Archive for the ‘POI’ tag
E3 2010: Checking in with Nathan Vella of ‘Sword & Sworcery’
Before E3 even started we met up with Nathan Vella of , creators of Critter Crunch [$1.99 / Free]. They've teamed up with and to create what we thought was the most amazing game at GDC this year. Three months later, and while the game looks very similar, they've significantly refined everything from the menus, to the camera system, and everything in between. Also, since the release of the iPad, they've also committed to releasing both an iPad and iPhone version of the game. Today we were shown the iPad version, and Superbrothers' pixel art looked absolutely fantastic on the larger screen.
I grabbed my camera and had Nathan explain "side A" of the game, which covers all the new controls, inventory system, additional in-game goodies, and the consequences of your actions in the world of Sword & Sworcery.
Since the developers are shooting for Sword & Sworcery to be an experience similar to an EP, the game is split in to two different sides. "Side B" isn't finished yet, but here is as much of it as they're willing to show at this point:
Sword & Sworcery looks gorgeous on the iPad screen, and as you can see from the videos is extremely simple to play. The team behind the game don't plan on releasing it until it provides the exact experience they're shooting for. The game itself will be content complete at the end of this month, and according to Vella, will then require a few months of polishing which should hopefully mean a release sometime in August.
In the meantime, here is a whole new set of iPad-resolution screenshots to whet your Sword & Sworcery appetite:



We've been told that there's a new trailer in the works that should be released in the next couple of weeks. We're following this game very closely, so stay tuned for even more Sword & Sworcery action.
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WWDC 2010: Kevin Beimers – Behind the Filth of ‘Hector: Badge of Carnage’
Last week at WWDC we ran in to Kevin Beimers, the writer, programmer, and game action director for , creators of Hector: Badge of Carnage [$3.99]. Hector is an episodic point and click adventure game where you play the role of a disgruntled police officer in the town of Clappers Wreake. Like similar games, advancing the plot involves solving puzzles using items found in the game world either by themselves or combined in interesting ways with other items. There are also dialog trees to work through with the various citizens of Clappers Wreake and your conversation skills also become a large part in accomplishing the goals set out in front of you.
We really enjoyed the game in our review, and after hearing the story behind Hector, I can't help but enjoy the game even more. Before the filthy world of Hector was even imagined, the guys behind the game actually created a 52 part childrens' series, , which is currently being aired in Ireland. Lifeboat Luke goes on nautical rescue missions and teaches children about safety at sea. Interestingly enough, Hector originally was pitched as a TV show as well, and there was even ground work for a pilot episode laid. Some clips of Hector can be seen in Straandlooper's showreel of animated clips they've worked on:
Aimed at a primetime UK time slot, Hector was meant to go up against South Park and other raunchy evening shows. Unfortunately, the insane popularity of reality TV has significantly cut in to the willingness for anyone to fund an animated project. Or, as Kevin put it, with reality TV all you need is a dozen people in a room with a camera and you've got a show. With the future of Hector as a TV series getting increasingly bleak, Straandlooper decided to turn their ideas in to a point and click adventure game.
