Archive for the ‘theme’ tag
‘Squids’ Teases Upcoming Sequel By Adding ‘Squids Wild West’ Content In New Update
It appears as though the sequel to ’s original Squids [$1.99], Squids Wild West, is still on track for a release this summer. We know this because (a) The Game Bakers just e-mailed us to say this is still the case and (b) The Game Bakers has also released new themed content in Squids teasing the upcoming release of the new game. You don’t do the latter unless you’re especially sure-sure that a game is on target.
So, what’s up with this new content? In today’s update to Squids, The Game Bakers have dropped in a set of three bonus levels set on a Squids Wild West map. If you’re wanting a solid first-look of what the studio is doing with Wild West asset-wise, this is the way to get that. The update is free, of course.
We took a look at Wild West (when it had a working title) at GDC this year, and were really impressed. The Game Bakers went back to the drawing board and is ironing all sorts of stuff out, while also giving the series’ fans plenty new things to do in the new game. Check out our write-up if you’re interested.
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Coming Tonight: ‘Air Mail’, ‘Bee Leader’, ‘Defender Chronicles II’, ‘Slingshot Racing’, ‘Virtua Tennis’ and More
‘Crash Mayhem’ Review – Dr. Beat Has Left the Building
Crashing into things and making them explode almost never gets old, and that’s exactly what was banking on when it released Crash Mayhem [ Free ]. Luckily, this game lives up to its name and is just as fun as it may sound.
The thing about Crash Mayhem that immediately sucks you in is the lure of making as big of a crash as possible, racking up repair bills just as high as you can in the process. If this concept sounds familiar, that’s because the Burnout series was basically built on this same premise, even up to the iOS release of Burnout Crash [ $4.99 ].
Let’s preface this by saying that Burnout Crash is a pretty good addition to the Burnout series, and only debuted about a month ago on the App Store. The control style in Crash Mayhem is similar, the camera view is similar, the drivers are still incredibly stupid, and the scoring system is basically the same, too. Now that you know that, you should also know that Mayhem might even improve on Burnout’s formula a bit.
Besides the obvious advantage of Crash Mayhem being free, you can complete other goals that aren’t just blowing up everything in sight, causing catastrophic damage in the process. Instead, this non-stop action is broken up by objectives you’ll find across the game’s open world. Being able to actually explore around a world is quite a nice refresher after spending so much time strictly making things explode.
As previously mentioned, Crash Mayhem is indeed free and as with most free games, it does have some sort of in-app purchase for you to buy if you wish. This game’s pricing scheme is an example of IAP done right because you’ll only have to buy it if you don’t want ads or if you want some extra levels. As it is, the base free game gives you fifteen levels that you unlock as you play, with five more included with purchase.
The ads are persistent throughout the game, not just in menus and such, so if a banner blocking part of the screen will drive you crazy then forking over the 99¢ IAP to remove them will probably be high on your list of things to do. Still, having a game with as much content as Crash Mayhem available for free to try before you buy is a welcome thing.
The visuals in the game tend to be a bit drab and lacking in punch, but are satisfying enough to not be too much of a bother. Variety would have helped out a bit in this area, as you play in the same open world throughout every stage of the game. For the audio, the main theme playing on the main menu is very catchy, and the sound effects do just fine and capture the action happening on screen well.
Game Center integration is a definite advantage that Crash Mayhem has over Burnout, as you won’t have to sign up for another silly account (Origin) just to share your high scores with your friends. Being Universal also helps, so that you can compare with your friends regardless of iOS device.
While it may be easy to say Crash Mayhem is a simple copy-and-paste job of the Burnout series by looking at screenshots, you’d be entirely wrong. Crash Mayhem is certainly derivative of Burnout (and especially Crash), but adds its own flavor and features that make it stand out on its own. With a price tag of free, you’d probably be doing yourself a disservice by passing this one up.
