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'O2Jam U' Review – A Freemium Take on Music Titles

posted May 23rd, 2012 8:00 AM EDT by Eric Ford in 3.5 stars, Free, Games, iPad Games, iPhone games, iPod touch games, Music / Rhythm, Reviews, Universal
 

Honestly, there’s not much a rhythm game has to do in order to make me happy. A nice selection of tap-friendly tunes, decent UI, and adequate replayability features are the extent of my wishlist. For its part, O2Jam U [ Free ] manages to satisfy two of those three criteria, making it a satisfactory addition to the genre in my book. More importantly, O2Jam U manages to unveil a new wrinkle with the inclusion of freemium elements, a somewhat unique addition to song-based rhythm games.

If you’ve ever played a rhythm/music title on iOS you should be familiar with the gameplay in O2Jam U. Simply put, select one of the 16 currently available songs and earn the highest score possible by tapping out notes coming down the screen. Play results are scored on a grading scale and gems are awarded which can be used to purchase different tile patterns for each song. The tile patterns are a nice way to extend the life of each song, but I didn’t like the fact that patterns weren’t one-time purchases for songs.

Song-wise, you can expect a lot of K-Pop and other similar beat-heavy tunes. Obviously, musical preferences vary greatly, but I thought the song selections were definitely appropriate and lent themselves to a fun experience. Thankfully, folks can simply download the app for free in order to check out the musical variety.

O2Jam U also offers a multitude of standard options in addition to pattern changes. For example, each song has three difficulty settings, as well as the option of playing with 2, 4, or 5 rows of scrolling notes. There’s also a speed option, for those wanting a bit more hectic experience. There’s nothing particularly groundbreaking as far as features, but it’s nice to see all the different options consolidated in one game, even if the overall UI seems to be a little peculiar (I imagine due to something being lost in the English translation).

While the UI’s quirkiness can somewhat be looked past, what’s less acceptable is the poor optimization that seems to permeate across all iOS devices. Selecting songs and navigating through menus almost always leads to slowdown and/or temporary screen freezes. I assume this has to do with the online infrastructure that the app hooks into (the game is a straight port of a PC title). Regardless, the performance issues put a significant damper on the overall experience, especially when it occurs mid-game (although some slowdown appears deliberate and not necessarily performance-based). Another significant side effect of the online system is a requirement to have an internet connection in order to play.

Seeing how O2Jam U is a free title, folks may be wondering about the freemium/IAP situation. Surprisingly, the system is quite fair. Upon first launching the game, you’ll be given 100 points which are used to play “paid” songs. Selection-wise, 8 of the 16 available tunes are free with the other half cost 3 points each. As you can imagine, the 100 points will go a long way towards replaying those 8 songs and when your point total eventually declines, you will slowly regenerate a limited number of points over time (the IAP for additional points is also reasonably priced).

Slowdown issues aside, I found O2Jam U to be a fun little music game. There are enough initial points to sample all the songs, and the decent amount of options ensures some replayability. Song selection may be a bit sparse, but that can easily be fixed with future support. There are some folks that will find the network requirement and performance issues to be deal breakers, but for everyone else, O2Jam U is worth at least a try.

App Store Link: O2Jam U - Ultimate Rhythm Action Game, Free (Universal)

TouchArcade Rating:
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Subatomic Talks About What's New In 'Fieldrunners 2' And How Important The Franchise Is To The Studio

posted May 22nd, 2012 7:00 PM EDT by Brad Nicholson in iPad Games, iPhone games, iPod touch games, News, Upcoming Games
 

This morning Subatomic Studios unveiled that it has been doing something other than pounding out updates for Fieldrunners on iPhone and iPad. It's been working on a big budget sequel to that 2008 original. In fact, Subatomic has been building Fieldrunners 2 since Fieldrunner's initial release, carefully toying around with new concepts while also playing around with other prototypes. So, yeah, this one did take awhile.

It's true that this sequel ushers in the usual, not-so-exciting follow-up fare: new enemies, new towers, new modes, new progression systems, and new maps. But it's also doing something great and pure. It's introducing new mechanics that change up the core experience. These tweaks and changes are radical enough that they had Subatomic floating the idea of calling the game something else.

