Archive for the ‘Racing’ tag
Upcoming ‘Model Auto Racing’ Aims to Fill a Void in My Childhood
When I was growing up I lived right down the street from an R/C car racing track at the local park. I was pretty young during this time, and thus couldn’t afford the rather expensive professional grade radio controlled cars that folks would bring out to race. So I was relegated to just a spectator, but I still got such a thrill out of watching these miniature vehicles race and jump around the dirt track, all the while being controlled remotely by people who were standing right beside me on the sidelines.
Sadly, over the next few years the R/C track’s popularity dwindled and was eventually torn down in favor of a dog park. It probably goes without saying, but dog parks aren’t nearly as cool as R/C car tracks when you’re a kid. So when developer emailed a trailer for their upcoming game Model Auto Racing, I immediately got a nostalgic twinge of excitement. As you can see in the trailer, it looks to be a proper R/C racing title for folks like me who couldn’t afford to indulge in the hobby as a kid.
Model Auto Racing will contain 3 different vehicle categories drawn from the real-life R/C racing world: buggy, short course, and touring car. It will also give you the choice of a top-down camera view or a fixed-position from the sideline podium, just as if you were at the track yourself. Other features include Universal support, Retina graphics for the new iPad, Game Center with online multiplayer, 12 tracks and 48 event types, and upgradeable vehicles. Model Auto Racing is awaiting review from Apple and should be out before the end of the month.
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Coming Tonight: ‘Air Mail’, ‘Bee Leader’, ‘Defender Chronicles II’, ‘Slingshot Racing’, ‘Virtua Tennis’ and More
‘Deadmans Run’ Review – A Rough Racer
It seems as if ever since the iOS remake of Death Rally [ $0.99 ] hit the scene over a year ago, we’ve had a resurgence of weapons-based racing titles gracing the platform. Deadmans Run [ $0.99 ] from Nightfall Interactive is another entry into the genre and attempts to model itself somewhat closely to Death Rally. While Deadmans Run does try to differentiate itself from the pack in some ways, you’re mostly left with a fairly average racer with controls that leave a bit to be desired.
Deadmans Run offers a somewhat comprehensive campaign that has you racing across nine different levels across three “difficulty” levels, earning both cash and notoriety (essentially experience points). The cash is used to purchase permanent (engine, weapons, and armor) and temporary upgrades for your vehicles while the notoriety acts as a level-wall that restricts upgrades and car purchases until you’ve hit a certain level. Overall, the system works well enough for replayability, although the strict level requirements for each purchase take away any sense of freedom, which is a bit disappointing.
Gameplay involves your standard race-to-the-finish with positional awards, although the inclusion of weapons makes it a bit more interesting. Cars all come equipped with machine guns and mines, with ammo refills (among other power-ups) randomly littered on the track. As you upgrade your cars, you’ll typically find yourself in races that end prematurely because everyone else (or you) has been destroyed. This typically leads to a very hectic racing experience, especially at the onset of the campaign since you’ll be losing a lot before you can earn enough cash and notoriety to build up a contending car.
One area that I thought Deadmans Run did well dealt with its dynamic generation of races. As mentioned above, there are three different difficulties in the campaign. Whenever you want to race, each difficulty will randomly choose the level and opponents (while usually keeping the purse winnings the same).
In addition, races will occasionally offer supplemental objectives, such as to take out a specific opponent before the race is over. The supplemental quests actually offer penalties if you fail, making the choice to accept it have actual repercussions. Unfortunately, while the dynamic missions are an interesting idea, you’ll quickly find that the two harder difficulties will be way too challenging to play for quite a while. One item of note is the complete lack of IAP, so all notoriety and cash will have to earned by (gasp!) playing the game. In addition to the campaign, a time trial mode also exists.
While everything above seems fairly decent, Deadmans’ controls are where the experience starts faltering. You are given the option of two control schemes: auto-acceleration and manual gas. Auto-acceleration is the default and my preferred control type as it allows you to focus mostly on turning and aiming. Unfortunately, this also leads to a lot of lost control when you’re making tight turns as you’ve effectively lost the ability to ‘ease up on the gas.’
