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‘Spellsword’ Review – Arena Combat Goes RPG

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If there’s anything that could completely wreck my plans and productivity, it would be a Super Crate Box [$1.99] RPG. I’d say a quick prayer of thanks to Vlambeer for not going forward with that idea, but it’s too late. FireFruitForge and Everplay Interactive have something against letting me work in peace, I guess, because Spellsword [$0.99] is that perfect storm of quick, one-more-try gameplay and RPG mechanics I can completely lose myself in.

Spellsword isn’t a clone of Super Crate Box (thankfully—Vlambeer really could use a break), but it has a similar starting point. It’s an arena game that’s designed around rapidly collecting weapon spawns to kill baddies. But where Super Crate Box focuses tightly on that mechanic to the exclusion of everything else, Spellsword takes a more expansive road. Along that road you’re going to find levelling, loot, and a lot of new ways to play.

As a result, it’s not quite as clean as Super Crate Box’s more minimalistic approach allows. It has a few problems, and things get sloppy from time to time. I’m not saying you shouldn’t play it, though. It’s crazy-fun, and you really shouldn’t miss out.

You start out as a quippy hero with a spellsword. It’s not worth much on its own, but it can be enhanced with cards that litter the arena. Each one powers up the sword in some way—with fire, ice or poison damage, for starters—and each one also sets off some sort of effect. The ice card sends out wheels of ice, the fire card launches fireballs, and the poison card poisons every enemy on screen. And that’s just the start.

So while you can certainly run around killing things with your sword, it’s dangerous. Better to collect every card you can, and lean on those one-time effects to do the killing for you. This is where the game feels most like Super Crate Box, dodging enemies to get to the next card and never stopping to rest. Still, the differences are pretty huge.

For one thing, enemies drop rupees. In fact, the whole game is pretty much built around the rupee economy. Play well to earn more rupees, which you can use to level up your cards, your sword, and even your rupee drop rate. You can also use them to buy gear that adds to those same skills. And before you ask, no—there isn’t any IAP.

Mission mode is another big difference. Each of the three current arenas come with 20 missions. These ask you to do a bunch of different things. You might need to survive some waves, kill some baddies or collect some cards. In exchange you’re given big payouts of rupees, new cards and the occasional piece of gear.

Endless mode is more familiar, with nonstop waves of baddies until you burn through all your hearts. There are three difficulty tiers of endless mode for each arena. In them you’ll grind rupees, and you’ll also find the leaderboard competition.

When it comes to the little things, Spellsword goes the distance. The look is great, very much like Terra Noctis [$0.99], FireFruitForge’s other big title. The sound is no slouch, but it doesn’t really stand out. Love it or hate it, the real flavor rests in the hero’s quips. There’s one for every mission, and nearly ever single one is a reference to a show, game, or movie. They run the gamut from modern and obvious to old and seriously obscure. Me, I find ‘em charming.

As I mentioned, there are also some problems. The controls aren’t great, and on iPad they’re worse. There’s already a fix incoming for that—along with adding new control types, it will let you reposition the iPad controls. There’s also some clumsiness in the arena design. It’s easy to get caught on edges, or mess up platforms. There are also ways to abuse positioning and let enemies wander off to their own deaths. These things aren’t remotely dealbreakers, but they can be irritating.

Overall, though, the game is outstanding. The RPG mechanics add a whole new layer of compulsion to an already inviting sort of game. It’s not easy to call it quits, especially when there’s one more level to earn, or one more piece of gear you can almost afford. Those things make it less of a pure skill game—you’ll need to put in a bit of a grind to cap out— but they also add a bit of strategy. There is real value in carefully choosing your gear and putting your rupees to good use when leveling.

With some elbow grease and a good once over, Spellsword could easily earn a permanent spot on my iPhone. It’s really that good. And Everplay Interactive seems dedicated to hitting those heights, if the developer’s comments in our discussion thread are anything to go by. I don’t see how you could possibly go wrong here. This a game that’s fun, full-featured and ridiculously cheap, with a developer that’s working hard to keep fixes and content coming. Looks like a winner from here.

