Archive for the ‘SIM’ tag
‘Radiant Defense’ Review – Towers, Aliens, and a Ton of Hard Work
On paper, Radiant Defense [Free] doesn’t stack up when compared to other tower defense titles. It shouldn’t be as good as it is. I mean, it only has ten levels, and its free-to-play model gives you just a handful of towers to work with unless you want to pay more. But is full of surprises, and this free tower defense game is certainly one of them. It might not work on paper, but it sure works in practice.
All too often, freemium titles either lock all the fun behind a paywall or let you skip right over the gameplay if you put down your money. Radiant Defense does neither. I can’t say for sure that you can get through all ten levels without making a purchase. I couldn’t, because Radiant Defense is crazy hard. Buying any (or all) of the four optional tower packs gives you more room to strategize, but it just barely makes the game easier. Paid or free, you’re going to have to get your hands dirty.
Radiant Defense offers a mix between static path defense and the ability to create complex mazes. Players are often handed a few loose modules between waves. These can be used to build walls. Sometimes this is advantageous—drawing enemies out along long, winding paths is a good way to make sure they die well before reaching their goal. Other times it’s suicidal. Some enemies regenerate, so luring them away from your carefully crafted kill zone just means they’ll continue on, fresh and ready for more.
The tower selection adapts to any situation the game throws at you. You start out with the ability to build or research ballistic weapons for pure damage, energy weapons to take out shields, and the other usual suspects—towers that slow or weaken the enemies, and powerful area-of-effect towers. The purchasable packs add variety, with mines and blades to bar passage, weapons of mass destruction, and a few things that are just plain odd. Each has its own cost and drawbacks, though, making for a decently balanced experience no matter how many (or few) packs you own.
That balance falls on the side of intensely challenging throughout. Radiant Defense is unforgiving, with brutally long levels (making up for their limited selection) and increasingly aggressive waves. The game never lets up—every time you think you might have a handle on all the tricks you’ll need, it throws even more enemies at you in even more aggressive combinations. It can be aggravating, but it makes winning all the sweeter.
Not every part of the challenge is as sweet, unfortunately. The worst bit is dealing with frustrating tower AI. Towers will happily shoot the first thing that crosses their paths, blithely ignoring targets that are about to hit the goal. This behavior is consistent, so you can plan for it. It might even be intentional—it certainly gives players a reason not to use tight corridors to their advantage each and every time. But as difficulty goes, this isn’t the fun sort. It can leave you floundering moments after you’re sure you have everything under control.
There are concessions to this frustration, though. Each wave can be restarted as many times as you need without penalty, so you’re free to experiment with the best possible moves you can make with the resources you have. Anything you do before beginning the wave will stick, though, and while you can sell back unused towers at cost, upgrades can’t really be reversed. Your strategy may hinge on what seems like a simple decision: whether to spend your cash in the lull between waves or save it for the madness in the midst of combat. The latter is easier to revert but much harder to pull off.
That sort of decision-making drives the strategy of Radiant Defense. It’s rarely just a matter of this tower or that tower. Instead you’re balancing upgrades, positioning, and pathing, all while you decide if you should meet the current threat with force or save up for an unknown future.
If you’re comfortable with difficult games, Radiant Defense is easily worth the download. It’s a nice little package—decent art and music wrapped around generally excellent gameplay—and the price is more than right. It’s refreshing to find a game that respects your intelligence, money, and time. All the better that it’s good fun, too. Take a look, and stop by our to share your thoughts.
TouchArcade Rating: 
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Coming Soon: ‘Inotia 4′, ‘Alexandria Bloodshow’, and ‘N.O.V.A. 3′
Three upcoming games recently popped up on our radar, and while we don’t really have enough details on any of them yet, smashing all three games together sort of makes a story, so strap in for this.
Inotia 4: Assassin of Berkel – When it comes to Korean action RPGs, the App Store seems to have two main staples, Gamevil’s Zenonia, and Com2uS’s Inotia. Zenonia is up to four different games on the App Store, and this upcoming title will be the fourth installment in the Inotia family. The “party battle system” in Inotia 4 sounds pretty cool, and like previous entries in the series I’m sure we’ll see all sorts of incremental improvements that these yearly sequels always seem to have.
