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Archive for November, 2010

'Angry Birds' Christmas Edition? It Might Be A Thing That Is Coming

Monday, November 22nd, 2010

It looks like another seasonal addition of Angry Birds [$.99, Light, HD] is coming our way. Developer Rovio has switched its Facebook profile image to what could be an "Angry Birds Christmas" logo, perhaps teasing a new, presumably level-packed version of the global success.

All we've got is speculation. As of right now, Rovio hasn't made an official comment revealing "Angry Birds Christmas" edition, but it's hard to shake the feeling that one will be coming. Angry Birds Halloween [$.99, HD], an iOS-exclusive joint released on October 21 for $.99, charted and amused fans of the game with its 45 levels and themed content, which included new visuals and pumpkins.

Of course, this avatar update could just be Rovio's way of celebrating the Christmas season -- we've fired off an e-mail to Rovio to see if this is the case and we'll let you know for sure when or if we hear back.

UPDATE: A Christmas edition of Angry Birds is something Rovio has hinted at before, as Pocket Gamer points out. Awhile back Rovio had this to say on its Twitter feed: “we will do something cool for Christmas. A bit different too...” It is now gently teasing folks asking about "Angry Birds Christmas" via Twitter.

App Store Links:
    Angry Birds, $0.99
    Angry Birds Lite, Free
    Angry Birds HD, $4.99 (iPad Only)
    Angry Birds Seasons, $0.99
    Angry Birds Seasons HD, $1.99 (iPad Only)

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'World Of Goo' Coming To The iPad Soon

Monday, November 22nd, 2010

World of Goo -- yes, THAT World of Goo -- is coming to the iPad soon, the game's developer 2DBoy has announced via its blog. The creative joint is currently worming its way through Apple certification and will be released as soon as it clears.

The chart topping Wii title, and also an oft-pirated PC, Mac, and Linux game as well, made a huge splash with gamers and critics alike when it was originally released back in October 2008. The objective of the game is to build towers out of goo balls, which other goo balls can then use to climb to reach an end goal. It's a puzzle game in this sense, as a set amount of goo balls out of a set amount of starting goo balls need to make it to the end of every level. The twist comes in the form of the game's physics, as each construction you make needs to have proper supports. You are working with goo, after all.

This iPad version of the title has been made with touch in mind -- you won't be working with a cursor or some other form of unnatural control. In fact, World of Goo for iPad includes multi-touch support. Up to "11 fingers on one screen" can be used, meaning multiplayer like in the Wii version is supported.

We're super pumped about this release and can't wait to get our hands on the title, which should hit the App Store rather soon. However, a cool mention at the end of the 2DBoy blog post about World of Goo for iPad has us already thinking about the next game instead of focusing on this one. According to the developers, working on this version of the game has reminded them how "fun it was to make the original," so a sequel is definitely a possibility. However, "A second World of Goo will need to feel like a perfect and appropriate continuation of the first game."

On a related note, you may remember World of Goo getting announced for the iPhone back in October 2009. That port is still not out of the question, but it appears to have been shelved for performance reasons. According to the post: "There’s a lot of iGoo to pour in, and we don’t want to release something if it doesn’t run absolutely buttery smooth."

Brand New Pulse Mode Added to 'Spirit' and 'Spirit HD'

Monday, November 22nd, 2010

Way back in March of this year, we took a brief look at Spirit [$1.99] from developer Marco Mazzoli. Spirit is an arcade-style high score game where wave after wave of enemies will appear whom you must defeat by circling your ship around them and creating a vortex that sucks them into oblivion. The touch controls are absolutely spot-on, and small touches like link bonuses for vaporizing enemies in quick succession add a lot of strategy to the gameplay. With its minimalist neon graphics, simple gameplay concept, and allure of competing for high scores online, Spirit really holds its own against even some of the timeless classics of a bygone arcade era.

