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Radiangames Reveals Its Next iOS Release, ‘Inferno+’

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Ballistic SE [$1.99] and Fireball SE [$1.99] creator, Luke Schneider, has been porting another Xbox Live Indie Game to the iPhone and iPad. Inferno+, which features newer high resolution assets for retina screens, is coming later this month or earlier next. Luke dropped us a really awesome slow-motion teaser trailer that shows off a smidgen of the game’s creative twin-stick action, which seeks to combine elements of Geometry Wars (!) with the structure of Gauntlet (!!).

Luke describes the trailer in his latest blog post, shedding some light on what he’s trying to shoot for:

While the launch trailer will cover a lot more of what’s in Inferno+, for the teaser video above I only wanted to show a single quick sequence to give a taste of the game. Obviously it’s in slow motion, and zoomed in a bit, so I cheated a little, but I think that’s OK.

We’ve been pretty impressed with what Luke has released so far, so count us in for a day one download. Whenever we get a final build, we’ll shoot you a review. Hah. Get it? It’s a twin-stick shooter. We’re going to shoot our thoughts at you… like you’d fire bullets in a shooter. We crack us up.

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Written by admin

May 9, 2012 at 22:15

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‘Luxor Evolved’ Review – Taking Marble Shooters to the Next Level

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If there were ever a genre in need of reinvention, it’s the marble shooter. As a genre it’s been around for nearly 15 years now, and the two big names, Luxor and Zuma, are pretty much indistinguishable. Swap ancient Egypt for the Inca Empire and you’ve pretty much got the same game. PopCap stepped things up recently with Zuma’s Revenge [$1.99 / $4.99 ], which added boss fights and made a few alterations to the formula. But Luxor Evolved [ $0.99 ], MumboJumbo’s answer to Zuma’s evolution, is feeling like the genre’s next frontier.

It shouldn’t be mind blowing that Luxor Evolved looks different from its predecessors, but it sort of is. Between a new setting in space and wild geometric art it hardly looks like the same game at all, making this the genre’s first serious face lift since 2003. Of course, it is the same game—it’s still about matching and destroying strings of colored marbles, and it even has Luxor’s usual ancient Egyptian theme. But this time it’s space Egypt, and space Egypt has a few new tricks.

Like the last two Luxor titles, you control a ball launcher that moves along the bottom of the screen. Strings of colored marbles follow complicated tracks toward your (space) pyramid, which is unusually prone to death by colored marble. You stop them by launching other colored marbles into the strings to match three or more of the same color. With the help of a little aim assistance, this can all be managed on a touch screen as easily as it ever was with a mouse.

Luxor Evolved has a ton going on at any given moment. Not only are you matching marbles, you’re grabbing the treasures and heart pieces that explode out of them. Treasures are tallied to unlock secret levels, and heart pieces add up into extra lives when you’ve collected a few. You also need to rock your score if you want to level up, because the better you do the more powerups you get.

The powerups are my favorite feature of Luxor Evolved. Every point you earn goes to filling up a progress bar after each level. Whenever it hits its limit something new unlocks. This might be a brand new powerup—and they can do a ton of things, like blow up marbles, paint them in a single color, reverse their path and so on—or it might be an upgrade to an existing powerup. They have a lot of room to grow.

The extra-nice thing about the way the progress is measured is that doing poorly on a boss level means unlocking a huge pile of things. The bosses are complicated. Taking inspiration from bullet hell shooters, they protect their weak points with huge streams of marbles. You have to clear away enough of them to reach the weapons, and then the central ring of marbles. The only problem is that they keep coming back. If you manage to shoot your way through everything you expose the core, and one more shot will destroy it.

This can all be a little challenging, especially if, like me, you aim poorly when it counts. But there’s a bonus: if you really struggle and take a long time on a boss, you’ll pick up a ton of extra treasures and hearts and points. When you finally succeed you’ll be well rewarded with a pile of upgrades and unlocks. If one of them is a secret level, you’re in for an even better reward: they’re built as homages to classic games like Pac-Man and Marble Madness.

And let’s not downplay the new aesthetic. With its intentionally retro stylings, it looks like nothing we’ve seen from any of the big marble shooters before. That new style extends to every part of the game, right down to the interface, and a collection of techno tracks really rounds out the package. For the choosy, Luxor Evolved includes a selection of aim assist options and control tweaks—all of them variations on drag and tap controls. There are multiple difficulty modes to play through, too, and the usual assortment of achievements and leaderboards.

It’s not all good, though. The game currently doesn’t work for anyone who isn’t on iOS 5 (a patch is in the works), and even there I ran into a few bad crashes. One took a good chunk of progress with it. There’s also a popup for MumboJumbo’s other games on load, so heads up to the ad averse. I’m not the biggest fan of the series of aggressive price drops that have occurred since launch either, seeing the game drop from $6.99 to 99¢ incrementally over just the first several days, but at least that means those of you hopping on now will get a great deal.

