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‘Escape from Age of Monsters’ Review – A Gorgeous Endless Runner

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These days, endless runners need to go above and beyond in some aspect if they hope to rise above the competition and get some attention. Enter Escape from Age of Monsters [$0.99 / HD] an endless runner from Massive Joe Studios. Featuring a beautiful and unique art style, Escape certainly has our attention as a game worth checking out.

Escape puts you in the role of Gizzard, a man in possession of a mysterious pair of gloves who is to survive the monster invasion. With orphans in tow, you’ll guide Gizzard through buildings punching down walls and monsters, all while collecting floating items offering points, coins and a variety of power-ups (slowdown, speedup, e.t.c.). Miss a punch, and the monsters will take the orphans before eventually taking you down and ending the game. As expected, the longer you stay alive, the faster the obstacles come at you, until you eventually succumb to the monsters.

The first thing you’ll notice about Escape from Age of Monsters is its gorgeous visuals. The hand-drawn animated style is quite unique and simply looks stunning. Everything from the characters themselves to the backdrops to even the menus has an air of being meticulously detailed, and gives off the feeling that you’re playing in an animated cartoon. Amazingly, this feeling is amplified on the new iPad, as the retina-visuals on the large screen look quite fantastic. This sentiment is also carried over with the game’s music, which boasts a great metal soundtrack that fits the theme and sets the mood appropriately. This all leads to a very enjoyable playing experience, as Escape simply nails its presentation.

Gizzard’s gloves are the key to Escape’s gameplay. One glove is colored red while the other is blue. Tapping on the right side of the screen will launch a red punch while tapping on the left side launches the blue. Relatedly, every barrier and baddie you encounter will be colored red or blue. Thus, the game becomes an exercise in tapping the appropriate side of the screen that corresponds with the obstacle in front of you.

In addition to the simple survival objective, Escape features a mission system that tasks you with various objectives and rewards items that permanently increase the base score multiplier upon completion. This continues a recent trend in endless titles that provide score-enhancing awards vice older titles that tried to mostly preserve leaderboard parity regardless of how much you played. One minor complaint is the lack of iCloud support for your progress, although that is somewhat expected considering iPad and iPhone versions are separate. Regardless, it’s a good incentive program that encourages gamers to play for more than just leaderboard chasing (even if the rewards are simply to make said chasing easier).

While the controls are simple enough for an endless runner, there are a few miscues that prevent it from being flawless. For example, each successful punch has the opportunity to award double points, with three consecutive ‘perfect’ punches putting you in ‘Turbo Mode,’ where the score multiplayer jumps up even further and you get a temporary extra life (until the mode breaks).

However, the timing for the perfect punches seems a bit off. While continual practice alleviates this problem somewhat, you never seem to fully grasp the timing window. Another issue revolves around the swiping mechanism needed to collect the various items and power-ups littered on the level. I had multiple occasions where I’d swipe at the item several times and the collection wouldn’t register. Considering how hectic Escape gets in later buildings, this can get frustrating when you’re trying to balance item collection and wall breaking.

Despite the above issues, Escape from Age of Monsters is still a great endless runner. I’d argue that it warrants consideration simply from its visuals. Luckily, you won’t have to make that decision as Escape also offers a balanced gameplay experience to accompany those visuals. With that in mind, you’d be hard-pressed to pass up on this endless runner.

App Store Links:
    Escape from Age of Monsters, $0.99
    Escape from Age of Monsters HD, $0.99 (iPad Only)

TouchArcade Rating:

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Written by admin

April 30, 2012 at 18:15

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The TouchArcade Show – 49 – Quick Hits

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On this week’s episode of The TouchArcade Show, we battle through conversations about muscle retention and HHH’s taste in order to bring you the latest and greatest in the world of iPhone, iPod Touch, and iPad. We get off to a running start by discussing the hottest real-time strategy game at the moment, Total War Battles, and then quickly dive into a flurry of oral reviews courtesy Mr. Hodapp. Later, we pan Kickstarter again, talk about Rovio Mobile’s weird IAP plans, and the themes of Minecraft.

