Archive for the ‘Simulation’ tag
‘Scotland Yard’ Review – Not So Hot on the Trail
The success of the digital version of a physical board game hinges on three things: the quality of the base game, the accuracy of the representation of said game and if both of these things are pulled off well enough to sustain a community long after you’ve tired of getting beaten by friends and family. With that in mind, is Scotland Yard [ $4.99 ] a successful iOS port of a classic board game? No, but it could be.
It’s not as if Ravensburger’s Scotland Yard, the 1983 recipient, isn’t fundamentally sound. One player is Mr. X, terribly creative criminal mastermind, stealthily darting about London in an attempt to avoid the grasp of five Scotland Yard investigators, represented by the other players. Players move about via ticket cards allowing access to modes of transportation around the game map: taxis, buses, boats or the London Underground.
The goal of the game is for Mr. X to ultimately evade captivity, while the investigators have twenty-two moves in which to capture him by either landing on whatever space he occupies, or trapping him so that he is unable to take another move. The catch is that Mr. X is invisible… for a time. Every few turns Mr. X’s position is revealed to the rest of the group, and though his movements remain otherwise hidden, the method of transportation he uses each turn is not. So, knowing his general location, it’s up to the investigators to use the limited number of ticket cards divvied up before the start of the game to coordinate with each other and entrap him.
It’s fast-paced and encourages teamwork, ironically the iOS version’s fundamental flaw thanks to weak computer AI and broken matchmaking. The game, while designed to have six pieces on the board at all times, can be played with as little as two people, seeing a single player control up to five investigators. This is actually hugely advantageous, as it allows the single player to focus the efforts of each piece, sending investigators out to flank and herd, or assigning different methods of transportation, or routes, to individual investigators. Play like this, one-on-one, also happens to get very boring very quickly.
A shame then that the AI is so little fun. Most of my games against the AI as Mr. X saw me shuffling in a triangle in the corner of London before escaping up the sides, or using the Tube to steal away to another portion of the map. Problematically, these are the same buffoons you’re stuck with should you just want to play a quick game with some AI partners against Mr. X. It’s really aggravating when you’re certain a fellow investigator is sitting a mere space away from Mr. X, only to see the dude travel in the opposite direction, across the Thames, to what I can only assume is his favorite kebab stand.
At the time of this writing, Game Center auto-match play is broken. That means you’ll either be playing the dim AI, your Game Center friends that have room in their lives for another board game or your loved ones. Local pass-and-play along with basic Wi-Fi and Bluetooth functionality seem to work, but borked matchmaking is just one of several annoying technical and usability issues the game has including an updated game board that’s a strain on the eyes, 3D architecture that obscures important information, unresponsive clickables, crashes and an overly pithy rulebook.
Having done a bit of research, I was pretty excited to play Scotland Yard. Given its heritage, I envisioned a future with it as a permanent fixture on my phone, alongside the likes of Carcassonne [ $9.99 ] and Ascension [ $0.99 ] But it doesn’t have the heft of a good iOS board game. The comforting simulation of tactility, of texture, of weight; the aesthetic cohesion. Or the capacity to sustain a community. So no, ultimately Scotland Yard is not a success, but something to be shelved in the hope that Ravensburger soon revisits it.
TouchArcade Rating: 
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Here Are Some Cool Upcoming Games to Add to Your TouchArcade App Watch List
The TouchArcade App [ Free ] has been out for a couple weeks now, and it seems like everyone is really digging it. Currently we’re working on a quick 1.1 update which will address some tweaks, fixes, and suggestions that have been posted . After that, it’s full-steam ahead on releasing a universal update. Spoilers: I’ve already got a beta version of it on my iPad, and it’s going to be really nice.
But anyway, one of the best features you might not be using in the TouchArcade app is setting up watch lists to stay on top of upcoming games we’ve posted about. Flipping the little binoculars switch on these games will add them to your watch list, and you’ll be notified when we post additional articles on them as well as when they’re actually released. Going back through historical stories to fill up your watch list is a bit of a hassle, so here’s a list of games I’m looking forward to that you could think about adding.