TouchArcade Rating: 
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‘MonTowers’ Review – Making Fond Monster Mammaries
I admit without shame that I was a huge Poké-nerd back in Pikachu’s heyday. The explosion of Pokémon’s popularity coincided with my sophomore year of high school, and being nerdy enough to know my cool-kid rep was in the negatives even before I started lugging around a Pokédex with my textbooks, I wore Pokémon t-shirts and evangelized the games and cartoon without a care. I also saw new Pokémon movies on opening night and, surrounded by squirmy kiddles and their irritated parents, broke out in wild applause and cheers when the Nintendo logo appeared on the screen, which prompted all the kids to whoop and holler along with me (and the parents to stare at me with such loathing that I wanted to crawl into the nearest Poke-ball).
There is, however, one immediately noticeable difference between MonTowers ~Legend of Summoners’~ [ Free ] critters and Nintendo’s kid-friendly goldmine. Amid the fantasy- and horror-themed creatures you will amass, you’ll also accumulate anime girls so scantily clad and busty they make Lara Croft look like a teenie bopper who has only just started to blossom. Fortunately, unlike the milky-white flesh of your personal monster-hunting assistant (and what soft, creamy, heaving flesh it is), there is much more to MonTowers than meets the eye.
Like Pokémon, MonTowers is a monster-hunting game where you pit monsters against each other and, ideally, add defeated opponents to your ensemble. Your goal is to clear a series of towers by defeating the monster on each floor and moving up to the next challenge. There’s a cursory story outlined at the start of the adventure, but really, it’s all about climbing monster towers and fighting deadlier and deadlier opponents.
At the beginning of each brawl, you get a chance to attack first by completing a touchscreen minigame. During your attack phase, your monsters automatically step up one by one to deal their damage. Should you botch your first-strike opportunity, the opposing monster gets its licks in before your group. The cycle rinses and repeats until your team or the enemy drops dead.
When you defeat an opponent, they either combust in a flash of light, or shrink into a coin. Earning a monster’s coin adds that monster to your collection. From the moment I received my first coin, I felt that old Poké-compulsion come flooding back–not only the burning desire to “catch em all,” but to form posses made up of different abilities that dominated the competition.
As , there’s no real rhyme or reason to capturing a monster. Sometimes you’ll bag it, but more often than you’d like, you just won’t. Not to worry; there are other ways to expand your portfolio. As the game unfolds, you’ll learn recipes that reveal monsters you can breed to create new types. When you run out of monsters to hook up, you can spend the tokens you earn from leveling up on Gachamon, a gambling-type minigame where a payment of five tokens cooks up a random monster. Most monsters created through Gachamon are stronger than many of the ones you’ll encounter as you ascend monster towers floor by floor, making it an expensive addiction I was willing to indulge.
To build your team, you unlock monster slots that allow you to beam in monsters from your coin collection. Each monster comes with a summoning cost divided among five colored gems you harvest during the game, and you can use those same gems to buy upgrades. The catch is, you can’t take all your monsters into a fight. Instead you assemble a small squad from your pool of summoned fighters, picking and choosing ones with lots of health, attack power, and special abilities like health regeneration.
As you progress, you’ll eventually have to un-summon older, weaker monsters to fill your finite amount of monster slots with new blood you recruit along the way. Un-summoning a monster frees up its slot, but costs you all the time and gems you spent decking out your monster with enhanced powers.
I actually found myself growing attached to battle-scarred veterans, and it’s a shame that most battles end quickly if you bring in your heaviest hitters, rendering many older monsters obsolete. Ah, progress. You are a cruel mistress. (Although you can reminisce on old times by visiting the gallery, where you can view all your summoned monsters past and present, and in the various stages of undress brought about by any upgrades you purchased for them. Believe me, once you capture and fully upgrade the Nymph and Succubus, you’ll be spending a lot of time “reminiscing” with them.)
As with any collecting game, obsessing over filling every blank spot in your monster collection is the star of the show. A good thing, too, since MonTowers‘ battle system is pretty simplistic. Aside from exercising slight control over who attacks first and pouring healing potions down the throats of injured monsters (lose them in battle and all their upgrades go with them), you mostly just sit back and watch. To be fair, I found the battle system just as complex as it needs to be. The real strategy lies in upgrading your bestiary, building dream teams, watching them annihilate the biggest and baddest the game has to throw at you, taming them, and continuing your journey upward.
