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Chillingo’s ‘Cut the Rope’ Hits One Million Paid Downloads in Just Ten Days

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iPhone mega-publisher Chillingo has announced earlier today that their casual physics-based puzzler Cut the Rope [99¢] has reached the one million paid downloads mark worldwide. This news comes just ten days after the game's release, and according to Chillingo this makes Cut the Rope the fastest selling iOS game to date.

Although they don't specifically mention details, it's assumed that the one million number is inclusive of both the iPhone and iPad versions of the game. But really, that's just nitpicking. The rate at which Cut the Rope has risen to the top is simply incredible. When we said during our original review that “Cut the Rope is one of those games that you could tell was going to be something special…” I don't think that we imagined it would be the kind of meteoric rise that we've seen in the past ten days.

Chillingo and developer ZeptoLab have noted that they are currently working on new updates for Cut the Rope that will add additional content to the game. Currently Cut the Rope is the #1 overall paid app in the US App Store, as well as most other major markets around the world. It rocketed into that spot within just the first couple days of release, knocking App Store phenomenon Angry Birds [99¢] from its perch at the top. If you have yet to pick up Cut the Rope, we really cannot recommend it enough as it's one of the most engaging puzzle experiences on the App Store and suits the platform perfectly. We'll be keeping an eye out for the promised updates to the game, and are anxious to see just how far Cut the Rope can ride this current wave of success.

App Store Links:
    Cut the Rope, $0.99
    Cut the Rope Lite, Free
    Cut the Rope HD, $1.99 (iPad Only)
    Cut the Rope HD Lite, Free (iPad Only)

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Written by admin

October 14, 2010 at 18:15

EA Wins Court Case Against Edge Games Founder Tim Langdell

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With how fast the App Store news cycle moves, the original removal of Edge [$2.99] by Mobigame seems like a million years ago. TIGSource has an excellent and incredibly in-depth recap, but in a nutshell Tim Langdell has been trolling game developers for quite some time now by holding a trademark on the word "Edge" and has used that trademark to legally harass anyone who uses it in the title of the game. This not only resulted in Edge's temporary removal from the App Store, but also Namco's Soul Edge to be sold as Soul Calibur in the United States.

This trademark trolling was mildly successful for Langdell until he set his sights on gaming industry giant EA for their use of the word "edge" in the title of Mirror's Edge [$1.99 / HD]. This awoken a legal sleeping giant of sorts which as of this morning has resulted in an awesome court ruling that specifically cites "trolling", per Industry Gamers:

The court has denied Edge Games’ motion for injunction, citing that it believes that Langdell made fraudulent statements to the US Patent and Trademark Office and strongly believes that Langdell is “suspect,” and has been “trolling” the game industry for licensing opportunities. His actions could possibly warrant “criminal penalties.”

While we'll have to see what comes of the "criminal penalties" mentioned, this is a huge win for independent game developers like Mobigame who don't have the financial coffers to defend against an onslaught of frivolous lawsuits. However, something tells me this isn't the last we'll hear of Tim Langdell.

[Industry Gamers via The Sixth Axis]

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Written by admin

October 5, 2010 at 22:15

LOAD "" — ‘ZX Spectrum: Elite Collection (Vol. 1)’ Arrives

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Last week we reported that premier '80s game studio Elite Systems would soon begin bringing classic ZX Spectrum game titles to iOS (via emulation) with the coming release of ZX Spectrum: Elite Collection (Vol. #1) [App Store]. This weekend the game went live in the App Store, shortly following a press release issued by Elite, meant to manage expectations of the unreleased title.

In the release, Elite's Steve Wilcox said,

The media and consumer reaction to the announcement, in late September, of Apple's approval of ZX Spectrum: Elite Collection has been extensive and enthusiastic. Our concerns now are to ensure that both groups understand that Vol. #1 of the App is a work in-progress, a rough diamond if you like and that we're committed to developing the App (eliminating some of its more obvious shortcomings and adding new features) over the weeks and months ahead.

