Archive for the ‘RPG’ tag
‘Saturday Morning RPG’ Review – A Radical Remembrance
Being called a “Child of the 80s” has made me more aware of my mortality recently, than it has conjured memories of the actual time period.
The USSR? Gone.
Hair Metal? Mostly gone. (Thanks for this.)
Reaganomics? Relegated to post-punk indie hardcore band names.
These days you will be lucky to find any kind of media that doesn’t have 1 or 2 glassy-eyed teenagers waiting anxiously for “The Drop.”
Thankfully, the Wonder-Twin powers of Mighty Rabbit and Joystick Labs has manifested a game that absolutely drips 80s nostalgia and helps me forget that the twilight years are quickly approaching. Saturday Morning RPG [ Free ] is as close to a physical manifestation of my childhood as I am going to find, without a truckload of Pixiesticks.
Inspired by the JRPGS of the 80s and 90s, Saturday Morning RPG is nothing special on the surface. Its battle system, littered with quicktime events that modify damage done and taken, is straight forward and pedestrian. In fact, the game’s story (the supposed hallmark of the RPG genre) has the literary alacrity of an R.L. Stine novel. Luckily, none of this matters. One would argue that that is exactly the point.
Episode 1 of Saturday Morning RPG (which comes free of charge) has the game’s hero, Marty, fast asleep on his bed. In his dream, he is spending the day with his sweetheart Samantha, when she is kidnapped by Cobra Commander Hood. Hood intends to wed Samantha, whether she wants it or not. After being beaten down by Hood and his minions, The Wizard (and his powerful glove – which is (so) bad) appears before Marty to offer help. He gives Marty his Trapper Keeper, the spell book Marty can use to defeat Hood’s Army and rescue Samantha. And that is what Marty (and you) set off to do.
The Trapper Keeper enhances the vanilla battle system by throwing in spells and other wild cards. It’s first feature is customizable scratch and sniff stickers. Using up to five, the stickers provide benefits like +15 health or -2 Enemy strength for the length of the battle. The trick is that you have to scratch them to release their bonus, and you are only given a small amount of time at the start of the battle to do so.
Once the battle begins, your Trapper Keeper functions as your spell book. Spells vary from the mundane (a flaming basketball) to the awesome (a glittery-glove-clothed punch, delivered via Moonwalk). There are some balance issues that become apparent, such as getting more bang for your buck via spells and, therefore, not focusing on leveling up melee attacks, but I’m not sure the developers care. The actual gameplay is the plain cracker on which the aged nostalgia cheese is served. No one should complain about the cracker.
When you aren’t battling Lizards or Hood Soldiers, you walk 8-bit Marty around the episode’s environment (they are different in each episode) talking to people and, occasionally, collecting a quest or two. The quests don’t do much to flesh out the universe, instead trading lore for laughs. They vary from the eye-rolling “stop all the downloadin”, to the morbid task of setting animals free by flushing them down the toilet. Completed quests offer you either XP, Spells, or stickers, so they are worth doing when you find them.
If there were any complaints to be leveled against Saturday Morning RPG, they would be the ones I’ve already mentioned. The game is a very basic RPG. Encounters are not random (your character and my character are probably going to be pretty similar by game’s end), quests and quest completions are very linear, and the story lines are pretty dumb. There just isn’t much substance here…much like a Saturday Morning Cartoon.
In that respect, one could argue that this game captures the spirit of the Saturday Morning Cartoon perfectly. And, in the process, litters the game with wonderful nuggets of 80s nostalgia. To play Devil’s Advocate a bit, if the game is called Saturday Morning RPG, and playing it perfectly recreates the spirit and feeling of an 80s Saturday Morning cartoon, doesn’t that make it the perfect game?
You and I could argue about this all day, but I don’t think we could argue as to whether or not you should give this game a shot. The first Episode, which took me 2 hours to complete (I try to be thorough), is completely free. If you like it, you can unlock Episode 2 for a measly 2 bucks. That, to me, seems like an awesome way to sell your game. More Episodes are in the pipeline of course, with Mighty Rabbit shooting for a May/June release for Episode 3.
All in all, Saturday Morning RPG is exactly what it promised. A fun, easy going, RPG with a heavy coating of 80s nostalgia. With an upfront cost of “free”, it’s hard not to recommend it.
