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Coming Tonight: ‘Ballistic SE’, ‘The Dictator’, ‘Escape from Age of Monsters’, ‘Polymer’, ‘Spellsword’, and More

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Written by admin

April 26, 2012 at 2:15

‘Radiant Defense’ Review – Towers, Aliens, and a Ton of Hard Work

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On paper, Radiant Defense [Free] doesn’t stack up when compared to other tower defense titles. It shouldn’t be as good as it is. I mean, it only has ten levels, and its free-to-play model gives you just a handful of towers to work with unless you want to pay more. But Hexage is full of surprises, and this free tower defense game is certainly one of them. It might not work on paper, but it sure works in practice.

All too often, freemium titles either lock all the fun behind a paywall or let you skip right over the gameplay if you put down your money. Radiant Defense does neither. I can’t say for sure that you can get through all ten levels without making a purchase. I couldn’t, because Radiant Defense is crazy hard. Buying any (or all) of the four optional tower packs gives you more room to strategize, but it just barely makes the game easier. Paid or free, you’re going to have to get your hands dirty.

Radiant Defense offers a mix between static path defense and the ability to create complex mazes. Players are often handed a few loose modules between waves. These can be used to build walls. Sometimes this is advantageous—drawing enemies out along long, winding paths is a good way to make sure they die well before reaching their goal. Other times it’s suicidal. Some enemies regenerate, so luring them away from your carefully crafted kill zone just means they’ll continue on, fresh and ready for more.

The tower selection adapts to any situation the game throws at you. You start out with the ability to build or research ballistic weapons for pure damage, energy weapons to take out shields, and the other usual suspects—towers that slow or weaken the enemies, and powerful area-of-effect towers. The purchasable packs add variety, with mines and blades to bar passage, weapons of mass destruction, and a few things that are just plain odd. Each has its own cost and drawbacks, though, making for a decently balanced experience no matter how many (or few) packs you own.

That balance falls on the side of intensely challenging throughout. Radiant Defense is unforgiving, with brutally long levels (making up for their limited selection) and increasingly aggressive waves. The game never lets up—every time you think you might have a handle on all the tricks you’ll need, it throws even more enemies at you in even more aggressive combinations. It can be aggravating, but it makes winning all the sweeter.

Not every part of the challenge is as sweet, unfortunately. The worst bit is dealing with frustrating tower AI. Towers will happily shoot the first thing that crosses their paths, blithely ignoring targets that are about to hit the goal. This behavior is consistent, so you can plan for it. It might even be intentional—it certainly gives players a reason not to use tight corridors to their advantage each and every time. But as difficulty goes, this isn’t the fun sort. It can leave you floundering moments after you’re sure you have everything under control.

There are concessions to this frustration, though. Each wave can be restarted as many times as you need without penalty, so you’re free to experiment with the best possible moves you can make with the resources you have. Anything you do before beginning the wave will stick, though, and while you can sell back unused towers at cost, upgrades can’t really be reversed. Your strategy may hinge on what seems like a simple decision: whether to spend your cash in the lull between waves or save it for the madness in the midst of combat. The latter is easier to revert but much harder to pull off.

That sort of decision-making drives the strategy of Radiant Defense. It’s rarely just a matter of this tower or that tower. Instead you’re balancing upgrades, positioning, and pathing, all while you decide if you should meet the current threat with force or save up for an unknown future.

If you’re comfortable with difficult games, Radiant Defense is easily worth the download. It’s a nice little package—decent art and music wrapped around generally excellent gameplay—and the price is more than right. It’s refreshing to find a game that respects your intelligence, money, and time. All the better that it’s good fun, too. Take a look, and stop by our discussion thread to share your thoughts.

App Store Link: Radiant Defense, Free (Universal)

TouchArcade Rating:

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Written by admin

April 25, 2012 at 18:15

‘Sky Gnomes’ Gets Two New Characters and More in Latest Update

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Earlier this month, Foursaken Media dropped their latest iOS title Sky Gnomes [ $0.99 ] into the App Store and we thought it was pretty great in our review. You play as a gnome hurtling straight down through the sky riding a homemade rocket collecting snowflakes, coins and items in an effort to reach a landing zone as quickly as possible.