Manual gas, meanwhile, just feels awful as the gas ‘button’ is right smack in the middle of the two turn portions, which feels extremely unintuitive for me. Either way, additional miscues such as a very bouncy physics system and the occasional unresponsiveness of controls don’t help the experience, either. Other facets of Deadmans Run, such as the visuals, felt mostly average and don’t add or detract from the rest of the game.
If you can get past the spotty controls, Deadmans Run is an adequate racer with enough meat in its campaign to offer genre fans something to try. There are gamers out there that are simply looking for the next ‘rat race’ to race through, and this game can certainly provide that. However, the overall rough presentation and spotty controls are enough to detract all but the diehard combat racing enthusiasts.
TouchArcade Rating: 
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‘Sonic & Sega All-Stars Racing’ Gains 2 New Characters, New Track and More in Latest Update
Despite the majority of the gaming world wishing otherwise, Nintendo seems pretty dead-set in not bringing any of their beloved properties to other platforms. Which means, if you’re standing in line at the bank and get a sudden hankering for some Mario Kart, you’re mostly out of luck if you aren’t sporting Nintendo hardware.
However, video games are an iterative pastime, and Mario Kart is far from the only kart racer around. On the iOS platform, Sonic & Sega All-Stars Racing [ $1.99 ] is widely considered to be the finest answer to Mario Kart currently available, and we’d tend to agree. It pits a cast of Sega characters against each other in the power-sliding, weapon-laden, arcade-style racing we’ve come to expect from a kart racer, and it does it extremely well.
Throw in fantastic course designs, a full single-player campaign and challenge mode, and both local and online multiplayer options and you have a seriously good kart racer, even with the lack of everyone’s favorite plumber.
Over the weekend, Sonic All-Stars Racing got just that much better with its first significant content update since being released in June of last year. The big ticket items in this update are two brand new characters: Shadow the Hedgehog and Knuckles the Echidna. These are two extremely popular characters from the Sonic universe and are a great inclusion here. In addition to the two new characters there is also a brand new track to race on.
The other big feature in this latest update to Sonic & Sega All-Stars Racing is native video-out support either wirelessly using AirPlay or through an HDMI hookup. I checked out this feature back at GDC and can say that his game in particular scales up to the TV screen extremely well. Finally, iCloud progress saving has been implemented as well as some UI changes including character faces on the mini-map during single player and Game Center avatars for when playing online.
If you’ve got kart fever on-the-go and don’t have a spare copy of Mario Kart handy, Sonic & Sega All-Stars Racing should do the trick and is an even better game now thanks to the latest update.
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‘Mini Motor Racing’ Update Adds Online Multiplayer and More
Mini Motor Racing [$1.99 / Free / $3.99 (HD) / Free (HD)] was initially released late last year, and we liked it quite a bit in our review. It’s a slick little top-down arcade racer with some great visuals, an excellent soundtrack, and tons of content to play through.
In our review, we mentioned how much we hoped that the multiplayer mode, which initially was local only, eventually went online. Well, this recent update adds not only complete online multiplayer via Game Center, but also an entire new championship to race in. New cars have been added, a few tracks have been “remastered,” and there’s a number of other tweaks they threw in as well.
If you already own Mini Motor Racing, make sure you snag this update. If you were waiting on online multiplayer, well, it’s here, so get on it.
Mini Motor Racing, $1.99
Mini Motor Racing LITE, Free
Mini Motor Racing HD, $3.99 (iPad Only)
Mini Motor Racing HD LITE, Free (iPad Only)
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‘Contre Jour’ Now Supports Retina on New iPad
Contre Jour [99¢] and its Universal HD brother, Contre Jour HD [$2.99], has always been a looker, but it’s now even more impressive on new iPad. Thanks to a late (but welcome) retina update, the HD version puzzle game is fully embracing Apple’s new high pixel density screen. As you’ll see below, this version is sharper and crisper and cleaner than it ever has been, which is saying something since it looked great pre-update anyway.
