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Exclusive Details, Screens of Cyan’s Upcoming Strategy Puzzler ‘Stoneship’

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Last week, in a post featuring new screenshots from the upcoming iPhone version of Riven from Cyan Worlds, we pointed to clues of a new, previously unheard of forthcoming title spotted on the studio's website. At the time, all we saw of Stoneship was an ad banner commanding, "Never let your timbers be shivered!" and a tiny screenshot. Today, Cyan shared with Touch Arcade exclusive details and screenshots to help give readers a feel for what Stoneship is all about.

The upcoming Stoneship represents "a lighthearted new direction" for Cyan Worlds, the studio indicates. The game is a casual, top-down, turn-based, strategy puzzle game "with a bent toward the whimsical," we're told. The game sets you and your first mate on the high seas, charged with exploring, controlling, and protecting vast oceans and islands, under continual threat of a pirate siege. There are eighty three included levels to play through, with additional levels to come later, it appears.

Granted, there's still room for gameplay specifics and other details on this one, but what we've got does paint an overall picture. And the screenshots provided us should help flesh out that picture, further.







Cyan plans to submit Stoneship to Apple in the next few weeks and, as well, confirms that Riven for the iPhone is still on track for a release this fall. We expect to post a full review of Stoneship coincidental with its release in the App Store. Stay tuned.

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Written by admin

August 27, 2010 at 0:15

‘Karate Champ XL’ Arrives, Chops the iPad in Half!

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Retro game fans — especially those with friends in meatspace — are in for a treat with Revolutionary Concept's latest release, Karate Champ XL. Shortly after Karate Champ for the iPhone hit the App Store we reported that the studio was hard at work on an iPad version that would feature a two-player, split-screen play mode. The wait is over and we're happy to report that Karate Champ XL for the iPad [App Store] has arrived.

Karate Champ, which was rated one of the 10 most influential games of all time by IGN, is a 1984 arcade fighter that was one of the very first 2D, side-perspective, face-to-face fighters to hit the arcades. In Karate Champ, the player controlls a karateka with two joysticks, one for movement and one for attacks, that together allowed for a wide variety of attack combination. It is a match for points as well as a race against the clock; if both fighters are still standing when the timer runs down, he with the most points wins. It's simple by today's fighter standards, but is appealingly so to many, myself included.

Karate Champ XL features everything that the iPhone version has to offer, and then some. There are 12 different environments, two-player Bluetooth and WiFi support, the original '80s sound effects, all original bonus rounds, and a Super Large Chracter option. The onscreen graphics take advantage of the iPad's large, high-res display — well, at least the cabinet fascia graphics do, as the in-game graphics are (happily) as pixellated as ever. The big feature of this version, however, is the split screen mode that allows two players to go literally head-to-head in a martial arts match. This mode looks great and plays like you'd hope; it's a smooth one-on-one fight experience that actually works quite well.

Karate Champ XL should be an instant buy for any fan of the game who's got an iPad and someone to go head to head with. But, even in single play the game looks better, with sharper graphics on the iPad than the scaled-up iPhone version.

A version 1.1 update of the iPhone version of Karate Champ [App Store] (which is priced 50% off at $0.99 for a limited time) is currently under review by Apple. It will allow for iPhone to iPad gameplay.

App Store Link: Karate Champ XL, $1.99 (iPad Only)

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Written by admin

August 27, 2010 at 0:15

‘R-Type’ Review – The Classic Shooter Arrives on the App Store

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Originally released in 1987, R-Type [$1.99] is almost as classic as it gets when it comes to arcade shooters. Since its initial release, the game has seen many sequels, as well as ports to nearly ever platform ranging from the Amiga all the way up to the XBOX 360. Like most arcade games of the era, the game is framed in a vague story with the player piloting the space fighter Arrowhead to defend humanity from aliens. The original R-Type (and competent ports) have been well received by almost everyone, as the gameplay and level design are still considered by many to be among the best the genre has to offer.