If we're to achieve our goal of offering (and enabling others to offer) access – via mobile and wireless devices – to many of the thousands of fantastic ZX Spectrum games, we need to restore some order to the market and adjust expectations amongst developers, publishers and players.

Wilcox promises that the application will always be priced at £0.59 (Euro 0.79, US $0.99) and that within a month, six more game will be released via a free update (Vol. #2), with a further free update to come within the following month (Vol. #3), bringing with it an in-app game shop.

This Volume 1 release features the following six popular Spectrum titles:

The bundled games in this release features on-screen, directional "key" controls configured for each specific title. Gameplay can be carried out in either portrait or landscape mode, depending on player preference. Audio is fully reproduced, as well, bringing the Spectrum's lavish soundscape to discerning iPhone gamers. (A bit of wit there…)

See Elite's brief trailer video.

I've not yet spent a great deal of time with this one, but can say that the emulation seems to be running games at full ZX Spectrum speed. (And I'm happy to say I've not hit a single R Tape loading error.) We'll be following Elite's progressive releases in this series closely.

App Store Link: ZX Spectrum: Elite Collection, $0.99

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Written by admin

October 4, 2010 at 18:15

‘Rapala Pro Bass Fishing’ Review – Universal Fishing from Activision

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Fishing games are a niche genre, little heard of before the popularity of the iOS touch and tilt interface. Games like Flick Fishing and Fishing Kings have introduced many newcomers to the sport in a more arcade-like way that has proven quite successful. So much so in fact that mega-publisher Activision have ported their take on angling to iOS, in Rapala Pro Bass Fishing [App Store], a universal app for the iPad and its smaller siblings.

Rapala Pro Bass Fishing starts off with a gutsy speedboat cutscene, in typical Activision flair. The intro movie kicks off what becomes a trend in your fishing career, as each victory is met with an over-the-top cutscene looking more like an MTV award night. Fortunately, everything in Rapala Pro Bass Fishing looks as great as these movies do, particularly the in-game environments which are fully fleshed out landscapes across many fishing hotspots.

In this respect, Rapala Pro Bass Fishing has addressed the crticisms of similar games that have come before it, and ensured a wide variety of locations that are completely explorable in your trusty speedboat. There aren't just several static fishing locations to cast your line at, but instead at each locale you unlock, there are a number of potential fishing spots to set your anchor at, necessitating your use of a trusty map to find the exact one with the species you're currently looking for.

There are two modes in Rapala Pro Bass Fishing, a Seasons mode and a Free Fishing mode. The latter is self-explanatory, but the Seasons Mode is ultimately where the majority of your fishing time will be spent. You start Seasons mode at the rookie level, where you are given 6 tasks to complete before being able to take on tougher challenges at other locations. Tasks include things like finding a particular type of fish, or catching a fish above a certain score grade, or even full blown fishing tournaments against several computer controlled opponents. Tasks are usually timed, with tournaments extending to 15 minutes at times. With as many of these as there are in Rapala Pro Bass Fishing, expect to be in for the long haul, as this is one heavy tackle box of goodies.

The actual fishing technique varies slightly between these games, but I was disappointed that Rapala Pro Bass Fishing opted for a much more casual, arcade heavy approach to the more technical fishing mechanics. This translates to a monotonous, toned down process of steering your boat via accelerometer to a large beacon of light (selected on your GPS map), casting your line by flicking your device forwards, then engaging in a series of gestures to hook your fish. Gestures change depending on the lure you have selected, but all are a simple combination of device tilts that help to pad out the fishing process.