If you’d like to listen this week’s episode, please do so via the handy-dandy links just below. If you’d rather get our podcasts the second they hit the Internet, consider subscribing to us on iTunes or Zune Marketplace.

iTunes Link: The TouchArcade Show
Zune Marketplace: TouchArcade.com Podcasts
RSS Feed: The TouchArcade Show
Direct Link: TouchArcadeShow-049.mp3, 41.9MB

Oh! And if you have interest in joining our Minecraft server, send us another e-mail, as we might end up opening our stuff to all. E-mail podcast@toucharcade.com. Thanks!

Here are your show notes:

GAMES

  • Total War Battles [$6.99]
  • SpellTower [$.99]
  • Polymer [$.99]
  • Escape from the Age of Monsters [$.99 / HD]
  • Bubble Pig [$.99]
  • Aby Escape [Free]
  • Ballistic SE [$1.99]
  • Ski Safari [$.99]
  • Wormholes [Free]
  • Bus Turbo Racing [$.99]
  • Marvel Vs Capcom 2 [$2.99]

JARED’S KITTY KORNER

  • catnapper [Free]

FRONT PAGE

  • ‘Minecraft – Pocket Edition’ Now Supports Crafting
  • Robert Bowling Announces His New Studio
  • ‘Angry Birds Space’ / ‘Jetpack Joyride’ / ‘Sword & Sworcery’ / ‘Anomaly Warzone Earth’ Updates

This week’s episode is sponsored by Aralon: Sword and Shadow:

Aralon: Sword and Shadow HD


Aralon: Sword and Shadow HD, $0.99
Aralon: Sword and Shadow by Crescent Moon Games is a huge open world action RPG. It has more than 30 hours of gameplay in a massive 3D world, the biggest landscape ever to grace a mobile device. A full night and day system, complex quests, crafting, swimming, fishing, pipe smoking, pick-pocketing, and much, much more. Play as an elf, troll, or human, pick various classes, and go on an epic journey through the Kingdoms of Aralon.

Aralon: Sword and Shadow is now available for the discounted price of 99 cents, over 80% off for a limited time only!

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Written by admin

April 28, 2012 at 6:15

Violence, Character, and Choice: ‘The Walking Dead’ Is Everything We Wanted, and Coming Soon to iOS

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I like to think that Robert Kirkman’s The Walking Dead is an exploration of character and violence more than it is some grim zombie fairy tale. Its cast is as beastly as its undead. Action is sudden, terrifying, and distressing. Decisions are made in bursts of lust and blood, greed and anger, brains and preservation. This miasma is revealing: we’re not good people. This makes for interesting reading, as you get to glimpse into what makes us forget who we want to be, and become what we actually are.

The first episode of Telltale’s The Walking Dead plays like a celebration of the comic and its themes. It adheres to the Kirkman’s vision, showcasing the series’ violence and grit, choice and character. You’ll make painful decisions, interact with broken people, and participate in some of the most brutal, real-world action that’s ever been shown in a video game. In under an hour of play with a Mac build of the title, I have become one of The Walking Dead’s characters: a liar and a monster in the face of danger.

You’ll play through a vehicle named Lee, a loosely defined character with a mysterious history and an innocence about him. The opening takes place right before the world goes to hell. Lee is in the back of a police car, handcuffed, talking to the officer driving when, suddenly, the officer strikes a walker with his vehicle. The crash is a stomach-churning, and the action after is intense. Lee survives, but finds himself in a world where the dead shamble and the living sprint.

Lee goes on to meet a few characters, including a little girl who becomes something of a companion. As you progress, you’ll make choices that each character will “remember,” perhaps coloring the events in later episodes as you jump in and out of alliances with others, react calmly or violently, or lie. Thus far, I don’t have a great sense of how anything that I’m saying or doing will play out, and that’s perhaps The Walking Dead’s biggest upcoming challenge: these choices need to feel meaningful one way or another.

Mechanically, the game controls like a cross between Jurassic Park and Heavy Rain: you manually move Lee in very specific environments, searching for items and clues that will inevitably lead you to the next story point. The Walking Dead doesn’t rely on puzzles as a bridge. Instead, it leverages Lee’s confusion and desire: you find things for people or for Lee. Action segments challenge you to react fast, as you line up reticules or tap buttons to complete QTEs. The dialogue system, on the other hand, presents multiple flavors of response and a timer forces you to make snap judgements and decisions.

