Archive for the ‘review’ tag
‘MotoHeroz’ Review – A Successful Melding of Platforming and Racing
When it comes to platformers and racers, (1000 Heroz, DrawRace 2) knows a thing or two about what makes the genres successful on iOS. The trend continues with MotoHeroz [$0.99 / HD], a time-trial based platforming racer with an emphasis on physics. Sporting refined gameplay elements including a good implementation of asynchronous multiplayer, MotoHeroz does a good job combining genres into an interesting gameplay experience.
Based on the WiiWare game of the same name, MotoHeroz combines the time-trial based platforming elements of previous RedLynx titles with vehicles and upgrade mechanics. Each level pits you in a race against the clock to get to the other end of the map. Some maps offer power-up items ranging from turbo boosts to jetpacks in order to add some variety. Stars and cash are awarded based on your speed. You can then use that cash to upgrade your vehicles, which allows you to earn previously unreachable stars, and so on.
Make no mistake, while the general gameplay sounds simple, MotoHeroz can get quite difficult. This is especially true once you find yourself needing to earn that second or third star to advance to the next world. Players looking to succeed will need to master fine-tuning their jumps and landings in order to squeeze out as much control and speed as possible. The controls add another layer of difficulty on top of the game, as I found it challenging to effectively manage the items and landings.
All this leads to a game that involves a lot of trial and error. While veterans of the genre may be used to it, newcomers may be met with frustration. Still, for fans of memorizing tracks and patterns, MotoHeroz is almost as good as it gets. Alternatively, folks can also hunt for treasure chests in each level that bestow a decent amount of cash for upgrades (which make star chasing much easier).
If neither of those actions appeals to you, you can always purchase cash via IAP and pimp out your ride instantly to earn those stars faster. This is one area that MotoHeroz falters somewhat. While it’s theoretically possible to earn enough cash to upgrade your vehicles enough to collect more stars, it can be a fairly lengthy process and is not for the impatient. In this sense, the IAP will certainly prey on a lot of gamers. However, MotoHeroz deserves some credit simply because a viable non-IAP method of advancement does exist.
Unfortunately, this version of MotoHeroz is a bit lacking compared to its console cousin. The total number of levels was reduced from 100 to 30. A few other modes (single-player story, multiplayer) were also omitted. However, there’s still enough content for a worthwhile experience, particularly with its asynchronous ghosts and multiplayer leagues.
While MotoHeroz doesn’t have live head-to-head action, the asynchronous multiplayer via racing ghosts is well done and acts as a great substitute. Each level will pit you against a ghost for the next available star, as well as an actual player that raced the track. As you set times in each level, you’ll be matched with player ghosts that are slightly faster than your best time. The ghosts are an important element to the overall success as MotoHeroz as it provides you with continual motivation (as if getting all the stars weren’t enough) to perfect each level.
MotoHeroz also allows you to form ‘Leagues’ that can replace the overall leaderboard, meaning that your racer ghost will be someone from that league. Leagues can be created and joined by any other player (in fact, you can join the ‘Touch Arcade’ league that our have created). It seems like a minor feature, but I found it much more gratifying to actually play against folks you know.
Visuals and overall presentation are areas where MotoHeroz succeeds really well. Environments are detailed, vibrant and do a great job echoing the personality of the vehicle for that region. The framerate is also fast and smooth, which definitely enhances the experience. MotoHeroz even gets the small touches right, such as having an instant restart button for quick do-overs.
Despite the shortcomings in content and difficulty, MotoHeroz is still a great addition to the platform racer genre. While I think the ‘hardcore’ nature of the gameplay will appeal mainly to the hardcore fans, the supplemental league ghosts and leaderboards do a good job of providing additional goals that might appeal to a wider audience. Regardless, fans of platform racers (or previous RedLynx titles) need to check this game out.
