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‘Dungeon Defenders: First Wave’ Launching in December for iOS, Powered by Unreal Engine 3

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Last month we came across some interesting news about an iOS version of the upcoming Dungeon Defenders game that will be launching for PC/Xbox Live/Playstation Network early next year. Dungeon Defenders is a tower defense game with a healthy dose of action/RPG elements thrown into the mix, though at the time of our preview there were scant details available about the looming iOS version of the game. Late last night, developer Trendy Entertainment released a brand new video of the mobile version of Dungeon Defenders, which will be called Dungeon Defenders: First Wave.

While the core gameplay of Dungeon Defenders: First Wave appears to be rooted in the tower defense genre, players will seemingly have a ton of freedom to roam around the battlefield using their created character, giving it an added action/RPG element. The characters you create will also be able to transfer to the PC version of the game for cross-platform play, though this feature won't make it to the more closed Xbox or PS3 versions. Also included in the description of the video is that Dungeon Defenders: First Wave will be powered by Unreal Engine 3, which explains why this video looks so gorgeous and very near to its console counterparts:

Other tidbits of information that can be found in the upcoming games thread in our forums is that Dungeon Defenders: First Wave will launch around the middle of December for $2.99 with an accompanying lite version. The game will support Game Center for achievements and multiplayer between iOS devices, and will support Retina Display. Like many of the more advanced titles coming out as of late, Dungeon Defenders: First Wave will only be available for 3rd generation devices and above, including the iPad. This definitely looks like one of the more interesting titles to be hitting the App Store this year, and we'll be looking forward to bringing you more information on Dungeon Defenders: First Wave when it releases next month.

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November 22, 2010 at 22:15

‘Infinity Blade’ Creative Director Calls it a Blend Between ‘Karateka’, ‘Dragon’s Lair’, and ‘Punch-Out’

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We've been kind of going crazy with Infinity Blade news lately, but it's hard to not get excited for the first real game to come to the iOS platform that utilizes Unreal Engine 3 technology. Sure, Epic Citadel [Free] is an excellent display of the power of the platform, but it's little more than a tech demo. MTV Multiplayer also had some time with Chair creative director Donald Mustard and they were able to get even more details regarding just what we can expect of the game.

Mustard confirms that the castle in Infinity Blade is in fact different from the one found in Epic Citadel, and went on to discuss the sword fighting nature of the game:

Mustard's goal with "Infinity Blade is to "make a real sword fighting game. A game where it's not just mashing buttons or pressing A to unleash an attack." On the iPhone and iPad, Mustard and his team found an ideal platform for the concept. "It'd be perfect to use this touch screen to where, basically, I swipe on the screen, and I've got this dude who swipes with me. We can actually make a sword fighting game where, if an attack is coming in at a funky angle, I can swipe my sword into it and parry the attack away."

He then goes on to describe Infinity Blade as "a blend between 'Karateka,' 'Dragon's Lair,' 'Punch-Out,' with a whole bunch of other 'Chair-ness' thrown into it." We'll be able to explore the castle for loot in between battles, and while we knew there was going to be free post-launch updates, I don't think anyone expected the amount that they're planning which Donald Mustard is describing as "like a constant stream of free content," citing games like Pocket God and Doodle Jump as examples of how well updating works.

If you're as excited as we are about Infinity Blade, be sure to read the full interview and if you haven't already, take a look at the trailer we posted earlier today.

[via MTV Multiplayer]

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November 5, 2010 at 22:15

‘Infinity Blade’ Debut Trailer Released

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Chair released a brief trailer for Infinity Blade this morning. Formerly known as Project Sword, Infinity Blade was initially unveiled at the September keynote. Recently, all kinds of details have been pouring out, and they even announced that this Unreal Engine-powered game will be available for the holidays.

Check out the trailer:

It will be interesting to see how the game actually plays, and how deep the RPG elements go. From the looks of the trailer, Infinity Blade is an entirely swipe controlled fighting game that allows you to upgrade the gear your character is equipped with. I really can't wait to see this game running on the Retina Display.

