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Hands-On With ‘Burger Cat’

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A lot of studios are turning to the casual market to expand their base and diversify portfolios speckled in viscera and splatters of crimson. League of Evil studio Ravenous Games is doing just that with its side-scrolling puzzle game Burger Cat. The result is unique: Ravenous is undoubtedly delivering something that feels like a Ravenous joint, but it’s appropriate for our little ones and game-challenged family members.

It accomplishes this by removing the barrier of entry, while maintaining the vibe and the high-level production we expect from a Ravenous product. In the game, you play as a cat on a quest to find hamburgers. Functionally, this adventures boils down to a bunch of instanced quests where you, as a maestro of landscaping, have to alter the 2D world the cat inhabits in order to get him to a burger. The movement is automatic, but your ability to add and remove blocks of land or introduce an item that changes the way the cat interacts with its world is manual.

For example, in the game’s first level, you’ll need to add a block of land to the corner of a hill so the cat can scramble up the hill as if it were a stairway. In the next, you actually build a similar stairway with three blocks of land, two of which will need to be stacked on top of each other. As the game progresses, you’ll get much more imaginative items: a mouse that re-directs the cat’s attention, a spring that rockets the cat into the air, a pick-axe that removes pieces of the environment, and so on. Actual obstacles that add repercussions, like spinning cogs with blades, are added steadily. The items you’ll receive have a hard cap in each level, and I had the most fun really playing with what I could do with the least amount of stuff, though creating conga lines of items has its simple pleasures, too. In fact, Burger Cat seems to encourage experimentation, as it often gives you way too much.

It’s a different game from the folks who made League of Evil, but it feels similar from a production standpoint. The art is bright and bubbly like the new visuals in League of Evil 2, and the animation work is on par. Music, on the other hand, is exceedingly epic. It almost rewards you before you do anything. Excuse me, but I want my Ode To Joy when I get my hamburger, and not before.

If this looks familiar by the way, it’s because it existed on Flash before. Burger Cat is a new-look port of a WobblyWare title you can play for free right now. In this shot of the original below, take note of how smooth this new iteration looks: no more grids, a less clumsy UI, and less mess in general.

“We updated the graphics to be more cartoony and made some design changes to make another one of our polished iOS releases,” Ravenous told TouchArcade. “The game just felt more suited to touch screen controls and has a lot of potential with the casual market.” And it does play exceedingly better. This game is a breeze to control with your fingers. I’ve zero complaints with what I’ve played so far.

And that’s the thing: we haven’t seen everything Burger Cat has to offer, so stay tuned as we obtain a final build and deliver our final thoughts. My gut says, though, that this is something we’ll be pretty happy with, even though we’re not its market. Look for this to hit April 12 across iPhone and iPad.

[source]


Written by admin

April 3, 2012 at 4:15

Squeenix Releases Confusingly Difficult ‘774 Deaths’

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I’ve never really been able to figure out what Square Enix’s deal is with the App Store. They go from releasing full iOS-exclusive titles like Chaos Rings [ $12.99 ] to flat-out weird “games” like Voice Fantasy [ $2.99 ] (among other zany titles). The just-released 774 Deaths [ $0.99 ] seems to come from the same “why does this exist” department as Sliding Heroes [ $0.99 ].

Billed as a “murderously difficult action platformer” 774 Deaths, according to Squeenix, is “certain to chew up and spit out even the world’s best gamers.” The format of the game goes a little something like this- You play a pixelated little dude going through rooms filled with locked doors. To progress through the doors, you need to complete the mini-games that each room has to offer you.

So far, I’ve been given the choice of four games, each with the same basic principle of navigating your guy to the end of the level while avoiding what appear to be blood covered blades. Each “game” has a different control method. There’s an auto-runner style game where you tap the screen to jump, a platformer style game with virtual controls, a vertical falling game controlled via tilting, and a similar tilt controlled top-down maze-style game.

None are particularly interesting, and I really can’t quite decide if the game itself is difficult, or if the controls are just terrible. Either way, you beat two of the games inside the room you’re currently in, the next room unlocks, and you repeat the process. Admittedly, I’m stuck on the third room right now, but there hasn’t been much variation to speak of yet. Per the iTunes description, there are 9 rooms in all.