MotoHeroz, $0.99
MotoHeroz HD, $2.99 (iPad Only)
TouchArcade Rating: 
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‘Azkend 2: The World Beneath’ Review – No Moves Available, Shuffle This Sequel
Azkend [Free / HD] took me by surprise—a gem matching/hidden object game that devoured my hours and my phone’s battery until I’d burned through everything it had to offer. After that, Azkend 2: The World Beneath [$2.99 / Universal] shouldn’t have been much of a surprise, but it was.
Trouble is, the surprise wasn’t good. The bones of the game are still there, and it’s prettier than ever with Retina graphics. But where the original sucked me in so hard I forgot to put my phone down until it was done, I keep dropping the sequel in frustration.
All the elements are in place. This game, like its predecessor, is split into two parts. The first is a matching puzzle where you chain identical icons together to flip a hex grid board. The second is a hidden-object style puzzle where you match small segments of an image to their positions in a larger landscape. The two intertwine in a sweet and simple adventure story.
In Azkend, the matching game was a blast. The chaining mechanics allowed players to set up and execute outrageously long chains, something I found super satisfying. Powerups were unlocked bit by bit and expanded your capabilities like crazy. The powerups made it back into Azkend 2, but the satisfaction is gone. The board layouts are painfully constricted. Long chains aren’t usually possible, no matter how carefully you set them up. In fact, there comes a point when you’re lucky if you can make chains at all.
No joke, about a quarter of the way through the game I began to run into levels where the board would shuffle with no moves left, I’d make a single move, and it would shuffle again. This kept happening. At first I thought I’d forgotten how to play effectively, but when there’s only enough room on the board for one or two matches in a row you just have to accept that something’s gone terribly wrong.
As a result, most levels are an exercise in tedium. You rarely get to set up great chains or plan ahead to set off tesla coil explosions. You hunt down the single match that’s hiding on the board and pray that when it shuffles you’ll be blessed with a setup that works. There’s simply no room to strategize.
This doesn’t mesh well with the new goals that have been scattered throughout the Adventure mode levels. Each of these goals requires you match things in unusual ways. Fog and fire can be cleared by matching adjacent tiles (and fire spreads if you don’t succeed), bugs get hurt by matches and lightning, flowers need to be matched before they lose their petals, and everything is on a tight time limit. That would all be great if there were room for strategy, but instead it just makes survival even more of a struggle.
The hidden object sections are lovelier than ever, with pretty, animated vistas, a robust soundtrack and passable voiceovers. And there are other ways to play. The Time Challenge mode is super fun—it’s a race against the clock to clear wide-open boards over and over until the timer runs down. It reminds me of the good old days. You can also play through the game’s levels a second time for timed awards in the Medals Challenge mode.
It’s hard to recommend Azkend 2 in its current state. The board layouts are too frustrating, and the game never opens up enough to make the struggle worthwhile. It’s a simple problem in a game that would otherwise be excellent, but it’s also an insidious one. It’s hard to get past levels that just aren’t any fun, you know?
Azkend 2 – The World Beneath, $2.99
Azkend 2 HD – The World Beneath, $3.99 (Universal)
TouchArcade Rating: 
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‘Dodonpachi Resurrection HD’ and ‘Espgaluda II HD’ Offer High Resolution, Universal Bullet Hell Bliss
has basically cornered the market on iOS bullet hell shooters with a slew of solid ports from their vast library of beloved titles. As fantastic as the gameplay is in Cave’s shooters, the fact that they’re ports of arcade titles has typically meant that features like Retina Display graphics and iPad support have required to much additional work to implement into the iOS releases.
Last October, Cave bucked this trend by releasing Espgaluda II HD [$10.99/Lite] for the iPad 2. The game featured a selection of graphics that were redone in high resolution and native support for the iPad’s larger screen. Not everything was HD’d out, though, but it still made a pretty big difference in the visual quality of Espgaluda II, and the nice big screen of the iPad proved phenomenal for navigating a hail of onscreen bullets.
