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Archive for November, 2010

iOS Offers 3x as Many Games as the Previous 25 Years of Game Systems Combined

Wednesday, November 17th, 2010

This morning TUAW's Richard Gaywood geeked out in a major way. Utilizing Wikipedia's power of warehousing even the silliest statistics combined with some good old fashioned spreadsheeting he totaled up the number of console games in existence and compared it to the number of currently available games on the App Store.

Gaywood admits there are several caveats to his methods, as there is some double dipping taking place on the iOS side of the fence with lite versions and other free versions of games. We ran our own queries based on the AppShopper database and determined that while there have been 51,856 games released on the App Store, and of those games 12,876 include the word "lite" in the name while 6,542 include the word "free". Without freebies, the App Store is home to 32,438 games versus the 17,150 games that have been released on every other video game console ever.

Of course, quantity has no relation to quality, as any veteran of the App Store can tell you that there is no shortage of junk games available for iOS devices. At the same time, there also isn't any dearth of terrible games available for home consoles. These statistics don't include PC or Flash games either, a figure that would be very difficult to come up with considering the complete lack of any kind of release oversight or official repository. The best figure for Flash games likely is NewGrounds and according to them, they have collected "about 40,000" games since the site went live in 1995.

There are many ways you could slice these statistics, but Richard really summed all this up in a way that I think everyone can agree with:

...I still think there is a message here, which is that the App Store is a huge force in gaming. Apple has tapped into a massive market that was previously going largely unfulfilled, and plenty of developers are making piles of cash out of it.

The App Store is an awesome place, and with the pace that the market is growing along with industry giants like EA, Activision and more recently Id and Epic taking the platform seriously, I can't think of a much better gaming device to own right now than a recent iPhone or iPod touch.

[via TUAW]

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'Rage'-based 'Mutant Bash TV' Approved and Available on the App Store as Early as Tomorrow Morning

Wednesday, November 17th, 2010

Per a recent tweet by Id Software's John Carmack, the Rage-based Mutant Bash TV that we previewed not long ago was approved, and according to John, should be available tomorrow morning. Unlike the other games coming out tonight and tomorrow, Mutant Bash TV doesn't seem to be available anywhere else internationally. This could mean a few things- First off, since it was just approved, it may need some time to filter out to the App Store. Alternatively, Id could just be throwing the switch in iTunes Connect sometime tomorrow morning.

Either way, we can't wait to get our hands on the full version of the game.

Coming Tonight: 'Mushihimesama Bug Panic', 'SplatterHouse', 'Star Wars Arcade: Falcon Gunner', 'Kill Timmy', 'UFC Undisputed 2010' and More

Wednesday, November 17th, 2010

It's Wednesday morning here in the good ol' US of A which means one thing... (Well, it could mean lots of things but this is TouchArcade and generally speaking only one big thing happens around this time every week.) ...New Zealanders just had a bunch of new games pop up on the App Store that were scheduled for an 11/18 release date. These games will slowly filter out to the rest of the world as today becomes tomorrow in your neck of the woods. For us Americans, that means 11:00 PM EST on the nose.

Mushihimesama Bug Panic, $3.99 - [Forum Thread] - The latest from Cave. Aside from having a title I'll likely never correctly pronounce in my entire life, Mushihimesama Bug Panic is a dual stick bomb tossing game of sorts. Check out the extensive hands-on gameplay video above.

SplatterHouse, $2.99 - [Forum Thread] - I still have fond memories of the original SplatterHouse, and hopefully Namco doesn't destroy those memories with a mediocre port of this awesomely gory arcade side scroller. It's coming with two game modes, classic arcade and a splatter rush mode where you fight off waves of enemies to compete on Game Center leaderboards.

Star Wars Arcade: Falcon Gunner, $4.99 - [Forum Thread] - This augmented reality game utilizes the camera of the iPhone 4, iPhone 3GS, and 4th generation iPod touch to allow you to shoot down various imperial fighters in your surroundings. 20 levels in all are included, along with Retina Display and Game Center support.

