Open world crime games have been incredibly popular for years now, so it wasn't much of a surprise to see Gameloft release Gangstar: West Coast Hustle [$4.99 / Free / HD] which we liked quite a bit in our review. Following the success of Gangstar, Rockstar threw its hat in to the ring with Grand Theft Auto: Chinatown Wars [$9.99 / Free / HD] which really upped the ante with a real Grand Theft Auto experience with all the depth and complexity that players have come to expect of the series. It's going to be interesting to see what Gameloft includes in the Gangstar sequel to one-up Rockstar, but the good news is we won't have to wait much longer as Miami Vindication is set to be released on the 23rd.
If you're like us and are looking forward to stealing virtual cars on the streets of Gameloft's version of Miami, check out this new trailer:
Something that immediately pops out is how low polygon count everything is, but it remains to be seen how noticeable this is when you're actually playing the game. Thankfully, we don't have much longer to wait, and we should have a review available as soon as Gangstar: Miami Vindication hits the App Store late tomorrow night.
Ahhh, International Pirate Day. A parodic holiday created by two guys back in 1995 that thanks to media coverage and the Internet as a whole has turned in to an international sensation. Assuming you observe the holiday, on the 19th of September you simply spend the day talking like a pirate. Some people take this even farther and dress like a pirate, go to pirate themed parties, or even pirate themed pub crawls with entire gangs of pirates marauding about town. iPhone developer Newtoy, creators of We Rule [Free] as well as both Chess With Friends [$2.99 / Free] and Words With Friends [$2.99 / Free] just released Words With Pirates [Free], a pirate-themed scrabble game.
Unfortunately it would seem that Words With Pirates got caught up in the Apple approval process, or met some other speed bump along the way preventing it from being available for International Talk Like a Pirate Day on the 19th. Even though it's a little late, the game is just as ridiculous. Basically, it's Words With Friends with all the push notification powered asynchronous multiplayer that made the original great with a tile set and dictionary conducive for playing pirate words. Y's, A's, R's, G's, H's, and exclamation marks are plentiful for playing words like "Arrrrgh!" or "Harg!"
Words With Pirates is free, and only available for a limited time per the iTunes description. If you've had a good time with Words With Friends in the past, and love pirates, I'm not sure why you wouldn't grab this. If this is the first you've heard of the With Friends games, I highly recommend checking out the ad-based free versions of both Words and Chess.
Two of Ngmoco's recently announced titles have made their debut in the Canadian App Store as of yesterday afternoon - Touch Pets: Cats and We City. As with most of Ngmoco's games that are hosted over online servers, they have released these games in the limited market of Canada in order to test them out and make tweaks to the system before readying a worldwide release. During a Ngmoco media event at WWDC in June, we took a look at both Touch Pets: Cats and We City and determined them to be pretty much in line with previous Ngmoco releases. Although the apple doesn't fall too far from the proverbial freemium tree that is the Ngmoco business model, both games offer up a nice free-to-play experience in their respective forms of virtual simulation.
Touch Pets: Cats - While retaining many of the same general concepts of its canine predecessor Touch Pets: Dogs, this feline-themed virtual pet game does away with the food bowl mechanic that was the bane of many Touch Pets: Dogs players and replaces it with catnip. In Touch Pets: Cats, you can play with your kitty at any time, and the catnip merely allows you to gain coins and experience at an accelerated rate. Playing with and caring for your pet is largely similar to Touch Pets: Dogs, and there is an emphasis on collecting items to customize your living spaces. You can visit your friends houses and pets as well using the Plus+ network, and can purchase additional catnip through IAP if you choose. Further information and a discussion of Touch Pets: Cats can be found in our forums.
We City - Following in the footsteps of We Rule and We Farm, We City takes many of the same mechanics from those titles and places them in a modern metropolis setting. You'll build your city from the ground up by placing buildings, streets, grass, and other infrastructure on a starting plot of land. As your city flourishes, you'll be able to expand the area where you can build and unlock more items and buildings for your city. The main focus in We City is on industrial production, and you'll need to build factories and stores that can produce goods and services for your citizens and those of your Plus+ network friends. This process can take time, however, and if you're feeling impatient you can use in-app purchasing to buy ZAP that will speed up your rate of production. As always, a discussion of We City is taking place in our forums if you're looking for more information and player impressions.