I’m reluctant to call this a “review,” since, as mentioned, I’ve basically reached a stopping point in the game right now. With that being said, I haven’t really found what I have been able to get through to be that enjoyable, and like way too many things that Square farts out on to the App Store, 774 Deaths just has me wondering why an iOS port of Final Fantasy VI doesn’t exist. I’d buy that at a high price. (And I’d even say that in the same tone of voice as the merchant dude in Resident Evil 4.)

For what it’s worth, people in our forums seem to be enjoying 774 Deaths. So, if you’re a glutton for punishment, give it a shot…?

App Store Link: 774 DEATHS, $0.99

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Written by admin

April 2, 2012 at 20:15

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‘Madcoaster’ Review – A Wild, Endless Ride

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I’m a huge fan of rollercoasters. There’s something about the grandiose structures, raw speed and pure adrenaline that just appeal to me. Maybe that’s why I’m such a fan of Madcoaster [$0.99], an endless runner with a rollercoaster twist. Hitting all the major points for the genre, Madcoaster’s interesting premise is enough to put it ahead of other, more generic titles.

As an endless runner, Madcoaster doesn’t add too much to the genre in terms of innovation. Your rollercoaster moves from left to right on randomized tracks with the primary goal being to jump over track gaps and avoid the chasms. Meanwhile, you’ll encounter a wide variety of birds and animals sitting on the track that earn you extra points if you hit them. A few standard power-ups (such as a coin magnet, speed-up, and rollercoaster jetpack) are also occasionally placed throughout levels. There are also plenty of coins to collect, but they only add to the score and aren’t collected for anything else.

As you progress, the track layouts get more complicated and the rollercoaster (obviously) speeds up. Eventually, the game will end once you lose all your lives, with the game scoring you based on total distance traveled and total points (with leaderboards for both, respectively).

In addition to the standard score chase, Madcoaster also offers a leveling mechanic based on objectives. As you hit all the level’s goals, your rollercoaster gets a visual overhaul and the raw score multiplier goes up. Being able to permanently raise your score multiplier is an interesting feature, but it does take away some score parity and penalizes score chasers that don’t focus on objectives.

Visuals are cartoony and vibrant, and look great on a retina-iPhone. There’s no retina support yet for the new iPad, but Madcoaster looks fine regardless. While gameplay on both device sizes works well, I did find the iPhone screen to be a bit more cluttered with information than the iPad.

As a rollercoaster-themed endless runner, you’d expect the framerate to be fast and smooth and for the most part Madcoaster doesn’t disappoint. The game does a great job with its sense of speed, especially in the latter portions of a run. I did encounter some minor slowdown on a current generation iPod touch, but for current iPhones and iPads, I encountered no problems.

One area that Madcoaster does well is its colorful and varied backdrops. Every 1000m the rollercoaster enters a cave that serves as a gateway to a new location. Environments include a Halloween-themed twilight grounds, the innards of a volcano, deep within a jungle and even the pyramids of Egypt. Each region also has its own music as well as unique animals and birds, which become important with later objectives.

While the variety goes a way towards addressing the inevitable monotony of some endless runners, not every environment is created equal. Each location has foreground flora and fauna with some actually blocking the bottom rails, making it a bit difficult to time jumps and landings if you’re close to the bottom of the screen. Some may consider it a challenge, while others may find it simply frustrating. Another minor complaint is that some locations are locked behind IAP. However, considering that you can eventually unlock all IAP with a good enough run, I don’t think it’s that big of a deal.

As mentioned above, Madcoaster doesn’t stray too far from the endless runner formula, but it does do a good job executing most of the elements we love in the genre. Combine this with the rollercoaster motif and decent visuals and there’s little reason for you not to at least check it out.  Madcoaster may not have the lasting power of a Jetpack Joyride, but there’s still plenty here for an enjoyable ride.

App Store Link: Madcoaster, $0.99 (Universal)

TouchArcade Rating:

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Written by admin

March 30, 2012 at 18:15

‘Light the Flower’ Review – This Puzzler Will Leave You Beaming

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A new Chillingo puzzle game? You don’t say. Well, if there’s one thing we can expect from Chillingo, it’s a certain level of quality that all of their games exhibit. They may not blow us out of the water, but what they give us is normally a pretty solid product. Light the Flower [$0.99] falls squarely into this category, presenting an interesting puzzler that keeps you thinking, but doesn’t present too much frustration — usually a winning formula for iOS titles.