Jamie Gotch, the CEO of Subatomic Studios, chatted with us this afternoon about some of the game's biggest changes. He also gave us a brief history lesson on how Subatomic got its start, and how important Fieldrunners is to the studio.

"We formed back in 2008. When we first established, we were virtual. We were just some dudes who were working on this game part-time on the side," Gotch says. "We saw an opportunity on the iPhone and we went for it. We had this game idea, which was Fieldrunners, and we figured that -- this was before any games were released when the iPhone was in its beta phase and we thought tower defense game would be great to put on a mobile device. There wasn't much of that out at the time. I don't know if there were any games that were in that genre. We saw it as a great opportunity. We worked really hard and got the game out and it did really, really well."

Gotch paints an overall picture that has us thinking that Subatomic wouldn't exist in its current full-time staffed form without Fieldrunners. Subatomic almost ... owes that game, and it needs to produce a sequel that feels as honest and hip, but also just as new as Fieldrunners felt at the time.

"We were really fortunate," Gotch tell us when we ask about how many people were buying into the original. "As you know, there's so many iPhone games out there. It's very hard to release a game on a huge budget because it's a huge risk. Fieldrunners has done well and it allowed us the ability to build this team and the game we wanted to build."

One of the things the studio wanted to build for Fieldrunners 2 is better AI. It did, and it's a game-changer. It's smarter. It's now aware of itself and the world it inhabits. Enemies can bump into each other at choke points and push to find safer pathways. They can also scramble over and under each other. The original game was as mechanical as other tower defense games. Enemies just plowed straight ahead, totally oblivious to everything around them -- no behaviors, no awareness, no brains.

"In Fieldrunners 2 what we did, we actually have this very elaborate swarming behavior," Gotch says. "Units behave like they would on a real battlefield. If you were to throw hundreds of units on-screen they would all swarm in and take control of the battlefield. Like an army you would see in Braveheart ... They actually influence one another. You can build mazes and congest the [pipes you build]. And the guys behind [other enemies] are affected by the guys in the forefront.

Gotch excitedly tells us about other new stuff. Bridges and tunnels are being introduced in addition to environmental hazards and mini-bosses. A really neat sounding collectible card mini-game is in the works, too. As you earn achievements in the game's modes, you receive cards.

Several of you noted earlier today that the game looks great. It does, and that's thanks to Fieldrunner 2's re-written engine, which is what makes all of the game's new, much more unpredictable action possible. We've got a couple of new screens in the article, so give the game a look as you're reading.

The new engine and the new AI behaviors combine to make a pretty different game, which is what prompted the debate Subatomic had about the Fieldrunner 2's name. In the App Store world, putting a number instead of a subtitle in a sequel's name is often said to be sales suicide because people quit buying the original game. Subatomic doesn't care about this. It thinks it created a better game and if it loses sales, whatever. It wants this to stand proudly on its own.

Fieldrunners 2 is due out this June on iPhone and an iPad version will then follow. We talked with Gotch and the game's lead designer Sergei Gourski on this week's episode of our bonus podcast. We'll blast the audio to your earholes tomorrow.

Nimblebit's Upcoming 'Pocket Planes' Gets a Trailer

posted May 22nd, 2012 5:53 PM EDT by Jared Nelson in News, Upcoming Games
 

We've been hotly anticipating Nimblebit's follow-up to their massively popular Tiny Tower [ Free ], called Pocket Planes, since it was first unveiled at GDC in March. We took a close look at its Flight Crew Challenges in a hands-on preview last month, and we dug deep into the Nimblebit way of making games free-to-play the right way in an in-depth article earlier this month. Finally, we talked about our early impressions of the game on our podcast a couple of weeks back. See? Told you we're hotly anticipating it.

Today, Nimblebit has released the first trailer for Pocket Planes giving everybody their first glimpse at the game in action.

As you can see from the video, and what we've known for a while now, is that Pocket Planes is looking to be a fantastic follow-up to Tiny Tower. It's really been the current obsession around the TouchArcade headquarters since we've had our hands all over early versions, and we can't wait for everyone else to get their hands on the game too. Unfortunately, Pocket Planes still doesn't have a firm release date but it's certainly close on the horizon, and once we find out when it hits for sure we'll be letting you know.

