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Ustwo Pulls ‘Papa Quash’ in Light of Cloning Controversy

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Yesterday the internet exploded over the latest controversy concerning “cloning” and the App Store. Developer Ustwo released Papa Quash, a game with a really “out there” concept, which we explain in our article yesterday, but unfortunately one that had already gained a ton of notoriety when it was the basis behind indie developer Die Gute Fabrik’s PC title Johann Sebastian Joust.

The uniqueness of the gameplay concept is likely the biggest reason that Papa Quash drew so much ire, but there’s a lot more to it than that. Ustwo had previously made statements deriding the act of cloning, and in the case of Papa Quash the story went that former Big Brother UK cast member Sam Pepper had actually commissioned Ustwo to help create the project. After being informed by Ustwo that the concept of Papa Quash was the same as J.S. Joust, Sam Pepper allegedly reached out to Die Gute Fabrik for their blessing in creating the game, which Ustwo was assured he received.

Today Ustwo’s head of marketing Steve Bittan made a bold decision in the matter, reaching out to The Appside to state that “We are pulling [Papa Quash] ASAP” in light of the apparent fact that Sam Pepper didn’t really have permission from Die Gute Fabrik to copy the gameplay after all. Whether this whole ordeal really was just a big misunderstanding or if this is severe damage control in light of the huge negative backlash to Papa Quash remains to be seen, and we’re still waiting for official responses from both Sam Pepper as well as Die Gute Fabrik.

As of this moment Papa Quash is indeed removed from the App Store, and if any new information comes to light regarding this situation we’ll be sure to let you know.

[Via Stuart Dredge, The Appside. Image via AppAdvice]

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Written by admin

May 24, 2012 at 6:15

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Coming Tonight: ‘Air Mail’, ‘Bee Leader’, ‘Defender Chronicles II’, ‘Slingshot Racing’, ‘Virtua Tennis’ and More

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Written by admin

May 24, 2012 at 2:15

‘Whale Trail’ Creators Release ‘Johann Sebastian Joust’ Clone

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There was quite a debate in the TouchArcade command center today regarding whether or not we were even going to post this, as our community seems to simultaneously hate it when we post about clones, but absolutely loves talking about them. So, we’re going ahead with this along with the caveat that we’re trying to get in touch with all parties involved to get to the bottom of things. With that out of the way, let’s back things up a bit.

Johann Sebastian Joust is a no-graphics game designed for the PlayStation Move controller by Die Gute Fabrik. The game seems to be a staple at any indie game developer party, and features Bach’s Brandenburg concertos as the soundtrack. The idea of the game is to jostle the PlayStation Move controllers of the other players to get them out. The threshold of how much the controller can be jostled is adjusted in time with the music, and it’s a ton of fun to watch people playing. It’s a very difficult game to explain, so, watch this trailer:

Today, ustwo released an eerily similar game called Papa Quash [ Free ]. I suppose we should cut right to the chase here, so, assuming you’ve watched the above video, imagine that… But with dub step:

The rabbit hole goes much deeper here than your typical tale of game cloning. According to ustwo marketing director Steve Bittan, the concept of the game was actually cooked up by Sam Pepper, a YouTube pseudo-celebrity whose original claim to fame was appearing on the TV series Big Brother.

Allegedly, Pepper contacted the guys at Die Gute Fabrik who gave him to go ahead with the game and wished him luck. Die Gute Fabrik fired back via Twitter by saying, “Just to be clear, we have never and would never approve, give permission, or encourage anyone to clone of any of our games.” Where things get interesting in all this is that Mills, the ustwo co-founder and self-proclaimed Chief Wonka, has been very vocal in the past regarding cloning. In the past, he’s told PocketGamer:

“Making games, entertainment, a new design, a product should always be about unearthing something that makes you proud no matter what happens on the financial side… Fakes and copycats quite simply have to absolutely f**k off to another paradigm.”

Bittan, speaking with Edge continues:

“This is a quick, short-term project, in and out of the door very quick. Obviously the concept is quite similar. We don’t want to be dragged into it too much – it’s not anything to do with our app division.

