Archive for the ‘screenshots’ tag
‘Chaos Rings for iPad’ Now Available Plus All Square Enix Titles On Sale
As we reported a few months ago, Square Enix's phenomenal iPhone exclusive RPG Chaos Rings was heading to the iPad. Game producer Takehiro Ando already had the game up and running on an iPad just days after the iPhone release, but wanted to take the time necessary to rework all of the graphical assets to take advantage of the higher resolution iPad screen. Now the day has finally come for Chaos Rings for iPad [$15.99] to be unleashed on iPad gamers everywhere. If you aren't familiar with the game take a look at our full review of the iPhone version and you'll see that we really, really like Chaos Rings. This sentiment should apply to the iPad version as well, just with crisper graphics and a larger area of play. From our review:
After putting the game through its paces, I can safely say it stands to not only meet any high expectations but exceed them in remarkable fashion. With stunning visuals and captivating gameplay that is tailored specifically for Apple's device, Chaos Rings defines what an RPG experience should be like on a mobile platform.
In the end, it's not really about how Chaos Rings does anything especially new, but rather how it takes all the pieces of a traditional role-playing game and packages it together in a way that feels natural to the platform. The result is something more akin to an action-adventure game with heavy RPG elements. The turn-based fighting is gratifying and never got old, and the story and character development remains immersive even in short play sessions. The entire experience feels like a high quality console offering shrunk down to portable size. Chaos Rings is executed brilliantly on just about every level, and has all the makings of a true classic.
Also, in celebration of the release of Chaos Rings for iPad, all of Square Enix's games are on sale in the App Store. You can check out all of their titles by clicking this iTunes link here, and there are some great deals to be had on some excellent games. At any rate, if you are an iPad owner and an RPG fan, don't hesitate to pick up Chaos Rings for iPad as it's not only one of the finest games available, but looks stunning on the larger screen. Hi res screenshots and player impressions can be found in the in our forums.
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Upcoming ‘Blue Defense: Second Wave’ – First Screenshots and Info
Back before John Kooistra was allowing players to beat the crap out of boxes in Fastar! [99¢], he was bringing clever game concepts to an App Store that was still in its infancy. His first iPhone game, Blue Defense! [$1.99], felt like a mixture of Robotron and Missile Command. Waves of enemies descended upon a planet full of people, and you were left to fend them off with a never ending supply of cannon fire. Your weapon was constantly shooting, and you tilted the device to spray bullets at the incoming threat. What really made Blue Defense! unique was how the view would dynamically zoom in and out, and change from portrait to landscape on the fly with each progressive wave. There was an elegant simplicity to the concept and visuals, and the title really showed what kind of games were possible with Apple's device. If there is such thing as an App Store classic, then Blue Defense! certainly qualifies as one.
Now, John's new development studio has sent word of a sequel to Blue Defense! titled Blue Defense: Second Wave. While appearing to use the same core concept of the original game, Blue Defense: Second Wave adds some new gameplay mechanics to the mix. Here is a rundown of features from the developer:
- Same great gameplay as Blue Defense, but with some new twists!
- Four different modes, ranging from just seconds to infinite progression!
- All-new Gauntlet mode changes your strategy completely!
- Classic accelerometer controls alongside new multitouch targeting!
- A new "Planet Cannon" weapon, use it only in emergencies!
- Red and Green forces are both attacking, with over a dozen all-new enemies!
- 64 all-new levels to beat individually, or in the classic Infinite mode!
- Global leaderboards, 74 different lists to compete on!
- Over 200 awards to obtain
- Universal app
- Retina resolution support
- Runs smooth and fast even on the oldest devices!
In addition to the announcement of this sequel, the suite of previous titles from John Kooistra and Cat in a Box have all been updated in recent weeks. Blue Defense! [$1.99], Blue Attack! [$1.99], and Red Conquest! [$3.99] have all received iOS4 compatibility and other minor fixes, with the latter two titles also receiving Retina Display support. A release date and price have yet to be set for Blue Defense: Second Wave, but expect more on this title soon.
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Upcoming ‘Dodonpachi Resurrection’ – New Screens and Gameplay Trailer Released
