Being so involved in video games, I fully admit that I'm often woefully unaware of really awesome board games and it isn't until they get an equally awesome port that they even pop up on my radar. A couple of days ago I hadn't the slightest idea what Neuroshima Hex! was, but after watching the trailer and checking out the game, it's high up on my most anticipated game list. Neuroshima Hex! is a tactical hexagonal board game set in the Neuroshima tabletop RPG universe. This universe is host to fantastic things like nuclear war, rebellious sentient artificial intelligence, carnivorous vegetation, mutants, and humans that are just trying to survive in the middle of all this.
The board game is playable by up to four players (or single player against AI opponents), utilizing four different factions each with their own strengths and weaknesses. The goal of the game is to take over the enemy headquarters by placing tiles on the board. There are a number of videos on YouTube detailing exactly how the game is set up and played, and it sounds wonderfully complicated.
Neuroshima Hex! is being released this month, and after seeing exactly how awesome board games could be on the iPhone with Carcassonne [$4.99], I'm really excited for the game. It's fully licensed, features all of the original art, and there's even plans for an iPad version in the works.
Slice It! from developer Com2uS is a new puzzle game where you must dissect various shapes into equal parts. It may sound painfully simple, and can be if you're just dealing with straight circles and squares. But Slice It! throws some seriously crazy shapes at you that will have you scratching your head in how to approach them. A hint system helps prevent you from getting stuck on some of the harder shapes, and a nice five star scoring system urges you to retry puzzles in an effort to get a perfect score. With 60 levels to tackle, and room for more to be added in the future, Slice It! provides a surprising amount of slicing fun.
Right off the bat you'll notice that Slice It! has a very nice presentation, utilizing a hand drawn colored pencil look with graphics enhanced for iPad and Retina Display. Levels are displayed in groups of twenty on a stage select screen, and are unlocked one after the other as you complete them. There are five tabs on the side to select the different groups of levels, though only the first three currently have content. Tapping the fourth and fifth hints that more levels should be coming in future updates. It's slightly annoying to see these empty tabs in the game, but the 60 levels are more than enough to occupy most gamers attention for a good amount of time.
When you select a level, the shape that must be sliced is drawn for you. Touching a point outside of the shape anchors a starting point for the slicing line, and dragging across the shape gives you a dotted line of where the slice will take place. The real trick to Slice It! is that you must slice the shape into the required amount of segments for each level, as well as use up all of the slicing lines. This can call for some more creative thinking, even with basic shapes. Once you've fulfilled the segment and slice line requirements, the shape is sliced up, and you are graded on how accurately you can get each segment to be the same percentage of the entire shape. For example, a square cut into fourths would require each segment to be as close to 25% of the entire shape as possible to earn 5 stars.
If you slice too many segments, don't use all your slices, or have segments that are a much different proportion than the rest then you will fail the level and have to retry. If you do well and get 5 stars on a stage, you earn a hint to be used on one of the future stages. Each hint will tell you where a slice line needs to go to get you started, and in my experience with some of the more odd shapes, the hints can be invaluable.
A couple of small issues stick out in Slice It!. For starters, it can be hard to accurately place the anchor point on the iPhone's smaller screen, and I sometimes found myself having to try multiple times to get a line started where I needed it to. Related to this, if you draw a line and decide it's not where you want it to be, you can drag the end point of the line back to the starting point to not draw a line at all. Unfortunately the game often ends up drawing the line anyway, which can easily be erased with the undo button but is annoying nonetheless. Finally, sometimes multiple slice lines can intersect in the middle of a shape and cause a very tiny segment to be made, unbeknownst to you until you actually try to complete the level. This causes you to have to retry the level since that extra segment goes over the requirement.
These are all minor issues in an otherwise fun game, and merely serve to annoy rather than ruin the overall enjoyment of Slice It!. I was surprised by how much I enjoyed playing, and there is a strong “one more try” factor when aiming to get the most equal segment proportions possible. Even when I had already achieved 5 stars, I found myself retrying a level anyway just to see if I could get exactly equal segments purely for my own satisfaction. Players in our forums are enjoying the game as well, and if you're looking for a new type of puzzle game with a charming style that's easy to pick up and play, take a look at Slice It!.
