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‘Extinction Squad’ Review – More Fun Than You Can Shake a Shark At

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How do you feel about endangered species? Does your heart ache for the poor creatures that, through no fault of their own, are being driven to extinction? If so, you might want to join up with Adult Swim and PikPok’s Extinction Squad [ $0.99 ], the bloodiest game about conservation I’ve ever seen.

As the story goes, the surprisingly well-preserved Chuck Darwin, father of evolution, has found a lost colony of dodos. Seems like a miracle, but then the terrible truth is revealed: the scent of dodos causes other animals to jump to their deaths. Animals are killing themselves by the thousands, so Chuck pulls together his extinction squad to save ‘em. Running back and forth with a jump net, the squad bounces the suicidal animals to safety, earning points, coins and the occasional surprise in the process.

All you need to do is swipe your finger back and forth along the bottom of the screen, directing the squad back and forth. You need to position them under falling animals, beneath coins and powerups, and away from falling bombs—a single encounter with a bomb means game over. Adventure mode is all about survival, and Countdown mode is a time trial, but both just ask you to swipe back and forth, nothing more. This makes for a very simple game, but it isn’t the sort of simple that gets boring quickl. PikPok is pretty great at making crazy-fun simple games, the kind that Adult Swim likes to publish, and Extinction Squad is no exception.

There’s the absurdity, for one. You travel around the world with these adorably designed and well-animated people and animals. Every animal you miss splatters into bloody chunks on the ground. Sometimes you juggle pandas, and sometimes you need to bounce a whale. Simply put, this game is over-the-top in all the best ways. With bright colors everywhere and a ton of Australianisms, the whole game commits to a level of absurdity that most developers can’t match.

Then there’s the compulsion. Every time you play, you’re not only saving animals (fun in and of itself) and working on high scores, you’re also collecting. As in Jetpack Joyride [ Free ], there are coins to collect and tokens for the post-game lucky spin. Also familiar is the selection of three meta-goals you’re faced with each time you play, like reaching certain scores in a single streak or saving all the animals that fall within a certain span of time. These elements give players a lot of reasons to just keep playing, with that one last turn turning into a dozen.

The coins you collect can go toward upgrading your powerups and unlocking new, higher-scoring areas. As the game normally plays, you need to save 30 animals in one area without dying, then 40 in the next, then 45 in the one after that, and so on. When you go through all the available areas the game loops but the goal keeps rising. Having access to the later areas means higher overall scores, though the game takes just as long to get obscenely difficult.

A word about IAP in Extinction Squad before we continue: yes, you can absolutely do everything without ever spending an additional dime. With lucky spins and occasional coin powerups and the awards you get from completing goals, you’ll unlock all the areas pretty quickly. If you buy coins, however, you’ll be able to unlock them more quickly, level up your powerups sooner, and—most damningly—extend your plays further. You can pay coins to continue after dying, and that coin value increases each time you use it in a single run. Pay the toll and you can pick up from the start of the current stage with your score intact. So yes, IAP can give you an advantage on the leaderboards, a sad addition to an otherwise excellent game.

If you’re not fussed about IAP, there is so much to love here. Skill can play a huge part in your success, with bonuses for accuracy and with the serious reflexes needed to dodge bombs as the game goes on. There are random events that add a lot of variety, and stats to keep track of just how good you are at saving animals. And the game just oozes character.

Everything considered, Extinction Squad is a ridiculously fun diversion, a great way to while away the minutes. I wouldn’t put too much effort into climbing the leaderboards, knowing that someone with deeper pockets could easily outmatch me with less skill, but just for fun? Sure, I’m happy to give this game my time. If fun, charm and character are all that matter to you, then you should definitely pick it up. And bounce by our discussion thread to let us know what you think when you do.

