Podcast-Illustration-0121On this week's episode of the TouchArcade Show, we blast through a conversation about an unusual camping trip in order to bring you the latest and greatest in iOS. At the top of the show, we discuss Pacific Rim again. Later, we dive into the next great strategy game on iOS Rymndkapsel and an old favorite Infinity Blade 2.

After the break, we touch on competitive gaming and what it's like to watch a StarCraft 2 match. Somehow, we also end up chatting about Joseph's first League of Legends match. Talk about a show, right? We hit on just about everything.

If you'd like to give us a listen, go ahead and do so below by hitting on of the links. You can also subscribe to us via iTunes and Xbox Music. The latter method is the easiest way to get us since the downloads are instant and happen in the background.


iTunes Link: The TouchArcade Show
Zune Marketplace: TouchArcade.com Podcasts
RSS Feed: The TouchArcade Show
Direct Link: TouchArcadeShow-113.mp3, 40.1MB

Fun show this week and we hope you enjoy. And now, here are your show notes:


  • Infinity Blade 2 - [$5.99]
  • Leisure Suit Larry - [$4.99]
  • Rymdkapsel


  • themostunclean

    Um, the iTunes podcasts app is also instant and downloads in the background.

    Plus, who wants to listen to a podcast on their TV?

    • valkuryn

      OK to start, first off They mean that subscribing via itunes OR xbox music was the easiest was to get the show and secondly FYI Xbox music is on all windows 8 devices - Xbox, phone, pc, tablet pro and RT.

      • themostunclean

        Well, they only said Xbox. So I took it as meaning just that.

        Secondly, this in an iOS gaming site, not Windows.

        Finally, they made it sound like its NOT as easy to do on an Apple device, which it is.

        Just nitpicking really.

  • swarmster

    I think I've ranted about this before, but I can't help myself. While I fully agree that Oculus Rift has the potential to be something really important, there may be a couple missing pieces standing between it and wide adoption that won't necessarily be fixed by mobile and/or console support: ease of use and Rift-targeted experiences.

    The current method of hooking up your HDMI/USB/Power cable harness, getting all the drivers set up, sitting down at your desk to navigate an OS in no way designed for the Rift with mouse and keyboard, launching a game with some bolted on Rift output support, and sitting back to view and kind of play for an hour before you get nauseous will never escape the land of the enthusiast.

    They're already using smartphone screens and now targeting smartphone hardware. Just build the relevant hardware right into the headset. Stick a battery in there and you're completely untethered and have a stand-alone product with a defined feature set. Stick a customized OS on there (Linux-flavoured, I guess) and a storefront with games tailored for the Rift. Give some focused, dedicated developers somewhere to make a name for themselves outside the overflowing indie PC scene.

    Now it's obviously a few steps down the road, but Oculus' CEO was talking to Edge earlier this week about being open to partnerships and eventual subsidization of hardware. Subsidizing hardware only works if you have some level of platform control. And as for partnerships? Valve's made no secret of their dislike for Windows and the lack of innovation there. They've ported their engine and Steam to Linux, and speaking of Steam, have over a decade of experience running a very successful storefront. They've also been openly experimenting with Rift support and have some pretty big future properties that would make some real killer apps in terms of platform adoption (HL3?).

    Kind of like Virtual Boy, except actually world-changing. A pipe dream, sure, and maybe it's mostly due to my love of what I've seen iOS create as a platform, but it would be amazing to see Oculus eventually give itself some of the industry-challenging differentiation it deserves.

    • xx99

      I really appreciate your thoughts on this. I am curious whether or not you've personally tried the Rift and, if so, how that changed your opinion for better or worse.

      • swarmster

        I'm not sure which opinion you're curious about. When you try it, you pretty quickly find the hardware is really something special. There are some issues mostly involving translational head movement that will really give it an extra kick once they figure it out (I think that's where most people get the 'nausea' sensation, also). That's a known gap, though, and doesn't really take away from the immediate 'magic'.

        On the software side it only further convinced me that it should be its own platform. The Rift could open up so many new or forgotten genres. Take a game like Myst, or Jonathan Blow's upcoming The Witness. You walk around sometimes breathtaking and/or alien environments, manipulating puzzles to progress within the world. Kind of old-hat and ignored on PC, but when you're placed within that world, able to look around and approach objects, it's more of an experience in itself. The world more naturally sucks you in, and I can only imagine getting lost in some nice thinking puzzles for hours.

        Improve the tracking so I can lean down to inspect something, and maybe involve some kind of hand tracking for direct object manipulation and you have a Myst-like interactive entertainment revolution times ten.

        But as an optional hack in a PC-tethered environment? I feel like it'll take a lot longer for the software to get to that level in any kind of widely received sense.

        (Late reply, I know, sorry.)

  • oooooomonkey

    I lmao when Eli said he was camping and it turns out he was just living in a different house. ( . Y . )

  • phonecats


    • Chris Brady

      You just wanted nothing but two hours of robots smashing monsters? Seriously? I... Honestly have words, other than: that sounds boring and tedious after the first fifteen minutes. I loved Pacific Rim. As a friend of mine put it, that film was more fun than it had any right to be. YMMV, though.

      But licensed games are a sad thing, I will agree.

      As for the Oculus Rift, I'll reserve judgement until they fix the nausea issue. That sounds dangerous. And frankly, as a fan of third person games, I don't want the Rift changing everything to first person gaming. Still, there are upsides. If the Rift does take off, it will mean people will have to actually program for FPS games. See technically, FPS games are easier to make because you don't have to make, nor animate a good chunk of the game. Namely the player side of it, on the client side. See, there all you need is a gun skin, a reloading animation, and the player is a specifically sized hit box. Which in turn creates some odd and inhuman motions that you can do. For example, strafing. We don't do it that way in real life. So this means that they will have to rethink the shooter genre, and that to me, is a good thing.

      We shall see, and I'm looking forward to it.