In late September, FDG Entertainment announced that they were bringing a new "time traveling" action RPG Across Age to the App Store. The game has drawn comparisons to Chrono Trigger and Zelda and is a co-production between FDG Entertainment and a Japanese studio called Exe-Create.
Across Age is said to have over 15 hours of gameplay and is set played through the eyes of two characters that you can control as a party or individually. Switching between the characters can be done at any time and required for some of the cooperative and time traveling puzzles found in the game.
At about 55 seconds into the video below, you can see one of the coop puzzles that requires one character to help another character onto a ledge, go around, and open a door. The video also shows the main town, basic combat and ultimately a boss fight.
FDG warns that the movement speed is set very fast in this production build, and the final speed of the game hasn't yet been determined but it will definitely not be "the slow-sort of game".
Across Age is still in beta testing and will be submitted this winter. The game will be sold at $9.99.
This week we had John Kooistra on our podcast during which he revealed for the first time what he had been working on for the past 6-7 months.
Kooistra is the developer behind some of our early App Store favorites Blue Defense! and the follow-up title Blue Attack!. Both games were set in a new universe of Red and Blue forces who were set on destroying each other. Kooistra's latest project extends this universe and provides an actual back story (the "why") behind the aggression of the two forces in a real time strategy (RTS) game called Red Conquest.
Like most real time strategy games, your goal is to build up your army and coordinate your units to maximize enemy damage while minimizing your own. Kooistra explains that due to the space setting, unit micromanagement is very important as there are no physical obstacles for your enemies aside from your own units. In order to adequately defend your position, you will need to make a blockage with your own frontline battle units. As ships are destroyed, they explode into chunks that can be collected by your harvesters, so you'll want to bring one of those along with your attack squadrons. Multitouch is also said to play a big role in managing your units via a "squad multimove" screen where you can move as many units as you have fingers.
In [some of the screenshots], you can see little circles attached to squads by lines, those are multimove handles. Basically, on this screen, you can move individual units with as many fingers as you're comfortable with. I like to use both thumbs, myself, and you get pretty good control over a fair number of units this way. It's very good for micromanagement.
Meanwhile this screenshot gives you a tactical map when you zoom out with squads represented by icons.
We haven't been able to spend any time with the game itself which is hoped to be submitted in the next few weeks, but Kooistra supplied us with these early screenshots which share the familiar art style of his earlier games.
The game will be delivered in a series of episodes. The first episode will be delivered later this year, with 3 further episodes to be slowly added as free updates over time. Kooistra is offering more details and answering questions in our Red Conquest forum thread.
Dungeon crawler fans that like to equip an iPhone or iPod touch when it comes time to hew a row of ogre necks are in for a real treat in a coming iPhone remake of a true classic of the genre. Jeff McCord at age 17 originally wrote Sword of Fargoal for the Commodore PET — in BASIC — in 1980. Two years later he teamed up with Epyx and released the game commercially for the VIC 20 (still in BASIC). The following year, Jeff and friends brought the game to the newly-released Commodore 64, and the rest is history.
Sword of Fargoal is one of the best loved roguelike games ever to light up a CRT. In its 1996 anniversary issue, Computer Gaming World listed the game as #147 in the "Top 150 Best Video Games of All Time." It has been inspiration for many dungeon crawlers created since, and has itself been remade for various platforms.
In a nutshell, the game places the player within the top level of a deep series of dungeons with the quest of seeking out the legendary "Sword of Fargoal" and escaping with it from the depths of said dungeons. Complicating matters is the fact that the layout of each dungeon level is randomly generated when the player enters it, and that the dungeons are all initially bathed in darkness, revealing themselves only as the player explores. Those lucky enough to locate the sword have only 2,000 seconds to find their way out of the dungeons which, even on the way up, are randomly generated…. Not a proposition for the meek.
Along the way, the player encounters a vast array of enemies, both human and not-so-human. Battling these enemies, the player builds experience points which allow the character to level, increasing his fighting abilities and hit points. As well, various spells can be found throughout the dungeons that aid the player in completing his quest: Invisibility, Drift, Light, Regeneration, Teleport, and Shield.
Now, the astute reader might be asking themselves just how well a game written almost 30 years ago in BASIC for a 1MHz, 50 lb computer suits the iPhone. The answer is, in fact: quite well. As the game moved from PET to VIC 20 to C64 to PC it has certainly evolved graphically, but never moreso than in its latest jump to the iPhone. Jeff and his partner in this effort Paul Pridham (who brought us Saucelifter) have done an excellent job with this remake.
The iPhone version, with which I've spent notable time this weekend, features completely redone graphics utilizing OpenGL ES to add depth to the stony visuals. It allows for pinch-and-spread zoom control to focus on the action at hand and features an optional on-screen mini map to aid in negotiating the twists and turns of each dungeon level. What's more, Paul has implemented a full, real-time music synthesizer system for the game which delivers sound that, while ringing of retro, surpasses the quality of the C64's SID-based score.
