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‘DreamWorks Dragons: TapDragonDrop’ Review – Sheep Herding Puzzles Are Better With Dragons

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I have to admit I’m behind on children’s cinema. I totally haven’t seen Dreamworks’ How to Train Your Dragon. Though they’re clearly from the same world, I’m pretty sure it doesn’t follow the same plot as PikPok’s DreamWorks Dragons: TapDragonDrop [ $1.99 ], which is about kids riding dragons to herd sheep. But really, that seems like an innovative solution to a common problem, no?

Though it takes a few levels to reveal its workings, DreamWorks Dragons is a game of logic puzzles. You’re given a few tools, things a dragon could reasonably be expected to do, like roaring, picking up rocks, smashing things and burning stuff. With them, you need to run through a series of levels about herding sheep into their pens. But the stakes are high: each step needs to be completed in the right order or you’ll end up withcharbroiled sheep on your hands. Mmm, mutton.

Once you’ve unlocked all of your dragon’s abilities, they line up in icons down the left side of the screen. This dragon is well-trained; just drag an icon for an action to the spot you want it to be performed and Toothless will handle it. He’ll fly there and act out your command, be it burning trees, crushing statues, or lifting and dropping rocks. The only thing he can’t do is carry the sheep for you, which is fair enough. I mean, would you let a dragon carry you around?

The game is balanced for a younger audience, of course, so it might take a while before it starts to pose a serious challenge. But while the difficulty curve is shallow, DreamWorks Dragons eventually gets pretty great. The sheep are incredibly vulnerable, and later levels are designed to take full advantage of that. A single mistake means you’ll probably roast a sheep, or drop it off a cliff, or feed it to a shark. No one wants that—or at least they wouldn’t if the animations weren’t so fantastic. I definitely killed sheep in every way possible just to, um, watch them die.

Morbid curiosity aside, killing sheep is not just a bad thing to do; it will also hurt your level rank. Each level has a three star rating to aim for, with one star awarded for completing the level, one star for saving all the sheep, and one star for doing it all within a set number of actions. At first it’s hard not to get three stars. But things pick up by around the midway point of the game.

Some of the later levels get pretty ridiculous, in fact, with drawbridges, catapults, gates and such to manage on top of the usual cliffs and rocks and bridges and hay. There are forty levels in the main game, with twenty more available via an in-app purchase. That second pack gives you the Deadly Nadder to control, which can use its tail spines to create ladders for sheep. This ability is nearly as silly as it looks, but it adds a new challenge into the mix.

Each group of 20 levels also has 9 hidden treasures to be found. Frustrated? Go treasure hunting, since it usually means burning down every stand of trees in your path. You’ll also unlock a bonus level for each set of three treasures you find. Once you’re through those, there’s one more way to play: most of the Game Center achievements revolve around “losing” sheep in a variety of horrifying ways.

If you’re not in the target audience, DreamWorks Dragons probably won’t blow you away. It takes a bit too long to get into and ultimately lacks in variety. But every aspect of the game has been built with PikPok’s trademark care. It’s hard to turn down gorgeous animation and well-crafted levels. If you’re a fan of How To Train Your Dragon, this game is definitely worth a download. If you’re not, you’ll still find a solid set of logic puzzles within. Given how awful movie tie-ins tend to be, DreamWorks Dragons deserves to be recognized. It’s definitely one of the good ones, so check it out—then swing by our discussion thread to share your thoughts.

App Store Link: DreamWorks Dragons: TapDragonDrop, $1.99 (Universal)

TouchArcade Rating:

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Written by admin

May 9, 2012 at 18:15

The ‘Prototype 2 Official Sidekick’ Companion App is a Thing

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It seems like the thing to do nowadays is release a mobile companion app for your big time AAA console release. Whether it’s the Call of Duty Elite app [ Free ], the Mass Effect 3 Datapad [ Free ], or the Dragon Shout app for Skyrim [ Free ], each offer a way to assist or otherwise immerse yourself further into a console or PC game using the second screen of your mobile device. It’s like the digital revolution of the strategy guide.

The newest of these companion apps is the Prototype 2 Official Sidekick [ Free ], which hit the App Store right around the time of the console game late last month. Prototype 2 is an open-world action game that received fair to positive reviews when it released.

