Archive for the ‘tweak’ tag
‘Mage Gauntlet’ Goes Universal In Big Update
’s utterly fantastic action RPG, Mage Gauntlet [$2.99], is now bigger, better, and much more Universal. In a brand new update, Rocketcat has added Universal support and rolled in fancy new flip-screen functionality to one of our most favorite RPGs of the year. On top of this, it’s rolled in various tweaks: some spells have been changed around, the rabbit’s foot now increases hat drops by five times, revives grant a free spell, save files can now be exported via iTunes, and some levels have received some shortening to make them better.
Surprisingly, that’s not all — bug fixes and a few other notable changes have been introduced. If you’re particularly curious about what’s up, check out the or on iTunes. It’s a long list. Also, if you’re still somehow on the fence, definitely give our review a read. You don’t want to miss this game.


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‘Civilization Revolution’ Receives iCloud Support
Civilization Revolution for the iPhone [$6.99] and iPad [$12.99], one of our favorite simulation games on the entire platform, has just received iCloud support in a massive update that sees some notable tweaks across the two games.
Starting now, you can upload and sync your saves between iPad and iPhone, which allows you to rock out in the same conflict regardless of iDevice on-hand. Also, 2K Games has dropped in achievement support and added to the game’s visuals. New resource and unit icons compliment all new environmental animations including moving water and animated seagulls and fish. Seems small, but you’ll be surprised when you boot it up.
Civilization Revolution for iPhone, by the way, has also just received “Create Your Own Scenario” challenges, which brings it up to date with the iPad version. This mode in particular is the most entertaining and rich one that Civ Rev has to offer, so definitely give it a look. You’ll be saying, “Oh, god, it’s 2AM” in no time.
Civilization Revolution, $6.99
Civilization Revolution for iPad, $12.99 (iPad Only)
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‘Sin Or Win’ Coming This Week
Fasten your time-travellings belts and turn off your electronic devices. Back in August, we checked out for the first time. We came away impressed, and were stoked to see it that coming September. The game didn’t make it out. In fact, it still isn’t out and won’t be until … this week.
Toxic Blob’s Jamie McCarter dropped us an e-mail saying that he’s been using the delay time, which he’s on his studio’s blog, to focus on tweaking and refining the entire experience. The final, retail build of Sin Or Win you’ll play this coming December 15 has new fiends, better load times, a “solid” 60 FPS, and even an in-app hint system.
We’ve had a long, long time since initially seeing this game to figure out how the heck to categorize Sin Or Win. No luck — we’ll continue to let McCarter pitch it, and also use his words as a way to convienently remind you about what it is.
“In the game, the cavemen come from either side, and following the Grim Reapers’ command, leap into the abyss,” McCarter told us awhile back. From here, you’ll get the choice to either save cavemen (winning) by flicking them into clouds or kill them by letting them dive into the pit and burn to death (sinning).”
December is going to be crazy busy with releases, but we’re definitely going to give this the official look closer to release. Also, with the game finished, McCarter has moved on to a content update for the game: version 1.1 will “expand” the play, as well as add in Game Center. Neat!
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‘Assassin’s Creed Recollection’ iPad Review – Trading Wrist Blades for Booster Packs
Games that tie in to major properties are sometimes, shall we say, a little lacking. So you might be tempted to think that Assassin’s Creed Recollection [99¢] is just your average cash-in, perhaps a standard collectable card game with images of franchise heroes Altaïr ibn-La’Ahad and Ezio Auditore da Firenze slapped on the cards. You can stop thinking that right about now, because this game is something far more interesting.
That’s not to say it’s without its problems — Ubisoft has been chasing down some big-time bugs since the game was released — but Assassin’s Creed Recollection is more than just another coat of paint on the traditional CCG. It takes the formula real time, pitting you and your opponent against the clock as well as each other.
Once you get past the game’s peculiar jargon (cards are Memories, decks are Sequences, creatures are Agents, mana is Gold — it’s all very Assassin’s Creed), you’ll find a CCG with several creative tweaks. Turns are gone, period. Instead, everything is measured by day. You get one new card in your hand each day, and summoning agents takes half a day. You and your opponent do everything simultaneously, something that would get messy in your average CCG but is handled elegantly here.

You see, you aren’t playing directly against your opponent, who has no health or tokens to speak of. You’re sending your agents out to campaign in regions that dominate the play field. To win, you need to control the majority of those regions at the same time. If one of your agents finishes a campaign in a region without being opposed, you earn that agent’s attack power in points. Ten points and you control the region. So off you go, slapping down agents, throwing them in front of your opponent’s agents and claiming regions until one of you is victorious.
