Archive for the ‘MMO’ tag
‘Epic Astro Story’ Review – A New Spin on the Classic Kairosoft Recipe
Kairosoft really got gamers fired up when they released Game Dev Story in Fall of 2010, a sim where you took the reins over building your own game company from the ground up. Then, they realized we liked the formula, and a flurry of other “stories” followed. Pocket League Story. Venture Towns. Grand Prix Story. Mega Mall Story. It was fair to say that most of these games had a lot in common: build a business or town from the ground up. And while I admit I was a major fan, I don’t know that I would have sprung for another title in this series if there wasn’t a little spice thrown in to change things up a bit.
Luckily, Kairosoft also realized we felt that way, and Epic Astro Story [$3.99] is the result. If you take the building sim thing and mix it with some Star Trek and a dash of Phantasy Star for good measure, you’ve got a pretty good idea of what to expect here. Just in case you’ve never played a Kairosoft title before, they give you the reins on building something and managing its growth, much like SimCity.
In Epic Astro Story, you attempt to colonize a planet. The new stuff comes in the form of away missions, which are totally hilarious and buff up the gameplay in a way I really enjoyed. As a solid Trek nerd, I was extremely amused to discover my first residents were “James Turk” and “Jean Vicard.” Later you’ll be joined by Wes Smasher (which cracks me up every single time he says something), Bones Mc Gee, and many more great riffs on the classic Star Trek universe.
The away missions are handled very smartly by a little bar across the bottom of the screen, which takes up very little real estate but makes you feel involved with what is going on. As the team encounters question marks, they will experience events, which can be good (finding money) or bad (finding monsters). If you do find monsters, you’ll go into a battle mode. You can actually get a peek at your enemies and their hot points before you start a battle, and it allows you to equip your team accordingly and choose their placement on the field before a battle. Once it starts, it’s all automatic, but the battles are quick and a great way to earn both money and research points.
If you thought you had a lot to manage in previous Kairosoft games, you have even more now. In addition to building on your land, positioning landscaping for maximum benefit, and keeping an eye on your residents, you’ll also choose when the away team explores new territory and invite people from other planets to come live on yours. Tourists will fly in and out of your Space Port and attempt to make peace with your people. You’ll meet aliens in ships. It’s a lot to manage, but it doesn’t feel over the top or stressful.
On the whole, I think Kairosoft has done a good job dressing up the basic formula. It’s still fun, and the fighting is a welcome addition. I admit I would like to see the company do something completely different in the future, but as far as this goes, it’s my favorite title of theirs yet. Mixing elements of the core simulation gameplay from previous Kairosoft games has worked out extremely well for Epic Astro Story, and if you’ve found yourself enjoying their other titles then this one should be no exception.
However, I’m still waiting for Spock to show up. I pray they changed his name to Glock.
TouchArcade Rating: 
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‘Joe Danger’ Is Heading To iOS
Hello Games’ Joe Danger will be making his debut on mobile in the near future, and it won’t be a port of the Xbox Live Arcade or PSN version of the title. In an interview with Gamasutra, Hello co-founder Sean Murray noted that the upcoming iOS and Android takes on the title will be very platform specific, written from the ground-up for iPhone.
Here’s what Murray had to say about his studio’s approach to controls, iOS in general, and what this new Joe Danger will bring to the table:
I think games that people love on the iPhone have something in common, their controls are made for the device. Swiping in Temple Run, slashing fruit in Fruit Ninja or pulling back a catapult in Angry Birds are controls that are best on a touchscreen. I hate the virtual d-Pad, it never feels right to me. It feels like something that only exists to make porting games easier.
Joe Danger is a game with a lot of depth to the controls. We want to make very much an arcade game on your mobile. You swipe the screen to make Joe wheelie, you nudge him in the air to affect his gravity, you can flick a barrier out of the way, or wrestle with the shark in the shark tank. You have such control that levels that would be impossible on console are much easier on the touchscreen.
