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Notable Game Updates – February 7-February 13

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Angry Birds [App Store]Current Version: 1.2.0
Our Review
Forum Thread

The newest update for Angry Birds is nearly worthy of being a standalone sequel, with 42 new levels across two new graphically unique worlds to play through. Crystal has been been added for leaderboard and achievement support for high score/points junkies, and changes have even been made to older levels, mostly in the form of bug fixes, but with some small graphical enhancements thrown in there as well. I fell in love with Angry Birds when I first reviewed it, so you can bet that I’ll be cranking up the game as soon as I get the chance.

Bird Strike [App Store]
Current Version: 1.2
Our Review
Forum Thread

Bird Strike was only released about a month ago, so it’s a nice surprise to see an entirely new game mode (in the form of “Endless Climb mode”) make its way into the game. The new mode really raises the value of the game, but the price hasn’t been raised to correspond with the update, so if you haven’t bought the game yet, now is a great time to do so. Those who’ve owned the game for a while and expressed complaints about 3GS performance and a nasty leaderboard duplication bug can breathe a sigh of relief as well, as Prodigy Design has addressed these issues with this update as well.

Call of Duty: World at War: Zombies [App Store]
Current Version: 1.2.0
Our Coverage
Forum Thread

It’s been a long wait since Call of Duty: Zombies‘ initial mid-November launch, but a second map, Verrück, has finally been added for purchase in a massive update. Along with this update and new map comes nine new weapons (including FG-42, Gewehr-43, PPsh-41, M1 Garand, and the Springfield), 13 new achievements for Nacht der Untoten, 10 new achievements for Verrück, engine optimizations to make the game run more smoothly, leaderboard enhancements to track a wider variety of in-game stats, more customizable controls, a tutorial adjustment, network reliability enhancements, a “multiplayer point display” to track other players’ in-game progression, and even French-localized text. The new map and all the goodies that comes along with it will set you back $5.

Doodle Bomb [App Store]
Current Version: 1.2
Our Review
Forum Thread

Doodle Bomb’s newest update brings 10 new master missions and five new standard missions for players to play through, along with a new anti-gravity control that lets players reach new places and even roll bombs along ceilings. The master missions have been unlocked for everyone, so you won’t have to meet a certain Bomb Badge requirement to play them now, and a new “variable bomb tilt” feature should provide something fresh for those who’ve conquered the game.

Ghosts’n Zombies [App Store]
Current Version: 1.1
Our Review
Forum Thread

This update isn’t a large as many of the others on this list, but it’s notable for removing the AdMob banner ad that we complained about in our review. A couple of bug fixes have also been instituted in the 1.1 update, as has the newest version of OpenFeint. We commend the developers for listening to feedback and taking action on the problems that players were having with the game, and now that this update is out, I don’t feel like there’s much getting in the way of a hearty recommendation from us for this game.

Hook Champ [App Store]
Current Version: 1.40
Our Review
Forum Thread

Mingore’s John Gore has finally been added as a playable character in this newest update to the legendary swinging game, and he even comes with a usable machine gun (with unlimited ammo!). New levels have been created for playthrough with John, and a brand new control method has also been added and set as the default control scheme, but veterans of the game still have the option to switch back to the “classic” control scheme if they so wish. Naturally, a variety of bug fixes have been tossed in as well, so this might be an update that brings a lot of people back to the game for more.

Parachute Ninja [App Store]
Current Version: 1.1
Our Review
Forum Thread

Parachute Ninja’s 1.1 update is a small one, but it fixes what might’ve been a make-or-break issue that I had with the game when I reviewed it: the tilt auto-calibration that activates with the parachute. This issue really frustrated me during my playthrough of the game, but now that I know I can turn it off, Im extremely likely to return to this beautiful platformer for more.

Sunday Lawn [App Store]
Current Version: 1.10
Forum Thread

Sunday Lawn has never been a big seller for Donut Games, but I’ve always liked it quite a bit. This new update should’ve been called 3.0 instead of 1.10, because it literally triples the value of this game. A challenge mode (much like the main game in Comet Racer) has been added, as has a fun little minigame called “Sweet Dreams” in which you must keep Charlie asleep by bouncing sheep over fences. Global leaderboards have been added, and the game finally allows you to start the app with your own music playing to replace the in-game music- a feature that all App Store developers should implement. If you’ve never tried out Sunday Lawn, go purchase it now, because it’s finally on par with all their other awesome games.

Trenches [App Store]
Current Version: 1.2.6
Our Coverage
Forum Thread

I’ll admit it: when Trenches was first released, I hated it. I beat the entire game on its normal difficulty setting in less than 20 minutes, a task I completed by simply tapping the “spawn infantry” button over and over until the game abruptly ended. We didn’t give much coverage to the game due to its broken nature upon launch, but now that several updates have been implemented, I returned to Trenches to discover a truly fun, well-balanced game. The newest 1.2.6 update is nothing more than a bunch of bug fixes and further (necessary) unit balancing, but it also addresses the crashing that annoyed tons of people before now. Other past updates, however, have added new modes, length and variety to the campaign, and even improved control methods, morphing what was at first a broken novelty into a legitimately great game. If you’re like me and took a pass on Trenches before, it’s definitely worth revisiting now.

