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Archive for the ‘POI’ tag

‘Elder Sign: Omens’ Update Sets Its Sights on Cthulhu

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Into the whole Chthulu mythos but not that interested in obscenely lengthy, difficult board games? Then this is the perfect time to hop in to Elder Sign: Omens [$3.99 / HD]. The dice game made its original transition to iOS with only one Ancient One, Azazoth. As we mentioned in our review, Azazoth has a habit of devouring the lives and sanity of every team of investigators you bring in until you happen on a great team and some good luck.

This week’s long-awaited update brings in two new Ancient Ones. The rather unimpressive-sounding Yig is included, and Cthulhu is available as an in-app purchase. Yig gives players a better starting point. He’s much less malevolent than Azazoth, both easier to seal away and quicker to wake. He also brings with him a few monsters and adventures that are a little less likely to leave your investigators inconsolable, mindless wrecks, or, you know, dead.

 

For those already adept at putting down Azazoth, you might want to do it again: you’ll unlock a new investigator that should add a little more variety to your playthroughs. Then you can grab the Call of Cthulhu campaign for a much bigger challenge.

The new campaign takes you back through the museum, but this time with a new goal: discovering the intent of some mysterious intruders (they probably want to raise Cthulhu, just sayin’). Once you do that, it’s off to the Pacific Rim to search for the lost city of R’lyeh and prevent the rising of Cthulhu. You do this by collecting extra investigation tokens, so you’ll have to balance succeeding at adventures and hoarding your tokens.

There are 30 new adventures to be had in the Call of Cthulhu campaign, each more horrifying than the last, no doubt. There are also four new investigators that you can use in any of the campaigns, and a fifth that’s unlocked when you complete Cthulhu. That’s a lot of new ways to play, whether it’s solo or pass-and-play with friends. And as usual, this update brings with it all sorts of fixes and tweaks that should smooth out the cultist-hunting experience, like skippable scene transitions and lowered memory requirements.

App Store Links:
    Elder Sign: Omens, $3.99
    Elder Sign: Omens HD, $6.99 (iPad Only)

[source]


Written by admin

April 7, 2012 at 4:15

‘Super Lemonade Factory’ Review – A Post-War Platforming Delight

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How refreshing it is to play a game with a down-to-earth plot? Even the most grounded of games usually bear their fair share of swords and sorcery or bombastic battles. Super Lemonade Factory [$1.99] goes a different route, telling a simple story from one particular moment in time. Lisolet and Andre are newly married in the days after World War II. Andre is set to take up his father’s lemonade factory, but first he and Lisolet must tour the premises, meeting the workers and learning about the challenges they face.

It might sound a little dry, but the tale accompanies a clever platformer designed to play on the strengths and weaknesses of its stars. Andre is blessed with physical strength and can break through boxes that bar the couple’s path. Lisolet is agile; she can double jump and reach places Andre can’t, often giving him a foot up with a crate from a higher perch. Isn’t it lovely to see a marriage with partners that complement each other so well?

The journey through the factory is surprisingly perilous—you’d think it had been designed as a deathtrap. Often, either Andre or Lisolet will need rescuing right from the start. You’ll have to direct the other across a pit of spikes, perhaps, over floating platforms and around the surprisingly deadly people of the factory. Once one has saved the other, they can travel together—Andre is happy to give Lisolet a piggyback so you needn’t cover the same ground twice. From there it’s usually a hop, skip and a jump to the level’s exit.

A detour may be necessary on the way. Though it seems like the sort of thing aimed at completionists, you’ll want to collect each level’s bottle cap. These are occasionally well hidden and usually hard to reach, but behind them sits half the game’s content. Collect all the caps in a given area and you’ll unlock the hardcore version of that area, where platforms are smaller and faster and spikes are everywhere. Brushing against a spike is deadly, and Andre and Lisolet only have two lives to work with if you can’t find any bags of sugar to replenish them.

Controlling the couple is simple, with on-screen controls for walking, jumping and dashing. These are responsive and rarely get in the way, but they suffer the usual flaw of being a little too easily mis-tapped. You can swap between Andre and Lisolet with a horizontal swipe; a vertical swipe puts Lisolet on Andre’s back.