While that’s an awesome enough premise on its own, what pushed Sky Gnomes to the next level was its fantastic daily tournaments that matched you against the ghost runs of like-skilled players in competition for the best race time. Throw in a ton of upgradeable items to trick out your rocket and Sky Gnomes came together to be one of my favorite recent releases.

Today, Foursaken is sweetening the pot with the first of many planned content updates for Sky Gnomes. The big addition in this update is two brand new characters to play as: Girly the female racer and Skinny the uh, skinny racer. Each come with their own set of unique stats for their rocket, offering a change of pace from the original racer Gnomey. These new racers don’t come cheap though, as each one will set you back 10,000 coins.

Speaking of coins, this update also lowers the costs of all first tier upgrades and trinkets for your rocket, making it easier and quicker for new players to start customizing their machine. There are also a myriad of tweaks and bug fixes, as well as an empty menu screen that serves as a teaser for another major addition coming to Sky Gnomes: 1 vs 1 battles. More new characters are also in the works for future updates.

If you haven’t checked out Sky Gnomes yet, now might be the time as today’s update adds even more cool features to an already great package, with more new stuff already on the horizon.

App Store Link: Sky Gnomes, $0.99 (Universal)

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Written by admin

April 25, 2012 at 18:15

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‘Marvel vs. Capcom 2′ Hits the App Store Tonight

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When we said that Marvel vs Capcom 2 was hitting the App Store “next week” last week, I think we all assumed that meant it’d be in the standard barrage of Wednesday night releases. Well, this is not the case, as the game is already available in most international regions and should appear for download on the U.S. App Store at 11:00 PM Eastern tonight.

First impressions on our forums are starting to roll in, and so far it seems like the game is what you’d expect in that if you can handle the virtual controls, you’ll be in for a good time. Some forum members with 3GS-level hardware are noting some slowdown, but anything more recent than that seems to be A-OK. Also, the game is universal, which only makes things more awesome.

We’ll take a closer look at the game in the not too distant future.

App Store Link: Marvel vs. Capcom 2, $2.99 (Will be available in all regions at 11:00 PM Eastern.)

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Written by admin

April 25, 2012 at 2:15

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‘Total War Battles: Shogun’ Review – A Solid Mobile Entry from the ‘Total War’ Strategy Series

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Total War Battles: Shogun [ $6.99 ] is not perfect. Anyone who tells you differently is either lying or particularly forgiving in regards to an absence of visual cues. Nonetheless, while Creative Assembly and Sega’s first attempt to bring their award-winning franchise to the iOS platform is one pockmarked with problems, it doesn’t change the fact that this real-time strategy game remains an excellent addition to the App Store.

Set somewhere in late 16th century Japan, Total War Battles opens to a familiar tune: an overcast sky, one army torching another army’s infrastructure to the ground, a father passing on his final instructions to his son. As the earnest heir, it is your responsibility to seek out those who are responsible for the tragedy that befell your clan and to exterminate them with extreme prejudice.

While hardly the most inspired premise out there, the story works well enough as an excuse to visit slow, well thought-out havoc onto opposing factions. Of course, it kind of helps that the game is also lovely to behold. Though not on par with games like Infinity Blade II, Total War Battles: Shogun still boasts of well-animated military men, excellent weather effects, decent voice acting and a suitably epic soundtrack.

Gameplay in Total War Battles: Shogun consists of you first picking one of the campaign-based missions currently available to you or an EXP stage from the world map. Depending on the nature of the level you’ve selected, you can either expect to be called upon to beat down on a number of units, defeats a certain type of enemy or to participate in a round of city planning.

Yes, you heard me. Should you choose to accept the responsibility, you’ll find yourself taking a break from the rampant warfare to work on stuff like figuring out how to jam eight shrines into a less-than-spacious map. It’s not as easy as it sounds. Buildings here come with their own set of requirements and restrictions. For example, shrines will not permit themselves to be constructed next to the vice-den that is your average trading post but will require the proximity of a lumber mill in order to exist. (No, I have no idea why either).