If you've never played R-Type before, you might be in for a surprise as the game's notorious level of difficulty has landed it in lists such as IGN's Top 10 Toughest Games to Beat. The levels are crafted in such a way that you likely won't have much luck playing the game in a reactionary manner, and instead, will need to beat them through trial and error, learning the levels as you go. R-Type plays like what we now know as a typical shooter. You need to kill everything that moves, avoid bullets and enemies, fight massive bosses, all while collecting a wide array of power-ups on the way.

As far as the port is concerned, from a technical standpoint it's great. To make things easier on new players there's an unlimited mode with never-ending lives, as well as the standard normal difficulty and an unlockable insane difficulty. Three control options are included, touch controls which work like most other shooters where you drag your finger around the screen to move the ship along with tilt controls and even a virtual D-Pad. The virtual D-Pad is actually surprisingly cool too, as it changes the perspective of the game to look more like an arcade cabinet so your fingers don't cover any of the action. Auto-fire can be enabled or disabled, and you can move the on-screen buttons to the right or left side in the options.

The developers really did everything they could do to bring a faithful port of R-Type to the App Store, but I'm really torn on how I feel with it. R-Type reminds me of last year's Earthworm Jim port in that it's hard to imagine a better port of the game, but the control constraints of the platform almost feel like it's holding it back. Using your finger often obstructs the screen. Tilting feels off because your ship just moves at one speed regardless of how much you tilt. The virtual D-pad is good, but only as good as a virtual D-pad can be.

If you have fond memories of the original (or any of the ports), you'll likely love having the game on your phone and will be able to make whichever control option you prefer work well enough to get through the game. Also, at $1.99 it likely is the cheapest way to play the game, since it would cost at least that in quarters at the arcade to make it through the first levels. If this review is the first time you've heard of R-Type, you might find yourself frustrated with the way things used to be with brutally difficult arcade shooters designed to extract every quarter from your pocket. In that case, you might be better off checking out some of the other more forgiving shooters that feature modern day conveniences such as checkpoints.

App Store Link: R TYPE, $1.99

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Written by admin

August 26, 2010 at 8:15

Hands-On with Upcoming ‘Blue Defense: Second Wave’

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Just a couple of weeks ago we brought you the first screens and info from the upcoming sequel to early App Store classic Blue Defense! titled Blue Defense: Second Wave. Since then, we've been able to spend some time with a work-in-progress build of the game and check out how Second Wave plays compared to the original. So far, it's shaping up really nicely. It takes the core gameplay of the first game and adds some interesting new features and a lot more content, retaining the simplicity that made the original such a joy to play but adding just enough depth to offer a really different experience.

The basics of Second Wave remain the same. You'll fight off waves of enemies with a perpetually shooting cannon firing from the center of the planet which you're trying to protect. A population of about 7 billion people act as the life of your planet, with that number dwindling with every enemy that penetrates your defense. If the population hits zero, the planet is lost and it's game over.

One of the biggest changes this time around is the ability to fire multiple cannons at once. Touching the screen at any time brings up an aiming reticule and a new stream of fire, with multitouch support for adding up to five additional streams along with the first cannon. A quick double tap on the screen locks an aiming reticule in place at that point on the screen, which can be dragged around and set anywhere you want to direct more firepower. You can set up to ten of these locked streams in addition to the five you can add by touching. Coupled with the normal cannon, that's a whopping sixteen streams of fire at your disposal.  These screens were taken from an iPhone 4 and showcase the Retina Display support in Second Wave (click to enlarge):

While this may seem like an unfair advantage, the game intelligently balances this out by making every stream share from the same pool of firepower. For example, one stream of fire will rapidly spray many bullets in one direction. Adding a stream cuts this in half, with less bullets firing more slowly out of each stream. This gets divided with each stream added, and by the time you get to the full sixteen, each stream is very slowly shooting just one bullet out at a time.

