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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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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

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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Coming Tonight: ‘Ballistic SE’, ‘The Dictator’, ‘Escape from Age of Monsters’, ‘Polymer’, ‘Spellsword’, and More

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Written by admin

April 26, 2012 at 2:15

Coming Soon: ‘Inotia 4′, ‘Alexandria Bloodshow’, and ‘N.O.V.A. 3′

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Three upcoming games recently popped up on our radar, and while we don’t really have enough details on any of them yet, smashing all three games together sort of makes a story, so strap in for this.

Inotia 4: Assassin of Berkel – When it comes to Korean action RPGs, the App Store seems to have two main staples, Gamevil’s Zenonia, and Com2uS’s Inotia. Zenonia is up to four different games on the App Store, and this upcoming title will be the fourth installment in the Inotia family. The “party battle system” in Inotia 4 sounds pretty cool, and like previous entries in the series I’m sure we’ll see all sorts of incremental improvements that these yearly sequels always seem to have.


Alexandria Bloodshow – A strategic card-centric battle game from Sega. Gamezebo got a preview of it, and used games like Plants vs Zombies to describe how gameplay works. I’m not too familiar with the original Samurai Bloodshow, but I’m all about any strategic game with online multiplayer.


N.O.V.A. 3Gameloft is teasing quite a bit of their upcoming Halo-like first person shooter these days. We expect it to be pretty similar to the previous two installments in that it’ll likely come packed with an awesome online multiplayer component to compliment the single player campaign. If that is actual in-game footage we’re looking at in the above video, it should be pretty rad.

We’ll have more details on these games as soon as we get them. Unfortunately, the best we’ve got right now is they’re all coming to iOS devices, and they’re all coming “soon.”

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Written by admin

April 25, 2012 at 2:15

Unlocking the Gaming Secrets of ‘Clear’ in New Update

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Back when Supermono released EpicWin [$2.99], its to-do list RPG, we spent some time contemplating whether adding game mechanics to productivity apps would really help people be more productive. That’s the question that rests at the heart of all discussions about “gamification”—do carefully tuned game mechanics drive us to perform tasks we might otherwise ignore? Has Farmville claimed so many man-hours because it’s fun, or because it’s designed to feed on impulses that could be better used for good?

Don’t count it as a blow against gamification, but, personally, EpicWin never quite clicked. I found the experience bars and loot rewards intriguing, but the work I had to put into maintaining my tasks outweighed the benefits. More recently I’ve found myself back in the world of gamified productivity with the help of a to-do app that doesn’t look game-like on the surface at all: Realmac Software’s Clear [$1.99]. Beneath all its lovely minimalistic design you’ll find the potential for a compelling game experience. With today’s update, Clear realizes some of that potential—and it brings a few easter eggs for the discerning iOS gamer along for the ride.

Clear launched with a bang, thanks to plenty of well-placed hype. Reviews at the time noted the simplicity of its design asthetic, the elegance of its colors. Those colors were customizable with a few built in theme options. Within a few hours of release, though, buzz started to build around secret unlockable themes people were finding tucked away in the app.

If you’ve ever felt the urge to master a game, to earn 100% completion on something, you might understand the effect that had on me. At first I only hoped to unlock a theme that was a little different because I wasn’t too fond of the baked in options. Then I had to have them all. The first two were easy—and I’m about to get into details, so stop reading and just grab the update if you want to go in unspoiled— one is unlocked for having Tweetbot [$2.99] installed. Another, Scorched, opens up if you follow any of the app’s creators on Twitter through the app’s menu.

The third is the one that made me realize gamification could work for me. The Socialite theme is unlocked by completing 100 tasks and then posting about it online. As soon as I heard that I starting using Clear obsessively. I added every important deadline, chore and errand and diligently checked them off. By the time I hit 100, I’d formed a habit. Sure, I unlocked the theme I’d been waiting for, but I also found myself more organized for it.