App Store Link: Extinction Squad, $0.99 (Universal)

TouchArcade Rating:

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Written by admin

May 18, 2012 at 22:15

‘Wings of Valor’ Review – Greatish Littler War Game

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Wings of Valor [ $1.99 ], the “Wings of Fury” spiritual remake by Idea Spoon, is a rare gem in the app store – a game that might not sell you on its screenshots alone, but is an automatic purchase for gamers “in the know.”  Based on a classic game for the Amiga/PC/Apple II, Wings of Valor has a familiar, nostalgic feel to it, with all the best parts of an arcade shooter and a surprisingly complex strategy sim.

The base gameplay is straightforward and simplistic, as illustrated by the image-only help file.  Take off from your carrier, and destroy your targets. Targets range from islands, to other planes, to ships, and you’re given an entire (unlockable) arsenal for dealing with the threats. For people such as myself, who never played the original, it may take you a few tries to even get off the ground. For instance: mashing the engine button over and over to get it started (just like a real old plane!), or trying to fly off the right side of the carrier and taking a bath instead. Missions are relatively quick, and can easily be squeezed into a bus ride, a work break, or any spare 5-10 minute period of time.

Once you get in the air, the game plays like a dream. Lovingly handcrafted visuals and spot on controls make you wonder why the side-scrolling fighter pilot genre died off so long ago. Aerial combat is a joy, pure and simple: the banks, the arcs, the turns, it all manages to feel “simulationy” and “arcadey” at the same time. Touch controls suffer somewhat from the usual lack of physical feedback, but not as much as you would think with this sort of game.

Dogfighting lacks a bit of challenge, as the enemy AI seems all too easily confused when you turn around directly behind them and light up their tail. Strafing runs are exciting, and can prove to be a test on resources – are you more of a T-16 piloting, womp-rat bullseyeing sharpshooter, or a light-up-the-jungle, empty the plane sort of carpet-bomber? The game plays into both strategies, but the latter sort will have to get very used to landings/takeoffs while they return to their ships to replenish their arsenal.

The camera work is spot on, zooming in as you approach the ground, adding to the feeling of speed. The music is old-timey, “Welcome to the world of tomorrow!” radio static fanfare, and adds to the retro feel. Sound effects are sufficiently explodey and ratatatty, and the particle effects are excellent, whether it’s planes smoking and plummeting to the earth or water kicking up as you bring death to dozens of unseen ocean critters. It is incredibly difficult to believe that the entire game was put together by a single person.

With plenty of challenges, unlockables, an upcoming iPad version, and promised updates to the visuals and AI, Wings of Valor makes for a very attractive package at $1.99. For people who have boldly proclaimed the death of classic gaming at the hands of iOS, I can only gesture wildly in this direction – here is a game with no IAP, no freemium model, just classic, old-school gameplay at its finest.  Whether you’re a fan of the genre or completely new to this style of game, here is a something that is very worth your time.

The first time you have a bogey on your six, you tear off straight upward at top speed, and see the stars for just a second before stalling out, turning back towards your prey, spitting hot death, you’ll get it. Get it?

App Store Link: Wings Of Valor, $1.99

TouchArcade Rating:

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Written by admin

May 18, 2012 at 22:15

Check Out the New ‘Infinity Blade Dungeons’ Gameplay Video

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Joystiq just posted a brand new gameplay video of the upcoming Infinity Blade Dungeons. If Diablo III has you itchin’ for some similar dungeon crawling action on the iPad, you’ll want to watch this video right now:

Also in the video is a curious looking blacksmithing mini game, and if you watch what seems to be a boss fight of some kind towards the end you’ll notice what looks like a gesture-based attack to throw your weapon around. Unfortunately, no other details are available just yet, but I’ve got a good feeling about this. Something tells me if videos like this are dribbling out, we might be closer to a release than we may realize. (Or, at least, that’s what I want to believe.)

[Via Joystiq]

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Written by admin

May 17, 2012 at 22:15

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Freebie Alert: Chillingo’s Physics Puzzler ‘Feed Me Oil’

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Chillingo’s Feed Me Oil [Free / Free (HD)] hit the App Store around a year ago, and our review shows, we had a great time with it. In essence, the game is a physics puzzler only this time around, the physics gimmick you’re forced to harness hinges on fluid dynamics.