Originally they debated building it as some kind of Flash game, but the lack of any strong way to monetize Hector as a browser game pushed them to the App Store– A place where, as Beimers explained, people are more likely to pay for and appreciate the amusing gameplay and animation quality of Hector: Badge of Carnage. Since the developers have been long time fans of point and click adventure games, the transition from animated short to interactive adventure was fairly natural. (And as fans of the genre, Kevin noted how awesome it was to have his works compared to classics such as Day of the Tentacle or Monkey Island.)
The project so far has been a success for Straandlooper, as from the first episode on the App Store alone they've already made more than they have on any of their other short animated projects. Hector's initial popularity has practically guaranteed the release of the second episode, where players will explore the police station that Hector works with as well as spend time getting to know Hector's various coworkers. They hope to release episode 2 within a year.
Some other fun Hector facts came out of our conversation such as the entire game being voiced by a single person. As many people in our forums have mentioned, Hector is a shockingly raunchy game to be approved on the App Store. Straandlooper actually planned for this, and had contingencies in place to do things like replace the porn shop with a store similar to Wal-Mart. Hector was under development for 6-7 months, with another 2 months spent on the "last 2%" of the game making sure everything was as refined as Straandlooper wanted it.
An iPad version is in the works, but since so much was tweaked and customized for the resolution of the iPhone screen, it may be a while until we see its release. However, they do plan on releasing the second installment on both the iPhone and iPad.
If you haven't played Hector: Badge of Carnage yet, you really need to give the game a try if you've ever enjoyed a point and click adventure game. For more about the game, take a look at our review.
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WWDC 2010: Fish Labs and ‘Galaxy on Fire 2′ for the iPad
During WWDC this week we met with Michael Schade, a developer of by , who walked us through some of the features of the upcoming iPad game and gave us a brief hands on. This sequel of Galaxy on Fire [$5.99 / Free] has similar roots, and actually started as J2ME game that weighed in at a meager 1 megabyte. Galaxy on Fire 2 is a space conquest game, with a massive galaxy map to explore, multiple factions to align yourself to, a dynamic economy, and tons of other neat features that all add up to an impressive amount of depth.
Specifics are a bit vague at this point as the iPad game is still in development, but from our time with it we were shown an extensive listing of achievements to unlock, as well as just the tip of the iceberg of ship customization with all kinds of different weaponry. As you play through the game, the faction system will become an important gameplay component as the missions you choose to do effect your standing one way or the other with the various organizations floating about space. Combat seemed to work similar to the original Galaxy on Fire, with completely free and open battles in space with whoever you feel like shooting at (or running from).
Fish Labs recently released discussing the art of the game. What piqued my interest the most from this is the screenshots showing the clear evolution of the Galaxy on Fire series of games.
Starting with the original J2ME version compared to Galaxy on Fire for the iPhone:

