TouchArcade.ru

Игры для iPhone и iPod Touch

Archive for the ‘Twitter’ tag

‘New Orbit’ Available At $.99

without comments

Did you know that Blackfish Games’s New Orbit [$.99] is cheaper than usual? It is. Since late this past January, the horror sci-fi title has been available at $.99 instead of its usual $2.99. It’s a good price, too: New Orbit is a solid, story-driven game that has some really sharp gravitational / orbital mechanics wrapped up in its Asteroids-inspired, but less frenzied shell.

At $.99, we think you should give it a try. Our users raved about the game after its initial debut, and still seemed high on it even after finishing. Check out what they had to say before making a purchase, or hey, watch this teaser trailer:

[Via @SteveStreza]

App Store Link: NEW ORBIT, $0.99 (Universal)

[source]


Written by admin

February 4, 2012 at 1:15

Posted in новости

Tagged with , , ,

‘Tweet Land’ Review – A Great Idea, but Flawed Gameplay

without comments

We’ve had our eye on Tweet Land [$1.99] from Why Ideas ever since we spotted it as a curious Kickstarter project back in April of last year. The project was more than sufficiently funded, and last month we were treated to a new trailer and news that Tweet Land would be hitting at the end of January. As expected, earlier this week the game finally went live in the App Store.

Tweet Land was intriguing due to its unique real-time usage of tweets drawn from Twitter that would trigger elements into the game. It reaches out into the vast ocean of Twitter and utilizes special keywords from real tweets to create things in the game. It’s a fantastic idea in theory, and Why Ideas did pull it off on a functional level just as they had promised. However, despite being really innovative, Tweet Land doesn’t hold up as well in the gameplay department, and there were a couple of unintended side effects of using live tweets that left a sour taste in my mouth.

First, let’s talk about the kind of gameplay that’s in Tweet Land. You control a car heading down the highway (Route 140 no less) and you must make it to the finish line while dodging tweet-driven hazards and other traffic on the road. You can veer into the other cars from the side to knock them off the road and score some points, and ramming multiple cars off the road at once will multiply the points you earn. If you hit cars from behind or run into road hazards, you lose a bit of life, which is represented by the visual damage on your car.

I really like Tweet Land’s retro style, and there is a lot of humor and personality in its pixel art visuals (though it’s kind of blurry on my iPhone 4S). But things start to fall apart when you actually start playing. The controls are very slippery, and it’s hard to be precise when trying to properly ram other cars or avoid hitting hazards. With practice you can get used to it, but it’s still really annoying when you’re trying to quickly react to something and the controls don’t afford you the kind of finesse that you need to get it done.

I think when you have games that are built on top of a very simple core gameplay concept, you have to get all the little details right. That’s why games like Jetpack Joyride or Angry Birds are often imitated but rarely duplicated. as they get the feel of the controls and the movement in the game so right. If you’re going to be doing the same action over and over again, you want that action to be fun. While Tweet Land has its share of fun moments, something about it just feels off, like it’s missing something but I can’t pinpoint what.

The game is broken into two environments with 12 levels each, with a spot for a third environment that’s said to be coming soon. With each new level, new tweet-driven elements are introduced and added to the current ones, so as you keep going the variety of things that can happen increases quite a bit. An example of a hazard would be if someone tweets the word “meteor” then a meteor will fly in from off screen and you’ll have to use the position of its shadow in order to avoid being crushed. There are helpful things that can be triggered in the game too, like health packs or a temporary spread shot for your vehicle.

One problem with the progression in Tweet Land is that it gets rather hard rather quickly, and if you get stuck on a level there’s no moving forward until you beat it. This got pretty frustrating since many of the times that I died it felt like it wasn’t actually my fault. When elements are brought in from Twitter, they are accompanied by a label with the Twitter handle of whoever tweeted that keyword. This is neat, but leads to an incredibly cluttered and distracting screen, especially when there are multiple things happening at once. Coupled with the floaty controls and the speed at which things are zooming by, and the odds are stacked against you.

