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Archive for May, 2011

Fling Joysticks Now Available in Apple Retail Stores Nationwide

Friday, May 20th, 2011

Earlier this year, Ten One Design released the iPad joystick accessory called the Fling. The brilliantly designed Fling is a conductive joystick nub set inside a plastic spiral, which itself is set inside an outer plastic ring. The spiral design allows the joystick to move within the outer ring which emulates the feel of an analog stick on a regular controller.

The whole device attaches to the screen of an iPad with two tiny suction cups, and allows you to replace many of the virtual analog sticks that are used in iOS games with an actual physical joystick that provides a tactile feel. If you are the type of person who has never quite gotten comfortable with virtual sticks, then the Fling is an ingenious alternative that can improve your experience with a lot of games.

In just a few short months since release, the Fling has gained a ton of popularity and has proven to be hit amongst many iPad gamers. Apparently they are a hit with the folks at Apple too, as you can now purchase the Fling Joystick at Apple Retail Stores nationwide.

This is actually a pretty big deal, as Apple usually doesn’t get behind accessories that get in between the user and the touch screen, since part of the “magic” of iOS devices is that you can do everything so well using just your fingers and thumbs. In the case of the Fling though, I think Apple realizes that some games are just better suited to physical controls and the Fling is a simple, portable, and cleverly designed product that can help with that issue.

If the Fling joysticks sound like something that interests you, then be sure to check out our extensive Fling review where we tell you how well the joysticks actually work and what types of games do and don’t work best with them.

If stumbling out of your dank apartment and into the real world to make the trip to an Apple Store doesn’t sound appealing to you, then you can still order them online from the Fling product page on the Ten One Design website. They run $19.95 for a single joystick or $29.95 for a pack of two, and come in three different colors - clear, black, and purple.

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'Death Rally' Gets Yet Another Update, Still On Sale for 99¢

Friday, May 20th, 2011

Well, it seems the folks at Mountain Sheep and Remedy Entertainment have been chowing down on their Wheaties based on all the work they've been getting done. Their popular combat racing game Death Rally [99¢] just launched at the end of March, and we’re already on the fourth content update. This latest one isn’t massive, but does add a few neat new features and some welcome fixes.

First off, there are 2 new Challenge race types, Dollar and Ammo. Dollar is a race where every item in crates and on the track is a cash pickup, and the same goes for Ammo but every item is an ammo pickup. The Ammo race is actually a great place to try out another new feature in this update, the Weapon Overdrive. Picking up ammo when you’re already full will add a little glowing effect to your car and you’ll automatically fire off a more powerful blast of whatever weapon you’ve equipped. So if you have missiles you’ll shoot out multiple missiles, for example.

There are 2 new leaderboards in Game Center, one for total victories and one for total kills, and they’ve fixed a bug that prevented 2 achievements that were part of the last update from unlocking if you had previously earned them, which is nice since that was driving me crazy. They’ve also fixed the game progress restoration function that allows you to transfer your progress between devices, which wasn’t behaving properly before. Finally, if you choose to "like" the Death Rally Facebook Page from within the game, you can unlock an additional paint job each for the Wraith, Shrieker, and Sentinel.

So, not a huge update, but a good one nonetheless. And there’s the promise of much more to come, and at the rate the developers have been going I wouldn’t be surprised to see the next update really soon. Also, Death Rally is still on sale for just 99¢, which is an absolute steal. You can refer to our original review of Death Rally or check out the impressions in our forums if you need some more convincing, and we’ll keep our eyes peeled for the next update to come down the pipe.

App Store Link: Death Rally, Free (Universal)

Gameloft Teases Upcoming '9mm' with New Trailer

Thursday, May 19th, 2011

The wheels of Gameloft’s marketing machine were set in motion again today, as the company has released a teaser trailer for a new upcoming game. Called 9mm, it looks to be another 3D action game centered around crime, not totally unlike the Gangstar series. So far, 9mm looks a lot better than either of the Gangstar games though. The graphics look greatly improved and there seems to be a more serious, grittier tone to the style of the game. You can even catch a quick glimpse of a stripper dancing and a couple F-bombs getting dropped in the trailer’s soundtrack. Whoa, settle down Gameloft!

Another interesting twist in 9mm is that it appears you’ll be playing the role of a police officer in the game, rather than a street thug. The main character that’s portrayed in the trailer seems to place someone under arrest, and a subtle hint on Gameloft’s German Twitter account that translates to “Only the bravest cops can keep peace and order in the toughest areas”  which also leads us to believe you’ll be playing as a man of the law. One that plays fast and loose with morals, apparently, but a law man nonetheless. Could this finally be my oft-dreamt about video game version of the movie Training Day? One can only hope.