Every level features two things: A spigot where oil shoots from, and an area (usually designed as a mouth of a strange creature) where you’ve got to get the oil to. Completing each level involves getting the oil from the spigot to the goal area utilizing widgets you can drag into the game area. For instance, oil flows off simple platforms, it can be curved by magnets, and even blown in a different direction by fans.

Feed Me Oil was shockingly popular when it first hit last summer, so there’s a decent chance you already have it. If this is the first you’ve heard of it though, make sure you don’t miss this freebie.

App Store Links:
    Feed Me Oil, Free
    Feed Me Oil HD, Free (iPad Only)

[source]


Written by admin

May 17, 2012 at 22:15

‘Punch Hero’ Review – Black-eyed Prizefighter

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Punch Hero’s [ Free ] moment of brilliance occurs when it has you against the ropes. You’ll come to a point during the game’s eighteen-bout arcade mode where progression seems well-nigh impossible. Down to a trickle of health, you will think about throwing the towel in, taking an uppercut to the chin so you can earn some gold and turn the thing off.

But you won’t. Instead, you weave under a vicious right hook and in cinematic slow motion land your own devastating punch. Your opponent is dazed. Jab, jab, jab. Right in his big, stupid face. He comes to, and, mad as hell, throws an uppercut. You weave under it and this time, in similarly cinematic slow motion you throw a left hook. The knockout punch. “Oh my God,” you’ll probably say while your cats look on in shame.

This game’s comeback KO is one of the most gratifying skill-oriented moments the iOS platform has to offer. It is akin to the feeling one gets when cracking a thousand on Super Crate Box’s [ $1.99 ] Construction Yard, or killing your first Big Purple Freak in ZiGGURAT [ $0.99 ]. And while the skill ceilings of those games look down upon Punch Hero’s from high above, high-fiving each other in the Exosphere of Amazing, it does not matter one bit. That moment makes you feel as if you are awesome, thus, you are awesome.

It’s a glimpse of the boxing game the App Store deserves. A glimpse because for that highest of highs, it is a ridiculously vertiginous ascent from the usual grind the game tries so hard to put the player through. Remember the aforementioned “eighteen-bout arcade mode?” If you want to see that through without succumbing to in-app purchases, you are going to have to replay most those fights again and again, ad infinitum.

Despite vague aesthetic similarities and a similar, mostly innocent (more on this later) propensity for racial stereotyping, Punch Hero is nothing like Punch-Out!! Whereas Punch-Out!! is a timing-based puzzle game, Punch Hero is, hey, a boxing game.

Opponents have no patterns as far as I can tell, so you are left with the game’s very simple tap-and-swipe controls, along with the knowledge that the next opponent you face is going to hit harder and have a larger pool of health. Which would be fine if all it took to trudge your way to the top was your wits and reflexes, but it’s not.

No matter your skill, you are going to get hit so hard, will face opponents so resilient, that you will need to upgrade your skills and gear using the gold doled out to you at the end of a match, or via IAP. Most items that actually buff your stats are nearly unattainable without spending actual money, while attribute upgrades the average player will need to complete the arcade mode take dozens upon dozens of monotonous hours grinding out gold to acquire. Or, you know, you could just buy them.

When microtransactions and in-app purchases became the monetization method of choice for many social and mobile developers, the worry was that “pay-to-win” would become the norm. Punch Hero utilizes a “pay-to-compete” system so unfair as to require an unfun punishment should the player not want to spend actual money.

A bit of a non-controversy occurred when another outlet’s reviewer noticed that, among all of the cultural stereotypes presented in Punch Hero, the African American fighters were portrayed most offensively. The writer’s casual description of the “full-lipped, wide-eyed ‘Sambo’ look” even fails to mention that the standard “black male” face is also called “Full Lips” in the game’s shop.