Alexandria Bloodshow – A strategic card-centric battle game from Sega. , and used games like Plants vs Zombies to describe how gameplay works. I’m not too familiar with the original Samurai Bloodshow, but I’m all about any strategic game with online multiplayer.
N.O.V.A. 3 – Gameloft is teasing quite a bit of their upcoming Halo-like first person shooter these days. We expect it to be pretty similar to the previous two installments in that it’ll likely come packed with an awesome online multiplayer component to compliment the single player campaign. If that is actual in-game footage we’re looking at in the above video, it should be pretty rad.
We’ll have more details on these games as soon as we get them. Unfortunately, the best we’ve got right now is they’re all coming to iOS devices, and they’re all coming “soon.”
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‘Total War Battles: Shogun’ Review – A Solid Mobile Entry from the ‘Total War’ Strategy Series
Total War Battles: Shogun [ $6.99 ] is not perfect. Anyone who tells you differently is either lying or particularly forgiving in regards to an absence of visual cues. Nonetheless, while and Sega’s first attempt to bring their award-winning franchise to the iOS platform is one pockmarked with problems, it doesn’t change the fact that this real-time strategy game remains an excellent addition to the App Store.
Set somewhere in late 16th century Japan, Total War Battles opens to a familiar tune: an overcast sky, one army torching another army’s infrastructure to the ground, a father passing on his final instructions to his son. As the earnest heir, it is your responsibility to seek out those who are responsible for the tragedy that befell your clan and to exterminate them with extreme prejudice.
While hardly the most inspired premise out there, the story works well enough as an excuse to visit slow, well thought-out havoc onto opposing factions. Of course, it kind of helps that the game is also lovely to behold. Though not on par with games like Infinity Blade II, Total War Battles: Shogun still boasts of well-animated military men, excellent weather effects, decent voice acting and a suitably epic soundtrack.
Gameplay in Total War Battles: Shogun consists of you first picking one of the campaign-based missions currently available to you or an EXP stage from the world map. Depending on the nature of the level you’ve selected, you can either expect to be called upon to beat down on a number of units, defeats a certain type of enemy or to participate in a round of city planning.
Yes, you heard me. Should you choose to accept the responsibility, you’ll find yourself taking a break from the rampant warfare to work on stuff like figuring out how to jam eight shrines into a less-than-spacious map. It’s not as easy as it sounds. Buildings here come with their own set of requirements and restrictions. For example, shrines will not permit themselves to be constructed next to the vice-den that is your average trading post but will require the proximity of a lumber mill in order to exist. (No, I have no idea why either).
As for the rest of the game, it’s a little more straightforward. In between assembling the correct assortment of unit-producing buildings and ensuring that they remain in serviceable condition (enemies will do their best to burn them down), you’re going to have to send your army at your foes. Simple, right? There’s a small twist. While you’re capable of manipulating their frontal charge, you will not be able to tell your units to move back. Retreat is impossible for them as they apparently subscribe to the laws of Bushido. Additionally, you’re also going to have to take the fact that your battalions are incapable of turning on a dime and the fact that there’s a cooldown associated with your navigation-related commands into consideration.
Needless to say, this isn’t your average hair-trigger, ‘300 actions-per-minute or bust’ sort of RTS. Forethought is mandatory here. To make matters more interesting, you’ll be able to utilize a certain amount of units at a time, something that can spell life or death. If you throw everything you own into a frontal assault, you may find your home base decimated even as you watch on helplessly. Mistakes aren’t easily forgiven here.
There’s a fairly decent variety of units and buildings, by the way, one augmented by a considerable amount of available upgrades. With more than 10 hours of expected game time, gorgeous aesthetics and half-decent voice acting, Total War Battles: Shogun should represent one of the pinnacles of the iOS-based real-time strategy genre, right? Maybe.
