Can you smell that? The early morning air is thick with the stench of App Store price-slashery. Telltale Games has just lowered the prices of both the original Puzzle Agent [$.99 / HD] and its follow-up, the technically challenged Puzzle Agent 2 [$2.99 / HD], for a limited time. Until August 11, you’ll be able to nab the former on the iPhone and iPad for $.99 and the latter for $2.99. We recommend both (flaws and all), so this deal is definitely a good one.
Also, it bears mentioning that the publisher has done another technical pass on Puzzle Agent 2. According to a new blog post over at Telltale, the voice skipping woes, the weird out-of-focus cut-scenes visuals, and puzzle controls and usability have been ‘improved’ in a free update available… well, right now. Go, go, go!
In addition to that stuff, the game also supports 3G devices and can, overall, boast better performance. Performance and lack of older-device support were pretty big sticking points in our review. We’re stoked to see them addressed, as Puzzle Agent 2 is a good adventure game that had silly platform-specific issues holding it back from hardcore acclaim.
With this behind us, we can just say nice things. Yay!
Awesome Saucer [$1.99] slipped stealthily into the App Store a couple of weeks ago, without receiving much attention, but this well-presented 3d space-shooter deserves some acknowledgement. Nebuleux Games has used a unique graphical style, which makes it a memorable experience to play. And because it's universal, you can install it on your iPad and iPhone. Here's the low down...
You're a saucer pilot, responsible for flying the SCR-090 space fighter. It's an old-fashioned flying saucer, shaped like a frisbee, as often portrayed circa the 1950s. You fly around space, tracking, targeting and destroying the required quota of aliens to clear each area. Do it fast enough and you earn bonus points and unlock weapons. It's basically a dogfight situation, in space. This is an arcade-style game, so there's no story, missions, trading or traveling to specific locations. Instead, you simply score points by blasting aliens. When your shields hit zero, it's game over and you restart from scratch.
The graphics are, as the title suggests, quite awesome, in terms of their uniqueness. The enemies resemble glowing stars, which leave colorful trails, which are helpful for tracking them down. The default view is third-person perspective, looking from behind your saucer, however you can switch to first person perspective by tapping the screen. There's also crystalline asteroids to dodge or shoot. The background graphics, such as particle clouds and interplanetary skies will make you pause mid-battle to check out the awesome scenery. Movements are all smooth, fast and responsive. And if you hit the 'boost' button, things get even faster for a few seconds, with an acceleration effect. At times the game does get a little too fast, and that's on easy mode!
There's a heap of weaponry systems (12 types) and you can try them out in the free-roaming tutorial. Weapons include a rapid-fire proton-burst, gas attacks, 360 degree lazer targeting and graviton missiles. Some games offer two or three weapons slots, but in Awesome Saucer your craft can be loaded with all of the weapons simultaneously. The weapons auto-fire when an enemy is in range and targeted, so you can focus on navigating rather than mashing the fire button, although there's a manual fire button too. Now, need something to shoot? There's at least eight different enemies. Some are fast, others aggressive, some swarm, while kamikaze extra-terrestrials will chase you down and attempt to physically ram into your saucer.
The controls are a little different, with a left "flight stick" for steering and a right stick to rotate your saucer, so it rolls like a fighter jet. I didn't understand why the rotate stick was required, until the developer explained "It helps you turn faster, and rotating can help you track a target by spiraling in. But mostly it just looks cool". There's also buttons for braking and changing weapons.
If you took away the stunning graphics, Awesome Saucer would be less awesome and more ordinary. The gameplay is fairly shallow, a bit repetitive and doesn't provide a great feeling of progression, as there's currently no story, career mode, achievements or rankings and each game starts from scratch. Although, the game does track your overall kill statistics and the developer advises Game Center integration will be a priority update. Fortunately, the graphics transform Awesome Saucer from an average dog-fighting game, into a visual experience, which is why it caught our attention. E.T might need to "phone home" to warn the galaxy, because I'm about to board my saucer!
“Soon” seems to be the default date for every iOS game release announcement, and that constant holds true for Forever Drive. In a conversation over e-mail, a representative from Supermono Studios told me that the open-world-y, sandbox-y racing game is about to enter certification, which can take weeks. “We’re very close,” he said.
