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‘Spider-Man: Total Mayhem’ Review – My Spider Sense is… Overpowered

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Games based on comic books have been almost as hit or miss as games based on movies in the past, so I think my cautious optimism for Gameloft's recently released Spider-Man: Total Mayhem [$6.99] was well deserved. Sure, there are some absolutely fantastic comic book games such as the quarter-sucking X-Men Arcade Game, and a few others over the years. Unfortunately, many fall in to the same pit that movie games fall in to where they lean far too heavily on whatever intellectual property the game is based on instead of actually having good gameplay. This is true to some extent in Spider-Man: Total Mayhem, but the whole package is comprehensive enough that it doesn't even seem to even matter.

Like all Gameloft games, many parts of Spider-Man are clearly borrowed from other titles of theirs, and Total Mayhem is no different. A lot of the combat feels like a mix of James Cameron's Avatar [$4.99 / Free / Free] and Iron Man 2 [$4.99 / Free / HD]. Spider-Man is host to the same wall climbing and rail sliding sections as nearly every other 3rd person action Gameloft game, and just like almost all of their other titles, the voice work is laughable at best and face palm worthy at worst. They even managed to sandwich the upgrade system from Hero of Sparta II [$6.99 / Free] in that nearly everything in the game drops orbs of various colors which are then used to upgrade Spider-Man's various abilities.

What saves the whole game is that even though they recycle all these different elements, they seem to combine extremely well to create a game that just feels like a Spider-Man game should. There are endless thugs for you to bash, a heavy reliance on the spider sense, and a surprising array of extremely recognizable bosses that anyone who has read a Spider-Man comic or watched a Spider-Man cartoon will know. The levels included are fairly linear, but feature a great mix of fighting standard enemies, bashing mini-bosses, swinging around, climbing, and the varied events leading up to the boss encounter.

The combat system works well, and even though it feels a little button mashy at times, it's a lot of fun to watch Spider-Man execute his combos filled with punching and web slinging. However, even fighting bosses is a little too easy because of how well the spider sense evasion system works. Whenever you're fighting, when there's an incoming attack you're able to slam your thumb down on a virtual button that appears just to the left of the joystick. A successful button mash kicks the game in to slow motion, and Spidey evades the incoming blow and counter-attacks. It all flows together great, and these spider sense moves usually look really cool.

There's a surprising amount of content in Spider-Man: Total Mayhem, including a hefty amount of unlockables to boost replay value. Twelve levels are included, and in each of the levels are tokens you can pick up to unlock bonus art to look at. In addition, there's an "ultimate" difficulty to unlock as well as a boss rush mode. There's even the black Spider-Man symbiote suit to unlock to play through the game again with Spidey powered up. Also, when fighting bosses you have opportunity to take photos of them, and these photo opportunities seem fairly easy to miss. If you're a completionist, you will be playing through Spider-Man: Total Mayhem many times.

Total Mayhem is loaded with high resolution graphics that look absolutely fantastic on the iPhone 4. It's not universal, but like most Gameloft games it wouldn't surprise me if an iPad-specific HD release was on the horizon. Gameloft did a great job of making a game that plays like a Spider-Man game needs to. The spider sense seems entirely overpowered in combat, and it won't take long for you to get tired of the spider sense quick action sequences that are liberally used in cut scenes, but beating up an endless array of nameless thugs is just as fun as it should be.

App Store Link: Spider-Man: Total Mayhem, $6.99

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Written by admin

September 1, 2010 at 8:15

‘Bumps’ Review – Drop ‘Em Like They’re Hot

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Bumps is a new physics-based puzzle game from developer Utopian Games with a cute style and clever mechanics. Aliens have captured most of the population of a circular race known as bumps, and it's up to the few who haven't been caught to collect the keys on each level in order to release their friends from imprisonment. Don't let the lighthearted style of the game fool you, however, as some of the levels will really test your puzzle solving fortitude. With 54 unique levels and a number of interesting mini-games to play, Bumps will keep you entertained for quite some time.

