Archive for the ‘Unlock’ tag
2XL’s ‘XLR8′ Isn’t a Game, But it Makes Driving Feel Like One
If you follow me on , which you totally should, you’ll know that I’ve been having what amounts to a full-blown love affair with a 2011 Prius for the past six months or so. The car is great, gets fabulous milage, is chock full of gadgetry, and really, is only lacking in one department. See, the Prius is a really quiet car. So quiet, that it’s even been the . And, sometimes, you really just want to hear the throaty growl of a V8 engine.
That’s where 2XL Games’ XLR8 [ $0.99 ] comes in:
In a nutshell, you download this 99¢ app, plug it into your car stereo, crank it up, and throw your iPhone into a cup holder. Then, with some reasonable precision, it makes your car, truck, minivan, or whatever else you drive sound just like a sports car. The initial purchase comes with a generic V8 sounding engine, and additional engine sounds can be unlocked via IAP. It’ll even throw in burnout, braking, and drifting noises.
I imagine XLR8 would work better if you had an actual mount for your phone, as getting jostled around in the cup holder sometimes confuses it. Regardless, driving around in your non-sportscar with some fairly realistic engine noises of an Italian super car? Totally worth it.
Just, you know, drive responsibly and all that.
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‘Sky Gnomes’ Review – It’s a Bird! It’s a Plane! It’s… Sky Gnome?
For the last couple days, I’ve been turning a dilemma around in my head. Do I tell you guys how fun Sky Gnomes [$0.99] is, and thereby increase the number of people who are likely to defeat me in a given tournament? Or do I just keep raking in the sweet, sweet prizes for my wins?
I suppose I’ll take the high road and let you in on it. Here’s how Sky Gnomes works: each day you face a new slate of players in a series of races. You launch a garden gnome on a little airship straight down at top speed, dodge storm clouds and ice balls, collect coins and snowflakes, and try to smash perfectly into the landing pad ahead of your foes. Do so, and you can turn your winnings into new parts and upgrades for your ships. Seriously, there is no way I could avoid getting obsessed with this game.
I’m not surprised it’s a solid title. It was developed by , the folks behind the Bug Heroes titles. I expected it to live up to that pedigree. I just wasn’t expecting it to grip me so completely. I’m checking my phone several times a day to make sure I’m still ahead of the pack and furtively sneaking in extra rounds if I’ve slipped down the ranks.
The game’s tournament structure is brilliant, and it’s what drives my obsession. There are four race cups to compete in, three of which can be unlocked over time. Each one has its own theme, length and difficulty level. Each day you’re placed into groups based on your previous results, so everyone starts on even footing. You play against ghosts of your group mates, aiming for a quicker completion time than the rest of them—especially the one randomly assigned as your nemesis.
The more successful you are, the better you’ll be rewarded. After each race your performance is broken down by your placement in that race, the accuracy of your landing and the things you pick up along your route. You earn coins for those, and overall rank for your finish time. You also get a random part from a selection of nuts, bolts and gears. At the end of the day you’re compared against the rest of your group. If you place high enough you take home a big bag of coins, and if you beat your nemesis you’ll get even more.
There are other rewards, too. Each cup has achievements to earn, and earning a set of them bumps you up to a new tier. That unlocks the next cup and gives you coins and parts to mark your success. Each day also offers up a new, special goal. It might be something as simple as taking gold in a race, but it’s often something more esoteric like finishing with an exceptionally low time. Having all these different things to work toward makes it easy to enjoy yourself even when you’re not always winning.
In fact, even when you’re losing you’ll still have fun pulling in coins and parts. Then you can use them to upgrade your ship. Each upgrade costs a mix of things, usually a few thousand coins and a handful of assorted parts. The economy is most limited by the rarity of gears—you only earn one randomly every few races, and most upgrades cost one or two for the first tier alone. But those upgrades are so very worthwhile.