Kill Timmy, 99¢ - [Forum Thread] - From the creators of Trundle, a free physics game that was strikingly similar to the WiiWare title Night Sky, comes Kill Timmy. In the game, you play as the grim reaper and use an array of in-game tools to solve physics puzzles that end in, well, killing Timmy. I like physics games in general and had a good time with Trundle, so this seems worth a look.

UFC Undisputed 2010, $6.99 - [Forum Thread] - During my travels in New York City I became aware of just how serious some people take UFC, and if you're a hardcore fan who loves some blood-spattered man on man action, this might be the game for you. It's universal and it has a gesture system for you to draw various squiggles on screen to escape from the clutches of your opponent. If it were only that easy in real life.

Trucks and Skulls HD, $1.99 - [Forum Thread] - If you like physics games, monster trucks, and explosions, this seems to be the game for you. Currently it only seems that the HD iPad version is up on the App Store, but the description mentions an iPhone version of the game which could appear soon. Either way, the iPad version of the game features a level editor that I can't wait to mess around in.

In addition to all these games, Undead Attack! Pinball [$2.99 / Lite] is coming to the iPad as Undead Attack! Pinball HD [$2.99]. And last, but not least, X2 Snowboarding [$2.99] is coming to the iPad as well as X2 Snowboarding HD [$5.99].

Firemint's 'Real Racing 2' to Feature Real Cars

Wednesday, November 17th, 2010

Last week Firemint announced Real Racing 2, the sequel to Real Racing [$4.99 / Lite / HD], without a single detail other than what the logo looks like. They're sneaking out one more detail this morning: Real Racing 2 will feature real licensed cars.

So far the two cars they've confirmed as being in the game are the two found in the above image. On the right is the 2010 Chevrolet Corvette C6.R and on the left is the 2006 BMW Z4 M Coupe Race Car. No release dates, pricing, or any other details are available at this time. I have a feeling Firemint is going to tease us for a while with these little snippets of information, and I'm OK with that.

It's great news that they're actually including real cars this time around, I just hope they're also including my laundry list of dream features turning Real Racing 2 in to something similar to an iOS version of Gran Turismo.

'Worms 2: Armageddon' DLC Hits The App Store Today

Wednesday, November 17th, 2010

Worms 2: Armageddon [$4.99] is getting a bit bigger today. Developer Team 17 has just released a new expansion for the title called "Worms 2: Armageddon Battle Pack" across PSN and the iOS. The content, which is available on the App Store for $1.99, is packing new weapons, a new campaign, and a few new features.

Specifically, Team 17 says that it adds a total of 30 new deathmatch levels, a new "Warzone" theme, a game-style called "Forts Pro," and a bunch of new weapons and items including "termites, ferrets and worship statues." The heftier PSN version of this update will be getting one more feature, a "Body Count" mode which pits you against an endless horde of enemies.

To be crystal clear, we wouldn't suggest the average App Store hawk to go and grab this simply because Team 17 supports the title. In our original write-up of the game, we've pointed out that the iOS version of the game's UI is a mess and the visuals leave much to be desired, especially if you have an iPhone 4. That said, it's much better than the original Worms [$2.99], so this would be the game fans should flock to if they're eager to get their Worms on with an iOS device.

App Store Link: Worms 2: Armageddon, $2.99 (Universal)

'Astronut' Review - Bounce Around the Solar System

Wednesday, November 17th, 2010

Last week we took a look at an upcoming game from The Iconfactory called Astronut [Free], a new “spinning disc jumping game” similar to Dizzypad [$1.99/HD] or Jump O'Clock [99¢] but with an element of gravity that affects the gameplay. Just a couple of days ago Astronut went live in the App Store, and so far I've been having a great time playing through the game. Even though this sort of game has been done before, Astronut does it with some interesting new twists and a lot of personality, and stands out as a unique take on the formula.

In Astronut you'll play as Jacques the astronaut as he explores 24 different levels, or systems, that are filled with various spinning planets. A button in the lower corner enables Jacques to leap from planet to planet. Every planet has its own force of gravity, and you can use this to actually slingshot yourself along in between them for an added score bonus. This is a really fun aspect to the game, and there's nothing like making a perfectly timed jump across a huge part of the level.

