Archive for the ‘plist’ tag
Upcoming Augmented Reality Game ‘ARDefender’ Looks Promising
It was just about this time last year that Apple introduced the 3.1 firmware update to the iPhone that allowed developers to access the built-in camera for games and apps. What followed was an avalanche of “” games, or in other words games that utilized real-time images from the iPhone camera and added digital graphical effects over those images to create gameplay out of the environments in front of you. Unfortunately, nothing too spectacular ever emerged from this technology, and most games consisted of shallow gameplay with Space Invaders-type graphics slapped over the camera's view. There have been some interesting uses of Augmented Reality on the iPhone just to be clear, but as far as gaming was concerned it never amounted to more than just a gimmick.
Now it seems that developer is trying something a bit different to bring a more authentic Augmented Reality experience to the iPhone (and camera-enabled iPod touches) with their upcoming game ARDefender. The way ARDefender works is that you'll print out an image from a PDF file available on , and this special image will be read by the camera and create a tower where the image is placed. The goal of the game is to defend that tower from waves of enemies by moving your device around the fixed position of the tower to take aim and blast away at them. It may sound a little simplistic gameplay-wise, but what I really like is how convincingly the tower and enemies seem to actually be on the table, which can be seen in the video below.
We previewed a technology very similar to that used in ARDefender way back in March of last year at GDC, but at that time use of the iPhone camera APIs was off limits to developers. The technology has also been used in the Playstation 3 game , and even in this . Ideas like this are obviously possible on the iPhone as well, and it seems like ARDefender is a step in the right direction. All I've ever really wanted from an Augmented Reality game is for it to make me actually feel like something is being created in the real life space around me, and by the looks of things ARDefender does just that.
It shouldn't be too long before we can get our hands on the game either, as ARDefender has already been submitted to Apple. Interestingly, the game has been available for over a month on the Samsung Wave, and impressions from those gamers have been positive. They've even come up with some clever ideas on how to use the technology, like printing out a huge version of the PDF image to create a gigantic tower and playing the game from an elevated area like a balcony, or pulling up the PDF on their computer at work and pointing their phone at it to play the game directly on the screen. We'll be sure to take a closer look at ARDefender when it gets released in the near future.
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First Impressions of ‘Time Crisis 2nd Strike’ from Namco
Early last year Namco released Time Crisis Strike [$4.99], an iPhone version of their Time Crisis series that has been extremely popular in arcades and on home consoles for the past decade and a half. The game is an on-rails shooter that utilizes a unique (at the time) cover mechanic that allows you to lie in wait for the most opportune time to pop out and take shots at the enemy. The Time Crisis games are certainly fun, but the iPhone version lost much of the magic in its transition to the touch screen. What really makes Time Crisis enjoyable is actually aiming a light gun at the screen and reacting quickly to shoot at enemies while strategically taking cover when you needed to by stepping down on a pedal built into the arcade cabinet. Lacking these two key elements, Time Crisis Strike lost a lot of its appeal on the iPhone, which we explained in our review.
Earlier tonight, Namco released a sequel to the iPhone version titled Time Crisis 2nd Strike [$9.99]. After briefly checking out the game, it offers much of the same gameplay that was in the first. The graphics and framerate are much better this time around, but not Retina Display optimized. One really nice change is the option to disable tilting the device to duck and reload, instead using a button in either of the lower corners of the screen. Also, there are multiple weapons to use including a pistol, machine gun, shotgun and grenade launcher. This mixture of weapons is a welcome change and adds a bit of variety to the simplistic tap-to-shoot mechanic. There is a prologue level plus 3 episodes to play through, all tied together with some fairly decent cutscenes and story.
If you enjoyed the first Time Crisis Strike, then you should enjoy Time Crisis 2nd Strike as well. It's definitely an improvement over the original, although it still feels lacking compared to other platforms that feature physical guns and foot pedals to engage in the action. , and if you're interested in a new entry in the Time Crisis saga for your iPhone you can pick up Time Crisis 2nd Strike in the App Store right now.
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Price Drop Alert – ‘Stair Dismount’, ‘Pinball Ride’, and ‘8-Bit Rebellion!’
