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‘Avernum: Escape From the Pit HD’ for iPad Review – A Rewarding History Lesson

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Growing up as an avid Mac gamer in the 1990s, I was a huge fan of RPGs put out by the folks at Spiderweb Software. Not particularly known for their graphical prowess (even back then), these shareware games of old focused more on exploration, narrative and, most important, freedom. Avernum: Escape From The Pit [$9.99] is the second game from Spiderweb to hit iOS, serving as the pinnacle for these RPG tenets and should be looked at as a gold standard for iOS RPGs.

First, a brief history lesson is in order. Avernum for iPad is a remake of the 1999 Avernum title, which itself was a rewrite of the 1995 Mac shareware title Exile: Escape from the Pit. While each iteration brought visual and combat upgrades, the same open-ended exploration system remained. The same holds true for Avernum for iPad, which receives overhauls in both its visual and character/battle systems.

In Avernum: Escape From the Pit, the Empire rules the surface. Anyone that crosses this oppressive regime is banished to underground region of Avernum, a world unto itself that replaces the sun with luminescent moss and the sky with endless caverns. The world, along with all its inhabitants comes to life in the game’s deep narrative which could easily span its own novel. It’s this world that you’re violently thrown into, and it’s in this world that you are free to do what you wish.

It’s this freedom that makes Avernum such a compelling and enjoyable experience. From the moment you customize your four person party at the onset, you are allowed to do what you wish. Sure, you are presented with some overarching decisions as you spend more time in the world (complete with three separate endings), but like all great RPGs, the true reward is in the journey. Whether you choose to be a willing asset of the struggling makeshift kingdom in Avernum, a lone wanderer trying to make do in the cavernous wild, or an agent of destruction and chaos, all paths are available in this title.

In terms of character development, there’re attributes, abilities and traits to customize, each being open to all characters. You really can’t appreciate the sheer amount of options you have as opposed to most other RPGs as a plethora of weapons, armor, abilities and spells supplement the core character stats mentioned above. Fans of the original Avernum series will notice that some of the skills have been streamlined. However, the options have been consolidated for the better, preserving the majority of the customizability while making the game far more accessible.

For those looking for a rundown of Avernum’s gameplay, you need not look any further than our review of Avadon: The Black Fortress, Spiderweb Software’s initial iOS offering that debuted last year. The same isometric, turn-based combat system returns, complete with various difficulties, an auto-save function and a new collection of achievements to earn. As with Avadon, the touch-based control system works well enough, although there are occasions of imprecise tapping, making your characters potentially act in ways you did not mean.

One of the side effects of open-ended gameplay is a shift in exploration and gameplay style. In the world of Avernum, you can and most likely will run into areas that you simply should have not stumbled onto. Enemy fortresses may have hidden rooms (complete with warning signs) featuring overpowered enemies that may wipe your party out. This leads to a lot of saving/reloading as well as a lot of backtracking should you choose to return to previously visited locales to beat that one powerful demon. Fans of streamlined experiences may balk at this gameplay style, but I love the variety as it sets the tone of Avernum as a chaotic world that isn’t as clear-cut as it may appear.

As we mentioned earlier, Spiderweb Software games are homages to classic 90s RPGs in many aspects. That includes the visuals and music, which are simplistic and work just enough to provide ambience. And yet, there were many occasions while playing in which I felt far more attached to the events unfolding than I have while playing any ‘next-gen’ RPG. The amount of effort and care put into the narrative, quests and even level design create an atmosphere that is sorely missed in other titles (assuming you’re willing to lend an able imagination to fill in the gaps).

While Avadon served as a streamlined ‘introductory’ experience to the world of classic RPGs, Avernum (as evidenced above) removes all the handholding in order to create a more open-ended experience. I believe this choice makes Avernum the more fulfilling and satisfying title, as well. The storytelling, customization, and sheer amount of content make this RPG a true powerhouse on iOS. There’s also a certain amount of nostalgic satisfaction as newer gamers are able to experience a world made popular during the Mac shareware golden age. While there will undoubtedly be some who turn away because of the retro look and feel, a truly rewarding experience awaits anyone else willing to dive into the pit.

