Archive for the ‘Unreal Engine’ tag
‘Brandnew Boy’ Review – A Little Bit Of Style, Panache, And… Batman?
As much as we may not want to admit it, a game’s style goes a long way—especially in a market as crowded as the App Store. With so many games from so many developers, the right icon and the right visual presentation are often the be all and end all of standing out from the pack. And while those of us who love games know that graphics don’t make for a good game, it’s hard to ignore the allure of stylish games.
That’s why I jumped on Brandnew Boy [ $3.99 ], the latest action RPG from Oozoo. Sporting the Unreal Engine and a beautiful cel-shaded art style rich in color, the game is instantly stunning—especially in motion, where the smooth framerate and fast action prove to make an already-attractive game even more gorgeous. Much of the is because of its presentation.
Thankfully, unlike some pretty-yet-disappointing games out there, Brandnew Boy manages to delight in terms of gameplay, as well. It’s certainly not the best action RPG on the platform, but its unique combat controls and hearty adventure make it worth a spot on your home screen.
The game puts you into the shoes of a mysterious man known only as the “Rookie” as he finds himself lost in a strange, egg-filled world. Through a set of bite-sized standalone missions and countless objective-tweaked variants, you’ll come to learn more about Rookie and his quest, the world around him, and the creatures within it. During your adventure, you’ll venture forth to fight increasingly-tough battles and increasingly-gigantic bosses.
It’s the game’s take on combat and not its story, though, that makes it worth checking out. Through some intuitive touch controls and the introduction of a simple timing mechanic, combat in Brandnew Boy is transformed from the standard “hammer buttons to attack” into something a little more elegant and entertaining.
To initiate an attack on an enemy, you tap on it. To continue to attack, you can continue to tap. It’s simple, straightforward, and effective. Where things get interesting, though, is in the game’s combo system. As long as you can maintain steady attacks within a brief window, you will maintain a combo that makes you increasingly powerful. To do so, though, you need to time your attacks with a small timer bar. Pressing too soon or too late in succession, or failing to dodge an enemy attack with a swipe in the desired direction, will lead to your combo being broken.
In practice, combat starts to feel like a strange hybrid of Batman: Arkham Asylum. There’s a certain rhythm and candor to Brandnew Boy’s combat; Rookie’s graceful jumping and twirling between enemies and across the battlefield in a single combo seamlessly will be startlingly familiar if you’ve played the Dark Knight’s recent console outings.
Stringing long combos together is and stays incredibly satisfying throughout, and it evolves as you add more skills to your arsenal which allow you to prolong your combos even further. All told, combat is fast, fluid, and fun—especially when combined with the game’s focus bonus “time trial” medals, which push you to finish levels as fast as possible while maintaining a high combo and doing no damage.
Filling out the roster of requisite action RPG features is a complete upgrade system for the game’s main character and a summon system of sorts. Skills and equipment can be purchased and upgraded with a fairly straightforward if not uninspired progressions system, and you can earn the ability to summon unique pets by defeating the game’s handful of bosses.
Sadly, for all the framework wrapped around the game’s combat system, Brandnew Boy does come off as a bit of a one-note tune. Combat itself is satisfying, but it also lacks variety or depth in the long run, and the game’s story and progression systems do little to stave off fatigue should you play the game for hours on end.
Should the developers infuse the game’s core combat with a little more variety and flesh out the game’s other systems (skill trees for character development and more gear), a sequel to Brandnew Boy could find its place at the top of “best iOS RPGs” in short order. That said, the game you can buy today is a solid one in its own right, even if only for its unique, rhythmic combat.
Color me curious about what this developer does next.
TouchArcade Rating: 
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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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The Original ‘Infinity Blade’ is On Sale for Just a Buck
It’s hard to believe that it’s been more than a year since Epic Games and Chair Entertainment released Infinity Blade [99¢], an Unreal Engine-powered sword battling RPG that redefined what we could expect from visuals on the iOS platform. They released the sequel, Infinity Blade II [$6.99], this past November, and basically improved upon everything in the first game. However, the original Infinity Blade is still really great, and I still find myself playing both titles regularly.