Murray expressed that Hello isn’t one percent locked-on to what it’s doing right now. In fact, it’s using the playable build that it’s bringing to PAX East to gather feedback and assess if this is something it still wants to pursue.
We’ll definitely be keeping our all-seeing eye on this, so buckle up.
[via , Thanks Chris!]
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Sega’s Free-to-play MMO ‘Phantasy Star Online 2′ Heading To Mobile, Too
Sega’s won’t cost you a dollar — unless you’d like an item or two. Sega has announced that the upcoming sequel to the everyone’s favorite “light” MMO, , will roll with the standard MMO free-to-play model, and charge users for select item transactions from its in-game store. Also, an iOS and Android version has been confirmed. Both are slated to hit at some point in “winter 2012,” according to .
Keep your expectations in check, though: Sega has said that the phone versions of the game are simpler and will feature “social game elements,” on top of a basic character creation mechanism, and controls. These versions will be able to loosely communicate with the PC and Vita versions of the game, but the experiences won’t had across these platforms won’t be measuring up to each other.
Images via Andriasang.
The available intel on PSO2 still isn’t fantastic, as it seems like Sega is keeping its marketing efforts for the game contained to other regions. However, we do know that PSO2 will continue to offer the franchises’ specific blend of shooter-meets-brawler combat and offer instanced-based content. Oh, and Mags !
Footage of the Vita version.
[via ]
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‘Fireball SE’ Review – A Slick Single Stick Non-Shooter
In its brief time on iOS, has shown great skill at finding the spark of potential in games that are getting on in years. Late last year we looked at Super Crossfire [$0.99 / HD], a powered-up take on Space Invaders. Now we have Fireball SE [$0.99], a game partly inspired by Geometry Wars II and its Pacifism mode.
In Fireball SE, as in Pacifism, you fly around dodging huge waves of enemies in a top-down arena. Trouble is, you can’t shoot. Instead you lead your foes to their deaths, through bombs here, or gates in Geometry Wars. But where one was a tiny afterthought of an avoidance mode in a much bigger arcade game, here it’s been fleshed out with new rules, stages, achievements and scoring mechanics, and it’s so much better for it. It’s sort of like Tilt to Live [$2.99 / HD] without the tilt, but let’s put comparisons aside—this game is seriously fun on its own.
Fireball SE is broken down into three modes, but all three share the same fundamental mechanics. Using a truly responsive (and adjustable) virtual joystick, you pilot a fireball around the arena. Enemies spawn, starting in the corners and spreading out from there. Bombs appear. You skim by them to set them off on a short timer, or slam into them to blow them apart. If the action gets too fast, you can jam your other thumb down to activate Meltdown, which slows everything down for a few seconds while you get back in control.
The scoring is particularly intricate. Killing enemies is worth points, and killing them in combos is worth a lot more. It’s more than a linear increase, so it’s really worthwhile to string along as many enemies as you can before smashing through a bomb. When they die they drop sparks. Collecting those is worth points too, so you’ve gotta go back into your trail on a regular basis. Fireball rewards the daring.
Of course, you only have one life. Did I mention that? One little mistake and you’re dead. Waves mode counteracts this by letting you start from any wave you’ve reached, so hitting all eight isn’t obscenely hard. But your score will suffer—it carries over between waves you survive, and starts fresh when you do.
Survival and Countdown are two sides of another coin: Survival counts your time up, and Countdown counts it, uh, down. But Radiangames has done something interesting here. Both modes are split into five stages each, and each stage has a different feel. The speed is a little different, enemy spawn patterns vary, bombs appear more or less often. Part of this is about letting you find your groove, but another part is ripping you out of your comfort zone. The Game Center leaderboards for these modes track your total score across all five stages, so getting in a rut hurts.
Otherwise Fireball SE is comfortably familiar. There’s a good beat in the background and art that’s stylish in a very blue and orange sort of way. There’s a whack of achievements to earn. There’s even an easy mode that accounts for its lowered difficulty with similarly lowered scores. The package is nothing all that special, but what’s inside is quite cool.