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November 5, 2010 at 18:15

‘Gears of War’ Possible on iPhone in Two Years According to ‘Infinity Blade’ Creative Director

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If you were excited after yesterday's story about Infinity Blade (previously known as Project Sword), wait until you get a load of this. Eurogamer tracked down Donald Mustard, creative director of Chair Entertainment which is the Epic Games subsidiary responsible for Infinity Blade development. Here's what someone who has spent months working with the Unreal Engine thinks about the potential of Infinity Blade and the Unreal Engine on iOS devices:

"I didn't take it that seriously until we started making this game," he explained. "Now I'm like, 'Oh my goodness, this is literally going to be the best looking handheld game ever made'. It's way beyond what a DS or PSP could do.

"I think it's going to be an interesting future, especially if in two years we can really run Gears of War on an iPhone."

Now, that two year figure assumes we'll see incremental hardware upgrades like we have so far, and later he goes on to clarify that we'll at least see games like this within five years. This raises other potential issues though, such as are gamers going to be interested in playing a full game experience like Gears of War on a handheld touch screen device? Will it be commercially viable for developers to invest their time in to building games of this caliber if App Store price points remain the same? What does this mean for Nintendo and other handheld device manufacturers? (For instance, Joystiq recently reported the 3DS was below the minimum requirements for the Unreal Engine.)

Regardless of what actually happens, I think we can all agree that this is an incredible time to be a gamer– Especially with an iOS device in your pocket.

[via Eurogamer]

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November 3, 2010 at 22:15

Unreal Engine 3 Powered ‘Project Sword’ Renamed to ‘Infinity Blade’ – Coming This Holiday Season

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We've been following Infinity Blade (Previously known as Project Sword) for quite a while now. We first saw it at the September keynote where Epic Games revealed that they'd be bringing the Unreal Engine-powered fighter to the iOS platform. Almost immediately following, Epic Citadel [Free] was released. This free universal tech demo was by far the most impressive display of the graphical capabilities we've seen of iOS devices yet. Our community seems to agree, so much so that it almost seems to be a TouchArcade meme to proclaim that something should be more like Epic Citadel.

Today Epic revealed even more details on what Infinity Blade is going to be all about. A press release blasted out earlier reveals the following gameplay details:

Taking handheld gaming to new heights, the graphically intense “Infinity Blade” features adrenaline-fueled sword battles and epic boss fights set in the realm of a fully 3D castle. The game’s robust single-player mode features an intuitive combat interface and simple touch controls which enable hardcore and casual gamers alike to engage in fun, furious battles. As play progresses, players gain experience, build stats and earn more powerful items to prepare their knight for the final encounter with the game’s nemesis, the God-King.

Updates are going to be released for free, and it sounds like one of those updates will include the Game Center-powered multiplayer that we heard about at the keynote. Pricing and the official release date are both still pending.

We're following Infinity Blade closely and will provide any additional details we receive.

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November 3, 2010 at 2:15

GDC Online 2010: Vice President of Epic Games on Epic Citadel and the iOS Platform

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TUAW's Mike Schramm tracked down Epic Games Vice President Mark Rein and asked some questions on Epic Citadel [Free] and other things to do with the iOS platform. The whole interview is worth reading, but what really struck me is that the iPhone 3GS, not the iPhone 4, was what originally interested Epic Games in porting their engine to the platform:

Epic Citadel is most popular on the iPhone 4, but Rein actually says it was the iPhone 3GS that really sold Epic on the power of gaming. "The iPhone 3GS is a very powerful device," he told me, "and it was really the first mobile phone that broke over the line of something we could actually run Unreal Engine 3 on without making significant compromises." Of course, Epic Citadel is just a demo for the game code-named Project Sword, a full RPG title that Epic is releasing soon. And while I did ask, Rein didn't offer up a price or date yet.

Also of note is that Rein hinted that Project Sword, the Unreal Engine powered game unveiled at Apple's September keynote address would be more expensive than your typical iPhone game, even citing higher-priced premium titles that have succeeded on the platform.

If you haven't yet, now is a great opportunity to give Epic Citadel a try. The things the Unreal Engine is capable are able to do on iPhone hardware is absolutely breathtaking and will completely blow you away.