App Store Link: Avernum: Escape From the Pit HD, $9.99 (iPad Only)

TouchArcade Rating:

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April 18, 2012 at 20:15

Creators of ‘Pizza Boy’ Tease Upcoming Game ‘My Little Hero’

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One of the all-time best platformers on iOS would have to be Acne Play’s Pizza Boy [ $1.99 ]. Released back in September of 2010, Pizza Boy absolutely nailed the virtual controls thing on the touchscreen, and almost more importantly they totally got the “feel” right – that is, the weight and movement of your character as he ran and jumped through the world felt perfectly tuned, like a classic 2D Mario game.

We thought Pizza Boy was great when it hit, though it was a bit on the short side, something that was rectified a few months later. Now, after all this time since Pizza Boy’s release, Acne Play, in conjunction with NCSoft, has announced their newest game for iOS and Android called My Little Hero with the following teaser trailer.

The problem with this teaser trailer is, well, that it’s just one big tease. There’s no gameplay shown and we’re really left wondering what kind of game My Little Hero is. I guess that is the point of a teaser, right? At the very least our interest is piqued.

The only other information we’ve been able to glean from our forums is that My Little Hero is an action adventure title and we should be hearing more on the game in the way of screens and videos soon. Given how awesome Pizza Boy is, consider us excited for whatever My Little Hero turns out to be.

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April 17, 2012 at 20:15

‘Galcon’ Developer’s Upcoming ‘Dynamite Jack’ Likely Heading to iOS Following Release on Mac and PC

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Galcon [ $1.99 ] creator Phil Hassey, who also released the poultry-themed Galcon parody Chickon [ Free ] on iOS this past November, has revealed his latest upcoming project which is titled Dynamite Jack. In it, you play as a Space Marine who has been captured in battle and enslaved by your enemies to work in a mine. Naturally, you don’t take kindly to this, so you set out to break free from the mine and defeat your captors.

Gameplay in Dynamite Jack is top-down and in “glorious 2D”, and totally looks like a mashup of elements from the classic Bomberman and Metal Gear series, perhaps with a dash of Syndicate thrown in there for good measure. Basically, it looks just about as awesome as you’d imagine that combination of games to be, as you can see for yourself in the game’s trailer.

Right now Dynamite Jack is shooting for a May launch on Mac and PC, but as Phil told me over Twitter, a port of the game to iPad following the desktop version launch is extremely likely, and he even makes special mention of it having iCade support. In another tweet, Phil says he built Dynamite Jack from the beginning with the iPad in mind, so the porting process should hopefully go pretty smoothly.

I’m really loving the look of Dynamite Jack based on the video, and I’ll be anxious to check it out when it hits the Mac and PC next month. As for the iOS port, it sounds like it will become a reality, and I’m sure we’ll have more information on that in the coming weeks.

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April 16, 2012 at 20:15

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‘Organ Trail: Director’s Cut’ Heading to iOS Soon

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If you’ve ever thought that the classic edutainment title The Oregon Trail was lacking in the zombies department, developer The Men Who Wear Many Hats (yes, that is their name) have got you covered. They’ve taken all the core mechanics of the original game and plopped them down into a modern post-apocalyptic setting that is littered with the undead.

Your goal is to make it from Washington DC to Oregon via a long and drawn out route that will take you through a host of cities and landmarks. You’ll forgo a covered wagon for a station wagon, and the looming threat of zombie infection is added to the laundry list of other calamities that can befall your group while on the road.

This unholy combination of historical education and zombies is known as Organ Trail, which was released more than a year ago and can be played via a free Flash version on The Hats’ website. Here’s a few screens from that version.

The reason I’m bringing all of this up is because The Hats are in the midst of porting a Director’s Cut version of Organ Trail to iOS, and they were showing off a playable version on iPad during PAX last week. Kotaku has a hands-on video of the iPad game complete with some commentary from the developer, who notes that Organ Trail on iOS will have several enhancements over the original Flash game, including a reworked interface for the touch screen.

The Hats team hopes to have Organ Trail: Director’s Cut out by the end of May, and in the meantime I’d definitely suggest checking out Kotaku’s video as well as the Flash version of the game, which is a ton of fun.

[Via Kotaku]

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April 12, 2012 at 20:15

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‘Monster Takedown’ Review – It Just Doesn’t Make You Feel Like a Badass

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Let’s face it, kids: If you are going to become a giant, fire-breathing monster and take over a city by way of stomping on it, you want to do it right. In style. So if I play a videogame that puts me in the role of said monster, I have one rule — I want to have fun. Glorious, building stomping, people eating fun.