Also worth mentioning is the use of a bullet-time slow down effect during one of the action sequences in the trailer, which was pioneered by the Max Payne series of games. It may be that this plays a part in the actual gameplay, or it could just be a neat effect used for the trailer itself. At this point, anything is just rampant speculation on my part.

Speaking of rampant speculation, there is plenty of that going on in the upcoming thread for 9mm in our forums. If previous Gameloft releases are any indication, there should be a solid gameplay trailer to follow up this teaser in the next few weeks or so, and I would guess that an actual release isn’t more than a month or two away. We’ll let you known when we hear anything more on Gameloft’s 9mm.

'Chaos Rings Ω' Review - Strap in For More of the Same

Thursday, May 19th, 2011

Let's get this out of the way, Square Enix's Chaos Rings Ω [$11.99 / HD] is identical to the original Chaos Rings in more ways than one. In fact, its differences are so few, it's hard to differentiate the two and considering Chaos Rings Ω follows the original by a full year, that's going to be a bit disappointing to fans of the first game looking for something new.

By the nature of the narrative in the first game, there is little in the way of expanding the Battle Royale style storyline, which pits you in a fight to the death against a random collection of couples abducted to an arena for the sake of proving their battle-worthiness. Even though this is billed as a prequel, it's still not the "first" time this the tournament has gone down and it's clearly not the last.

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TouchArcade Rating:

'Infinity Blade' Gets a Reduced Price and We Dive into the Arena

Thursday, May 19th, 2011

Game Center isn’t that great. That was the first among throngs of intelligent thoughts that followed after my first few forays into Infinity Blade’s [$2.99] new “Arena” mode, which hit the App Store this afternoon as a free update to the core -- and now reduced priced -- game.

The second thought had something to do with the grim satisfaction I take from hitting people in the face with virtual maces. I’ve heard Infinity Blade likened to Punch-Out on several occasions. It’s a solid comparison, but I’ve never get the kind of cheap, visceral thrills from that joint like I do from Infinity Blade. Being able to hit people in face while dressed as trolls like I can now makes it all the more ... er, fun.

In a nugget, Arena pits you against another dude in a series of battles to the death. The victor is the person who wins the most matches. The twist is that you don’t always play as the human -- you’ll also be forced to play as at least one of the game’s monsters.

It’s a cool setup, and for the most part, it works. You’ll feel like you’re playing against opponents who are much smarter and way more cunning. The trade-off is that nothing you do in this mode translates to the campaign. Carrying on with the things you've earned is central to the experience, so this decision does stick out for better or worse.

My third thought had something to do with Arena’s self-containment. Infinity Blade allows people to sink real money into the game in exchange for gold, so I trudged into Arena with a belly full of trepidation.

Alas, no worries; everything you earn in Arena is locked into the current match. You’ll also start with no items earned from the campaign, so every game is a fresh one -- which is what makes the decision to have progression a puzzling one.

After each match, you’ll earn gold that you can then spend on shield, armor, weapons, or new body types if you’re a monster... but you’ll keep none of it after the match. Ideally, this self-contained faux-perk system creates an arms race against opponents, but it lacks the depth needed to make that friction meaningful. The customization options are lacking and everything seems way too easy to get.

My fourth thought had something to do with how much I like trolls. I want to be the jerk troll clubbing pitiful humans in the face and I totally got to do that in Arena. Oh, and for what it’s worth, I’m having a blast doing it.

Beasts control much like the human with the added benefit of a slider bar that controls swing speed. There’s also a “Fury” bar that allows for increased recovery times. I think it might be a too technical for its own good, but you’ll get the hang of it in minutes.

Being a troll also offers a cool chance to look behind the curtain of enemy design. I feel like game creator Chair just ripped out its AI’s spine and sticks your hand up the monster. You get a distinct feel for how the enemies are designed to attack as the puppeteer.

To access Arena, update your game and head straight into the menu option from the game. Be prepared to fiddle with Game Center; I’ve received countless errors and weird hang-ups thus far, but when you do connect, the multiplayer works really well.

Like I wrote in a previous post, this Arena update also gives you a ton of new weapons and gives you access to a boss attack mode called “Survivor.” It’s definitely worth the price of $0 and the game itself is definitely worth the $2.99 Chair is selling it for at the moment. Check it!