All you’ve got to do is tap each link, and then flip the binocular toggle on top:
Audiosuft Air – The Audiosurf series of games were a huge hit on the PC, and it seems like a natural fit on the iPhone. It’s currently scheduled to be released sometime this year.
Baldur’s Gate: Enhanced Edition – If you listen to the podcast, you’ll know we’re always going on about how much we want old school RPGs on our iPads, and there’s few finer old school RPGs than Baldur’s Gate- Especially a totally touch-centric port.
Bladeslinger – A “western-themed Infinity Blade” as it’s known around my house. The game has been delayed like crazy, but last we heard is still supposed to be released this month.
Defender Chronicles II – The original Defender Chronicles was a huge hit in our community, so naturally, folks are incredibly excited about the upcoming sequel. (Including me, I can’t wait.)
Drifter – Space trading games and me go together like peas and carrots. Drifter is looking really promising.
Galactic Keep – I feel like Gilded Skull Games has been teasing us with this game for eternity, and last we heard, it’s still coming. I’m still loving the art style and dice-centric gameplay ideas.
Infinity Blade Dungeons – It’s the new Infinity Blade, there’s no way this game won’t be huge, especially with the recent release of Diablo III and Dungeons’ dungeon crawling gameplay.
Linux Tycoon – There have been tons of “tycoon” style games released over the years, but none are as delightfully nerdy as Linux Tycoon. Last we heard, it’s coming very soon.
Penny Arcade On the Rain-Slick Precipice of Darkness Episode Three – Sadly, I don’t hold out much hope for the first two episodes, but I’m more than happy for the third installment to be hitting iOS devices.
Pocket Heroes – Dungeons and Dragons combined with Words With Friends style asynchronous multiplayer? That “Take My Money” meme is totally appropriate here.
RealMyst – I’m still blown away that this exists. 20-ish years ago, my computer could barely play the pre-rendered version of Myst. Soon we’ll be playing it rendered in real time on our phones.
Star Command – Kairosoft-style simulation combined with a gloriously Star-Trek-y setting. They’ve also released the best trailer I’ve seen recently, which is embedded above.
The Other Brothers – An adventure game with platforming elements and some really awesome pixel art. We can’t wait.
WarGames – I’m a massive fan of Dungeon Raid [$2.99 / Free ] and WarGames is designed with vaguely similar gameplay in mind. Oh, and it’s dripping with WarGames style from the actual movie.
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‘Wings of Valor’ Review – Greatish Littler War Game
Wings of Valor [ $1.99 ], the “Wings of Fury” spiritual remake by Idea Spoon, is a rare gem in the app store – a game that might not sell you on its screenshots alone, but is an automatic purchase for gamers “in the know.” Based on a classic game for the Amiga/PC/Apple II, Wings of Valor has a familiar, nostalgic feel to it, with all the best parts of an arcade shooter and a surprisingly complex strategy sim.
The base gameplay is straightforward and simplistic, as illustrated by the image-only help file. Take off from your carrier, and destroy your targets. Targets range from islands, to other planes, to ships, and you’re given an entire (unlockable) arsenal for dealing with the threats. For people such as myself, who never played the original, it may take you a few tries to even get off the ground. For instance: mashing the engine button over and over to get it started (just like a real old plane!), or trying to fly off the right side of the carrier and taking a bath instead. Missions are relatively quick, and can easily be squeezed into a bus ride, a work break, or any spare 5-10 minute period of time.

Once you get in the air, the game plays like a dream. Lovingly handcrafted visuals and spot on controls make you wonder why the side-scrolling fighter pilot genre died off so long ago. Aerial combat is a joy, pure and simple: the banks, the arcs, the turns, it all manages to feel “simulationy” and “arcadey” at the same time. Touch controls suffer somewhat from the usual lack of physical feedback, but not as much as you would think with this sort of game.
Dogfighting lacks a bit of challenge, as the enemy AI seems all too easily confused when you turn around directly behind them and light up their tail. Strafing runs are exciting, and can prove to be a test on resources – are you more of a T-16 piloting, womp-rat bullseyeing sharpshooter, or a light-up-the-jungle, empty the plane sort of carpet-bomber? The game plays into both strategies, but the latter sort will have to get very used to landings/takeoffs while they return to their ships to replenish their arsenal.
