Archive for the ‘SIM’ tag
Cooking Meets JRPG In ‘Adventure Bar Story’
Buckle up; Adventure Bar Story appears to be pretty radical. I just spent a good chunk of time with a pre-release build of the PSP port, and while I do have a reservation or two about its virtual controls, I couldn’t be happier with the overall port job and its core play, which is satisfyingly genre-bending.
Imagine if your everyday 16-bit JRPG hooked up with a management sim. In Adventure Bar Story, you control a young girl attempting to save her bar from being stolen or bought out by a renowned and rival neighborhood restaurant. In order to prevent this, she’ll need to learn how to cook, buy or gather ingredients in RPG-like zones complimented by random battles, assemble the ingredients into a dish, and then profit.
Mechanically, there’s a lot going on. In order to cook food, for example, you need recipes and the right tools for the job — blenders, pans, and so forth. The Item Shop stocks new stuff every day, but you can also get recipes from talking to NPCs or even experimentation. The cooking UI has several layers, but they’re all straightforward.
Dungeon diving — and I’m using that loosely here since the first few zones are set in fields — has several components. There’s the turn-based battle system, which packs in all of your usual RPG trimmings such as special attacks and in-battle item usage. But there are also food drops littering the ground that you’ll want to pick up at the risk of random encounters, and a leveling system, that, in a weird turn, has nothing to do with battle. Eating what you make levels up each character. Battle just earns you battle skills. Progression to new areas seems to be contingent on in-game cooking goals.
The entire experience is split into days and months. A typical day goes a little like this: I run to the item store to stock up on curing potions, and then I travel to the latest dungeon in order to pick up all the free food. When I get out of the zone, I shoot over to the bar’s kitchen and start looking at what I can assemble. After I make the food, I take a gander at which ones will give me the most EXP and then I eat a few to power up my dudes. After that, I select the dishes I want to serve and open the bar.
There’s some nuance to everything. The ingredients that you pick up aren’t always main ingredients; rather, they’re just component parts of a single ingredient. Wheat, for example, has to be used with a blender to create flour. Flour and water make pizza dough, and so on and so forth. Customers also appear to like different things more on different days, so there’s a little more to becoming the next great bar.
I’m so high on this because it’s the best of every world. I’m not spending hours and hours senselessly grinding, and I’m not cooking fake food until my eyes bleed. The mix of action and simulation feels right. The pacing is good.
Also, if I didn’t know this was a PSP port, I wouldn’t have guessed. This game feels and looks good on iPhone. The team has added a lot of touch-centric stuff to the UI, which goes a long way in making it relatively friendly to the platform. The virtual d-pad is a tad too touchy for my tastes, but it’s not an end-of-the-world problem, and more than likely, it’ll get ironed out well before the game is released.


One thing that’ll ruffle some feathers is the IAP. You can buy in-game jewels with real money, and with them, you’ll be able to buy special “rare” or “import” weapons, recipes, or even ingredients. The IAP doesn’t feel necessary, and heck, it’s not even a part of the core experience — it’s a bolted on, iOS exclusive feature that compliments the full PSP offering.
We’ll get much more evaluative in our official review, but I definitely think this is a game you should keep your eye on. Tentatively, it should see a release on February 28th at $.99. The usual base price will be $2.99.
UPDATE: We got some word on the IAP, so we changed some wording around. The complete PSP game is all here without the need for IAPs, according to the developer. Neat!
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‘Order Up!! To Go’ Review – Flipping Burgers Doesn’t Seem So Bad
Are your time-management titles missing the hands-on charm of cooking sims, and your cooking sims missing too much restaurant management? If so, you’ll want to take a look at Order Up!! To Go [Free]. A combination between a time-management restaurant game and a touch-screen heavy cooking sim, Order Up is filled with great stuff: charming characters, varied locations, fun recipes and surprisingly decent voice acting, for starters.
Order Up!! was first released for Wii in 2008, and is due to come out soon for PS3 and 3DS at full retail price. I haven’t played the console version of the game, but it sounds as though To Go is essentially the same game. For the mobile outing, has added advertisements, removable with IAP, and taken away certain goals to encourage players to purchase currency. Aside from that, it looks like everything else is intact. Intact, and downright entertaining.