Honestly, this game surprised me. Marble shooters have a real been-there, done-that vibe for me. I love them, but how many times can you play the same game with a new name? Luxor Evolved isn’t a full reimagining, but it’s different enough to feel exciting again, and it’s hooked me thoroughly. The issues are worth being aware of, but if you’re on iOS 5 and you hop on now you should be just fine. And really, classic marble-shooting gameplay in a fresh new package? That’s an evolution I can get behind.

App Store Link: Luxor Evolved HD (Full), $0.99 (Universal)

TouchArcade Rating:

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Written by admin

May 9, 2012 at 18:15

Classic ‘Wings of Fury’ Sees iOS Remake as ‘Wings of Valor’

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Any gamer who has been at it for as many years as myself certainly has a shortlist of particular standout favorites that set themselves apart for one reason or another, having indelibly left their mark upon his or her twitchy gamer brain. One such game that can be found on my list / burned into my brain is the Apple II title Wings of Fury, written by Steve Waldo and published by Broderbund in 1987. It’s a side-scrolling, carrier based aerial shooter set in the Pacific during World War II. The mission of the game is to use your Hellcat’s canons, bombs, rockets, and torpedoes to wipe out island installations, enemy ships, and defend your carrier against aerial attacks. It’s a lot of fun and is particularly challenging due to the somewhat realistic flight mechanics and the need to delicately land on the carrier to refuel / rearm.

Others out there who, reading this, fondly recall Wings of Fury (it also made it to the Amiga [video], C64, DOS, etc.) will be pleased to know that a rather well-done iOS remake has been put together by Korean studio Idea Spoon Games and released into the App Store.

Wings of Valor [App Store] is an iPhone title that pretty much captures the experience of the original — it looks like it’s all there, with simple, clean graphics. Of course, for a game like this, the onscreen analog stick is no match for the real-world, analog Apple II joystick with which I piloted my Hellcat in decades past, but the Wings of Valor controls work well enough.

In a chat this afternoon, author JY Kim of Idea Spoon explained that he is a huge fan of the original game and, lamenting the lack of App Store titles of the particular sort, decided seven months ago to bring the game, himself. Kim is a one-man operation and, as such, has rolled everything on his own, including the 2000 images that were drawn to bring the game together, the physics and particle system, and the camera / zoom system. He takes particular pride in the last, which he felt needed to be close to perfect in order to make the game work. He plans to soon bring improved visuals, better dogfight AI, and iPad support to the title.

Folks in our forums are having a pretty good time with Wings of Valor, so far.

App Store Link: Wings Of Valor, $1.99

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Written by admin

May 8, 2012 at 2:15

‘Ballistic SE’ Review – Radiangames Takes on the Twin-Stick Shooter

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How many games does it take before you can call a developer a sure bet? Radiangames has been bringing its games to iOS like clockwork lately, and we’ve been impressed. Super Crossfire HD [ $2.99 ] and Fireball SE [ $1.99 ] are both excellent games that iterate on arcade classics, and the newest entry, Ballistic SE [ $1.99 ], also returns to a popular well: the twin-stick shooter. Like its predecessors, though, it’s a thoughtful take on the semi-stale genre. It makes up for familiarity with a heck of a lot of fun.

Ballistic SE has two big things going for it. It has a system of enhancements that let you customize your game every time you play (not unlike the Jetpack Joyride update that just landed), and it has ballistic mode, which is pretty much bullet time. Every time you fill up your ballistic meter, a button is primed. Everything slows down when you hit it: your ship, enemy orbs, even the music. As panic buttons go, it’s impressive and stylish.

The game also has a lot of amber. The color is everywhere: menus, interface elements, your ship, explosions, you name it. At the risk of dating myself, I used to play games on a monitor that looked like that; I don’t miss it. But there’s a method to this monochromatic madness. The amber is safe, your eyes drift over it. Every other color stands out, and those colors universally identify your enemies.

The enemy color coding is important enough that colorblind players might be at a disadvantage. The enemies are just orbs—some come in different sizes, but they all have the same general shape. But if you know what a given color does, you know whether an enemy is flying toward you or moving at random, whether it will dissolve before your guns or stand up to all fire. A firm grasp of the enemy colors is a good shortcut to survival.

Whether you’re playing Waves or Challenges, you’ve gotta survive. Waves pits you against ever-increasing waves of enemies, grinding you down over time. Challenges are a more vicious sort of play, with your choice of five pre-set combos of enemy types designed to take you out in short order. The one thing that can help stave off the inevitable? Your selection of enhancements.

