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‘Zombie Wonderland 2: Outta Time!’ Review – Don’t Forget to Clean Up Your Mess

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Zombie Wonderland 2: Outta Time! [99¢] has everything a good zombie game needs: guns, girls, guts, green goo and a generous amount of cleaning equipment. Oh, come on. Don’t raise that eyebrow at me. You know it’s true. Every good shoot-out tends to leave an inevitable mess and Zombie Wonderland 2, unlike so many of its peers, is not afraid to acknowledge it.

Here, in this goofy little defense/time-management/real-time strategy title, you’ll have the dubious pleasure of playing as the redneck stereotype Chuck. Being the responsible Zombie Cleaner (and someone totally oblivious to the idea of job security) that he is, Chuck will stop at nothing to rid the world of the cannibalistic undead.

As you might have guessed, this isn’t a particularly easy task. You’re going to have to do everything from bringing a vegetarian vampire his lactose-rich treat to protecting pet goldfish in Medieval Japan.

Silly, eh? If that description hasn’t scared you off just yet, this might spell the beginning of a wonderful friendship. Much like the story itself, Zombie Wonderland 2 is a fair bit of mindless fun, the kind that can easily rob you of a few hours of your time. If what you want is a simple, silly hybrid of the aforementioned genres, stop reading and go download it already.

However, if you’re an Apple App Store connoisseur, this may be where you sit down and ponder the direction of your dollar a bit more. Like a serving of fast food, Zombie Wonderland 2 is both satisfying and unfulfilling all at the same time.

Gameplay here is relatively straightforward. Each stage consists of you being told to defend a certain item from zombies for a number of nights. Of course, as a Zombie Cleaner, you’re also going to have to do your best to ensure that there is no unnecessary gunk on the floors at the end of the night, something easier said than done.

To accomplish this, you’re going to have to make use of your trusty shotgun ‘Betsy’, cleaning implements, turrets, wooden planks, unusual bullets and a peculiar assortment of limited-use weapons. Controls are exceedingly simple. To attack a zombie, you touch it with a finger. To board up a window, you tap it with a finger. To summon your infant Death Worm, you – you get the picture.

Sadly, though, it isn’t quite as exciting as it sounds. Your nightly escapades will mostly consist of you boarding up windows and playing ‘whack-a-mole’ with the festering onslaught. Regardless of how many you purchase, you’ll only get access to one turret at a time. One. Uno. Satu.

To make things even worse, your turrets are about as impervious to zombie attacks as cookies are to the Cookie Monster. More often than not, you’ll find yourself attempting to fix it while corralling flaming cadavers. It’s the same with the limited-use weapons and the various bullet types. Sure, you might have a dozen but you’ll ever get to use one variety at a time.

All said and done, however, Zombie Wonderland 2 is still an enjoyable piece of work. The over-the-top silliness and the bright, colorful graphics feel reminiscent of an old Saturday morning cartoon. The game’s just difficult enough to make it challenging and simple enough to engage in without requiring too much of a forethought.

App Store Link: Zombie Wonderland 2: Outta Time!, $0.99 (Universal)

TouchArcade Rating:

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Written by admin

January 17, 2012 at 17:15

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‘Cut The Rope’ Now Available On The Web

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In an attempt to convince people that Internet Explorer 9 paired with Windows 7 is a good thing, Microsoft and Zepto Labs are offering a free HTML5 version of Cut the Rope with special features exclusive to the browser and OS. You don’t need either, though, to experience what is essentially the mobile Cut the Rope experience at the game’s web site — Chrome, Firefox, or Safari all work fine.

As TechRadar explains, the point of this is to show off the pinning component between the OS and IE9. When you pin the web site, you’ll be given a set of special levels. Isn’t it nice when things work together like friends?

Of course, we know Om Nom best from our times spent with it on the phone. After a few minutes of this web version, we’re thinking that touch is still the ultimate way to play. On the other hand, teaming up with Microsoft increases awareness, which isn’t a bad thing if that also increases the chances of new iOS follow-ups.

If you haven’t yet played Cut The Rope, give this free version a try. If you like it (which you likely will) strongly consider downloading the real iOS versions of the game.