To play each level, you'll strategically place bumps at various spots around the screen. Hitting a button then enables gravity, allowing the bumps to fall down and hopefully collect all the keys that correspond to each ones color. Oftentimes you'll even have to “bump” into another bump to push them and get them rolling towards a key. Other elements like springboards and moving platforms can help you accomplish your goal. There's even anti-gravity switches in certain levels, so once you drop the bumps to collect keys they will then hit the switch and have to float up to grab the others. It's a bit hard to explain but easy to get the hang of, and a nice tutorial introduces you to the concepts in Bumps. The levels are all really cleverly designed and will often have you smiling once you figure out the intended solutions.

Bumps is split into six differently themed worlds, with nine levels in each for a total of 54. Medals are awarded based on how many tries it takes you to complete a level, but every level can be retried as many times as needed if you get stuck. In a nice twist, each world begins with its own distinct mini-game to break up the action, and there are four other mini-games independent of the level structure that can be unlocked as well. The mini-games include variations on iPhone mainstays like air hockey, pinball, brickbreaker, and more. They're pretty simplified versions of these games but are a nice distraction from the puzzle solving.

While the gameplay in Bumps is well designed and fun, a couple issues about the game stick out as annoying. Hitting the retry button during a level resets the position of the bumps, so if you're just trying to make a small adjustment to one bump you'll have to reposition all of them over again. Also, by default the game zooms in when you touch a bump to give you a closer view. I didn't really like this zooming feature, and it can easily be disabled with an icon in the upper corner, but the game fails to remember that you disabled it from level to level, so it must be disabled each new level you play. These are relatively minor issues that don't affect the enjoyment of the game, and Utopian Games has already stated in our forums that both issues will be fixed in the next update, as well as adding a new world with nine brand new levels.

Overall, Bumps offers a good amount of gameplay wrapped in charming sound and visuals. The bouncy, floaty physics engine makes for an interesting way to solve puzzles, and is a lot of fun. iPad owners can look forward to a native version of Bumps coming to that device in the next couple of months. This version won't be a direct port, and will feature all new levels and graphics to take advantage of the extra screen size and higher resolution. The mini-games in the iPad version will have same device multiplayer for up to four players, which should make for some hectic fun in between solving puzzles. Until that time though, the iPhone version of Bumps is a blast, and is recommended if you're looking a new puzzler with some unique ideas.

App Store Link: Bumps, $0.99

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Written by admin

August 17, 2010 at 20:15

‘Monster Dash’ Hands-On Preview – I’m In Love.

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After spending a considerable amount of time with Halfbrick Studios' upcoming game, Monster Dash, I've found my new favorite iPhone game. The games I seem to spend the most time with on my phone are pick up and play highly randomized games that are fun to play for only a few minutes at a time. Canabalt [$2.99] nailed it, and has been one of my go to games for nearly a year now. Monster Dash takes Canabalt one step farther, and instead of just running faster and faster jumping in between buildings, you're armed with a shotgun, and need to mow down an endless horde of monsters wandering about in your path.

Included in the game are multiple settings ranging from the zombie infested cityscape seen above, to an asian themed setting where you're running on top of a huge wall. While running around, you warp between these settings and your standard shotgun gets replaced with a number of other weaponry including a huge electric gun, a powerful pistol, and even a machine gun jet pack. With each monster or set of spikes you hit, you lose a heart, and once you run out of hearts the game is over. (There are also power ups to restore health.)

If you think the trailer for the game is awesome, it's nothing compared to actually playing the game. Halfbrick get so many things right with Monster Dash it's not even funny. There are OpenFeint online leaderboards, a ridiculous amount of achievements, stat tracking that keeps track of everything from how many mummies you've killed to how many times you've jumped and even your accuracy with weaponry. The game has great fast paced music, fabulous looking sprite-based graphics, and it even loads quickly. Monster Dash will be available on the App Store on August 19th, and that date really can't come quickly enough.

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Written by admin

August 12, 2010 at 8:15

‘The Incident’ Review – Beware: Falling Junk

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Big Bucket Software's The Incident [$1.99] which we featured in yesterday's upcoming games roundup was approved mere moments ago and is now available for download on the App Store. The Incident takes the basic vertical jumping game premise that has become wildly popular on the iPhone and adds a new twist to it, and that twist amounts to massive piles of junk falling from the sky. The variety of objects that fall from the sky is astounding, ranging from boulders to crates to electric guitars and even Smart cars.