This week, Cave once again is dipping their toes into native iPad support. This time, however, they’re going full stop and have released Dodonpachi Resurrection HD [$10.99/Lite] as a Universal app so that it works with the iPad as well as compatible iPhone and iPod touch models. Not only that, but they’ve gone and updated Espgaluda II HD with the same Universal support, giving both titles new life in high resolution on the smaller iOS device screens.
Example of original screen (left) and updated HD screen with redrawn ship sprite (right) from Dodonpachi Resurrection HD (click to enlarge):
I won’t go into too much detail about either title – you can read our full review of Dodonpachi Resurrection or the review for Espgaluda II if you’re curious to learn more about the game mechanics – but what I will say is that the partial high definition treatment given to each game makes an even bigger difference on the small screen than it does on the iPad.
Both games look gorgeous on an iPhone 4 or iPhone 4S, and you can see that Cave has actually gone and redrawn many of the sprites in the game, as well as given the menus a visual overhaul. Some elements, like backgrounds and other hand-drawn artwork, aren’t technically as high resolution as they could be, but everything in the game has a much cleaner, crisper look than it did previously.
I imagine many of you have already bought either Dodonpachi Resurrection or Espgaluda II before the HD versions hit, so really it’s going to be up to you whether or not some increased graphical fidelity is worth the additional purchase price. To help you decide, there are lite versions of each, and in the case of Espgaluda II HD you can even buy each of the game’s modes as separate apps, Arcade Mode [$6.99] and Smartphone Mode [$6.99], which have also been updated to be Universal.
DoDonPachi Resurrection HD, $10.99 (Universal)
DoDonPachi Resurrection HD Lite, Free (Universal)
ESPGALUDA II HD, $10.99 (Universal)
ESPGALUDA II HD LITE, Free (Universal)
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‘Incoboto’ Review – The End of The Universe Was Never So Much Fun
The description for Ziggurat [$.99] calls it “the end of a much longer story — a story which ends with The Last Human On Earth standing atop a stratosphere-high stone pyramid.” Incoboto [$3.99] could have been described similarly: “Incoboto is the end of a much longer story — a story which ends with The Last Human in the Galaxy trying to survive the heat death of the universe.”
It’s a uniquely lonely and melancholy game, and almost every visual and design tweak reinforces that. Inco, the protagonist and player-character, is tiny and feels insignificant next to the immense contraptions he has to manipulate to find new energy sources for his dying solar system; if you zoom the map out far enough, he disappears from sight completely.
Incoboto’s elegant one-finger touch controls keep developer from having to implement a cluttered user interface, keeping players’ focus on only a few things at a time. The relative abundance of inky black sky only reinforces the idea that Inco is thoroughly alone. In fact, the only communication he receives are from outdated corporate memos and the fragmented death rattles of the dead and dying inhabitants of the Milky Way.
Well … that’s not entirely true.
There’s a sentient star named Helios who chirps and bubbles his way through the galaxy at Inco’s side, helping him solve puzzles and cannibalizing enough “starpieces” to reinvigorate the cosmos. Helios is consummately chipper, and puts Inco’s dire situation in sharp relief. The best science fiction makes the audience forget that the world is ending in favor of highlighting interpersonal relationships. It only takes a few minutes for Helios to become a charming and precious sidekick, and Fluttermind achieve it with a few words of broken dialogue and a handful of facial animations. It also doesn’t hurt that cooperation with Helios is crucial to solving most of Incoboto’s puzzles. Utility breeds empathy.
Nevertheless, Fluttermind bring a sort of streamlined efficiency to the rest of their game as well. There’s not a stray piece of dialogue to be found, or a single puzzle or mechanic that doesn’t build upon, integrate, or recontextualize something that came before it.