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Written by admin

February 14, 2010 at 14:05

‘Military Madness: Neo Nectaris’ – A Fantastic Classic You’ve Probably Never Played

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When the TurboGrafx-16/PC Engine was released in the late '80s it failed to make the splash that its creators had hoped for. The console sold around 10 million units over the course of its lifetime, with only 2.5 million of those units making their way into US households, so it's no suprise that the original Military Madness [App Store] never became well-known. Hudson has updated the turn-based strategy franchise several times over the years (including XBLA, PSN, and WiiWare ports in 2009), and this newest iPhone adaptation makes MM a series that has seen releases across four decades. The iPhone's touch screen is a natural fit for the IP, so Neo Nectaris just might be the best version of the game yet.

The short cutscene that plays at the beginning of a new campaign in Neo Nectaris would lead you to believe that this is a sequel to the original game, but this is essentially the same tale told all over again. A ragtag band of rebels were defeated by the union forces at their base on the moon in 2089, and peace was abundant. That was the first game. Now, however, in 2099, that same group of rebels is developing weapons on (you guessed it!) the moon. Thus, you have been sent in with a special forces batallion to clear out the rebels. Despite the sloppily rehashed story, the 48 missions in this sequel are actually all-new, so old-timers need not worry about playing through the same old 32 levels from the first game.

Military Madness's similarities to Nintendo's Advance Wars series become quite obvious upon setting foot upon the battlefield. The mix of long-range units like rockets, mid-range units like artillery squads, and numerous close-combat tanks are nearly identical to the units in Advance Wars, and the games share a quite similar terrain advantage system. The first version of Advance Wars was released as Famicom Wars in Japan a year prior to the debut of Military Madness, so I'm not quite sure which series influenced which, but there are enough differences to make them unique in their own rights.

The most noticeable difference between MM and quite a few other strategy games is its use of a hexagonal grid system. This system can be confusing, initially, especially for players who've gotten used to quadrilateral-based grid systems in their turn-based strategy games. The spaces adjacent to units fall within that particular unit's "zone of control," which prevents enemy soldiers/tanks from progressing through the areas surrounding it and allows players to strategically set up roadblocks to force the enemy into a position that could potentially turn the tide of a battle in their favor.

Another feature of the game is the "stars" system, which rewards individual units with increased stats for every encounter they fight in. The ability to heal these units after a single turn spent in a factory (which cannot produce new units and must usually be captured by an infantryman) creates an incentive to retreat with units who've seen a lot of fighting to allow them to come back fully powered and enhanced later in a battle.

In-game tutorials and a unit description screen that can be pulled up at any point during battles makes the game extremely user-friendly, and I checked out all the old tutorials despite my long history with the franchise as a quick refresher. I was a bit disappointed that Neo Nectaris doesn't use 3D visuals like the recent WiiWare, XBLA, and PSN release, but the iPhone port does feature an updated soundtrack that sounds great and fits the game well.

There are a few issues that keep Neo Nectaris from greatness, most notably the omission of any multiplayer- local or online. Another problem I had with the game might sound a bit more nitpicky, but it's niggling: there is no real animation for unit movement; soldiers and tanks just "blink" their way over to their destination when moving. This is a problem that usually doesn't afflict modern games, so it could (and really should) be fixed in an update.

Military Madness: Neo Nectaris isn't much of a departure from the now 20-plus-year-old original game, but it holds up extremely well, especially with the new touch controls. Multiplayer seems too crucial to exclude, so I desperately hope that Hudson decides to support the game with the addition of those options in the future, but I'll admit that the single player campaign is so much fun that it can keep most people happy for now. If you've ever played Military Madness before, I probably don't need to convince you to check out this version, but for newcomers to the franchise I cannot stress enough how much pure fun this game is.

App Store Link: Military Madness: Neo Nectaris, $4.99

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Written by admin

February 12, 2010 at 14:05

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‘B-Boy Beats’ Hands-On Preview with Video

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Tag Games, creators of Car Jack Streets [App Store], recently sent us an early copy of their upcoming rhythm game B-Boy Beats. This oddly amusing game has you break dancing with your fingers to 17 songs from popular nerdcore hip hop artists MC Frontalot, Optimus Rhyme, and others.

When trying out this game I went through three distinct phases– First off, I couldn't help but raise my eyebrow at another rhythm game, especially with how many there are on the App Store and how wildly the quality of these games vary. As I loaded up B-Boy Beats and went through the extremely simple tutorial, things weren't looking good. It wasn't until I was about half way through the first song the game has you play that I finally got it, and then couldn't stop smiling as my fingers were breakdancing up a storm.