‘Final Freeway’ Review – A Fun Homage to ‘OutRun’ for iPhone and iPad
The 1986 arcade classic OutRun, with its easy to pick up gameplay and simplistic mechanics, seems like it would be a perfect fit for the iPhone. It's strange then, given the wealth of racing games on the App Store, that no one has taken a serious stab at an OutRun-inspired game yet. Now, developer has risen to this challenge with their first iPhone game Final Freeway, and delivered in fairly impressive fashion. Final Freeway does an excellent job at capturing the feel of the original OutRun, while offering tight controls with multiple configurations and a terrific sense of speed that runs well even on older devices.
Just as in OutRun, Final Freeway is a point-to-point racing game, where instead of trying to beat other cars to the finish you're trying to reach each checkpoint in the given amount of time until finally reaching the end. In total there are six different sections to race through, each with their own unique scenery, but unfortunately there aren't the branching paths at the end of each section as in OutRun. The racing is simple and arcadey, with the focus being to race each leg of the track as fast as possible while avoiding traffic and staying on the track. You don't crash in the game, but will slow down a lot if you hit another car or go off track. If time runs out before you reach the end of the track segment, it's game over.
In another nod to OutRun, you can choose one of three different tunes to listen to while you're racing in Final Freeway. Also, your ride looks suspiciously like a Ferrari, which is the staple car in the OutRun series. The graphics in Final Freeway are very nice, with added support for the higher resolution iPhone 4 and iPad displays. The framerate is ultra smooth, even on my iPod touch 2G, and makes for a blazingly fast sense of speed. There are touch and tilt control options, with various other configurations of onscreen button placement. Either control option works well, but I found myself preferring the touch controls. There isn't the option for auto-accelerate, only separate gas and brake buttons, but this actually benefits the game as it can pay to merely let off the gas when approaching turns rather than slamming on the brakes.
Really, the only fault of Final Freeway is that there just isn't that much of it. The six track locations are decent, and can be played on a normal or expert setting, but I would love to see more. It sounds like that just might happen too, as and has hinted that more levels are on their way, as well as taking note of other suggestions from our forum members for future updates. With a few updates, Final Freeway could evolve into something truly special, although what is here already is quite competent for the price. The bottom line is that Final Freeway is fun, plays extremely well, looks great, and will scratch that OutRun itch whenever you need it to.
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‘Chuck Gnome’ Review – You Launch Gnomes, Need I Say More?
If you like chucking gnomes (and who doesn't?), you need to be aware of Chuck Gnome [$1.99/Lite] from developer . Essentially, it's a mixture of Ramp Champ [$1.99] and MUST.EAT.BIRDS. [99¢/Lite], but with 100% more gnome flinging. The painfully simple mechanic of pulling back and launching gnomes at targets is bolstered with some complex level designs and excellent presentation. Simple enough that anyone can play, but requiring a surprising amount of skill and determination to be successful, Chuck Gnome is a game that is full of challenge and a lot of silly fun.
As the name implies, the task at hand is to chuck gnomes at various targets in the game. Each of the 5 levels (plus a bonus level) has the colorful, illustrated look of a children's storybook come to life. The levels also evolve as you play, with backgrounds and targets changing as you progress, sometimes resulting in a level that is completely different than it was when you started. It's quite a sight to behold, and coupled with the charming background music the presentation in Chuck Gnome is a real high point. The levels are set up like shooting galleries, with different targets moving as if on a track or popping up from the edges of the screen. Another neat aspect to the levels is the clever use of the accelerometer. Similar to the game Bowmaster [99¢], tilting to either side shifts your view to reveal more of the level, and can give you an extra chance to hit a missed target.
Simply pulling back on the slingshot at the bottom of the screen launches your gnome, and how much you pull him back dictates how far he will travel into the distance. You have an unlimited number of gnomes to launch, which may make it seem like you could rapidly spam gnomes to take out all the targets, and to a certain extent this is true. But this will only get you through the first few levels at best, as the later levels require precise aim to take out targets. Also, this tactic won't net very high scores due to the multiplier aspect of scoring. Successfully hitting targets in a row builds up a progressive multiplier, and thoughtful shooting can result in some monster scores.