App Store Link: Spellsword, $0.99 (Universal)

TouchArcade Rating:

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Written by admin

May 1, 2012 at 2:15

‘Triple Town’ Updated with a New Map for Owners of the Unlimited Version

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The awesome match-3 city builder Triple Town [ Free ] from Spry Fox has received a bunch of updates since we first reviewed it this past January, including a juicy update late last month that added two brand new maps to play. One played much like a standard 6×6 grid game but with the added challenge of a body of water right in the middle that you’d need to work around, and the second new map was a smaller 5×5 grid that was devoid of the risk of bears or ninjas and played like a casual freeplay mode.

Today another new update has hit Triple Town adding yet another new map for owners of the game who have unlocked the unlimited play IAP. The game is free-to-play with a limited number of turns, which also regenerate slowly over time. You can purchase coin packs to buy additional turns with or you can pay a flat fee, currently $3.99, to unlock unlimited turns in the game.

I appreciate how the game tries to offer a lot for those who don’t want to pay any money, but I find the usage of consumable IAP kind of confusing, and I’d suggest treating the free game as a limited trial and if you like it then go for the one-time unlimited turn purchase rather than muck around with buying turns. This is especially true if future content updates are only going to come for those who have purchased that option.

Anyhoo, as for the new map it’s actually really great. It’s called Bear Attack and is a 5×6 grid that plays mostly like a normal game except for one huge change: there’s 50% more bears. This obviously requires a certain amount of new strategy to deal with but can also result in some huge scoring opportunities with trapping bears and converting them into churches. Like the 2 new maps before it, Bear Attack tweaks the core formula of Triple Town just right in order to offer a completely different take.

And speaking of tweaks, there’s also another round of tweaks and fixes in this latest update as well. If you have yet to try out Triple Town, definitely give the free download a try as it’s easily one of the most refreshing matching games to come along in a long time and it continues to improve with each new update.

App Store Link: Triple Town, Free (Universal)

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April 30, 2012 at 22:15

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‘Zaga 33′ Review – A Sci-Fi Roguelike in a Tiny Package

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Rogue was a little before my time, and it took a while to see the appeal. Games with permadeath sound like an exercise in extreme frustration, even balanced out by tantalizingly random loot and procedurally generated worlds. In the past few years I’ve come around on the subject of roguelikes, though. It’s nice to have RPGs and skill-based games meet up, and they’re the best way to enjoy a complete game in a short time.

The latter is what I enjoy most about them, so it grates on me that so many of the best roguelikes take hours to complete. Wouldn’t it be nice if more of them embraced their strengths and provided seriously compact experiences? Not that there’s not room for the long-form, but how I’d love to have more games out there like Zaga 33 [$0.99]. It’s quick, compact and challenging in equal parts—nothing wasted, nothing left out.

It’s odd to see a game so well-suited to iOS arriving as a port from desktop, but that’s where we find ourselves. Developer Michael Brough has embraced all the best things about the roguelike in Zaga 33, and has done so with bite-sized chunks that fit perfectly into the world of mobile gaming. Got 15 minutes to kill? That’s enough to work your way through the whole game if you have the skills to pull it off. Of course, you don’t stop there. It’ll take more than a few of those short sessions to work your way up to that level, and more than a few afterwards to max out your high score.

Stranded on the, err, rogue planet Zaga 33, your hero, the humble “@,” must travel into its depths to destroy the alien cortex. You’re virtually unarmed, extremely vulnerable, and facing down 25 levels of hostile aliens. Zaga 33 strips out all but the absolute necessities of the genre. You won’t level up your little @, and you get nothing for your kills. Each time you hit an alien you take down one of its two hit points. Each time an alien hits you, you take one damage out of a maximum of nine.