Just one catch: you’ve gotta like grinding. Every day you buy meals in preparation for your customers, and those you sell give you a small profit. That profit goes toward buying spices and special meals, cleaning your restaurants, unlocking new recipes and working your way into new locations. Eking out a living this way takes time, and nicer restaurants are pricey. Originally this was handled by letting players unlock new restaurants once they met certain goals. In this freemium version, you have to earn the cash – or buy it.

If you’re down with grinding, though, Order Up is great. It looks like Cooking Mama at a glance, and I’d be lying if I said there weren’t similarities. But Order Up goes deep, ending up with as much focus on the management elements than the chopping and stirring.
At the highest level, you’re responsible for caring for your restaurants. As I mentioned, this means, amongst other things, earning enough money to open them up and keep them running. Each day you pick out the menu based on a randomly selected special, a descending list of popularity and a daily customer total. Say you expect 14 customers in a day. 6 might order the special, 5 the most popular item, and 3 the second most popular. Or maybe 12 will order the special. You don’t have those numbers, so you have to balance buying enough stock to cover all your customers’ potential desires with your rather slim profit margin.
One you open up for the day the customers start to stream in. You send out your server to take their orders one table at a time, and she or he brings them back to you to cook up. Take too long and customers will start getting unhappy, which will cut into your profits. You’re given up to a handful of orders to handle at once, and you have to time your preparations to keep anything from getting cold, doing as much as you can at once to keep things moving but holding back some steps to send your orders back out piping hot.
Preparing food is very hands-on. To make a burger and fries, for example, you have to drop meat onto the grill, then gesture to flip it when it’s at the perfect temperature. You drag fries down into the oil and then up when they’re cooked. You pull the leaves off a head of lettuce by swiping, and chop a tomato by tapping at the moment its guidelines meet. As each part is finished you tap it onto the tray, and once everything is ready you hit a bell to send it off to the table. Each meal is ranked by how well you complete each of its steps, and your profits depend on that rank.
The game’s setting, Port Abello, has six restaurants currently, each with its own unique theme and a slew of recipes. You work your way through a greasy spoon to a Mexican joint, up to a slightly swankier Italian place, through Asian fusion and finally into fine dining. Each setting has thematic decor, recipes and servers, and each of those servers has several lines of dialog with which to compliment your work and butter up your customers.
Port Abello also has a few characters of its own that show up at your restaurants as special guests. They too have voiced dialog to express their spiciest seasoning desires. If you’ve purchased the right spices and figure out their hints in time to add the right one to their dish you’ll earn a hefty bonus, something every struggling restauranteur can appreciate.
Assuming you manage to keep on top of everything else, you can put your coins toward upgrading your kitchens. There are currently a few options available for faster food prep, but it looks like assistants and mini-games are en route as well. You’ll also want to keep your kitchens clean with regular payments to the cleaners. If you don’t, you’ll end up dealing with tedious mini-games like flicking away rat infestations or showing the health inspector that you can, in fact, wash lots of plates.
Other than its sheer grindiness, the only real problem with Order Up is that you’re going to be doing a heck of a lot of gesturing. Each recipe you pick up increases your daily customers, increasing the length and complexity of your day. By the time you’ve grilled your thousandth burger it starts to lose its charm, and days dragging on longer and longer doesn’t help. But that’s just a sign that it’s time to take a break. Give your wrist a rest, have some real food and come back refreshed and ready for another day at the grill. It’s hard to fault a game for having too much to do.
Really, it’s hard to fault Order Up!! To Go for much at all. It’s virtually free, though it would probably be hard to live with the ads for long. It’s filled to the brim with a variety of tasks and locales. If not for the damage done to the game’s pace by its freemium elements it would be a nearly flawless casual restaurant management title. It’s a shame that the best way to monetize the game was to make it frustratingly slow, because that will undoubtedly turn away many potential players. Don’t make their mistake. Slow and steady wins the restaurant race, so take it easy and cook up something nice.
TouchArcade Rating: 
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‘Ice Rage’ Updated with Tournament Mode and More
Last month developer Mountain Sheep released Ice Rage [99¢], a simple arcade title that looked like ice hockey but played a lot closer to a game of air hockey. It nailed the simple, fast-paced gameplay but fell a bit short in terms of content, offering just one-off quick play matches against the AI or a same-device multiplayer mode. Granted, the multiplayer mode was a stupid amount of fun, especially on the large screen of the iPad, but Ice Rage still lacked that single-player staying power.