Lisolet is blessed with one more ability: a way with words. She can speak with any of the factory’s denizens. The foreman, the chef – these workers open up about their hopes and dreams, both for the company and for themselves. A food inspector waxes poetic on the need for cleanliness, and a General blusters about the misfortune that could befall a company that chose not to meet military requests for supplies.

These bits of flavor are woven into the metagame: Game Center achievements are awarded for speaking with all employees, and your progress is marked on the level select screen. But more than that, the dialogue is rather charming. The foreman is a burgeoning Bolshevik who loves to muse on the meaning of labor; Andre will share stories from his past. Much of it hits a bit heavy-handed, but it’s always a pleasant diversion—you’ll also find the occasional pop-culture reference if you’re paying attention.

In the end, the gameplay suffers for its simplicity. The most puzzling levels aren’t more complicated than pushing a couple boxes in the right order before jumping, and there are only so many spikes one can add to a level before it gets silly. If there’s more to be done with the formula, though, we may yet see it done. The developers offer a system for level creation and plan to add the best of the user-created content to the game. On top of 72 already entertaining levels, that sounds pretty good.

And hey, if you haven’t noticed, Super Lemonade Factory is a looker. If you’re into pixel art, you won’t be disappointed—both the style and the animation are fantastic. On top of that the chiptune soundtrack is pretty great, if a tad overly-aggressive for the content.

So while the game isn’t flawless, it’s still an easy recommendation. There are kinks to be worked out, but they don’t detract much from the good stuff: a solid, fun puzzle platformer with great ideas and outstanding presentation. And, frankly, how often do we get to play a game with such a delightfully low-key premise? For that, Super Lemonade Factory most certainly deserves a look. Still, it’s unlikely to push platformer fans, so know that going in. You might not find a challenge, but you’ll find a lot of charm.

App Store Link: Super Lemonade Factory, $1.99 (Universal)

TouchArcade Rating:

[source]


Written by admin

April 6, 2012 at 20:15

‘CitiRacing’ Review – Small-time Urban Racing

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We’ve had our share of great arcade racers on iOS lately and CitiRacing [$0.99] looked to continue that trend. With good locales and solid foundational gameplay, it seemed to be on the right track, too. Unfortunately, missteps in terms of replayability, redundancy and a lack of online multiplayer hold this game back from shifting into a higher gear.

The first thing you’ll notice when you get into a race in CitiRacing is its distinctly urban environments. More importantly, the game does a decent job of making you feel like you’re racing on city streets. Tracks range from downtown streets (complete with parked cars to avoid and skyscrapers that occasionally block your view) to freeway overpasses to even a farmers’ market. CitiRacing isn’t strictly a metropolitan affair either, as some stages also take you to beach towns and snowy suburbia.

Another solid aspect about CitiRacing is the gameplay itself. Races play out somewhat similar to Reckless Racing 2 (to toss out a recent racing game), but with a greater emphasis on drifting. I also enjoyed the physics – vehicles can (and will) flip, roll and barrel out of control if you’re not paying attention. Control-wise, CitiRacing only has one control scheme. I personally had no problem with it, but it would have been nice to have a few more options.

You’ll be racing through these maps via a standard ‘Championship’ cup single-player mode. Each cup has a variety of stages that has racers earning points based on finishing position. Do well and you unlock extra vehicles and the next set of tracks. A single race mode also allows you to replay any map that you’ve unlocked.

Championship mode works well enough, but it’s somewhat barebones. There’s no cash/upgrade system like other similar racers. While each vehicle handles differently, there’s no stat line that actually shows the differences. Also, CitiRacing is extremely easy; most players will easily take the gold on the normal difficulty (’easy’ difficulty is pretty much a joke), with only some challenge on hard mode. All these translate into a game that doesn’t have as much replayability as it should.

Continuing this trend are the tracks themselves. While CitiRacing boasts 45 different tracks in its description, it’s not that simple. In reality, there are 15 different tracks, each with three different orientations (with one of those three taking place in a night setting). Each orientation changes both the camera angles as well as starting positions. Most maps do a good job making each orientation feel different, but it’s still obvious that you’re playing the same map several times.

