Archive for the ‘Pre-release’ tag
‘Pizza vs. Skeletons’ Hands-On Preview
Only in the indie space do we see games like Pizza vs. Skeletons. Bright and humorous, as well as off-the-walls, it’s a 2D action game that stars a 10-foot tall pizza. It has a knack for catching you off guard by design; delicately crafted to avoid the mechanical monotony so common in its space, it’s an adventure that re-imagines what it is in almost every level. Sometimes you’ll save puppies. Other times, you’ll ski. Or butt heads with gigantic skulls. Or just bash skeletons because, hey, that’s fun.
You just can’t pitch this game to a major publisher. This will never be a blown-up, $60 retail title. It’s too free-wheeling, too idealistic. It’s too … different.
I’ve had my paws all over a pre-release build for the last week or so, and I’m OK with saying that it’s looking every bit as awesome as its name implies it will be. Sure, it might not have any ultra-familiar trappings to draw connections to, but that’s kind of the point: this thing is bananas, man. It’s as far-out as a quasar.
Take the mechanics, for example. In the game, you control a house-sized pizza that can roll, stomp, and jump. Rolling requires a simple tilt of the device. Tap the screen and the pizza jumps. Tap again while in the air and the pizza unleashes a devastating stomp.
Rolling automatically obliterates enemies into plumes of grave dust — provided they aren’t hoisting an over-sized, pizza-skewing spear in front of their bodies. If this is the case, a physics-bending jump and stomp will do the trick. As you play, you’ll start running into a few enemies that twist this basic combat model. There’s a flying skeleton that requires a bit more touch, as well as other minor iterations on this specific idea.
If that was the game, I’d still be as into it since, you know, you’ll be controlling a giant, grimacing pizza on a quest to kill all the skeletons ever. But that’s not all there is. Pizza vs. Skeletons is like a conga line of levels and different systems, each one bolting onto the back of the last and making the stream stronger and crazier.
In the first chapter, you’ll be introduced to a skiing mini-game that doesn’t task you with killing. Instead, the objective is to hit the ramps perfectly in order to collect the most currency possible. Later, you’ll be balancing the pizza on the top of a huge skull while crossing a pit of spikes, pummeling telltale Angry Birds structures into oblivion, or even bouncing on rocks in a timed adventure that has you knocking skulls off of the tiny platform you’ll be forced to work with.
There’s a lot more, and I won’t spoil it all. I will say, though, that nothing I’ve been doing is striking me as particularly interesting. Everything in the game exists in the service of fun, kinda like a Rock Band. You’re just playing to act out weird power fantasies, and that’s cool.
Also, while there’s a level of schizophrenia inherent in this kind of design, ties all of the bits and bobs together into a coherent whole; the sound design is as kooky as the game, and the art direction? It’s like something Tim Burton would do if he could (a) draw and (b) chill out every once in a while. The game is bent, but lightly so; its style and its tone fits well with the oodles of off-the-wall content.
There’s a good story about this game’s design in this week’s show. Riverman is composed of two brothers, Jacob and Paul Stevens. Jacob, the art dude, dreamt up the scenarios. Paul, the programmer, then had to figure out a way to not only make it work technically, but also make them fun.
The prototyping phase took awhile and the duo had a lot of back and forths on the subject of dreams vs. the reality of having to make solid, fun-to-play content within the technical parameters of the game.
“There are a few levels that have the theme of your sort of crushing a structure in a way like how you fling birds in Angry Birds at something and destroy it. We thought could we make that fun as a pizza? Well, if you actually physically control your character and just crush, say, the Great Pyramids, that could be interesting.” Paul told us earlier this week.
“Jake’s ideas probably come from a totally different place than mine do. In mine, I was thinking what’s fun being a huge, powerful character? Crushing structures.”
Another fun thing that comes hand-in-hand with the conceit of driving around a huge pizza is topping customization. As you beat levels, you earn currency which can be dropped into extra vegetables or meats, new faces, new glasses, and even hats. Each is lovingly animated, and most are pretty hilarious. I’ll go on record here and say that nothing comes close to being as cool as a 10-foot tall pizza with a top hat.
I’ve held back my progression in the game so I wouldn’t get too review-y in this, but I think it’s pretty obvious that I’ll be embracing the game with open arms when it hits a little later this month on the 16th. We’ll be bringing you more around that time, too.