Over the weekend, an update was released that looks to improve this situation with a new single-player Tournament Mode. Here you’ll take on the 9 opponents in the game one after the other, and their AI increases in difficulty as you progress. Make it through them without dying and you’ll square off against Skar, the new boss character you can see in the icon above. Also, a very simplistic stat upgrade system lets you increase your character’s speed, power, and technique with each subsequent win.
While the Tournament Mode is cool, it’s still pretty thin. Upgrading your player is fun, but only lasts for your current tournament. A persistent profile where you could continue leveling up your player over multiple tournaments would be a neat addition. Still, the new Tournament Mode is a welcome addition, and despite being a bit shallow there’s something about it that just keeps me coming back to play some more.
Beyond the Tournament Mode and new Skar character, this update also brings some improvements to the visuals, animation, physics, and menu UI. In other words, some pretty standard, but necessary, update type of stuff. It sounds like Mountain Sheep have even more plans for updating Ice Rage, and this latest update is a step in a good direction. Definitely worth checking out for some simple arcade fun, especially if you have an iPad and someone to play against.
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‘Fantasy Chronicle’ Review – An Old-school JRPG That’s Light On Variety
JRPGs are a tough sell these days on iOS. Typically ports making their way from other systems, most seem characterized by substandard touch control integration and shoddy English translations. Fantasy Chronicle [$2.99] thankfully only suffers significantly from one of those two issues. While the translation is certainly lacking, the core gameplay and controls make this RPG an enjoyable experience, assuming you’re into a lot of grinding.
Fantasy Chronicle follows the story of Light, a mysterious youth adopted by a small village who begins his training to join Holos Over, the hero guild charged with ridding the world of evil. During his adventure, Light encounters strife, grief, revenge and nearly every other RPG cliché under the sun. While the story isn’t going to win any awards, it does just enough to advance the narrative and keep you playing, which is more than I can say for some of the other games in the genre.
One area that Fantasy Chronicle does a great job with is its battle system depth. Players control a maximum of three main characters at any time, and each of those characters can employ the aid of a guardian beast – monsters that have their own stats and special moves and can share the damage incurred by the character they are attached to. In addition, you can also set various tactics for your guardian beasts which impact the amount of damage they share with their companion.
I also enjoyed the material/crafting system that Fantasy Chronicle employs. Every enemy you defeat has a chance to drop some kind of raw material that you can later use to create or upgrade your weapons and armor. Upgrade your equipment enough and you have an opportunity to convert it into a different item entirely (assuming you find the crafting book for the new item). Soon after the intro, you also meet an NPC that’ll automatically find certain material for you depending on what locations you tell him to search. It’s a neat little addition that lets you supplement your materials to make the crafting experience a little less monotonous.
Control-wise, while I don’t think Fantasy Chronicle does a particularly good job with its touch controls, the virtual D-Pad controls are very responsive. I particularly liked the optional control toggle that lets you quickly switch between touch and D-Pad controls whenever you wish (this is particularly useful because the D-Pad is huge and blocks a lot of screen space). It’s a feature I think more games could use.
Like many other JRPGs on iOS, Fantasy Chronicle suffers from a mismanaged English translation. Casual conversations between characters feel disjointed, and there’s a lot of story (and non-story) related dialogs that are borderline incomprehensible. It’s never a good sign when I get to a story section and I find myself trying to speed through simply because I don’t really care too much. Granted, I’ve seen plenty of games with a more horrid translation than Fantasy Chronicle, but considering its RPG roots I’m always a bit more critical of an element I consider essential.
The biggest issue I think Fantasy Chronicle contends with is eventual tedium. Each region that you explore has a town acting as the central hub with quests, with a few surrounding areas inhabited by baddies. Typically, you’ll enter the town, get a few quests with mundane objectives usually involving kill nearby enemies, and then you return for more quests. Do enough and you’ll unlock a story-based quest that expands on the narrative. Eventually, you’ll get to progress to a new region with the quest hub and you get to do it all over again.
Because of this type of mission structure, Fantasy Chronicle tends to feature a great deal of grinding with not a lot of story reward. You’re going to grind for mission objectives, resources for crafting, and for experience (although the last one not so much). Missions typically take you back to the same areas again, and when you’ve found yourself over leveled for those areas, the experience becomes an exercise in how fast you can push the attack button during battles.