Visually, CitiRacing’s graphics mostly get the job done. There’s nothing particularly fancy about overhead cartoony visuals but it works well with the overall game. There are a few hiccups, such as the occasional inability to discern between changes in elevation (which can cause your car to lose control if you aren’t paying attention), but overall there’s not much in terms of gameplay detraction. The same goes for the game’s framerate, which runs at a smooth clip with little slowdown.

In addition to its single player offerings, CitiRacing also has local multiplayer via Bluetooth or WiFi. Up to six players can participate in a match (either single races or Championship) and you can substitute CPU drivers for any open spots. Despite some lag and an errant disconnect, I found local multiplayer to be entertaining. However, the lack of an actual internet multiplayer feature will most likely prevent a lot of folks from even checking out this mode.

CitiRacing feels like a game perpetually on the edge of being great. This theme seems to permeate most aspects of the game, from the multiplayer to the tracks and beyond. As it is, I still had an enjoyable time with CitiRacing and would recommend it for racing fans simply because of the locales and core gameplay. However, folks looking for the next racing masterpiece will end up looking elsewhere.

App Store Link: CitiRacing, $0.99 (Universal)

TouchArcade Rating:

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Written by admin

April 6, 2012 at 16:15

You Can Go Straight to Hell, in Com2uS’s ‘Homerun Battle 2′ Update

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Back in 2009, Com2uS released Homerun Battle [Free / Free ], which was known as “Baseball Slugger” at the time. We loved it in our review, as it was among the very first iPhone games that featured really slick and seamless realtime multiplayer. Gameplay in a nutshell amounted to getting thrown into a random match with another real person to compete in a home run derby. It was really hard to put down because you could see what your opponent doing in a little picture-in-picture window in the corner of your screen, which only encouraged you to try harder when you see them blast a ball out of the park.

Com2uS followed up Homerun Battle with the sequel Homerun Battle 2 [$0.99 / Free ]. We had a love/hate relationship with the game in our review. We loved the improvements over the original, but hated the insane IAP implementation which was one of the more blatant pay-to-win schemes we’ve seen on the App Store.

Thankfully, Com2uS has listened to player feedback and went back to the drawing board with the balancing of the game. As an established player, it’s a little hard for me to get a feel for how equipment scales as I’ve already got some pretty great gear on my dude. But, if the IAP model Com2uS used previously scared you off, give the game a try again. I’d be very interested in hearing how people feel the power and unlock curve is now. Also, for a limited time the price of the premium version has been lowered to 99¢.

Aside from balance tweaks, the latest update also adds a bunch of new equipment to work towards and a Hell-themed stadium.

In other Com2uS news, they’ve also just released a new free to play game, Magic Tree [ Free ]. When I tried the game it gave me a Frontierville-like vibe, but it comes packed with 3D almost Animal Crossing-ish visuals. Check out the trailer:

So, consider downloading that if it seems interesting. More importantly though, give Homerun Battle 2 another shot. Game balance and IAP was a major point of contention on our forums. If you were one of those people miffed by this game originally, it’s worth a second look now.

App Store Links:
    HOMERUN BATTLE 2, $0.99 (Universal)
    HOMERUN BATTLE 2 FREE, Free (Universal)
    Magic Tree by Com2uS, Free (Universal)

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Written by admin

April 5, 2012 at 20:15

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Here’s A List of New Lite Versions to Check Out

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Written by admin

April 5, 2012 at 16:15

‘Snuggle Truck’ Dev Announces Next Game, ‘Jack Lumber’

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In a world where trees can murder grandmothers, a lumberjack who can distort time and space takes his revenge. Welcome to the premise of Owlchemy Labs’ next absurd iPad and iPhone game, Jack Lumber. Set to hit later this summer, it’s a log slicing game with a delicious looking bullet-time mechanic. But don’t call it a Fruit Ninja-alike.

“Our goals with Jack Lumber were to create the best damn lumberjacking game this side of the Redwoods,” Owlchemy’s Alex Schwartz told us. “The scientists here at Owlchemy Labs love the Halfbrick guys with all our heart, but comparing Jack Lumber to Fruit Ninja is like comparing apples to logs. After six iterations of crazy log-cutting gameplay, we hit on something magical.”