As I’ve mentioned early on, Total War Battles: Shogun is not without its flaws. To be fair, they aren’t big flaws but they’re certainly the sort that can niggle. Units don’t come with health bars and buildings will not provide information about their structural integrity in an easy accessible fashion. There is nary a number to be found; you won’t ever get to figure out precisely how much of a defense boost your monks provide. These issues aren’t exactly game changers but if you’re the sort who likes their statistics, you might find yourself bristling at your inability to accurately calculate the likelihood of a win.
As for the multiplayer, I haven’t had the chance to get someone to sit down to poke at it with me. Unsurprisingly, Total War Battles: Shogun only supports 1vs1 same-device multiplayer, something that is generally best played on the iPad as opposed to its more diminutive cousins.
Still, if you’re willing to overlook the aforementioned issues, Total War Battles: Shogun is a refreshing change from the App Store’s barrage of angry avians, physics-based puzzler and match-3 games.
TouchArcade Rating: 
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‘Lock ‘n’ Load’ Review – An Enjoyable Dual Stick Adventure
Chillingo’s penchant for publishing dual-stick shooters returns with the release of Lock ‘n’ Load [ $0.99 ], a content-rich title developed by that hits all the right notes for the genre. While a lot of that content is initially locked away a bit tighter than I’d like, the gameplay, visual-style and presentation make up for that setback, leading to a game well worth checking out for the dual-stick shooter crowd.
Lock ‘n’ Load puts you in the role of a hockey-mask wearing protagonist taking on an evil magic-wielding girl whose minions trampled his garden bed. As you can imagine, the tone of the game is very tongue-in-cheek and does a great job making fun of itself. While the story obviously takes a backseat to the gameplay, I still enjoyed it more than most other dual-stick shooters, including the twist at the completion of the main campaign. Still, what’s more important is content, and Lock ‘n’ Load certainly has a lot of enemies to throw at you.
You’ll be taking on those hordes of minions with your choice of three weapons (you’ll have to unlock two of them) through mostly standard DSS gameplay. I say mostly because Lock ‘n’ Load does a great job spicing up the gameplay with good plot pacing and a variety of mini games. You’ll do collection quests, first-person carnival shooting – even a Space Invaders-inspired stint. Of course, there’s also a ton of opportunities to simply mow down the mobs. A second, harder difficulty is also available, along with a second unlockable campaign (and challenge missions) that focuses more on gameplay than story.
Visually, Lock ‘n’ Load looks impressive with a wide variety of backdrops and character models. I was particularly impressed with the assortment of environments used across the campaign, each with their own graphical effects. In addition, the game runs at a good frame rate and looked exceptionally nice on my iPhone 4S. Relatedly, I thought Lock ‘n’ Load did a great job with its auditory aspects, with the music setting the mood appropriately and decent voiceovers accompanying the story cutscenes and combat. It did get a little annoying hearing your character repeat the same catchphrases over and over but in general I thought the voiceovers did much more good than harm.
One of my few complaints about Lock ‘n’ Load is the way it handles unlocks with its in-game currency. Every upgrade and unlockable requires cash, which can be randomly dropped by enemies while playing the campaign or purchased en masse via IAP. As is becoming custom, while you can earn a decent amount of cash through a campaign run it won’t be nearly enough to unlock all the content.
Unfortunately, I think the amount of cash dropped in-game should definitely be adjusted. I ran through the entire campaign (with several restarts on some missions) and didn’t even earn nearly enough cash to unlock the first tier of upgrades. When you include all the challenge levels, skins, and second story mode, players will end up having to rerun through completed levels many times before they can earn enough cash to unlock everything.
On top of all that, unlocks don’t appear to transfer between iOS devices (unless you have the all-encompassing ‘premium pass’) meaning that simply spending a few bucks on cash to unlock extras isn’t going to cut it if you want to play on multiple devices. Also worth mentioning is a crash bug that’s affected some users. An update with a fix is already submitted, and in the meantime if this is affecting you turning on Airplane mode should work as a temporary fix.
Even if you have an adverse reaction to IAP, Lock ‘n’ Load still offers a decent amount of content with more that can be eventually unlocked (even if it takes a long time). When you combine that with the excellent visual style and content diversity, Lock ‘n’ Load becomes a highly recommended game. While we’ve had our share of good dual stick shooters, it’s rare to find one as well-rounded and content-rich (even if you have to unlock a lot of it). Gamers remotely interested in dual stick shooters owe it to themselves to check out this title.
