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‘My Little Hero’ Review – ‘Zelda’ Meets Pixar in This Clever Adventure

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For as many App Store games that I eyeball on a daily basis, I admit that something that has a lot of visual pop or a very distinct style will always catch my eye. Looks don’t always equal quality though, and I’ve been wooed by many an attractive looking title only to be disappointed when the gameplay didn’t quite follow through.

This is not the case with My Little Hero [ $0.99 ]. There are many titles out there that feel like iPhone games, but My Little Hero is not one of them. It has that shine that is evocative of games on a larger scale, and you’ll notice it from the title screen onward. It drops you into the role of a brave young boy whose friend Pinky (note: Pinky is your favorite stuffed rabbit) is kidnapped by the Boogeyman and spirited away into your bedroom closet. What will you do to save him? Why, don a cape and a helmet and follow him in there, of course.

Gameplay is viewed from a 3/4 top down perspective and will remind you of Zelda in under a minute. It’s not just the whimsy of the style, but the layouts of the worlds and the movements of the enemies as well. As you search for Pinky, you’ll navigate you way through forests, swamps, deserts and eventually make it to the Boogeyman’s nest. Each of these areas is open world, although there is a clear path you can follow through each of them if you’re not in an exploring mood. The worlds have plenty of little sub-destinations on a cutely drawn world map, so it will take you some time to plow your way through while stabbing things with your wooden sword.

When you kill enemies (which are all cute, by the way), you’ll be rewarded with buttons, which can be saved to buy things later such as lollipops that will restore you to full health. Later down the line, you’ll score items as well, such a a trusty flashlight. My favorite part of exploring these worlds was saving my game, as I did so by approaching a little white nightstand that looks just like the one in my bedroom and pulling the light on the bedside lamp. It’s the kind of touch that makes you go “awwww” – and this game is chock full of them.

It’s hard to complain about much in My Little Hero, as it really stands out in the genre, but there was one thing I didn’t like and that was the absence of music in the levels. As adorable as the game is, I found myself imagining a silly soundtrack to go with it, and I felt its absence. The sound effects in the levels are great and just what you expect to go with the overall tone, but I think I would have enjoyed my journey more if I could habe bopped along to some tunes.

The other small detriment I noticed was that the level design felt a bit repetitive after a while. To counter this somewhat I tried playing it in bite-sized sessions so I didn’t burn out too much. It’s not poorly designed, mind you, but when something looks this standout, you expect it to come through that way on all levels, and I think I could have fallen madly in love with it if it provided a little more variety.

That being said, My Little Hero is still a fantastic game, and I had a great time playing it. What it’s missing in variety it makes up for with heaps of charm, and for the amount of content you get, it’s worth way more than a buck. The developers also promise more levels in the future, so eventually you’ll have even more worlds to conquer. If you even remotely loved Costume Quest or similar action adventure games, you won’t want to pass on My Little Hero.

App Store Link: My Little Hero, $0.99

TouchArcade Rating:

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Written by admin

May 11, 2012 at 18:15

‘Shark Dash’ Review – You’ll Believe a Shark Can Fly

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Shark Dash [$0.99 / Free ] features all the trappings of a classic love story. At the tale’s outset, we meet our protagonist, a toy shark enjoying a romantic swim around the tub with his gal. Suddenly rubber ducks, the most vicious of water fowl, come splashing onto the scene and restrain our hero, who flails about while the diabolical ducks spirit his fair maiden away. Rather than flexing his fins, the shark sets off on his quest to save his lady love by solving a series of physics puzzles.

Swapping hungry sharks for Angry Birds [ $0.99 ] and googly-eyed ducks for slovenly hogs, Shark Dash oozes personality. Each level takes place in a tub filled with a mix of bath-time implements: Salts, soap bars, plastic rings, beach balls, and several unique props like explosive mines and inflatable blocks that burst at a touch.