That’s why the original Rampage was such a bounding success. When I saw screens of Monster Takedown [$0.99], I thought I was looking at the same kind of thing. You get to be a big octopus or monster with too many eyeballs or whatever and fend off flying helicopters and incoming bombs. The art looked crisp and cute, and I thought if the gameplay hit the mark, we could have a winner on our hands here. Could. Maybe.

Unfortunately, I can’t report that, because Monster Takedown is pretty boring despite its good looks (and oh, haven’t we all fallen for that formula a few times).  It goes with a very pared down approach, which goes something like this: pick a monster out of five, find yourself splayed over a city doing basically nothing, and wait with a glazed look while helicopters and bombs fly in to attack you. You can’t even move, which really takes the fun out of being eighty feet tall with giant eyeballs stalks.

Seriously though, the lack of movement wouldn’t have bugged me that much had there been something more exciting going on. The helicopters and other flying stuff can be taken out with the touch of a finger, and that can get more complex as you go, although it’s nothing to complain to your friends about.

But the killer is when a nuke flies in from above, which you are supposed to be able to swipe away. I say supposed because no matter how much I swiped or in how many directions, I had trouble getting the game to be responsive when it came to this. It did happen a few times (try a quick left to right swipe), but considering that if that bomb touches your monster, you instantly die — well, let’s just say this little snag took quite a bit of the fun out of things.

You do start each level with one Slow power and one Bomb power, and you can guess what they do by their names. And that’s about all I have to tell you. Oh, except you can post your scores to Facebook and Twitter as well as the Game Center leaderboards, but I’m guessing you already figured that out.

Monster Takedown is completely mediocre, but I think what hurts here is that the look is so cute and you can really see they could have done a lot more with just a little bit of effort. Ah well, there’s always next time. For now, save your dollar, or put it towards a better game.

App Store Link: MonsterTakedown, $0.99

TouchArcade Rating:

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April 11, 2012 at 16:15

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Hack ‘N Slash Platformer ‘Spellsword’ Releasing Later This Month

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Late last month we caught the first video for Everplay’s upcoming hack ‘n slash platformer Spellsword, and thought it looked pretty darn cool. It’s an arena-style game similar to Super Crate Box but with larger environments, more enemy types, and many upgradeable items. It also features a more structured campaign with 90 levels in addition to unlockable endless arenas. In case you missed it before, you can check out Spellsword in action in the following trailer.

Yesterday in our forums, Everplay announced that Spellsword has an official release date, which will be two weeks from this Thursday on April 26th. We’ve been anxious to get our hands on Spellsword since it was announced, especially since it’s from the same team that did Terra Noctis so we know they can do platforming right. It all sounds good so far on paper, but the real test will be when we can get our hands on the final version of Spellsword when it hits later this month.

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April 10, 2012 at 16:15

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A Look at Jeff Minter’s Ethereal, New Age Shooter ‘Five A Day’

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Since he started making games for iOS, indie developer Jeff Minter of Llamasoft has really been cranking them out. The guy has been making games — and, rather unique games, I might add — for over 30 years, but I don’t believe he’s ever dished out one after another faster than he’s doing for Apple’s platform. And that’s really good news for iOS gamers because all of his iOS titles are rather well done and worth playing. His latest title, Five A Day [link], which just landed in the App Store, comes close on the heels of Gridrunner for iOS, his excellent remake of his original 1982 VIC-20 game and one of the best shooters on the platform.

When we first reported that Minter was developing for iOS, about two and a half years ago, we mentioned a Time Pilot-style game that he was working on, set to be his first iOS release. Well, time passed, Minotaur Rescue arrived, and we never saw anything else about that supposed first iOS release. That is to say, not until now.

Five A Day is a shooter (with bananas), but it’s equally an ethereal experience of sorts. It’s a kind of spacey, zen sort of thing. It’s a little hard to describe, so I’ll let the author.

…it should’ve just progressed into a good old banana-oriented shooter as originally intended but by accident it sort of went all New Age and ambient. While still actually retaining the characteristic of actually being any good, of course. It didn’t just turn into a useless ageing hippy of a game that lies around smoking weed and listening to Steve Hillage and burbling on about auras and crystals without ever doing anything useful. Redolent it may be of joss sticks and wind chimes but it’s still jolly good fun and will kick your arse quite handily on the higher levels, just you wait and see.

But what turned the game all auras and wind chimes? Apparently, it’s largely due to the in-game audio which, Minter indicates, lead the way in shaping the game during its development.