TouchArcade Rating: 
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‘Chaos Rings II’ Review – A Satisfying Sequel and Visual Masterpiece
If there’s one thing that can be said about Square Enix, it’s that they’re excellent at the whole production values thing. Chaos Rings II [$17.99/HD] is absolutely stunning. From the gorgeous musical score to the voice acting to the vibrant landscapes, there is a lot to savor in Square Enix’s latest turn-based RPG. However, that’s not really surprising. We are talking about Square Enix, after all. How often have they published a new game that does not make you whistle gently under your breath? The real question is, ‘Is Chaos Rings II more than a pretty face?’
The plot here works something like this: an apocalyptic force is threatening Earth with impending doom and there is only one person in the universe capable of stopping it. Can you guess who that is? Yup, that’s you. Sort of. In Chaos Rings II, you’ll play as Darwin, a rather effeminate-looking chap that had been unwittingly pushed into the role of the Nominator. As the Nominator, his job is to sacrifice the Pillars (a bunch of people that were forcibly drafted for the dubious honor), harvest their spiritual energies, complete something called the Rite of Resealing and seal away the Destroyer in order to save the world.
Here’s where it gets problematic for poor Darwin. To begin with, he wasn’t supposed to be the Nominator. Due to a freak turn of circumstances, he acquired the position after he unwittingly killed the original candidate. To make matters worst, he sort of murdered the poor bastard in front of the Pillars. Under normal circumstances, this probably wouldn’t have gone over so badly. After all, one predestined murderer is the same as the other, right? Obviously, that wasn’t the case here. You see, the Pillars in the Rite of Resealing are always composed of those who have some form of attachment to the Nominator. As you can imagine, this makes things a little bit awkward. Not only do you have to murder innocent people, you’ll have to murder some innocent folk that had ties to the dude you unintentionally axed.
(In spite of the religious undertones to the game, the eventual evolution of the plot will probably grab a smirk from any atheists in the audience.)
Intriguing as this all sounds, however, there’s a slight problem. While the Japanese voice acting is rather superb (my best friend, who is Japanese, assured me that the voice acting is also supported by decent lines), the localization is not. Technically speaking, there’s nothing wrong with it. There’s no rampant Engrish, no glaring grammatical errors, no spelling mistakes that may evoke a heartfelt palm to the face. Nonetheless, that doesn’t change the fact the English text feels … lackluster. The dialogue’s also anachronistic in places. Words like “gotta” and “c’mon” pop up from time to time to rattle your sense of immersion. As such, I can’t help but feel as though the full potential of the plot was never realized. Something had to have been lost in the translation. Still, it could have been much, much worse.
Gameplay-wise, those who have any experience with the original game or, JRPGs in general, will probably find themselves in familiar waters. For the most part, the game operates in a fairly linear fashion. You’ll be given a task and told to advance to a certain location. You must then make your way through an assortment of random encounters before achieving your goal. From there, you’ll have to go back to the central hub and begin the process anew. There isn’t much else to do. You get a certain amount of freedom in determining the sequencing of events but that’s pretty much it. There is no open world exploration. There are no mini games to engage in. What saves Chaos Rings II from being completely linear are the side quests that you eventually acquire from the corpulent, cat-like Piu Piu (he’s the only merchant available to you and your party) and and his scantily-clad cutouts.
A lot of your time will be spent moving through the exquisitely presented remnants of your world. Along the way, you’ll stumble across equipment, items and, of course, random encounters. You’ll also get to move through ’shortcuts’ in the world. Once you dive through a portal, you’ll find yourself in this odd little realm that would probably not look amiss in a cyberpunk setting somewhere. Here, you’ll also be called upon to partake in some incredibly light puzzle-solving. Each of the accompanying characters have a special ability that will allow the party to access a part of the world that cannot otherwise be reached. For example, Li Hua is capable of punching through barriers while Connor can shoot at distant targets. Needless to say, once you’ve sacrificed somebody (yup, you’re going to have to kill those people), you’ll lose permanent access to those unique skills.
While it doesn’t deviate too far from the standard formula (you’ll be able to attack, cast magic, defend yourself, occasionally escape from combat and utilize items amongst other things), combat in Chaos Rings II is actually rather entertaining. There are plenty of variables to juggle and even more to worry about. To begin with, you’re going to spend a lot of time deciding if you would rather have your characters acting separately or together. If you choose the ‘Pair’ option, you’ll have access to stronger attacks but will also open your party members up to damage that they would have not taken otherwise. Acting ’solo’, on the other hand, will provide you with more control but less of a punch.