The gameplay of B-Boy Beats amounts to keeping your index and middle fingers on the screen of your iPhone and moving them in time with the red and green circles to dance to the songs. This actually seems to take quite a bit of getting used to, as instead of most rhythm games where you're just tapping things along with a beat, you often need to keep one finger down while you move the other one around. Doing well takes an awful lot of brain power as when the songs speed up you almost instinctively just try to go back to quickly tapping like you do in Tap Tap Revenge and other games.

The following gameplay video shows me doing poorly in one of the early stages:

Once you get in to it, dancing with your fingers turned out to be way more fun than I was expecting it to be. I admit I had to look up what a "B-Boy" was on Urban Dictionary, so while I know almost nothing about breakdancing, I'm still really looking forward to this game's release on the 14th for $2.99.

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Written by admin

February 12, 2010 at 2:05

Notable Game Updates – January 31-February 6

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Updates are an integral part of the App Store and its economy. They allow developers to (instead of rushing out new games) draw fresh eyes to their old games by providing more content, crucial bug fixes, and general improvements. Updates are, however, as numerous as they are important, and it's sometimes difficult to find much to say about an update other than "new levels, hooray!"

With this in mind, we've decided to take steps to "update" our coverage of updates with a comprehensive article summarizing the most important updates. Worry not, these lists will not drone on about minor bug fixes and the like; only games that have been updated in at least somewhat substantial ways will be covered.

Battle of Puppets
Current Version: 1.1
[App Store]
[Our Review]

Battle of Puppets really stepped up to the plate to address player complaints, adding in a new tutorial and a complete hint system to help out new players. Other changes include increased performance on all hardware versions and a bunch of random bug-smashing.

TileStorm
Current Version: 1.0.2
[App Store]
[Our Review]

This update has been long-coming, but a lot of user-friendly options have finally been added to TileStorm to make it less of a hassle to navigate the menus. There's now a pause menu, the ability to restart a level without having to exit it and reselect it, and a "back" button was added to the level select screen. The other big fix in this update is the inclusion of the ability to "surrender" up to 10 times throughout the game. This counts the level that you surrendered on as a completed level (sort of) so you can unlock more levels and come back to the difficult levels later.

Parcel Panic – Post Car Racer 3D
Current Version: 1.2
[App Store]
[Our Review]

OpenFeint has been added, and along with that, of course, comes online leaderboards and achievements. Other issues addressed include the ability to add boxes during free ride and some slight texture work to improve the game visually.

Bust-A-Move
Current Version: 2.1.0
[App Store]
[Our Coverage]

OpenFeint 2.4 has now been included in Bust-A-Move, so high-score chasers and achievement lovers can rejoice! Facebook and Twitter connectivity was also added in this update for the social networking addicts out there.

Words With Friends
Current Version: 3.06
[App Store]
[Our Review]

Along with a bunch of various bug fixes, an entirely new dictionary has been integrated into Words With Friends. The dictionary is being touted as "a big improvement" from the developer, and will probably ease a lot of frustrations that people had with earlier versions.

Little Metal Ball
Current Version: 1.2
[App Store]
[Our Review]

A bug in the spotlight levels that was wreaking havoc on iPhone 3Gs has been issued here, but the biggest reason that this update is worth talking about is the substantial performance improvements that you'll notice while playing the game. I really enjoyed Little Metal Ball and made that clear in my review, but it doesn't seem like many of our readers ever really latched onto the game (especially given the low number of comments on that review). I'd like to seriously recommend that anyone who likes Labyrinth-style games check this out, because it's a ton of fun and deserves some love.

Ravensword: The Fallen King
Current Version: 1.2
[App Store]
[Our Review]

This isn't exactly a major update for Ravensword, but I'm sure that plenty of users will appreciate the integration of Crystal for online leaderboards and achievement support. Being a single-player game, Ravensword could benefit from a little bit of community integration, so I'm pretty happy about this particular update.

Battle For Wesnoth
Current Version: 1.3
[App Store]
[Our Review]

Kyle Poole just keeps on delivering with episodic content updates for Battle of Wesnoth, and the newly-added Episode 3 reportedly will clock in at over 10 hours of gameplay for those who delve into it. Not only has an entirely new campaign been added, but a whole slew of bug fixes (including one that reduces memory requirements to make the game more stable) and OpenFeint 2.4 with achievemens has been integrated. That, my friends, is how to do episodic updates. Bravo, Mr. Poole.

Diner Dash
Current Version: 2.0
[App Store]
[Our Coverage]

In an unexpected show of love for one of their original hit games, PlayFirst has delivered an update for Diner Dash that promises enhanced graphics (with a focus on larger sprites to make control easier), difficulty adjustments, and 10 new levels. Facebook connectivity has also been added, just in case there's a single person on your friends list who cares about your progress in an iPhone game.

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Written by admin

February 7, 2010 at 2:05

Weekend Game Sales: ‘Assassin’s Creed II Discovery’, ‘Ravensword: The Fallen King’ and Others

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There's a bucket full of games that had their prices slashed this weekend for various reasons. As always, standard App Store disclaimer is in effect in that these prices were all current at the time of this posting. Since sales are often very limited, if you've been waiting for any of these games to see a price drop, you may not want to wait very long before picking them up.

