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‘Shogun’ Review – A Short but Solid Shooter with Plenty of Eye Candy

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After spending some quality time with a preview version of Int13’s new bullet hell shooter Shogun: Rise of the Renegade [Free] last week, we were eager to get our hands on the final version to see how it all came together. And sure enough, earlier this week Shogun quietly snuck into the App Store.

It was interesting that Int13 was departing from their typical augmented reality based games, like ARDefender [Free], and trying their hand at an established and nuanced genre like arcade-style manic shoot ‘em ups, especially with veteran shmup developer Cave basically cornering the market with their stable of high-quality ports. However, Int13 has surprised me with just how right they got Shogun, and while it might fail to totally impress the more discerning bullet hell enthusiast, fans of shmups in general will find a lot of action and fun brimming from the game.

The very first thing that pops out at you about Shogun are its graphics. The environments are done up in 3D and give off a great feeling of depth as you’re scrolling by in your ship. It’s also Retina Display ready, meaning it’s razor sharp. Enemies are your standard alien-type of spacecrafts, and there are some rather interestingly designed mid-boss and end-boss fights that will give you a run for your money in terms of challenge. On the whole, gameplay in Shogun doesn’t divert too far from your typical bullet-hell shooter formula, but it executes the components of that formula extremely well.

However, Shogun does show some more innovative signs in a couple of areas. One is the method in which you change your weapons. Your ship comes with 3 weapon types: spread shot, laser, and homing. Whenever you lift your finger off the screen, the game slows down bullet-time style and a small menu pops up above your ship that lets you choose from the 3 weapon types, as well as trigger a screen-clearing EMP or choose to add small wingman ships for added firepower. It’s nice that the action slows down to allow you to concentrate on what weapon you need to pick, but you can still take damage in this mode so you’ll still need to stay alert.

The other thing in Shogun that I found very interesting is the system for filling and using your shield meter. You have the ability to scrape bullets that pass you by, which basically means getting your ship extremely close to them without actually getting hit. With each consecutive bullet you scrape, you build a multiplier, and this adds to your shield meter above which can go past the 100% full mark. Every time you fill up your life meter completely, it fills one of the 6 reserve tanks above the meter.

Now, these reserve tanks can be used for various things, like setting off the aforementioned EMP blast or adding one or more sets of the satellite helper ships to your own ship (which VASTLY increases your firepower, I might add). Also, when you do get hit by enemy fire, the game will automatically clear the screen of bullets and shield you for a brief moment while giving you a refilled meter, but it will cost you one of your reserves.

The scraping and usage of reserve tanks aren’t totally new ideas in the shmup world, but they’re done well and add a ton of strategy to how you go about being the most effective in Shogun. It’s in your benefit to scrape as much as possible and always strive to keep your reserves well stocked for particularly challenging sections and boss battles. But, you can’t concentrate too hard on just scraping, as inevitably that will lead you to take damage if you aren’t paying enough attention to killing the enemies as well.

While the graphics are gorgeous and the underlying mechanics are sound, about the only thing I don’t like about Shogun is that it’s pretty short. Featuring just 4 levels to play through, it comes to an end pretty quickly, but it’s a satisfying and challenging ride while it lasts. The pay model is also pretty accommodating, allowing you to download and play through the entire first level for free. The remaining 3 levels are accessible as well, but you can only play them for a brief minute – just long enough to get a taste. Each full level is then unlockable separately for 99¢ each, or $1.99 to unlock them all at once.

As a big fan of Cave’s shooters, I find it hard to really get into most of the other shooters on the App Store. They really did set the bar that high. But Shogun is a game that instantly drew me in with its visuals, and then backed it up with a ton of solid action. It even Universal and has iCade support, to truly complete the arcade experience. As a free download, there’s really no reason not to give Shogun a try for yourself.