But, really, what makes the game so well suited for the iPhone is its casual nature as compared to the typical roguelike. And that's not to say the game is shallow or light on dungeon crawling action, but rather I feel it's simply a bit more accessible to the typical gamer than, say, Nethack, Moria, or Rogue thanks to an economy of controls, spells, and the like. Those who've never played a dungeon crawler before might just find themselves drawn in to Sword of Fargoal.
Have a look at the developers' trailer video for a glimpse of the action.
Sword of Fargoal will be submitted to the App Store sometime next week and should go live in early to mid December at a one-week introductory price of $2.99 (regular $4.99). After the game goes live, the developers plan to release a series of free, episodic updates that will introduce new game elements, level types, and the like. Additionally, new graphical tile sets will eventually be made available as in-app purchases for those wanting to apply a whole new look to the game.
I've enjoyed recent dialog with both Jeff and Paul as they've introduced me to their upcoming iPhone title and we plan to post an in-depth interview with the developers in the next week that takes a closer look at the game's history, the iPhone remake, and iPhone development in general. Accompanying the interview will be a detailed gameplay video that should give prospective buyers a solid look at Sword of Fargoal for the iPhone.
We enjoyed Rockcat Games' Hook Champ [$2.99 / Free] when we took a close look at it in our review, we then discussed the game during episode 2 of our podcast and there has been a thread on our forums that has been constantly growing since the game released late last month.
Hook Champ is a game that takes the swinging mechanic which has been amazingly popular both in Rope 'n' Fly and its sequel as well as the recently released Rope Raider. The game has wonderful pixel art retro graphics, and feels more like an Indiana Jones game than the actual Indiana Jones NES game.
Using your trusty rope and grappling hook you swing through a series of caves trying to make it out alive with the idol you stole before the evil (and hungry) ghost that is constantly chasing you catches up and eats you. Everything in the game is upgradeable via an in-game shop where you spend the gold coins you pick up, and each level has its own online leaderboard with additional in-game perks if you rank high enough such as a crown for your guy to wear if you're #1.
The impending update is going to have even more hats for you to buy, along with full OpenFeint support. Along with OpenFeint comes loads of achievements that range from things like beating levels to killing 40 bats in a single level. Aside from the current in-game leaderboards, there will also be a myriad of OpenFeint powered leaderboards including an overall leaderboard to see who the true king of Hook Champ is. Also, you will be able to challenge friends to compete against your performance in any level in the game.
If you felt Hook Champ did a poor job at representing female grappling hook spelunkers, you'll be happy to find out that Gunny, the girl who hauls you up at the end of each level will be a playable character in the new update. Not only that, there's an entire new level set. The rat series of levels is all about doing things at blisteringly fast speeds. There's even a new ghost that chases you that's shaped like a rat skull that moves even quicker than before.
Hook Champ was a great game, even before this update was announced. Rockcat Games' commitment to adding additional content and features for fans of the game goes even further to seal the deal. If you haven't yet played Hook Champ, I highly recommend downloading the free lite version.
DotEmu, who brought the retro titles Nicky Boom, Krypton Egg, and Golvellius to the App Store, has just given Touch Arcade an exclusive heads up on their latest IP acquisition. And for shooter fans, this is pretty much the best news you could hear: The renowned shooter classic R-Type is coming to the iPhone and iPod touch. The studio informs us that development is currently under way and the title should hit the App Store sometime in the next few months.
"We are very pleased to work on R-Type and to start our collaboration with Irem Software Engineering Inc. Our main goal is to make the best touch version possible of this great game to seduce both fans and new players. This is really a great game and we are eager to release it!" said Xavier Liard, CEO of DotEmu.
For those somehow unfamiliar with R-Type, a bit of history. R-Type is a side-scrolling shooter released to the arcade by Japanese publisher Irem in 1987. The game is set in the 22nd century and places the player in control of the R-9a "Arrowhead" fighter craft with the goal of defending humanity against the bio-mechanical alien life form known as the "Bydo." Battle is waged in and among a complex series of levels, some machine-like and metallic, some biological in nature.
( screenshot of arcade version )
R-Type is widely considered to be one of the best shooters ever made and is known for its viciously designed levels and extreme difficulty. (IGN ranked it 7th in their list of the 10 most difficult games to beat.) The game has been ported to a great many platforms, including the Xbox Live Arcade and the Wii Virtual Console, and has spawned many sequels as well as imitators.
( screenshot of arcade version )
The arrival of a classic of this magnitude — one that stands so notably apart in its genre — is wonderful news for iPhone gamers. DotEmu is a French development and publishing house dedicated to bringing classic 80's / 90's games to modern platforms. See our interview with DotEmu CEO Xavier Liard, from last year, for a close look at the company's history and vision for iPhone game development.
See the following video of the arcade version of the game for a look at the action.
DotEmu has not released any iPhone-specific screenshots or demo videos, but they did reveal that the game will feature D-pad, touch, and tilt controls and that they are focused on getting those controls implemented in a perfectly playable fashion. They have also indicated that they are eager to dig into the issue of iControlPad support and, barring something unforeseen, plan to have support implemented either in the initial release or in an update.