I appreciate the intensity of the writing. The Walking Dead invites you to explore a grim and violent world spotted with people who actually feel like people and react in extreme ways under the pressure of survival. Being able to lie to cover things up or get an “in” with a group of better equipped survivors, or save one person over another are the game’s strongest points of narrative design. I’ve been swaying between unnerved or moved as I progress, and this emotional connection is what appeals to me the most about the game as a whole.

We don’t know how the iPad (or iPhone) version of The Walking Dead will control, though the expectation is that it’ll work similarly to how Jurassic Park did with its basic and functional touch, tap, and swipe controls. We’re also not so sure when we’ll see this episode on our devices of choice. Rumor has it that the iOS versions have been delayed beyond its planned May launch. We’re checking on that.

Regardless, you’ll want to keep up with its progress. Provided Telltale will continue is trend of launching really, actually good ports of its games on iOS post-Jurassic Park, this is something I feel like could be required play material.

All of the assets in this article are from the PC, Mac, Xbox Live Arcade, or PSN version of the game. If it means anything to you, we played the Mac version with medium settings and it still looked fantastic. We expect this level of quality, at least, on the new iPad.

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Written by admin

April 27, 2012 at 22:15

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New ‘Spy Mouse’ Update Adds 11 New Levels

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Eleven new sneak-tastic levels have been added to Spy Mouse [$.99 / $2.99] courtesy a content update, which also adds several new obstacles, new power-ups, a new item store, and a new breed of foe called the Jungle Cat. All of these news elements are being housed in a volcano-themed world that currently takes 150 points to unlock.

One note on the Jungle Cat: it uses poison darts. We’re not exactly sure how a tribal poison-slinging variety of jungle cat is able to even function in Spy Mouse’s new Volcano world, but we should probably pull over the Scrutiny Bus before we end up hurting ourselves. This is a game that revolves around a mouse who is also a spy, after all. Screens below!

App Store Links:
    SPY mouse, $0.99
    SPY mouse HD, $2.99 (iPad Only)

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April 26, 2012 at 18:15

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New ‘Cut The Rope’ Update Adds … DJ Theme

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Another new Cut the Rope [$.99 / HD] update has tumbled down the pipeline, and our gut says this is easily the most interesting one creator ZeptoLab has put out. Today sees the introduction of 25 new levels packaged within the “DJ Box,” which is pretty much exactly what it sounds like — a new theme for the game that celebrates scratches, vinyl, bass drops, and … candy.

Much like any other update, the core game isn’t being changed for the new box, however it will introduce a couple of new mechanics. Take the turntable for example, which you can see below in the embedded video. Also, don’t freak out because it only shows the iPod or iPhone version: this has hit iPad, too.

App Store Links:
    Cut the Rope, $0.99
    Cut the Rope HD, $1.99 (iPad Only)

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April 26, 2012 at 2:15

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‘Minecraft – Pocket Edition’ Now Supports Crafting

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Minecraft – Pocket Edition [$6.99] took another step towards becoming what the series’ fans had expected and wanted from the tablet and phone version of the PC indie darling. To put it another way, its name actually makes sense now courtesy last night’s update, which added crafting, damageable items, and tool-specific gathering.

We all knew this update was coming, but what’s interesting is the way the crafting part of the experience is presented. Unlike the PC version, Pocket Edition tells you what you can make and how to make it. Swathes of well-realized UI — which look a lot like the Xbox 360 version of the game’s UI — hold your hand while crafting, pointing out recipes and giving you feedback on what you need to gather next.

Image via Cult of Mac

Even though it might not jive with the game’s spirit or themes, we think this bit of added functionality is pretty neat. If anything, though, you can finally enjoy survival mode as it was basically intended. Go nuts!

App Store Link: Minecraft – Pocket Edition, $6.99 (Universal)

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April 25, 2012 at 2:15

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Unlocking the Gaming Secrets of ‘Clear’ in New Update

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Back when Supermono 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 Clear [$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. Reviews 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.

App Store Link: Clear, $1.99

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Written by admin

April 23, 2012 at 18:15

Hands On With Whitaker Trebella’s ‘Polymer’

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If you pay attention to the world of iOS game music, you might already know Whitaker Trebella’s work. He has composed themes for games that include Super Stickman Golf [$0.99], Tilt to Live [$2.99] and Velocispider [$1.99]. But now he’s taken on the role of game developer. Trebella’s first game, Polymer, is due to hit the App Store soon, and we’ve had a chance to play with a recent build. It’s a strategic shape-creating game, in Trebella’s words, enhanced with a great soundtrack.