There's not currently a set US release date for Touch Pets: Cats or We City, but both titles are free to download if you happen to have a Canadian iTunes account. For those that don't, you can most likely expect to see both titles in the US App Store sometime before the end of the year.
Vikings are widely considered a gruff and fearsome group, but what many people may not know is that they have a softer side as well. This has never been more readily apparent than it is in the game Axe in Face [99¢] from Blue Carrot Games. The Norse gardener Red Beard, when he's not looting and pillaging, likes to tend to his beautiful plot of yellow daffodils. His fellow Viking peers apparently don't share this appreciation of fine horticulture and will brazenly trample through Red Beard's garden, crushing the delicate flowers beneath their feet. This enrages Red Beard, and he deals with it in typical Viking fashion – by throwing an axe at the offenders and lopping off their heads.
Okay, so that part doesn't exactly qualify as the “softer” side of Red Beard, but it is an effective way to keep people out of your garden. Axe in Face can best be described as a line drawing defense game. Your daffodils occupy the left edge of the screen while waves of impolite Vikings approach from the right. Drawing a line from Red Beard creates a path for the axe to travel on before returning to him like a boomerang, and the goal is to behead as many Vikings as possible with each throw while not allowing any of them to get by you and into the garden. You can only throw one axe at a time and must wait for it to return to Red Beard before throwing again, and if even one Viking gets into the daffodils it's game over.
There's also some strategic elements to Axe in Face that add challenge and variety to the gameplay. Since the waves of Vikings are constantly moving forward, you'll need to lead each axe throw in order to ensure it crosses their path. There are different types of Vikings moving at different speeds, and it can be really satisfying to time your throw just right as to hit a group of them in one throw. One type of Viking is holding a tree as he walks, and your axe must first pass through a fire at the bottom of the screen before it will do damage to these enemies. Also, orbs can be collected from beheaded Vikings which contribute to a special meter which can allow you to either zap three Vikings with lightning or freeze the playfield and slow down their movement.
All of these elements come together really well in Axe in Face providing a simple concept with just enough depth and strategy to keep things interesting. It can be an incredibly challenging game too, but not overly frustrating. Rather than get mad at failing a level I can't help but smile as Red Beard bursts into tears when his flowers are trampled. The graphics and sound effects are really well done too, and Axe in Face contains 32 increasingly difficult levels and a number of achievements which should keep you busy for quite a while. Players in our forums are really enjoying the game, and the developer is there as well to answer questions and take suggestions for future updates. If you're looking for a game that blends elements from different genres in a fun way and provides a hearty challenge, Axe in Face is definitely a solid choice.
NimbleBit'sPocket Frogs [Free] has taken both our forums and the App Store by storm. Since its release less than a week ago, the game has been downloaded over half a million times, and currently is sitting at #1 on the iPad free charts and #3 on the iPhone free charts. Aside from the main Pocket Frogs thread, we've also got incredibly active threads on our forums both for finding friends and trading frogs. We loved the game in our review, and if you haven't yet, you really need to download it to give breeding your own colony of cute little frogs a try.
The 1.0.1 update was just approved and is currently available for download. This update addresses quite a few bugs and other issues that people have been reporting in our forums since the game's release. If you've had weird issues with missing frogs, all those problems have been fixed. Also, help text has been tweaked to make things clearer for new players.
NimbleBit isn't stopping there though, they're hard at work on additional updates for Pocket Frogs which will include a new frog design as well as fulfilling one of their most requested features by implementing a "Frogedex". (Similar to a Pokedex in Pokemon games.) The Frogedex will show every frog available in the game, as well as which of those frogs you have come across. Something to keep in mind though, with 13,800 available frogs currently (and 14,720 after the update), it's going to take some serious dedication to breed them all.
We haven't heard any specific release dates for the Frogedex update other than sometime in between "soon" and "when it's done", but looking at NimbleBit's track records with their other games, they've been pretty quick with updates. In the meantime, if you have suggestions regarding features and additions for future updates, swing by the thread where the developers have been actively posting since the game's release.