You can upgrade the engine of your ship, improving its speed, acceleration, afterburner and efficiency. You can unlock and rank up a host of powerups. You can also get yourself three slots for trinkets, and that’s where the real fun comes in. Trinkets can do all sorts of crazy things. They can magnetize your ship so you pull in coins more easily, they can improve your steering, or they can make it so dangerous obstacles like storm clouds can be used to boost your speed. They’re costly to upgrade, but they can make or break a run.
Choosing them is a strategic process, or at least it’s meant to be. You can check the weather before each race and adapt your plans, focus on speed or survivability or income. Unfortunately right now it seems like certain combinations outdo others significantly, but Foursaken is keeping a close eye on the trinket balance and plans to adjust it if necessary. Even if the popular combos are great fun to play with, it would be nice to have more viable options.
I should also give you a heads up: you can purchase coin and part packs. These aren’t quite your typical consumable IAP items since they’re used for permanent upgrades, but they feel pretty similar. The way your daily groups are selected keeps upgrades from offering a significant advantage, thankfully. They do offer a bit of one, though, since you can use your upgrades to boost your capabilities after you’re placed. At least the IAP packs are well balanced, so purchases won’t put people far ahead of the folks that are willing to grind. And frankly, the grind is pretty fun on its own.
That’s the thing of it: while it’s pretty obvious that Sky Gnomes is using a grab-bag of standard psychological tricks to keep players coming back every day, I can’t bring myself to mind. The racing is seriously fun. Once you manage to gear yourself up enough you can compete with players for top overall scores, hitting the Platinum league in each race and ranking at the very top of the daily leaderboards. If you get there, make sure to spend some time in our —our forum users are dominating the charts. By the time you reach that point you’re travelling through races at insane speeds, sucking up coins and snowflakes, dodging obstructions like a champ. It’s a great time.
And that’s what keeps me coming back. There are small issues aside from trinket balance—setting your time early in the day isn’t worth much, and even at the highest ranks your success will be partially based on luck—but they are hardly a blip in the fun to be had. There might be an end somewhere in sight, a time where the grind outweighs the entertainment, but the hours of fun to be had in the meantime are well worth the initial purchase. Don’t miss this one. I’ll know, because I’ll be waiting for you out there on the podium.
TouchArcade Rating: 
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Bonus Content Revealed in ‘Sonic 4: Episode II’ for Owners of Original Game
After releasing the well-received Sonic 4: Episode I way back in October 2010, everyone was pretty confident that Sega would be releasing the next episode in the rebirth modeled after the original Sonic trilogy shortly after. Well, it took more than a year, but they did finally officially announce Sonic 4: Episode II this past December, and I even enjoyed some hands-on time with an early version of the game at GDC last month.
Today, Sega that owners of the original Sonic 4: Episode I are in for some bonus content if they get Episode II on the same device/platform. Doing so will unlock Episode Metal, a set of 4 reworked levels from Episode I that you will be able to play through as Sonic’s arch rival Metal Sonic. Episode Metal will also bridge the story gap between Sonic CD and Sonic 4: Episode II where Metal Sonic makes his return.
Sonic 4: Episode II is slated to release on practically every platform including iOS on May 17th, and you can bet we’ll be all over the highly anticipated platformer when it hits the App Store then.
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Epic Games Helps Students Bring New Life to the ‘Fighting Fantasy’ Series
Today, at in Birmingham, four teams of student developers will bring Steve Jackson and Ian Livingstone’s Fighting Fantasy series to the iOS audience in a brand new way. We’ve had the chance to look at the games in development, and they’re looking pretty hot.
The Make Something Unreal Live competition is the sort of opportunity most folks who’ve dabbled in game development would kill for. It’s organized by and . Student teams were given access to the Fighting Fantasy IP and, basically, told to go nuts with it. They’ve spent the last few months building games based off that IP using the Unreal Development Kit. Working with industry mentors, they’ve created new interpretations of the beloved books. Now they’ll go on stage and put the finishing touches on their titles with help from some of the industry’s biggest names.
If you don’t know the Fighting Fantasy IP, it’s a series of roleplaying gamebooks that were super popular in the 80s and 90s. A number of them have been brought to iOS in classic interactive fiction form by , but this is the first time they’ve been reimagined for the platform as full 3D games.