Several months after the iPhone version appeared, the iPad native Spirit HD [$1.99] was released to the App Store. This version retained all of the great qualities of its more diminutive iPhone cousin but felt a lot different thanks to the extra screen real estate. Late last month, an update was released for Spirit HD that added a brand new game mode called Pulse, as well as some brand new music and a myriad of other small tweaks and bug fixes. iPad owners have been enjoying this new content for a few weeks now, but just before this past weekend a similar update dropped for the iPhone version of Spirit that adds all the new features from the iPad version and then some.

Pulse mode is an excellent new addition to Spirit, and nearly feels like a brand new game on its own. Instead of waves of enemies broken up into levels, Pulse mode is one giant onslaught of progressively more difficult bad guys. Rather than circling enemies, you'll make contact with one of the various pulsing purple orbs that are floating around to create a vortex that disposes of them. In a nice strategic twist, the size of the vortex depends on how large the pulsating orb is when you touch it. Also, defeated enemies drop tiny coins that add to a score multiplier when collected.

Pulse mode is a frantic mixture of avoiding enemies, building your multiplier, and trying to time creating vortexes to maximize your score, and it's a ton of fun. This developer video demonstrates the new Pulse mode:

Besides the new Pulse mode, Game Center has been added to the iPhone version of Spirit to work alongside the already-implemented OpenFeint. Spirit HD will also be getting the Game Center treatment, and indeed the update has already been submitted and should hit any time. Now we just need Apple to officially release iOS 4.2 for iPad, but hopefully that will be happening soon. Some nice discussions are taking place in our forums for both the iPhone version and the iPad version of Spirit, and Marco Mazzoli is quite active in both threads addressing user feedback. If you have yet to check out Spirit for either device yet, it comes even more highly recommended with these latest updates, and if you're a previous owner of the game make sure to grab the latest version and give Pulse mode a spin.

App Store Links:
    Spirit, $0.99
    Spirit HD, $0.99 (iPad Only)

'The 7th Guest' iOS Will Have Three Less Puzzles Than The CD-ROM Version At Launch

Monday, November 22nd, 2010

The 7th Guest for iPhone and iPad won't launch with all the puzzles included in the original CD-ROM version of the title, Trilobyte Games told us over the weekend. A total of three puzzles have been cut out of the original 22, due to various technical challenges that Trilobyte can't tackle before the game's December release.

The cut puzzles, which have been stripped from differing points in the game, won't disrupt your ability to progress in The 7th Guest, nor will you be missing any of the puzzle title's memorable FMV sequences -- the scenes that follow or proceed these missing puzzles will remain in their proper places.

To be specific, the three cut puzzles are the "Pentagon / Knife Puzzle," the "Piano Puzzle," and the "Microscope Puzzle." The latter two, according to Trilobyte, are getting cut because they needed to be rebuilt from the ground up, and that's not something that can be done easily. The reason the former is receiving the axe is simply because it doesn't play nice with small screens like the ones on iDevices.

Here's what Trilobyte told us about the puzzles:

The three puzzles we are unable to include in this release are the Pentagon / Knife Puzzle, the Piano Puzzle, and the Microscope Puzzle. The knife puzzle has been taken out because it is too small to be played effectively on the iPhone screen. We are currently testing a mod of that puzzle for the iPad version, and also experimenting with other ways to make it playable on a small screen.

The other two puzzles with outstanding technical issues are the microscope and the piano puzzles. With a hint of sadness and note of admiration, the original Microscope and Piano puzzles are not going to be in this December / holiday release. Our engineers have carefully studied the code and determined that we would have to rebuild these puzzles from scratch to put them back in the game. Even so, we’re not ruling-out the reappearance of the Microscope puzzle in a future version, or as a standalone app. It will likely go down as one of the most legendary AI puzzles ever created for a video game.

Just as a quick reminder if your humours are beginning to rattle out of place or you feel your choler rising: The 7th Guest was one of the first CD-ROM games, created back in 1993 for computers. If you thought that everything in The 7th Guest would translate to modern touch screen platforms, well, let's just say your expectations were unrealistic.

However, there's at least a chance we could see these puzzles in future updates to the game or even in separate Apps. As noted in the above, Trilobyte Games isn't ruling anything out post-release and is even looking into dropping the Knife puzzle into the iPad version of the game. Keep the faith!