'MonTowers' Review - Making Fond Monster Mammaries

posted May 22nd, 2012 3:42 PM EDT by David Craddock in 3.5 stars, Free, Game Center, Games, iPhone games, iPod touch games, Platform, Reviews, Virtual Pet
 

I admit without shame that I was a huge Poké-nerd back in Pikachu's heyday. The explosion of Pokémon's popularity coincided with my sophomore year of high school, and being nerdy enough to know my cool-kid rep was in the negatives even before I started lugging around a Pokédex with my textbooks, I wore Pokémon t-shirts and evangelized the games and cartoon without a care. I also saw new Pokémon movies on opening night and, surrounded by squirmy kiddles and their irritated parents, broke out in wild applause and cheers when the Nintendo logo appeared on the screen, which prompted all the kids to whoop and holler along with me (and the parents to stare at me with such loathing that I wanted to crawl into the nearest Poke-ball).

There is, however, one immediately noticeable difference between MonTowers ~Legend of Summoners'~ [ Free ] critters and Nintendo's kid-friendly goldmine. Amid the fantasy- and horror-themed creatures you will amass, you'll also accumulate anime girls so scantily clad and busty they make Lara Croft look like a teenie bopper who has only just started to blossom. Fortunately, unlike the milky-white flesh of your personal monster-hunting assistant (and what soft, creamy, heaving flesh it is), there is much more to MonTowers than meets the eye.

Like Pokémon, MonTowers is a monster-hunting game where you pit monsters against each other and, ideally, add defeated opponents to your ensemble. Your goal is to clear a series of towers by defeating the monster on each floor and moving up to the next challenge. There's a cursory story outlined at the start of the adventure, but really, it's all about climbing monster towers and fighting deadlier and deadlier opponents.

At the beginning of each brawl, you get a chance to attack first by completing a touchscreen minigame. During your attack phase, your monsters automatically step up one by one to deal their damage. Should you botch your first-strike opportunity, the opposing monster gets its licks in before your group. The cycle rinses and repeats until your team or the enemy drops dead.

When you defeat an opponent, they either combust in a flash of light, or shrink into a coin. Earning a monster's coin adds that monster to your collection. From the moment I received my first coin, I felt that old Poké-compulsion come flooding back--not only the burning desire to "catch em all," but to form posses made up of different abilities that dominated the competition.

As our forum users can attest, there's no real rhyme or reason to capturing a monster. Sometimes you'll bag it, but more often than you'd like, you just won't. Not to worry; there are other ways to expand your portfolio. As the game unfolds, you'll learn recipes that reveal monsters you can breed to create new types. When you run out of monsters to hook up, you can spend the tokens you earn from leveling up on Gachamon, a gambling-type minigame where a payment of five tokens cooks up a random monster. Most monsters created through Gachamon are stronger than many of the ones you'll encounter as you ascend monster towers floor by floor, making it an expensive addiction I was willing to indulge.

To build your team, you unlock monster slots that allow you to beam in monsters from your coin collection. Each monster comes with a summoning cost divided among five colored gems you harvest during the game, and you can use those same gems to buy upgrades. The catch is, you can't take all your monsters into a fight. Instead you assemble a small squad from your pool of summoned fighters, picking and choosing ones with lots of health, attack power, and special abilities like health regeneration.

As you progress, you'll eventually have to un-summon older, weaker monsters to fill your finite amount of monster slots with new blood you recruit along the way. Un-summoning a monster frees up its slot, but costs you all the time and gems you spent decking out your monster with enhanced powers.

I actually found myself growing attached to battle-scarred veterans, and it's a shame that most battles end quickly if you bring in your heaviest hitters, rendering many older monsters obsolete. Ah, progress. You are a cruel mistress. (Although you can reminisce on old times by visiting the gallery, where you can view all your summoned monsters past and present, and in the various stages of undress brought about by any upgrades you purchased for them. Believe me, once you capture and fully upgrade the Nymph and Succubus, you'll be spending a lot of time "reminiscing" with them.)