Incoboto’s galaxy is comprised of a number of small clusters loaded up with machinery, contraptions, portals, force fields, and various other doo-dads designed to encumber Inco on his quest for starpieces. Each world or cluster introduces a new puzzle concept or piece of gear, usually accompanied by Tweet-able slogans or warnings from the cartoonishly evil, Cave-Johnson-era-Aperture-Science-esque Corporation. The worlds feel full and realized: as the Corporation spread, it makes sense that they’d leave defunct machinery in their wake, abandoned on planets slowly rotating about their axes.
The comparison to Portal doesn’t come lightly. A large portion of the puzzles Inco must solve are portal based, and the basics of momentum will be crucial to understanding the toughest ones. More generally, Incoboto falls well within the broad spectrum of physics puzzle games.
Each gameplay chunk is relatively short and discrete — gates to new worlds are unlocked as Helios eats more starpieces — and each new section introduces a new mechanic, giving Incoboto a feeling of constant forward progress. The real trick is how seamlessly each of Incoboto’s new lessons makes its way into the next series of puzzles, getting absorbed into an ever-expanding framework of mechanics and concepts. There are clear laws in Incoboto, but Fluttermind is at liberty to interpret them differently from world to world.
Each gameplay element — the puzzles, the bombs, the gravity beams — are relatively simple, but Fluttermind integrate them in such a way that the game never feels straightforward or boring. Incoboto’s complexity is matched by smart, efficient pacing. I often felt like I was mastering a complex system in a short amount of time. It also makes each section feel meaningful and genuine, giving Incoboto the feel of a much larger and fully-featured game.
In other words, when Incoboto is firing on all cylinders, it’s an empowering puzzle game that makes its players feel smart and successful, like the last gear in a Swiss watch.
When Incoboto stretches too far — when the puzzles seem impossible or, more often, when the touch controls don’t live up to the platforming required of them — it comes crashing to a halt. I spent three days firmly, mind-numbingly stuck in the KindWord system last week.
Finally figuring KindWord out was its own reward, but a single huge breakthrough isn’t quite the same feeling as the joy of sustained momentum, of watching Incoboto’s system gyrate in perfect harmony. Incoboto is elegant and subdued, unafraid to juxtapose the vastness of the cosmos and the terror of inevitable burning out with the intimacy and charm of a small boy befriending a star. It’s tightly and efficiently designed and as much an experience as it is a game, one that I do hope you check out.
TouchArcade Rating: 
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‘Prince of Persia Classic’ Review – Not Quite the Perfect Remake
If you’re anything like me, the idea of a remake of a game you dearly loved when it was originally released comes as very good news. As much as I adore new games, there’s just something about playing something tried and true. Add HD graphics into that mix, and you’re really tempting me… which really should have been the case with Prince of Persia Classic [$1.99/HD]. I was hoping to be having so much fun with this game that it’d be hard to put the phone down to write this review, but unfortunately, that was not quite the case.
Prince of Persia Classic is far from all bad. If you played the game in its original form as a downloadable console title a few years back (or heaven forbid, even further back on the Apple II), you’ll recall that it had its charming parts… and its annoying ones. Still, there’s no denying that some of us spent countless hours navigating the prince through death traps, spiked pits, and all those things that make a game a proper adventure.
For one thing, the game looks and sounds absolutely gorgeous. Ubisoft has carefully gone through and retooled this for the modern gamer, doing their best to retain the spirit of the original and do it proper justice. I’d say that part works, but once you start playing it, that’s where the trouble seems to come in.
As you or may not know, Prince of Persia Classic is a sidescroller which requires lots of running and jumping to keep the prince safe as you navigate your way forward. This would have been great fun if the controls that allow you to do so weren’t awkward, but unfortunately they are. They feel a bit stiff and take some getting used to as a whole, which is not ideal when it comes to a game you want to pick up and play. Your movement control is a left to right slide bar, which really could have benefitted from a bit more sensitivity. It’s easy to make the prince run when you mean for him to walk, and you’ll have to learn to keep tight control of him to not hurl him down a chasm by accident.