Most iOS games have fairly simple plots, but Light the Flower is even more pared down than the usual title, which I personally like (reminds me of old school gaming, in fact). Each level consists of a room with a happy flower inside (sometimes more than one).

Your job is to bring the flower back to life by directing a beam of light from a nearby window with your finger and making sure it hits the flower. While you are doing so, you can also aim carefully to make sure that the beam of light also lights up stars that are randomly scattered around the room. The number of stars you are able to capture dictates your score at the end of each level.

In the beginning, things will be simple, but Chillingo gives us plenty more to do as the game progresses. Later levels present colored filters for you to direct your light through, which you will have to match with the color of the flower you are trying to revive. You’ll learn that mirrors you use to direct the light are double sided, so that’s to your advantage. Throwing switches and splitting beams will also become part of your strategy to move forward.

Five “houses” of rooms are available to play, each with a dozen levels hiding inside. That’s a total of sixty levels to play, which should keep you busy for some time. You can unlock the houses as you progress, or if you are feeling impatient and want to see what later levels have to offer, you can skip the effort and unlock them all by paying a $0.99 fee. If Light the Flower was a harder game, I’d say this might be worth it, but I think it’s just challenging enough to keep you playing, but not to the point where it makes you miserable to try to get further.

Light the Flower has a cheerful, cartoon-inspired look, and it does present some replayability  if you want to try to snag all the stars in every level or improve your time. It’s also compatible with Crystal and Game Center, so you have achievements to aim for. I also noticed that there is an extra house with a ‘Coming Soon’ slapped on it, so apparently Chillingo is planning to release another dozen levels later down the line.

Some user reviews mentioned issues with the game crashing, but I never had the problem pop up once. Apparently, if you do, a delete and reinstall will fix it up just fine. Either way, I suspect you’ll be brightening up some poor flower’s day in no time. And people said you didn’t have a green thumb!

TouchArcade Rating:

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Written by admin

March 30, 2012 at 18:15

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Free to Play ‘Dark Meadow: The Pact’ Hits; ‘Dark Meadow’ Proper Updated – Here’s What You Need to Know

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Earlier this month we caught wind that Phosphor Games was planning to give the paid version of Dark Meadow [ $5.99 ] a free to play extreme makeover. Our community caught wind, formed up the all too predictable angry mob, and the next day Phosphor decided that the free to play version would come as a separate app instead of updating the existing paid version.

Last night, two things happened. First off, Dark Meadow: The Pact [ Free ] hit the App Store, offering players who never tried the original game a free opportunity to dip their toes into the Dark Meadow universe. Secondly, Dark Meadow was updated to have all the improvements of the free version. This includes Retina Display support for the new iPad and some new content which comprises both new areas and enemies as well as weapons. Getting around in the game is also easier, as they’ve not only added an in-game map, but also the ability to warp around so you don’t have to totally start over when you die.

Regardless, I’d still back up your original Dark Meadow .ipa file before updating in case you ever want to go back, especially if you’re the kind of person who hates shoehorned IAP currency. The way I (and a lot of our community it’d seem) read the original explanation from Phosphor on how they were going to split the free and paid versions was more along the lines of “We’re going to add the tweaks and new content from the free to play version to the existing paid version, leaving all the wacky micro transaction stuff to the free version.”

Unfortunately, what we got is an update which adds all the IAP currencies as well along with a consolation prize of sorts which amounts an ability to toggle the ads off along with some normal coins, sun coins (the IAP currency), along with some consumable health packs and bombs. (Bombs destroy enemies without needing to fight them.)

The IAP currency balancing is also crazy. If you want any of the new items which are purchased with sun coins, even in the paid version, you have three options:

  1. Grind for eternity farming up kill streaks to earn sun coins.
  2. Buy sun coins via IAP.
  3. Complete referral offers like signing up for credit cards and online dating sites among other things.

Weirder yet, the way these referral offers are balanced against the actual IAP makes no sense. For instance, one of the referral offers asks you to buy a PC or Mac game from Big Fish Games for $2.99. This rewards you with as much IAP currency as the $9.99 bundle of sun coins, but you also get a PC/Mac game out of the deal. Normally I’d say this isn’t that big of a problem because you can just try to ignore the IAP items and play the game with what you can get with in-game coins… BUT.