The planets themselves also offer their own set of nuances. They come in various sizes and can spin at differing speeds. There are regular planets which are safe to stand on as long as you like, giving you ample time to line up the perfect jump. Then there are hazardous planets that force you to act quickly before they bump you off or cause damage. The levels in Astronut have a beginning and ending, rather than being one long endless level like similar games.

Aside from just having fun jumping between the planets in Astronut, the main goal is to achieve a high score for each level. You do this by making extraordinary leaps between the planets, defeating enemies, and  by collecting items. A number of different enemies will impede your path. In the opposite corner from the jump button is a boost button that allows you to shoot through enemies with a burst of speed, and you can also collect a temporary shield that will defeat any enemy you come into contact with while wearing. Collecting four star shards in a level unlocks a tilt-controlled rocket mini-game at the end of the level where you can earn even more bonus points.

Astronut looks fantastic visually, with charming character designs and Retina Display support for 4th generation devices. Strangely there's no in-game music, other than a spacey theme during the title screen, but all of the sound effects in the game are well done. Game Center is used for high score tracking and 40 achievements to unlock. The 24 levels are spread across 6 different sectors, with 4 levels per sector. Astronut is free to download and comes with the 4 levels of the first sector to play through, with the rest of the sectors unlockable through IAP for $1.99. There is a discussion of Astronut taking place in our forums, and seeing as it's free to try and a lot of fun, there's no reason not to check it out.

App Store Link: Astronut, Free

TouchArcade Rating:

Start Searching For The Holy Grail In 'Braveheart' This December

Tuesday, November 16th, 2010

Modern Conflict [$.99, Lite] creators Gaijin Entertainment has announced its first self-published iOS title, an "action-packed" RPG called Braveheart. Don't get too pumped by the name alone -- this isn't a movie-related joint. No, it's a brand new IP based in the fantasy Britain lands where King Arthur and his knights ruled the universe.

In Braveheart, you'll play as Richard during his epic quest to find and recover the Holy Grail. Surprisingly, said relic isn't just sitting out in the open waiting to be found by the adventurous sort. According to Gaijin, "numerous enemies and monsters stand in your way and the Grail itself is guarded by a massive dragon!"

The developers have mentioned that Braveheart has 10 different weapons, a bunch of magical spells to use, and will offer "tons" of power-ups and bonuses that will help you reach the Grail. On a quasi-related note, the game's story will be presented in a comic book style via cut-scenes.

Braveheart is slated for release on the iPhone, iPod Touch and iPad this December. It looks pretty cool, and we can't wait to try it out.

'Shadow Complex for iPad?' Hey, It Could Happen

Tuesday, November 16th, 2010

When I talked with Chair Entertainment's Donald Mustard the other day about Infinity Blade I couldn't let the opportunity to talk a bit of Shadow Complex slip past me. If you don't know, Shadow Complex is a brilliant Metroidvania-style action title that I still consider to be one of my favorite games ever. How could I resist asking Mustard if Shadow Complex could ever be released the iPad? I want it everywhere at anytime.

I told Mustard before I even fired off the query to be prepared to hear something stupid. Shadow Complex is in no way a touch screen type of game. In fact, I can't think of a single way the game could be ported to iOS and end up playing as well as it does on Xbox Live Arcade. I think I caught him a bit off guard with my steamy, hot fanboy desire. He ended up asking me initially in response, "What do you think? How do you think Shadow Complex would control on the iPad?"

I replied, "I don't know! I just want to hear you say it," I exclaimed. We both laughed and then Mustard shared his thoughts on the matter.

Yeah, I mean, for me, I don't know," Mustard said. "I think for Shadow Complex to show up on a touch device would mean we'd have to figure out a way for it to control really, really tight and really, really awesome. I'm not saying that can't be done. In my few minutes of thinking about it I'm kind of like, 'well, I don't know. We'd have to compromise a lot of the tightness that came with the control scheme of Shadow Complex.'

As Mustard said, Shadow Complex for the iPad could happen. But for it to be a reality, Chair would have to feel comfortable with the way the controls translated to the device. It would have to feel perfect, just like the XBLA version does.