Last month we reported the announcement that DoDonPachi DaiFukkatsu is coming to the iPhone this summer from legendary shmup developer , who have already released one of their classic arcade shooters to the App Store, the excellent Espgaluda II [$8.99/Lite]. Fans of bullet hell shooters were frothing at the mouth over the news, but unfortunately the trailer that came along with the announcement served as only a tease, and didn't expose much in the way of gameplay or information.
Now a few weeks later, Cave has released a brand new gameplay trailer for the game, now called Dodonpachi Resurrection, along with some screenshots and info about the enhancements to this iPhone port. Much like Espgaluda II, Dodonpachi Resurrection will feature a mode that is practically identical to its arcade counterpart as well as an iPhone specific mode. This new iPhone mode features a new scoring system and is tailored to gaming on the go. In addition to these two modes a third practice mode will be included.
The screen on the left is from Arcade mode, and the one on the right is from iPhone Mode and shows the Hyper Cannon at work (click to enlarge):
Based on the trailer for Dodonpachi Resurrection, fans of the genre should be in for the same frantic gameplay that Cave games are known for – hundreds of bullets flying onscreen, humongous enemies, and devastating super weapons. As such, just like Espgaluda II, the game will be exclusive to 3rd generation iPod touches (32 and 64 gig), iPhone 3Gs, iPhone 4, and iPad. Also, brand new music has been composed exclusively for this iPhone release by notable Japanese composers Kenichi Maeyamata and Shoichiro Hirata.
Another noteworthy aspect to Dodonpachi Resurrection is that the iPhone version will mark the first time the game will have appeared anywhere other than the arcade. Espgaluda II was ported from arcade to the Xbox 360 prior to coming to the iPhone, and it says a lot to the overwhelming popularity of the iOS platform and how well suited a game like this is to the touch screen that it is appearing here first. Espgaluda II absolutely nailed the controls, and set the benchmark for every shmup to come out for the iPhone since. If they can pull off those same tight controls for Dodonpachi Resurrection, which hardcore Cave fans consider a superior series to Espgaluda, then we should be in for quite a treat when the game is finally released.
The price for Dodonpachi Resurrection has not been set, and Cave still hasn't narrowed down the release past “Summer 2010”, but rest assured that as soon as we hear anything more we'll be the first to let you know. In the meantime, drop by the and join in on the discussion.
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‘The Tower’ Begins Construction on the Japanese App Store
Early last month we first heard that developer had plans to bring The Tower to the iPad. Saito is a Japanese game designer who is responsible for both and (also known as The Tower II in Japan) as well as , a virtual pet game of sorts that focused on voice recognition for the Sega Dreamcast. The Tower games focus on building a skyscraper with all sorts of different facilities in it while providing as good of a living experience for the residents inside of it as possible. If you've never played the game before, think of it basically as a vertical Sim City.
The Tower for iPad [¥450] was just released on the Japanese App Store, and there are plans for an international English version soon. Judging by the below screenshots, quite a bit of the game is in Japanese. You could jump through some hoops to register a Japanese App Store account and figure out how to fund it with yen, but unless you speak some Japanese you're likely going to be fairly lost when it comes to actually playing.
As a huge fan of the original SimTower, I really can't wait for The Tower to get an English translation and show up for download in the US App Store. If you played the original game, it's really not hard to imagine how well it would work with touch controls, as evident from the following gameplay video:
I've sent off an email to the developers to determine how soon they expect the English version to be released, and of course when it finally appears expect to see a full review.
Japanese App Store Link: The Tower
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FDG Entertainment Reveals ‘Across Age HD’ Screenshots
The original Across Age [$5.99 / Free] was released in February, and in our review we detailed all the things we liked about the game, ranging from its fantastic sprite-based graphics to its delightfully cliche yet somehow still engaging plot that involved saving the world from an evil magician.
Across Age is an RPG loaded with puzzles that take advantage of the game's two main gameplay mechanics: Being able to control two separate characters at once, and heaps of time travel. The game also features massive bosses, which everyone loves, and of course each boss has its own gimmick (usually utilizing an ability you just unlocked) which must be exploited to defeat it. Overall, I had a fun time playing through Across Age as it tickled both my nostalgia for similar games of the Super Nintendo era, while being just fresh enough to not feel blatantly "inspired" by those same games.

