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Archive for November, 2010

Soon, You'll Be Able To Pretend Kill Other Parrot AR.Drone Owners In A Game While In The Real World

Friday, November 19th, 2010

I don't have a Parrot AR.Drone like Eli "Hollywood" Hodapp does, but I wish I did. He seemed to connect with the device on a deep, fundamental level and love bloomed as the two grew closer together during their private review sessions. But with all man-toys, that fondness and that spark can fade as familiarity sets in. Ah, if only there was a two-player game that supported the Parrot AR. Drone. That would make Eli and the masses love again…

Oh, hey, how convenient; there will be such a thing! Parrot is telling us that a new AR game is on the way, and it's one that seeks to test players' flying mettle both in and outside of an App. Crazy!

AR. Pursuit as this title is called, is a "two-player pursuit game" that will have a duo of AR.Drone-equipped people shooting it out in a digital space while flying their Drones in the real, McDonald's-infested world we live in.

Here's how it works: the game uses the Drone's front-facing cameras and renders in bullets and missiles when players choose to fire. To avoid game-death, players will need to maneuver their drones in various directions, making the real world a game board as opposed to a grim place of death and fast food.

The game, which hits November 26 at $2.99, can be played indoors and out provided a stable Wi-Fi connection can be accessed. Parrot recommends that you use those indoor stickers if you plan to play indoors, and obviously you'll want to pick a place that's large enough to move an RC craft around in.

The future! Let's get with the Bacta tanks already, please. My knee hurts and I don't want to go to a doctor. Thanks.

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'Street Fighter IV's' Sagat And Dee Jay Update Goes Live

Thursday, November 18th, 2010

What's up, Street Fighters? Time to get your Sagat and Dee Jay on. Capcom's update for Street Fighter IV [$9.99] is now live on Apple's servers, meaning you can now pick the two aforementioned characters in regular and versus play. This update also adds in a hip Blue-tooth local matchmaking feature that auto connects people within range of each other, as well as a "Player Cards" feature that tracks stats of the people you happen to face.

I grabbed a screen of Sagat for your viewing pleasure. I didn't grab one of Dee Jay, as he's a locked character. To unlock him, you'll need to compete in Versus three times, which might be really hard if you don't have a pal with the game. That said, Capcom shot over an image or two, so problem solved on my end!

SAGAT

DEE JAY

Oh! And before you run off to grab your update, do note that another Capcom joint has been updated. Resident Evil 4: Platinum [$4.99] has been given four new levels today -- Chapters 15 through 18 -- for free.

'RAGE' Review - Id Ups The Ante With This Graphical Masterpiece

Thursday, November 18th, 2010

I'm not really sure where to start with this review since we've posted so much about RAGE [99¢ / HD] in the past, but for the sake of not leaving people who stumble across this review on Twitter or Google out in the cold, here's some back story.

Back at QuakeCon in August, John Carmack pulled his iPhone out of his pocket and surprised the audience with a incredibly impressive tech demo of a portion of the upcoming RAGE first person shooter complete with the new id Tech 5 graphics engine. iOS gamers were left with their jaws on the floor as the potential of a pocket sized-version of RAGE ran wild in everyone's imagination.

The full version of RAGE for the PC and home consoles isn't going to be released until late next year, but the iOS version is only a small peek into the RAGE universe. It comes in two flavors, a "high definition" version for the iPhone 4, 4th generation iPod touch and iPad. A "standard definition" version is available for other devices. The basis of the iPhone game is that you are a contestant on a weekly game show where people are pitted against an onslaught of mutants to win fabulous prizes.

RAGE for iOS begins with a selection of three levels (or, "seasons" of the Mutant Bash TV show) along with difficulty levels ranging from "easy" to "nightmare". The goal is to make your way through each of these levels and earning as much in-game cash as possible. RAGE for the iPhone is entirely on rails, and it plays a lot like other arcade-style rails shooters like Time Crisis. The game runs you through each level and you control your field of view, aiming at things with a crosshair in the center of the screen.

