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Q Entertainment Vets Release ‘Kotomon’

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Surprise! A couple of “core” members from Lumines and Rez team at Q Entertainment have just released a brand new game on iPhone and iPad under the brand Monstars Inc. The app is called Kotomon, and it’s available for an introductory price of $2.99 through May 31.

As you’d expect considering Q’s release history, Kotomon appears to revolve around a mix of action and music. In the game, you control an adorable little red monster charged with collecting and firing friendly monsters into bad monsters. Monstars describes it as a little like pinball, except every action you take adds beats and layers to the game’s soundtrack.

Kotomon seems like a neat app, so we’re going to get you something much more detailed as soon as possible. Stay tuned.

App Store Link: KOTOMON, $2.99 (Universal)

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Written by admin

May 16, 2012 at 18:15

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Why ‘Whale Trail’ Is Going Free-To-Play, And How A Flop Is Seen As A Journey

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London-based design studio ustwo created a heck of a game in Whale Trail, but it’s failing as a commercial entity. It’ll never hit the App Store top 10. The face of its bubbly and wide-eyed mascot, Willow, will never grace products like panties or fruit snacks. And at its current pace, it’ll be awhile before it generates a decent profit.

The studio has huge expectations that aren’t being met, and just based on trends, it’s clear that Whale Trail will continue not meeting them. It’s a failure in this life. But will it be one in its next? Again, ustwo is spending money on Whale Trail, giving it a second wind via creative mouth-to-mouth. It’s retooling and redesigning the oddball flying game as a free-to-play title in a high-bandwidth effort to attract the casual audience that the original version failed to reach, but managed to brush.

The hope is that this model, alongside some fresh content, will finally put the game over the top and onto hundreds of thousands, if not millions, of phones and tablets across the world. It’s a crazy plan. Crazy, however, is kinda its project lead’s thing.

On Conversion, Failure, And Journeys

I’ve been speaking with ustwo co-founder Mills about the upcoming transformation. Mills is like a bizarro Clint Eastwood. In the face of adversity he has the same grit and air of determination, but instead of a cowboy hat and a killer squint Mills rocks a long, flowing red wig and eyeglasses with thick, black frames. When he talks to you, even via e-mail, you feel his warmth, energy, and passion. He’s funny, too, and you see a lot of his brand of humor in his game. As we talk, he refuses to call the original Whale Trail a failure despite being able to produce evidence indicating as much. Instead, he calls it a “succailure” and the process of making it a F2P title a “journey.”

Whale Trail was our first proper game release,” Mills tells TouchArcade. “Full heart, full passion. The launch was a success for our studio, showering loads of eyeballs on us but something didn’t quite click. Although we were hitting 12,000 downloads a day at launch, it tailed off pretty quick.”

In fact, Whale Trail has just hit over 188,000 total sales, and it shifts around 250 units a day across Android and iPhone and iPad. These kind of numbers would be enough for a lot of studios, but ustwo spent oodles of cash on the game. It needed Whale Trail to be up there with the Angry Birds and Fruit Ninjas and the Cut the Ropes of the world.

How those titles manage to stay up top is a matter of debate. Mills doesn’t believe that featuring, reviews, or exposure brings in new downloads. He thinks that word of mouth is now driving sales. As evidence, he notes that the game’s trailers still get around 500 new views a day and the music video for the theme used in the game drives interest, too. Riding on a wave of featuring, however, Whale Trail managed to light up the charts for a short period. Mills shot us the following handy chart, for those of you into the numbers:

Learning about why the game didn’t keep selling at its initial, breakneck pace is an important component of its upcoming transformation. Mills is soaking up everything he can. He frequently frames this entire ordeal as a learning experience.

“We went back to the drawing board and dove deep into the blue waters to understand why Whale Trail wasn’t quite able to take off. We had made a wonderful experience but there wasn’t enough ‘replay’ value in the current game. The new challenge levels added in iteration release two and three helped, but we needed more. Much more,” he adds.

The new version of the game is, indeed, functionally different. As you collect bubbles and travel, you’ll collect an in-game currency called Krill. With Krill, you can buy new powers, “useable treats,” costumes for Willow and its five new playable friends. If you want this stuff without the grind, you can buy Krill straight-up.