That means hunting is counterproductive, so each time you enter a new screen you’ll need to weigh your possibilities. Do you head for one of the potentially useful artifacts? Doing so might draw an alien’s attention. You can fight one off easily enough, and you’ll recover one hit point when you reach the next room. But if there are two in your way, or three, you might find yourself in dire straits.

Add to that dilemma another layer of concern: you’re never sure what the artifacts will be until you use them. The artifacts’ symbols are shuffled with every new game you start, so a starburst symbol might be a healing item one playthrough and a nuke the next. Is it worth it to fight through a sea of hostile aliens for what might just be a teleportation spell? It’s a tough call. Knowing that the number of items you have at the end effects your final score—well that just makes it tougher.

You’re not left with only unknowns, at least. Zaga 33 tells you exactly how each alien will behave. Goblins move toward you, snarks move between you and the exit, and so on. This is information you’ll need in order to survive, and it turns each level into something of a puzzle. You can’t always reach the exit without getting hit, but it’s always worth trying.

Zaga 33 isn’t for everyone. The controls aren’t perfect, which can sometimes lead to mistakes. The game’s distinctly retro aesthetic will be a turn-off for some. And I can sympathize with the feeling that roguelikes can be a bit pointless. I enjoy the repetition, the fight to improve my score in a pretty randomly generated experience, but there’s no shame in preferring persistance.

If a retro-style roguelike sounds right up your alley, on the other hand, Zaga 33 is a must-buy. It’s tiny, but that just means you can try often and learn from your mistakes. I don’t usually expect to get much from a game in 15 minutes, but Zaga 33 makes every second count. Try the free desktop version if you’re on the fence—if it captures you like it’s captured me, you’ll be happy to put down a bit of change to take it on the go.

App Store Link: Zaga 33, $0.99 (Universal)

TouchArcade Rating:

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April 30, 2012 at 18:15

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‘Escape from Age of Monsters’ Review – A Gorgeous Endless Runner

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These days, endless runners need to go above and beyond in some aspect if they hope to rise above the competition and get some attention. Enter Escape from Age of Monsters [$0.99 / HD] an endless runner from Massive Joe Studios. Featuring a beautiful and unique art style, Escape certainly has our attention as a game worth checking out.

Escape puts you in the role of Gizzard, a man in possession of a mysterious pair of gloves who is to survive the monster invasion. With orphans in tow, you’ll guide Gizzard through buildings punching down walls and monsters, all while collecting floating items offering points, coins and a variety of power-ups (slowdown, speedup, e.t.c.). Miss a punch, and the monsters will take the orphans before eventually taking you down and ending the game. As expected, the longer you stay alive, the faster the obstacles come at you, until you eventually succumb to the monsters.

The first thing you’ll notice about Escape from Age of Monsters is its gorgeous visuals. The hand-drawn animated style is quite unique and simply looks stunning. Everything from the characters themselves to the backdrops to even the menus has an air of being meticulously detailed, and gives off the feeling that you’re playing in an animated cartoon. Amazingly, this feeling is amplified on the new iPad, as the retina-visuals on the large screen look quite fantastic. This sentiment is also carried over with the game’s music, which boasts a great metal soundtrack that fits the theme and sets the mood appropriately. This all leads to a very enjoyable playing experience, as Escape simply nails its presentation.

Gizzard’s gloves are the key to Escape’s gameplay. One glove is colored red while the other is blue. Tapping on the right side of the screen will launch a red punch while tapping on the left side launches the blue. Relatedly, every barrier and baddie you encounter will be colored red or blue. Thus, the game becomes an exercise in tapping the appropriate side of the screen that corresponds with the obstacle in front of you.

In addition to the simple survival objective, Escape features a mission system that tasks you with various objectives and rewards items that permanently increase the base score multiplier upon completion. This continues a recent trend in endless titles that provide score-enhancing awards vice older titles that tried to mostly preserve leaderboard parity regardless of how much you played. One minor complaint is the lack of iCloud support for your progress, although that is somewhat expected considering iPad and iPhone versions are separate. Regardless, it’s a good incentive program that encourages gamers to play for more than just leaderboard chasing (even if the rewards are simply to make said chasing easier).