Even your strongest team of monster slayers doesn’t stand a chance against the game’s most powerful adversary: Father Time. Similar to other freemium games like Tiny Tower [ Free ], many functions in MonTowers require real-time minutes or hours to complete. Lowly monsters only need a few seconds or minutes to pop up, but more advanced minions will keep you waiting for hours. The upgrade gems you harvest cost one energy apiece, and you replenish one energy every three minutes. Not so long, but to the impatient, waiting is waiting.
You can expedite certain time restrictions depending on the girth of your wallet. Tired of waiting for a summoned monster to warp in or apply researched upgrades? Slip it some tokens and it will appear instantly. Don’t want to wait for your wounded monsters to regenerate one health per second? Feed them potions, but be prepared to spend tokens on more once you run out, as you’ll rely on them in battle once you enter the third tower and beyond.
In many ways, the game’s time restrictions feel designed to make you either watch the clock and wait for assorted activities to wrap up in their own time, or break down and spend money–in-game or real–to get things moving. But, just like with Tiny Tower, the time restrictions never bothered me. There’s usually something to do while your timers tick down. Return to monsters you haven’t captured, take on new foes, consult your recipes to arrange blind dates for two lucky monsters, spend your savings on Gachamon, grind or purchase IAP tokens to instantly finish summons and upgrades–or, God forbid, put the game down and do something else for a while. Maybe gather some friends and LARP MonTowers in the woods or salivate over your sexier acquisitions.
And speaking of sexy (the game asks you to confirm that you’re at least 17 before installing it), the amount of skin it shows is good for a chuckle, but is no more than window dressing designed to attract horny 15-year-olds. Case in point: your female monsters actually remove clothing with every upgrade rather than adding on more for protection. Silly logic. But don’t let MonTowers‘ cheap bids for attention fool you. Look beyond all the thongs and pasties and you’ll find an engaging, if somewhat simplified, monster-hunting experience.
TouchArcade Rating: 
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Upcoming Puzzle Adventure ‘Shardlands’ Looks Pretty
New Finnish game studio is in the final stages of their upcoming iOS title , and have just released the first trailer. Breach is made up of just 4 individuals and was founded at the beginning of the year, but Shardlands has actually been in development for more than a year and is reaching the final crunch phase. It’s a puzzle-adventure game with a fantasy/science fiction motif, and the new trailer shows off some of the great looking environments in the game.
Also of note is that one member of Breach, , is a long-time supporter of our TouchArcade Show podcast, and was the first to create a theme song for the now defunct Kitty Korner segment (direct all hate towards for that, by the way). He’ll be composing all the music for Shardlands, and given the epic-ness of the Kitty Korner theme, I think all of our collective ears will be in for a treat. Stay tuned for more on Shardlands as it nears release in the coming months.
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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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‘Sonic the Hedgehog 4 Episode II’ Review – Another New Sonic Game That Isn’t Terrible
It was back in October of 2010 that Sega first released Sonic the Hedgehog 4 Episode I [$3.99 / $4.99 (HD)], a direct sequel to the original 16-bit Sonic trilogy on Genesis and the much ballyhooed return to its classic 2D roots after more than a decade of mostly mediocre Sonic games. While we did enjoy Episode I in our review, I don’t think it exactly lived up to the expectations set by the rabid Sonic fan base (could anything, though?).
In short, Sonic 4 Episode I brought modern visuals, great level designs, and a Sonic experience that was decidedly better than the majority of recent entries in the series. However, it didn’t quite feel like the Sonic games of old. Sonic’s movement in-game felt both slippery and sluggish, and it seemed much too easy to lose momentum and speed while playing, which isn’t a good thing for a character that has made his name by blasting through levels in a blue blur. Still, with the right expectations Sonic 4 Episode I was a pretty darn fun platformer that worked well on the touch screen, and was a huge step in the right direction for a faltering Sonic franchise.
Then, for the next year or so, Sega seemed happy to almost forget that Sonic 4 even happened as they hyped the impending release of an enhanced port of Sonic CD for iOS and other major platforms. And, last December, Sonic CD [ $4.99 ] finally hit and it was simply phenomenal. Since a lot of people might have missed out on Sonic CD the first time around back in the ‘90s, in a way it was almost like the new Sonic game that fans had been clamoring for for years, and really served to highlight just how much Sonic 4 Episode I missed that mark.