Assassin's Creed II Discovery, $9.99 → $6.99 – A fast paced side scrolling platformer that is highly reminiscent of Prince of Persia. We thought it was cool in our review, although to really enjoy it you need to play the game on third generation hardware, as the framerate on previous-generation devices left much to be desired.

Ravensword: The Fallen King, $6.99 → $4.99 – This impressive open-world RPG was developed by a two man team and features hours of gameplay. We liked the game in our review, and since then the game has been updated to include even more content.

Chop Chopa Ninja, $1.99 → 99¢ – Play as a ninja in this side scrolling beat-em up to rescue a princess. Instead of using on-screen controls, a series of gestures that are taught in the tutorial control the movements of your ninja. For more information check out our post on the game.

Chronicles of Inotia: Legend of Feanor, $2.99 → 99¢ – The first Chronicles of Inotia holds the claim to fame of being the first touch action RPG available on the platform. Released all the way back in 2008, Inotia has since seen a sequel that we enjoyed.

Crayon Physics Deluxe, $4.99 → 99¢ – A really fun physics game released in early 2009 that asks players to solve various puzzles by drawing crayon lines with their finger to create objects in game. You need to pick this up if you like physics games.

Heavy Mach 2, $2.99 → 99¢ – A top down mech game we enjoyed in our review. The sequel is an odd departure from the original which was a side scroller, and both games are worth checking out if you're in to vehicular combat.

iZombieland, $2.99 → 99¢ – One of the few movie tie-in games on the App Store that's actually worth playing. iZombieland loosely follows the movie Zombieland with a side-scrolling Splatterhouse-style beat em up. For more information, check out our review.

Theseus, $3.99 → 99¢ – A puzzle game that places players in a maze where they must escape a minotaur. The catch? The minotaur happens to move twice as fast as you do, but has predictable movements and mastering the game involves learning how the minotaur handles your actions. This was a forum favorite when it was released, and we liked it when we took a look at it.

Underworlds, $2.99 → 99¢ – Still one of my favorite hack and slash RPG's, Underworlds has had tons of content added to it since our initial review of the game. On sale for the Super Bowl, or, apparently, for a week following the Super Bowl if the Colts win.

Car Mania, 99¢ → Free – A traffic management game we had some minor issues with in our review, but you can't really go wrong with a free game– Especially when it comes packed with full OpenFeint integration to pad your OpenFeint score.

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Written by admin

February 6, 2010 at 2:05

Reiner Knizia’s ‘Topas’ and Other iPhone Games

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Reiner Knizia holds a PhD in mathematics, and is credit with publishing over 500 different puzzle games, many earning various awards worldwide. Developing his first game at the age of 6, Knizia left a job as a boardmember of an international bank in 1997 to pursue game designing full time. Since then, he has been admitted to the Gaming Hall of Fame and redeveloped several of his old games along with creating new games for the PC, home consoles, and iPhone.

His latest iPhone game, Topas [$1.99], tasks players with placing colored domino-like tiles on a game board in three included game modes. To place tiles, you drag them around with your finger, and tiles can be rotated by tapping on screen with another finger. Tiles are placed on the board following a few simple rules: They must be placed with the whole tile fitting on the game board, every tile must be placed next to another, and the aligned gems on the tiles cannot total more than 8. Points are awarded for the number of gems lined up with each tile placed, and Topas has Agon online leaderboards for each of the game modes.

In arcade mode, you have 36 tiles to place on the game board. Tiles are cleared by lining matching colored rows of gems up and down or across that add up to 7. If you place all 36 tiles, the board is cleared and you can keep going in attempt to get the highest score possible. In weakest link mode, you play 4 quick games placing 8 tiles, the second lowest score of the four games is your end score. Finally, in color play mode, instead of the board clearing when you place all 36 tiles, you only need to score 10 points in a single color, indicated by gauges at the top of the screen.

Like most of Reiner Knizia's games, scoring well in Topas requires quite a bit of strategy, and wile the basics of the game are quite simple, it took me a while to wrap my head around ideal tile placement for maximum point gain. Knizia has quite a few iPhone games available on the App Store now, and they are all quite good in their own ways.

Ingenious, $1.99 – Take turns tiles on a game board, scoring points by creating lines of tiles with similar colors. Play against AI opponents of three difficulty levels and place tiles to block opponents in and make as many matches as possible to increase your score. There's also a solitaire mode if you'd rather just place tiles to see how much you can score.

Money, $1.99 – Starting with six random bills from different countries, players try to exchange their money in to 2-3 currencies before the end of the game. There's a YouTube video explaining the entire game and also an interesting article on boardgamenews.com about adapting the card game to the iPhone.