The iOS companion app focuses mostly on allowing you to explore that large open world and aid you with finding all of the game’s collectibles. It will track your collection progress and you can filter out the specific parts of the world you’re interested in by zone or item type. Besides the maps and tracking, the app also contains additional in-depth information about the mutations in the game and how to get them.

The Prototype 2 Official Sidekick is free to download and lets you check out the map and features for the Yellow Zone in the console game. For a $1.99 in-app purchase you can unlock both of the additional Red and Green zones in the app. I haven’t given Prototype 2 a spin yet myself, but if it’s a game that you’re currently enjoying you might as well check out at least the free portion of the Prototype 2 Official Sidekick app.

App Store Link: PROTOTYPE®2 Official Sidekick, Free (Universal)

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Written by admin

May 9, 2012 at 18:15

‘Inotia 4: Assassin of Berkel’ Review – A Less Than Perfect But Still Strangely Satisfying KRPG

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If there’s anything I’ve learned after pouring several days of my life into the latest installment of Com2uS’s action-rpg Inotia franchise, it’s that no amount of Engrish exposure can truly prepare you for that strange moment when a gorgeous brunette clad in diaphanous silks informs a ‘pretty boy’ of an anti-hero that he is squirting blood.

This awkwardness informs a lot of the dialogue in Inotia 4: Assassin of Berkel [$2.99 / Free ]. While relatively free of the grammatical errors that usually plague such games, Inotia 4 has a rather, uh, unique way with words. Here, you’ll find imposing-looking orcs declaring that things are “kinda awkward” and villains that order their lackeys to “allure” helpless souls to a nefarious end. This isn’t necessarily a bad thing, mind you. Unless you’re totally adverse to the idea of peculiar phrasing, the accidental humor actually offers a light-hearted touch to what otherwise feels like a stereotypical jaunt.

The story in Inotia 4: Assassin of Berkel is one built out of familiar tropes. For example, the protagonist’s an effeminate-looking but curmudgeonly chap who also happens to be young, gifted at the art of assassination and a member of the Shadow Tribe. His star-crossed love interest? A young woman who bears more than a passing resemblance to Final Fantasy heroines like Rinoa, Garnet and Yuna. Needless to say, this sort of sets the pattern for the rest of the game. Inotia 4 is a little bit of everything you’ve ever encountered in an RPG from the Orient. There are warring factions, magic, subterfuge, hidden pasts, and even an arrogant stranger with an overpowered weapon. If you were looking for something new, this isn’t the KRPG you’re looking for.

While I’m not particularly fond of the virtual d-pad utilized here or its periodic lack of responsiveness, the controls are pretty standard fare. It’s the interface that bugs me to no end. On top of many smaller issues, the deluge of buttons, character portraits, health bars and mana bars can make it literally impossible to see where you’re going. To be fair, it doesn’t happen all that often but when it does happen, you’ll take painful notice.

From an audiovisual perspective, Inotia 4 is neither particularly impressive nor completely humdrum. An odd mixture of Retina quality elements and retro-looking graphics, the game feels a little older than its actual release date. As for the audio, I’m somewhat on the fence. On one hand, the music isn’t too shabby; it’s the kind of stuff you would expect from an RPG. On the other hand, the sound effects left something to be desired for.

So, why play Inotia 4? Why go through strange localization and flighty controls? Why endure the storyline you’ve probably heard a thousand times before? Why did this get a four star as opposed to a plea for you to run away?

Simple. Because it’s actually pretty good.

Like a blind date between mostly compatible people, things can begin on a slightly shaky note. However, once momentum has been built, beautiful things can happen. If you have nothing against grindfests (it IS a Korean RPG, after all) and an obsessive-compulsive need to build the perfect party, Inotia 4 will eventually suck you in and keep you there.

The party system, though far from ground-breaking, is rather commendable. One of the things I liked best about it was the fact that while you can only have two party members (in addition to the protagonist) active at any given time, the game not only allows you to keep a stable of six but also ensures that all of them level up in an appropriate manner as you progress through the game. It’s a small feature but a clever one. Unlike many other RPGs, you can actually elect to mix and match your selection of humanoid minions without having to first devote extensive amounts of time to their personal developments.

Speaking of party members, they will consist of mercenaries summoned from item drops and, from time to time, the odd plot-generated NPC. Most of your time, however, will be spent with the former. Your mercenaries may belong to any of the six different classes available in the game. They also come with as many item slots as the protagonist, their own set of skills and statistics appropriate to the quality of the item that conjured them. While you’re in command of their equipment, you will need to cough up a few crystals if you want to change the rest.