The camera work is spot on, zooming in as you approach the ground, adding to the feeling of speed. The music is old-timey, “Welcome to the world of tomorrow!” radio static fanfare, and adds to the retro feel. Sound effects are sufficiently explodey and ratatatty, and the particle effects are excellent, whether it’s planes smoking and plummeting to the earth or water kicking up as you bring death to dozens of unseen ocean critters. It is incredibly difficult to believe that the entire game was put together by a single person.
With plenty of challenges, unlockables, an upcoming iPad version, and promised updates to the visuals and AI, Wings of Valor makes for a very attractive package at $1.99. For people who have boldly proclaimed the death of classic gaming at the hands of iOS, I can only gesture wildly in this direction – here is a game with no IAP, no freemium model, just classic, old-school gameplay at its finest. Whether you’re a fan of the genre or completely new to this style of game, here is a something that is very worth your time.
The first time you have a bogey on your six, you tear off straight upward at top speed, and see the stars for just a second before stalling out, turning back towards your prey, spitting hot death, you’ll get it. Get it?
TouchArcade Rating: 
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Despite Movement In The Opposite Direction, NimbleBit Continues To Make Free-to-Play Games That Are More Than Just Business Models With Graphics
In an age where game studios are talking to behavioral psychologists and hiring retention experts and monetization specialists in a rush to juice the most out of free-to-player gamers, there’s at least one studio developing free-to-play games that doesn’t care about metrics, compulsion loops, and user acquisition. Game business never informs game design at . Fun is first, the mechanics of free-to-play are secondary.
Pocket Planes is the next big thing from the two-man studio, and it’s philosophically linked with its other titles. Without shaking a virtual change cup in your face, Pocket Planes gives you a vibrant and customizable world and ownership over it as you ferry a fleet of planes from one airport to the next. Designers David and Ian Marsh believe that these components will be enough to organically drive the free-to-play aspect. No business trickery is required.
The Art Of Good Free-To-Play
“[Our] philosophy is to consider monetization as little as possible during the design of the game,” Ian tells TouchArcade. “The in-game currencies are balanced to be a natural part of the game without the option to even purchase more during design and beta,” he points out. “Adding IAP and deciding how much to charge is always one of the last things we do before launch. We take care to make sure that everything in the game is accessible and achievable without every purchasing IAP.”
Ian and David proved that this approach works with Tiny Tower. The game made money even though monetization aspects weren’t a focal point. The game also did well with critics, earning all sorts of amazing reviews and even a Game of the Year nod in 2011 from the editorial team at Apple. Millions of people played Tiny Tower, too.
Pocket Planes is still deeply in beta, but I’m as hopelessly … hooked on it as I was Tiny Tower. Every ten or so minutes I pick up my phone and plan more flights. When I’m not playing, I spend time thinking about new planes and creative ways to expand my cash and transport flow. Should I grind in my current selection of airports until I can buy New York’s airport? Or should I keep expanding with much smaller airports to broaden my empire, and slowly build up the necessary resources to acquire international hubs? What if I converted all my fleet to four-seat airplanes? How much could I earn then?
These are the questions running through my head, in part because the simulation aspect of the experience is so good. But I’m also just straight-up invested in the world that I’m creating, and I want to keep making it bigger and better. There are so many small, yet beautiful touches in Pocket Planes that drive my mania. I can name all my planes and customize each of my pilots. My passengers post their thoughts on an in-app Facebook client called “BitBook.” I can buy any airport that I can afford, and I can also upgrade it to make it bigger and better. I can build my planes and when I watch them fly, I can collect the game’s two currencies randomly floating in the air. Pocket Planes also knows when I’m flying. The day and night cycle is synced to the real world. When I receive a Push notification, my phone emits a soft airplane cabin ding.
These are the aspects that David and Ian believe drive users to spend. These are the things it spends all of its time developing. There is no conversation about loops or feedback. The duo spend their time making games with character, real progression, and meaningful stuff. Their games have a soul.
