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‘Tentacle Wars HD’ for iPad Review – A Fast-paced Strategy Game Reminiscent of ‘Galcon’

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Tentacle Wars HD [ $2.99 (HD)], the new title from FDG Entertainment, is a port of the online Flash game of the same name by Lumarama. It’s a fast-paced iPad strategy game that reminds me a lot of Galcon [$1.99 / Free ], another iOS strategy game from 2008. In fact, I’d go as far as to say it’s “Galcon with tentacles” …along with superior graphics, ambient music and better sound effects.

Playing Tentacle Wars is like being a general overlooking a battlefield. Although in this case the battlefield exists inside the body of an alien life-form. The battles are between antibodies, spores, pulsars and embryos. Each cell can use DNA energy tentacles to attack each other. If your green antibody cells can turn all the other cells green, you’ve cured the zone. Once you clear all the zones, you’ve saved the alien life-form.

To launch an attack, you swipe a line from your green cell to any other cell in range. The more powerful your cell (as indicated by a number inside it), the further it’s tentacles can extend. You can target a red cell (enemy) to engage in battle, target a neutral grey cell to claim it, or target one of your own cells to transfer energy to where it’s needed.

The battles are based on a simple premise: The more powerful cell(s) always win, every time. So if your cell has a weaker strength it will slowly be drained until it’s defeated. But, if you attack the same opponent with tentacles from another cell simultaneously, you can defeat it, because your two cells are collectively more powerful. So, as in real war, choosing your targets carefully (but quickly) is important.

Once your tentacle has latched on to another cell, you can either remain connected to slowly drain it or swipe across your tentacle to cut it. Interestingly, it makes a difference where you sever your tentacle. So, if you slice it right in the middle, half the resources return to the attacking cell and the other half do a rapid attack-burst (ie: a 50-50 split). Whereas, if you cut your tentacle right at one end, all the resources in the tentacle will quickly retreat or attack, depending which end you slice.

To add variation, there’s impenetrable barriers within some levels, purple cells with superior intelligence to overcome, and limits for how powerful a single cell can become within each level. Each cell type also has a limit to the number of tentacles it can extend at one. These factors, plus some interesting level designs, encourage you to modify your strategies to suit each level.

The single player campaign (2 worlds, 40 levels total) is entertaining and satisfying, but far too short. By the time you’re settling in, the single player campaign is over. Additional levels are promised – but randomly-generated levels would be better. Lastly, the campaigns are rather anti-climatic once you complete each world, as nothing really happens, except a small note in the corner of the iPad screen confirming a Game Center achievement.

Multiplayer mode offers two-player online action via a random match-up or by challenging a friend, via Game Center. Choose an arena and color, then engage in a microscopic war ….and in my case, get totally owned by superior players. The online play worked flawlessly once started, but it was often unable or slow to complete a random match-up. That isn’t ideal since the single player mode is completed so quickly, but isn’t a problem if you’re playing friends online.

Tentacle Wars blends strategic gameplay with arcade-style swipes and cuts to create a fast-paced strategy game that’s ideally suited for touch screens. The game is similar to Galcon, but has enough innovation to feel fresh and new. Yet, it needs more levels and online players, otherwise the fun feels as if it’s over too quickly. According to our discussion thread, an iPhone/iPod touch version is expected around May or June.

App Store Link: Tentacle Wars HD, $2.99 (iPad Only)

TouchArcade Rating:

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Written by admin

April 24, 2012 at 18:15

‘Superbrothers: Sword & Sworcery EP’ Sweeps Canadian Video Game Awards

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Late last month we mentioned that TouchArcade Game of the Year Superbrothers: Sword & Sworcery EP [$4.99 / $2.99 ] had been nominated for nearly every category it could vaguely fit in at the Canadian Video Game Awards. If you follow the development team on Twitter, this was spoiled over the weekend when the actual award show was held, but here’s what Sworcery took home:

  • Best Game on the Go
  • Best Downloadable Game
  • Best Indie Game
  • Best Original Music
  • Innovation Award

These awards are selected by a jury, with the exception of Game of the Year which was a public internet vote kind of thing. (Game of the Year was FIFA Soccer 12, by the way.) What makes sweeping this awards show so amazing is that S&S was up against “real” AAA titles like Deus Ex: Human Revolution and Assassin’s Creed Revelations.