As you can imagine, some of the appeal in the game lies in how you can tailor the composition of your party. Curious as to how pet-wielding classes will do against a stubborn boss? Bring them out and prepare for a crowded rumble. Fancy seeing how well three tanky priests can hold up against the game’s dungeons? Go ahead and test out that theory. Nothing will stop you. The level of micromanagement required is also entirely dependent on you. While you can choose to rely on your A.I settings, you can opt to take control of any of your characters at any given time.

Inotia 4 is also a dream come true for those who just HAVE to have the best gear. By and large, there’s no shortage of equipment to collect. Random beasts will sporadically drop legendary headgear. Fusion machines will occasionally offer the chance to engage in repeatable quests, quests that will grant you access to recipes for absurdly powerful items. You will also find goodies from boss battles, treasure chests and their spoils, side quests and shady merchants marketing what may or may not be the next best thing. Inotia 4 makes it easy to be covetous and is shameless about rewarding those willing to grind their way towards glory.

You know what the best part of all this is? Your party’s appearance will change with every high-priced trinket you acquire.

By the way, I’m impressed with how Com2uS handled one aspect of their IAP system. In Inotia 4, crystals are used for, well, pretty much everything. Have a weapon you really want to make but lack the ingredients for? Pay for its creation with a handful of crystals. Want to resurrect your party instead of restarting from the last saved point? Cough up the crystals. We know you have them in there. While hardly the most unusual approach, Com2uS has made usage of those crystals as enticing as ever. In the grand scheme of things, five crystals is nothing compared to an hour spent scouring the maps for material. You almost find yourself compelled to conform.

In between all of this, crammed between the good and the bad, nestled between the occasional guilty crystal expenditure, that’s where the magic happens. Inotia 4 will have you mashing buttons, switching hot keys, pondering talent points and beating on artillery turtles without so much as a second thought. It will have you gathering ingredients for a powerful new weapon even as you effortlessly transform your glass cannon of a priest into a shield-wielding bastion of power. It will keep you trucking towards the next level, determined to see how your new weapon will do against the latest dungeon or how well your latest collection of party members will hold up. Inotia 4 isn’t the most original title out there but it certainly knows which buttons to press.

App Store Links:
    Inotia 4 PLUS: Assassin of Berkel, $2.99 (Universal)
    Inotia 4: Assassin of Berkel, Free (Universal)

TouchArcade Rating:

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Written by admin

May 9, 2012 at 2:15

‘Robbery Bob’ Review – A Sneaky Game of Sneaking

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Robbery Bob [ $0.99 ] has moments where you can tell it was designed by someone who cares. I’m not implying that that is a rarity, but you do rarely see the level of care that portions of Robbery Bob exhibits. Unfortunately though, those portions are few and far between, and what is in between is, well… Uninteresting.

But I’m getting ahead of myself.

Robbery Bob’s premise is simple: sneak into houses, steal items of value, leave without getting caught. There is a thin narrative wrapped around these acts, but this isn’t a game about story, it’s a game about the sneaking mechanic. And it is that mechanic that the game lives or, more often, dies on. Things start off real strong. Sneaking around the first few houses shows off a lot of the potential for the mechanic, but the game soon devolves into a repetitive room-by-room hunt with obstacles sprinkled haphazardly around. But, again, I’m getting ahead of myself.

Sneaking into a house is easy, the front door almost certainly is unlocked, and once inside Bob has to assess any potential threats to his mission (taking care to avoid them.). “Threats” can include dogs, cameras, old ladies, other humans, and, most importantly, the police. Luckily for Bob, there are ways to avoid these threats. Unluckily, for you they are almost all a pain to use. The methods for avoiding detection range from mundane (hiding in a planter) to the interesting (leaving doors open to pull patrolling inhabitants off their path). Each one of these methods of avoidance are fun, if not a little frustrating the first couple times, but they show their one dimension-ness and tedium by the eighth or ninth time you employ them.