“I’m not sure if there is some kind of secret sauce, but we definitely focus a lot of time on adding lots of things to our simulation games that make them feel like a functional little world inside,” David tells us. “I think the stronger the feeling that there is a buzzing simulation going on inside the game, the more fun it is to influence it and use your actions to mould and direct it.”
“I agree with Dave completely,” Ian says. “The more detail and emotion you put into these little worlds the more immersed players become and the more they enjoy spending time with it.”
“I think the customization has a lot to do with it as well,” he continues. “That isn’t just a plane flying in the game, it is your plane that you named yourself and spent time finding the perfect paint job for. In Tiny Tower, it isn’t just a generic bakery, it’s Brad’s Bread with interior decoration of his choosing and hand picked employees that took work for him to recruit.”
David explains that Tiny Tower and the feedback blowing up NimbleBit’s inbox is actively informing the development of Pocket Planes. Users are lauding their game design ideals and are actually thanking David and Ian for making a fun game first.
“I think we definitely are trying to strike the same balance and attitude in all our future free-to-play games because it resonates with players and matches the type of games we prefer to play ourselves,” David says. “The other thing we have learned from Tiny Tower and also Pocket Frogs is that the more we can stimulate players imaginations the better. The kind of fan art and fan communities that have grown around those games is amazing and that is a target we are always aiming for.”
Pocket Planes is shaping up to be a tremendous game and my praise is coming at a time when more and more new free-to-play games continue to feel like skinner boxes instead of fun things to play with. Ian and David are doing important work here, proving that free-to-play doesn’t need to inform fundamental game design.
“Even without spending a dime, players become heavily invested in these worlds because of their character and charm — not some carefully crafted compulsion loop. That is what keeps them coming back,” Ian says.
Fun doesn’t need to cost a penny, and that’s what NimbleBit strives to make a reality with each release.
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‘Linux Tycoon’ is Coming to iOS – Get Your Gentoo Stage 1 Installs Ready
, in case you’ve never heard of it, bills itself as “the world’s premiere Linux Distribution Building Simulation Game.” It’s got similar gameplay to the many other Tycoon-style games out there, with one gloriously nerdy twist. In Linux Tycoon, you’re not building railroads, managing hospitals, or anything like that, you’re trying to build the world’s greatest Linux distro.
You’ll analyze and select the software packages included in your distro, fix bugs, and manage both your volunteers and paid staff while trying to keep the file size of your distro reasonable… And much more. There’s even an online component, which will turn Linux Tycoon into the world’s first MMOLDBSG, or, for those of you playing along at home, that’s a “Massively Multiplayer Online Linux Distro Building Simulation Game.”
If all goes as planned, Linux Tycoon will be submitted to the App Store for approval sometime next week, and released as soon as Apple gives the thumbs up. Pricing is yet to be announced, but it sounds like it’ll be in line with what you’d expect.
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‘Epic Astro Story’ Review – A New Spin on the Classic Kairosoft Recipe
Kairosoft really got gamers fired up when they released Game Dev Story in Fall of 2010, a sim where you took the reins over building your own game company from the ground up. Then, they realized we liked the formula, and a flurry of other “stories” followed. Pocket League Story. Venture Towns. Grand Prix Story. Mega Mall Story. It was fair to say that most of these games had a lot in common: build a business or town from the ground up. And while I admit I was a major fan, I don’t know that I would have sprung for another title in this series if there wasn’t a little spice thrown in to change things up a bit.
Luckily, Kairosoft also realized we felt that way, and Epic Astro Story [$3.99] is the result. If you take the building sim thing and mix it with some Star Trek and a dash of Phantasy Star for good measure, you’ve got a pretty good idea of what to expect here. Just in case you’ve never played a Kairosoft title before, they give you the reins on building something and managing its growth, much like SimCity.