App Store Links:
    Cut the Rope, $0.99
    Cut the Rope: Experiments, $0.99
    Cut the Rope HD, $1.99 (iPad Only)
    Cut the Rope: Experiments HD, $1.99 (iPad Only)

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Written by admin

January 11, 2012 at 1:15

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‘iDOS’ Returns… Sort of, as ‘Aemula Oldies’

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Let’s wind back the clocks a bit so those of you who weren’t around for the great iDOS fiasco of 2010. It all started with Apple ever-so-slightly easing up on their approval guidelines which opened the floodgates for quite a few apps (such as the Google Voice apps) that seemed to eternally be trapped in approval limbo. Whether this had anything to do with iDOS or not is debatable, but it seems awfully coincidental otherwise. Anyway, on the morning of October 26th last year, iDOS hit the App Store. It was a shockingly full featured DOS emulator complete with keyboard and mouse support, as well as a basic virtual gamepad, multiple screen modes, and so much more.

The crazy part about iDOS is there seemed to be nearly no limit to what it was capable of. If you scroll down on this story you’ll even find someone successfully installing Microsoft Windows, within iDOS, on their iPad. iDOS was quickly pulled, then re-appeared in late January of this year with quite a bit of its functionality stripped. Regardless, people quickly figured out how to load things into iDOS, utilizing utilities like iExplorer and other Mac/Windows programs that allow you to fiddle with the file system of your iOS device. Once again, iDOS was removed from the App Store.

Yesterday, iDOS hit the App Store once again, this time as Aemula Oldies [Free] for the iPad and Aemula Oldies S [Free] for smaller screen devices. There’s also the Aemula Gamepad [99¢] which works a lot like the other gamepad apps and pairs with an iPad playing a game. It seems that the functionality has been stripped even further, as all the previous command line access has been traded for a simple menu to load the included games.

The freebies packed in with Aemula Oldies are Mille Bornes, Commander Keen 4: Secret of the Oracle, Duke Nukem, Dangerous Dave in the Haunted Mansion, Scorched Earth, CD-Man, The Catacomb Abyss, Bio Menace, Monster Bash, StarMines II: Planet of Mines, 4D Prince of Persia and CHAMP Kong. They all seem to work decently well, too.

I sort of think third time is the charm for iDOS, err, Aemula Oldies, as I’d imagine that there aren’t any holes for slipping other things to emulate in left anymore. Of course, I could be totally wrong on that, so if anyone figures out any tricks, be sure to let us know.

App Store Links:
    Aemula Oldies S, Free
    Aemula Oldies, Free (iPad Only)
    Aemula Gamepad, $0.99

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Written by admin

December 23, 2011 at 5:15

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‘Kinectimals’ Review – Making Connections

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Kinectimals on Kinect is an experiential game that does a solid job of luring its users into forming an emotional bond with its assortment of on-screen, rascally pets. As an adult, you see why the user’s relationship to the pet is so important: without one, the entire experience falls apart. If you aren’t clicking with your animal, you don’t want to pet it, you especially don’t want to get up and interact with it, and you sure as heck don’t want to do the game’s mindless assortment of mini-games alongside it.

Little ones, from what I understand, generally respond to its adorable baby cheetahs, its equally adorable Bengal tigers, and its other scarily expressive animals. When the game asks, kids enthusiastically move about and shout and jump, and reach to the TV.

That’s well and good, but now Kinectimals has made the jump to iOS. Obviously, the Kinect hook has been dropped with this particular version. So, this begs the question: does the game and its, er, magic still work?

I can’t give you a straight answer on that.

What I can say, though, is that a good chunk of the charm of the original has made the platform leap. Just as in the other game, you pick and name a gaggle of cats to directly interact with, each one as viscously adorable and playful as the next. Once you grab one you’ll be teleported to a field of sorts and given the opportunity to either pet, feed, instruct, or initiate tricks with the thing.

This initial screen, and the subsequent backgrounds you’ll move on to as you level up as a pet owner, is essentially a sandbox. The animal seemingly acts randomly, but you or a young one are ultimately always in control of what to do next. Usually, that Next Thing involves a good scratch behind the ears or a ball throw.

For what it’s worth, Kinectimals iOS is arguably on par or better-looking than its Xbox 360 counterpart. It also runs as smooth as butter, in our experience: the animations of the cats, which are surprisingly lifelike to begin with, are sharp, the menus load in a matter of a second or two, and even “level” transfers are nearly seamless. It’s nice.

The implementation of touch is good, too. The contextual gestures and swipes make sense, and the responsiveness is something other studios doing ports should study. I think the controls in particular are simple and intuitive enough for a young one to put its head around. Want a cat to jump? All it needs to do is swipe up. Want to pet it? Just toss down two fingers on the screen, wait for the camera to zoom, and then go to town.