Today Gameloft tipped us off to their next title in what I suppose is now appropriate to refer to as the Modern Combat series. Modern Combat 2: Black Pegasus is the sequel to Modern Combat: Sandstorm [$4.99 / Free / HD] and while we don't know many specifics about the game yet, it's probably safe to assume it will come loaded with the same military-centric Call of Duty inspired gameplay that made the original so much fun.
We liked Modern Combat: Sandstorm quite a bit in our review, and I expect that the sequel will be fun as well especially with how much Gameloft has evolved their graphics engines and gameplay mechanics since then. If you've been looking forward to another Modern Combat game, you might not have to wait too much longer.
Swedish iPhone developer Acne Play released their second game on the App Store today. With fantastic art similar to their other title, Comet [99¢], Pizza Boy [$1.99] is a platformer with some of the best controls I've seen in the genre. The story is ridiculous as expected, told through fantastic comic book style sequences that explain that an evil bird has stolen your pizza-- of course you need to get it back. Unfortunately, between you and your beloved pizza pie are all kinds of obstacles, enemies, pits, trampolines, and everything else a good platformer needs.
Pizza Boy's graphics are highly reminiscent of excellent platformers of the 16 bit era with some perfectly paired chiptune music to go along with them. (They even put the whole soundtrack up online to listen to.) The game is host to all the gameplay mechanics required for a good platformer, with an odd culinary twist. Instead of collecting coins you pick up strawberries, and 100 strawberries award an extra life. Instead of tossing fireballs you throw soda bottles which are available in a limited quantity from soda machines that you stomp on. In addition, you can collect letters to form the word "pizza," and you can even rescue cats on each level for bonus points.
Where Pizza Boy really shines is in the control department. Pizza Boy's iTunes description mentions something Acne Play is calling the "Smart Touch System," which I'd normally write off as just a gimmick, but the controls are just fantastic. I'm not sure how much magic is in the Smart Touch System but while playing Pizza Boy I never ran in to issues I usually have with platformers on the iPhone such as missing buttons, sliding my finger off the D-Pad, and other fat fingerings that often result in death.
What kills me about Pizza Boy is how little content there is in the game. The developers even went as far as to say in the iTunes description that it would only take a half hour to play through. They later clarified this via email by saying that it was a guesstimate for how long it would take an experienced player, and it took me close to 45 minutes. The worst part about all this is that Pizza Boy is great, and the entire game really leaves you wanting more. The only online scoring there is in the game is the ability to brag via Facebook or Twitter, which pains me even further because a short score-centric game like this could have a decent amount of replay value injected in to it with some form of online leaderboard.
Pizza Boy really reminds me a lot of the recently released physics puzzler No, Human which also was over before you knew it, leaving you wanting much more. Just like No, Human, if you decide to give Pizza Boy a try you'll be rewarded with an awesome platformer, but the credits roll just as you really start to get in to it.
A couple weeks ago Cave's second bullet hell shooter joined Espgaluda II [$8.99 / Free] on the App Store. Dodonpachi Resurrection [$8.99 / Free] is a very different beast, as we mentioned in our review, so it's really hard to say which is the better game. Both are definitely worth trying if you're even remotely curious in the bullet hell genre, as Cave did an absolutely fantastic job porting both games to the iPhone.
Much like Espgaluda II, Dodonpachi Resurrection only runs on 3rd generation hardware and newer. First and second generation iPod touch owners, as well as iPhone 3G and older iPhones won't be capable of running either the free or pair versions of the game. If you do own a compatible device, you should really give Dodonpachi Resurrection Lite a try. The controls work great, the scoring system (explained in our review) is incredible, and playing either of Cave's games really just make you want their entire lineup available on the App Store.
Our sister site AppShopper finally launched a native iPhone and iPad app that offers the same App tracking functionality as the full website.
AppShopper tracks all the major changes to the App store, including new apps, updates and sales. For example, with the right combination of filters you can find every app that has gone from Paid to Free. For a less overwhelming view, you can just view popular changes amongst other AppShopper readers.
You can then add apps to your own personal wishlist to get notified of sales or price changes. The app now lets you maintain that list on the go.
It's what we use to keep track of interesting game sales, and now you can monitor them on your iPhone or iPad. The app is being discussed on the forums.
After the multitude of sales that went down over the Labor Day weekend in the US, there are still some pretty great deals to be had entering into this shortened work week. As with all the sales that occur on the App Store, prices are subject to change at any time, so make sure and take advantage of them while you can.