In Epic Astro Story, you attempt to colonize a planet. The new stuff comes in the form of away missions, which are totally hilarious and buff up the gameplay in a way I really enjoyed. As a solid Trek nerd, I was extremely amused to discover my first residents were “James Turk” and “Jean Vicard.” Later you’ll be joined by Wes Smasher (which cracks me up every single time he says something), Bones Mc Gee, and many more great riffs on the classic Star Trek universe.
The away missions are handled very smartly by a little bar across the bottom of the screen, which takes up very little real estate but makes you feel involved with what is going on. As the team encounters question marks, they will experience events, which can be good (finding money) or bad (finding monsters). If you do find monsters, you’ll go into a battle mode. You can actually get a peek at your enemies and their hot points before you start a battle, and it allows you to equip your team accordingly and choose their placement on the field before a battle. Once it starts, it’s all automatic, but the battles are quick and a great way to earn both money and research points.
If you thought you had a lot to manage in previous Kairosoft games, you have even more now. In addition to building on your land, positioning landscaping for maximum benefit, and keeping an eye on your residents, you’ll also choose when the away team explores new territory and invite people from other planets to come live on yours. Tourists will fly in and out of your Space Port and attempt to make peace with your people. You’ll meet aliens in ships. It’s a lot to manage, but it doesn’t feel over the top or stressful.
On the whole, I think Kairosoft has done a good job dressing up the basic formula. It’s still fun, and the fighting is a welcome addition. I admit I would like to see the company do something completely different in the future, but as far as this goes, it’s my favorite title of theirs yet. Mixing elements of the core simulation gameplay from previous Kairosoft games has worked out extremely well for Epic Astro Story, and if you’ve found yourself enjoying their other titles then this one should be no exception.
However, I’m still waiting for Spock to show up. I pray they changed his name to Glock.
TouchArcade Rating: 
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Kairosoft Releases Action-y Sci-Fi City Building Simulation
Well, this was unexpected. A day or so after launching a restaurant simulation game on Android, the simulation gurus at Kairosoft stealth-released Epic Astro Story [$3.99] across the iPhone and iPod Touch. From the look, it appears as if it’s melding the action-y soccer part of Pocket League Story with the city-building of its other recent releases, Oh Edo Town and Venture Town. The key exceptions being that it’s dripping with sci-fi buildings and homes, and the action-y part are actual battles with cutesy aliens.
We’re giving it a spin right now and will definitely deliver you something a little more specific in the near future. If you’re a Kairosoft fan, however, this appears to be the change of pace game you’ve been craving since the company began releasing its city building games on the App Store. Fingers crossed for awesome!
[Thanks, !]
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GDC 2012: Here’s What’s Coming Up From 99 Games
We had a chance to sit down with the folks from (creators of WordsWorth [$1.99 / Free] and The Jim and Frank Mysteries [$0.99 / HD], among other apps) and took a look at the games they have coming up in the next few months.
First up, WordsWorth HD [$2.99] has a big update incoming. The main thing to expect is a new single-device multiplayer mode. Where the game’s online multiplayer is a strategic asynchronous affair, the head-to-head (or side-by-side) single device mode is frantic. Both players have their own copies of a shared board, and letters disappear as your opponent uses them. Looks like it’s going to be a really great time.

Up next is Night Club Mayhem. 99Games has played with the time management concept before with Prison Mayhem [Free]. Night Club Mayhem brings those lessons back to a setting that might have slightly more crowd appeal. It’s nice to see a solid time management title that doesn’t run on IAP currency. The cool thing here is that the developer has put a lot of love into the accompanying mini-games, with a rhythm-style DJing game and a surprisingly complicated bartending simulation in the mix.
Night Club Mayhem should be out soon— 99Games expects it to be one of the first new games to fully support the Retina iPad, and it will hit Mac and PC at some point too.
A little further down the road iPhone users should be seeing the adorable physics puzzler Tito’s Shell. The version we took a look at was still under heavy development, but it’s looking good so far. Each timed level separates Tito the turtle from his shell, and the player has to use the environment to put them back together. Just about any part of the level can be connected to anything else within a tight range, so the solutions get increasingly experimental in a sort of Rube Goldberg machine way. It looks like it’s coming along well, and will certainly make a place for itself in the world of cute animal physics puzzlers.