While playing Robbery Bob, I couldn’t help but think about Shaun Inman’s brilliant The Last Rocket [ $2.99 ]. Inman, like the team at Level Eight, had to stretch a simple mechanic over 60+ levels, while keeping it interesting the whole time. He succeeded by not only developing interesting level mechanics, but also by weaving those mechanics together. If you’ll forgive those cliche, by the end of The Last Rocket, you had a veritable symphony of mechanics woven together beautifully. Robbery Rob goes half way in that endeavor. The mechanics themselves are interesting (seeing, for the first time, the way a camera interacts with open doorways was what inspired the review’s opening sentence), but when those mechanics are just dropped into the level without context, they lose almost everything they have going for them. They don’t work together, they don’t play off each other, they exist only as a standalone obstacle, forgotten as soon as you pass them and move into the next room.

Again thinking of The Last Rocket, another thing it did so well was instilling the notion that once you figure out the puzzle, you could move through it with nothing but grace and ease. Unfortunately, Robbery Bob never seems to get to that point, and therefore you never feel like you could replicate a victory. The last levels of any particular area (of which there are 3) feel like a crap shoot with your victory being tied more to chance than to skill. I, just now in fact, went back to try and finish the last level of the first area again and failed 3 times before I was able to do it.

While the game offers plenty of gameplay for the price, including encouraging you to go back and perfect all the levels (ala Angry Birds), it never hooks you like a game of that ilk should. It is a game where the potential is sky high, but you feel like the game itself stayed on the ground, only looking up every now and again. It fails to make a promising mechanic interesting.

Robbery Bob isn’t bad by any stretch of the imagination, it just isn’t good.

App Store Link: Robbery Bob™, $0.99 (Universal)

TouchArcade Rating:

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Written by admin

May 9, 2012 at 2:15

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Remedy’s ‘Death Rally’ is Free Again

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Does the name Remedy ring a bell? They’re the Finnish developers behind Alan Wake and Max Payne, but before all that, they released a top-down combat-centric MS-DOS Racer called Death Rally. (Oh, and, Max Payne [ $2.99 ] is also now available on the App Store, check out our review.) Anyway, a little over a year ago the greatly enhanced iOS remake of Death Rally hit the App Store.

To create the game, Remedy partnered up with Mountain Sheep, who is likely best known around these parts for Minigore [$0.99 / $1.99 (HD)]. Minigore saw tons of updates, so, I’m not sure anyone was surprised when Death Rally got similar treatment. Since its initial release and our original review, they’ve added all sorts of unlockables, character tie-ins (such as a guest appearance from the one and only Duke Nukem) and even full online multiplayer.

Yes, the game has been free before, and one could argue that it’s only “free” with air quotes as there’s a variety of optional IAP to be had. Regardless, if you missed the last Death Rally promotion, be sure to hop on this one. Even if all you do is tool around in a few single player races, it’s still totally worth the download.

App Store Link: Death Rally, Free (Universal)

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Written by admin

May 8, 2012 at 22:15

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‘Tractor Trails’ Review – Farming Gets A Breath Of Fresh Air

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Does the idea of yet another farming game sound exciting to you whatsoever? Your answer would likely be a resounding no, unless you’ve seen that there are still plenty of seeds to plant with Tractor Trails [ $0.99 ], the farming game that is not only fun and exciting but plays more like a puzzle game rather than the next FarmVille [ Free ] clone.

You see, Red is a tractor that needs to plant seeds on his maze-like farm so he can grow fruit trees. Your (and Red’s) goal is to earn a three star rating at the end of the level by planting as many trees as possible (filling the entire board if you can), collecting the groundhog, and doing it all in the fastest amount of time you can. Earning stars allows you to unlock more level sets, with five in all. Controlling Red is incredibly easy, only requiring that you swipe where he needs to go on the farm so he can plant trees and collect the groundhog along the way.

While controlling Red may be easy, the challenge does ramp up quickly meaning you’ll need to learn fast to stay ahead. The initial levels are pretty much on auto-pilot with little or no chance for error, while more advanced levels will all but require plenty of plotting ahead to make sure you’re going to be able to plant as many trees as possible. In fact, a stage not too far into the game left me puzzled for more than fifteen minutes before coming up with a working solution.

The real challenge in each stage is trying to determine where exactly to send Red without screwing up. Sending him down the wrong path means you have to start over, so planning ahead is best when coming up with solutions. Combine that with the time bonus that’s riding on each stage, and you’re in for a brain buster if you’re not in the correct mindset. The more you play though, the more the mechanics begin to click, and you’ll find yourself having fun without too much trouble. On top of that, the payoff of finishing each stage is satisfying, rewarding you with much-needed stars and achievements for completing stages as efficiently as possible.