In a time where we spend a lot of energy weeding out clones and lousy rip-offs, it’s great to see a game that lands on the good side of imitation. Fireball SE has a lot in common with other titles, but it builds on that foundation. We end up with a game that captures something fun that has been left fallow elsewhere, one that turns a small spark of inspiration into a solid, well-rounded new form. So give it some love, and swing by our to share what you’d like to see from it next.
TouchArcade Rating: 
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‘World of Warcraft’ Mobile Is Still A Thing That Could Happen
At an event that was supposed to revolve around ’s upcoming expansion, , Blizzard producer John Lagrave revealed that the studio is flirting with the idea of taking the still-popular MMO to iPhone. “We won’t do it until we think it’s decent,” Lagrave in an interview. “But it’s interesting and the world is evolving towards that little handheld device.” He added that Blizzard would be foolish not to consider a port.
Lagrave pointed out a few key reasons why we haven’t seen WOW mobile yet, the main one being that it doesn’t have a good idea for it at the moment. As far as fundamental problems are concerned, that strikes us as a pretty big one. Still, it’s nice to know that Blizzard is thinking about us phone-shackled folk. If this ever happens, hopefully Blizzard sticks to its guns and offers up with something much more clever than these guys, who put the entire game on iOS via Vollee.
[via ]
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‘Rune Raiders’ Review – A Fresh Face In Turn-Based Strategy
Turn-based strategy can get a little fiddly. It’s all position this, attack that. Depending on your point of view, Rune Raiders [$0.99], the first release from , could be the genre’s lowest common denominator, or a delightfully straightforward distillation. I’d put my money on the latter.
Rune Raiders couldn’t be much more simple. You take a small party of adventurers—six at the most—each with a single ability and a unique attack pattern. Then you run them straight down a hallway, one grid square at a time. Orcs and minotaurs attack, orcs and minotaurs die. Simple, right? But in that simplicity there hide enough layers of complexity to keep things interesting.
The first layer holds the twelve heroes. For creatures confined to square tiles they’ve rather rich personalities, or archetypes at least. The elf, an archer, is arrogant and image-obsessed. The healer is quite the feminist when it suits her. They’re two of the first, unlocked early on. More come with time.
The elf shoots in a wide circle, a dead-zone all around him. The healer heals things immediately adjacent to her square. Each hero has one ability and a certain range, and the ability triggers at the start of any turn something is in range. Like chess, all you need to do is put the pieces in the right place. It’s just that there’s an awful lot of strategy involved in that simple task.
Layer two is the force you’re up against. There are 15 enemy unit types, and all of them have unique attack patterns. Here’s what you do: you figure out where to put your heroes so you can attack them and they can’t kill you. Each time you move you start a new turn, whether you’re moving your entire team forward or repositioning one hero. And there’s no going back.
As you progress through the game’s 15 levels the enemy formations get more and more complex. But your team also gets stronger. Occasionally an enemy will drop an item that lets you apply a perk to a hero of your choice. Those perks can change the game drastically. They can make a weak hero one of the strongest, or make a tank pull double duty as your best healer. Strategy isn’t something you can simply settle in to, it has to evolve with your team. Let’s call that layer three.
Then there’s the matter of economy. You pick up gold for each enemy you kill, but each hero you bring with you has a cost each time you bring them out. Later heroes cost a mint. Want to assemble a dream team of all your best units? You’ll have to pay for it. Early on you’ll need to learn to do more with less, and that can pay off well in the long run too. You can grind old levels for more gold, and go back stronger to max out your star ratings. That’s where things fall apart, just a little.
Rune Raider’s balance is a bit off. Eventually you can narrow your strategy down to just a few heroes that are the best for every circumstance, and they’ll carry you through any situation you get thrown into. Maxing out their perks is quick work when you focus and with enough gold you can bring them out whenever you want. There are three difficulty modes to play with, but eventually you hit three stars in all 15 levels and that’s that. That, and a strangely scored Survival mode.
