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Archive for March, 2011

GDC 2011: 'Pocket Aces,' The Card Game For Dudes With Jobs

Friday, March 4th, 2011

You know I'm not a fan of proof of concept stuff. It’s just no use to you, as the consumer, to be exposed to mechanics that might not make it into the final build of an iOS game (if the game makes it out at all). But in talking with Gale Force Logic this morning at GDC in San Francisco, I got a strong vibe in, at least, the direction of their upcoming game Pocket Aces that I’d like to share.

Gale Force thinks there’s a market out there of older gamers with the cash for games, but not the time required to really dig into them. So, their games will cater to this audience. Pocket Aces, at least for right now, does demonstrate how they will.

Pocket Aces is, basically, a card game with casino hub worlds. The game's basic narrative supports this hub structure: you'll play as a detective investigating the death of a New Orleans councilman, and your travels will have you rolling around in a variety of casinos. What triggers progress is the card play. I saw Blackjack in action and poker will be included, too.

But how does it cater to this audience of dudes with limited time? Getting into card games is super snappy -- while purposeful or not, Gale Force didn't incorporate any elaborate dealing animations into the game and there's no UI to speak of; click, deal, hit or stay, and get your card. If you've played other games with card games bolted on to them, like, say, Red Dead Redemption, you know how dragged down the card action can get when developers pile on supplemental animations and nonsense elements.

Pocket Aces, as a whole, is a little like Epic Citadel [Free] (it uses the UDK, actually). It's first-person and you'll rove around environments in full 3D with the same basic movement mechanics. The effects I saw were rough and the same for the visuals, so this is definitely a wait-and-see kind of project.

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'Fight Night Champion' Review - Boxing Finally Done Right

Friday, March 4th, 2011

Blanket statements are usually reserved for the uninformed, but I can safely say that I haven't liked a single boxing game in the App Store up to this point. Some of them have admirable qualities, but the vast majority either make me long for Super Punch Out or Fight Night on the PS3. It turns out that all I was waiting for was EA's masterful Fight Night Champion [$4.99].

What makes Fight Night Champion so satisfying is that it never strays too far from its console roots, but at the same time does a great job embracing the touch screen technology for combat and the accelerometer for movement. Like the console, the control system in Fight Night Champion works by splitting the control system into quadrants. Where on the console you pop the stick up to do a high jab, here you just have to tap the upper half of the screen. The same goes for the low right hook, where all you have to do is swipe from right to left on the lower half of the screen. Every punch, grab, and hold, from the simple bob-and-weave to each boxers signature punch is done via easy to follow gesture controls, and once you get a round or two in you'll be ready to punch with the big boys.

In addition to the slick fighting, Fight Night Champion comes loaded with 20 boxing legends, from Mohammed Ali to Manny Pacquiao, and also lets you create your own boxing fantasy in the Legacy Mode. I don't know about you, but taking down the amateur hour fighters in record speed with my ripped heavyweight doppelganger sporting American flag shoes ranks right up there with fried PBJ's and Thin Mint cookies. Hop on a multiplayer match over bluetooth or local WiFi and you'll find yourself in iOS gaming bliss… which I guess would taste something like an A1 Thick 'n Hearty Burger.

As killer as the game is though, there's always room for improvement. My first complaint (and this seems to be echoed frequently in the forum) is that the parrying system is unnecessarily hard. I've nailed a few counters in my play, but my fights tend to become brawls with very little blocking (not that I play any different on the console version). I would also love to see the Legacy Mode flushed out a bit with some interactive training sessions and maybe a cutscene or two, or perhaps a pre-fight Rocky montage to really pump me up.

The bottom line is that if you are a boxing fan, and especially a Fight Night fan, Fight Night Champion is a must have app. The controls are outstanding, the boxer selection will please any boxing fan, and the ability to create your own boxer and start your own career is gold. If you ever find me in a restaurant or airport and want to take me on in a bluetooth match, you're on. As Drago would say, "I must break you."

TouchArcade Rating:

GDC 2011: Upcoming 'Nightclub City DJ Rivals' - Rhythm and Location Based DJ Battling

Friday, March 4th, 2011

During GDC this week, I met with developer Booyah! to check out their upcoming game Nightclub City DJ Rivals. DJ Rivals is a hodgepodge of many different gaming ideas, but essentially it boils down to a rhythm-based game with RPG elements. Booyah! has previously brought the casual social game MyTown [Free] to iOS and are responsible for the mega popular Nightclub City game on Facebook, which DJ Rivals is loosely associated with.