Punch Hero developer Johnny Oh, who seems like a really sweet guy, replied to the review, asking for feedback on how to change the black fighters to make them less offensive. It was an honest response to the kind of inadvertent racism that really can only be replied to with a sigh and a shake of the head. It’s a product of cultural detachment, rather than anything mean-spirited. By contrast, Punch Hero’s invisible paywall feels terribly mean-spirited.

It’s an unfortunate decision that’s marred what is otherwise a pretty good game of boxing. Groundwork for iteration, then, rather than something I’d recommend this go-round. That’s fine. As for me, I think I’ll go ahead and delete the game from my phone, hanging onto the memory of that one wonderful high.

App Store Link: Punch Hero, Free (Universal)

TouchArcade Rating:

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Written by admin

May 17, 2012 at 22:15

PopCap Releases ‘Bejeweled HD’ for iPad

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This past December PopCap gave their iOS version of Bejeweled 2, which had been around since the early days of the App Store, the heave-ho in favor of a new version of the game simply titled Bejeweled [ $0.99 ] and a second separate app for its spinoff mode Bejeweled Blitz [ Free ].

Both new games were arguably better than their original unified iteration, but for some strange reason Bejeweled Blitz was Universal while Bejeweled proper got left out in the cold in regards to iPad support.

Today PopCap addressed this by releasing Bejeweled HD [ $3.99 (HD)], an iPad-native version of the world’s most popular match-3. While it’s sort of a bummer to not see a Universal version, Bejeweled HD does support the new iPad’s Retina Display and looks simply fantastic in that high of a resolution. It also comes equipped with the very same modes as its smaller iOS counterpart, which you can read all about in our review.

It’s crazy just how much fun Bejeweled still is after all these years. It proves that just utilizing the same mechanics in a game isn’t enough to emulate its success, it’s all about execution. There are a ton of great match-3s in the world (and even more really terrible ones) but there’s really only one Bejeweled, and now iPad owners have a version to call their own.

App Store Link: Bejeweled HD, $3.99 (iPad Only)

[source]


Written by admin

May 17, 2012 at 14:15

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‘Sonic the Hedgehog 4 Episode II’ Review – Another New Sonic Game That Isn’t Terrible

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It was back in October of 2010 that Sega first released Sonic the Hedgehog 4 Episode I [$3.99 / $4.99 (HD)], a direct sequel to the original 16-bit Sonic trilogy on Genesis and the much ballyhooed return to its classic 2D roots after more than a decade of mostly mediocre Sonic games. While we did enjoy Episode I in our review, I don’t think it exactly lived up to the expectations set by the rabid Sonic fan base (could anything, though?).

In short, Sonic 4 Episode I brought modern visuals, great level designs, and a Sonic experience that was decidedly better than the majority of recent entries in the series. However, it didn’t quite feel like the Sonic games of old. Sonic’s movement in-game felt both slippery and sluggish, and it seemed much too easy to lose momentum and speed while playing, which isn’t a good thing for a character that has made his name by blasting through levels in a blue blur. Still, with the right expectations Sonic 4 Episode I was a pretty darn fun platformer that worked well on the touch screen, and was a huge step in the right direction for a faltering Sonic franchise.

Then, for the next year or so, Sega seemed happy to almost forget that Sonic 4 even happened as they hyped the impending release of an enhanced port of Sonic CD for iOS and other major platforms. And, last December, Sonic CD [ $4.99 ] finally hit and it was simply phenomenal. Since a lot of people might have missed out on Sonic CD the first time around back in the ‘90s, in a way it was almost like the new Sonic game that fans had been clamoring for for years, and really served to highlight just how much Sonic 4 Episode I missed that mark.

But, Sonic 4 wasn’t terrible by any means, and it wasn’t quite through just yet. Just a couple of weeks after Sonic CD’s release, Sega announced that Sonic 4 Episode II was slated for 2012. They would be using a new game engine for this latest episode in order to provide better visuals and address the complaints from fans over the wonky “feel” of Sonic’s movement.