has been hard at work on an iPad version of the game, and have redrawn all of the graphics in the process. The HD version also has combat and character movement tweaks with customizable on-screen controls. There's even going to be a bonus dungeon and boss fight, which hopefully will be cool enough to give players a reason go play through the game again if they've already beat it on the iPhone or iPod touch.

FDG is planning on releasing Across Age HD sometime next month for $7.99. The screenshots they've sent us so far look awesome, and I can't wait to run through the game again on my iPad.
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EA’s Hot For The Holidays Event Previews: ‘SimCity Deluxe’, ‘The Sims 3 Ambitions’, ‘Risk’, ‘Yahtzee’ for the iPad and ‘R-Type’
‘Madden NFL 11′ Hands-On Preview
Last week at EA's "Hot For The Holidays" event in New York City I was able to sit down and get a considerable amount of playtime in with the predictable yearly sequel of Madden NFL 11 which EA plans on releasing for both the iPhone and iPad with the launch of the console game on August 10th. One of the first things EA showed me in the demonstration was a side by side with Madden NFL 10 [$6.99] and the difference was remarkable. Immediately you notice higher resolution textures everywhere and stadium crowds that actually look like people instead of just a solid multi-color texture, something that was extremely noticeable that you can see in the screenshots of our Madden NFL 10 review.

The player models have also gotten a makeover as well, and appear to have a much higher polygon count as the stick figure models of last year's game are nowhere to be found. The animations seem improved, and the shadows below the players actually represent what they're doing instead of the small dark circles of Madden NFL 10. Weather effects are greatly enhanced too. It was really amazing seeing both 10 and 11 running next to each other, as the difference almost looks like a jump in console generations.
There are a heap of new features in Madden NFL 11, but what interested me the most was the new GameFlow system. With this enabled, instead of needing to wade through endless menus selecting plays that (in my case anyway) you're not even sure are appropriate for that particular point in the game, GameFlow will choose the best play for you. According to EA this takes in to account numerous different factors such as field position, score, and many other factors to make sure you're always using a play that makes sense.
This not only works great on a mobile device where quick play sessions are generally preferred, but also for casual sports players like me who enjoy football games but always just randomly choose whatever play has the most interesting looking lines squiggling about. Speaking of squiggling lines, the Hot Routes system from Madden NFL 10 has been totally reworked and similar functionality has been brought to the defensive portion of the game.

At any time when playing Madden NFL 11 you can pause the action and draw where each of your players should be going with your finger. You can completely customize offensive plays like this, and even save these custom plays to be later recalled using audibles. On the defensive side of things, instead of just randomly tabbing through players and running them towards whoever has the ball on the other team, you can similarly pause the action and customize the routes of each of your players.
The goal behind this was to make playing defense more fun, and it seems like EA succeeded. More often than not in football games it seems like playing defense was always just a clunky necessary evil while you waited to get possession of the ball again. Now that you can actually have precise control over your team, playing defense is actually quite enjoyable as you can easily use your own strategies instead of just controlling one player while the AI handles the rest of your team.
Aside from all the standard game modes we've come to expect from a Madden game, Madden NFL 11 will also include "vintage voltage football," which sounds identical to Chillingo's Super Shock Football [99¢ / Free / HD]. EA even went out and bought an game to make sure the experience was similar to the original tabletop game. It sounds like a lot of effort is going in to this extra game mode, as they've even had custom announcer clips recorded to fit the action that takes place in an electric football game.

Like most Madden games, Madden NFL 11 is a substantial improvement over last year's game. The new features they're adding in should enhance the gameplay significantly on the iPhone, and I'm especially looking forward to the game automatically choosing the best play for me. Stay tuned for August 10th, as we'll have an in-depth look at the game as soon as it hits the App Store.
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‘Prisoner 84′ Review – I Suggest Playing This 3rd Person Horror Game With The Light On
When playing games or watching films, I'm not typically the type to get scared. Those surprise moments that are designed to make you jump don't even draw a flinch from me, and horror movies in general usually elicit more laughter than fear. So I was certainly taken aback when I found that a little iPhone game, Prisoner 84 from Hidden Games to be exact, actually had me on the edge of my seat with paranoia due to its unsettling atmosphere. As far as gameplay is concerned, there's nothing utterly mind blowing as on a whole it's rather simplistic, although certainly above average. But based on the overall feelings Prisoner 84 can invoke and how well suited to the iPhone it is, it's an experience that really captures your imagination.
The game takes place on an offshore prison where you play as prisoner 84. You awaken in solitary confinement to find that everyone in the prison is either dead or has become some form of undead. Gruesome and disturbing images wait for you around every corner. Your goal is to escape the prison, and along the way find out about your past and why exactly you've been sent to this prison. If you were to judge the game based on screenshots alone, you would likely not be impressed. The character models are blocky and lack detail, but for good reason. Every enemy has a complete skeletal structure underneath their outer skin and clothing. So blasting away at them will slowly chip off pieces of their flesh, exposing parts of their skeleton until they're finally put down for good. It's a really satisfying and neat effect, but at the expense of detailed character visuals.