But, Sonic 4 wasn’t terrible by any means, and it wasn’t quite through just yet. Just a couple of weeks after Sonic CD’s release, Sega announced that Sonic 4 Episode II was slated for 2012. They would be using a new game engine for this latest episode in order to provide better visuals and address the complaints from fans over the wonky “feel” of Sonic’s movement.
So, with the convoluted backstory of Sonic 4’s rocky development road out of the way, this week finally saw Sonic the Hedgehog 4 Episode II [ $6.99 ] hit all the major platforms. And, just like Episode I, it makes many great strides forward for the series, but some hiccups keep it from being the second coming of the original Sonic games that everybody hoped it would be.
Sonic 4 Episode II will look very familiar if you’ve played Episode I. There are 4 worlds to explore, each with 3 stages and a boss fight, and you can again play every stage in the default Score attack mode or a speed run-focused Time Attack mode with Game Center leaderboard support. This is all pretty much right in line with how the first game works, except that all levels aren’t available right off the bat which gives the game a much better sense of progression.
Additionally, in the same way that Episode I drew a ton of inspiration from the original Sonic the Hedgehog, Episode II draws a similar inspiration from Sonic the Hedgehog 2. Many of the level elements and themes will seem quite familiar, the bonus stages are similar 3rd-person half-pipe coin-grabbing runs (which are incredibly fun I might add), and of course Episode II also contains Tails as a semi-controllable secondary character. You can even connect locally with another device and a second player who can control Tails while you control Sonic, just like back in the Genesis days.
During solo play Tails is controlled by the AI and just follows you around like a puppy dog, but you can also use him to pull off some team moves like him lifting you through the air using his helicopter-like tails, or a powerful combined spin dash move that will blast through enemies and obstacles like butter. These team-up moves are designed to be necessary to pass certain parts of the game, and add some nice variety to the platforming.
Speaking of level designs, I felt that the levels in Episode II weren’t quite up to snuff with what was in Episode I. The general flow of a level is often ground to a halt due to an oddly placed dead end, and there are far too many underwater sections which really slow down the pace. That’s not to say there aren’t any bright spots, and in fact there are a lot of really fantastic interactive elements in the environments – like bouncing back and forth between the foreground and background, or snowboarding down a snowy mountain – that really break up the action nicely. Overall though, the levels really feel more choppy and slower than you’d like a Sonic game to feel.
One majorly cool addition to Episode II is the inclusion of the bonus Episode Metal content that will unlock if you have Episode I installed on your device along with Episode II. Episode Metal shows how Metal Sonic rises from the ashes after being defeated in Sonic CD, and follows his adventures through 4 reworked levels from Episode I leading up to his reintroduction in the story of Episode II. These levels are short, but it’s incredibly fun to play as Metal Sonic and see just how he rises back to prominence to team up with Dr. Robotnik.
Another real bright spot for Sonic 4 Episode II is its visuals. It’s an absolutely huge upgrade from Episode I, which despite not supporting Retina Displays was still a very good looking game. However, Episode II blows it out of the water. From the fantastic lighting effects to the parallax scrolling to the incredible water effects, around every bend some sort of new visual treat is waiting for you in Episode II. And, at long last, this includes support for Retina Displays on iPhone and iPod touch, though sadly not for the new iPad (though it still looks great on that device).
Much like Sonic 4 Episode I, Episode II is an overall enjoyable platformer with a few relatively minor quirks that hold it back from greatness. No, it’s not going to replace any of the original trilogy’s games as the greatest of all time, and it doesn’t even approach the high level of quality of Sonic CD on iOS. But at this point, I think those are unrealistic expectations. The bottom line is that Sonic 4 Episode II is a great modern day 2D Sonic game, and I’d love to see a third episode that is inspired by Sonic 3 in the same way the previous Sonic 4 episodes were inspired by the original two games.
