Archive for the ‘Twitter’ tag
Upcoming ‘Dead Space’ from EA Mobile – New Screens and Impressions
At the beginning of this month, I had the chance to check out all of 's holiday lineup at a special hands-on event in San Francisco. There were a number of interesting titles on display, most of which have since been released to the App Store. But there was one title that was easily the show-stopper of them all: Dead Space. This mobilized version of the 2008 console hit looked stunning for an iOS title, and surprisingly encompassed just about all of the gameplay aspects that you would find in the original console release.
Story-wise, the iOS version of Dead Space will act as a link between the original game and the upcoming Dead Space 2 on consoles. There has been about the possibility that Dead Space would be on rails, and with the recently released games Rage HD [$1.99] and Infinity Blade [$5.99] that focused on limited mobility (though both are still quite excellent), I can see where they're coming from. After actually playing the game though, I can put those worries at ease as Dead Space is a full-mobility third-person shooter just like its bigger console brother. The onscreen HUD is minimalist, and the controls use a touch anywhere movement scheme and some intuitive gestures for performing actions in the game.
The first level of the preview version I played took place on a moving tram-like platform, and I had to take out enemies that popped up as the platform made its way down a creepy tunnel. Here, mobility was limited to the tiny platform, but once it arrived at its destination, a control station, the game allowed for movement and exploration. There wasn't much time to explore, though, as immediately enemies descended upon me once again. After alleviating enemies of their various limbs, and dispatching the ones that kept on crawling after me, I was able to visit a computer console where I could upgrade my weapons. After that it was time to move onto the next portion of the station, and that's where the much-too-brief demo ended.
What I took away from Dead Space on iOS is that it's one of the most visually striking games I've seen thus far. The lighting and atmosphere of the levels is almost up to par with the console games, and from what I can tell it will come close to matching all the same gameplay functionality as well. Despite the minimal UI, there's a complex control system underlying the gameplay in Dead Space, and it's not something that was easily grasped in a 10 minute hands-on demo but it piqued my interest enough that I can't wait to dive into the final release. Hopefully that won't be too far off, as EA has told us that Dead Space should launch sometime in January, so drop by in our forums to pass the time until launch next month.
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Hey, ‘Secret Of Mana’ iOS Is Pretty Good
Soon, Secret of Mana for the iOS will be released in North America and I'd like to go ahead and put some skeptics' fears at ease: it appears to be a faithful, technically sound port of its SNES source material. Exhaling feels good, doesn't it?
This means, though, that all the issues of the original are present. In that weird, overly sentimental way, I want Secret of Mana to retain its baggage. It wouldn't feel… so right otherwise. Perhaps you share this thought. If you don't, beware.

The controls are the lone new feature I've noticed. Square has implemented a virtual controller into the game, allowing for basic movement and action. Flicks and swipes control the radial menus, while character selection can be done via taps. Strangely, you can't interact with the environment by tapping into it. You'll need to use a context-sensitive action button to do so.