For me -- that's what it comes down to, if it can't be amazing, then I don't want to do it. I don't want to shoehorn controls in. I don't want to force it. Again, I'm not saying that it can't be done, but we'd have to come up with a way that it would still feel like Shadow Complex and still feel that tight. To me, one of the things that really made Shadow Complex feel good was that the controls were extremely responsive and worked. I'd have to be able to pull off a triple jump while shooting a foam gun while turning on my friction dampener to turn on so I could run across ceilings all with the touch pad. I dunno. We'll see. If anyone out there has a brilliant idea on how to make it control great, let us know!

Infinity Blade is Chair's first game since Shadow Complex. I tend to think sequel whenever a game hits with as much acclaim and sells as well as Shadow Complex did, so with this in mind, I asked if IB was the game Chair wanted to make following Shadow Complex. In short, yeah, it was.

This is the game I… when someone came to me and said, 'we would really like you to make a game for iOS devices and we'll have four months to do it…' What would you do? This is the game I would make. Absolutely. Given those constraints and that opportunity, yeah, we think this game is awesome for that.

But will Chair stick with the iPhone after the release of IB? We'll see. Mustard and Chair are committed to making strong games on every platform.

For us, we just want to make awesome games. We want to make games people like to play, that entertain people and make them happy. I'm pretty device agnostic. To me, every console there's opportunities to do really unique, cool stuff. We will continue to make games for every device and console that makes sense to make games for.

Infinity Blade, which is an actual iOS game created by Chair Entertainment releases this holiday on the iPhone 4, iPhone 3GS, and iPad.

'Minecraft' Client 'Minecrafted' Hits The App Store, Gets Pulled

Tuesday, November 16th, 2010

Mojang Specifications' Minecraft is a game about survival and building. Presented in first person and available for the Mac and PC, it has quickly become one of those indie darling success stories. In its alpha phase of development, Minecraft has sold over 600,000 copies. It's popular, has a great community, and has generated a lot of positive buzz. The game has also inspired an iOS developer to create his own version of the title, which has since been pulled from the App Store.

The game was called Minecrafted and it hit the App Store at $.99. The App's creator, Trevor Wilkin, claimed in the release information for the game that Minecrafted was "built from the ground up for Apple devices without code or content from the original." However, the game looked and played like Minecraft, and could even connect with legitimate Minecraft servers.

But it wasn't pulled because of the similarities or any kind of legal hullabaloo. In a conversation with TUAW, Wilkin said he was just testing Apple to see if he could get approval. Apple approved the App and set it live immediately, which became a problem with Wilkin, as he intended to ask Mojang Specifications if it was cool to release the game before he actually released it.

On Twitter, Minecraft's creator Markus "Notch" Persson weighed in a little bit on the creation of Apps based on Minecraft, stating that "there is no official iPhone or Android Minecraft yet. If you're working on a clone, that's cool, but please don't imply it's ours." Notch added later in a reply, "Ideas are meant to be spread. But I wish [developers would] try to make it original rather than a straight clone."

Wilkin's Minecrafted might be available for purchase again some day. "I've been firing numerous e-mails and waiting on official rulings," he said on our forum thread about the App. "I'd prefer to do this in a way that doesn't cause problems."

Legendary Dual Stick Shooter 'Minigore' Goes Free

Tuesday, November 16th, 2010

Minigore [Free / HD] is less of a game and more of a legend, at least on the TouchArcade forums. The developers somehow managed to drum up a level of pre-release hype that was unlike anything I've ever seen before, spawning dozens of threads, some going on for hundreds of pages, and the infamous Minigore dog image. Following that, quite literally every dual stick shooter that was released for quite some time was immediately compared to Minigore, with people from both sides of the Minigore love/hate fence duking it out in the comments of every story that was even vaguely relevant. I still don't understand it, and I'm not sure I ever will.

Since the initial release, Minigore has been updated several times. These updates enhanced the graphics, added Game Center, threw in some new playable characters, and implemented so many character tie-ins with other iPhone games it bordered on ridiculous. If you were around for the Minigore release phenomenon but never made the plunge and actually downloaded the game, here's your chance to see what all the fuss was about. If this is the first you've heard of Minigore you should download it anyway because it's still what I consider one of the better dual stick survival shooters out there.