Then there was the letdown: with nothing left to unlock, Clear went back to being a pretty little to-do app that was great to use but not particularly game-like. Today’s update brings a return to that early entertainment with seven new themes to discover.

Three of the themes mirror the original set. There’s a shameless self-promotion option, which rewards you with a theme for gifting Clear when prompted. It’s called “Gifted.” The Path theme is a reward for having Path [Free] installed, just like the theme for using Tweetbot. And then there’s the self-improvement theme: Ultraviolet unlocks when you use the app each day for 7 days straight.

There’s a fundamental rule of any productivity system: you have to actually use it for it to do any good. Ultraviolet could provide that little tick of motivation someone like me would need to keep up the effort that requires, just like achievements might make you play a game longer than you might otherwise intend. There’s also a fourth unlockable theme, Night Owl, that encourages you to be productive after dark, between 12 and 3 a.m.

Now here’s the cool part, the part that reveals Clear’s affinity for games. Today’s update has within it the seeds of three other unlocks. Each one ties into a game: The Heist [$2.99], Temple Run [Free] and Bumpy Road [$2.99]. Those games will need to update before this works (The Heist’s update should come mid-week, and the others are on the way), but once they do we’ll get new themes in Clear for each of those games we have installed.

We’re pretty fond of all three of the games—hit the links to read our reviews—and any of them would be well worth the download with or without the theme. So far, the apps that accompany Clear themes seem hand-picked for quality, and these games are definitely no different. This update also brings in a selection of fixes and features, but the best thing here is using a to-do app that really is all fun and games.

App Store Link: Clear, $1.99

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Written by admin

April 23, 2012 at 18:15

Coming Tonight: ‘Burger Cat’, ‘Illusia 2′, ‘Lock ‘n’ Load’, ‘Total War Battles: Shogun’, and More

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Written by admin

April 19, 2012 at 2:15

Musical Chairs: ‘Sword & Sworcery’ Hits PC, ‘Legend of Grimrock’ Coming To iPad

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An iPad and iPhone game has jumped to PC, while a PC game is still set for a release on iPad. Earlier this week, Capybara’s experiential adventure game, Sword & Sworcery landed on Steam, while the dudes behind Legend of Grimrock [$14.99, Steam] continued to pound away at the long-awaited iPad version of the dark, atmospheric, and classic-style RPG.

Sword & Sworcery is currently $5.99 as part of a launch promotion that ends April 23. It’s a straight-up port so it doesn’t rock any new content, but it certainly looks prettier on our monitors than on our iPads.

The last time we covered Legend of Grimrock, developer Almost Human was thinking it had a chance of putting the game out to iPad by the end of 2011. Obviously, that didn’t pan out, but an iPad version is still very much in the works. An “iOS version is in the plans,” the developer wrote via its Twitter account the other afternoon. We’ve contacted Almost Human for a, uh, more specific answer.

Years ago, we wouldn’t have even thought this kind of movement was possible. Phone games were just… phone games. It’s incredible that these mobile experiences are becoming so much more than just time-wasters in such a short period of time. Wonder what kind of movement we’ll see within the next three-to-four years?

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April 19, 2012 at 2:15

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‘Avernum: Escape From the Pit HD’ for iPad Review – A Rewarding History Lesson

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Growing up as an avid Mac gamer in the 1990s, I was a huge fan of RPGs put out by the folks at Spiderweb Software. Not particularly known for their graphical prowess (even back then), these shareware games of old focused more on exploration, narrative and, most important, freedom. Avernum: Escape From The Pit [$9.99] is the second game from Spiderweb to hit iOS, serving as the pinnacle for these RPG tenets and should be looked at as a gold standard for iOS RPGs.

First, a brief history lesson is in order. Avernum for iPad is a remake of the 1999 Avernum title, which itself was a rewrite of the 1995 Mac shareware title Exile: Escape from the Pit. While each iteration brought visual and combat upgrades, the same open-ended exploration system remained. The same holds true for Avernum for iPad, which receives overhauls in both its visual and character/battle systems.

