Gameloft's latest $0.99 price drop is their action game Hero of Sparta [$0.99]. We looked at this game back in December and thought it to be one of the most impressive games for the iPhone.
As an overall package, Hero of Sparta is one of the most impressive games for the iPhone. The level complexity, 3D rendering, and cinematics come together to deliver an incredible experience.
The original price of the game was $9.99, and is absolutely worth getting at $0.99.
Red Rocket Games recently released an iPhone version of original PC game Mevo and The Grooveriders [App Store]. The developers describe their title as a "Mario meets Guitar Hero" music game.
That description concisely describes this charming little rhythm game. Mevo and The Grooveriders is presented as a side-scrolling platformer in which your controls consist of two buttons that must be tapped in time with the music. Mevo runs and jumps across the level on his own and your taps must be timed as he runs past the corresponding icons. Miss a note and Mevo will stumble. Miss enough and the game ends.
It's really a hypnotic experience that should please most fans of rhythm gaming, and I suspect just watching this video will cause some people to instantly buy the game no matter what else I might say:
There is one caveat, however, and that's the game's length. The 7+ minute video above actually shows the entire game on the iPhone as it stands now -- 3 levels (though there are 3 levels of difficulty to play across). The developer has said that they are planning on porting over the remaining levels from the PC version (15 in all) over to the iPhone and that they will be free updates.
Still, the game is only $0.99, so it's not much of an investment to simply get it now.
Ezone.com'sGalactic Gunner [App Store] just was released following an epic launch promotion of the likes I've never seen for an iPhone game. At WWDC, I sat down with developer Simon Edis, who laid the whole plan down for me, and it has been remarkable watching it unfold.
Via the Galactic Captain forums account, the Edis brothers orchestrated an alternate reality game, where forum members assisted the Captain in solving various puzzles left by the Trepidoids, your enemy in the game. Starting with a simple URL hidden in a Twitter feed, the Galactic Captain eventually lead the "Cadets" he had recruited in the thread to a set of GPS coordinates to find an actual CD that was hidden on the outskirts of San Francisco.
Just when the Cadets thought the Galactic Captain was in the clear, the Trepidoids went and stole the game, starting the last phase of the promotion where forum members were invited to create images and videos based on the Trepidoids, with the best entry winning the Captain's iPod Touch.
We got our hands on a preview build quite a while ago, and very much enjoyed the game while it lasted. As the title would hint, you play as the Galactic Gunner, shooting down Trepidoids by tapping the screen while the Galactic Captain flies the ship. Taking the control out of the player's hands allows for a more cinematic experience as your ship flies through precisely choreographed manuevers.
All the while, you're listening to near constant radio chatter between the Galactic Captain, your wingmen, and the Trepidoids. The whole package creates an experience unlike anything on the App Store, and the game feels like playing an episode of a wonderfully cheesy low-budget 80's Sci-Fi show, especially whenever the Trepidoids speak.
The main downside to Galactic Gunner is the amount of playtime. When I say it's like playing an episode of a Sci-Fi show, I mean it, as completing the game takes around a half hour. There is an achievement system with 15 different medals to unlock, so there should be some replay value. Still, even with the short playtime, the overall experience of Galactic Gunner is likely worth the 99¢ asking price.
Australian company 22Moo announced today the development of "the world's first" iPhone OS 3.0 compatible game controller which will feature an 8-way D-pad with 6 buttons, incorporate a 2000mAh battery and support both Bluetooth and 30-pin dock connector connectivity. Specs include:
Dual connectivity - Connect with Bluetooth wirelessly OR use the 30-pin dock connector cable
2000mAh Lithium-ion Battery for additional power for your iPod touch / iPhone*
LED showing charging state and capacity
8-way D-Pad with 6 buttons
Bluetooth button for pairing and status
Built-in speakers, mic and 3.5 audio headphone jack
"Made for iPod" and "Works for iPhone" certification**
A price has not yet been set and is expected to be released in mid September 2009.
Given no actual product shot has been shown, it seems the device is still in pretty early development. They are even soliciting customer suggestions for pricing and interested developers are asked to sign up for future information about the GameBone Pro SDK. We're not holding our breath for this one, but it is the first of what we expect to be a number of other game accessory announcements.