TouchArcade Rating: 
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‘Tentacle Wars HD’ for iPad Review – A Fast-paced Strategy Game Reminiscent of ‘Galcon’
Tentacle Wars HD [ $2.99 (HD)], the new title from FDG Entertainment, is a port of the online of the same name by Lumarama. It’s a fast-paced iPad strategy game that reminds me a lot of Galcon [$1.99 / Free ], another iOS strategy game from 2008. In fact, I’d go as far as to say it’s “Galcon with tentacles” …along with superior graphics, ambient music and better sound effects.
Playing Tentacle Wars is like being a general overlooking a battlefield. Although in this case the battlefield exists inside the body of an alien life-form. The battles are between antibodies, spores, pulsars and embryos. Each cell can use DNA energy tentacles to attack each other. If your green antibody cells can turn all the other cells green, you’ve cured the zone. Once you clear all the zones, you’ve saved the alien life-form.
To launch an attack, you swipe a line from your green cell to any other cell in range. The more powerful your cell (as indicated by a number inside it), the further it’s tentacles can extend. You can target a red cell (enemy) to engage in battle, target a neutral grey cell to claim it, or target one of your own cells to transfer energy to where it’s needed.
The battles are based on a simple premise: The more powerful cell(s) always win, every time. So if your cell has a weaker strength it will slowly be drained until it’s defeated. But, if you attack the same opponent with tentacles from another cell simultaneously, you can defeat it, because your two cells are collectively more powerful. So, as in real war, choosing your targets carefully (but quickly) is important.
Once your tentacle has latched on to another cell, you can either remain connected to slowly drain it or swipe across your tentacle to cut it. Interestingly, it makes a difference where you sever your tentacle. So, if you slice it right in the middle, half the resources return to the attacking cell and the other half do a rapid attack-burst (ie: a 50-50 split). Whereas, if you cut your tentacle right at one end, all the resources in the tentacle will quickly retreat or attack, depending which end you slice.
To add variation, there’s impenetrable barriers within some levels, purple cells with superior intelligence to overcome, and limits for how powerful a single cell can become within each level. Each cell type also has a limit to the number of tentacles it can extend at one. These factors, plus some interesting level designs, encourage you to modify your strategies to suit each level.
The single player campaign (2 worlds, 40 levels total) is entertaining and satisfying, but far too short. By the time you’re settling in, the single player campaign is over. Additional levels are promised – but randomly-generated levels would be better. Lastly, the campaigns are rather anti-climatic once you complete each world, as nothing really happens, except a small note in the corner of the iPad screen confirming a Game Center achievement.
Multiplayer mode offers two-player online action via a random match-up or by challenging a friend, via Game Center. Choose an arena and color, then engage in a microscopic war ….and in my case, get totally owned by superior players. The online play worked flawlessly once started, but it was often unable or slow to complete a random match-up. That isn’t ideal since the single player mode is completed so quickly, but isn’t a problem if you’re playing friends online.
Tentacle Wars blends strategic gameplay with arcade-style swipes and cuts to create a fast-paced strategy game that’s ideally suited for touch screens. The game is similar to Galcon, but has enough innovation to feel fresh and new. Yet, it needs more levels and online players, otherwise the fun feels as if it’s over too quickly. According to our , an iPhone/iPod touch version is expected around May or June.
TouchArcade Rating: 
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New Screens for ‘Razor: Salvation’, an Upcoming Shooter from Blowfish Studios and Crescent Moon Games
The always-up-to-something has sent over some lovely new screenshots and information for an upcoming title that they’re planning on publishing called Razor: Salvation. Developed by Siegecraft [ $2.99 ] creator , Razor: Salvation is a first-person style shooter played from a fixed position where you have a 360 degree view of the environment and must blast away attacking aliens while simultaneously trying to save endangered civilians.