Alex shared an… interesting play-by-play:

Logs are flying by at breakneck speed. You’re watching intently to find that exact moment where the logs have coalesced on-screen to form a perfect arrangement. You can feel that it’s the right time, so you touch your finger down. Time slows to a halt. You’re in “Lumber Time”. Thankfully, you have supernatural powers, otherwise this would be quite difficult. You draw a smooth and calculated path with your finger, swooping through logs from end-to-end along the grain, weaving, dodging, and turning with the finesse of a brutish and hairy figure skater.

You see you have less than a second of draw time left on the clock and you catch the ‘Time Extended’ bonus log and sigh a breath of relief for a brief moment, drawing onward to grab the last four logs remaining on screen. But wait! A skunk is in your way and you barely pivot around him before he releases his raunchy green ‘defensive maneuver’ on you. You successfully clip the last log and triumphantly lift your finger as your axe replays your epic path of destruction, decimating every log with the fury you reserve only for the trees that killed your grandma. Combo points explode from the madness and ‘Straight Shot’ bonuses fill the screen as your eyes tear up from sheer joy and excitement.

Also, there are flying moose.

We’ve got the first footage of the titular hero’s title just below, but you’ll also get to see it in action during PAX East at the Indie MEGABOOTH, which will feature many other games to play.


We saw a generous Jack Lumber sneak peek this year at GDC 2012, and were impressed with the iterative design on display. Most slicing games don’t bother to mix up the formula, but this does by introducing choice into the mix. You won’t just be slicing wood, you’ll be making an informed tactical decision with each cut. The game will also feature a full campaign mode with dialogue, and a progression mechanic for your axe. “You can upgrade your axes to absurd lengths,” we’re told, “to the point where you get the Canadian maple leaf axe among others.”

“Absurd” is the right word for this. We’re hopelessly stoked to see this in motion, so stay tuned. We’ll be bring you a lot more before its release.

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April 5, 2012 at 0:15

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‘Coco Loco’ Review – Marshmallows Love Cocoa Like Birds Hate Pigs

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When you’re playing Coco Loco, [$0.99] it’s important to remember that you’re rescuing your marshmallow brethren from chocolate guardians. You’re absolutely not rescuing your eggs from pigs. Sure, if it looks like a duck, swims like a duck and quacks like a duck, it’s probably Angry Birds, but Twiitch deserves credit: this particular physics puzzler with slingshot mechanics is actually pretty great.

Some of Coco Loco’s levels could be pulled straight out of similar games—let’s just say there isn’t much difference between an egg-shaped mallow and an egg-shaped bird. But those structural similarities surround cunning levels designed for more than brute-force thinking. The formula takes another sharp turn with terribly entertaining liquid dynamics. It plays like a brand new game, even if it doesn’t look much like one.

Stop me if you’ve heard this one before: the Marshies were enjoying a simple dip in the hot chocolate springs when the cocoa guardians took them prisoner. Now it’s up to you to get revenge, rescue your pals, and free them from their, err, celebrity-costumed captivity. That sort of quirkiness gives Coco Loco a fresh angle to build on, and it extends through every bit of the game’s visual design.

From there it’s a matter of differentiating itself through gameplay. The liquids make up a big part of that: the Marshies can be freed by being swept up in cocoa, and the chocolate guardians can be melted away similarly. Many levels will see you redirecting cocoa, breaking through dams and barriers and generally splashing around.

Lest I give the impression this is just a damp Angry Birds (probably an obvious mashup in this post-Where’s My Water world), I should emphasize that the level design in Coco Loco is very, very good. Rarely are you left to smash down a structure with however many projectiles you feel like using. Instead, you’re often given exactly what you’ll need to solve a puzzle, one with moving parts, flowing liquid and tight corridors to aim your way through.

The tools you’re given are a good mix of familiar and new. You’ve got your standard Marshie, the one that knocks over the things it hits. Another one explodes on your command. But there’s also one that expands into a gelatinous wall on demand, and another that shoots cocoa out of a cannon, amongst others. Combined, they can pull of some excellent tricks.