There are four teams of students competing in Make Something Unreal Live, each with members with expertise in art, design, programming and QA. Each team set out with a different title: The Warlock of Firetop Mountain, Armies of Death, The Citadel of Chaos and Deathtrap Dungeon. We’ve had some time with each of the titles, and they’re shaping up nicely.
Digital Mage is the team responsible for Armies of Death: Rise of Agglax. It turns the tale of Armies of Death on its head. Players will command the undead forces of Agglax as they travel down lanes destroying the heroes and defenses of the kingdom of Allansia. Defeating enemies releases their souls, which provide the power needed to raise the undead.
The levels of the game are inspired by events from the original book. Though we were only able to try out the early stages of the game, Digital Mage says that the final product will boast a lovingly crafted story that expands of the tale of Armies of Death.
Indigo Jam showed us its take on Deathtrap Dungeon. Like the book, the game pits players against rooms of devious traps and vicious enemies. It’s a first-person action adventure with areas and traps designed on a grand scale. From what we’ve seen so far, stealth will play a large role in the game, and sneaking around unseen is the surest way to survive while you try to solve the deadly puzzles of the dungeon.
The Citadel of Chaos: Dire Consequences is a wave-based first person action game built by Derp Studios. Players are tasked with protecting Dree Village against waves of monsters. You begin with a sword and shield, but with each wave you survive you’ll have the opportunity to purchase and upgrade spells with the souls you earn in combat. Players who survive 10 waves unlock new levels, and ultimately win after 20 waves.
Derp Studios plans to bring in a story mode as well. This will take place after the final moments of The Citadel of Chaos.
Finally, we took a look at The Warlock of Firetop Mountain: Lost Chapters, by Commando Kiwi. Though we won’t know which game takes the grand prize at Make Something Unreal Live until next week, this one really caught our attention. Built as a third-person RPG, it already has a progression system in place and some promising looking item collection. But the combat system is where it stands out.
Lost Chapters uses an active-time style combat system, with a selection of abilities that operate on individual timers. To capture the element of luck that the Fighting Fantasy titles so relied on, blocking is left to good fortune. Each time an enemy attacks the player is presented with three cards. Each has a shield on the other side, one red, one yellow and one green. If the green card is drawn, damage is escaped. The red card hits twice as hard.
The four teams will show their games off today at The Gadget Show Live, and they’ll receive feedback from the advisory board. The judges include Steve Jackson and Ian Livingstone themselves, as well as industry leaders that include, no joke, Peter Molyneux and Cliff Bleszinski. Teams will work to bring the games to their full potential over the course of the show, providing regular updates and showing their work off to an audience of over 100,000 attendees on the show floor. The winning team will be announced on Sunday, and it will get to take home a commercial Unreal Engine 3 license.
The games should all be heading to the App Store soon, though it sounds like the winning team might have a leg up on the others. The builds we played were still far from being ready for release, but they had real potential. Here’s hoping the final releases follow through, because we’re pretty jazzed about seeing more original RPGs and action-adventure titles on the App Store. So good luck to all the teams—we’ll be keeping an eye on what comes next.
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‘Saturday Morning RPG’ Review – A Radical Remembrance
Being called a “Child of the 80s” has made me more aware of my mortality recently, than it has conjured memories of the actual time period.
The USSR? Gone.
Hair Metal? Mostly gone. (Thanks for this.)
Reaganomics? Relegated to post-punk indie hardcore band names.
These days you will be lucky to find any kind of media that doesn’t have 1 or 2 glassy-eyed teenagers waiting anxiously for “The Drop.”
Thankfully, the Wonder-Twin powers of Mighty Rabbit and Joystick Labs has manifested a game that absolutely drips 80s nostalgia and helps me forget that the twilight years are quickly approaching. Saturday Morning RPG [ Free ] is as close to a physical manifestation of my childhood as I am going to find, without a truckload of Pixiesticks.