Positioned around the tub are the scumbags that made off with your girl. Your goal is to pull back on your shark and line up your dotted trajectory like an expert billiards player, then release to send him careening into bath-time accessories like a pinball—blasting through speed tubes that fire you into the air, cleaving through chains that hold hanging platforms, knocking over structures to dump their feathery cargo into the water, swooping beneath the surface to gobble up stragglers. Once you’ve devoured all your prey, you move on to the next stage.

Besides dining on duck, each level poses two additional challenges: collect every coin, and try to meet the minimum number of moves needed to win. Hitting par or less on each level is optional, but presents the game’s greatest thrill. As you progress, levels gradually introduce new elements that make up Rube Goldberg-like constructions. Dots lining the bathtub drain show how many moves you have to finish the level until the game pulls the plug and throws victory out with the bath water.

You can spend all your available moves throwing yourself at ducks, brute-forcing your way from one level to the next. Or you can join the Shark Dash elite who analyze each layout, painstakingly calculate trajectories, and slingshot their sharks in just the right way to kick off a Goldberg sequence that ends with every last duck into your belly—usually in two moves or less. Watching a well-laid plan come off without a hitch brought about immense satisfaction and prompted me to retry stages until I scored a perfect rank.

Unfortunately, the game’s economy is its biggest flaw. Collecting the coins scattered around levels gives you the funds you need to skip tougher levels, buy elixirs to call mulligans on poorly executed moves, pick up new sharks, or break your bank and open up every level. The problem is, even netting every coin on every stage doesn’t fill your wallet fast enough.

You can get by without retry elixirs and new sharks (the game’s levels are divided across themed bathtubs, and you automatically receive control of a new shark whose abilities Gameloft designed specifically for his tub’s challenges), but at some point, you won’t have enough to skip a stage giving you trouble. That means either banging your shark’s head against a level’s porcelain walls until you figure out how to pass it, or admit defeat and buy IAP coin packs.

Don’t let an unbalanced economy make you shy away from Shark Dash, though. Cracking a level’s puzzle-like configuration is a real kick that comes wrapped in a fun theme, vibrant graphics, and, quite likely, the first and only time you’ll ever root for a shark.

App Store Links:
    Shark Dash, $0.99 (Universal)
    Shark Dash FREE, Free (Universal)

TouchArcade Rating:

[source]


Written by admin

May 11, 2012 at 2:15

Freebie Alert: ‘Beyond Ynth’, ‘Braveheart’, ‘Escape the Ape’, ‘Fish Tycoon’ ‘Swordigo’ and More

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It’s a Thursday on the App Store which is as just as good of a reason as any to set your games’ prices to free if you’re an iOS developer, or, at least, so it would seem. It sort of goes without saying, but due to the volatile nature of pricing on the App Store, you better grab these games now if you’re interested in them. Few things are more annoying in the world of iOS gaming than missing a killer freebie.

Get your downloading finger ready:

Beyond Ynth


Beyond Ynth, Free
– [Review] – [Forum Thread] – An absolutely fantastic puzzle game where you play as a little ladybug doing your best to survive each level, often by rotating curiously sectioned off boxes. Do not miss this game while it’s free. If you want to give it a go on your iPad, there’s Beyond Ynth HD [ $0.99 (HD)], too.

Braveheart


Braveheart, Free
– [Forum Thread] – You probably have a lot of games on your iPhone, but how many of those games have you searching for the Holy Grail? (Not many, I’d guess.) You’ll hack and slash your way through all sorts of normal monsters, boss monsters, and other monsters. If you’re looking for the iPad version, Braveheart HD [ Free (HD)] is what you seek.

Escape The Ape


Escape The Ape, Free
– [Review] – [Forum Thread] – This jumping game puts you to the task of drawing lines to create trampolines for JoJo the monkey to bounce on. While it looks simple, gameplay is deceptively deep especially when you start reaching higher altitudes and need to work harder to collect power ups.

Fish Tycoon


Fish Tycoon, Free
– [Forum Thread] – I’m including this game in the list because these dumb Tycoon games are responsible for soaking up countless hours of my time, going all the way back to my Palm Treo 650 days. Or, before that, now that I think about it. …And now, fair reader, I place this curse upon you.