Speck Case Haiku Contest Winners

Monday, November 22nd, 2010

On Friday we started a haiku contest to win some CandyShell cases from Speck in honor of the release of their new gamer-centric 4th generation iPod touch CandyShell Grip. There were a ton of awesome entries, so much so, that picking our favorites was incredibly difficult. It was a ton of fun reading through them all, and we're really going to have to do more stuff like this in the future as I think everyone here was amazed by the creativity of our community.

Winners and their associated haikus are all after the jump.

(more...)

'Dungeon Defenders: First Wave' Launching in December for iOS, Powered by Unreal Engine 3

Monday, November 22nd, 2010

Last month we came across some interesting news about an iOS version of the upcoming Dungeon Defenders game that will be launching for PC/Xbox Live/Playstation Network early next year. Dungeon Defenders is a tower defense game with a healthy dose of action/RPG elements thrown into the mix, though at the time of our preview there were scant details available about the looming iOS version of the game. Late last night, developer Trendy Entertainment released a brand new video of the mobile version of Dungeon Defenders, which will be called Dungeon Defenders: First Wave.

While the core gameplay of Dungeon Defenders: First Wave appears to be rooted in the tower defense genre, players will seemingly have a ton of freedom to roam around the battlefield using their created character, giving it an added action/RPG element. The characters you create will also be able to transfer to the PC version of the game for cross-platform play, though this feature won't make it to the more closed Xbox or PS3 versions. Also included in the description of the video is that Dungeon Defenders: First Wave will be powered by Unreal Engine 3, which explains why this video looks so gorgeous and very near to its console counterparts:

Other tidbits of information that can be found in the upcoming games thread in our forums is that Dungeon Defenders: First Wave will launch around the middle of December for $2.99 with an accompanying lite version. The game will support Game Center for achievements and multiplayer between iOS devices, and will support Retina Display. Like many of the more advanced titles coming out as of late, Dungeon Defenders: First Wave will only be available for 3rd generation devices and above, including the iPad. This definitely looks like one of the more interesting titles to be hitting the App Store this year, and we'll be looking forward to bringing you more information on Dungeon Defenders: First Wave when it releases next month.

Treasure's Classic Sega Genesis Title 'Gunstar Heroes' Now Available

Monday, November 22nd, 2010

Back in September, I visited Sega's San Francisco offices and had the chance to get some hands-on time with their upcoming Genesis emulator port of Gunstar Heroes [$2.99] for iPhone. Gunstar Heroes is a classic run 'n gun shooter from hallowed developer Treasure that first appeared on the Sega Genesis back in 1993 but can since be found on most major console download services and in various compilations. Last night the iPhone version of Gunstar Heroes made its way to the App Store.

Gunstar Heroes has developed a hardcore following over the years by being one of the most action-packed titles of its kind. Seven stages filled to the brim with enemies and frequent boss battles await the Red and Blue Gunstar twins. Developer Treasure had a knack for creating intense games with fast-paced action, dozens of enemies coming at you at once, humongous enemies, and fantastic pixel art and music. Gunstar Heroes was brutally difficult with physical buttons back in the day, and this difficulty is only compounded with the virtual onscreen controls of Sega's Genesis iPhone emulator.

For nostalgia enthusiasts, the iPhone version of Gunstar Heroes may be worth the few dollars to download and experience on the go at any time. The virtual controls are unwieldy, but the game is still fairly playable and retains all of the epic content of the original. Gunstar Heroes was always at its best when playing with a friend during 2-player simultaneous co-op, and this feature has been retained in the iPhone version thanks to a local Bluetooth multiplayer option. If you think you can manage to play one of the harder games ever created with the added difficulty of virtual buttons, then Gunstar Heroes is worth a look, just don't blame me if you end up throwing your device into a wall due to frustration.

App Store Link: Gunstar Heroes, $2.99

'Silverfish' Brings Intense iOS Object-Avoidance Action

Sunday, November 21st, 2010

Back in September we posted an upcoming game story marking, among others, Silverfish from Chaotic Box, who brought Pinch n' Pop in late 2008. Earlier this month Silverfish wriggled into the App Store [link], and we've spent some time putting the game through its paces.