BlackSmithGames recently announced their first iPhone and iPod Touch game called Plushed. They describe it as a platformer with unique gameplay.
What happens when the fairytale world of a cute little girl turns into a cursed kingdom where she is queen? Her favorite plushie sets out to save her, of course. Guiding her loyal plush through several haunted meadows and creepy castles, you must use your wits to bring down the Evil voodoo mouse and his army of wacky minions! It' simple; get to the castle, save the princess. You've seen it before, but not like this. PLUSHED! The adventures of the reluctant bunny knight
The game is said to include over 20 different characters and 9 large levels and 3 world bosses. Plushed is also said to have been designed specifically for the iPhone and iPod Touch and uses the touch controls and accelerometer for gameplay.
Control different items with your finger or by shaking your iPhone to attract enemies, defeat level bosses, to solve tasks and to do many other exciting things.
While it's hard to tell much of the gameplay itself based on screenshots alone, the artwork alone looks great and we have high hopes for the game itself.
Blacksmith games is holding a promotion to increase their twitter followers by linking the launch price of the game to the number of followers they have (more followers -> lower launch price).
Chillingo has been a bit secretive about their upcoming title Vampire Origins after releasing some very impressive looking 3D screenshots back in April. Today, they released some more screenshots and the first gameplay video from the upcoming title.
The game is described as featuring "immersive cutting-edge adventure mixed with fast-paced, intense fighting action".
New screenshots are included below:
The game is being developed by Ice-Hill and is expected in the coming weeks.
React Game's iPhone remake of the classic 1983 EA game of light and dark, Archon, has tonight appeared in the App Store [link].
Archon is hailed as a perfect hybrid of strategy and fast-action combat. You take control of either the Light or Dark team, each with their unique line-up of creatures. Strategically move your pieces on the chess-like board to capture squares. If you move onto an enemy square however, real-time battle ensues in the Combat Arena! Dodge with your Dragon or weave with your Unicorn and defeat your enemy. The combat victor captures the square on the Strategy Board. You win a game by annihilating your opponent's team or claiming all 5 “Power Squares.”
As a long-time fan of the '80s original, I was thrilled to hear that a licensed port of the game was headed to the iPhone....but I also harbored reservations. Archon is a game that really stands the test of time. I was afraid that the iPhone remake would dispense with the true spirit of the game and deliver an over-the-top, ultramodern experience baring little resemeblance to the nearly perfect original. Happily, it seems my fears were unfounded.
Archon for the iPhone is, well, Archon -- for the iPhone. Oh, the reworked game features enhanced graphics and sound, but it is highly similar to the 8-bit original and the spirit is most definitely preserved.
On the game board, pieces are moved with tap controls, and when action shifts to the battle arena, an on-screen D-pad with a tap to fire in the direction of motion are used by default, with the option of accelerometer based movement controls. The controls work as well as the typical D-pad scenario, but the all-important diagonal shots can be tricky to smoothly execute. The game comes with three difficulty levels (novice, average, adept) with novice and average both seemed too easy, while adept started offering some challenge. The game only offers a single "classic" single player mode in the first version, though ReactGames has suggested they are looking into campaign, multiplayer and more in the future.
Arena combat may involve combatants of highly differing attack techniques. Unicorn fires high-speed, low-damage bolts. Phoenix is invincible during its fire-plume attack. Golem throws low-speed, high-damage boulders. Knight delivers a close-range, high-damage attack. And the overall power of each is affected by the shade of the board square on which it sits; light pieces are more powerful the lighter the square, dark pieces are more powerful the darker the square -- and the shade of each square changes as time progresses in the game. In all, it makes for a series of battles that require real skill with each attach technique in order to emerge victorious.
The game's audio has been notably modernized as compared to the original and a variety of battleground backdrop graphics are provided. It's basically the same Archon, packaged to appeal to modern players. There had been some talk that we'd see a playmode featuring the original, retro graphics set, but that option isn't apparent at first glance.
Those unfamiliar with the title should not confuse Archon with a Battle Chess-style title where gameplay is entirely a board-based strategy affair, with fighting sequences that are nothing more than eye-candy. In Archon, once battle is waged, it's up to the player to white-knuckle it to victory. And at a price-point of $3.99, it's a title certainly worth a look if you're a fan of the original, though the game offers only the one single player mode at this time.