App Store Link: Infinity Blade, $5.99 (Universal)

'Ticket to Ride' Review: All Aboard The Awesome Express

Thursday, May 19th, 2011

Ticket to Ride [$6.99] is a board game turned digital. It has no great pits to leap across, caves to plumb for loot, or monsters to bludgeon. It is, without a doubt, a traditional game that requires the old-fashioned stuff: deduction, tactics, and skill. It isn’t for people who want flash and glam; rather, it’s for people who can appreciate sharp, boiled-down design that presents compelling challenges without the mess.

Straight up: Ticket to Ride is good on the iPad, just as it’s always been good as a board game. The things the digitization brings to the table is the streamlining of setup -- the end game counting of points, the piece setting, and the shuffling of cards -- and online play against or with friends or even random dudes.

It’s not shocking, but it’s still weird how sterile Ticket to Ride is from a visual design standpoint. I can count the number of animations and UI elements on my fingers. The focus here is on the game itself, as it should be. But while it’s nice to not have to deal with clutter, the thriftiness also highlights the questionable decisions.

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TouchArcade Rating:

Com2uS Releases 'Tower Defense: Lost Earth' Trailer

Thursday, May 19th, 2011

Go into the App Store and type in “Tower Defense” into the search field. You’ll see two full pages of tower defense titles -- and that’s not even half of the games in the genre. What you won't see is a game specifically called Tower Defense, as it's a Com2us trademark, and their enforcement of that trademark actually caused quite a bit of drama on our forums early last year. So what's the officially trademarked Tower Defense: Lost Earth game all about? Well, it actually sounds like it could be really cool.

The iPhone and iPod touch version of the game will be released on the App Store May 26th for $2.99, also, a universal version will be available for $4.99. Hopefully Com2uS (and other developers) continues this trend, as the lower-priced iPhone-specific version and higher-priced universal version is a great compromise to the double dipping we've seen with "standard" and "HD" releases. In the content department, Tower Defense: Lost Earth will have 9 towers, 10 enemy types, and 40 campaign levels spread across 5 differently themed worlds. DLC is planned as well, both adding additional maps and tower types.

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Exclusive 'Tiny Tower' Hands-On Preview - The Latest From NimbleBit

Thursday, May 19th, 2011

A couple months ago, NimbleBit (creators of Pocket Frogs [Free]) revealed their upcoming Universal freemium title, Tiny Tower. Since then, I've had a chance to get hands on with the game, and so far I really like what I've seen.

Your role in Tiny Tower is part building developer, part elevator operator. You're responsible for the lives of the Bitizens that live and work in your tower, and you're also responsible for building a tower that brings in the big bucks. Tiny Tower is still in beta, so just about anything could change before release, but let me run down how things work currently.

The tutorial walks you through the basics of building. For each floor you add on to your tower, you can choose from hundreds of different production and residential designs. Residential floors hold your Bitizens, production floors employ them. Whether a production floor is a coffee shop or a hair salon, it needs Bitizens to stock its goods or services.

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'TNA Wrestling iMPACT' Review - Hulkamania Will Live Forever

Thursday, May 19th, 2011

In 2009, Total NonStop Action (TNA) Wrestling was released. Surprisingly, it was a turn-based strategic wrestling game, with RPG elements, enabling your wrestler to "level-up". That game later disappeared from the App Store, with players in the thread suggesting their license expired. Now, another TNA Wrestling game has been released by Bight Interactiveand Namco Bandai.

TNA Wrestling iMPACT [$4.99] opens with bright lights and an electric guitar soundtrack, which introduces the entertainment spectacle that is modern wrestling. It's a good introduction, and perfectly sets the scene for just how over the top this kind of wrestling is.

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TouchArcade Rating:

'Bumpy Road' Review - A Lovingly Crafted Sunday Drive

Thursday, May 19th, 2011

When I first saw the trailer for Simogo’s Bumpy Road [$2.99], I immediately knew it was something that I wanted to play. The graphics, music, and unique controls appealed to me on so many levels. I was given an early version of the game for our hands-on preview, and despite being unfinished and limited to just one mode, I absolutely loved it. Really, though, it just made me even more eager for the final version to hit the App Store. That day has finally come, as Bumpy Road is now available, and it’s easily one of the most beautiful and fun games I’ve had the pleasure of experiencing.

The biggest standout in Bumpy Road is its innovative control mechanic. A car carrying a cute married couple drives automatically to the right, but you don’t actually control the car itself. Instead, touching anywhere on the screen raises the elevation of the ground and creates a bump in the road. Using this, you can create a sort of wave to push the car back and forth or quickly tap under it to pop it into the air. This mechanic is dead simple to understand, but definitely takes some practice for it to click. Once it does, however, you’ll be bouncing the little car all over the screen like an old pro, and it truly feels great.