A polymer, in the parlance of the game, is a complete shape, one with no unfinished edges. You achieve this by sliding rows and columns back and forth to move pieces into place. A skilled player might be able to use every piece on the board, but each piece you move takes six or nine others with it. Larger creations become exponentially more difficult to make without disruption, but they’re oh so satisfying to reach for. It’s almost a shame to destroy them, but that’s where the points come in.

Like so many developers, Trebella came to iOS with no prior programming experience. But his time composing for big names of the indie scene convinced him that he needed to make a game of his own. A little study, a little elbow grease, and a year and a half later we (almost) have Polymer. But playing the game, you can see how much Trebella picked up in his time spent on the periphery of iOS development. It’s ridiculously savvy to the realities of both touch screen gaming and the iOS market, things most first-time developers struggle with.

It should come as no surprise that Trebella brought his musical talents to bear on Polymer. It isn’t a music game, but it can be quite musical. Each of the game’s three modes has its own soundtrack. You enhance that soundtrack while you play, destroying polymers that chime out musical tones. Each track is in a different key, and the sound effects, notes in the chromatic scale, are designed to fit within the key of the current track. In laymen’s terms, let’s just say the sound blends beautifully with the music.

Polymer’s three modes give you a lot to play with. One lets you race for the highest score you can hit in two minutes, and it’s polar opposite is a mode that requires you make the best single polymer you can in any length of time. The third ratchets up the tension in a sort of survival situation: you must destroy ticking time bombs by incorporating them into polymers. They come faster and faster until you eventually explode. The game also has a nifty unlockable system that introduces you to each element of the game piece by piece.

We don’t have a release date quite yet, but Polymer has been submitted to Apple for approval so it’s just a matter of time. Stay tuned—we’ll take a closer look on release and give you our final verdict. An educated guess in the meantime: it looks like Polymer is destined to eat a lot of the hours of thoughtful gamers.

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Written by admin

April 20, 2012 at 6:15

Midway Arcade Now Supports iCade

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Morphing drug pushers into plumes of viscera and leg parts has never been easier, thanks to the latest update to Midway Arcade. The arcade collection app, which features tons of classic arcade titles including NARC and Rampage, now features iCade support. We spent a moment or two in the app this morning and can confirm that the added support is sharp. We can also confirm that NARC is still the greatest game that has ever been made.

Version 1.0.1 rolls in a few more notable tweaks. The Spy Hunter looping theme bug has been fixed, d-pad support has been added for Root Beer Tapper, and that nasty DLC crash bug has finally been annihilated. Neat!

Midway Arcade still doesn’t have the greatest ports on the planets, but what it does offer works well enough for our needs. Check it out if you’re into Midway’s older stuff. Here’s a list of what it has as of this posting, and note that a couple of these are being sold across two $.99 DLC bundles:

  • Spy Hunter
  • Rampage
  • Defender
  • Joust
  • Root Beer Tapper
  • Arch Rivals
  • Gauntlet
  • Gauntlet 2
  • Wizard of Wor
  • APB
  • NARC
  • Total Carnage

App Store Link: Midway Arcade, $0.99 (Universal)

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April 19, 2012 at 22:15

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Passion And A Mission: Why Codito Development Is Into Delivering Digital Versions Of Your Favorite Board Games

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“I’ve kind of been the driving force behind this.” Chris Ewington describes what board games mean to him in passionate bursts. “It’s who I am. It’s what I do. It’s what I was meant to do.” Chris is the head honcho at Codito Development, an outfit that specializes in securing licensing and then reproducing tabletop games on iPad under the banner of Sage Games. Chris’ experience with porting the tabletop experience stretches long before iPad came into our lives. He used to make “homegrown” computer versions of his favorites to share with friends and family.

In a lot of ways, he’s the perfect guy to be doing this. His studio has the talent, and he has an astounding amount of reverence for the art form and what it does differently in today’s modern gaming landscape, which is dominated by stupid games like Angry Birds.

iTunes Link: The TouchArcade Show
Zune Marketplace: TouchArcade.com Podcasts
RSS Feed: The TouchArcade Show
Direct Link: TouchArcadeShow-Bonus-035.mp3, 20MB

“There’s a lot to be said I think in terms of entertainment value for things like Angry Birds and those huge hits out there where you can go play for 10 seconds and get some fun out of that, but with board games there’s a little more thought involved,” he tells us on this week’s bonus episode of the TouchArcade Show.