If you haven’t played the game yet, you’re running out of reasons. Check out our review for more details. Oh, and if you know someone who might be interested in the game but doesn’t have an iOS device, it was recently released on Steam as well.

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

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Written by admin

April 24, 2012 at 2:15

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The TouchArcade Show – 48 – Super Mario 2 Spoiler Alert

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Near the end of one of the “slowest” weeks we’ve had in recent memory, we casted a pod for mass earhole consumption. If you’re not a fan of our off-topic weeks you might want to avoid this one. But, do note you’ll be missing out on a lot of fun discussion: at the top, we dive into the recently released Xbox Live Arcade indie title Fez and ponder what an iPad port would look like, spit a little bit of game about next-generation consoles, and orally review hot new games like Burger Cat. In our second segment, we discuss anything and everything, but eventually get to your user questions.

It was a weird week, so we’ve got a weird show for you. If you’d like to listen, please do so via those handy-dandy links below. Additionally, you could subscribe to us on Zune or iTunes to get our latest episodes the second they hit the Internet.

iTunes Link: The TouchArcade Show
Zune Marketplace: TouchArcade.com Podcasts
RSS Feed: The TouchArcade Show
Direct Link: TouchArcadeShow-048.mp3, 34.4MB

Here are your show notes:

GAMES

  • Trees of Life [$.99]
  • MacGuffin’s Curse [$1.99 / Lite]
  • Wawa Land [$.99]

JARED’S KITTY KORNER

  • Burger Cat [$.99]

FRONT PAGE

  • A ‘Battlefield 3‘ Companion App Hits
  • Musical Chairs: ‘S&S‘ Hits Steam, Steam title Planned for iOS

This week’s episode was sponsored by Cutlass Cove.

Cutlass Cove


Cutlass Cove, $0.99
/ Lite – Cutlass Cove by independent developer Cheeky Mammoth is an action-packed pirate game that combines nautical combat with the strategic use of powerful spells and munitions. In Cutlass Cove you control a pirate ship, firing cannons at enemies and using voodoo spells to complete 60 challenging objectives and acquire 20 unique ranks.

Cutlass Cove is an intense pirate skirmish on the high seas where you summon whirlpools, unleash tornado storms, ignite brandy slicks, fire cannonballs imbued with destructive molten force, captain a ghost ship and feed your enemies to the sharks.

Cutlass Cove is a universal app that is available now in the App Store for $0.99.

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Written by admin

April 21, 2012 at 2:15

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Hands On With Whitaker Trebella’s ‘Polymer’

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If you pay attention to the world of iOS game music, you might already know Whitaker Trebella’s work. He has composed themes for games that include Super Stickman Golf [$0.99], Tilt to Live [$2.99] and Velocispider [$1.99]. But now he’s taken on the role of game developer. Trebella’s first game, Polymer, is due to hit the App Store soon, and we’ve had a chance to play with a recent build. It’s a strategic shape-creating game, in Trebella’s words, enhanced with a great soundtrack.

A polymer, in the parlance of the game, is a complete shape, one with no unfinished edges. You achieve this by sliding rows and columns back and forth to move pieces into place. A skilled player might be able to use every piece on the board, but each piece you move takes six or nine others with it. Larger creations become exponentially more difficult to make without disruption, but they’re oh so satisfying to reach for. It’s almost a shame to destroy them, but that’s where the points come in.