For now, though, keep your eyes on this and Riverman. The studio has never attempted a game this ambitious, this out-of-the-mold, and it seems like it has hit a new stride in the process. I’m excited, and I think you should be, too.
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Hands-On With ‘Eufloria,’ A Lean-Back RTS
It’s 2012, and I’ve had a few years to conjure a snappy explanation of what is and how it rolls. I haven’t. So, before I even get into how much I dig it on iPad, I’ll let my main man Rudolf Kremers — one of the — do the talking. In our latest “bonus” podcast, he cheekily broke it down like this:
“Eufloria is a game of space, conquest, and exploration based on themes of plant life and flowers rather than space marines and spaceships.”
That’s the thing about Eufloria: it’s an RTS that goes against the grain. It doesn’t have any big dudes in big armor smashing space orcs in the face with apartment-sized space maces. It also doesn’t subscribe to any particular feel or taste, or really, any action-y RTS conventions. It’s a minimalist strategy game that has some cool, laid-back creative touches, and it’s all wrapped up in a sensitive production overhead that conveys the game’s core design ideals and gentle pacing well.
This much has been proven in past iterations. And for the most part, what you’ve seen is what you’ll be getting Day Zero on iPad. Eufloria on iPad still looks gorgeous, it still runs as smooth as ever, and all the little technical touches on the movement, placement and execution phases of the game have made it over. But, on the other hand, I’m not seeing a major adjustment on anything anyone has complained about before — the balance appears to be still a little touch and go, and in some of the levels I’ve been playing, the pacing is brutally, brutally slow.
What the iPad port does bring, though, are new ways to interact more intimately with the experience. Pinch and zoom can be used liberally to explore every little nook and cranny of each level. Satisfying drag, hold, and swipe gestures take care of the rest. It’s all good stuff.
I asked Kremers after the show to explain what he was shooting for with this version’s controls. He said that the main idea was to strip “all barriers between playing the game and the device you play it on.” Mission accomplished as far as I’m concerned. This is appears to be as much of a lean-back experience as ever before, and delightfully so.
Here’s a breakdown for those of you just seeing Eufloria for the first time. This is a game about asteroids, trees, and tiny, winged seedlings. In almost every scenario, the goal is to take these seedlings to an asteroid, build a tree or two, and then usher even more seedlings on to other asteroids. The tech tree is simple: trees build seedlings and asteroids have one of three different effects on seedlings, either making them strong or fast or energetic. As trees age, they become more potent and harder to kill. Eventually you’ll see some variations on unit types as well as a defensive tree that’ll keep enemy seedlings off of your rock.
The strategy factors into the picture in a variety of ways. You can’t hit up an asteroid unless you have an asteroid connected to it. Also, most asteroids are inhabited, so you’ll need to kill the enemy seedlings and then destroy their trees, which are jacked into that asteroid’s core. Cracking the core boils and tearing down an impromptu space settlement boils down to a numbers game: basically, whoever has the larger wad of dudes wins. Much later in the game, you’ll be given very specific tasks, like say, defending or finding a path through a system.
On our show, Kremers explained where these ideas came from. Eufloria proper is based on a proof-of-concept called “Dyson,” which is named after who theorized that you could explore space by growing mechanical trees on asteroids. It’s neat to see this crazy idea living on in a game.
The beauty of Eufloria is in its simplicity; it’s artfully stripped of graphical clutter and is fairly bare-boned on the UI and sound front. It’s also strikingly easy to play for a strategy game since most of the action happens on a macro-level: clicks, drags, and drops compose all you’ll need for galactic takeovers. This type of game feels great on iPad, and it seems like Team Eufloria and pulled it off.
My time with the preview build, for reasons of avoiding anything other than modest scrutiny at this phase in its pre-release form, has been artificially shortened, so I don’t have a verdict for you. You’ll get that later at some point this month when the game sees a release across iOS at an unannounced price. We’re expecting more details to roll in shortly. Fingers crossed.


All the screens in this write-up are from the PSN version of the game. I can’t tell a difference between the two in picture-form.