If you’re a Sonic fan that can deal with the differences from Sonic’s ’90s greatness, or if you just like fun platformers in general, Sonic the Hedgehog 4 Episode II has a lot to offer and is a worthy entry in this new era of classically-inspired Sonic games.
TouchArcade Rating: 
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‘This Could Hurt’ Review – A Fun Game that Could Be Better
Simplistic controls are a staple in creating a competent iOS game these days, seeing as how Angry Birds [ $0.99 ] soared to heights never expected, in part due to its easy pick-up and play format that anyone can enjoy.
While This Could Hurt [ $0.99 ] capitalizes on this trend, it’s nearly to a fault to where the game is almost too much on autopilot, leaving you yearning for more control of your fate in the long run.
In This Could Hurt, your main goal is to get to the end of a winding path, avoiding any and all of the obstacles along the way. You’ll have to dodge spikes, fire holes, shooting darts and more. Your only control when it comes to not being hit by these obstacles is when your character stops, as he will continue on down the path automatically otherwise.
This automatic control, only allowing you to control when the character stops, has both positive and negative connotations. It’s good because it doesn’t require any complex maneuvers and allows you to even play with just one hand, but it also weighs the game down a bit in a way that can be frustrating. Without having total control, your character will jump right into harm’s way, with much of it feeling totally out of your hands.
With more control over the character’s movement, you’d be able to turn, jump, or change direction to avoid the obstacles. The saving grace for the one-button approach is that it may allow you to achieve the time goals a bit easier, if you can somehow master it.
Spicing up the gameplay a bit are the power-ups you can buy in the in-game shop if you’re feeling up to it. These power-ups can be bought with acorns you can either earn by playing the levels, or (you guessed it) by purchasing them with real money. The acorns are definitely cheap enough if you choose to go that route, at least.
Unfortunately, the power-ups only last for one use, meaning you will have to buy them over and over if you want to keep using them. This is not necessarily a bad thing, as it does make the game a bit more challenging in a way that seems fair.
Despite its flaws, This Could Hurt looks absolutely stunning on any device you play it on (Universal apps continue to be fantastic). It also helps that there’s four different level themes to choose from (three must be unlocked), each with their own unique obstacles to overcome and conquer. The game also sounds great, with a full soundtrack to accompany each level and theme.
Leaderboards round out the feature set nicely, providing you additional incentive to use those acorns to boost your previous times and take on your friends.
This Could Hurt isn’t quite what we’d been hoping for when it comes to the next generation of iOS platformers. That said, the game still plays great and you could still get at least several hours of enjoyment out of it, just set your expectations accordingly.
TouchArcade Rating: 
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‘Yggdrasil for iPad’ Review – The Battle of Asgard, Board Game Style
It seems my favorite board games are about the end of the world. We’ve talked about my love of Elder Sign [$3.99 / $6.99 (HD)], the game about stopping (or failing to stop) the rise of the ancient ones. And now I have a new sweetheart: Yggdrasil [ $5.99 (HD)], a game about stopping the forces of evil from destroying the world tree and changing the fate of Ragnarok. While it has a decidedly more Norse spirit than its eldritch cousin, Yggdrasil is more familiar than it first looks.
That first look might be a killer, though. Like so many board games before it, Yggdrasil makes the mistake of data dumping all over the player on the first glance, which left me completely confused about what lightning strikes had to do with anything, how elves were even involved, and why on earth I’d want to take anything from the World of the Dead. But it’s not nearly as confusing as it seems. One game’s worth of flailing around Yggdrasil was more than enough for me to learn how to play—from there on out, it was all about learning how to win.
Let’s not break this down too far. If the game designers can’t explain it clearly, I don’t expect to have much more luck. But here are the basics: you begin with your choice of up to six Norse gods—you know, Thor, Odin, Freyja and the like. You can play any combination yourself or you can split them up for a cooperative pass-and-play experience; there is no online multiplayer so far. The more gods you add the longer you’ll need to survive. If that’s not enough of a challenge you can also throw yourself a few extra handicaps.
Good and evil take turns. On your god’s turn, you have to complete three actions (though some gods have unique talents that alter that total). Each of those actions must be done while visiting a different world, any of the nine that can be reached from Yggdrasil. In Asgard, for example, you’ll fight your enemies and push them back. In Midgard you recruit more vikings to die for your cause, and so on.