You have to be creative when using them, as much as you need to be precise. Most of Coco Loco’s 75 levels are set up for specific solutions: toss this dude at that spot to clear the way for the next guy to knock over the cocoa just so, and the whole thing comes together. Or take each of your Marshies and land them in just the right places all over the screen. You’ll need to use your brain more often than you will your pixel-hunting skills.

I just wish the same creativity that’s been brought to bear on the level design had bumped into the rest of the game at some point. We have the three star rating system, “Fluffy,” the IAP that finishes any level for you, extra points for having Marshies left over, and that’s just scratching the surface. Coco Loco is strong enough to stand on its own, and hanging a lantern on its similarities to Angry Birds does it no favors.

Just don’t let that stop you from checking it out. Coco Loco isn’t a strikingly original game, even without the checklist of familiar interface elements, but it is one of the most thoroughly solid and entertaining physics puzzle games I’ve played in some time. Taken in a vacuum, it could have blown me away. In the context of the rest of the App Store, it’s still a heck of a lot of fun. Don’t just give it a look, give it a play and you might be impressed.

App Store Link: Coco Loco™, $0.99 (Universal)

TouchArcade Rating:

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Written by admin

April 4, 2012 at 20:15

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Everyday I’m Shufflin’ – ‘Azkend 2′ Update Hits

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I’ve made no attempt at hiding my love affair with the Azkend series of puzzle games. The original Azkend [$2.99 / $4.99 (HD)] was (and still is) one of my favorite puzzle games of all time. It had a great difficulty curve, a constant stream of unlockables to keep you interested, and did a fabulous job at dangling the next unlockable in front of you to endlessly keep you playing one more game. Oh, and the chain-forming matching mechanic is pretty sweet too. Not too long ago, Azkend 2 [$2.99 / $3.99 ] hit, and I was ready to shout out my window and tell the world how incredible it was… That is, until I got a little deeper into the game.

As Nissa explains in our review, the sequel features everything we loved about the original Azkend, and provides some great first impressions. Then the difficulty curve ramps up, and the game introduces more types of tiles. It’s at this point that Azkend 2 turns into the best part of any LMFAO song, which, in a puzzle game, is not a good thing. In other words, you’d reach a point where there were just too many types of tiles, leaving no available matches, forcing the game to re-shuffle the tiles. Sometimes you’d even get multiple re-shuffles in a row.

Well, an update hit earlier today which seems to totally fix this. The puzzles are now rebalanced in a way that you’re not hunting for the single match before the board reshuffles. If you were (understandably) holding off on the game after reading our review, it’s safe to pick up now. Or, if you were like me, and just shelved the game after getting frustrated, snag the update and give it another shot.

They’ve made some other tweaks and bug fixes too, including doing some logging to potentially further improve game balancing as well as adjusting the colors of some tiles to make them more distinct. The one down side of this update is that I’m pretty sure that Azkend 2 is now going to completely suck up my free time this evening.

I’m OK with that, I think.

NOTE: Right now I’m only seeing this update for the universal HD version, but it’d make sense that the iPhone-only version should be following very shortly.

App Store Links:
    Azkend 2 – The World Beneath, $2.99
    Azkend 2 HD – The World Beneath, $3.99 (Universal)

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Written by admin

April 4, 2012 at 4:15

Obliterate the Brains of Woodland Animals with X-Ray Mode in the Upcoming ‘Deer Hunter Reloaded’

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Assuming my math is correct and the curators of the Wikipedia listing are on the ball, including the various compilations there have been 23 different Deer Hunter titles. When you reach ten entries in a series, you’ve got to really start thinking outside the box to come up with new things to keep the lineage fresh. When you hit 20, you’ve got to get really crazy, and when you hit 24 (again, assuming the Wikipedians are doing their job) you apparently have to implement X-Ray mode.

Check it out in the trailer:

As far as I can tell, the killer new feature of the “Reloaded” game is the ability to flip down your X-Ray specs and aim directly for the brain, heart, or lungs of your prey. Hunting games have always been sort of borderline when it comes to grotesque brutality, especially in recent installments as point systems have been implemented, rewarding the player for a flawless stream of headshots fired upon a group of deer wandering through the woods, but this… This is something else. It almost seems over the line, even for this hardcore veteran of the worst shock sites the Internet has to offer.