The ability to add streams adds a tremendous amount of strategy in how you choose to play the game. It's such a big help to be able to quickly direct additional fire towards incoming enemies from any direction, or lock a stream of fire towards a dense group of enemies. Besides the ability to add streams of fire, you also get a new weapon in the form of the planet cannon. Touching your planet and swiping in the direction you want to fire launches a humongous beam of destruction that's as wide as the planet itself. The planet cannon vaporizes anything in it's path, but comes with limited uses.

Here's a short video of the preview build (no sound in this build):

These additional offensive options take Second Wave to a new level, and I haven't even gone into the gauntlet mode yet. Gauntlet mode is essentially a campaign that has you defeating set levels with predetermined numbers of waves and various difficulties, but we'll leave some of this for when the game is released. The major stuff is done and it's just entering the polishing phases now, so it shouldn't be too much longer before we'll be taking a look at the final version of Blue Defense: Second Wave.

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Written by admin

August 25, 2010 at 16:15

Retro 101: Ten Classics to Get You Started

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Right now there are 250,000 apps in the App Store. One of the biggest categories of apps are games. And happily, for folks like me, there's no shortage of retro inspired / remake titles among them. Apple recently setup a retro game section of the App Store, in fact.

For those that haven't really explored this side of the App Store, I point you to a nice little roundup that Mashable recently put together. Ten titles — all of which we've covered in the past — that won't disappoint (though, we might urge folks towards Rogue Touch or Sword of Fargoal for their Rogue fix, as opposed to Gadnreas' never-updated, 2008 release featured in the roundup). Of course, ten games is just the tip of the iceberg as far as the list of great retro titles available for iOS devices, but if you're just beginning to taste the awesomeness of these classics — baby steps.

Those looking for more recommended retro titles can have a look at our list of Retro-related game stories.

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Written by admin

August 23, 2010 at 16:15

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The ‘Fighting Fantasy’, ‘Gamebook Adventures’ and ‘Sorcery!’ Series – Now With Even More Installments

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The interactive fiction section of the App Store has grown quite a bit since our original post on both the Fighting Fantasy and Gamebook Adventures series of RPG eBook apps. If this is the first you've heard of them, these game books are an evolution of sorts on choose your own adventure books that you may or may not have read as a kid. Instead of simply choosing between two forks in a book and turning to that page, they have you roll dice to determine the outcome of the story. For instance, the main character might lose his footing, at which point you're faced with a dice challenge to see whether or not you fall in to some treacherous pit or manage to grab on to something and pull yourself out. The random nature of these game books make them a lot of fun, and give them quite a bit of replay (reread?) value as the story forks a different way with each reading.

These game books all play similarly, but I've found myself leaning towards Big Blue Bubble's adaptation of the Fighting Fantasy series, as they're universal and look great on the iPad as well as existing previously as published game books. Definitely look in to Fighting Fantasy if you're planning on playing the books on an iPad, as pixel doubling works on the others, but isn't a very good experience.

Fighting Fantasy: The Warlock of Firetop Mountain


Fighting Fantasy: The Warlock of Firetop Mountain, $2.99
Deep in the caverns beneath Firetop Mountain lies an untold wealth of treasure, guarded by a powerful Warlock – or so the rumor goes. Several adventurers like yourself have set off for Firetop Mountain in search of the Warlocks hoard. None has ever returned. Do you dare follow them?

Fighting Fantasy: Citadel of Chaos


Fighting Fantasy: Citadel of Chaos, $2.99
The Citadel holds a dark and dangerous peril for anyone foolhardy enough to venture through its gruesome gates. And yet venture you must for your mission lies at the heart of the Citadel, with the dread sorcerer, Balthus Dire!

Fighting Fantasy: Deathtrap Dungeon


Fighting Fantasy: Deathtrap Dungeon, $2.99
Countless adventurers before you have taken up thee challenge of the Trial of Champions, but not one has survived. Devised by the devilish mind of Baron Sukumvit, the labyrinth is riddled with fiendish traps and hideous creatures of darkness to trick and test you almost beyond the limits of endurance!

