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Upcoming ‘TouchPets: Cats’ – One For the Cat Lovers Out There

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Towards the end of last year, developer ngmoco released TouchPets: Dogs onto the App Store. Despite some odd game design choices (mainly needing to constantly feed your dog to be able to even play with it), it was an engaging game and easily the best virtual pet app available in terms of graphics and depth. But one question that everybody always brought up was “what about cats?” Fear not, feline supporters, as TouchPets: Cats is on it's way. We were given a preview demonstration at a recent ngmoco media event, and our impressions were positive.

The most important new change here is the ability to play with your kitty whenever you like. Gone are the days of needing to feed your pet to get a few minutes of play time. In place of the food mechanic from TouchPets: Dogs is catnip. Having your cat all hopped up on catnip allows him or her to perform actions that will advance you in the game. For instance, coins will collect amongst the furniture of your house over time. Feed kitty some catnip and they will run around collecting all the coins for you. These coins can go towards unlocking new toys, clothing, and furniture items for your house. That's right, there's now multiple rooms in your house that can be customized with different furniture and decorations. There's no more backyard to play in (after all, cats are usually considered more indoorsy), but with multiple rooms and many different items to adorn them out with, this shouldn't be a problem.

Also gone is the forced daily leveling of certain skills. This time around, your cat will actually tell you via a thought bubble what kind of activity it's in the mood to do. You won't be able to teach them any tricks either, but these qualities actually fall in line with the independent nature of cats – they typically march to their own tune. The fantastical careers from TouchPets: Dogs will also not be making an appearance this time, so if you were hoping to have your kitty perform emergency open-heart surgery you may be out of luck. Instead you'll have tiered in-house goals to accomplish and items to earn, and once you complete one tier you unlock a new one in a similar progression to the careers from the last game. The social aspect is ever-present in TouchPets: Cats, and instead of merely inviting a friends pet over to your house to play you can actually visit their entire house for yourself (and vice versa). You'll be able to own multiple cats as well, and a variety of different species are planned for the release.

TouchPets: Cats seems to be coming along nicely, although it's still fairly early in the development process. Some aspects to the game may be changed before it's final incarnation is available. The graphics look very similar to what was in TouchPets: Dogs, and the animations and expressions of the cats are really endearing. It'll be hard not to get attached to these little virtual pets. Best of all, if you just feel like spending time with your cat, there's nothing preventing you from doing so. Goals and coins can be earned at an accelerated rate if you choose to purchase DLC catnip, but it's not a requirement in playing. If you were a fan of the first game, but couldn't help but wish you were playing with a cat instead, keep your eye out for TouchPets: Cats most likely coming before the end of this year.

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Written by admin

June 22, 2010 at 18:15

E3 2010: All Aboard the Gameloft Party Bus – ‘Ultimate Spiderman Total Mayhem’, ‘Dungeon Hunter 2′, ‘Let’s Golf 2′ and Others Previewed

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Parked outside the west hall of E3 this year was a black party bus covered in Gameloft logos and graphics from their latest games. Inside they walked us through a few games that are nearing release, and a few others that are coming soon. The star of the show was Ultimate Spiderman Total Mayhem, a 3D beat 'em up obviously based in the Spider Man universe with an art style straight out of the Spider Man comic books.

Available sometime towards the end of this summer, Ultimate Spiderman is controlled like all third person Gameloft games, with a virtual joystick that controls your movement and a set of buttons that handle your punching, web slinging, jumping, and other actions. As you fight more guys, an energy bar increases below your health that allows you to unleash an "ultimate combo" which sends Spider Man in to a web-spinning frenzy, damaging everything on screen.

The demo Gameloft was willing to show was fairly brief, but I did get a chance to fight a whole mess of bad guys, fight a mini-boss of sorts, and even experience a few quick time events where your spider sense kicks in to do things like avoid falling obstacles. The first level included everything you would expect in a Spider Man game, fighting on streets, climbing up a building, and finally hopping from roof top to roof top.

