'Rogue Planet' Finally Out, First Impressions
posted by Jim Squires on November 22nd, 2009 11:17 PM EST in $4.99, Strategy, iPhone games, iPod touch games
Commanders, get ready for battle! Gameloft has just released the much-anticipated turn-based military sim Rogue Planet to the AppStore, and from what we’ve played so far we can tell you it’s everything we’ve been hoping for.
Fans of turn-based war games like Advance Wars and Military Madness will feel right at home here. Unlike previous iPhone attempts at tackling the genre, Rogue Planet felt like a natural fit from the first moment we fired it up. The space opera story about a ship returning to earth only to find it in the hands of a hostile force is exactly the kind of sci-fi popcornia that hooks a player on more than just gameplay.

Just like our initial impressions of the story, the touch screen mechanics feel as tight as you might want them to. Things move at a quick pace and everything is streamlined down to the basics. Move units, attack units. Lather, rinse, repeat. After playing the first few levels, we’re happy to say that they offered up great map layouts that never feel like you’re walking endlessly, marching and marching just looking for battles. Hardly a turn goes by without some form of combat occurring.
The other thing that both surprised and delighted us was the length of each battle. Developers try to tailor their efforts to what they believe is a "typical" iPhone experience, meaning quick bursts of gameplay without a great deal of depth or strategy. The catch, though, is that depending on the type of game you’re making you might be sacrificing everything that would have made your game great in the first place. In this regard, Rogue Planet unapologetically sticks to its roots and strays away from the bite-sized gaming experience that many iPhone gamers have come to expect. By the time we’d reached the third mission we found ourselves spending 30 minutes or more reach our objectives. It’s the same tried and true deep experience that has made games like Advance Wars such a success on other platforms.
The 2D art in the battle scenes and dialogue sections pops just as much as you’d expect from the trailer. There’s a very heavy anime influence to the art style. For some reason the whole experience reminds me of Macross. Maybe it’s the ship returning from space. Maybe it’s the choice in vehicles. Whatever it is, it works.
In addition to the single player campaign with 19 missions, Rogue Planet also offer local multiplayer over Bluetooth and Wi-fi. The absence of internet play stings a little, but Gameloft assures us it’s being worked on for the next update. In the meantime, those without iPhone pals hanging around their living room can still experience the feel of multiplayer in a single player setting thanks to the Quick Game mode. Quick Game let’s you fire up a multi-style battle against AI bots and here there are 3 levels of difficulty across 34 maps (19 from story and 15 new ones) playable with 2 different armies.
So far we’ve only had a chance to experience the single player campaign, and from what we’ve seen of the first few missions, it looks as though we might finally have a solid iPhone contender for the hearts of Nectaris lovers everywhere. We'll take a more in depth look after we've had some time with the game.
App Store Link: Rogue Planet, $4.99















I'll pick this up when it inevitably drops to ninety-nince cents for the holiday push.
Good luck waiting…
I agree with TRH. It's ridiculous to expect me to pay more than $.99 for high-quality apps.
I sincerely hope that was sarcasm.
While sarcasm is often difficult to get across in printed form, I find it disheartening that anyone would have difficulty identifying this as sarcasm.
I agree with Jon here. Not sure how could anyone not get the sarcasm in that post :p
Anyways, definitely going to get this one. Not really a TBS fan but this one looks great.
While I agree the price will (some time – I bet in half a year, as was the case with 1112) be dropped (at least temporarily) to $1, this title seems to be excellent and well worth the price.
Furthermore, (assuming the vast majority of the money goes straight to the devs themselves and not Gameloft), by paying $5 for this, you also motivate the devs to come out with the long-promised 1112 sequel(s). This was also one of my drivers in paying the $5 right away and not waiting for the (occasional) price drop.
It has nothing to do with the quality of the app. It's a simple cost/benefit analysis for ME. It's not worth it for me, considering the other stuff I have that I can play on my phone, to buy it at a higher price if there is a chance it will go down in price for the holidays. The benefit of the playing the game now just doesn't outway the cost of the app plus other shit I can be doing.
Get over yourselves.
No online multiplayer yet, but Gameloft promises to include it in an update. Hmm…I've heard that before. Where's the Sandstorm multiplayer we were promised?
*sigh*
This game is not made by FRIKKEN GAMELOFT!
It's made by Agharta Studios!!!!!!!!
GRARGH@!
Sorry, I'm just frustrated at everyone who's like "Duh Gameloft stop makin' this gaem n' focus on NOVA"
P.S.
Sandstorm multiplayer has been promised for *before the end of the year*.