Silverfish is a modern retro-styled game featuring electric neon swirls, plasma glows, and screen sparks aplenty (that take advantage of the Retina display where present). The look brings to mind Geometry Wars. And so, too, does the gameplay, really -- at least as far as the Pacifism playmode of Bizarre's modern classic. Silverfish is an object avoidance game where the goal is not to blast your vast swarms of enemies to glowing bits, but to avoid them for as long as possible, picking up the score multiplier pellets they leave behind in death, all the while. The closest iOS analog is probably Tilt to Live.

There are three subtly different modes of play presented in Silverfish. There's Onslaught mode, where you are given four lives and three bombs to use in trying to stay alive as long as possible. Scavenger mode gives you but one life to play with, three bombs, and the ability to sustain a certain amount of damage, tracked with an onscreen power meter. In this play mode, your power drains over time. Collect red Power Pods to destroy nearby enemies and add to your health. Finally, there's Reaper mode (my personal favorite). In this mode, you are given one life, three Time Shocks and 50% power to start. Collect red Power Pods to kill the baddies on your tail and add to your health, and when your power meter maxes out, you become invulnerable for a short period, allowing you to plow through your enemies, leaving a wake of destruction. Each mode features a different sequence of advancing enemy types to contend with.

Your onscreen silverfish is controlled by way of a swipe-anywhere mechanic that you can use with actual swipes or with constant pressure, as a sort of virtual D-pad with an option setting for fine-tuning the swipe threshold. I find the distinct swipe approach works best (think PAC-MAN's swipe controls), but do wish that you could move diagonally; the controls operate only in the four cardinal directions.

Silverfish, in any of its play modes, is a simple, straightforward game that starts out quite manageably but ramps up in difficulty in short order. You won't last long -- which, along with Game Center leaderboards and achievement tracking, lend the game a very strong "just one more time" element. It's a great game to have around when you're looking to quickly get in and out of some pretty intense arcade action. Our forum readers are having lots of fun with this one.

App Store Link: Silverfish, $1.99

Gamevil Puts Six on Sale for iPhone, iPad

Saturday, November 20th, 2010

Mobile developer Gamevil is running notable sales on six of their titles, to remain discounted until Cyber Monday, November 29th.

ZENONIA® 2

ZENONIA® 2, Free [ review ] While Zenonia is a stand-out iPhone action RPG, its sequel Zenonia 2 surpasses it mightily and is one of the absolute best RPGs in the App Store. Zenonia 2's story is set in the same universe as its forerunner, but with various enhancements and an overall better "feel." It's one not to be missed by any RPG fan. (Was $4.99)

ZENONIA®

ZENONIA®, $0.99 [ review ] One of the most highly anticipated iPhone games at the time of its release, Zenonia is a sprawling title that delivers over 40 hours of 16-bit era action RPG gameplay. The game offers incredible depth and real replay value as the game can be played under both a good and an evil alignment system. (Was $2.99)

HYBRID 2: Saga of Nostalgia

HYBRID 2: Saga of Nostalgia, $0.99 [ trailer ] Featuring the same hack-and-slash gameplay that readers enjoyed from the original, action / adventire / RPG Hybrid 2 continues the story with revamped graphics and new environments to battle through. (Was $4.99)

HYBRID: Eternal Whisper

HYBRID: Eternal Whisper, $0.99 [ review ] Hybrid, as it's name might foretell, offers gameplay through a hybrid of three game genres -- action, adventure and RPG. With a side-scrolling presentation, you control Grey, a youth with a mysterious history set on defending his land and avenging his brother. It's D-pad for movement, buttons for attack, with special skills and attacks introduced as gameplay progresses. The game features 70 battles, 10 hidden stages, and an endless mode. (Was $2.99)

Baseball Superstars® 2010 HD Lite

Baseball Superstars® 2010 HD Lite, Free [ review of iPhone ver ] The sequel to what was, at the time of its release, the best selling iPhone baseball game around, Baseball Superstars 2010 HD for the iPad is a full-featured game with multiple game modes ranging from simple exhibition games to full seasons or homerun derbies. What sets the game apart from the pack are the RPG elements that allow you to create your own pitcher or batter and build their statistics in "My League" mode. (Was $4.99)