Fighting Fantasy: Creature of Havok


Fighting Fantasy: Creature of Havok, $2.99
You begin this adventure not knowing where you are or who you are. All you know is that you are some kind of creature of instinct, understanding little. During the course of the adventure, it may be possible for you to begin to control your bestial nature, to find out more about yourself, and even to learn your destiny. But even if you know all this, success is by no means certain, for the traps and terrors of Trolltooth Pass are many … Are you ready — to become the Creature of Havoc?

Next are Gamebook Adventures by Tin Man Games, a completely original series written by S.P. Osborne and illustrated by Pirkka Harvala. I like the presentation of the Gamebook Adventures series a lot, and I really hope they're eventually updated to be universal.

Gamebook Adventures 1: An Assassin in Orlandes


Gamebook Adventures 1: An Assassin in Orlandes, $4.99
Set within Orlandes City, nobles are being systematically murdered by a ruthless assassin no-one seems able to catch. Finding yourself thrust in the middle of a large conspiracy, you must make decisions that may put yourself and one other most precious to you in great danger. Can you locate the Assassin in Orlandes before it is too late?

Gamebook Adventures 2: The Siege of the Necromancer


Gamebook Adventures 2: The Siege of the Necromancer, $4.99
Set in the coastal town of Myr, you have returned home after a long Summer in the mines of Durath Tor to find your hometown besieged by strange creatures. A dark presence has taken over the town and you are the only one who can rid the stronghold of Erid Buul, the mysterious new Lord and his ghastly cohorts.

And last but not least, Bright AI brought the first installment Steve Jackson's Sorcery! series to the App Store. Jackson is one of the original authors of the Fighting Fantasy books, and wrote the Sorcery! series along side them targeted at an older audience as they're much longer and more complex, even offering a choice of class to play while reading the book. Unfortunately, this isn't universal either.

Steve Jackson's Sorcery! The Shamutanti Hills


Steve Jackson’s Sorcery! The Shamutanti Hills, $2.99
The Shamutanti Hills is Book One in Steve Jackson’s Sorcery! series. Your epic quest will take you across the mysterious hills to the cityport of Kharé, but only if you outwit the creatures, traps and wizardry you encounter along the way.

Since all of these game books basically play the same, you can pretty much just choose whichever one(s) sound interesting to you based on their description as reading previous installments in the series to enjoy later ones isn't required either. As mentioned, if you intend on reading them on an iPad, I'd gravitate towards the Fighting Fantasy books, but any of them will be highly enjoyable to any fan of fantasy fiction.

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Written by admin

August 21, 2010 at 0:15

‘Guns’n'Glory’ Review – I’m Sure This Will Offend Someone

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Tower defense games on the App Store come in all shapes, sizes, and flavors it seems as the genre becomes more and more saturated with each new release. Much like match threes, it's getting harder and harder for these games to stick out amongst the crowd when there are already such fantastic tower defense staples such as Fieldrunners [$2.99 / HD], geoDefense [$1.99 / Free] (along with geoDefense Swarm [$1.99]), or my personal favorites, Sentinel: Mars Defense [99¢] and Sentinel 2: Earth Defense [$1.99]. But just because all these awesome games exist, doesn't mean I don't try every tower defense game that looks interesting (and every match three for that matter) but so often in these games there's not much in them that given the choice would make me tap their icon instead of just playing some Fieldrunners or any of the other games I just mentioned.

Guns'n’Glory [$2.99] is a somewhat rare exception to that, and I really can't believe it hasn't generated more buzz in the time since its release over a week ago because it's one of the most unique tower defense games I've played in quite a while. Handy Games did a great job of combining some elements of realtime strategy with the standard tower defense formula as well as a ridiculous premise, great sprite-based graphics, and a western themed soundtrack that fits the game perfectly. On top of that, it's even universal and while I prefer it on the iPad, it's just as much fun on the iPhone.