If you can get comfy with the controls though, there’s a lot more in store for you beyond that. You have Normal, Time Attack and Survival modes to try out (the latter which challenges you to navigate the castle and save the princess in one hour or less), and of course the usual Facebook connectivity. You’ve also got Game Center included so scoreboards and achievements ought to keep you going for a while.
As it was in its original incarnation, Prince of Persia Classic is also a game that you’ll need to play a lot and die in a lot before you get a handle on how to really progress. Checkpoints help to make this reasonable, but I recognized some of that same frustration I felt playing the first one, as well as other retro titles from the same era. You had to be really tenacious to beat some of these titles back in the day. I think old schoolers would keep trying, but some other gamers with less experience might give up. Of course, it’s hard to say if that’s the fault of the difficulty curve of older games, or how much easier newer ones have become.
The verdict? If you must have it portable, it’s not the worst choice But if you just love the game, there are fine versions of it on XBLA and PSN that are simply easier to maneuver. They’re a few bucks more, but it might be worth it to you if awkward controls are your idea of a platforming nightmare.
Prince of Persia® Classic, $1.99
Prince of Persia Classic HD, $2.99 (iPad Only)
TouchArcade Rating: 
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‘Beast Boxing 3D’ Updated with High Resolution Visuals and Universal Support
Way back in October of 2010, released Beast Boxing 3D [99¢/Lite], a first-person arcade style boxing game that we thoroughly enjoyed in our review. It utilized pretty simple boxing mechanics, but had intuitive controls and a fantastic art style. The campaign was a bit short, but this was rectified pretty well through an update the following December that added two additional characters and a survival style Endless Mode.
There hasn’t been much activity with Beast Boxing 3D since then, but a brand new update has just been released that addresses two of the biggest requests from users since the game came out: high resolution visuals and Universal iPad support. A lot of the artwork in Beast Boxing is hand drawn, so there isn’t a lot of impact on the Retina Display or the iPad screen, though it does look much cleaner. However, it makes a big difference in the text as well as the actual 3D character models, both of which are razor sharp now.
Check out the comparison screens of the non-HD visuals on the left and the updated screens on the right (click for full size):
There are some other minor fixes in this latest update too, like improved UI elements and issues related to Game Center achievements unlocking. Also, the characters themselves have been given additional sound effects and animations, giving them all a bit more distinction to their personalities.
Beast Boxing 3D has remained one of my favorite games since it came out, and I’m really happy to see such nice improvements so far beyond release. If you hadn’t checked it out before, the lite version has received the same Universal and HD treatment so you can see what you’re getting into without risk. If you like the lite, the full version is currently on sale for 99¢.
Beast Boxing 3D, $0.99 (Universal)
Beast Boxing 3D Free!, Free (Universal)
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‘Zombie Panic in Wonderland Plus’ Review – Frenetic Arcade Shooter Encumbered With a Hideous IAP Model
Over the last few years, I’ve seen a great number of strange things done to George Romero’s slavering, brain-dead antagonists. They’ve been assaulted by botanical artillery, transmogrified into office workers, made into soccer players and stuffed into a pizzeria. I’m totally okay with that, by the way. Amorous zombies, on the other hand, I’m not so sure about. Google Warm Bodies. You’ll understand. Still, were it not for a certain major flaw (we’ll get into that), ’s frenetic arcade style shooter Zombie Panic in Wonderland Plus [Free] could have made me into a convert.
Steeped in cherry blossoms and highly destructible architecture, Zombie Panic in Wonderland is the story of a rather troubled land. Once a tranquil environment populated by a mishmash of copyright-infringing characters, Wonderland is now the epicenter of a ghoulish infestation.
Curiously enough, the dude responsible for all this madness has rather little to do with the usual list of suspects (evil corporations, witchcraft, heavy metal – you know the drill). The culprit here is a self-centered prince with an affection for the spotlight. He made a perfume designed to enthrall the masses. As you might have guessed, that didn’t work too well. Consequently, it is now up to you, the heroic and extremely effeminate-looking Mamotaro, to save the day.