Monumental, $1.99 – A Mayan themed matching game where players slide around tiles to form groups of 3 colors, symbols, or both colors and symbols for maximum points. Broken stones and dynamite mix things up, and as you progress in the game more colors and symbols are introduced to increase the difficulty curve.

Roto, $1.99 – Players must analyze a group of wheels with colored segments and match those segments by rotating those wheels as few times as possible for maximum points. Roto comes with arcade, puzzle, and action modes which all provide a different spin on gameplay.

Robot Master, 99¢ – Players take turns placing numbered cards down on the game board, scores are totaled by adding the numbers of all the cards, with huge bonuses awarded by lining up pairs and three of a kind on a row.

Knights of Charlemagne, $1.99 – Deploy knights and conquer estates by overwhelming the enemy forces. The strategy and gameplay can get a little complicated, but thankfully the game comes with a great tutorial.

Poison, $2.99 – A card game of brewing potions, players take turns placing numbered potion cards in to three different cauldrons. If a player over-fills a cauldron, they have to take all the cards (and any poison cards) that were inside the cauldron.

The above games are developed by several different developers, so the visual style quality of each of the games varies widely. All of them are faithful reproductions of Reiner Knizia games, require a great deal of strategy, and can offer an awful lot of replay value if you appreciate brain-bending puzzle games.

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Written by admin

February 4, 2010 at 14:05

‘Cogs’: Way Beyond Your Typical Slider Puzzle…

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cogs screen

Lazy 8 Studios (through Chillingo) has just released an iPhone version of their 3D mechanical puzzle game Cogs [App Store]. The iPhone release is an adaptation of their PC original, which is currently a finalist in the IGF 2010 Excellence in Design category.

Cogs is a mechanical puzzler that challenges you to bring to life a series of increasingly complex machines by way of arranging sets of tiles, gears, pipes, and the like in such a way as to connect varying energy sources to their ultimate outlets across 50 different 2.5D and 3D environments. And the whole thing is done up in a lovely steampunk motif (the best cogs are, of course, brass). There are carts to set rolling, balloons to inflate, helicopters to build, and rockets to launch. The sliding tile mechanic makes it feel something like Puzzle on (brass and mahogany) steroids.

cogs screenshot-chime-pyramidCogs presents you with three different modes of play. Inventor Mode, which is really the core gameplay mode, takes the player through all of the game's 50 puzzles, starting with the easy and moving towards the maniacal. The other two modes are Challenge modes that provide access to any puzzles unlocked in the Inventor Mode and are great for getting off a quick round or two on the go. Time Challenge presents any unlocked puzzle in an easier-to-solve configuration than Inventor mode…but each puzzle must be completed within 30 seconds. Move Challenge mode, in contrast, is all about taking time to decide the most efficient route to a puzzle's solution — each puzzle must be solved in 10 moves in this mode.

Score rankings and achievements are tracked through Chillingo's own Crystal game network.

cogs screenshot-silenceThe game features a well-done touch system that takes the iPhone's screen out of your way and puts you in simple control of these seemingly real objects. It's a simple tap (or swipe) to move a tile — and you can move more than one at a time by tapping on the first tile in a row to move. Two fingers on the screen allows for drag-based rotation of the various puzzle objects. Although the original is a PC title, Cogs was definitely meant for a touchscreen.

Cogs is addicting, brilliant, and frustrating. A casual puzzler, it is not. Oh, the game takes it easy on you for the first few puzzles in order to instill within you a false sense of mechanical mastery. Shortly thereafter, however, the puzzles get downright cruel. You'll discover that the next level, a mere flat board of pipe tiles, has pipe pieces on not one but both sides. Or try your hand at ringing an array of bells in perfect synchronicity with a wildly varying array of hammer cogs to deal with. It's a case of "must…defeat…this…game…" where one might not always call achieving victory "fun," but rather "necessary — for sanity's sake." It can be maddening, but in the loveliest sort of way.

I've spent significant time with various pre-release builds of Cogs over the last few weeks and I can say that it's, at the moment, my favorite iPhone puzzler and one of my very favorite iPhone games in general. I really can't imagine much in the way of a negative that a puzzle fan could posit against this game. But if my praise doesn't convince, grab the free PC demo version and give it a try to get at least a feel for the game.

Cogs is being sold in an interesting way in that you pay as you go, buying incremental packs of ten levels for 99¢ a pop. For the initial 99¢ you get the first ten levels, which basically amounts to the puzzles that make up the Cogs tutorial. Beat that, and the next ten levels are 99¢, beat those and ten more are 99¢, and so on. If you buy the game and all four DLC packs, Cogs will run you $4.95 and should take around 10 hours to complete if you try to beat every challenge in the game.

App Store Link: Cogs, 99¢ (Plus 4 DLC Packs @ 99¢ each)

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Written by admin

January 28, 2010 at 14:05

Ghoulish ‘Necromancer Rising’ Crawls from Grave to App Store

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necromancer rising screen

iPhone developer Ryan Mitchell has just released Necromancer Rising [App Store], a large-scale, first-person RPG with an air of the macabre that should appeal to fans of dark and dank dungeon crawlers.