App Store Link: Shogun, Free (Universal)

TouchArcade Rating:

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Written by admin

February 2, 2012 at 21:15

Hands-On With ‘Eufloria,’ A Lean-Back RTS

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It’s 2012, and I’ve had a few years to conjure a snappy explanation of what Eufloria 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 handful of dudes behind the original release — 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 a british physicist 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 Tunatech 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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Written by admin

February 1, 2012 at 21:15

The TouchArcade Show – Bonus – Interview With Team Eufloria

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The bonus is back, dudes! On this week’s special edition of the TouchArcade Show, Eli and I sit back in our e-chairs with Team Eufloria’s Rudolf Kremers in order to discuss Eufloria and the imminent iPad port. We also explore Kremers’ work history, his creative motivation, and the future of Eufloria, Team Eufloria, and Omni Labs. We learned a lot, and we’re guessing you will, too.

If you’d like to give this episode a listen, doing so is easy: just hit up one of the handy links below or, hey, subscribe to our podcast feed on iTunes or Zune. The latter is the easiest way to get our episodes the second they’re released.

iTunes Link: The TouchArcade Show
Zune Marketplace: TouchArcade.com Podcasts
RSS Feed: The TouchArcade Show
Direct Link: TouchArcadeShow-Bonus-030.mp3, 19MB

Our extensive hands-on preview of Eufloria is coming this Wednesday, by the way, and all that noise I made in our discussion seems to be pretty warranted. Also, after Kremers gave me a big pat on the back for pronouncing his name right, I ended up messing it up a total of three times throughout the show. My bad, my man!

Look out for another TouchArcade Show this coming Friday and another awesome bonus show next week. You won’t want to miss either of these.

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Written by admin

January 31, 2012 at 9:15

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Macworld | iWorld 2012 – Upcoming Pokemon-like ‘Dragon Island’ from ZigZaGame Inc

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Also at Macworld this year was ZigZaGame Inc, the developers who are bringing Adventure Bar Story to the App Store. We’ve already gone pretty in depth with Adventure Bar Story in our hands-on preview, but another title that they were showing off is their Pokemon-style game Dragon Island.

Dragon Island has you exploring a huge world, battling and collecting over 200 different species of monsters. Each one can be evolved several times, and you can even collect recipes which will allow you to combine two different creatures to create a new hybrid version. Also, you’ll be able to battle bosses and claim their spirits in order to summon them in future battles.

Another interesting feature is that there are no healing spells or items in the game. You can return to the main town hub to heal, but if you’re out in battle and one of your creatures dies, then they’re gone for good. I kind of like this as it adds an element of suspense and risk, and should affect how you go about tackling battles and completing the many dungeons in the game.

To balance this, even though you can only battle with 3 monsters at a time, you’ll be able to bring more than that with you as you play. So if you do end up losing one, another monster from your queue will take its place. As you level up in the game, you’ll gain the ability to carry more and more monsters with you.

An example of 3 evolutions of a dragon

The world which you can explore in Dragon Island is massive, with tons of points of interest to discover. These include towns, forests, random battles, and dungeons. When you come upon a dungeon, it is randomly generated and turns the game into more of a rogue-like, and there will be one infinite dungeon where you can grind and discover monsters and items, as well as compete on a leaderboard for how many floors you can descend.

Finally, the battle system will be a traditional 3-on-3 turn-based affair. Each monster can have up to 4 skills, each assigned a special swipe gesture. Although your character doesn’t get involved in battles himself, you can still level him up as you would in a normal RPG, and then his stats will extend to the monsters under his control. In this way you can influence how you will play the game despite the massive number of different monsters in the game which are actually the ones doing battle.

I was blown away when I saw Dragon Island in action. The amount of creatures in the game, coupled with the ability to evolve them and level up your own character has the potential for just a ridiculous amount of customization and strategy. Along with a huge world to explore, a storyline, tons of items and abilities, and even an infinite dungeon, there will be plenty to keep you busy in Dragon Island. Be on the lookout for Dragon Island to hit in the coming months, or check out the thread in our forums for even more discussion on the game.