Overall, the controls are serviceable. Despite its appearance as a hack-and-slash type of RPG, the action in Secret of Mana is pretty spaced out, meaning the occasional slip-up and response delay associated with using a virtual button spread doesn't interfere with the experience too much. That said, whenever the game does require precision or fast actions, you'll probably be left wanting a controller. But do note, again, that the controls are serviceable. You don't need a controller, but hey, wouldn't it be nice? Also, wouldn't it be awesome to own a Ferrari?
And, really, this is a Ferrari of classic RPGs. Go out and give it a spin if you're a fan or a newcomer. It's a great game and this is a pretty good port.
App Store Link: Secret of Mana, $8.99 (Will be available in US App Store at 11:00 PM EST.)
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Telltale Games Drops The Price Of Most Of Its App Store Games
It's a good time to be a fan of Telltale Games. If you haven't noticed already, the prices of most of Telltale's games are now a mere 99 cents on the App Store.
What's the occasion, you ask? The cuts are in celebration of the release of Monkey Island Tales 1 HD [$6.99] for the iPad, Telltale tells us. And while the sale doesn't actually include the new release, it's nice to save some cash on the companies' other solid titles.
Here's the full list of the games on sale:
- Puzzle Agent — .99
- Puzzle Agent HD — .99
- Sam & Max Episode 1: The Penal Zone — .99
- Wallace & Gromit The Last Resort — .99
I think I think that Puzzle Agent is the most remarkable game on this list. It has its share of logic flaws, technical baggage, and interface woes, but it rises above all of it with sheer strength of character, oddness, and unique gameplay. I also think that most Sam & Max fans would agree on this same point in regards to The Penal Zone, too. That game, for sure, has tons of technical issues, but Telltale successfully turns the adventure game formula on its head with Max's newfound time-travel power. You'll see solutions before you see the puzzles and then have to work backwards to solve them. Wild stuff!
Of course, Monkey Island Tales 1 HD is the best of the bunch and it comes highly recommended, though it's not on sale. Sad face. Oh! And this sale ends on January 3, 2011. Buy if you want while you can.
Monkey Island Tales 1 HD, $6.99 (Universal)
Puzzle Agent, $0.99
Puzzle Agent HD, $0.99 (iPad Only)
Wallace & Gromit The Last Resort for iPad, $0.99 (iPad Only)
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‘Rappin’ Granny’ Review – And Now For Something Completely Different
One of the best things about the App Store is when a developer releases something completely out of the blue that's totally ridiculous, and likely never would have seen the light of day on any other platform. Rappin' Granny [99¢] is one such project, created by Nathan Hunley who also happens to be half of , the guys behind Dizzy Bee [99¢].
The premise of the game is simple. A rappin' granny struts down a hallway dishing out presents which you have to give to the correct recipient. In order to figure out who to give which present to, you have to listen to the rap which is filled with clues. These clues initially start out very simple, but get tricky later in the rap as you're forced to determine who someone's wife is, for instance.
The entire game is wrapped around a scoring system that awards more if you're able to deliver the presents to the beat. Also, you can score bonus points by flicking presents to their recipient instead of dragging them to their hands. The granny's rap is funny, the gameplay is silly, and the music of the game has a real PaRappa The Rapper feel to it.

Unfortunately, the down side of the game is that the rap stays the same. Once you memorize the game, all that's really left to do is play through it again and again to beat your high score. I would have loved to see some kind of variation either from randomization of the different verses, or something that prevents you from just memorizing everything. Regardless, this is an extremely cute game that will be easily enjoyed by anyone who likes the quirky side of the App Store.
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‘TurboGrafx-16 GameBox’ Review – A Glorious Blast From the Past
Few releases on the App Store have made me squeal in greater delight than Hudson's TurboGrafx-16 GameBox [Free], for several reasons. First off, while most were busy arguing whether or not Sega does what Nintendon't, I was busy having the time of my life playing classics such as , , and Bonk's Adventure. Secondly, this might be one of the best implementations of a console emulator we've seen so far on the App Store.

Downloading the actual emulator itself is completely free, which gets you access to World Sports Competition as well as a daily rotating free demo game which you can play for three minutes. (Today's is Salamander.) From there, you can view the catalog of currently available games, which it sounds like Husdon has plans to constantly expand. These games are $2.99 each, and once you unlock them via in-app purchase you can play them to your heart's content.
Much like the original TurboGrafx-16 system, the emulator has a D-pad and two buttons, along with a turbo mode for each button that can be toggled on and off. The games I've tried control about as well as you would expect a console game designed for a controller to play with virtual controls. They're entirely workable, but don't expect the same precision as a physical controller.