While the controls are simple enough for an endless runner, there are a few miscues that prevent it from being flawless. For example, each successful punch has the opportunity to award double points, with three consecutive ‘perfect’ punches putting you in ‘Turbo Mode,’ where the score multiplayer jumps up even further and you get a temporary extra life (until the mode breaks).

However, the timing for the perfect punches seems a bit off. While continual practice alleviates this problem somewhat, you never seem to fully grasp the timing window. Another issue revolves around the swiping mechanism needed to collect the various items and power-ups littered on the level. I had multiple occasions where I’d swipe at the item several times and the collection wouldn’t register. Considering how hectic Escape gets in later buildings, this can get frustrating when you’re trying to balance item collection and wall breaking.

Despite the above issues, Escape from Age of Monsters is still a great endless runner. I’d argue that it warrants consideration simply from its visuals. Luckily, you won’t have to make that decision as Escape also offers a balanced gameplay experience to accompany those visuals. With that in mind, you’d be hard-pressed to pass up on this endless runner.

App Store Links:
    Escape from Age of Monsters, $0.99
    Escape from Age of Monsters HD, $0.99 (iPad Only)

TouchArcade Rating:

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Written by admin

April 30, 2012 at 18:15

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The TouchArcade Show – 49 – Quick Hits

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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


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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Written by admin

April 28, 2012 at 6:15

‘Marvel Vs. Capcom 2′ Review – A Lackluster Port of a Classic but Still a Fun Novelty

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Late last week Capcom surprised everybody by announcing an iOS port of their classic arcade fighter Marvel Vs. Capcom 2 [ $2.99 ]. In all honesty, I suspect this was a cleverly timed release to casually tie in with ‘The Avengers’ movie coming out next week, but whatever the motivation I’m not complaining. Marvel Vs. Capcom 2 is one of the most beloved fighting games in history, and prior to the downloadable rerelease on XBL and PSN in 2009 it could be kind of a difficult game to play unless you owned the Dreamcast or the somewhat rare PS2 or Xbox versions.

With that said it’s fairly mind blowing then that today you can download the entire original game onto a device that fits snugly in your pocket (or to your iPad if you’d rather, since the game is Universal, though it’s extra snug trying to jam that in your pocket). The iOS version of Marvel Vs. Capcom 2 is really cool for what it is, basically a cheap nostalgic trip, but it’s plagued with several major problems that drag the experience down, making it feel more like a novelty rather than another solid iOS fighter.

The major sticking points in Marvel Vs. Capcom 2 are that it’s difficult to control compared to the other top iOS fighters, the 12 year old visuals have not aged gracefully, and the overall performance leaves a lot to be desired. However, the virtual control setup that Capcom has come up with for the game is pretty clever, and just having a classic like Marvel Vs. Capcom 2 in my pocket is worth putting up with its shortcomings. It’s just a shame because with a little more care I think this port could have been a whole lot better.

Marvel Vs. Capcom 2 features a whopping 56 playable characters, 28 from the Marvel camp and 28 from Capcom. Only 24 are available from the start, with the rest being unlocked from an in-game store using coins earned through play, or for performing certain tasks like completing the arcade mode with different characters.

In the XBL and PSN versions of the game, all characters are unlocked from the start, but I far prefer having to unlock them on my own as it gives you a sense of progress and some goals to shoot for while playing. However, if you’re dying to download the iOS version and bust out some local Bluetooth multiplayer with a buddy (sadly there is no online) right out of the gate, then you might find it annoying to have to spend significant time earning enough coins to unlock your favorite characters. Surprisingly, there is no sort of in-app purchase option to unlock everything.

Marvel Vs. Capcom 2 is all about 3-on-3 tag team matches where characters can be swapped in and out at will, there’s a crazy emphasis on battles in the air, and the combos and special moves are all outrageous and over the top. Unfortunately, the iOS version runs so sluggishly that much of those fun moments are turned to frustration. The framerate can be a bit choppy and the virtual controls don’t seem to respond as well as even other Capcom fighters available on the App Store. This makes pulling off elaborate combos and air battling nearly impossible.