The problem with this line of thinking and Dark Meadow is that character progression in these Infinity Blade-like games hinges on gear unlocks, while both saving up and looking forward to the next weapon you can afford. Yes, it’s entirely optional, but looking at what you can buy with the non-IAP currency from the in-game item shop feels like ordering off the kids menu when compared to the substantial difference in power found in the premium IAP-currency items.

That being said, if you can deal with this proverbial carrot being dangled in front of your face while you play through both the free and paid versions of Dark Meadow, the gameplay is actually legitimately better than it was before. IAP schemes aside, combat feels much more responsive, the ability to warp back to near where you were when you died was sorely needed, and it looks great on the new iPad.

The good news is that the guys from Phosphor are all over the thread on our forums responding to user feedback, and seem genuinely interested in making players happy. That counts for something, although I’d be lying if I said I wasn’t disappointed in this trend on the App Store. Dark Meadow was one of the early games powered by the Unreal engine, and it’s sad to see the game go down the same free to play path as everyone else instead of just proudly existing as a premium showpiece title.

App Store Links:
    Dark Meadow, $5.99 (Universal)
    Dark Meadow: The Pact, Free (Universal)

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Written by admin

March 30, 2012 at 2:15

Hands-On With ‘8-bit Ninja’

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In a universe in which ninja tournaments aren’t just an elaborate excuse to stage a gory multidimensional melee, there’s an adorable little ninja on his way to castle Shimawa on a hill. Hatted and garbed in his finest eentsy weentsy blacks, this little ninja is on his way to the 200th annual ninja tournament. He doesn’t know it until he gets on the stage, but he’s not skilled enough to win, at all.

And thus little ninja’s failure becomes the premise of another game on mobile platforms that revolves around fruit. And while 8-bit Ninja might roll in one of the most dry and tired design elements in today’s market, it does have something to share: simple fun.

At its core, this is a 2D side-scrolling avoidance game. You’ll control little ninja as he dodges an infinite amount of fruit being fired at him from an upset crowd. The more fruit you dodge, the higher your point value at the end of your session. The game ends when a piece of watermelon, cantaloupe, an orange, or a pineapple hits you as you glide from left to right in the cutesy, though strangely not 8-bit, playing area. I doubt that users will ever receive an emotional rise from any of this, but the action model does a decent job of engaging me. Its immediately accessible and blunt, like an everyday simple pleasure.

If this sounds like something you’ve played before, it is. I asked developer DogByte where the idea for 8-bit Ninja came from, and unsurprisingly, it’s a product of its time. DogByte loves Falling Balls and Fruit Ninja and wanted to construct something that took elements from both, but iterated in important, though non-surface, areas.

And that’s the thing about 8-bit Ninja: it does have some interesting points of design buried within its cutesy art direction and simplistic play. For one, you’ll never walk into the game carrying tools that directly interact with enemy fruit. Little ninja can, however, pick up and utilize random items that spawn on the map. Weaponry, like blades or shurikens, act like timed but stationary turrets of fruit-slicing fury. Picking up these items up is a clear choice, and one that adds a light tactical flair to the game’s action. And then there’s the progression system, which is as sweet as chocolate.

“The game features multiple unlockable characters each with unique special powers to unleash, multiple arenas with unique extras and a lot of power-ups,” DogByte tells us. But that’s selling the progression a little short. As you play, you’ll earn EXP for your character, which seems to ramp up his speed and his special ability, which in the case of little ninja, is a shield. There are two other characters to unlock down the line, each of which boasts different abilities.

Also, you’ll collect two forms of in-game currency: gems and eggs. Gems can be used to level up those randomly spawned items so they last longer and have greater effects as you play. You can also buy a nifty one-use hat that acts as armor. Eggs, on the other hand, can be used to buy new characters with new abilities, new levels, or even gems. These constituent parts all feed into each other harmoniously, and really bolster that best-in-class one-more-play kind of tone, similar to, strangely, Call of Duty’s You’ll spend a senseless amount of time powering up my guy and abilities, all in the name of superior stats. This kind of stuff gets in your head in a satisfying way.

Gems and eggs also feed into the game’s free-to-play model, but this title’s brand of functionality appears to be inoffensive. Instead of annoying or nagging, it treats the user as a premium-level consumer from the get-go. The pre-release build of 8-bit Ninja has never made me feel like I need to dip into my wallet to enjoy the progression system and what it offers. Eggs and gems rain freely, though at the cost of ad support. Ads were off in the build I played.