Trust me, it sounds easier than it really is. In spite of the unreasonably adorable visuals, Zombie Panic in Wonderland does not hold back the punches. While it starts off on a relatively easy note, the difficulty level ramps up exponentially with every passing stage. Before you know it, you’ll find yourself having dodging putrefied sumo wrestlers, shurikens, demonic energy blasts and an assortment of other projectiles. Along the way, you’re also going to have to gun down everything from desiccated high school children to undead ninja gnomes. As per the grand old tradition set by titles like Time Crisis and House of the Dead, one hit is all it takes to shave off a life from your tally.
Ordinarily, this wouldn’t really be a bad thing but Zombie Panic in Wonderland is infuriatingly tight-fisted with the whole giving lives thing. Unless you make some purchases, you’re only ever going to get a single life and a single continue. That’s it. Good luck. Use those up and you can kiss your progress goodbye. It’s back to the first square with you, my friend.
Fortunately, however, the game doesn’t leave you completely high and dry. Remember what I said about the local infrastructure? It comes down rather easily. While you can always make use of your arsenal, you can also choose to literally bring the house down on your opponents. You even get extra points depending on your aptitude for mass destruction. In addition, there are also a number of exploding figurines capable of assisting you in your quest for total annihilation.
Gameplay-wise, that’s all about it for Zombie Panic in Wonderland. It doesn’t try to be more than what it is really is: a deeply responsive iOS port of Akaoni Studio’s WiiWare title. You progress through levels by filling a meter with your acts of wanton violence. If you succeed, you get to move on. If you don’t, well, you fail. It’s as gloriously simple as that.
I’m going to take this moment to add that the controls are also rather exemplary. To move, you utilize the iPhone’s built-in accelerometer. To dodge enemies, you swipe with a finger. If you want to shoot a barrage of bullets at your foes, you hold a finger down on the screen. To lob grenades, you double tap.
With its eclectic soundtrack (the moderately eerie traditional-sounding Japanese songs are particularly nice), cutesy visuals and approachable gameplay, Zombie Panic in Wonderland should have been something great. It should have been one of those games you openly recommend to your friends. It should have worked in all the right ways. Unfortunately, it doesn’t. Why? The in-app purchase system.
To be blunt, I’m not happy about it. In fact, I’m downright vexed. While it is not uncommon for iPhone games to do their best to entice you into additional expenditure, I have problems stomaching the approach that Akaoni Studio took. $3.99 for the full campaign mode? A little steep but I can deal with it. $2.99 for unlimited continues? $0.99 for a single extra continue? No. Just no.
With but one life and one continue available for free, the message is clear: grow cat-like reflexes or purchase those elusive continues. Take your pick. In all fairness, though, Zombie Panic in Wonderland does offer an all-in-one pack that will bestow every currently available (note the presence of the word ‘current’) asset upon you, but really, all-important consumables should not be exploited in such a manner.
Then again, to abuse a well-worn writer’s trope, your personal mileage may vary. If you’re okay with the way they’ve approached the whole freemium thing, Zombie Panic in Wonderland will probably make you rather happy. If not, steer clear. At the very least it’s nice that there’s no barrier of entry to check out what really is a very cool title, and after playing the included free content you should have a good idea of how much money you’re willing to drop on IAP, if any at all. It’s just a shame to see such a nice game stripped down and sold piece by piece like this.
TouchArcade Rating: 
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‘Retro Racing’ Review – A Nice but All Too Brief Nostalgia Trip
Lately it feels like racing titles on iOS place a greater emphasis on realism (whether in visuals or controls) and less on simple, enjoyable gameplay. Retro Racing [$0.99] looks to rectify that with an emphasis on fun, fast gameplay that sacrifices depth for arcade basics. While Retro Racing suffers from being way too short, the experience it does offer does a good job taking you back to the days of classic top-down arcade racers.