“They offer a lot of the other great things that some of those hit titles have, and particularly these euro board games have really great theming. You can kind of get into the world of the game if you will. They also have the replayability and fun factor — there isn’t just one way to win this game,” he says, picturing a title. “If I play it again, even with the same people, it’s going to be a completely different experience.”

Before iPad was even announced, Chris was thinking about iPad. He and his pals had been talking about playing board games on something just a little bit bigger than an iPhone or iPod Touch. He describes the announcement of iPad as an “Apple Saves The Day” kind of moment, as it gave him a legitimate outlet to take his passion and put it into a series of digital products. The list of official ports since is long: Chris has had a hand in Puerto RicoRaMedici, and most recently, Tigris & Euphrates.

In a weird twist, the growth of the App Store has given Chris a calling. The majority of App Store consumers are casual-leaning, so they aren’t familiar with titles like Puerto Rico [$7.99] or Tigris & Euphrates [$4.99]. Chris says its his studio’s mission to get people to play these kinds of games, to show them that games can offer so much more than cheap thrills.

“…it’s part of our mission to open some eyes and introduce people to the joys of it. You can sit down and play a game like Puerto Rico or Tigris and you don’t know what’s going to happen. You have a rough idea how to play the game, but you don’t know what the interactions are going to be.” Chris says that the fact that most board games don’t have a single win condition is one of the most interesting things about them. The high-level strategy, complex theming, and even proximity are several of his other favorite aspects on his personal list.

His goal is lofty, but Chris is still grounded. He realizes that the world of gaming has moved on from tabletop. Much more visceral games like Pong, Mario, and Call of Duty have been re-defining what games are. It’s a new landscape, new audience, new world. But the things he most celebrates about board games are what he thinks will keep people around.

It’s also why he’ll continue doing what he’s doing.

“Board games are a natural fit for my interests and personality. I think more in 2D than 3D. And so, it’s not just … experiencing this big 3D world and trying to blast people. It’s more cerebral than that. It lets you focus more on the interactions between the players and the strategies of the game,” he tells us.

Le Havre

Chris is putting his 2D brain to good use with the studio’s next project, Le Havre. This title will mark the first time Codito Development will ever use a board game’s original art in a port. Chris believes this will add to its appeal for older fans, as it’ll be a much more authentic-looking experience than normal. That said, Codito will do the same thing it always does with its borderline masterful board game ports: honor the design and only streamline the mechanical parts of the experience.

Chris explains what Le Havre is all about. ”It’s largely a card-based game where, rather than having little squares or pieces, it’s based on cards you collect. Those cards represent different buildings you can use in the game. Again, the theming, is really what makes these games stand out above other board games and other games in some cases,” he tells us.

“It’s got this really cool feel of being in the harbor and you’re trying to develop your interests and amass the most amount of wealth at the end of the game. And to crush all of your opponents.”

Le Havre is a fairly recent creation. Publisher Lookout Games released the title in German and Australian English in October 2008. Board Game Geek has a scary breakdown of how it works, but we advise that you not look. The upcoming iPad version, as with all of Codito’s awesome ports, will focus on cleaning up the experience and putting the rules in the background.

“Our challenge is to take care of as much of the mechanics as we can and support the game experience without taking away from it. Let’s get all the other crap out of the way so you guys can just have fun playing the game and have fun with the theme and figuring out how to kick your friends ass without having to remember all the rules and picking up all the pieces and sort them out,” Chris says.

Chris has a lot more to say on this week’s show, so give it a listen. We do podcasts with interesting folks in the iOS space at least twice a month. We’ll be back later this week with another regular episode of the TouchArcade Show.

Oh, and as a special-special bonus to our podcast listeners, Codito is offering up three of its games for $1.99. Here’s some links:

  • Reiner Knizia’s Ra [$1.99]
  • Tikal [$1.99]
  • Reiner Knizia’s Tigris & Euphrates [$1.99]

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Written by admin

April 19, 2012 at 2:15