John Kooistra originally released Blue Defense! [$1.99] back in late 2008 and the game was both well received by our forum members as well as in our actual review. Since then, Kooistra formed Cat In a Box Games which went on to develop both Red Conquest! [$3.99] and Fastar! [$1.99], two games we also enjoyed quite a bit. Their next project was revealed this afternoon, a sequel to Blue Defense!, entitled Blue Defense: Second Wave!.
The Second Wave will be hitting the App Store on September 30th and is absolutely packed with content including 74 different mode-based leaderboards, Retina Display graphics, new enemies, and new controls. This is a sequel I can't wait to play, and we'll post a review as soon as we get our hands on the game.
Earlier this month we took a look at Neuroshima Hex [$2.99], the iPhone adaptation of a strategy-heavy boardgame based in the Neuroshima universe. This game world straddles several sci-fi cliches and includes things like nuclear war, a sentient robotic revolt, mutants, humans doing whatever they can to survive, and even somewhat intelligent carnivorous plant life. Adapted from the tabletop Neuroshima game, Neuroshima Hex features four of the main factions and is fast-paced enough that calling it an "action" board game seems appropriate.
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.
The issue with all this is that the learning curve of the game is less of a curve and more of a wall, as the developers didn't do much to make the game approachable to newbies aside from including a brief tutorial video. There is a help section in the game, but is isn't convenient at all to refer to while you're actually playing. Once you get a hang of strategically using your hex tiles to attack the opponent as well as deal with their threats on the game board Neuroshima Hex is a lot of fun... But as suggested in the thread in our forums getting there requires reading additional material on the game or even printing out a quick reference guide PDF.
In comparison, Carcassonne [$4.99] features a fully interactive voiced over tutorial that did an absolutely fantastic job at introducing new players to the game. Carcassonne is also host to some great online multiplayer options while Neuroshima Hex only comes with single device multiplayer. Thankfully, the developers have posted in our forums acknowledging these issues and plan on addressing them in the future.
Neuroshima Hex is a fun fast paced strategy game, and if you already know how to play, you'll likely have a great time jumping right in to this iPhone port. If you're intrigued by hex grid strategy games, and this is the first you've heard of Neuroshima Hex, just be aware that you've got quite a bit of work in front of you as you climb the steep learning curve.
The atmospheric zombie shooter Aftermath went free for today only. We reviewed the game back in March and really loved the creepy mood the game offers.
The mood of the game really is perfect. The lighting effects, 3d engine and sound come together to give Aftermath a great feel. Your character is controlled by two thumb pads, but not in the traditional dual-stick format. Left is movement while the right one lets you turn left/right. Meanwhile, firing at zombies is automatic when you point at them with your flashlight. While this may sound awkward, it works quite well and makes the game feel a bit more realistic and frantic as you must be facing your opponents to fire at them.
There's a lot to like about this one, and we highly recommend picking it up for free today.
For the lot o' ye landlubbers readin' this post, I first be tellin' ye today be International Talk Like a Pirate Day. All ye squiffies not knowin' this a'fore ought be keelhauled off me vessle! For the rest of ye buccaneers, enjoy the sweet trade 'till the sun be settin'! One lot o' scallywags that would ne'er be missin' this great, grand day be the scurvy dogs o'er at Cyan Worlds, thar in the far nor' west. And how timely it be for 'em to bestow such booty upon yer bold and mighty scriber (that be me) as a pre-release build of their latest 'ware, Stoneship: Curse of a Thousand Islands! (And I be not talkin' about the dressin', yer can be sure!) </piratespeak>
Indeed, never quite able to findenoughways to properly celebrate this fine holiday, I must thank Cyan Worlds for providing us with an exclusive preview build of their upcoming title, Stoneship. It has made my day of festivities that much richer.
As Cyan indicated to us earlier, Stoneship: The Curse of a Thousand Islands represents "a lighthearted new direction" for the studio. Cyan describes the game as a casual, top-down, turn-based, strategy puzzle game. That's quite a string of adjectives. After spending a bit of time with the game in its current form, I can say that each of those descriptors indeed apply. And, as such, it's something of a difficult title to nutshell for the uninitiated -- but I'll try, and in two different ways.