Highway Rider


Highway Rider, Free
– [Forum Thread] – Have you ever been sitting in traffic when some dude on a motorcycle recklessly lane splits you at what seems like a million miles an hour? Well, in Highway Rider, you can be that jerk. The point system even encourages it, in fact.

Swordigo


Swordigo, Free
– [Review] – [Forum Thread] – A side scrolling action RPG that is just fantastic. Imagine if you took something like Zelda II and released it in 2012, that’d be Swordigo. Download it. Play it. Love it. Trust me.

Towers N' Trolls


Towers N’ Trolls, Free
– [Forum Thread] – I love tower defense games, you love tower defense games, and this is a tower defense game. It’s a pretty good one too, so if you haven’t scratched that whole laying out towers and murdering creeps itch in a while, here’s your chance.

Trigonon


Trigonon, Free
– [Forum Thread] – The gimmick of this puzzle game is that it takes place in the factory of your mind. Your thoughts are represented by steel spheres, and you’ve got to get them out. Seems reasonable, and looks cool.

Vermes on Mars


Vermes on Mars, Free
– [Review] – [Forum Thread] – An interesting shooter where you control a small squad of robots (which are all upgradeable). You position them, and tap to target. It takes place on Mars, and your enemies are worms. The control scheme is worth giving this game a try.

App Store Links:
    Beyond Ynth, Free
    Beyond Ynth HD, $0.99 (iPad Only)
    Braveheart, Free
    Braveheart HD, Free (iPad Only)
    Escape The Ape, Free (Universal)
    Fish Tycoon, Free
    Highway Rider, Free (Universal)
    Swordigo, Free (Universal)
    Towers N’ Trolls, Free (Universal)
    Trigonon, Free
    Vermes on Mars, Free (Universal)

[source]


Written by admin

May 11, 2012 at 2:15

‘Death Worm’ Celebrates 5 Million Downloads with a New Content Update

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Way back in November of 2010, Playcreek released Death Worm [$0.99 / Free ], an official enhanced remake of the popular Flash game of the same name. By that point, we had already been enjoying a retro-inspired version of the “giant killer worm” formula for a few months with the excellent Super Mega Worm [$1.99 / Free ], but in our review for Death Worm we noted that both games offered decidedly different experiences and could happily coexist together.

Other people seemed to like Death Worm too, as this week Playcreek is celebrating hitting the 5 million download mark by releasing a big content update. The first new item on tap is a new ice-themed stage for the campaign, and more than 20 new enemies have been added to the game including a Mega Boss battle. A new trailer showcases the different features found in the latest Death Worm update.

The other big addition in this update is a brand new mini-game called Countdown. It tasks you with collecting lizards underground within a certain time limit and while avoiding hazards, with each lizard collected resetting the clock to allow you to keep going. Finally, there are a set of new achievements and some new in-game music to rock out to.

Death Worm is a game I thoroughly enjoyed when it came out in 2010, and the new update has reignited my interest once again. Definitely check it out if you’re into playing as a giant killer worm and enjoy challenging arcade games.

App Store Links:
    Death Worm, $0.99 (Universal)
    Death Worm Lite, Free (Universal)

[source]


Written by admin

May 11, 2012 at 2:15

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New Trailer for ‘Defender Chronicles II’, Releasing May 24th

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Last week we updated you on the status of Defender Chronicles II, the long-awaited sequel to the hit 2009 strategy defense game Defender Chronicles [$1.99 / $4.99 (HD)]. Today, we’ve learned the release date for the new game and it’s set to hit in just a couple of weeks, on May 24th. In addition, a new trailer has been released.

We’ve been playing an early build of Defender Chronicles II and will have a hand-on preview for you shortly, but without spoiling too much if you were a fan of the original then we think you’ll be in for a treat. And if you missed out on Defender Chronicles the first time around, this new release will be a great time to jump on board.

Stick around for our preview of Defender Chronicles II and mark your calendars down for a May 24th release.