Inspired by the JRPGS of the 80s and 90s, Saturday Morning RPG is nothing special on the surface. Its battle system, littered with quicktime events that modify damage done and taken, is straight forward and pedestrian. In fact, the game’s story (the supposed hallmark of the RPG genre) has the literary alacrity of an R.L. Stine novel. Luckily, none of this matters. One would argue that that is exactly the point.
Episode 1 of Saturday Morning RPG (which comes free of charge) has the game’s hero, Marty, fast asleep on his bed. In his dream, he is spending the day with his sweetheart Samantha, when she is kidnapped by Cobra Commander Hood. Hood intends to wed Samantha, whether she wants it or not. After being beaten down by Hood and his minions, The Wizard (and his powerful glove – which is (so) bad) appears before Marty to offer help. He gives Marty his Trapper Keeper, the spell book Marty can use to defeat Hood’s Army and rescue Samantha. And that is what Marty (and you) set off to do.
The Trapper Keeper enhances the vanilla battle system by throwing in spells and other wild cards. It’s first feature is customizable scratch and sniff stickers. Using up to five, the stickers provide benefits like +15 health or -2 Enemy strength for the length of the battle. The trick is that you have to scratch them to release their bonus, and you are only given a small amount of time at the start of the battle to do so.
Once the battle begins, your Trapper Keeper functions as your spell book. Spells vary from the mundane (a flaming basketball) to the awesome (a glittery-glove-clothed punch, delivered via Moonwalk). There are some balance issues that become apparent, such as getting more bang for your buck via spells and, therefore, not focusing on leveling up melee attacks, but I’m not sure the developers care. The actual gameplay is the plain cracker on which the aged nostalgia cheese is served. No one should complain about the cracker.
When you aren’t battling Lizards or Hood Soldiers, you walk 8-bit Marty around the episode’s environment (they are different in each episode) talking to people and, occasionally, collecting a quest or two. The quests don’t do much to flesh out the universe, instead trading lore for laughs. They vary from the eye-rolling “stop all the downloadin”, to the morbid task of setting animals free by flushing them down the toilet. Completed quests offer you either XP, Spells, or stickers, so they are worth doing when you find them.
If there were any complaints to be leveled against Saturday Morning RPG, they would be the ones I’ve already mentioned. The game is a very basic RPG. Encounters are not random (your character and my character are probably going to be pretty similar by game’s end), quests and quest completions are very linear, and the story lines are pretty dumb. There just isn’t much substance here…much like a Saturday Morning Cartoon.
In that respect, one could argue that this game captures the spirit of the Saturday Morning Cartoon perfectly. And, in the process, litters the game with wonderful nuggets of 80s nostalgia. To play Devil’s Advocate a bit, if the game is called Saturday Morning RPG, and playing it perfectly recreates the spirit and feeling of an 80s Saturday Morning cartoon, doesn’t that make it the perfect game?
You and I could argue about this all day, but I don’t think we could argue as to whether or not you should give this game a shot. The first Episode, which took me 2 hours to complete (I try to be thorough), is completely free. If you like it, you can unlock Episode 2 for a measly 2 bucks. That, to me, seems like an awesome way to sell your game. More Episodes are in the pipeline of course, with Mighty Rabbit shooting for a May/June release for Episode 3.
All in all, Saturday Morning RPG is exactly what it promised. A fun, easy going, RPG with a heavy coating of 80s nostalgia. With an upfront cost of “free”, it’s hard not to recommend it.
TouchArcade Rating: 
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‘Amoebattle’ Review – A Great RTS of Minuscule Proportions
While iOS has become a haven for a large variety of strategy games, good RTS titles seem to come few and far between. Enter Amoebattle [$4.99], the latest title from and . Hitting all the cues, Amoebattle does a good job providing a full RTS experience while making its own mark on the genre.
Amoebattle’s tale centers on your role as a new microbiologist exploring the microscopic world with the Amoeba Control System along with your AI assistant AMI. After some introductory research, you encounter rogue amoebas disturbing the ecosystem, which leads to a quest to discover the origin of these hostile beings. The overall narrative does an adequate job moving the story forward while not detracting from the overall experience. For most RTS titles, that’s all you can really ask for.