Now, to get back to waiting for more Project Sword details…

App Store Link: Epic Citadel, Free (Universal)

[via TUAW]

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October 8, 2010 at 2:15

Unreal Engine 3 Tech Demo ‘Epic Citadel’ Available for Free

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As part of today's keynote, Epic Games showed a brief tech demo of the Unreal Engine 3 running on an iPhone. In a surprise twist of events, this very same tech demo just appeared on the App Store mere moments ago as a free universal app. If you've got an iPhone 4, iPhone 3GS, 3rd Generation iPod touch, or iPad, feast your eyes on Epic Citadel [Free].

The 82.2MB tech demo includes a medieval town to explore, complete with a bizarre and a "mysterious cathedral". If you've been waiting to see just what the latest-generation iOS lineup of devices is capable of, you really need to check this out. Epic Citadel is a fantastic display of the potential of future gaming on the platform, as it has been developed using the exact same tools and technology that developers are using now to create high-end console games.

App Store Link: Epic Citadel, Free (Universal)

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September 2, 2010 at 0:15

TouchArcade Podcast #9: Kepa Auwae and Hook Champ

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626134Kepa Auwae of Rocketcat Games joins us this week in our first podcast of 2010. We sat down and talked about Hook Champ, some future iPhone games and the recent rumors of an Apple Tablet.

Rocketcat Games

  • Hook Champ – We talk about Hook Champ, the development process, and their plans for the future.

Upcoming Games and News

  • Unreal Engine 3
  • Mirror's Edge for iPhone
  • Marble Madness
  • Apple Tablet Rumors

Podcast: Subscribe in iTunes or Direct Download (M4A, 41MB)

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January 6, 2010 at 2:05

iPhone Games: The Most Anticipated Games of 2010

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ta_logo_whiteThere's no doubt that 2009 has been an amazing year for iPhone gaming, but in looking ahead to 2010, compiling a list of the things we're looking forward to the most proved to be just as challenging as listing the games we most enjoyed in the past. To wrap up our series of year-end "best of" articles, let's take a peek at things we're excited to see released or hear more about in 2010.

Without a doubt, the current elephant in the room of indie iPhone gaming would have to be the recent news of Unreal Engine 3 running on the iPhone 3GS and 3rd generation iPod touch. Details are still hazy at best as to how licensing this engine is going to work, as well as how much (or how little) effort it will take to port existing projects which utilize the Unreal Engine 3 to the iPhone. There are a ton of great games either already released or in the works that rely on Unreal Engine 3.

bioshockInterestingly enough, BioShock not only runs within Unreal Engine 3 on the PC, XBOX 360, and PS3, but in late May of 2008 was "coming soon" to the iPhone. It seems unlikely that over a year and a half later that we'll ever see something similar to the BREW demo, but if 2K Games was interested in bringing BioShock to the iPhone at one point… It may not be much of a stretch to think that if porting a existing Unreal Engine 3 game to the iPhone engine isn't that involved that we could be harvesting Little Sisters on the go in the undersea city of Rapture at some point in the future.

Similarly, in February of this year, Bethesda Softworks' Todd Howard indicated that one of Bethesda's next projects is an iPhone game. Bethesda is famous for its extensive RPG's, so it is somewhat conceivable that a project typical of Bethesda's scope is still in development. Howard is the executive producer responsible for both The Elder Scrolls series as well as Fallout 3, and with the fan following both game series have, anything they release on the App Store should do well.

In late August, Rockstar Games announced that Grand Theft Auto: Chinatown Wars was coming to the iPhone. Originally slated for fall of 2009, little is known about the current state of the game. Given the subject matter of previous titles in the Grand Theft Auto series, it's not hard to imagine that Rockstar may have missed their target release timeframe by going back and forth with Apple attempting to get the game approved.

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Originally announced at GDC this year, OnLive is a gaming-on-demand service which aims at applying the cloud computing model to gaming. Allegedly, all you will need is the OnLive "microconsole" and a fast enough internet connection to play the latest and greatest video games streamed over the internet. Apparently, OnLive also works on the iPhone. We didn't originally report on this due to the vaporware nature of OnLive in its current state, but if it does turn out to work as advertised, it could shake the foundations of mobile gaming.

Augmented reality games have shown great promise in tech demos, but currently all of the games that use the iPhone's camera, the 3GS compass, or both have seemed like more of a gimmick than an actual enjoyable game. New user input methods seem to always start out as feeling gimmicky, as anyone who waggled a Wii controller through Twilight Princess can attest to. As augmented reality matures on the platform throughout 2010, we could potentially see some extremely innovative projects that we never could have imagined.