I will first give a rather general characterization of the game "on paper," is it were. Stoneship sets you and your first mate on the high seas, charged with exploring, controlling, and protecting vast oceans and islands, under continual threat of pirate sieges and tangles with ghastly monsters from the deep. The game is played by moving about any given level, uncovering obscured blocks of both land and sea in an attempt to discover ports, and temples (and, as a result, weaponry) as well as rafts of men lost at sea who will join your forces, as well as the location of any pirate ships that make your forces necessary in the first place.
Once you find a port, it becomes your own...as well as a target for pirates in the area. Each level has a set number of moves you're permitted to execute before the inevitable pirate onslaught ensues. Multiple ports can be linked together to allow resource (battle-ready men) sharing, which is all about shifting men from port to port in the 10 second count-down before the pirate attack comes. Of course, you can only set things up to your advantage here if you've uncovered the location of the lurking pirates in your set number of turns. If not, the pirates come from one of the remaining hidden blocks on the map (which is pretty much a bad thing).
The core play mode is Campaign, which is a round-to-round push through the eighty three included levels (with additional levels to come later via update). A Challenge mode is also offered, which is a sort-of pick and choose affair.
Stoneship is not a complicated game -- really, it's not. But it sounds like it might be, described thus. And so, in a move not typical for our demo videos, I've recorded nearly the entire tutorial session, which explains the gameplay by example, far better than I can with words alone. The action in the video steps up towards the end, after the tutorial, but forgive what must necessarily be somewhat of a slow-paced, if highly informative, overall glimpse of the game in action.
It does take a little while to get the hang of, but after a few rounds, it ends up feeling quite natural.
The pre-release build we were given feels quite close to complete, with the minor issue here and there that should be addressed prior to launch. Stoneship is expected to soon make it's App Store appearance, and an update will shortly follow, bringing with it various enhancements including Game Center support.
Stoneship: The Curse of a Thousand Islands is a casual and interesting mix of ingredients from a number of different formulas that come together to make up a rather unique title. We hope Stoneship marks the beginning of a series of new iOS releases from MYST-maker Cyan.
Wayne Whatford over at Revolutionary Concepts dropped us a line to let us know that '80s arcade classic Karate Champ -- both the iPhone [link] and iPad [link] versions -- is on sale this weekend for $0.99, down from $1.99 and $2.99, respectively. This marks a great chance for iPad users who grabbed the iPhone version early on to checkout the version tailored for Apple's tablet, featuring split-screen, head-to-head, two-player action.
In other news from the studio, forum readers may have noted the thread recently started by Revolutionary Concepts, challenging readers to guess what the initials of an upcoming game stand for. Those initials are "U. o. T." and some of the suggestions readers have been making are ... well ... amusing. The studio indicates the game is being created with just two criterion:
It should have ZERO Buttons or onscreen controls of any kind, making it immediately accessible to anyone.
Deliver it to you guys in just 2 weeks from start to finish!
Free copies of the game go to users with the closest (or funniest) guesses, at launch.
Whatford also indicated that his studio's iPhone adaptation of the Data East laserdisc classic Road Blaster is progressing nicely. The only time this game has been seen outside of Japan is in the Sega CD port which not only suffered from the same horrid video compression of all Sega CD games, but also got renamed to Road Avenger. Revolutionary Concepts have completely remastered the game, and when it is finally released, it will play at 60FPS at full iPhone 4 or iPad resolutions. They've also completely redesigned the dashboard of the car, added in tilt controls, and made a whole list of other tweaks. The studio is hoping for an end-of-month release for Road Blaster, we're told.
Whatford tells us that various, unspecified titles will follow shortly behind Road Blaster. Stay tuned.
Last week we reported that, thanks to Apple recently relaxing its iOS SDK agreement, Manomio submitted a major 2.0 update of Commodore 64, their C64 emulator / game system, to the App Store with BASIC reenabled (and fingers crossed). We're happy to report that the app has been approved and is now available for download [link].