As its name implies, Retro Racing harkens back to the old days of top-down pixelated racers. Each track is chock-full of turns, obstacles, and (most importantly) power-ups. Power-ups range from tires (which improve turning), to acceleration and top speed upgrades, to the standard nitro boost. While the goal of each track is to finish in third place or better in order to advance, you’ll find that later tracks essentially require you to focus on power-up collection (while navigating the tracks flawlessly) in order to have a chance at advancement. It plays like a simpler version of old-school console racers such as .
In this regard, I’m a fan of the gameplay in Retro Racing. There aren’t any deep elements such as a cash or parts system, but it does a good job recreating the classic racer experience, particularly with the limited randomness of the power-up system. The gameplay is fast and the controls are responsive, although they’re not exactly the easiest to maneuver with its limited schemes. Retro Racing is a portrait-only game which makes playing on an iPhone feel incredibly cramped, though it feels just fine on an iPad. It’s baffling that there isn’t support for playing in landscape mode, but hopefully that option can come in an update someday.
Another nice touch that Retro Racing offers is split screen same device multiplayer on the iPad. While I found the experience decent enough for the local play it offers, it’s (obviously) of limited use for gamers that primarily play with others via the internet. Still, it’s better than not including it at all.
Retro Racing comes with full leaderboard support. However, you’ll quickly find that in order to compete on the leaderboards, you’ll have to purchase the extra vehicles with increased stats (the game has three default cars with various attributes plus three souped up cars as a purchase). While the developer has stated that the game will eventually let you unlock them without IAP, the simple fact is if leaderboard chasing is your hobby, you need to shell out more cash.
Another complaint with Retro Racing lies in its longevity. To put it bluntly, Retro Racing is incredibly short. There’re only twelve total tracks, and each can be learned and completed in a short amount of time. Granted, there is some replayability even after completing all the tracks simply based on the aforementioned leaderboard competition. However, I don’t think it’s enough to sustain the game for very long. I really would have liked to have seen more tracks at launch, although features like online multiplayer or a track editor would have really vaulted the game into the spotlight.
At this point, Retro Racing is one of those games with a decent gameplay formula that could have been so much more. The developer has been and has stated that more tracks and possibly other wish list features will make it into subsequent updates. Meanwhile, Retro Racing is still worth checking out for fans of classic top-down racers, as long as you don’t mind a lack of substance and a tiny assortment of tracks.
TouchArcade Rating: 
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‘Lightopus’ Review – Beauty Through Motion
Lightopus [$2.99] by and is an arcade-style title with an emphasis on beautiful environments, item collection, and indirect combat. More importantly, Lightopus does a great job succeeding on all these fronts, particularly in the visuals department. This success allows players to overlook an otherwise shallow narrative to focus more on basic gameplay.
As the only adult lightopus left, your goal is to enter the abyss and rescue the remaining younglings of your race, also known as bulbies. Gameplay is divided into zones, and each zone has a minimum amount of bulbies that must be collected before moving on. You are free to collect more bulbies to increase your score, but the longer you stay in a zone, the more aggressive the baddies seem to become. Each zone also has optional stars which boost your total score for the zone. Collect enough of them and you can also travel to a special zone with unique battles in which you are on the offense.
While the collection gameplay of Lightopus is engaging enough, the combat serves as the star of the show. Your lightopus can’t attack anything head on, but the bulbies you collect form an army that continually follows you and attacks anything in its path. Combat becomes a perpetual dance of dodging enemies charging at you, and indirectly maneuvering your bulbies until they’re in the path of the baddies.
The more your bulbies attack, however, the more you of them you lose, forcing you to balance combat with collection (especially when you encounter bosses that love to quickly kill your poor bulbies). Various obstacles also alter the path of your followers, adding to the strategy of maneuvering. Power-ups are also available to strengthen the bulbies in different ways.