So, with the convoluted backstory of Sonic 4’s rocky development road out of the way, this week finally saw Sonic the Hedgehog 4 Episode II [ $6.99 ] hit all the major platforms. And, just like Episode I, it makes many great strides forward for the series, but some hiccups keep it from being the second coming of the original Sonic games that everybody hoped it would be.

Sonic 4 Episode II will look very familiar if you’ve played Episode I. There are 4 worlds to explore, each with 3 stages and a boss fight, and you can again play every stage in the default Score attack mode or a speed run-focused Time Attack mode with Game Center leaderboard support. This is all pretty much right in line with how the first game works, except that all levels aren’t available right off the bat which gives the game a much better sense of progression.

Additionally, in the same way that Episode I drew a ton of inspiration from the original Sonic the Hedgehog, Episode II draws a similar inspiration from Sonic the Hedgehog 2. Many of the level elements and themes will seem quite familiar, the bonus stages are similar 3rd-person half-pipe coin-grabbing runs (which are incredibly fun I might add), and of course Episode II also contains Tails as a semi-controllable secondary character. You can even connect locally with another device and a second player who can control Tails while you control Sonic, just like back in the Genesis days.

During solo play Tails is controlled by the AI and just follows you around like a puppy dog, but you can also use him to pull off some team moves like him lifting you through the air using his helicopter-like tails, or a powerful combined spin dash move that will blast through enemies and obstacles like butter. These team-up moves are designed to be necessary to pass certain parts of the game, and add some nice variety to the platforming.

Speaking of level designs, I felt that the levels in Episode II weren’t quite up to snuff with what was in Episode I. The general flow of a level is often ground to a halt due to an oddly placed dead end, and there are far too many underwater sections which really slow down the pace. That’s not to say there aren’t any bright spots, and in fact there are a lot of really fantastic interactive elements in the environments – like bouncing back and forth between the foreground and background, or snowboarding down a snowy mountain – that really break up the action nicely. Overall though, the levels really feel more choppy and slower than you’d like a Sonic game to feel.

One majorly cool addition to Episode II is the inclusion of the bonus Episode Metal content that will unlock if you have Episode I installed on your device along with Episode II. Episode Metal shows how Metal Sonic rises from the ashes after being defeated in Sonic CD, and follows his adventures through 4 reworked levels from Episode I leading up to his reintroduction in the story of Episode II. These levels are short, but it’s incredibly fun to play as Metal Sonic and see just how he rises back to prominence to team up with Dr. Robotnik.

Another real bright spot for Sonic 4 Episode II is its visuals. It’s an absolutely huge upgrade from Episode I, which despite not supporting Retina Displays was still a very good looking game. However, Episode II blows it out of the water. From the fantastic lighting effects to the parallax scrolling to the incredible water effects, around every bend some sort of new visual treat is waiting for you in Episode II. And, at long last, this includes support for Retina Displays on iPhone and iPod touch, though sadly not for the new iPad (though it still looks great on that device).

Much like Sonic 4 Episode I, Episode II is an overall enjoyable platformer with a few relatively minor quirks that hold it back from greatness. No, it’s not going to replace any of the original trilogy’s games as the greatest of all time, and it doesn’t even approach the high level of quality of Sonic CD on iOS. But at this point, I think those are unrealistic expectations. The bottom line is that Sonic 4 Episode II is a great modern day 2D Sonic game, and I’d love to see a third episode that is inspired by Sonic 3 in the same way the previous Sonic 4 episodes were inspired by the original two games.

If you’re a Sonic fan that can deal with the differences from Sonic’s ’90s greatness, or if you just like fun platformers in general, Sonic the Hedgehog 4 Episode II has a lot to offer and is a worthy entry in this new era of classically-inspired Sonic games.

App Store Link: Sonic The Hedgehog 4™ Episode II, $6.99 (Universal)

TouchArcade Rating:

[source]


Written by admin

May 17, 2012 at 10:15

‘Brandnew Boy’ Review – A Little Bit Of Style, Panache, And… Batman?