As for the rest of the game, it’s a little more straightforward. In between assembling the correct assortment of unit-producing buildings and ensuring that they remain in serviceable condition (enemies will do their best to burn them down), you’re going to have to send your army at your foes. Simple, right? There’s a small twist. While you’re capable of manipulating their frontal charge, you will not be able to tell your units to move back. Retreat is impossible for them as they apparently subscribe to the laws of Bushido. Additionally, you’re also going to have to take the fact that your battalions are incapable of turning on a dime and the fact that there’s a cooldown associated with your navigation-related commands into consideration.

Needless to say, this isn’t your average hair-trigger, ‘300 actions-per-minute or bust’ sort of RTS. Forethought is mandatory here. To make matters more interesting, you’ll be able to utilize a certain amount of units at a time, something that can spell life or death. If you throw everything you own into a frontal assault, you may find your home base decimated even as you watch on helplessly. Mistakes aren’t easily forgiven here.

There’s a fairly decent variety of units and buildings, by the way, one augmented by a considerable amount of available upgrades. With more than 10 hours of expected game time, gorgeous aesthetics and half-decent voice acting, Total War Battles: Shogun should represent one of the pinnacles of the iOS-based real-time strategy genre, right? Maybe.

As I’ve mentioned early on, Total War Battles: Shogun is not without its flaws. To be fair, they aren’t big flaws but they’re certainly the sort that can niggle. Units don’t come with health bars and buildings will not provide information about their structural integrity in an easy accessible fashion. There is nary a number to be found; you won’t ever get to figure out precisely how much of a defense boost your monks provide. These issues aren’t exactly game changers but if you’re the sort who likes their statistics, you might find yourself bristling at your inability to accurately calculate the likelihood of a win.

As for the multiplayer, I haven’t had the chance to get someone to sit down to poke at it with me. Unsurprisingly, Total War Battles: Shogun only supports 1vs1 same-device multiplayer, something that is generally best played on the iPad as opposed to its more diminutive cousins.

Still, if you’re willing to overlook the aforementioned issues, Total War Battles: Shogun is a refreshing change from the App Store’s barrage of angry avians, physics-based puzzler and match-3 games.

App Store Link: Total War Battles, $6.99 (Universal)

TouchArcade Rating:

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Written by admin

April 24, 2012 at 18:15

‘Lock ‘n’ Load’ Review – An Enjoyable Dual Stick Adventure

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Chillingo’s penchant for publishing dual-stick shooters returns with the release of Lock ‘n’ Load [ $0.99 ], a content-rich title developed by GameLab that hits all the right notes for the genre. While a lot of that content is initially locked away a bit tighter than I’d like, the gameplay, visual-style and presentation make up for that setback, leading to a game well worth checking out for the dual-stick shooter crowd.

Lock ‘n’ Load puts you in the role of a hockey-mask wearing protagonist taking on an evil magic-wielding girl whose minions trampled his garden bed. As you can imagine, the tone of the game is very tongue-in-cheek and does a great job making fun of itself. While the story obviously takes a backseat to the gameplay, I still enjoyed it more than most other dual-stick shooters, including the twist at the completion of the main campaign. Still, what’s more important is content, and Lock ‘n’ Load certainly has a lot of enemies to throw at you.

You’ll be taking on those hordes of minions with your choice of three weapons (you’ll have to unlock two of them) through mostly standard DSS gameplay. I say mostly because Lock ‘n’ Load does a great job spicing up the gameplay with good plot pacing and a variety of mini games. You’ll do collection quests, first-person carnival shooting – even a Space Invaders-inspired stint. Of course, there’s also a ton of opportunities to simply mow down the mobs. A second, harder difficulty is also available, along with a second unlockable campaign (and challenge missions) that focuses more on gameplay than story.