There are undoubtedly some JRPG fans out there that embrace this style of play. Considering that Fantasy Chronicle gets a lot of the underlying gameplay and controls right, I’d actually recommend it to those types of gamers as a title worth checking out. However, if you’re looking for something a bit less formulaic or a game with more emphasis on story quality, Fantasy Chronicle may not be the RPG you’re looking for.
TouchArcade Rating: 
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Hands-On With ‘End Night,’ A Survival Horror Experience
It’s Z-Day, baby, and the cure for what ails the undead populace isn’t going to find itself. In SKS Games’ upcoming , you play as a grizzled marine dude on a simple quest: find the core components of a vaccine that might end the crazy stuff that’s going on outside of a cozy lab. In a not-so-unusual video game turn of events, most of these ingredients have to be discovered in the wild.
It ain’t going to be easy. It’s the apocalypse, man; Z-Day. The dead have risen and are roving anxiously. Some are even armed or armored. These aren’t your typical slow-walking types of creeps, either. In my short preview session, I met runners as well as amblers, and even had the pleasure of running into one or two seriously hopped up bullet-sponges.
Zombies are bad and all, but SKS heightens the tension with a few tried and true old-school survival game mechanics and systems. As you’d expect, the dreary adventure begins at night. The darkness seriously puts a limit your situational awareness, while the lack of everyday sound ratchets up your ability to hear the undead’s footfalls. When you get hurt, your vision is also obscured by a layer of crimson.
Also, like an old-school Resident Evil or Silent Hill, bullets are few and the camera perspective is restricted. In this specifically, you’ll be dealing with an over the top camera that successfully limits how you move and react to threats. But it’s not like you can shoot your way through everything, anyway. You’ll need to know when and how to run.
One of the more interesting things about End Night is its world; it’s open, but isolated to a small, hole-in-the-wall town. There’s a lot of commercial real estate to liberate, as well as a police station to pilfer for supplies like ammo and armor. The walking dead spawn randomly throughout the environment, and as you close in on the vaccine, they also start spawning more frequently. It gets tough, fast.
A fair amount of the game’s buildings carry a core component for the cure being worked on back at the lab. You’ll need to hull back a vial of some anti-zombie juice every time you find one, which makes the experience fairly fetch-quest-y. These houses also have, for a reason I can’t explain, documentation that feeds into an experience points system.
I think that’s the other really interesting thing, by the way. Like Infinity Blade, End Night is meant to be played several times. Whenever you meet an untimely death, you’ll be prompted to start over from the beginning and then use the experience points you just gained to pump up the marine guy for another go.
I spoke with one of the devs behind the project to get a better sense of what you’ll be able to upgrade by playing through multiple times. Spoiler: your guy will get better at smashing zombies, provided you’re using the stuff you upgrade.
“One of the most useful upgrades is for pistol accuracy, which drastically increases the chance of getting headshots, and is especially helpful towards the end of the game with lots of fast moving armored enemies,” a representative told me.
“Other upgrades such as Armor effectiveness allow your armor take more hits before being destroyed. Upgrading your shotgun allows you to blow enemies apart even from far away, while the health increase means you’ll be able to take a lot more hits before dying.”
At the beginning of the game, you’ll get to choose one of three starting weapons: a pistol, a shotgun, or a fireman’s axe. Tools of the trade, right?
The town might be dangerous, but one of the hardest enemies I’ve come across is my own guy. If you get cut up too bad, you’ll need to search around for medical supplies and clean the infected blood off your body. To do the latter, you’ll need to find a tub. If you end up killing too many zombies, you’ll need to wash away the remorse with booze or bible pick-up items.
In my experience, some of the game’s most heart-pumping moments are spent in bathrooms; as you clean your wounds undead can stumble through the door, which leaves you little time to adjust to the conflict. This is some pretty feral stuff, but that first the vibe of the world; there’s a lot of undead and they all want you to join in on the party.
Technically, I think you’ll enjoy this. It’s 3D all the way — even though you won’t get a great sense of this courtesy the camera — and it has some decent assets to boot. The controls, which are your usual virtual array of bits and bobs, respond well enough. You’ll want to be sitting down to play, though, as this definitely isn’t an on-the-go kind of joint.
I think the camera and the leveling systems are going to be the biggest hurdles for people. I gave up arguing that survival-horror games’ cameras are poorly designed. A restricted perspective never gives me any pleasure, but I suppose the tension that it artificially stirs up is a valid plus. As for the rinse-and-repeat nature of the game, it’s just personal preference. If you like this stuff, you’ll dig this.