The second level they showed involve quite a bit of web slinging. Vaulting yourself forward and swinging between buildings is interrupted by a seemingly constant stream of incoming missiles which using your spider sense you can avoid and leap off of. Overall, both levels were pretty cool, but like quite a few recent Gameloft games, the various gameplay components that make up Ultimate Spiderman all feel transplanted from other titles. Fighting had almost had a Hero of Sparta [$1.99 / Free] feel to it with spider webs mixed in, controlling Spider Man felt a lot like controlling Iron Man in Iron Man 2 [$6.99 / Free], and there was even some rail sliding portions that reminded me of the exact same segments from Avatar [$6.99].

This isn't entirely bad, as if you haven't played these other games all the things that make up Spider Man will seem to go together very well– But, if you have been playing every Gameloft release, it will be very apparent that you're just playing another conglomeration of Gameloft gameplay mechanics with a Spider Man skin on top. Hopefully when the game is finally released it will include a bit more to set it apart from other Gameloft games aside from the Spider Man license.

Other Gameloft games included Hero of Sparta 2, which picked up where the original left off with you going back to attempt to lift the curse from your homeland and go head to head with Hades. Launching for both the iPhone and iPad, Hero of Sparta 2 will likely be an easy purchase for anyone who enjoyed Hero of Sparta, as the game offers more of the same but this time with substantially better looking graphics.

Let's Golf 2 is also in the works, and just like Hero of Sparta 2, it's Let's Golf with even more holes (108 in total), more playable characters, more stuff to unlock, and better looking graphics across the 6 included environments. I had a great time with Let's Golf [$1.99 / Free], which is incredibly apparent in our review from last year and it's actually still my favorite golf game for the iPhone. I'm really looking forward to Let's Golf 2.

A sequel to Dungeon Hunter [$4.99 / Free] is in development as well, with three classes and much like the original Dungeon Hunter 2 has plenty of loot to gather, quests to complete, and monsters to slay. The biggest new feature in Dungeon Hunter 2 is online co-op multiplayer. Yes, online co-op multiplayer. Gameloft was reluctant to discuss exactly how the multiplayer would work, but if it's implemented well Dungeon Hunter 2 could potentially be absolutely amazing as few things are more fun in my opinion than dungeon crawling with friends.

Other than that, a bunch of Gameloft games which don't have iPad versions are getting upscaled to HD releases. These include Splinter Cell Conviction [$9.99], Blockus [$4.99], and The Settlers [$4.99 / Free]. Each game is basically the same as the iPhone version with higher resolution graphics with the main exception being Blokus which is coming loaded with single device multiplayer.

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Written by admin

June 19, 2010 at 6:15

Resolution Interactive’s Upcoming Aqua Moto Racing 2

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Resolution Interactive has just released a new teaser video for their upcoming sequel Aqua Moto Racing 2. We loved the first and so are excited to see what they have to offer in their sequel.

"Resolution Interactive is currently working on the sequel to it's popular game Aqua Moto Racing which promises to deliver great water racing and some of the best graphics seen on any handheld platform. With state of the art wave physics this game truly has to be seen to be believed. You'll be able to race in exotic world locations with amazing details. Start earning cash by participating in races and winning Championships to unlock better jet skis on your quest for legendary status.

The game is due "Summer 2010".

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Written by admin

June 18, 2010 at 22:15

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E3 2010: Taito Announces ‘Bubble Bobble’ for the iPhone, Releases Array of ‘Space Invaders’ Utilities, and Plans Many Future Updates For Existing Games

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This afternoon I met with the guys from Taito outside of the west hall of E3. Unsurprisingly, they have quite a bit on their plate right now both between updating their existing games, releasing new ones, and promoting an odd array of Space Invader themed utilities. Originally I was rather confused, both wondering why Taito would release these utilities and who would download them… Then I realized exactly who would download them– The army of people with severe Space Invader fetishes like our own Blake Patterson.

These utilities all have been done before, but never with a Space Invaders theme. They're all free, and the calculator is actually pretty cool with various easter eggs if whatever you're calculating results in certain special numbers such as 1978, 41, and 10 others. They all include various advertisements for Taito games, and there is a 99¢ version of the calculator that strips these ads.