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Glu is the Latest Company to Rip Off ‘Tiny Tower’
Let’s wind the clocks back to Tuesday when news hit that Zynga was relentlessly ripping off NimbleBit’s Tiny Tower [Free] with their Canadian pre-release “beta” of Dream Heights [Free]. Dream Heights is basically identical to Tiny Tower in every way, except for the lack of the Bitbook and a different art style. News of this spread like wildfire, and it wasn’t long before even the mainstream media was reporting on it. (These are crazy times we live in, I tell you.) Well, Zynga has been silent on the matter as far as we can tell, which you’d think would result in a dead story.
Not so fast though, as Glu also seem to be anxious to hop on the relentlessly ripping off Tiny Tower bandwagon with a similar Canadian release of Small Street [Free]. Small Street is arguably an even bigger knockoff than Dream Heights with the only changes being the tower laid vertically into a street and the elevator car replaced with a taxi.
Fans of Tiny Tower will find these screenshots curiously similar:


I guess when it rains it pours in regards to cloning NimbleBit games. The only question left, is which company is going to release their own Tiny Tower knockoff next?
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‘Batman Arkham City Lockdown’ is On Sale for $2.99
Last month, after basically zero pre-release hype, we were pretty surprised to see Batman Arkham City Lockdown [$2.99] pop up in the App Store. Perhaps even more surprising was that NeatherRealm Studios, developer of the recent (and excellent) Mortal Kombat reboot on consoles, was behind the iOS title.
And, even more surprising still, Batman Arkham City Lockdown was actually pretty freaking awesome. It was built using the Unreal Engine, so the graphics were definitely up to snuff. And the gameplay took a tiny page out of the Infinity Blade handbook, having you face off against baddies in one-on-one battles using swipe controls to dish out the pain. The combat didn’t quite have the complexity of an Infinity Blade, but it was fun nonetheless.
Now, Batman Arkham City Lockdown has just received its first ever sale, dropping from its normal $5.99 price point down to $2.99 for a limited time. If you’re wondering if this is the game for you, then be sure to give our full review a read for some insight. Personally, I had a ton of fun with Arkham City Lockdown, and thought it was well worth its original price. For $2.99 I think it’s a steal, especially if you’re a fan of the Batman, as the developers have done a wonderful job of making the game feel like a fully realized Batman experience. Definitely check it out and take advantage of the sale while it lasts.
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Cooking Meets JRPG In ‘Adventure Bar Story’
Buckle up; Adventure Bar Story appears to be pretty radical. I just spent a good chunk of time with a pre-release build of the PSP port, and while I do have a reservation or two about its virtual controls, I couldn’t be happier with the overall port job and its core play, which is satisfyingly genre-bending.
Imagine if your everyday 16-bit JRPG hooked up with a management sim. In Adventure Bar Story, you control a young girl attempting to save her bar from being stolen or bought out by a renowned and rival neighborhood restaurant. In order to prevent this, she’ll need to learn how to cook, buy or gather ingredients in RPG-like zones complimented by random battles, assemble the ingredients into a dish, and then profit.
Mechanically, there’s a lot going on. In order to cook food, for example, you need recipes and the right tools for the job — blenders, pans, and so forth. The Item Shop stocks new stuff every day, but you can also get recipes from talking to NPCs or even experimentation. The cooking UI has several layers, but they’re all straightforward.
Dungeon diving — and I’m using that loosely here since the first few zones are set in fields — has several components. There’s the turn-based battle system, which packs in all of your usual RPG trimmings such as special attacks and in-battle item usage. But there are also food drops littering the ground that you’ll want to pick up at the risk of random encounters, and a leveling system, that, in a weird turn, has nothing to do with battle. Eating what you make levels up each character. Battle just earns you battle skills. Progression to new areas seems to be contingent on in-game cooking goals.
The entire experience is split into days and months. A typical day goes a little like this: I run to the item store to stock up on curing potions, and then I travel to the latest dungeon in order to pick up all the free food. When I get out of the zone, I shoot over to the bar’s kitchen and start looking at what I can assemble. After I make the food, I take a gander at which ones will give me the most EXP and then I eat a few to power up my dudes. After that, I select the dishes I want to serve and open the bar.