Expect Razor: Salvation to boast a healthy amount of weapons, items and upgrades as well as an advanced enemy AI that has your opponents reacting dynamically to changes in the environment and the assault you’re bringing to them. And as you can see, the game also looks super impressive so far, with full support for the new iPad Retina Display as well as “specular bump map textures and full screen pixel effects” – techie talk for fancy visual stuff, I reckon.
One other interesting tidbit about Razor: Salvation is you will somehow be able to create factions with your friends and then compete with other factions around the world for supremacy. There will also be regional rankings and leaderboards to track who’s best at blasting the most enemies or rescuing the most civilians.
Razor: Salvation is shooting for a May or June launch as a Universal app, and as alway more discussion and details for the game can be found .
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Unlocking the Gaming Secrets of ‘Clear’ in New Update
Back when released EpicWin [$2.99], its to-do list RPG, we spent some time contemplating whether adding game mechanics to productivity apps would really help people be more productive. That’s the question that rests at the heart of all discussions about “gamification”—do carefully tuned game mechanics drive us to perform tasks we might otherwise ignore? Has Farmville claimed so many man-hours because it’s fun, or because it’s designed to feed on impulses that could be better used for good?
Don’t count it as a blow against gamification, but, personally, EpicWin never quite clicked. I found the experience bars and loot rewards intriguing, but the work I had to put into maintaining my tasks outweighed the benefits. More recently I’ve found myself back in the world of gamified productivity with the help of a to-do app that doesn’t look game-like on the surface at all: Realmac Software’s [$1.99]. Beneath all its lovely minimalistic design you’ll find the potential for a compelling game experience. With today’s update, Clear realizes some of that potential—and it brings a few easter eggs for the discerning iOS gamer along for the ride.
Clear launched with a bang, thanks to plenty of well-placed hype. at the time noted the simplicity of its design asthetic, the elegance of its colors. Those colors were customizable with a few built in theme options. Within a few hours of release, though, buzz started to build around secret unlockable themes people were finding tucked away in the app.
If you’ve ever felt the urge to master a game, to earn 100% completion on something, you might understand the effect that had on me. At first I only hoped to unlock a theme that was a little different because I wasn’t too fond of the baked in options. Then I had to have them all. The first two were easy—and I’m about to get into details, so stop reading and just grab the update if you want to go in unspoiled— one is unlocked for having Tweetbot [$2.99] installed. Another, Scorched, opens up if you follow any of the app’s creators on Twitter through the app’s menu.
The third is the one that made me realize gamification could work for me. The Socialite theme is unlocked by completing 100 tasks and then posting about it online. As soon as I heard that I starting using Clear obsessively. I added every important deadline, chore and errand and diligently checked them off. By the time I hit 100, I’d formed a habit. Sure, I unlocked the theme I’d been waiting for, but I also found myself more organized for it.
Then there was the letdown: with nothing left to unlock, Clear went back to being a pretty little to-do app that was great to use but not particularly game-like. Today’s update brings a return to that early entertainment with seven new themes to discover.
Three of the themes mirror the original set. There’s a shameless self-promotion option, which rewards you with a theme for gifting Clear when prompted. It’s called “Gifted.” The Path theme is a reward for having Path [Free] installed, just like the theme for using Tweetbot. And then there’s the self-improvement theme: Ultraviolet unlocks when you use the app each day for 7 days straight.
There’s a fundamental rule of any productivity system: you have to actually use it for it to do any good. Ultraviolet could provide that little tick of motivation someone like me would need to keep up the effort that requires, just like achievements might make you play a game longer than you might otherwise intend. There’s also a fourth unlockable theme, Night Owl, that encourages you to be productive after dark, between 12 and 3 a.m.
Now here’s the cool part, the part that reveals Clear’s affinity for games. Today’s update has within it the seeds of three other unlocks. Each one ties into a game: The Heist [$2.99], Temple Run [Free] and Bumpy Road [$2.99]. Those games will need to update before this works (The Heist’s update should come mid-week, and the others are on the way), but once they do we’ll get new themes in Clear for each of those games we have installed.
We’re pretty fond of all three of the games—hit the links to read our reviews—and any of them would be well worth the download with or without the theme. So far, the apps that accompany Clear themes seem hand-picked for quality, and these games are definitely no different. This update also brings in a selection of fixes and features, but the best thing here is using a to-do app that really is all fun and games.