Once your bait has been taken, you must tilt your device again to hook the fish (a bar will appear to show you the best time to do so) and then start reeling by circling the on-screen reel. Then the fun should begin, for as any salty sea dog will tell you– it's the thrill of the fight that counts. And in Rapala Pro Bass Fishing, this process is simplified so much that we may as well be playing kindergarten fish magnet games. Reeling in your fish is as simple as staring at the tension meter, waiting for it to rise, then tilting your device to one side. Your rod is always centred on your screen, and the only movement possible is left and right movement. Dipping your rod, lifting it to pull taut your line, pulling it from side to side to tire the fish…none of that is emulated here, which is disappointing.

If it weren't for the huge number of unlockables available; from rods, lures, fishing spots and new locations (that you buy through money earned in Seasons mode), that fact alone would steer us away from Rapala Fishing. iPad users are at least treated to a special local multiplayer fish-off that we can only hope makes its way in some form to all the devices. That aside, the fishing never seems to get truly challenging; and unlike some of the better fishing games, the whole process here does get repetitive. Still, you do have to appreciate the efforts put into Rapala Pro Bass Fishing. With 60 individual events, voiced commentary and multiple explorable locations, Rapala Pro Bass Fishing high production quality could still appeal to the more casual fishermen.

App Store Link: Rapala® Pro Bass Fishing, $4.99 (Universal)

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Written by admin

October 4, 2010 at 14:15

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Massive App Store Sale on Major iPhone/iPod Gaming Titles

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We're not sure what has possessed the publishers of dozens of amazing iPhone games to decide that tonight was the night to hold a massive sale — but it's happened. And you can benefit from it.

A huge number of high profile games have dropped in price to all time lows. The number of high quality games you can pick up for $0.99 right now is amazing. We hand picked a few to highlight here, but below we've listed dozens more. Every game on this list is worth the sale price, so now's your chance.

A few notable games dropping to $0.99 include:

Osmos


Osmos, $0.99
Osmos was originally released in late August of 2009 for the PC, and went on to win numerous awards. The multi-touch controls work wonderfully on the platform and it’s a natural fit for the iPhone. We highly recommend picking this one up. Review

Spider:  The Secret of Bryce Manor


Spider: The Secret of Bryce Manor, $0.99
We choose Tiger Style Games’ Spider: The Secret of Bryce Manor for our 2009 Game of the Year. Spider is an original concept built specifically for the iPhone by a small self funded team. Review

2K Sports NHL 2K11


2K Sports NHL 2K11, $0.99
It wouldn’t be hard for NHL 2K11 to claim the title of best ice hockey game on the iPhone, since the competition is sorely lacking. But it surprisingly goes above and beyond and offers a truly full-fledged NHL experience on a mobile platform. Review

Archetype


Archetype, $0.99
Archetype delivers one of the most robust, beautiful, and most importantly fun first person shooter (FPS) experiences that can be had on the iPhone. Review

Here's the rest of the list, grouped by price. Unfortunately, this appears to be an iPhone / iPod Touch phenomenon mostly. Only two games (marked below) are iPad native.

$0.99

  • Civilization Revolution ($6.99 -> $0.99)
  • Soccer Superstars ($2.99 -> $0.99)
  • 9 Innings: Pro Baseball 2011 ($4.99 -> $0.99)
  • Baseball Superstars 2010 ($2.99 -> $0.99)
  • Need for Speed Shift ($6.99 -> $0.99)
  • Bookworm ($2.99 -> $0.99)
  • Geometry Wars: Touch ($4.99 -> $0.99) Universal
  • Puzzle Agent ($4.99 -> $0.99)
  • Monkey Island 2 Special Edition ($2.99 -> $0.99)
  • The Secret of Monkey Island Special Edition ($2.99 -> $0.99)
  • Doom II RPG ($3.99 -> $0.99)
  • Assassin's Creed II ($5.99 -> $0.99)
  • Zombie Infection ($2.99 -> $0.99)
  • Peggle ($2.99 -> $0.99)