App Store Links:
    Minigore, $0.99
    Minigore HD, $1.99 (iPad Only)

Exclusive Hands-On with 'Wispin' - Color Coded Arena Combat

Tuesday, November 16th, 2010

There are literally dozens of dual-stick arena shooters available on the App Store, and with this in mind developer Grumpyface Studios decided to put an interesting new twist on the formula with their inaugural game Wispin. In Wispin, you'll take on endless waves of enemies, only rather than mindlessly blasting them away with loads of ammunition a strategic use of color serves as your weapon. It's a novel idea that works quite well for this type of game, and is complemented by a wonderfully cute art style and excellent production values. Grumpyface recently sent me a near-final build of Wispin, and I was really impressed by how much I enjoyed the unique brand of action in the game.

The character movement in Wispin is controlled by tilt or with a virtual stick in the lower left corner. Where the right stick would normally be in a typical dual-stick shooter there is instead a color wheel with red, blue, and green buttons. The enemies, called Bloopers, come in various sizes and one of these same three colors. Pressing a color on the wheel will change your character to that color, and if it matches that of an enemy you merely run into it to attack it. In addition to this melee style attack, there are also bombs and arrows to use against the Bloopers, which they can use against you as well. A few different special items are also available to aid you, like a hunk of cheese that will cause one particular color of enemy to be drawn to where you place it or a rainbow colored bomb that will blow up enemies of any color within its blast radius.

The concept of Wispin sounds kind of weird on paper, but it's actually a total blast to play. The action gets frantic as more and more enemies enter the fray, and having to negotiate enemies while worrying about changing your color constantly pulls your brain in two different directions (in a good way). Another aspect to keep in mind is that you are invulnerable to enemy attacks of your same color. So if you find yourself suddenly standing next to a big red bomb that's about to blow, quickly turning yourself red will save you from the blast. All of these different game elements come together beautifully in Wispin, creating a gameplay experience that requires fast reactions and a strategic eye.

On top of the core gameplay in Wispin is a nice multiplier system. With every enemy you kill, a meter in the upper left instantly fills and starts to rapidly decrease. Every enemy that you take out before the meter empties adds to a combo multiplier. Getting a combo of three same color enemies in a row gives your character a temporary speed boost, and if you can get the multiplier up to 20 you'll enter into a frenzy where you fly around the screen taking out enemies of every color. The multiplier system adds a risk/reward element to the game, as you can try to play fast and loose going for huge scores by getting kills in rapid succession, but this also increases the chance that you'll make a harmful mistake. Game Center leaderboards are used to keep track of a number of different kinds of high scores in the game.

Barring any unforeseen problems, Wispin should be released in the App Store this Thursday. It will come with two different maps to play on with plans to add more maps, enemies, items, and modes in future updates. In addition to the Standard Mode of play that pits you against increasingly difficult waves of enemies, a Super Intense Mode can be unlocked that brings a constant stream of enemies gunning towards you. Since the Standard Mode starts off pretty slow and each game can last for a while, the Super Intense Mode is perfect if you want to just jump right into some action. More information including some funny character bios of the enemies can be found in the thread in our forums. In an overly saturated genre of dual-stick shooters, Wispin does something decidedly different from the norm, and ends up being a whole lot of fun because of it. We'll take another look at Wispin when it releases hopefully later this week.

New Teaser Video for Upcoming 'Downhill Bowling 2'

Tuesday, November 16th, 2010

Way back in March of this year at GDC 2010, we spent some hands-on time with the upcoming sequel to GameResort's popular game Downhill Bowling [$2.99/Lite], appropriately titled Downhill Bowling 2. The original game was a pretty odd concept, but ended up being really fun and well suited to iOS device gaming.

In Downhill Bowling, you controlled a bowling ball using tilt as it careened down an outdoor track filled with 10 sets of pins. Using your momentum from barreling downhill, you would aim the ball for each set of pins while also collecting coins and powerups spread around the track. Your total amount of pins knocked down is tallied up at the end of each of the 10 levels and added to whatever bonuses you were able to collect.