“The game is so much better. Players are now in full control of their destiny and each play rewards them. This was missing before,” he says.

If you’ve already purchased Whale Trail, Mills says you’ll receive a “BIG” bag of Krill when you update to the new version. Additionally, you’ll receive a message designed to make you feel “special.” Mills worries about how the current install base is going to react to this massive change, since the regular version will essentially die after this update. Perhaps that’s why this message to fans will be “like finding a bag of money in your house that you can use to pimp it right up 50 style” or “like finding a bag of candy that is so sweet, yet so sticky.”

When I bring up failure, Mills says I have a point, but he describes the experience so far as a “journey.” His studio has had opportunities to sell off the IP or actually make money, but ustwo as a whole is more interested in learning at this point.

“You can look at it as a failure, but I see it as journey,” Mills says. “Each iteration of Whale Trail has created a new buzz and has engaged the players more. It’s been a big lesson for me especially in regards to releasing something I wanted and releasing something that the majority of players want. We were very successful at creating buzz, we were very open about the whole experience and the story of Whale Trail will now be told via Penguin,” he tells us. He means the publishing company, not an actual penguin.

“We had two Whale Trail acquisition offers for the game as it currently stands now, but we were not interested in money. We were interested in better understanding what we could do to make the game better. I couldn’t walk away from it now, knowing it was not the game we wanted it to be. The game we have since built and are testing now with players is the game we should have released back then but didn’t realize it at the time.”

Even though the Whale Trail flopped, Mills notes some positives. It gave his studio new business opportunities, a higher-profile in the development community, and a lot of good will. These things, however, aren’t going to make new Whale Trail sail. A balance of IAP and fun mechanics are the only thing that’ll save it.

“I want to know more about free-to-play,” Mills says. “We are not being aggressive with the monetization potential. Players need never spend, but the joy they feel should allow the game to be pretty viral. We get a small social virility through Twitter right now, but the potential at the higher numbers is unreal. I guess the plan is for Willow to find some real Whales!”

We’ll have to see if the new version of Whale Trail hits the heights that Mills thinks it can reach. Regardless if it does or not, it’s going to be hard to call this iteration a failure. To Mills, success is all about what you do as you try to succeed.

“We didn’t set out to make something generic. Success is about crafting something you believe in and telling that story, granted it may never be a smash hit as the very concept of a little fat flying whale called Willow who lives in a psychedelic land is too far out for many to stomach, but we made something we are so proud of.”

We’ll have hands-on impressions in the near future.

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Written by admin

May 12, 2012 at 2:15

‘My Little Hero’ Review – ‘Zelda’ Meets Pixar in This Clever Adventure

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For as many App Store games that I eyeball on a daily basis, I admit that something that has a lot of visual pop or a very distinct style will always catch my eye. Looks don’t always equal quality though, and I’ve been wooed by many an attractive looking title only to be disappointed when the gameplay didn’t quite follow through.

This is not the case with My Little Hero [ $0.99 ]. There are many titles out there that feel like iPhone games, but My Little Hero is not one of them. It has that shine that is evocative of games on a larger scale, and you’ll notice it from the title screen onward. It drops you into the role of a brave young boy whose friend Pinky (note: Pinky is your favorite stuffed rabbit) is kidnapped by the Boogeyman and spirited away into your bedroom closet. What will you do to save him? Why, don a cape and a helmet and follow him in there, of course.

Gameplay is viewed from a 3/4 top down perspective and will remind you of Zelda in under a minute. It’s not just the whimsy of the style, but the layouts of the worlds and the movements of the enemies as well. As you search for Pinky, you’ll navigate you way through forests, swamps, deserts and eventually make it to the Boogeyman’s nest. Each of these areas is open world, although there is a clear path you can follow through each of them if you’re not in an exploring mood. The worlds have plenty of little sub-destinations on a cutely drawn world map, so it will take you some time to plow your way through while stabbing things with your wooden sword.

When you kill enemies (which are all cute, by the way), you’ll be rewarded with buttons, which can be saved to buy things later such as lollipops that will restore you to full health. Later down the line, you’ll score items as well, such a a trusty flashlight. My favorite part of exploring these worlds was saving my game, as I did so by approaching a little white nightstand that looks just like the one in my bedroom and pulling the light on the bedside lamp. It’s the kind of touch that makes you go “awwww” – and this game is chock full of them.