The biggest issue I had with Chuck Gnome is that it can be very hard to progress in the game. Each level must be unlocked by finding a key in the previous level. Taking out certain targets before time runs out will result in the key popping up on screen, which must also be hit with a gnome to initiate. This can be difficult to pull off at times, but is definitely possible with perseverance especially as you learn which targets to shoot for in order to get the level to switch to its next set of targets eventually leading to the key appearing. Another minor issue is the sensitivity of pulling back the sling doesn't feel consistent. Sometimes it seems the slightest pull will send your gnome flying completely offscreen, and vice versa. You get used to it to an extent but it still feels rather touchy.
What appears to be an overly simplistic game on the surface actually has a ton of subtle depth, and Chuck Gnome is one of those games that's easy to pick up and play for short or long periods of time if you end up getting sucked in to maximizing your multiplier with precise gnome shooting. OpenFeint is in the game for online leaderboards and achievements, and it should take a good amount of time to play through every level. Even once completed, there's incentive to go back and try to top your previous high scores by playing a level more efficiently. Overall, Chuck Gnome combines a fun flinging mechanic with stellar visuals, and players are as well. If you're on the fence, give the lite version a try first. Content is fairly limited in the free version, but it will give you an excellent idea of how much you like the flinging mechanic the game hinges on.
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‘DungeonCore’ Review – Fall Down and Level Up
One game that I've been having a ton of fun with since this past weekend is DungeonCore from developer . It takes the concept of the “fall down” type games (like Cliffed [$1.99] / Free] or, well, ), and adds an RPG element to the mix. The result is a game that I haven't been able to put down, and when I do I usually find myself coming right back to it before long. It's a fairly difficult game, and does have it's share of minor issues, but the RPG progression and utter simplicity is totally engaging.
DungeonCore starts with your hero dropping in from the top of the screen literally only equipped with his underwear. You control his left/right movement with tilt as the level continuously scrolls upwards. If you end up too far off the top or bottom of the screen, it's game over. What makes this game much more difficult than similar titles is that the hero is constantly walking forward, and tilting merely changes which direction he walks. So you can't just stand in one place for a bit while you get your bearings, as he's always on the move. You may love this aspect of the game or hate it, but there's no doubt that it brings constant action to the game while you're playing.
Also different from games like this is the fact that there's actually an end point to the chasm that you are traversing down. If you reach the bottom there is a giant boss to defeat, although getting that far would be a truly amazing feat for any gamer. I've personally only made it about one tenth of the way down, according to the game over screen that gives you a little diagram of how far you made it. This doesn't deter me from continuing to try though, as it's a great feeling to even just get a bit farther than the last time, and the RPG elements add a lot of strategy to the game.
Killing enemies is as easy as touching them, and they'll drop a coin for your efforts. At set points in the dungeon play will stop and your hero will automatically enter a door to the shop where you can use your collected coins to purchase new weapons and equipment. Many of these items are locked initially and are unlocked by performing certain feats in the game. Once unlocked however, they remain that way for subsequent playthroughs. There are items that will increase your defense, give you more coins per enemy, make you move slower (and more manageably), and many others. It's a ton of fun deciding what items to buy and weighing the pros and cons of each, and certain items must be purchased in order to progress in the game.
It all comes together in a really great way, and DungeonCore has much more going on than your typical endless high score endeavor. It could use some work some areas, and my biggest request would be difficulty options to make it easier to see more of the game. There's a starter strategy guide at the GAEWOOL website , but even with those tips this is one of the harder games that I've played on my iPhone. It's still a really compelling offering though, and I really love the cute pixel art style. Gamers are enjoying the game as well, and if you like the simplistic play mechanics in games like these but are looking for one with more depth, definitely check out DungeonCore.
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Price Drop (and Freebie) Alert – ‘Ancient Frog’, ‘Stick Golf’, and ‘Underworlds Ultimate Edition’
‘Prisoner 84′ Review – I Suggest Playing This 3rd Person Horror Game With The Light On
When playing games or watching films, I'm not typically the type to get scared. Those surprise moments that are designed to make you jump don't even draw a flinch from me, and horror movies in general usually elicit more laughter than fear. So I was certainly taken aback when I found that a little iPhone game, Prisoner 84 from Hidden Games to be exact, actually had me on the edge of my seat with paranoia due to its unsettling atmosphere. As far as gameplay is concerned, there's nothing utterly mind blowing as on a whole it's rather simplistic, although certainly above average. But based on the overall feelings Prisoner 84 can invoke and how well suited to the iPhone it is, it's an experience that really captures your imagination.