Gameloft has published a free Lite version of their impressive looking iPhone platformer Castle of Magic.
We looked at the full version of the game last week and found it to be a really solid title with nice level designs:
The game carries an overall polish and level of detail lacking in many other iPhone titles. The levels in particular seem very well designed with an attention to detail as well as secret areas to explore.
The Lite version of the game offers the first level of the first world to play. Overall, it's a very good sampling of the game and gives you a chance to explore the game using its virtual d-pad controls. I personally found the controls worked pretty as well as could be expected and didn't find it to be much of an impediment. The Lite version now gives every opportunity to try it our yourself.
EA's missing link between Mass Effect and Mass Effect 2 popped up on the App Store this evening, promising a gripping storyline, the ability to unleash a torrent of firepower, and insider information information on upcoming characters in the Mass Effect universe.
Mass Effect Galaxy [App Store] is a game with two parts, arcade style combat and multiple choice conversations. During combat, your character is moved using the accelerometer. Tapping enemies on screens locks on to them and you auto-fire until your target is dead. Enemies return fire with slow moving laser beams, which I found to be fairly easy to avoid in the combat encounters I've played so far.
The right side of the screen is lined with buttons that freeze enemies, launch grenades, and disable shields. Overall, the combat isn't very much fun, mostly because of how little control you have of what's going on. It feels like the game is on auto-pilot, and you're just tilting to get your character in range to automatically shoot something. Even "boss" encounters have been fairly simple, largely in part to a generous supply of health and shield power ups and slow moving, easily avoidable enemy fire.
The second part of the game consists of cut scenes and dialog. When speaking to characters in game, you generally have multiple choices similar to the other Mass Effect games. The problem is, your available options are fairly narrow, and generally all say the same thing. The only realy choice is if you're going to respond as if you're a benevolent space hero or a mischevious prankster.
To make things worse, these choices haven't had an effect on the outcome of any of the dialog portions I've replayed with opposite responses, making the entire exercise fairly pointless. In the E3 video below, the EA representative walking us through the game explains that in some later conversations there are choices that affect the outcome, but always having multiple options available earlier even when they do nothing seems like a waste of time.
I'm sure hardcore fans of the Mass Effect universe will enjoy getting a head start on the plot of Mass Effect 2, but for players like myself who didn't make it too far into Mass Effect (or haven't played it at all), Mass Effect Galaxy doesn't bring much to the table.
We recently pointed readers to a performance comparison between the iPhone 3G S and the iPhone 3G carried out by Daniel Pasco of Black Pixel. The test application was a pre-release build of Plasma, an application Pasco's group is developing for Tap Tap Tap. The comparison showed a "starkly apparent" performance advantage to the new iPhone as compared to the 3G unit.
Tap Tap Tap has followed Pasco's post up with a video of Plasma in action, running side by side on the iPhone 3G S and 3G. The demonstration speaks rather strongly of the potential of Apple's new device.
As Tap Tap Tap concludes,
As the video shows, in our OpenGL ES testing, the 3GS is generally close to four times faster than the 3G. Results will vary depending on the application but this is remarkable to say the least.
Another impressive testament to the power of the iPhone 3G S comes from Ziconic, developer of the roller coaster simulator AirCoaster 3D [App Store]. See their 3G S vs. 3G comparison video.
Rather telling, indeed.
We realize, of course, that this is a game news and review site and that our repeated articles evaluating the performance of the iPhone 3G S may weight heavy on some readers, but we feel that the iPhone 3G S represents so notable a jump in hardware performance that its potential to game developers and gamers alike should not be understated.
And, while these performance benchmarks show the new device in a rather impressive light, it's not until developers begin to directly utilize the Open GL ES 2.0-compatible programmable pipeline of the iPhone 3G S that we will really begin to see the limts of the new hardware. And developers should be soundly motivated to make the new hardware dance -- Apple has just announced that over 1 million iPhone 3G S units were sold during its opening weekend.