Spicing up the gameplay in Tractor Trails are the power-ups you can purchase with the corn you collect (or purchase through IAP). You can buy upgrades such as a queuing system, which is a bit of a saving grace to the gameplay (which can be a bit slow once you get the hang of it). Other power-ups include undo and speed upgrades. These don’t do as much to change the gameplay but can help out if you’re finding some stages a bit too challenging. The problem (albeit minor) with these upgrades lies in the pricing system, as you will have to continually purchase most of these items over and over again with increasing prices after each purchase.

Each set of levels does appear to have its own distinct theme, with its own color scheme to go with it. For instance, the first set of levels has a distinct shade of green, meant to represent a sunny, summer style. In the second set, you’ll be seeing a lot of brown as the theme is meant to represent autumn. After spending a good amount of time in each level set, your eyes will welcome the change of scenery each time it happens. The graphical tone seems to borrow a bit from Triple Town [ Free ] but there was never a vibe of ripping off, although the similarities are clear.

Where Tractor Trails really nails the fun factor is in its simplistic, yet rewarding gameplay. A game that you can pick-up and play for a few minutes or up to a few hours is still rare, so it’s nice to see that Tractor Trails stays as fun as it should long after you’ve started.

App Store Link: Tractor Trails, $0.99 (Universal)

TouchArcade Rating:

[source]


Written by admin

May 8, 2012 at 22:15

‘Lego Harry Potter: Years 5-7′ Review – A Few Feathers Short of a Phoenix

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It’s been over a year and a half since we last covered the boy wizard and his Lego debut on iOS. Now, after much waiting the adventure is finally ready to be concluded with Lego Harry Potter Years 5-7 [ $4.99 ]. While most Potter diehards will likely flock to this version and have a decent time, a few annoying missteps keep the title from having a wider appeal.

As was the case for the previous Lego Potter game, Years 5-7 is a port of an already existing portable game for the 3DS and more recently, PlayStation Vita. This means that you’re going to have (for the most part) a fully-featured game with a wealth of content. You’ll play through the final four movies of the series reimagined in the now-typical Lego way, each with its own chapters and sub-chapters. In addition, there are tons of unlockable characters as well as collectables. Suffice to say, there shouldn’t be any worries about getting your money’s worth with this title.

Gameplay is standard for what you’d expect from a Lego game at this point. You’ll spend the majority of the game engaged in simple exploration and puzzle solving, with some occasional combat thrown in for good measure. And, of course, you’ll spend a lot of time collecting studs which can be used to unlock new characters who have abilities that can open up previously locked areas. One new element added to the mix is the inclusion of Wizard Duels, which pits your character against another wizard in what is essentially a rock-paper-scissors battle for wand supremacy. While I didn’t think it added much to the overall gameplay, it was still a welcome sight for variety’s sake.

It feels strange saying this, but I was impressed with the visuals in Years 5-7. There was a certain clarity and visual sheen surrounding the in-game environments and character models on the iPhone 4S which put the game on par (or even better than) its portable console brethren. Unfortunately, the same can’t be said for the movie cutscenes, which were incredibly compressed. The audio suffers from a similar fate with annoying artifacts which simply feel out of place.

An interesting side effect is the fact that Years 5-7 will drain your iPhone’s battery very quickly. It seems like an obvious statement to make when you’re dealing with graphically-rich games, but I was still surprised at the how fast it drained (60-70% in about two hours of play). Just keep this in mind if you plan on a heavy gaming session away from a power source.

One of the areas we enjoyed in the previous Lego Harry Potter game was its intuitive control scheme, which used a more touch-centric (tap to move, swipes, etc.) method for controlling your character vice a virtual control pad. Unfortunately, Years 5-7 moves away from that style and settles firmly on a virtual joypad complete with various action buttons. While a virtual gamepad scheme is nothing new, the implementation feels off with small buttons that aren’t clearly labeled and the occasional non-register of a tap. Other actions, like specifically selecting a spell, become exercises in redundancy with the current control setup.

There are also a few nagging issues on top of the controls that just bring the experience down. The camera angle occasionally put you in a position where it’s hard to see pitfalls and other insta-death elements, causing sudden death if you’re not careful. I also encountered several situations where it was possible for your character to just get trapped on objects and just hang. Thankfully, the game will mercifully kill you after being this way for a while, but these sorts of bugs just shouldn’t be happening.