It’s hard to complain about much in My Little Hero, as it really stands out in the genre, but there was one thing I didn’t like and that was the absence of music in the levels. As adorable as the game is, I found myself imagining a silly soundtrack to go with it, and I felt its absence. The sound effects in the levels are great and just what you expect to go with the overall tone, but I think I would have enjoyed my journey more if I could habe bopped along to some tunes.

The other small detriment I noticed was that the level design felt a bit repetitive after a while. To counter this somewhat I tried playing it in bite-sized sessions so I didn’t burn out too much. It’s not poorly designed, mind you, but when something looks this standout, you expect it to come through that way on all levels, and I think I could have fallen madly in love with it if it provided a little more variety.

That being said, My Little Hero is still a fantastic game, and I had a great time playing it. What it’s missing in variety it makes up for with heaps of charm, and for the amount of content you get, it’s worth way more than a buck. The developers also promise more levels in the future, so eventually you’ll have even more worlds to conquer. If you even remotely loved Costume Quest or similar action adventure games, you won’t want to pass on My Little Hero.

App Store Link: My Little Hero, $0.99

TouchArcade Rating:

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Written by admin

May 11, 2012 at 18:15

A Selection of Entries from the ‘Sword & Sworcery’ A/V Jam

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Written by admin

May 11, 2012 at 10:15

‘Death Worm’ Celebrates 5 Million Downloads with a New Content Update

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Way back in November of 2010, Playcreek released Death Worm [$0.99 / Free ], an official enhanced remake of the popular Flash game of the same name. By that point, we had already been enjoying a retro-inspired version of the “giant killer worm” formula for a few months with the excellent Super Mega Worm [$1.99 / Free ], but in our review for Death Worm we noted that both games offered decidedly different experiences and could happily coexist together.

Other people seemed to like Death Worm too, as this week Playcreek is celebrating hitting the 5 million download mark by releasing a big content update. The first new item on tap is a new ice-themed stage for the campaign, and more than 20 new enemies have been added to the game including a Mega Boss battle. A new trailer showcases the different features found in the latest Death Worm update.

The other big addition in this update is a brand new mini-game called Countdown. It tasks you with collecting lizards underground within a certain time limit and while avoiding hazards, with each lizard collected resetting the clock to allow you to keep going. Finally, there are a set of new achievements and some new in-game music to rock out to.

Death Worm is a game I thoroughly enjoyed when it came out in 2010, and the new update has reignited my interest once again. Definitely check it out if you’re into playing as a giant killer worm and enjoy challenging arcade games.

App Store Links:
    Death Worm, $0.99 (Universal)
    Death Worm Lite, Free (Universal)

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Written by admin

May 11, 2012 at 2:15

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‘Inotia 4: Assassin of Berkel’ Review – A Less Than Perfect But Still Strangely Satisfying KRPG

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If there’s anything I’ve learned after pouring several days of my life into the latest installment of Com2uS’s action-rpg Inotia franchise, it’s that no amount of Engrish exposure can truly prepare you for that strange moment when a gorgeous brunette clad in diaphanous silks informs a ‘pretty boy’ of an anti-hero that he is squirting blood.

This awkwardness informs a lot of the dialogue in Inotia 4: Assassin of Berkel [$2.99 / Free ]. While relatively free of the grammatical errors that usually plague such games, Inotia 4 has a rather, uh, unique way with words. Here, you’ll find imposing-looking orcs declaring that things are “kinda awkward” and villains that order their lackeys to “allure” helpless souls to a nefarious end. This isn’t necessarily a bad thing, mind you. Unless you’re totally adverse to the idea of peculiar phrasing, the accidental humor actually offers a light-hearted touch to what otherwise feels like a stereotypical jaunt.