We don’t copy – everyone is influenced by certain things. It’s like saying Sega is copying Mario or something. Whale Trail people said was similar to Tiny Wings, but we went back to the drawing board with that. If people think we’re happy to clone people they’re very much mistaken.”

We’ll see how it all shakes out once more people start talking. We’ve yet to hear back from ustwo ourselves, and Die Gut Fabrik is preparing a statement on the matter. Now, I’m going to go sigh a lot.

App Store Link: Papa Quash, Free

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Written by admin

May 23, 2012 at 2:15

Upcoming Puzzle Adventure ‘Shardlands’ Looks Pretty

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New Finnish game studio Breach Entertainment is in the final stages of their upcoming iOS title Shardlands, and have just released the first trailer. Breach is made up of just 4 individuals and was founded at the beginning of the year, but Shardlands has actually been in development for more than a year and is reaching the final crunch phase. It’s a puzzle-adventure game with a fantasy/science fiction motif, and the new trailer shows off some of the great looking environments in the game.

Also of note is that one member of Breach, Aarni Gratseff, is a long-time supporter of our TouchArcade Show podcast, and was the first to create a theme song for the now defunct Kitty Korner segment (direct all hate towards Mr. Nicholson for that, by the way). He’ll be composing all the music for Shardlands, and given the epic-ness of the Kitty Korner theme, I think all of our collective ears will be in for a treat. Stay tuned for more on Shardlands as it nears release in the coming months.

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May 22, 2012 at 2:15

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New ‘Infinity Blade 2′ Expansion Adds New Area, New Monsters, And More Loot

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Infinity Blade 2 [$6.99] already has a ton of content to explore, but it’ll be offering even more fat loot and monsters this coming Thursday when Chair unleashes a new expansion dubbed Vault of Tears. It’s free and set to “delve further into the Infinity Blade story” via a brand new dungeon to dive. Expect to get around 50 new items to collect, level up, and utilize and expect to see a handful of new foes.

Interestingly, Chair is plugging in a few fresh mechanics to play around with. Of the most note, it’s adding a treasure map that marks treasure locations. Also, ClashMob is being expanded to allow anyone to participate in fights via Twitter or Facebook — no game required. Weird, right?

Again, Vault of Tears hits later this Thursday. These assets should hold you over until then, we’d hope.

App Store Link: Infinity Blade II, $6.99 (Universal)

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May 21, 2012 at 22:15

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The ‘Sworcery’ A/V Jam Wraps Up, Leaves Tons of Amazing Entries in Its Wake

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May 16, 2012 at 18:15

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‘Penny Time’ Review – Freeze Time and Escape the Blah, With a Dodo

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Late last week The New York Times published an op-ed debate titled, “Hip, or About to Break a Hip,” a discussion about whether 45 year-old skaters are “embarrassing and risky or inspiring and life-affirming?” Opinions ranged from “inspiring and life-affirming,” to “… do something productive: become an ultimate fighter, get your G.E.D., date an 18-year old.” Um, wow, guys.

Appropriate then is the release of Brisbane-based IV Motion’s Penny Time [$0.99 / Free ], which flies in the face of that rather unnecessary conversation. Shorn of the skating genre’s mechanical trappings, the game is allowed to focus on the sport’s anarchistic roots. Its reply, “Who gives a #$%*?”

Penny Time announces its care-free absurdity with a series of vignettes that see the player character using a Penny skateboard, crashed like a meteorite from the heavens, to freeze time and subsequently summon some spirit animals in the form of a pig, dodo and porpoise. Right. So, the player is off on his or her quest to skate through a series of time-frozen environments with the aid of the aforementioned Ghost Dodo.

Play is similar to rhythm runners like Tomena Sanner [ $1.99 ] and Bit.Trip Runner. The player proceeds left to right, clearing obstacles by swiping when rolling over a series of white (up), blue (left) and yellow (down) targets. Levels consist of three sections: a standard area where one acquires points based on timing of swipes, a multiplier section, and then a “cash-in” portion where the player is given the opportunity to bank their multiplied points, or take them on into the next area and risk bailing and losing the combo.