Necromancer Rising places you in the unenviable position of the last surviving Battle Priest of the king's army with a wife and child that were recently slaughtered and buried, and — as if that wasn't enough — robbed from their graves by the minions of the evil Necromancer, tunneling in caverns below. Your goal is to regain your former strength and visit grave vengeance upon the aforementioned Necromancer in the name of your beloved family.

The game features a highly detailed stats and equip system; your person features 16 equipment locations for weapons and armor allowing for a great many battle configurations. The author indicates that the game includes tens of thousands of items as well as 50,000 different weapons, in all. (All items are freely available to those who spend the time to find them, but for those who don't mind paying for a bit of a short-cut, certain particularly useful items are also available as in-app purchases.) There are 50 different levels to explore (with 49 end-bosses) and each is dynamically generated upon entrance, so no level is ever the twice the same.

See the developer's trailer video for a look at the game in play.

As yet, I've spent but a brief while with the title and find that what it lacks in polish in some areas (menu system, look controls, etc.), it makes up for with a pleasantly ghoulish atmosphere thanks to the creepy level and creature design, as well as the superb, moaning sound effects and evocative background score. The whole thing has a nice sort of campy Evil Dead feel to it that lends it a particular sort of charm that I find myself enjoying.

Our forum members have had a lot to say about this one. Hitch enjoyed it, while noting the lack of polish in some areas.

This is a hardcore RPG. If you're a casual gamer, I'd probably pass as of now. It has good graphics, sounds, and gameplay elements/length, but a crappy menu system and messy controls keep the game from living up to it's potential. Great game, but hard to work with.

8/10- Must have for PATIENT RPG fans, but needs quite a few updates to make it a must have for everyone.

SharpCarlos is enjoying it as well.

Overall, it's scratching my dungeon crawl itch. There's random loot in varying levels of quality with random affixes (just found a helmet that increases my intelligence). It runs smoothly on my 3GS. And it SEEMS like there's a lot of game here. The dungeon is 50 levels deep, and if there continues to be several quests per level, it'll take quite a while to burn through them.

Have a look at the game trailer (this early version of the bundled tutorial video might be helpful as well) to aid in your decision.

App Store Link: Necromancer Rising, $6.99

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Written by admin

January 24, 2010 at 2:05

‘Grand Theft Auto: Chinatown Wars’ Review

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grand-theft-auto-chinatown-wars-20080716021815266_640wBack in 1997 when the first Grand Theft Auto hit the PC, I doubt anyone at Rockstar (known as DMA Design at the time) expected it to spawn a series that would span ten different games and four expansions over the next thirteen years. Grand Theft Auto: Chinatown Wars [App Store] for the iPhone is an excellent adaptation of a game previously only available on the Nintendo DS and Sony PSP. These prior versions of the game were met with universal acclaim, and according to Metacritic.com Chinatown Wars for the DS holds the title of the highest rated game available for the platform. On the PSP, Chinatown Wars is a close second, beaten only by God of War: Chains of Olympus by a single point.

The recently released iPhone Grand Theft Auto: Chinatown Wars seems to be a hybrid of both the DS and PSP versions, with graphical quality that lies somewhere in between the two games, tutorial elements that reference PSP buttons, as well as some of the cell shaded graphics and all the stylus mini games from the DS. The main difference is how the controls have been adapted to the on-screen virtual joystick and buttons of the iPhone. Like other games that use a similar control scheme, there is always an inherent lack of precision without physical buttons that take a little getting used to, but this didn't hamper my enjoyment of Chinatown Wars in the least bit.

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While on foot, a virtual joystick controls character movement, with a button for using whatever weapon you have selected (or your fists) as well as buttons to kick and leap over short fences. When you approach a car, a button appears on the bottom of the screen that you can touch to get in. If you're stealing a parked car, this will often trigger a timed touchscreen mini game where you need to turn a screwdriver in the ignition, twist some wires together, or even insert a PDA and crack the car's security system in order to get the car running without triggering its alarm.

These sequences are pretty neat the first few times you do them, and do an excellent job at adding suspense to police chases as you hastily hotwire a car before the cops converge on your location. Once you're in a car, one of five in-game radio stations start playing and the on-screen controls switch to buttons for accelerating, braking, firing your gun, and by default two buttons to steer right or left. Also available is an analog stick for steering, configurable in the game's options.

IMG_0380The biggest control hurdle new players will come across is learning how to cope with Chinatown Wars' driving assist system, which will automatically keep your car going straight down a road. This can be disabled, but without it perfectly lane splitting on a motorcycle seems to be nearly impossible. I've found myself preferring the default steering buttons over the optional joystick because very little control is required when driving. You really only need to hold a direction to turn, or just tap a direction to make minor adjustments to your position on a road. It feels a little strange at first, but after you make it through the tutorial missions you will be flying through Liberty City without issue.