Stair Dismount Universal, Free From the originators of ragdoll physics pain infliction Secret Exit, Stair Dismount Universal has gone free for a day. Give poor Mr. Dismount a hearty push down one of 12 different sets of stairs, inflicting pain and earning high scores to compete on the OpenFeint leaderboards.
The game was recently updated with universal iPad support and a DLC character pack. If you haven't picked it up already, definitely give Stair Dismount Universal a download while free, and if you like it you can throw a buck at the DLC for 3 additional characters.
Pinball Ride Unlimited, $2.99Pinball Ride is a game that we took a look at back in April and determined it to be a fun pinball experience, but it felt slightly high priced at $5 compared to the other options available on the App Store. A couple of weeks ago, Pinball Ride received a huge update that added universal iPad support as well as some heavily tweaked gameplay. Story Mode has been fleshed out with new goals and achievements, and Burst Mode has been completely redesigned to offer more substantial gameplay.
Pinball Ride is a great looking game, rendered entirely in 3D and runs incredibly fast and smooth. If you've felt like the $5 price tag was too steep before, you can currently get the game at the discounted rate of $2.99 and there is a lite version to check out as well.
Linkin Park 8-Bit Rebellion!, $1.99 While light on gameplay but heavy on fan service, 8-Bit Rebellion is an arcade style beat 'em up with an emphasis on social interaction featuring the popular band Linkin Park. It's a simplistic button masher at its core, but features a ton of cool items to collect and real-time interaction with other players online. I'm not really a fan of Linkin Park, but was surprised by how much there was to like when we reviewed the game in April.
One of my favorite parts about 8-Bit Rebellion are the excellent 8-bit renditions of some of the band's most popular songs, which should really appeal to fans of Linkin Park. In addition to the iPhone version sale, the iPad version has also dropped to 99¢ and there is a lite version if you want to take the game for a test drive first.
We've been excited for the Parrot AR.Drone since we first heard about it early this year. After a few different hands-on opportunities at various conventions, it was hard to not see the amazing potential the device had once you got it outside of the little 10 foot by 10 foot tent that was home to its demonstrations. After spending an entire week with the Parrot AR.Drone, it does have some down sides, but is still the coolest RC toy I've had a chance to play with.
The Parrot AR.Drone is a quadricopter that is piloted using an iPhone, iPod touch, or even an iPad. When the device is powered up, it starts broadcasting its own WiFi network. Using the companion Free Flight [Free] app, you connect to this wireless network and begin controlling the unit. The network it creates isn't encrypted at all, but the AR.Drone does bind itself to the first device that connects to it to prevent other people from hijacking your flight session. Unpairing your phone is as simple as pressing a small button on the underside of the device.
Once you're connected to the AR.Drone via the Free Flight app, you're immediately shown whatever the front facing camera sees. The top left button cycles through what is displayed on the screen between the front facing camera, the bottom facing camera, or a mixture of both. With both displayed you can continue pressing the button to swap whether the front facing or bottom facing camera is shown in the corner or filling the screen.
Just below the camera cycling button is a button that allows you to edit the settings of the device. From here you can tweak nearly everything such as how quickly it will climb, how much it will bank on turns, how sensitive the iPhone controls are, and even the SSID the AR.Drone broadcasts. Also in the settings is what kind of shell you're currently using and whether or not you're flying outdoors.
Included with the Parrot AR.Drone is the large indoor shell which protects the propellers from bumping in to things as you fly it around your house as well as the much sleeker outdoor shell. Swapping these is easy, they fit over the front facing camera and are secured on the back with a magnet. Outdoor hulls are available in three different colors for $20 each, and a replacement indoor hull will run you $30.
The first thing you notice with the AR.Drone when you pull it out of the box is just how incredibly light and fragile the whole unit feels. The two different hulls and the body of the unit itself are made of EPP, or Expanded Polypropylene, a material that is widely used in most RC aircraft. It's able to bounce back and retain its shape, but just like other RC aircraft, I don't see the AR.Drone being able to handle much abuse. Thankfully, Parrot has an entire online store with every part you'd need to completely rebuilt your AR.Drone if you had to.
Flying the device itself is very easy, although doing anything more than just basic maneuvers requires a bit of getting used to. In the Free Flight app, tapping the button at the bottom of the screen causes the AR.Drone to either take off or land. From there, holding your thumb on a button on the bottom left side of the screen allows you to move the unit forward, back, or side to side by tilting the device you're running Free Flight on. Turning side to side and adjusting your altitude is accomplished using a virtual joystick of sorts on the right. If you get in trouble, an emergency button on the top of the screen immediately kills power to the propellers.
