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Archive for January, 2010

CES 2010: Hands On with Parrot AR.Drone Quadricoptor

Saturday, January 9th, 2010

coptorWithout a doubt, one of the coolest things introduced at CES 2010 was Parrot's AR.Drone quadricoptor. We managed to track it down for some hands-on time and yes, it's really as cool as it looks from the developer's videos.

One of the biggest features behind the technology is the sensors and advanced processing behind the device which allow it to practically fly itself. Unlike other remote helicoptors, the AR.Drone uses a combination of downward looking camera, gyroscopes and other sensors to perform stationary flight and also compensate for other flight conditions. The result is a very easy to fly device.

The device is currently controlled using an iPhone/iPod Touch app which communicates through Wi-Fi to the AR.Drone itself. Simply tap on Launch and the AR.Drone takes off and hovers over a stationary spot. On screen controls are easy and effective.

Left/right buttons allow you to rotate 360 degrees in one spot, while up/down buttons control altitude. Pressing on a special button activates tilt-control on the iPhone/iPod Touch itself. This allow you to fly the device by naturally tilting the iPhone itself. Meanwhile, the on screen controls are overlayed with live video coming from the front-facing camera of the Drone itself.

In picking it up for the first time, I found it very easy to maneuver. The main thing I had to get used to was using the drone's point of view to steer, rather than my own. Check out our video:

As if that wasn't enough, Parrot also offers an open API to develop augmented reality games. Using the front facing camera, you can duel with another AR.Drone or attack virtual enemies in space. Parrot has developed a couple of games as demos but expects 3rd party developers to take much more advantage of the technologies.

The current development model only offers about 15 minutes of flight on about an hour's charge. Pricing and availability of the AR.Drone will be announced later this year. More details are available on the developer site.

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'Super Ramen BROTHers' for iPhone: Cooked in Just 24 Hours

Saturday, January 9th, 2010

ramen screenIt's no secret that the iPhone is a highly attractive target platform for developers, not only because of the excellent app distribution model that Apple has put in place with the App Store, but also because of the quality and accessibility of its freely-available development tools. They are great tools, indeed, but we wouldn't go as far as to say you could get a game out the door in a single day, or anything. Well, at least...we wouldn't have, until developers Alex Schwartz (who brought us Spring Fling) and Yilmaz Kiymaz (who brought us Rocket Monkey) did just that.

Schwartz and Kiymaz decided to try and develop a full-featured iPhone game, including all of the art, animation, music, sound effects, and everything, all within a single day -- 24 hours. And before the starting pistol fired, the duo opened up the design to the iPhone gaming community.

The design will be based around one word: 'Absurdity'
You're the designer. Go.

After amassing ideas from the community, the timer started and the code began to flow. The team live-blogged the entire process in a thread in our own forums (which they've since summarized on their own blog).

super ramen brothers screenAnd did they succeed in their mission? Well, despite delivering the game one entire minute late (we'll cut the guys some slack...), we'd definitely call the effort an impressive success. With the help of the online Touch Arcade community for ideas (forum member Sailor Jensen provided the winning concept) and a few developers from the Boston indie community for assistance with art and music (Matt Board, Beth Beinke, Steve Trenkamp), Super Ramen BROTHers quickly sprang to life, and is now available as a free App Store download [link].

And what's this hastily wrought title all about? Well, you control both of the Ramen brothers as they flee down the cashier's conveyor belt in an effort to avoid that laser scanning thing and, ultimately, two cups of boiling, stovetop death. In their flight, down the three-lane conveyor belt, they must jump or dodge (tap or drag) other grocery items, as every collision jolts the Ramen packs back one notch closer to doom. Soy sauce packets picked up along the way help the Ramen brothers edge back forward towards freedom. AGON community integration provides leaderboard tracking -- an impressive touch for a one-day app.

See the devs' video for a look at the gameplay.