The environments are a different story, and are what really makes Prisoner 84 shine. The standout feature is the lighting system, which creates a stark contrast of shadows throughout the game. Every light source reflects accurately on prisoner 84 as he makes his way through the maze-like prison, and the lighting does wonders to make you forget that the character models are less than stellar. Of equally high quality is the sound design, and while there's no music playing during the game, the soundtrack is comprised of haunting audio effects that fit the game perfectly. Distant moans or mechanical banging will come out of nowhere, and footsteps change from sharp and echoing to sticky and gross as you walk through a trail of blood.
This exceptional atmosphere that Prisoner 84 creates would be nothing without gameplay to go with it, and the game delivers fairly well on this front. From a third-person perspective, you control 84 with a small d-pad for movement and swipe the screen to aim. The d-pad is serviceable, albeit kind of funky, but the swipe to aim is nearly flawless. 84's movement is deliberately slow, but a quick double-tap of the forward arrow makes him move at a faster pace. There's a single button for firing your weapon, and a context sensitive button that will appear if you are next to something in the environment that can be interacted with. An inventory button resides in the upper corner and takes you to a screen where you can keep tabs on the puzzle items you've obtained and the weapons, outfits, and other collectible items that are in the game.
One of the things that really draws you into Prisoner 84 is the minimalist approach to the UI and other traditional game elements. There's no aiming reticule, rather where the barrel of your gun points is the direction you'll fire. Also there isn't any life indicator other than your character's diminishing appearance as he has damage inflicted upon him. Other nice touches really make you feel as though you're playing the game through 84's perspective, like actually touching and dragging a security card through a terminal or placing a key in the keyhole and turning it to unlock doors and lockers. Some may call this gimmicky, but to me it's a refreshing change from the by-the-numbers approach of similar games, and shows some ingenuity on the part of the developer for making the most of the touch screen interface.

With all my praise for Prisoner 84, it certainly does have drawbacks. I can accept the low poly characters since it allows for the skeletal damage system, as well as ensuring the game runs smoothly on all devices, but they do stick out like a sore thumb. The puzzles in the game are really basic, mostly consisting of collecting an item that has an obvious use later in the game. And as far as enemy AI is concerned, well, it barely exists. You can be blasting away at a baddie, with another a mere couple feet away that stands like a statue as if nothing were going on right next to him. But the game's focus is squarely on exploration and discovery, with the combat and puzzle elements taking somewhat of a backseat. In this way Prisoner 84 still succeeds as an enjoyable experience in spite of the negatives.
In regards to the horror game genre, Prisoner 84 really nails the important points, which is mainly a bone chilling atmosphere. It's certainly not the greatest action or puzzle game there is, but the exploration factor is truly compelling. As such, it certainly won't appeal to everybody, and I know for a fact that some people just don't dig these types of slow paced games. But for me, it's one of the most interesting and unique experiences I've had on the iPhone, and the are overwhelmingly positive. The fact that the entire game was created by a two man development team makes it all the more impressive, and they obviously have a very clear vision of what games like this are supposed to be like. Quibbles aside, Prisoner 84 offers a great amount of entertainment for the price, and proves that you don't need a big screen or a big budget to bring a scary good time to players.
Note: There is a known crashing bug at a couple points in the game when inputing a 3 digit security code into a computer by way of sliding each number in place for 3 seconds. The game has a tendency to crash during this event, but since the game automatically saves each time you enter a new room, you won't lose much progress. Repeating the code entry will get it to eventually work, so it shouldn't impede your progress, and the developer is already working on a fix for this.
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‘Prisoner 84′ Review – I Suggest Playing This 3rd Person Horror Game With The Light On
When playing games or watching films, I'm not typically the type to get scared. Those surprise moments that are designed to make you jump don't even draw a flinch from me, and horror movies in general usually elicit more laughter than fear. So I was certainly taken aback when I found that a little iPhone game, Prisoner 84 from Hidden Games to be exact, actually had me on the edge of my seat with paranoia due to its unsettling atmosphere. As far as gameplay is concerned, there's nothing utterly mind blowing as on a whole it's rather simplistic, although certainly above average. But based on the overall feelings Prisoner 84 can invoke and how well suited to the iPhone it is, it's an experience that really captures your imagination.
The game takes place on an offshore prison where you play as prisoner 84. You awaken in solitary confinement to find that everyone in the prison is either dead or has become some form of undead. Gruesome and disturbing images wait for you around every corner. Your goal is to escape the prison, and along the way find out about your past and why exactly you've been sent to this prison. If you were to judge the game based on screenshots alone, you would likely not be impressed. The character models are blocky and lack detail, but for good reason. Every enemy has a complete skeletal structure underneath their outer skin and clothing. So blasting away at them will slowly chip off pieces of their flesh, exposing parts of their skeleton until they're finally put down for good. It's a really satisfying and neat effect, but at the expense of detailed character visuals.