Two control options are included, a tilt-based option which controls like many other games where you tilt to control your view as well as a virtual joystick of sorts which also isn't anything new. Sensitivity options are included for both input methods, as well as the ability to flip both the X and Y axis. Oddly enough, no gyroscope control option has been included in the initial release. We found the default controls to be workable, but twitchy. It seems that the main cause of this is that the game always wants to be centering your view. When you let your finger of the screen, instead of staying where you're looking, it snaps right back to the center. Also, playing through the levels can be a little disorienting at times as you're expecting to be able to control where you look, but often times, the game disregards your input and will, for instance, quickly look to the right to peer around a corner.

There's more to do in RAGE than blast mutants though, as earning tons of cash involves picking up tons of loot and hitting various bulls eyes as well. All this goes together to create an incredibly fast paced experience as you run down hallways, and making split second decisions between continuing to shoot at a mutant or aim off to the right to score some quick bonus points. On easy mode, it basically doesn't matter what you do, but on nightmare, a decision like that could mean life or death.

Once you complete a level, your score is displayed, the next one is unlocked, and you keep playing. Assuming you are playing on a difficulty level low enough to not get mauled by mutants requiring extra play throughs, making your way through all three seasons of Mutant Bash TV will likely take around 30 minutes. From there, it's up to you to find your own motivation to continue playing the game. Game Center isn't implemented yet, so you've really got to be one of those people who really likes beating their own score to keep playing the game. Enemies always spawn in the same place, and both the bonus targets and loot never move. Once you memorize the game, it just comes down to how efficiently you can make your way through the levels.

There's lots of room for improvement in RAGE, in fact, John Carmack himself started a thread in our forums asking for suggestions. Online scores, and some kind of in-game store to spend the money you earn on things like different weapons, skins, or anything else to work towards would add tons of replay value which is the one thing that RAGE really is lacking right now.

Like most games, how much you enjoy RAGE likely depends on your expectations going in to it. At the end of the day, RAGE is little more than a fabulous looking bite sized sample of a much more expansive RAGE universe which will be further explored in future games. For what it is, RAGE is a fun game that I've had a great time playing through a few times. It's also one of the best ways to both show off the power of your iPhone as unlike Epic Citadel [Free], RAGE is an actual game.

App Store Links:
    RAGE, $0.99 (Universal)
    RAGE HD, $1.99 (Universal)

John Carmack Asks TouchArcade Forums for Suggestions to Improve 'RAGE' and Mentions Two More Potential Games for iOS Before Full 2011 'RAGE' Console/PC Release

Thursday, November 18th, 2010

Gaming industry veteran and recent rocket scientist John Carmack is no stranger to the TouchArcade forums. Originally, he polled our userbase regarding controls in both Wolfenstein 3D Classic [$1.99 / Lite] and Doom Classic [$6.99] and later he asked the community what kind of features they thought should be standard in iOS games to create a console-like technical certification requirement document of sorts. With the recent release of RAGE [99¢ / HD] John once again stopped by the forums to participate in the discussion, and just recently created another thread asking for suggestions on improving RAGE on iOS devices.

Some interesting things have been revealed from Carmack's post. Starting things off, he flat out admits that the game isn't going to be turned in to a free roaming game. John goes on to clarify, "There are a lot of technical and design reasons for it, so if you really can’t stand the play style, we will have to do without your purchase. I would like to do a more open game, but this isn’t going to be the series for it." Also, the team is going to be looking in to gyroscope controls.

The guys at Id are hard at work squashing bugs from this release, and John even mentions the potential for two more iOS games before the full version of RAGE hits consoles late next year. Carmack mentions his initial concerns about the file size of the game, but after seeing the majority of people downloading the HD version, he plans on pushing up the size of future titles.

It all sounds pretty awesome to me, and we absolutely love when developers take time out to take community feedback on any game (especially someone with the e-cred of Carmack). If you've got something you'd like to see tweaked, changed, or otherwise improved in RAGE, now is the time to post some feedback in the thread.

