Category Archives: Editorials

Hello everyone, and welcome to Musgravian Musings, a little space of my own where I can do some non-review reflections on whatever games strike my fancy. Usually, I use this feature to talk about recent game releases that I didn't review for whatever reason, but I'm doing something a little different this time. I tend to review the bulk of the many gamebooks, visual novels, interactive fiction, and other similar narrative-based games here at TouchArcade. Many readers have asked me about where they should start with the genre, or what my favorites are, so I thought that I might as well oblige. I don't want to bury you with choices, so I'm just going to keep this list to five (plus two) games...

Hello everyone, and welcome to Musgravian Musings, a little space of my own where I can do some non-review reflections on recent game releases. In general, the featured games are ones that have caught my interest in some way or another, and will tend to be games that I didn't (and won't) review. This time, we're looking at the handful of retro releases SEGA just put out under the marketing umbrella of SEGA Forever. SEGA had been planning this initiative for a while, so it's obviously something they put some thought into. I just wish that showed better in the end results...




This is quite the bittersweet day, as my time at TouchArcade is coming to an end. It was a tough decision, but I'm leaving for a full-time job up in the Dallas suburbs. I hope y'all will keep track of what I'm doing, because I'll still be out there playing and talking about mobile games, just not under the watchful eye of Eli Hodapp and co. I've been all around the mobile gaming journalism world, as I've probably contributed for every major site out there. While TouchArcade wasn't the first site to pay me to write about mobile games, it was an integral part of my development as a writer. It felt so much more freeing in many ways, and I feel like I got to build up more of a unique voice than I had before...

Musgravian Musings - 'Monument Valley 2' & 'The Quest - Thor's Hammer'

Hello everyone, and welcome to Musgravian Musings, a little space of my own where I can do some non-review reflections on recent game releases. In general, the featured games are ones that have caught my interest in some way or another, and will tend to be games that I didn't (and won't) review. This time around, I'm looking at two recent additions to some beloved mobile franchises and their very different ways of building on their predecessors. From ustwo, it's Monument Valley 2 [$4.99], a surprise release from last week's WWDC event. From Zarista Games and Redshift, we're looking at The Quest - Thor's Hammer [$2.99], the first completely original add-on content for the recent HD release of The Quest [$3.99]...

Musgravian Musings - 'Pokemon: Magikarp Jump' is a Crash Course in the Cruel Nature of Mortality

Hello everyone, and welcome to Musgravian Musings, a little space of my own where I can do some non-review reflections on recent game releases. In general, the featured games are ones that have caught my interest in some way or another, and will tend to be games that I didn't (and won't) review. This time around, I'm looking at the latest Pokemon game, Pokemon: Magikarp Jump [Free]. It's more entertaining than you might think, and a lot of that comes down to its contrasting tones. Let's take a closer look at this bizarre game...

Apple does a lot of baffling things in the way they run the App Store. It's easy to just sit there and be frustrated with the way that Apple makes decisions and then cuts off any sort of alternative for users to counteract that. But I think we aren't considering the human cost of what these decisions do. Perhaps the most extreme example is the case of I Am Level [$1.99]. This Metroidvania-style pinball game is an underappreciated gem, but it is set to disappear from the App Store in the upcoming 32-bit purge, where apps that haven't been updated with 64-bit compatibility will either be removed from the App Store entirely, or just stop working on future versions of iOS entirely. This is a problem for I Am Level as its developer, Stew Hogarth, passed away in 2015. While the app looks to have been transferred to a relative, this means that one of Hogarth's final significant works is will likely vanish from the App Store unless someone updates it. It's unfair to ask a deceased person's family to go in and update their old work, no? And considering there's all sorts of new rules and dependencies with software, it's likely not just a one button fix, either...

Musgravian Musings - 'Ghouls 'n Ghosts Mobile' and 'Arkanoid vs Space Invaders'

Well, I suppose this went well enough the first time to give it another go. Welcome to Musgravian Musings, a little space of my own where I can do some short, non-review reflections on recent game releases. In general, the featured games are ones that have caught my interest in some way or another, and will tend to be games that I didn't (and won't) review. This time, I'm looking at two new releases that draw on old favorites. From Capcom, we've got their mobile version of the 1988 arcade classic Ghouls 'n Ghosts [$1.99]. From Taito, by way of their parent company Square Enix, a game that is both the latest Arkanoid and the latest Space Invaders, Arkanoid vs Space Invaders [$3.99]...

Hello, gentle readers, and welcome to the first (only? WE'LL SEE) Musgravian Musings. I figured if Andy Fretz gets his own Zone, Tasos gets his own Principle, and Carter can Crater all day long, I could do a sort of editorial column of my own. But rather than share strong opinions on the issues, what I'd like to do is to use this space to do some short non-review reflections on recent game releases. In general, these will be games that have caught my interest in some way or another. They'll also tend to be games that I didn't review in the first place. I'm going to kick things off by taking a look at two of the biggest recent releases, Card Thief [$1.99] from TinyTouchTales and Death Road to Canada [$9.99] from Rocketcat Games...