While I can’t get you a release date thanks to Apple’s crazy complicated and often lengthy processes, I can try to paint you an accurate word picture of the online element and how it informs everything in Forever Drive, including racing mechanic and its systems -- it's just that vital to the experience.
So, here's the deal. Forever Drive's hook is that it has a distinctive and inseparable user-creation element. Like LittleBigPlanet, creative users will be able to tap out their own levels and then share them with the game's community at large. In Forever Drive, you'll be asked to create pieces of racing tracks, which is an important distinction to make, as each piece will eventually be procedurally combined into a much bigger, but singular “mad uber-highway" in the game's fast-paced driving component dubbed "DRIVE."
Provided enough people create in the game, the track you race on could be the product of tens of thousands of user creators. I was told to think of this highway as a playlist where only the best and brightest will be added to the listing. In order to ensure the best users keep creating, Supermono plans to dish out rewards of in-game currency and unlockable items to the best creators.
“What we've tried to create is a very streamlined experience — something a little different from the "load a track, do 3 laps, stop, repeat" gameplay that's become almost universal in driving games,” he said.
“We're trying to create something that feels more like an epic journey, with that feeling of discovery and wonder you get driving fast into an unfamiliar land…”
In our original coverage I almost used the word “MMO," and I wish I would have. If Forever Drive works as well as it sounds on paper, it’ll carry a sense of persistence that we only typically see in MMOs. That's neat, man, and I can't wait to see it in action. Count me in, Supermono.
Well, it seemed like this day would never come, but here we are. After being announced at last year’s E3, and missing several intended release windows, Square Enix’s highly tactical role-playing game Final Fantasy Tactics: The War of the Lions [$15.99] is now available for download for your iPhone or iPod touch.
For some backstory, the original Final Fantasy Tactics first launched on the PlayStation back in 1998 to critical acclaim. It marked the first time the Final Fantasy series branched out from its more traditional RPG style and ventured into the realm of highly tactical combat with an engaging storyline and RPG-like elements.
In 2007, the game was rereleased for the Sony PSP as Final Fantasy Tactics: The War of the Lions, and contained a number of improvements. These included new storyline cutscenes, graphical improvements, new characters and classes, local multiplayer, and more. Unfortunately, with all these new enhancements, some negative issues rose up as well, most notoriously a slowdown bug that made combat flow at a snail's pace even compared to the nearly 10 year old original. For a game where you're engaging in combat a whole lot, this was an unfortunate problem.
The iOS version of Final Fantasy Tactics is a port of the PSP version, and although it loses the local multiplayer mode, the slowdown problem has been greatly improved. The problem isn't totally eradicated, but it's at least much more tolerable now. Other iOS-specific enhancements include a completely native touch interface for navigating menus and combat and an autosave feature that allows for the types of interruptions that you get when gaming on a mobile platform like the iPhone. Some of the artwork has even been redrawn for this version, as well, though the graphics overall are still retro and pixelated, especially some of the in-game text.
The pricing for Final Fantasy Tactics has been a hot topic ever since it was announced. It’s certainly on the high end of the price tiers of the App Store, but in terms of gaming bang for your buck, it’s nearly incomparable to anything else available. There are easily over 100 hours of gameplay time here, so if you like your tactical strategy games to last a while then you’re in luck. An iPad native version is planned for release in about a month’s time, so if you figure you’ll be playing on your iPad mostly then it might be worth waiting around for that version.
Final Fantasy Tactics: The War of the Lions is an absolute classic, and it’s great to see a title of this caliber in the App Store. Some may not be down with the price, and if you’ve played the game extensively in the past it might be hard to justify buying the game again now. Of course, if you’re fanatical about this game like so many gamers are, then price isn’t even a question and chances are you’ve downloaded the game already.
You can check out further impressions of the game in our forums, and whether you’re a longtime fan or just now checking out the game for the first time, Final Fantasy Tactics: The War of the Lions is a fantastic tactical RPG experience that works incredibly well on the iOS platform.
App Store fads come and go, and I think it's safe to say that the endless runner has been on its way out for a while now. These days it's all endless flying, jumping and swimming. So consider me officially surprised that Temple Run [$0.99], a brand new endless runner by Imangi Studios, has captivated my attention for days.
As we noted in our time with the game at WWDC, part of the appeal is the third-person chase view. Temple Run isn't unique in employing this point of view, but it does add a delightful sense of urgency to the game. You never quite know what will be around the next corner -- until it's about to smack you in the face.