There’s some nuance to everything. The ingredients that you pick up aren’t always main ingredients; rather, they’re just component parts of a single ingredient. Wheat, for example, has to be used with a blender to create flour. Flour and water make pizza dough, and so on and so forth. Customers also appear to like different things more on different days, so there’s a little more to becoming the next great bar.
I’m so high on this because it’s the best of every world. I’m not spending hours and hours senselessly grinding, and I’m not cooking fake food until my eyes bleed. The mix of action and simulation feels right. The pacing is good.
Also, if I didn’t know this was a PSP port, I wouldn’t have guessed. This game feels and looks good on iPhone. The team has added a lot of touch-centric stuff to the UI, which goes a long way in making it relatively friendly to the platform. The virtual d-pad is a tad too touchy for my tastes, but it’s not an end-of-the-world problem, and more than likely, it’ll get ironed out well before the game is released.


One thing that’ll ruffle some feathers is the IAP. You can buy in-game jewels with real money, and with them, you’ll be able to buy special “rare” or “import” weapons, recipes, or even ingredients. The IAP doesn’t feel necessary, and heck, it’s not even a part of the core experience — it’s a bolted on, iOS exclusive feature that compliments the full PSP offering.
We’ll get much more evaluative in our official review, but I definitely think this is a game you should keep your eye on. Tentatively, it should see a release on February 28th at $.99. The usual base price will be $2.99.
UPDATE: We got some word on the IAP, so we changed some wording around. The complete PSP game is all here without the need for IAPs, according to the developer. Neat!
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Hands-On With ‘Dungeon Crawlers,’ A Quirky Strategy RPG
‘ and ‘ next title is a 3D, close-quarters strategy RPG with the usual trimmings: ghouls, ghosts, swords, sorcery, dungeon crawling, and leveling are all a part of the package. It’s as functionally classical as its name, Dungeon Crawlers, implies, and nothing mechanical I’ve seen seems to be breaking any mold.
There is this one thing, though. It’s kinda quirky. In the opening moments, one of the party members clearly references Ghostbusters. Roy, the healer, carries around a weapon called “The Unreturned Library Tome.” When you search the first weapon rack you find, it calmly tells you that while there’s tons of weapons here, none of them are indeed yours.
Dungeon Crawlers, which is due out later this month, is straddling a fun line. It’s the video game equivalent of a mullet, reserved and business-like, yet fun-loving and goofy. What makes it a strategy RPG isn’t messed with, but the story, the weapons, and even the item pick-ups are all tinged with a lightheartedness that I’m OK with seeing — especially since fantasy is so stale.
The business part is good, by the way. After putting some time into a preview build, I feel like I can lazily sum up the mechanics as “Shining Force Meets Diablo.” There’s a lot of traditional strategy RPG in the combat, but you also freely move around and explore a dungeon in-between fights.
A typical confrontation goes a little something like this: the battleground morphs into a series of tiles, all of which can be accessed through turn-based play; blue titles indicate a movement can occur, red alerts you to the fact that you can attack, and green lets you know that healing can happen. Simple taps activate the action, while swipes allow you to move fluidly through skill menus. Pop an enemy enough, it dies. Rinse and repeat.
Kill enough dudes, and you level up and gain access to new skills that, of course, allow for a wider range of tactical options. Cleave, for instance, hits in a three square arc, while magic missile attacks from four spaces away. The overall strategy boils down to a touch of structural awareness, a heavy helping of positional wrangling, and a solid understanding of skill sets and AI behavior.
There’s some wrinkles. Boss fights promise some more interesting situational content. In the first fight, for example, the goal is to reach a goblin king in his throne instead of delivering his head on a platter. Later, you’ll see some puzzles and solo action.
Speaking of characters, you start out with three knuckleheads: a womanizing barbarian, a nerdy sorcerer, and a gluttonous healer. Their banter is inviting, and the situation the trio find themselves in is something straight out of Ghostbusters.
Weird influence, right? I asked Drowning Monkeys what’s up, and I was relieved to find that I wasn’t crazy.
“… the actual idea for the story came while we were prototyping the game, and we had created our archetypes. We were designing the characters and noticed the similarities to Ghostbusters, so we ran with it and started creating a story around that basic element.”
“The idea that something ‘big’ was happening, and that the characters were initially motivated by money and not because of a ‘call’ to do great things. I think in the end though, we actually have created a story that is unique and keeps the player interested in seeing what happens next.”