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TouchArcade Rating:

'Carcassonne' Free Update Adds Game Center, Multiple Tweaks

Thursday, May 19th, 2011

Even without Game Center support, Carcassonne [$9.99] was our runner-up Game of the Year last year. But now, with the release of a new update adding said support, what’s the GOTY Advisory Board supposed to do? Create a time machine? Nah. How about a “Missed Connections” category? Perfect!

While we figure this issue of great import out, play against some of your Game Center friends in one of the best board game turned video games on the planet. Also, enjoy some of the other perks of Version 2.20, which is sure as sure the last “big” update to the game until the first add-on graces the App Store. New leaderboards, 43 new achievements, score sharing, improved stability, chat time stamping, better power consumption, and an ELO bug fix are all a part of this free update that should see some significant hold-over until game creator The Coding Monkey hits fans with some rivers, Inns, and Cathedrals.

What I didn’t mention ever so slyly in the above is that these expansions won’t see the light of day for three billion years Standard Internet Time -- The Coding Monkeys is cautioning fans that it’ll take a couple of months before “The River II” and “Inns and Cathedrals” hit. The good news, however, is that these will be quality bits of content as a result.

It’s hard to believe that someone still hasn’t checked Carcassonne out, but if you’re that dude, give this review a read. Seriously, this is a fantastic title. Just click “Buy app” already. Jeesh.

App Store Link: Carcassonne, $9.99 (Universal)

'iQuarterback 2' Review - A Fun and Free Football Themed Arcade Game

Thursday, May 19th, 2011

Developer FuzzyCube Software has just released their new iPad title iQuarterback 2 [Free] for free into the App Store. iQuarterback 2 is something of an arcade-style mini-game that lets you toss the ol’ pigskin at various types of targets using an intuitive touch screen interface.

There are two modes in iQuarterback 2. The first is called Shoot Out, and has you throwing at targets that move laterally across the field at different speeds. What’s especially fun about this mode is that you must lead your passes so that they end up hitting the targets in motion. This can be pretty tricky due to the different speeds the targets travel, but incredibly satisfying when you time a throw just right to nail one.

The second mode is simply titled Accuracy, and has you aiming for a series of stationary targets that pop up at various spots in the field. This mode is considerably easier just to hit the targets since they don’t move, but you are rewarded for quickly getting your passes launched as you’re then able to hit more targets in the allotted time. There are special targets in both modes that once hit will allow you things like extra round time, a huge ball that makes hitting targets easier, or the ability to throw multiple balls at once.

Competing in either mode will earn you fame and experience for your character. As your character levels up, you’ll unlock additional items to purchase with your collected fame, like special ball types, new helmets, and different field environments. If you aren’t the patient type, there is also the option to purchase packs of fame as IAP to speed up the whole process, though this is entirely optional. Another nice addition to the overall package is Game Center integration with achievements and leaderboards for each mode.

Also, it’s free to download the full game of iQuarterback 2 that is ad-supported with banners running along the bottom of the screen. You can disable these ads with an IAP of $2.99, but I’ve found that they really don’t interfere with the game at all.

iQuarterback 2 is definitely a lot of fun. The gameplay is simplistic, but the upgrading aspect is a real hook, and the crazy items you can unlock along the way are great motivation to keep playing. Plus, it’s free, so there’s really no risk to give it a try. Players in our forums have been liking it as well, so for some fun arcade-style gameplay give iQuarterback 2 a look.

App Store Link: iQuarterback 2, Free (iPad Only)

TouchArcade Rating:

'Casey's Contraptions' for iPad Review - Rube Goldberg Would Be Proud

Wednesday, May 18th, 2011

What happens when you combine a skateboard, a bucket, two tennis balls and a balloon? If Casey's Contraptions [$2.99] is any indication, you make a surprisingly deep physics puzzler.

Of course, a lot more than that went into this first team up by Snappy Touch and Mystery Coconut Games. 30 different items introduced over 72 levels, a level editor and a creative solution sharing mechanic are all part of what makes Casey's Contraptions so much fun. But to get the most out of it, you'll need to bring something more to the table as well - a child-like desire to play and experiment.

Not because this game is childish or easy - it's just presented through a child's point of view. Eight-year-old Casey guides you through each level, and it's his toys you'll be playing with. You'll need to build contraptions out of these toys, like magnets, slingshots and darts, to help him through play time and chores. Things start out simple and get more and more complicated as you progress. If you're willing to experiment, you'll have a ton of fun. If you just want to get through each level as quickly as possible, however, you won't be nearly as well rewarded.

Nearly every level in Casey's Contraptions can be solved in many different ways. There is no "right" way, although you'll probably want to collect all three stars each time. Other than that, you're welcome to use the toolbox presented to you in each level however you want, as long as it gets you to that level's goal. If you come up with a solution you think is cool, you can share it with your Game Center friends with a single click.