Arrows indicate where things will be coming in from off screen, but they’re hard to notice amongst the busyness on the screen and often aren’t very helpful. Add in the fact that there’s usually a ton of traffic on the road with you, and making it to the finish line intact can require a healthy dose of luck just as much as skill. The levels tend to be a bit longish, and nothing is worse than seeing your cheap demise when you’re within a stone’s throw of the finish. The more I failed a level over and over, the less I felt compelled to go back and conquer it.

However, my biggest issue with Tweet Land is something that I didn’t really expect: the tweets that the game draws from can be much too somber for what is supposed to be a fun and lighthearted game. For example, if someone tweets about a “car crash” then cars will zoom in from offscreen and wreck into some of the other traffic on the road. When your run ends, you have the option of looking at a list of all the tweets that were used to bring things into the game.

To my horror, I found that in this particular instance “car crash” was pulled from a huge retweet campaign trying to raise money for a girl who had lost her parents in a car crash in Florida. I know Tweet Land has no way of telling the difference, but I couldn’t help but feel crass for playing a game that was fueled by somebody else’s tragedy. With some of the other keywords used in the game – like tsunami, terrorist, and death – I have no doubt that encountering a downer situation like that will occur often.

While I do still think the idea behind Tweet Land is incredibly clever, I just find the game too fundamentally flawed to be enjoyable. Don’t get me wrong, I want to like it and I did find myself having fun with the game at times, but those fun times are quickly diminished when you realize your game is possibly being powered by the tragic tweets of strangers. Beyond that, the gameplay is too average to warrant dealing with cheap deaths and an unpredictable difficulty.

With some tweaks to the controls and interface, and perhaps some sort of filter for what kind of keywords are utilized, then Tweet Land could end up being something pretty special. It feels like it’s just a couple notches off of being something great, and I hope it gets there someday. As it is now, though, it’s hard to recommend the game except to those who might be curious to check out its novel use of Twitter or are prepared to deal with its shortcomings.

App Store Link: Tweet Land, $1.99

TouchArcade Rating:

[source]


Written by admin

February 3, 2012 at 17:15

Crytek is Building a New Social Network and Streaming Game Service that Can Run on iOS

without comments

Kotaku is reporting that Crytek, the company behind the CryEngine technology and the Crysis series of visually high-end first-person shooters, is in advanced stages of a new social gaming network that they’re calling GFACE. Yes, GFACE. I’m as baffled as you about the name, “game+Facebook” maybe?

Anyway, what the service known as GFACE actually claims to do sounds pretty cool. It runs completely in the browser and lets you do all the sorts of social things you would expect from your Facebook, Google+ or Twitter – add friends, post about your interests, discover new people, and plenty more. You can also meet up with people online and enjoy media-type things together, sort of like how you can watch a movie with friends in an Xbox Live party.

And of course, you can partner up and play games together. But this is the surprising part – all the game’s are streamed from the cloud on GFACE’s end, similar to how the OnLive system works. There’s a drag and drop party creation system that Kotaku likens to Battlefield 3‘s Battlelog, and then everybody plugs into the game on GFACE’s servers from their individual locations.

The interesting bit is that the type of gameplay seems to scale depending on what device you’re using. Like the graphic above, someone can be playing a first-person shooter on their PC while other players are connected to the game via their mobile devices, but with secondary roles. The person on the iPad has a commander role from a top-down perspective and the person on the iPhone-lookalike is directing a support weapon.

It’s a pretty exciting prospect thinking about being able to play games with people online in this fashion, utilizing different devices and gameplay perspectives all in the same game. I need another social network like I need a hole in my head, but the other features of GFACE sound pretty interesting as well. That name, though. Yeesh.

You can see a video of GFACE in action at the original Kotaku article or the GFACE website. The UI is bananas, everything is so smooth and high-tech feeling. I’m actually eager to check it out. Right now GFACE is in closed beta, but whenever it finally launches it will be interesting to see if it’s able to make an impact in the fledgling streaming game market or the nearly-impossible-to-compete-in social network market.