Humor is subjective kinda like quality is, so it’ll be interesting to see how Dungeon Crawlers clicks with everyone. I dig it. More importantly, though, I think the game part of it is on the right track. In its pre-release form, it feels almost as good as any of the great games in the genre, and I’ll be excited to dive in for the haul.
If all goes well, Dungeon Crawlers will see a release this January 26 across iPad, iPod Touch, and iPhone. We’ll definitely keep our eye on it, and I’m thinking you should, too.
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Chair Releases ‘Infinity Blade 2′ Finger Work Out – Yes, This is Real
There’s hype building publicity stunts, then there’s hype building publicity stunts. Pre-release excitement for Chair’s upcoming Infinity Blade 2 is already at an all time high, which apparently has left Chair’s PR department scratching their collective heads to come up with what else they could do to promote a game that’s already on cruise control for greatness.
I’m guessing this eureka moment coincided with late night fitness-centric infomercials, resulting in a promotion that’s so silly we couldn’t help but post about it. Anyway, Chair has partnered up with musclebound bro who is known for , a free fitness-oriented self-help eBook. Nate (who can be seen above working out at the local playground) put together a list of exercises which should help prepare even the weakest of hands for Infinity Blade 2.

So, without further ado, we present to you, the unedited Infinity Blade 2 workout in its entirety:
1. Rubberband Splay: This is the reverse movement of gripping something. Train the reverse muscles in your hands and wrist to strengthen them.
Take a rubber band and place it around your thumb and fingertips. Touch all of your fingers together. Splay your fingers as far as you can stretch them and fight the resistance of the rubberband. Touch all of your fingers together again. That’s one rep. Do 20 on each hand.

2. Book Grip: Test your grip endurance. Can you hold for 20 seconds with just your index finger and thumb?
- Beginner: Grab two heavy books, hold them together, and grip them with your thumb and all of your fingers. Shoot for 20 seconds.
- Intermediate: Grip with your thumb and only your middle and ring finger. Shoot for 20 seconds.
- Hero: Grip with your thumb and index finger. Shoot for 20 seconds.
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3. Quarter Toss: Improve your reflexes and hand-eye coordination.
Grab a quarter, lay your hand flat, and place it on your fingers. In one motion, flick your wrist, sending the quarter flying through the air. Grab the quarter mid-air quickly. That’s one rep. Perform 10 reps on each hand.

4. Sandbag or Tennis Ball Dynamic Grip: Strengthen the muscles in your hands, fingers and wrists.
Hold a hot pad (shown) or a tennis ball in your hand with an underhand grip. Squeeze as hard as you can and hold for 2 seconds. Release your grip and repeat. Go for 30 reps on each hand.

5. Wrist and Forearm Stretch: After all that hardcore hero finger training, stretch your muscles in your wrist and forearms before you play Infinity Blade 2.
Put your hand flat in front of you. Grab the fingers of that hand with your other hand and gently pull your fingers toward your body, keeping your arm straight. You should feel a pull in your forearm and wrist. Hold for 30 seconds. Do 1 set for each hand.

Neat, right — and all in the name of fun. Regardless if you’re into pumping up your fingers and hands, Infinity Blade 2 hits in the next couple of days at $6.99. If you haven’t yet, give our preview a look, and chat with fellow finger-working buddies in the .
Meanwhile, we’re putting the finishing touches on our review which will go live with the launch of the game. Spoilers: It’s awesome.
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‘Forever Drive’ Finally Hits The US App Store for Free
Zero dollars is the final asking price for Forever Drive [Free], Supermono Studios' latest and easily its most ambitious project to date. The game cleared certification and hit the App Store just yesterday after an unfortunate setback or two kept the game from hitting as planned.
We’ve covered Forever Drive exhaustively over the last month or so, but it’s unusual approach to the racing genre still hasn’t lost its luster with us. In brief, it’s a game that leans a lot on its users, asking them to create all of its 2D tracks and colorful instances. Each and every race you participate within the game is a product of its sharp track editor, and you’ll be encouraged to make your own whenever you’re not busy with the driving forever part of the core experience. Here’s a little teaser from one of our pre-release report-y things:
With Forever Drive, is taking a way smarter approach to user-created content design: instead of asking players to shape entire experiences, it asks that they mold a fraction of a blip of an infinitely expandable super-highway. By managing expectations before you even start creating, Supermono is freeing you from failure and the game’s players at wide from having to filter out tons of garbage. Most user-created content leaning titles, including Media Molecule’s venerable series, don't enforce any kind of control or creative constraint, which makes Forever Driveunique, and as we’ve been discovering, pretty fun.