On the other hand, the open-world and the fetch-quest model provide some of the most satisfying stuff. Runs feel epic, if not downright dangerous, so getting back in one piece is powerfully redeeming. The weight and feel of weapons is satisfying, too, and the world has a lot of stuff to explore and discover.
End Night is in submission, so we should see it at some point this February. As of right now, it’s slated to hit the iPad exclusively at $2.99. An iPhone version might follow at some point down the road.
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Unofficial ‘Dominion’ Hits the App Store; Official Version Coming in "A Few Weeks"
In case you’ve never heard of it before, Dominion is a deck building card game created by game designer Donald X. Vaccarino and published by Rio Grande Games in 2008. Since its release, Dominion has been ripping up the charts over on , and has won all sorts of other awards including taking home game of the year at Germany’s Spiel board game festival. In fact, Dominion’s success and popularity have spawned an entire genre of other similar deck building games.
A few days ago, Dominion Donald X. Vaccarino [Free] hit the App Store, and since then I’ve been trying to verify the validity of this port. It seemed pretty shady, and the sure didn’t help things. After some additional digging, I came across a post by Rio Grande Games’ Jay Tummelson . It turns out that over the years they’ve given their blessing to a number of developers to release iOS versions of Dominion, provided they agree to remove it once the official version hits the App Store.
What’s more interesting though, is that the official licensed version, per this same forum post, is only “a few weeks” away. Even more curious though is that Chillingo currently has a game titled Dominion [$1.99] on the App Store as well. We’ll just have to wait and see how the dust settles on all of this. If you’re interested in Dominion, I’d snag the free version out now, and if you own Chillingo’s Dominion it might not be a bad idea to back up the .ipa just in case there’s any hijinks with take-down requests by Rio Grande Games so they can score the “Dominion” title on the App Store.
I hope Rio Grande is serious about this “few weeks” thing, as an official version of Dominion has potential to be awesome.
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‘Smash Cops’ Review – Pushing a Car Can Actually Be Fun
Smash Cops [$2.99] from reminds me of Need For Speed: Hot Pursuit, as the main objective is to take bad guys off the road by catching up with them and then ramming their vehicles until they catch fire and roll in slow-motion. Sounds good, right? In Smash Cops the police pursuit is set in an urban neighborhood more like Grand Theft Auto, so there’s heaps of intersections and front lawns to skid around.
The most distinctive feature of Smash Cops are the controls, which have become a talking point in our . The default touch controls involve placing one finger behind your police car and using it to “push” your vehicle along, like a toy car, with acceleration being automatic. This “push” mechanism has received mixed feedback, with some absolutely loving it and others loathing it and preferring the alternate virtual joystick option. Personally, I enjoyed the new push controls, but found the virtual joystick jerky and awkward for steering.
While driving, tapping the screen anywhere causes your police vehicle to lunge forward in a ramming maneuver. Smacking into the side or front of a fleeing vehicle is the most effective and can lead to the criminal’s car smashing, rolling and possibly catching fire. There’s no warnings, issuing tickets or police diplomacy, you just smash into the criminals as hard as possible each time your RAM meter has fully recharged.

Smash Cops has 22 missions to unlock, with each mission worth six stars. The missions include pursuits, emergency response calls and driving challenges. Pursuits involve racing alone or working with other cops to take down a suspect’s vehicle, like multiple sports cars, stolen security trucks or an ATV, before the criminals escape across the state line. However, the other cops are actually more of a hinderance as they drive badly, swerve around, get in your way and appear to purposely take you out. Basically they’re more frustrating than the bad guys and civilian drivers themselves.
Responding to emergency dispatch calls involves following a series of markers to the crime-scene within a time limit, speeding around the neighborhood while dodging traffic and bad guys. But the driving challenges proved hardest, like staying between the traffic cones – which is when you realize how poor your driving is. If only the goal was to knock down as many cones as possible! Completing a challenge mission earns you a “Super-Cop” vehicle power-up for one mission, to “Drive faster. Hit harder. Last longer”.

The game tries to sell you “Super Cop” upgrades as an in-app purchase, with IAP messages in the game over screen, upgrade notification screen, in the tips and on the main menu screen. And when you restart the game, a red “buy all” button appears. This felt a little pushy, however the IAP is not necessary as you can unlock everything without too much grinding. And when you do replay missions, it’s often with a new vehicle so it’s still fun.