And finally, Galaxy on Fire 2 for the iPad:

Fish Labs plans to launch the game on the iPad in September for $9.99 with an iPhone version coming later at $7.99.
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WWDC 2010: Coladia Bringing Full-Featured iPad Adventures
French development studio Coladia first crossed our radar back in December 2008 when they announced that they were developing an iPhone port of their Mac prehistoric point-and-click adventure Secret of the Lost Cavern [App Store]. The game went live last year, as did their iPhone port of point-and-click adventure Return to Mysterious Island [App Store].
We had a chance to meet up with Coladia here at WWDC and to hear about a few iPad titles they've got in the works.
The existing iPhone versions of Return to Mysterious Island and Secret of the Lost Cavern are rather abbreviated titles as compared to the PC originals (or Mac ports). CEO Frédéric Aloe informed us that his studio is currently readying iPad ports of both titles that deliver the complete original game experience to Apple's largest touchscreen device. Both iPad titles clock in at around 800MB in size.
Additionally, Coladia is bringing a feature-complete iPad port of Destination Treasure Island to the App Store. As the studio sets up the title,
Four years have passed since the end of the adventure recounted in Robert Louis Stevenson's novel. Jim Hawkins has become an upstanding adventurous young man, attentive to those around him. Imagine his surprise when, one morning, he sees a parrot enter his bedroom window : none other than Captain Flint, Long John's own companion. The bird brings him a message from his master. In the message the old pirate announces that he has buried a marvelous treasure on the secret isle where he retired : Emerald Island. Jim is going to have to hurry though. Pirates, old enemies of Long John, are on his trail.
The iPad version of Return to Mysterious Island should be appearing in the App Store any day now. Destination Treasure Island is set for a release late this month, while Secret of the Lost Cavern is slated for release in September. All titles are expected to launch at an App Store price of $9.99.
Coladia plans, in time, to bring most of the adventures of PC studio Cheops', responsible for the original aforementioned titles, to the iPad with full PC assets and a touchscreen interface.
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WWDC 2010: Upcoming ‘Arena 9′ Card Battle Game
CDE Humble Gaming was at WWDC 2010 showing of their upcoming trading card game Arena 9. Game developer and long-time Magic: The Gathering player Jeff Lyndon described how they were trying to create an iPhone suitable experience for a collectible card game.
High amongst their priorities was an accessible game that was easy to learn, but also one that didn't overwhelmingly advantage those who had simply collected better cards. The game revolves around a collectible cards that are earned by the user. An initial set is provided, but over time, new cards can be collected by earning in game experience or through in-app purchase. Cards are organized into 5 card decks that you can take into battle.
Battle will primarily be on-line against live opponents. While single-player (offline) mode does exist, it's primarily intended for practice and training as experience points aren't earned.
Battle is waged on a 3×3 grid. Each player's hands is in plain view to the other player, and cards are placed on the grid in alternating turns. The goal is to win as many cards as possible by "turning" opponents cards to your own. The initial rules are simple. If the adjacent number on your the card is higher than the opponent's number when side-by-side, then you turn the other card to your own. Additional rules, however, such as lining up same numbers on two sides or surrounding an opponents card with similar elementals can act as special moves. In addition, the board also has randomly placed elemental-marked tiles that either enhance or detract from a card's power if placed on that space.
Each battle should take about 3-4 minutes and a matchmaking system tries to match you with a comparable opponent. The game is expected to launch during the first week of July and will be free for the base game. Additional cards can be purchased in packs or can simply be earned with enough experience points and wins.
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‘Banzai Rabbit’ Review – An Evolution of the Frogger Formula
One of the most beloved and recognizable classics in the relatively short history of video games is Konami's Frogger. The timeless gameplay of getting your character from point A to point B, while navigating a busy highway and hazardous river, has spawned many variations during the years and is still fun even today. Banzai Rabbit (formerly called Frogman) is the newest game from Revolutionary Concepts, who most recently brought us the excellent port of Karate Champ, and it takes the very basic premise of Frogger and turns it on its ear with new gameplay twists, gorgeous 3D graphics, and a comic book style storyline. The overall experience feels more like an actual evolution of the Frogger series than any of the spinoffs ever have.
The story starts in a lab, where scientists are experimenting with building teleportation pods. During some commotion, test lab rabbit Banzai escapes his cage, leaping into one of the pods (with a stowaway flea coming along for the ride as well). The pod then activates with two scientists inside, one getting fused with Banzai and one getting fused with the flea. The results are rabbit and flea humanoids. After the dust clears from the accident, the enemy now known as The Flea plots world domination and kidnaps beautiful lab assistant Mary Beth. Having strong feelings for her, Banzai plots how to stop him, and thus the story begins. Ok, it's basically the plot from the 1986 film The Fly mashed up with elements of Spiderman, but it works pretty well in setting up the story for Banzai Rabbit.
The game is set across 34 levels in various locations such as city streets and railyards. You must guide Banzai from one side of the level to the other while avoiding the hazards laid out before you. On the other side of the map is a human who has been infected by The Flea, and if you don't make it to them in time then they will turn into a fly. Once you rescue that person, the perspective of the level flips around and you must make it back the way you came to save a human who's now on the opposite side from you. This continues until you've rescued 5 humans per level. Two different powerups can be collected, one that let's you jump over one of the hazards if need be, and one that slows down time for a short period making it easier to maneuver between the obstacles. It all comes together extremely well, taking a classic mechanic and wrapping it around some new ideas and fantastic visuals.