Typically, I’m not really a fan of casual social games or Facebook gaming in general, so it would be very easy to dismiss DJ Rivals because of that. But one of the great things about an event like GDC is that I was able to sit down face to face with Booyah! and actually try out the game myself, and was really surprised by how much I enjoyed it.

In DJ Rivals you will choose locations throughout a city to partake in rhythm-based battles against rival DJs. These locations can be culled from Google Maps information and will actually populate the buildings in the city with the actual locations, which I thought was a fun touch.

Each location will have drone DJs which you can battle to level up your character and earn money. You can then purchase a ton of different items like new DJ tables, clothing items, and special moves. You can also become the “House DJ” at a location by continually winning battles there, much in the same way you become the “Mayor” of a place on Foursquare. Other players can then challenge you for House DJ and will battle a ghost of your character that contains all the stats and moves you’ve accumulated, and you can battle and take over House DJ status from other players as well.

The actual battle mechanics are quite fun in DJ Rivals. You will unlock 50 moves over the course of the roughly 30 quest storyline, and can equip 3 of these moves at a time. Choosing a move will trigger a rhythm-based sequence where you tap to the beat on two lanes of notes and scratch a record when prompted. How well you do during this sequence determines the damage you will deal for that particular turn in the battle. This continues until you or your opponent’s life bar is depleted.

With all the different elements in Nightclub City DJ Rivals, there should be plenty to do for people who enjoy leveling up and building a character, collecting tons of items, and playing rhythm-based battle sequences. I really liked being able to import real life locations from anywhere in the world into the game, and thought the battling mechanics were really fun.

While I might normally have glossed over DJ Rivals as just another casual social game, after actually playing it I’m actually looking forward to putting some time into it when it launches next week on March 10th.

GDC 2011: 'Daddy's Dojo' Should Be A Fun One

Friday, March 4th, 2011

So, earlier at GDC in San Francisco I went hands-on with an upcoming puzzle title called Daddy’s Dojo. Don’t read into that playful, unconventional name -- it offers more depth than you’d figure, but also offers the ease of play that it should.

In a nutshell, Daddy’s Dojo is about moving pegs to their appropriate holes. The catch is that each space a peg has previously occupied becomes a space that can no longer be used by future pegs within the same level. And as the progression ramps up, more unusual obstacles will meet you: elemental pegs that can only travel and land in certain places and also arrows that allow you to teleport across the board.

So, yeah, it’s a traditional type of puzzle game. Here’s a video of it in action starring the sultry tones of one of the developers who showed it off to me. You’ll get a better sense of the game when you check this out:

A couple of things to note: the target release date is April and the team plans to throw it out on the App Store for a penny shy of a dollar. An HD version is in the works too, and while it’ll cost a bit more, it’ll also offer some different content on top of the iPod touch and iPhone stuff you see above.

GDC 2011: 'MacGuffin's Curse' Sounds Cool, At Least

Friday, March 4th, 2011

I’m not a huge fan of posting about proof of concept demos. Games evolve during the design phase, and mechanics, whether promising or not, tend to disappear. But I have to share what I saw earlier last afternoon, an ambitious puzzle / adventure game dubbed MacGuffin’s Curse. It smells like the kind of game I’ll be able to dig for long stretches, and it definitely has a fun art style.

The concept art I’ll share below, unfortunately, won't give you a taste of the action. But in a nutshell, MacGuffin's Curse is a top-down puzzle game in which you’ll be tasked with moving a special object within the confines of a singular, locked room. Think: older puzzle games. In this specific case, though, you’ll be moving around batteries as one of two different characters: a man and his werewolf alter ego -- the dynamic here is a weak, cunning character versus a strength-based avatar. You'll be able to switch to the wolf when the sun goes down.

What I saw this afternoon was early, so nothing really feels “confirmed” to me, but the devs, Brawsome, told me that the game would support a rich hint system and over 150 rooms to figure out, and that includes side-missions. Look for the game later this October at a premium-ish price point on the iPad.