There’s quite a bit more to it — you can place Sites on each region that earn points every day, and you can also throw down Actions, which are used to interrupt enemies or boost your own cards. And you have to control your income, the amount of gold you earn each day, because every card has a cost and most of those costs are steep. It’s a bit complex, but Assassin’s Creed Recollections does a great job of walking you through the basics with a thorough tutorial.
Unfortunately, you come out the other side of that tutorial and slam directly into a wall. The first real mission in the single-player campaign pulls exactly no punches, and your default deck is more than a little lackluster. So, in a move that should come as no surprise to CCG players, you’ll probably need to buy some boosters.
To Ubisoft’s credit, they don’t start you off with a paywall. You’ll have quite a few credits by the time you emerge from the tutorial, enough to buy quite a few packs if you’re thrifty. They don’t do such a good job of explaining the difference between the inexpensive Templar packs and the rather pricey Assassin’s packs. As it turns out, they give cards from separate pools, and the Assassin’s cards are not so much stronger as they are targeted to advanced play styles. So go for the Templar packs at first.
The cards you’ll receive from these booster packs are sure to delight any Assassin’s Creed fan. They, and the game’s story, are largely pulled from Assassin’s Creed 2, and they feature plenty of familiar faces. The cards cover everyone from Rosa the thief to Rodrigo Borgia and every Assassin, Templar, courtesan and scholar between. They’re separated into factions, and while each of your decks can only contain two factions and the unaffiliated gold cards, you’ll collect plenty of each in your booster purchases. You can’t currently complete your collection with single-card purchases, but the upcoming Auction House sounds like it will address that problem.
The single-player campaign, which has you winding your way through fair Italia as an inexperienced Templar, will take skilled players a couple hours, and CCG newbies a fair bit more. It has limited replayability since you can’t continuously earn extra credits or experience by replaying old missions. At that point, if not before, you’ll need to move into multiplayer, where you can stomp friends and strangers alike.
Overall, I’m more than satisfied with the core game. The rest of the trappings are a bit less impressive. The out-of-game interface is governed by a confusing mix of swipes and taps, which is compounded by a lack of responsiveness in certain menus. Miss the fact that you can access the menu at any point by swiping down with two fingers (mentioned once and otherwise never indicated) and you may end up wondering why there’s no way to pause or forfeit a match. There are Game Center achievements, several of them, specifically for buying credits with IAP.
More damningly, there seem to be issues with the purchase of booster packs. If the Ubisoft servers are down when you buy a booster, you may not be able to open it until they’re back up. According to some folks in our , this may sometimes result in lost cards, though we haven’t been able to confirm the problem. I’m sure the server check-in cuts down on cheating, but it also cuts down on players’ ability to access the content they’ve purchased. Add to that a crash bug effecting existing players that was introduced in the current patch and I grow wary of recommending this game before these issues are ironed out, though a just-released patch looks to address some of this. Also, the game is currently on sale for 99¢, which might make it a worthwhile deal for putting up with some bumps in the road during post-release updating.
If you’re a CCG lover who also happens to be a fan of Assassin’s Creed, though, Recollection really is worth a look. It doesn’t add much to the mythos, but it makes great use of the IP. As a bonus, the short film Embers is included, along with a gallery of concept art for Uplay users. But Assassin’s Creed Recollection isn’t just for fanboys — it’s a genuinely engaging card game with a surprising depth of strategy. Hopefully Ubisoft will be prompt in fixing the bugs, but the core game is intact in the meantime. Just go easy on the IAP.
TouchArcade Rating: 
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‘Super Crate Box’ for iOS Has Been Submitted to Apple
For what seems like forever now, gamers have been clamoring to have the indie arcade platformer ported over to their beloved iOS devices. And who can blame them, the game is awesome. This past August , the developer of Super Crate Box, made the official announcement that they would indeed be bringing their game to the App Store, with the help of The Blocks Cometh [99¢] developer . And there was much rejoicing.
The plan was to have Super Crate Box ready for iOS the following month, but in the world of game development almost nothing ever goes as planned. Yesterday, Vlambeer with word that at long last, Super Crate Box for iOS was finished and had been shipped off to Apple for their approval. Again, there was much rejoicing.