It's amazing just how much the AR.Drone does for you. It comes packed with some fairly advanced circuitry that will do everything it can to keep the device level. If you ever lose your connection to the AR.Drone WiFi, it just stops itself then slowly lands. Using sensor data from the bottom of the device, it can keep itself hover in place, even outside in a light breeze. Aside from actually running into something, the AR.Drone is also very difficult to crash, even when you're intentionally trying to get it to lose control. If it senses that it's about to tilt too far to one direction or otherwise lose control, it will abruptly correct itself.
It's really cool to see all these systems working in tandem, and if you've ever fiddled with other RC helicopters before, how idiot proof the AR.Drone is in comparison will amaze you. Unfortunately, because flying the device is such a cool experience, the first thing you immediately come to grips with is just how short the battery life is. On a full charge, I was able to fly the unit outside for around a half hour (or less depending on wind conditions) and indoors I was able to juice an additional 15 minutes or so out of the battery for a total flight time of about 45 minutes. Charging the battery back up takes an hour and a half.
Another unfortunate drawback to the AR.Drone is just how mediocre the cameras on the device are. The forward facing camera sports a resolution of 640x480, and Parrot claims it delivers this video feed at 15 FPS, but in my testing the frame rate was rarely anywhere near that, or very constant for that matter. The bottom camera is a much lower 176x144, but can display 60 FPS according to Parrot. In my testing, video from the bottom camera is a lot smoother, but it is very difficult to fly the unit using only the bottom facing camera. Because of this, more often than not I just flew the AR.Drone like I would any other RC toy in that I just watched it in the air and used my iPhone as an incredibly elaborate controller.
Without a shell on, the AR.Drone can lift very light loads, allowing for things like high definition helmet cams to be strapped to it for some better video. For instance, I found this video on YouTube of an AR.Drone with a Contour HD 1080p camera onboard:
Once you spend more time with the AR.Drone, other limitations begin to become increasingly noticeable. For instance, with the height limiter enabled in the options, the AR.Drone will only climb to around 20 feet off the ground which is as far as the sensors under the craft can detect. With the height limiter disabled, you can climb much higher, but flying the unit becomes incredibly difficult as it's no longer capable of hovering in place once you exceed the capabilities of its bottom-fancing sensors.
Testing the vertical capabilities of the device was the only time I had to use the emergency button. Once you take away the AR.Drone's ability to figure out where it is in relation to the ground, it loses its ability to correct its location. Flying the device on what I'd call a fairly calm day resulted in it almost being blown into some trees when a small breeze picked up. In comparison, in similar conditions closer to the ground the AR.Drone barely moved at all.
Also, since the whole device operates on WiFi, you're constrained by the range limitations of both the AR.Drone and the iPhone. Parrot is claiming you can operate the device from 150 feet away, which seemed a little optimistic in my testing. Thankfully, all the cool auto-pilolting stuff I mentioned earlier comes in to play when you lose your connection to the AR.Drone and it just flies in place waiting for you to get back in range and resume flight.
Overall the Parrot AR.Drone seems like a very 1.0 device with loads of potential both in future hardware revisions and in future development with the AR.Drone API. Improved battery technology, higher resolution cameras, and more powerful sensors to allow for higher flights are all things I would love to see in future models. Currently the only companion app available for the AR.Drone is the Free Flight app, but Parrot has promised other apps such as augmented reality games where two players with their own AR.Drones can have virtual dog fights, and other similar things. None of these were available at the time of this review, but I definitely can see the amazing potential for future software development.
Parrot is boasting a completely open API for developers to program their own apps to interface with the AR.Drone. While I'd love to think that there are going to be all kinds of different third party apps for the device, I really can't imagine many developers devoting resources to projects that not only require you to own an iPhone or iPod touch, but also a Parrot AR.Drone-- Especially considering the mediocre uptake that iPad-only games have seen, and the iPad's market is likely exponentially larger than that of the Parrot AR.Drone.
However, if you're interested in RC aircraft and have dabbled in iPhone development, I really can't think of a much better toy to own than the AR.Drone. Throughout all my testing, I kept thinking "The AR.Drone would be cool if it did _______." If you're capable of utilizing the API to build an app that fills in the blank for whatever awesome functionality you come up with, $300 for the AR.Drone seems like a worthy investment for hobbyists.