While certain genres on the App Store are completely over-saturated (Match three, I'm looking at you.) there had been a distinct lack of turn based strategy games, which is a shame as the few that exist all work so well with touch controls. Thankfully, game designer Luc Bernard threw his hat in to the turn based strategy ring bringing us Mecho Wars [App Store], a colorful prequel to Eternity's Child and a welcome addition to the short list of quality iPhone strategy games.
Eternity's Child was an ambitious PC title that takes place on a flooded planet where all things natural are being taken over by machines and the winged hunt the wingless. This intriguing premise was almost completely forgotten following the game's introduction, and aside from the amazing art style and musical score by Sean Beeson, Eternity's Child apparently fell short and wasn't received well by critics.
Spurred by gamers wanting to delve deeper in to the plot of the Eternity's Child universe, Mecho Wars began as a way to expand on the story and events prior to Eternity's Child. Taking place in the Divination Deserts, Mecho Wars tells the tale of the war between the Landians and the Winged Crusade wrapped in the same art style of Eternity's Child with Beeson returning with another entirely original soundtrack.
In the single player campaign, you play as the Winged Crusade through thirteen stages, each of which can be replayed once completed. Challenge mode features six additional maps to play, and while there is a menu option teasing online play, currently the only available multiplayer mode is played locally by sharing the device.
The gameplay is textbook turn based strategy, and anyone who has ever played a similar game will know how to play without needing any explanation. Tapping a unit selects it, you then tap on the terrain to move and/or enemies to attack.
Buildings can be captured to earn money which in turn can be used to buy new units. Each turn you move your units, make any attacks, build additional forces, then end your turn. Your AI opponent then does the same, and the game clock advances by one hour.
Be warned that Mecho Wars doesn't ease brand new players in to the genre at all. The first level asks you to move a unit, attack, and do other things in the game which are obvious to veterans of the genre but will leave new players completely in the dark. Instead of explaining that in order to move you need to tap a unit, tap another area to move, then end your turn, Mecho Wars simply asks you to move across a bridge to an island to join the rest of your squad. Relatively easy to pick up, but novices might be a bit disoriented at first.
Each faction has nine units available which cover the standard array of what is normally seen in turn based strategy games with everything from basic infantry to flying and artillery units. The Landians and the Winged Crusade each have slight variation on the same unit type. For instance, while the Winged Crusade has the "Ace Soldier" and "Elpho", the Landians have the "Bazooka" and the "Tech".
However, in the 1.0 release there isn't much information given about unit types, and no information about enemy units. Knowing the capability of enemy units is vital to forming a defensive and offensive strategy, so all too often it seemed like I was just using trial and error instead of making informed strategic decisions.
This limitation, however, is already being addressed in the Mecho Wars 1.01 update, as seen in a video recently posted to the Oyaji Games YouTube channel. In 1.01, players will be able to see vital enemy statistics, as well as a greatly enhanced interface for building new units complete with explanations of their effectiveness against other units.
Upon entering combat, the screen shifts in to a split screen cinematic view where both forces attack each other. This is fun to watch for the first few fights, but I found myself disabling this in the options menu before too long as watching the firing animations quickly became monotonous. (To be fair, people criticized UniWar for not including cinematic battles, but I've always seen this as excess fluff which just wastes time and doesn't add anything to the gameplay.)
One of the biggest original complaints about UniWar [App Store] (since corrected in an update) was the lack of ability to adjust the difficulty level of the AI, a feature also lacking in Mecho Wars, which again creates the problem of the AI being boring to veterans and brutal to newcomers.
The best mechanic Mecho Wars brings to the table is the in-game clock which I mentioned earlier. In most turn based strategy games, water serves as a way to create offensive and defensive bottlenecks across bridges. Mecho Wars is no different--that is, until night comes. The water of the Divination Deserts freezes solid, allowing units to simply walk around previously fortified bottlenecks. There are also sometimes buildings in the water, which are only accessible at night.
This night and day cycle along with completely changing the dynamics of the map allows for some innovative strategies that haven't existed in previous games of the genre that I've seen. This also seems to serve as a nod to Eternity's Child, since the water was such an important element in that plot, it would only make sense that water is equally important in Mecho Wars.