Visually, Lock ‘n’ Load looks impressive with a wide variety of backdrops and character models. I was particularly impressed with the assortment of environments used across the campaign, each with their own graphical effects. In addition, the game runs at a good frame rate and looked exceptionally nice on my iPhone 4S. Relatedly, I thought Lock ‘n’ Load did a great job with its auditory aspects, with the music setting the mood appropriately and decent voiceovers accompanying the story cutscenes and combat. It did get a little annoying hearing your character repeat the same catchphrases over and over but in general I thought the voiceovers did much more good than harm.

One of my few complaints about Lock ‘n’ Load is the way it handles unlocks with its in-game currency. Every upgrade and unlockable requires cash, which can be randomly dropped by enemies while playing the campaign or purchased en masse via IAP. As is becoming custom, while you can earn a decent amount of cash through a campaign run it won’t be nearly enough to unlock all the content.

Unfortunately, I think the amount of cash dropped in-game should definitely be adjusted. I ran through the entire campaign (with several restarts on some missions) and didn’t even earn nearly enough cash to unlock the first tier of upgrades. When you include all the challenge levels, skins, and second story mode, players will end up having to rerun through completed levels many times before they can earn enough cash to unlock everything.

On top of all that, unlocks don’t appear to transfer between iOS devices (unless you have the all-encompassing ‘premium pass’) meaning that simply spending a few bucks on cash to unlock extras isn’t going to cut it if you want to play on multiple devices. Also worth mentioning is a crash bug that’s affected some users. An update with a fix is already submitted, and in the meantime if this is affecting you turning on Airplane mode should work as a temporary fix.

Even if you have an adverse reaction to IAP, Lock ‘n’ Load still offers a decent amount of content with more that can be eventually unlocked (even if it takes a long time). When you combine that with the excellent visual style and content diversity, Lock ‘n’ Load becomes a highly recommended game. While we’ve had our share of good dual stick shooters, it’s rare to find one as well-rounded and content-rich (even if you have to unlock a lot of it). Gamers remotely interested in dual stick shooters owe it to themselves to check out this title.

App Store Link: Lock ‘n’ Load, $0.99 (Universal)

TouchArcade Rating:

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Written by admin

April 24, 2012 at 18:15

‘Tentacle Wars HD’ for iPad Review – A Fast-paced Strategy Game Reminiscent of ‘Galcon’

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Tentacle Wars HD [ $2.99 (HD)], the new title from FDG Entertainment, is a port of the online Flash game of the same name by Lumarama. It’s a fast-paced iPad strategy game that reminds me a lot of Galcon [$1.99 / Free ], another iOS strategy game from 2008. In fact, I’d go as far as to say it’s “Galcon with tentacles” …along with superior graphics, ambient music and better sound effects.

Playing Tentacle Wars is like being a general overlooking a battlefield. Although in this case the battlefield exists inside the body of an alien life-form. The battles are between antibodies, spores, pulsars and embryos. Each cell can use DNA energy tentacles to attack each other. If your green antibody cells can turn all the other cells green, you’ve cured the zone. Once you clear all the zones, you’ve saved the alien life-form.

To launch an attack, you swipe a line from your green cell to any other cell in range. The more powerful your cell (as indicated by a number inside it), the further it’s tentacles can extend. You can target a red cell (enemy) to engage in battle, target a neutral grey cell to claim it, or target one of your own cells to transfer energy to where it’s needed.

The battles are based on a simple premise: The more powerful cell(s) always win, every time. So if your cell has a weaker strength it will slowly be drained until it’s defeated. But, if you attack the same opponent with tentacles from another cell simultaneously, you can defeat it, because your two cells are collectively more powerful. So, as in real war, choosing your targets carefully (but quickly) is important.

Once your tentacle has latched on to another cell, you can either remain connected to slowly drain it or swipe across your tentacle to cut it. Interestingly, it makes a difference where you sever your tentacle. So, if you slice it right in the middle, half the resources return to the attacking cell and the other half do a rapid attack-burst (ie: a 50-50 split). Whereas, if you cut your tentacle right at one end, all the resources in the tentacle will quickly retreat or attack, depending which end you slice.