I’m happy to see that the Lego Harry Potter series finally completed on iOS. However, I’m not sure why it took so long for this port to land on the platform. Sure, Years 5-7 looks good visually, but the switch to a virtual gamepad along with the issues mentioned above deter the game from being better. As it is, the Lego gameplay is intact, meaning that fans of the series should continue to enjoy it. However, you can do better if you’re simply looking for the next great action/platform game.

App Store Link: LEGO Harry Potter: Years 5-7, $4.99 (Universal)

TouchArcade Rating:

[source]


Written by admin

May 8, 2012 at 18:15

‘Aby Escape’ Review – A Flawed But Fun Runner Starring Sly Cooper’s Distant Cousin

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Aby Escape [ Free ] is the newest freemium title from BulkyPix and Pixel Ratio, and a 3D spin on the iphone’s popular runner genre. Instead of dashing full speed to the left or right sidescroller style, the game plants the camera just behind Aby’s back and leaves it to you to guide the terrified raccoon down paths cluttered with rocks, cars, animal herds, beer-bellied hicks who lie in wait until you approach, and other obstacles.

To keep your unstoppable force from running smack-dab into immovable objects, you tilt your phone to weave side to side, swipe your thumb up the screen to jump, and swipe downwards to drop to your knees and pull off a Catwoman-in-Arkham-City slide, minus revealing cleavage. (Yeah, I know. Can’t have it all, though.) The core gameplay idea is reminiscent of Temple Run [ Free ], but Aby Escape does a nice job at iterating on the formula with some new ideas and some variety.

The game features two game modes: Story, and Unlimited. In Unlimited, your goal is to stay alive for as long as possible. You accomplish that feat by weaving in and out of danger to pick up shoes that keep your perpetually draining energy meter topped off. Aby gradually picks up speed the longer you survive, making extended play an exercise requiring absolute focus and twitch reflexes. Besides shoes, you can grab coins with which to purchase power-ups, characters, new Unlimited levels, and other unlockables.

And that’s where the trouble begins. The first time you load up Aby Escape, only one Unlimited level, Greystone Park, is available. Two other Unlimited stages are available from the in-game store, but at a cost of more than 3000 coins each. Want to try Story mode? That’ll run you 7500. You can unlock these modes in one of two ways: grind Greystone Park and pinch your pennies for hours on end, or shell out real money for IAP coin bundles.

The unbalanced economy pervades in other ways. Besides new stages, the shop also sells items like speed boosts that blast you forward and render you impervious to harm. The problem is, every item carries an exorbitant price tag. Each item can be upgraded up to five times. The first upgrade for each item costs 400, the next 1200, then 3000, and so on. Handy, but a major cut into your savings when you’re stuck with only one level to play. Playable characters and different types of feet like hairy Hobbit toes go for between 2000 to more than 4000, but don’t alter the game in any way; they’re purely for aesthetics. I hate to harp on this point, but with only one level to play, I simply considered all other purchases a waste until I’d invested in at least one change of scenery to spice up my time with the game.

Unlimited levels feature challenges that reward you with coins, but some of them just don’t make “cents.” Buy two upgrades at 400 coins apiece, get 50 coins back for completing the challenge. Uh, no thanks. I bought an IAP item that gives me two coins for every one I picked up, but that only increased my income from a drip-drop to a steady trickle. Eventually I shelled out five bucks for 20,000 coins—not because I wanted to, but because I felt like I had to. It was either that or more grinding. I unlocked the last two Unlimited levels before diving into Story, a sprawl of levels spread across Greystone Park and two new areas, the same ones you’ll play in Unlimited if/when you fork over the coins.

Story tasks you with racking up a high score by staying alive as long as possible and collecting every pair of shoes on each stage. Running into obstacles knocks points off your score and sets you back at a checkpoint. Most checkpoints set you so far back that you’ll have forgotten earlier terrain in your effort to remember what to do in the area that tripped you up, which amounts to a lot of frustrating memorization and trial and error.