The game is controlled by tilting your device right or left to move, and tapping on the screen to jump. You're able to move objects around by walking in to them, and sometimes you can flip falling junk around with a well timed jump underneath whatever you're trying to move. Seven levels are included in the game, starting with the street and ending in space. Each level consists of its own height goal, and you just need to stay on top of the falling pile of junk to climb upwards. This sounds simple enough, and the first few levels are fairly easy, but it doesn't take long until things are falling so fast that you will have your fingers crossed that a health powerup spawns or a checkpoint is near.

The Incident is host to some excellent chiptune music, power ups, power downs, fantastic pixel art retro graphics, some odd achievements, and it's even universal. I tend to be preferring the game on my iPhone, but that's more just because holding and tilting the iPad for extended periods of time can be tiresome. I'd love to see some kind of onscreen control option, at least for the iPad, but as is the game is still fun to play on either device.

According to The Incident's web site, the developers are already hard at work on updates to add even more levels and gameplay. Hopefully somewhere along the way they add in some kind of online scoring and achievement tracking, because only having local scores is a huge bummer for a game like this. I'd love to see how I rank globally on things like how long it takes me to climb, how many coins I've collected, how many times I've been crushed by a couch, and a ton of other things.

Even without online scoring, The Incident has quite a few things I like to see in iPhone games. It saves at each checkpoint, so you can either play for a few minutes at a time or even longer, the controls work well, the graphics look cool, it's universal from the get go, and I really dig the whole concept behind the game. Forum members in The Incident's thread are enjoying it a lot, and I really can't wait to see what Big Bucket Software has planned via updates.

App Store Link: The Incident, $1.99 (Universal)

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Written by admin

August 11, 2010 at 4:15

‘Exo-Planet’ Review – An Online Third Person Shooter with Loads of Potential

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SGN's Exo-Planet made its first appearance on the App Store in early April as Exo-Planet Elite for the iPad [$6.99], a few weeks ago Exo-Planet Elite [$4.99] was released for the iPhone, and it wasn't until a few days ago that the DLC-powered free to download Exo-Planet [Free] joined the ranks. Exo-Planet is an online shooter, somewhat similar to ngmoco's Eliminate [Free], but with a third person perspective, multiple game modes, and an always-equipped grappling hook.

The game is controlled similar to most shooters, and a brief tutorial tells you practically everything you need to know about playing. Movement is controlled with the left side of the screen, and sliding your thumb around the right side of the screen allows you to look around. Virtual buttons are scattered about that do things like allow you to view the scoreboard, switch weapons, and fire. Every player is equipped with a grappling hook that can be shot at most surfaces, and grappling is as simple as tapping where you want to fire it and waiting for your character to reel themselves in.

Exo-Planet takes place in space, and hopping around and sticking to magnetic surfaces with your boots is highly reminiscent of the zero-gravity extravehicular activity portions of Dead Space. The third person view is actually really nice for all the maneuvering you'll be doing, as you can really get a great look at both your surroundings and the locations of your opponents with the pulled back over the shoulder viewpoint.

Exo-Planet includes three gameplay modes, two online and one offline. Online modes include capture the flag and deathmatch, and both are 2v2 team based battles. The offline gauntlet mode is substantially less exciting, with players competing in timed sessions shooting a series of moving targets. I suppose this answers the common complaint of most online-only games in giving iPod touch users something to do when they're not near WiFi, but gauntlet mode doesn't provide much challenge and really only seems useful for grinding scrip, learning the controls, and killing time.

What's this "scrip" stuff? Well, like similar games, Exo-Planet uses an in-game currency system to purchase various upgrades for your character. Everything from tricking out your weapons to increasing your run speed or even making your grappling hook reel in quicker can be purchased with scrip. This seems to be the major division between the free and paid versions of Exo-Planet.