Soccer Superstars®

Soccer Superstars®, $0.99 [ quick look ] Featuring classic sprite-based graphics reminiscent of the SNES days along with RPG-style game progression, we found Soccer Superstars to be a highly addictive sports title with an unusual degree of depth. (Was $2.99)

Speck Releases CandyShell Grip 4th Gen iPod touch Gamer Case, So We're Having a Haiku Contest Giveaway

Friday, November 19th, 2010

We don't usually write about iPod Touch add-ons and peripherals (or hold contests, for that matter), but we're fans of Speck's product lineup and wanted to share their latest with you: the Candyshell Grip for the 4th Generation iPod touch.

Speck is pitching this case as a gamer-friendly one, as it isn't bulky and is apparently comfortable and rather slip-resistant. You'll notice that ridging on the back has some decent placement for horizontal play and if you look real close, you'll see that each edge of the case has a bit of rubber, too, for the weirdos out there with unnaturally sweaty thumbs and palms. The inside of the case won't scratch up your device either, since it's cushioned with rubber, while the outside of the case is covered in some sort of "sturdy and sleek" concoction designed to protect your iPod touch from the inevitable drop.

There's a white and a black version of this case, both hilariously named. The white version is called "MoonSicle," while the black version (pictured above) has been dubbed "DarkLord Black." You can grab one of these versions (heavily tattooed man not included) over at the Speck web store now for $34.95.

The dudes over at Speck are also willing to give away a whole mess of CandyShell cases in honor of the CandyShell Grip's release. Winners will have their pick of whatever CandyShell case they want as long as Speck has it in stock, so this isn't just limited to owners of the 4th generation iPod touch. To make things a little more fun than the standard retweet giveaway everyone else seems to like doing, here's the deal: To win a case, post a haiku in the comments that somehow relates to the things we cover on TouchArcade. (iOS devices, gaming, the forums, things like that.) We'll pick 20 of our favorites, and post the winners Monday morning.

Be sure to post your comment using your real email address so we can contact you, as irresistible as it may be for some of you comedy kings to use witty email addresses like up@yours.com like most comment threads. If you use aggressive spam filtering, be sure to whitelist *@toucharcade.com so our messages get through. Post as many haiku's as you want, but each person will only be able to win once.

John Carmack on 'RAGE', Technical Limitations, Design Choices, Device Support, Upcoming Games, and More

Friday, November 19th, 2010

Yesterday we chatted with Id Software's John Carmack, a gaming legend who has been pumping out popular video games and next generation graphics engines for over 20 years. His latest title, RAGE [99¢ / HD], hit the App Store late Wednesday night, and since then discussion regarding the game has exploded on our forums.

To start things off, we picked up where we left off with John in our last interview, asking where in the world the previous games he mentioned were in Id's release schedule. Carmack told us that he badly wants to get back to releasing Quake Classic, adding even more to Doom Classic, and potentially even bring QuakeLive to the App Store but he's just not sure where to find the time to do it.

In order to get some perspective into what goes into making a game like RAGE, John explained that it was built by an entire new mobile team put together at Id, and during the two full-time months he worked on it, he was the most involved he has ever been in a mobile project. They wanted to be extremely careful, since this was the first taste that gamers were going to get of a much larger RAGE universe, and everyone at Id is both very happy with how it turned out, and anxious to roll their experience with the title into another even better game.

We had to ask the inevitable question that has been burning up our forums-- Why the game is on rails when other developers such as Gameloft have seen phenomenal levels of success and staying power on the top selling charts with full free-roaming first person shooters. John began by saying that he thinks they could do a great job with a full first person shooter, but there are many reasons why RAGE is the way it is.