So by now it all sounds good and you're probably wondering what's the deal with the title of this review. Well, I'm not entirely sure how the setting of the game will sit with some people as in Guns'n’Glory you're not protecting Earth from invading aliens, or killing the anonymous troops of some enemy army. Instead, you control a gang of bandits made up of various stereotypes, train-mounted gatling guns, and cannons. These bandits slaughter waves after waves of men, women, horses, and a few different types of covered wagons all trying to make their way west. It's actually kind of amusing how when playing the game I went from "Wait a minute, these are… obviously women… that I'm gunning down" to "Argh, get back here you!" as a settler makes it to the end of the path and off the screen.

Five units are included in the game: "Desperados" which are your standard run of the mill pistol totin' bandits, "Mexicans" who toss sticks of dynamite, "Indians" who shoot flaming arrows, cannons which are strong against wagons, and the gatling gun. These units are all on screen at the start of every level, taking a nap in the hot desert sun. To enlist their help, they have to be paid off with the gold coins you earn from slaying settlers, at which point you can tap one, and wake them up to start shooting. The cool part about how all these units work is that you can move them around at any time during the battle, and this mechanic really starts to become important later in the game where there are multiple paths and not enough manpower to cover all of them.

Tapping an awake bandit selects them, then you can tap anywhere and have them walk there if there is a clear path to get to the destination. This actually works out to be really cool, because you can totally change your defensive strategy on the fly and it's awesome to just be able to upgrade a small handful of units then just micromanage them well to complete levels with minimal defenses. There isn't a fast forward button in Guns'n’Glory to speed up the gameplay, which normally would be a negative in any tower defense game, but I never felt the need to speed time up at all in this one as you're almost always busy repositioning your units for maximum effectiveness.

Further in to the game you will get access to trains to mount your gating guns on which can move quickly but obviously are limited to train tracks. Also, chests will spawn in the game world and depending on the icon over the chest sending a unit over to collect it will make their attacks stronger, faster, or just award you some gold. In later levels, juggling all of the mayhem between moving your units, going for chests, deciding what to upgrade, and which units to wake up is a ton of fun.

The main down side to all of this is when you begin to realize how few levels there are in the game. There are ten levels included, and really not much reason to replay them once you beat them. This wouldn't be so bad, if half the levels weren't building up as a tutorial, as you don't even gain the ability to upgrade your units until the fifth level– Half way through the game. Regardless, Guns'n’Glory is a very fun ride while it lasts.


iPad left, iPhone right

Curiously enough, Guns'n’Glory is listed in iTunes proudly and prominently as "AD FREE", and according to the developers on our forums there is a free version in the works, though still waiting for approval by Apple. Whether you keep the free version on your App Store watch list or you grab the paid version, Guns'n’Glory is a game that any fan of tower defense games will enjoy.

App Store Link: Guns’n'Glory AD-FREE, $2.99 (Universal)

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Written by admin

August 20, 2010 at 4:15

From Cyan: ‘Riven’ Screenshots and a New Upcoming Title ‘Stoneship’

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In May of last year Cyan Worlds released an iPhone version of their groundbreaking (in its day) point and click adventure Myst [App Store]. Earlier this year we got word that Riven: The Sequel to Myst would be arriving on the iPhone by early summer. And, while it's obviously not here yet, we do have an update for those who've been waiting anxiously for Riven's arrival.




Early this month, Cyan's Mark DeForest (or 'Chogon') made a post on the Myst online forums indicating that they are expecting Riven to be available in early Fall, with Riven HD for the iPod following sometime after that. What's more, Cyan today launched a simple Riven for iOS website that reveals certain details about the forthcoming iPhone version along with a screenshot gallery.

The original Riven sights and sounds have been meticulously re-assembled for a remarkable experience on the iPhone and iPod touch. Everything that you remember from the original Riven in a format where a simple touch or swipe moves you through the world.

According to the website, the install of Riven for the iPhone is huge — and it's not surprising; Riven for the Mac and PC was initially distributed as a set of five CD-ROMs. Cyan has worked to optimize the original game data for the iOS platform but, even so, the game is about a gig and a half in size (probably the largest iOS application out there) and requires over 2 gigabytes of free storage for a successful install.