Corners are something you see a lot of in Temple Run. The game eschews the more traditional one-button jumping control of most runners for a swiping method that still allows for one-handed play . You can swipe up to jump, down to slide, and left or right to turn. This control setup is risky -- it's much easier to mess up a swipe than a tap -- but it works. Though the world is randomly generated, the addition of twists, turns and crossroads makes it feel more organic, like more of an adventure.
An Indiana Jones aesthetic extends that sense of adventure even further. You control an explorer who has just claimed an ancient idol. The guardians awaken and prepare to devour you -- so you run. In your journey, you'll travel across the remnants of ancient temples, leap over flaming statues and dive beneath the roots of massive trees. A slip up can kill you, but even a couple minor stumbles can give the guardians the chance they need to catch you. It's basically a chase scene that would fit into any Indiana Jones film -- though it probably wouldn't end with Indy's gruesome death in that case.
While you're dodging death, you can tilt your device gently to collect coins that appear on either side of the path. You'll collect hundreds each time you set out for a run, and they actually go to a good cause: powerups. There are four powerups to unlock, and each one adds something fun to the game like invisibility or bonus coins. They can each be upgraded to become stronger or more valuable. You can also purchase a resurrection item that you trigger by double tapping on the screen. Once you do, it will save you from your next death.
The coins you earn in-game should be more than enough to purchase powerups and upgrades at a reasonable pace. If you really want to get ahead of the pack on the Game Center leaderboard, you can pay cash for coins -- but it isn't remotely necessary.
Any endless runner worth the name will give you high-tension situations and that "one more time" compulsion. But Temple Run is probably the only one that also makes you feel like a daring archaeologist with a penchant for deadly situations. So yeah, it's good. Check it out, and stop by our discussion thread when you do.
If you've been waiting for Final Fantasy Tactics for the past few months… Tonight is the night. In fact, there's so many awesome games coming tonight that I'm just skipping the normal pleasantries of easing everyone into the game releases via a smart introduction.
Instead, I'll just go over how this works for first timers out there. iOS developers are able to set specific release dates for their games/apps. Since the App Store is a global market with tons of different regions, and time zones exist, that particular date arrives earlier in some corners of the world than it does other. New Zealand due to their proximity to the International Date Line gets first crack at new releases, followed by Asian markets, then European markets before things finally appear in the US App Store at 11:00 PM Eastern.
Arenas, Trial of Valor, $3.99 - Forum Thread - This universal online turn based strategy game has a feature list that has piqued my interest. There's both a PvP and PvE battle system, five types of arenas, ten available races, thousands of unique objects with more on the way, along with hundreds of different spells and creatures. We'll have to see how big of a component the online stuff is, as a $3.99 price tag combined with a (somewhat) obscure online game never seems to be conducive to building a large online pool of players.
Colosseum Heroes, 99¢ - Forum Thread - These sidescrolling beat 'em ups have been surprisingly popular on the App Store, and Gamevil seems to have nailed the formula very well. Multiple skills to use, along with several playable characters fighting their way through seemingly endless waves of varied bad guys. It looks like there's oodles of things you can customize, with 7 levels of 126 different spells.
Cut The Rope: Experiments, 99¢ / HD - Forum Thread - ZeptoLab seems to be following in the footsteps of Rovio's Angry Birds Seasons and are going it alone in self publishing this Cut The Rope pseudo-sequel. Anyway, it's safe to say that if you even vaguely enjoyed Cut The Rope, this is a game you need. More of the same with a few new twists is hardly ever a bad thing.
Desert Quest, Free - Forum Thread - I'm not entirely sure I'm sold on the gameplay of this game, but I think the art style is really slick. It's free too, so it seems worth checking out if for no reason other than it has a cool look to it.
Emberwind, 99¢ / HD - Forum Thread - This game puts you in charge of a gnome fighting off a legion of gremlins. It sounds crazy, and it looks crazy from the above trailer which seems oddly reminiscent of obscure 16-bit era action-centric platformers. We'll see how that all translates to gameplay, and I'm curious to see how the controls work.
Frankenstein Matchmaker, $1.99 / Lite - Forum Thread - This word game comes with the odd premise of needing you to match various words in order to make Frankenstein some love connections. Hopefully its difficulty level is adult-appropriate, as it seems like it could be a little on the simple side.