It gets even more complex than that, of course. Technically speaking, combat in Chaos Rings II is turn-based but the reality is that things are also highly dependent on speed. This can be a serious problem if your opponent is armed with some truly devastating moves. If they have the opportunity to assault you before you can defend yourself, you can expect to see the ‘Game Over’ screen faster than you can enunciate your favorite obscenity. Additionally, there’s also a layer of ‘rock, paper, scissors’ that you will have to factor in. Depending on what forces are currently in play on the battle field, attacks and defenses may increase or decrease accordingly.
On top of that, there is also the Break Gauge and the Charge Gauge. The former was inherited from the original game. It’s a pretty nifty mechanic that monitors the flow of the battle. When it is marked even, neither parties will receive bonuses. However, when it sways in favor of you or your opponent, the Break Gauge will cause the beneficiaries to increase in potency. As for the Charge Gauge, it functions something like the Limit Break mechanic in the Final Fantasy games. Once it has filled up to a certain extent, you’ll gain access to your ‘Awake’ and ‘Advent’ powers. The latter will allow you to summon a massive being known as, well, an Advent that is associated with the Human Sophia (that thing you get after you’ve defeated the creature born from a dead Pillar) you currently have equipped.
Speaking of Sophias, those form another interesting component in the game. While Pillars are the only ones capable of bestowing the command of a monstrous critter upon you, you can also acquire Sophias from the game’s menagerie of enemies. Each ‘Monster’ Sophia will grant your characters certain atributes and skills. Once you’ve unlocked the right recipes, you’ll be able to acquire even more abilities by combining Sophias in a certain way, something that adds considerable depth to your character customization.
On a more shallow note, I’m going to take a moment to once again remark on the fact that Chaos Rings II looks pretty darn sweet. It is, by far, the prettiest game in the franchise yet. Compared to its predecessors, the resolution in Chaos Rings II is so much higher, the backgrounds more lavishly detailed. Even the characters themselves look more refined. That said, I’m really mostly in love with the little things in the game, things like cherry blossom petals suspended in the air and waterfalls trapped mid-motion.
As for the music, I’ve nothing but good things to say about it. I would buy the soundtrack if the Malaysian App Store would let me do so but I can’t so I’ll settle for assuring you that it’s something that would deserve a spot on most playlists unless, of course, you have an aversion towards soaring vocals and epic-sounding melodies.
In many ways, Chaos Rings II is the quintessential JRPG. You will spend a lot of time grinding. You will be gently but firmly led along the story’s path to its inevitable end. You will see all of the familiar JRPG tropes. However, that’s not necessarily a bad thing, but your decision in regards to whether or not you actually want to purchase the game is going to be dependent on this. For all of its flaws, Chaos Rings II has done more than ample justice to the formula. It’s refined, it’s meaty, and it’s definitely worth the high price of entry.
TouchArcade Rating: 
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Here’s A List of New Lite Versions to Check Out
Coming Tonight: ‘Bug Princess 2′, ‘On The Wind’, ‘Saturday Morning RPG’ and Much More
Asynchronous Online RPG ‘Pocket Heroes’ Gets a Price and Release Date
Last year at E3, we got our first taste of ’ upcoming Pocket Heroes, and we were definitely intrigued by what we saw. Pocket Heroes looks to take a party-based adventure RPG and give it the asynchronous multiplayer treatment. In fact, it’s strictly online-only, with each player controlling a party member in the game and taking turns making moves asynchronously, with push notifications letting everybody know when it’s time for them to go.
It’s been described as Words With Friends meets turn-based RPG, and is probably best understood by watching the trailer below.
So, as you can see from that video, Pocket Heroes is a really cool idea. Since we first saw the game at E3 last June, F5 has been continuing to toil away at the project, and we got another chance to see where it was at during GDC last month. It had come a long way since E3, and actually looked very close to finished.
Earlier this week, the game’s publisher Ayopa Games posted the for Pocket Heroes along with an official release date and pricing info. We can expect to get our hands on Pocket Heroes May 11th for the reasonable price of $1.99. Sweet! You can also see some brand spanking new promo art for the game and learn more about the different classes by visiting our forums, and we’ll definitely have more on Pocket Heroes as it nears its release next month.
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‘Penny Arcade On the Rain-Slick Precipice of Darkness Episode Three’ Coming To iOS
Penny Arcade On the Rain-Slick Precipice of Darkness Episode Three, the long-awaited follow-up by developer , is coming to the iPhone and iPad, according to a . This version will hit this summer alongside the PC, Mac, Xbox Live Indie Games, and Android versions of the game. These guys have all their bases covered, right?
If you’re not in the loop, Episode 3 is a… change of pace. It has the look, and what seems to be the feel, of an old-school RPG. In a chat with Joystiq, Zeboyd said that its major influencers were Final Fantasy V and Grandia, so go figure.