The plot of the game is classic Grand Theft Auto, with an asian spin, made obvious by the game's title. You play as Huang Lee, the son of a recently murdered Triad boss who comes to Liberty City and unsurprisingly enough winds up knee deep in gang drama. Initially you complete tasks assigned by your Uncle, but it doesn't take long for you to meet other contacts who also require your services. The game continues like any GTA game with missions that involve killing people, stealing cars, driving people around, and other often illegal activities.

Of course, like other games in the series, once you complete the short array of tutorial missions you can disregard the main storyline entirely and instead spend your time roaming around the city, completing the various submissions, seeing how long you can survive with a high wanted level, and dealing drugs to increase your net worth.

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Chinatown Wars is packed with a surprisingly fun and full featured drug economy that is highly reminiscent of the Texas Instruments calculator game Dope Wars (Originally a DOS game released in the mid-80's.) that I spent an embarrassing amount of my teenage life playing. As you drive around the city you will meet drug dealers, who are all selling or buying various drugs at different prices. Prices change depending on whose turf you're in, but you have to exercise caution because if you get busted with a car load of coke, you lose it all.

Drug dealing is just one of the many other activites that exist inside the game. Of course Chinatown Wars also has the standard taxi, ambulance, firefighter, and other driving games along with tons of secret items and locations to find. There are scratch off lottery tickets you can try your luck on, and random encounters with pedestrians who will also have various things to ask of you. The amount of depth in Chinatown Wars is unbelievable.

IMG_0386Since the inception of the App Store, quite a few developers have tried their hand at making an open-world crime game. Without much serious competition, most of these games seemed quite good– But even the best pre-Chinatown Wars iPhone games pale in comparison to a real Rockstar Grand Theft Auto. The level of depth is completely unmatched, but most importantly, Liberty City feels alive.

Games like Gangstar are far too sterile, with spotless city streets, stereotypical characters with no personality, and very little to make the environment the game takes place in feel like anything more than a basic sandbox. The streets of Liberty City are filthy, filles with cars, pedestrians, trains, people fighting, and emergency vehicles racing through the streets responding to randomly spawned traffic accidents. The mood and lighting of the city changes with the clock in-game, and even though the story and characters you come across aren't really anything revolutionary compared to other Grand Theft Auto games, the people you meet are usually amusing and of course the game is absolutely loaded with expletives and other racy material that the GTA clones haven't dared come close to.

There are a few issues with Chinatown Wars, the most serious being the lack of a solid targeting system. When you hold down the attack button to shoot or punch, you simply attack whoever you're facing. There isn't a way to cycle through targets, and the only way to stay locked on one target is by holding the attack button which often results in quite a few wasted bullets. It seems like there is a lot of lost potential in not having a touch-based targeting mode.

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Chinatown Wars also doesn't have any kind of save state system to save your progress if you get a call or need to answer a SMS when you're in the middle of a mission. Instead the game just quits, and the next time you launch it you're back at your apartment. This can be annoying, but thankfully Chinatown Wars was designed to be a portable game, and as such the missions are usually never more than a few minutes long so the amount of progress you lose is fairly minimal.

One of my favorite things about Grand Theft Auto games is the soundtracks, but the radio stations in Chinatown Wars are fairly limited and it seems that all the pedestrian chatter was also cut. However, once you get sucked in to the game these problems fade away as you immerse yourself in Liberty City.

IMG_0389Chinatown Wars is a massive game, so much so that the few things I've mentioned in this review barely even scratch the surface of what there is to do and all the different features that help you to do them. An excellent in-game GPS system guides you around the city, periodic email messages tip you off to new missions and other things to do, safehouses scattered around Liberty City can be purchased once you're wealthy enough, and there's even multiple save slots so more than one person can play the game on a single device.

Performance on my iPhone 3GS is absolutely outstanding, and according to forum members, Chinatown Wars also runs without issue on the entire iPhone and iPod touch product line. The game is restricted and won't install on the first generation iPod touch, but apparently with a little tinkering can be played just fine. Something worth mentioning is while the download itself is only 188MB, Chinatown Wars requires a little over 600MB free on your device to install.

IMG_0390There is so much to do in Grand Theft Auto: Chinatown Wars that completing the whole thing will likely necessitate a trip to GameFAQs to consult the various guides and maps to find every hidden object and complete every mission– A task that will likely take days of concurrent playtime. For $9.99 App Store gamers can get their hands on a game that sells for two to three times as much on other platforms, representing a substantial value even at a price point reserved for "premium" games on the platform.

Cammie Dunaway, Nintendo of America's vice president of sales and marketing described Chinatown Wars' sales on the DS as "frustrating", and sadly the PSP version didn't perform any better. In less than 24 hours following its release on the App Store, Chinatown Wars is already the #1 top-grossing app– Something that hopefully other giants of the gaming industry are noticing, as I doubt I'm alone in hoping even more of these "full" console games make their way to the iPhone.