Kickin Mama, $1.99 / Universal HD - Forum Thread - If you've found yourself awake at night wondering what would happen if you combined Peggle-like gameplay with kicking babies… Well, here's what happens. This game.
Ninja Fishing, 99¢ - Forum Thread - Despite a hefty amount of drama with Radical Fishing, Ninja Fishing looks like it could be pretty cool-- Especially if they deliver on all the planned updates mentioned in the iTunes description.
Puerto Rico HD for iPad, $7.99 - Forum Thread - This game is based on a board game which I have no experience with but it's apparently won all kinds of international gaming awards. It's rated incredibly highly on boardgamegeek.com, which has a massive amount of information on the game.
Shift 2 Unleashed, $4.99 / HD - Forum Thread - We loved all the previous Need For Speed games for iOS devices that EA has released in the past, so it would stand to reason this one would be just as good. Like most EA franchises, this seems to include tons of incremental improvements and boasts Origin support as well.
Snowball Run, 99¢ - A simple looking endless running avoidance game, only this time you're running towards the camera instead of away from it… And you play as a yeti.
Super Granny, Free - Forum Thread - The iTunes description is a little vague on how the digging mechanic of this game works, but it sounds a lot like Lode Runner and it looks a lot like Lode Runner. And hey, I remember my grandma liking Lode Runner, so it makes sense in a roundabout way.
Taco Master, 99¢ / HD - Forum Thread - This time management game puts you in charge of making… Tacos! (If the title wasn't a big enough clue on that for you.) Also, the trailer seems to be voiced by the guy from Zombo.com.
Temple Run, 99¢ - Forum Thread - We've had our hands on Temple Run a few times in the past, and it's safe to say if you love endless runners this is a game you need to get.
Toss The Ball, Free - Forum Thread - Namco's latest foray into casual gaming involves, as you may have guessed, tossing balls. It's free, and offers different bonuses for coming back every day, but the question is, is tossing balls compelling enough for you to want to?
Last month we checked out the trailer for an upcoming platformer called Roboto from developer Fenix Fire Games, and thought it looked pretty promising. You play as a hoverboard riding robot who is chasing his female robot crush all across the galaxy, in an effort to win her affection. Gameplay appeared to fall somewhere in between a traditional platformer and a fast-paced endless running game, which seemed like a good combination.
Then last week, Roboto [$2.99] was released in the App Store, and after playing through the game it mostly delivers on all the promise that was expected from the trailer. The visuals and level design are the brightest points of Roboto, but a couple of technical shortcomings and less-than-ideal controls hold it back from true greatness. Fenix Fire is already in the process of addressing these issues though, and with just a small bit of post-release update love Roboto could be one of the finest platformers available on the entire iOS platform.
Right off the bat you’ll notice that Roboto is simply stunning visually. The crisp and colorful graphics look fantastic on the Retina Display, and there are loads of little details that give the game a great sense of character. Gameplay is strictly on a 2D plane, but the entire game is rendered in 3D and the usage of the foreground and background give a great sense of depth as you play. Killing an enemy might shoot a gear right into the screen when it explodes, and background elements like huge wrecking balls will swing into the foreground, looking like they might burst right through the screen.
Roboto’s moves consist of running left or right, jumping, hovering, and shooting. Holding down the jump button will cause Roboto to hover for a short period, a la Princess Toadstool in Super Mario Bros. 2. Roboto’s actions will expend an energy meter at the top of the screen, which can be replenished by collecting various energy pickups spread throughout the levels. If you run out of energy and come across a point where you need to hover over a gap, you’re pretty much screwed, so it’s best to keep a close eye on your supply and not overuse any of your moves.
The real brilliance of Roboto lies in its level designs. They are each designed to be completed speed run style if you choose, but if you slow down and take your time there are plenty of items to collect or enemies to defeat. At the end of each of the 30 levels in the game, your score is tallied based on completion time, enemies killed, remaining energy, and whether or not you collected each of the 3 gears hidden in the level. This gives Roboto great replay value, as after merely completing a level it can be a nice challenge to go back and try to get 100% for everything and land a huge score. Game Center integration for achievements and leaderboards adds to this as well.