If you’re one of those people who haven’t dived into the whole Infinity Blade thing yet, now would be a good time to check out the series yourself without much risk, as the first game is on sale for its lowest price ever at just 99¢. Even if you don’t think the Infinity Blade style of game is for you, you at least owe it to yourself to drop a buck on it and find out for sure. I really didn’t think much of the game when it first came out, if truth be told, but I continued playing and somewhere along the line something just “clicked” and I found it almost impossible to put the game down ever since.
You can read our full review of the first Infinity Blade if you need some more insight, and if you like it and want some more, you can check out our review of Infinity Blade II as well. This sale is advertised as an April Fool’s sale, so be sure to grab it quick as there’s no telling how long it will last.
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Free to Play ‘Dark Meadow: The Pact’ Hits; ‘Dark Meadow’ Proper Updated – Here’s What You Need to Know
Earlier this month we caught wind that Phosphor Games was planning to give the paid version of Dark Meadow [ $5.99 ] a free to play extreme makeover. Our community caught wind, formed up the all too predictable angry mob, and the next day Phosphor decided that the free to play version would come as a separate app instead of updating the existing paid version.
Last night, two things happened. First off, Dark Meadow: The Pact [ Free ] hit the App Store, offering players who never tried the original game a free opportunity to dip their toes into the Dark Meadow universe. Secondly, Dark Meadow was updated to have all the improvements of the free version. This includes Retina Display support for the new iPad and some new content which comprises both new areas and enemies as well as weapons. Getting around in the game is also easier, as they’ve not only added an in-game map, but also the ability to warp around so you don’t have to totally start over when you die.
Regardless, I’d still back up your original Dark Meadow .ipa file before updating in case you ever want to go back, especially if you’re the kind of person who hates shoehorned IAP currency. The way I (and a lot of our community it’d seem) from Phosphor on how they were going to split the free and paid versions was more along the lines of “We’re going to add the tweaks and new content from the free to play version to the existing paid version, leaving all the wacky micro transaction stuff to the free version.”

Unfortunately, what we got is an update which adds all the IAP currencies as well along with a consolation prize of sorts which amounts an ability to toggle the ads off along with some normal coins, sun coins (the IAP currency), along with some consumable health packs and bombs. (Bombs destroy enemies without needing to fight them.)
The IAP currency balancing is also crazy. If you want any of the new items which are purchased with sun coins, even in the paid version, you have three options:
- Grind for eternity farming up kill streaks to earn sun coins.
- Buy sun coins via IAP.
- Complete referral offers like signing up for credit cards and online dating sites among other things.
Weirder yet, the way these referral offers are balanced against the actual IAP makes no sense. For instance, one of the referral offers asks you to buy a PC or Mac game from for $2.99. This rewards you with as much IAP currency as the $9.99 bundle of sun coins, but you also get a PC/Mac game out of the deal. Normally I’d say this isn’t that big of a problem because you can just try to ignore the IAP items and play the game with what you can get with in-game coins… BUT.
The problem with this line of thinking and Dark Meadow is that character progression in these Infinity Blade-like games hinges on gear unlocks, while both saving up and looking forward to the next weapon you can afford. Yes, it’s entirely optional, but looking at what you can buy with the non-IAP currency from the in-game item shop feels like ordering off the kids menu when compared to the substantial difference in power found in the premium IAP-currency items.
That being said, if you can deal with this proverbial carrot being dangled in front of your face while you play through both the free and paid versions of Dark Meadow, the gameplay is actually legitimately better than it was before. IAP schemes aside, combat feels much more responsive, the ability to warp back to near where you were when you died was sorely needed, and it looks great on the new iPad.
The good news is that the guys from Phosphor are responding to user feedback, and seem genuinely interested in making players happy. That counts for something, although I’d be lying if I said I wasn’t disappointed in this trend on the App Store. Dark Meadow was one of the early games powered by the Unreal engine, and it’s sad to see the game go down the same free to play path as everyone else instead of just proudly existing as a premium showpiece title.
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3 Big Retina iPad Updates – ‘Epoch’, ‘Paper Monsters’, and ‘Waking Mars’
‘Sminis’ Review – No Popping, But Plenty Of Locking
It’s hard to appreciate a novel game when clunky stuff enters the picture. Sminis [$.99] is one of the few Unreal Engine 3 games on the App Store that doesn’t look like an Unreal Engine 3 game, and it’s one of the few puzzlers out there that tries to be something different. I also have a man-crush on its attempt to feel at home on touch devices, as it doesn’t try to do too much despite being rendered in 3D. On the other hand, it suffers from a hairy problem: its core design flashes ruthlessness too often, leaving you squirming helplessly in the hands of overindulgent design decisions.