Super Ramen BROTHers is certainly not the best iPhone game we've ever played. But then, that wasn't really the point. Hats off to all involved in showing that it doesn't necessarily take a year of your life to get an iPhone game to the App Store. Surely their efforts here will inspire a number of would-be iPhone developers to give it a shake. What's more, the game is actually pretty fun to play. Give it a try.

App Store Link: Super Ramen BROTHers, Free

TouchArcade Rating:

iShoot Follow-Up "Kim Rhode's Outdoor Shooting" Arrives

Saturday, January 9th, 2010

kim rhode's shooting screen

One of the most notable iPhone games in the early days of the App Store was Ethan Nicholas' iShoot [App Store], a turn-based artillery game reminiscent of Scorched Earth. In January of last year iShoot took the #1 spot in the list of top 100 paid apps (and anything that could dethrone iFart Mobile has to be big news), enabling Nicholas to kiss his day job goodbye and focus entirely upon iPhone development. An easy decision, we're guessing; Nicholas reportedly made over $800,000 on iShoot in its first five months.

kim rhode's menuBut what was next for this successful first-time iPhone author?  Time passed and we began to wonder just what Nicholas had in store for iPhone gamers, when word came in October that he would be bringing an outdoor hunting game made in partnership with four-time Olympic medalist, Kim Rhode. Yesterday, Kim Rhode's Outdoor Shooting [link] arrived in the App Store.

Kim Rhode's Outdoor Shooting challenges you to go on the hunt for deer, bears, rabbits, and wild turkeys in a 3D, first-person sports shooter set among a variety of outdoor locales (unlocked as you make progress). And it's not just about pistols and hunting rifles; your arsenal includes AK-47s and even a rocket launcher. And, while some of our readers won't have a taste for a virtual hunting title (with bunnies), the genre is a popular one on other systems and similar iPhone titles, John Moffett's iHunt [$0.99] and Glu's Deer Hunter 3D [$2.99], have been doing quite well, of late.

See our brief demo video for a look at the game (note that virtual animals are shot and killed in this footage -- even bunnies).


[ Full HD version | Low Bandwidth version ]

App Store Link: Kim Rhode's Outdoor Shooting, $2.99

CES 2010: Posimotion's Helix Gaming Grip

Friday, January 8th, 2010

gI_Graphic1.JPGCES 2010 hasn't been home to many iPhone gaming announcements, though we did have a couple of meetings that will bring some new iPhone gaming news soon.

One of the devices we found while wandering the floors was Posimotion's Helix gaming grip. Steering/gaming grips aren't really a new concept for the iPhone and iPod Touch. Posimotion's solution, however, is nice in its simplicity.

The Helix is a single piece of plastic that allows you to slide your iPhone or iPod Touch into the device in either landscape or portrait modes. Holes are cut out so you can still use your iPhone's camera while the device is in place. The primary goal of the device is to improve steering while playing accelerometer controlled games. Posimotion demos the unit in action:

Of course, the question remains... do iPhone gamers really want these sort of attachments to help with tilt gaming?

The Helix will be available in Spring 2010 for $19.99.

CES 2010: 'Gunman' - A Free (For a Limited Time) iPhone-Only Camera Game

Friday, January 8th, 2010

434839Aside from the Parrot AR.Drone quadricopter, we haven't come across much noteworthy in the world of iPhone gaming at CES-- Everyone is far too busy looking at tablet computers being shown and speculating as to which is likely going to be the closest to Apple's tablet. That doesn't mean people at CES aren't playing iPhone games.

The developers behind Gunman [App Store], a camera-based shooter game, are currently running a contest encouraging people to get involved in Gunman battles at CES-- And if the Twitter activity is any indication, quite a few people are. While this contest is largely irrelevant to those of us who aren't at CES, one great thing came out of it: Gunman is free for the duration of the convention.