The game takes place on an offshore prison where you play as prisoner 84. You awaken in solitary confinement to find that everyone in the prison is either dead or has become some form of undead. Gruesome and disturbing images wait for you around every corner. Your goal is to escape the prison, and along the way find out about your past and why exactly you've been sent to this prison. If you were to judge the game based on screenshots alone, you would likely not be impressed. The character models are blocky and lack detail, but for good reason. Every enemy has a complete skeletal structure underneath their outer skin and clothing. So blasting away at them will slowly chip off pieces of their flesh, exposing parts of their skeleton until they're finally put down for good. It's a really satisfying and neat effect, but at the expense of detailed character visuals.

The environments are a different story, and are what really makes Prisoner 84 shine. The standout feature is the lighting system, which creates a stark contrast of shadows throughout the game. Every light source reflects accurately on prisoner 84 as he makes his way through the maze-like prison, and the lighting does wonders to make you forget that the character models are less than stellar. Of equally high quality is the sound design, and while there's no music playing during the game, the soundtrack is comprised of haunting audio effects that fit the game perfectly. Distant moans or mechanical banging will come out of nowhere, and footsteps change from sharp and echoing to sticky and gross as you walk through a trail of blood.
This exceptional atmosphere that Prisoner 84 creates would be nothing without gameplay to go with it, and the game delivers fairly well on this front. From a third-person perspective, you control 84 with a small d-pad for movement and swipe the screen to aim. The d-pad is serviceable, albeit kind of funky, but the swipe to aim is nearly flawless. 84's movement is deliberately slow, but a quick double-tap of the forward arrow makes him move at a faster pace. There's a single button for firing your weapon, and a context sensitive button that will appear if you are next to something in the environment that can be interacted with. An inventory button resides in the upper corner and takes you to a screen where you can keep tabs on the puzzle items you've obtained and the weapons, outfits, and other collectible items that are in the game.
One of the things that really draws you into Prisoner 84 is the minimalist approach to the UI and other traditional game elements. There's no aiming reticule, rather where the barrel of your gun points is the direction you'll fire. Also there isn't any life indicator other than your character's diminishing appearance as he has damage inflicted upon him. Other nice touches really make you feel as though you're playing the game through 84's perspective, like actually touching and dragging a security card through a terminal or placing a key in the keyhole and turning it to unlock doors and lockers. Some may call this gimmicky, but to me it's a refreshing change from the by-the-numbers approach of similar games, and shows some ingenuity on the part of the developer for making the most of the touch screen interface.

With all my praise for Prisoner 84, it certainly does have drawbacks. I can accept the low poly characters since it allows for the skeletal damage system, as well as ensuring the game runs smoothly on all devices, but they do stick out like a sore thumb. The puzzles in the game are really basic, mostly consisting of collecting an item that has an obvious use later in the game. And as far as enemy AI is concerned, well, it barely exists. You can be blasting away at a baddie, with another a mere couple feet away that stands like a statue as if nothing were going on right next to him. But the game's focus is squarely on exploration and discovery, with the combat and puzzle elements taking somewhat of a backseat. In this way Prisoner 84 still succeeds as an enjoyable experience in spite of the negatives.
In regards to the horror game genre, Prisoner 84 really nails the important points, which is mainly a bone chilling atmosphere. It's certainly not the greatest action or puzzle game there is, but the exploration factor is truly compelling. As such, it certainly won't appeal to everybody, and I know for a fact that some people just don't dig these types of slow paced games. But for me, it's one of the most interesting and unique experiences I've had on the iPhone, and the are overwhelmingly positive. The fact that the entire game was created by a two man development team makes it all the more impressive, and they obviously have a very clear vision of what games like this are supposed to be like. Quibbles aside, Prisoner 84 offers a great amount of entertainment for the price, and proves that you don't need a big screen or a big budget to bring a scary good time to players.