Despite the controls being sometimes unreliable, the default controls that Capcom implemented to simplify the experience are pretty nifty. There’s just a single button each for punch and kick, then there is a special button for controlling teammates and another for special moves. Besides just tapping these special buttons, each one can also be flicked in 4 different directions in order to perform additional moves. For example you can simply tap the special move button to shoot out a hadoken (fireball), but if you flick it to the side instead you can instantly launch into a shoryuken (dragon punch).

It’s a really cool idea and when it works well it’s brilliant, but for some reason much of the time it feels like the special buttons don’t respond to many of your flicks. There is the option to go with the original arcade game controls, which means no flicking for special moves, and I found that this option is much more reliable but does require more work on your part.

The visuals in Marvel Vs. Capcom 2 are also a pretty big letdown. I expect a 12 year old game to look dated, but for some reason the iOS version looks worse than any previous version. Sprites are noticeably jagged and pixelated, something that is accentuated on the iPad’s bigger screen. On the bright side, the fully 3D animated backgrounds are intact here and actually look quite good, especially when you consider the boring static backgrounds used in Street Fighter IV Volt on iOS.

So, Marvel Vs. Capcom 2 has a lot of issues, but nothing that renders the game completely unplayable. The controls work well enough but are far from as good as other iOS fighters, and definitely not good enough to fully pull off some of the game’s more complicated techniques. If you’re a fan of the game on other platforms and can accept the problems it has on iOS for the sake of having it in your pocket, then I think it’s definitely worth the $3 price of admission (or $5 when the intro sale ends). Personally, I’m having a ton of fun playing through the game again, even with the inherent frustrations.

If you don’t have any particular affinity for the original game but are just looking for a new iOS fighter, then Marvel Vs. Capcom 2 is a tougher sell. The controls are passable, but nowhere near the likes of Street Fighter IV Volt [ $6.99 ], King of Fighters-i [ $6.99 ], or SoulCalibur [ $11.99 ] on iOS. It’s frustrating because those examples prove that Marvel Vs. Capcom 2 could have been such a better port, and it may be in the future after some updating, but if nostalgia isn’t playing a big role in your desire for having this game on iPhone then I’d suggest waiting to see how things shake out down the line.

App Store Link: MARVEL VS. CAPCOM 2, $2.99 (Universal)

TouchArcade Rating:

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Written by admin

April 28, 2012 at 2:15

Crescent Moon’s ‘Aralon: Sword and Shadow’ is 99¢

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Hey! You! Yeah, you. You loved Oblivion, can’t get enough of Skyrim and all those subsequent “arrow to the knee” memes. You probably wish there was something at least vaguely similar on your phone or iPad, right? Well, there is. It originally hit in late 2010, so you might already have it. If you don’t take a peek at our review:

You start off in Aralon by choosing one of three races – a human, elf, or troll – and from there you further refine your character by choosing its class. Both humans and elves can be male or female and pick from warrior, rogue, ranger, and mage classes. Trolls can only be male and either a warrior or a rogue. Each class has its own skill tree to master as your character levels up, and they all play quite differently from one another giving plenty of reason to play through the game as each. You then customize the look of your character model using a decent selection of hair and face choices, and although the options here aren’t as robust as what you would find in a console game, it’s certainly the most extensive on the iOS platform.

The story of Aralon then begins, and follows a tale of betrayal and a Kingdom on the brink of collapse. As fate would have it, you are the key element to solving these problems and restoring The Kingdom of Aralon to its previous state of peace and harmony. It’s certainly the kind of story that follows clichés of the role-playing genre, but it’s interesting nonetheless and serves as a good motivator to carry on and see things through. …Read More.