Playing Downhill Bowling is an oddly satisfying experience, and it still holds up really well even today. The sequel looks to keep the core concept intact while adding brand new levels, powerups, and a new jumping ability. This new (extremely brief) teaser video for Downhill Bowling 2 gives a glimpse at what the game will be like:

Originally slated for a Summer release, Downhill Bowling 2 is now supposed to hit this December as a free to download ad-supported game. I'm not entirely sure if that means the extra development time went to adding more features than what was discussed with us earlier this year, but GameResort has started a thread in our forums that will likely include additional details in the coming weeks. We really liked the first game, and we'll be keeping our eye out for Downhill Bowling 2 hitting the App Store this December.

'Need for Speed: Hot Pursuit' Review - Hi Octane Cops and Robbers

Tuesday, November 16th, 2010

On the consoles, Need for Speed: Shift was seen as a return to form by the franchise after a series of bungled attempts to recapture the magic of NFS: Underground. This was true of the iPhone release too, which we thought captured some of that tuner magic through a host of customization options and a great emphasis on handling. Need for Speed: Hot Pursuit [App Store] throws that formula right out the window, reviving the hit cops and robbers racer of the last-gen console with the same name. And it seems to be a winner, the iPhone version having giant boots to fill already as its big-brother weighs in a critical success (90/100 on Metacritic).

So we'll get one thing out of the way early: unlike its console counterpart, in Need for Speed: Hot Pursuit you only get to play as the hunter, not the hunted. That's right-- the array of glitzy cars you get to unlock (15 in total) will only sport the black and white of the po-lice, though the range is hardly stunted. You'll get to drive Corvettes, Porsche's, Lamborghinis, Fords, and even a Veyron as this cashed up police force takes it out in kind on the host of tuned-up racers plaguing its streets.

There are no story sequences to worry about in NFS: Hot Pursuit either and nor are any warranted as the devs blessedly throw you into a live pursuit as soon as you fire the game up, bypassing the usual song and dance needed to get started. A quick tutorial showing off the NOS and 180 degree thumb-slide controls is all you need to know as you're thrown head-first into the first of 24 pursuits making up the career mode.

Each event in NFS: Hot Pursuit takes one of four models: Tough Justice, Intercepter, Rapid Response and Power Struggle. The first two are the bread and butter and the events you'll gravitate to most -- these are where you get to dish out serious police brutality. In these events you're tasked with taking out one or more opponents-- by either ramming them off the road or by using one of several tools at your disposal. These include deployable spike strips, police road blocks and EMPs, all of which can either slow down or disable the target vehicle temporarily. The rest is up to you, as your most effective weapon at stopping these cretins is vehicular battery.

The whole concept is great, but unfortunately doesn't live up to what's expected of it. Setting up an effective road block sounds cool, but in practice does about as much damage as mosquitos on the windshield as racers plough headlong through a barracade while barely pausing a beat. Even EMPs that send cars spinning out of control are rendered ineffective when the cars bounce of the invisible bumper bars around the track and teeter back on course with minimal stopping time. Simply put, the poor physics engine on the small screen does the game an injustice, with the expected high-impact crashes only occurring once the enemy life bar is whittled down to nought.

The other two race types - Rapid Response and Power Struggle - are straightforward checkpoint or straight-line races without the pursuit mechanic. The latter is the more interesting of the two, as it pits cops against cops as you thrash out your tweaked out squad cars (and eventually even getting to use your tech against each other) between doughnut breaks. These races are challenging and fun the first few times, but get boring very quickly and pale in comparison to the cops and robbers races.

This is mostly due to the overarching problem in NFS: Hot Pursuit that far too much emphasis has been taken off the driving to focus on the weapon mechanics. We enjoyed NFS: Shift because it put you back in the driving seat; with steering, braking and gears to worry about if you wanted to. In NFS: Hot Pursuit, there's not even a need for a brake or an accelerator (the default setting is auto-accelerate). The whole game can be played by just tilting your screen, and swiping occassionally when you want to hit the turbo. Gone are all the customization options too, the cash system replaced by a bounty system where gaining enough stars and subsequent bounty unlocks new cars and new events.