Zero dollars isn’t a lot, so even if the idea of the game sparks some sort of reaction from your squishy grey matter, you may as well give it a spin. We’ll definitely get you a full review in the near future, though, if you’re the cautious type.
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‘Warm Gun’ is Now Live in the US App Store
Remember WAAYYYYYY back, oh I don't know, like, 9 hours ago when we told you that the Unreal Engine powered first-person shooter Warm Gun was hitting the New Zealand App Store and slowly worming its way throughout the world? Well, those sentiments have just a bit more meaning now for those of us in the good ol' US of A as Warm Gun [$4.99] and its free spinoff Carnival of Bullets [Free] are now available in our little neck of the woods.
In fact, the release has hit a few bumps in the road, as a representative from the game's developer Emotional Robots has that an old version of Warm Gun was accidentally loaded up into iTunes Connect and for a good chunk of its international release customers had been unknowingly buying this incomplete early version. Emotional Robots took swift action and have replaced that pre-release build with the proper one, so things should be all good with downloading the correct game going forward. If you happen to be one of those who downloaded the improper version earlier, you might benefit from deleting the game entirely and re-downloading the new version which is up in the App Store right now.
In case you've missed it before, here's the trailer for Warm Gun followed by the trailer for the free Carnival of Bullets single player demo:
As we've said previously, we'll be hopping online in the next few days to dig into the multiplayer-centric gameplay of Warm Gun and will bring you a full review of our findings soon. The reaction to the game has been decidedly mixed. Some players are having a blast, with the game performing well technically and matches online being mostly lag free. A larger group of players are feeling the opposite of that. Many are complaining of performance issues on devices lower than iPhone 4 or iPad 2, with laggy framerates plaguing both online and offline matches. These issues could be due to Emotional Robots having to make some pretty extensive last minute changes to the game right before release, and they have already committed to addressing all feedback and updating the game frequently to make sure it can be the best that it can be.
While the negative issues are troublesome, they also aren't completely unheard of when dealing with such a technically intensive game like Warm Gun. However, I feel confident in Emotional Robots' pledge to give the game plenty of tender lovin' in the coming weeks. If you find yourself intrigued by Warm Gun but aren't sure how your particular device will handle the load, your best bet is to check out the free Carnival of Bullets to gauge performance.
Warm Gun, $4.99 (Universal)
Warm Gun CoB, Free
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Mountain Sheep Announces "Minigore Zombies"
Love it or hate it, Minigore [99¢ / HD] has left an undeniable mark in TouchArcade forum history. in our upcoming games forum is still among the most popular threads of all time, and as Minigore's cult status grew, the pre-release excitement reached never before seen levels. It's even spawned some potentially cringe-worthy memes such as the "Minigore dog" to the right here. Whether a fairly simple, although admittedly dripping with character, dual stick shooter actually lived up to the "pre-launch hype" was debated for years after the game was initially released– And likely still will be debated in the comments of this very article.
After a series of updates and a iPad version, Mountain Sheep announced the upcoming Minigore Zombies earlier today. Details are vague, and the only hints come from developer Timo Vihola's .

The features mentioned so far include tons of zombies, and even 15 zombie bosses. Enemies will be a little smarter, with attack patterns. In addition to more firepower and pickups, objects not have collision detection so you can do things like bounce grenades off walls. It'll launch as a universal app, and Egoraptor is even making a return for more voice work.
Also, curiously enough, the teaser image specifically makes mention that Minigore Zombies is for iOS 5. Equip your tin foil hat and this could mean a few different things: First off, they could just be targeting iOS 5 because it potentially means better graphics since they don't need to worry about older devices. Alternatively, Mountain Sheep could be using some cool iOS 5 specific features, with some kind of next-generation Game Center integration seeming the most likely if that's the case.
What will actually be included? Well, we'll just have to wait and see.
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