$1.99

  • Crash Bandicoot Nitro Kart 2 ($4.99 -> $1.99)
  • Risk: The official Game ($4.99 -> $1.99)
  • Hybrid 2: Saga of Nostalgia ($4.99 -> $1.99)
  • Zenonia 2 ($4.99 -> $1.99)
  • Castlevania Puzzle: Encore of the Night ($4.99 -> $1.99)
  • Mirror's Edge ($4.99 -> $1.99)
  • ACE Combat Xi: Skies of Incursion ($4.99 -> $1.99)
  • Myst ($4.99 -> $1.99)
  • Doom Resurrection ($6.99 -> $1.99)
  • Sonic the Hedgehog 2 ($5.99 -> $1.99)
  • Tony Hawk's Pro Skater 2 ($4.99 -> $1.99)
  • NCAA Football by EA Sports ($4.99 -> $1.99)
  • Command & Conquer Red Alert ($4.99 -> $1.99)

$2.99+

  • NFL 2011 ($4.99 -> $2.99)
  • Real Racing ($4.99 -> $2.99)
  • Call of Duty Zombies ($9.99 -> $4.99)
  • Call of Duty Zomies HD ($9.99 -> $4.99) iPad Only
  • FIFA 10 by EA Sports ($6.99 -> $4.99)

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Elite to Bring ‘ZX Spectrum: Elite Collection’ to the iPhone

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Elite Systems, one of Europe's most long established video game publishers (founded in 1984), today informed us that Apple has just approved their upcoming ZX Spectrum: Elite Collection (Vol. #1). Themselves publishers of over 50 game titles for the British Sinclair ZX Spectrum home computer (which may be little known to most of our readers in the states), Elite plans to bring a bevy of venerable Spectrum titles to our favorite mobile games platform through future volumes of the collection.

For those unfamiliar, the ZX Spectrum is an 8-bit home computer that was released by Sinclair Research in the UK in 1982. It is based on the Z-80 processor running at 3.5MHz and features a 256×192 pixel display in 16 colors (with notable restrictions). The Spectrum was available with either 16K or 48K of RAM and was followed up by several models offering more memory, enhanced audio, and such. The American gamer who was around to see home computers in the '80s probably best remembers Sinclair Research from the Timex Sinclair 1000, an extremely inexpensive, black & white 4K computer sold in America, itself a take on the European Sinclair Zx81. A later attempt was made to actually bring a modified version of the ZX Spectrum to the US in the form of the Timex Sinclair 2068, but it failed badly for a number of reasons and is remembered by few.

Elite's Steve Wilcox comments,

We have long range plans for ZX Spectrum: Elite Collection. Starting with the games bundled with this inaugural volume, our goal is to offer access – via mobile and wireless devices – to many of the thousands of fantastic ZX Spectrum games. Simultaneously, we're offering the developers and publishers of those games the opportunity to monetise their work by bundling them with future volumes, offering them as In-App purchases or by commissioning us to create bespoke bundles which they can then publish themselves.

Notable features of the ZX Spectrum: Elite Collection package, as listed by the studio:

  • 100% original and "officially licenced" ZX Spectrum games
  • game-specific play controls
  • extensive playing instructions
  • option of portrait or (full-screen) landscape play / display modes
  • authentic 'Spectrum' sound

While I, personally, have only modest experience with ZX Spectrum games — and through emulation — I've followed its history closely through every issue of the superb UK-based Retro Gamer magazine. And what experience I do have with the platform allows me to tell you that the ZX Spectrum game library coming to the iOS platform is a very good thing.

The release date of ZX Spectrum: Elite Collection (Vol. #1) will be announced later this week, along with a preview video. Stay tuned for more on this when it hits the App Store.

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Written by admin

September 28, 2010 at 6:15

‘Yslandia’ — In-Depth Hands On With This Imminent Euro-MMO

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France-based developers Movingplayer and publisher Bulkypix have been hard at work lately on Yslandia, the latest MMO to shortly hit the App Store. Already released in Canada for testing purposes and set to hit US and international stores any day now (together with the US-based servers), this distinctly European take on the traditional eastern-influenced MMO formula had my attention from early on.