GDC 2011: Chatting With Graeme Devine

Friday, March 4th, 2011

Earlier this morning we caught up with Graeme Devine at GDC. Recognize the name? He was a co-founder of Trilobyte and had a huge hand in the original The 7th Guest [$2.99 / HD], The 11th Hour and worked on other games like RTS Halo Wars and FPS Doom 3. Our conversation was all over the place -- we talked a bit about native design for the iOS, subscription models, his departure from Apple, and even a little bit about his future as an iOS developer.

Devine has two projects in the works with his daughter. He left Apple to work with his family, and you’ve seen the fruits of that partnership in the form of his card game, Full Deck Solitaire [Free] for the Mac App Store. The two are currently throwing around ideas for an item shop game. It’s early, so there’s a chance this specific project might never see the light of day, but we’ll definitely keep our ears and eyes open for more details as production progresses.

We think Devine's overall story is pretty interesting. Dude built his reputation on "core" type of games, but here he is now, working on family-friendly casual titles with his family. Very cool stuff, and, obviously, we're excited to see what's next.

GDC 2011: A Look at Coming Titles from Gamevil

Friday, March 4th, 2011

This week at GDC we had a chance to sit down with Gamevil to have a look at what's in their pipeline -- and pipeline chock-full of games it is. The Korean studio has been quite busy of late, and this year they expect to release more than twice as many iOS titles as they did last year. Gamevil, who caters to both the featurephone and smartphone markets, has restructured to enhance their focus on the latter. And, while they have so far strongly established themselves as an RPG maker, in 2011 all types of games will be landing in the App Store, as evidenced by the titles they shared with us here at GDC.

Zenonia 3

The third member of the popular Zenonia RPG series, Zenonia 3 brings notable enhancements along with a new story to play through.

The story goes like this: The world of Zenonia was divided into the Heavenly Realm and the Earth Realm until a war between the Divine Tribe and the Devil Tribe caused the creation of the Midgard Realm. The main character of the original Zenonia, Regret, appears to his son, Chael, the hero of this story. Chael, shortly thereafter while walking in a wood with his fairy friend Runa, disappears into the mysterious Midgard Realm. Your goal, as Chael, is to help the Divine Tribe get back to the Heavenly Realm and return yourself to Earth.

Fans of the earlier versions of the game will appreciate the dramatically improved, razor-sharp Retina graphics and lovely onscreen animation.

Chalk n' Talk

Chalk n' Talk is a multiplayer draw-and-guess game something akin to Charadium, but with the addition of social dating elements. The game allows up to four online players at once to join a room and participate in a game of drawing a scene and trying to guess what it is.

Seeds and flowers are given to players that solve the puzzle, which represent the game's basic currency. By default, the canvas is represented as a chalkboard, but other backdrops can be acquired, both by spending virtual currency as well as via in-app purchase, to mix up the look and the finished drawings can be shared and liked by others. (Some of the existing works I was shown were pretty impressive!)

Players setup Gamevil live profiles that track their progress and allow groups of friends to connect. The profiles contain a self-photo which others can see and, if interested, reach out, send virtual gifts, request a game session, etc. It's a social mechanic that's proven quite popular in the original, Korean version of the game.

Chalk n' Talk will be submitted to the App Store this week and launch in Canada and various countries abroad around the 20th of this month.

Skipping Stone

The original Skipping Stone was apparently the first "one button" game for mobile phones and was IGN game of the year in 2005. The game is basically a simple timing / rhythm title where you to skip a stone across a scrolling field of water as far as possible by timing your taps to the the leaps of the stone. A tap precisely when the stone hits the water keeps the next leap at the same height, while missed taps result in smaller and smaller leaps until your stone sinks. Along the way, dolphins and such may jump out of the water to give your stone a helping nudge upwards.

Skipping Stone will be submitted to the App Store in late March or early April and will be available for both $.99 and free, with ads. (See gameplay in the video, below.)

Mr. Penguin

A simple, pick-up-and-play title, Mr. Penguin (tentative title) is an entirely tilt-controlled game where your goal is to help a cute little penguin make his way along the vertically scrolling field of snow and floating slabs of ice. On the snow, it's an exercise in dodging obstacles as you slide along through the snow, while on the floating ice you must use delicate timing and tilt skills to bounce your penguin from slab to slab and on the backs of turtles, without falling in -- all while avoiding the sharks.

Game Center and Facebook integration drive your progress along the way. (See a gameplay sample at the end of the video above.)