Aralon has aged surprisingly well, and for its sale price of 99¢ your cost-per-hour-of-entertainment in this game is down to mere pennies. Give it a look, especially if you’re into semi-open world RPGs. We made an awful lot of noise about Aralon when it was first released, but, I suppose it’s possible there are people out there who haven’t heard about it or still haven’t picked it up for whatever reason.

App Store Link: Aralon: Sword and Shadow HD, $0.99 (Universal)

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April 28, 2012 at 2:15

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‘King Cashing’ Updated with Survival Mode, New Weapons, and More

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One of my personal favorite games of 2011 was the quirky slot machine-meets-role-playing game King Cashing [$0.99 / Free ]. The slot machine battle system was a really different kind of idea that turned out to work great in practice, and the character leveling and upgradeable items drew you in to continue forging on through the campaign. We totally enjoyed King Cashing in our review, and about a month later a big update hit that added new weapons and a new kind of battle, making the whole game just that much better.

Yesterday the second major update hit for King Cashing, this one even bigger than the first. It adds an entire new Survival campaign where you face off against a string of enemies while utilizing the same pool of spin cherries. You can earn a small portion of cherries back by each time you defeat one of these enemies, but you can’t go back and replay levels to grind so efficient play is crucial if you’re going to last until the end of the campaign. It’s quite challenging and a great twist on the normal gameplay found in the original campaign mode.

Speaking of the original campaign this update also brings 3 new battles against “protected” bosses who are covered with shields which must be broken away before inflicting damage on the enemy itself. There’s 3 new weapons too, one for each class member, as well as some new bonus types and a myriad of other tweaks and fixes. The new Survival mode adds a great new way to experience King Cashing, and the other new goodies are all welcome additions as well. If you haven’t checked out King Cashing yet there’s a lite version to try and the full version is currently on sale for 99¢ to celebrate this new update.

App Store Links:
    King Cashing: Slots Adventure, $0.99 (Universal)
    King Cashing Lite: Slots Adventure, Free (Universal)

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April 27, 2012 at 18:15

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‘Bullistic Unleashed’ Review – Taking The Bull By The… Horns

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I’m sure there are a lot of folks out there that took a quick glance at Millipede Creative’s Bullistic Unleashed [$0.99] and just kept moving. After all, the screenshots are filled with crude humor, the trailer a repository for irreverence, and there’s more lewd imagery and graphic violence than you can shake a stick at. However, if you look past all the window dressing, you’ll quickly discover that Bullistic Unleashed is an excellent game that combines several different genres successfully.

Bullistic puts you in the role of a bunch of cocky bulls that decide to demolish a shopping mall as well as all its inhabitants. You’ll accomplish this through 20 different levels, each with their own obstacles and layouts (including the now literal bull in a china shop). Cause enough damage in a level, and you’ll unlock the next. You’ll also unlock seven different bulls available for use by collecting hidden coins in each level. Each bull has their own special moves and physics attributes.

While it’s easy to describe Bullistic Unleashed as a simple physics-based title, it’s a bit more complicated than that.  Yes, you slingshot animals (bulls, in this case) across levels in an effort to cause as much havoc as possible. But, while similar games pit you against specific enemies, Bullistic wants you to simply cause as much damage as possible. Also, the game is littered with accelerators, elevators and barrels which have the potential to greatly extend the life of your bull after the initial shot. Also featured are bumpers and various obstacles that can put your bull out of play.

With all these elements, Bullistic plays like a hybrid of Angry Birds, Peggle, and pinball. That may sound like a strange combination, but it works surprisingly well. While the initial physics and slingshot are obviously important (and can make or break a level), the additional level elements are always in play and add an element of chance that keeps you coming back even when a level seems impossible. There’s a certain amount of timing and precision that provides additional rewards to the patient gamer. Levels are also compact, making this an easy title to play on the go.

All of this leads to a game that is widely accessible while providing incentive to gamers that want to put forth more effort. Furthermore, it’s also simply a blast to play. The wanton destruction never gets old, and there’s a ton of different ways to complete levels (especially when you start unlocking the different bulls). Later levels also have a surprising amount of strategy, and finally hitting 100% destruction on a level is an extremely satisfying experience.