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Written by admin

January 31, 2012 at 9:15

‘Dungeon Crawlers’ Review – Heroes of Sloth and Strategy

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Brad Nicholson said it best in our preview of Dungeon Crawlers [$1.99]: “It’s the video game equivalent of a mullet, reserved and business-like, yet fun-loving and goofy.” I’d add “A little bit awkward in any situation,” for both the mullet and the game. It’s a quirky strategy RPG that invests heavily in tropes of old, glorifies the Ghostbusters, and isn’t quite ready for prime-time.

Don’t get me wrong; fans of traditional SRPGs will find a lot to love if they give Dungeon Crawlers a chance. It’s a funny, charming, and mostly well-crafted game. You’ll run into a few glaring omissions, and you might have trouble with the game’s high memory footprint, but rest assured that Ayopa Games and Drowning Monkeys plan to address all of that soon. No matter how much I enjoy myself, though, I keep coming back to the same problem: Dungeon Crawlers is just way too ponderous.

The mix of dungeon crawling and strategic combat works well. Basically, you poke around a dungeon floor by floor, fighting baddies, finding secrets, and occasionally solving puzzles. The game slips into turn-based combat mode the moment you enter an area with enemies. A movement grid is laid out on the floor. Enemies take their turns, one by one, and then the heroes take theirs. It’s a good formula, but every bit of it is too slow.

Enemy turns take too long, and can’t really be sped up. Every movement and attack feels a bit slower than it should, and everything has to happen in turn. Sometimes it feels like no one has any idea how to land a hit. In combat that already feels too slow, a whole round spent with weapons missing harmlessly (or landing glancing blows, a common problem) is dull, dull, dull. It would shorten the game, but combat would be a lot more fun if the developers cut out the weak hits, lowered everyone’s miss rates and let you fast-forward through enemy turns.

If only they could apply that sort of trimming to the rest of the experience. For example, you start with only three of your four heroes: Payter, Aegon and Roy (if you’re thinking Ghostbusters already, those should sound familiar), and each gets just one ability initially. For the first few levels combat is mindless. Payter walks up to an enemy and slashes it. Aegon casts Magic Missile from further back. Roy heals whoever is wounded. Rinse. Repeat. It’s a fine way to start, but the game takes far too long to start filling your arsenal with new friends and abilities.

It’s a shame, because I doubt many mobile gamers are going to wait the hour or two it takes for things to start getting interesting. Try to be the exception, because it’s worth it. Even though Dungeon Crawlers has a limited roster of characters, its encounters get both challenging and strategic. Much of the strategy is in learning to carefully position your party members. Payter, for instance, eventually learns to stun the enemies that surround him. Predicting where the enemies will move, you can put him in just the right place to get surrounded. Then you can line up Aegon to hit the grouped up baddies with an AOE, and keep Failston blocking the way back to Roy. Mana isn’t a consideration, but action limits are, so healing is a once-per-turn affair. If a character falls, they’re out of the game until the next floor.

Failing isn’t a a huge deal, since you can always restart from the beginning of a level or an encounter. But that decision really hurts when encounters start lasting for half an hour or longer. You should be able to offset this by using the coins you collect to buy potions in a tight spot, but you can’t. A shop is coming, as are IAP coins for the poor adventurer with a wealthy player. The game can already be completed without the store, though, so the IAP will be optional in the extreme.

Unless, that is, you try to plow straight through. Dungeon Crawler’s loot system rewards the explorer. You won’t find much if you just stomp around killing enemies and opening chests, and your equipment will quickly fall out of date. If, on the other hand, you manage to find the levers that hide secrets in nearly every level, you’ll be at the tip-top of your game. The game could use a balance tweak or two to keep less-curious players geared enough to fight, though. The loot is all pre-determined, and it really hurts your chances if you miss a few secrets.

Even with all the frustrations and issues, I really dig Dungeon Crawlers. If you’re a sucker for references, this game plays with a ton of them – from the blatant and encompassing Ghostbusters theme to jokes about things the younger crowd might still understand. That’s on top of an engaging adventure tale that does its best to keep you interested in slogging through fight after fight. The characters, the music, the level design and environments – all great. You get the idea: the game would be fantastic if only it were pared down, cleaned up and sent out much more streamlined.