That said, I think there is a layer or two of, let’s say immersion, lost in translation; since you aren’t directly pantomiming actions with your body and arms, the interaction doesn’t feel as substantial. The animal, on the other hand, is much more in your face with a tablet, and there’s something to that. Also, let’s not forget just how darn cute, bouncy, and willing to be interacted with these things are.

This all in mind, and the controls taken into account, I’d argue that the touch versions are as viable as the Kinect one. Sure, there’s some loss of weightiness, but overall the game still works thanks to some smart design / port decisions.

Actually, while we’re exploring some possible negatives, let’s talk about some concrete ones. This game’s UI is borderline terrible — it’s hard to navigate for one, but it’s also tough to see what’s important. Also, the game’s over-eager lemur that guides the experience isn’t in this version, so its up to the young ones to puzzle out how to play, how to progress and how to discover new levels.

The latter in particular is a big black eye. Just remember: the points you earn are like a level currency. At some point, you’ll earn enough for the game to invite you somewhere else.

The actual meat of the experience, or at least what I believe is supposed to be the main feature, the mini-games, are accounted for, too. These are definitely not for adults, as each are as mundane, easy, and almost job-like as possible. I’m thinking, though, that a kid will especially dig the monotonous jump-roping, ball throwing, and picture taking.

And that’s the rub; I’m not sure how to evaluate this game because I know what a tape deck is. I will say this, though. Most of the parts of the original game, which worked for kids apparently, is fairly well translated in this version. And even though it lacks 1:1 body-to-game interaction, I think a solid connection can still be formed between digital cat and real, whiny “Give Me A Pet” kid. Give it a look with him or her, but I’d advise to stay away if it’s just you looking for a game.

A couple of side-notes: If you buy this, you’ll get the ability to import your iOS Kinectimal to Kinectimals on Kinect via QR code and vice versa. You’ll also be able to unlock five new Kinectimals in the main game, just like owners of the Windows Phone 7 version were able to when this game debuted on that platform. Check out our discussion thread for more information.

TouchArcade Rating:

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Written by admin

December 14, 2011 at 21:15

‘Sonic CD’ Releasing Tomorrow, New Trailer Hits

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We’ve been giddy for the Sonic CD iOS release since it was finally officially announced back in August, Sega has finally revealed the release date for the game: and it’s tomorrow! This will coincide with the release of Sonic CD on the console digital download platforms Xbox Live and PSN this week as well. Pricing on consoles will be $4.99, but iOS gamers get a special introductory price of $1.99. Sega has also confirmed via their Twitter that Sonic CD will be coming to Android and Windows Phone 7, but not until early next year.

This was going to be an absolutely insane week for releases already, but when you throw a heavy hitter like the beloved Sonic CD, coming with all sorts of enhancements and bonuses over the original, into the release mix then things quickly get turned up to 11 and beyond. We’ll let you know as soon as Sonic CD officially hits the App Store, and you can be sure we’ll be playing the heck out of it with a review soon to follow.

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Written by admin

December 14, 2011 at 1:15

‘Kinectimals’ Comes To iOS

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Microsoft, via Xbox Live evangelist Larry “Major Nelson” Hryb, has just announced the immediate release of another surprising App Store app — though this one, Kinectimals [$2.99], is a game and not a companion piece, as was the case with My Xbox Live.

This version of Kinectimals seems like it’s pretty close to the Kinect experience that it’s based on, though we’ve also heard that it’s strikingly similar to the Windows 7 mobile version of the game, too. In a nutshell, it’s just a collection of mini-games starring several super cute cats that you can train to do tricks or participate in a wide range of not-necessarily-stimulating-for-adults activities.

Of note, this version, developed by Frontier Developments as well, incorporates “brand new ways to play with your cub” and offers an unlock for five additional cats on the Xbox 360.

We’ll be playing with this throughout the day, and will bring you some more details a bit later. As a side-note, we’re absolutely loving the fact that Microsoft is down for actively supporting the Xbox 360 and its games via iOS. The future! It’s here!

App Store Link: Kinectimals, $2.99 (Universal)

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December 13, 2011 at 21:15

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‘Cabals: The Card Game’ Review – Urban Fantasy Card Game with Victorian Influences? Yes, Please!