Sminis are tiny, and supposedly sentient, robot beings crafted by an evil scientist in order to help him do, uh, evil stuff. After a “freak accident,” the Sminis are free to bust out from the scientist’s contraption-filled lair. You play as a maestro-god tasked with guiding entire groups of Sminis simultaneously through the scientist’s Frankenstein machines. Lose too many Sminis to a saw, hydraulic press, or a moving platform, and it’s game over.
Think of Sminis like a new-age Lemmings. Sminis act on their own accord unless you tell them to start or stop with a simple tap on the screen. Presented in a couple of different perspectives, each level has you actively guiding these little guys through various timing-based traps. Sminis are a manufactured good, however, so they’ll keep spilling out of spawns as you guide one or two along a level’s rote path. The catch is that Sminis also possess timers. Stopping one may start others, and so on. If two Sminis touch, you lose both. Each level has a cap of Sminis you can lose. Greater difficulties stress increasingly clean runs.
In the smaller and more focused levels, the individual Sminis timer is an enjoyable, if not wholly pleasant, aspect. It’s a second layer of complexity that compliments the other perfectly. But later, the individuality of the game’s parts can feel overwhelming. Quickly enough, gone is the air of coherent, puzzle-driven play, as the entire experience devolves into a mess of sloppy reactions and stupidity thanks to the sheer amount of moving stuff on-screen. In these moments, it’s like Sminis is afraid to let you breathe.
In one level, for example, you’ll be forced to navigate Sminis moving from three spawns onto three moving platforms set at a very, very specific pace. The timing here seems to revolve more around luck. Take a second to think, and you’ll lose a Smini. Watch the platforms, and you’ll lose a Smini. I should note that, all too often, it’s possible to glean an absolute solution by peering into the level designer’s mind and synching each Smini at specific, undrawn checkpoints. Levels all have a specific rhythm, and you’ll squirm while trying to figure them out.
There’s some solace to take in the schizophrenic pacing; some levels indisputable walks in the park compared to their predecessors. Another helpful thing when you come down with the Sminis blues? The fact that it’s clearly different. It isn’t a match-three. It isn’t a block rotating game. And it isn’t a word game. It’s a novel experience, so that keeps you moving.
It’s disturbing that the consistently awesome look of Sminis hasn’t influenced what goes on in the game. It looks good, if not unique. Only a handful of UE3 titles on the App Store attempt to be something more than “Shiny Dude Kills Everything Part 3.” This has some touch and character, as well as a fun, cutesy vibe.
But while Sminis always looks good, it tends to take big, scary dives in puzzle quality. At the same time, it’s hard not to recommend it alongside a few caveats. Sure, it can be a tad ruthless, and yeah, the mechanics can feel clumsy, but in bursts, Sminis feels good.
TouchArcade Rating: 
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GDC 2012: New Action RPG ‘Spiral’ Slated for This Year, Uses Unreal Engine
We met with here at GDC who were showing off an extremely early playable build of their new action adventure title Spiral. Built using the Unreal Engine, the game is looking pretty nice even in its early state. I’ve always felt that most Unreal titles look a bit “samey”, kind of dark and gritty, and the Pixel Hero team made a conscious decision to try and make Spiral look a bit different from the rest. It has a more cartoon/anime edge to it, which not only makes it stand out but also ensures the game can run on 3rd generation devices and up.
The plan for Spiral is to release it episodically, with the first episode hitting in the 4th quarter of this year. They are still finalizing just how many episodes the entire game will have, but it will likely end up with around 4-5 episodes which will each run around 3 hours to complete. Aside form the episodic storyline, there will be an arena-like mode too for when you only have a few minutes and just want to jump into some combat action. In both the story and arena modes, experience is gained which can go towards upgrading your character attributes and weapons.
Another conscious decision from the team behind Spiral was to eschew virtual sticks and buttons for a native touch screen control scheme. I always appreciate games that feel like their built for the iOS platform, and despite a few quirks due to the early nature of the game, Spiral’s control feel fairly intuitive. Simply tap where you want your character to move, touch NPC characters to interact, and tap on enemies to attack.