8-bit Ninja might be simple, and the name might be a hair deceiving considering that this plainly isn’t an 8-bit game, but this is definitely something you’ll want to check out later this April when it hits iOS and Android for the price of free.

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Written by admin

March 29, 2012 at 22:15

‘Battleloot Adventure’ Review – An Approachable and Fun Strategy RPG with Personality

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Behold! The kingdom of Kameloot! A great land plagued by literature-loving rats, ruffians, maddened herbivores and stupefyingly high taxes. It is here that Battleloot Adventure [99¢/HD] takes place. In this turn-based strategy/RPG hybrid, you’ll be taking command of a motley crew of mercenaries.

Unlike most titles within the genre, Battleloot Adventure will not have you galloping off to the castle in order to decapitate the state dignitaries. I mean, the local oppression is sort of what keeps you rolling in the dough. While, in theory, your purpose in life is to assist the city you’ve sworn fealty to in its attempt to win the ‘Grand Gossip Notoriety Prize’ , you’re really just in it for the gold.

As you might have guessed already, Battleloot Adventures is not a game that takes itself too seriously. It’s a game plagued with sheep, after all. Black sheep. Red-eyed, rabid-looking sheep. Be-tentacled, flatulent purple sheep. Battleloot Adventure has a sheep for all occasions. Can you honestly imagine something like this being grim and dark?

The bright, cartoony art style certainly enforces the light-hearted atmosphere. Characters are well-drawn and vividly colored albeit often encumbered with slightly overlarge heads, something that may not appeal to those who do not enjoy Japanese anime. In contrast, the watercolor backgrounds look as though they deserve a spot in a children storybook somewhere.

Now, let’s talk about the gameplay. Combat in Battleloot Adventure is wonderfully simple. To attack, you tap on your target. To defend, you tap on yourself. To utilize an item or a skill, you tap on the appropriate icon before tapping on the desired target. Simple, right?

Sort of. Once you dive into it, things start to get complicated. One of the things that you’re going to have to monitor is energy. Almost everything you do (item consumption being the notable exception here) requires expenditure of that precious resource. If you permit a character’s energy to drop below a certain percentage, they’ll be useless up till the point their bar replenishes. And no, you can’t block under these circumstances either, something that will be the cause of despair at least once.

There’s an element of ‘rock, paper, scissors’ to the fights. You see, each entity in the game is associated with one of four classes. Each class, in turn, is represented by a color. Bandits are red, soldiers are blue, healers are green and wizards are flamboyantly purple. As you might have guessed already, certain classes will do well against others. The rogues of the game, for example, do well against soldiers but fare poorly against a wizard’s assault. Needless to say, the ecosystem of colors is something you’ll want to keep in mind if you want to perform effectively in combat.

Skills have been done in a rather interesting fashion here. While most games demand payment in mana or energy, Battleloot Adventure wants payment in stars. Stars are what you acquire when you’ve inflicted sufficient amounts of damage on an enemy. Stars are also essential to some quests and provide bonus gold at the successful completion of a stage. Stars are great. Unfortunately, in order to use a skill, you’re going to have to spend a star. Will it be worth it? That’s entirely up to you.

On top of all that, you’ll also have to take passive abilities, talents, equipment, environmental effects, the fact you can rope your characters together to assist one another in attacks, and quest objectives into consideration. It’s a lot to juggle, but what makes Battleloot Adventure so neat is the fact that it’s not mandatory for you to know exactly what you’re doing. It is exactly as easy or as difficult as you want it to be. You can elect to finish everything in two rounds via a strategic usage of skills and physical prowess or you can work through each enemy slowly. It’s up to you.

One of the things that make me incredibly happy about Battleloot Adventure is the way they’ve handled IAPs in the game. They’ve done an excellent job with it. I think this is the first time I’ve said that about any game’s usage of the freemium model, but it’s true. Instead of ransoming your headgear or demanding money to unlock new quests, Battleloot Adventure will offer you in-game gold for real-life cash, and if you don’t want to, you don’t actually need to buy the gold. Things in Battleloot Adventure do not cost an arm and a leg. At most, they might cost a toe or an unimportant finger. It’s definitely a refreshing change.

