Archive for the ‘MMO’ tag
A Blizzard-developed iPad version of StarCraft is not in the works
Behemoth studio and creator of the StarCraft RTS series, Blizzard Entertainment, is notorious for its long development cycles. It's an integral part of the studio's "quality first" mindset. But it's also an ethos that is, to some extent, stopping Blizzard from putting SC on the iPad.
Speaking recently to , lead designer of SC 2 Dustin Browder put the breaks on any thoughts that the studio is actively developing for the device: "I don't know," he said, "We're certainly not working on it now."
The reason is wrapped up in control. SC 2 is a PC RTS, and while some devs have been able to have success with their strategy releases on Apple's latest device, Blizzard isn't so sure their game's experience will translate.
"Will we give users the same quality experience?" Browder asked. "We don't put multiple SKUs out there and have like, the good SKU, and the 'Meh, we exploited this SKU, we made some money.' We don't want that SKU, the version that's not the good version."
Would Blizzard make millions if they released an iPad version of SC? It's possible. This is the studio that makes millions on digital animals for their PC MMO World of Warcraft, after all. But for now, Blizzard seems content on doing what it does best: making polished and entertaining PC games.
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‘Alive 4-Ever RETURNS’ Review — Let Loose the Zombie Hounds Once More!
When we first reviewed Alive 4-Ever back in August 2009, we were thoroughly impressed to see a top-down dual-stick shooter finally delivering both the depth and breadth of content that the genre was really calling for. Since then, we have seen an explosion of dual-stick shooters, with only few really exceeding or even matching the standard set by developer Meridian. Fortunately, the release of Meridian's sequel, Alive 4-Ever RETURNS [AppStore] gives us another look at just how a dual-stick shooter should be delivered.
Alive 4-Ever RETURNS introduces 4 new characters who were fortunate enough to escape the infection that seemed to zombify the planet. The storyline (very) loosely ties in their adventure to the gameplay, providing a short bit of context at the beginning of each level. Meridian have completely overhauled the original game engine, bringing each of the new levels to life with 3D props to give both a sense of depth to the world, and also new obstacles to navigate. If we had to distill just one memorable feature of the original engine, it would undoubtedly be the bloody mess left over at the end of each level. Alive 4-Ever RETURNS amazingly improves on this, adding what must be 10 pints of blood to each zombie you mow down, spraying from each lifeless victim in a satisfying (masochistic) manner.
The whopping 40 new levels in Alive 4-Ever RETURNS are also grislier than their original counterparts. Overall, the mood is darker, there is far more environmental eye-candy, and some of the levels are just downright cool to play through (loved tackling zombies on the football pitch!). Together with the standard mission-based challenges of the first game there is also a self-explanatory Survival Mode and new take on gameplay in the form of Horde mode. In this mode you face wave after wave of increasingly difficult zombies, trying to get through as many waves as possible, with your life and ammo replenished after each wave by spawned items. Each of the new game modes puts you in the role of the character from your challenge mode, meaning they can be revisited each time your character grows to attempt greater feats.
And just as in the first title, there is an impressive laundry list of customization available to your character. The attribute points, equipment slots and the huge armory of weapons featured in Alive 4-Ever make a return, joined by a new skills system. Skills are on-screen button-activated abilities that are made available at certain levels, and give powerful, temporary (but re-usable) boosts to your character. There are 13 skills available which effect anything from health boosts to weapon damage increases, with only 4 slots for skills unlocked as your character progresses. Together with the menu-driven customization, Alive 4-Ever RETURNS also includes a number of new in-game pickups to help you out of tight spots; our favorite easily being the room-clearing dual-wielded handguns, with the new grenade pickups coming in a close second.
Many of the features that made the original great make a return here too, with bonus challenges driving the main source of weapon unlocks and fiercesome, large-scaled boss enemies interspersed throughout the challenge missions. We're also pleased to see that WiFi driven 4-player co-op (with Bluetooth co-op coming in the next update) has been included in the sequel, a feature that was added to the original several months after its release. Competitive types and completionists alike will be pleased to know that the game also makes use of the OpenFeint platform to deliver a full suite of achievements and leaderboards for each of the game modes.