The area where the game falters is in terms of difficulty. More specifically, a brutally hard, teeth clenching difficulty. couldn't beat this. The levels start to pick up in pace and complexity about a third of the way through the game. It took countless retries to pass some of these levels, which was bad enough, but at about the midway point of the game I completely hit a wall. There was just no way for me to progress, despite trying over and over. Collecting mutagen orbs spread throughout each level allows you to continue. You start the game with 5 lives, and can earn more through bonus levels and by rescuing humans. It takes 10 mutagen orbs to continue once you lose all lives. I started the level where I got stuck with 60 some odd orbs, and went through them all without blinking an eye. That's at least 30 lives wasted on a level where I didn't even rescue one human. Once you run out of orbs, you must frustratingly start completely over from level one. It's just flat out too difficult. I consider myself a fairly accomplished gamer, and have a fondness for the overly challenging games of the 80's and 90's, but I concede to Banzai Rabbit. He beat me. Some truly hardcore players may love this type of challenge, but I highly doubt normal to casual players will have the fortitude to see the game through.
I realize I'm making a pretty big deal about this, but it's honestly the one thing that can keep me from wholeheartedly recommending Banzai Rabbit. I'm not alone, either, as I've only made it halfway through the game and am sitting comfortably atop the Agon leaderboard. Is halfway really the farthest anyone has made it? It's not always necessary to completely beat a game when reviewing it, but you should at least have a pretty broad understanding of what the game offers. I feel like I'm missing out on a big part of Banzai Rabbit that's awaiting me in the second half of the game, not the least of which is the story (I imagine the hero saves the girl, but I'd like to see it).
Luckily, Revolutionary Concepts has been listening to the feedback in the game's , and will likely address the difficulty in an update. If you feel up to the challenge, Banzai Rabbit really does have a lot to offer, just don't expect to see all of it any time soon.
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WWDC 2010: Glu’s Upcoming Game Lineup – ‘Escape from Nom’, ‘Build-a-Lot 2′, ‘Deer Hunter African Safari’ and ‘Deer Hunter 3D for iPad’
During WWDC this week we met with Glu to get a peek at their upcoming game lineup, along with the not entirely surprising news that they're going to be shifting towards the freemium market towards the end of this year. In the meantime, they showed us four of their upcoming games, which will all be coming out in the next few months.
Escape From Nom – A physics-powered puzzle game where you have to aim a colored circle (named Alan) to get to the bottom of the water at the bottom of the screen. You can control where you drop Alan, and levels often involve either using existing or placing new gizmos in to the game world to bounce off of to avoid being eaten by the Noms, multi-colored blobs which are either stationary or moving about.
Much like Enigmo, later levels require a quite a bit of thought and manipulation of various objects to bounce Alan about. Some levels even have Alan starting out as a different color than the water, at which point you must have him bounce off an appropriately colored bumper in order to change to the correct color to complete the level.
Escape From Nom also comes with a full featured level editor which will allow you to create and share new levels. Aside from user-generated levels, the game will come with 30 pre-made levels of increasing difficulty across 3 different game worlds. Escape From Nom will be released soon, potentially even before the end of June.
Build-a-Lot 2 – This is a sequel of the original Build-a-Lot, which came out in early 2009. We liked the original in our review, and it sounds like the sequel is more of the same with additional enhancements. There are new blueprints to unlock, and a new curb appeal system that adds another level of depth to the game as curb appeal increases as a house is built closer to a playground and other desirable structures.

Tons of other parts of the game has been tweaked, and it's safe to say if you enjoyed the original you will also like the sequel. Build-a-Lot 2 is expected mid-July and Glu is also working on an iPad-optimized version of the game.
Deer Hunter African Safari – More of the same Deer Hunter action, this time set in Africa. You'll be able to do 3 different hunts in 4 separate locations and shoot exotic game like lions, zebra, kudus, elephants, and other virtual African animals begging for your bullets. Like the other Deer Hunter games, there will be DLC to purchase additional equipment and other fun hunting toys to allow you to more efficiently cleanse the land of life.

Deer Hunter African Safari will be available mid-August.
Deer Hunter 3D for iPad – The original Deer Hunter 3D is making its way to the iPad, with 16 different hunts in 4 different locations. 7 different types of animals are packed in to the game, and there are 13 different weapons to shoot them with. Everything is up-scaled to 1024×768, and the game looks just as good as you would expect on the iPad.