Note: There is a known crashing bug at a couple points in the game when inputing a 3 digit security code into a computer by way of sliding each number in place for 3 seconds. The game has a tendency to crash during this event, but since the game automatically saves each time you enter a new room, you won't lose much progress. Repeating the code entry will get it to eventually work, so it shouldn't impede your progress, and the developer is already working on a fix for this.
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‘Prisoner 84′ Review – I Suggest Playing This 3rd Person Horror Game With The Light On
When playing games or watching films, I'm not typically the type to get scared. Those surprise moments that are designed to make you jump don't even draw a flinch from me, and horror movies in general usually elicit more laughter than fear. So I was certainly taken aback when I found that a little iPhone game, Prisoner 84 from Hidden Games to be exact, actually had me on the edge of my seat with paranoia due to its unsettling atmosphere. As far as gameplay is concerned, there's nothing utterly mind blowing as on a whole it's rather simplistic, although certainly above average. But based on the overall feelings Prisoner 84 can invoke and how well suited to the iPhone it is, it's an experience that really captures your imagination.
The game takes place on an offshore prison where you play as prisoner 84. You awaken in solitary confinement to find that everyone in the prison is either dead or has become some form of undead. Gruesome and disturbing images wait for you around every corner. Your goal is to escape the prison, and along the way find out about your past and why exactly you've been sent to this prison. If you were to judge the game based on screenshots alone, you would likely not be impressed. The character models are blocky and lack detail, but for good reason. Every enemy has a complete skeletal structure underneath their outer skin and clothing. So blasting away at them will slowly chip off pieces of their flesh, exposing parts of their skeleton until they're finally put down for good. It's a really satisfying and neat effect, but at the expense of detailed character visuals.

The environments are a different story, and are what really makes Prisoner 84 shine. The standout feature is the lighting system, which creates a stark contrast of shadows throughout the game. Every light source reflects accurately on prisoner 84 as he makes his way through the maze-like prison, and the lighting does wonders to make you forget that the character models are less than stellar. Of equally high quality is the sound design, and while there's no music playing during the game, the soundtrack is comprised of haunting audio effects that fit the game perfectly. Distant moans or mechanical banging will come out of nowhere, and footsteps change from sharp and echoing to sticky and gross as you walk through a trail of blood.
This exceptional atmosphere that Prisoner 84 creates would be nothing without gameplay to go with it, and the game delivers fairly well on this front. From a third-person perspective, you control 84 with a small d-pad for movement and swipe the screen to aim. The d-pad is serviceable, albeit kind of funky, but the swipe to aim is nearly flawless. 84's movement is deliberately slow, but a quick double-tap of the forward arrow makes him move at a faster pace. There's a single button for firing your weapon, and a context sensitive button that will appear if you are next to something in the environment that can be interacted with. An inventory button resides in the upper corner and takes you to a screen where you can keep tabs on the puzzle items you've obtained and the weapons, outfits, and other collectible items that are in the game.
One of the things that really draws you into Prisoner 84 is the minimalist approach to the UI and other traditional game elements. There's no aiming reticule, rather where the barrel of your gun points is the direction you'll fire. Also there isn't any life indicator other than your character's diminishing appearance as he has damage inflicted upon him. Other nice touches really make you feel as though you're playing the game through 84's perspective, like actually touching and dragging a security card through a terminal or placing a key in the keyhole and turning it to unlock doors and lockers. Some may call this gimmicky, but to me it's a refreshing change from the by-the-numbers approach of similar games, and shows some ingenuity on the part of the developer for making the most of the touch screen interface.

With all my praise for Prisoner 84, it certainly does have drawbacks. I can accept the low poly characters since it allows for the skeletal damage system, as well as ensuring the game runs smoothly on all devices, but they do stick out like a sore thumb. The puzzles in the game are really basic, mostly consisting of collecting an item that has an obvious use later in the game. And as far as enemy AI is concerned, well, it barely exists. You can be blasting away at a baddie, with another a mere couple feet away that stands like a statue as if nothing were going on right next to him. But the game's focus is squarely on exploration and discovery, with the combat and puzzle elements taking somewhat of a backseat. In this way Prisoner 84 still succeeds as an enjoyable experience in spite of the negatives.