Touch controls are a little dodgy. There are a handful of times each run where I go flipping over a guardrail or a child or something because the game’s missed my inputs. This is sometimes exacerbated not only by how unforgiving the game can be (I’ve often hit my trick on the periphery of a target only to tumble into a sad pile), but by the minimalism of the flat, untextured 3D models. It borders on gorgeous abstraction in the vein of a Katamari Damacy, but the environments are so busy it’s often difficult to tell exactly what’s ahead. Case in point, during a particularly funny intro I held the iPhone up for my girlfriend, sitting behind me on the couch, who responded, “I can’t see… it just looks like a bunch of shapes.” Indeed.

That in mind, I’m not sure that it’s going to have much of a following among the leaderboard junkies. But, in addition to Game Center leaderboards, the game has a bevy of character and board customization options, along with the requisite Facebook and Twitter support, 84 achievements and a fantastic OST.

A rhythm game lives or dies by the quality of its tunes, and electronic artist and fellow Brisbanite Hunz has crafted a score among the best on the platform. A warm, varied slice of electronica, it’s up there with the Groove Coaster [ $2.99 ] and Beat Sneak Bandit [ $2.99 ] soundtracks, well worth the dollar the game costs. It’s a trump card that staves off mediocrity in what is otherwise an “okay” game, an intelligent pairing that propelled me along on my quest to count the black cats littering the next area. Note: this game has its share of black cats.

With a smart few stylistic choices, IV Motion have made a fine if sometimes frustrating little game, worth the low price of entry. Like the skateboard brand it advertises, it is “designed and built to look good, perform well, and exceed your expectations.” A little rougher around the edges maybe, but a ridiculous, ageless thing that can be enjoyed by anyone. And that’s okay.

App Store Links:
    Penny Time, $0.99 (Universal)
    Penny Time Lite, Free (Universal)

TouchArcade Rating:

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Written by admin

May 16, 2012 at 18:15

Why ‘Whale Trail’ Is Going Free-To-Play, And How A Flop Is Seen As A Journey

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London-based design studio ustwo created a heck of a game in Whale Trail, but it’s failing as a commercial entity. It’ll never hit the App Store top 10. The face of its bubbly and wide-eyed mascot, Willow, will never grace products like panties or fruit snacks. And at its current pace, it’ll be awhile before it generates a decent profit.

The studio has huge expectations that aren’t being met, and just based on trends, it’s clear that Whale Trail will continue not meeting them. It’s a failure in this life. But will it be one in its next? Again, ustwo is spending money on Whale Trail, giving it a second wind via creative mouth-to-mouth. It’s retooling and redesigning the oddball flying game as a free-to-play title in a high-bandwidth effort to attract the casual audience that the original version failed to reach, but managed to brush.

The hope is that this model, alongside some fresh content, will finally put the game over the top and onto hundreds of thousands, if not millions, of phones and tablets across the world. It’s a crazy plan. Crazy, however, is kinda its project lead’s thing.

On Conversion, Failure, And Journeys

I’ve been speaking with ustwo co-founder Mills about the upcoming transformation. Mills is like a bizarro Clint Eastwood. In the face of adversity he has the same grit and air of determination, but instead of a cowboy hat and a killer squint Mills rocks a long, flowing red wig and eyeglasses with thick, black frames. When he talks to you, even via e-mail, you feel his warmth, energy, and passion. He’s funny, too, and you see a lot of his brand of humor in his game. As we talk, he refuses to call the original Whale Trail a failure despite being able to produce evidence indicating as much. Instead, he calls it a “succailure” and the process of making it a F2P title a “journey.”

Whale Trail was our first proper game release,” Mills tells TouchArcade. “Full heart, full passion. The launch was a success for our studio, showering loads of eyeballs on us but something didn’t quite click. Although we were hitting 12,000 downloads a day at launch, it tailed off pretty quick.”

In fact, Whale Trail has just hit over 188,000 total sales, and it shifts around 250 units a day across Android and iPhone and iPad. These kind of numbers would be enough for a lot of studios, but ustwo spent oodles of cash on the game. It needed Whale Trail to be up there with the Angry Birds and Fruit Ninjas and the Cut the Ropes of the world.

