Archive for the ‘SIM’ tag
‘Robbery Bob’ Review – A Sneaky Game of Sneaking
Robbery Bob [ $0.99 ] has moments where you can tell it was designed by someone who cares. I’m not implying that that is a rarity, but you do rarely see the level of care that portions of Robbery Bob exhibits. Unfortunately though, those portions are few and far between, and what is in between is, well… Uninteresting.
But I’m getting ahead of myself.
Robbery Bob’s premise is simple: sneak into houses, steal items of value, leave without getting caught. There is a thin narrative wrapped around these acts, but this isn’t a game about story, it’s a game about the sneaking mechanic. And it is that mechanic that the game lives or, more often, dies on. Things start off real strong. Sneaking around the first few houses shows off a lot of the potential for the mechanic, but the game soon devolves into a repetitive room-by-room hunt with obstacles sprinkled haphazardly around. But, again, I’m getting ahead of myself.

Sneaking into a house is easy, the front door almost certainly is unlocked, and once inside Bob has to assess any potential threats to his mission (taking care to avoid them.). “Threats” can include dogs, cameras, old ladies, other humans, and, most importantly, the police. Luckily for Bob, there are ways to avoid these threats. Unluckily, for you they are almost all a pain to use. The methods for avoiding detection range from mundane (hiding in a planter) to the interesting (leaving doors open to pull patrolling inhabitants off their path). Each one of these methods of avoidance are fun, if not a little frustrating the first couple times, but they show their one dimension-ness and tedium by the eighth or ninth time you employ them.
While playing Robbery Bob, I couldn’t help but think about Shaun Inman’s brilliant The Last Rocket [ $2.99 ]. Inman, like the team at Level Eight, had to stretch a simple mechanic over 60+ levels, while keeping it interesting the whole time. He succeeded by not only developing interesting level mechanics, but also by weaving those mechanics together. If you’ll forgive those cliche, by the end of The Last Rocket, you had a veritable symphony of mechanics woven together beautifully. Robbery Rob goes half way in that endeavor. The mechanics themselves are interesting (seeing, for the first time, the way a camera interacts with open doorways was what inspired the review’s opening sentence), but when those mechanics are just dropped into the level without context, they lose almost everything they have going for them. They don’t work together, they don’t play off each other, they exist only as a standalone obstacle, forgotten as soon as you pass them and move into the next room.
Again thinking of The Last Rocket, another thing it did so well was instilling the notion that once you figure out the puzzle, you could move through it with nothing but grace and ease. Unfortunately, Robbery Bob never seems to get to that point, and therefore you never feel like you could replicate a victory. The last levels of any particular area (of which there are 3) feel like a crap shoot with your victory being tied more to chance than to skill. I, just now in fact, went back to try and finish the last level of the first area again and failed 3 times before I was able to do it.
While the game offers plenty of gameplay for the price, including encouraging you to go back and perfect all the levels (ala Angry Birds), it never hooks you like a game of that ilk should. It is a game where the potential is sky high, but you feel like the game itself stayed on the ground, only looking up every now and again. It fails to make a promising mechanic interesting.
Robbery Bob isn’t bad by any stretch of the imagination, it just isn’t good.
TouchArcade Rating: 
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Remedy’s ‘Death Rally’ is Free Again
Does the name ring a bell? They’re the Finnish developers behind Alan Wake and Max Payne, but before all that, they released a top-down combat-centric MS-DOS Racer called Death Rally. (Oh, and, Max Payne [ $2.99 ] is also now available on the App Store, check out our review.) Anyway, a little over a year ago the greatly enhanced iOS remake of Death Rally hit the App Store.
To create the game, Remedy partnered up with , who is likely best known around these parts for Minigore [$0.99 / $1.99 (HD)]. Minigore saw tons of updates, so, I’m not sure anyone was surprised when Death Rally got similar treatment. Since its initial release and our original review, they’ve added all sorts of unlockables, character tie-ins (such as a guest appearance from the one and only Duke Nukem) and even full online multiplayer.

Yes, the game has been free before, and one could argue that it’s only “free” with air quotes as there’s a variety of optional IAP to be had. Regardless, if you missed the last Death Rally promotion, be sure to hop on this one. Even if all you do is tool around in a few single player races, it’s still totally worth the download.