In Avernum: Escape From the Pit, the Empire rules the surface. Anyone that crosses this oppressive regime is banished to underground region of Avernum, a world unto itself that replaces the sun with luminescent moss and the sky with endless caverns. The world, along with all its inhabitants comes to life in the game’s deep narrative which could easily span its own novel. It’s this world that you’re violently thrown into, and it’s in this world that you are free to do what you wish.

It’s this freedom that makes Avernum such a compelling and enjoyable experience. From the moment you customize your four person party at the onset, you are allowed to do what you wish. Sure, you are presented with some overarching decisions as you spend more time in the world (complete with three separate endings), but like all great RPGs, the true reward is in the journey. Whether you choose to be a willing asset of the struggling makeshift kingdom in Avernum, a lone wanderer trying to make do in the cavernous wild, or an agent of destruction and chaos, all paths are available in this title.

In terms of character development, there’re attributes, abilities and traits to customize, each being open to all characters. You really can’t appreciate the sheer amount of options you have as opposed to most other RPGs as a plethora of weapons, armor, abilities and spells supplement the core character stats mentioned above. Fans of the original Avernum series will notice that some of the skills have been streamlined. However, the options have been consolidated for the better, preserving the majority of the customizability while making the game far more accessible.

For those looking for a rundown of Avernum’s gameplay, you need not look any further than our review of Avadon: The Black Fortress, Spiderweb Software’s initial iOS offering that debuted last year. The same isometric, turn-based combat system returns, complete with various difficulties, an auto-save function and a new collection of achievements to earn. As with Avadon, the touch-based control system works well enough, although there are occasions of imprecise tapping, making your characters potentially act in ways you did not mean.

One of the side effects of open-ended gameplay is a shift in exploration and gameplay style. In the world of Avernum, you can and most likely will run into areas that you simply should have not stumbled onto. Enemy fortresses may have hidden rooms (complete with warning signs) featuring overpowered enemies that may wipe your party out. This leads to a lot of saving/reloading as well as a lot of backtracking should you choose to return to previously visited locales to beat that one powerful demon. Fans of streamlined experiences may balk at this gameplay style, but I love the variety as it sets the tone of Avernum as a chaotic world that isn’t as clear-cut as it may appear.

As we mentioned earlier, Spiderweb Software games are homages to classic 90s RPGs in many aspects. That includes the visuals and music, which are simplistic and work just enough to provide ambience. And yet, there were many occasions while playing in which I felt far more attached to the events unfolding than I have while playing any ‘next-gen’ RPG. The amount of effort and care put into the narrative, quests and even level design create an atmosphere that is sorely missed in other titles (assuming you’re willing to lend an able imagination to fill in the gaps).

While Avadon served as a streamlined ‘introductory’ experience to the world of classic RPGs, Avernum (as evidenced above) removes all the handholding in order to create a more open-ended experience. I believe this choice makes Avernum the more fulfilling and satisfying title, as well. The storytelling, customization, and sheer amount of content make this RPG a true powerhouse on iOS. There’s also a certain amount of nostalgic satisfaction as newer gamers are able to experience a world made popular during the Mac shareware golden age. While there will undoubtedly be some who turn away because of the retro look and feel, a truly rewarding experience awaits anyone else willing to dive into the pit.

App Store Link: Avernum: Escape From the Pit HD, $9.99 (iPad Only)

TouchArcade Rating:

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Written by admin

April 18, 2012 at 20:15

Epic Games Helps Students Bring New Life to the ‘Fighting Fantasy’ Series

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Today, at The Gadget Show Live in Birmingham, four teams of student developers will bring Steve Jackson and Ian Livingstone’s Fighting Fantasy series to the iOS audience in a brand new way. We’ve had the chance to look at the games in development, and they’re looking pretty hot.