  • Space Invaders Clock
  • Space Invaders Battery Meter
  • Space Invaders Business Card
  • Space Invaders Calculator (Ad-Free Calculator, 99¢)
  • Space Invaders Timer
  • Space Invaders Flashlight
  • Space Invaders Timer

Gardening Mama is in the works, an iPhone port of an existing Nintendo DS game. Just like Cooking Mama [$6.99 / Free], Gardening Mama will use the touch and tilt interfaces of the device to plant and cultivate various plant life instead of cooking. All we need now is a way to hook the two games together so you can cook in Cooking Mama with the ingredients you grow in Gardening Mama. Gardening Mama is still in development, but they expect it to be released later this summer.

Space Invaders HD is scheduled for release in July, and is going to be the classic game of Space Invaders redone for the iPad. It's a little hard to not roll your eyes at a "HD" version of a retro game like this, but they've actually done quite a bit to make the game really cool. Most notably is a single device two-player mode that works just like the cocktail table arcade machines, with players taking turns and the screen orientation switching just like back in the day.

Taito is using Space Invaders HD to test the waters before determining what else to do with the iPad, but not having "HD" versions of their existing games shouldn't dissuade you from checking them out on your iPad. The pixel art used in their iPhone games all look great with the iPad's scaling.

The next retro classic Taito is bringing to the App Store is Bubble Bobble, and I doubt I'm alone in hoping this game gets the same amazing treatment as Space Invaders did in Space Invaders Infinity Gene [$4.99]. Today all they were able to show is a basic demo of the game running with touch controls, but they assured me that Bubble Bobble for the iPhone would feature both a "retro" mode, and a new game mode they weren't willing to talk any specifics beyond telling me to not "expect something just like the original."

Moving on to game updates, Taito is committed to updating their popular games, both either through free updates or via in-app purchases. Cooking Mama has already had a few updates with new recipes, and there are even more coming. Taito is even debating recipe packs, potentially with seasonal or holiday themes.

Space Invaders Infinity Gene is getting a huge update, with both free and paid components. Everyone who owns the game will get access to a new ship, and the ability to turn the game sideways to shift the perspective in to a horizontal shooter. In-app purchases will be available to unlock different themes for the game.

These themes include Darius, Metal Black, and Night Striker. Each theme comes with their own unique ships, bosses, and remixed music that any fans of the original games should instantly recognize. Taito hopes the update will land on the App Store sometime next month.

As I mentioned before, they've got quite a bit in the works at Taito, and it's hard to not look forward to their future efforts on the platform especially with how great some of their recent releases have been– Especially Space Invaders Infinity Gene.

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Written by admin

June 18, 2010 at 10:15

‘Pro Zombie Soccer’ Review — Let’s sign this guy up ASAP!

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After a tumultuous release, where Apple seemingly played yo-yo with its iTunes availability, Pro Zombie Soccer [App Store] is finally here to stay, and aren't we glad for it! Comfortably one of the more anticipated titles here at Touch Arcade, Pro Zombie Soccer is developed by the 6-man operation at Super Awesome Hyper Dimensional Mega Team, whose founders have notched titles such as Plants vs Zombies and Worms into their belts.

That pedigree shows from the start– particularly where the artwork is concerned– an outstanding PvZ-stylized canvass of highly detailed, inked environments and characters make up the world of Pro Zombie Soccer. A world filled with the Zombification of everything from burly meat-cleaver weilding butchers to schoolgirls to riot-shield weilding zombie swat teams. And a lone, street-kid with a love of the world game.

The soccer-inspired gameplay of Pro Zombie Soccer begins on a stage very familiar to anyone who has played PvZ (and let's face it, who hasn't?). Zombies attack from the right of the screen, lumbering towards your lone hero armed only with a round ball at his feet. That's where the soccer gameplay starts and ends though, with the game playing out more as a sidescrolling shooter from thereon in.

By swiping up and down with your left hand you control Jax's shot angle, as you take aim at the approaching decaying horde. Releasing your thumb will let fly a thunderous kick, tearing apart zombie limbs with abandon before the ball graciously returns to your boot. It's a simple game mechanic that belays some pretty frantic action, particularly in the later game. Kicks can be charged by holding down your thumb before releasing, resulting in a power shot that is necessary to kill certain zombies.

The Zombies themselves have a range of personalities, and though most can be killed by kicking the ball into their heads (successive headshots build multipliers that are critical to hitting the highest echelons of scores), some require a more reasoned approach– our favorite being the gargantuan, viagra-induced zombie that requires a 'nutshot' to take down. Ouch!