Vlambeer goes on to explain that the extended development time was due to tweaking and perfecting the controls. Super Crate Box is an extremely difficult game as is, and requires nothing but the tightest of controls to even begin thinking about being successful. Originally, they thought those types of controls would be completely impossible on a touch screen, but with the help of Halfbot they eventually saw that the kind of precision necessary for their game was indeed a possibility.
What really reassures me, and actually gets me pretty excited, is this quote from Vlambeer: “Super Crate Box is still hard as hell – it’s hard as hell because that’s what Super Crate Box is, not because of the touch controls.” Awesome. Halfbot throws out a quick blurb on their own blog about the long-awaited submission to Apple, and they also admit that the additional development time was to make sure the game was “absolutely perfect.” With both Vlambeer and Halfbot exuding confidence in Super Crate Box’s performance on iOS, I’m feeling pretty good about the whole thing myself.
Once Apple gives their blessing to the game, the developers will start discussing pricing and specific release dates. But with all the major hurdles out of the way and the game actually finished and sent off for approval, it likely won’t be long until we’re all punishing ourselves with fun, Super Crate Box style. And that’s something that’s worth rejoicing over.
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‘Infinity Blade 2′ Review – An iOS Masterpiece
We put incredibly powerful devices in our pockets and on our laps daily, but rarely do we see games that utterly embrace this like Infinity Blade has. It’s a showcase piece; a technically and visually gifted game that consistently delivers eye-popping stuff.
Infinity Blade 2 is a step a step or two beyond what was accomplished in the original, adding in layers and layers of next-level environmental and character texture detail on top of a ton of fantastic ambient touches — sharper shadows, stronger lighting, and a glut of atmospheric effects bolster what’s already a visual delight, especially on iPad 2 and iPhone 4S.
In the game’s opening, you’ll be whisked to a Japanese garden where pink petals tenderly fall into a pond filled with koi. Later, you’ll find a fountain with gurgling water creeping over two titanic figures, a crypt filled with gigantic, ragged rocks with glowing glyphs imbued into them, and you’ll even observe plenty of nature again, as the game’s new fortress has plenty of aerial life and environmental effects to share.

The added oomph of the presentation is a convenient parallel to what’s going on under the hood. Design-wise, this is more Infinity Blade, except expanded. Beautiful vistas and artfully designed and detailed hallways compose that game’s more expansive fortress; the “guided” walking scenes are always punctuated with many more items to loot and fights to be had against increasingly bigger and more complex opponents; also, the mystery as to who you are and why you’re undying is unraveled more coherently, as the writing is now presented with confidence — it actually wants to tell you a good story.
The story element in particular makes Infinity Blade 2 a more cohesive game. As in the first, you’ll be once again stuck in a cyclical play loop, forever walking the halls of this new fortress as you puzzle out what it has to offer. But now the protagonist is as aware of his plight as you are, and you’ll be doing things in this new place with this knowledge in tow. There’s a sense of momentum and honest-to-Crom progression since not every re-birth is a simple game “reset;” plus, not just battle death triggers these this time around.
Combat has been expanded, too, and its constituent parts tweaked. Dodging, for example, is now monitored by an endurance bar. Dodge too many times in succession, and you’ll take tick damage from narrowly avoided blows. Parries seem much more accurate, now, as well, and are much more encouraged by virtue of the dodge nerf. Oh! And say “hi” to weapon gems. In most cases, they act as weapon modifiers that add elemental damage to attacks. In others cases, they add bonus effects like, say, increased Titan Damage Upon Blocking. Gems can be found or purchased and attached to weapons with matching slots.

The game’s currency system is still tied integrally to the combat. Buying new weapons is the key to leveling up, and you’ll need to keep pumping your quarters into the virtual machine in order to compete since each re-birth sees the addition of more powerful enemies. Since you can straight-up buy gold via IAP, this element might turn you off, but in our play, we’ve yet to feel like IAP was anything more than optional.
More importantly, dual weapon and heavy weapon wielding have been added to the combat model and they do meaningfully change your combat approach. Two swords eliminates blocking from the equation and rely on your ability to chain together combinations flawlessly. Heavy weapons trade speed for power, but require a sure-hand. I’m not much of a fan of either of these new styles, but they work as they should.
The enemies you’ll bludgeon not only look fantastic, but also boast, in most cases, more sophisticated routines and trickier blows to block, dodge, or parry. Just as an example here, let’s talk about the monstrous dog-like thing you’ll meet. Its heavy and blinded by the spiked cap covering its head, but its sluggish attacks are consistently hard to peg, as it feints with the aplomb of the nimblest creatures. Also, it has vicious quick-time-y attack where it attempts to swallow your dude whole. In order to stop this, you’ll need to tap frantically to keep his vice-like maw from impaling your meaty bits.