No update for a puzzle game is complete without new levels. A brand new jungle-themed chapter has been added to both versions of the game, ushering in some twists on the game’s pre-existing moveable tentacle and platform mechanics. Also, a new “bonus” ending has been added for those who can collect the game’s (now) 300 lights. Sounds like you’ve got some work to do, guys.
Contre Jour, $0.99
Contre Jour HD, $2.99 (Universal)
Contre Jour Lite, Free (Universal)
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The TouchArcade Show – 49 – Quick Hits
On this week’s episode of The TouchArcade Show, we battle through conversations about muscle retention and HHH’s taste in order to bring you the latest and greatest in the world of iPhone, iPod Touch, and iPad. We get off to a running start by discussing the hottest real-time strategy game at the moment, Total War Battles, and then quickly dive into a flurry of oral reviews courtesy Mr. Hodapp. Later, we pan Kickstarter again, talk about Rovio Mobile’s weird IAP plans, and the themes of Minecraft.
If you’d like to listen this week’s episode, please do so via the handy-dandy links just below. If you’d rather get our podcasts the second they hit the Internet, consider subscribing to us on iTunes or Zune Marketplace.
iTunes Link: The TouchArcade Show
Zune Marketplace: TouchArcade.com Podcasts
RSS Feed: The TouchArcade Show
Direct Link: TouchArcadeShow-049.mp3, 41.9MB
Oh! And if you have interest in joining our Minecraft server, send us another e-mail, as we might end up opening our stuff to all. E-mail podcast@toucharcade.com. Thanks!
Here are your show notes:
GAMES
- Total War Battles [$6.99]
- SpellTower [$.99]
- Polymer [$.99]
- Escape from the Age of Monsters [$.99 / HD]
- Bubble Pig [$.99]
- Aby Escape [Free]
- Ballistic SE [$1.99]
- Ski Safari [$.99]
- Wormholes [Free]
- Bus Turbo Racing [$.99]
- Marvel Vs Capcom 2 [$2.99]
JARED’S KITTY KORNER
- catnapper [Free]
FRONT PAGE
- ‘Minecraft – Pocket Edition’ Now Supports Crafting
- Robert Bowling Announces His New Studio
- ‘Angry Birds Space’ / ‘Jetpack Joyride’ / ‘Sword & Sworcery’ / ‘Anomaly Warzone Earth’ Updates
This week’s episode is sponsored by Aralon: Sword and Shadow:
Aralon: Sword and Shadow HD, $0.99 Aralon: Sword and Shadow by Crescent Moon Games is a huge open world action RPG. It has more than 30 hours of gameplay in a massive 3D world, the biggest landscape ever to grace a mobile device. A full night and day system, complex quests, crafting, swimming, fishing, pipe smoking, pick-pocketing, and much, much more. Play as an elf, troll, or human, pick various classes, and go on an epic journey through the Kingdoms of Aralon.
Aralon: Sword and Shadow is now available for the discounted price of 99 cents, over 80% off for a limited time only!
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‘Tiny Thief’ Continues To Impress In Latest Screens
Behind the scenes, ‘ astoundingly gorgeous point-and-click stealth and adventure hybrid continues to grow from what we saw at GDC this year. In a recent conversation with us, a rep from the new Barcelona-based studio revealed three new levels, each of which is zanier than the last. Below, you can view what we saw: a camp, a candy store, and a robot.
One paper these things definitely don’t go together and we’re thinking that’s kind of the point. 5 Ants is embracing and expanding on the charm and absurdity of Tiny Thief, and these things are starting to get expressed in more than just character and scenario design. We couldn’t be more pumped after viewing these, but there’s still a wait ahead of us. Tiny Thief isn’t scheduled to hit iPad until later this summer.