Even though the game is far from perfect, I still had a good time playing Mecho Wars, as did many of our forum members. Art style and music are two things that can really enhance any game, and these two things definitely stand out in Mecho Wars. The limited amount of Challenge mode maps along with "coming soon" online multiplayer make me hope Mecho Wars is successful enough to see continued support. But given this mild uncertainty and an abundance of other games in the App Store, I might wait for the promised updates before buying it at its full $4.99 price.
Mecho Wars is a turn based strategy game that shows a lot of promise. While the game is a lot of fun, some strange feature omissions and "coming soon" online multiplayer give Mecho Wars an unfinished feel, despite the high quality art style and remarkable musical score.
The rejection of Manomio's Commodore 64 emulator for the iPhone has generated an enormous amount of debate and discussion surrounding Apple's acceptance policies and the App Store. A closer read of the cited SDK section appears to specifically limit the execution of outside or downloadable code, which seems to make Sega's Golden Axe and Sonic fixed single-emulation games permissible. The commonly held beliefs surrounding why Apple would implement these restrictions seem to center around 1) revenue and 2) control.
Before the introduction of in-app purchasing, allowing developers to sell ROMs or other downloadable content outside of Apple's control was seen as a possible threat to Apple's revenue stream. This argument, of course, is less relevant after the release of the 3.0 firmware which permits in-app purchasing. However, as these restrictions on downloading executable code remains in place, even Sega would presumably be unable to introduce a generic "Sega Arcade" application that would allow in-app purchases of games individually.
The second reason for the restriction seems perhaps to be the more notable one. If Apple were to allow apps to download, install and run arbitrary code, they would lose control of the device experience. It could also open the door to alternative platforms such as Java or Flash, and also introduce security concerns into the device.
After having spent some time with Manomio's C64 app, however, it seems they took special efforts to follow the spirit of the rules, if not the literal interpretation.
The initial C64 app that was submitted to Apple was an emulator application that comes packaged with 5 games and Commodore Basic. The games are presented in a nicely depicted shelf which allows you to pick and choose which game you'd like to play. These features, by itself, seem like they would not run afoul of the published SDK rules.
The C64 emulator, however, also offers a "Store" to obtain other Commodore C64 titles. I suspect this is where a red flag would have been triggered. What's interesting, however, is that the titles offered in Manomio's "C64 Store" are not downloadable within the C64 app, itself. They are simply links to individual App Store apps that contain the Disk Images themselves. Those apps, of course, would also be individually approved by Apple and purchased by the end user just the same as any other application.
These standalone game bundles then install themselves into the original C64 app through published SDK APIs. Such a procedure would still preserve Apple's revenue stream and also allow individual approval of every Commodore 64 application that would be introduced into the App Store.
While a very nice system for the end user, I suspect Manomio will have to settle for a less ambitious system if they hope to make it into the App Store.
We asked Manomio if they had considered simply falling back to individual fixed-rom packs like Sega's games and they said they have, though it's likely to be their final option.
Of course, this is all speculative, as the BASIC interpreter itself could have also been the offending issue alone.
Chillingo has released this exclusive trailer video for the upcoming Touch KO boxing game for the iPhone. This ambitious project has been in the wings for some time. We interviewed one of the developers Adam Mechtley back in April.
Of interest from the interview was the attention to details in the game and use of motion-capture animation:
In terms of content, we are pushing a lot of detail. Each character is about 3500 polygons and uses actual motion-captured animation. We also have some nice gameplay features to add detail. For instance, we modulate the fighters' speeds based on their stats, so a fighter with high agility has a higher base attack speed. The fighters become tired and attack slower if they throw too many punches or the fight drags on too long, so they become more vulnerable to counter-attacks. On the other hand, you can mitigate this by training up stamina.
Here's a list of features provided by the developer:
Customize your boxer's appearance with dozens of equipment and tattoo options
Additional content packs coming soon!
Quick-Play mode lets you get in a quick bout on the go
Compete for title fights in Career Mode, rising through the ranks from amateur to champion
Intuitive, easy-to-use controls
Accurate scoring uses real boxing rules
Online leaderboards and achievements
Crushing knock-out punches
Random opponent generator creates hundreds of possible opponents
Play your own music from your iTunes Library
Last we heard the game was due for a June release.