My biggest gripe with Roboto is the absolutely terrible control stick used for moving your character in the game. The stick is seriously temperamental, and sometimes will drop whatever direction you’re moving without you even realizing it. This can make the game infinitely frustrating, as you’ll literally be hovering over a gap and will suddenly drop right into it due to no fault of your own. I’ve easily died more times from this one issue than from any enemy or challenge in the game. Luckily, Fenix Fire has posted on their Facebook page that an update will hit soon that adds separate left and right arrows for movement, which I think will be a much better option. But right at this moment, the control issue drives me absolutely bananas.
Another issue worth considering is that for such a graphically intense game, performance has been spotty for some players. It’s not really consistent, either, as I’ve had almost no issues running the game on my iPhone 4, except for very minor stutters when a ton of things happen onscreen at once. Conversely, some members in our forums cannot even play the game at all due to an abysmal frame rate grinding things to a halt or the game simply crashing on them. The developers also mention on their Facebook that performance optimization is coming in an update as well, but again, as of this writing you may or may not have any luck getting the game to run consistently well, or at all.
Roboto has all the makings of a classic platforming game. It’s one of the most visually impressive games I’ve seen in some time, and the gameplay itself is well designed and a lot of fun. If the controls and performance issues can be ironed out sufficiently, then Roboto will fall into the “must have” category of iOS platformers. Right now though, expect to be frustrated with the touchy control stick and potential for some technical hangups that might prevent your from playing the game. If you’re on the fence, it might be worth waiting to see how the update resolves these issues.
Here’s something I wish I had on-hand when Phosphor Games and its partners announced its FPS-slash-horror game, The Dark Meadow: an actual web site that you can go to and then see videos and images of the game in action. I’ll let that beef slide though, now that there is an actual web site and it happens to be so handy. After gazing at the newly released teaser trailer and the images, I feel like I know the game a little better and that’s always a plus, for good or bad.
In this case, it’s for the better. The Dark Meadow has a wonderfully moody look, which will do wonders for its horror underpinnings. I’m still not so sure on how the marriage of long-range combat and Infinity Blade-inspired [$5.99] melee action has been implemented, buy hey, I guess you can’t have it all early in a marketing cycle no matter how much you stomp your feet.
One thing we didn’t know last time we covered The Dark Meadow was how it would manage movement in the world. Turns outs, Phosphor will be using nodes to help guide the player, similar to how Chair implemented movement in Infinity Blade, I’d imagine. I can hear you groaning from here already. Stop it. It’s not that bad, especially since there will be some sort of open-ish exploration element.
Dark Meadow is scheduled for a release this month. Wait, what? Neat! We'll of course have more from the title as soon as we can get our greasy but relatively germ-free hands on the game. There is a thread in our forums where you can get in on some Dark Meadow discussion, and keep your eyes peeled towards the App Store for the game to drop sometime in the next several weeks.
As I write this, you could be designing your own Snuggle Truck [$.99 / HD] levels in the brand new update to the physics-based driving game. Owlchemy Labs’ dropped us an e-letter this morning stating that Apple had blessed the titanic update, and it also revealed that, in celebration, Snuggle Truck will be sold at 30-50 percent off the normal price. For the next 24 hours, you can grab the game on iPhone and iPod for $.99, or on the iPad for $1.99. That’s a cool deal! I think!
Just as a light re-cap if you missed our previous coverage, the level editor is a drag-and-drop deal, similar to the one in LittleBigPlanet. Also, like LBP, you’ll be able to upload your creators or play, share, and rate other peoples’ levels through a new web portal. This update also rolls in a much-needed UI flip, some balance tweaks, and other little fixes.
We’ve seen a lot of crazy updates in our time, but rare are the ones that change the face of a game. Granted, Snuggle Truck will continue to be a title about cute animals that you need to escort back to the zoo, but now it can also boast a previously unexplored sandbox aspect that really tries to tickle the creation itch. What’s next? A built-in text editor?
Mika Mobile’s third-person, side-scrolling shooter Zombieville USA [$1.99] hit the App Store in early 2009. Considering the growth of the App Store and the amount of different handhelds Apple has released since the game’s initial launch, I think its safe to call it prehistoric. To put another spin on that: I remember reviewing the game at another outlet as part of a new initiative to cover the budding platform. Wild! But anyway, I’m bringing all this up to pound home the point that Mika Mobile isn’t done with the game quite yet despite its relative age. Intriguing, yes?
