhone would be viable platforms for Puzzle Quest 2 to be a part of.”
The original Puzzle Quest (Chapters 1 and 2) [App Store] launched on the App Store in December 2008 following the full game's Xbox LIVE Arcade release in October.
The iPhone port was met with middling reviews until perfomance updates brought it up to speed with its platform counterparts, but it's always maintained that magical mixture of Bejeweled-style match-three play with RPG trimmings. Definitely check it out if you're a puzzle game fan.
[]
PopCap Working on Other iPad Games
Plants vs. Zombies HD soon isn't going to be the only PopCap game on the iPad, according to information we received today.
"We are working on other iPad adaptations of some of our leading franchises," Andrew Stein, director of the studio's mobile business development, told us this morning via e-mail, "so it's probably safe to say that at least one of the games you cite will eventually make its way to Apple's latest device."
In our question put to Stein, we asked if the iPad would ever see a Peggle, Chuzzle, or Bejeweled release.
Chuzzle [App Store] appears to be the unlikeliest of the bunch despite its critical acclaim. Peggle [App Store] and Bejeweled [App Store] probably warrant the "leading franchise" tag considering both IPs have received enough backing to have multiple releases across a diverse range of platforms. It's a list that includes Xbox LIVE Arcade, Macintosh, iPhone, and even browsers.
Needless to say, we're incredibly excited for whatever game (or games) PopCap finally decides to bring to the iPad. All of their existing iPhone games work fine scaled up on the iPad, but after seeing what a fantastic job they did with Plants vs. Zombies, we'd really like to see Peggle get the same treatment.
[]