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Here’s Your Last Chance to Get the ‘Fighting Fantasy’ Game Books Before They Disappear
In a “good news/bad news” sort of situation, I always like starting with the good news first. Maybe it’s just me, but it makes the bad news easier to stomach. So, try this on for size: The Fighting Fantasy game books were originally first published in 1982, starting with The Warlock of Firetop Mountain and blossoming into a full-blown series of gamebooks. What’s a gamebook? Well, imagine one of those choose your own adventure novels from when you were a kid (You do remember those, right?) except with more interactivity. Instead of simply turning to page 92 to to jump across a pit or turning to page 59 to go down the tunnel to the right, you need to roll actual dice to do a skill check to see if you can make it across the pit.
This adds a great element of randomness to things, and it feels more like you’re playing the book instead of just making arbitrary decision along various branching paths. I like ‘em a lot, and if you’re a fan of fantasy novels I’d go as far as saying this whole series is a “must-have,” especially considering at the current sale price of 99¢ you can buy the whole set for less than one dead tree version will run you.
Fighting Fantasy: The Warlock of Firetop Mountain, $0.99 – Deep in the caverns beneath Firetop Mountain lies an untold wealth of treasure, guarded by a powerful Warlock – or so the rumor goes. Several adventurers like yourself have set off for Firetop Mountain in search of the Warlocks hoard. None has ever returned. Do you dare follow them?
Fighting Fantasy: Deathtrap Dungeon, $0.99 – Deep in the caverns beneath Firetop Mountain lies an untold wealth of treasure, guarded by a powerful Warlock – or so the rumor goes. Several adventurers like yourself have set off for Firetop Mountain in search of the Warlocks hoard. None has ever returned. Do you dare follow them?
Fighting Fantasy: Citadel of Chaos, $0.99 – The Citadel holds a dark and dangerous peril for anyone foolhardy enough to venture through its gruesome gates. And yet venture you must for your mission lies at the heart of the Citadel, with the dread sorcerer, Balthus Dire!
City of Thieves, $0.99 – Terror stalks the night as Zanbar Bone and his bloodthirsty Moon Dogs hold the prosperous town of Silverton to ransom. YOU are an adventurer and the merchants of Silverton turn to you in their hour of need.
Fighting Fantasy: Creature of Havoc, $0.99 – You begin this adventure not knowing where you are or who you are. All you know is that you are some kind of creature of instinct, understanding little. During the course of the adventure, it may be possible for you to begin to control your bestial nature, to find out more about yourself, and even to learn your destiny. But even if you know all this, success is by no means certain, for the traps and terrors of Trolltooth Pass are many … Are you ready — to become the Creature of Havoc?
It doesn’t matter what order you play them in, so just download and start with whatever sounds the most interesting.
Now, the bad news. Big Blue Bubble, the developers responsible for bringing these gamebooks to the App Store, are on the verge of having their licensing agreements expire. It doesn’t sound like they’re being renewed either, so once these are gone, they’re gone. This also means there won’t be any updates for any of them, so don’t expect any Retina iPad enhancements, or tweaks/bug fixes if future iOS upgrades break the apps.
We’ve yet to hear when the licensing agreement actually expires, but needless to say, you should jump on these sooner rather than later if you want them.
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‘Crow’ Review – This Dark Adventure Will Send You Flying
As you may know, the App store is drenched with cutesy looking physics puzzlers that all start to look the same after a while. They may seem like overload, but when it comes to the stark difference between them and a game like Crow [$2.99], they simply make it stand out even more than it already does, like a rainbow standing behind a horseman of the apocalypse. Everyone loves their cute time wasters, but watch out with this one, because you’re about to get a distinctly gothic change of pace.
Right out of the gate, Crow has something to it when it comes to atmosphere. The game’s saturated color palette brought up memories of Cyan’s Myst series, which I will take basically any excuse to mention in conversation, gaming-related or otherwise. Suffice to say I felt comforted the moment I fired up Crow. The adventure title puts you in the role of the black winged bird, gliding soundlessly over the skies of a foreign land. You’ll soon learn that a creature called The Scarecrow poses a threat, and it must be cursed by you in order for you to gain its power. If you can vanquish it, other foes will surely follow.