While the Parrot AR.Drone is the coolest RC Toy I've ever played with, it's hard to give it a strong general recommendation given the current lack of software. It also would have been nice to see Parrot bundle a second battery in with the unit since additional batteries are pretty much required if you're serious about flying the device. If you're OK with waiting to see what additional apps get released, and you're patient enough to deal with 90 minute recharge cycles, flying the AR.Drone will likely be one of the most awesome things you'll ever do with your iPhone.
The Parrot AR.Drone is currently available at Brookstone for $299.99. They offer a number of accessories with it, including extra batteries for $29.95 and both two- and three-year service plans-- although it's not entirely clear if crashing the device in to a tree constitutes as "normal wear and tear" in the eyes of Brookstone's warranty department.
We've posted a few times about the Fighting Fantasy, Gamebook Adventures, and Sorcery! series of interactive fiction and have gotten a surprisingly positive response every time. Those books are like the Choose Your Own Adventure novels you may remember reading as a child, with an element of randomization thrown in by needing to complete various dice challenges throughout the books to determine which way the story forks. Choice of Games abandons this dice-based gameplay model for a much more traditional (and in depth) multiple choice system for each decision that I actually enjoyed quite a bit.
Under the hood of all these games is something Choice of Games calls "ChoiceScript". ChoiceScript allows for works that are much more complicated than your typical two decision fork that leads off to two different pages as it supports things like variables in the story. These variables not only allow you to sometimes name characters yourself, but are often used as character statistics, with some decisions leading to gaining a particular stat which could potentially open up areas later in the book.
Choice of the Dragon in Mobile Safari on the left, Choice of Broadsides app on the right.
The coolest part about all this is that Choice of Games has a guide on how to use ChoiceScript, and it's actually quite simple. If you've got the time to invest in to building a piece of interactive fiction in ChoiceScript, they'll even host it for you on their online game portal and App Store listing, sharing 75% of the profits.
The presentation of these games is very bare bones, and are little more than black text on a white background with UI elements that just consist of basic form components. They play the same both in the browser on ChoiceOfGames.com as they do in app form, so if you've got constant internet connectivity you can just make a home screen bookmark for the game you're playing. If you've got an iPod touch or a non-3G iPad, the apps are totally worth downloading if you find yourself getting in to them.
Just like the other interactive fiction we've posted about, these works are completely independent of each other and reading one isn't required to enjoy the rest:
Choice of the Vampire, $2.99 Begin your two-hundred year journey as a vampire in New Orleans, 1814; choose whether you will seek love, power or redemption as you negotiate the growing-pains of the young Republic.
Choice of Romance, $1.99 Play as a young courtier who catches the monarch's eye. Will you find true love? Gain a crown? Lose your head? A text-based multiple-choice game of romance, deception and court intrigue.
Choice of Broadsides, Free Multiple-choice swashbuckling naval adventure, in the spirit of C. S. Forester's Hornblower or Patrick O'Brian's Aubrey/Maturin books, with a dash of Jane Austen.
Choice of the Dragon, Free Play as a fire-breathing dragon who sleeps on gold and kidnaps princesses for fun. Dominate the local kingdom, loot and pillage, and inspire terror in the hearts of your enemies!
Paranoia, Free By Kie Brooks. When you think your doctor may be trying to kill you, life gets complicated. Survive this multiple-choice game if you can.
What Happened Last Night?, Free By Kie Brooks. "What Happened Last Night?" is a dark but occasionally humorous action murder mystery multiple-choice text-based game.
The Nightmare Maze, Free By Alex Livingston. "The Nightmare Maze" is the story of a 19th-century Bostonian plagued by strange nightmares. Lose yourself in the depths of a tormented psyche and try to find the logic to the night terrors in this haunting text-based multiple-choice game.
Popcorn, Soda ... Murder?, Free By Pauzle. "Popcorn, Soda ... Murder?" is a thrilling text-based multiple-choice murder mystery. Can you find all the clues at the murder scene and piece together who must have done it and how?
It's Labor Day Weekend in the U.S. and most every retail sector in the land is offering major product sales -- and the App Store is no exception. So, without further ado, the following games are available for a reduced price through this three-day, holiday weekend.
Sky Burger, Free (down from $1.99) NimbleBit's Sky Burger is a fun exercise in burger stacking that's seen a great deal of success since it recently went free; presently it's sitting at #6 free title in the App Store. Now's the time to grab it.