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‘Tractor Trails’ Review – Farming Gets A Breath Of Fresh Air
Does the idea of yet another farming game sound exciting to you whatsoever? Your answer would likely be a resounding no, unless you’ve seen that there are still plenty of seeds to plant with Tractor Trails [ $0.99 ], the farming game that is not only fun and exciting but plays more like a puzzle game rather than the next FarmVille [ Free ] clone.
You see, Red is a tractor that needs to plant seeds on his maze-like farm so he can grow fruit trees. Your (and Red’s) goal is to earn a three star rating at the end of the level by planting as many trees as possible (filling the entire board if you can), collecting the groundhog, and doing it all in the fastest amount of time you can. Earning stars allows you to unlock more level sets, with five in all. Controlling Red is incredibly easy, only requiring that you swipe where he needs to go on the farm so he can plant trees and collect the groundhog along the way.
While controlling Red may be easy, the challenge does ramp up quickly meaning you’ll need to learn fast to stay ahead. The initial levels are pretty much on auto-pilot with little or no chance for error, while more advanced levels will all but require plenty of plotting ahead to make sure you’re going to be able to plant as many trees as possible. In fact, a stage not too far into the game left me puzzled for more than fifteen minutes before coming up with a working solution.
The real challenge in each stage is trying to determine where exactly to send Red without screwing up. Sending him down the wrong path means you have to start over, so planning ahead is best when coming up with solutions. Combine that with the time bonus that’s riding on each stage, and you’re in for a brain buster if you’re not in the correct mindset. The more you play though, the more the mechanics begin to click, and you’ll find yourself having fun without too much trouble. On top of that, the payoff of finishing each stage is satisfying, rewarding you with much-needed stars and achievements for completing stages as efficiently as possible.
Spicing up the gameplay in Tractor Trails are the power-ups you can purchase with the corn you collect (or purchase through IAP). You can buy upgrades such as a queuing system, which is a bit of a saving grace to the gameplay (which can be a bit slow once you get the hang of it). Other power-ups include undo and speed upgrades. These don’t do as much to change the gameplay but can help out if you’re finding some stages a bit too challenging. The problem (albeit minor) with these upgrades lies in the pricing system, as you will have to continually purchase most of these items over and over again with increasing prices after each purchase.
Each set of levels does appear to have its own distinct theme, with its own color scheme to go with it. For instance, the first set of levels has a distinct shade of green, meant to represent a sunny, summer style. In the second set, you’ll be seeing a lot of brown as the theme is meant to represent autumn. After spending a good amount of time in each level set, your eyes will welcome the change of scenery each time it happens. The graphical tone seems to borrow a bit from Triple Town [ Free ] but there was never a vibe of ripping off, although the similarities are clear.
Where Tractor Trails really nails the fun factor is in its simplistic, yet rewarding gameplay. A game that you can pick-up and play for a few minutes or up to a few hours is still rare, so it’s nice to see that Tractor Trails stays as fun as it should long after you’ve started.
TouchArcade Rating: 
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‘Lego Harry Potter: Years 5-7′ Review – A Few Feathers Short of a Phoenix
It’s been over a year and a half since we last covered the boy wizard and his Lego debut on iOS. Now, after much waiting the adventure is finally ready to be concluded with Lego Harry Potter Years 5-7 [ $4.99 ]. While most Potter diehards will likely flock to this version and have a decent time, a few annoying missteps keep the title from having a wider appeal.
As was the case for the previous Lego Potter game, Years 5-7 is a port of an already existing portable game for the 3DS and more recently, PlayStation Vita. This means that you’re going to have (for the most part) a fully-featured game with a wealth of content. You’ll play through the final four movies of the series reimagined in the now-typical Lego way, each with its own chapters and sub-chapters. In addition, there are tons of unlockable characters as well as collectables. Suffice to say, there shouldn’t be any worries about getting your money’s worth with this title.