In a new update, the studio has added fancy retina display graphics, as well as support for “fast app switching,” which is another indication of its advanced age. Also, Universal support has been added, ensuring that you’ll, from now on, get two copies of the game for the price of one. Zombieville has been 2011-ized, in other words.
I’d imagine all of this work ultimately serves the purpose to promote Zombieville USA 2 and perhaps comfort new fans who might flock to the old title. That’s right; Zombieville 2 is a thing that was announced alongside this update and, according to Mika Mobile, it’s coming as soon as this ‘summer.’ Neat!
Defiant Development, the Brisbane-based studio responsible for Rocket Bunnies [$.99 / HD], is now one of many studios looking to dazzle Diablo fans with a future Diablo-like game. The hook for the purposes of this news story is that Defiant’s forthcoming dreary medieval fantasy hack-and-slash RPG is coming to iOS, and it’ll feature some pretty stellar 3D visuals and a point-and-click interface that works well for the platform.
Looks great, right? I’ve fired off an e-mail to Defiant in the hopes of grabbing more cool information, and of course, a release date. I’m so ready for this game.
If you're the kind of person whose feathers get ruffled whenever free to play is mentioned, you should make sure you're sitting down before reading the rest of this post. We liked Glu's Gun Bros [Free] quite a bit when it was first released. As mentioned in our review, it really does provide a cool twist on the dual stick shooter formula via the bro system which allows you to play in a asynchronous co-op mode where you can bro up and bring a friend's bro into your game to help you slay waves of monsters. A recent update even added realtime online multiplayer via 3G and WiFi.
The rub of Gun Bros is an extensive upgrade system to keep you coming back on a daily basis shooting up bad guys to progressively unlock bigger and badder gear upgrades. Of course, like all free to play games you can sidestep this time sink by purchasing the premium currency "war bucks" with real-world dollars. Alternatively, you can do things like watch advertisements, sign up for Netflix, or even online dating sites to earn "free" war bucks.
What are you working towards with all of these war bucks? Well, the mack daddy of all premium unlockable guns is The Kraken which promises to instantly vaporize all nearby enemies. The Kraken sells for the modest sum of 3499 war bucks, and assuming you're buying them in the largest 710 war buck pack for $99, that's just under $500 real world dollars for a gun in a video game. Crazier yet is that The Kraken used to only cost 1400 war bucks, the price was raised.
Surely no one is biting at this though, right? Well, videos on YouTube show otherwise:
Now, I realize that the entire idea around the business of free to play games involves essentially having no top-end for how much a player can spend on the game. In fact, Flurry Analytics even mentions these so called "whales" in their recent analysis piece where they found that 30% of the total revenue from the "over $20" bucket of their report comes from people actually spending more than $50 in free to play transactions.
The whole thing seems pretty wild to me-- But hey, in the interest of doing business I suppose if you've got players that are dedicated enough to your game to spend the equivalent of $500 for a single unlock, why wouldn't you give them the ability to do so?
We were pretty excited about Capcom’s latest iOS offering of their venerable fighting game franchise, Street Fighter IV Volt [$4.99], when we reviewed the title back in June. It offered everything that was great about the original iPhone release plus a few new characters and many new features, most significantly the ability to battle it out with people from all over the world online.
Having online play was fantastic, if not a little rough due to latency issues, but one aspect about it didn’t seem to be very well thought out. When playing online, there was no penalty for quitting out of a match. This seems like a good idea given the mobile nature of the game and the potential for distractions like texts or phone calls interrupting a match. But it also gave way to people quitting when they’re on the wrong side of a beating, and screwing you out of a win while not being subjected to any sort of penalty.
The newest update for Street Fighter IV Volt looks to address this problem. Now, quitting out of an online match for whatever reason counts as a loss, and it will deduct points from your BP which are like the experience points for online play. Also, players found to be habitually quitting early from matches may have their matchmaking experience limited in some form, though there aren’t any details on exactly how you’re limited when this happens.
Not to be forgotten about in this update are the two new characters that we learned last month were being added to the roster, Sakura and Makoto. Both fighters fit nicely into the current selection of characters, though strangely some of Makoto’s animations seem abnormally choppy. I’m not sure if that’s intentional or just a graphical glitch, but it doesn’t seem to affect her performance in the game.