I had a chat with developer Stuart Carnie yesterday, shortly after he received word from Apple that Commodore 64 v2.0 was approved, during which he shared further details concerning this notable update.
With BASIC back, so too is the full C64 keyboard. Carnie is excited about the prospect of users having full and complete access to every game presented, which, in some games, can only happen when a full keyboard is available. And, while it's here in v2.0, the keyboard hasn't gotten any attention since it was removed back in November and, as such, a near-term update will address the absence of a few missing keys (semi-colon, colon) as well as a lock mode for the RUNSTOP, C=, and SHIFT keys, to use in conjunction with others.
A bit further out will come cycle-exact emulation on newer hardware (ARMv7), to resolve digital sound issues with Space Taxi and enable a few free games from Beam Software, such as Exploding Fist.
We've seen a lot of anticipation from readers for an iPad version of C64, and Carnie tells us that it's big on the roadmap. Thanks to Apple allowing BASIC, he really wants to create a great experience for iPad users wanting to experiment with the language, including a finely tuned keyboard and even Bluetooth support. "Think 'full' C64 experience," says Carnie. Due to Manomio's work on the upcoming Amiga classic titles, these more significant upgrades are slated for release next year -- and we can't wait.
As for additional games on the horizon, Carnie was able to reveal that they're in the progress of bringing several more Thalamus titles on-board: Creatures I and II and Retrograde. Also on the way is MYTH: History in the Making from System 3, which requires emulated 1541 floppy drive support and a disk-swapping user interface (which is already in the system).
Thanks to Apple for their relaxed stance on the SDK agreement and thanks to the folks at Manomio for giving retro fans like myself so much sweet candy to enjoy.
Ending a week loaded with Monkey Island price drops comes The Secret of Monkey Island: Special Edition [$4.99 / Free] for the iPad. All of the other games are on sale per yesterday's post, but much like Monkey Island 2 for the iPad, the original Monkey Island looks just as awesome.
The premise of the game along with other details are explained in our review:
The game features Guybrush Threepwood, who washes up on the island of Mêlée™ and has high hopes of becoming a pirate. After meeting the pirate leaders in the SCUMM tavern, you're faced with a set of three challenges that involve swordfighting, thievery, and treasure hunting. These goals serve as your initial quests as your adventure begins.
Monkey Island for the iPad comes with the same direct tapping control input method as Monkey Island 2 and really is just a joy to play on the device. The art looks great on the iPad screen, and while the rest of the game is identical to the iPhone version, Monkey Island is a game I can play through over and over again. If you're tired of playing the iPhone game pixel doubled, or have just been waiting for an iPad native version, now is your chance.
Two of my favorite things about the iPad include just how much you can see on screen at once and how well this increased screen size goes with single-device multiplayer. Danger Derby [$4.99] is a top-down racing game that fully embraces these two strengths of the device. Gameplay is a little on the basic side, but as many developers have proven already with games like NimbleBit's Omium [99¢], solid local multiplayer can make even the simplest of games can be a ton of fun.
Four game modes are included in Danger Derby. The first is Arcade mode, which throws you in to a four car race. Finishing third or better awards upgrade points that are spent after each race to upgrade the speed, handling and acceleration of your car. Challenge mode is next, which pits you against a single ghost car to race against. Freeplay allows for play on any track with customizable difficulty, lap count, opponent count, and car upgrade levels. A fourth unlockable mirror mode is also available which flips all the tracks and ramps up the difficulty.
Single player is a little lackluster, as the AI opponents seem to just follow standard racing lines and winning races usually just amounts to not making mistakes. I was almost ready to give up on Danger Derby, then I tried multiplayer. When a second player joins the game, a second set of on-screen controls appear on the opposite side of the iPad, allowing both players to play. With a another player in the mix sitting across from you, the game is exponentially more fun as races seem to devolve from just racing around the track as quickly as possible to sabotaging each other.
This gets even more fun in freeplay mode as you ramp the track difficulty up to hard, which adds all kinds of dangerous obstacles. Massive spinning saw blades, barricades that appear and disappear, and huge pits that suck your car in are all included among others. Check out the trailer to see how this all goes together:
If you don't have someone else to play with, I'm not sure how much fun you will have with Danger Derby. There is progression through difficulty levels and trophies to unlock, but playing through the game unlocking things pales in comparison to just playing freeplay mode with another player. If you're looking for another great game with fun single device multiplayer on your iPad, consider Danger Derby.