The story in Inotia 4: Assassin of Berkel is one built out of familiar tropes. For example, the protagonist’s an effeminate-looking but curmudgeonly chap who also happens to be young, gifted at the art of assassination and a member of the Shadow Tribe. His star-crossed love interest? A young woman who bears more than a passing resemblance to Final Fantasy heroines like Rinoa, Garnet and Yuna. Needless to say, this sort of sets the pattern for the rest of the game. Inotia 4 is a little bit of everything you’ve ever encountered in an RPG from the Orient. There are warring factions, magic, subterfuge, hidden pasts, and even an arrogant stranger with an overpowered weapon. If you were looking for something new, this isn’t the KRPG you’re looking for.

While I’m not particularly fond of the virtual d-pad utilized here or its periodic lack of responsiveness, the controls are pretty standard fare. It’s the interface that bugs me to no end. On top of many smaller issues, the deluge of buttons, character portraits, health bars and mana bars can make it literally impossible to see where you’re going. To be fair, it doesn’t happen all that often but when it does happen, you’ll take painful notice.

From an audiovisual perspective, Inotia 4 is neither particularly impressive nor completely humdrum. An odd mixture of Retina quality elements and retro-looking graphics, the game feels a little older than its actual release date. As for the audio, I’m somewhat on the fence. On one hand, the music isn’t too shabby; it’s the kind of stuff you would expect from an RPG. On the other hand, the sound effects left something to be desired for.

So, why play Inotia 4? Why go through strange localization and flighty controls? Why endure the storyline you’ve probably heard a thousand times before? Why did this get a four star as opposed to a plea for you to run away?

Simple. Because it’s actually pretty good.

Like a blind date between mostly compatible people, things can begin on a slightly shaky note. However, once momentum has been built, beautiful things can happen. If you have nothing against grindfests (it IS a Korean RPG, after all) and an obsessive-compulsive need to build the perfect party, Inotia 4 will eventually suck you in and keep you there.

The party system, though far from ground-breaking, is rather commendable. One of the things I liked best about it was the fact that while you can only have two party members (in addition to the protagonist) active at any given time, the game not only allows you to keep a stable of six but also ensures that all of them level up in an appropriate manner as you progress through the game. It’s a small feature but a clever one. Unlike many other RPGs, you can actually elect to mix and match your selection of humanoid minions without having to first devote extensive amounts of time to their personal developments.

Speaking of party members, they will consist of mercenaries summoned from item drops and, from time to time, the odd plot-generated NPC. Most of your time, however, will be spent with the former. Your mercenaries may belong to any of the six different classes available in the game. They also come with as many item slots as the protagonist, their own set of skills and statistics appropriate to the quality of the item that conjured them. While you’re in command of their equipment, you will need to cough up a few crystals if you want to change the rest.

As you can imagine, some of the appeal in the game lies in how you can tailor the composition of your party. Curious as to how pet-wielding classes will do against a stubborn boss? Bring them out and prepare for a crowded rumble. Fancy seeing how well three tanky priests can hold up against the game’s dungeons? Go ahead and test out that theory. Nothing will stop you. The level of micromanagement required is also entirely dependent on you. While you can choose to rely on your A.I settings, you can opt to take control of any of your characters at any given time.

Inotia 4 is also a dream come true for those who just HAVE to have the best gear. By and large, there’s no shortage of equipment to collect. Random beasts will sporadically drop legendary headgear. Fusion machines will occasionally offer the chance to engage in repeatable quests, quests that will grant you access to recipes for absurdly powerful items. You will also find goodies from boss battles, treasure chests and their spoils, side quests and shady merchants marketing what may or may not be the next best thing. Inotia 4 makes it easy to be covetous and is shameless about rewarding those willing to grind their way towards glory.

You know what the best part of all this is? Your party’s appearance will change with every high-priced trinket you acquire.

By the way, I’m impressed with how Com2uS handled one aspect of their IAP system. In Inotia 4, crystals are used for, well, pretty much everything. Have a weapon you really want to make but lack the ingredients for? Pay for its creation with a handful of crystals. Want to resurrect your party instead of restarting from the last saved point? Cough up the crystals. We know you have them in there. While hardly the most unusual approach, Com2uS has made usage of those crystals as enticing as ever. In the grand scheme of things, five crystals is nothing compared to an hour spent scouring the maps for material. You almost find yourself compelled to conform.