Deer Hunter Reloaded should be available soon as a free to play title, featuring sixteen upgradeable weapons ranging from rifles to shotguns and even handguns for your brain-blasting pleasure. You’ll also be able to tweak out your avatar with all sorts of different hunter swag.

What do you guys think about this? X-Ray mode seems a little over the top, right? Or am I just being uncharacteristically sensitive about this?

[via Pocket Gamer]

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Written by admin

April 4, 2012 at 4:15

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‘Violet Storm’ Review – Dual-stick Sensory Overload

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There are some games that try to impress by offering a well-rounded gameplay experience. Others meanwhile try to latch onto one or two key elements and hope that it’s enough to make up for other potential shortfalls. Violet Storm [$0.99 / HD] squarely falls into the second camp. While the dual-stick shooter impresses somewhat with its take on weapons and visual overstimulation, it may not be enough to overcome the otherwise generic gameplay and presentation.

As a dual-stick shooter, Violet Storm plays it safe with its gameplay offerings. Players have a choice of three different single-player modes: Sniper Mode, which is a timed run scored by accuracy, Speed Havoc, which challenges gamers to destroy a set amount of enemies as fast as possible, and Campaign.

Campaign is the most complete mode and pits you against a never-ending onslaught of enemies separated by timed waves. Survive a wave and you’re given a break (as well as a score bonus) before bigger and more difficult enemies come at you. There isn’t an artificial barrier around the playing field (like Geometry Wars, for example) so players are free to move in any direction for as long as possible. However, enemies will continually spawn near you and blindly running in one direction is a sure-fire way to get cornered and lose health.

As you battle enemy ships, you are rewarded with an occasional power-up (invincibility, damage boost, bombs) as well as weapon upgrades. The weapon upgrades are one area Violet Storm attempts to differentiate itself from other shooters. Weapons are relatively simple at the onset, but quickly build up to ridiculous multi-tracking lasers of various spreads and homing missiles (all being shot simultaneously no less). Last longer, and you even get to play with lighting. While Violet Storm obviously isn’t the first game to pioneer ridiculous weapons, I was impressed with the showcase nonetheless.

Keep in mind all these weapons lead to a dazzling display of visual elements and intensity, which is another area Violet Storm looks to improve upon. It really is a sight to behold when you combine lasers and missiles, along with the large influx of simultaneous weapons and their projectiles on the screen at the same time. In fact, the visuals may be a little too intense, as later levels definitely border on ‘bullet-hell’ extremes (without the precision, unfortunately). Disappointingly, Violet Storm occasionally doesn’t handle all the graphics well, as I encountered some slow-down across all current generation devices during the more hectic scenes.

Notice I didn’t say the game differentiates itself via graphical style; Violet Storm looks very much like a Geometry Wars clone in most ways besides the sheer amount of graphical elements and the weapons. Granted, the game still looks great on most iOS devices, including the new iPad. Oddly enough, while Violet Storm is a universal app, gamers looking for iPad retina assets will need to pick up Violet Storms HD, which is an iPad only app.

Once you get past the weapons and visuals, Violet Storm falters somewhat. The music becomes repetitive rather quickly and ends up detracting. Also, while Sniper Mode and Speed Havoc are nice twists on the standard gameplay, there’s little in terms of actual variety, (save for three difficulty levels) to keep you coming back. The game experience just feels as if it was designed simply to showcase the crazy visuals.

I wouldn’t go so far as to call Violet Storm a one-trick pony, but in terms of bringing things to the genre it’s pretty close. The over-the-top weapons and graphical effects look great, but even those aren’t implemented perfectly. Regardless, outside of those features you’re still left with a competent arcade dual-stick shooter. However, considering the wealth of choices already on the app store, anyone other than fans of the genre may end up deciding to pass on this one.

App Store Links:
    Violet Storm, $0.99 (Universal)
    Violet Storm HD, $0.99 (iPad Only)

TouchArcade Rating:

[source]


Written by admin

April 3, 2012 at 16:15