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As much as we may not want to admit it, a game’s style goes a long way—especially in a market as crowded as the App Store. With so many games from so many developers, the right icon and the right visual presentation are often the be all and end all of standing out from the pack. And while those of us who love games know that graphics don’t make for a good game, it’s hard to ignore the allure of stylish games.

That’s why I jumped on Brandnew Boy [ $3.99 ], the latest action RPG from Oozoo. Sporting the Unreal Engine and a beautiful cel-shaded art style rich in color, the game is instantly stunning—especially in motion, where the smooth framerate and fast action prove to make an already-attractive game even more gorgeous. Much of the attention the game has received is because of its presentation.

Thankfully, unlike some pretty-yet-disappointing games out there, Brandnew Boy manages to delight in terms of gameplay, as well. It’s certainly not the best action RPG on the platform, but its unique combat controls and hearty adventure make it worth a spot on your home screen.

The game puts you into the shoes of a mysterious man known only as the “Rookie” as he finds himself lost in a strange, egg-filled world. Through a set of bite-sized standalone missions and countless objective-tweaked variants, you’ll come to learn more about Rookie and his quest, the world around him, and the creatures within it. During your adventure, you’ll venture forth to fight increasingly-tough battles and increasingly-gigantic bosses.

It’s the game’s take on combat and not its story, though, that makes it worth checking out. Through some intuitive touch controls and the introduction of a simple timing mechanic, combat in Brandnew Boy is transformed from the standard “hammer buttons to attack” into something a little more elegant and entertaining.

To initiate an attack on an enemy, you tap on it. To continue to attack, you can continue to tap. It’s simple, straightforward, and effective. Where things get interesting, though, is in the game’s combo system. As long as you can maintain steady attacks within a brief window, you will maintain a combo that makes you increasingly powerful. To do so, though, you need to time your attacks with a small timer bar. Pressing too soon or too late in succession, or failing to dodge an enemy attack with a swipe in the desired direction, will lead to your combo being broken.

In practice, combat starts to feel like a strange hybrid of Batman: Arkham Asylum. There’s a certain rhythm and candor to Brandnew Boy’s combat; Rookie’s graceful jumping and twirling between enemies and across the battlefield in a single combo seamlessly will be startlingly familiar if you’ve played the Dark Knight’s recent console outings.

Stringing long combos together is and stays incredibly satisfying throughout, and it evolves as you add more skills to your arsenal which allow you to prolong your combos even further. All told, combat is fast, fluid, and fun—especially when combined with the game’s focus bonus “time trial” medals, which push you to finish levels as fast as possible while maintaining a high combo and doing no damage.

Filling out the roster of requisite action RPG features is a complete upgrade system for the game’s main character and a summon system of sorts. Skills and equipment can be purchased and upgraded with a fairly straightforward if not uninspired progressions system, and you can earn the ability to summon unique pets by defeating the game’s handful of bosses.

Sadly, for all the framework wrapped around the game’s combat system, Brandnew Boy does come off as a bit of a one-note tune. Combat itself is satisfying, but it also lacks variety or depth in the long run, and the game’s story and progression systems do little to stave off fatigue should you play the game for hours on end.

Should the developers infuse the game’s core combat with a little more variety and flesh out the game’s other systems (skill trees for character development and more gear), a sequel to Brandnew Boy could find its place at the top of “best iOS RPGs” in short order. That said, the game you can buy today is a solid one in its own right, even if only for its unique, rhythmic combat.

Color me curious about what this developer does next.

App Store Link: Brandnew Boy, $3.99 (Universal)

TouchArcade Rating:

[source]


Written by admin

May 17, 2012 at 2:15

‘Gratuitous Space Battles’ iPad Review – Wave After Wave of My Own Men

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The iOS platform is hardly lacking for games that allow you to send living things to their inevitable death, and Gratuitous Space Battles [ $9.99 (HD)] satisfies the tactical itch with a capital T, while managing to bring some big eye candy and a light sense of humor to compensate you for all your hours spent constructing.