The combat may sound relatively simplistic, but Lightopus does a great job of transforming it into a mesmerizing play of quick movements and strategic planning. The framerate is very smooth, and the path AI of the bulbies just feels realistic. Gamers control the lightopus’ (and thus, bulbies) direction via virtual joystick or tap mechanics. Both work well-enough, although the controls weren’t as tight as I’d like. Still, I find it interesting how well-done combat works, considering that the majority of conflict can be avoided if desired.
Environment-wise, while the abyss may be cruel, it is also a beautiful. The visuals in Lightopus are a stunning mix of neon colors and constantly moving backdrops that do a great job transporting you into a different world. Graphical flourishes on your lightopus and bulbies are a treat and add to the action. The same goes for the music which features tranquil compositions that can quickly turn dark when you encounter a boss enemy. Every feature adds to a superb overall presentation that just works.
Despite the gameplay and presentation, one area that Lightopus lacks is in its story. Besides the app description and a few cutscenes, there’s very little in terms of narrative. Of course, this hardly affects the actual gameplay, but it does turn Lightopus into more of an arcade-inspired score chaser than a game with an emphasis on plot. I would have liked to see more of a story-mode myself, as I think it would have done the rest of the game more justice.
Still, while the lack of a story may turn some folks off, it may not be that important. The more I played, the more I realized that Lightopus isn’t a game of destinations; it’s a game about journeys. Each play through is a new and somewhat unique adventure through this beautiful world. While some games offer the greatest satisfaction from completing it, others (like this one) are simply a joy to simply play. That’s not to say that I still would have preferred more narrative, but I believe it plays a secondary role to the journey. Regardless, check out Lightopus now, and I hope you enjoy that journey.
TouchArcade Rating: 
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‘Circadia’ Review – An Elegant Exercise in Minimalist Rhythm Design
Circadia [] looks like a meditative experience, but that’s a lie. The elements are all in place for a soothing time: a minimalistic design, gently ringing music tones, a wide expanse of black and nothing to distract you. That just means it’s devilish; this is a practical joke. Rather than lulling you into a centered state of mind, it will take all the attention you can spare. Expect to have your eyes and ears fully occupied. For an ultra-minimalistic rhythm puzzle game, Circadia is intricate.
It’s also gorgeous. The stark, elegant aesthetic is a big part of its draw. Each level consists of a black field, a faded level number and a nearly imperceptible menu button. Otherwise, there are dots: white ones that can’t be manipulated, and colored ones that can. Touching a colored dot plays a single note and sends out a circular pulse, like ripples in a pond. The level is complete when the pulse hits the white dot.
At first this is obscenely obvious—a single pulse has no choice but to hit a single dot eventually. Then a second dot appears, bearing a different color. It may play a higher tone, or a lower one. This determines the speed at which the pulses move. To progress, all the pulses need to hit the white dot at the same time. When they do, their colors mix on screen, their tones chime in a single chord.
Circadia quickly becomes a game of careful timing, lining up one pulse with the other so they land together precisely. The tones themselves give timing cues: it’s far easier to keep track of the time between two sounds than it is to establish exactly when you should repeat a tap on visual cues alone.
As you travel through the game’s chapters, more and more challenges pile on. Lining up three or more pulses that all move at different speeds is difficult; doing the same when the white dot is moving is much harder. Sometimes Circadia throws more white dots at you, and all of them must be hit at the same time. It requires incredible precision, and later levels can’t be forced through with wild tapping.
I stalled out eventually, unable to make all the elements of one level line up no matter how I tried. With more patience, more skill, I’m sure I could have made it through, but it wasn’t meant to be. I do wish I could have skipped past that wall. I hate knowing that I haven’t seen all 100 levels, and that there could be even more insane challenges to come.
That aside, Circadia is a game you can dig into. Tinkering and experimenting is rewarded— it’s a joy to see every moving part a half-moment from lining up. The elegance of the later levels, as each piece takes its part in a grander pattern—that’s something worth experiencing. Assuming, of course, you can get that far.
TouchArcade Rating: 
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