Gameplay is standard for what you’d expect from a Lego game at this point. You’ll spend the majority of the game engaged in simple exploration and puzzle solving, with some occasional combat thrown in for good measure. And, of course, you’ll spend a lot of time collecting studs which can be used to unlock new characters who have abilities that can open up previously locked areas. One new element added to the mix is the inclusion of Wizard Duels, which pits your character against another wizard in what is essentially a rock-paper-scissors battle for wand supremacy. While I didn’t think it added much to the overall gameplay, it was still a welcome sight for variety’s sake.
It feels strange saying this, but I was impressed with the visuals in Years 5-7. There was a certain clarity and visual sheen surrounding the in-game environments and character models on the iPhone 4S which put the game on par (or even better than) its portable console brethren. Unfortunately, the same can’t be said for the movie cutscenes, which were incredibly compressed. The audio suffers from a similar fate with annoying artifacts which simply feel out of place.
An interesting side effect is the fact that Years 5-7 will drain your iPhone’s battery very quickly. It seems like an obvious statement to make when you’re dealing with graphically-rich games, but I was still surprised at the how fast it drained (60-70% in about two hours of play). Just keep this in mind if you plan on a heavy gaming session away from a power source.
One of the areas we enjoyed in the previous Lego Harry Potter game was its intuitive control scheme, which used a more touch-centric (tap to move, swipes, etc.) method for controlling your character vice a virtual control pad. Unfortunately, Years 5-7 moves away from that style and settles firmly on a virtual joypad complete with various action buttons. While a virtual gamepad scheme is nothing new, the implementation feels off with small buttons that aren’t clearly labeled and the occasional non-register of a tap. Other actions, like specifically selecting a spell, become exercises in redundancy with the current control setup.
There are also a few nagging issues on top of the controls that just bring the experience down. The camera angle occasionally put you in a position where it’s hard to see pitfalls and other insta-death elements, causing sudden death if you’re not careful. I also encountered several situations where it was possible for your character to just get trapped on objects and just hang. Thankfully, the game will mercifully kill you after being this way for a while, but these sorts of bugs just shouldn’t be happening.
I’m happy to see that the Lego Harry Potter series finally completed on iOS. However, I’m not sure why it took so long for this port to land on the platform. Sure, Years 5-7 looks good visually, but the switch to a virtual gamepad along with the issues mentioned above deter the game from being better. As it is, the Lego gameplay is intact, meaning that fans of the series should continue to enjoy it. However, you can do better if you’re simply looking for the next great action/platform game.
TouchArcade Rating: 
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‘Aby Escape’ Review – A Flawed But Fun Runner Starring Sly Cooper’s Distant Cousin
Aby Escape [ Free ] is the newest freemium title from BulkyPix and Pixel Ratio, and a 3D spin on the iphone’s popular runner genre. Instead of dashing full speed to the left or right sidescroller style, the game plants the camera just behind Aby’s back and leaves it to you to guide the terrified raccoon down paths cluttered with rocks, cars, animal herds, beer-bellied hicks who lie in wait until you approach, and other obstacles.
To keep your unstoppable force from running smack-dab into immovable objects, you tilt your phone to weave side to side, swipe your thumb up the screen to jump, and swipe downwards to drop to your knees and pull off a Catwoman-in-Arkham-City slide, minus revealing cleavage. (Yeah, I know. Can’t have it all, though.) The core gameplay idea is reminiscent of Temple Run [ Free ], but Aby Escape does a nice job at iterating on the formula with some new ideas and some variety.
The game features two game modes: Story, and Unlimited. In Unlimited, your goal is to stay alive for as long as possible. You accomplish that feat by weaving in and out of danger to pick up shoes that keep your perpetually draining energy meter topped off. Aby gradually picks up speed the longer you survive, making extended play an exercise requiring absolute focus and twitch reflexes. Besides shoes, you can grab coins with which to purchase power-ups, characters, new Unlimited levels, and other unlockables.
And that’s where the trouble begins. The first time you load up Aby Escape, only one Unlimited level, Greystone Park, is available. Two other Unlimited stages are available from the in-game store, but at a cost of more than 3000 coins each. Want to try Story mode? That’ll run you 7500. You can unlock these modes in one of two ways: grind Greystone Park and pinch your pennies for hours on end, or shell out real money for IAP coin bundles.