When it comes to gameplay, Amoebattle implements the standard RTS mechanics while infusing it with some novel elements. Missions are primarily linear advancement, with some stealth, defense and open-ended objectives thrown in for good measure. Amoebattle is also very unit-centric – there aren’t any buildings to produce units or gather resources.
Instead, your amoeba can simply replicate if they have a full ‘Food Point’ (FP) meter and sufficient power. FP can be acquired in a variety of ways depending on if your amoeba is an omnivore, carnivore, or herbivore (each classification also affects other attributes). For example, carnivores gain FP exclusively through attacking other units while herbivores can eat various plants to build FP. While you can use a full FP meter to reproduce, it also bestows increased stats, adding to the strategy.
Power, meanwhile, is a secondary resource that is slowly produced in the background (but can be sped up by capturing fossil artifacts). Players can utilize power to replicate or to launch a variety of probes onto the battlefield. Probes range from slowing down opponents to infecting them with a long-term poison and work well in providing additional battle options.
In addition to replication, your amoebas can also mutate into a variety of different units. Initially the unit pool is small, but as you journey through the campaign you unlock stronger and more varied units, each with their own stats and appropriate strategies. Mutation also requires power, meaning you can’t just wield it arbitrarily.
The above elements lead to a surprisingly deep gameplay experience. Each mission provides suggestions for completion, but as you unlock more options players can begin to experiment with different play styles. Whether you choose to bum-rush with close-range carnivores or utilize a balanced approach with ranged and support units, Amoebattle certainly keeps your options open.
Props also go to the control scheme, which offers an intuitive approach that works well on both iPad and iPhone. Amoebattle uses a combination of taps, drags, and scrolls (single and two-fingered) to control all aspects of the game. Admittedly, it’s a bit tougher to control on the smaller iPhone screen, but it still works surprisingly well. As expected, the game works best on the larger iPad screen.
There’s something to be said about Amoebattle’s difficulty. In short, this is one challenging game. The tutorial and introductory levels do an excellent job introducing core concepts, but once you reach the middle tier of missions, the game quickly stops holding your hand and leaves you to figure out the increasingly tough objectives. It’s important to note that despite the challenge, Amoebattle’s levels are fair. Just don’t expect to steamroll through all the levels with relative ease (especially if you’re new to RTS games).
Amoebattle’s other weaknesses are few, but do hold the game back from RTS perfection. The lack of a skirmish mode hurts replayability, as the game certainly has a deep enough system to make it enjoyable. The same goes for multiplayer, which would be perfect for this style of RTS. As it stands, Amoebattle has a decent amount of content with its campaign, but it would have been nice to have more to do outside campaign completion (besides achievement hunting).
Regardless, Amoebattle succeeds wonderfully at creating a touch-based RTS for iOS. When you take into account the deep gameplay, beautiful visuals (iPad-retina compatible, no less) and approachable control scheme, Amoebattle is a title well worth checking out and joins the short list of great iOS RTS titles.
TouchArcade Rating: 
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Hack ‘N Slash Platformer ‘Spellsword’ Releasing Later This Month
Late last month we caught the first video for ’s upcoming hack ‘n slash platformer Spellsword, and thought it looked pretty darn cool. It’s an arena-style game similar to Super Crate Box but with larger environments, more enemy types, and many upgradeable items. It also features a more structured campaign with 90 levels in addition to unlockable endless arenas. In case you missed it before, you can check out Spellsword in action in the following trailer.
Yesterday , Everplay announced that Spellsword has an official release date, which will be two weeks from this Thursday on April 26th. We’ve been anxious to get our hands on Spellsword since it was announced, especially since it’s from the same team that did Terra Noctis so we know they can do platforming right. It all sounds good so far on paper, but the real test will be when we can get our hands on the final version of Spellsword when it hits later this month.