Riven for iPhone features, as listed by Cyan:

  • All the original Ages & gameplay
  • High quality images
  • Full music & sound effects
  • Movies & animations
  • Auto-save (when quitting or phone call)
  • "Bookmark" system to save & restore progress
  • Swipe to turn
  • Zoom in anywhere for more detail
  • “Hot Spot” hints
  • Works with iPhone, iPod touch, and iPad

We'll take a close look at Riven when it arrives and share our experiences with our readers. But, that's not the end of the Cyan news…

A small ad banner has recently appeared on the Cyan Worlds website that reads, "never let your timbers be shivered!" A click on the banner takes you to a rather spartan "preview" page that shows a screenshot of a new iOS game entitled Stoneship. Now, the savvy Myst fan will recall that "Stoneship" is the name of one of the ages in Myst, and this forthcoming title, which looks as if it may be some sort of top-down naval combat / tower defense / puzzle game, was surely inspired by it.

Unfortunately, that's about all the details we've got at the moment on this forthcoming, new title from Cyan. We'll share additional news on this one as we get it.

[ Thanks Jordan ]

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Written by admin

August 19, 2010 at 20:15

‘Zombie Escape’ Review — Zombies, Clear the Landing Zone!

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By now I'm sure we all agree, Chillingo really have a soft spot for decaying dudes with a bad case of halitosis. They are Liches of the App Store, raising an undead army to swarm your iOS devices. For the most part, this is actually a good thing, as all their zombie offerings to date have been of a particularly high standard. So it's no surprise that they've championed Viqua Games' Zombie Escape [App Store], a game we were eagerly anticipating after our hands-on preview.

Zombie Escape takes the traditional line drawing experience and changes up the formula significantly. Rather than being the be-all-end-all of the game, where one misplaced line means instant death, the line-drawing mechanic is a means to an end; namely, directing survivors of the zombie infestation to a nearby chopper, filling it up, and waiting for the next to arrive. Sure, while your task each level might be rescuing each and every survivor, the zombies have to eat something right?

In this respect, Zombie Escape is a lot more forgiving than other line-drawing games, by allowing some casualties before outright failure, and permitting your survivors to fight back a little; in the form of a small window of opportunity for you to direct a survivor away if they are caught by a zombie– before their brains are eaten. This doesn't mean a less challenging game, but that the difficulty assumes a different form– something you'll appreciate when your screen is bursting with zombies and you're trying to thread your survivors through the most narrow of openings, all while avoiding your own airstrike.

The artillery at your disposal is crucial to staving off the zombie horde for as long as it takes for your lift-off to arrive. There are 7 items available to you, each unlocked as you work your way through the 28 levels and three different settings in the campaign mode. Items are peppered in-game through crate drops, covering the gamut of usual suspects; such as sniper rifles, bombs and airstrikes; as well as a few items unique to Zombie Escape such as the SOS helicopters, sleep grenades, hunks of meat (which attract zombies) and zombie-free tesla-coiled zones, the latter of which have a more utility role. Each item can be upgraded in different ways, some of which alter their purpose entirely, adding to its strategic value.

As well as your armament to consider, there are also varying zombie types which compound the danger your survivors are in. These include; a Seeker, which hunts your survivors down when in range; a Stinker, which leaves a toxic cloud behind it when it dies; and a Burster, a zombie that explodes after it is killed. Each of these super-zombies is more than capable of dispatching a hapless survivor in no time, so careful management of your survivors pathing and wonton destruction with your items is required. Oh, and carefully aim your SOS chopper pick-ups to land on a horde of zombies– it has the desired effect.

The level art in Zombie Escape gets the job done and is different across the 3 game worlds. Where Zombie Escape shines however, is in its 2D art, as all the zombies and survivors look great and are believably animated (I warmed especially to the survivors running around waving their arms above their heads). Unfortunately, I encountered a bug where the game's sound effects never worked for us, until I tried turning off and on the sound effects in the game menu a couple of times. Once I did, I was pleasantly rewarded with terrifying shrieks and groans that really helped sell their plight to us. Hopefully this bug will be addressed in a future update.