The unbalanced economy pervades in other ways. Besides new stages, the shop also sells items like speed boosts that blast you forward and render you impervious to harm. The problem is, every item carries an exorbitant price tag. Each item can be upgraded up to five times. The first upgrade for each item costs 400, the next 1200, then 3000, and so on. Handy, but a major cut into your savings when you’re stuck with only one level to play. Playable characters and different types of feet like hairy Hobbit toes go for between 2000 to more than 4000, but don’t alter the game in any way; they’re purely for aesthetics. I hate to harp on this point, but with only one level to play, I simply considered all other purchases a waste until I’d invested in at least one change of scenery to spice up my time with the game.
Unlimited levels feature challenges that reward you with coins, but some of them just don’t make “cents.” Buy two upgrades at 400 coins apiece, get 50 coins back for completing the challenge. Uh, no thanks. I bought an IAP item that gives me two coins for every one I picked up, but that only increased my income from a drip-drop to a steady trickle. Eventually I shelled out five bucks for 20,000 coins—not because I wanted to, but because I felt like I had to. It was either that or more grinding. I unlocked the last two Unlimited levels before diving into Story, a sprawl of levels spread across Greystone Park and two new areas, the same ones you’ll play in Unlimited if/when you fork over the coins.
Story tasks you with racking up a high score by staying alive as long as possible and collecting every pair of shoes on each stage. Running into obstacles knocks points off your score and sets you back at a checkpoint. Most checkpoints set you so far back that you’ll have forgotten earlier terrain in your effort to remember what to do in the area that tripped you up, which amounts to a lot of frustrating memorization and trial and error.
Technical issues also abound. The frame rate chugs sporadically, spelling certain death in trap-heavy regions. Also, since you spend the game running forward into the distance, terrain you pass slides backwards as you run along but some of it slides too slowly, clogging the screen and blocking your view of the next hurdles. More seriously, though, was a store calculation error—I had more than the 400 coins I needed for an upgrade, but the transaction somehow took my wallet down to -97, which shouldn’t even be allowed to happen—and a crash bug that dumped me back to the home screen every time I tried to load an Unlimited level.
With so many strikes against it, what could possibly convince you to help Aby Escape? Because I’ll be darned if it isn’t fun. Grinding grew monotonous only because, really, who wants to look at the same environment over and over in any game? Actually <em>playing</em> the game is quite enjoyable. There’s a feeling of satisfaction and skill in any runner game that comes from guiding your scurrying lemming over, under, and around obstacles, marveling at your response time, dexterity, and lasting for as long as possible before inevitably slamming into something that reduces your bones to a fine powder.
Collecting coins, shoes, and power-ups requires near dead-on collision to register, but aside from the somewhat sluggish tilt-controlled weaving that doesn’t always keep up with the game’s gradually accelerating pace, the controls usually responded sharply enough that I felt encouraged to veer into danger and risk another visit to the Retry screen if it meant snatching an out-of-the-way coin placed in front of a trap. The game also plays fair by giving you a chance to shoulder past obstacles like cars and rocks unless you strike them dead on, which made me even more willing to dash in front of dangerous objects and grab goodies.
Three strong redeeming qualities ultimately saved Aby Escape from outright deletion. It’s fun, it’s deep (you’ve still got all the challenges and your personal records to break even after you’ve opened everything up), and it’s free. If this were a paid game, I’d knock a star off the grade, and fairly. The game really should offer activities from the get go or at least mark down the fee for additional content, but what is there provides loads of entertainment.
TouchArcade Rating: 
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‘Pandemic 2.5′ Review – Shut Down the Borders, Close the Ports
From the very first time I launched Pandemic 2.5 [ $0.99 ], I was out to obliterate humanity. My implement of destruction was a virus I called “Iloveyou”—named for a classic. Iloveyou started its life in South Africa, a humble disease with a single carrier. He probably didn’t even know he was sick. At first, we were asymptomatic.
Iloveyou had room to evolve, with 8 EvoPoints to grow into. I spent them carefully. I enhanced our heat capacity, so we wouldn’t die out in the desert. I developed our first symptom: rhinorrhea, the runny nose. A little mucus can go a long way toward spreading a cold, I reckoned. I hoped to spread out to insects, but we weren’t yet advanced enough. I threw in dysuria and photophobia for good measure—not enough to kill our hosts by far, but enough to cause a little discomfort and hopefully improve our spread.