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Hello. My name is Cassandra and I have a problem. I’m a recovering trading card game-holic. I used to play them obsessively – just ask my wallet. But I’ve been getting better. I’ve been clean for a while but I have doubts that it is going to last. There’s a new game in town and it’s smart, sexy and exotic. Meet Cabals: The Card Game [Free], ladies and gentlemen, and kiss your productivity good-bye.

Developed by Finnish Kyy Games, Cabals has all the necessary hallmarks of the genre: exceptional artwork, warring factions, creatures to summon, resources to manage, booster packs – you name it, they’ve got it.

The world of Cabals: The Card Game is a familiar one. It’s our own, after all. The key players here are the Cabals, secret societies comprised of witches and steam punk magicians, of Russians and alchemists and faerie pigs. As is often the case with anything eldritch in nature, these Cabals don’t get along too well. This, obviously enough, is where you come in. You’re one of the vanguards and you will fight for the glory of your faction. Or something like that.

One thing I really liked about Kyy Games’ new title is the exceedingly robust cross-platform online gameplay that it provides. I know, I know. This isn’t anything new, per se. We’ve had cross-platform games for ages. But bear with me. Most games have limitations. With Cabals, things are a little different. Not only will you be able to take on players on the iOS platform, you’ll also be able to challenge everyone from Mac Users to Android-wielding associates. In short, if it runs Unity, it will run Cabals and it will run it beautifully. (Facebook and Windows 7 versions are apparently in the works too.)

So, we’ve got kick-ass online services and a delightful urban-fantasy setting checked. What else has Kyy Games brought to the table? A lot, I would say. Cabals: The Card Game is a somewhat nontraditional take on the idea. More a TCG/board game hybrid than anything else, Cabals will not have you safely seated on your side of the metaphorical table as you work on whittling your opponent’s health down to zero. No, sir. Things are much different here.

In Cabals, you’re going to have to either storm the Stronghold (it’s usually the tile furthest away from your own and marked with a little castle-like symbol) or acquire 60 Domination points (this usually entails conquering approximately sixty tiles) in order to win. Your choice. Just be forewarned – it’s not as easy as it sounds. Units can only be brought into play through your Stronghold or a ‘deployment location’ that you control. Does that mean you should rush towards those hot spots? Not really. It depends on your playstyle. Can you afford risking the possibility of being flanked? Can you control your opponent’s wanton expansion in the mean time? What about your Stronghold? Do you worry about it or do you charge for the other guy’s Stronghold first?

But before you get into all of that, you had better damn well make sure you have enough resources at your disposal first. Do you finance spells or units? Do you go for quality or quantity? And if that wasn’t enough to worry about, you’re also going to have to take positioning into account as it is far too easy to maneuver yourself into a corner should you be careless.

As for the rest of it, it’s all pretty straightforward. Movement is accomplished by dragging and dropping a unit onto an adjacent square. Combat is performed when two units are within range (and by dragging and dropping one onto another). Damage is determined by the power that a unit has and occasionally by certain special attributes. Spells work pretty much the same way as units – their individual effects can be found on the cards themselves.

Sometimes, a laborious dance worthy of the grandmasters of chess and sometimes, a mad rush for control, Cabals is easy to grasp and surprisingly deep for something that can, at times, feel like a distilled version of the genre. It currently operates on a freemium model so you’re going to have to spend some real world cash to purchase more cards. Fortunately, you won’t get assaulted by constant demands to spend money so that’s always a plus. As an added bonus, the amount of influence points (which is their name for in-game currency) that you receive when you register yourself is actually fairly hefty so chances are, if you’re going to make this a casual experience, you’ll probably never find yourself reaching for your wallet.

App Store Link: Cabals:The Card Game, Free (Universal)

TouchArcade Rating:

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Written by admin

December 12, 2011 at 17:15

‘Halo: Reach’ Companion App Hits Tomorrow

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My Xbox Live and Dragon Shout have been welcome surprises for Xbox Live or Skyrim users, respectively. Judging by looks and promise alone, we imagine that Halo Waypoint is going to be huge for Halo and Live fans.

On December 10 the slick-looking companion app will see a release across the App Store, Android, and Windows Phone 7. It’ll, of course, usher in all the Halo Reach-specific stat-tracking, service details, challenge, and map functionality that a Reach person could want, but it will also include a fun real-time twist to all of this.