In addition to the well-executed gameplay, Bullistic also gets a lot of the supplemental elements done right. The retina visuals are clear and detailed (for better or worse), with very little slow down. There’s enough content to keep most gamers satisfied (although I would like to see more levels in a future update). Even the presentation is top notch, with amusing menus and IAP shops. One minor complaint is the game’s excessive pushing of social network features and IAP, although neither is required to succeed at the game.

Let’s talk about humor, because Bullistic Unleashed is one of the most hilarious games I’ve ever played. Relatedly, it’s also one of the dirtiest games I’ve encountered in the App Store. You slingshot the bulls across levels using, well, their balls. Also, there’s a lot of gratuitous violence and screen-filling blood splatters as your bulls massacre the mall inhabitants (launching your poor bull into a meat grinder is certainly a sight as well). Let’s not forget the cows either, as your bulls will immediately stop the destruction if they get anywhere near their bovine companions (I’ll leave you to figure out why).

However, it’s not all juvenile jokes. Bullistic has a lot of enjoyable wit, especially with the various descriptions of the different bulls, as well as the general story. There’s enough pun-play involved that you know that the developers attempted to strike a balance between wit and crude humor – but then decided to go all out on the latter at some point.

There’s no doubt that Bullistic Unleashed isn’t for everyone. The over-the-top violence and humor will simply not work for some people. However, I implore anyone on the fence to bite the bullet and check out this title. It strikes that hard sought balance of accessibility, appealability (again, for some more than others) and enjoyability with very little in terms of detraction, and it’s certainly one of the better physics-based titles that I’ve checked out.

App Store Link: Bullistic Unleashed, $0.99

TouchArcade Rating:

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Written by admin

April 27, 2012 at 18:15

Nimblebit’s ‘Pocket Planes’ is Getting Global Events, Time to Pick Your Flight Crew

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Ladies and Gentlemen, start your engines. As Nimblebit’s Pocket Planes continues to barrel through its beta period, we’ve had a chance to try out one of its new features. It’s been added since our GDC preview and we’re pretty sure you’re going to like it.

You know how Tiny Tower [Free] and Pocket Frogs [Free] have missions you can complete—stock this much of certain items, or breed certain colors and patterns of frogs? Pocket Planes is going to have missions, too, but they’re competitive. For these ones, you’re going to need a little help from your friends. Or rather, your flight crew.

A new Flight Crew challenge will be posted every so often—maybe twice a week. The challenges look to be pretty simple: deliver as many jobs (pieces of cargo and passengers) to a certain city somewhere in the world. You can’t just take any old thing, though. Everything in the game has a destination, and the destination needs to match the city for this to work.

Your Flight Crew can have as many or as few people as you can muster, but the more the better: the crews who manage to bring in the most jobs will win some very cool in-game prizes. Like, say, the bad boy below. Look familiar? Nimblebit is hard at work making up some very cool secret planes as we speak—here’s hoping for a good ol’ fashioned airship. And on top of the cosmetics, it sounds like there will be a Bux reward to boot.

Now Pocket Planes is still a work in progress, so none of this is set in stone. But currently, the only thing you need to join a Flight Crew is a Game Center account (which you don’t need to share with your crewmates) and a common Flight Crew name. If I were the sort of person who wanted to get a leg up on the competition, I might use that information to hit the forums and start drumming up a good team of people. While I was at it, I might try to recruit a few of the folks who have put 2323 pages of forum posts into trading frogs in Pocket Frogs. Those dudes seem like they might have the dedication for the job.

The rest of the game is coming along nicely, from what we’ve seen, and it looks like Zynga hasn’t caught on to it so far (fingers crossed!). Nimblebit isn’t ready to commit to a release window yet, but it can’t be too far over the horizon at this point. So stick around—we’ll have much more to show you as Pocket Planes gets ready to touch down.

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April 27, 2012 at 2:15

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