That said, with Battleloot Adventure, patience is important. In spite of all the praise I’ve lavished onto it, Battleloot Adventure is one of those games that takes a little warming up. The dialogue isn’t atrocious but it’s certainly not the most impressive in the world. As for the first Act, well, the less said about it the better. I understand wanting to ease the new player into the world but the pacing’s slightly off for Act 1.

Nonetheless, for those willing to persevere, the game opens up when you reach Act II. Suddenly, there are things to do everywhere. There is equipment to unlock. There are feats to complete. With every quest you fulfill, more areas become unlocked. Speaking of equipment, I love the fact that all of the gear that you acquire will be visible on your party members in a wonderful display of attention to detail.

Battleloot Adventure isn’t perfect (I don’t want to look a gift horse in the mouth but that Witch is broken, guys. Broken. Also, there’s no Universal version. Why, Digital Tales, why?). Nonetheless, it’s still an impressive addition to the App Store and a game that belongs in your library. It’s immersive, it’s expansive (I’ve been playing it for a week), it’s simple, it’s something you can teach to your grandparents and your three-year old niece. As long as you’re OK with some minor quirks, Battleloot Adventure is one that you don’t want to miss.

App Store Links:
    Battleloot Adventure, $0.99
    Battleloot Adventure HD, $0.99 (iPad Only)

TouchArcade Rating:

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Written by admin

March 29, 2012 at 18:15

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‘Pebble Universe’ – Charmingly Gory Timing Puzzles

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If you’ve played many physics puzzle games (or classic point-and-click adventures, for that matter), then you’re undoubtedly familiar with pixel hunting. It’s when you know there’s a solution right in front of your nose that you could find if you just locate the exact pixel the developers expect you to find. That’s not quite the case in Pebble Universe [$0.99]—there are a few pixels that will work at any given moment. But they’re moving. And so are you. Feel like tearing your hair out yet?

Don’t get me wrong, here. Pixel hunting reeks of fake difficulty, but the timing you’ll need to perfect in Pebble Universe is very, very real. In any given level you’ll need to launch two pebbles, pebbles that may move at different speeds, down increasingly complex paths so that they smash into each other at the perfect moment. That moment is the one that sees them right beneath the (potentially mobile) soot monsters whose death will do maximum damage. This task gets pretty hard, and it’s worth knowing that up front. Are you the type to patiently wait for your moment, or are you the sort to throw things against the wall? An honest answer will tell you whether or not you’re likely to enjoy this game.

I have to give Itatake real credit here. The studio has created a physics puzzle game that doesn’t play like everything else on the market. You might pick up a new skill in Pebble Universe, the skill of timing two objects moving at different speeds down different paths at a glance. That’s something worth adding to your gaming toolbox, you know?

It doesn’t hurt that the game also happens to be stupidly cute. The pebbles are tiny, vulnerable, and look as dumb as, well, rocks. They squeak, babble and celebrate every success. The Sootlump monsters are nearly as cute, scared for their lives as they are. Stupidly violent might be another way to describe Pebble Universe. You smash two critters against each other until they explode, at which point their shrapnel shears other critters to bits. As they gib their eyeballs and horns can chain into other monsters. Yep. Eyeballs everywhere.

If you’re particularly skilled at blowing things up you can earn a couple awards per level. It’s not quite the three star system we know so well, but it’s not far off. You get one award for reaching a certain score, usually based on how many pebbles you have left when you kill the level’s royal monster. The second award is for destroying all the other monsters before you commit regicide.

You will, of course, run into all manner of complex challenges along your path through the game’s two worlds. The level layouts get quite complicated, so you’ll often need to roll one pebble down, over and around a few obstacles before knocking it into its partner. Add to that a few interactive elements like fans, geysers and bouncy sponges and you’re just asking for trouble. You have a few tools of your own as well—slow pebbles, fast pebbles, sniper pebbles and splitter pebbles, mostly. They’re pre-selected per level, though, so they’re part of the puzzle more than its solution.

There are 50 levels to work your way through and 6 bonus levels to unlock, so you won’t easily run out of game to play. It sounds as though Itatake has more to come, too. For more of a challenge, work your way up the leaderboards for each world. For less of a challenge, pay a buck to unlock all the levels so you don’t have to.

It can be hard to get excited for another physics puzzler, but Pebble Universe does a good job of freshening the genre up. If super careful timing sounds good to you, then you’re probably going to like this game. The folks on our forums certainly do. And really, what’s not to like about throwing rocks at things until their eyes burst out, right? Now there’s a selling point.