[source]


Written by admin

May 10, 2012 at 22:15

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‘Sam & Max Beyond Time and Space Ep 5′ Review – To Hell and Back

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Season finales are undeniably difficult to pull off: they need to pull the disparate plots of the story together in a way that feels satisfying but not hackneyed, while still maintaining a sense of self-contained narrative. A serialized game like Sam & Max Beyond Time and Space carries the added weight of presenting us with the highest expression of the puzzles and mechanics its introduced thus far.

I’ve come to realize that the second half of Sam & Max Beyond Time and Space — say, starting with “Night of the Raving Dead,” [$4.99] and continuing through the finale, “What’s New Beelzebub?” [$4.99] — are funnier and generally better than the first two episodes. This is largely because the last three episodes are more tightly connected, with each cliffhanger transitioning smoothly into the next episode. They feel cohesive, and that makes me feel invested.

But it’s also because, in contrast to the procedural feel of the first two entries in the series “Ice Station Santa” and “Moai Better Blues,” these latter episodes are a perfect fit for the point-and-click adventure genre.

“Beelzebub”’s only narrative blunder comes during the series’ antagonists’ big reveal, which is funny enough on its own, but is probably much better if you’ve played Sam & Max Save the World as well. (This is a recurring problem for Beyond Time and Space as a whole, especially since Save the World isn’t available on the App Store.) Every thing else in “Beelzebub”  – every piece of dialogue, every joke, every plot twist, every fan-service callback — feels earned, not only because it has the rest of the series supporting it, but also because the audience has had to work for it.

Steve Purcell’s writing doesn’t waste time with exposition or lengthy explanations, and players who haven’t been paying attention since “Ice Station Santa” probably won’t make sense of each villain’s plans or of the haphazard and absurd sequence of events that lead up to “Beelzebub.” The jokes, the dialogue, and even the over-arching plot of the series come tumbling out, rapid-fire, and only the quick-witted and observant will get much out of it. Beyond Time and Space hedges its bets, of course: even if you miss something ostensibly important, the games are light-hearted and silly enough to keep moving forward. Nevertheless, Sam & Max hews to point-and-click mechanics that prize attentiveness and lateral thinking, and “Beelzebub,” more than any other episode in the series provides a narrative structure and presentation to match.

Beyond Time and Space is at its best deconstructing horror tropes and, while I liked the time travel puzzles from “Chariots of the Dogs [$4.99],” “Beelzebub” and “Raving Dead” have the best settings and ambiance. The finale tasks the Freelance Police with scrambling between the well-worn block near their office, caught in the middle of the apocalypse, and a snarky, tongue-in-cheek version of Fortune 500 Hell. It’s clever and atmospheric, and it drives the games most interesting puzzles, which involve attempting to disrupt Hell’s operations long enough to free some damned souls.

“Beelzebub”’s narrative hook literalizes an abstract idea like the afterlife and reduces it to another explorable screen to interact with. In other words, there’s no difference between Hell and the “real” world for Sam and Max, in the same way that there’s no difference between 1967 and 2008, or between being alive and being a zombie. It’s right there in the title: Beyond Time and Space. Without intellectualizing too much, that’s a pretty sophisticated concept, but Sam & Max is charming and self-aware enough to keep it in check. Purcell doesn’t let metaphysics get in the way of Max’ fart humor, and the result is a series that allows for outlandish puzzles and silly in-game logic without sacrificing pithy dialogue or character interaction. It’s also why, for example, one of “Beelzebub”’s puzzles can call for the death of Jimmy Two-Teeth’s entire family, and no one really has to feel bad about it.

There’s a lot to admire about the way “Beelzebub” illuminates and caps off the various narrative and thematic threads running through a five-game series, but its puzzles generally lack punch, an unfortunate side-effect of following the preternaturally clever “Chariots of the Dogs.” Over the course of Beyond Time and Space, the best puzzles have challenged our perception of the game world, mutating and iterating on inventory-based puzzle design with portals, zombies, and time travel. “Beelzebub” has a few standout puzzles, including a fourth-wall-breaking language trick, but is generally less ambitious in its design than previous titles.