Like so many developers, Trebella came to iOS with no prior programming experience. But his time composing for big names of the indie scene convinced him that he needed to make a game of his own. A little study, a little elbow grease, and a year and a half later we (almost) have Polymer. But playing the game, you can see how much Trebella picked up in his time spent on the periphery of iOS development. It’s ridiculously savvy to the realities of both touch screen gaming and the iOS market, things most first-time developers struggle with.

It should come as no surprise that Trebella brought his musical talents to bear on Polymer. It isn’t a music game, but it can be quite musical. Each of the game’s three modes has its own soundtrack. You enhance that soundtrack while you play, destroying polymers that chime out musical tones. Each track is in a different key, and the sound effects, notes in the chromatic scale, are designed to fit within the key of the current track. In laymen’s terms, let’s just say the sound blends beautifully with the music.

Polymer’s three modes give you a lot to play with. One lets you race for the highest score you can hit in two minutes, and it’s polar opposite is a mode that requires you make the best single polymer you can in any length of time. The third ratchets up the tension in a sort of survival situation: you must destroy ticking time bombs by incorporating them into polymers. They come faster and faster until you eventually explode. The game also has a nifty unlockable system that introduces you to each element of the game piece by piece.

We don’t have a release date quite yet, but Polymer has been submitted to Apple for approval so it’s just a matter of time. Stay tuned—we’ll take a closer look on release and give you our final verdict. An educated guess in the meantime: it looks like Polymer is destined to eat a lot of the hours of thoughtful gamers.

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Written by admin

April 20, 2012 at 6:15

‘Crow’ Review – This Dark Adventure Will Send You Flying

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As you may know, the App store is drenched with cutesy looking physics puzzlers that all start to look the same after a while. They may seem like overload, but when it comes to the stark difference between them and a game like Crow [$2.99], they simply make it stand out even more than it already does, like a rainbow standing behind a horseman of the apocalypse. Everyone loves their cute time wasters, but watch out with this one, because you’re about to get a distinctly gothic change of pace.

Right out of the gate, Crow has something to it when it comes to atmosphere. The game’s saturated color palette brought up memories of Cyan’s Myst series, which I will take basically any excuse to mention in conversation, gaming-related or otherwise. Suffice to say I felt comforted the moment I fired up Crow. The adventure title puts you in the role of the black winged bird, gliding soundlessly over the skies of a foreign land. You’ll soon learn that a creature called The Scarecrow poses a threat, and it must be cursed by you in order for you to gain its power. If you can vanquish it, other foes will surely follow.

To accomplish this, you’ll play in two separate gameplay sections. In the first, you’ll fly over a patch of land searching for story points and trinkets (the latter which will earn you skill points to buff up your powers).To control the crow, you use your finger to drag it in the direction you want it to fly in. I was not crazy about the controls as I felt like my finger was in the way of the action more than half the time, but I adjusted to it as I found the world very interesting. Once I had collected enough story points, I had the opportunity to challenge The Scarecrow, which takes you to the game’s second mode.

In these boss fights, you fly around with your foe on rails and choose certain options, such as to scratch it with your claws or to shield yourself. Each foe will react to different types of tactics, but the most interesting part of this battle comes at the end, where the player is given a choice to “curse” or “spare” the opponent. Each choice affects what direction the crow develops in, and he can end up very good or very bad. This will also affect your scores after you finish the game.

Crow also has leaderboards and achievements for you to play with, and you can also unlock Challenge Levels using your current skill set (based on what part of the game you are in). These take you back to the on rails gameplay and have you basically collect stuff and rack up points.

Crow’s good looks have to be shook off a bit before you can reasonably decide whether it is fun — because it is VERY pretty. It also feels like a flying version of Infinity Blade at times. I’d say the attractive atmosphere and music buff down the fact that it could have used more fine tuning. The missions where you collect trinkets feel a little boring, for instance, but I really enjoyed the on-rails fights. With a game that presents such a rich-looking world, it almost felt weird to be merely collecting things in it — I wanted to learn more about it, but I wasn’t really given the opportunity.