Then we began. The number of infected grew quickly, then stalled out. I had a few more EvoPoints to work with at this point, so we brought in our insect friends. Even with a few more symptoms, Iloveyou didn’t make it much further than that; we were too slow and our infection vectors just sort of got better. But I learned from that first experience. On our next outing we made it to the next tier of symptoms, picking up a cough. Then our victims began to suffer fevers. We lost a few of the infected early on, but we were finally on our way.
And so it went. At first we refrained from killing our victims. Hosts are more important than corpses. We spread across borders before anyone knew to shut them, took out hospitals before anyone knew what was going on. Once most of the world was within our grasp we took the next step and became fatal.
When people started dying, they knew they had a problem on their hands. They mobilized quickly, developed a vaccine almost before we could react. It was too late for most of them, but it was also too late for us: the people that were left were cured, and we would never see our dream of total global destruction come true. Granted, it was quite the morbid dream. It made me a bit queasy to see the number of living humans dwindle, sure. But it’s never nice to lose.
If all this sounds familiar, it might be because you’ve played. The Flash game has been around for years—it even has its own popular . Pandemic 2.5 is a complete overhaul for the mobile crowd. With a new interface and a few improvements, it’s decent port of the desktop classic.
Decent, mind you, but certainly not great. There are little problems, like awkward text fields and introductory text that flows right off the screen. Bigger issues include things like a complete lack of tutorial, and a news ticker that flies by too quickly to read if the game is in anything but full-on sloth mode.
The biggest issue of all is that the game can be agonizingly slow. It’s simply not ideal for a mobile platform in its current state. Playing Pandemic involves a lot of waiting, especially if you’ve already lost the ability to win and just want to get your final score. Normally I’d pull out my phone while the slow parts passed, but, well, you can see the problem with that.
Here’s the thing, though: Pandemic in this form is just as compelling as it’s ever been. Some of the bigger problems with the Flash game have even been worked out. The meme is outdated, as Madagascar is no longer ludicrously paranoid unless you’re playing at the top tier of difficulty. There are also traits (and associated achievements) you can unlock by completing hidden requirements, something that builds a sense of overall progression. If you can ignore the interface problems, this is the best take on the subject matter yet.
So consider this a cautious recommendation. If you can stomach the mild horror of obliterating humanity, if you can handle a somewhat clunky port, it’s pretty great to have Pandemic on the go. It sounds as though is already working on fixing some of the game’s problems, too. Me, I’m working on a new strategy. With luck, we’ll take the island nations, wipe ‘em all out before they know what hit them. Awful to contemplate? Sure. But Pandemic makes a convincing argument: isn’t it time we gave the bugs their turn?
TouchArcade Rating: 
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Classic ‘Wings of Fury’ Sees iOS Remake as ‘Wings of Valor’
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 , 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 [], 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 with Wings of Valor, so far.
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Simogo Shares More Cut Game Ideas
, the studio behind Beat Sneak Bandit and Bumpy Road, leave a lot of game ideas and mechanics on the cutting room floor because its games are the end product of an improvisational style of design that sheds structure in favor of a flow. Simogo calls this “jazz” development. We’ve covered this topic exhaustively in the past, but we just couldn’t pass up on another opportunity to show off even more cut content. In a video it released this morning, Simogo lets us in on a few more abandoned ideas.
We’ve embedded the video below. It’s a mesmerizing bit of content, as it’s cut together in a way that reminds us of Simogo’s brand of game development. Check it out and see if you agree with us:
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‘Tower of Fortune’ Review – A Reel Good Time For RPG Fans
While dwindling on consoles, RPGs of all shapes and sizes are flourishing on mobile devices. There have been some truly creative and unique RPGs released in the past few years, and perhaps none is capable of tugging at your heartstrings and pushing you to fight just one more battle than ’s new iOS game, Tower of Fortune (ToF) [ $0.99 ].
Like and before it, ToF infuses a basic role-playing game with mechanics drawn from a completely different genre entirely—in this case, slot machines.