Fortunately everything in NFS: Hot Pursuit looks terrific, with a range of different environments to race through at varying times of the day. It looks great on a 3GS device, with only infrequent framerate hitches and bland off-road textures spoiling the visual treat; but really comes into its own on the ultra-sharp, high-res retina display of the 4th gen models. The only downside on the presentation front is that spending even half an hour with the game will reveal familiar track segments, with events eventually becoming predictable due to the high level of section recycling going on.

Despite these set-backs, NFS: Hot Pursuit dishes up some seriously high-octane moments, when you're toe-to-toe with an offender tilting your screen to-and-fro as you try to ram him off track, only to have the bugger jam your weapons as you get ahead of him to deploy a spike strip. This experience is heightened dramatically with local WiFi play (where you're finally able to play as the bad guys), but we're disappointed to see that there's no online race option to duke it out with friends across the globe.

All up, as far as the Burnout-meets-NFS vibe goes, NFS: Hot Pursuit on the iPhone misses the mark, its tuner-lite gameplay hard to recommend to driving enthusiasts. It does have more casual appeal however, and for those unphased by the lack of online racing or customization and the sometimes frustrating driving mechanics, NFS: Hot Pursuit will provide some thrilling moments and maybe a couple of hours of content to work through.

Elite's ZX Spectrum Collections Vols. 1 & 2 Come to the iPad

Monday, November 15th, 2010

Early last month we took a look at Elite's ZX Spectrum: Elite Collection (Vol. 1) for the iPhone, a collection of 8-bit, British classics wrapped in a capable emulator, designed to deliver nostalgic gaming reverie to the iPhone- or iPod touch-wielding player. Late last week Elite released ZX Spectrum: Elite Collection HD [App Shop] for the iPad, featuring not only Vol. 1 but Vol. 2 of their game collection, making it the ultimate iOS ZX Spectrum experience.

The Elite Collection HD features all of the games from Vol. 1:

As well as the new, Vol. 2 titles:

As with the earlier iPhone release, the iPad Elite Collection plays the games very smoothly with decent controls -- about as good as can be managed in a multi-touchscreen adaptation of a system of this sort. I've particularly appreciated these collections as I've long had an interest in experiencing the UK games of the 8-bit era but, being unfamiliar with the ins and outs of the Spectrum systems, I've had trouble with traditional emulators. Having everything neatly packaged up here has been a big win for me.

Though U.S. gamers never really had the chance to play many of these classics on their 8-bits back in the day, classics they are, and ZX Spectrum: Elite Collection HD is a great way to get to know these titles.

App Store Link: ZX Spectrum: Elite Collection HD, $4.99 (iPad Only)

Interview: Chair Entertainment's Donald Mustard On 'Infinity Blade'

Monday, November 15th, 2010

It's easy to get the gist of Chair Entertainment's Infinity Blade by watching a sizzle reel or by reading the various impressions pieces on the web. It's a medieval action RPG that pits you against various titanic foes in pitched battles that'll require you to approximate sword slashes and parries with swipes and gestures. But what you won't get from these mediums are specifics.

This is why I contacted Chair for an interview about IB. The game looks so great, looks so promising, that I just had to know more about it. The man I spoke with, Chair creative director and lead designer on IB Donald Mustard, filled me in.

It's More Of An Action Game
Think of the RPG aspects of Infinity Blade as a strategic compliment. The action part of the game, which has you reacting to attacks from large and small foes, and then dispensing your own punishment composes the core of the game.

When we sat down to look at the device and we had an opportunity to make a game for it we kinda had this idea kicking around in our heads for awhile about how could we make a really cool sword-fighting game that actually felt like you were sword fighting as opposed to mashing buttons. We thought that the touch screen on these devices would be the perfect place to do something like this.

Right down to its core, we thought it'd be really fun to have a game where I could have a big, nasty enemy on the screen that's coming at me with a sword -- a sword that could be coming from any angle at any time. And because I have a touch screen, I could swipe my finger exactly where that sword is coming at me and parry it away and knock that guy's blade back and then swipe at the guy.