It started relatively slowly at first, with just fluffy clouds and the addition of a rainbow trail behind the spaceship. Then I needed some audio and headed out to a site called Freesound, where you can download snippets of stuff and use them in your projects. You can search by keyword so I put in “Space”, and that was it, game was doomed from that point on. All manner of floaty synth sustains, whale noises, chimes and gongs, page after page of them. Once I started putting one or two of them into the game, the game more or less began to shape itself. By the time I got to the first shower of bananas and enumeration of the first end of level bonus the audio was already heading firmly in the direction of “epic New Age”, and that’s how it ended up.

So, there it is. Every Minter game I can think of is rather “out there,” but this one is just a little moreso, perhaps (if you can imagine it).

We’ve got the vibe covered, now for the gameplay. Five A Day puts you in control of a craft soaring through the clouds, forever shooting. The sky is full of baddies that resemble familiar, pixellated villains of video games’ past. Some of these baddies are in possession of fruit. You want the fruit, and you need to destroy said baddies to collect it. There are also rainbow-bejumpered minotaurs floating about. Collecting either of these places them in tow and increases your shield power (which enemy fire drains) and, in the case of the latter, results in a Death Blossom-style weapons discharge that is bad for those around you.

As you progress, other elements come into play as well, such as bosses, sky-mines, homing missiles, and the like. A goal of the game is to finish each round with at least one piece of fruit in tow, as five such completions in a row result in a bonus life for your having been the healthy lad and getting your five-a-day (of fruits and veggies). And the whole thing is set not to a frantic, pumping audio beat-track, but to the whispers and tinkles of a holistic astral massage parlor. It’s an interesting — and fairly odd — scenario.

Your ship can be controlled via touch, by drawing circles anywhere on the screen in indication of how you want to maneuver, as well as via tilt-control. As with most iOS Llamasoft titles, the iCade control unit is also supported. Our gameplay video demonstrates iCade and touch controls. Being a universal app, Five A Day plays nice with both iPhone and iPad.

I’ve been having a lot of fun over the past few days with Five A Day, as I have with every one of Minter’s iOS releases. (The guy’s catalog is outstanding and should be investigated by everyone reading this.) That said, the overall feel and pacing of the game — a bit more relaxed than the typical shooter out there — combined with the ethereal audio stylings deliver an experience that might come across as a bit of an oddity to the typical gamer as compared to most of his other iOS releases, or certainly most other shooters out there. I would recommend Five A Day to any like-minded gamer, but it’s definitely a different sort of shooter experience.

App Store Link: FiveADay, $1.99 (Universal)

TouchArcade Rating:

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April 10, 2012 at 8:15

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UPDATE: ‘SpellTower’ Multiplayer Update Hitting Soon

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In tomorrow’s update for SpellTower [$1.99], creator Zach Gage is giving fans a lot of reasons to stick with his beautiful word game. On top of adding new iPad support, night colors, tweaks, and various fixes, Gage is finally implementing a bluetooth battle mode, which looks as great as it sounds. We’ve got video of it just below, in fact.

If you’ve somehow missed out on SpellTower, now’s a good of time as ever to take the plunge. It’s a remarkable word game with a ton of clever puzzle games and its designed with elegance in mind. It ended up being one of our Game of the Year contenders, as it was easily the standout word game of 2011. Give it a look.

UPDATE: Sometimes things don’t go as planned, unfortunately. Some approval process stuff is holding back the update. The new release date is April 12th.

App Store Link: SpellTower, $1.99 (Universal)

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April 6, 2012 at 8:15

‘SpellTower’ Multiplayer Update Hitting Tomorrow

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In tomorrow’s update for SpellTower [$1.99], creator Zach Gage is giving fans a lot of reasons to stick with his beautiful word game. On top of adding new iPad support, night colors, tweaks, and various fixes, Gage is finally implementing a bluetooth battle mode, which looks as great as it sounds. We’ve got video of it just below, in fact.

If you’ve somehow missed out on SpellTower, now’s a good of time as ever to take the plunge. It’s a remarkable word game with a ton of clever puzzle games and its designed with elegance in mind. It ended up being one of our Game of the Year contenders, as it was easily the standout word game of 2011. Give it a look.

App Store Link: SpellTower, $1.99 (Universal)

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April 6, 2012 at 0:15

Coming Tonight: ‘Bug Princess 2′, ‘On The Wind’, ‘Saturday Morning RPG’ and Much More

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Written by admin

April 5, 2012 at 4:15

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