The controls situation is alleviated somewhat by a great save state system that allows you to save and resume games at any time. If a jump is coming up that's particularly tricky, just save your game state, attempt it, and instantly load where you were again if you fail. Sure, it's a little cheesy, but it has substantially lessened the frustration I usually experience when I die in these types of classic ports due to the lack of precision from virtual controls.
Right now the game selection in the emulator isn't the best, and aside from the previously mentioned World Sports Competiton and Salamander, it also comes packed with Gradius, R-Type, Bonk's Adventure, Bomberman '94, New Adventure Island, Vigilante, Ninja Spirit, Military Madness, Victor Run, Soldier Blade, Jaseiken Necromander, Dungeon Explorer, World Class Baseball, and China Warrior.
TurboGrafx-16 GameBox is a marvelous emulator packed with nostalgia for anyone around during the TurboGrafx-16 glory days. It's substantially cheaper than picking up a and the real game cards… which is easier said than done due to the systems being afflicted by the , making functional units very hard to come by. There are a ton of games I'd like to see included with future updates, but this is a great start. Now only if Sega would release something like this instead of packaging all their games individually…
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Upcoming ‘Dungeon Defenders’ Update Adds Android, PC, and iOS Cross-Platform Multiplayer
While we weren't too crazy about Dungeon Defenders: First Wave [$2.99] in our review, the latest news from is really cool. In an upcoming update, the game is going to have completely cross-platform multiplayer. How cross-platform? Well, the following video shows the game being played with an iPad, two different Android devices, and on a PC:
Characters are also going to be completely portable between platforms as well. Prior to this announcement, we've seen some cross-platform multiplayer on the App Store such as Homerun Battle 3D, but I haven't seen anything like this before. The thought of being able to bring my iPad over to a friends' house and play in a multiplayer game with them that they're playing on their PC feels like the future.
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‘Aralon: Sword and Shadow HD’ 2.12 Update Released
We've been having a great time with Aralon: Sword and Shadow HD [$6.99] as evident by our review from last week, but there is no denying the fact that the game's initial release was a little rough around the edges. It didn't stop us from enjoying it, but we're extremely happy to see Crescent Moon Games hard at work releasing updates to tweak the game. Animations have been approved for both fishing and pick pocketing, in addition, NPCs also have gotten some new animations and greetings.

Graphical and performance enhancements have been made which makes the game run and look better, and spell effects have also been improved. In the additional content department, there are new quests, crafting recipes, items, and more. Also, in your travels you will come across both mage and troll henchmen that will aid you. Two new shops have opened as well, one in the city and one in Taryn Ridge.

Various improvements have made to the game's dungeons including souping up boss battles, and Crescent Moon addressed some of the crashes players were experiencing along with implementing a bucket full of other bug fixes and balance tweaks. If you were waiting to pick up Aralon to see what happens with future updates, now is your chance. We've also heard from Crescent Moon that they're hard at work on another update, and plan to implement as much as they can from the on our forums.
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‘Infinity Blade’ Update Hitting Tomorrow, Adds In-App Gold Purchases
The first Infinity Blade [$5.99] update Chair Entertainment spoke about last week is coming tomorrow, according to a recent press release. As mentioned, this "booster pack" raises the game's cap to 40 to 45 courtesy of the five new swords, shields, helmets and the additional set of armor it adds. The update also adds the Marrow Fiend to the game, the first of several new enemies promised to come in later updates.
There are a couple of surprises bundled into this booster as well. One of those aforementioned helmets will be a "Santa-themed" helm. Also, Chair has added the ability to listen to your own music while playing through the game on top of several bug fixes and "optimizations."
Perhaps the biggest surprise is that this update will allow you to purchase gold in the game with real world cash. Chair PR says it's added this due to "popular demand," but something tells us the smell and taste of green was a great motivator, too. And good on them, really. Chair created a fantastic game, released it at a low price, and deserves the extra money.
However, I'm keeping my fingers crossed that the game's precious balance is maintained in future updates and DLC — either paid or free — moving forward. I'd hate not to get rewarded with as much gold as I'm accustomed to because people like to buy fake currency with real currency. Benefit of the doubt, though. Again, Chair did a bang-up job on Infinity Blade. It's one of the coolest iOS titles this year, for sure.
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‘Dungeon Defenders: First Wave’ Review – You’ll Want A Controller
Dungeon Defenders [$2.99] is an ambitious title full of carrots that propel a basic hack-and-slash experience. It also has systems and content out the wazoo, providing a level of good depth rarely seen in App Store titles. But as effective as its smoke and mirrors are, and as much as it has to offer, its controls and interface are a pain to use and navigate, making it hard to recommend.
A lazy bit of shorthand to describe Dungeon Defenders is " meets Tower Defense." Dungeon Defenders has the hack-and-slash appeal and the character classes from the former, and the tower building and flow of the latter. Overall, the two mesh into a good whole, providing a ceaseless stream of stimuli to play with.