The graphics are excellent, with the game presented as if being filmed from an overhead police chopper for a live television feed. Check out the trailer below, for a taste of the sweet graphics used for the vehicles and city setting. Smash Cops scores high marks for being visually appealing.
You start out as a new police cadet, in a regular police car, but by completing levels and earning stars you can unlock four other vehicles like the speedy ‘Interceptor’ or the aggressive ‘Brutus’. Vehicle upgrades make it easier to replay levels for more stars, plus because the mission routes don’t appear to change, you can learn the route and identify short-cuts for better ramming opportunities. This helps you gain promotions up the five ranks to “Captain.”
Smash Cops is a great-looking police-pursuit game, with an innovative “push” control system that’s a refreshing variation from regular car racing controls. Opinions on the push controls are polarized, but if they click with you they actually offer a simple and fun way to control the game. It’s nice to see developers using touch controls in new and innovative ways, especially when it involves car chases, 360 degree burn-outs, ramming, and slow motion vehicle smashes.
TouchArcade Rating: 
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‘Triple Town’ Review – A Match-3 City Builder I Can’t Put Down
I’m a little out of touch with the Kindle and Facebook game world, so pardon me if you already know this: Triple Town [Free] is amazeballs. Yeah, that’s right. Amazeballs. It’s also freemium, so I’m not actually sure what you’re waiting for. Go download it.
You know how Dungeon Raid [$0.99] took the match-3 thing and made it completely soul-consuming? That’s exactly what TripleTown does. But for those of us not into gaming in our browsers or on our e-book readers, it’s brand spanking new, something Dungeon Raid hasn’t been for a while.
So here’s the scoop. Triple Town is a pretty straightforward matching game with cutesy art and simple tap controls. It’s all about matching things in groups of at least three, a rather familiar task. Instead of clearing the board, you’re building it up. If you play haphazardly, making every match you can, you won’t get far.
That’s because everything in Triple Town can be upgraded. You’re given a six by six grid partly filled with randomly generated terrain. You draw random tiles to work with – a chunk of grass, let’s say. Plant it, and then plant two more beside it to make a bush. Put three bushes together to grow a tree. Three trees together builds a hut, and three huts makes a house. Each combination gives you a little breathing room, but you can’t outright clear anything off the board until you match up the very top tier.
When you put down the last piece of a triad the upgrade forms out of that piece’s position. It’s incredibly easy to end up putting your trees all over town if you’re not careful, and not so simple to actually build them together. If you want to do well you’re going to have to plan a few steps ahead and be ready to improvise. Occasionally you’ll luck out and draw a crystal, which acts as a wildcard, or a bot which can clear a space. You can also switch out one piece for safekeeping, which can save your city-building career if you use it well.
Then there are the bears. You have to murder the bears. Don’t be fooled by their cute little faces – they’re jerks and they’ll fill up your town if you don’t deal with them. You can kill them by trapping them, and they leave a gravestone behind. Three gravestones makes a church. Three churches makes a bigger church. Yeah. Suddenly you’re dealing with two separate upgrade paths all getting in the way of each other.
Since the grid you’re playing on is pretty tiny, mistakes don’t take long to come back and haunt you. The goal is to earn more and more points to upgrade your settlement to a camp, a town, a city, a megalopolis and several steps in between. Each milestone is a Game Center achievement, so let’s just say I don’t have many achievements yet. It’s easy to keep getting better, though. Every failure yields a lesson, and once you’ve got the system down it’s just a matter of putting it into action.
There’s only one problem: eventually the free ride runs out, and when it does, it hurts. Triple Town gives you a limited number of turns to work with – enough for a lot of free play, enough to get you hooked. After that, you can buy 200 more turns with coins. You earn more coins each time you finish a game, but it’s not really a sustainable practice. So you’re probably going to need to shell out. You can either buy coins for cheap and keep going 200 turns at a time, or you can splurge to unlock unlimited turns at a painful rate – $6.99 in the US store.

I won’t argue that’s not a lot to pay for a simple little game like Triple Town, given the App Store economy. But the game offers such a generous amount of free play that it’s worth getting even if you’re not interested in putting any cash on the table. Of course, you’ll need to rely on your willpower at that point, which might be a heavy burden to bear.
Sure, Triple Town is just another matching game, but it’s deep and surprisingly strategic. You’ve got to plan your moves out in advance while dealing with random draws and turns ticking down. You’ve got to balance spending your coins on the exact tile you need with earning enough each game to keep you going. It’s challenging enough to keep your brain working and simple enough to dig in those one-more-game hooks. So why not give it a look? The first hit is always free.