057689The App Store went largely ignored by Activision following their release of Crash Bandicoot Nitro Kart 3D [$2.99], a game released very early in the life of the iPhone. We were surprised when Call of Duty: World at War: Zombies [$9.99] appeared out of the blue, especially with such a full featured online component, and one can only wonder what else Activision will surprise us with.

In other Activision news, a video (which has since been removed) of Tony Hawk Pro Skater 2 running on the iPhone appeared on YouTube one day which was later confirmed to be real by iPhone developer LTI Gray Matter. At the time it wasn't clear if the port would ever see the light of day, and months later we still haven't seen or heard anything. We didn't know about Call of Duty until the day it was released, so here's hoping for Tony Hawk Pro Skater 2 appearing out of nowhere sometime in 2010. (Another skateboarding game we're looking forward to is Mike V – Do or Die.)

As Gameloft continues smashing the top selling and top grossing charts with games inspired by console classics, it's hard to say how much longer their reign of the top of the App Store will remain unchallenged before even more of the original creators of said inspiration throw their hat in to the ring with their own original iPhone games. There are a great deal of big-name publishers that dominate the home console and PC market which have yet to launch a game on the App Store. As the market gets larger with every passing day, it's anyone's guess as to how much longer these same publishers and developers can ignore the platform.

Screen-shot-2009-09-09-at-9.59.20-PMSpeaking of Gameloft, it should be interesting to watch how their partnership with Ubisoft evolves and translates in to iPhone games such as the previously released H.A.W.X. [$6.99] and the yet to be released Assassin's Creed 2. Gameloft is an independent sister company of Ubisoft who have a massive list of games that we'd love to see adapted to the iPhone.

During our recent interview with John Carmack, he mentioned the next Id game that will grace the iPhone will likely be Quake Classic, followed by the rest of the Quake series. He indicated that Id hopes to release a new iPhone game every 2-3 months, and judging by the quality of the previous Id games available on the App Store, the Quake games should be just as amazing.

While classic PC gamers may be puddy in Carmack's hands, everyone seems to love PopCap games. This year we saw Peggle [$1.99], Bookworm, [$1.99], Chuzzle [$1.99], and even a awesome update for Bejeweled 2 [$2.99] that allows you to compete in weekly high scoring competitions with your Facebook friends. We expect to see Plants vs Zombies in early 2010, and hope to see Peggle Nights along with many other PopCap classics in the future.

EA has had a fantastic year on the App Store, with too many great games to even list. All indications point to 2010 being just as chock full of big-name games, inevitable sequels, and other must-haves. Mirror's Edge and Spore Creatures will likely be available early in the year, and 2010 should be accompanied by EA's entire updated lineup of sports titles and other surprises such as the yet to be released SSX that was part of an early report of games they had in the works.

Capcom's Phoenix Wright is presumably coming to the American App Store, although it apparently has already been released in Japan with a questionable requirement of a constant connection to the internet as the game itself is only 2MB, with the rest of the content downloaded on the fly from Capcom's servers. It's unclear how much this will change (if at all) when the game is released internationally, but Phoenix Wright is near the top of my list of most anticipated games.

In a sea of mediocre Sega games, a previously unknown indie developer came from out of nowhere with a Sonic CD remake for the iPhone. Christian Whitehead revealed the iPhone Retro Engine and Retro Engine Development Kit which apparently greatly speeds the process of bringing these classics to the platform with phenomenal performance to boot– A significant change from Sega's previously released emulated titles which still don't perform very well even on 3rd generation hardware. We're not sure where the fate of this project lies currently, but we've got our fingers crossed that Sega and Whitehead have teamed up to work on some amazing super-secret project which may or may not have anything to do with Sonic CD.

Earlier this year some Unity developers threw together a decent clone of Portal that we were able to get our hands on. We haven't heard anything from them since, and while it's likely that they got a cease and desist letter from Valve and completely abandoned the project, we're still holding on to a hope that the game gets released in some form in the future.

Retro gamers have two big titles to look forward to a likely 2010 release: R-Type and Marble Madness. We don't really know anything beyond the information we've already posted, but both games would be an excellent fit to the controls of the iPhone as well as the existing retro game lineup available on the App Store.