The environments are a different story, and are what really makes Prisoner 84 shine. The standout feature is the lighting system, which creates a stark contrast of shadows throughout the game. Every light source reflects accurately on prisoner 84 as he makes his way through the maze-like prison, and the lighting does wonders to make you forget that the character models are less than stellar. Of equally high quality is the sound design, and while there's no music playing during the game, the soundtrack is comprised of haunting audio effects that fit the game perfectly. Distant moans or mechanical banging will come out of nowhere, and footsteps change from sharp and echoing to sticky and gross as you walk through a trail of blood.
This exceptional atmosphere that Prisoner 84 creates would be nothing without gameplay to go with it, and the game delivers fairly well on this front. From a third-person perspective, you control 84 with a small d-pad for movement and swipe the screen to aim. The d-pad is serviceable, albeit kind of funky, but the swipe to aim is nearly flawless. 84's movement is deliberately slow, but a quick double-tap of the forward arrow makes him move at a faster pace. There's a single button for firing your weapon, and a context sensitive button that will appear if you are next to something in the environment that can be interacted with. An inventory button resides in the upper corner and takes you to a screen where you can keep tabs on the puzzle items you've obtained and the weapons, outfits, and other collectible items that are in the game.
One of the things that really draws you into Prisoner 84 is the minimalist approach to the UI and other traditional game elements. There's no aiming reticule, rather where the barrel of your gun points is the direction you'll fire. Also there isn't any life indicator other than your character's diminishing appearance as he has damage inflicted upon him. Other nice touches really make you feel as though you're playing the game through 84's perspective, like actually touching and dragging a security card through a terminal or placing a key in the keyhole and turning it to unlock doors and lockers. Some may call this gimmicky, but to me it's a refreshing change from the by-the-numbers approach of similar games, and shows some ingenuity on the part of the developer for making the most of the touch screen interface.

With all my praise for Prisoner 84, it certainly does have drawbacks. I can accept the low poly characters since it allows for the skeletal damage system, as well as ensuring the game runs smoothly on all devices, but they do stick out like a sore thumb. The puzzles in the game are really basic, mostly consisting of collecting an item that has an obvious use later in the game. And as far as enemy AI is concerned, well, it barely exists. You can be blasting away at a baddie, with another a mere couple feet away that stands like a statue as if nothing were going on right next to him. But the game's focus is squarely on exploration and discovery, with the combat and puzzle elements taking somewhat of a backseat. In this way Prisoner 84 still succeeds as an enjoyable experience in spite of the negatives.
In regards to the horror game genre, Prisoner 84 really nails the important points, which is mainly a bone chilling atmosphere. It's certainly not the greatest action or puzzle game there is, but the exploration factor is truly compelling. As such, it certainly won't appeal to everybody, and I know for a fact that some people just don't dig these types of slow paced games. But for me, it's one of the most interesting and unique experiences I've had on the iPhone, and the are overwhelmingly positive. The fact that the entire game was created by a two man development team makes it all the more impressive, and they obviously have a very clear vision of what games like this are supposed to be like. Quibbles aside, Prisoner 84 offers a great amount of entertainment for the price, and proves that you don't need a big screen or a big budget to bring a scary good time to players.
Note: There is a known crashing bug at a couple points in the game when inputing a 3 digit security code into a computer by way of sliding each number in place for 3 seconds. The game has a tendency to crash during this event, but since the game automatically saves each time you enter a new room, you won't lose much progress. Repeating the code entry will get it to eventually work, so it shouldn't impede your progress, and the developer is already working on a fix for this.
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‘A Skeleton Story’ Screenshots Released
Back in October of last year we posted about teaser video for the upcoming sidescrolling platformer A Skeleton Story. We had almost no details at the time aside from a brief synopsis of what the game was about, but the absolutely fantastic artwork and animation found in the trailer had us more than excited for the game:
Since then, the developers have posted a whole set of screenshots in . From the looks of it, A Skeleton Story is going to be a two-button platformer with oodles of upgrades you can buy via an in-game store– A formula that has been very successful in other games on the App Store.


There are a whole load of other screenshots and concept art in , and KF Lab has even teased some gameplay videos. This is really all we know about A Skeleton Story right now, but so far the screenshots look great, and the trailer was fun to watch again. Of course even the best art in the world won't make up for gameplay, but we're hopeful with how long the game has been in development that A Skeleton Story will play as good as it looks.
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