The Make Something Unreal Live competition is the sort of opportunity most folks who’ve dabbled in game development would kill for. It’s organized by Epic Games and Train2Game. Student teams were given access to the Fighting Fantasy IP and, basically, told to go nuts with it. They’ve spent the last few months building games based off that IP using the Unreal Development Kit. Working with industry mentors, they’ve created new interpretations of the beloved books. Now they’ll go on stage and put the finishing touches on their titles with help from some of the industry’s biggest names.

If you don’t know the Fighting Fantasy IP, it’s a series of roleplaying gamebooks that were super popular in the 80s and 90s. A number of them have been brought to iOS in classic interactive fiction form by Big Blue Bubble, but this is the first time they’ve been reimagined for the platform as full 3D games.

There are four teams of students competing in Make Something Unreal Live, each with members with expertise in art, design, programming and QA. Each team set out with a different title: The Warlock of Firetop Mountain, Armies of Death, The Citadel of Chaos and Deathtrap Dungeon. We’ve had some time with each of the titles, and they’re shaping up nicely.

Digital Mage is the team responsible for Armies of Death: Rise of Agglax. It turns the tale of Armies of Death on its head. Players will command the undead forces of Agglax as they travel down lanes destroying the heroes and defenses of the kingdom of Allansia. Defeating enemies releases their souls, which provide the power needed to raise the undead.

The levels of the game are inspired by events from the original book. Though we were only able to try out the early stages of the game, Digital Mage says that the final product will boast a lovingly crafted story that expands of the tale of Armies of Death.

Indigo Jam showed us its take on Deathtrap Dungeon. Like the book, the game pits players against rooms of devious traps and vicious enemies. It’s a first-person action adventure with areas and traps designed on a grand scale. From what we’ve seen so far, stealth will play a large role in the game, and sneaking around unseen is the surest way to survive while you try to solve the deadly puzzles of the dungeon.

The Citadel of Chaos: Dire Consequences is a wave-based first person action game built by Derp Studios. Players are tasked with protecting Dree Village against waves of monsters. You begin with a sword and shield, but with each wave you survive you’ll have the opportunity to purchase and upgrade spells with the souls you earn in combat. Players who survive 10 waves unlock new levels, and ultimately win after 20 waves.

Derp Studios plans to bring in a story mode as well. This will take place after the final moments of The Citadel of Chaos.

Finally, we took a look at The Warlock of Firetop Mountain: Lost Chapters, by Commando Kiwi. Though we won’t know which game takes the grand prize at Make Something Unreal Live until next week, this one really caught our attention. Built as a third-person RPG, it already has a progression system in place and some promising looking item collection. But the combat system is where it stands out.

Lost Chapters uses an active-time style combat system, with a selection of abilities that operate on individual timers. To capture the element of luck that the Fighting Fantasy titles so relied on, blocking is left to good fortune. Each time an enemy attacks the player is presented with three cards. Each has a shield on the other side, one red, one yellow and one green. If the green card is drawn, damage is escaped. The red card hits twice as hard.

The four teams will show their games off today at The Gadget Show Live, and they’ll receive feedback from the advisory board. The judges include Steve Jackson and Ian Livingstone themselves, as well as industry leaders that include, no joke, Peter Molyneux and Cliff Bleszinski. Teams will work to bring the games to their full potential over the course of the show, providing regular updates and showing their work off to an audience of over 100,000 attendees on the show floor. The winning team will be announced on Sunday, and it will get to take home a commercial Unreal Engine 3 license.

The games should all be heading to the App Store soon, though it sounds like the winning team might have a leg up on the others. The builds we played were still far from being ready for release, but they had real potential. Here’s hoping the final releases follow through, because we’re pretty jazzed about seeing more original RPGs and action-adventure titles on the App Store. So good luck to all the teams—we’ll be keeping an eye on what comes next.

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Written by admin

April 11, 2012 at 0:15