I think it’s safe to say Crow is a mixed bag, but is still worth picking up because it so much uniqueness to offer. Because it does look so stellar, you can’t help but wish those little design flaws (like trading a d-pad for your finger being in the middle of the screen at all times) weren’t there. Still, developer Sunside shows that their in-house platform (called Radiance) has guts, and I can’t help but wonder what they’ll do with it from here on out.

App Store Link: Crow, $2.99 (Universal)

TouchArcade Rating:

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Written by admin

April 20, 2012 at 2:15

Musical Chairs: ‘Sword & Sworcery’ Hits PC, ‘Legend of Grimrock’ Coming To iPad

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An iPad and iPhone game has jumped to PC, while a PC game is still set for a release on iPad. Earlier this week, Capybara’s experiential adventure game, Sword & Sworcery landed on Steam, while the dudes behind Legend of Grimrock [$14.99, Steam] continued to pound away at the long-awaited iPad version of the dark, atmospheric, and classic-style RPG.

Sword & Sworcery is currently $5.99 as part of a launch promotion that ends April 23. It’s a straight-up port so it doesn’t rock any new content, but it certainly looks prettier on our monitors than on our iPads.

The last time we covered Legend of Grimrock, developer Almost Human was thinking it had a chance of putting the game out to iPad by the end of 2011. Obviously, that didn’t pan out, but an iPad version is still very much in the works. An “iOS version is in the plans,” the developer wrote via its Twitter account the other afternoon. We’ve contacted Almost Human for a, uh, more specific answer.

Years ago, we wouldn’t have even thought this kind of movement was possible. Phone games were just… phone games. It’s incredible that these mobile experiences are becoming so much more than just time-wasters in such a short period of time. Wonder what kind of movement we’ll see within the next three-to-four years?

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Written by admin

April 19, 2012 at 2:15

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‘Avernum: Escape From the Pit HD’ for iPad Review – A Rewarding History Lesson

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Growing up as an avid Mac gamer in the 1990s, I was a huge fan of RPGs put out by the folks at Spiderweb Software. Not particularly known for their graphical prowess (even back then), these shareware games of old focused more on exploration, narrative and, most important, freedom. Avernum: Escape From The Pit [$9.99] is the second game from Spiderweb to hit iOS, serving as the pinnacle for these RPG tenets and should be looked at as a gold standard for iOS RPGs.

First, a brief history lesson is in order. Avernum for iPad is a remake of the 1999 Avernum title, which itself was a rewrite of the 1995 Mac shareware title Exile: Escape from the Pit. While each iteration brought visual and combat upgrades, the same open-ended exploration system remained. The same holds true for Avernum for iPad, which receives overhauls in both its visual and character/battle systems.

In Avernum: Escape From the Pit, the Empire rules the surface. Anyone that crosses this oppressive regime is banished to underground region of Avernum, a world unto itself that replaces the sun with luminescent moss and the sky with endless caverns. The world, along with all its inhabitants comes to life in the game’s deep narrative which could easily span its own novel. It’s this world that you’re violently thrown into, and it’s in this world that you are free to do what you wish.

It’s this freedom that makes Avernum such a compelling and enjoyable experience. From the moment you customize your four person party at the onset, you are allowed to do what you wish. Sure, you are presented with some overarching decisions as you spend more time in the world (complete with three separate endings), but like all great RPGs, the true reward is in the journey. Whether you choose to be a willing asset of the struggling makeshift kingdom in Avernum, a lone wanderer trying to make do in the cavernous wild, or an agent of destruction and chaos, all paths are available in this title.

In terms of character development, there’re attributes, abilities and traits to customize, each being open to all characters. You really can’t appreciate the sheer amount of options you have as opposed to most other RPGs as a plethora of weapons, armor, abilities and spells supplement the core character stats mentioned above. Fans of the original Avernum series will notice that some of the skills have been streamlined. However, the options have been consolidated for the better, preserving the majority of the customizability while making the game far more accessible.