Robot Unicorn Attack, $0.99 (down from $2.99) If there's any game in the App Store that is double rainbow all the way, it is without question Adult Swim's Robot Unicorn Attack. It's got unicorns!!
I Dig It HD, $6.99 (down from $9.99) InMotion Software's I Dig It HD is an iPad take on the iPhone original that we -- and most everybody else -- loved. On the bigger screen, it's bigger action and all the fun of the iPhone version.
The titles listed here represent a pretty good highlight of what's out there for less this weekend, and additional deals are being discussed in an active forum thread.
We recently posted screenshots and details of the upcoming turn-based strategy puzzler Stoneship in an exclusive granted us by Cyan Worlds. Today, the studio pointed us to a brief video they have posted that provides a look at the game in action.
The upcoming Stoneship: The Curse of a Thousand Islands represents "a lighthearted new direction" for Cyan Worlds, the studio indicates. The game is a casual, top-down, turn-based, strategy puzzle game "with a bent toward the whimsical," we're told. 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 a pirate siege. There are eighty three included levels to play through, with additional levels to come later via update.
Cyan tells us that the game is nearly complete, but that they are considering slightly delaying its release in order to integrate Apple's GameCenter functionality, what with the iPhone-maker's recent announcement that we will see its arrival in the upcoming iOS 4.1. If GameCenter integration does not make it into the initial release of Stoneship, it will join a planned update that includes additional maps and other gameplay features.
Stay tuned for a close look at Stoneship: The Curse of a Thousand Islands we'll be posting as soon as we have the game in hand.
“Promoting synergy” is a pretty common mantra in today's corporate culture. It encourages all employees to work together in harmony to be stronger and more productive as a unit than they each would have been by working individually. The new game Corporate Fury [$1.99] from developer Swinecrafters is the exact opposite of this type of thinking. Instead, you are encouraged to battle coworkers in violent 3D arena brawls in an attempt to take their jobs away from them. There are a ton of wacky characters, plenty of crude humor, and enough fighting to satisfy any gamers needs in Corporate Fury, and it stands out as one of the more unique offerings for the iPhone.
The game takes place in a semi-open world that acts a large hub connecting the fighting arenas and story-related locations together. You start off as a lowly production worker who awakens after taking a brutal beating from your boss. Your buddy Mike, who also acts as the point man for setting up fights, is there to help you on your feet and explain what is going on since you can't quite remember after being beaten senseless. The first order of business is to visit the in-game shop called Frank's Goods, then head back to Mike to fight in some low-level matches until you are strong enough to defeat your boss and take his job from him. You will continue this process as the storyline unfolds and as you defeat the team of increasingly higher ranked corporate executives, culminating with defeating the top CEO and taking over control of the company.
The overworld in Corporate Fury is fairly large, although not exactly as big as something you would find in a Grand Theft Auto or similar game. In this world the atmosphere has been rendered uninhabitable, so you are left with a large indoor city filled with plenty of areas to explore and crazy characters to talk to. An automap in the pause screen lets you pick from the key areas and set a handy waypoint that guides your character to them so you don't get lost. Graphically the game looks pretty decent, and runs fairly smoothly even on older devices. There are some jagged edges and characters aren't exactly rife with detail, but the overall style of the game works really well and looks good. Most impressive is that the entire game loads quickly upon booting up, and there is no loading at all while playing the game itself.
Fighting in Corporate Fury is fun and totally over the top. An analog stick controls your movement with a button each for jump, punch, kick, and using a weapon. Early in the game it's pretty basic, but as you defeat opponents you earn credits to use at Frank's Goods. Here you can purchase an assortment of weapons, armors, special moves, and increased attributes. Once you've beefed up your fighter a bit, fighting gets more complex and satisfying. It's reminiscent of fighting enemies in the newer Ninja Gaiden or Devil May Cry games, as you can pull off crazy multi-hit combos on the ground and in the air. The weapons you can use are truly awesome, from hammers and knives to explosives and plasma cannons. The armor and accessories are equally interesting, and change the look of your character when equipped.