If you shell out some cash for Exo-Planet either for the iPhone or iPad, you get something called "scrip boost" which increases the amount of scrip you earn by playing matches and fighting in gauntlet mode. In the free version, you have the ability to buy scrip in increments ranging from 99¢ all the way up to $19.99.

Playing online is a lot of fun, although in my testing the quality of the games I get matched up with varies wildly. Some are fast paced 2v2 matches with little or no lag filled with players who know what they're doing (capture the flag is particularly fun in these situations) and others are 1v2 lag fests that either end with the timer running out while you return the flag over and over or kill inactive players, or just simply lagging out. There isn't any Eliminate-like energy system, so you don't really lose anything but the time it took to load in to the game when you get a bad match… Which oddly enough has made me much more willing to put up with intermittent connection and lag issues.

Few games match the experience Exo-Planet provides when you find yourself in a game with 4 solid players with good connections. Playing with skilled players amounts to constantly grappling while firing, grappling again to avoid incoming fire, and either trying to stay alive or capturing as many flags as possible which can be a lot of fun. Connection issues are a problem, and it remains to be seen how much post-launch support SGN is going to give Exo-Planet, as you can really only play the same maps and use the same weapons so many times before getting bored. People on our forums are really digging the game, and I really recommend at least giving the free version a spin if nothing else– Especially if you've found yourself even slightly enjoying games like Eliminate in the past.

App Store Links: EXO-Planet Elite for iPad, $6.99 (iPad Only) – EXO-Planet Elite, $4.99 – EXO-Planet, Free

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Written by admin

June 30, 2010 at 6:15

‘Daredevil Dave: Motorcycle Stuntman!’ Review – Risk Bodily Harm For Fun And Profit

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Daredevil Dave: Motorcycle Stuntman! is the inaugural release from developer M-Digital Media (aka schplurg, long time TouchArcade forum member). It places you in the role of a stuntman traveling the globe earning money by performing insanely dangerous motorcycle jumps, and looking stunningly handsome while doing so. The goal is to land each stunt in as few tries as possible, so as not to blow all your profits on expensive medical bills from crashing. It's an entertaining blend of strategy and action wrapped in a very humorous package, and is quite impressive for being the very first game from a new indie developer.

The game's main Tour mode consists of 18 different stunt levels, unlocked one after the other. Certain elements of each stunt are randomized each time you play, such as the length of the jump or height of objects like flaming hoops. Your job is to determine the appropriate angle of the launch ramp and proper speed you must travel to land safely intact on the other side. You would think that important details like these would have been carefully calculated before attempting such deadly feats, but Dave doesn't do things that way. He strongly believes in appearance first, safety and planning second. Thus, the task of properly negotiating him across each jump happily falls on you, the player.

Each level in Daredevil Dave is incredibly imaginative in design and objective. Sure you'll be jumping over busses, through rings of fire, and across canyons (you know, typical daredevil stuff), but there's also more exotic challenges like a lava jump inside a volcano and launching over a tank of man-eating sharks. Figuring out the best way to land each jump takes trial and error, and thankfully there's a Practice mode where you can try each one as many times as you wish. It's imperative that you do so, as each failed attempt in Tour mode can be costly, but is made slightly arduous by forcing you to back out to the menu each time you want to practice. Also, scrolling through each level one by one in this mode can be a pain. However these UI issues are only a minor annoyance, and could easily be more streamlined in an update.

Upon starting a level, you're shown a zoomed out side-view of the area where the stunt takes place. Here you can see what components make up the jump, the distance between the starting and ending ramps, and adjust the launch ramp angle. Once you've scoped out the scene to get an idea of what you're supposed to do, and have set your ramp incline, you exit this screen into a first-person view of Dave on his motorcycle, complete with handlebars and a speedometer. Dragging an onscreen throttle accelerates you towards the launching ramp, but no steering is required. There are also a couple of options if you prefer having a different angle on the action, but unfortunately there's no replay function for reliving particularly memorable moments.