Technical issues also abound. The frame rate chugs sporadically, spelling certain death in trap-heavy regions. Also, since you spend the game running forward into the distance, terrain you pass slides backwards as you run along but some of it slides too slowly, clogging the screen and blocking your view of the next hurdles. More seriously, though, was a store calculation error—I had more than the 400 coins I needed for an upgrade, but the transaction somehow took my wallet down to -97, which shouldn’t even be allowed to happen—and a crash bug that dumped me back to the home screen every time I tried to load an Unlimited level.

With so many strikes against it, what could possibly convince you to help Aby Escape? Because I’ll be darned if it isn’t fun. Grinding grew monotonous only because, really, who wants to look at the same environment over and over in any game? Actually <em>playing</em> the game is quite enjoyable. There’s a feeling of satisfaction and skill in any runner game that comes from guiding your scurrying lemming over, under, and around obstacles, marveling at your response time, dexterity, and lasting for as long as possible before inevitably slamming into something that reduces your bones to a fine powder.

Collecting coins, shoes, and power-ups requires near dead-on collision to register, but aside from the somewhat sluggish tilt-controlled weaving that doesn’t always keep up with the game’s gradually accelerating pace, the controls usually responded sharply enough that I felt encouraged to veer into danger and risk another visit to the Retry screen if it meant snatching an out-of-the-way coin placed in front of a trap. The game also plays fair by giving you a chance to shoulder past obstacles like cars and rocks unless you strike them dead on, which made me even more willing to dash in front of dangerous objects and grab goodies.

Three strong redeeming qualities ultimately saved Aby Escape from outright deletion. It’s fun, it’s deep (you’ve still got all the challenges and your personal records to break even after you’ve opened everything up), and it’s free. If this were a paid game, I’d knock a star off the grade, and fairly. The game really should offer activities from the get go or at least mark down the fee for additional content, but what is there provides loads of entertainment.

App Store Link: Aby Escape, Free (Universal)

TouchArcade Rating:

[source]


Written by admin

May 8, 2012 at 18:15

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‘Pandemic 2.5′ Review – Shut Down the Borders, Close the Ports

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From the very first time I launched Pandemic 2.5 [ $0.99 ], I was out to obliterate humanity. My implement of destruction was a virus I called “Iloveyou”—named for a classic. Iloveyou started its life in South Africa, a humble disease with a single carrier. He probably didn’t even know he was sick. At first, we were asymptomatic.

Iloveyou had room to evolve, with 8 EvoPoints to grow into. I spent them carefully. I enhanced our heat capacity, so we wouldn’t die out in the desert. I developed our first symptom: rhinorrhea, the runny nose. A little mucus can go a long way toward spreading a cold, I reckoned. I hoped to spread out to insects, but we weren’t yet advanced enough. I threw in dysuria and photophobia for good measure—not enough to kill our hosts by far, but enough to cause a little discomfort and hopefully improve our spread.

Then we began. The number of infected grew quickly, then stalled out. I had a few more EvoPoints to work with at this point, so we brought in our insect friends. Even with a few more symptoms, Iloveyou didn’t make it much further than that; we were too slow and our infection vectors just sort of got better. But I learned from that first experience. On our next outing we made it to the next tier of symptoms, picking up a cough. Then our victims began to suffer fevers. We lost a few of the infected early on, but we were finally on our way.

And so it went. At first we refrained from killing our victims. Hosts are more important than corpses. We spread across borders before anyone knew to shut them, took out hospitals before anyone knew what was going on. Once most of the world was within our grasp we took the next step and became fatal.

When people started dying, they knew they had a problem on their hands. They mobilized quickly, developed a vaccine almost before we could react. It was too late for most of them, but it was also too late for us: the people that were left were cured, and we would never see our dream of total global destruction come true. Granted, it was quite the morbid dream. It made me a bit queasy to see the number of living humans dwindle, sure. But it’s never nice to lose.

If all this sounds familiar, it might be because you’ve played Pandemic 2. The Flash game has been around for years—it even has its own popular meme. Pandemic 2.5 is a complete overhaul for the mobile crowd. With a new interface and a few improvements, it’s decent port of the desktop classic.

Decent, mind you, but certainly not great. There are little problems, like awkward text fields and introductory text that flows right off the screen. Bigger issues include things like a complete lack of tutorial, and a news ticker that flies by too quickly to read if the game is in anything but full-on sloth mode.