As with any collecting game, obsessing over filling every blank spot in your monster collection is the star of the show. A good thing, too, since MonTowers' battle system is pretty simplistic. Aside from exercising slight control over who attacks first and pouring healing potions down the throats of injured monsters (lose them in battle and all their upgrades go with them), you mostly just sit back and watch. To be fair, I found the battle system just as complex as it needs to be. The real strategy lies in upgrading your bestiary, building dream teams, watching them annihilate the biggest and baddest the game has to throw at you, taming them, and continuing your journey upward.

Even your strongest team of monster slayers doesn't stand a chance against the game's most powerful adversary: Father Time. Similar to other freemium games like Tiny Tower [ Free ], many functions in MonTowers require real-time minutes or hours to complete. Lowly monsters only need a few seconds or minutes to pop up, but more advanced minions will keep you waiting for hours. The upgrade gems you harvest cost one energy apiece, and you replenish one energy every three minutes. Not so long, but to the impatient, waiting is waiting.

You can expedite certain time restrictions depending on the girth of your wallet. Tired of waiting for a summoned monster to warp in or apply researched upgrades? Slip it some tokens and it will appear instantly. Don't want to wait for your wounded monsters to regenerate one health per second? Feed them potions, but be prepared to spend tokens on more once you run out, as you'll rely on them in battle once you enter the third tower and beyond.

In many ways, the game's time restrictions feel designed to make you either watch the clock and wait for assorted activities to wrap up in their own time, or break down and spend money--in-game or real--to get things moving. But, just like with Tiny Tower, the time restrictions never bothered me. There's usually something to do while your timers tick down. Return to monsters you haven't captured, take on new foes, consult your recipes to arrange blind dates for two lucky monsters, spend your savings on Gachamon, grind or purchase IAP tokens to instantly finish summons and upgrades--or, God forbid, put the game down and do something else for a while. Maybe gather some friends and LARP MonTowers in the woods or salivate over your sexier acquisitions.

And speaking of sexy (the game asks you to confirm that you're at least 17 before installing it), the amount of skin it shows is good for a chuckle, but is no more than window dressing designed to attract horny 15-year-olds. Case in point: your female monsters actually remove clothing with every upgrade rather than adding on more for protection. Silly logic. But don't let MonTowers' cheap bids for attention fool you. Look beyond all the thongs and pasties and you'll find an engaging, if somewhat simplified, monster-hunting experience.

TouchArcade Rating:

'Whale Trail' Creators Release 'Johann Sebastian Joust' Clone

posted May 22nd, 2012 2:41 PM EDT by Eli Hodapp in Free, Games, News
 

There was quite a debate in the TouchArcade command center today regarding whether or not we were even going to post this, as our community seems to simultaneously hate it when we post about clones, but absolutely loves talking about them. So, we're going ahead with this along with the caveat that we're trying to get in touch with all parties involved to get to the bottom of things. With that out of the way, let's back things up a bit.

Johann Sebastian Joust is a no-graphics game designed for the PlayStation Move controller by Die Gute Fabrik. The game seems to be a staple at any indie game developer party, and features Bach's Brandenburg concertos as the soundtrack. The idea of the game is to jostle the PlayStation Move controllers of the other players to get them out. The threshold of how much the controller can be jostled is adjusted in time with the music, and it's a ton of fun to watch people playing. It's a very difficult game to explain, so, watch this trailer:

Today, ustwo released an eerily similar game called Papa Quash [ Free ]. I suppose we should cut right to the chase here, so, assuming you've watched the above video, imagine that… But with dub step:

The rabbit hole goes much deeper here than your typical tale of game cloning. According to ustwo marketing director Steve Bittan, the concept of the game was actually cooked up by Sam Pepper, a YouTube pseudo-celebrity whose original claim to fame was appearing on the TV series Big Brother.