Until then, a cautious recommendation will have to do. If you’re looking for an old-school strategic romp through some very traditional dungeons, you’re in the right place. But these aren’t play sessions you can cram into five minute smoke breaks. Dungeon Crawlers is built to last – for better or worse, you’ll get hours out of it. If you’re a sit-back-and-be-patient sort, you’ll be just fine.

App Store Link: Dungeon Crawlers, $1.99 (Universal)

TouchArcade Rating:

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Written by admin

January 30, 2012 at 21:15

‘Hank Hazard’ Review – A Surprisingly Fun Physics Puzzler Starring a Hamster

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Back in October 2011, we saw a preview of the arcade-puzzler Hank Hazard [99¢] from Red Rocket Games and Chillingo. Well, a few months have passed, but it’s finally out. And after punching, dropping, rolling and blowing up Hank the bucktooth hamster for a couple of hours, I realized I was enjoying myself.

Hank is a brave rodent, who dreams of being the worlds first “stunt-hamster”. He’s sealed inside a transparent hamster-ball which must maneuver through each level, collecting three stars before crashing into the finish target. It’s part “physics game” and part “puzzler”, as you need to determine a safe way through each level.

There’s no joystick, buttons or tilting as you don’t control Hank’s movements directly. Instead, you interact with the surrounding items to make him move. For instance, tapping certain platforms makes them disappear, so if Hank was sitting on that platform, he would fall and roll down a ramp. Or perhaps there’s a weight on the platform, which then falls on a see-saw and catapults the daredevil hamster upwards to an awaiting star.

There’s spring-loaded boxing gloves, reversible escalators and “hamster-safe bombs”, which are just a few of the ways to move the otherwise stationary hamster. But, avoid the fire-pits and electrical fields, or you’ll be one charred little critter.

The first chapter is named “The Early Years” but you can also unlock the “Bigger and Better” and “Fairly Badass” chapters by earning stars (making 75 levels in total). A further 18 bonus levels can be unlocked by reaching special golden stars or gifting the game. And there’s even a small mini-game hidden away in the credits page, which earns you one of the 23 achievements.

A three-star rating and score is awarded for each level, with high-scores stored via Game Center and Crystal. A separate leaderboard is provided for each chapter, plus an overall leaderboard for total score. To improve your scores, you can gain a “nuts” bonus by collecting all three stars while  also satisfying a specific objective for the level, such as:  “Finish the level traveling at greater than 32 mph”, reach a certain height, finish within a certain time, or finish within a limited number of moves. This adds some extra challenge and replay-value.

The level designs are varied and interesting, and ramp up in difficulty as you’d expect with the last chapter requiring more thought than the fairly easy first levels. The difficulty increases because there’s more game elements placed on the screen to navigate through.

Whenever I start to tire of Chillingo’s constantly expanding range of casual physics-based games, they have a tendency to release another cute and enjoyable game. Somehow they always manage to lure another dollar from my wallet. But frankly, who can resist a few hours entertainment for a single dollar, when it features puzzles, a wide-eyed hamster, and bombs.

App Store Link: Hank Hazard, $0.99

TouchArcade Rating:

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Written by admin

January 30, 2012 at 17:15

Upcoming Bullet Hell Shooter ‘Shogun: Rise of the Renegade’ Hitting iOS Soon

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Paris based developer Int13 are experts in the field of augmented reality on mobile devices. They showcased this on iOS in late 2010 with the release of ARDefender [99¢], an augmented reality tower defense game. In terms of content, ARDefender was a bit one note, though it did receive a nice update this past October that fleshed out some of the features. However, despite being a pretty simplistic game, the actual tech behind ARDefender was really solid and incorporated into the gameplay better than almost any other AR game I’ve played before. Also, it was just plain fun to play.