There are three powers available to Jax as he builds up momentum; the lightning kick; the piercing kick; and the indomitable Laser attack (which sees Jax fire a kick into the heavens to knock an orbital laser off-course to reign destruction on your Zombie adversaries). Though they do alot to disperse the otherwise straightforward gameplay, we were a little disappointed to see them made available so early on. Spreading their introduction across more levels would have made their individual usage a little more special. As it is, you have access to all three from very near the start, and so the gameplay tends to get repetitive as it is almost always best to resort to the room-clearing laser attack.

The plot and level mechanics do somewhat remedy the repetitive gameplay. Just as levels start to feel same-ish, a well-placed surprise pops up that turns the game entirely on its head. One such instance sees an entire level devoted to the piercing kick, a bloodbath resulting as a million zombie limbs explode all over the screen. These aren't the exception to the rule either, as from halfway through it is clear that each subsequent level continues a headlong run into the realm of insanity.

There are 20 levels all up in Pro Zombie Soccer spread over 8 different environments. The levels can be played through in about two hours, which unlocks a hardcore mode (which pits you against way more zombies) and a Zombie Odyssey, survival mode. Though it's not the most content-heavy game out there, if the story mode was any longer it might have taken away from the game rather than added to it. Certainly any additional levels (if they are added as DLC) would need new gameplay mechanics to keep them interesting.

All told, Pro Zombie Soccer injects something a little different into the soccer games we're being bombarded with leading into the World Cup. Its PvZ feel is just as much a reference to its great artwork as it is to its quality finishing. Hardcore mode should provide just enough challenge for those who breeze through normal mode, and Crystal integration ensures all your scores are recorded, and your actions in-game are rewarded with craft achievements. What really makes Pro Zombie Soccer stand out in the end though is its entertaining story sequences and gameplay tie-ins, and a finale that is just plain epic. At only $0.99 (limited 66% off World Cup sale), it's a good time to pick it up.

App Store Link: Pro Zombie Soccer, $0.99

Note: For those of you toying with OSi4, an update is already in the pipeline to resolve current errors with the yet-to-be-released OS and PZS should be ready to go for it soon.

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Written by admin

June 17, 2010 at 22:15

‘Super QuickHook’ Review – The Spiritual Successor to Hook Champ (Now With Blast Processing)

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Back in the prepubescent days of console gaming, the leap from the 8-bit to the 16-bit generation was monumental. More colors, scrolling backgrounds, gimmicks such as Mode 7 and Blast Processing… and twice as many bits. What were bits? I didn't know, I was just a kid, but it didn't matter. I now had twice as many of them, and they made my video games look better and do things that I could have never imagined. Since those days, I've been just as devout a gamer as I was back then, but have yet to ever really feel that same magic of entering into the 16-bit generation. Little did I know that nearly two decades later I would capture that feeling again with Super QuickHook. The followup to developer Rocketcat's inaugural game Hook Champ, Super QuickHook takes everything great about the first game and expands upon it in every way. If you were a fan of Hook Champ already, then you most likely instantly purchased this game. But if you were like some people who never quite got into it, Super QuickHook makes some smart changes that may just win you over this time around.

Hook Champ was said to be inspired by 8-bit graphics, and Super QuickHook takes it a step further and adopts a beautiful 16-bit style. But it truly is merely “inspired by”, as the game produces graphics that would have never been possible on the 16-bit machines of the 90's. It looks simply stunning in motion. There's so much life in the little details of this game that even if you aren't a fan of 8 or 16-bit graphics you'll find it hard not to be impressed with Super QuickHook. It's bright and colorful, and the levels are nicely varied. Small touches like a flock of birds scattering from a tree as you pass by, or objects on the ground getting kicked up as you trot over them contribute to make the game come to life. The characters are all interesting and well designed, with no shortage of hats to adorn upon them. There's even a couple of extra playable characters you can unlock, with more coming down the line via updates. The music is also superb, fitting with the retro style of the game, and thankfully there's much more variety in music and sound effects than there was in Hook Champ.