Skeleton2We've also got our eye on quite a few indie titles which have been in the works and should be released next year. In no particular order, I want all of these games on my iPhone yesterday:

Really, I could go on listing all the cool games that get posted in our upcoming forum for hours. This is hardly even a fraction of what we're looking forward to, there is so much on the horizon that it's impossible to mention everything without even taking in to account the future possibilities of both the rumored Apple tablet and 4th generation iPhone and iPod touch hardware improvements.

2010 is going to be incredible.

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iPhone Gaming: Looking Back on 2009 and Forward to 2010

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ta_logo_whiteWith the year coming to a close, I feel confident in saying with as much authority as I can muster that 2009 has been an amazing year. Soon we will be posting the results of weeks of deliberation on what we feel were the best games, a holiday buyer's guide for people who opened an iPod touch or iPhone this Christmas, and other year-end stories highlighting the various games we feel are the "must-haves" of 2009– But it hardly seems right to summarize the year in a few simple lists of game titles, brief synopses and links to reviews when so many remarkable games were created and events transpired that were still highly noteworthy or influential but fall outside of the rigid boundaries of "best of" listings.

When the App Store first launched on July 10th, 2008, very few people, myself included, realized the full potential of a reasonably open platform with a $99 entry fee that allowed developers building games in their bedrooms to be on equal footing with industry giants. The success of the pioneers of the App Store created a gold rush of talent, with new eager developers hoping to see even a fraction of the success of the stories that motivated their migration to the platform. 2009 was filled with even more inspirational tales of developers quitting their day jobs and building full-fledged businesses off of the App Store.

one-billion-apps-hero-200904182009 also marked the year that the indie developer dreams of Imangi Studios, Bolt Creative, InMotion Software, Tiger Style Games, and many others were fully realized with titles created out of basements and on kitchen tables without a single cent of outside financing that were able to compete with the likes of EA, Activision, Sega, Namco, and other giants of the gaming industry. Everything they created was their own, a feat nearly impossible on any other platform.

Before 2009, no iPhone gamers cared about or likely even knew the name Tim Langdell, a man who has now become infamous amongst the community for relentlessly disputing ancient trademarks and consistently keeping Mobigame's EDGE off the App Store. We were impressed by the game when we first posted about it on January 4th, before anyone even had a clue of the legal battles to come. Since its was taken down, EDGE has briefly appeared for download several times throughout the year, but even as 2009 is coming to a close the fate of this game still is unclear.

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Five days following the release of EDGE, Pocket God [99¢] made its debut on the App Store. At the time, not even Bolt Creative realized the cult following that the game would soon have. We didn't even post about it until months later, as in its earliest form Pocket God barely resembled what you would call a game– But the Pocket God phenomenon was growing too large to even attempt to ignore. Since then the game has seen 29 episodes, each representing a substantial content update and according to the Independent Games Festival trailer, Pocket God has over 1.6 million worldwide fans– A number easily confirmed by the blitz of forum members swarming each and every Pocket God thread posted on our forums along with countless other Pocket God fan-made spinoff sites.

February was an even bigger month than January for iPhone games, with Rogue Touch's [99¢] release and its continued dominance throughout the year with the developer consistently implementing community feedback, solidifying its position as the best implementation of Rogue on the platform. iDracula [99¢ / Free] was also released, and was the first dual-stick shooter to rise to the #1 position on the overall paid app sales chart– Its success no doubt inspiring countless other developers to throw their hats in to the dual-stick shooter ring.

608325In a sea of tower defense games, February also saw geoDefense [$1.99 / Free], a game that challenged fans of the genre with its brutal difficulty level which was designed from the ground up to never create a situation where the player is able to sit back and watch as waves of creeps are slaughtered by their defenses. Since then, geoDefense Swarm [$1.99] appeared on the App Store, after much anticipation from the fan base of the original game, which had grown so hardcore that they even challenged developer David Whatley to post the source code controlling one of the game's towers to verify its functionality.