App Store Link: Pebble Universe, $0.99 (Universal)

TouchArcade Rating:

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Written by admin

March 29, 2012 at 18:15

‘Sam & Max Beyond Time and Space Ep 3′ Review – The Sam & Max Saga Continues in Great Fashion

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The third episode of Sam & Max Beyond Time and Space was originally released in 2008, on the cusp of the videogame industry’s zombie renaissance. Four years and three Dead Risings later the iOS port of “Night of the Raving Dead” [$4.99] may feel — to steal a quote from the game’s antagonist, the vampire Jurgen — “played, yo.” Still, Steve Purcell’s brand of silly humor gives “Raving Dead” life, even for those tired of zombies and vampires.

This season of episodic Sam & Max games comes into its own in “Raving Dead,” particularly if players have been keeping up since the first episode ”Ice Station Santa” : we can start to see how the central town and its inhabitants are changing over time. We now have access to Sybil’s shop, but Bosco’s Inconvenience has been shuttered since he went missing in the second episode, ”Moai Better Blues” ; Flint Paper takes a more active role in “Raving Dead,” and Sam and Max have all but stopped giving Stinky the benefit of the doubt in the mysterious death of her grandfather. This is one of the strengths of episodic gaming, and it’s nice to see Telltale Games’ writing come to fruition.

This type of self-referential writings has its limits, though. In-jokes that refer to players’ previous exploits feel natural to players keeping up with the series, but the second quarter of “Raving Dead” can be jarring for those who, like me, didn’t play Sam & Max Save the World. Not that “Raving Dead” is a literary giant, but there are a few levels of nuance in Sam and Max’ relationship with Jurgen that you’ll miss if you didn’t play the “Situation: Comedy” episode from that series, which isn’t currently available on the App Store. And this wouldn’t even be so bad if this plot point didn’t directly inform at least two of the puzzles in the first half of the game.

Nevertheless, “Raving Dead” features the strongest writing and characterization to date — I’ll never forget the way Jurgen hooks his thumbs into his nipple rings while he relaxes.

Whereas as “Ice Station Santa” and “Moai Better Blues” tend to meander along until a plot twist at the end, “Raving Dead” establishes Jurgen as the antagonist fairly early in the game, and most of the puzzles revolve around him. This gives Purcell room to stretch out and give the game a little more nuance, and I’d even argue that he re-imagines and modernizes the social commentary George Romero wrote into seminal zombie movies like Night of the Living Dead, from where this episode borrows its title. Sam & Max isn’t subtle stuff, by any means, but there are some threads of maturity to be found, not to mention that “Raving Dead” has a relatively bleak ending — I won’t spoil anything here, but it does seem heavy-handed for the series.

This episode is pretty clearly demarcated into two halves, the first of which is probably the most mechanically and thematically interesting of Sam & Max Beyond Time and Space to date. Unfortunately, that praise comes with a caveat: the first half of the game is murky in its goals, and you’ll likely stumble into the puzzle solutions instead of tactfully divining them. There are a few puzzles in particular that, even after having solved them, don’t seem to have much in-game logic behind them — brute force experimentation isn’t as satisfying as actual problem-solving.

The problem is that “Raving Dead” is narratively strict, often times depending on the player to trigger specific events to push the story forward. In older Sam & Max episodes, players generally had a handful of puzzles to solve at a time, giving them a reason to explore different areas, interact with different characters, and gradually amass the knowledge and items they need to move forward. “Raving Dead” is stingier with its progress, meaning that you’ll need to solve each puzzle in turn before you can move on.

The upshot is that the interplay between Sam, Max, and Jurgen is really neat once you figure it out. Dialogue hints have always been a big part of Sam & Max, but “Raving Dead” is almost impossible to figure out without taking the time to think about Jurgen’s character and motivations. (Again, having played “Situation: Comedy” helps.) Thankfully, the same general idea repeats itself a few times in a row — once you know what makes Jurgen tick and how his castle functions, the game starts to pick up steam in terms of narrative progress and player engagement.

The second half of “Raving Dead” is more straightforward and consists of traditional item management puzzles. The game does a good job of feeding players items, which keeps the game moving forward and pixel-hunting to a minimum. The final boss fight, too, is a return to form after some lackluster fisticuffs against Mr. Spatula in “Moai.”