[ Full HD version | Low Bandwidth version ]

If you're at all interested in open-world crime games, Grand Theft Auto: Chinatown Wars is by far the best available on the platform and simply cannot be passed up. The sheer amount of content, the amazing graphics, and gameplay that will keep you coming back for more whether you choose to follow the story or rampage through Liberty City on your own is absolutely fantastic.

Now, if you'd excuse me, I've got $50,000 worth of heroin to unload.

App Store Link: Grand Theft Auto: Chinatown Wars, $9.99

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Written by admin

January 19, 2010 at 14:05

‘The Deep’ – Super Metroid Goes Deep-Sea Diving

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Screen shot 2010-01-07 at 7.55.34 PMWith the release of Shadow Complex on Xbox Live Arcade last August the genre created (and in the opinion of some, perfected) by Nintendo's Metroid series was revived. In the wake of that game's success, 3G Studios brings us The Deep [App Store], a Metroid-inspired game with a twist; players are thrust into the wet suit of a scuba diver exploring the depths of the oceans.

The Deep opens with the tale of a vacationing scuba diver on a tropical island. Some guy who is permanently stuck in the Captain Morgan pose briefs players with a text-based tutorial, and the scuba diver (who you'll come to find is quite sarcastic) is driven towards a local store where an eccentric store owner awaits with the first quest. Thus begins a pattern that will become quite familiar to players as they progress; there are three different islands in The Deep, and each one contains a single villager and a very unique shop owner, each of whom tout some very strange demands in quest form.

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After accepting a quest, players can leave an island and drop out to a large map, where all of the levels that have been unlocked are selectable. Upon selecting a level, the actual gameplay starts and the exploration, light puzzle solving, and Metroid references can begin. Like Metroid, The Deep is all about exploring environments and finding important items that allow access to other parts of the map or give unique abilities to the main character. A large red boulder, for instance, can't be destroyed until a player has collected the level three bomb upgrades, so plenty of secrets are saved for second or even third runs through the many levels and areas in the game.

The scuba diver is controlled via a virtual thumbstick when using the default control scheme, and this works perfectly, unlike the alternative touch-based option. While there are numerous threats to the diver in the form of sharks, deadly swordfish, and giant alien brains (the game gets pretty crazy towards the end), there is no health meter to be monitored during play. Instead, the diver's air tank steadily runs out of air, which can be easily refilled by returning to the surface. Taking damage from the underwater creatures will take off precious seconds from the total timer, so avoiding them is a must if any progress is to be made, as dying will reset all of the progress in a level to the moment the diver entered it last.

thedeep4In a particularly wise design decision by the developers, each level works as a sort of hub for about three separate areas, each of which is its own contained puzzle. In this way players can generally make it through one area, collect an important item, return to the surface, and then immediately head for the next in-level area. This gives the game a nice pace and makes for a great sense of urgency at all times, as a few mistakes in an area means that the diver will need to be especially quick in order to finish collecting all of the goodies in an area and make it out alive.

The various shops on the three islands offer tons of upgrades which can be purchased with the treasure that can be found so abundantly throughout The Deep's levels. Substantial oxygen tank upgrades, increases in swimming speed, better flashlights for those deeper, dark areas, and better suits to keep the diver from taking much damage from enemy encounters all add up to make a nice reward for finishing a level, as well as provide big incentive to explore areas and collect more gold.

There's something inherently fun about upgrading a character to make them faster or stronger for second runs through levels; I'm sure fans of Hook Champ will attest to this. The Deep successfully delivers that feeling of fun, all the while providing tons of enticing reasons to play more, like the allure of extra hidden gold or sidequests that span multiple levels.

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Worthy of special note is the humorous, self-referential dialogue between the characters from the islands and the scuba diver. I laughed out loud on more than one occasion at the well-written quips from the island natives, and I feel that they give the game an extra layer of personality. While no text in the game is voiced, the music is pretty good (although it can be hit or miss at times), but it can't match up with the quality of the art, which is made all the more appealing by the high quality of the animation, especially in regards to the diver.

The Deep is not without fault, although its issues are not major. A little variation in some of the puzzles (which almost exclusively deal with flipping different colored switches to open doors) would have been nice, and I really wish that there was a way to check an individual level's stats to see if any of the hidden collectibles haven't been collected, but these are very small issues when one considers the fact that the game is an absolute blast to play. I do have one strong suggestion for the developers, and that's to change the design of some of the shops (the ones that require you to scroll right a really long ways for no real reason to get to the shop owner). That's just annoying.

All of my complaints against The Deep are absolutely trivial when I look back and consider the amount of fun that I derived from playing through the game. Unique level designs, the pleasant art, and that addictive, upgrade-focused exploratory gameplay kept me captive for hours. The comparison might be a slight stretch due to the fact that the levels are in no way interconnected, but I feel that fans of great games like Super Metroid or Shadow Complex will absolutely fall in love with this game. This is a hidden gem that should not be kept a secret.

App Store Link: The Deep, $3.99

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Written by admin

January 8, 2010 at 14:05