For those looking for a rundown of Avernum’s gameplay, you need not look any further than our review of Avadon: The Black Fortress, Spiderweb Software’s initial iOS offering that debuted last year. The same isometric, turn-based combat system returns, complete with various difficulties, an auto-save function and a new collection of achievements to earn. As with Avadon, the touch-based control system works well enough, although there are occasions of imprecise tapping, making your characters potentially act in ways you did not mean.

One of the side effects of open-ended gameplay is a shift in exploration and gameplay style. In the world of Avernum, you can and most likely will run into areas that you simply should have not stumbled onto. Enemy fortresses may have hidden rooms (complete with warning signs) featuring overpowered enemies that may wipe your party out. This leads to a lot of saving/reloading as well as a lot of backtracking should you choose to return to previously visited locales to beat that one powerful demon. Fans of streamlined experiences may balk at this gameplay style, but I love the variety as it sets the tone of Avernum as a chaotic world that isn’t as clear-cut as it may appear.

As we mentioned earlier, Spiderweb Software games are homages to classic 90s RPGs in many aspects. That includes the visuals and music, which are simplistic and work just enough to provide ambience. And yet, there were many occasions while playing in which I felt far more attached to the events unfolding than I have while playing any ‘next-gen’ RPG. The amount of effort and care put into the narrative, quests and even level design create an atmosphere that is sorely missed in other titles (assuming you’re willing to lend an able imagination to fill in the gaps).

While Avadon served as a streamlined ‘introductory’ experience to the world of classic RPGs, Avernum (as evidenced above) removes all the handholding in order to create a more open-ended experience. I believe this choice makes Avernum the more fulfilling and satisfying title, as well. The storytelling, customization, and sheer amount of content make this RPG a true powerhouse on iOS. There’s also a certain amount of nostalgic satisfaction as newer gamers are able to experience a world made popular during the Mac shareware golden age. While there will undoubtedly be some who turn away because of the retro look and feel, a truly rewarding experience awaits anyone else willing to dive into the pit.

App Store Link: Avernum: Escape From the Pit HD, $9.99 (iPad Only)

TouchArcade Rating:

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Written by admin

April 18, 2012 at 20:15

‘DevilDark: The Fallen Kingdom’ Review – A Simple Dungeon Grind

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Being a fan of Diablo-style loot grinds, I was pretty excited to try DevilDark: The Fallen Kingdom [$0.99], Triniti Interactive’s take on the classic dungeon hack and slash. For the most part, DevilDark actually does a good job recreating the experience with nice visuals and a decent amount of weapons and armor. Unfortunately, simplistic gameplay combined with some general miscues hold the title back from stardom.

DevilDark follows the story of a wandering (and clueless) adventurer that sets out on a journey to save the world from being ravaged by an evil demon, who had been unleashed by a power-hungry king years beforehand. You’ll slowly accomplish this by doing a bunch of quests that involve fetching items and taking down hordes of baddies. An occasional boss battle permeates the monotony, but for the most part, DevilDark stays close to its dungeon crawling roots. While I realize that narrative may not be the priority in such a game, I would have liked something more than the intro cutscene and what little I can glean from quest texts.

One of the keys to a successful dungeon hack and slash is a robust inventory. While DevilDark doesn’t provide the limitless customization of say a Diablo, there’s more than enough loot to keep you occupied. Additional features such as bonuses for wearing groups of armor as well as elemental infusion do a great job adding some much-needed customization. The inclusion of a slot machine that has the potential to toss out some high-leveled gear is a nice touch, as well. However, I wasn’t a fan of the fact that some weapons and armor required currency that could only be purchased via IAP. Suffice to say, these special items aren’t required to complete the game – just expect to grind a lot more to pick up the normal currency items.