Sometimes I’m tempted to see what’ll happen if I let it take my dude, simply because of how awesome Infinity Blade 2 looks. Does your guy’s head and torso explode into a plume of blood and bone? Probably not (for a variety of reasons), but what I’m absolutely certain of is that Infinity Blade 2 is awesome.
It’s a consistently well put together visual feast that shows off what Unreal 3, and now your new devices, can do. And it’s great that the core gameplay structure and action model still deliver. Basically everything that Infinity Blade does has been expanded on for Infinity Blade 2. There’s so much more to do — so much more to explore and see and learn as you hack-and-slash like a champ through a winding and much more complex environment. Straight-up, it’s a great game.
As a side-bar here, while nothing is confirmed, the UI elements and Chair’s track record with the original hint at many updates to come including a cool social twist to battle. We’ll be keeping our thumbs and fingers at the ready for some time.
International App Store Link: Infinity Blade 2, $6.99
Infinity Blade 2 will be available in the US App Store at 11:00 PM Eastern.
TouchArcade Rating: 
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‘These Robotic Hearts of Mine’ Review – A Successful Experiment in Narrative Puzzles
Stories are hard to come by on the App Store. Most games don’t bother with even a pretense of a story, and those that do tend to be crammed in rather painfully. It’s understandable — most iOS games are created by tiny teams, often just a programmer and an artist, so there’s not much room or budget for writing.
Sometimes, though, a game comes by that shows that you don’t need to sacrifice to tell a good tale. Some stories are as simple and eternal as boy meets girl, and they can be told over and over in brand new ways. These Robotic Hearts of Mine [$1.99] is one of those games. It’s small, simple and charming, and it does an admirable job of bringing narrative to that least-storied of genres, the puzzle game.
Better still, the puzzles in These Robotic Hearts of Mine are successful and interesting. Games that really experiment with narrative sometimes tend to end up a little light on enjoyable gameplay, but this game does not. It plays out over 36 levels of Rubik’s Cube-inspired puzzling that boast a reasonable difficulty curve, entertainment and even a smidgen of replayability.
The puzzles are straightforward. Each level has a field of hearts and gears. You can turn the gears by tapping them, and they take adjacent hearts with them when they rotate. The goal is to rotate the hearts until all are right-side-up, sometimes moving them from one gear to another in the process.
Each level gives you a minimum number of taps to try to achieve, but you can keep going as long as you’d like without penalty. There are the usual controls — buttons to take you back or forward a move, buttons to reset the level, and so on. You’ll never find yourself frustrated by an inability to proceed.
After each level is completed, you’re shown your progress compared to that of others, whether you hit the par score or fell within the average or worse. Then you’re treated to a single screen of narrative, one sentence of the story.
To avoid spoilers, I won’t get into the story. It’s so short and sweet that there isn’t much to be said that won’t give it all away. Suffice it to say that it’s emotionally charged, if not especially original, and that it’s quite successful.
As to how it merges with the gameplay, my feelings are mixed. I like the slow reveal of the story, the way you need to work through each level. As the levels get longer and more difficult, the story feels similarly halting. Needing to work for it feels quite appropriate. But some mechanical choices get in the way. For one, that score page you’re presented with on ending each level if quite an intrusion into the game’s atmosphere. It’s a distraction to start thinking numbers and strategies when the story is presented so briefly.
A more serious problem presents itself: you can freely skip your way through the entire game if you want to, reading the story panels and then skipping the level. It’s hard to take the combination of the two seriously when they can be ripped apart like that. If the goal is that people will play for their narrative, letting them skip the game undermines the experience, and frankly the story isn’t quite enough on its own.
In the end, These Robot Hearts of Mine is good, but it isn’t great. As a game, it doesn’t go quite far enough to reward players for pushing through or to encourage them to play well. As a narrative, too many of the game elements get in the way of the presentation. A bit more commitment could strengthen the game, hopefully in the direction of its narrative. There are plenty of great puzzle games out there, but never enough strong stories.