On March 5th, Flight Control [99¢] hit the App Store with a bang, in essence creating the line drawing chaos management genre which was spawned an army of games with similar gameplay elements or control mechanics. Games like Harbor Master [99¢ / Free] were among the first in expanding on the Flight Control formula, but none of the spinoffs even saw a fraction of the success of Flight Control, a game which has held a firm position near the top of the paid apps listing since its release with a fan following of celebrities such as Ashton Kutcher and Demi Moore challenging each other via Twitter.

Doodle Jump [99¢] was also released in March, a simple tilting game which has since seen several updates and to this day still hasn't left the second screen of my iPhone 3G, along with being among the very first batch of essential apps and games that were synced to my iPhone 3GS shortly after unboxing it on the day of its release. Doodle Jump has become the gold standard that most simple games are compared to on TouchArcade, and it seems impossible for us to record a podcast without mentioning it at least once.

One of the most memorable games for me of April (aside from Ow My Balls! [99¢]) was Hysteria Project [$1.99], a game that combined live action footage with simple gameplay elements reminiscent of Sega CD or LaserDisc full motion video games. Ultimately the game fell flat due to a short playtime and nearly non-existent replay value, but I still have to admire the amount of talent, planning, and production that went in to creating the many video clips and impressive horror/thriller atmosphere. Hysteria Project seems to be abandoned now with updates released only addressing existing bugs and iTunes reviews flooded by users requesting additional content. Regardless, if you're a fan of games like Dragon's Lair [$4.99], you will likely appreciate the direction Bulkypix attempted to go with Hysteria Project.

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May brought Manomio's port of Flashback [$1.99 / 99¢], a game which curiously enough was only an interpreter of the original game files based on the REminiscence engine by Gregory Montoir. On the first launch of the game it downloaded 3MB of the original DOS data files in order to play the game. No one knew it at the time, but this mechanism foreshadowed the dramatic release and re-release saga of their Commodore 64 Emulator [$2.99], an app which sparked countless debates over the merits of Apple's approval process as its fate on the App Store slowly unfolded.

Sega's Sonic The Hedgehog [$5.99] was also released around this time, and it didn't take long for clever members of the community to pick the game apart and discover that it was little more than Sega's own emulator– And with a minimal amount of tweaking could be made to play any Genesis ROM file. Emulation on the iPhone was punctuated in late December with the release of Nescaline, a NES emulator based on NES v3 available on Cydia. Only available for a few short hours, retro fans willing to cough up $6.99 during this time are now among a small group of gamers capable of running any NES game on their device without jailbreaking.

864297While we were at WWDC, the talk of the town seemed to be InMotion Software's I Dig It [App Store], an amazing game that came completely out of left field and seemed to captivate anyone who got passed an iPhone with it installed during the event. After each night of the conference when our own Blake Patterson insisted on taking us to his favorite bar in San Francisco, The Tempest, I'd run my battery completely out searching for diggins while drinking gin and tonics. I Dig It eventually hit #1 on the iTunes sales charts, and in the wake of its success, InMotion Software released I Dig It Expeditions [99¢ / Free]– A sequel and vast improvement on the original.

After a tease at the WWDC Launch Party that was co-hosted by TouchArcade and MacHeist, Doom Resurrection [$1.99] was available for download. Launched at the premium price of $9.99, Doom Resurrection utilized the same assets as Doom 3, and while there were many 3D games available on the App Store prior to its release, Doom Resurrection was likely the first title that truly opened the eyes of iPhone gamers allowing them to see the true graphical potential of the platform.

SGN's F.A.S.T. [Free] also went live on the App Store in late June, and was among the first games for the iPhone to offer seamless realtime action oriented multiplayer. Following its release at $9.99, F.A.S.T. has slowly had its price reduced and is now free and funded by in-game downloadable content– A feature available to developers following the release of the iPhone 3.0 OS on June 17th.

The iPhone 3GS hit the street on June 19th, packing a faster processor, more storage, a compass, and most important to gamers: OpenGL ES 2.0 capabilities. It would still be some time before this new functionality would realized by developers, and 2009 is coming to a close without the compass being used for anything more than gimmicky augmented reality tech demo games and with developers only barely scratching the surface of OpenGL ES 2.0– With a select few games even taking advantage of the additional shaders and other graphical effects available on the 3GS and later released 3rd generation iPod touch.