How those titles manage to stay up top is a matter of debate. Mills doesn’t believe that featuring, reviews, or exposure brings in new downloads. He thinks that word of mouth is now driving sales. As evidence, he notes that the game’s trailers still get around 500 new views a day and the music video for the theme used in the game drives interest, too. Riding on a wave of featuring, however, Whale Trail managed to light up the charts for a short period. Mills shot us the following handy chart, for those of you into the numbers:

Learning about why the game didn’t keep selling at its initial, breakneck pace is an important component of its upcoming transformation. Mills is soaking up everything he can. He frequently frames this entire ordeal as a learning experience.

“We went back to the drawing board and dove deep into the blue waters to understand why Whale Trail wasn’t quite able to take off. We had made a wonderful experience but there wasn’t enough ‘replay’ value in the current game. The new challenge levels added in iteration release two and three helped, but we needed more. Much more,” he adds.

The new version of the game is, indeed, functionally different. As you collect bubbles and travel, you’ll collect an in-game currency called Krill. With Krill, you can buy new powers, “useable treats,” costumes for Willow and its five new playable friends. If you want this stuff without the grind, you can buy Krill straight-up.

“The game is so much better. Players are now in full control of their destiny and each play rewards them. This was missing before,” he says.

If you’ve already purchased Whale Trail, Mills says you’ll receive a “BIG” bag of Krill when you update to the new version. Additionally, you’ll receive a message designed to make you feel “special.” Mills worries about how the current install base is going to react to this massive change, since the regular version will essentially die after this update. Perhaps that’s why this message to fans will be “like finding a bag of money in your house that you can use to pimp it right up 50 style” or “like finding a bag of candy that is so sweet, yet so sticky.”

When I bring up failure, Mills says I have a point, but he describes the experience so far as a “journey.” His studio has had opportunities to sell off the IP or actually make money, but ustwo as a whole is more interested in learning at this point.

“You can look at it as a failure, but I see it as journey,” Mills says. “Each iteration of Whale Trail has created a new buzz and has engaged the players more. It’s been a big lesson for me especially in regards to releasing something I wanted and releasing something that the majority of players want. We were very successful at creating buzz, we were very open about the whole experience and the story of Whale Trail will now be told via Penguin,” he tells us. He means the publishing company, not an actual penguin.

“We had two Whale Trail acquisition offers for the game as it currently stands now, but we were not interested in money. We were interested in better understanding what we could do to make the game better. I couldn’t walk away from it now, knowing it was not the game we wanted it to be. The game we have since built and are testing now with players is the game we should have released back then but didn’t realize it at the time.”

Even though the Whale Trail flopped, Mills notes some positives. It gave his studio new business opportunities, a higher-profile in the development community, and a lot of good will. These things, however, aren’t going to make new Whale Trail sail. A balance of IAP and fun mechanics are the only thing that’ll save it.

“I want to know more about free-to-play,” Mills says. “We are not being aggressive with the monetization potential. Players need never spend, but the joy they feel should allow the game to be pretty viral. We get a small social virility through Twitter right now, but the potential at the higher numbers is unreal. I guess the plan is for Willow to find some real Whales!”

We’ll have to see if the new version of Whale Trail hits the heights that Mills thinks it can reach. Regardless if it does or not, it’s going to be hard to call this iteration a failure. To Mills, success is all about what you do as you try to succeed.

“We didn’t set out to make something generic. Success is about crafting something you believe in and telling that story, granted it may never be a smash hit as the very concept of a little fat flying whale called Willow who lives in a psychedelic land is too far out for many to stomach, but we made something we are so proud of.”

We’ll have hands-on impressions in the near future.

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Written by admin

May 12, 2012 at 2:15

A Selection of Entries from the ‘Sword & Sworcery’ A/V Jam

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May 11, 2012 at 10:15

‘iBlast Moki’ Developer Godzilab Teases New Game ‘Happy Street’

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Developers of the beloved iBlast Moki puzzle series and the social arcade game Stardunk Godzilab are gearing up for a new release it appears, based on a recent tweet from the company. Literally all we know is that the game is called Happy Street, and based on this first screenshot, it looks incredibly adorable.

We’ll be reaching out to Godzilab for more information, which they promise is coming soon, but based on the pedigree of the company’s previous releases then it’s a pretty safe bet that Happy Street is something you’ll want to keep an eye out for.

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May 10, 2012 at 2:15

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