If you've been following App Store gaming for a while, you may remember a retro-inspired RPG named Undercroft from developer Rake in Grass. It was a turn-based RPG that replicated the faux first-person exploring of old-school titles that used scaling of 2D images and sprites to simulate a 3D world. Undercroft was released last October to a largely positive reception in our forums, but strangely the title was pulled from the App Store last month. After some confusion as to why, a representative from Rake in Grass informed our forum members that the Undercroft IP and the game engine that it ran on had been sold to fellow developer Jagex, who many may recognize as the creators of the online MMO Runescape but who also have an assortment of titles available for the iPhone.
Due to being busy with several upcoming games, Rake in Grass didn't feel they would have the time or resources to devote to Undercroft and hence turned the title over to Jagex. The old version was taken down, and a new version published under Jagex was sent to the App Store and released earlier today, surprisingly for free. This is essentially the exact same Undercroft that you would have paid $5 for up until last month, and when questioned in our forums about ulterior motives behind this Jagex responded that there are no plans for in-app purchases and Undercroft will remain free for the foreseeable future. There is an unobtrusive advertisement for Runescape on the title screen, but other than that this is the full game for free.
Jagex will support this current version of Undercroft and most likely is working on expansion packs or a sequel to the game. My guess is that they made this version of Undercroft free so as to build up a large user base that would want to buy into these future endeavors. Regardless of any of that, there's no reason not to take a look at Undercroft now that it's free. It may be old-school at the core, but it offers a compelling gameplay experience that lets you build a team from many different classes, complete quests, fight enemies, explore an interesting world, and more. Undercroft was definitely a solid choice for $5 before and is pretty much a no-brainer now that it has returned for free.
Today developer Halfbrick Studios unleashed the newest update to its wildly popular fruit slicing game Fruit Ninja [99¢]. In version 1.4 a brand new multiplayer mode allows you to square off against players online using Apple's Game Center. Upon starting a game, a new option for multiplayer can be chosen which takes you to the Game Center online lobby. From here you can choose to start a new game which will match you up with a random player or you can pick a friend from your Game Center friend list to send them out a request to join a game. As with other Game Center online multiplayer games, matching up is simple, quick, and basically lag-free.
The Fruit Ninja multiplayer mode is also really simple to understand. A series of fruits are tossed up just like they are in a normal game. All of the fruit either have a red, white, or blue border. The blue fruit are your own, and you will gain points including bonuses for combos by slicing them. The red fruit are your opponent's, and if you accidentally slice them it will deduct points from your score. The white fruit are fair game for either party and if you can slice them before your opponent does you'll earn some bonus points for your score. Multiplayer rounds last for one minute, and whoever has the highest score at the end wins. When the round is over you're taken to a post-game lobby where you can choose to rematch against the same opponent or quit back to the menu. It really is very simple but also a tremendous amount of fun. Things get hectic with so much fruit flying around and trying to slice your own while avoiding your opponents.
The Game Center online multiplayer is pretty much all that is in the Fruit Ninja version 1.4 update, but Halfbrick is planning on bringing even more new features soon. Leaderboards and achievements will be added for Game Center, and according to one of the devs in our forums so will post-game lobby voice chat. Halfbrick also hints that the long-awaited "banana mode" is nearing completion and should be made available in the near future. Another interesting point is that the new Game Center functionality runs in tandem with the existing OpenFeint integration. So upon starting the game you'll get a welcome pop-up from each service, and all of the OpenFeint options are still available from the menu just as they were before. Conceivably, you could disable one or the other and just use a single social service, but the online multiplayer only works with Game Center enabled.
At any rate, this new update to Fruit Ninja is a ton of fun, and I've been pleasantly surprised with how well Game Center multiplayer works and how much it can add to a game. If you own a copy of Fruit Ninja for your iPhone, make sure and grab this latest update and head over to the Game Center username trading thread in our forums to add some friends to your list and partake in some competitive online fruit slicing.