In regards to the horror game genre, Prisoner 84 really nails the important points, which is mainly a bone chilling atmosphere. It's certainly not the greatest action or puzzle game there is, but the exploration factor is truly compelling. As such, it certainly won't appeal to everybody, and I know for a fact that some people just don't dig these types of slow paced games. But for me, it's one of the most interesting and unique experiences I've had on the iPhone, and the are overwhelmingly positive. The fact that the entire game was created by a two man development team makes it all the more impressive, and they obviously have a very clear vision of what games like this are supposed to be like. Quibbles aside, Prisoner 84 offers a great amount of entertainment for the price, and proves that you don't need a big screen or a big budget to bring a scary good time to players.
Note: There is a known crashing bug at a couple points in the game when inputing a 3 digit security code into a computer by way of sliding each number in place for 3 seconds. The game has a tendency to crash during this event, but since the game automatically saves each time you enter a new room, you won't lose much progress. Repeating the code entry will get it to eventually work, so it shouldn't impede your progress, and the developer is already working on a fix for this.
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‘Archetype’ Review – iPhone’s Newest First Person Shooter Delivers
Ever since we spotted the online first-person shooter Archetype in limited release, we'd been dying to try the game out. At long last, Archetype was released to the global App Store this past week to much fanfare and a huge marketing campaign. After finally getting our hands on it and spending some quality time playing, we can safely say that Archetype is one impressive game, and developer Villain has, for the most part, followed through on their promises for the title. That's not to say there aren't a few issues with it, or a wish list of things we'd like to see added, but all said, Archetype delivers one of the most robust, beautiful, and most importantly fun FPS experiences that can be had on the iPhone.
For starters, if you have Apple's new iPhone 4 then you are treated to some unbelievably crisp graphics. The textures that make up the levels and player models aren't the most detailed — which is fine, as this allows the game to run at an ultra-smooth clip — but, on the retina display, it really approaches a high definition console game running on the small screen. For all other devices, including the first generation of iPhones and iPod touches, the game is still very graphically impressive and maintains a solid framerate. The five stages available in the game are also visually quite nice, and are all indoor arenas with a high tech industrial look similar to games like Eliminate or the Halo series. It's not a groundbreaking style, but it gets the job done while maintaining good performance across all devices.

Controls in Archetype are a familiar dual analog stick setup that works well, though doesn't leave many options for players that prefer different control schemes. The two sticks are visually situated in the usual spots in the lower corners, but can actually be activated by touching nearly anywhere on either half of the screen. This lends itself well to people who like the “touch anywhere” or “swipe the screen to aim” mechanics of similar touch screen FPS games. Your weapon can be very quickly changed by touching the upper right corner and grenades are thrown by touching the upper left corner. A melee attack is performed by touching the bottom of the screen anywhere in between the two analog sticks, which is also where the radar is displayed. Minor options to invert the aiming axis or adjust sensitivity are available, but the default control scheme described is basically all you get. This isn't really a bad thing though, as they do work very well and are semi-flexible, but surely won't suit every single gamer.
An important thing to note is that this game is meant to be strictly an online affair, so if you are looking for a single player campaign or don't have any interest in online multiplayer then Archetype is not for you. There's a very basic offline mode where you can run through a timed training level taking out stationary cardboard cutout style targets — but that's it. Everything else is matchmaking against live opponents over a WiFi, 3G, or EDGE connection. If you're the type of person that loves online FPS multiplayer, then you're in for a treat. Archetype runs and plays near-flawlessly over all of these connections.
Starting the game will launch you into a lobby that is connected to the server closest to your region, although you can choose to play on any server you wish. The current servers are US East, US West, Europe, Asia, and South America. Matchmaking allows just under a minute to find opponents to match you with, and once the timer runs out the game will start with whatever number of players are in the lobby by that time. Archetype boasts up to five-on-five team matches, but in my experience this is a somewhat rare occurrence. More often I'd get into two-on-two or three-on-three matches on a regular basis, with a fair amount of four-on-four as well. The good news is that I haven't had any trouble quickly picking up a match during my time with the game (US West).