'Monster Dash' Update Adds Fast App Switching and Universal Support

Thursday, November 18th, 2010

Now it's even easier to fit in a Monster Dash [$.99] quickie between boring work-related stuff like Mail checking and .PDF reading. A new update for the action platformer is now live on Apple's servers, adding "lightning speed" (read: much faster) App switching capabilities. Never get caught looking at Monster Dash instead of Hannah Montana fan fiction again, am I right guys? Oh, wait…

Halfbrick also let us know that Monster Dash is now a universal app courtesy of this update and, according to the studio, the game has been completely optimized for play on the tablet. I've spent some time with this version and can confirm that it works just as well as its iPhone and iPod Touch counterparts. Go nuts if you already own it.

But should you grab Monster Dash for the first time, you might be asking yourself? It's always best to check our review first when it comes to such things, but trust me here (Spoiler Alert!) Monster Dash is a wicked awesome iOS joint. Its blend of run-and-gun, whacky guns, lightheartedness, and survival platforming (think Canabalt [$2.99]) is definitely worth your less-than-a-dollar, silly head.

App Store Link: Monster Dash, $0.99 (Universal)

Level-Adding 'Cut The Rope' Update Hitting 'Soon'

Thursday, November 18th, 2010

Heads up: a sizeable and free update is coming to Cut The Rope "very soon," and it looks like the kind of thing you'll want to grab immediately -- especially if you have an iPhone 4 and a hankering for more Cut The Rope levels.

The update consists of a level pack called Cosmic Box, which as you'd guess from the name, is themed around space. You'll get a total of 25 new levels and a chance to play around with a new mechanic that inverts the games' physics. This update will also add enhanced Retina screen visuals, "improved scoring accuracy," more expressive Om Nom animations, new sounds, and a total of 11 new achievements.

Want a taste of what's to come? Go ahead and check out this teaser trailer.

ZeptoLabs made sure to note that this 1.1 update will be the first of more updates to come. In fact, the next is hitting this holiday. "The 1.1 update is just the beginning; we hope to release an additional update just in time for the holidays and bring even more action-packed, Om Nom excitement to your fingertips," Zepto said in a statement.

Don't have Cut the Rope? Dude, you're like the only guy on Earth. Go ahead and check out our write-up and join the party. The game's only getting bigger, and if this update is as functional as we expect it to be, it's also only getting better.

'Mr. Bill' Gets A Thanksgiving Themed Update

Thursday, November 18th, 2010

Back in the prehistoric ages, when Saturday Night Live was funny, Mr. Bill was a sketch that had legs. You couldn't get into a conversation about the program without someone screaming "Oh, no!" in imitation of the Play-doh character's high-octave, child-like voice. I have no idea how Mr. Bill made it to the iPhone and iPod Touch in the modern era considering it's age, but hey, the App Store is a weird and wild place and is often host to the strangest of programs and games.

Creator Capcom Mobile shot us a message the other day telling us that its Mr. Bill [$1.99] game, which has you firing a helpless Mr. Bill from canons in an attempt to reach an end goal, has been updated again for the holidays. This specific update adds a total of 14 Thanksgiving-themed levels and a themed endless mode, bringing the game up to a total of 56 levels and four endless modes. That's, uh, a lot.

Mr. Bill is a bit on the shallow side. After firing him from the cannon, you'll be asked to flap his arms or use power-ups to keep him in the air or steer him away from objects that could, for example, impale him. That's it -- there's just not much to it, but as you can see, new levels are being added on a fairly regular basis.

I'm crossing my fingers for a Toonces the Driving Cat app right now. Perform well, Mr. Bill! Make my dreams come true!

App Store Link: Mr. Bill, $1.99

'Lord of the Rings: Middle-earth Defense' Review - What's 'Tower Defense,' Precious?

Thursday, November 18th, 2010

Surprisingly, a search of the App Store won't reveal much in the way of Tolkien's epic high-fantasy trilogy. We've seen many other movie adaptations converted to games, but nothing in the way of the Fellowship's desperate plight to Mt Doom. It's strange then that Glu Mobile has championed the well known licence on the App Store, and has done so in the form of a tower defense game, The Lord of the Rings: Middle-earth Defense [$6.99 / HD].