Zeboyd says this will continue the story Hothead Games and Penny Arcade set out to tell before things didn’t pan out, but it’ll also operate as a stand-alone title, which is a great thing for us. I mean, we didn’t even see the previous two games on our tablet and phones of choice.
We’ll definitely keep our eyes on this as it nears release, but you should definitely go read . Episode Three sounds pretty hip.
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The Original ‘Infinity Blade’ is On Sale for Just a Buck
It’s hard to believe that it’s been more than a year since Epic Games and Chair Entertainment released Infinity Blade [99¢], an Unreal Engine-powered sword battling RPG that redefined what we could expect from visuals on the iOS platform. They released the sequel, Infinity Blade II [$6.99], this past November, and basically improved upon everything in the first game. However, the original Infinity Blade is still really great, and I still find myself playing both titles regularly.
If you’re one of those people who haven’t dived into the whole Infinity Blade thing yet, now would be a good time to check out the series yourself without much risk, as the first game is on sale for its lowest price ever at just 99¢. Even if you don’t think the Infinity Blade style of game is for you, you at least owe it to yourself to drop a buck on it and find out for sure. I really didn’t think much of the game when it first came out, if truth be told, but I continued playing and somewhere along the line something just “clicked” and I found it almost impossible to put the game down ever since.
You can read our full review of the first Infinity Blade if you need some more insight, and if you like it and want some more, you can check out our review of Infinity Blade II as well. This sale is advertised as an April Fool’s sale, so be sure to grab it quick as there’s no telling how long it will last.
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‘Battleloot Adventure’ Review – An Approachable and Fun Strategy RPG with Personality
Behold! The kingdom of Kameloot! A great land plagued by literature-loving rats, ruffians, maddened herbivores and stupefyingly high taxes. It is here that Battleloot Adventure [99¢/HD] takes place. In this turn-based strategy/RPG hybrid, you’ll be taking command of a motley crew of mercenaries.
Unlike most titles within the genre, Battleloot Adventure will not have you galloping off to the castle in order to decapitate the state dignitaries. I mean, the local oppression is sort of what keeps you rolling in the dough. While, in theory, your purpose in life is to assist the city you’ve sworn fealty to in its attempt to win the ‘Grand Gossip Notoriety Prize’ , you’re really just in it for the gold.
As you might have guessed already, Battleloot Adventures is not a game that takes itself too seriously. It’s a game plagued with sheep, after all. Black sheep. Red-eyed, rabid-looking sheep. Be-tentacled, flatulent purple sheep. Battleloot Adventure has a sheep for all occasions. Can you honestly imagine something like this being grim and dark?
The bright, cartoony art style certainly enforces the light-hearted atmosphere. Characters are well-drawn and vividly colored albeit often encumbered with slightly overlarge heads, something that may not appeal to those who do not enjoy Japanese anime. In contrast, the watercolor backgrounds look as though they deserve a spot in a children storybook somewhere.
Now, let’s talk about the gameplay. Combat in Battleloot Adventure is wonderfully simple. To attack, you tap on your target. To defend, you tap on yourself. To utilize an item or a skill, you tap on the appropriate icon before tapping on the desired target. Simple, right?
Sort of. Once you dive into it, things start to get complicated. One of the things that you’re going to have to monitor is energy. Almost everything you do (item consumption being the notable exception here) requires expenditure of that precious resource. If you permit a character’s energy to drop below a certain percentage, they’ll be useless up till the point their bar replenishes. And no, you can’t block under these circumstances either, something that will be the cause of despair at least once.
There’s an element of ‘rock, paper, scissors’ to the fights. You see, each entity in the game is associated with one of four classes. Each class, in turn, is represented by a color. Bandits are red, soldiers are blue, healers are green and wizards are flamboyantly purple. As you might have guessed already, certain classes will do well against others. The rogues of the game, for example, do well against soldiers but fare poorly against a wizard’s assault. Needless to say, the ecosystem of colors is something you’ll want to keep in mind if you want to perform effectively in combat.
Skills have been done in a rather interesting fashion here. While most games demand payment in mana or energy, Battleloot Adventure wants payment in stars. Stars are what you acquire when you’ve inflicted sufficient amounts of damage on an enemy. Stars are also essential to some quests and provide bonus gold at the successful completion of a stage. Stars are great. Unfortunately, in order to use a skill, you’re going to have to spend a star. Will it be worth it? That’s entirely up to you.