Enhancements pretty much make the game. That’s not to say it isn’t good otherwise, but throw in enhancements and you essentially have a leveling mechanic that opens up a huge variety of play styles. You can speed up your ship, drop bombs in your wake, alter your shots, or speed up your ballistic meter. You can even pump points into your score multiplier if your confident that you don’t need any other boost more. It’s a fantastic little system.

Both modes give you access to enhancements, but they differ in how they present them. When playing a challenge you can pick ten enhancements right off the bat, and you’ll live or die by your choices from then on. In Waves mode you’re given a single enhancement point each time you hit a new level milestone. You power up over time based on your picks.

In practice, Ballistic SE plays out pretty simply. You have two sticks (with customizable positioning). One aims your guns, the other aims your ship. Standard twin-stick stuff. Aside from your ship there are three things on the field: enemies, of course, that come at you in waves, immovable bombs that destroy enemies when you hit them, and starbursts that increase your score multiplier. Deciding when it’s best to fly through the bombs is almost as important as learning to avoid and shoot down the enemy orbs. Knowing when to trigger your ballistic meter is another vital skill for long-term survival.

Long-term survival is, in fact, the name of the game. You get extra lives for hitting score milestones, so playing better means living longer and longer. The waves get ridiculous pretty quickly, but there’s salvation to be had with checkpoints that unlock after ever-increasing numbers of waves. You can restart from these checkpoints, but there’s a catch: the further in you start, the more your score will suffer. If you want to remain competitive on the Game Center leaderboards, you’ve gotta start from scratch.

None of these things are revolutionary; Ballistic SE doesn’t rewrite the twin stick shooter or bring us a brand new perspective on the genre. Instead, it’s an incredibly solid, well-balanced game that makes up in entertainment for what it skips in flash. Radiangames is carving out quite the niche on the App Store, and Ballistic SE does it proud.

App Store Link: Ballistic SE, $1.99 (Universal)

TouchArcade Rating:

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Written by admin

May 4, 2012 at 22:15

The First Big Free to Play iOS Game Comes Full Circle: ngmoco’s ‘Eliminate’ Shutting Down on 5/25

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2009 was a weird time for the App Store. Free to play games were building steam on other platforms, but the way Apple originally structured the in app purchase mechanic prevented it from being used on anything but paid games and apps. This policy was reversed in mid-October, and only a few hours later ngmoco announced that their (then) upcoming online first person shooter Eliminate would be free.

The game was released a few weeks later, and we posted an extensive guide on it. In a nutshell, Eliminate was a four person first person shooter with a free to play twist. In order to earn credits to buy armor and weapon upgrades, players needed to use their energy supplies. Energy depleted as you played, and, obviously, an in-game store sold all the energy that players could ever need if they didn’t wait to wait to recharge.

Being among the first free to play games available, and actually being the first gamer-centric freemium game on the App Store, Eliminate seemed to spawn a massive community of players overnight. In fact, the Eliminate thread on our forums is still amongst the most popular TouchArcade threads of all time, running closely behind the Street Fighter IV Volt thread and the Pocket Frogs trading thread.

A TouchArcade reader sent a tip in over the weekend that not only had Eliminate been pulled from the App Store, but launching the game now results in the above popup. On May 25th, 2012, Eliminate is going offline. It’s sad to see not only this game, but also ngmoco as a company coming full circle. We’ve been covering ngmoco since their inception, as it seemed to many (myself included) that they were the most promising contender to be the premiere iOS-exclusive game developer.

In early 2010 the company then picked up some additional financial steam and bought Freeverse, which was yet another incredibly promising iOS developer that has since vanished. Later that year, Japanese social gaming giant rolled ngmoco up into their proverbial katamari at the potential price of $400m… Then things started to take a slide.

The Epic Wars series of games were the first projects to be shut down by ngmoco, leaving faithful players (who potentially invested heavily into the game) in the cold. News of games releases, or really, any activity from the company dried up until earlier this year we heard the company was hit with layoffs. Inside Mobile Games even suggested that they missed the financial targets of the $400m buyout, putting the bulk of that purchase price in jeopardy.

If nothing else, the shut down of Eliminate is yet another reminder that the money you spend on these server-centric free to play title is buying you things that only persist as long as the developers keep the game online. If you’ve dumped cash into Eliminate, be sure to get your money’s worth playing the game before it goes offline next month.

Thanks Payam!

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Written by admin

May 1, 2012 at 2:15

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

‘Lock ‘n’ Load’ Review – An Enjoyable Dual Stick Adventure

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Chillingo’s penchant for publishing dual-stick shooters returns with the release of Lock ‘n’ Load [ $0.99 ], a content-rich title developed by GameLab that hits all the right notes for the genre. While a lot of that content is initially locked away a bit tighter than I’d like, the gameplay, visual-style and presentation make up for that setback, leading to a game well worth checking out for the dual-stick shooter crowd.