DevilDark’s visual engine is another standout feature in the game. The cell-shaded style looks great on Retina-enabled iOS devices. While Retina Display compatibility extends to the new iPad, please note that there’s currently a UI bug that’s been identified and should be fixed relatively soon. It’s also nice that items equipped on your character change his appearance. The music and character design do a decent job reflecting the overall tongue-in-cheek presentation, although the music does get a bit repetitive as you begin playing the same maps continuously.

Speaking of repetition, gameplay is quite simplistic, even for a dungeon hack and slash. There’s little in terms of additional abilities (which are tied to which weapon you wield) beyond simply attacking. In addition, DevilDark has a few quirks that, while hardly significant, still detract from the experience. For example, there are a lot of reused maps and assets which quickly become boring with the amount of grinding you’ll have to do. Navigation is also done via a static overworld map, which feels a bit disjointed.

Another annoyance is the fact that the game doesn’t warn you when you accidentally exit a map (and thus end the mission). Considering the camera angles can occasionally block the ‘world portal’ I had a few instances where I wandered into the exit and lost all of my mission progress. The lack of iCloud support is disappointing as well.

The pacing also feels a bit off. ‘Story-based’ missions seem to drastically jump in difficulty with the completion of each previous objective. While DevilDark offers plenty of optional missions to earn coin and experience in order to prepare for said story missions, I’m not a fan of the sheer amount of grinding necessary.

It seems silly complaining about excessive grinding when the goal of games such as DevilDark are to, well, grind. However, there’s a lot of ways to implement the grind that keep it interesting without messing with the core formula. If DevilDark had a more cohesive story accompanied by randomized maps and a little more complex battle system, it would be at the top of my list on iOS. As it currently stands, the visual engine and sense of progression are enough to merit a recommendation, but there is potential for it to be much more.

App Store Link: DevilDark: The Fallen Kingdom, $0.99 (Universal)

TouchArcade Rating:

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Written by admin

April 16, 2012 at 16:15

‘On The Wind’ Review – Breezy Yet Solid Auto-Runner

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It’s hard to look at On The Wind [$1.99] and not think, ‘Hey! That reminds me of Flower except without the third dimension’. Like thatgamecompany’s award-winning title, On The Wind will have you guiding plant-based material (you’ll be herding leaves as opposed to flower petals here) through a scenic landscape.

However, where Flower was intended to evoke positive emotions and to be your standard ‘challenging’ title, On The Wind will have demand a little more from your Infinity Blade-honed reflexes.

Because you are defined by the leaves you collect as you progress through the seasons, you must always ensure that there’s a steady supply within the immediate vicinity of your fingertip. Should you find yourself bereft of them, the game ends and you’ll be forced to restart.

The catch here is that leaves have a certain ‘lifespan’. After a certain amount of time, they will drift away from your reach, thereafter reducing your supply. As such, you’ll be constantly called upon to collect more leaves, something that can be accomplished by dragging your finger over a bountiful plant.

Sounds easy? Well, it is. Sort of. The controls aren’t exactly rocket science. To navigate through the artsy-looking terrain, you simply have to move your finger across the screen. If you lift your finger, the game will automatically pause. However, the problem with the controls is this: you can’t really see where you’re going.

Unless you’re graced with the tiniest of digits, chances are that you’ll find your view of your path obscured by your own flesh, something that lead to a disastrous finish and a return to the beginning of spring. It’s an annoying little quirk that some right-handed people have resolved by utilizing the left appendage but that also comes with some problems of its own.

Still, if you’re willing to overlook the fact that movement in the game can sometimes be genuinely frustrating, On The Wind is a pleasant way to wile away your time. Each time you flit through the trees, they respond with a smattering of musical notes. The music is largely tranquil and will provide a pleasant backdrop to your activities in the game. I’m on the fence in regards to the visuals. On one hand, I like the soft colors and the silhouette-style terrain. On the other hand, I can’t help but feel as though I’ve seen the art style somewhere else before.