If you’ve been enjoying Street Fighter IV Volt but have been getting fed up with people taking the coward’s way out online, then hopefully this newest update will help smooth out the experience some. Of course, even if you don’t partake in online battles, you’ll want to grab this latest update for the two additional characters, and if you've been on the fence about picking up the game it's not a bad time to consider grabbing it as it's currently on sale for $4.99.
On Monday, Gamasutra reported that Rubicon Development, creators of the excellent iOS strategy title Great Little War Game [$2.99/Lite], had posted over on the NeoGAF forums that they received several PlayStation Vita development kits from Sony for free, so that they could port Great Little War Game to that platform.
What’s interesting here is not just that an active iOS developer is porting a popular and previously iOS-only game to the Vita, but rather the stance Sony seems to be taking in regards to independent developers. You might also hear them referred to as “garage developers” by Nintendo, and the last time I checked, The Big N wanted nothing to do with these indies making games for their soon-to-be price-reduced 3DS console.
The thing is, independent and smaller scale studios account for some of the biggest success stories on the App Store and are a huge reason that iOS gaming, and even smartphone gaming in general, has surged so drastically in just the past few years. The barrier of entry is so low for Apple’s App Store that it allows new or risky ideas to be brought to life by almost anyone, sometimes even just one person working on a project in their down time from the tribulations of daily life.
Of course, with a user base of more than 200 million devices, the big boys have jumped onto the App Store bandwagon too, bringing many popular video game franchises to the touch screen. But by and large, it’s the independent developers who are responsible for creating the quirky and original experiences that just wouldn’t have been viable under the traditional video game creation model the industry had grown accustomed to.
So, the fact that Sony is embracing this idea and welcoming independent developers to the new Vita platform with open arms (and at least in some cases, free SDKs) is a good sign that the company is recognizing the importance of independent developers and the direction the game industry is heading. Digital distribution is the future, and it offers a significantly more even playing field where the little guys can sit on the virtual shelf right next to the big guys.
It’s unclear just how readily available the Vita SDK is to just any old person interested in making a game for the system, and Rubicon notes that their kits are only on loan and must be returned to Sony when the port is complete. But even still, if Sony can create an entry point to the Vita that is similar to the App Store’s, then they might be able to create the kind of 3rd party traction that the 3DS has been unable to attain thus far. With the Vita’s $250 starting price point and more technical bells and whistles than you can shake a stick at, it might actually become a real enticing alternative to mobile gamers currently satisfied with their iOS devices for on-the-go gaming.
It will be interesting to see how Sony plays their cards with the Vita and the digital download indie scene, and how it will affect Apple’s game (if at all). The Vita seems the most well-poised to give iOS a run for its money, and that sort of competition can only mean good things for all fans of portable gaming.
Just yesterday, we learned that developer Zeptolab had a sequel in the works for their astoundingly popular physics puzzler Cut the Rope [99¢/Lite/HD]. Given the huge success of that game, a sequel doesn’t come as a surprise at all, but the teaser images did pique our interest as to what changes the developers would be adding to their winning formula. Unfortunately, there really wasn’t any solid information to go along with the screens.
Now, TechCrunch has learned straight from Zeptolab themselves some new details on the title, which will be called Cut the Rope: Experiments. The premise this time around is that main character Om Nom arrives on the doorstep of a mad scientist, and like everybody who has played the original game, he wonders just what the heck Om Nom is. So, in order to get to the bottom of things, he begins performing various experiments on Om Nom, which we would presume act as the levels themselves.
TechCrunch has the first trailer for Cut the Rope: Experiments, which is a total teaser and doesn’t show any gameplay, but does reveal that the game is already launching on August 4th, which is basically later tonight here in the US. And indeed, the game is now live in the NZ App Store and early impressions are rolling into our forums. Interestingly, Cut the Rope: Experiments isn't being published by Chillingo as the first game was, and rather it's self-published by ZeptoLab themselves. If you remember, another popular Chillingo published title, Angry Birds, did the same thing with their two follow-up titles. I guess when you become practically a household name, it doesn't make sense to fork over part of your earnings to a publisher.
But more importantly, I'm curious to get my hands on Cut the Rope: Experiments tonight to see how it stacks up to the original, and you can bet we'll be back to let you know what we think of the title.