Gunman makes use of the iPhone's camera to create a real-world multiplayer game similar to laser tag. By connecting to a WiFi network, players join a game then "shoot" each other by taking photos using the phone's camera. If you're running the latest iPhone OS, you can even zoom in as if you were using a sniper scope. Each player is tracked by the color of their shirt, and in my testing of the game I found the color recognition to be shockingly good.

The game comes with a few caveats of course. Large multiplayer games require WiFi, everyone must be wearing a different color shirt, and needless to say, until an iPod touch with a camera materializes you need an iPhone to play. Still, if you can round up a few friends all willing to wear different colored shirts that have iPhones in an area blanketed by WiFi, and don't mind people wondering what in the world you're doing running around pretending to shoot people with your phone, Gunman looks to be a lot of fun.

App Store Link: Gunman, Free (For a limited time.)

Freaky Friday: Game Sale Extravaganza

Friday, January 8th, 2010

ta_saleIf you've got some extra iTunes credit burning a hole in your virtual pocket, an awful lot of good games recently went on sale. As always with these sale posts, all the prices are temporary and current as of this posting. If you're interested in picking any of these games up for their sale price, it's generally not a good idea to wait too long as some sales are shorter than others.

All Glu games that weren't already 99¢ are on sale for 99¢ (except Deer Hunter 3D for some reason):

glu-mobile-logo

APPY3Appy Entertainment's complete catalog on the App Store is now also 99¢. Their two games are both worth checking out, especially if your interest includes fighting photos of your friends or making pizzas for zombies:

Other sales of games we've enjoyed include:

And of course there are many other games with recent price changes that aren't listed here. You can see popular games with price changes as well as all games with price changes on AppShopper.

'Assassin's Creed II Discovery' Sneaks On To The App Store [UPDATE: Removed from App Store]

Friday, January 8th, 2010

932575_3Much to our surprise, Assassin's Creed II Discovery [App Store] popped up for sale on the App Store this evening, following a mysterious development cycle leaving everyone in the dark regarding the game's progress following the initial announcement at an Apple keynote in September of last year. We presumed the iPhone version would be released along side the PC and home console game, but that date came and went without a peep of news regarding the iPhone game. Whatever the cause of the delay was, the game is finally here, and so far it seems fairly impressive.

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We will be providing a full review in the not too distant future, but in the meantime initial impressions are being collected in the thread on our forums.

Update 1: We got word from Ubisoft that the version of Assassin's Creed II on the App Store may not be the final version, might include bugs, and is incorrectly priced. It is currently in the process of being removed from the App Store. If you don't care that the game might have a few bugs and/or you might pay a couple extra bucks now instead of waiting, grab it quick... Otherwise we will have more information on the correct release of the game sometime soon.

Update 2: Assassin's Creed II has been removed from the App Store.

Update 3: We were in full gear to review Assassin's Creed II, which is now on hold pending its official release. In the meantime, check out this gameplay video of the first couple levels--

App Store Link: Assassin's Creed II Discovery, $11.99 (Removed from App Store)

'The Deep' - Super Metroid Goes Deep-Sea Diving

Thursday, January 7th, 2010

Screen shot 2010-01-07 at 7.55.34 PMWith the release of Shadow Complex on Xbox Live Arcade last August the genre created (and in the opinion of some, perfected) by Nintendo's Metroid series was revived. In the wake of that game's success, 3G Studios brings us The Deep [App Store], a Metroid-inspired game with a twist; players are thrust into the wet suit of a scuba diver exploring the depths of the oceans.

The Deep opens with the tale of a vacationing scuba diver on a tropical island. Some guy who is permanently stuck in the Captain Morgan pose briefs players with a text-based tutorial, and the scuba diver (who you'll come to find is quite sarcastic) is driven towards a local store where an eccentric store owner awaits with the first quest. Thus begins a pattern that will become quite familiar to players as they progress; there are three different islands in The Deep, and each one contains a single villager and a very unique shop owner, each of whom tout some very strange demands in quest form.

thedeep2

After accepting a quest, players can leave an island and drop out to a large map, where all of the levels that have been unlocked are selectable. Upon selecting a level, the actual gameplay starts and the exploration, light puzzle solving, and Metroid references can begin. Like Metroid, The Deep is all about exploring environments and finding important items that allow access to other parts of the map or give unique abilities to the main character. A large red boulder, for instance, can't be destroyed until a player has collected the level three bomb upgrades, so plenty of secrets are saved for second or even third runs through the many levels and areas in the game.