Alive 4-Ever RETURNS is a faithful zombie-massacring sequel, offering a similar experience to the original title albeit in greater quantity and quality. A number of improvements to both the engine and the gameplay itself have solidified Alive 4-Ever RETURNS as much more than just a content update, with some thoughtful touches such as zooming out to see the battlefield when you're not firing or how the gun sounds amplify when a power-up is active really shows how Meridian has really fine-tuned this release. Alive 4-Ever RETURNS is easily recommended for dual-stick shooter fans, and a must-have for fans of the original game. There is an enormous amount of content to shoot through here and the levels themselves are challenging, terrific to explore and look great with a whole heap of zombie blood smeared over them.
Be sure to check out the gameplay trailer above which highlights the new additions to the sequel. So far, comments from our readers have shown their overwhelming enthusiasm for the sequel and its new features.
App Store Link: Alive 4-Ever RETURNS, $1.99 (Introductory sale until first update).
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Fancy Factory to Revive ‘Spy vs. Spy’ Gameplay in Upcoming ‘Agents!’
in our forums that the next game that they are working on is one inspired by the 80's computer game Spy vs. Spy. Spy vs. Spy was . Agents! takes the same idea and applies it to the iPhone.
The basic concept behind Agents! is to search the rooms of a building for some secret documents. Of course you are not alone. Another Agent (from the other…the bad side ) is looking for the documents as well. In Agents! the opponent will be a NPC (single player mode) or another player (multipayer). When encountering the other guy its up to you: run or fight. Several weapons (with limited ammo you have to find first) will make this task good fun.
Here's an early video with non-final graphics/UI:
The real fun of the original version was the split-screen mode where you played against another person. One of your main weapons against the other player was setting booby traps that would be triggered against opening doors or drawers. But you weren't without your own defenses — most traps could be disarmed with a simple tool. For example, guns triggered by strings could be disabled with a pair of scissors, while Acid buckets could be avoided with an umbrella.
We didn't see much in the way of traps in the early video, but Fancy Factory reassured us that this key feature will be in the game.
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‘Motocross Challenge’ Review – An Excitebike-alike Years In the Making
Work originally began on Motocross Challenge way back in 2004 as the part-time project of three individuals with a desire to create an homage to the classic Excitebike and Motocross Maniacs titles. Unfortunately, various publishing pitfalls and shifting markets prevented it from ever arriving on its intended platforms, the GameBoy Advance and subsequently the DS. By early 2007, with no hope of a retail release in sight, developer DHG Games decided to put the project to rest and give away the completed game for free via their website. While not standing to profit from all their hard work, at the very least a small amount of players among the homebrew community would have the opportunity to enjoy their creation using a GBA emulator or flash cart.
Fast-forward to 2010, where it's relatively easy publishing a game to Apple's App Store, and Motocross Challenge is being given a second chance at life. It's a touching story of perseverance, but ultimately what matters is if the game itself is any good. Thankfully, it most definitely is, and five or six years ago it likely would have been a top selling GBA game. It still holds up really well today, and a lot of effort has gone into enhancing the game for the iPhone. But like many ports it does suffer from some of the common drawbacks that can befall a game when transitioning to a non-native platform.
The most glaring of these drawbacks is the immediately noticeable screen overlay. Since the game was originally designed for the GBA, it retains the aspect ratio and resolution of that system's screen. What this means is that the entire game is presented in a smaller window within the touch screen, with a virtual button overlay made up to look like a nondescript portable gaming system surrounding its border. It doesn't necessarily look bad, and it functions properly, but you'll have to be accepting of the fact that there's not an option for a full screen mode. If you can get over this aesthetic hurdle, an highly entertaining gaming experience is waiting for you.
Much like the recently released Giant Moto, Motocross Challenge really nails the look and feel of its inspiration but offers a much more complete package overall. Graphically it looks like the high quality GBA game that it is, with impressive pixel art and colorful scrolling backgrounds. There's only one option for controls, but it works really well. Separate A and B buttons grace the right side of the screen for gas and nitro, and up and down arrows are set on the left side of the screen for controlling lane changes and performing tricks. Tilting the device affects the angle of the bike and allows for full frontflips and backflips if you can catch enough air. Once comfortable with the controls, it's simply a delight to play and actually feels like a natural evolution of the Excitebike formula.