Telltale is, as a rule, well-versed in designing accessible, intuitive puzzle games and “Beelzebub” is generally no exception, despite featuring a few textbook examples of adventure game pratfalls: guess-what-the-developer-is-thinking crops up once or twice, as do scenarios that require thorough, exhaustive clicking and hunting instead of puzzle-solving. “Beelzebub”’s occasional clunkiness is somewhat mitigated by a retroactive appreciation of the funny in-game logic, but that’s to substitute for the thrill that accompanies solving Sam & Max‘ best puzzles.

While “Beelzebub” lacks the unified theme of “Chariots of the Dogs,” it’s no slouch. A few missteps aside, the puzzles — while of the traditional match-this-item-with-this-NPC sort — are clever and well-realized, even if they tend to be a little on the nose. It’s still one of the best in the series, funnier than “Moai Better Blues” and with clearer puzzle design than “Raving Dead.” If you haven’t played any of Sam & Max Beyond Time and Space, now’s a good time to start: “What’s New Beelzebub” is a fine capstone to a great series.

App Store Link: Sam & Max Beyond Time and Space Ep 5, $2.99 (Universal)

TouchArcade Rating:

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Written by admin

May 10, 2012 at 18:15

‘Bug Princess 2′ Review – Breaking News: Cave Makes Fantastic Shooters

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On the iOS platform, nobody has done as much for the 2D scrolling arcade shooter genre than Japanese developer Cave. For the past 2 years, they have consistently delivered high quality ports of their stellar back catalog of games to the App Store. They have yet to really have a misstep either, providing you have an especially unquenchable thirst for bullet hell-style shooters.

Cave’s iOS games come with several hallmarks, like touch controls that are arguably even better than physical controls, plenty of variety in scoring techniques, and a staggering amount of screen-filling explosions and interesting enemies and bosses. Their latest release Bug Princess 2 [$6.99 / Free ], which hit early last month, is no exception. It’s the sequel to last December’s Bug Princess [$4.99 / Free ] and you might also know it by its original name Mushihimesama Futari. It is widely considered by fans to be the best and most challenging entry in the Mushihimesama series.

If you played Bug Princess on iOS before, then things will seem incredibly familiar to you with Bug Princess 2. The menus and UI are largely the same, you have the same options for screen sizes and button placement, and of course the same great touch controls. Also like the original, the meat of the game comes in a 5 level campaign which can either be played straight through in one go or individually by level in a score attack mode.

You have the option of 2 ship types to play as, each with their own firing style, and on top of that you can choose what kind of shot type you want: Normal or Abnormal. Normal keeps your satellite helper ships tightly beside you, while Abnormal has them moving more tactically independently from your own ship movement. Finally, you have a choice of 4 difficulty options – Novice, Normal, Hard and Hell – which do a great job of tailoring the game’s challenge to suit practically any type of player.

Bug Princess 2 retains another feature from its iOS predecessor (am I sounding like a broken record yet?) which is 3 types of gameplay modes: Original, Maniac, and Ultra. In Original mode you build up a multiplier counter in the corner of the screen by collecting gems dropped by defeated enemies. You’ll need to switch back and forth between normal bullets and lasers depending on the color of the counter, adding a layer of strategy as opposed to just blasting away at every enemy willy-nilly. Ultra mode uses the same scoring system but with arranged enemies and bullet patterns.

Maniac mode, however, is where Bug Princess 2 really shows its brilliance. Here you build up your multiplier meter using regular shots, and once it’s hit a certain point, you switch to laser to cash it all in. Using either regular shots or laser shots will produce different types of gems from fallen enemies too. This makes Maniac mode the most strategic in terms of variety of scoring ways, and in turn makes it the most interesting mode.

So there you have it. Bug Princess 2 shares a ton in common with the original Bug Princess, but thanks to some key differences in scoring and completely new stages it really stands out on its own. And like Bug Princess it’s also not overly complex like some later Cave titles, so for shooter newbies it remains a strong entry point to the genre. If you’ve had your fill of bullet-hell shooters then Bug Princess 2 probably won’t do anything to change your mind, but if you’re a leaderboard competitor or a Cave fanatic then you’ll find plenty of value in picking it up or at least checking out the lite version.