The scuba diver is controlled via a virtual thumbstick when using the default control scheme, and this works perfectly, unlike the alternative touch-based option. While there are numerous threats to the diver in the form of sharks, deadly swordfish, and giant alien brains (the game gets pretty crazy towards the end), there is no health meter to be monitored during play. Instead, the diver's air tank steadily runs out of air, which can be easily refilled by returning to the surface. Taking damage from the underwater creatures will take off precious seconds from the total timer, so avoiding them is a must if any progress is to be made, as dying will reset all of the progress in a level to the moment the diver entered it last.

thedeep4In a particularly wise design decision by the developers, each level works as a sort of hub for about three separate areas, each of which is its own contained puzzle. In this way players can generally make it through one area, collect an important item, return to the surface, and then immediately head for the next in-level area. This gives the game a nice pace and makes for a great sense of urgency at all times, as a few mistakes in an area means that the diver will need to be especially quick in order to finish collecting all of the goodies in an area and make it out alive.

The various shops on the three islands offer tons of upgrades which can be purchased with the treasure that can be found so abundantly throughout The Deep's levels. Substantial oxygen tank upgrades, increases in swimming speed, better flashlights for those deeper, dark areas, and better suits to keep the diver from taking much damage from enemy encounters all add up to make a nice reward for finishing a level, as well as provide big incentive to explore areas and collect more gold.

There's something inherently fun about upgrading a character to make them faster or stronger for second runs through levels; I'm sure fans of Hook Champ will attest to this. The Deep successfully delivers that feeling of fun, all the while providing tons of enticing reasons to play more, like the allure of extra hidden gold or sidequests that span multiple levels.

thedeep3

Worthy of special note is the humorous, self-referential dialogue between the characters from the islands and the scuba diver. I laughed out loud on more than one occasion at the well-written quips from the island natives, and I feel that they give the game an extra layer of personality. While no text in the game is voiced, the music is pretty good (although it can be hit or miss at times), but it can't match up with the quality of the art, which is made all the more appealing by the high quality of the animation, especially in regards to the diver.

The Deep is not without fault, although its issues are not major. A little variation in some of the puzzles (which almost exclusively deal with flipping different colored switches to open doors) would have been nice, and I really wish that there was a way to check an individual level's stats to see if any of the hidden collectibles haven't been collected, but these are very small issues when one considers the fact that the game is an absolute blast to play. I do have one strong suggestion for the developers, and that's to change the design of some of the shops (the ones that require you to scroll right a really long ways for no real reason to get to the shop owner). That's just annoying.

All of my complaints against The Deep are absolutely trivial when I look back and consider the amount of fun that I derived from playing through the game. Unique level designs, the pleasant art, and that addictive, upgrade-focused exploratory gameplay kept me captive for hours. The comparison might be a slight stretch due to the fact that the levels are in no way interconnected, but I feel that fans of great games like Super Metroid or Shadow Complex will absolutely fall in love with this game. This is a hidden gem that should not be kept a secret.

App Store Link: The Deep, $3.99

TouchArcade Rating:

'Bird Strike' - A Game of Flying... And Falling

Thursday, January 7th, 2010

263261_largeIf you're flying in a plane, bird strikes are bad. If you're looking for a ridiculous game for your iPhone, Bird Strike [App Store] is great. Colorful art, good animations, and a silly gameplay premise all combine to make a game that I really doubt few people will be able to play without at least cracking a little bit of a smile.