That Yslandia hails from a European developer is not something to be understated. It permeates every facet of the game– just as PC gamers saw a remarkable departure from traditional RPG paradigms in the popular Polish-developed title, The Witcher– so too does Yslandia show off its own influences and underpinnings, for better or for worse.

The most immediate evidence of this in play is in the artwork and in-game sprites. Gone are the cutesy, bright color palettes and heavily cell-shaded artwork usually seen in MMOs. Instead, what we have here are more detailed sprites with a purposefully subdued tone; emphasizing a realistic brush as trees and houses and even characters are painted in modest colors. The artwork in general brings to mind a water-color painting; not as visually striking as the color explosion of most JRPGs, but not without its own charm.

In so far as the gameplay is concerned, MMOs traditionally have been about lengthy solo leveling experiences (read: grinding) with a smattering of teamwork needed in certain encounters. Yslandia on the other hand is more focused all around Player vs Player combat and social interactions (but with its own share of grinding). The three islands that make up the initial release of Yslandia are comprised of respective starting islands for the Simeh'a Alliance and the Zaa'me Coalition (essentially, Light vs Dark), and a neutral territory called Gilda where all the PvP combat goes on. And it's on this latter island that most of your time in Yslandia will be spent.

On Gilda, teams have to work together to capture Totems on the battlefield, thereby claiming territories for their Faction. The game itself encourages this teamwork– particularly teamwork through guild participation– by way of its skill system. Departing from any existing skill-building concepts, characters in Yslandia learn additional skills by "training" with other guild members. Every 10 levels, you accumulate training points in addition to your standard skill points, which can then be invested in other guild members, bestowing upon them a skill you currently have learned. Aside from skills learned in this fashion, characters start with 4 skills, 2 of which are usually passive.

'Usually' in this context is used quite loosely, as Yslandia boasts a massive lineup of 18 different classes to choose from divided amongst 6 very different races (some of which have no passive skills). The developers have also gone beyond the usual warrior/ranger/mage archetypes to offer interesting classes such as the Necrophage, the Lycan Bloodhound or the mana-sucking Nocturn Deceiver. Unfortunately, with the class diversity on offer, what does get left by the wayside is character customization– don't expect that new cloak you found to have any effect on the way your character looks. Even so, the sheer number of classes on offer, and just how different they each look and feel, means it is less of an issue than it could have been.

Unfortunately our pre-release time with Yslandia didn't offer much opportunity in the way of experiencing large-scale battles, so the verdict is definitely still out on whether the PvP-centred approach works or not. What we did see was an ample number of quests to help your character through the initial 10 levels, after which quests spill out onto the contested Gilda island too. The current quests support progression to level 25, and comprise the usual collection and courier quests with a fair bit of grinding in between. We've been told by developers to expect a new island shortly which will extend the level cap to 35, so continued support is definitely on Movingplayer's agenda.

Yslandia does two other things which we really liked, and showed a bit of innovation on behalf of the developer. Firstly, the user interface is sensational: your character is controlled by either tap-moving or by an on-screen analogue stick; and skills and items can be placed absolutely anywhere on screen via an intuitive iOS-like hold-to-move system that I hope is picked up by other developers too. Secondly, some classes have the ability to 'take over' their guild mates as familiars once they have disconnected. The game describes this as proxying, and it's certainly a fresh feature that whilst limited to 1 life only, enables guild mates to assist each other even when they're offline.

If there are any shortcomings to note in Yslandia, it's that character animations aren't really up to par with what we usually see in these games. Spells and ability animations range anywhere from barely serviceable to really great (we loved how ranged spells have a charging animation), but there is a certain lack of believability to standard attacks and hit responses. This may be attributable to the fact that we were only able to play on the European servers— which were not entirely without the expected lag– and so the responsiveness expected of combat was just not there.