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‘Chaos Rings II’ Review – A Satisfying Sequel and Visual Masterpiece
If there’s one thing that can be said about Square Enix, it’s that they’re excellent at the whole production values thing. Chaos Rings II [$17.99/HD] is absolutely stunning. From the gorgeous musical score to the voice acting to the vibrant landscapes, there is a lot to savor in Square Enix’s latest turn-based RPG. However, that’s not really surprising. We are talking about Square Enix, after all. How often have they published a new game that does not make you whistle gently under your breath? The real question is, ‘Is Chaos Rings II more than a pretty face?’
The plot here works something like this: an apocalyptic force is threatening Earth with impending doom and there is only one person in the universe capable of stopping it. Can you guess who that is? Yup, that’s you. Sort of. In Chaos Rings II, you’ll play as Darwin, a rather effeminate-looking chap that had been unwittingly pushed into the role of the Nominator. As the Nominator, his job is to sacrifice the Pillars (a bunch of people that were forcibly drafted for the dubious honor), harvest their spiritual energies, complete something called the Rite of Resealing and seal away the Destroyer in order to save the world.
Here’s where it gets problematic for poor Darwin. To begin with, he wasn’t supposed to be the Nominator. Due to a freak turn of circumstances, he acquired the position after he unwittingly killed the original candidate. To make matters worst, he sort of murdered the poor bastard in front of the Pillars. Under normal circumstances, this probably wouldn’t have gone over so badly. After all, one predestined murderer is the same as the other, right? Obviously, that wasn’t the case here. You see, the Pillars in the Rite of Resealing are always composed of those who have some form of attachment to the Nominator. As you can imagine, this makes things a little bit awkward. Not only do you have to murder innocent people, you’ll have to murder some innocent folk that had ties to the dude you unintentionally axed.
(In spite of the religious undertones to the game, the eventual evolution of the plot will probably grab a smirk from any atheists in the audience.)
Intriguing as this all sounds, however, there’s a slight problem. While the Japanese voice acting is rather superb (my best friend, who is Japanese, assured me that the voice acting is also supported by decent lines), the localization is not. Technically speaking, there’s nothing wrong with it. There’s no rampant Engrish, no glaring grammatical errors, no spelling mistakes that may evoke a heartfelt palm to the face. Nonetheless, that doesn’t change the fact the English text feels … lackluster. The dialogue’s also anachronistic in places. Words like “gotta” and “c’mon” pop up from time to time to rattle your sense of immersion. As such, I can’t help but feel as though the full potential of the plot was never realized. Something had to have been lost in the translation. Still, it could have been much, much worse.
Gameplay-wise, those who have any experience with the original game or, JRPGs in general, will probably find themselves in familiar waters. For the most part, the game operates in a fairly linear fashion. You’ll be given a task and told to advance to a certain location. You must then make your way through an assortment of random encounters before achieving your goal. From there, you’ll have to go back to the central hub and begin the process anew. There isn’t much else to do. You get a certain amount of freedom in determining the sequencing of events but that’s pretty much it. There is no open world exploration. There are no mini games to engage in. What saves Chaos Rings II from being completely linear are the side quests that you eventually acquire from the corpulent, cat-like Piu Piu (he’s the only merchant available to you and your party) and and his scantily-clad cutouts.
A lot of your time will be spent moving through the exquisitely presented remnants of your world. Along the way, you’ll stumble across equipment, items and, of course, random encounters. You’ll also get to move through ’shortcuts’ in the world. Once you dive through a portal, you’ll find yourself in this odd little realm that would probably not look amiss in a cyberpunk setting somewhere. Here, you’ll also be called upon to partake in some incredibly light puzzle-solving. Each of the accompanying characters have a special ability that will allow the party to access a part of the world that cannot otherwise be reached. For example, Li Hua is capable of punching through barriers while Connor can shoot at distant targets. Needless to say, once you’ve sacrificed somebody (yup, you’re going to have to kill those people), you’ll lose permanent access to those unique skills.
While it doesn’t deviate too far from the standard formula (you’ll be able to attack, cast magic, defend yourself, occasionally escape from combat and utilize items amongst other things), combat in Chaos Rings II is actually rather entertaining. There are plenty of variables to juggle and even more to worry about. To begin with, you’re going to spend a lot of time deciding if you would rather have your characters acting separately or together. If you choose the ‘Pair’ option, you’ll have access to stronger attacks but will also open your party members up to damage that they would have not taken otherwise. Acting ’solo’, on the other hand, will provide you with more control but less of a punch.