To accomplish this, you’ll play in two separate gameplay sections. In the first, you’ll fly over a patch of land searching for story points and trinkets (the latter which will earn you skill points to buff up your powers).To control the crow, you use your finger to drag it in the direction you want it to fly in. I was not crazy about the controls as I felt like my finger was in the way of the action more than half the time, but I adjusted to it as I found the world very interesting. Once I had collected enough story points, I had the opportunity to challenge The Scarecrow, which takes you to the game’s second mode.
In these boss fights, you fly around with your foe on rails and choose certain options, such as to scratch it with your claws or to shield yourself. Each foe will react to different types of tactics, but the most interesting part of this battle comes at the end, where the player is given a choice to “curse” or “spare” the opponent. Each choice affects what direction the crow develops in, and he can end up very good or very bad. This will also affect your scores after you finish the game.
Crow also has leaderboards and achievements for you to play with, and you can also unlock Challenge Levels using your current skill set (based on what part of the game you are in). These take you back to the on rails gameplay and have you basically collect stuff and rack up points.
Crow’s good looks have to be shook off a bit before you can reasonably decide whether it is fun — because it is VERY pretty. It also feels like a flying version of Infinity Blade at times. I’d say the attractive atmosphere and music buff down the fact that it could have used more fine tuning. The missions where you collect trinkets feel a little boring, for instance, but I really enjoyed the on-rails fights. With a game that presents such a rich-looking world, it almost felt weird to be merely collecting things in it — I wanted to learn more about it, but I wasn’t really given the opportunity.
I think it’s safe to say Crow is a mixed bag, but is still worth picking up because it so much uniqueness to offer. Because it does look so stellar, you can’t help but wish those little design flaws (like trading a d-pad for your finger being in the middle of the screen at all times) weren’t there. Still, developer shows that their in-house platform (called Radiance) has guts, and I can’t help but wonder what they’ll do with it from here on out.
TouchArcade Rating: 
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TouchArcade Game of the Year Honorable Mention ‘SpellTower’ Drops to 99¢
I’ll be the first to admit, when the discussion first started on giving Zach Gage’s SpellTower [ $0.99 ] five stars in our review last year, I distinctly remember raising an eyebrow and saying, “Guys, it’s a word game.” Truth be told, until then I hadn’t spent much time with SpellTower, but once I did… I was hooked. So hooked that this simple looking word game wound up as an honorable mention for our game of the year.
Nissa explains what the game is all about:
SpellTower isn’t bogged down with complicated rules or conditional abilities. The tutorial is only a handful of screens expressing a handful of simple rules. You can make a word as long as it’s in the game’s dictionary and it’s at least three letters long. Words that are five letters or longer clear letters all around them. You can’t make the same word twice, and if a letter has a number on it, it needs to be used in a word of at least that length. Finally, uncommon letters like Z, J, Q and X clear their rows if they’re used in a word.
Those rules will carry you through SpellTower’s four game modes, which change up how the board is presented. Tower mode gives you 150 letters to earn the best score you can. Puzzle mode adds a row to the board each time you make a word, and if any column hits the top your game will end. Extreme Puzzle mode follows the same rules, but requires longer words faster and more often. Rush mode adds new rows over time, putting you on the clock.
A fifth game mode was added in a recent update, introducing local multiplayer. It shouldn’t be much of a surprise, but, spoilers, it’s even more fun than just playing SpellTower by your lonesome. This update has also revitalized my love for this game, and I’ve spent the past week absolutely engrossed in SpellTower.
Since the update landed, SpellTower has been rocketing up the iPad charts, and to attempt to push the game over the edge and take on Angry Birds and Draw Something, its price is being slashed to 99¢. If you’re even vaguely interested in word games, you need to pick up SpellTower. Heck, if your mom has an iPhone, tell her to get SpellTower, I bet she’d love it, and maybe love you a little more in the process for recommending an awesome video game.
Tell her TouchArcade sent you.
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