Gameplay-wise, the same general concept from Hook Champ is carried over to Super QuickHook. You'll swing your character from left to right using a grappling hook, collecting coins along the way to spend in the game's shop on upgraded equipment and fabulous hats. While it seems mostly the same on the surface, two very important changes have been made to cater the game to a more casual audience. First and foremost, there is nothing chasing you through the levels (at least in the story mode) that forces you to either keep moving or suffer instant death. You're free to explore the levels at will and take as much time as you need to complete them. The other big change is the addition of checkpoints throughout the levels, so if you have a fatal mishap you don't have to start all the way over from the beginning as long as you've crossed one of these checkpoints.

These were the two biggest complaints from people that didn't end up liking Hook Champ, and it's great to see them rectified here. But it thankfully doesn't dilute the experience for the hardcore players either, since your final score for each level is based on time and coins collected. There's still plenty of incentive to find the perfect line through the level in order to net every coin, or figure out a new trick that can shave off a fraction of a second from your time. Another complaint you'd hear about Hook Champ was the brutal difficulty of some of the later levels, requiring pinpoint accuracy with the grappling hook to complete. Well, those type of levels are still here but are infinitely more tolerable thanks to the changes made. There's also reason to go back and replay each level, as you'll earn medals based on collecting all the coins, beating a developer's score, and finding the secrets stashed in each one.

And then there's Avalanche Mode. In addition to the 18 freestanding levels that are included, Avalanche Mode is an endless high score level that's randomly generated from over 60 different smaller set pieces each time you play. Unlike the normal levels, you have the constant threat of the avalanche chasing you as you go, much like the ghost from Hook Champ. You can also collect coins in this mode, making it a nice way to earn some extra cash for the shop. Avalanche Mode could easily sell as a completely separate game by itself, and has just as much depth and replayability as similar high score games like Canabalt or Robot Unicorn Attack. Rocketcat has also hinted that a second, harder Avalanche mode will be added to the game in the coming weeks. This mode will likely get the most play time from gamers, as it offers near-infinite replay value.

I haven't been this impressed with the evolution of a game of this nature since the original Metroid spawned the phenomenally brilliant Super Metroid. It won't alienate previous fans with the changes it's made, as it still retains the great feel of Hook Champ, but also intelligently caters to casual and hardcore gamers, offering the best of both worlds. The graphics are gorgeous, and despite the retro inspiration Super QuickHook is visually impressive even by today's standards. It offers so much content and such high production values, it's as near-perfect as any iPhone game I've played thus far, and is bound to be an even greater cult-classic than even Hook Champ was. It's a shining example of how a sequel should be done, and will live a long happy life on my device forever.

App Store Link: Super QuickHook, $1.99

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Written by admin

June 17, 2010 at 10:15

‘Puppet War FPS’ Review – Comparable To Pulling Off A Drive-By On Sesame Street

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Sometimes a game ends up being immediately appealing based on premise alone. Take Enviro-Bear 2010 for example. A bear driving a car through the woods coupled with MS Paint quality graphics creates an experience just absurd and hilarious enough to draw the attention of many players. Or more recently, Robot Unicorn Attack – the name alone says it all. Released last week, Puppet War FPS (first 'puppet' shooter) is built on a fairly awesome premise of it's own. You're a lone janitor, trapped on the set of the most popular kids program The Friendly Puppet Show. The puppets have decided to turn on humanity, and it's up to you to stop ever increasing waves of these fuzzy little guys before they take over the world. The concept alone is enough to garner a few curious downloads, but thankfully Puppet War also delivers satisfying arena-style first-person shooter gameplay, with excellent presentation and an assortment of clever weaponry to literally beat the stuffing out of your enemies with.

Right away you'll notice that this is a very attractive game. The bright, colorful studio set and sugary sweet music really make you feel like you're inside a kids TV show. The puppets all have the same general look (think Grover from Sesame Street) but come in a variety of sizes and arsenals. Smaller puppets bounce at you wildly making for a difficult target to hit, and larger puppets keep their distance and attack you from afar. There's even a kamikaze puppet with dynamite strapped to his chest that explodes when you get near. The puppets are all shaded nicely and look extremely authentic, and the big silly grins on their faces are just begging to get blasted as they happily trot in your direction. The janitor's onscreen arms and weaponry are also well done and look very realistic. The game just has a crisp, colorful look to it that's really appealing.