Now Int13 is taking a break from the augmented reality for their next iOS release in order to pay homage to a genre they enjoy: manic arcade shooters. A project that originally started back in 2010, Shogun: Rise of the Renegade is a bullet hell shooter in the same vein as the classic shmups that were prominent in arcades in the 90s, and like the ones CAVE has been so generous with porting over to the iOS platform. I’ve been playing a preview build of Shogun for the past week or so, and am super impressed with the title so far. You can check it out in motion with the developer’s trailer for Shogun below:

The game is absolutely gorgeous in person, the video doesn’t quite do it justice. The gameplay is also really solid, offering most of the bullet-hell conventions you would expect as well as a few twists on the formula to differentiate itself from the pack. Shogun is already submitted and awaiting approval from Apple, which means we could possibly see it as early as Friday but most likely it will be sometime next week. It will be free to download and contain the entire first level, with the remaining 3 levels unlockable through in-app purchase. Oh, and here’s something awesome: Shogun will have iCade support baked in, something people have been dying for with other shooters on the App Store.

If you’re a fan of shmups, keep your eyes glued to this space as we’ll have a review of Shogun: Rise of the Renegade whenever it ends up hitting the App Store sometime in the next week or so.

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Written by admin

January 26, 2012 at 5:15

Hands-On With ‘End Night,’ A Survival Horror Experience

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It’s Z-Day, baby, and the cure for what ails the undead populace isn’t going to find itself. In SKS Games’ upcoming survival-horror title End Night, you play as a grizzled marine dude on a simple quest: find the core components of a vaccine that might end the crazy stuff that’s going on outside of a cozy lab. In a not-so-unusual video game turn of events, most of these ingredients have to be discovered in the wild.

It ain’t going to be easy. It’s the apocalypse, man; Z-Day. The dead have risen and are roving anxiously. Some are even armed or armored. These aren’t your typical slow-walking types of creeps, either. In my short preview session, I met runners as well as amblers, and even had the pleasure of running into one or two seriously hopped up bullet-sponges.

Zombies are bad and all, but SKS heightens the tension with a few tried and true old-school survival game mechanics and systems. As you’d expect, the dreary adventure begins at night. The darkness seriously puts a limit your situational awareness, while the lack of everyday sound ratchets up your ability to hear the undead’s footfalls. When you get hurt, your vision is also obscured by a layer of crimson.

Also, like an old-school Resident Evil or Silent Hill, bullets are few and the camera perspective is restricted. In this specifically, you’ll be dealing with an over the top camera that successfully limits how you move and react to threats. But it’s not like you can shoot your way through everything, anyway. You’ll need to know when and how to run.

One of the more interesting things about End Night is its world; it’s open, but isolated to a small, hole-in-the-wall town. There’s a lot of commercial real estate to liberate, as well as a police station to pilfer for supplies like ammo and armor. The walking dead spawn randomly throughout the environment, and as you close in on the vaccine, they also start spawning more frequently. It gets tough, fast.

A fair amount of the game’s buildings carry a core component for the cure being worked on back at the lab. You’ll need to hull back a vial of some anti-zombie juice every time you find one, which makes the experience fairly fetch-quest-y. These houses also have, for a reason I can’t explain, documentation that feeds into an experience points system.

I think that’s the other really interesting thing, by the way. Like Infinity Blade, End Night is meant to be played several times. Whenever you meet an untimely death, you’ll be prompted to start over from the beginning and then use the experience points you just gained to pump up the marine guy for another go.

I spoke with one of the devs behind the project to get a better sense of what you’ll be able to upgrade by playing through multiple times. Spoiler: your guy will get better at smashing zombies, provided you’re using the stuff you upgrade.

“One of the most useful upgrades is for pistol accuracy, which drastically increases the chance of getting headshots, and is especially helpful towards the end of the game with lots of fast moving armored enemies,” a representative told me.

“Other upgrades such as Armor effectiveness allow your armor take more hits before being destroyed. Upgrading your shotgun allows you to blow enemies apart even from far away, while the health increase means you’ll be able to take a lot more hits before dying.”