To add variation, there’s impenetrable barriers within some levels, purple cells with superior intelligence to overcome, and limits for how powerful a single cell can become within each level. Each cell type also has a limit to the number of tentacles it can extend at one. These factors, plus some interesting level designs, encourage you to modify your strategies to suit each level.

The single player campaign (2 worlds, 40 levels total) is entertaining and satisfying, but far too short. By the time you’re settling in, the single player campaign is over. Additional levels are promised – but randomly-generated levels would be better. Lastly, the campaigns are rather anti-climatic once you complete each world, as nothing really happens, except a small note in the corner of the iPad screen confirming a Game Center achievement.

Multiplayer mode offers two-player online action via a random match-up or by challenging a friend, via Game Center. Choose an arena and color, then engage in a microscopic war ….and in my case, get totally owned by superior players. The online play worked flawlessly once started, but it was often unable or slow to complete a random match-up. That isn’t ideal since the single player mode is completed so quickly, but isn’t a problem if you’re playing friends online.

Tentacle Wars blends strategic gameplay with arcade-style swipes and cuts to create a fast-paced strategy game that’s ideally suited for touch screens. The game is similar to Galcon, but has enough innovation to feel fresh and new. Yet, it needs more levels and online players, otherwise the fun feels as if it’s over too quickly. According to our discussion thread, an iPhone/iPod touch version is expected around May or June.

App Store Link: Tentacle Wars HD, $2.99 (iPad Only)

TouchArcade Rating:

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Written by admin

April 24, 2012 at 18:15

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

Gameplay Trailer Hits for ‘My Little Hero’, New Game from Developer of ‘Pizza Boy’

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Just last week we were teased by a trailer for My Little Hero, an upcoming game from Acne Play, the developers of the awesome platformer Pizza Boy [ $1.99 ], and being published by NCSoft. As we lamented at the time, the trailer was indeed quite teasery, and all we really knew about My Little Hero was that it was an action adventure game featuring a young boy, a dream world (or perhaps nightmare is more accurate), and a scary stuffed animal stealing boogie man.

Today we finally get the first gameplay video for My Little Hero and as promised it most certainly looks like an action adventure game. And, in a big departure from Pizza Boy, the gameplay and visuals are entirely in 3D.

I’m actually really digging the kid-centric them going on in My Little Hero with the slingshot as a weapon, cardboard sword and armor, and that inflatable donut thingy with a duck on it that you wear around your waist when swimming. What is that thing called again? Anyway, it looks cute is what I’m getting at. I’m pretty interested to check out My Little Hero when it hits, which according to the trailer should be sometime next month.

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Written by admin

April 23, 2012 at 18:15

Er, So Tim Cook Didn’t Actually Visit Valve Last Week

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If you squint a lot and your head hurts all the time, you probably need a new pair of specs. Also, if you’re mistaking important-looking dudes for Apple CEO Tim Cook, you definitely need to investigate vision correction. Valve CEO Gabe Newell has said that Cook didn’t visit Valve HQ in Bellevue last week, which squashes the wild rumor reports to the contrary. It’s sad when the speculation machine runs out of gas so soon, right?

Newell would know, by the way. He’s kind of important. Like, he’s at least one of the guys Cook would talk with if, say, he visited Valve HQ. Newell explains his and Valve’s initial reaction to the rumor on the Seven Day Cooldown podcast.

We actually, we all sent mail to each other, going, “Who’s Tim Cook meeting with? Is he meeting with you? I’m not meeting with Tim Cook.” So we’re… it’s one of those rumors that was stated so factually that we were actually confused.

No one here was meeting with Tim Cook or with anybody at Apple that day. I wish we were! We have a long list of things we’d love to see Apple do to support games and gaming better. But no, we didn’t meet with Tim Cook. He seems like a smart guy, but I’ve never actually met him.

It’s a bummer that that Apple and Valve didn’t bang heads, as the meeting would surely benefit both companies, but at least we got to read some imaginative stuff last week, right? That’s how we’re looking at this.

[via Kotaku]

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Written by admin

April 20, 2012 at 22:15

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