Soccer Superstars 2011

Gamevil is following up last year's Soccer Superstars with the new Soccer Superstars 2011, an evolved installment of the title featuring a significantly upgraded game engine with much more advanced player AI. The game allows players to select team countries like the original, with the added ability to choose from among a roster of (fictional) club teams. The title is graphically similar to last year's release and maintains its special players and special shots, while bringing with it most of the peripheral features of the Baseball Superstars series.

Soccer Superstars 2011 will be submitted to the App Store in late March or early April.

Kami Retro

We've just had the opportunity for a bit of hands-on time with the amazing looking Kami Retro, developed by Paw Print Games. The game is a platform puzzler that combines elements from Jet Set Willy, Rainbow Island, Mario, and Lemmings.

Gameplay involves flick-guiding a series of "Kami's" from start point to end point across colorful 2.5D, blocky retro playscreens. There are five stages with 13 levels each -- 65 screens in all. In addition to fixed platforms, the task at hand involves positioning movable platforms, utilizing upward-blowing fans, and the like. Game Center integration keeps the gameplay competitive.

Ever since we first got word of this one, we've been eagerly awaiting its arrival -- and the wait is almost over. Kami Retro is set to launch on March 10th.

GDC 2011: Bitmap Brothers' Z, Gods, Xenon II, Chaos Engine, Magic Pockets Coming to iOS

Thursday, March 3rd, 2011

We've got some seriously good news from GDC 2011 for our retro game-loving readers out there. A pile of Bitmap Brothers Amiga classics are on the way to iOS from two different developers.

This morning we spoke with KavCom games who demonstrated an iOS version of Z, a real-time strategy game that was originally released in 1996. The game consists of two armies of robots battling for control of a series of planets. We captured a bit gameplay video of a pre-release build on both the iPhone and iPad. The video won't mean much to those unfamiliar of the series, but should show existing fans a taste of the upcoming iOS version.

Z was highly rated and very popular game during its time. We'll have more information and screenshots about the game shortly.

And, if that's not enough...this afternoon we met with John Hare of Tower Games who developed the iOS port of the recently released Bitmap Brothers cybersports classic Speedball 2: Brutal Deluxe. Among other titles (which we will detail shortly), Tower Games is planning to bring a many other Bitmap Brothers classics over to iOS, including Xenon 2 Megablast, Gods, The Chaos Engine, and Magic Pockets.

Hare was also associated with Sensible Software, creators of the Sensible Soccer series. He indicates that Tower will be bringing forth a soccer title that utilizes the Speedball 2 engine.

There is no specific timeline for these coming, at present.

This is outstanding news for both retro fans as well as iOS gamers that never had a chance to experience these landmark titles. We'll bring more news on all of this as we hear it.

GDC 2011: What's Next from 'MiniSquadron' and 'EpicWin' Developer SuperMono?

Thursday, March 3rd, 2011

Many of you should be familiar with SuperMono Studios from their wildly popular MiniSquadron [99¢/Lite] games and most recently from their RPG experience bar-laden to-do app EpicWin [$2.99]. We liked EpicWin when it was released, but that was way back in August of 2010, and you may be wondering what the two man SuperMono development team comprised of Tak Fung and Dave Ferner have been up to since then.

Well, basically they have a couple of new games in the works, but for the past 7+ months they have been carefully crafting themselves a high end engine to use for these games. There is all sorts of technical wizardry going on in this built-from-the-ground-up engine, but in terms that even a laymen like myself can understand, and in SuperMono’s very own words, it “makes everything look completely rad”. Have a look at the trailer for the tech demo that shows off the nifty effects of the engine:

For those who understand technical jargon, this engine uses something called deferred rendering which allows for up to twenty dynamic colored lights to be in motion at once, complete with bloom and reflection effects, and run really smoothly the entire time. In many ways, this is SuperMono’s way of saying “we don’t need no stinking Unreal Engine” and prove that they can do advanced graphical effects on their own.

The video of this tech demo doesn’t really do it justice, and in person it’s really impressive. As such, SuperMono is considering releasing this demo for free on the App Store for people to check out and toy around with. You can swipe around to change the view of the car or turn on and off the various effects, and it’s actually pretty cool.

Eventually this engine will be put to use in a new racing game, which despite the street racing style of the demo will be really unlike most typical racers. Also, a MiniSquadron 2 will be coming sometime down the road, using this advanced engine for 3D graphics while retaining the same 2D gameplay. We’ll have more on these SuperMono developments as work continues on them.