There are 10 distinct track locations spread across 30 different events which include standard races against three AI opponents, time trials, and trick attacks. The trick attacks are especially enjoyable, and have you completing as many in-air stunts as you can during one lap. I've replayed these multiple times trying to improve my score just because it was such a blast. The campaign is broken up in a way that there's almost always a few choices of which events to partake in. In general the game is a bit on the easy side, but difficulty does ramp up nicely towards the latter half. The entire game can be completed in only a couple of hours, but that doesn't diminish how absolutely fun it is to play through. In addition, OpenFeint integration provides leaderboards, challenges, and achievements that extend the replay value a great deal.
The road Motocross Challenge traveled before finally arriving on the App Store was a tumultuous one. What was originally planned to have sold for $20 or $30 on Nintendo's handheld a few years ago can now be had for an introductory price of just 99¢. Despite a couple of funky aspects due to the translation to this platform, the core experience remains incredibly fun. It's obvious DHG Games is a talented developer, and it would be interesting to see what they could do in creating a game built specifically for Apple's device. Until then, Motocross Challenge is by far the best option available for scratching that Excitebike itch.
App Store Link: Motocross Challenge, $0.99
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Square Enix Running Two-Week Sale on All Games

Yesterday we posted our close look at the excellent RPG Chaos Rings [App Store], an iPhone exclusive and the latest from Square Enix. In celebration of the release of this new title, the studio today began a two week sale on all of their games.
- Final Fantasy, $8.99 → $6.99 [ review ]
- Final Fantasy II, $8.99 → $6.99 [ review ]
- Crystal Defenders, $7.99 → $5.99 [ review ]
- Vanguard Storm, $4.99 → $3.99 [ review ]
- Sliding Heroes, $2.99 → $.99
- Hills and Rivers Remain, $6.99 → $4.99 [ review ]
- Song Summoner: The Unsung Heroes – Encore, $9.99 → $7.99 [ review ]
- Final Fantasy XIII Larger-than-Life Gallery, $8.99 → $5.99
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‘Chaos Rings’ – Square Enix’s iPhone Exclusive RPG
Last month news broke that video game giant Square Enix was bringing a brand new RPG exclusively to the iPhone, and that it was being developed by a team whose combined resumé consisted of work in both the Wild Arms and Final Fantasy series. Needless to say, expectations skyrocketed with such an announcement, and to top it off this ambitious project is based on an entirely new, unproven IP. Now that Chaos Rings [App Store] is finally available, does it actually deliver? After putting the game through its paces, I can safely say it stands to not only meet any high expectations but exceed them in remarkable fashion. With stunning visuals and captivating gameplay that is tailored specifically for Apple's device, Chaos Rings defines what an RPG experience should be like on a mobile platform.
The story revolves around a dark tournament in a mysterious place known as the Arka Arena. Take control of one of four two-person teams as you advance through the arena's enemy-laden dungeons, ultimately preparing to square off against the opposing teams themselves in a fight to the death. The last ones standing are promised eternal youth and immortality. The reason each combatant has been summoned to this tournament and exactly why they have been paired with their particular partner slowly unfold via text cutscenes as the game progresses. Each team has their own storyline to play through, and they all intertwine with one another in intriguing ways. It's all very well written and remains interesting while still being suitable for on-the-go play, avoiding the problem of an overly convoluted story that is hard to follow in short bursts.
The bulk of the game is spent traversing through the Arka Arena's four distinct dungeon locations. Here you'll engage enemies randomly in a combination of indoor and outdoor settings, and each dungeon has a mid-level and end-level boss encounter. The random fighting is broken up with an occasional logic puzzle that must be beaten to advance in the game by granting an item or access to a new area. The style of the puzzles varies based on which dungeon you're in and what team you're playing with. They're a fun distraction, and force you to think hard while delivering a breather from the constant enemy confrontations.