While Corporate Fury is a ton of fun to play, there are some issues in the game that really bothered me. Some of the opponents you must face to advance the story can be incredibly powerful, and you're stuck grinding away fighting random opponents until you can level up high enough to compete with them. Luckily the fighting is enjoyable and the assortment of random enemies is varied, so it's not too much of an issue, but it can feel repetitive at times. Also, traveling around the city by foot can feel a bit arduous, and a quick teleport to the main locations in the game would be a welcome addition. Finally, while you can save manually at your apartment and the game saves automatically when exiting with the home button, in my experience this hasn't always been reliable and I've lost progress because of it. It doesn't seem to be a widespread problem, and the developer is already working towards fixing these issues, but it's worth mentioning.
Corporate Fury is an incredibly ambitious title for a mobile platform, and while there are some technical and game design related issues due to this fact, the good far outweighs the bad. With a competent fighting system, dozens of crazy characters, and an interesting world to explore, there is plenty here to keep you busy for quite a while. Just be prepared for the crude humor in the game that is full of sexual tones, foul language, and midget references aplenty. The trailer above will give you a great idea of what you're in store for, and could easily sell the game on its own. Players in our forums are loving the game, and Corporate Fury is one of those titles you just have to see to believe.
We were huge fans of Rocketcat Games' original title, Hook Champ [$2.99 / Free], and love Super QuickHook [$2.99] even more-- Especially with the updates it has been getting. Super QuickHook came loaded with the fast paced endless Avalanche mode at launch, and the latest 1.3 update added Eruption mode. Eruption mode is even more difficult and requires either playing through most of the game or scoring over 4000 in Avalanche mode to unlock.
In addition, 1.3 adds six new playable characters. Three are unlockable in-game, and the other three are available via in-app purchase. Free characters include Gnomey, Aldora, and Hookbot (the DLC character from Hook Champ). If you're willing to shell out a couple bucks, you can buy Jake and Gunny (also from Hook Champ) along with the new Super QuackHook, the grappling hook equipped duck. Each character comes with their own unlockable grappling hook and unique hats.
They've also packed some new achievements in to the game, with rewards for unlocking some of the difficult ones. In addition, if you've been having performance issues, there's now a toggle in the options allowing you to turn off a lot of the extra effects to improve frame rate. Some members of our forums have been reporting issues with some of the achievements, but the developers have been quick to respond and are already working on another quick update to address these problems.
If you've beaten everything there is to beat in Super QuickHook, make sure you download this update and give the new Eruption mode a try. If you've yet to download Super QuickHook and want to know more about the game, take a look at our full review.
With the recent release of Dodonpachi Resurrection [$8.99/Lite], developer Cave has set the gold standard for bullet hell shooters on iOS devices. One problem with that game, however, is that it just pushes too many pixels to be able to run well on older devices, leaving gamers with anything below a 3rd generation device out of the loop. For those people, developer Firi Games, who previously brought Flare Elite [99¢] to the App Store, have something in store for you. Their upcoming top-down shooter Phoenix features quite a bit of onscreen action of its own, and runs smoothly even on the original iPhone.
Phoenix looks to do a couple things differently than your typical shmup as well. Instead of progressing through a series of predesigned levels, the entire game is one randomly generated level that scales the difficulty based on how well you are doing in the game. Tijmen Roberti of Firi explains how the gameplay will work:
The game centers around a single, procedurally generated infinite challenge. The goal is to destroy as many enemies as possible, going as far as possible, in an attempt to achieve the highest score. There is no set difficulty, instead Phoenix uses an AI director that adapts the difficulty on demand, depending on the player performance. In this way, Phoenix generates an exciting challenge for players of all skills. The procedural content generator can create millions of enemy variations, and combined with the adaptive AI director, no single play through will be the same.
Firi has developed their own game engine called the Flare engine which allows Phoenix to run well on all devices despite the intense action onscreen. To prove this, they created a video of the game running on an original iPhone exclusively to show readers in the upcoming game thread in our forums:
Phoenix will feature regional and worldwide online leaderboards to compete for high scores. One point brought up in our forums is that the ship you use seems unusually large for a top-down shooter. Firi explains that while the ship model itself is big, the actual hitbox is just the blue circle of the cockpit, and that will be the only part of the ship where you will have to avoid getting hit. True that Firi doesn't quite have the pedigree of Cave when it comes to developing shooters, but Phoenix is looking pretty good based on the video and should offer another alternative for bullet hell gameplay. If you've been feeling left out of the bullet hell fun due to having an older device, you can look forward to blasting and dodging bullets when Phoenix hits the App Store sometime this month.