Speaking of weapons, the variety and inventiveness that's gone into creating your arsenal is a high point of Puppet War. You can choose one firearm and one melee weapon while playing, and new weapons of each kind can be unlocked and purchased as you progress farther into the game. There are standards like a baseball bat, machine gun, or shotgun, but the real fun comes with some of the more unusual weaponry. One example is the plunger crossbow, which lets you shoot plungers one at a time, giving you a one shot kill if you land one right on their kisser. Even better is an industrial sized set of pliers that pinches the nose off the puppet's face, causing their head to explode (naturally). The chainsaw and katana are also really satisfying with their sheer brutality. In short, popping caps into puppets is some of the most fun I've had in a long time.

As much fun as the game is, there are certainly a few downsides to Puppet Wars. The most glaring is the fact that there's only the one map. Battling puppets in some different environments would be nice, and the app description alludes to this happening sometime in the future. But right now, the one location gets a bit old after a while. The game can also get pretty difficult around the 15th level, and the amount of money you earn as you go isn't quite enough to be able to purchase all the unlocked weapons you'd like to. Since you can't replay levels to earn more money, you will have to make do with the weapons you have through some of the tougher levels until you earn enough to buy some heavier firepower. The controls work pretty well, with an analog stick in the lower left corner and a fire button in the lower right, and dragging on the screen for aiming. It's a great setup, but it's the only one available, so if you need inverted controls or a left-handed option you're out of luck. Also, the fire button wasn't as responsive as it should be at times, which doesn't happen often but can be frustrating with enemies swarming around you. The collision detection seems a bit off too, with plungers sometimes going right through a puppet.

These issues don't really detract from the overall enjoyment of Puppet Wars though, and it has surprisingly become one of my current favorite games. It may not strike a chord as much if you're not into the ironic humor of destroying wholesome children's entertainment with fearsome weaponry, but for those that like that type of thing you'll not only be laughing out loud frequently but you'll really be testing your FPS skills as well. There's actually a really great game under this graphical coating.

App Store Link: Puppet War:FPS, $1.99

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Written by admin

June 16, 2010 at 22:15

WWDC 2010: Fish Labs and ‘Galaxy on Fire 2′ for the iPad

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During WWDC this week we met with Michael Schade, a developer of Galaxy on Fire 2 by Fish Labs, who walked us through some of the features of the upcoming iPad game and gave us a brief hands on. This sequel of Galaxy on Fire [$5.99 / Free] has similar roots, and actually started as J2ME game that weighed in at a meager 1 megabyte. Galaxy on Fire 2 is a space conquest game, with a massive galaxy map to explore, multiple factions to align yourself to, a dynamic economy, and tons of other neat features that all add up to an impressive amount of depth.

Specifics are a bit vague at this point as the iPad game is still in development, but from our time with it we were shown an extensive listing of achievements to unlock, as well as just the tip of the iceberg of ship customization with all kinds of different weaponry. As you play through the game, the faction system will become an important gameplay component as the missions you choose to do effect your standing one way or the other with the various organizations floating about space. Combat seemed to work similar to the original Galaxy on Fire, with completely free and open battles in space with whoever you feel like shooting at (or running from).

Fish Labs recently released a developer diary discussing the art of the game. What piqued my interest the most from this is the screenshots showing the clear evolution of the Galaxy on Fire series of games.

Starting with the original J2ME version compared to Galaxy on Fire for the iPhone:

And finally, Galaxy on Fire 2 for the iPad:

Fish Labs plans to launch the game on the iPad in September for $9.99 with an iPhone version coming later at $7.99.

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Written by admin

June 14, 2010 at 2:15

WWDC 2010: Ezone’s ‘Hover World’ Looks Really Promising

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Simon Edis of Ezone met with us at WWDC to show off their latest creation. Ezone has been responsible for such titles as Crazy Snowboard, Scarecrow and many more. When we first heard about that they were working on a hoverboard game, my initial thought was that they would simply be reskinning their existing snowboard game. But, instead of another downhill racer, they actually have created the beginnings of what feels more like a 3D exploration platformer.