Lock ‘n’ Load puts you in the role of a hockey-mask wearing protagonist taking on an evil magic-wielding girl whose minions trampled his garden bed. As you can imagine, the tone of the game is very tongue-in-cheek and does a great job making fun of itself. While the story obviously takes a backseat to the gameplay, I still enjoyed it more than most other dual-stick shooters, including the twist at the completion of the main campaign. Still, what’s more important is content, and Lock ‘n’ Load certainly has a lot of enemies to throw at you.

You’ll be taking on those hordes of minions with your choice of three weapons (you’ll have to unlock two of them) through mostly standard DSS gameplay. I say mostly because Lock ‘n’ Load does a great job spicing up the gameplay with good plot pacing and a variety of mini games. You’ll do collection quests, first-person carnival shooting – even a Space Invaders-inspired stint. Of course, there’s also a ton of opportunities to simply mow down the mobs. A second, harder difficulty is also available, along with a second unlockable campaign (and challenge missions) that focuses more on gameplay than story.

Visually, Lock ‘n’ Load looks impressive with a wide variety of backdrops and character models. I was particularly impressed with the assortment of environments used across the campaign, each with their own graphical effects. In addition, the game runs at a good frame rate and looked exceptionally nice on my iPhone 4S. Relatedly, I thought Lock ‘n’ Load did a great job with its auditory aspects, with the music setting the mood appropriately and decent voiceovers accompanying the story cutscenes and combat. It did get a little annoying hearing your character repeat the same catchphrases over and over but in general I thought the voiceovers did much more good than harm.

One of my few complaints about Lock ‘n’ Load is the way it handles unlocks with its in-game currency. Every upgrade and unlockable requires cash, which can be randomly dropped by enemies while playing the campaign or purchased en masse via IAP. As is becoming custom, while you can earn a decent amount of cash through a campaign run it won’t be nearly enough to unlock all the content.

Unfortunately, I think the amount of cash dropped in-game should definitely be adjusted. I ran through the entire campaign (with several restarts on some missions) and didn’t even earn nearly enough cash to unlock the first tier of upgrades. When you include all the challenge levels, skins, and second story mode, players will end up having to rerun through completed levels many times before they can earn enough cash to unlock everything.

On top of all that, unlocks don’t appear to transfer between iOS devices (unless you have the all-encompassing ‘premium pass’) meaning that simply spending a few bucks on cash to unlock extras isn’t going to cut it if you want to play on multiple devices. Also worth mentioning is a crash bug that’s affected some users. An update with a fix is already submitted, and in the meantime if this is affecting you turning on Airplane mode should work as a temporary fix.

Even if you have an adverse reaction to IAP, Lock ‘n’ Load still offers a decent amount of content with more that can be eventually unlocked (even if it takes a long time). When you combine that with the excellent visual style and content diversity, Lock ‘n’ Load becomes a highly recommended game. While we’ve had our share of good dual stick shooters, it’s rare to find one as well-rounded and content-rich (even if you have to unlock a lot of it). Gamers remotely interested in dual stick shooters owe it to themselves to check out this title.

App Store Link: Lock ‘n’ Load, $0.99 (Universal)

TouchArcade Rating:

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Written by admin

April 24, 2012 at 18:15

New Screens for ‘Razor: Salvation’, an Upcoming Shooter from Blowfish Studios and Crescent Moon Games

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The always-up-to-something Crescent Moon Games has sent over some lovely new screenshots and information for an upcoming title that they’re planning on publishing called Razor: Salvation. Developed by Siegecraft [ $2.99 ] creator Blowfish Studios, Razor: Salvation is a first-person style shooter played from a fixed position where you have a 360 degree view of the environment and must blast away attacking aliens while simultaneously trying to save endangered civilians.

Expect Razor: Salvation to boast a healthy amount of weapons, items and upgrades as well as an advanced enemy AI that has your opponents reacting dynamically to changes in the environment and the assault you’re bringing to them. And as you can see, the game also looks super impressive so far, with full support for the new iPad Retina Display as well as “specular bump map textures and full screen pixel effects” – techie talk for fancy visual stuff, I reckon.

One other interesting tidbit about Razor: Salvation is you will somehow be able to create factions with your friends and then compete with other factions around the world for supremacy. There will also be regional rankings and leaderboards to track who’s best at blasting the most enemies or rescuing the most civilians.

Razor: Salvation is shooting for a May or June launch as a Universal app, and as alway more discussion and details for the game can be found in our forums.

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Written by admin

April 23, 2012 at 18:15

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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