Allegedly, Pepper contacted the guys at Die Gute Fabrik who gave him to go ahead with the game and wished him luck. Die Gute Fabrik fired back via Twitter by saying, "Just to be clear, we have never and would never approve, give permission, or encourage anyone to clone of any of our games." Where things get interesting in all this is that Mills, the ustwo co-founder and self-proclaimed Chief Wonka, has been very vocal in the past regarding cloning. In the past, he's told PocketGamer:

"Making games, entertainment, a new design, a product should always be about unearthing something that makes you proud no matter what happens on the financial side... Fakes and copycats quite simply have to absolutely f**k off to another paradigm."

Bittan, speaking with Edge continues:

"This is a quick, short-term project, in and out of the door very quick. Obviously the concept is quite similar. We don't want to be dragged into it too much - it's not anything to do with our app division.

We don't copy - everyone is influenced by certain things. It's like saying Sega is copying Mario or something. Whale Trail people said was similar to Tiny Wings, but we went back to the drawing board with that. If people think we're happy to clone people they're very much mistaken."

We'll see how it all shakes out once more people start talking. We've yet to hear back from ustwo ourselves, and Die Gut Fabrik is preparing a statement on the matter. Now, I'm going to go sigh a lot.

App Store Link: Papa Quash, Free

'Scotland Yard' Review - Not So Hot on the Trail

posted May 22nd, 2012 1:13 PM EDT by Jonathan Glover in $4.99, 3 stars, Board, Game Center, Games, iPad Games, iPhone games, iPod touch games, Reviews, Universal
 

The success of the digital version of a physical board game hinges on three things: the quality of the base game, the accuracy of the representation of said game and if both of these things are pulled off well enough to sustain a community long after you’ve tired of getting beaten by friends and family. With that in mind, is Scotland Yard [ $4.99 ] a successful iOS port of a classic board game? No, but it could be.

It’s not as if Ravensburger’s Scotland Yard, the 1983 Spiel des Jahres recipient, isn’t fundamentally sound. One player is Mr. X, terribly creative criminal mastermind, stealthily darting about London in an attempt to avoid the grasp of five Scotland Yard investigators, represented by the other players. Players move about via ticket cards allowing access to modes of transportation around the game map: taxis, buses, boats or the London Underground.

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TouchArcade Rating:

'Fieldrunners 2' Due Out This Summer on iPhone, iPad Shortly After

posted May 22nd, 2012 11:02 AM EDT by Brad Nicholson in Action, iPad Games, iPhone games, iPod touch games, Tower Defense, Upcoming Games
 

Frequent updates to Fieldrunners [$2.99 / HD] over the past few years has kept the tower defense title feeling fresh despite its age, but its upcoming sequel looks like the kind of continuation we've been dying for. Dozens new towers, new skills, new maps, new modes and new enemies are all part of Fieldrunners 2, which is due out on iPhone later this June and iPad "shortly after" this initial release.

The original Fieldrunners was an excellent tower defense game that managed to stick out because of some really sharp twists. From what we've seen so far, Fieldrunners 2 is going to push that bar even further, and that's really exciting.

Here's some screens:

'Witch Wars' Review - A Competitive Match 3 That Comes at a Price

posted May 22nd, 2012 10:00 AM EDT by Nissa Campbell in 3.5 stars, Free, Game Center, Games, iPhone games, iPod touch games, Puzzle, Reviews
 

It would be easy to write Witch Wars [ Free ] off for its, shall we say, intensely aggressive IAP implementation. It would be hard to argue that Com2Us hasn't reached new heights on that score. But let me play devil's advocate for a minute. Sure, there are characters that can be unlocked for ten dollars. That's a thing that happens in this game. But it's also a solid competitive match-3 in a market that doesn't have many of those to choose from. If, say, you've been waiting for a successor to Puzzle Quest 2 [ $4.99 ] all this time, that might not be something you can afford to ignore.

The IAP breaks down a bit like League of Legends. You start with Athena, the default witch. She's a bit middle-of-the-road as far as abilities go. You can unlock six other characters, half with coins and half with (far too much) cash. If you do, you can use them online or solo any time. Otherwise, be patient. Every day, a new witch unlocks temporarily for everyone to try out online. In the course of a given week, you'll be able to play each and every character Witch Wars has to offer.