Yeah, it’s from Agharta. Where we all still are waiting for 1112 chapter 2. Since about 9 months.
Gameloft seems to be almost entirely betting their business with apple's platform. I wonder if that's a good thing or bad thing?
Not really true: they are (still) releasing some of their titles on alternative platforms. For example, Prince of Persia is a Windows Mobile-only title not available at all on the iPhone.
Gameloft sells 400 times more on the iPhone vs Android devices. At that ratio, how can you justify them dropping any cash into another platform? Just isn't worth it.
Gameloft spams the App Store with half-cooked software. I own some games from Gameloft, they're all looking very polished. But I always lose motivation and fun after playing some hours. I don't like the "buy our games, we add the promised features later!" kind of mentality. I stopped playing Shrek Kart until the promised online multiplayer is there.
I doubt that I will buy a game from Gameloft again until they change their way of treating customers.
It's easy; stop promising features that you don't provide. This overpromising is the reason why many customers are dissatisfied. If they'd just promised exactly what they told people they'd deliver, everybody would be happy.
I've not played Advance Wars etc – but I'm a long-time Sid Meirs TBS fan. I've realled enjoyed the Civ Revolutions game and can see that this won't be the same – perhaps more mission/ objective based, but wonder if someone can explain what the differences are with this twist on the genre.
High-quality (unlike most YouTube iPhone videos created by other people), HD multiplayer demo video just posted to youtube.com/watch?v=WPe2LjLxbNg
(Sorry for not providing you with direct links – again, direc, clickable YouTube links result in the message's getting into the moderation queue, which means waiting for some additional hours at least.)
Also, you may want to take a look at the just-published Multiplayer bible, which also recommends the game ( http://forums.toucharcade.com/showthread.php?t=34037 ) – it rocks! It compares 199 (!) multiplayer titles to each other, most with dedicated, high-quality videos.
"If they'd just promised exactly what they told people they'd deliver, everybody would be happy."
This sentence makes my head spin.
"This sentence makes my head spin."
Lol! Of course I meant, ""If they'd just deliver exactly what they promised people they'd deliver, everybody would be happy."
Love it! I hesitated to buy due this to the simply awful text issues in 1112, but took a chance hoping that maybe with the addition of Gameloft as publishers, they had a whole team of localization people working on that. And my dream came true. Not a spelling mistake in sight…so far!
I love the art work (as with 1112). Everything just works and fits. The scrolling is very responsive. I love the fact you can spin the battle zone around 360 degrees. No reason for it as far as I can see, but it feels good; )
I especially like the way Argharta Studios have used post battle moments to place you back on the vessel where you can freely move around from debriefing room to sickbay to wherever. I feel like I'm walking around the Starship Enterprise: ) Of course the story is linear, but that's a really nice touch that they added I find.
In fact the more I play, the more it reminds me of the original StarTrek TV series (don't worry, I'm not a Trekky; ) in it's structure. Characters discussing the unknown entity of a planet in the safety of the spacecraft, and then taking a reconnaissance ship down to get a closer look. The old formulas are the best I guess: )
Also, much to premature I know, but it would be great if in the future something like Rogue Planet could incorporate the addition of multiple story endings, as apposed to just success or failure. Maybe in later reincarnation??
Could it be a Gameloft game I'm actually interested in picking up, and one which isn't a near pixel for pixel clone of something another developer did years ago?
As for the guy saying all apps should be $1, sorry, but that's absurd. It costs a lot of money to develop games and the $1 price point is crippling and unsustainable. If iPhone games are to reach the levels of DS and then PSP titles then the price wil have to dramatically rise. How much do you think it costs to download a big new game for the PSP over the Playstation Network? $40. And for that you get a huge, deep game which cost hundreds of thousands to develop.
Loving this game. I would like to see a couple of things though, first of all a continue option from the first page when you load the game. You have to go through four menus currently to get started where you left off. Secondly, what is the use of the 'destroy unit' option? I have blown up two units by mistake cause I pressed the wrong button, very annoying. Yes, I admit it is a stupid mistake on my part, but still annoying.
Other than that I can't fault this game so far. I have hundreds of games on my iPhone but very few I have completed before getting bored. I already tell that I will see this game to the end!
I just wish Advance Wars was ported over, I doubt this game is as good. Also, there isn't multiplayer on one device where you take turns passing the iphone to friends? ( I'm not talking about the bots mentioned in the review)
I know both Advance Wars and Rogue Planet.
They are both off the hook but Rogue Planet is more unique!