The gaming world was abuzz recently with the news that Steam would be killing its controversial Greenlight program in favor of Steam Direct, where developers would pay a one-time fee to just get their app on Greenlight. But that fee has been discussed as being up for debate – and it could be as high as $5,000. This is horrifying to me, as it has the potential to scare away a lot of developers who have more talent than resources. And crazily, I've seen people say that they want a similar system on the App Store to help with the problems that come with shovelware plaguing the stores. But I don't think shovelware is quite the crisis other people say that it is, and I fear any move to curtail it by making it harder to access stores will have negative consequences. Plus, I think there's a moral objection to the idea of being an even stricter gatekeeper. ..

Opinion: Nintendo Might Have Finally Hit the Mobile Jackpot with 'Fire Emblem Heroes'

Just under two years ago, Nintendo announced a partnership with DeNA to bring their games to mobile devices. It was a huge deal for two reasons. First, Nintendo would be developing games for non-Nintendo hardware for the first time since the 1980s. Second, they would be entering a sector of the games industry that they had very little experience in, one that presents a very different challenge from what they might be used to. Depending on who you asked in the wake of that announcement, Nintendo was either going to completely change the mobile market, or totally sell out their cherished brands to the free-to-play mobile devil...

The History of Mobile Gaming Is Dying, and Only You Can Save It

I can vividly remember the first time I ever played a game on iOS. I was going to see my oldest brother at Durham University, in the coldest and wettest corner of England. It was the Winter of 2008 - I was only twelve years old - and my dad had recently bought the new iPhone 3G. In the evening, and after endless persuasion, I finally convinced him to download a couple of applications - namely Cube Runner [Free] and Tap Tap Revenge - from the recently released store, and managed to snare the device off him for a few minutes. I know it is horrendously cliché, but I instantly fell in love with the iPhone. While the Wii had given me a brief impression of gyroscopic controls, this was my first exposure to a truly capacitive touchscreen, and being able to access these games from nothing other than the hotel WiFi was incomprehensible to my young and highly impressionable gaming mind. However, while Cube Runner is inexplicably still available to play on the App Store today, the original Tap Tap Revenge is not. Like it or not, without some questionable tinkering to my device, I can never relive those first moments of playing that game...

Notice something missing from Super Mario Run [Free]? It's ReplayKit. You probably didn't, which is a shame because Super Mario Run would have been a fantastic flagship game for ReplayKit Live. This was the first Mario game released on a non-Nintendo system, after all. This was a watershed moment for both Nintendo and mobile gaming history. And it was a perfect moment to get people hooked into streaming from their mobile device using a feature specifically introduced in iOS 10 to do just that. Instead, we get nothing. And it's become the sad state of affairs for gaming features on iOS...

Among the mobile gaming enthusiast community here at TouchArcade, it seems like ads are a hot topic recently. Flappy Golf 2 [Free] is ad-supported, but doesn't have an ad removal IAP. Sonic CD [Free] was updated to be ad-supported, with outrage over the app inadvertently still showing ads to previous customers at first. The presence of ads in games and the potential inability to remove them is a sensitive topic among our readers. Advertising in the modern era is an interesting topic, because people are increasingly unwilling to pay for content. As well, there are concerns over marketing perhaps spreading its tendrils too far into society, where more aspects of the world are inundated with advertising than ever before. But for mobile gaming enthusiasts, the issue is one of nuisance: ads are annoying and distracting in many games. Many games offer the ability to eliminate ads, but a select group do not. Now as press, I have a different perspective from the average reader: I certainly empathize with folks who hate ads, because they bother me too, and I like ad removal IAPs. But I also know why sometimes games don't have them, and why ads are so prevalent in mobile games, and I want to explain a bit on why things are the way they are...

The Carter Crater: The Nintendo Switch is One More Step Toward the Great Gaming Convergence

The great gaming convergence just took one big step closer to reality with the Nintendo Switch. For a long time, I've been predicting that gaming will advance to a point where the divides between mobile, console, and PC that we have now will just kind of fall away. Eventually, playing a game will just be a thing in the same way that any other form of media is increasingly not locked down. Games have for too long persisted on the difference between platforms, between desktop, console, portable, and mobile. And Nintendo has made a shockingly future-forward move to create a system that is both portable and console. The convergence is coming, and Nintendo is set to hasten it...