That said, On The Wind is solid enough for a debut production and for those sick of the guns, girls and gore, it will also be a nice change of pace.

App Store Link: On The Wind, $1.99 (Universal)

TouchArcade Rating:

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Written by admin

April 13, 2012 at 20:15

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‘Chaos Rings II’ Review – A Satisfying Sequel and Visual Masterpiece

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If there’s one thing that can be said about Square Enix, it’s that they’re excellent at the whole production values thing. Chaos Rings II [$17.99/HD] is absolutely stunning. From the gorgeous musical score to the voice acting to the vibrant landscapes, there is a lot to savor in Square Enix’s latest turn-based RPG. However, that’s not really surprising. We are talking about Square Enix, after all. How often have they published a new game that does not make you whistle gently under your breath? The real question is, ‘Is Chaos Rings II more than a pretty face?’

The plot here works something like this: an apocalyptic force is threatening Earth with impending doom and there is only one person in the universe capable of stopping it. Can you guess who that is? Yup, that’s you. Sort of. In Chaos Rings II, you’ll play as Darwin, a rather effeminate-looking chap that had been unwittingly pushed into the role of the Nominator. As the Nominator, his job is to sacrifice the Pillars (a bunch of people that were forcibly drafted for the dubious honor), harvest their spiritual energies, complete something called the Rite of Resealing and seal away the Destroyer in order to save the world.

Here’s where it gets problematic for poor Darwin. To begin with, he wasn’t supposed to be the Nominator. Due to a freak turn of circumstances, he acquired the position after he unwittingly killed the original candidate. To make matters worst, he sort of murdered the poor bastard in front of the Pillars. Under normal circumstances, this probably wouldn’t have gone over so badly. After all, one predestined murderer is the same as the other, right? Obviously, that wasn’t the case here. You see, the Pillars in the Rite of Resealing are always composed of those who have some form of attachment to the Nominator. As you can imagine, this makes things a little bit awkward. Not only do you have to murder innocent people, you’ll have to murder some innocent folk that had ties to the dude you unintentionally axed.

(In spite of the religious undertones to the game, the eventual evolution of the plot will probably grab a smirk from any atheists in the audience.)

Intriguing as this all sounds, however, there’s a slight problem. While the Japanese voice acting is rather superb (my best friend, who is Japanese, assured me that the voice acting is also supported by decent lines), the localization is not. Technically speaking, there’s nothing wrong with it. There’s no rampant Engrish, no glaring grammatical errors, no spelling mistakes that may evoke a heartfelt palm to the face. Nonetheless, that doesn’t change the fact the English text feels … lackluster. The dialogue’s also anachronistic in places. Words like “gotta” and “c’mon” pop up from time to time to rattle your sense of immersion. As such, I can’t help but feel as though the full potential of the plot was never realized. Something had to have been lost in the translation. Still, it could have been much, much worse.

Gameplay-wise, those who have any experience with the original game or, JRPGs in general, will probably find themselves in familiar waters. For the most part, the game operates in a fairly linear fashion. You’ll be given a task and told to advance to a certain location. You must then make your way through an assortment of random encounters before achieving your goal. From there, you’ll have to go back to the central hub and begin the process anew. There isn’t much else to do. You get a certain amount of freedom in determining the sequencing of events but that’s pretty much it. There is no open world exploration. There are no mini games to engage in. What saves Chaos Rings II from being completely linear are the side quests that you eventually acquire from the corpulent, cat-like Piu Piu (he’s the only merchant available to you and your party) and and his scantily-clad cutouts.

A lot of your time will be spent moving through the exquisitely presented remnants of your world. Along the way, you’ll stumble across equipment, items and, of course, random encounters. You’ll also get to move through ’shortcuts’ in the world. Once you dive through a portal, you’ll find yourself in this odd little realm that would probably not look amiss in a cyberpunk setting somewhere. Here, you’ll also be called upon to partake in some incredibly light puzzle-solving. Each of the accompanying characters have a special ability that will allow the party to access a part of the world that cannot otherwise be reached. For example, Li Hua is capable of punching through barriers while Connor can shoot at distant targets. Needless to say, once you’ve sacrificed somebody (yup, you’re going to have to kill those people), you’ll lose permanent access to those unique skills.