Actually playing matches in Archetype is a blast. The five maps are designed well and feature a nice mix of different elevations, passageways, teleports, and weapon drops. As with any good FPS game, learning the ins and outs of each map is really beneficial. Player movement is fast, and by default your weapon will auto-fire when an enemy enters your aiming reticle, although this can be disabled in the options. A radar at the bottom of the screen shows the position of enemies and teammates (and can also be disabled if you wish). The six weapons in the game run the usual gamut of assault rifles, a shotgun, a sniper-type weapon (minus the zooming capability), and a rocket launcher. Grenades are here as well, with a normal frag grenade as well as an awesome grenade that splits into multiple parts when thrown.
Rounding out your offense is the ability to melee with any weapon available, or even pick up a brutal battle axe that can be used exclusively for close combat. Melee can feel overpowered at times, as you can rush up on opponents and spam the button wildly usually ending up in a kill, although this can also leave you open to an easy counterattack from savvy players. The precision rifle feels a little too strong as well, able to kill players with only one or two shots across an entire map, thanks to auto-firing. While rockets and grenades are also strong, the proximity damage of these will kill you just as easily as the opposition, if you aren't careful. So, there may be room for improvement in the balancing of the weapons, but there are tradeoffs with each, so it's not been a huge issue and gameplay doesn't suffer much for it.
Matches are incredibly fast paced and combat heavy. The match length is determined by the amount of players, so a one-on-one match goes for just one minute, a two-on-two for two minutes, and so forth. Since the matches are so brief, there's not a lot of reason to camp or lie in wait to get the drop on other players. Instead, you'd better keep moving if you want to get a decent amount of kills. The setup is also really well suited to mobile gaming, as you can quickly pop in and have a match or two with just a spare few minutes. The only available game type is team Deathmatch, with no sort of free-for-all or objective based gametypes like capture the flag available at this time.
With all the great fun to be had in Archetype, it's not without its issues. For the most part it runs incredibly well online no matter what type of connection you're on, but there's inevitably instances of minor lag or even games completely locking up and dropping out altogether. The lobby shows you your current ping rate, so you can have an idea of how solid your connection and that of other players will be. The two biggest points of contention I'm hearing is over the auto-firing nature of the weapons and the ability to actually do damage to your own teammates. Auto-fire can be disabled, but this can just put you at a disadvantage to everyone else who uses it. Teammate damage cannot be disabled, so you'll need to learn to be careful around your own team, especially with tossing grenades around.
My biggest complaint about the game, personally, is the lack of options in setting the parameters of matches. It's very easy to add friends in Archetype, either from the post game lobby following a match or by searching out usernames and sending requests. From your friend list you can then issue a direct challenge to up to 9 other players to engage in a private match together. It works extremely well, giving other players a push notification inviting them to the game, and accepting that notification launches the game and sends you directly into the lobby very smoothly. I would love to be able to set longer matches in these instances, or adjust other variables like weapon types and frag limits. To be expected, match performance can be hit or miss when trying to play with friends in other countries. As it is, the private match feature is extremely basic but is still a nice addition to the overall package.
See our gameplay video for a closer look.
If you've actually managed to read this far, chances are you're really interested in this type of game and, with that, I can wholeheartedly recommend Archetype to you. It does have a few issues, some of which only amount to personal taste, and it does want for variety or progression somewhat, as it is just team deathmatch over and over again. But it's still incredibly fun. It gives you a game that you can quickly jump into and play practically anywhere in a reasonably reliable fashion. It also avoids the two common complaints about its closest competitor, Eliminate, in that you just pay for the game when you buy it, without any sort of in-app purchasing involved, and you don't have to worry that other players' equipment will be more upgraded than your own. Everyone plays on a level field here and, although it's a bit simplistic, it does work wonderfully. If you're liking the sound of what Archetype has to offer, then don't hesitate to check it out. It's personally become my favorite iPhone FPS to date.
Note: Archetype is presently being advertised on this site, but it has no influence on our choice of coverage or the outcome of our reviews. See advertising and editorial policies for additional details.
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