At the beginning of the game, you’ll get to choose one of three starting weapons: a pistol, a shotgun, or a fireman’s axe. Tools of the trade, right?

The town might be dangerous, but one of the hardest enemies I’ve come across is my own guy. If you get cut up too bad, you’ll need to search around for medical supplies and clean the infected blood off your body. To do the latter, you’ll need to find a tub. If you end up killing too many zombies, you’ll need to wash away the remorse with booze or bible pick-up items.

In my experience, some of the game’s most heart-pumping moments are spent in bathrooms; as you clean your wounds undead can stumble through the door, which leaves you little time to adjust to the conflict. This is some pretty feral stuff, but that first the vibe of the world; there’s a lot of undead and they all want you to join in on the party.

Technically, I think you’ll enjoy this. It’s 3D all the way — even though you won’t get a great sense of this courtesy the camera — and it has some decent assets to boot. The controls, which are your usual virtual array of bits and bobs, respond well enough. You’ll want to be sitting down to play, though, as this definitely isn’t an on-the-go kind of joint.

I think the camera and the leveling systems are going to be the biggest hurdles for people. I gave up arguing that survival-horror games’ cameras are poorly designed. A restricted perspective never gives me any pleasure, but I suppose the tension that it artificially stirs up is a valid plus. As for the rinse-and-repeat nature of the game, it’s just personal preference. If you like this stuff, you’ll dig this.

On the other hand, the open-world and the fetch-quest model provide some of the most satisfying stuff. Runs feel epic, if not downright dangerous, so getting back in one piece is powerfully redeeming. The weight and feel of weapons is satisfying, too, and the world has a lot of stuff to explore and discover.

End Night is in submission, so we should see it at some point this February. As of right now, it’s slated to hit the iPad exclusively at $2.99. An iPhone version might follow at some point down the road.

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Written by admin

January 24, 2012 at 5:15

‘Dance Central 2′ Now Has An App

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If you have a Kinect, you should probably own Dance Central 2. It’s one of the best and brightest games the hands-free motion tracking device has in its library. It’s also one of the few that actually shows off what the device can do well. If you need more a push, Microsoft might have just the thing: an app that pairs, loosely, what Harmonix did with VidRhythm [Free] to Dance Central 2. It’s a promotional preview app, basically, dubbed Dance Cam. [Free]

In it, users can record video performances of themselves dancing to a sampling of tracks from the Dance Central 2 proper soundtrack. Then, the app spits out a music video containing both. Pretty simple stuff, really.

Dance Cam also has social hooks that allows for sharing and even mash-up videos between friends. The below fleshes out some of the finer details:

Hard to believe this might turn someone onto Dance Central 2, so we’re kinda thinking about this more as a strange little toy than anything else. It’s free, so give it a spin — especially if VidRhythm is your thing.

App Store Link: Dance Central 2 Dance*Cam, Free

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January 20, 2012 at 21:15

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‘Junk Jack’ For iPad Is Still A Thing That’ll Happen, But Now The Wait Is Longer

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The PixBitsJunk Jack [$2.99 / LE] is easily one of our community’s more celebrated games for two reasons: (a) it’s a fun game and (b) The Pixbits has demonstrated a clear commitment to making it a bigger and more fulfilling experience via frequent updates. The rub with the latter, though, is that it’s causing a slight delay with the iPad version.

Speaking to us about the eventual Universal update, PixBits tells us that it’s still being planned, but has been postponed in order to make the iPhone version as good as it can be beforehand. “We are really busy developing the new update that will include many new features like walking mobs, bombs, etc,” a studio rep says. “The iPad version is still planned, but we have delayed it. We want to make sure to have a stable and full featured game before doing that version.”

It’s a bummer, but you can’t argue with that logic, right? We’ve asked to make double-sure that Junk Jack iPad will still make it out at some point in 2012.

App Store Links:
    Junk Jack, $2.99
    Junk Jack LE, Free

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January 20, 2012 at 1:15

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