On top of all that, you’ll also have to take passive abilities, talents, equipment, environmental effects, the fact you can rope your characters together to assist one another in attacks, and quest objectives into consideration. It’s a lot to juggle, but what makes Battleloot Adventure so neat is the fact that it’s not mandatory for you to know exactly what you’re doing. It is exactly as easy or as difficult as you want it to be. You can elect to finish everything in two rounds via a strategic usage of skills and physical prowess or you can work through each enemy slowly. It’s up to you.
One of the things that make me incredibly happy about Battleloot Adventure is the way they’ve handled IAPs in the game. They’ve done an excellent job with it. I think this is the first time I’ve said that about any game’s usage of the freemium model, but it’s true. Instead of ransoming your headgear or demanding money to unlock new quests, Battleloot Adventure will offer you in-game gold for real-life cash, and if you don’t want to, you don’t actually need to buy the gold. Things in Battleloot Adventure do not cost an arm and a leg. At most, they might cost a toe or an unimportant finger. It’s definitely a refreshing change.
That said, with Battleloot Adventure, patience is important. In spite of all the praise I’ve lavished onto it, Battleloot Adventure is one of those games that takes a little warming up. The dialogue isn’t atrocious but it’s certainly not the most impressive in the world. As for the first Act, well, the less said about it the better. I understand wanting to ease the new player into the world but the pacing’s slightly off for Act 1.
Nonetheless, for those willing to persevere, the game opens up when you reach Act II. Suddenly, there are things to do everywhere. There is equipment to unlock. There are feats to complete. With every quest you fulfill, more areas become unlocked. Speaking of equipment, I love the fact that all of the gear that you acquire will be visible on your party members in a wonderful display of attention to detail.
Battleloot Adventure isn’t perfect (I don’t want to look a gift horse in the mouth but that Witch is broken, guys. Broken. Also, there’s no Universal version. Why, Digital Tales, why?). Nonetheless, it’s still an impressive addition to the App Store and a game that belongs in your library. It’s immersive, it’s expansive (I’ve been playing it for a week), it’s simple, it’s something you can teach to your grandparents and your three-year old niece. As long as you’re OK with some minor quirks, Battleloot Adventure is one that you don’t want to miss.
TouchArcade Rating: 
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Upcoming ‘Arranger’ is a Different Kind of Adventure RPG
I’m always on the lookout for the quirky, offbeat kinds of titles that seem to only be possible in a place like the App Store. When I caught wind of the trailer for the upcoming game Arranger from composer and new developer , my quirkiness meter shot into the red.
Arranger is an adventure RPG in spirit, but without most of the usual tropes of the genre. Rather than rely on tired classes like mages, rogues, or warriors, you play as a musical arranger embarking on a journey to search out new instruments for your collection.
As it so happens, these instruments are also “instrumental” (yeah, I went there) in helping the good people who inhabit Musica, the game’s world. In this particular adventure, you’re not saving the world with a sword, you’re saving it with a saxophone. I like where this is going.
Arranger is described as one part Legend of Zelda, one part Warioware, and one part old school Sierra adventure game. Combat takes a back seat to 25 different mini-games as you collect a total of 16 instruments across 9 different regions.
It certainly sounds intriguing, and I’m digging the ultra retro-inspired look and general wacky nature in the trailer for Arranger. Not to mention the tunes are awesome. I’ll be curious to see how it all comes together when Arranger launches sometime this summer.
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‘Zenform’ Looks Like It Could Be A Stellar ‘Pokemon’-alike
For all the attempts, there still isn’t a great monster training RPG on iPhone or iPad. might be the first studio to accomplish such a thing, if the slick appearance of Zenforms is any indication of content quality. Zenoforms: Protectors is a traditional Pokemon-alike, seemingly sporting a similar story, presentation method, combat system, and structure. Its evolution model seems to be its biggest departure: each pocket monster, or Zenform, has five stages it can hit if enough “skill points” are used.
Here’s some screens:
Our forums have been all , and that specific thread has a ton of assets to share. The game also with even more nitty-gritty. We’re currently contacting Callis to see what’s up, and hey, learn when the game is due to hit iPhone. Stay tuned and check out the game’s media while you wait. Lookin’ good, man.
Are you having GDC 2012 flashbacks, by the way? At the event, we saw another Pokemon-alike going by the name of My! My! Monsters. It has a strikingly similar look to Zenforms, and while the build that we saw was rough, it looks like a real contender in the space, too. It’s interesting see two in-development titles like this jockeying for the same position. We’ll definitely be keeping our eyes on both to see who the real master will be.
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