'Hot Springs Story' Review - Zen Gaming from the Makers of 'Game Dev Story'

Thursday, March 3rd, 2011

It’s not often that I hear about a game and feel the insatiable urge to play it that very second. Even the most heavily hyped games can be put aside for things like food and sleep, but Kairosoft isn’t your average app developer. Their first app, Game Dev Story [$3.99 / Lite], not only sucked the life out of me, but caused me to lose three pounds after not eating for a good day/ day and a half. I lived Game Dev Story. I breathed the fiery air of creativity. It was a taste of something wonderful. (Read our review if you don't believe me.)

Instead of pumping out a sequel using their tried and true formula though, Kairosoft felt that a little change was in order. They decided that instead of creating a new game development sim, they would jump way across the zen garden and create Hot Springs Story [$3.99], a full on sim in the realm of Sim City. Gone are the zany people that you could hire and fire; the people are now just customers that come and go at will.

My road down nostalgia lane isn’t precluding a bad game though, as Hot Springs Story is quite possibly the most soul sucking game (in the best way possible) that I’ve played since... Game Dev Story. Like a typical building sim, Hot Springs Story lets you build “rooms” in a new, up in coming spa. You build rooms to sleep in, spas to steam in, little restaurants to eat in, Panchinko rooms to gamble away all your money, etc. Being a Japanese style spa though, the challenge of the game comes with creating a zen-like environment for your customers. Certain items will get boosts when placed next to certain items, while others items need to be placed next to natural rocks and pretty plants to succeed. Try to get cutesy and western with blocks of this and globs of that though and you’ll create yourself a hot springs disaster. Don’t you dare ruin it for the locals.

What makes a Kairosoft game really great, aside from consistently solid game mechanics, is their ability to make a gluttony of options seem accessible. In addition to just building your zen paradise, it’s up to you to buy add on booster items for different rooms, buy new rooms altogether, invest in different companies around the city for various reasons, advertise to different target groups, and submit to different magazines for spa rankings. Winning first place in the hot springs magazine isn’t quite as awesome as having the creepy bear mascot from the trade show in Game Dev Story, but the larger than life trophy you get is a nice prize indeed.

While fans (and superfans... there are plenty in our forum) of Game Dev Story will undoubtedly be thrilled with Hot Springs Story, newbies to the land of Kairosoft will probably cringe a bit at the less than perfect graphics and the initial chaotic nature of the action. There’s a lot going on at once, and until you really get the hang of what everything does it can seem daunting. Stick with it though and you’ll definitely be rewarded with some of the best gameplay in the App Store. Just think of Kairosoft as that band that was tough to grasp but eventually rewarded you with some kind of religious experience. You’ll thank me later.

App Store Link: Hot Springs Story, $4.99

TouchArcade Rating:

GDC 2011: Firemint's 'Agent Squeak' and 'Real Racing 2 HD' Details

Thursday, March 3rd, 2011

Yesterday morning before the keynote I met with our friends at Firemint who were excited to discuss their upcoming game, Agent Squeak which was announced earlier this week. We mentioned the premise before, but you play as a mouse who collects cheese and must make it to his mouse hole on each level. Gameplay hinges on a really clever and fun stealth/avoidance mechanic where you control the mouse using your finger to draw his path.

Obstacles not only include a wide variety of objects that you need to avoid, but also an array of cats who want to eat you. The time I was able to spend with the game was somewhat limited, but it was really clever how Firemint combined both a stealth and avoidance mechanic with their familiar line drawing control method that was perfected in Flight Control. They weren't willing to let me shoot any video or provide any screenshots just yet, but I got a look at an early cut of an upcoming trailer that showed an amazing amount of variety later in the game.

On the subject of Real Racing 2 HD, the inevitable upcoming iPad version of Real Racing 2, Firemint assured me it was still coming and the extra development time has been spent on truly optimizing the game for the iPad hardware. Also, yesterday's announcement of the iPad 2 threw an interesting wrinkle into RR2 HD's development that Firemint explained they were already anticipating:

While we were not aware of the specs for iPad 2 before the keynote, we made some educated guesses about where we thought the hardware might head, so for many months now we have been developing a much more graphically intensive version of Real Racing 2 HD to take advantage of the anticipated performance improvements. Real Racing 2 HD has been significantly enhanced beyond what could work on existing devices, and our efforts have definitely given us a head start on iPad 2.