Of course, there is also the obvious downside that whilst you hoard your various items, they will never have an effect on your appearance in the game world– one Guardian is essentially indistinguishable from the next. Movingparts is aware of this, and have promised that some form of customization through PvP rewards is just around the corner.

What will be interesting to see is how all these elements mesh together in a fully populated game world, and whether the PvP-centric gameplay will hold up as a fulfilling, engaging MMO. Certainly players will have their own positions on whether a competitive environment will sustain them or not, particularly as there is a pseudo-requirement that players be part of a guild to enjoy all Yslandia has to offer. Personally though, I feel that the European charm and its willingness to push the boundaries of long-held MMO concepts nicely positions Yslandia as something different worth checking out.

Yslandia is currently priced at CAD$4.99. While you're waiting for the US and international release, check out our forums to see what experiences our Canadian readers are already having with Yslandia.

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Written by admin

September 9, 2010 at 12:15

Rockstar Announces ‘Grand Theft Auto: Chinatown Wars HD’

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Moments before the Apple keynote is scheduled to start today, Rockstar announced Grand Theft Auto: Chinatown Wars HD for the iPad. The game sounds like it will feature the same content of the existing iPhone version of Grand Theft Auto: Chinatown Wars for the iPhone, with HD graphics and modified controls like most HD-ized games.

Chinatown Wars will be available on September 9th for $9.99. For more information on the iPhone version of the game, buzz on over to our comprehensive review from when it originally was released. During keynotes, Apple has historically shown gameplay footage of yet to be released big name titles from large publishers like EA and Gameloft. If we're lucky, maybe we'll see Grand Theft Auto on the iPad today.

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Written by admin

September 2, 2010 at 0:15

‘Crimson Gem Saga’ Review – That Epic RPG You May Just Be Waiting For

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For all the remarkable games we are seeing nowadays on the App Store, we are blessed with very few epic RPGs. It seems that developers are still unwilling to invest in the content heavy, quest-driven adventures that many other platforms routinely enjoy. Publisher Nate Games has thoughtfully identified this gap in the market and have given us the next best thing– a direct port of a critically acclaimed 2009 title for the PSP– Crimson Gem Saga [$9.99] by Atlus Games.

As the name would suggest, Crimson Gem Saga is indeed an epic by definition, weighing in at a satisfying 30-40 hours of story-driven, turn-based combat and exploration of a colorful, mythical world. Crimson Gem Saga makes no delusions, drawing strongly from the tenets of the Dragon Quest series in doing little to crack the molds of the genre, but focusing instead on bringing that traditional RPG experience in as fine a package as possible.

The wrapper to that package comes by way Killian, a tightly wound chevalier graduating from military academy and ready to embark on a new life in the big wide world. It's a setting told ad nauseum by RPGs, a factor that Crimson Gem Saga doesn't shy from. Wholly self-aware, Crimson Gem Saga instead colors that grey backdrop with a surprisingly well written, often humorous dialogue and a host of jaded protagonists alway at each other's throats– an interaction practically unheard of in JRPGs.

To look at Crimson Gem Saga, one would have to agree that it delivers abundantly in eye candy. The game is portrayed with a mixture of highly detailed and diversely animated sprites (for both characters and world objects) and painted, layered level design. In many ways, Crimson Gem Saga aspires to the likes of Star Ocean, with the same colorful and richly populated world and detailed anime dialogue sequences rounding out the game's visual spectacle.

Undoubtedly the meat of any RPG is in its combat system, where you'll be spending the majority of your time over the length of the story. And combat remains largely derivative in Crimson Gem Saga. You won't find any complex limit system or interwoven skill trees to get your head around; but on the iOS devices, that is actually a blessing. The most difficult concept to master is the eventual use of linked attacks, where certain powerful skills are only made available if particular characters have consecutive turns. Otherwise combat is straightforward but constantly challenging, maintaining its lustre throughout the game.