Deer Hunter 3D for iPad is coming in early July.
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‘Carcassonne’ Review — As Good As It Gets On The App Store?
Admittedly, I have shied away from board games on the iPhone; very few of them offering the accessibility and multi-player fun of dusting off an old classic and sitting around a coffee table with friends. Even still, I had never heard of the award-winning German tile-based board game named after a world heritage listed French castle prior to our preview last month. But that's all water under the bridge now, as Carcassonne [App Store] is definitely hot right now and set to rocket up the App Store charts.
For those apparently hiding under the same rock as I have been; Carcassonne is a board game played with 71 tiles, artistically depicting fortified structures, fields, cloisters and roads (these being the key elements of the game). Tiles are randomly drawn and played on the table in turn by each player, of which there are up to 5 players at once, and placed next to each other so that each landmark aligns perfectly. Points are awarded by placing one of your limited tokens, your 'Meeples', on an element of the tile you've just played; be it road, structure or field. Points are scored both during the game and at the end, with completed city structures awarding bonus points.

Carcassonne has undoubtedly raised the bar high for spit and polish. Every menu, game screen or tutorial is painted in gorgeous wooden hues as a tribute to its hand-crafted, table-top origins. The tutorials themselves comprise both fully-voiced demonstrations and a thoughtfully illustrated game manual which does wonders to explain the initially abstract scoring system.
Carcassonne isn't a difficult game to grasp, but it does have an extraordinary amount of depth. Advanced considerations such as where to play your farmer Meeples (which aren't retrievable after placing them) so that they are in the largest field possible supplying the most completed structures (thus scoring points) will often prove the difference between a game otherwise left largely to luck of the draw.
These strategies especially come to the fore in heated games of four or five players, where you have to contend with multiple playing personalities– be they aggressive players who will continually try to block or steal your developments, or the passive contender silently building a formidable point-massing fortress in a forgotten corner of the board. Carcassonne accommodates this fantastic multiplayer gameplay from every conceivable angle. Impressively, you can have a taste of multiplayer on your own, with a local mode able to add up to 4 computer-controlled opponents of 8 varying difficulty levels from easy to evil.
The real fun though comes from matching wits (and trading blows) with real people. The aforementioned local mode also allows for 5 Pass-and-Play players to be added, or for WiFi or Bluetooth devices to join your game too. Internet games (over both 3G and WiFi) on the other hand can be quickly arranged between two people through the "Quick Game" option, where the game will search for an available contender. Fair warning though, these games are timed to keep the pace flowing, so leaving the game for prolonged periods will award the game to your opponent instead.

The bulk of your multiplayer though will be spent by creating games with friends. Your friends list can be added to by having Carcassonne send an email link to friends, providing them with a link that when opened on their iPhones which appends you to their in-game friends list. Herein lies our only rub with Carcassonne. We're not sure why the developers chose this method of connecting friends, as it forces you from the game for no justifiable reason and just feels clunky against the backdrop of an otherwise flawless interface. A system where you can invite and add friends from within the game would be far better, particularly for those who may not use the email application on their iOS devices.
Internet games between friends are otherwise painless to setup, with a wax-sealed invitation received by all friends, after which they can opt to refuse the invite, or wait until the game leader commences the game. We say the bulk of multiplayer will be played like this, as utilising the friends list has a distinct advantage over quick play mode: gameplay becomes completely asynchronous and the quick game timer is dispensed with.
The developers have also included ELO rankings for added bragging rights. Your ELO rating goes up and down when you win and lose internet matches, depending on the relative skill level of your opponent. It's a terrific addition that is even further improved by the high score tables pitting your friends against each other.
There is still one important gameplay mode to cover: the newly added Solitaire mode. Solitaire mode has a completely different scoring system, where you start off with 1000 points and each tile added reduces that score. The objective is to complete set targets which increasingly get harder as you complete them. You start the game having to build a 2-tile road and 2-tile structure, and as each is completed their tile number increases by 1. You are rewarded for keeping your playing field as compact as possible, with penalties imposed for expanding its borders. Every order of tiles in Solitaire is also recorded and fixed with a unique code (craftily, the name of the town), which you can share with your friends so they can attempt the exact same challenge. Unfortunately, friend challenges are processed via email, and though not a huge deal, does detract from the game's magic (particularly as you have to remember your friends' email addresses each time).
Carcassonne is a shining example of how to do a board game right on the iPhone. The developers have promised continued support which will see a universal iPad update coming later this year and In-App DLC for what we hope is most of the nearly 20 expansion packs available for the original game– some of which allegedly turn the gameplay on its head entirely. Carcassonne is wholeheartedly recommended to board game veterans and newcomers alike.
Impressions are from our forum readers, who also seem overwhelmingly enamored by Carcassonne. For iPad users, a free universal update will come later and it has been reported that Carcassonne in its current state scales extremely well.
App Store Link: Carcassonne, $4.99. (Introductory Sale Price)
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Amiga Puzzle Platformer ‘Qwak’ Now Available