After each god takes his or her turn, one of the evil gods takes one too. One is drawn from the deck, be it Loki, Hel, Fenrir or any of the others, six in total. That one moves forward in Asgard, getting one step closer to Odin’s stronghold and the end of the game. Each enemy also takes a single action as determine by its card—Jormungand, for instance, destroys one of the islands where your Valkyries collect viking souls, and Fenrir requires you spend actions to calm him. Asgard has three lines of defense. If five of your enemies pass the first line, three pass the second, or one passes the third, you’ll only have one final turn to push back back or lose. This is complicated by the substantial strength they gain as they trek across the board.
All this together makes for an intensely strategic experience. Since the enemy is moving inexorably forward, every time you fail to push one back you’re losing ground permanently. So each turn you have to plan your three actions carefully. Elves and vikings can help guarantee your success in combat by lowering the number you need to hit on your dice rolls, but they’re a semi-limited resource and recruiting them costs actions. Weapons are similarly necessary and similarly costly. Early on you might be able to get away with a few full turns spent building up your strength, but if you don’t dig in and hold back the advance you’ll lose before you know it.
There’s quite a bit more to it. You have to manage the flow of viking souls, and move your valkyries across islands to recruit them. You have to defeat Loki’s ice giants as he summons them or they’ll cut you off from whole worlds. And at every step, you’re at the mercy of the cards and dice. Will Fenrir get drawn multiple turns in a row, eating away your actions? Will the dice give you the numbers you need to defeat your enemies? And do you have a backup plan? You’re definitely going to need one.
For all its tension, Yggdrasil isn’t actually extremely difficult to win. Putting together a good team and using their godly powers to their limits isn’t a guarantee, but it improves your odds substantially. And ultimately all you really need to do is survive long enough to wear down the enemy and empty its deck. Once you do succeed, there’s a single Game Center leaderboard to compete on, but no achievements. You’ll be well-rewarded for good performance nonetheless—as you win more games by wider margins you unlock new gods and new Ragnarok scenarios. These can increase the game’s difficulty substantially, so you can customize the game to your skill level.
For the most part, I’m impressed. The Norse theme comes through with surprising depth as each element of the game takes its place in the overall story of Ragnarok. And despite a slightly slow start, the game gets immensely tense. If you’re passing the iPad around to play, expect long discussions about strategy. The evil gods come on like a tide, impossible to hold back forever. Carelessness can mean a loss before you have any idea that you’re failing.
There are a few small quirks of the iPad adaptation, which has some errors in the text and instructions that seem to be written for the physical board game. On the technical side, it’s a bummer that the game isn’t Retina-ready. It multitasks, thankfully, but it doesn’t have any longer-term saving. Longevity might be a problem, too; it seems that once you get a good strategy down it will be up to you to push for harder scenarios.
Those things aside, Yggdrasil is giving Elder Sign a serious run for its money in the field of board games I most like to play solo. It plays beautifully on iPad, and looks nearly as good as it plays. Most of all, I enjoy Ygdrassil because it’s a game that gives me a good measure of control over my fate, and the fate of the world by extension. You’ve gotta be lucky, but the game rides on much more than luck. Board game fans would do well to pick this one up, and maybe pop in to our for some tips when you do.
TouchArcade Rating: 
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‘Dragons Odyssey Frane’ Review – A Quirky and Lovable Action RPG
Dragons Odyssey Frane [ $11.99 ] has the distinction of being the only game that makes me want to reach out and pinch its metaphorical cheek. Not only is it kinda adorable, it’s also all sorts of loveable. Like the fawning, mud-encrusted niece that is never short of questions about unicorns, ’s port of their PC-based action-RPG title has a way of making you tilt your head and go “D’awww”.
Actually, before we get any further, the whole ‘action-RPG’ bit needs to be clarified a bit. Those expecting an assembly of eccentric party members, a varied set of skills to manage and all of the other traditional tropes may be a touch disappointed. Dragons Odyssey Frane doesn’t actually have all that, per se. In some ways, the game bears more of a resemblance to a laid-back shoot ‘em up than anything else.