Rimelands: Hammer of Thor [$4.99] is a new tactical turn-based RPG from developers Dicework and Crescent Moon Games (of Ravensword [$3.99/Lite] fame). We previewed a hands-on video of the game about a month ago that explained how the turn-based combat worked as well as showcasing some of the games many items and weapons. With Rimelands now available, we've been able to experience these first hand, and came away impressed with how well the different elements of the game come together. The dice-rolling combat mechanic gives it an old school pen-and-paper feel, while the dungeon crawling and loot collection offers plenty to discover in the game. Couple that with an interesting story and top-notch visuals, and Rimelands is one of the best RPG experiences you can have on the iPhone.
Humans have squandered the resources of the world, throwing off the balance of the ecosystem and turning their once beautiful lands into an uninhabitable frozen wasteland. They are forced to move into underground vaults for a thousand years, and when they finally emerge they find that a new race called the Fair Folk have taken over the dominant role above ground. Humans try to reclaim their territory, and war ensues. An uneasy peace is finally reached between the two sides, and they are able to precariously coexist together above ground. This leaves countless underground vaults filled with treasures of the last millennium, ready to be explored and exacted by you, treasure hunter Rose Cristo.
The story in Rimelands sets the stage perfectly for a dungeon crawling adventure. You'll play the role of Rose as she travels to the many towns and vaults in Rimelands discovering treasures, completing quests, and evolving her character with the multitude of items and abilities available. The game is played from an isometric viewpoint and combat and movement are grid-based. This can take some getting used to as you're only able to move in four directions rather than being able to move around the world freely. Coming within striking distance of an enemy allows you to engage in the turn-based combat which is a mixture of long-ranged and melee attacks. An interesting dice mechanic determines your offensive and defensive effectiveness, and playing Rimelands feels like an interactive board game where all of the dull pen-and-paper stuff has been automated for you.
An overhead map lets you travel to the towns and vaults that you discover during the game. Quests are obtained by talking with characters around the world much like your typical RPG. There is a main storyline to follow as well as many side quests to pick up and complete. The dungeons in Rimelands are full of dangerous enemies, as well as many unique treasures. Traversing these dungeons feels very Diablo-esque, as there are many rooms to explore and a ton of loot to obtain, although with strategic turn-based combat instead of the hack 'n slash variety. Making your way through the dungeons is incredibly fun, and I found it hard to stop playing until I was sure I'd explored every nook and cranny of each in order not to miss any lucrative treasure chests.
One of the high points of Rimelands is the extensive variety of items and weapons in the game, as well as the various skill trees for your character. Defeating enemies earns you gold and experience points, and upon leveling up you can choose a new ability from one of three skill trees. Barbarian brings melee effects, Assassin boosts your ranged abilities, and Shaman covers magical abilities. There's quite a bit of diversity with how you want to build your character, and good reason to play through the game multiple times focusing in different areas each time. An engineering dynamic is in the game as well, allowing you to build different weapons with blueprints that you find. It's an interesting idea, but not totally necessary due to the many excellent weapons you're bound to come across in the game anyway.
Graphically Rimelands is a beautiful game. The characters and enemies are fairly detailed, and their animations are excellent. The environments are also very attractive, with snowy terrain when you are in the above ground areas and dark dungeons with nice lighting effects when you go underground. The in-game graphics do have a slightly jagged look to them, but nothing overly detracting. Retina Display support is a possibility down the road, as is a native iPad version, although nothing has been finalized. Rimelands runs just fine in 2x mode on the iPad, and players in our forums are definitely enjoying the game this way. The story is told via static illustrations and text, and by in-game dialogue between characters as well. There isn't any full motion video or animated cutscenes, but the story is engaging and the illustrated bits look great.
There are plenty of other nuances to Rimelands, and it really is a game with a grand scope. You can expect to get about 8-10 hours out of one playthrough, and there is good incentive to go through multiple times and try out different character builds. Plus, this should only be the first chapter in the Rimelands universe, as more content will be coming down the line via updates as well as planned sequels. Dicework and Crescent Moon have a winner on their hands here, and I'll be looking forward to seeing more from this series. I don't typically love turn-based strategy games, but Rimelands had me hooked almost instantly. It's easy enough to get into whether you enjoy the strategic combat, loot collecting, character leveling, or just want to uncover the story in the unique steampunk universe. For fans of these elements, or any gamer in general, Rimelands: Hammer of Thor is a solid choice.