First off, it's really pushing the limits of the entire iOS device lineup from a technical standpoint, and they wanted to create an extremely approachable curated experience that everyone interested in the RAGE universe could get a taste of. He explains that what they wanted to make was a fun pick up and play game that leaves you with a "Wow!" feeling, and he believes they accomplished that goal. John went on to say, "You can't ever be everything to everyone. You can't please everyone," and mentioned that the game was designed from the ground up to be a rails shooter. According to Carmack, the question of why is RAGE on rails istead of free roaming "is almost the same as saying, 'Why isn't it a tower defense game'?"

When asked what about enabling a free roaming mode like some on the forums have suggested, John went on to tell us that there are many things in the game that wouldn't work out as well once you take the train off the rails, so to speak. For instance, all of the textures in game have been sampled from the perspective that you see it from on the rail. If you jumped off the track, and went to look at a rock in the corner, the texture which appeared sharp from a distance would now look blurry. Of course this is all possible to correct, but it involves a massive increase in file size which likely isn't realistic for the iPhone as every texture included is high resolution, and performance could even suffer. John also explained that many of the cool things about RAGE involve scripted sequences and enemy movements that either wouldn't work, or wouldn't look anywhere nearly as good if the player were able to sneak up on a batch of mutants from the side.

Carmack considers the game to be feature complete from a content standpoint, but is considering a mode that will allow you to pause your movement on the rail to look around because there's a lot of cool stuff that at this point you just pass by. He calls it a "tourist mode." In summation, John explained that there won't be a free roaming game with this generation of technology within the forseeable future. However, If Rage the franchise is a success, there are tons of elements of the console game that they could bring over to the iPhone in potentially more free-form games.

In regards to updates, Carmack plans on addressing game center support and some various tweaks and fixes from the thread, liked the mirror mode that was suggested, and even mentioned possibly running the levels in reverse as well. John also explains that some things (such as the battery meter display) were a direct result of the thread on TA. Aside from that, the RAGE team is moving on to their next project.

John openly admits that they're still experimenting with the App Store. So far Rage has been very successful in the few days it has been out, but they're still waiting to see the long-term results of a shorter, lower-priced game. He explained that it's still a point of discussion at Id as to whether the next games are going to be bigger and higher priced, or smaller and lower priced like RAGE. Id is anxious to see what kind of staying power RAGE will have on the charts which will likely weigh heavily on the direction of their next game.

Two more games are in the works that takes place in the RAGE universe, although it sounds like no final decisions have been made yet. John told us that the world of RAGE is vast, and home to extensive outdoor environments which could be used for numerous different types of games, citing a buggy racing game of sorts as an example.

Looking to the future, John is looking forward to seeing how many people with older devices are still buying games, since the HD version of RAGE is drastically outselling the SD version. Dropping older device support would greatly benefit their future titles as they could utilize OpenGL ES 2.0 across the board, resulting in even better looking graphics that flat out cannot be accomplished on previous-generation devices. Carmack was peeved that Apple wouldn't provide them with any kind of device specific data, as he wanted to make the call to drop support for the old devices for this RAGE release. He suspects he made a mistake by including legacy device support, because the game could have been "a little bit faster, a little bit better, and a little bit cooler by dropping the older devices."

At the end of the day, it seems that the resource Carmack lacks most is time. When asked what he'd like to do next and what he'd like to bring to the iOS platform, he explained that there are many things he'd like to do, but between all of his responsibilities at Id (which were are an incredible list in itself), Armadillo Aerospace, and his family, most of those projects are outside of his reasonable to-do list.

'Chu Chu Rocket!' Update Adds 100 Levels And Fixes

Friday, November 19th, 2010

Get pumped -- a huge update for Chu Chu Rocket! [$2.99, HD version $4.99] for iPhone and iPad is out! In a recent SEGA blog post, the publisher outlines the additions, which include a startling 100 new levels, all of which were created by fans in the original Dreamcast release of the game. Better UI arrow placement, Game Center support for the iPad, and improved multiplayer lobbies are coming, too in addition to Ghost Arrows for multiplayer play.

SEGA also talked fixes in the post. A rare launch crash bug has been squashed, the achievement bugs that made it impossible to unlock certain achievements has been addressed, the performance is said to have tweaked for the better, and now all Chu Chus can "be heard entering the Rocket in all modes!" Nice, right?