So it’s a little rough around the edges. The sound effects are bland, there’s some choppiness when Game Center is enabled, and there’s an outstanding crash that hits when it’s not (a fix is already en route). You can break the game for yourself, so you might end up needing to throw challenges in your own path by restricting your team size. Not ideal in a strategy game, which really ought to hold up to min/maxing on some level. But for a few hours of casual fun? It will certainly do.
Rune Raiders is simple, but it isn’t mindless. It packs several layers of strategy into a casual frame. More than that, it’s rather charming, with characters and quips to make you smile. This is light fare, maybe too light for the serious strategy nut. But it’s also fun and engaging, and just challenging enough to keep its hooks in you till it’s done. Give it a shot, and stop by our to share your thoughts.
TouchArcade Rating: 
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‘Zombie Panic in Wonderland Plus’ Review – Frenetic Arcade Shooter Encumbered With a Hideous IAP Model
Over the last few years, I’ve seen a great number of strange things done to George Romero’s slavering, brain-dead antagonists. They’ve been assaulted by botanical artillery, transmogrified into office workers, made into soccer players and stuffed into a pizzeria. I’m totally okay with that, by the way. Amorous zombies, on the other hand, I’m not so sure about. Google Warm Bodies. You’ll understand. Still, were it not for a certain major flaw (we’ll get into that), ’s frenetic arcade style shooter Zombie Panic in Wonderland Plus [Free] could have made me into a convert.
Steeped in cherry blossoms and highly destructible architecture, Zombie Panic in Wonderland is the story of a rather troubled land. Once a tranquil environment populated by a mishmash of copyright-infringing characters, Wonderland is now the epicenter of a ghoulish infestation.
Curiously enough, the dude responsible for all this madness has rather little to do with the usual list of suspects (evil corporations, witchcraft, heavy metal – you know the drill). The culprit here is a self-centered prince with an affection for the spotlight. He made a perfume designed to enthrall the masses. As you might have guessed, that didn’t work too well. Consequently, it is now up to you, the heroic and extremely effeminate-looking Mamotaro, to save the day.
Trust me, it sounds easier than it really is. In spite of the unreasonably adorable visuals, Zombie Panic in Wonderland does not hold back the punches. While it starts off on a relatively easy note, the difficulty level ramps up exponentially with every passing stage. Before you know it, you’ll find yourself having dodging putrefied sumo wrestlers, shurikens, demonic energy blasts and an assortment of other projectiles. Along the way, you’re also going to have to gun down everything from desiccated high school children to undead ninja gnomes. As per the grand old tradition set by titles like Time Crisis and House of the Dead, one hit is all it takes to shave off a life from your tally.
Ordinarily, this wouldn’t really be a bad thing but Zombie Panic in Wonderland is infuriatingly tight-fisted with the whole giving lives thing. Unless you make some purchases, you’re only ever going to get a single life and a single continue. That’s it. Good luck. Use those up and you can kiss your progress goodbye. It’s back to the first square with you, my friend.
Fortunately, however, the game doesn’t leave you completely high and dry. Remember what I said about the local infrastructure? It comes down rather easily. While you can always make use of your arsenal, you can also choose to literally bring the house down on your opponents. You even get extra points depending on your aptitude for mass destruction. In addition, there are also a number of exploding figurines capable of assisting you in your quest for total annihilation.
Gameplay-wise, that’s all about it for Zombie Panic in Wonderland. It doesn’t try to be more than what it is really is: a deeply responsive iOS port of Akaoni Studio’s WiiWare title. You progress through levels by filling a meter with your acts of wanton violence. If you succeed, you get to move on. If you don’t, well, you fail. It’s as gloriously simple as that.
I’m going to take this moment to add that the controls are also rather exemplary. To move, you utilize the iPhone’s built-in accelerometer. To dodge enemies, you swipe with a finger. If you want to shoot a barrage of bullets at your foes, you hold a finger down on the screen. To lob grenades, you double tap.