App Store Links:
    Bug Princess 2, $6.99 (Universal)
    Bug Princess 2 Lite, Free (Universal)

TouchArcade Rating:

[source]


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May 10, 2012 at 18:15

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‘N.O.V.A. 3′ Single Player Review – Volterites Never Looked This Good

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Say what you will about Gameloft, the developer occasionally does a good job of filling the App Store void with iOS versions of console staples. N.O.V.A. 3 [ $6.99 ], the third game in the company’s perennial FPS series is one such title.  Capitalizing on the success of the previous two titles, as well as offering full support for the latest and greatest in Apple hardware, N.O.V.A. 3 offers a great action-packed single player experience complete with some very impressive visuals.

Following the never-ending trials and tribulations of Kal Warden, N.O.V.A. 3 continues the story as Warden is yet again recalled into action, this time to the ruins of San Francisco to aid an old friend. From there, you’ll travel to several more planets, a derelict ship, and even the home planet of the Volterites. I’ll save the spoilers for those of you that care about the story, but suffice to Kal gets tasked with saving the human race (again) from certain doom and will go through humans, Volterites and Judgers alike to accomplish that feat.

You’ll be saving humanity via gameplay that should be largely familiar for genre veterans. Like its predecessor, N.O.V.A. 3 has you exploring a wide variety of locales while battling enemy archetypes and hitting objective-marker based goals that shouldn’t offer much in terms of surprise. Also, you can expect the occasional break from the on-foot battle heroics by piloting Mechs, manning the weaponry on top of AI driven trucks and serving as sniper support for other NPCs. By now, it should be apparent that Gameloft has uncovered the formula for a successful FPS, and while N.O.V.A. 3 doesn’t offer much in terms of revolutionary gameplay, it certainly succeeds in what it does implement.

One interesting inclusion is an in-game store that offers unique weapons and upgrades that takes currency you earn by completing single player levels. It’s nice to see a system that actually provides rewards proportionally to how well you complete a level run. Unfortunately, the inclusion of IAP to bypass said currency collection lessens experience somewhat.

A well-done FPS is in some ways far more reliant on its controls than other genres. Thankfully, N.O.V.A. 3 works within its limitations to provide a competent scheme for a touch screen. The standard dual-stick controls are available, as well as generous use of a swipe gestures for swapping weapons and powers. I was particularly a fan of the gyroscope inclusion, as proper use of that option goes a long way towards making the game’s aiming accurate and fun.

N.O.V.A. 3 plays well on the iPhone, but I found the screen to be a bit cramped compared to the roomy iPad controls. Either way, a host of options such as auto-aim, attempt to help even touch-screen novices blast away with ease. While I imagine there are some folks that will never get used to touchscreen controls for an FPS, the fact remains that N.O.V.A. 3’s control schemes do a decent job of letting you take out baddies and navigate the environments with ease.

By the way, those environments you’ll be traversing across look absolutely gorgeous. N.O.V.A. 3 takes full advantage of the hardware offerings of the iPhone 4S and new iPad, which leads to one of the most visually impressive FPS titles I’ve played on iOS. The textures, weather and visual effects – even the shadows are all well done and simply stunning.

As nice as the game looks on the small scree, N.O.V.A. 3 begs to be played on a new iPad. The larger retina-display of the tablet lets you truly appreciate just how far the visuals have come in the series. The fact that the game manages to look this good while successfully running (for the most part) at a decent framerate is probably the most impressive accomplishment. Granted, there were a few mishaps with the graphics engine, such as a few instances of falling through environments, the occasional slowdown when there’s a lot of action on the screen and the unusually lengthy loading screens (that occasionally make you think the game crashed), but these do little to detract from what is an otherwise impressive visual system.

It would be easy to simply classify N.O.V.A. 3 as impressive eye candy and leave it at that, but Gameloft deserves credit for continuing the trend of creating a well-rounded FPS experience complete with a full story-driven campaign, a plethora of control and gameplay options and a balanced gameplay experience. We sometimes talk about games that possess that certain something that make them ideal for showcasing the might of iOS. I’d argue that, while N.O.V.A. 3 may not necessarily be at the top of that shortlist, it has enough going for it to warrant being close to such a classification.