Chu Chu Rocket! is a reworked version of the title, totally compatible with touch screens. I'll note that it's pretty good, too, according to our review. Actually, wait, that's an understatement -- it's a great re-make of a Dreamcast classic that stands on its own with its new, more natural controls and stimulating puzzles. Check it!

App Store Links:
    ChuChu Rocket!, $2.99
    ChuChu Rocket! HD, $4.99 (iPad Only)

'Galaxy On Fire 2' Goes Universal, Price To Raise Soon

Friday, November 19th, 2010

Fish Labs' marvelous third-person space trading / commerce game, Galaxy on Fire 2 [$6.99], is now a Universal App. This extra work done to the title costs dough, however, so we'll see a slight price hike from the game's current $6.99 to $9.99. But, for a limited period of time, you can go ahead and grab the game at $6.99. Fish Labs' considers this to be a bit of a celebration move, so feel free to join in on the party.

And you should consider doing so. Our own Blake Patterson was big on the title in his review, lauding its immersive qualities, deep systems, and control. He also noted that the game is packed with features and content. There are over 20 star systems to explore, more than 30 kinds of ships to upgrade, customize, and use, and even a decent story to take in as you do all the aforementioned stuff. Not bad, right?

If you've been waiting for the universal update to hit, now's your time. Just don't wait much longer before mashing that "buy now" button or you'll be paying a premium for this fantastic game.

App Store Link: Galaxy on Fire 2™, $9.99 (Universal)

'Lego Harry Potter: Years 1-4' Review - An Incredible Game, Even For Non-Potter Fans

Friday, November 19th, 2010

I couldn't help but feel more than a little trepidation at the announcement of a new Lego game for the iOS, particularly after the huge disappointment that was Lego: Batman. Still, two years is a long time in development land, and of late we've seen developers make leaps and bounds in what can be squeezed from the Apple devices. Fortunately, the Warner Bros. Mobile dev team haven't rested on their laurels in all this time, having really stepped up to make amends with the release of Lego Harry Potter: Years 1-4 [$4.99], a universal app for the iPhone and iPad.

Lego Harry Potter: Years 1-4 is in actual fact a port of the PSP and DS version of the game released earlier this year. Though I haven't had the opportunity to play either, from screenshot comparisons you can immediately tell that the game has-- contrary to many ports-- benefited dramatically from its translation to the more capable iPhone and iPad hardware. This is no lazy carbon-copy, good readers-- graphics look crisp and vibrant (particularly on the Retina display, but even so on the 3GS we primarily tested it on) and the frame rate is consistently good; controls have been tastefully re-modelled for the iOS with mini-games that make great use of the touch-screen; and the musical score is authentic and second-to-none. In fact, I am certain that what we have is now the premier handheld version.

But first thing's first – for the benefit of those who have never seen a Lego game in action (other than getting you from out of your cave), Lego Harry Potter: Years 1-4 is a re-imagination of J.K. Rowling's ludicrously popular fiction in all the childlike splendor of Lego. Everything in the game is made up of Lego pieces, from the well-known heroes such as Harry, Ron and Hermoine, to table decorations, quidditch broomsticks and even the different colored coins littered positively everywhere that act as a form of currency in the game.

And in true Lego style, the entire world is over-the-top. Cut-scenes between levels tell the Harry Potter story in an exaggerated, tongue-in-cheek way that can be more than a little hilarious at times, especially as Lego men can't talk (of course)-- having to mime out and gesture through all their conversations. In fact, I was pleased to see that these clips are actually the same as those in the PS3/X360 version of the game (which I have played) which re-tell each of the first four chapters (Philosopher's/Sorcerer's Stone, Chamber of Secrets, Prisoner of Azkaban and the Goblet of Fire) brilliantly.

That's a word I constantly came back to when playing Lego Harry Potter: Years 1-4, as there is just so much to explore and such a variety of rich experiences to play through that more than once I forgot I had an iPhone in my hands. Whether it was taking magic classes in the enormous Hogwarts, visiting stores at Diagon Alley, or chasing after Draco on a broomstick as he he makes off with Neville's Remembrall, Lego Harry Potter: Years 1-4 is jam-packed with memorable events that have been craftily converted into engaging gameplay sequences.