Thankfully, Lord of the Rings: Middle-earth Defense isn't your typical tower-defense clone. Obviously, this is largely due the vast source material it draws from, using the entire Lord of the Rings adventure as a tapestry to bind each of its 18 levels together. You'll encounter goblins in the Mines of Moria, fight with the Rohirrim in the Battle of Helms deep and fend off Nazgûl a-plenty on your way to defeat Sauron. There are 7 iconic battle locations all up and a host of familiar enemies to mow through.

As far as the gameplay is concerned, what really sets apart Lord of the Rings: Middle-earth Defense is the way it uses the heroes of the fellowship as your typical TD towers. Maps in Middle-earth Defense aren't comprised of static paths bordered with designated areas where you place your towers. Instead, in much the same way as Fieldrunners handles TD, the path the enemies take can and must be manipulated by you to succeed. To do so, you'll be able to build a variety of different barricades with wood earned after each wave. Barricades each have different abilities, such as slowing or damaging creeps that pass by them. Though you are limited where you can build, it is up to you to decide what paths to open or close.

Once your path is determined, you must then place your heroes. Ranged heroes operate much like your typical towers, attacking from static positions. Melee heroes however, roam around their area picking fights, and so can get up close and personal with a creep wave hitting them constantly as they pass. Heroes can be upgraded with earned gold, improving their attack power, speed, range or skills. The latter is unique to Middle-earth Defense, as each warrior Hero (there are support heroes too, such as the hobbits) has a skill that can be periodically activated to dramatic effect. Effective use of skills such as Gandalf's meteor shower or Gimli's axe tornado are pretty much essential for getting past the harder levels, as the game does get quite difficult at times.

The individual creeps and heroes in Middle-earth Defense are a mixed bag-- some look terrific, whilst others are barely recognizable. This can be attributed to the somewhat jaggy models and darker textures experienced on the 3GS device we tested the game on, though we're thrilled (and surprised!) to see that a Retina patch has already been released which sharpens things up significantly. Unfortunately, this doesn't remedy the fact that animations are only just serviceable, and that heroes are sometimes indistinguisable and easily lost amidst the chaos.

Glu Mobile have otherwise done a great job of maintaining the standards of the license. The musical score is not overstated, and is actually worth listening to as you're battling wave after wave. Short cutscenes describing each scene and text dialogue between characters abridging each level are well written and give context to your encounters. There is also a Challenge Mode which is unlocked after completing the tutorial that allows you to attempt each of the Story Mode environments with unlimited enemy waves, in an attempt to post your best Game Center or Facebook score.

Finally, there are a host of trophies (achievements) to earn in Story Mode that unlock additional characters and environments in Challenge Mode. We're happy to see that Glu Mobile haven't skimped on content, as there's a heap to do here; and with 3 difficulty levels you can honestly expect several hours worth of gameplay all considered. Certainly don't expect to breeze through your journey to the Black Gates.

Lord of the Rings: Middle-earth Defense is an interesting take on the saga for its first journey to the small screen. Though an unusual use of the licence, it is not an unwelcome one, as Middle-earth Defense does enough different to make it stand out from the very crowded tower defense market, not the least of which is provide great context for your battles and an interesting and well-known story to keep you engaged. There is one minor setback though-- while we don't usually comment on price, it is obvious that use of the Lord of the Rings licence does bring with it a slightly elevated hit to your hip pocket. If that doesn't phase you, we can certainly recommend Lord of the Rings: Middle-earth Defense as a challenging and entertaining TD clone that should pose a pleasant surprise to cult fans and fans of the genre alike.

NaturalMotion Games Announces 'Jenga' and 'Backbreaker 2: Vengeance'

Thursday, November 18th, 2010

Recently, I had the opportunity to sit down with Torsten Reil from NaturalMotion to discuss their upcoming plans for iOS gaming and the creation of their new publishing division NaturalMotion Games. Many of you will be familiar with NaturalMotion from their wildly popular iOS game Backbreaker Football [99¢]. They are also the company behind the highly advanced physics technology in the Euphoria engine which has been used in Grand Theft Auto IV, Red Dead Redemption, Star Wars: The Force Unleashed, and other current-gen console titles.