As for those RPG elements, they come from how you customize your character with items like swords, shields, and armor found in the environment. Every sword and shield has EXP attached to it -- as you use the item, the EXP drains into you and into your overall EXP pool. You'll also master the item once it is drained. When you level up, you'll gain skill points that you can then apply to your character, so draining an item is something you want to do. Unless, of course, this happens:

You'll find yourself with a mastered sword that's pretty cool, but... let's say you have an ice sword that you've mastered and you're coming up to an enemy that's weak to ice. You've got a fire sword equipped currently that you're gaining EXP from. You're like, 'Well, do I really want to re-equip my ice sword that I'm not going to get EXP from in this fight? I really want to use it on this guy because he's guarding a treasure. I know can beat him easier that way.'

I should note that you can also use magic rings to cast spells. You'll have to draw the symbol of the spell on the screen. These can level up too and become stronger.

You're A Knight In His Version Of Gannondorf's Fortress
Interestingly, IB kicks off where most games end. You're an aging knight at his end goal ready to square off against the God-King and his last remaining Titans. It's an interesting twist that we'll learn more about as we play the game.

It's Not On Rails
There's a lot of speculation about IB being on-rails, as in the game will do the walking for you. That phrase has stigma attached to it, despite the fact that several games have managed to be great, guided experiences. IB is not an on-rails title, but it does plainly point out where you need to go via "nodes" in the world. To me, it sounds like Myst with some actual guidance.

In IB, you'll be able to move your character in the game world with a simple click on a destination, which is probably why it's commonly thought to be an on-rails game. The point of this streamlined method of control, though, had more to do with ease of play as opposed to a specific point of level design at first.

We really wanted to come up with a way to navigate the castle that was different than games I've played on my iOS device. We're not huge fans of games that try to emulate what a controller would do on the touch screen. We're way bigger fans of games that use the touch screen in a unique way that's more suited for that device. We tried with everything we did in Infinity Blade to make it a game that you can be play with one finger. That was our mantra.

When it came to navigation we settled on more… we call it cinematic click navigation. So, basically, I can use my finger to look around the environment by just holding down on the screen as I swipe back and forth to move the camera. And then I can click on certain points in the environment, kind of more like Myst or some adventure game, and then my character will cinematically move towards that location. While that's happening, I could be picking up gold or see other nodes to go in different ways.

The Multiplayer Won't Just Be Knight On Knight

Post release, Chair plans to release an update that will add competitive multiplayer to the game via Game Center. This component won't just be knight on knight action and furious swipe fests. Chair will try to put you in the shoes of some of the monstrosities in game to make things different.

We've got some cool ideas, how we could make it different than what you'd expect, to make it fun. One of the things that will be key to that is not just having it be 'my knight fights your knight.' But having it be more like, 'How can we have multiplayer that is a knight versus the boss?' We want to give people the opportunity to play as the big, 15-to-20-ft. tall titan. How do we make that work in multiplayer and have that be fun and engaging and balanced?

Epic Citadel Was The Show-Off App, IB Is The Game
Epic Citadel [free], which was the first App to use Epic's Unreal 3 Engine, was a commercial. IB will be the first Unreal 3-powered game. I want to make sure you're aware of that distinction because it's very clear that Chair is really behind IB and working as hard as it can to make a functional, iOS-specific and friendly title.

I think there's room for lots of different kinds of games on every console. Our personal taste is that we tend to gravitate more towards games on any console that are designed more specific to that console. So, if I'm making Shadow Complex on the Xbox 360, I'm going to do everything I can take advantage of what the Xbox 360 does well, whether that's the way it renders graphics or the way its controller is layed out. I'm going to utilize every tool on that device to make it cool.

The same with a touch screen device. There's a lot of things you can do with a touch screen that I can't do with a traditional joystick. And we tried to focus the game design to really take advantage of swipes and clicks and different things you can do that are cool as opposed to try to shoehorn in a traditional control scheme. I think ultimately that makes for a more seamless, more unique experience.

Infinity Blade is due out this holiday for the iPhone 4, iPhone 3GS, iPod Touch, and the iPad. Updates will, as Mustard said, follow soon after its release.


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