The premise of ToF is pretty simple. You’re a hero. You’ve a lady to rescue. You need to gather coin, get loot, and defeat evil incarnate. A “game of the year”-winning story, this is not, but the simple framework provides enough context to the game to make it work.
Before you even get to the gameplay, though, you’ll be hard-pressed to ignore ToF’s eye-catching retro art style and ear-pleasing chip tunes. Both the game’s quirky, NES-era visuals and strong selection of catchy music make the game visually and aurally simplistic and yet undeniably charming, like the greatest Gameboy games of yore.
Presentation is all well and good, of course, but how does the game actually play? Surprisingly well. ToF succeeds in blending the requisite RPG features with the mechanics of a slot machine, albeit with only one truly noteworthy quirk.
Currency is central to ToF, and it’s what powers all of the game’s subsequent systems. To progress through the game’s world, you’ll need coin. To battle, you’ll need to spend (and potentially lose) coin. To upgrade your hero, you’ll need coin. To heal after battle, you’ll need coin. To buy items… you get the point.
There are two ways to earn coin in the game: through fairly nonintrusive microtransactions or by fighting monsters. Given that the combat is the star of the show, most will be content to get their hands dirty and earn money the hard way, and it’s not hard to do so willingly as prices aren’t as exorbitant as they are in similar games.
This is where the game’s slot system comes into play. When you enter combat, you’ll be greeted with a simple one-line, three-reel slot machine. The reels are filled with icons that represent doing damage, taking damage, gaining XP, and gaining coin. Whatever icon appears on the left-most reel determines what happens during the turn, and the more like icons matched, the more significant the effect. In addition, the effect is multiplied by repeat matches, so if you get XP one spin and XP again the next, you’ll get an XP bonus.
One more level of both gambling and depth is added to the battle system by way of a simple “Bet” button. Prior to a spin, you can bet your coin to enhance the effects of the spin. Every effect is doubled after a bet, so you’ll be crossing your fingers in hopes of avoiding taking damage icons and screaming in joy when you hit a full three-match of XP or coin. This becomes critical as bad guys get harder and have more health.
I’m not much of a gambler, and random elements in games tend to annoy me to no end—here’s looking at you, . But after hours of playing, I’ve found that ToF manages a fine balance between feeling cheated and feeling lucky, and hard battles are nail-biters as a result. As you begin to fight more difficult monsters, the high wrought by a good string of luck and the stomach-sinking disappointment wrought by a bad one make the game quite compelling.
In practice, the system works surprisingly well. This is largely thanks to the game’s simple loot and upgrade systems, which allow you to upgrade your character periodically with simple items and stat boosts, you can do a decent amount to prepare for battle and tip the tide in your favor.
If there are any complaints to be had, they would revolve around the game’s sense of progression. Progression is a critical component of any RPG: it’s what keeps the genre’s fans playing, even when everything else—from storyline to graphics and beyond—may falter. ToF struggles a little bit in this regard, as progression is too random and too fleeting to feel rewarding in the long run.
Moving through the game from area to area requires paying escalating “unlock” fees. This means that you’ll need to amass a substantial purse. This in-and-of-itself wouldn’t be that bad, but when combined with the game’s rougelike treatment of death, you can find yourself frustrated.
Should you die, you’ll lose all the equipment, levels, and upgrades you earned as you play—you keep only your unspent coin. As a result, some may beat the game in a day while others could theoretically play it indefinitely and never see the end. This near-complete randomness makes it hard to feel any sustained, substantial, and satisfying feelings of progression.
In spite of this issue, though, the game never stops being fun to play. The game’s ability to produce such a wide spectrum of emotional highs and lows is no small feat for a game, and additional elements, like the game’s fun mini-quest system that introduces small objectives that reward XP when completed, do wonders at keeping things fresh.
Ultimately, Tower Of Fortune may not have the progression elements, compelling story, or depth of its meatier RPG brethren, but it has all the stats, levels, loot, triumph, and tragedy a RPG fan needs for on-the-go gaming.
TouchArcade Rating: 
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‘Ballistic SE’ Review – Radiangames Takes on the Twin-Stick Shooter
How many games does it take before you can call a developer a sure bet? 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.
TouchArcade Rating: 
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