You'll spend more time hammering away at fantasy foes with the "action" button than anything else, but this basic offense is always in the service of defense of large, neon-blue crystals that sit in the middle of the game's instance-based levels. These crystals have their own health meters, and if foes manage to pummel it to zero, it's game over.
What makes defense manageable is the scripting and flow. A preset number of monsters amble out of spawn doors on scripted routes during each "Wave" of play. You can choose to confront these foes with weapon in hand or set up defensive towers via a character-specific radial menu. But maps are huge and enemies spawn in every possible corner, so towers quickly become the star of the show.
The placement of towers versus your decision to be in a certain place during a certain "Wave" is satisfying and rewarding. And there's no shortage of towers. Each of the four character classes — the mage, the archer, the knight, and the warrior monk — have different spins on the same five or so towers, presenting some unique gameplay opportunities when coupled with the Rock, Paper, Scissors nature of the strategy you'll need to consider.
Player-side, the combat boils down to basic hack-and-slash. Each of the classes do bring their own style of combat, which helps to mix it up, and the loot and grind lust that the game encourages with its constant drops keeps things interesting, too.
Dungeon Defenders has a neat online multiplayer compliment to the play and the characters are balanced in such a way to provide a rich experience. The catch is that the single-player balance is off, so you'll need to get with some pals to push through the later levels.
For the most part, the network code appears to be stable. You'll encounter a fair amount of latency and matchmaking oddness as you get into and attempt to find matches. And the lack of voice chat is annoying on a fundamental strategy level.
If the game controlled well, this would easily be a highly recommended game. Alas, the controls and interface are terrible. It's painfully obvious that this is a game designed foremost and balanced for a dual-analog controller. Instead of integrating good touch-based controls, Trendy Entertainment has chose to just put all of a controller's functionality up on the screen. It's littered with buttons, bubbles, and dials to the extent that they obscure play.
But Dungeon Defenders is also fundamentally an awkward game to move around in, in part, due to the terrible 3D camera which needs to be babysat with an on-screen pad. As you can see below in the image of the game's overlay, the camera control is not in a convenient or intuitive location, meaning you have to take your eyes and hands off the action in order to swivel the camera to a sensible spot. Also, a virtual d-pad for movement? Come on, developers. Come on. (Edit: Just so we're clear, the virtual joystick-less control option is no better.)

Dungeon Defenders iOS is a deep, sometimes entertaining game… but the controls are a core, critical, nasty flaw that I don't think can be "fixed" or addressed in any meaningful way. The game, quite simply, requires all the stuff the UI is lit up with. There's a chance that if you're the kind of guy who can play, say, Lara Croft and the Guardian of Light without issues, you might be able to get into this one. If you're not, I'd stay away from Dungeon Defenders until it hits Xbox Live Arcade, PSN, and PC at some point.
Just a note: Dungeon Defenders is a Universal App. Playing on an iPad does reduce the UI clutter by virtue of being a bigger screen, but it's still a mess and doesn't alleviate any of overwhelming button overload going on here.
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‘Secret of Mana’ Hits The NZ App Store, Releasing in US Tonight
It was just a few days ago that we received some new information regarding the iOS release of classic RPG Secret of Mana from the . While hearing any news about the game's progress is always encouraging, it was little more than a tease as they still hadn't announced a concrete release date or pricing for the highly anticipated title. Well it looks like they didn't want to keep us in suspense for too long, as Secret of Mana has finally released in the New Zealand App Store.


As with all set release dates, Secret of Mana has appeared in the NZ App Store first where the calendar has already turned to December 21st, the game's official release date. This means the game will slowly become available throughout other countries' App Stores as the world spins on its axis and other time zones can catch up. Secret of Mana should finally hit the US App Store tonight at 11pm EST, at an expected price of $8.99. Early discussion of the title is already , and we'll take a closer look at Secret of Mana once we get our grubby American paws on it later tonight.
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