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The entire month of July was overshadowed by the release of Enviro-Bear 2010 [99¢] an experience which polarized gamers in to two camps: Those who thought Enviro-Bear 2010 was the worst game that they ever played and couldn't understand why we would post about it, and those who agreed with me that it was the Citizen Kane of iPhone games. Featuring the most realistic simulation of a bear driving a car available on the platform, Enviro-Bear 2010 is still talked about on our forums and referenced in a few other games, most notably the recent Minigore [$1.99] update.

Also first available in July, Newtoy's Words With Friends [$1.99 / Free] joined Chess With Friends [$2.99 / Free] in providing the iPhone equivalent of correspondence gaming to the games of Chess and not-quite-Scrabble. CEO Paul Bettner later revealed some amazing usage statistics at GDC Austin in mid-September: the Newtoy games had 50,000 active players daily. While Pinch Media reported the average iPhone app user spent less than 5 minutes on an app per day, Chess With Friends and Words With Friends players spent an average time of 1.5 hours playing each day.

The most notable game to come out of August was by far Tiger Style's Spider: The Secret of Bryce Manor [$2.99]. Released without a single preview, Spider instantly captivated our entire community. The allure of such a mysterious yet high quality game was irresistible as Bryce Manor itself held a mystery which the player could either follow their human curiosity choose to explore the story of the game, or simply enjoy the game as a spider catching bugs and completely ignore it. This was just many of the remarkably ingenious design decisions found in Spider, and the game's entire design process perfectly embodied the indie development spirit of the platform.

Madden-iPhone-3Beating EA to the punch by an entire month, Gameloft's NFL 2010 [$2.99 / Free] was the first fully licensed football game available on the iPhone which was soon followed by Madden NFL 10 [$5.99], a game we got an early preview of at the Penny-Arcade Expo in Seattle. Which is the better football game was hotly debated among sports fans on our forums, with both games competing in feature wars involving multiplayer, complete NFL rosters, stat tracking, and other things only hardcore sports fans cared about. Regardless, gaming franchise staples like Madden only further legitimized the iPhone as a gaming platform.

At the end of September, Hi, How Are you [99¢ / Free] hit the App Store, a game based on the life, art, and music of Daniel Johnston. When I first played the game, I had no clue who Daniel Johnston was, or why this game was so amazingly strange. All I knew was that it had a really cool cell shaded art style, and in researching the game I became aware of everything that was Daniel Johnston. As I explained in a blog post, this completely transformed the game for me. Much like the work of Daniel Johnson, Hi, How Are You is completely off the wall, and likely one of the most under-appreciated games on the App Store. In the few emails I sent back and forth with the developer, it seemed this realization was not at all uncommon and the game's single fault is that it may just simply be too strange.

In October, Canabalt [$2.99] was released, the iPhone port of a flash game playable online for free. Our community was wholly divided amongst players who were absolutely in love with Canabalt, and others who still leave comments on front page stories and post threads in our forums upset both with the positive reception it received and its $2.99 price point. Regardless of which side of the fence you sit on, it is a remarkable feat to be among among the few iPhone games that are not only noticed, but also talked about for months following their release. Canabalt was later updated with a few new obstacles and online leaderboards– Clearly quantifying exactly how bad I am at the game compared to the rest of the world.

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Following Canabalt came another game with similar pixelated retro graphics: Hook Champ [$2.99 / Free]. Taking a similar swinging mechanic made popular by other games and introducing RPG elements in an equipment shop where virtually everything about your character can be upgraded, Hook Champ was an instant classic. Featuring among the best and most seamless integration of online leaderboards I've seen, Hook Champ provides a silly amount of replay value as each run through a level is timed, uploaded and compared to everyone else's performance.

October also saw what seemed to be one of the most substantial announcements from Apple since the unveiling of 3GS hardware: Changes to the downloadable content system on the App Store allowing free apps to have in-app purchasing. Previously, DLC was only available to developers who sold their apps, with the intention that free apps would always be free. Aside from substantially changing the dynamic of the top 100 lists, we also speculated that lite versions could be a thing of the past as developers migrated to free demo apps which were unlocked to the full version via an in-game microtransaction. Very few games ever actually implemented this purchase model, largely in part because appearing on the top 100 free list requires exponentially more downloads than what is required to chart on the top 100 paid listings.