[Via Kotaku]

[source]


Written by admin

February 2, 2012 at 17:15

The TouchArcade Show – Bonus – Interview With Team Eufloria

without comments

The bonus is back, dudes! On this week’s special edition of the TouchArcade Show, Eli and I sit back in our e-chairs with Team Eufloria’s Rudolf Kremers in order to discuss Eufloria and the imminent iPad port. We also explore Kremers’ work history, his creative motivation, and the future of Eufloria, Team Eufloria, and Omni Labs. We learned a lot, and we’re guessing you will, too.

If you’d like to give this episode a listen, doing so is easy: just hit up one of the handy links below or, hey, subscribe to our podcast feed on iTunes or Zune. The latter is the easiest way to get our episodes the second they’re released.

iTunes Link: The TouchArcade Show
Zune Marketplace: TouchArcade.com Podcasts
RSS Feed: The TouchArcade Show
Direct Link: TouchArcadeShow-Bonus-030.mp3, 19MB

Our extensive hands-on preview of Eufloria is coming this Wednesday, by the way, and all that noise I made in our discussion seems to be pretty warranted. Also, after Kremers gave me a big pat on the back for pronouncing his name right, I ended up messing it up a total of three times throughout the show. My bad, my man!

Look out for another TouchArcade Show this coming Friday and another awesome bonus show next week. You won’t want to miss either of these.

[source]


Written by admin

January 31, 2012 at 9:15

Posted in новости

Tagged with , , , , , ,

‘Oceanhorn’ Footage Appears And We’re OK With That

without comments

Check this: footage of Oceanhorn, the Cornfox & Brothers adventure game joint that seems to resemble the best Zelda ever in both style and tone, is now available. We’ve embedded the video just below for your viewing pleasure and aren’t worried in the slightest that it will be pulled despite being labeled as a “secret” video. This is a PR stunt for a title that made waves when first announced, and hasn’t seen substantial coverage since.

We’re not complaining, by the way. We want to see more and realize that Oceanhorn: Monster of Uncharted Seas could be a big deal when it hits later this 2012. Not only is it fascinatingly gorgeous, but it’s also mechanically and functionally inspired by Zelda. The world desperately needs more of these kinds of games, and if these cats can pull it off, a lot of people are going to be very happy.

Also, in entirely unrelated but sort of related news: If you’re into Wind Waker, check out this fan-made imaginary Wii U sequel trailer that just hit YouTube and is blowing up all over Twitter. Bananas!

[source]


Written by admin

January 30, 2012 at 21:15

Posted in новости

Tagged with , , , , , , ,

Cave Releases New ‘Dodonpachi Blissful Death’ Trailer

without comments

A couple of weeks back we told you that Cave was readying a release of Dodonpachi Blissful Death for iOS, a port of the Japanese shooter Dodonpachi Dai Ou Jou and the fourth game in the Donpachi series of bullet hell shmups. Over the weekend, Cave released the first promo trailer for Blissful Death on iOS.

It sounds like Dodonpachi Blissful Death will follow the formula of their Bug Princess [$4.99/Lite] iOS port in that it will forgo a retooled Smartphone mode and will only have the arcade version of the game. It’s too bad, as I really enjoy the Smartphone modes in their previous iOS games, but it’s also not surprising given their recent poor sales results. It could be that they just can’t dump as many resources into iOS ports anymore.

The upside to that was that Bug Princess came in at a lower price than their other iOS shooters, but Cave has yet to release any pricing info for Blissful Death, or a firm release date beyond just February. Also, you’ll need at least 4th generation hardware or an iPad 2 for the game, and Cave is being a bit cheeky on Twitter regarding whether the game will be Universal or not. We’ll let you know if any more information surfaces, and you can bet we’ll be all over Dodonpachi Blissful Death when it launches next month.

[source]


Written by admin

January 30, 2012 at 17:15

This ‘God Of Blades’ Debut Trailer Is Awesome

without comments

Big swords and slow-motion make us feel good on the inside, so we’re obligated to share this trailer with you. Before you gander at its splendor, here’s some context: this is a side-scrolling action RPG from White Whale Games. It’s called God of Blades, and in it, users will “assume the role of a nameless spectral king” against a horde of demon dudes. From what we can tell, the action model breaks down to whacking demons with overly large weapons until they fall down. It sounds cool in theory.