Up until recently, the relatively high amount of computing power necessary to run the kind of technology that NaturalMotion provides has been limited to home consoles and computers. With the massive strides that Apple has made since the introduction of the iPhone, this kind of computing power is now possible on our mobile devices. NaturalMotion Games will have a large focus on iOS development and publishing, with multiple titles slated for the near future. The first of these games will be an official version of the popular game Jenga and a sequel to Backbreaker Football titled Backbreaker 2: Vengeance.


Jenga - The official iOS version of Jenga is quite impressive due to the use of NaturalMotion's extensive expertise in physics behavior. Interestingly, the inventor of Jenga Leslie Scott is local to NaturalMotion's Oxford, England offices and had a direct part in overseeing the development of the game. Visually, the game looks incredible, with detailed background environments, realistic lighting and shadows, and wood shaders that make each Jenga block look like the real thing. Jenga will feature the regular game we all know and love, plus a brand new arcade version that uses timers and a color matching mechanic to offer a new way to play.

What impressed me the most about Jenga is how realistically the physics behave in the game. Each block can be carefully pulled from the tower based on how you tap and drag it. You can even gently tap blocks to poke them out a bit and pull them from the other side. It really feels like you're playing an actual game of Jenga, without all the cleanup from tipping over the tower. Game Center integration lets you compare the tallest tower from your friend list right on the screen as you play, and a pass 'n play mode lets you play with up to 4 friends locally on the same device. What is neat about the iOS version of Jenga is that two people can play a game together in the back of a moving vehicle during a trip, which would be nearly impossible with the real game.


Backbreaker 2: Vengeance - The original Backbreaker Football was a cross between a real sports title and a mini-game. You were tasked with running down a football field trying to reach the end zone while juking your way around defenders. The NaturalMotion physics and animation technology that fueled the game ensured that you would never see the same tackle twice. We enjoyed the game in our review, and it went on to sell more than 3 million copies since being released more than a year ago. Backbreaker 2: Vengeance doesn't mess with this formula, and adds a ton of new features on top of it.

Torsten told me that he personally went through and read thousands of App Store reviews for the original game to try and understand what people wanted to see in a sequel. Practically every single one of them requested three things – trucking, jumping, and the ability to tackle. All three of these requests have now been incorporated into the sequel. In addition to the Tackle Alley mode from the first game, there is now Vengeance mode where you play the one doing the tackling. An expanded showboating mechanic allows you to earn even more points while taunting your opponent, and the whole game looks even more impressive than the original thanks to Retina Display support. Game Center is also integrated for high score and achievement tracking.


It's great to see developers taking the iOS platform seriously, and we can expect to see a lot more from NaturalMotion Games in the future. What's crazy is that, in Backbreaker 2's case, the game actually uses all of the same assets of its console counterpart. Mobile devices are finally approaching the same kind of horsepower of full-fledged consoles, and developers are eager to take advantage of that. Although my hands-on time with these games was brief, my impressions are really positive for both. You can look forward to Jenga and Backbreaker 2: Vengeance launching this holiday season, and we'll be bringing you more from each of these games in the coming weeks.

'Splatterhouse' Review - Visions of Gore From My Childhood

Thursday, November 18th, 2010

Last week, we took a look at some new screens of Namco's iOS port of Splatterhouse [$2.99], the arcade side-scrolling brawler from 1989. Splatterhouse was notorious for being one of the edgier titles of the time, featuring plenty of gore and demonic undertones that are actually quite tame by today's standards. Being a big fan of Splatterhouse in my younger years, I was pretty excited to hear that the game was coming to my favorite mobile platform, but two major concerns immediately popped into my head as well. First, I wondered if this would be an actual arcade port rather than the toned-down version that made its way to home consoles. Second, Splatterhouse was a ridiculously hard game even with the tactile feedback of joystick and buttons, so I wasn't too sure how well that would translate to virtual touch screen controls.