What this new DLC change did usher in was games like ngmoco's Eliminate [Free], a free to play game with optional in-game purchases to buy energy, a sort of virtual currency used inside of the game. Touch Pets Dogs [Free] also utilizes a similar model, as do several of the Miraphonic Epic Wars games.

057689In November, Activision surprised us all with the release of Call of Duty: World at War: Zombies [$9.99], the cooperative online multiplayer enabled port of the zombie-slaying game mode from Call of Duty: World at War for home consoles– Leaving iPhone gamers wondering what could possibly come next out of the industry giant.

Wheeler's Treasure [$1.99] also hit the App Store, following a thread with beta testers absolutely raving about the game. Featuring flick controls, and a really strange game premise where you're chasing a wheel down a hill, Wheeler's Treasure is yet another example of an extremely high quality game that really could only exist on the iPhone. The developer has already implemented a few new power-ups in game based on (and named after) forum members who provided feedback, and Wheeler's Treasure joins Hook Champ as another game that has fabulously seamless online scoring, marked by headstones that appear in game based on the distance other players travelled before their wheel was destroyed.

November and December were met with a blitz of games from Gameloft, who at the start of the year went from releasing a few mediocre games to the nearly becoming undisputed king of iPhone game production. Aside from the remarkably complete port of the PlayStation/PC classic Driver [$6.99], Gameloft delivered several other games including N.O.V.A. – Near Orbit Vanguard Alliance [$6.99], a Sci-Fi first person shooter with four player online multiplayer and among the best graphics of any iPhone game released this year.

December also saw several fantastic classic games, starting off with Sword of Fargoal [$4.99], which is by far the most approachable roguelike and one of the best examples of a perfectly remade retro game. The previously released Space Ace [$4.99] was also joined by two other LaserDisc arcade classics: Cobra Command [$2.99] and Dragon's Lair [$4.99].

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With 122,660 available apps on the App Store as of today, even this seemingly comprehensive listing of major events and releases barely even begins to scratch the surface. One could spend weeks analyzing the App Store notating the trends in sales, releases, genres, and borrowed/modified gameplay mechanics. The fact that this is even possible is amazing by itself, and when you consider that the App Store is only a year and a half old, it's hard to imagine what the year-end wrap-up of 2010 will include.

Notable things on the horizon include the Unreal Engine 3 coming to the iPhone, potentially unlocking countless ports of existing projects developed for the Unreal Engine as well as the unimaginable unannounced games from the industry leaders of the App Store. Looking at what Gameloft, ngmoco, Illusion Labs, and others have produced this year alone, it's impossible to even guess what they will have accomplished next year.

Apple seems to be updating the iPhone and iPod touch hardware on a yearly basis, and rumors are already rolling in on potential inclusions for next year's model. With the Nvidia Tegra-based Zune HD and numerous Android devices either released or due to be released soon, the iPhone's advantage currently lies in the power of its software rather than its hardware– A fantastic position to be in, especially as more apps are submitted to the iTunes App Store on a daily basis than the total number of apps available in the entire Android Marketplace. Not to mention you barely need two hands to count the number of games available for the Zune HD.

apple_tabletDepending on which rumors you believe, the legendary Apple tablet may also run a shared OS to the iPhone, and run the same games and apps available on the platform. If this turns out to be true, the gaming implications could be massive as a large problem with iPhone games is often how much of the screen is obscured by controls. It's still much too early to even begin to speculate what the future of the Apple tablet will hold, and you can drive yourself crazy attempting to piece together the opinions of industry insiders and analysts.

In regards to TouchArcade, we've grown substantially over 2009. At the beginning of the year Blake and Arnold were holding down the fort, I've since joined the team full time, and we've even acquired some new writers recently who are producing some fantastic reviews. At the various conventions and meetings we've attended throughout the year we've made some great friends, heard some amazing stories, and scored a lot of great previews. We've grown to just under 9 million page views a month, and since we started recording our podcast we've maintained a position in the top ten video game podcasts on iTunes. We even have some great things to come for TouchArcade, both in improving existing features of the site as well as a few top secret projects and partnerships in the works which will be revealed soon.

Our readers and excellent community are directly responsible for our success, and we'd like to thank you for your continued support. From everyone at TouchArcade, have a safe and happy holidays.

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