There’s one more game up on 99Games’ slate: Dream Star. If you’re into the idea of a IAP-currency supported movie star simulator, keep your eyes open for this one when it comes out later in spring.
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GDC 2012: NimbleBit’s Next Game is ‘Pocket Planes’
Before I get started here, let me offer two disclaimers: First off, the guys from NimbleBit asked me to make it very clear that this game is a work in progress and absolutely everything is subject to change. Traditionally, NimbleBit does extensive beta testing and implements tons of user feedback, Pocket Planes is nowhere near that stage left. Secondly, this is a very difficult game to describe, as I’m really not sure what to compare it to or what genre to classify it in. It definitely has elements of time management, but seems substantially more strategic than your typical time management game. Pocket Planes is definitely a much more “gamery” game, which even has NimbleBit a little worried with how the game will do as free to play games typically require a very large mainstream casual player base to be successful.
With that out of the way, let’s chat Pocket Planes.
At the highest level, Pocket Planes is a game of ferrying people and cargo around the world. Each city is home to its own airport, where players will find anxious passengers and cargo waiting to go somewhere else. You must manage your own budding airline, starting at the very small regional level and eventually expanding into a global empire of complete air superiority with planes flying to even the most exotic of locations.
You increase your fleet of planes using what we’ll call “Plane Bucks” for the sake of this article, although NimbleBit admits they’ve yet to decide on a witty name for the IAP currency. Also, since IAP is a bit of a sore subject around here for some of our readers, keep in mind that NimbleBit intends to balance the game just like Tiny Tower and Pocket Frogs, in that they aim to make the game fun, even if you never buy a single IAP item. Just like Tower Bucks, players will have plenty of opportunities to rack up Plane Bucks via various in-game goals, promotions, and other things.
The in-game planes are not only totally customizable via various options (such as color) but they’re also all based on real-world statistics when it comes to range, speed, capacity, and the other values under that make the whole simulation work under the hood. Of course they’re named something different, but aviation fans should find lots of very familiar planes to load their fleet up with.
With your planes, you’ll initially have access to a small pool of local airports. The world map is still in flux, but say for instance you could start off in Los Angeles, where you might initially have access to a few airports in the area, let’s say Tucson, Phoenix, and San Francisco. (Keep in mind these cities might not be in the final game, I’m just using this as an example.)
Starting in Los Angeles, you’ll have people and cargo that want to go to these different airports, the strategy of the game comes in with how you do this, as flying your planes cost coins the farther you go. So, you could potentially load your plane up with people who want to go to Phoenix and Tucson, potentially making the flight a better bang for the buck since you fly from Los Angeles with tons of people, then dump them off at two very nearby airports. Doing this would net more profit than just flying a couple people up to San Francisco, which is farther away.
As you earn more coins, you’re able to buy access to additional airports. Doing so not only unlocks additional destinations to pick up (and drop off) people and cargo, but will also open new flight routes through that airport. With this example we’ve been using, you’d eventually unlock cities across the southwest towards the east, then eventually get a flight path to Europe, where you’ll be able to start unlocking airports over there.
With each new airport, you’re potentially unlocking much more efficient and direct flight routes, allowing you to turn even greater profits by offering much more direct flights to destinations. It seems like you can get really obsessive too about your strategy with buying both planes with Plane Bucks and unlocking airports with coins. Also, the game will totally let you lose coins if you’re not playing smart and efficiently using your fleet. But, don’t worry, you can never go negative.
NimbleBit explained several different viable play styles, such as investing in large and slow planes and doing long haul flights trying to carve your niche in the world as an international airline. Alternatively (or additionally) you could have a fleet of small fast planes to carry passengers that want to go on a long-haul flight to a central “hub” of sorts, where you keep your huge slow planes to do a long-haul flight for tons of coins.
It’s surprising how deep this game feels, even at this post-prototype pre-beta phase. I’m sure it won’t be long before NimbleBit starts engaging the community and more information on Pocket Planes comes flowing out. If all goes as planned, Pocket Planes will be released sometime this summer.
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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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