The biggest issue of all is that the game can be agonizingly slow. It’s simply not ideal for a mobile platform in its current state. Playing Pandemic involves a lot of waiting, especially if you’ve already lost the ability to win and just want to get your final score. Normally I’d pull out my phone while the slow parts passed, but, well, you can see the problem with that.

Here’s the thing, though: Pandemic in this form is just as compelling as it’s ever been. Some of the bigger problems with the Flash game have even been worked out. The meme is outdated, as Madagascar is no longer ludicrously paranoid unless you’re playing at the top tier of difficulty. There are also traits (and associated achievements) you can unlock by completing hidden requirements, something that builds a sense of overall progression. If you can ignore the interface problems, this is the best take on the subject matter yet.

So consider this a cautious recommendation. If you can stomach the mild horror of obliterating humanity, if you can handle a somewhat clunky port, it’s pretty great to have Pandemic on the go. It sounds as though Dark Realm Studios is already working on fixing some of the game’s problems, too. Me, I’m working on a new strategy. With luck, we’ll take the island nations, wipe ‘em all out before they know what hit them. Awful to contemplate? Sure. But Pandemic makes a convincing argument: isn’t it time we gave the bugs their turn?

App Store Link: Pandemic 2.5, $0.99 (Universal)

TouchArcade Rating:

[source]


Written by admin

May 8, 2012 at 6:15

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‘Bar Oasis 1.5′ Review – Get the Shaker Back Out

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TouchArcade has gone a round with Bar Oasis before, back in 2010 when the first installment came out. However, I was completely unfamiliar with the game when I got word of Bar Oasis 1.5 [Free], which promises to bridge the gap between the first game and the sequel. I wasn’t sure what the difference was exactly until I read the fine print: the second game will give you access to tons of extra content, so we’re just getting a taste here. But the taste I got left me ready for much, more more.

For those of you who never played the first game in the series, Bar Oasis 1.5 offers an experience much like that of the Phoenix Wright series and other text-heavy games. In reality, it resembles a visual novel more than the Phoenix Wright series does, so if you don’t like lots of dialogue, don’t download this one. However, if witty banter and great mini-games appeal to you, you’re going to adore this. It also feels a bit like playing a really good anime, which is the ticket straight to my heart with no stops inbetween.

In Bar Oasis 1.5, you play the role of an attractive girl named Carla who loses her job and finds herself at Bar Oasis much by accident. Despite your relative lack of experience, you quickly find out from the head bartender that the guy they usually count on (Vincent, from the first game) has gone running off to China after some elusive woman. And so, they’re desperate for help. You get drafted into his old spot, with lots of characters waiting to get to know you as you learn how to be a great bartender.

Bar Oasis 1.5 has two main modes: story and making drinks. The game utilizes motion, so you will actually tilt the phone to pour and shake it when you use the mixer. One of my only complaints about the game was trying to master the timing (but I think that’s part of the point). Sometimes it seems like timing is the key, as there is a timer in the top right corner that tells you how well you are doing.

It says “Pro” if you’re fast enough, and will eventually tick down to “Amateur” if you take way too long. Making the mix drinks also means memorizing the backbar and where things are, which will come naturally after you’ve made enough preliminary drinks. The game is very smart about this as you serve a whole lot of bottled beer and whisky shots before you get down to more varied orders.

One really cool thing about the game is that all the drink recipes are accurate, so as you unlock them all, you’re also getting a handy recipe app to make cocktails with in the process. It’s when you notice little details like that that you start to realize how clever this game’s entire concept really is. You also have a drink making mode available right from the menu, so you can access the recipes easily and also practice making the drinks. This comes in really handy if you are struggling with getting the drinks right in story mode.

Bar Oasis 1.5 is easily the best title I’ve played on my phone in ages, but that’s also a matter of personal taste. I’m a huge fan of innovative concepts, and in a sea of physics puzzlers, you really notice when something swims to the forefront. The character development is clearly the focus of this game, and it’s nicely balanced with the drink making mechanic.

There are only 20 drinks available in this limited free teaser version, but the developers promise 100 in the upcoming Bar Oasis 2. Frankly, I would have come back just to spend more time with the characters, but I’ll take more drinks to learn as a backup excuse. Don’t miss this one. It might be free, but I’d have easily paid for a title as interesting as this and am eagerly looking forward to Bar Oasis 2.

App Store Link: Bar Oasis 1.5, Free

TouchArcade Rating:

[source]


Written by admin

May 8, 2012 at 2:15