We're excited to see what's coming from Firemint, and I can't wait to post the inevitable Agent Squeak trailer. Will it be the next Angry Birds? It's hard to say, but it's hard to argue the fact that Firemint has had an amazing lineup of games on the App Store.

GDC 2011: Upcoming from Backflip Studios - 'Army of Darkness Defense', 'Boss Battles', and More

Thursday, March 3rd, 2011

Army of Darkness Defense - For fans of this cult classic B-movie starring Bruce Campbell, you may remember the epic battle where main character Ash and company must fend off legions of undead enemies from penetrating their castle fortress. If you’re familiar with this scene, it’s basically the perfect setting for a castle defense style game, and that’s exactly what Backflip Studios is creating.

The video game version of Army of Darkness doesn’t stray too far from your typical castle defense experience, but what really sets it apart from similar games is the excellent use of the Army of Darkness license. Ash quips dozens of his famous one-liners as you’re fighting, and the weaponry includes the boomstick (aka shotgun) and his attachable chainsaw hand. The art style is great, and the developers working on the game are all huge fans of the movie ensuring that it will have an authentic feel.

Army of Darkness Defense is currently slated for an April release, and we’ll have more from the game in the coming weeks.


Boss Battles - The appropriately named Boss Battles is an interesting take on the vertical scrolling shooter where the focus is on battling a series of bosses. You’ll blast through a short sequence of cannon fodder, asteroids in the level I was shown, collecting gems before reaching the boss encounter. The final game will have roughly 8 very distinct kinds of bosses, but each one will come with alternate versions which become harder as you keep playing and can be replayed multiple times.

The ship itself in Boss Battles also comes equipped with an interesting set of offensive weaponry. There are 4 base weapons like missiles and lasers, each of which can be upgraded independently using collected gems. Then there are 4 different kinds of secondary weapon choices, like a spread shot or homing abilities. The game controls really well and the action is frantic as you dodge a mess of bullets and asteroids before taking on each boss.


Paper Toss World Tour HD Free - One of the most popular games in the entire App Store has been Paper Toss, and Backflip has released a free ad-supported version of their internationally flavored iPad version of this game called Paper Toss World Tour HD Free [Free]. You’ll now be able to toss crumpled paper balls into wastebaskets at exotic locations around the world for free with the option of disabling ads via in-app purchase.

One very interesting idea Backflip has for their Paper Toss franchise which should be coming this Summer is incorporating a more social aspect into the gameplay. They are working on players being able to have their own customized environments, each with their own sets of challenges that the player decides. So for example, I may create a room where the basket is really far away, and add a brutal amount of wind to deal with. My friends can then take a crack at my environment and shoot for a high score, which I can then try to top on my own. It’s a clever idea that has a lot of potential, and Backflip has a ton of ideas to make this mode both social and fun.

App Store Link: Paper Toss: World Tour HD - Now Free, Free (iPad Only)


Finally, there was a very brief mention that Backflip is currently working on Ragdoll Blaster 3. There wasn’t a playable demo or even any art assets for this currently, but they have told me a bit about the direction they want to take it. There will be different types of characters which will have various effects on the gameplay, like a flaming character which will be able to burn items in a level in order for you to complete it first. Also, there won't be as much of a steampunk-inspired style this time, and they're looking to broaden the overall look of the game as well as the scope of the levels. As a big fan of the Ragdoll Blaster series, I'm definitely looking forward to more information on this as well as the rest of Backflip's lineup for this year.

First Impressions of 'Undead Island' from Team Phobic

Thursday, March 3rd, 2011

Early last week we posted the first video of Team Phobic’s newest iOS game Undead Island [$1.99], and as of today it is now available for download in the App Store. Team Phobic has honed their platforming craft with Bounce On [$1.99/Lite] and its sequel Bounce On 2: Drallo’s Demise [$3.99/Lite], and now they’ve taken this expertise to create an action/platforming hybrid with Undead Island. The game features 16 levels to play through, all of which are quite lengthy and are loaded with secret areas and alternate paths. The main protagonist, a female ninja, comes equipped with a katana melee attack, a powerful sword blast charge attack, shurikens to toss at foes, and the ability to double jump.