Still, it’s a lovely game, and for the most part it works quite well. I consider my time with it well spent, even if a few tweaks could have made These Robotic Hearts of Mine much more atmospheric. Give it a look for yourself, and let us know what you think in the
TouchArcade Rating: 
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‘Gua-Le-Ni’ for iPad Review – An Amateur Taxonomer’s Dream
Have you ever secretly wanted to live the life of a taxonomer, pouring over the details of new species to discover their histories? No? How about blocks — do you like to play with blocks? You might need to fall somewhere within that spectrum to really appreciate Gua-Le-Ni [$4.99], my new favorite taxonomic game. It’s a rapid-fire puzzle game with a fantastical approach to the vagaries of animal kind.
From moment to moment you’re tasked with the categorization of brand new animal hybrids. While you might be familiar with the dreaded CA-MEL or TI-GER, would you recognize a RAB-HOG on sight? How about a WART-DOR-PUS-STER? Anything goes in Gua-Le-Ni, and you’ll need to be quick enough to go along with it.
You do this with a collection of blocks, like children’s alphabet blocks. Each face of each block possesses one syllable of an animal’s name, and a section of that animal to go with it. So a “Ti” block face would have a tiger’s head, and the “Ger” would have its rear.
The blocks can be turned, spun and moved around to form whatever fantastic beast steps across your screen. You’re given two to start, a reasonable number for learning, but when you’re tired of the fifteenth variation of “Lob-mon” or “Rhi-ster” it will be time to move on.

You can do so at your own pace, more or less. In Fiction mode, you can add or remove blocks at will. Four-sectioned creatures may strain your taxonomic talents (and your speedy fingers), but they’re a worthy challenge after some practice. Once you’ve practiced to your heart’s content, you can move on to Non-Fiction mode.
Non-Fiction is no less imaginative than Fiction mode, but the beasts are more beastly and hungry. Some are herbivores, some carnivores, so you’ll need to be on your toes to feed them correctly. There are meals to be made with each combo of three feedings, and bonus points to be earned for them. Feed the animals the wrong foods, however, and it will ruin your combinations.
An odd bit of extra-terrestrial muck can be fed to the animals as well, mutating them into bigger and odder forms. But you must choose to do this — difficulty is not generally forced upon you. The developers at apparently tested the game for biometric reactions in order to ensure that the difficulty curve was appropriate and the cognitive challenge was always sufficient, and this attention to detail shows. Gua-Le-Ni is difficult enough to keep players strung along without indulging in pointless frustration.
Or at least that’s mostly true. The controls are just shy of perfect, and I have found myself occasionally stymied in a playthrough by a block refusing to turn or rotate as needed. The two-fingered twists and lifts are intuitive, but when they don’t register correctly the joy of playing is lost. Hopefully this will see a tweak or two in the days to come.
Despite that bit of friction, though, I find myself continually drawn back into Gua-Le-Ni. Much of its appeal is aesthetic. The scrap paper creatures are partly horrid in their combinations, but partly gorgeous too. The sound is catchy, and the tome-like interface is elegant and entirely usable. The narration particularly stands out, delightfully dotty as it is.
But the gameplay is no slouch, either. Part of the challenge lies in memorization — the blocks you use are always the same, so once you know where to find the “Ti,” you’ll likely never lose it. But managing meals complicates matters, as does the growing speed of the beasts that pass by. Your speed matters too — you earn more points for an animal classified quickly than one that takes time.
Your successes add up into high scores, ranked on two Game Center leaderboards. One is for total score, as could well be expected. But one is cleverer: the time it takes you to earn a Two of Four. That’s two full animals classified with four blocks each in Non-Fiction mode. It’s good inspiration to move up to four blocks as quickly as you can — lingering at fewer blocks slows down your scoring, and knocks off any chance you have of ranking on that leaderboard. There are also a selection of achievements to earn, some clever, but a few too many focused on sharing or rating the game.
Many players will find Gua-Le-Ni a bit steep for what it offers, the rather simple puzzle game at its heart. But for those of you who, like me, are drawn in by its gallimaufry of nonsense creatures, the game will be nearly impossible to resist. Give in – Gua-Le-Ni follows through with charm and plenty of fun. The joy of taxonomy may fade in time, but you’ll always have the knowledge that you were the one to identify the humble Lob-hog-bit, and that’s a memory that will last. Share it in our
TouchArcade Rating: 
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‘Infinity Blade 2′ Hands-On Preview: An Amazing Sequel
Chair’s Infinity Blade [$2.99] hit the App Store late last year and was met with nearly flawless critical reception. We couldn’t help but give it five stars in our review, saying “It doesn’t get much more ‘must-have’ than this.” We then went on to name-drop Infinity Blade all over our Best iPhone Games category, listing it highly in every buyer’s guide, and every other opportunity we could think of to tell people to download it.