No word on release other than “soon,” and we’re not 100 percent sure what platforms it’ll appear on or, hey, even its price. We’re guessing these kinds of things will be announced on the studio’s Twitter or Facebook in due time.

[source]


Written by admin

January 26, 2012 at 1:15

Zynga Shamelessly Rips Off ‘Tiny Tower’ With Canadian Release of ‘Dream Heights’

without comments

Per the nearly standard operating procedure of “beta testing” wide-scale free to play titles, Canadians and “Canadians” can now get their hands on Zynga’s latest iOS game, Dream Heights [Free]. It doesn’t take more than a few quick glances at the screenshots and iTunes text to realize that Zynga has firmly focused their copy machines on NimbleBit’s Tiny Tower [Free]. It’s really incredibly just how blatant of a clone this is, as Zynga has gone far beyond just copying the premise of the game- They even directly lifted the restocking mechanics, elevator upgrades, UI elements, and more.

NimbleBit’s Ian Marsh has taken to twitter with an image that perfectly exhibits just how shamelessly Zynga’s “inspiration” is for this new free to play title of theirs with side by side screenshots and a hefty amount of trademarked NimbleBit snark.

Take a look:


(Click for full size, with many more comparisons.)

It’ll be interesting to see how this all shakes out. Historically speaking, Apple has had a very hands-off approach to even the most blatant of clones on the App Store. But, we are talking their very own game of the year last year that’s being mercilessly knocked-off here, by Zynga of all companies. I doubt much if anything will actually happen, but I’m not sure how Zynga couldn’t stir up a hefty helping of bad blood amongst anyone who realizes that such a large company is lifting ideas straight from a three (3) man development studio.

We’ll have to see how Dream Heights does once it eventually sees its worldwide release. The amusing (and sad, to be honest) part of all this is that per another tweet, Zynga once attempted to acquire NimbleBit. If you can’t buy ‘em, clone ‘em?

Canadian App Store Link: Dream Heights, Free

[source]


Written by admin

January 25, 2012 at 9:15

‘Reckless Racing 2′ Hitting the App Store Next Week

without comments

When prompted via Twitter by Xperia Play fan site XperiaGamer when we might see Reckless Racing 2, the sequel to 2010’s excellent top-down arcade racer Reckless Racing [99¢/Lite/HD], the game’s developer Polarbit responded that we can expect the game to hit next week on February 2nd.

We really liked the original Reckless Racing in our review, and the sequel looks to up the ante with a fleshed-out single-player campaign, longer tracks, and improved visuals over the already gorgeous first game. You can catch a glimpse of Reckless Racing 2 in the all-to-brief teaser video above, and we’ll have more of the game when it launches next week.

[Via PocketGamer]

[source]


Written by admin

January 23, 2012 at 21:15

Posted in новости

Tagged with , , , , ,

‘Tweet Land’ Gets a New Trailer and Release Date

without comments

Way back in April of last year, we caught wind of an interesting looking Kickstarter project called Tweet Land. The idea was that Tweet Land would create randomly generated gameplay events based off of certain keywords sent out over Twitter. So essentially, real people tweeting would power what happened in the game.

It’s a really clever concept on paper, but we were a bit skeptical about how it would pan out in an actual game. Well, it looks like we’ll be able to find out later this month as Tweet Land is set to launch on January 31st.

It sounds like the overall plan for Tweet Land will eventually include different styles of games, but when it launches this month the game will center around controlling a car that’s racing down Route 140. As you drive along, tweets from all over the world will trigger events in the game, like a meteor crashing into the road or a giant Godzilla foot stomping down. Your job is to avoid these kinds of hazards and even fight back against them with an array of weapons, which are also generated from tweets.

It’s hard to tell how well this is going to work, but when I think about a game like Scribblenauts Remix [$1.99] with its bank of more than 20,000 words and seemingly infinite possibilities, I’m hopeful. If Tweet Land has even a fraction of the depth that Scribblenauts has then I think it will be a winner. From what the developers have said on their website and on their Twitter, it sounds like the game will have a whole lot of items to generate. Keep your eyes out for Tweet Land when it launches on January 31st for $1.99 with a free lite version to follow sometime after.

[source]


Written by admin

January 19, 2012 at 17:15