The battle system is turn-based and has you controlling both characters in your party with an easy to use touch menu interface. The two members of your team can either attack individually or pair-up for a combined strike. This collaborative effort can deliver a more devastating blow, but leaves your combatants vulnerable to being counter-attacked in tandem. There's also a number of upgradeable magic abilities and weapons in the game that are obtained from defeated enemies, treasure chests, or the in-game shop. Control outside of battle is handled simply with an analog stick that appears anywhere the screen is touched, and one multi-use action button in the corner.

The structure of Chaos Rings is intelligently designed, and caters to a broad variety of players. Before entering a dungeon, you can choose the difficulty level of the enemies you face within. The higher the level you play on, the more treasure and rare items you will come across. A more casual gamer can choose to fight the easiest tier of enemies as they make their way through the story. In addition, you can toggle random enemy encounters on or off at any time for a more streamlined play experience. On the other hand, you can spend as much time on character leveling as you want. Any of the dungeons can be replayed at any time, so feel free to go back and endlessly grind your way to more powerful weapons and spells. It's a smart, flexible system that allows you to choose how to tackle the different aspects of the game. It took about 8 hours to beat the game with my first team, and once finished you can start a new game using the same characters and retaining much of your equipment and experience from the previous playthrough. Coupled with three additional teams to play as, there is a mountain of content here that should last most players a long time.
Graphically Chaos Rings really impresses. Beautifully illustrated 2D backgrounds make up the environments, while characters and monsters consist of detailed 3D models. It has a look that's evocative of classic Playstation-era RPGs. The battle sequences are fully rendered in 3D and really showcase the gorgeous enemy designs and fluid animations. The huge bosses in particular are downright intimidating as they fill your touch screen with their presence. A dramatic soundtrack accompanies the action and provides a unique sound for each of the locations in the game.
App Store Link: Chaos Rings, $12.99
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‘IMO: The World of Magic’ — A Review and In-Depth Look at In-App Purchases
The last few months have seen an explosion of online games hitting the iPhone. Developers are waking to the fact that in today's WiFi world and speedier mobile internet, online content delivery for the iPhone has finally entered the mainstream. Com2Us have tapped into the mother load of online genres, the behemoth (to pronounce) Massively Multiplayer Online RPG, through its release of IMO: The World of Magic [AppStore].
IMO adopts the controversial 'freemium' model, where games are released free to the public, but charge an in-app fee for premium services and items. Instead of just recommending you an app that you can try for yourself, this review should assist to shed light on what is actually available to premium users, and what free users may be missing out on.

Many would be surprised to learn that IMO is in fact a port of a 2006 release on older mobile devices in Korea. The in-game artwork is a give-away in this respect, not being as high-resolution as you would expect from a native iPhone app, but still sporting the vibrant colors and cute characters that the Korean game market is known for. Another apparent symptom of the port to iPhone is an ever-present stutter as the game world scrolls around the character, a factor that detracts from the fluidity of the game and lends it a sometimes lag-like quality.
This shouldn't detract people from enjoying The World of Magic though, as it also happens to be a surprisingly comprehensive MMO that is a heap of fun to play with friends. There are three unique characters to play; a warrior, mage and archer, each of which has a well-developed skill tree up to level 50. These characters can have their appearances customized to a small degree at creation, but to a much greater scale through the many different armor and weapon sets expected of an MMO. IMO also features a full-scale guild and party system, as well as PvP battlegrounds, challenging dungeons and an expansive, open world.
What is more astonishing is that all of the above is available completely gratis. Where your wallets do come into play though is through the auction system. In the middle of town are two traders, both of whom are inaccessible to 'free' players. On purchase of a 'Starter's Pack' for $2.99, the player is bestowed with a Premium Member Ticket. This ticket enables players to access the auction house system, as well as removing in-game AdMob ads that pop up on occasion and cause minor irritation. Prospective traders may also choose to dig further into the purchasable items, as they can have their trading slots expanded to 10 and then to 15 for $0.99 each.