Where Crimson Gem Saga falls short is in its seemingly lazy port; something of a curse of crossing the platform barrier. The on-screen buttons are just plain ugly, something that could be forgiven (though we wish there was an option to hide them entirely) if the implementation was otherwise acceptable. But this is not the case, with the menu system providing a saga of its own to overcome. Context sensitive areas on the screen aren't readily understandable, and the swiping mechanic is backwards and overly sensitive. Granted, hours of playing the game does eventually train you to negotiate the UI's hitches, but do expect initial frustration.

Compounding these issues are a few major bugs encountered; from a game-stopping cutscene crash we experienced on our first play through (fortunately, not on our second), to a widely experienced upgrading item crash. And voiced dialogues are terrific when they do work, but also intermittently cut out and seem to arbitrarily skip sequences. The silver lining to all this is that the developer has already responded to complaints on our forums with a patch being worked on to address some of these problems.

Notwithstanding the above, Crimson Gem Saga is a well-rounded title whose whole certainly exceeds the sum of its parts. Its traditional approach to RPGs meshes well with its witty dialogue to deliver a surprisingly engrossing adventure. Though combat is simple, even the average encounter is never a push over and so remains fun and engaging. The characters too are infectious and constantly at odds with each other; giving rise to some very funny dialogue and pop gaming culture references. If you can endure the clumsily ported menu system, then Crimson Gem Saga will reward you with a notoriously rare, epic RPG on the iOS platform.

App Store Link: Crimson Gem Saga, $9.99

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Written by admin

August 12, 2010 at 0:15

‘Crimson Gem Saga’ – The Atlus PSP JRPG Finds a New Home on the iPhone

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If roleplaying games are your cup of tea, I would find it to be impossible to believe that you've never heard of Atlus, or if the name isn't immediately recognizable, surely you've played an Atlus game at some point in your life. Originally founded in 1986, this Tokyo-based developer (and publisher) have been responsible for quite a number of games on nearly every console going all the way back to the NES. Like many Japanese developers, games of theirs we see in the USA are filtered through an American subsidiary and the games released by Atlus USA are only a small sampling of what is actually available in the East. Their most recognizable US releases are likely the Tactics Ogre series (which I'd love to see on the App Store) and Disgaea: Hour of Darkness.

Published via Nate Games, a somewhat confusing spinoff of South Korean telecommunications operator SK Telecom comes the even more confusing iPhone port of the PSP game Crimson Gem Saga [$9.99]. Crimson Gem Saga is actually the sequel to an RPG called Astonishia Story, originally published in South Korea by SK Telecom as Astonishia Story 2, then as Garnet Chronicle in Japan, and finally as Crimson Gem Saga in North America. The reasoning behind all this odd name swapping is that even though the story is actually continued from Astonishia Story, quite a few of the game's mechanics were changed, and somehow, somewhere, someone thought three different titles for the same game would make this less confusing.

Despite this twisted web of renaming and publishing, Crimson Gem Saga actually was reviewed quite well when it was originally released on the PSP. Sporting a metascore of 78 and a user score of 8.2 over on Metacritic, the gaming media seemed to enjoy the turn-based gameplay even though the game itself doesn't do anything particularly new or exciting in either the gameplay or storytelling departments.

We're still working on our review of the game, as any game that boasts over 30 hours of gameplay is going to take some time to review, but initial impressions in our forums seem mostly positive with the main issues centralizing around the somewhat expected clunky nature of the port as the game went from the physical controls of the PSP to the virtual controls of the iPhone. Clumsy controls aside, Crimson Gem Saga on the iPhone is the same game available currently on the PSP which sells for three times as much.

App Store Link: Crimson Gem Saga, $9.99

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Written by admin

August 5, 2010 at 0:15