See this german Review: http://wp.me/pHRcK-2B
Disappointing. This game suffers from poor interface design and badly thought out story mechanics. The unit selfdestruct button is placed in the most prominent place in the game control interface – a bizarre design decision which makes it very easy to blow up your own unit by accident (even if you know about this problem) and have to start the level again (restarting a level is itself takes too much hassle). Also, the game forces a player to go through its (not very interesting) story and animation cut scenes to get to a new level. There is no "skip" button. Also, some messages are unnecessarily repeated (no need to say after the completion of every level that the level can be played again at any time, for instance).
Put these all together, and its pretty annoying.
Double-tap to skip (RTM)
It may say that in the manual,
but I have just repeatedly tried double-tapping repeatedly again and again on a number of different story scenes, and the start-level animation ship-launching scene and DOUBLETAPPING TO SKIP DOES NOT WORK.
What use is it if it says that in the manual but does not work at all in the actual playing of the game?
Get UNIWAR if you want true online TBS. There are always at least 100 players online and it is very well balanced… I am telling you because I am an addict…
Here is the link: http://itunes.apple.com/us/app/uniwar/id311456818?mt=8
I don't like the touch screen interface in Uniwar very much; I think Rogue Planet did a *much* better job. For one thing, developers need to learn to put controls on the bottom of a portrait screen, not the top, and they need to arrange controls left to right, not top to bottom. Not only is it a long reach, but the hand obscures the screen while using the game. For another, developers need to understand the importance of hover feedback. In Rogue Planet, just about everything is crisp because you get feedback about what will happen when you release your finger instead of "tap and hope" you got the right thing.
I second the uniwar comment. I've downloaded about a hundred games. Uniwar is the only one I always play. I've played it just about every day since it came out. I've tried all the other tbs and rts games for iphone and none can touch Uniwar. There's no waiting for stupid cut scenes and the battle animations happen right on the map. It's simple, elegant, has three asymmetric yet balanced races.
…and of course, it's got true online multiplayer with an active player base. All other tbs games bow to Uniwar.
Found one small oversight. On 'The Factory' mission, the middle of the lake is apparently Plains?!* Otherwise, having a blast. Not sure what all the hoohah is re the suicide button. After a couple of accidental presses, I quickly learned to just be a bit more careful. Problem solved. Also, I'm quite glad there isn't an undo. Again, it makes me use a little of the old grey matter before I get all touch screen happy; ) I find a lot of games are far too soft on people now with no real repercussions if you choose an unwise move or die etc. Where's the fun in that?
Well done Argharta. Now, get on with sorting out that lake I mentioned for your next up-date; )
I think it is OUTRAGEOUS that games for the iPhone cost more than .99! It's obscene. Pretty much the same as molesting small children. In fact, charging ANY money for games is like terrorism. Just the same. I'm a consumer and I have rights. I want good stuff for nothing. Or less than nothing. Asking me to even rate the game is OUTRAGEOUS! That's my time. I earned it. Don't take my time. Also, shut up and feed me cookie dough while I sleep on the couch. All iPhone game developers should PAY ME to play their games and massage my feet and feed me cookie dough while I sleep. Also, shut up. Where's that goddamn cookie dough! My feet ache. I shouldn't even have to download your dumb game. It should just be on my iPhone. Before you code it. What's taking so long?! Amuse me. I am important. That cookie dough is cold. I prefer room temperature. YOU KNOW THAT! Okay, I didn't tell you, but you SHOULD know that. Make games faster. I think I am bored. Tell me if I'm bored. I can't be bothered to figure it out myself. I don't want to type anymore. My fingers are getting tir
You do have rights as a consumer, your right to not buy something that costs more than you're willing to spend. Hundreds of others *are* willing to spend more money for a quality product though. Honestly, if an extra $3.99 impacts your financial situation that much, perhaps you should be out finding an extra source of income rather than getting online complaining about a 5 dollar mobile application.
(this wasn't aimed at you, was adding to your post)
Oh, and did I mention Uniwar has Push notification when it's your turn?
One last thing… the one thing I would say this game has over Uniwar is better graphics. That said, I've deleted about fifty games with better graphics off of my iphone. Ultimately, it boils down to gameplay, and in that regard, Uniwar is still king.
After playing the first several levels, I have come to the conclusion that resources and capturing cities matter not at all in this game. The maps are so cramped and filled with chokepoints that the most powerful ability of any unit is merely to take up space. It's so hard to maneuver your troops to do anything, flanking is pretty much impossible, and movement rates are small. The strategy that wins maps for me faster is merely ignoring all cities and jamming up the enemy against their own base so that they have no room to produce or maneuver. Producing more than a handful of units is not only unnecessary, but counterproductive. Not to mention tedious trying to move them all to the front efficiently given all the different rates of movement.