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TouchArcade Rating:

'Neuroshima Hex' Gets Asynchronous Multiplayer, New Visuals, And More In Latest Update

posted May 21st, 2012 6:59 PM EDT by Brad Nicholson in $2.99, iPad 3, iPad Games, iPhone games, iPod touch games, News, Puzzle, Sales, Universal, Updates
 

Neuroshima Hex [$2.99] received all sorts of new features and content this morning courtesy a brand new update to the core game. The coolest addition by far is the introduction of asynchronous online play, which is something the game's developer Big Daddy's Creations has been thinking about doing for quite some time. Other neat features in today's update include new iPad retina support, player profiles, a stronger tutorial, and redesigned UI elements across the board -- stores, menus, and even in-game.

We haven't talked about Neuroshima in a while, so allow us to re-introduce you to the brain busting game with this tidbit from our comprehensive review:

Like many strategy games with unique rulesets, Neuroshima Hex is fairly complicated. Playing the game involves selecting one of the four factions, each with their own strengths and weaknesses, then playing with a 35 tile "deck". Players start by placing their headquarters on the game board, and the rest of the game revolves around attacking the enemy HQ while defending your own utilizing the tiles you draw at the start of your turn. Your deck of tiles consists of three different types, tiles that contain different types of units, modules which buff those units, and instant action tiles that do things like destroy or slide a unit, or even initiate combat.

In celebration of the release of this update, Big Daddy has dropped the price of the game to $2.99 from its usual $4.99. Our full review is available here, if you'd like to read up on the game if you're thinking about taking the plunge. Spoiler: the game's learning curve is a little steep.

App Store Link: Neuroshima Hex, $2.99 (Universal)

Upcoming Puzzle Adventure 'Shardlands' Looks Pretty

posted May 21st, 2012 4:34 PM EDT by Jared Nelson in News, Upcoming Games
 

New Finnish game studio Breach Entertainment is in the final stages of their upcoming iOS title Shardlands, and have just released the first trailer. Breach is made up of just 4 individuals and was founded at the beginning of the year, but Shardlands has actually been in development for more than a year and is reaching the final crunch phase. It’s a puzzle-adventure game with a fantasy/science fiction motif, and the new trailer shows off some of the great looking environments in the game.

Also of note is that one member of Breach, Aarni Gratseff, is a long-time supporter of our TouchArcade Show podcast, and was the first to create a theme song for the now defunct Kitty Korner segment (direct all hate towards Mr. Nicholson for that, by the way). He’ll be composing all the music for Shardlands, and given the epic-ness of the Kitty Korner theme, I think all of our collective ears will be in for a treat. Stay tuned for more on Shardlands as it nears release in the coming months.

'Magic the Gathering: Duels of the Planeswalker 2013' Video Looks Awesome

posted May 21st, 2012 4:22 PM EDT by Eli Hodapp in Card, Games, iPad Games, Upcoming Games
 

Details are still vague as they could possibly be regarding the upcoming Magic the Gathering: Duels of the Planeswalker 2013 coming to the iPad, but a new video just hit YouTube this afternoon that shows off some of the new cards included in the 2013 release. Give it a look:

It's probably safe to assume that this is video of the PC (or console) version of the game, so it'll be interesting to see how many of the various visual effects transfer over to the iPad. Either way, we'll find out when the game finally hits sometime this summer. I can't wait.

'Monster Loves You!' is an Upcoming Tamagotchi-like from Dejobaan and Radial Games

posted May 21st, 2012 3:55 PM EDT by Jared Nelson in News, Upcoming Games
 

After making a splash on the App Store earlier this year with their quirky and stylish skydiving title AaAaAA! (Force = Mass x Acceleration) [ $2.99 ], Dejobaan Games has hinted on their website at what their next mobile release is going to be.

Teaming up with Radial Games, the original creators of the Steambirds games on Flash, the new collaboration project is called Monster Loves You! and aims to be an engaging virtual pet-like experience with much more RPG-like depth than what’s currently available.

Dejobaan asked Radial Games’ Andy Moore a bit about Monster Loves You!, including why he was motivated to create a new Tamagotchi-style game: “I think the closest I’ve really come to playing an enjoyable ‘pet’ game is The Sims 2, which was an excellent title but just demands WAY too much of my time. I want a similar experience – something with all that drama, character development, and ups and downs… but that I can play on the toilet.”