With its eclectic soundtrack (the moderately eerie traditional-sounding Japanese songs are particularly nice), cutesy visuals and approachable gameplay, Zombie Panic in Wonderland should have been something great. It should have been one of those games you openly recommend to your friends. It should have worked in all the right ways. Unfortunately, it doesn’t. Why? The in-app purchase system.
To be blunt, I’m not happy about it. In fact, I’m downright vexed. While it is not uncommon for iPhone games to do their best to entice you into additional expenditure, I have problems stomaching the approach that Akaoni Studio took. $3.99 for the full campaign mode? A little steep but I can deal with it. $2.99 for unlimited continues? $0.99 for a single extra continue? No. Just no.
With but one life and one continue available for free, the message is clear: grow cat-like reflexes or purchase those elusive continues. Take your pick. In all fairness, though, Zombie Panic in Wonderland does offer an all-in-one pack that will bestow every currently available (note the presence of the word ‘current’) asset upon you, but really, all-important consumables should not be exploited in such a manner.
Then again, to abuse a well-worn writer’s trope, your personal mileage may vary. If you’re okay with the way they’ve approached the whole freemium thing, Zombie Panic in Wonderland will probably make you rather happy. If not, steer clear. At the very least it’s nice that there’s no barrier of entry to check out what really is a very cool title, and after playing the included free content you should have a good idea of how much money you’re willing to drop on IAP, if any at all. It’s just a shame to see such a nice game stripped down and sold piece by piece like this.
TouchArcade Rating: 
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GDC 2012: Upcoming Space Trader ‘Drifter’ from Celsius
Today at GDC 2102 we sat down with Colin Walsh of and took a look at his upcoming galactic space trading game Drifter.
Drifter is a large-scale space action strategy title in the proud tradition of the legendary Elite. The game will feature a galaxy 100,000 lightyears across, comprised of 10,000 stars with systems both procedurally generated as well as custom-tailored for a specific play experience. The systems in question are populated with MPCs, pirates, miners, and even a band of black-hole worshiping religious fanatics that call themselves “The Song of the Infinite Abyss.”
In Drifter, you start out in a small craft that you use to get from system to system, trading weapons, ores, and goods of all sorts in order to amass fortune that can be used to trick-out and trade-up your ship, in order to amass even more fortune. Your adventures take place in and among the Unaligned Planets, a Wild West sort of galactic zone, made up of colonies resisting the order of the Commomwealth of Free Stars and the oppression of the Solar Dynasty.
Gameplay involves commercial transactions in various orbiting settlements, as well as heated battles in the void of space, where winner takes all. Accompanying the action is a powerful audio track crated by Danny Baranowsky, known for his audio work in Canabalt and Super Meat Boy, among others.
Colin tells us that he is aiming for a summer release with Drifter, but that the title will definitely land before years end. Expansion packs that add to the game universe will follow the initial release.
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‘Mafia Rush’ Review – A Simple but Fun Heist
Definitely no stranger to dual-stick shooters, Chillingo is back with their latest one called Mafia Rush [Free], a (duh) gangster-themed addition to the action-oriented genre. While Mafia Rush doesn’t offer much in terms of innovative or unique gameplay, it still gets the job done and is free to check out.
As a dual-stick shooter, Mafia Rush’s gameplay is relatively simplistic. Missions are divided into four different scenarios: Robbery (grab sacks of money and take them to a getaway vehicle), Defend (protect said vehicle full of cash from baddies), Attack (find packs of C4 and bomb an armored cash car) and Survival (survive waves of enemies gunning for you). Missions only last several minutes each, with each completed mission earning you an ‘Ace.’ Collect enough aces and you unlock additional locales.