The combat moves are context sensitive too, so if you’re fighting with an enemy that’s far away, your character will use a ranged weapon automatically. If they’re up close, it’s a type of melee attack. You can also choose to upgrade your characters in these various areas based on your preferred style.
We should be hearing more about Spiral as development moves along during the year, and keep your eyes peeled for a trailer which should be hitting soon as well.
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‘Batman Arkham City Lockdown’ Gets a Big Update
So back in early December, we were kind of caught off guard when Batman Arkham City Lockdown [$5.99] hit the App Store. There had literally been zero hype for the title previously, and to top it off it was developed by Mortal Kombat studio NetherRealm using the Unreal Engine, which was surprising but great at the same time. Besides the interesting peripheral elements though, Arkham City Lockdown itself was actually pretty outstanding.
It used a slightly dumbed-down version of Infinity Blade style combat, but came packed with an interesting character progressions system with tons of upgradeable items and abilities. Maybe an even more important point was that it just oozed that Batman character through every facet of its visuals and presentation, adding a lot of fan appeal to the gameplay.
Today Arkham City Lockdown received its second update, with the most significant addition being a new section of the city, the Industrial District, which features Harley Quinn and new “timed thug fights.” There’s also a new Batarang mini-game and two new character skins, one for Bruce Wayne which is free and one for Batman Inc which is $.99. Finally, the update gets rounded out with a level cap that has been raised from 30 to 35, additional achievements to earn, and a new Critical Strike branch to upgrade inside of the Waynetech combat training.
All in all a pretty nice update for Batman Arkham City Lockdown. Make sure to check it out, and hopefully NetherRealm has even more Batman updates planned for the future.
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The TouchArcade Show – 38 – "…As a Recovering KoRn Addict"
This week on The TouchArcade Show, the crew powers through mini-discussions about KoRn and mysterious sodas with pumas emblazoned on the can to bring you the latest, hottest, and best in iOS news and commentary. At the top, we dig into Pizza vs. Skeletons for the final time, discuss Hero Academy’s sign-up system, and crack into games like Ragdoll Blaster 3 and Dodonpachi Blissful Death.
Later, in our news section, we sound off on several juicy topics including the release and subsequent broken-ness of Battlefield 3: Aftershock and Double Fine’s Kickstarter.
If you’d like to listen in, go ahead and do so via the links below. Additionally, you could subscribe to us on iTunes and Zune and get our episodes the second they hit the Internet for your consumption. All the cool kids do it.
iTunes Link: The TouchArcade Show
Zune Marketplace: TouchArcade.com Podcasts
RSS Feed: The TouchArcade Show
Direct Link: TouchArcadeShow-038.mp3, 39MB
Here’s your show notes:
GAMES
- Pizza vs. Skeletons
- Ragdoll Blaster 3 [$.99 / HD]
- Hero Academy [Free]
- Dondonpachi Blissful Death [$4.99]
- Dariusburst SP [$10.99]
JARED’S KITTY KORNER
- Pussy Malone And the Cow Snatchers From Space [Free]
NEWS
- Ngmoco Hit With Layoffs
- Epic Issues Indie Game Dev Challenge to Remake ‘Fighting Fantasy’ Books in the Unreal Engine
- Double Fine Asks For Kickstarter Support On New Game, Totally Gets It
- ‘Battlefield 3: Aftershock’ Hits the US App Store for Free
- ‘Mass Effect Infiltrator’ and iPad Companion App Announced
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Epic Issues Indie Game Dev Challenge to Remake ‘Fighting Fantasy’ Books in the Unreal Engine
We’ve just got word that Epic has teamed up with online college and game jam host for the upcoming Make Something Unreal Live event which puts four startup studios against each other to create a game using the Unreal Engine. These sort of competitions seem to happen with reasonable regularity, but what makes this one more interesting to us than most is two things: First off, all of the games will be specifically developed for the iOS platform. Secondly, Epic has licensed the Fighting Fantasy IP.
Fighting Fantasy is a series of game books which are also available on the App Store. We’ve posted about these game books in the past, and they’re really clever works of interactive fiction that work great on iOS devices. We’ve been told that the games these studios will be working on are going to be 3D adaptations to these books, and need to stay faithful to the original IP, which sounds like an interesting challenge.
The four games will be revealed on April 10th, and while I can only speculate what the quality of each of the games will be, it’s really cool seeing Epic hosting these challenges with iOS specifically in mind.
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