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Crescent Moon Reveals ‘Slingshot Racing’
is publishing its first racing game later this May. It’s called Slingshot Racing, and as its name implies, the core action loosely revolves around slinging your cars around tracks. Its twists are in its hooks, literally. Each car is equipped with a grappling hook, so you’ll actually be flicking cars’ hooks on pieces of the environment as you race. The steampunk-stylized visuals help to explain this weirdness away.
Slingshot is being developed by , which is a collective of ex-Frontier guys who helped with titles like Lost Winds and Kinectimals. We expect to be impressed with this one considering those chops.
We’ll be hearing a lot more about this in the future, so stay tuned. Also, check out these screens. This thing is a looker.
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‘Ion Racer’ Review – A Futuristic Tunnel Runner
Ion Racer [$0.99] from (makers of Flick Champions) is an endless tunnel runner with a visual style that looks suspiciously like Wipeout (a franchise we’d love to see on iOS). Unfortunately, any similarities with the futuristic racer are skin-deep, as Ion Racer stays close to its roots, offering a score-based reflex-oriented endless gameplay experience. Unfortunately, gameplay stagnation, a somewhat heavy reliance on IAP, and some minor control issues hold this title back.
Like most ‘endless’ games, gameplay in Ion Racer is score-based. Players guide their ship along a never-ending corridor filled with blue and red barriers along with small orbs called ions. Running into red barriers takes away a bar of shield strength, and if you lose your entire shield, the run ends. Blue barriers, meanwhile, offer additional points or shield bars and should be hit as much as possible. Ions serve as a perpetual source of points and energy to refill your energy meter.
The energy meter adds a small amount of strategy as it allows you to enter into either focus or strike mode. Focus temporarily slows down your ship, allowing you to dodge red barriers with ease (focus also increases the score multiplier of ions). Strike provides a burst of speed which also lets you smash through red barriers without a shield penalty. Both focus and strike modes offer some variety to what is otherwise an exercise in collecting ions and avoiding red barriers.
Ion Racer features a currency/upgrade system that is simultaneously interesting and frustrating. On one hand, there are a few different ways to collect kions, the in-game currency. Players earn kions by either collecting ions or passing missions which reward a small amount of kions for completing all objectives. You never feel like you’re not working towards a greater goal, which is essential for replayability.
On the other hand, kion collection just doesn’t occur fast enough. Individual runs typically provide a small amount of kions, with missions offering a bit more (although objectives quickly become difficult). Meanwhile, ship purchases and upgrades cost a lot more than you’d typically earn. Ion Racer also has perks ranging from auto repair to a score multiplier, which are one-use extras that cost a decent amount of kions to purchase. Suffice to say, folks looking to partake in even a modicum of upgrades and purchases are in for a lot of playing.
Of course, IAP comes to the rescue to address the perpetual grind. Based on the entry price, as well as the current state of its IAP, I don’t have too big of a problem with Ion Racer’s implementation as it seems like you could alleviate a great deal of the grind for a decent price. Still, kion rewards should be tweaked somewhat to provide non-IAP driven gamers an easier time.
Controls are another frustrating aspect of Ion Racer. The game defaults to a tilt-based scheme that has the potential to offer precision but feels unreliable. The second, touch-based scheme places left and right buttons on each side of the screen. While the touch controls feel more stable, they are a bit more imprecise in practice. Neither scheme necessarily leads to a poor gaming experience, but they could have been implemented better.
The biggest issue I have with Ion Racer is that the game never really evolves beyond what you see at the onset. You can buy different skins and upgrade attributes, but the gameplay never really feels different. Even the environments hardly change, with the same futuristic tunnels with each run. It’s a shame, because the visuals are excellent and, when combined with the framerate and sense of speed, look very much like Wipeout.
I feel as if the Wipeout vibes may have created unrealistic expectations in Ion Racer. As it stands, it’s still a decent endless racer that’s a bit heavy on the IAP with issues that can be addressed in future updates. As long as you understand that this isn’t a true racing title (and thus, not a Wipeout clone), you should enjoy the experience.
TouchArcade Rating: 
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