Successfully landing a jump is a satisfying feeling, but at the same time it's even more satisfying to spectacularly crash and burn in a failed attempt. Luckily the developer realizes this, and once you've beaten all 18 levels of the Tour you unlock Injury mode. This is basically the opposite of Tour mode as you try to purposely crash Dave in the most elaborate way possible, with your score being based on how large of a hospital bill you can rack up. Dave can be lit on fire, chopped up in helicopter blades, run over by freeway traffic, attacked by sharks, and more. Put simply, crashing is a blast, and if you like games like Stair Dismount or Max Injury there's a lot of that same type appeal in Daredevil Dave.

The core of the game is a trial and error trajectory game, but there's so much personality and creativity in this game it's hard not to like it. Between the humorous dialogue, Dave's Duke Nuke'Em style one-liners, and the brutally painful looking bails, I was grinning the entire time I played. The gameplay is fun and well-suited to the iPhone, and there's a good amount of challenging content. There's a few rough-around the edges aspects to it but at it's $0.99 sale price, it's still a bargain for the amount of entertainment. Don't feel bad if you find yourself purposely steering Dave into the shark tank for your own sadistic pleasure – I do that too.

App Store Link: Daredevil Dave: Motorcycle Stuntman!, $0.99

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Written by admin

May 23, 2010 at 2:15

‘Warpgate HD’ – The Game I’ve Been Waiting For

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At this point we've posted about Freeverse's Warpgate so many times that linking to the various previews over the last year just seems excessive. From its very beginnings at WWDC '09, Warpgate piqued my interest, and as information slowly leaked out of Freeverse regarding the game's development, it seemed like it was set to exceed even my wildest expectations– Provided they could live up to nearly a year of pre-release hype.

Warpgate HD [App Store] was among the initial batch of games available along side the launch of the iPad, and was the first game I loaded up following unboxing mine after waiting what seemed like an eternity to sync. Since then, Warpgate has sucked me in in the worst way. Describing games as "addicting" or "addictive" has become the absolute worst cliche of the App Store, both in descriptions and game reviews, but I'm having a hard time coming up with a better way to describe my attraction to this game.

To give some perspective, things I love in video games in no particular order includes anything to do with space, massive game worlds, warring factions you can take part in, an impressive sense of scale, and as much randomization as possible to provide endless replay value. Warpgate has all of these things and more.

Obviously set in space, Warpgate is host to a gigantic galaxy map that you slowly explore through a seamless set of campaign missions. Once you complete the initial tutorial, and start in on the "real" game, procedurally generated missions begin appearing that have you flying places, delivering things, getting in to battles with other ships, and other objectives. Because of this, the game never technically ends.

Warpgate is remarkably open, so much so that if you're the kind of gamer that requires a rigid goal structure with a concrete "end" to a game, it might just drive you crazy. The end goal of Warpgate is whatever you want it to be. If that means grinding up reputation with the space pirates and piloting the biggest, baddest battleship in the entire galaxy, killing everything in your path, you can. Or, on the opposite side of things, you can be completely lawful and play your cards so you're in good standing with all the factions of space.

Or, if you don't care about that, and you just want to have billions and billions of space bucks, Warpgate is conducive to that play style too. There's an entire dynamic economy in game and if all you want to do is ferry around commodities between planets selling low and buying high, you can. In-game news feeds will help you keep an eye on the pulse of the universe, and you can often make an insane profit by quickly delivering huge loads of much needed cargo to planets that show up in the news.

If you don't like power gaming these kinds of games, and just want to have fun in space, that works too. Warpgate seems to be balanced in a way that both rewards power gaming the economy and in-game faction system as well as being conducive to casual gamers just bouncing between campaign missions without getting too involved in the other parts of the game. Mostly, playing the in-game markets is optional, and you might only have to participate in buying and selling commodities if you're low on money and need to buy an expensive quest item or want to further upgrade your ship's weaponry.

Alternatively, if you really don't want to grind up money to buy things, there's an in-game store where you can buy a huge battle cruiser and tons of space bucks for a few real dollars. Other than that, you can just follow the campaign missions and have a great time.

It seems like App Store gamers are always clamoring for depth in games, something that has become exceedingly rare as pricing across the board has hit rock bottom. Warpgate has depth on top of depth. To give you an idea of how much content is in the game, the galaxy map is host to 36 star systems. Those star systems are home to 120 different plants and space stations. While you're marauding around the galaxy, you can pilot one of 172 different star ships, and equip your ship with the 60 included weapons. It's really just insane how much is packed in to this game.