It gets even more complex than that, of course. Technically speaking, combat in Chaos Rings II is turn-based but the reality is that things are also highly dependent on speed. This can be a serious problem if your opponent is armed with some truly devastating moves. If they have the opportunity to assault you before you can defend yourself, you can expect to see the ‘Game Over’ screen faster than you can enunciate your favorite obscenity. Additionally, there’s also a layer of ‘rock, paper, scissors’ that you will have to factor in. Depending on what forces are currently in play on the battle field, attacks and defenses may increase or decrease accordingly.
On top of that, there is also the Break Gauge and the Charge Gauge. The former was inherited from the original game. It’s a pretty nifty mechanic that monitors the flow of the battle. When it is marked even, neither parties will receive bonuses. However, when it sways in favor of you or your opponent, the Break Gauge will cause the beneficiaries to increase in potency. As for the Charge Gauge, it functions something like the Limit Break mechanic in the Final Fantasy games. Once it has filled up to a certain extent, you’ll gain access to your ‘Awake’ and ‘Advent’ powers. The latter will allow you to summon a massive being known as, well, an Advent that is associated with the Human Sophia (that thing you get after you’ve defeated the creature born from a dead Pillar) you currently have equipped.
Speaking of Sophias, those form another interesting component in the game. While Pillars are the only ones capable of bestowing the command of a monstrous critter upon you, you can also acquire Sophias from the game’s menagerie of enemies. Each ‘Monster’ Sophia will grant your characters certain atributes and skills. Once you’ve unlocked the right recipes, you’ll be able to acquire even more abilities by combining Sophias in a certain way, something that adds considerable depth to your character customization.
On a more shallow note, I’m going to take a moment to once again remark on the fact that Chaos Rings II looks pretty darn sweet. It is, by far, the prettiest game in the franchise yet. Compared to its predecessors, the resolution in Chaos Rings II is so much higher, the backgrounds more lavishly detailed. Even the characters themselves look more refined. That said, I’m really mostly in love with the little things in the game, things like cherry blossom petals suspended in the air and waterfalls trapped mid-motion.
As for the music, I’ve nothing but good things to say about it. I would buy the soundtrack if the Malaysian App Store would let me do so but I can’t so I’ll settle for assuring you that it’s something that would deserve a spot on most playlists unless, of course, you have an aversion towards soaring vocals and epic-sounding melodies.
In many ways, Chaos Rings II is the quintessential JRPG. You will spend a lot of time grinding. You will be gently but firmly led along the story’s path to its inevitable end. You will see all of the familiar JRPG tropes. However, that’s not necessarily a bad thing, but your decision in regards to whether or not you actually want to purchase the game is going to be dependent on this. For all of its flaws, Chaos Rings II has done more than ample justice to the formula. It’s refined, it’s meaty, and it’s definitely worth the high price of entry.
TouchArcade Rating: 
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‘8bit Ninja’ Review – A Cute Time Waster For the Fruit-Phobic
When you’re looking for a simple, compulsive time waster, do you look for something that lets you grind to your heart’s content, or a game where you can dominate a high score board with skill alone? This is an honest question. 8bit Ninja [Free] has a free-to-play model that doesn’t get in the way of simple good times, but it pretty much throws the whole leaderboard thing out the window if you don’t want to pay. Other than that little problem it’s a great way to lose a few hours to that good ol’ craving for just one more game.
Consider 8bit Ninja a companion piece to Halfbrick’s Fruit Ninja. In that game, you are a bodiless ninja with a sword and a penchant for murdering fruit. In this game, you’re a nearly unarmed ninja with a good reason to fear bouncing produce. One’s about the thrill of the attack, the other’s all about avoidance. They make a great pair, but where Fruit Ninja is a one-and-done sorta game that focuses on hitting peak performance, 8bit Ninja holds its big rewards back for the patient player who puts time into its substantial upgrade system.