Bird Strike begins with a tiny blue bird precariously perched on a power line. You drag your finger down to turn the power line in to a makeshift sling shot to send your bird soaring towards the heavens. During your flight, destroying objects, collecting seeds, how clean your flight is, and how high you fly all factor in to your score. Your bird is controlled by tilting, and on your way up you can jump on rockets to give you an extra boost.

When you run out of momentum, your bird flutters for a second, and falls back down. At this point you can either collect additional seeds you missed flying up, break any balloons you run in to, or try to catch another rocket to fly higher. After the first few levels you will come across a football helmet that can be picked up that will allow you to break through one obstacle without losing momentum.

263261 263261_4

These obstacles include different types and sizes of balloons, Donkey Kong-style girders that are mysteriously floating in the air, various other types of birds, along with other things. Assuming you can make it all the way to the top of a level, a UFO hovering above you blasts you with an onboard ray gun, turning you in to some kind of green fireball-- At which point the game tells you "break stuff".

On your way down, you blast through all the obstacles that caused you trouble as you flew up, and the more things you break the higher your score gets. This is extremely rewarding, especially when you absolutely decimate the series of girders that you kept hitting your head on while flying up.

All of these gameplay elements can be seen in the Bird Strike trailer:

Unfortunately, while the game itself is awesome, it does come with a few issues. First of all, there are no online leaderboards or achievements-- Something the game practically is begging for considering all the achievements that could be worked in to the game such as collecting every rocket on a level, not destroying any obstacles, etc. The developer's other games have OpenFeint, and according to a post on our forums, they're thinking about adding it to Bird Strike.

Secondly, and far more annoying, is that the game doesn't seem to prevent your phone from initiating its automatic screen lock. Since it's a tilt controlled game, you rarely touch the screen aside from the level select process, and having to remember to move your thumb around every few seconds so the screen doesn't turn off is a major oversight. Thankfully, fixing this involves little more than two lines of code to disable the device's idle timer-- PikPok is aware of the issue and it sounds like it will be quickly fixed in an update. In the meantime, you can disable auto-lock in your device settings, just be sure to remember to turn it back on.

If you're able to overlook its flaws, Bird Strike is a ton of fun.

App Store Link: Bird Strike, $1.99

TouchArcade Rating:

'Zwirn' - A Game of String Manipulation

Thursday, January 7th, 2010

807871_4Bruno Meilick's Zwirn [$1.99] seems to borrow a lot of the mood and tactile gameplay from Zen Bound [$1.99 / Free], replacing manipulating a 3D object to wrap it in string with actually controlling the string itself to meet the goals of the 25 included levels.

The four tutorial levels walk you through the basic premise behind the game: A length of string comes from one white dot, and must be extended to the other white dot while laying on top of the various black dots that spot the screen on each level. You don't have much control over the string itself aside from pulling it from the end across the screen, which is where the push pins come in.

Later levels come loaded with different amount of push pins which can be moved around by tapping to pick them up, then tapping again to place them. You then pull the string across the screen, bending it around the push pins, and hold it at the second white dot for a few seconds to progress through the game.

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It doesn't take long for Zwirn to become quite difficult, but if you get stuck the solutions are available on the Zwirn web site. The developer also put together the following gameplay trailer, which is worth watching because the way the string responds to your touches is neat:

Where Zwirn left me scratching my head was when it comes to the complete lack of music in the game. So much of the atmosphere in Zen Bound came from the fantastic soundtrack which is completely absent in Zwirn. I've somewhat "solved" this problem by playing the Zen Bound soundtrack (which is freely available for download once you purchase Zen Bound) while playing Zwirn. The difference, oddly enough, is night and day.

Regardless, if you like odd puzzle games, Zwirn is worth a look. The gameplay mechanic of stretching the string works well, and the art style is cool-- You just need to bring your own music.