This is part one of our two-part N.O.V.A. 3 review. In previous N.O.V.A. games, multiplayer played a very large component of how much our community enjoyed the game. With our early review copy, there obviously wasn’t anyone to be found to play with online. As soon as the game is released, and we can spend some quality time with the multiplayer we’ll post a follow-up focusing on the multiplayer aspects of N.O.V.A. 3.

App Store Link: N.O.V.A. 3 – Near Orbit Vanguard Alliance, $6.99 (Universal)

TouchArcade Rating:

[source]


Written by admin

May 10, 2012 at 10:15

Despite Movement In The Opposite Direction, NimbleBit Continues To Make Free-to-Play Games That Are More Than Just Business Models With Graphics

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In an age where game studios are talking to behavioral psychologists and hiring retention experts and monetization specialists in a rush to juice the most out of free-to-player gamers, there’s at least one studio developing free-to-play games that doesn’t care about metrics, compulsion loops, and user acquisition. Game business never informs game design at NimbleBit. Fun is first, the mechanics of free-to-play are secondary.

Pocket Planes is the next big thing from the two-man studio, and it’s philosophically linked with its other titles. Without shaking a virtual change cup in your face, Pocket Planes gives you a vibrant and customizable world and ownership over it as you ferry a fleet of planes from one airport to the next. Designers David and Ian Marsh believe that these components will be enough to organically drive the free-to-play aspect. No business trickery is required.

The Art Of Good Free-To-Play

“[Our] philosophy is to consider monetization as little as possible during the design of the game,” Ian tells TouchArcade. “The in-game currencies are balanced to be a natural part of the game without the option to even purchase more during design and beta,” he points out. “Adding IAP and deciding how much to charge is always one of the last things we do before launch. We take care to make sure that everything in the game is accessible and achievable without every purchasing IAP.”

Ian and David proved that this approach works with Tiny Tower. The game made money even though monetization aspects weren’t a focal point. The game also did well with critics, earning all sorts of amazing reviews and even a Game of the Year nod in 2011 from the editorial team at Apple. Millions of people played Tiny Tower, too.

Pocket Planes is still deeply in beta, but I’m as hopelessly … hooked on it as I was Tiny Tower. Every ten or so minutes I pick up my phone and plan more flights. When I’m not playing, I spend time thinking about new planes and creative ways to expand my cash and transport flow. Should I grind in my current selection of airports until I can buy New York’s airport? Or should I keep expanding with much smaller airports to broaden my empire, and slowly build up the necessary resources to acquire international hubs? What if I converted all my fleet to four-seat airplanes? How much could I earn then?

These are the questions running through my head, in part because the simulation aspect of the experience is so good. But I’m also just straight-up invested in the world that I’m creating, and I want to keep making it bigger and better. There are so many small, yet beautiful touches in Pocket Planes that drive my mania. I can name all my planes and customize each of my pilots. My passengers post their thoughts on an in-app Facebook client called “BitBook.” I can buy any airport that I can afford, and I can also upgrade it to make it bigger and better. I can build my planes and when I watch them fly, I can collect the game’s two currencies randomly floating in the air. Pocket Planes also knows when I’m flying. The day and night cycle is synced to the real world. When I receive a Push notification, my phone emits a soft airplane cabin ding.

These are the aspects that David and Ian believe drive users to spend. These are the things it spends all of its time developing. There is no conversation about loops or feedback. The duo spend their time making games with character, real progression, and meaningful stuff. Their games have a soul.

“I’m not sure if there is some kind of secret sauce, but we definitely focus a lot of time on adding lots of things to our simulation games that make them feel like a functional little world inside,” David tells us. “I think the stronger the feeling that there is a buzzing simulation going on inside the game, the more fun it is to influence it and use your actions to mould and direct it.”