In between all of this, crammed between the good and the bad, nestled between the occasional guilty crystal expenditure, that’s where the magic happens. Inotia 4 will have you mashing buttons, switching hot keys, pondering talent points and beating on artillery turtles without so much as a second thought. It will have you gathering ingredients for a powerful new weapon even as you effortlessly transform your glass cannon of a priest into a shield-wielding bastion of power. It will keep you trucking towards the next level, determined to see how your new weapon will do against the latest dungeon or how well your latest collection of party members will hold up. Inotia 4 isn’t the most original title out there but it certainly knows which buttons to press.

App Store Links:
    Inotia 4 PLUS: Assassin of Berkel, $2.99 (Universal)
    Inotia 4: Assassin of Berkel, Free (Universal)

TouchArcade Rating:

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Written by admin

May 9, 2012 at 2:15

‘Tower of Fortune’ Review – A Reel Good Time For RPG Fans

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While dwindling on consoles, RPGs of all shapes and sizes are flourishing on mobile devices. There have been some truly creative and unique RPGs released in the past few years, and perhaps none is capable of tugging at your heartstrings and pushing you to fight just one more battle than Game Stew Studio’s new iOS game, Tower of Fortune (ToF) [ $0.99 ].

Like Puzzle Quest and Sword & Poker before it, ToF infuses a basic role-playing game with mechanics drawn from a completely different genre entirely—in this case, slot machines.

The premise of ToF is pretty simple. You’re a hero. You’ve a lady to rescue. You need to gather coin, get loot, and defeat evil incarnate. A “game of the year”-winning story, this is not, but the simple framework provides enough context to the game to make it work.

Before you even get to the gameplay, though, you’ll be hard-pressed to ignore ToF’s eye-catching retro art style and ear-pleasing chip tunes. Both the game’s quirky, NES-era visuals and strong selection of catchy music make the game visually and aurally simplistic and yet undeniably charming, like the greatest Gameboy games of yore.

Presentation is all well and good, of course, but how does the game actually play? Surprisingly well. ToF succeeds in blending the requisite RPG features with the mechanics of a slot machine, albeit with only one truly noteworthy quirk.

Currency is central to ToF, and it’s what powers all of the game’s subsequent systems. To progress through the game’s world, you’ll need coin. To battle, you’ll need to spend (and potentially lose) coin. To upgrade your hero, you’ll need coin. To heal after battle, you’ll need coin. To buy items… you get the point.

There are two ways to earn coin in the game: through fairly nonintrusive microtransactions or by fighting monsters. Given that the combat is the star of the show, most will be content to get their hands dirty and earn money the hard way, and it’s not hard to do so willingly as prices aren’t as exorbitant as they are in similar games.

This is where the game’s slot system comes into play. When you enter combat, you’ll be greeted with a simple one-line, three-reel slot machine. The reels are filled with icons that represent doing damage, taking damage, gaining XP, and gaining coin. Whatever icon appears on the left-most reel determines what happens during the turn, and the more like icons matched, the more significant the effect. In addition, the effect is multiplied by repeat matches, so if you get XP one spin and XP again the next, you’ll get an XP bonus.

One more level of both gambling and depth is added to the battle system by way of a simple “Bet” button. Prior to a spin, you can bet your coin to enhance the effects of the spin. Every effect is doubled after a bet, so you’ll be crossing your fingers in hopes of avoiding taking damage icons and screaming in joy when you hit a full three-match of XP or coin. This becomes critical as bad guys get harder and have more health.

I’m not much of a gambler, and random elements in games tend to annoy me to no end—here’s looking at you, Crisis Core. But after hours of playing, I’ve found that ToF manages a fine balance between feeling cheated and feeling lucky, and hard battles are nail-biters as a result. As you begin to fight more difficult monsters, the high wrought by a good string of luck and the stomach-sinking disappointment wrought by a bad one make the game quite compelling.

In practice, the system works surprisingly well. This is largely thanks to the game’s simple loot and upgrade systems, which allow you to upgrade your character periodically with simple items and stat boosts, you can do a decent amount to prepare for battle and tip the tide in your favor.

If there are any complaints to be had, they would revolve around the game’s sense of progression. Progression is a critical component of any RPG: it’s what keeps the genre’s fans playing, even when everything else—from storyline to graphics and beyond—may falter. ToF struggles a little bit in this regard, as progression is too random and too fleeting to feel rewarding in the long run.