To entice players to pay, the 'Starter's Pack' opts for the carrot rather than the stick. Together with the Premium Ticket, you are given a 7 slot bag (an otherwise expensive in-game item), a random Costume Hat (I got kitty ears!), and a slew of consumable items that cannot be purchased through the in-game currency (and cannot be found either, from what I can tell). Each of these consumables have special effects such as resurrecting on the spot, summoning friends, insuring against item breakage or — strangely — permitting you to shout to all regions. If you had to buy them on their own, they cost between $0.99 and $2.99 for between 3 and 10 items, making the Starter's Pack a bargain.
It really seems as though the Starter's Pack is enough for most to get by with, but in any case IMO is not as restrictive as other 'freemium' games. In fact, it has no inherent requirement to purchase anything at all– so long as you are happy with the ads and aren't using the auction system. The consumable purchases are of questionable use, particularly as they are offered in rather paltry bundles. Whether they become more useful in the latter game is yet to be seen though, as IMO also features a steep levelling curve that appears to require a substantial amount of grinding for both gold and experience.
If you can get past the MMO grind– a fact made easier by the regular PvP battlegrounds that are a real spectacle– IMO has alot going for it in both its social features and its huge game world. It may prove inaccessible to those not willing to ask questions though, as the game documentation is currently a little sparse. Having said that, this is an enjoyable, practically-free title that is capable of consuming countless hours and have you still clamouring for more. Our readers are certainly responding well to IMO, with hundreds of impressions already streaming in to our forums. IMO: The World of Magic can be played over both WiFi and 3G internet.
App Store Link: IMO: The World of Magic, Free (With In-App DLC).
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Cave Raises the Bar with Stunning Shooter ‘Espgaluda II’
Any truly diehard arcade shooter fan will have heard of . Founded in 1994, the Japanese gamemaker is responsible for some of the most highly acclaimed scrolling shooters to have ever appeared in an arcade. With their 1995 release of DonPachi, the company created a new, intense genre of shooter known commonly as the "manic shooter" or "bullet hell" shooter, in which the screen is almost entirely filled with enemy fire, and successfully evading said fire requires extreme control precision and skill. It's a prevalent genre in Japan that is far less-represented in the West. (Some such titles readers may be familiar with include (Xbox 360, Gamecube), (Xbox 360, PS2, Dreamcast) and Noiz2sa [App Store].)
In a move that should have iPhone shooter fans standing up and cheering, Cave has just thrown their hat into the iPhone gaming ring with their port of the 2005 Japanese Arcade / Xbox 360 release [App Store]. A sequel to the original Japanese arcade and PS2 release, Espgaluda II is a bullet hell-style shooter that was released in 2005. The iPhone version seeks to bring a fast-action, arcade quality shooter experience to our favorite mobile platform.
The first thing I said to myself upon jumping into a game of Espgaluda II was, "finally!" I've long lamented the fact that the iPhone 2D scrolling shooter experience was, across the board, pretty much a slow-motion affair as compared to that of even much older consoles such as the Sega Saturn and Sony Playstation. Cave's first iPhone shooter throws an x/y scrolling backdrop along with an incredible number of moving objects onscreen at once, and the whole thing just flies. Fast action at a super-smooth framerate. (There's a settings option to set the screen size, if you want to tweak performance a bit.) It's certainly the most impressive iPhone shooter to date from a technical standpoint. But all this pixellated magic didn't come without a price; Espgaluda II presently only runs on the iPhone 3GS and the iPad (with 3G iPod touch support coming soon in an update). Older devices just can't push this scale of pixels, it seems.
Gameplay involves using touch controls to maneuver your craft about the playfield, destroying enemies, dodging their fire, and collecting Spirit Stones and power-ups. Along the left or right of the screen (user's choice) are special function buttons that trigger a Guard shield / attack mode, Awakening mode (more on this later), auto-fire on / off, and weapons mode select — some of which may not be presented depending on the control mode you've chosen, among Simplified, Normal, and Expert. The touch controls work quite well and offer better control than either the stick or D-pad of the earlier arcade and Xbox 360 versions. Thankfully, you can tap and hold some distance from your onscreen craft to control it without obscuring your view of it.