With Splatterhouse now being available in the App Store, I finally have answers to those concerns. Thankfully, the game is indeed a port of the racier arcade version of the game. There are a couple very minor changes that I've noticed so far, but by and large this is the real deal that includes all the gore, weapons, and original death mask from Splatterhouse in the arcade. As for the controls, they are about as good as virtual controls can be, which isn't saying much. Splatterhouse required some quick reactions in order to combat the many enemies approaching you from every angle. This is made infinitely harder with the lack of tactile feedback, and even worse since the virtual buttons aren't always very responsive. It's still playable, and worth putting up with because Splatterhouse is so awesome, but you'll inevitably encounter a lot of frustration due to the controls.

In regards to the content and features, the iOS version of Splatterhouse really delivers. There is the full 7 stages of the arcade version, with three levels of difficulty to choose and the ability to start a new game from the beginning of any previously beaten level. An option to turn on “assistance” adds a third button (besides the jump and attack buttons) that allows you to perform a slide attack. This move is normally pulled off by jumping and hitting down+attack right when you land, which is nearly impossible with virtual buttons, and is still difficult to perform even with this added feature. The original screen aspect ratio is preserved in Splatterhouse, so there will be borders when you play, but there is the option of three different screen sizes and multiple choices for border wallpaper.

In addition to the arcade game, there is an exclusive mode to this version called Splatter Rush Mode. Here, you play on a special elongated level with a fixed zoom as baddies rush you from both sides of the screen. You'll try to survive for two minutes killing everything that comes your way, with the ability to score chain combos by killing enemies in quick succession. At the end of two minutes, or if you die beforehand, your stats are tallied up and can be uploaded to Game Center for competing on the leaderboards. There are three difficulty levels of Splatter Rush Mode, each with their own unique environment and enemies taken from the arcade game. This mode is a ton of fun, and the virtual controls are less of an issue when playing in this mode.

This is a video from the actual arcade game, but gives you an idea of the gameplay in the iOS version as they're nearly identical:

If you grew up a fan of Splatterhouse then this version is most likely worth the few dollars just for nostalgia alone. It's a competent port though too, with no noticeable technical issues, and the new Splatter Rush Mode adds a nice new twist to the gameplay. If you can deal with the less than ideal controls then you'll find yourself having a pretty good time with this version of Splatterhouse. However, if you've never played Splatterhouse before, I doubt this version will impress you. The 20 year old gameplay is pretty shallow, and the original difficulty is only compounded by the poor virtual controls. Personally, I'm pretty excited to have this classic in my pocket to play at any time, and many of our forum members feel the same.

App Store Link: SPLATTERHOUSE, $2.99

TouchArcade Rating:

'Mushihimesama Bug Panic' Review - CAVE Redefines the Dual-Stick Shooter

Thursday, November 18th, 2010

Back in September, developer CAVE announced they were creating an original iPhone game based on their Mushihimesama series titled Mushihimesama Bug Panic. The next month they released a video showing gameplay in Bug Panic, and we've been anxious to get our hands on the game ever since. Tonight, Mushihimesama Bug Panic [$3.99] went live in the US App Store. With CAVE's previous releases Espgaluda II [$8.99/Lite] and Dodonpachi Resurrection [$8.99/Lite] setting the bar rather high for iOS games, I was curious to see how Bug Panic would stack up considering it was out of their typical comfort zone of bullet hell shmups. I'm happy to report that Bug Panic meets the high expectations of a CAVE title, offering a fun and unique adventure that's perfectly suited to the platform.

Mushihimesama Bug Panic would be considered a dual-stick shooter, but not exactly like the ones we've previously seen flood the App Store. Your main character, the adorable “Insect Princess” Reco, moves around the environment with a left analog stick that can either be fixed in the corner or appear wherever you place your thumb. The right stick controls a cursor that represents where you will toss your Burst Seeds, the ammunition in the game that function similarly to grenades. Placing your thumb on the right stick allows you to move the cursor around and releasing your thumb actually fires. As your thumb is held down, a meter at the bottom fills up allowing you to charge your Burst Seed shots for extra damage and splash range.