The protagonist, a tussled-haired boy by the name of Kunah, is in charge of all the melee stuff. With every tap of a button, he either swings a yoyo, flails with a dagger or beats on things with an element-driven punch. Those with a preference for ranged attack will have to rely on his loud female companion Riel. She’s the one who inunduates enemies with glowing projectiles every time you hit yet another button.
What’s interesting about all this is the fact that hitting the melee button will cause Kunah to lock onto targets within the screen, thereafter allowing Riel’s attacks with greater ease. Riel, while a separate character that can go into ‘Rage’ mood (when she loses it, she will, quite literally, bounce Kunah across the screen and clear it of enemies that way) if you permit her to be smacked around too many times, neither has a health bar nor real equipment slots of her own. The only customization you’re allowed with her (from what I’ve seen, at any rate) is the ability to change her attack.
Combat follows a similar theme. While there are a fair number of enemies that will just barrel dumbly into you, others will, well, shoot relatively blindly at you. The bosses have slightly more variety. From a trio of sisters to a monstrous, mirage-inducing sand worm, they’ll have you ducking away, chasing weak spots, dodging projectiles and flinging attacks of your own.
Of course, this isn’t necessarily a bad thing. Dragons Odyssey Frane is considerably more story-driven than most of its brethren in the App Store. The gist of the tale is this: you play as a responsible, mildly perverted boy called Kunah. When his angelic mentor Escude goes missing, he and his friend Riel (both of whom are actually dragons) gain permission from God (Yes, with the capital G and beard and all) to go look for her. Once accorded that sacred duty, they descend onto the mortal plane and begin their quest. Pedestrian as it all sounds, it’s actually rather amusing.
For one, Kunah and Riel actually act their age. More often than not, they stumble and they stammer and they speak out of turn. Many of the denizens of the game treat them the way anyone would treat a precocious child. The God portrayed here is also far from dignified. In one memorable instance, he actually disguises himself as a rather… conspicuous piece of wooden furniture in an attempt to surprise our protagonists.
Unapologetically goofy, Dragons Odyssey Frane is filled with silliness. There are star-crossed feline lovers, a military man with a retinue of giant hamster-like things, and familiar stereotypes played to perfection. For those in search of a serious plot line, Dragons Odyssey Frane will not be your game. For those willing to accommodate its many eccentricities, though, this charming piece has a lot to offer.
Aside from the main storyline (things generally follow the usual ‘get quest, investigate dungeon, defeat big boss’ format), you’ll also be able to engage in more domestic duties. Unlike most RPG protagonists, our dynamic duo are not homeless itinerants. In the beginning, Kunah will actually build the two of them a rather cozy-looking abode and it is within the confines of their home that you will be able to tinker about in a makeshift workshop and mess about a kitchen.
While not particularly deep (it generally consists of combining two items together), the crafting system is oddly satisfying. I have a nagging suspicion that there’s no wrong way to do things here. If bread and rice can produce ‘bread sushi’ as opposed to a virtual eye-roll from the game, anything is possible.
(A nifty detail: people will slowly assemble a village around your heroes’ residence as time passes by. Eventually, you’ll be able to purchase rare equipment, plant vegetables and take part in a few random quests.)
While hardly cutting-edge, the visuals in Dragons Odyssey Frane are rather endearing. I’m not the biggest fan of their character portraits but the sprite work and the tiny, animated details (the game features one of the most attractive d-pads I’ve ever seen) are all things I can get behind. Unfortunately, the same cannot be said about the grating, cringe-inducing voice acting. By the end of the first spoken line, I had turned it off in mortification.
Aside from those small issues though, Dragons Odyssey Frane is rather hard to dislike. The characters and the world will slowly grow on you. Combat is brief and brutal, yet satisfying. Personally, I haven’t tried courting any of the characters just yet (it looks like it’s possible but I couldn’t bring myself to even ponder the idea given how young the protagonists look) but the option is present for those interested in such things. If you’re willing to put up with occasional stereotypes, loads of silliness and the relatively high price tag, I can’t recommend it enough for a weekend change of pace.
TouchArcade Rating: 
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