You can also see your friends' published solutions, including Casey's three-star solution. If you want to check them out mid-level, you can. This keeps things from becoming too frustrating if you just can't find a workable answer, but I'd recommend you keep yourself from peeking when you can avoid it. Trying to copy a solution turns Casey's Contraptions from a game of experimentation into a frustrating game of pixel hunting as you try to find someone's precise positioning. It's much more fun to do it yourself and then check out all the crazy solutions your friends found. You shouldn't get completely stuck, anyways, since the game only requires you to complete three out of every four levels to progress.

Technically and visually, Casey's Contraptions is superb. Though the physics are a bit cartoony, things always behave how you'd expect them to once you see them in action. If you drop a ball onto a spring and it bounces a quarter-inch away from your goal, moving the ball and spring that quarter inch will work every time. This is super important, because in later levels you'll be pulling out a lot of trial-and-error solutions. "But what if I did this?" was a common refrain while I played.

As you progress through the game, you unlock the items you work with for use in the game's level editor. I haven't had a chance to play with many friends yet, but I can't wait to create some crazy contraptions for people to solve. In a particularly smart touch, you're required to solve each level you create with all three stars before you can send it out. My only disappointment is that you can't share your creations with the world at large - just with your Game Center friends. A rating system and some public curation would be a fantastic addition to Casey's Contraptions. A few achievements wouldn't hurt, either.

It sounds like there are a lot more levels in the works, and an iPhone release coming down the road. The developers are taking feedback in their thread on our forums, so let them know what you think. And just to head off one question I know is coming: I don't know exactly how similar it is to The Incredible Machine, and its various sequels, because I missed out on those PC classics as a kid. Coming into it fresh, though, I can tell you this - Casey's Contraptions is a joy to play.

App Store Link: Casey's Contraptions HD, $2.99 (iPad Only)

TouchArcade Rating:

'Chaos Rings Omega' Now Available in the US App Store [Update: Original Chaos Rings On Sale Too]

Wednesday, May 18th, 2011

Late last month we learned that Square Enix was readying two new entries in the Chaos Rings saga. The following day, we saw the Japanese trailer for one of those games, Chaos Rings Omega, which is a prequel to the well-received iOS exclusive RPG Chaos Rings [$3.99/HD] which released last year. Today, Chaos Rings Omega [$11.99/HD] has officially launched in the App Store.

We’ll be bringing you a full review of Chaos Rings Omega once we’ve worked our way through the game, but chances are that if you really enjoyed the story from the original and want to learn what happened 10,000 years prior then picking up Chaos Rings Omega should be a safe bet.

One nice thing is that an iPad native version is available right now, rather than having to wait months for one to release like the original Chaos Rings. Also, the game supports both Retina Display and iPad resolutions right off the bat, and there is an ambitious update roadmap detailed in the game’s description, which should give you something to look forward to post-release.

There are early game impressions rolling into our forums which you can check out, and we’ll be back soon with a full review of Chaos Rings Omega.

Update: To celebrate this release, Square Enix has put the iPhone and iPad versions of Chaos Rings on sale for $3.99 and $4.99 respectively. The sale will last until May 27th, so be sure to check out the originals at this discounted price. Links have been added directly below.

App Store Links:
    CHAOS RINGS, $12.99
    CHAOS RINGS for iPad, $15.99 (iPad Only)

App Store Links:
    CHAOS RINGS Ω, $11.99
    CHAOS RINGS Ω for iPad, $14.99 (iPad Only)

'MetalStorm: Online' Review - A Potentially Promising Online Flight Combat Sim in Need of IAP Balancing

Wednesday, May 18th, 2011

It's always surprised me when considering both how many games there are on the App Store combined with just how well the iPhone's tilt controls lend itself to the genre that we haven't seen more combat-oriented flight sims. While we had fun with both Ace Combat Xi and F.A.S.T., it has been nearly 2 years since their respective releases, and it is more than time for something new. Z2Live Games has decided to capitalize both on the recent lack of awesome combat-centric flight sims and how popular freemium gaming has been lately with MetalStorm: Online [Free].

Like most (all?) free to play games, it doesn't take long to get introduced to the in-app purchase system that fuels the whole thing. In the case of MetalStorm: Online, in-game coins and tokens are the name of the game when it comes to buying the jets you'll be flying, as well as tweaking them out with upgrades. You'll start out with enough credits to buy yourself a starter jet, although you're really limited to one of three that you'll be able to afford.

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TouchArcade Rating:

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