At the iPhone 4S press event, Chair announced Infinity Blade 2, and I’m not sure it’s possible for another iOS title (aside from a potential Infinity Blade 3) to have this much pre-launch hype. It’s well deserved, too. The original was fantastic, and really, all Chair would have needed to do is phone in a sequel with new monsters, new equipment, and maybe even a new setting and we all would have been happy. Instead, what they’ve done, it take nearly every element of the original and .
One of the few criticisms people had of Infinity Blade was the oddly cyclical nature of the game, which wasn’t held up by any more than a vague shell of a story involving your entire bloodline serving the single purpose of throwing themselves at the God King. in a comic, and Infinity Blade was a much better experience if you didn’t focus on just how silly it was that you decided to take up the sword after your father, grand father, great grandfather, great great grandfather and however many “greats” you needed to add to get back to the original knight who foolishly decided to make this your family’s purpose.
Infinity Blade 2 feels like it has an actual story, and this time it’s told through actual voiceovers. It picks up where the first left off, and you’ve got the God King’s Infinity Blade in your hands, and are off to find “The Worker of Secrets” now that every deathless in the world is interested in taking the Infinity Blade from you. The initial hook involves searching for Saydhi, an information dealer. Thankfully, Saydhi seems to love duels, and offers up prizes for winning. I won’t spoil more than that (and this hardly counts as spoilers since it all transpires in the first cut scene) but the way things branch out from there is substantially more interesting than the original even though you’ll be doing a similar series of loops through the game.
Combat, the main draw of Infinity Blade seems to be greatly improved. Chair must have either tweaked the combat animations themselves, how the swipe input is handled, or both as it feels like you have an even more direct control link to your character. This shines even further in the new combat options which become available, allowing you to trade your shield to either dual wield or carry a massive two handed weapon.

The three fighting styles feel substantially different, and help greatly in making the game feel not quite as repetitive. With two weapons in hand, you attack much faster and blocking with your shield is replaced with being able to duck. Two handed weapons are much slower, and your defensive abilities are swapped with blocking using the actual weapon itself. It’s really cool how it all works out.
The item store is back, and just like the first game you’ll be trading your gold for gear at regular intervals. A new gem system allows for higher levels of customization though, and it won’t take long before your equipped set of gear has all sorts of slots that you can socket gems into which can do basic things like boost stats all the way up to imbuing your items with various magical properties. If coming across gold in battles is a problem, Infinity Blade 2 offers a similar IAP purchase system to buy more gold if you want. Although, like the original, there’s really no reason to and buying gold to get the best items seems to just remove any drive to actually play the game since equipment upgrades play such a big role.

Outside of fights, the gameplay is nearly identical with a world you can explore in an on-rails fashion, panning the camera around and tapping to move to the next location. Hidden items are back, encouraging you to stop to look around on every screen so you don’t miss anything. You’ll want to, too, because Infinity Blade 2 looks gorgeous. While you might be rewarded with items for doing it, you’ll also be taking in the scenery just to marvel at the graphics your iPhone is capable of pumping out.
The rest of the game can easily be summed up with, “It’s Infinity Blade, but more.” There are more enemy types to fight, more visual effects, more flexibility, more customization, and they managed to do all this while removing how repetitive the original felt after blasting through the game a few times. It’s everything I wanted in a sequel, and I can’t wait for it to be released.
Infinity Blade 2 will be available on December 1st as a universal app for $6.99. We’ll have a full review then, so stay tuned.
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‘Tiny Tower’ Update Adds Missions, Gifting, and More
NimbleBit’s Tiny Tower [Free] had an update land moments ago that among other things, addresses one of the more valid complaints I’ve seen about the game in that (previously) aside from building up your tower and keeping your store stocked there wasn’t much purpose to the game. That’s totally valid, as for some, the drive to simply make your tower taller isn’t enough. That’s where the new missions system comes in. Check it out:
Now the game has actual objectives which encourage you to have a wide variety of floors so you can stock up items to satisfy the mission requirements. You even get some free Tower Bux for your efforts. In addition, stock can be gifted in between friends, so you don’t even need to have those floors in your tower to complete missions if you’ve got friends willing to send you some stock. Or, stock can be traded between players just for fun.
Some new UI tweaks have been added as well, to make floors with dream jobbers on them easier to spot. And, of course, it wouldn’t be a Tiny Tower update without new floors and costumes.
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