Each level is concluded by a boss battle, some quite lengthy, that really puts your control savvy to the test. Keep a finger hovering over that shield trigger when a boss comes out to play…
From an artistic standpoint, the game really stands out. The backdrops are very well done and the enemy craft objects are highly detailed. There's so much color and graphical complexity onscreen — and zipping around at a breakneck clip — that it probably takes the smallest hit in running pixel-doubled on an iPad than any iPhone game I've seen. In fact, the larger screen image makes dodging enemy fire a bit easier than on the iPhone. The iPad is my personal platform of choice for this one.
A lively soundtrack featuring audio similar to other such Japanese shooters accompanies gameplay and adds to the overall feeling of intensity. (Cave released the game's soundtrack on CD back in 2006.)
The iPhone version of Epsgaluda II features two modes of play. There's the Arcade Mode, which stays close to the arcade original and the Xbox 360 version — but in the case of the latter, this has been for some, as far as the somewhat unclear scoring system. Cave addressed this by adding an iPhone Mode, which features a scoring system that the developers feel makes more sense for mobile play. As well, the iPhone Mode features a new Awakening Pulse attack where you can turn enemy fire into the green Spirit Stones that you want to collect, increasing your multiplier and protecting your ship at the same time. Across both of these modes are Novice, Normal, and Hard difficulty levels.
The game utilizes OpenFeint for various in-game achievements and leaderboard tracking to keep things nice and competitive.
I am a particular shooter fan, but the bullet hell variety is not my very favorite flavor. Despite that, I fell quick and hard in love with Espgaluda II. It is easily the best 2D shooter experience in the App Store. I spent most of the day plowing through wave after wave of some of the most dense bullet swarms I've ever encountered and found it quite difficult to put down in order to start this review. I moved frequently between the iPhone 3GS and iPad to get a good feel for gameplay on both devices and it was fast-paced and frenetic fun, whichever device I used.
If you own an iPhone 3GS and are a fan of the manic shooter — go buy this game right now. If you are a general shooter fan and feel that you're up to facing the dense and constant volleys of enemy fire that this type of shooter brings — go buy this game right now. At present, Espgaluda II has no peer in the App Store.
The game is currently listed at an introductory price of $4.99, down from the standard price of $8.99.
App Store Link: Espgaluda II, $4.99 (limited time)
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‘Pocket Legends’ Free 3D MMO iPhone Client Released
Spacetime Studios' Pocket Legends [iPhone, Free / iPad, Free] has been the talk of the town since the iPad client was first released along side the iPad last Saturday. We've already posted about the game between its announcement and a comparison between both the iPhone and iPad clients. Also, we have threads in our forums for both the and versions of the game if you're looking for someone to play with.
So there you have it, both clients are now available, and completely free. People in our forums are loving the game, and while I haven't been able to invest too much time in to it yet, you've got nothing to lose by giving it a spin.
App Store Links:
- Pocket Legends for iPhone, Free
- Pocket Legends for iPad, Free
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Upcoming Game Trailer Extravaganza
There's quite a few iPhone games in the works with trailers or gameplay videos that have been released recently that all look fairly promising. All of these games are in different stages of development, but each trailer is totally worth watching, especially the Giant Moto video if you have fond memories of Excitebike.
100 Rogues
We've been keeping a close eye on 100 Rogues since it first showed up on our radar late last year. Recently we took a closer look at the game at GDC this year, and this new video shows how playing the game will work in even greater detail.
Giant Moto
According to , Giant Moto is going to come with 6 tracks, 4 different bikes, and AI opponents with 3 difficulties. I can't wait to get my hands on this game, as I've been waiting for a truly excellent Excitebike-like game for the iPhone.
N.Y.Zombies
Sure, there are a ton of zombie games on the App Store already, but this one looks like it could be cool. The benefit N.Y.Zombies has over the competition is that it apparently is going to be able to have over 40 zombies on screen at once instead of just a small handful like other similar games. We'll see if it succeeds in breaking out of the stereotypical zombie game mold when it's finally released. For more information, check out .
IMO: The World of Magic
Com2Us is working on a MMORPG that looks fairly impressive. It sports some pretty intense character customization, multiple classes, and other neat perks. They're also in our forums for various prizes while they build up pre-launch hype.
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