Assisted Tactical Assault System is a “companion experience” built into Waypoint that will, essentially, act as a sort of multiplayer GPS. With ATLAS, you’ll be able to track weapon and vehicle spawn locations, health pack locations, engagements, teammates, and yourself in near real-time. It’ll also spit out weapon loadout information for players, as well as current team scores. This is crazy!

We’re not sure what it’ll be like to fist a controller and phone while actually playing a game of Reach at the same time, but ATLAS sure does sound like that next-level official companion piece we’ve been waiting for, so we’ll definitely be giving it a spin tomorrow. It’s also of note that the app will connect people to the game’s web site, which we’re guessing is where a lot of this magic will actually be happening.

Halo Waypoint will debut at $4.99 for Android and iOS, and free on Windows Phone 7. Microsoft and 343 have a pretty expansive FAQ and post on the app, if you want some hardcore specific details and technical information.

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Written by admin

December 9, 2011 at 21:15

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The TouchArcade Show – 26 – "I fought a dragon the other day."

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On this week’s TouchArcade Show, we spend a good chunk of the introductory phase of the show talking about the latest and hottest … in console games. But immediately after my Skyrim outburst and our shared Modern Warfare 3 discussion, we DO dig into iOS. Jurassic Park: The Game leads the foray. Games like Minecraft: Pocket Edition and Space Tripper, as well as news stories including Apple’s decision to pull Texas Hold’Em round out the rest of one of our rocking-est podcasts yet.

If you’d like to give us a listen (and you should) hit one of the links below to stream or direct download. If you’d like to subscribe, definitely do so via iTunes or, hey, even Zune. Options, you have them!

iTunes Link: The TouchArcade Show
Zune Marketplace: TouchArcade.com Podcasts
RSS Feed: The TouchArcade Show
Direct Link: TouchArcadeShow-026.mp3, 38MB

Show notes just below, and please, if you have the time, throw us a question! We’re open to whatever. The e-mail is podcast@toucharcade.com

GAMES

  • Jurassic Park: The Game 1 HD [$6.99]
  • Minecraft – Pocket Edition [$6.99]
  • Raccoon Rising [$.99]
  • Space Tripper [$3.99]
JARED’S KITTY KORNER
  • Meowmi Wants Chicks [$.99]

FRONT PAGE

  • ’Snuggle Truck’ Goes Free-To-Play
  • Unity Not Coming To Windows 7
  • Apple Pulls ‘Texas Hold’em’

 

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Written by admin

November 19, 2011 at 1:16

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Unity Won’t Be Coming to Windows Phone 7

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Microsoft’s Windows Phone 7 (and the upcoming Windows Phone 8 ) have always been incredibly interesting platforms to watch for those of us into smartphone gaming. Just like Web OS, I really don’t see Microsoft building up enough steam to become a serious competitor to either iOS or Android. However, also like Web OS, Windows Phone 7 and 8 are home to a whole host of cool features that I (likely somewhat foolishly) have my fingers crossed in hopes that they eventually dribble down into iOS somehow. Specifically, the way Windows Phone 7 integrates Facebook is really slick, and I promise if you spend some time with one of the devices you’ll find yourself saying, “Huh, that’s neat” several times. Adding Nokia hardware to the mix only makes things more interesting, although, again, we’ll have to wait and see how the market reacts.

Sadly, one potential nail in Windows Phone 7’s gaming coffin is the complete lack of Unity support. In a recent interview with Develop, Unity CEO David Helgason explained that Unity won’t be making its way to Windows Phone 7 due to the closed nature of the platform, although support for Windows Phone 8 is being looked at. Windows Phone apps and games need to be either be based on XNA or Silverlight, and getting Unity on the devices would require an exemption to this rule, which Microsoft has decided against.

Just like Web OS, Windows Phone has seemed to be a promising candidate in turning this two horse smartphone OS race into a three horse one, but I’m not sure that’s possible without Unity, as the engine has become a major player in mobile gaming. When you look at the best games of the Android marketplaces, they’re almost all utilizing Unity. Take those away, and, well, you’ve got the Windows Phone Market.

I could get up on my soap box here and go on about how competition breeds innovation and all that jazz, but I think we’re all well aware of that. In today’s market, third party apps are vital to the success of any mobile OS, and it’s sad to see Microsoft taking this approach with Unity. Windows Phone owning gamers are losing out, as are developers that have existing Unity projects that could be quickly and easily ported to the platform- Especially since quick and easy porting is among the greatest strengths of Unity.

[Develop via Pocket Gamer]

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Written by admin

November 15, 2011 at 1:15