App Store Link: Zwirn, $1.99

TouchArcade Rating:

'Cogs' Hands-On Preview with Video

Thursday, January 7th, 2010

screenshot-main-menuLast year we got word that the steampunk puzzler Cogs was coming to the iPhone. Not much more was known at the time about it other than the developers were working on a port, although later we found out that it was being published by Chillingo. Today we got a beta of the iPhone version in our hands for the first time, and it is awesome.

The basic premise of Cogs is very similar to games like Pipemania in that you are moving pieces around a game board to accomplish a task. These tasks can involve arranging gears to transfer rotational energy from one point to another, move bells around to create a chime that matches the target sound, or even move pipes around to transmit steam power from one place to another. These tasks combine in later levels to build contraptions such as this tank:

screenshot-siege-engine

While it's true there is no shortage of Pipemania spinoffs on the App Store, Cogs is in a class of its own when it comes to the amount of visual flare in the game. Everything is beautifully rendered in 3D with wonderful steampunk graphics, and the amount of animations and different flourishes that cover nearly aspect of the game from the puzzle pieces themselves to the menus is something I've never seen in another puzzle game on the platform. (Or maybe any puzzle game, for that matter.)

screenshot-chime-pyramidThe version of Cogs we have comes with three game modes: Inventor mode, which starts with simple puzzles and slowly builds in difficulty in addition to two challenge modes which allow you to solve partially-completed puzzles you have unlocked in inventor mode with different goals. In time challenge mode, you have 30 seconds to solve the remainder of the puzzle, and in move challenge mode you have ten moves to find the solution.

Aside from the different challenges, your progress is tracked in each puzzle with a move counter and a timer. Completing puzzles fast enough and/or in a small amount of moves gives different awards. It even has achievements and high scores which are tracked by Chillingo's Crystal which should provide a decent amount of replay value if you're the kind of person who enjoys going for achievements or competing online.

screenshot-hovercube screenshot-rocket-win screenshot-flywheel

Puzzles in game start as simple 2D puzzles, but quickly graduate to 3D monstrosities where you need to solve multiple puzzles on each face of a object which is turned by swiping with two fingers on the screen. A simple swipe moves pieces around, and overall the controls work very well aside from a few instances where the game though I was trying to spin the cube instead of move a piece-- Although it's hard to say if the game's beta status or my fat fingers are the culprit.

The trailer for the PC version of the game will give you a good idea of what comes in later levels, and is worth watching just so you can get an idea of how good of a port this is. Here is some video of the first few puzzles in Cogs for the iPhone, just keep in mind that this is still technically in beta so things will likely be tweaked or changed prior to launch:

Cogs is due to be released sometime this month, and when the game comes out you can expect a full review. In the meantime, if you have a PC you can check out the free Cogs demo on Steam or buy the full version for $9.99.

'Zamby' - So Many Boxes

Thursday, January 7th, 2010

782253_largeNew from Kristanix Studios is Zamby [App Store], an adventure-puzzle game in a vein similar to Adventures of Lolo for the NES. With graphics that look something like a high resolution 8-bit game, Zamby sports a nice retro feel. After some extensive time with the game, I can report with confidence that not only does Zamby get the feel of old-school retro puzzlers right, but it also backs up its classic visuals with puzzle designs and gameplay that can entertain for hours.

Zamby is a slighty creepy little creature called a "Qwonk." Qwonks depend on a special type of crystal to light up the caverns that serve as their homes, and the crystal stash is starting to get quite low. Zamby has volunteered to brave the dangers of the outside world in a quest for crystals, and this is where the player comes in. In each of the 40 included levels Zamby's goal is to collect all of the shiny blue crystals scattered about. There are three level packs total which sell for 99¢ each, when you buy the "full" version of Zamby, the first level pack is included. Alternatively, you can try Zamby Free [App Store] and if you decide you like it, add the level pack from the "full" version for 99¢ and optionally purchase the other two.