As far as an iPad game is concerned, Warpgate HD is great. Since the launch of the device, we've played almost everything worth playing, and it seems like the control method that I've been preferring the most is one where you can comfortably rest the iPad in your lap, holding it with one hand, and playing with the other. This is exactly how Warpgate works.

You control your ship either by touching anywhere in the game world to fly there, swiping in the direction you want to fly, or touching one of the icons on the side of the screen indicating the direction of a planet, warpgate, or other point of interest. Context sensitive buttons appear to allow you to warp through a warpgate, land on a planet, scan another ship, answer an incoming communication, or fight another ship.

The camera is controlled using all the same familiar multitouch gestures such as two fingers to rotate and pinching to zoom in or out. Speaking of zooming the camera, this is one of my absolute favorite things about the game. With a pinch of your fingers you can go from seeing the minute details of your ship, then instantly and fluidly pan the camera all the way out to show all the nearby planets. This level of zoom control and sense of scale is so cool that the first hour or two that I played the game I couldn't help myself but just constantly zoom in and out.

If you're looking for a fast paced action game, Warpgate is not it. While narrowly escaping from pirates as you just barely warp before getting hit with a missile that would destroy your ship can be exciting, by and large the game is fairly slow. You will spend a lot of time watching your ship flying from place to place, and when you're actually fighting, combat isn't anywhere near as interactive as I had hoped it would be.

When you tap the button to enter a battle, the screen zooms, twists, and blurs just like a Final Fantasy. The game then quickly loads in to a battle sequence where your ship will be flying in a swarm with the other ship (or ships) you're fighting. You don't have any control over your ship's movement at this point, and all you really do is choose when to fire what weapons by mashing buttons that appear on either side of the screen and select the target you're firing on. It gets the job done, but feels surprisingly remedial compared to the rest of the game. If there's one area that Warpgate needs improvement, it's in fleshing out this battle system to add some strategy beyond mashing your weapon buttons as they come online.

Originally designed as an iPhone game, the non-HD version of Warpgate will be available on the 13th, Warpgate will intelligently scale across the entire iPhone and iPod touch family, enabling the different graphical effects depending on what device you're playing on. If you're playing the game on a 3GS or 3rd generation iPod touch, you'll see all kinds of fancy shader effects. If not, the game should still look good without them and run at a great frame rate to boot. Aside from the smaller screen size and a reworked user interface, the iPhone version of the game will be identical to the iPad.


iPhone Warpgate compared to Warpgate HD.

While I'm having a great time with Warpgate, one thing really makes me nervous about a game of this scope. There's no way to manage your game saves, back up your game, or anything like that. I have invested hours upon hours in to Warpgate, and I'd hate to think that I could lose it all from some update SNAFU, iTunes sync weirdness, and the countless other things I've run in to in the past that have resulted in random save game data loss. Especially with an iPhone version on the horizon, there's nothing more I'd love to see than some kind of online Plus+ powered save game synchronization between devices, or anything else to add some kind of security that my massive space empire is here to stay.

Overall, in my eyes, Warpgate has completely delivered on the months of pre-launch hype. Playing the game on my iPad feels like the future, and something that you would see some space kid playing on a similar tablet device in an 80's sci-fi movie. The mood of the game is great, the graphics are phenomenal, the in-game soundtrack has an epic feel to it, and even the icon is cool. Sure, the battle system could use some work, but that is just a small part of an otherwise remarkable game.

Warpgate HD is currently my favorite iPad game, and if you've ever enjoyed a space conquest game in the past, this is a game you need to download. If you don't have an iPad, the iPhone version will be coming April 13th, so keep an eye out for that.

App Store LInk: Warpgate HD, $7.99 (iPad only, iPhone version coming 4/13.)

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Written by admin

April 7, 2010 at 2:05

Exclusive: Two New ‘Warpgate’ Trailers Released

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We've been following the development of Freeverse's Warpgate for nine months now, and it sounds like the game's epic development cycle is coming to a close with Warpgate's impending release early next month.