“I agree with Dave completely,” Ian says. “The more detail and emotion you put into these little worlds the more immersed players become and the more they enjoy spending time with it.”

“I think the customization has a lot to do with it as well,” he continues. “That isn’t just a plane flying in the game, it is your plane that you named yourself and spent time finding the perfect paint job for. In Tiny Tower, it isn’t just a generic bakery, it’s Brad’s Bread with interior decoration of his choosing and hand picked employees that took work for him to recruit.”

David explains that Tiny Tower and the feedback blowing up NimbleBit’s inbox is actively informing the development of Pocket Planes. Users are lauding their game design ideals and are actually thanking David and Ian for making a fun game first.

“I think we definitely are trying to strike the same balance and attitude in all our future free-to-play games because it resonates with players and matches the type of games we prefer to play ourselves,” David says. “The other thing we have learned from Tiny Tower and also Pocket Frogs is that the more we can stimulate players imaginations the better. The kind of fan art and fan communities that have grown around those games is amazing and that is a target we are always aiming for.”

Pocket Planes is shaping up to be a tremendous game and my praise is coming at a time when more and more new free-to-play games continue to feel like skinner boxes instead of fun things to play with. Ian and David are doing important work here, proving that free-to-play doesn’t need to inform fundamental game design.

“Even without spending a dime, players become heavily invested in these worlds because of their character and charm — not some carefully crafted compulsion loop. That is what keeps them coming back,” Ian says.

Fun doesn’t need to cost a penny, and that’s what NimbleBit strives to make a reality with each release.

[source]


Written by admin

May 10, 2012 at 2:15

‘Bubble Pig’ Review – Pigs Don’t Fly, They Bounce

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Donut Games has seemingly always had the philosophy of making small, simple games that only have a few bits of gameplay to speak of. Bubble Pig [ $0.99 ] continues that trend by having one touch gameplay that is both fun and rewarding time after time.

While pigs don’t exactly fly, their rubbery skins and rotund bodies do lend well to bouncing, and Bubble Pig’s gameplay takes full advantage of this. Bouncing the pig around each level is easy; all you have to do is tap where you’d like the pig to bounce to, and he’ll continue to bounce automatically in that direction.

One-touch controls can feel too simplistic if not done well, but this game manages to do it without making it feel like an effortless experience. As some of our forum posters have pointed out, the gameplay is remarkably similar to Bean’s Quest [ $1.99 ] or Superstar Chefs [ $0.99 ].

Making the pig bounce all around the level may be fun, but you will need to complete goals along the way to keep things moving smoothly. Using the pig, you’ll need to activate switches scattered throughout each stage, with the level completing once you’ve hit them all. What makes the stages fun isn’t just moving around and hitting the switches however, the gimmicks involved in each stage are.

Just about every level has a unique gimmick you’ll need to overcome, keeping things fresh each time you play. In one level, you may need to dodge angry foxes that threaten to slaughter your poor pig, or perhaps you’ll need to navigate a series of pipes to find all of the switches in another. Having a new type of concept introduced in almost each new level will keep you thirsty for more and more every time you pick up the game.

Also scattered through each level are various fruits and coins for you to collect. Collecting these items (especially all of them if you can) will reward you with achievements and a special star rating for each level. To further incentivize collecting, you can also compare scores with your friends to make sure you’re as hot as you think you are. Sharing and comparing is key for longevity in these types of games, so it’s nice to see the leaderboards and achievements integrated so tightly.

We’ve probably all come to expect by now that Donut has a unique style that every one of their games uses, and Bubble Pig is no exception. Each stage is colorful and the animations are incredibly smooth, keeping with the standards already set. Being a universal app also helps, as playing on the iPad makes controlling the pig a bit easier, and the colors pop just a bit more.

Bubble Pig is one of those games that achieves a great balance between being straightforward, while still managing to be challenging too. Dismissing the game as being too formulaic would be unfair, as it manages to be very fun despite its simplistic premise.

App Store Link: Bubble Pig, $0.99 (Universal)

TouchArcade Rating:

[source]


Written by admin

May 9, 2012 at 22:15