Adding to this interesting offensive mechanic is the ability to lock your targeting reticule on up to three enemies. This effectively lets you toss your Burst Seeds in three completely different directions if you want, or target three enemies in the same group to deliver a wider area of damage. This lock-on feature can be disabled at any time, giving you full manual control of where your shots land, but I actually found that it added tremendously to the strategy of the game. Choosing which enemies to lock onto and when to charge up your shots is what really sets Bug Panic apart from other dual-stick shooters, and it will be hard to go back to one where the right stick just mindlessly fires bullets in a single direction.

The bulk of Bug Panic is the Adventure mode that follows the story of Reco as she battles against the bugs in her world that have seemingly gone wild. There are five different worlds to play through, each with four levels and a boss level. Each level is fairly large, with multiple pathways and hidden secrets to find. As with any good CAVE game, a multiplier system lets you chase crazy high scores by killing multiple enemies in succession. After you complete a world by defeating its boss, that world is then unlocked in a Score Trials mode. As fun as playing through the Adventure mode is, Score Trials mode is what will bring you back to Bug Panic for a long time to come. Here you can play against the enemies of each unlocked world in a 2 minute timed trial or an endless survival trial, with scores for each being tracked with Game Center leaderboards.

There are many other nuances to Bug Panic as well, like specific goals to achieve for each level and hidden puzzle pieces that are part of a bonus mini-game. It features the same wonderful pixel art and massive amounts of onscreen sprites that the developer is known for, and offers a unique take on dual-stick shooting that controls like a charm and mixes beautifully with the bullet hell style action. There's a tremendous amount of replayability with the different modes and unlockables as well. Like other CAVE games, Bug Panic will only run on 3rd generation devices and higher. The game is currently on sale for $3.99 for the first four days before returning to the regular price of $4.99, and a lite version should be launching in the very near future. Our forums are full of positive impressions of the game, and I'd have to agree that Mushihimesama Bug Panic is another excellent entry from the folks at CAVE.

TouchArcade Rating:

Id Software's 'RAGE' Hits US App Store

Wednesday, November 17th, 2010

As of a few minutes ago we're able to cross another game off of our most anticipated list. Id's RAGE [99¢ / $1.99] is an on-rails shooter where players compete on an in-game game show called Mutant Bash TV. We explained the basic gameplay in our preview:

Mutant Bash TV plays surprisingly similar to DOOM Resurrection [$6.99]. The entire game takes place on rails, and even the controls are laid out similarly. Tilting controls the camera and your aim, and you have buttons to dodge, fire, switch weapons, and reload. The main difference is just how much faster everything is in Mutant Bash TV. Mutants pop up everywhere, and while you're dealing with them there are bags of cash to grab and bullseyes to shoot. Your overall performance is graded at the end of the level, at which point you can either move on to a new level or replay the last one for an even higher score. Four difficulty settings are included, ranging from easy (where it's seemingly impossible to die) to nightmare (which is incredibly difficult).

Something worth emphasizing is that while it is a rails shooter like DOOM Resurrection, instead of only moving a crosshair around you can move the entire field of view, giving a much greater feeling of immersion. RAGE comes in two flavors, a "standard definition" version and a "high definition" version. RAGE HD has higher quality graphical assets, and a much larger file size. Both are universal and will work on the iPad.

So which one do you get? Well, if you have an iPhone 4, a 4th generation iPod touch, or an iPad, you really need to get RAGE HD. If you've got a 3rd generation iPod touch or an iPhone 3GS, it's a toss up. RAGE HD will run, but the standard RAGE will play smoother. If you plan on upgrading to a newer device soon, consider RAGE HD. If you own an older device, only RAGE will run, so you don't have much of a choice.




We're still working on our review, but for the time being, if you want to see one of the best looking games available on the App Store, this is a buck (or two) that you need to spend.