While it doesn’t deviate too far from the standard formula (you’ll be able to attack, cast magic, defend yourself, occasionally escape from combat and utilize items amongst other things), combat in Chaos Rings II is actually rather entertaining. There are plenty of variables to juggle and even more to worry about. To begin with, you’re going to spend a lot of time deciding if you would rather have your characters acting separately or together. If you choose the ‘Pair’ option, you’ll have access to stronger attacks but will also open your party members up to damage that they would have not taken otherwise. Acting ’solo’, on the other hand, will provide you with more control but less of a punch.

It gets even more complex than that, of course. Technically speaking, combat in Chaos Rings II is turn-based but the reality is that things are also highly dependent on speed. This can be a serious problem if your opponent is armed with some truly devastating moves. If they have the opportunity to assault you before you can defend yourself, you can expect to see the ‘Game Over’ screen faster than you can enunciate your favorite obscenity. Additionally, there’s also a layer of ‘rock, paper, scissors’ that you will have to factor in. Depending on what forces are currently in play on the battle field, attacks and defenses may increase or decrease accordingly.

On top of that, there is also the Break Gauge and the Charge Gauge. The former was inherited from the original game. It’s a pretty nifty mechanic that monitors the flow of the battle. When it is marked even, neither parties will receive bonuses. However, when it sways in favor of you or your opponent, the Break Gauge will cause the beneficiaries to increase in potency. As for the Charge Gauge, it functions something like the Limit Break mechanic in the Final Fantasy games. Once it has filled up to a certain extent, you’ll gain access to your ‘Awake’ and ‘Advent’ powers. The latter will allow you to summon a massive being known as, well, an Advent that is associated with the Human Sophia (that thing you get after you’ve defeated the creature born from a dead Pillar) you currently have equipped.

Speaking of Sophias, those form another interesting component in the game. While Pillars are the only ones capable of bestowing the command of a monstrous critter upon you, you can also acquire Sophias from the game’s menagerie of enemies. Each ‘Monster’ Sophia will grant your characters certain atributes and skills. Once you’ve unlocked the right recipes, you’ll be able to acquire even more abilities by combining Sophias in a certain way, something that adds considerable depth to your character customization.

On a more shallow note, I’m going to take a moment to once again remark on the fact that Chaos Rings II looks pretty darn sweet. It is, by far, the prettiest game in the franchise yet. Compared to its predecessors, the resolution in Chaos Rings II is so much higher, the backgrounds more lavishly detailed. Even the characters themselves look more refined. That said, I’m really mostly in love with the little things in the game, things like cherry blossom petals suspended in the air and waterfalls trapped mid-motion.

As for the music, I’ve nothing but good things to say about it. I would buy the soundtrack if the Malaysian App Store would let me do so but I can’t so I’ll settle for assuring you that it’s something that would deserve a spot on most playlists unless, of course, you have an aversion towards soaring vocals and epic-sounding melodies.

In many ways, Chaos Rings II is the quintessential JRPG. You will spend a lot of time grinding. You will be gently but firmly led along the story’s path to its inevitable end. You will see all of the familiar JRPG tropes. However, that’s not necessarily a bad thing, but your decision in regards to whether or not you actually want to purchase the game is going to be dependent on this. For all of its flaws, Chaos Rings II has done more than ample justice to the formula. It’s refined, it’s meaty, and it’s definitely worth the high price of entry.

App Store Links:
    CHAOS RINGS II, $17.99
    CHAOS RINGS II for iPad, $19.99 (iPad Only)

TouchArcade Rating:

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Written by admin

April 10, 2012 at 4:15