Players also earn money and experience with each level completion. The money can be used to buy new guns, ammo, and supplemental defenses like automated turrets and grenades. Weapons range from shotguns to flame throwers and actually add a bit of fun to the gameplay. Experience, meanwhile, is accumulated towards a leveling system which lets you increase attributes such as agility (shoot your gun faster) to Speed (move faster). Again, the attribute system is pretty simplistic, but at least offers some depth to the gameplay.
The ’simplistic’ theme continues with the visuals, which are colorful blocky graphics that resemble Minigore [$0.99 / HD] or Cowboy Guns [$0.99 / HD], another more recent Chilingo dual stick shooter. I had no problem with the visuals, and I particularly liked the smooth frame rate. The same goes for the controls, which are standard DSS controls that just work without trying to be too inventive. One complaint I had involved random crashes I experienced while playing the game. It wasn’t prevalent, but crashes are never a good thing to deal with.
I also appreciated the fact that despite its status as a free game, Mafia Rush doesn’t throw IAP in your face. Yes, you can purchase cash as IAP, but it is not necessary in order to succeed. You earn plenty of cash during missions (which you can replay as much as you want), and all levels can be completed with the stock weapons if you have enough skill. It’s a refreshing change of pace to see a free game that isn’t trying to paywall the player in some fashion.
Despite the different missions mentioned above, Mafia Rush just doesn’t have much in terms of gameplay variety. Enemies are all classified into four different archetypes, with palette swaps differentiating between stronger enemies in later levels. There’s also very little in terms of progression: later levels simply throw more enemies and more of the same objectives at the player without anything new added to the mix.
In this sense, I can’t help but think that they missed out on possibly weaving an interesting narrative around the mafia/gangster motif. There’re not a lot of good, original iOS games that delve into such themes, and it would have been interesting to have any kind of story mode. At the very least it would have expanded on the replayability (which is pretty short).
If Mafia Rush sounds a little basic, that’s because it is. However, it’s still a solid dual stick shooter that’s currently being offered for free. At that price, it’s certainly an offer you shouldn’t refuse, at least for fans of dual stick shooters.
TouchArcade Rating: 
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Upcoming MMO Strategy Game ‘Empire of the Eclipse’ Finally Submitted to Apple
I had originally met at Macworld 2011 when the industry veteran turned iOS developer showed me a demo of Empire of the Eclipse, a massive online multiplayer 4x strategy game created from scratch for the iOS platform. At even that early state, the scope of Empire of the Eclipse blew my mind, and considering Zarksoft was comprised of just a few people I had my doubts whether the team could pull off the kind of game that they envisioned.
At GDC that year I was able to get an even more in-depth hands-on demo with the game, which had been coming along quite nicely in the months since I’d last seen it. Initially the developers had hoped to have the title done by the end of that same month, but in April we got word that after some feedback from folks who saw the game at GDC they decided to make some changes to the game which would delay their intended submission date.
Their new goal was to have the game shipped by summertime, but that never came to be, and aside from the update in April pretty much everything on the Empire of the Eclipse front had gone totally silent.
(Zarksoft’s has a bunch of tutorial videos if you want to get into the nitty gritty of how the game works, and this beginner’s overview one is a good introduction to the very basics):
Earlier this week, however, Zarksoft stating that at long last Empire of the Eclipse had finally been submitted to Apple. They explain that after starting the beta testing process, many more things came to light in the game that required changing, and in fact they performed a pretty major overhaul on some of the main components of the game.
Obviously a game of this scope takes a lot of work to tweak, balance, and get just right so that it offers a great competitive experience, and that work can take a significant amount of time. Even though it’s nearly a year after its intended release, and more than 3 years of development time total, I’d rather have Zarksoft make the game the best it can be rather than release something that isn’t ready for primetime.
Empire of the Eclipse has been in submission for a few days now, and it’s really anybody’s guess how long it will take to go through the Apple approval process. But we’ll be all over it when it releases to see how it turned out after such a long journey, and in the meantime there is a discussion of the game that you can check out.
[Thanks to everyone that emailed this in!]
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