Apple removing the headphone jack from the iPhone 7 has me unhappy, but the misconceptions around it have me angrier. I thought trying to read Polygon talking about mobile games made me angry, but then I read tech journalists totally flounder when explaining what Apple going to Lightning for audio would mean, and it has me furious. Claims of "infinite improvements in sound quality" and that the 3.5mm jack was a "bottleneck for improvements in audio quality." Look, I accept that there are potential benefits to digital connections for headphones, but I am not for intellectually dishonest arguments. And when it comes to removing the headphone jack, there's a lot of garbage being spewed. When Phil Schiller says that it took "courage" to remove the headphone jack, maybe that should have been the thing that convinced you that it was stupid. Or maybe it was the fact that his brain didn't immediately escape his body from having said something so stupid. It's because I think too many people misunderstand the nature of how headphones and digital audio work, making it easy for companies like Apple to claim that removing the headphone jack is somehow better for people. And I don't think that people, even tech journalists that you hope would know better, are idiots. Understanding digital audio and headphones are difficult unless you dive deep into the topics like I have been doing the past year or so, and even audiophiles have plenty of debates over sound-related topics to where getting a clear answer on anything is nigh-impossible. But it's because of this confusion that nobody but mad geeks like me understand why people are getting screwed over, and that Apple can get away with it. Removing the headphone jack isn't all bad, there are some benefits and if you don't mind the drawbacks of Bluetooth audio, it's okay, but people ought to be mad about this...

Foolishly, I believed in the power of Apple TV gaming. Whoops! The number of 4th generation Apple TVs that have been sold is not known – and if it was any kind of earth-shattering amount, Apple would probably let us know. As of now, they're seen as running in 4th in the streaming device market. As well, developers informally polled have given zero indication that Apple TV is a moneymaker for them at all. There's little sign that the Apple TV, nor gaming, has done well. I was perhaps the biggest cheerleader for TV gaming, and, well, I might have bet on the wrong horse. But like a gambler who thinks that the next hand is the big score, I remain somewhat optimistic of a future where Apple TV gaming is a viable force for developers, even if there would have to be some major changes in Apple's tactics...

Earlier today we posted an editorial from our old pal Carter "3.5 Stars" Dotson where he argued that surprise releases, like Pokemon GO [Free] and Day of the Tentacle Remastered [$1.99] as recent examples, are hurtful towards other developers who are carefully planning their release strategy. I actually agree with everything Carter says in his piece. Woe is the developer who has a release date planned well ahead of time only to see some mega superstar game pop up on the scene out of nowhere on the same day and soak up all of the attention. However, I have a different perspective on all of this. I love surprise releases! It's one of the things that drew me into mobile gaming (and TouchArcade itself, for that matter) so many years ago. There's nothing like waking up in the morning and firing up the forums to see dozens of people freaking out because some interesting or noteworthy game unexpectedly hit our beloved mobile platform. ..

One of the great quirks of mobile gaming is the way that so many games can come as surprise releases to everyone. In fact, the two biggest games of 2016 so far were both complete surprises when they were revealed. First you had Clash Royale [Free], which was revealed and soft launched on the first Monday of 2016, with its eventual launch coming unexpectedly on the first Wednesday of 2016, with no warning whatsoever. Then, Pokemon GO [Free], which was quite known, had a surprise rollout, and the eventual world domination that ensued was without warning to seemingly anybody at all. Not even Apple, who had none of the featuring you would expect from a major game like this. While surprises can be really interesting, they have a very interesting secondary impact that I don't think people really consider that impacts the mobile gaming landscape...

The Carter Crater: 'Pokemon GO' Shows Why Nintendo Needs to Go Mobile-First Now

Nintendo should cancel the NX and go exclusively mobile as soon as possible. I admit that is a hot take after a few days of Pokemon GO [Free], but why shouldn't they be making a major mobile push right now? The Pokemon Company releases an app that has server issues, eats your battery, has loads of concerns as to its long-term depth being a more shallow experience than Ingress [Free], whose database it capitalizes on. That's not to mention that the game has had tons of server issues, is only available in a few countries, is a privacy nightmare that's probably sending all your embarrassing photos to your exes, oh and it has gotten absolutely zero acknowledgement of its existence by Apple nor Google. If literally anyone else released a game in this state, it would be a massive failure. None of that mattered: the app shot up to number one in downloads and grossing in the US, and it became a massive cultural phenomenon literally overnight. Nintendo is so popular it doesn't play by any of the rules that everyone else in the market has to play by. Why is Nintendo wasting time trying to sell hardware when they can print money on mobile without even trying that hard?..

E3 and WWDC came and went this week with practically nothing special shown about mobile gaming. Mobile games were invisible from E3 press conferences after only getting cursory mentions last year. E3 press conferences are all flash and spectacle, and I'll admit many mobile games don't do well with flash and spectacle. And the reaction to Kingdom Hearts Unchained χ [Free] before Kingdom Hearts 3 was...not great. But at least Apple, where games are by far the largest category on the App Store, would have some kind of showcase for mobile games? Nope! Games were an afterthought, with the only interesting tidbit about games being a mention of ReplayKit streaming, which it took Mobcrush to explain more about after the keynote. The Platforms State of the Union, which is like the keynote but a hundred times nerdier, had some information on games, but nothing that enterprising developers poring over new release notes hadn't already leaked out about tvOS game controller requirements, ReplayKit, and new Metal graphics features...

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