We figured with the launch of the iPhone 3G S and the introduction of the $99 iPhone 3G, the number of iPhone users will have grown massively just over this past weekend. As a result, we expect we'll see a number of new visitors looking for the best iPhone and iPod Touch games available in the App Store.
While we compiled a list of some of the best games from 2008 back in December, we haven't done much of a wrap up since.
So, here's list of notable games that have been released in 2009. It should be a great list to catch up on some of the best titles this year. Game titles link directly to the app store. Most review links contain gameplay videos.
Required Reading
It's hard to come up with a must have list for the App Store, but you should be familiar with these titles that seem to have already become App Store classics.
Fieldrunners ($2.99) - Ok, this one didn't come out in 2009 but thought it needed a mention. The tower defense game that really started it all on the iPhone. (review)
Flight Control ($0.99) - deceptively simple and addictive game that has hit over 1 million sales (review)
Doodle Jump ($0.99) - Dead simple and crazy addictive. Jump higher and higher. (review)
Only on iPhone / iPod Touch
Some standout titles that use the iPhone / iPod Touch controls in a unique way that couldn't easily exist on most other platforms.
Space Ninja ($2.99) - space shooter without the shooting. Dodge your way around enemies in "bullet time". (review)
iPhone developer Manomio has been secretly working on a major App Store project for the past year that has just been completed, but may never see the light of day in its current form. Readers may remember Manomio as the developer behind the iPhone version of classic game Flashback. Manomio's slogan is "In Retro We Trust" and their mission statement is to bring classic game titles to the leading handheld devices such as the iPhone.
What Manomio has done is to create a fully licensed Commodore 64 emulator for the iPhone that can play classic games and even run Commodore 64 BASIC. The full list of features are as follows:
Full speed, Commodore 64 emulator
SID sound emulation
Auto-save, to continue exactly where you left off
Realistic joystick and beautifully crafted C64 keyboard
Portrait and Landscape play
Vertical and Fullscreen gaming (auto rotate for iPod users)
Did I mention it was legally licensed?
Despite some initial work on the project last year, Manomio had originally decided to abandon the project for two main reasons. 1) a lack of licensing rights for the Commodore 64 and 2) the question of whether or not an emulator would be allowed in the App Store.
Manomio, however, ended up connecting with Kiloo Aps who happens to own the license for the Commodore 64 and ultimately managed to sign the proper deals with both Kiloo and Commodore Gaming.
Manomio then contacted Apple Europe in the UK and detailed what they were planning to accomplish and according to Manomio's CEO Brian Lyscarz, "Apple seemed really excited" and so he felt safe that they would sanction the final app. With that assurance in hand, Manomio proceeded to secure the necessary licensing from individual publishers and finalize work on this major project.
It all came to a head last week, however, when Manomio confidently submitted C64 for iPhone along with 3 individual gamepacks (officially licensed) to use along with the emulator. All seemed fine until Manomio received the dreaded App Store rejection email:
Thank you for submitting C64 1.0 to the App Store. We've reviewed C64 1.0 and determined that we cannot post this version of your iPhone application to the App Store because it violates the iPhone SDK Agreement; "3.3.2 An Application may not itself install or launch other executable code by any means, including without limitation through the use of a plug-in architecture, calling other frameworks, other APIs or otherwise. No interpreted code may be downloaded and used in an Application except for code that is interpreted and run by Apple's Published APIs and built-in interpreter(s)."
As originally feared, Apple had rejected their app based on the SDK clause specifically prohibiting interpreted or executable code.
Even aside from Apple Europe's early assurance, Lyscarz pointed out to us that there are a number of apps in the App Store that do exactly the same thing from CHIP-8 emulators, programmable calculators and, of course, Frotz, a Z-machine interpreter. In fact, Sega's Golden Axe and Sonic iPhone games are nothing more than emulators packaged with the original game ROMs. Lyscarz is understandably frustrated with the process after having spent so much of his company's time and money into the project. Lyscarz continues to hope that C64 might still be approved in one form or another.
Here's a video of the game in action. Not all the games shown would be included in the initial launch, but Manomio hopes to eventually obtain licensing for these games as well.