When you first launch the app, you’re driven towards a fairly anemic tutorial, which hardly deserves the name. A game like GSB has a lot of meat, layered on top of more meat, with a crust of meat at the center – a simple text-driven tutorial cannot even begin to prepare you for how many numbers there are to be crunched, how many configurations possible, and how many men are ready to die in your service. Inexperienced strategy gamers are going to be overwhelmed with the complexity, and while the tutorial does a competent job of getting you into the cockpit of the starter-ships, it does little to prepare you for the amount of ship-building you’ll be doing.

Ultimately, that’s what this game is about – building. Unlike a traditional tower defense game, you don’t fight off waves of enemies while upgrading in-between. Instead, you’re given a “historical” battle to participate in, and are given all of the enemy troops’ positions, ship-types, etc. Once you initiate the battle, your control of the fight is over – the ships will play out the battle based on a configuration of orders and equipment that you assigned beforehand, and your job becomes that of a silent watcher. Your real goal, and where the game completely shines, is to build and outfit your ships, and arrange them tactically to obliterate the alien host.

Most of the time spent with the game is spent customizing out your various ship-types with gear from a pool of upgrades that you’ve unlocked using the “honor” that you’ve won from battles. In a twist on standard tower defense games, you’re not only rewarded for winning, you’re rewarded for winning with honor. What this means is that while anyone can swing in with a massive Cruiser army and obliterate the alien force, the payout will leave much to be desired. More honor is paid out to the cautious commander, and the fewer ships you field and win with, the more honor you’ll earn to spend on unlocking upgrades, new hulls, and alien races to play as.

Visually, the game is beautiful, filled with detailed backdrops rich with stars, nebula, and distant worlds. Ships are highly detailed and beautiful to look at, and the constant hail of missiles, plasma beams, and scrambled clusters of fighters ensure that the game never gets boring to watch. Thundering music and the sounds of combat are decent, if a little drawn out over the length of the fight.

Being a port of a game that was designed for PC, GSB comes with touch controls that are generic but passable with nothing that really stands out. Pinch-to-zoom works on the combat map, but frustratingly caps out at a maximum zoom that feels too small – especially given the enormous size of the maps. Tapping on the various statistics during the building phase yields crucial information about each, but trying to pinpoint the miniature numbers can prove to be frustrating for the more sausage-fingered couch-commander.

Small touches add a sense of extra value to the game, such as the top panel during combat which plays out messages being sent by your crew, ranging from the tragic to the wry. It’s an unnecessary addition but a fun one, and injects a bit of humor to an otherwise dark and brooding atmosphere. Survival mode brings the endless-wave fun of traditional tower defense, but without the ability to upgrade on the fly. The result is a test for how well you’ve outfitted your fleet, and the only reward is bragging rights to your friends. A fairly in-depth (though extremely text-dense) manual is also included, to flesh out any areas of curiosity a new player might have.

Players who crave a little more direct control over their operatic space-genocide may find themselves bored or underwhelmed, but for the true tactician, there’s a lot to love here. While the $9.99 asking price may seem a bit steep, this is the sort of game that could have easily gone the route of IAP currency, and didn’t. Ten bucks is practically a steal for the tactical war game fan, though a lite version for the unsure to try out would be a really good idea. Additionally, the lack of ability to try matching your fleet against a friend’s fleet isn’t game-breaking, but it would be nice to try your hand against Game Center friends.

Overall, Gratuitous Space Battles is worth obsessing over if you love numbers, tactics, collecting and crafting. It is easy to get lost for hours in the menus within menus, outfitting and saving custom ships, and learning what works and what doesn’t work through trial and error battles against the alien horde. It’s a worthy addition to an already-stellar list of deeply tactical games on iOS, and is well worth a look for strategy fans.