If you have a weakness for levelling things up, 8bit Ninja is going to eat you alive. Just playing lets you level up your ninja, improving his special ability and shrinking its cooldown. You also pick up coins while you play, and those can be used to unlock and upgrade a whole list of powerups. You can equip three of those powerups in a given run. Eventually you can unlock new ninjas with better abilities and level them up too. It’s the sort of grind that goes straight to your head.
The game is simple: run left and right dodging increasingly aggressive bouncing fruit. Every so often a powerup drops from above. Depending on what you’ve equipped it might give you a few coins or boost your XP, or it might slice up some fruit. Splattered fruits drop coins and the occasional coveted egg.
As we mentioned in our preview, the IAP system is largely inoffensive if you just want to play. You can get by without ever making a purchase and never know the difference. Coins and eggs can be earned by playing, but eggs are quite rare and are more easily acquired with IAP. Purchasing any egg pack has the side effect of removing ads. So far, so good.
You can use eggs then to unlock new ninjas and scenery. They add small bonuses, but nothing outrageous. You can also use them to level up your ninja faster, or swap them for coins to upgrade your powerups. That’s getting a bit dicey from a high score point of view, but you’ll earn your way up there eventually. Things get messy with the last option, though. You can use eggs to purchase one extra life each round if you’re willing to keep plugging in dollars. That’s a pretty big hit to your potential if you don’t want to pay up.
Assuming you’re cool with that situation, 8bit Ninja is otherwise pretty solid. The only real problem is, as with most linear arcade titles, that the early part of the game gets dull and runs get uncomfortably long as you improve. But the game is extremely accessible and its touch controls are great. Between the thrill of random egg drops and the desire to level up and score higher, it’s probably going to get a hold on you.
So ask yourself what you’re looking for. If you want serious competition without hitting the IAP, this probably isn’t the game for you. If you want an entertaining time waster with cute pixel art, go nuts. Just don’t say I didn’t warn you when you’re desperately hunting eggs in the hope of catching up to the rest of the pack.
TouchArcade Rating: 
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‘Elder Sign: Omens’ Update Sets Its Sights on Cthulhu
Into the whole Chthulu mythos but not that interested in obscenely lengthy, difficult board games? Then this is the perfect time to hop in to Elder Sign: Omens [$3.99 / HD]. The dice game made its original transition to iOS with only one Ancient One, Azazoth. As we mentioned in our review, Azazoth has a habit of devouring the lives and sanity of every team of investigators you bring in until you happen on a great team and some good luck.
This week’s long-awaited update brings in two new Ancient Ones. The rather unimpressive-sounding Yig is included, and Cthulhu is available as an in-app purchase. Yig gives players a better starting point. He’s much less malevolent than Azazoth, both easier to seal away and quicker to wake. He also brings with him a few monsters and adventures that are a little less likely to leave your investigators inconsolable, mindless wrecks, or, you know, dead.
For those already adept at putting down Azazoth, you might want to do it again: you’ll unlock a new investigator that should add a little more variety to your playthroughs. Then you can grab the Call of Cthulhu campaign for a much bigger challenge.
The new campaign takes you back through the museum, but this time with a new goal: discovering the intent of some mysterious intruders (they probably want to raise Cthulhu, just sayin’). Once you do that, it’s off to the Pacific Rim to search for the lost city of R’lyeh and prevent the rising of Cthulhu. You do this by collecting extra investigation tokens, so you’ll have to balance succeeding at adventures and hoarding your tokens.
There are 30 new adventures to be had in the Call of Cthulhu campaign, each more horrifying than the last, no doubt. There are also four new investigators that you can use in any of the campaigns, and a fifth that’s unlocked when you complete Cthulhu. That’s a lot of new ways to play, whether it’s solo or pass-and-play with friends. And as usual, this update brings with it all sorts of fixes and tweaks that should smooth out the cultist-hunting experience, like skippable scene transitions and lowered memory requirements.
Elder Sign: Omens, $3.99
Elder Sign: Omens HD, $6.99 (iPad Only)
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