We've posted about the game numerous times in the past, between its initial unveiling at WWDC, the appearance at the iPhone Launch Party, and other previews such as a early combat video and a demo of the graphics engine. Meanwhile, the thread on our forums has been building in anticipation, and the impressions I've managed to juice out of a few beta testers I've talked to have been remarkably positive.

Warpgate is a space conquest game with tons of ships to pilot, factions to fight with, planets to take over, and a string of missions that expand the plot of the game which are supplemented by randomly generated missions that players can accept and complete as many times as they want to always have something to do.

First off, the cinematic trailer sets the scene of the game:

And a gameplay trailer from the iPhone:

I've been looking forward to this game since I first got wind of it last year, and I cannot wait for it to be released. Following the previews we've done, it's amazing how far the game has come since we first saw it. At WWDC, the game was little more than a tech demo where you could zoom the camera in and out. Judging by the response on our forums, I doubt I'm alone in being really excited to finally play the full version of the game.

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Written by admin

March 30, 2010 at 2:05

‘Across Age’ – Time-Traveling Is The Solution

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Action RPGs on the App Store have been steadily improving with the release of each new game. The first, The Chronicles of Inotia, was received with mixed feelings. Later, Zenonia was greeted as a vast improvement (albeit with its own flaws) and most recently Inotia 2 stole the crown upon its release last November. Now FDG Entertainment has upped the ante once again with Across Age [App Store], an RPG that explores time travel and simultaneous management of multiple characters.

The story of Across Age is standard fare for the genre, falling cleanly into a long line of RPGs in which the goal is to save the world from an evil magician. Unlike certain other similar games on the App Store, however, the writing and translation is extremely well done, with no noticeable spelling or grammatical gaffes. These high quality production values show in the soundtrack and crisp art style as well; each environment is colorful and carries its own unique and catchy background music.

Across Age's big hook is that players control two separate characters at once, switching between them and separating them at will by touching on their icons located at the bottom of the screen. The male character, a knight named Ales, can pick up the female mage character, Ceska, and throw her to otherwise unreachable areas. This creates opportunities for fun puzzles that might require Ceska to reach a switch to open a door for Ales, or simply lead to hidden treasure.

The character separation and cooperation element works quite well to create good puzzle variation. One puzzle might require Ales to separate and engage in a simple block pushing minigame, while others could turn into a complex maze that requires the two characters to separate and help each other progress. New mechanics (like a "boat" that can be used to navigate watery environments) are introduced at a fairly consistent rate throughout the game, effectively preventing things from becoming boring and repetitive.


Across Age's other big gameplay gimmick is the ability for Ceska to time travel through the use of sparsely-located panels. This opens up plenty of possibilities, and often forces players to think creatively. In one instance, Ceska has to go back in time to drop off a wine bottle, only to return years in the future to harvest the now priceless aged wine. Special items called rebirth stones can be left along with a normal item in a magic pool located in the game's central city and returned to in the future to create special items and weapons. This system can often add special attributes to weapons and other items, and experimentation is encouraged to discover the best possible results.

Combat in Across Age might take a while to get fully acquainted with, but it works quite well after a bit of practice. Ales attacks by running directly into enemies (which looks quite stupid at first but makes sense if you think about it; why do you need hit a button to do something that can be done automatically?) and Ceska attacks with a variety of spells, usually long range attacks. Her spells can be cast by tapping the big button in the bottom right, and the game is pretty forgiving with the hit area around attacks to make up for the game's rather limiting eight-way directional movement scheme.

Boss battles might be one of the best parts of Across Age. Unlike many RPGs, which simply force players to mindlessly attack boss characters until they die, this game demands a sound strategy to earn a victory. In one instance I was faced with a giant plant monster which had to first be weakened with Ceska's recently learned fireball attack before Ales could rush in to attack in its weakened state.