Explore a turbo-charged 3D world of the future with your fully customized avatar. Hover World features high-speed racing, half-pipes, grinds, loops, exploration, fighting, puzzles, and infinite unlockables. Coming soon to iPhone, iPad, and iPod Touch.

Central to the game is a world hub where you can fly around and get upgrades and customizations. From there, you can go to any one of many portals that take you to different levels with independent missions. We're told these missions can be one of various goals including collecting gems, tricks, fighting and potentially more. The early version of the game that we were shown showed how you could get from one mission to another and the various environments possible.

On the hoverboard, you can perform tricks on supplied obstacles such as ramps, half pipes, loops and more, along with a trick system planned. Some of the other features they've listed show a pretty ambitious project:

  • Collect gems (the in-game currency) to unlock items, upgrades, and character accessories
  • Customize: play as male or female, change face, hair, hats, skin, clothing, boards, accessories, etc
  • Discover hidden secrets by solving puzzles and completing challenges
  • Create your own skate-park area with items you unlock
  • Social game-play lets you visit your friends' customised skate-park
  • Episodic updates with additional content including new gameplay areas, missions, items and character accessories
  • PhysX engine for realistic motion and collisions

Here's Edis showing us the game hands-on at WWDC:

Edis also reports they have plans for allowing you to dismount your hoverboard as well to participate in some types of missions. It's still early, and the final game remains a few months off, but the early prototype had a great feel and shows a lot of potential. We're looking forward to see if they can fill in the game content with missions and goals to match. Hover World is expected to be released as a Universal Binary with support for iPad, iPhone and iPod Touch.

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Written by admin

June 12, 2010 at 2:15

WWDC 2010: Glu’s Upcoming Game Lineup – ‘Escape from Nom’, ‘Build-a-Lot 2′, ‘Deer Hunter African Safari’ and ‘Deer Hunter 3D for iPad’

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During WWDC this week we met with Glu to get a peek at their upcoming game lineup, along with the not entirely surprising news that they're going to be shifting towards the freemium market towards the end of this year. In the meantime, they showed us four of their upcoming games, which will all be coming out in the next few months.

Escape From Nom – A physics-powered puzzle game where you have to aim a colored circle (named Alan) to get to the bottom of the water at the bottom of the screen. You can control where you drop Alan, and levels often involve either using existing or placing new gizmos in to the game world to bounce off of to avoid being eaten by the Noms, multi-colored blobs which are either stationary or moving about.

Much like Enigmo, later levels require a quite a bit of thought and manipulation of various objects to bounce Alan about. Some levels even have Alan starting out as a different color than the water, at which point you must have him bounce off an appropriately colored bumper in order to change to the correct color to complete the level.

Escape From Nom also comes with a full featured level editor which will allow you to create and share new levels. Aside from user-generated levels, the game will come with 30 pre-made levels of increasing difficulty across 3 different game worlds. Escape From Nom will be released soon, potentially even before the end of June.

Build-a-Lot 2 – This is a sequel of the original Build-a-Lot, which came out in early 2009. We liked the original in our review, and it sounds like the sequel is more of the same with additional enhancements. There are new blueprints to unlock, and a new curb appeal system that adds another level of depth to the game as curb appeal increases as a house is built closer to a playground and other desirable structures.

Tons of other parts of the game has been tweaked, and it's safe to say if you enjoyed the original you will also like the sequel. Build-a-Lot 2 is expected mid-July and Glu is also working on an iPad-optimized version of the game.

Deer Hunter African Safari – More of the same Deer Hunter action, this time set in Africa. You'll be able to do 3 different hunts in 4 separate locations and shoot exotic game like lions, zebra, kudus, elephants, and other virtual African animals begging for your bullets. Like the other Deer Hunter games, there will be DLC to purchase additional equipment and other fun hunting toys to allow you to more efficiently cleanse the land of life.

Deer Hunter African Safari will be available mid-August.

Deer Hunter 3D for iPad – The original Deer Hunter 3D is making its way to the iPad, with 16 different hunts in 4 different locations. 7 different types of animals are packed in to the game, and there are 13 different weapons to shoot them with. Everything is up-scaled to 1024×768, and the game looks just as good as you would expect on the iPad.

Deer Hunter 3D for iPad is coming in early July.

[source]


Written by admin

June 9, 2010 at 6:15