TouchArcade Rating: 
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Remake of C64 Classic ‘Barbarian’ Hitting the App Store Next Month
Developer and publisher have announced that Barbarian – The Death Sword will be hitting the App Store early next month. Barbarian is a modern remake of the classic Commodore 64 title Barbarian – The Ultimate Warrior, also known in the US as simply Death Sword. Released in 1987, the original Barbarian was a one-on-one fighting game pitting buff and brutal warriors against each other.
Despite the fighting genre being in its infancy, Barbarian was critically acclaimed for its competitive gameplay. However, most of its notoriety outside of the gaming world was garnered by its violent nature where you were able to decapitate your opponent in a shower of blood, as well as the scantily clad models featured on its packaging.
The new version of Barbarian looks to be a similar one-on-one fighter, but with visuals that have been crafted in 3D. Check out the promo video below, which features both scantily clad women and violence just like its original inspiration:
One other really cool aspect about Barbarian – The Death Sword that was pointed out in the video is the ability to compete against other players across different platforms. I’m not sure if this extends all the way to the PC and Android platforms, but at the very least you’ll be able to play against your buddies no matter if they’re on a Mac, iPhone or iPad. Another thing I’d like to find out is if this multiplayer is online or just local. But, it shouldn’t be long before we can find out, as Barbarian – The Death Sword is set to launch in the first half of February, and we’ll be checking it out when it hits then.
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‘Puzzlejuice’ Review – A Mashup of Tetris, Match-3 and Boggle
If you enjoy Tetris, match-3 games and Boggle, then Puzzlejuice [99¢] from might be right up your alley. That’s because this falling-block, color-matching, word-finding mash-up combines these things into a nice-looking bundle of pleasure.
Puzzlejuice starts with falling puzzle-blocks, just like Tetris. You can rotate each falling block by tapping the screen or drag it left or right. A ghost image of the block shows where it will end up at the bottom. When you’re happy with the position of the block, you can swipe it downwards to speed up its descent. And the idea is to form a solid row. That should all sound fairly familiar for anyone who knows Tetris, but that’s just the start of this game.
When you form a solid row of blocks across the playing area, instead of disappearing, the blocks turn into letters. And to make the letters disappear, you must draw a line across adjoining letter-blocks, to spell a word in eight directions, like Boggle. If your word is long enough, the surrounding blocks are also destroyed. So now you’re multitasking between managing falling blocks and finding words.

The falling blocks are comprised of different colors. Whenever you match-up three or more blocks of the same color, those blocks can be tapped so they convert into letters. So now you’re managing falling blocks, matching and tapping colors and also finding words, which is enough to keep your brain challenged and fully entertained (especially if you’re a male, because apparently we’re not great at multitasking).
A series of objectives are provided as well, which can be completed across multiple games. For example, you might need to spell a six letter word, use two power-ups simultaneously or activate 3+ rows at once. By satisfying these objectives, you can unlock power-ups, like “The Kabomb!” (explodes blocks), “Driller” (falling blocks carve through everything they touch) or “Twister” (scrambles the blocks). You can choose up to three power-ups to carry.
There are two game modes, Zen and Core. In Zen Mode the blocks don’t drop, but you only get 90 seconds to play. In Core Mode you play until the blocks reach the top of the screen. Core Mode has two difficulty levels, with the harder levels requiring longer words to explode surrounding blocks, but offering three times the points. Basically, the longer your words, the bigger the width of your explosion, which all helps your Game Center score.
I tried this universal game on the iPad and iPod touch, both of which played well, although the music spluttered at times on my 4th generation iPod. There’s a “picture-in-picture” mode for the smaller screen devices, which shows a zoomed in image of what’s under your finger. On the iPad that mode is unnecessary, but on the smaller screen it’s useful for seeing the words you’re swiping, or un-swiping.
Puzzlejuice may not be totally original, as it combines three common App Store genres, but putting them together into one game was a stroke of genius. It’s a real breath of fresh air with loads of frantic gameplay, style and humor. As an added bonus, Puzzlejuice is currently on sale for 99¢ due to being featured by Apple, and at that bargain price (or its original price of $2.99, for that matter) it’s a strong recommendation for puzzle and word game fans.
TouchArcade Rating: 
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