In essence, Undead Island feels very much like the classic action-platformers from the arcade and 16-bit eras. The level designs are very good, with a ton of areas to explore and secret bonuses to find. There are also plenty of environmental hazards to avoid, like breakaway bridges and swinging axes, as well as hordes of undead enemies to hack away at. The controls are really simple and work well, with either a touch slider or tilting for movement and a button each for jumping and attacking. The levels are timed, so you can try to rush through before the timer ends for an added bonus or take your time exploring every nook and cranny.

Undead Island's colorful hand drawn artwork is sharp and Retina Display ready, and there are some lighting touches based on what time of the day it is depending on the level you’re playing. Also, each enemy is comprised of multiple parts and feature ragdoll physics, so you can hack away and lop off arms or heads and watch bodies flop around the environment. There’s something just fun about jumping up and down on a suspension bridge to bounce a pile of zombie parts all over. It’s disgusting, and awesome.

Based on all of their previous work, it seems like it’s a challenge for Team Phobic to create a game that’s not a lot of fun. I’ve always really liked the Bounce On series for getting my platform fix, and Undead Island is another strong entry in the genre with a more action-oriented focus. The included levels can be beaten relatively quickly, but the game can be very challenging and there is plenty of incentive to replay levels to discover secrets and compete for higher scores on the Game Center leaderboards. There is the possibility of updating the game with additional level-filled islands in the future, if the demand is there, and there will also be a free prequel coming out in the next couple of months that will serve as a sort of demo to the full Undead Island game.

Early impressions are rolling into our forums and have been really positive, and if you’ve enjoyed any of Team Phobic’s previous games or if you enjoy action-platformers in general, then Undead Island is definitely worth a look.

App Store Link: Undead Ocean, $1.99

GDC 2011: Out of this World / Another World Coming to iPad [UPDATED]

Thursday, March 3rd, 2011

We've just gotten some exciting, breaking news sent to us from a friend and iPhone developer attending the GDC Classic Game Postmortem - Out of this World / Another World, being delivered by long-time developer Éric Chahi.

Chahi's classic filled-vector cinematic platformer Out of this World (Another World in the UK) is coming to the iPad.

Chahi indicated that the game is currently under development and did not provide a timeline to the audience. We'll bring more details on this as we can provide them them and will take a close look as soon as we get our hands on this epic title.

Video, screenshot of the 1991 Amiga original.

UPDATE: BulkyPix has issued a press release on the coming iOS conversion of Another World indicating that the title will be released for both the iPad and the iPhone in the form of a Universal application developed by DotEmu (who brought us R-Type and Golvellius).

"I'm very pleased to work with my developer friends from DotEmu and their partner BulkyPix. The first prototype looks beautiful on Ipad, they are doing a great job on it." said Eric Chahi, creator of Another World.

"We have ported several classics to iOS such as R-Type in the past and we delighted to be chosen to work with Eric on this terrific title. We will put a lot of love and care to insure that the gamers get best user experience playing this game on iOS," said Xavier Liard founder of DotEmu.

I sat down, today, with Xaviar Liard of DotEmu who indicated that Another World for iOS will be his studio's most beautifully executed retro release to date. We will be posting details of other latest new from his studio, shortly.

[ Thanks Keith ]

GDC 2011: The Binary Mill's 'Mini Moto Racing' - Exclusive Video

Thursday, March 3rd, 2011

We met with The Binary Mill developers this week at GDC and discovered they had a very cool looking racing game that's in the works. The Binary Mill were the developers behind the bullet-hell shooter Assault Squadron.

Mini Moto Racing puts you in the driver's seat of a top view of one of 4 different vehicles, each with different handling characteristics. The different vehicles include Sports, Hatch, Big-Rig, and Pick Up. The sports car hugs the road, while the hatch allows you to drift. Individual characteristics are upgradable including grip, top-speed, acceleration, and nitro, with specific models favoring one characteristic or another.

The game comes with both single-player campaign mode as well as individual races and four player local multi-player. Campaign mode consists of 5 different cups with 4-6 races that you need to complete with bronze or better in order to advance. Every race gives you an opportunity to earn money and other upgrades on each track, so you can feel like you're making some progress even if you don't win every time.

The most striking thing about the game when you first see it is the beautiful graphics and almost toy-like car feel to the game. The game is rendered in 3D with a dynamic camera. This also allows them to do cool things like nighttime courses and changes in camera angles and views as you accelerate down the track.

Be sure to watch the video. The game comes with 4 different customizable controls that should appease most players. The game should be coming out in the next month or two, so we'll keep tabs on it and take a closer look when it's done.


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