That’s certainly something I can get behind, Andy. I’ve always been intrigued by the notion of carrying around a little virtual creature that lives on my device, and there’s been some neat efforts in this area on iOS but nothing that’s really grabbed me and drew me in. With Dejobaan’s fantastic sense of humor and Radial Games' drive to create a meaningful experience, I’m definitely curious to see more from Monster Loves You! in the near future.

'Gene Effect' Review - A Space Adventure With Some Depth

posted May 21st, 2012 2:15 PM EDT by Nissa Campbell in $4.99, 4 stars, Adventure, Games, iPad Games, iPhone games, iPod touch games, Platform, Reviews, Universal
 

There are great mysteries buried beneath the surface of the alien world of Gene Effect [ $4.99 ], mysteries your small team has been sent to uncover. As you immerse yourself in the atmosphere of those distant tunnels, you'll encounter alien life, hostile and beautiful, and the remnants of a civilization both ancient and powerful.

You pilot the exploration ship Triton. It's almost ludicrously vulnerable, destroyed with equal ease by careless piloting, aggressive plant life and man-made defenses. But that doesn't change the facts: you're the only one who can unlock the secrets of this cavern and its alien masters. Unarmed but for your repulsors, you travel ever deeper.

This journey isn't one of lengthy maze-like exploration. Gene Effect is broken up into levels, and most of those levels are fairly straightforward. There will be a task or for the Triton to complete, maybe collecting a certain amount of koronite resources from the environment, finding DNA samples or powering up ancient reactors. You might need to use your repulsors to clear away loose rocks in your path, or locate and use the occasional drone to clear a path. Once those things are done, it's just a matter of finding the warp gate and moving on.

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TouchArcade Rating:

New 'Infinity Blade 2' Expansion Adds New Area, New Monsters, And More Loot

posted May 21st, 2012 10:45 AM EDT by Brad Nicholson in Action, iPad 3, iPad Games, iPhone games, iPod touch games, News, Role-Playing, Universal, Updates
 

Infinity Blade 2 [$6.99] already has a ton of content to explore, but it'll be offering even more fat loot and monsters this coming Thursday when Chair unleashes a new expansion dubbed Vault of Tears. It's free and set to "delve further into the Infinity Blade story" via a brand new dungeon to dive. Expect to get around 50 new items to collect, level up, and utilize and expect to see a handful of new foes.

Interestingly, Chair is plugging in a few fresh mechanics to play around with. Of the most note, it's adding a treasure map that marks treasure locations. Also, ClashMob is being expanded to allow anyone to participate in fights via Twitter or Facebook -- no game required. Weird, right?

Again, Vault of Tears hits later this Thursday. These assets should hold you over until then, we'd hope.

App Store Link: Infinity Blade II, $6.99 (Universal)

'Deadmans Run' Review – A Rough Racer

posted May 21st, 2012 10:00 AM EDT by Eric Ford in $0.99, 3 stars, Games, iPad Games, iPhone games, iPod touch games, Racing, Reviews, Universal
 

It seems as if ever since the iOS remake of Death Rally [ $0.99 ] hit the scene over a year ago, we’ve had a resurgence of weapons-based racing titles gracing the platform. Deadmans Run [ $0.99 ] from Nightfall Interactive is another entry into the genre and attempts to model itself somewhat closely to Death Rally. While Deadmans Run does try to differentiate itself from the pack in some ways, you’re mostly left with a fairly average racer with controls that leave a bit to be desired.

Deadmans Run offers a somewhat comprehensive campaign that has you racing across nine different levels across three “difficulty” levels, earning both cash and notoriety (essentially experience points). The cash is used to purchase permanent (engine, weapons, and armor) and temporary upgrades for your vehicles while the notoriety acts as a level-wall that restricts upgrades and car purchases until you've hit a certain level. Overall, the system works well enough for replayability, although the strict level requirements for each purchase take away any sense of freedom, which is a bit disappointing.

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TouchArcade Rating:

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