“Raving Dead” ends on a somewhat dour note, but I can’t help be excited at the midpoint of Sam & Max Beyond Time and Space: different plot threads are coming together and the designers at Telltale consistently and effectively iterate on the mechanics and structure of the point-and-click adventure. “Raving Dead” is easily stronger than “Moai Better Blues” and more interesting than, if not executed as well as “Ice Station Santa.” Here’s hoping the last two episodes keep up the good work.

App Store Link: Sam & Max Beyond Time and Space Ep 3, $4.99 (Universal)

TouchArcade Rating:

[source]


Written by admin

March 28, 2012 at 18:15

‘Swordigo’ Review – The Hack and Slash Adventure We’ve Been Waiting For

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Swordigo [$1.99] shouldn’t be as refreshing as it is. We were playing through better hack and slash adventures twenty years ago. But the genre has stumbled en route to the App Store, and we’ve been left waiting for a classic of the mobile era. Swordigo might just be the one.

Touch Foo is building a reputation for impressive games. Soosiz [$1.99 / HD], the studio’s first release won our hearts with a combination of novel design and great controls. Swordigo has all the things you’d expect from a good hack-n-slash: boss battles, sword combat, spell slinging, character upgrades and a ton of exploration. We’ve seen it all before. So why is it so utterly satisfying?

Scarcity is part of the reason. But Touch Foo has done more than create a game in an under-represented niche. It’s done an outstanding job of building it in the process.

From the controls to the upgrade mechanics, nearly everything in Swordigo works better than you might expect. On-screen directional controls are so often awkward, but they’re flawless here. In the eight hours I spent with the game I only bungled one or two jumps with my hand out of place, a better than reasonable margin of error. And that eight hours of content? That’s just for the main game. If you’re inclined to hunt down every last treasure chest (and earn the related Game Center achievement), expect to put in more time.

The art might be a problem for some. I’ve never been comfortable with Touch Foo’s style. The critters and character design in Soosiz grated on me, and the transition to 2.5D hasn’t helped. The environments are decent if repetitive, but it would be generous to say the character models have the detail of a Playmobil figure. You might be inclined to skip the game because of that. Don’t. The hero looks better as the game goes on, and you won’t notice the look when you’re knee deep in rock-solid gameplay.

You also shouldn’t look to this game for an original story—Swordigo goes well beyond nodding to Link and his crew. I’m not saying that like it’s a bad thing—it’s a charming homage, and it’s also unobtrusive. Touch Foo clearly spent its time elsewhere, designing an impressive platforming experience and a fun set of customizable upgrades. Some of the latter can be bought with the not-rupees dropped by enemies and unsuspecting bushes. Others are found tucked away in secret treasure chests.

Early on, there isn’t much to do. You’ll have a sword and a jump button and can only do so much with the combination. But your toolbox expands as the game’s four spells are introduced. Three can be used against enemies, and all four let you interact with the environment in new ways. You can shoot switches with your magic bolts or blow up hidden walls with bombs. Boss fights take advantage of those abilities, and there are unique challenges in nearly every new area. Because of this, Swordigo stays novel for its entire length, never relying on familiar tactics for long.

If a challenge can be defeated using spells or objects from the environment, the game plays beautifully. Sword combat, on the other hand, is a bit stiff. Your attacks run in a pattern, and you’ll often need an overhead swing at just the moment you slash forward. Enemies seem designed to exploit that weakness in the most frustrating ways, firing just over your sword’s reach or swooping down and hitting you in the face. Thankfully death is rarely a problem—falling takes you back to the last ledge with a sliver of health lost, while anything more permanent drops you at the most recent checkpoint. You can also teleport between checkpoints, so it’s trivial to take a trip back to town to shop or heal.

So while there are frustrations and a handful of small bugs, they’re blips in a solid eight hours of entertainment. Whether it ends up as a hidden gem or a genuine hit, Swordigo will have earned its place in any number of hearts. Touch Foo may be treading familiar ground, but it does so with great skill. If you’re up for a good old fashioned adventure, this is where you want to be. You might also want to be in our forums—it’s dangerous to go alone.

App Store Link: Swordigo, $1.99 (Universal)

TouchArcade Rating:

[source]


Written by admin

March 28, 2012 at 2:15

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