App Store Link: Gratuitous Space Battles, $9.99 (iPad Only)

TouchArcade Rating:

[source]


Written by admin

May 16, 2012 at 22:15

‘LostWinds2: Winters of The Melodias’ Review – A Gorgeous Wind-powered Adventure

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Like the bad boy that every girl finds impossible to resist, Frontier Developments‘ sequel to their platform-adventure LostWinds [ $3.99 ] from last year isn’t always easy to control. Precision is not LostWinds2: Winter of the Melodias’ [ $3.99 ] best feature. With the sheer amount of things that LostWinds2 can occasionally demand of its players, this would normally be almost unforgivable but much like the hypothetical rapscallion, LostWinds2 is just too charming to give up.

Set shortly after the events of the first game, LostWinds2 follows the continuing adventures of the chubby-cheeked Toku, a brave and impossibly adorable young boy, and his companion Enril The Wind Spirit. After a brief introductory sequence, one that features a number of piscine-looking critters, you find yourself in control of Toku. His mother Magdi has somehow gone absent and it is your duty to go look for her. This eventually segues into an exploration of some phenomenally gorgeous places, the acquaintanceship of some new friends and an encounter with old evils.

Have I mentioned the fact that LostWinds2 is absolutely stunning? Yes? The music, the character design, the visuals – they all come together to make LostWinds2 beautiful with a capital B. The lush visuals are informed with such attention to detail, they would probably bring a tear to Walt Disney’s eyes were he still alive. Every swipe of a finger will cause grass to bend and petals to cascade from trees. When Toku slides across icy terrain, he bobs and sways, looking for all the world like the wide-eyed child that he is. Even the parallax backgrounds are more than magnificent-but-static pieces of eyecandy. Here, the backgrounds are rife with stuff like the occasional lurking enemy and behemothic reformed villains out to make our life easier. (You’ll understand in the first five minutes. Trust me on this.)

Shameless, wanton gushing aside, LostWinds2 is, I’m happy to say, more than a pretty face. For those unfamiliar with the original, much of Toku’s herculean tasks are, in fact, accomplished by the intangible Enril. Being a rather formidable Wind Spirit, Enril is kinda awesome at doing things like guiding flames from a torch into an icy wall, smashing Gloops into hard surfaces, relaying Toku from one ledge to another and snowballs. Not much is needed to accomplish these feats. Most of the time, all the game will require from you is a careful swipe of a finger or a well-timed pinch. Control of Toku works on a similar premise. In order to move him from one end of the map to another, you simply tap on the corresponding side. It’s that simple. Mostly.

Eight times out of ten, you will be able to hit that switch, drag that torrent of flame into that wall of brambles, flip Toku across the ravine and beat down that Gloop all in one glorious show of hand-eye coordination. Those other two times? You’re going to have to pick yourself up and try and try again. Toku will inexplicably float along with an updraft that you manufactured in spite of the fact he should be too far away to be affected. A hard swipe will occasionally cause an enemy to sit on the wall instead of exploding into blob-like bits. From time to time, things will just go wrong. There’s no better explanation for it. Fortunately, however, it’s an infrequent occurrence. So long as you’re willing to deal with the initial learning curve, your experience with LostWinds2 will be mostly favorable. That is, of course, if you are willing to brave this final caveat.

If you want to play LostWinds 2, you should probably be okay with a little bit of Metroid in your life. Frontier Development’s sequel to the original is not a game that exemplifies instant gratification. Backtracking will happen. Those who must simply acquire every collectible (a lot of the tale is told through scrolls that have been scattered across this lovely world) will find themselves wandering the game’s many nooks and crannies. If you can’t stand the idea of revisiting locations repeatedly (never mind the fact that you can change the seasons on whim, something that helps alleviates the tedium), you may want to consider giving this one a miss.

Everybody else? Buy it. You won’t regret it. LostWinds2: Winter of the Melodias is a beautifully presented bit of childlike magic and irrefutable proof that wholesomeness does not necessarily have to be boring.

App Store Link: LostWinds2: Winter of the Melodias, $3.99 (Universal)

TouchArcade Rating:

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May 16, 2012 at 18:16

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