Zombie Escape's campaign missions are all driven by either the items available or the zombie types; you are frequently restricted to certain items to create a greater sense of strategy and difficulty, particularly in the later levels. The other tact that levels take are to throw at you large numbers of specific zombie types, a challenge that requires a combination of items and dexterity to keep your survivors alive. I was disappointed to see that Zombie Escape doesn't appear to support multi-touch, a feature useful in a game like this, though it never really became noticeable until the very last levels where micro-managing your survivors is essential.

With a further endless Survival game mode and the usual suite of achievements and high score tables provided by Chillingo's Crystal platform, Zombie Escape is certainly at the forefront of line-drawing games; up there with the likes of Boom Brigade in providing a guns-blazing, action-packed take on the formula. This one should provide for both line-drawing fans and action fans in general, as the pacing is good and the game notoriously difficult to put down. The couple of hours required to take down the campaign mode and the endless Survival mode should keep zombie-lovers entertained– just be sure to fiddle with the sound settings if you encounter the same effects bug I did.

App Store Link: Zombie Escape, $0.99

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Written by admin

August 19, 2010 at 12:15

First Impressions of Paramount’s ‘Top Gun 2′

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Yesterday we showed off some screenshots of Top Gun 2 [$2.99], the Freeverse developed sequel to last year's Top Gun [$1.99/HD] iPhone game based on the the hit 80's movie. The screens looked really nice, and being rather fond of the first game I was really looking forward to Top Gun 2. After spending the last couple of hours with the game however, I'm fairly disappointed. While the visuals in the game are a pretty big improvement, most of what I liked about the first game is gone. It isn't necessarily a bad game, just more of a step sideways than a step forward compared to the first game.

The first thing that struck me as odd about Top Gun 2 is that there's no title screen. The game boots up with the Top Gun logo and familiar music, and then sends you right to an overhead map. From this map you can choose to go to an aircraft carrier to upgrade any of the 3 available planes, or choose a jet icon to enter the first mission. There's nothing that explains any of this, nor is there any help screens in the options menu or anywhere else that tells you how to play the game. Granted, the map options are easy enough to figure out on your own, but if you aren't already familiar with the gameplay from the first Top Gun then you might have a hard time finding your way here as there's no tutorial.

Another thing missing is any kind of progressive story, aside from a small blurb generically explaining what you are doing before each mission. It doesn't feel like a cohesive experience, rather just a collection of missions to play with nothing to really tie them together. I imagine this was intended to streamline the game, but it ends up making it feel disjointed and hollow instead. In essence, Top Gun 2 feels like a no frills arcade game where the focus is on scoring and chaining together combos in a series of dogfights and boss battles.

The gameplay in Top Gun 2 is pretty good, but it leaves out some of the aspects that I enjoyed from the original. Controlling your craft works the same by tilting the device, and you have the same vulcan cannon and lock-on missiles, but there are a couple of cool additions as well. Each of the 3 jets (the F-14, F-16, and F-18) have their own unique weapon and special move, like a barrage of missiles, a speed boost, or a shield. All of the different functions of each plane can be upgraded using money earned during missions. Gone are the “danger zones” of the first game, which seems more realistic but makes it hard to tell where you are getting shot from. I actually enjoyed that part of the original game and thought it was fun to be aiming and shooting at enemies while dodging incoming fire from these danger zones.

Top Gun 2 isn't terrible by any means, but it just may not appeal to people who enjoyed the first game. The planes you can fly are awesome, and I enjoyed the upgrading aspects. The missions are also chock full of action, and there is some satisfying arcade-style dogfighting to be had. But the game lacks soul and personality, and with no real storyline or any kind of tutorial to guide you through the game, it diminishes the overall experience. If you're just looking for some frantic jet fighting action, you may enjoy Top Gun 2, just don't expect much beyond that.

App Store Link: Top Gun 2, $2.99

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Written by admin

August 19, 2010 at 12:15