Last month we posted an exclusive look at the upcoming iPhone version of the '90s classic puzzle / platformer Qwak, which started life on the BBC Micro and later came to the Amiga. We're happy to report that the game has just gone live in the App Store [link].
In Qwak, you control a duck (get it?). Your objective is to guide this green duck through level after level of platforms, fruits and gems (worth points), bouncing enemies, power-ups to help demolish said enemies, and keys to unlock goodies as well as the level's exit gate. Your duck can run, jump, and fire volleys of egg projectiles to knock out the baddies. Grab a bonus item and watch a hail of colorful fruit rain down upon you. Take too long on a level and meet a hail of spikeballs. In a nutshell, I call it frenetic, fun, and rather fruity (to be alliteratively wanton).
I've spent some time with the prerelease build of the game that developer Jamie Woodhouse provided, and it's been lovely to play. It's a touch-controlled game with a left / right control in one corner and jump and egg-fire controls in the other. The vibrant visuals move about the screen as smooth as glass on the iPhone 3GS test device and a very Amiga-sounding score accompanies the action. It feels both retro and highly polished. It's a game platformer fans won't want to miss.
See our previous article to read our interview with Qwak author Jamie Woodhouse.
App Store Link: Qwak, $2.99
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‘Land Air Sea Warfare’ – A Real-Time Strategy Game That’s Not To Be Missed
There are quite a few options for RTS fans available on the App Store, all of varying degrees of quality. Typically they suffer from one of two different problems. Either the complex nature of the game is too convoluted to be effective with a touch screen interface, or the entire experience is too stripped down and lacks any substance in order to accommodate accessible controls. Although there has been some strong entries in the genre, it doesn't really feel like anyone has got it “just right” yet.
That all changed last month with the release of Land Air Sea Warfare [$4.99] by developer Isotope 244. LASW gets it “just right”, offering a full console-like RTS experience with brilliantly executed, easy to use touch screen controls. The only features lacking in LASW are a proper single player campaign and multiplayer. That first issue is somewhat of a non-issue actually, as the amount of options available for play is just ridiculous. There is endless replayability due to the randomized maps and the amount of customization available in this game. In saying that it lacks a campaign, all that really means is it lacks a cohesive storyline to play through. If this is something that you look for in an RTS, then you may feel disappointed with LASW. If all you need is solid, highly configurable battles against an intelligent and scalable AI, then LASW will more than fit that bill.

As for multiplayer, it's not included in this current release but remains an option for the future. If you're looking to get your battle on against real life human opponents, you may look to the multiplayer-focused Armada: Galactic War which we previously reviewed and found to be excellent. It's conceivable that owning each title will fulfill all your offline and online RTS needs for a long time to come. A list of ideas for future updates to LASW has been , and includes a bevy of balance tweaks and performance optimizations. The game is really solid right now though, and only stands to get better through updates.
While it's tough to detail every last element of a game as robust as LASW, if you're already a big RTS fan, I'll offer you this advice – go buy this game right now. You need it. You'll love it. It's a truly excellent single player RTS affair. If you're on the fence, you can from the Isotope 244 website to get an idea of what it's like. Also, the game's since release. Forum member nicely summarizes the game with a as well. Or, you can do like so many of us have done at times, and just click that Buy Now button with reckless abandon. I don't think you'll be disappointed. A game the caliber of Land Air Sea Warfare doesn't come around all that often on our devices, and surely should not be missed.
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