Across Age does have its fair share of problems, most of which probably can't be fixed in a simple update. The equipment screen takes a fair bit of getting used to due to the small text size that makes it rather unresponsive to touch, and the game's zoomed-in camera makes some enemies lurking in the southern regions of the screen difficult to detect before running directly into them. The most glaring flaw rears its head early in the game: some areas must be revisited far too many times to progress through the story.

The lack of multiplayer might be berated by some, but since only one character can attack at once as according to the intentional design of the game, I don't think of it as a missing feature. A great combination of fun combat and good puzzle variation allows Across Age to swiftly avoid the problems that many RPGs run into, and its high production values only serve to increase the already substantial attractive nature of the game for fans of the genre. Zenonia 2 has a lot to prove if it's going to continue the trend of ever-increasingly great action RPGs being released on the App Store.

App Store Link: Across Age, $6.99

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Written by admin

February 12, 2010 at 2:05

‘Assassin’s Creed 2: Discovery’ – Ezio steals into the AppStore

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Assassins's Creed 2 was extremely well-received on the PS3 and X360, numbering amongst the stand-out titles of 2009. It's no surprise then that Ubisoft would want to strike while the iron is still hot, and capitalise on the popularity of the franchise. Assassin's Creed 2: Discovery [App Store] is their (somewhat late) answer to that, but does it do justice to its bigger brother?

The Assassin's Creed universe is undoubtedly one of the more unique intellectual properties to hit the gaming world, and offers a rich source of story and background to draw from. The iPhone off-shoot of Assassin's Creed 2, as in the console version, focuses on the protagonist Ezio and his battle against the Templars throughout Italy and Spain. The story operates as an aside to that of the console storyline, and follows Ezio as he tracks down another threat to the Assassins; a hunt that takes him across the seas to Spain.

Assassin's Creed 2: Discovery is essentially a 2D platformer that employs the Assassin's formula of deception, agility and deadly force. There are a few types of missions to complete in Assassin's Creed 2: Discovery; some which require stealth, where being discovered too many times will see you caught; others that throw Ezio into an acrobatic chase sequence; and those where Ezio must simply reach a predefined target. At the end of each level you are (quite ruthlessly) graded for the time you have taken and kills made, and awarded synch points which can then be used to unlock a number of "animus hacks", such as hard mode and a number of cheats.

Ezio is controlled by a left and right slider dictating his walk/run speed and a number of context-sensitive thumb-buttons to control his aerial and combat abilities. Ezio has two speeds of movement: a stealthy creep and an all-out sprint; the latter of which is responsible for some concerns with Assassin's Creed 2: Discovery.

In the first few missions the high speed at which Ezio runs simply means a few important leaps are missed, requiring you to traverse to the top of the level again, resulting in heavy hits to your time score. This would be fine if we were playing a Sonic-of-old where such speed is encouraged by the level design, but when the chase missions begin Ezio's blazing speed will see you unwittingly running into guards, falling over blind jumps into deadly pits, or scaling walls when you intend to drop down them — failing the mission time and time again until you have memorized the level in its entirety. One of our early frustrations with the game was a lack of clear goals at the start of each mission, resulting in some excessive trial and error as you learn about the different types of levels.

Despite it being a 2D platformer, the levels are crafted in 3D, and the attention to detail in both the levels themselves and the characters that populate them is outstanding. The animations, particularly the many 'kill' and counter animations that Ezio performs, are terrifically life-like and a delight to watch; easily some of the best we've seen on the platform to date. The combat mechanics are simple but effective, utilising two buttons to attack and counter in order to dispatch your foes. In fact, if the game didn't tie you so strictly to a timer in many levels, the combat itself may have presented a more enjoyable distraction, rather than something to be avoided.

Assassin's Creed 2: Discovery features 8 memory blocks (read: missions), each comprising a few different sequences. There is a solid amount of content on offer here. While there are some things in Assassin's Creed II that make the game feel like it could have been left in the oven a little bit longer, it's still easily one of the better platformers on the App Store. Be forewarned that the performance on the 3G is rather lackluster, but the game is a visual treat on the 3GS and has a few enhancements (graphics, audio, extras) over the DS version.

App Store Link: Assassin's Creed 2: Discovery, $9.99

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Written by admin

February 1, 2010 at 14:05