Zamby1

While Zamby has a very similar look and feel to an 8-bit top-down adventure game, it actually falls more closely in line with the puzzle genre. There are numerous threats to Zamby in each level, the most common and basic of which being the wizard. Wizards will shoot a deadly fireball at our one-eyed hero the moment he steps into their line of sight (which is horizontal and vertical only), so there is no way to outrun their attacks. Crafty players will quickly discover that they can push boxes in between themselves and the wizards, effectively stopping the wizards from ever seeing Zamby and attacking.

(more...)

TouchArcade Rating:

'The Sims 3 World Adventures' Details Revealed

Wednesday, January 6th, 2010

The Sims 3 WA iPhone 3To say that The Sims series of games have been successful would be a massive understatement. The original PC version was the best selling PC game of all time, and the ridiculous amount of expansions and sequels all were remarkably successful as well. The iPhone game, The Sims 3 [App Store] rocketed up to the #1 top selling paid app on the App Store almost instantly following its release, and stayed there for quite some time.

EA hopes to duplicate that success with the upcoming pseudo-sequel The Sims 3 World Adventures. In the game, you'll be able to travel to three locations: "Al Simhara" in Egypt, "Champs Les Sims" in France, and "Shang SimLa" in China. Along with new personas, careers, and quests you will also have 52 new goals to achieve as well as 4 new mini-games to play with your sim.

The Sims 3 WA iPhone 2

Of course World Adventures also comes loaded with new clothes, furniture, and face types for you to choose when customizing your sim, and if you've purchased DLC in The Sims 3, you will be able to transfer those purchases to this game. On top of that, you will be able to import and export your characters between both games on your iPhone.

Last, but certainly not least, The Sims 3 World Adventures will feature musical accompaniment of popular songs sang in "Simlish". LeAnn Rimes is the only artist that EA has specifically mentioned so far, and you can hear her song sung sim-style here.

The Sims 3 WA iPhone 1

EA isn't ready to discuss release dates yet, but we will post more information (and hopefully more "Simlish" songs) as we receive it.

'Mirror's Edge' Delayed Until "Early 2010"

Wednesday, January 6th, 2010

IMG_0074.PNGAs much as I'd like to be reporting that Mirror's Edge is out and it's awesome, instead I have to break the bad news that we may not be seeing the game as early as we originally hoped.

We just recieved the following from EA:

The launch Mirror’s Edge for iPhone and iPod Touch has been postponed to early 2010. This will allow the development team to add features and enhancements that will expand the gameplay experience. Stay tuned for more details in the new year.

This comes as somewhat of a surprise because as mentioned in our hands-on preview of the game last month, Mirror's Edge played well, had great graphics, and felt like a complete iPhone game. One can't help but wonder what extra "features and enhancements" EA is going to be including in the game.

Whatever these extra additions are, it's nice to know that EA is taking their time with the game to make the initial release as strong as possible. We will keep you updated as we hear more from EA on the status of Mirror's Edge.

'Finger Physics' - Updated & Free For Today Only

Wednesday, January 6th, 2010

999997_4Finger Physics [App Store] is a fully OpenFeint enabled physics game with multiple game modes, and with this recent update, a load of new content.

Gameplay is similar to ngmoco's Topple series with game modes that include building towers with different types of blocks (and even blocks that have special properties such as exploding blocks and magnetic blocks) as well as tapping blocks on an existing tower to guide an egg safely to the ground. There's also a lunar mode and an underwater mode that change how the blocks behave, requiring slightly different strategies to complete each level.

If you've enjoyed the array of physics games on the App Store, Finger Physics will likely be right up your alley. If you haven't yet experienced any of these games, Finger Physics is a great place to start especially during the current promotion allowing you to download the full game for free.

Finger Physics is currently appearing as free in the US App Store, since this change just went in to effect it may take a bit to update across all regions. If it is still 99¢ in your store, check back later.

App Store Link: Finger Physics, Free (Until 9:00 AM PST 1/7/10)


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