First impressions from readers are filtering into the forums with id's John Carmack participating and answering some questions.

App Store Links:
    RAGE, $0.99 (Universal)
    RAGE HD, $1.99 (Universal)

SEGA's Free-To-Play MMO 'Kingdom Conquest' Available In The US

Wednesday, November 17th, 2010

SEGA's ambitious free-to-play MMO, Kingdom Conquest [Free], a title that combines dungeon crawling and the city building of a traditional strategy game, is now available in the US. The price is, of course, free. Cost factors in via the purchase of Charge Points, which is currency that can be used to speed up resource gathering or to buy little bonuses us non-paying peasants in the world don't have.

Let's talk a bit about features, eh? Kingdom Conquest will allow you to team up with up to four other dudes on Edge, Wi-Fi or 3G in the dungeon crawling portion of the game. In these dungeons you'll be able to collect your standard fantasy fare and you'll be able to unlock over 100 types of monsters. You'll then be able to trade your loot with others if you so desire.

The strategy aspect, the city building, is a more solo-ish affair that'll have you building up a kingdom, forming alliances, and creating armies that can stomp other armies. The junk you get in the dungeons can be synthesized in some sort of crafting system for use in this portion of the game.

If you need a pal to play with, hit up our forum thread on the game. There are a couple of dudes in there looking for some playmates. I should note though, that according to a couple of user reports, you can solo this game. But like World of Warcraft or whatever, it ain't going to be easy as you progress.

App Store Link: -KingdomConquest-, Free

Swing Over To The App Store: 'Mr. AahH!!' Is Free

Wednesday, November 17th, 2010

A game with a stupid name and hooks that can sink into your skin, skull, soul, free time, and marriage is free on the App Store this afternoon, presumably for a limited time. I'm talking about Mr. AahH!! [Free, Lite], an iOS joint that tests your momentum gauging mettle in a delightfully effortless way: via swinging and one-touch controls.

Talk about simple. In the game, you'll play as a little dude stranded on a black platform with rainbow edging. The goal is to swing to the next black platform with rainbow edging. The rope and the swinging is automated, but it'll be up to you to decide when to release him, preferably in the red part of the rainbow surface, as that'll earn you mucho bonus points.

Oh, sure, it's basic, but I bet five Silver Dragons from Master Overseer Eli's thick coin purse that you won't be able to put it down as fast as you think you can. Oh, and when we talk about guided experiences? Brothers, this is one of those.

Anyway, give it a run and see if you can destroy the current leaderboards. I'll give you another five of Eli's Silver Dragons if you can beat his score of TEN BILLION points. Go ahead. It's worth the effort.

App Store Links:
    Mr.AahH!!, $0.99
    Mr.AahH!! Lite, Free

Id Software's 'RAGE' Appears in Australia - Likely Available in the USA at 11:00 PM EST

Wednesday, November 17th, 2010

John Carmack surprised us this morning with a tweet announcing that RAGE was approved and would be released tomorrow morning. Like we suspected, it just needed a little time to filter out to the various international App Stores. Something to note is that several things are strange about this initial release. First off, the game is titled RAGE, not Mutant Bash TV, putting me in a rather awkward position for what to call the game in future articles. Secondly, we've known for a while that RAGE was going to be released in two versions: One in "standard definition" for 99¢ and a second "high definition" version for the iPhone 4, 4th generation iPod touch, and iPad.

These two versions of the game have been released, and it's clear there's some difference as RAGE weighs in at 537 MB while RAGE HD is 743 MB. What's odd is that both versions of the game are universal, and we're not sure whether or not this was intentional since Id has always been very clear regarding the division between the two RAGE sku's. We'll have to wait for our Australian friends to find out what the difference is.

RAGE's release in Australia likely means that the game will follow a typical international release cycle, slowly appearing in countries as the planet spins and it slowly becomes Thursdays in those areas. If this is the case, it should appear for download at 11:00 PM EST in the USA. Of course, Id could always flip the switch early and release the game to the world without any warning.

As soon as the game is available in your region, the following two iTunes links will begin working:

App Store Links:


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