Moving through the game from area to area requires paying escalating “unlock” fees. This means that you’ll need to amass a substantial purse. This in-and-of-itself wouldn’t be that bad, but when combined with the game’s rougelike treatment of death, you can find yourself frustrated.

Should you die, you’ll lose all the equipment, levels, and upgrades you earned as you play—you keep only your unspent coin. As a result, some may beat the game in a day while others could theoretically play it indefinitely and never see the end.  This near-complete randomness makes it hard to feel any sustained, substantial, and satisfying feelings of progression.

In spite of this issue, though, the game never stops being fun to play. The game’s ability to produce such a wide spectrum of emotional highs and lows is no small feat for a game, and additional elements, like the game’s fun mini-quest system that introduces small objectives that reward XP when completed, do wonders at keeping things fresh.

Ultimately, Tower Of Fortune may not have the progression elements, compelling story, or depth of its meatier RPG brethren, but it has all the stats, levels, loot, triumph, and tragedy a RPG fan needs for on-the-go gaming.

App Store Link: Tower of Fortune, $0.99

TouchArcade Rating:

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Written by admin

May 7, 2012 at 18:15

‘Sword & Sworcery’ Jam To Showcase Fan Art And More

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Sword & Sworcery [$4.99 / Micro] is an amazing adventure with some of hippest art and sound we’ve ever seen in a video game. It’s inspirational, too, as fans of the title have demonstrated by conjuring a plethora of art revolving around the themes, music, action, and scenes in the indie darling. In an effort to generate even more awesome stuff, the crew behind the game are putting together a virtual jam to provide artists around the globe “a little bit of structure and motivation, as well as an opportunity to exhibit” their work alongside the people who made the game. This is taking place on May 11-13th, and it appears as if everything submitted will appear at the #Sworcery tumblr.

If you’d like to get in on the action, submissions can be submitted here. The page explaining what’s exactly going down is available at this address. Here’s a tiny small selection of the stuff appearing on the game’s tumblr:

“Slyve & Sworcery” – a painting by Slyve aka @c_sylvain at Capy.

“Depths of Mingi Taw” – painting by Qiqo aka @supertamago at Capy.

There’s some great stuff already, obviously. It’ll be interesting to watch this page fill. And if you haven’t played Sword & Sworcery yet, what’s wrong with you?

App Store Links:
    Superbrothers: Sword & Sworcery EP, $4.99 (Universal)
    Superbrothers: Sword & Sworcery EP Micro, $2.99

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Written by admin

May 6, 2012 at 22:15

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The TouchArcade Show – 50 – Fourth Time is the Charm

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On this week’s episode of The TouchArcade Show, we power through conversations about smart gyms and wearable heart monitors in order to bring the latest, greatest, and the best in iPhone and iPad. At the top of the show, we dive into oral reviews of a bunch of cool games, including Brainsss and King of Fighters 2012. Later, we ponder if the free-to-play market is about to collapse and dig into the realities of development in a market that only wants 99¢ stuff.

You can listen below via these handy-dandy links or, hey, you can subscribe to us on iTunes or Zune. The latter is the only way to get our stuff the very second it comes out and lord knows you want us immediately so do it!

iTunes Link: The TouchArcade Show
Zune Marketplace: TouchArcade.com Podcasts
RSS Feed: The TouchArcade Show
Direct Link: TouchArcadeShow-050.mp3, 42.7MB

Here are your show notes:

GAMES

  • Brainsss [$2.99]
  • Flight Control Rocket [99¢]
  • The King of Fighters-i 2012
  • Tower of Fortune [99¢]
  • DreamWorks Dragons: TapDragonDrop [$1.99]
  • Junk Jack [$2.99]

JARED’S KITTY KORNER

  • Cat Sliding [Free]

FRONT PAGE


This week’s episode is sponsored by Jim Guthrie’s official soundtrack for Indie Game: The Movie.

The original Soundtrack by Jim Guthrie (of Sword & Sworcery fame) for Indie Game: The Movie is available for pre-order now on Bandcamp and iTunes. The 24-track album featuring music from the award winning documentary chronicling the journeys of independent game developers by filmmakers James Swirsky and Lisa Pajot will be released in full on May 15th. It will also be available on double LP exclusively through Bandcamp. Pick up a pre-order copy of Indie Game: The Movie: The Soundtrack today on Bandcamp and iTunes.