You start off controlling Harry, moving him around the screen by either tapping or dragging your finger across the screen. There's no virtual joystick option here which may disappoint some, but I can't really say I had difficulty migrating to the new controls. Spell casting has also been carefully implemented for the touch screen. Very early on, you learn the Reducto spell which is a simple hooting spell that requires a quick flick towards the object you want to hit (which I resort to spamming to explode anything in sight to coin pieces), and Stupefy, which is an area stun attack that requires a quick circular gesture around your character.

Soon you'll accumulate a wealth of spells as you take classes at Hogwarts and explore the game world. Reparo for instance is needed to piece together important objects, whilst Wingardium Leviosa is used to levitate objects and reach otherwise inaccessible areas. These spells are performed by tracing on-screen gestures that appear after tapping a context-sensitive object in the game world. Other spells still, such as Transfiguration, result in short mini-games that have to be completed before they take effect, most of which are actually engaging and not merely annoying distractions.

If you've played a Lego title before on any other system, you'll be glad to know that all the unlockable characters and abilities normally expected of these games feature here too. In each of the 40+ levels in Lego Harry Potter: Years 1-4, you'll usually take control of just a few of 100 characters available, some of which have special abilities that have to be utilised to progress through the level. Hagrid, for instance, can use his strength to interact with pulley mechanisms and pull and push heavy objects that the others cannot. Exploring each area thoroughly and working through some clever puzzles will reveal red bricks, golden witches hats and character cards that make available additional spells (of the ridiculously variety, such as Engorgio Skullus, which can swell any NPC's head to giant proportions) and unlock playable characters.

To go through every facet of Lego Harry Potter: Years 1-4 would be nigh on impossible in a review. Case in point-- just as I thought I'd seen much of what the game had to offer, I was thrown into a stealth sequence, where you have to rely on your map to avoid detection. Later still, I had my first real boss encounter, which requires a lot more dexterity and thinking than the usual puzzles. Suffice to say, this is one game that will put your money to work in a big way, as it is seriously bursting at the seams with content. If I had to put my finger on the average play time, judging by my current game, you're looking at somewhere between 12-15 hours over all four chapters. Then there's Free Play mode, where completionists can access all the levels of Story Mode to find hidden secrets (using later acquired abilities) and drastically explode their game time.

Lego Harry Potter: Years 1-4 is without a doubt a must-buy for any real iOS gamer, barring any prejudices you may have against our scar-faced hero, of course. This is the game to show your doubting friends as I don't believe a game of this depth or breadth presently exists on the App Store, and certainly not one with the care and attention that the Warner Bros. team have expended on it. Yes, it does benefit from being a port of an existing game on a more developed system, but when the quality of the finished product is this good, who really cares? I simply cannot overstate just how high the bar has been raised for these types of games-- a shout out to other developers with similar opportunities to take note of what our beloved Apple devices are really capable of.

iPad Owners: Please note that although the game is listed as Universal and can be purchased without any problems, the game will not be able to be synched to iPad devices until the release of OS 4.2 (purportedly next week). You must have the new OS 4.2 update before the game can be played on the iPad.

App Store Link: LEGO Harry Potter: Years 1-4, $4.99 (Universal)

New 'Real Racing 2' Cinematic Trailer Reveals Three New Cars

Friday, November 19th, 2010

Unfortunately, we're still running on fumes when it comes to any kind of real details of what is going to be in store for us with Firemint's Real Racing 2. The last announcement revealed that the game would be packed full of licensed cars, and this new trailer reveals a few more ones:

According to Firemint, these newly included cars are the 2010 Ford Shelby Mustang GT500, the 2010 #33 Jaguar RSR XKR GT, and the 2010 Nissan GT-R (R35). It kind of goes without saying, but I can't wait to play this game. Firemint seems intent on slowly leaking out additional tidbits, so maybe we'll know more about the game by this time next week. (I hope, anyway.)


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