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Written by admin

May 5, 2012 at 2:15

‘Ballistic SE’ Review – Radiangames Takes on the Twin-Stick Shooter

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How many games does it take before you can call a developer a sure bet? Radiangames has been bringing its games to iOS like clockwork lately, and we’ve been impressed. Super Crossfire HD [ $2.99 ] and Fireball SE [ $1.99 ] are both excellent games that iterate on arcade classics, and the newest entry, Ballistic SE [ $1.99 ], also returns to a popular well: the twin-stick shooter. Like its predecessors, though, it’s a thoughtful take on the semi-stale genre. It makes up for familiarity with a heck of a lot of fun.

Ballistic SE has two big things going for it. It has a system of enhancements that let you customize your game every time you play (not unlike the Jetpack Joyride update that just landed), and it has ballistic mode, which is pretty much bullet time. Every time you fill up your ballistic meter, a button is primed. Everything slows down when you hit it: your ship, enemy orbs, even the music. As panic buttons go, it’s impressive and stylish.

The game also has a lot of amber. The color is everywhere: menus, interface elements, your ship, explosions, you name it. At the risk of dating myself, I used to play games on a monitor that looked like that; I don’t miss it. But there’s a method to this monochromatic madness. The amber is safe, your eyes drift over it. Every other color stands out, and those colors universally identify your enemies.

The enemy color coding is important enough that colorblind players might be at a disadvantage. The enemies are just orbs—some come in different sizes, but they all have the same general shape. But if you know what a given color does, you know whether an enemy is flying toward you or moving at random, whether it will dissolve before your guns or stand up to all fire. A firm grasp of the enemy colors is a good shortcut to survival.

Whether you’re playing Waves or Challenges, you’ve gotta survive. Waves pits you against ever-increasing waves of enemies, grinding you down over time. Challenges are a more vicious sort of play, with your choice of five pre-set combos of enemy types designed to take you out in short order. The one thing that can help stave off the inevitable? Your selection of enhancements.

Enhancements pretty much make the game. That’s not to say it isn’t good otherwise, but throw in enhancements and you essentially have a leveling mechanic that opens up a huge variety of play styles. You can speed up your ship, drop bombs in your wake, alter your shots, or speed up your ballistic meter. You can even pump points into your score multiplier if your confident that you don’t need any other boost more. It’s a fantastic little system.

Both modes give you access to enhancements, but they differ in how they present them. When playing a challenge you can pick ten enhancements right off the bat, and you’ll live or die by your choices from then on. In Waves mode you’re given a single enhancement point each time you hit a new level milestone. You power up over time based on your picks.

In practice, Ballistic SE plays out pretty simply. You have two sticks (with customizable positioning). One aims your guns, the other aims your ship. Standard twin-stick stuff. Aside from your ship there are three things on the field: enemies, of course, that come at you in waves, immovable bombs that destroy enemies when you hit them, and starbursts that increase your score multiplier. Deciding when it’s best to fly through the bombs is almost as important as learning to avoid and shoot down the enemy orbs. Knowing when to trigger your ballistic meter is another vital skill for long-term survival.

Long-term survival is, in fact, the name of the game. You get extra lives for hitting score milestones, so playing better means living longer and longer. The waves get ridiculous pretty quickly, but there’s salvation to be had with checkpoints that unlock after ever-increasing numbers of waves. You can restart from these checkpoints, but there’s a catch: the further in you start, the more your score will suffer. If you want to remain competitive on the Game Center leaderboards, you’ve gotta start from scratch.

None of these things are revolutionary; Ballistic SE doesn’t rewrite the twin stick shooter or bring us a brand new perspective on the genre. Instead, it’s an incredibly solid, well-balanced game that makes up in entertainment for what it skips in flash. Radiangames is carving out quite the niche on the App Store, and Ballistic SE does it proud.

App Store Link: Ballistic SE, $1.99 (Universal)

TouchArcade Rating:

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Written by admin

May 4, 2012 at 22:15