We will share any further news and assets surrounding R-Type for the iPhone as we get them. Stay tuned.
Zombie games and the App Store seem to go together like peas and carrots. I'm not sure what the allure of zombies is, but I'm not one to argue about slaying legions of undead. Developers Super Awesome Hyper Dimensional Mega Team (Yes, that's their real name) have been working on a sports zombie apocalypse hybrid for quite some time now, and finally seeing it in motion with this gameplay video is truly something to behold.
Details are vague right now, but the developers have provided us this list of things to expect in Pro Zombie Soccer:
One of the most surreal and funny stories to ever grace a videogame.
Lots of different zombies for your zombie killing pleasure, all of them with different hit points.
A powerful blockbuster-type soundtrack and sound design.
And of course: a nice combo system; different levels; Zombie Odyssey Mode for the hardcore gamers; character skill upgrading system.
If you've watched the video and think there are some strong similarities to the art and animations in Plants Vs. Zombies, it's because Super Awesome Hyper Dimensional Mega Team is comprised of an international team of seasoned game industry veterans with titles under their belt such as Worms, Vin Diesel's Wheelman, the EyeToy Play series, and Plants Vs. Zombies itself.
Pro Zombie Soccer is still in development, for the most up to date news on the game's progress, check out the official thread on our forums.
Along with tower defense and line drawing games, it seems like the twin stick shooter genre has an amazing representation on the App Store. We just got exclusive word from Angry Mob Game that they're ready to show the world what they've been working on for the last six months: Guerrilla Bob.
The game takes the standard survival shooter format we're all familiar with by now and structures the gameplay through various levels that take place in canyons, deserts, and urban environments. There also is an exploring element to the game, with new weapons and secret items to be found. While on your quest of mowing down everything that moves with your arsenal of weaponry, you will encounter bosses described as "epic" as well as "elements of depth and complexity never before met with any iPhone games of its genre" according to CEO Bogdan Iliesiu.
The recently released trailer and screenshots are required viewing for anyone interested in dual stick shooters:
Guerrilla Bob is still in development, but Angry Mob Games is hopeful to have the it submitted and ready for release in early December. In the meantime, feel free to stop by the Official Guerrilla Bob Thread in our upcoming games forum.
I first got a look at Five Minutes to Kill Yourself [App Store] as part of an oddly secretive preview from the folks at Adult Swim. With the game's impending release in the near future, now is finally the time to pull the cover off Adult Swim's latest iPhone adaptation of yet another one of their flash games.
As the title may imply, in Five Minutes to Kill Yourself, you've found yourself fed up with working in your monotonous office environment and have decided to off yourself. Utilizing various objects found around your office, you only have five minutes to do enough damage to put yourself out of your misery.
It isn't that simple though, as your bothersome coworkers often initiate unskippable conversations with you. Much like working in a real office, these conversations accomplish nothing other than wasting your time. In some instances, through dialog choices you might get a coworker to attack you, but most of the time they just pester you about lunch.
You can staple your forehead, drink toilet water, pee on computers, and countless other things. The amount of objects that you can interact with and the objects that can be combined with others for even more lethal damage is pretty amazing. The following video shows the game's tutorial, selecting clothing, and finally, killing yourself:
Five Minutes to Kill Yourself is also available as a free flash game on the Adult Swim website. It plays exactly the same as the iPhone version, the only difference is instead of using your mouse you use your finger.
Five Minutes to Kill Yourself should be available on the App Store very soon.
Update: Wow, we weren't kidding about it being available soon. It was just released moments ago.
Last weekend was the Big Buck Hunter Pro world championship held in Chicago, IL and aside from thousands of dollars of prize money that was given away, they were also giving people the first look at the upcoming iPhone game.
The iPhone version is based on the series of Big Buck Hunter arcade machines which originally debuted all the way back in 2001. Since then, there have been several spin-off machines that have you hunting things like big horn sheep, elk, and even antelope. The arcade game is played using a shotgun aimed at the screen to shoot whatever it is you're hunting and often can be found at bars right next to the Golden Tee machine.
The iPhone, obviously lacking any light gun accessories uses your fingers to do the shooting. This mobile version of the game plays remarkably similar to the arcade machine, although quite a bit of the allure of Big Buck Hunter has always been playing it while you're out drinking with friends and there isn't much the iPhone can do the emulate that.
In the following video I go over all the functionality of the game including shooting deer, the bonus stages, online leaderboards, and even the ability to use your GPS coordinates to find the nearest arcade machine:
Big Buck Hunter has an absolutely massive following, and it's great to see an iPhone port of the game that is actually fairly representative of the original instead of a quick cash-in on the series. Big Buck Hunter Pro is expected to be available soon, and while no price has been announced yet, I'm sure the iPhone game will be much cheaper than a single night of pumping quarters in to a real Big Buck Hunter machine.
Yesterday I made it out to the Freeverse offices and sat down with their development teams to look at their lineup of upcoming games. The title closest to completion was Warpgate, which we have previewed in the past. I played through the first few tutorial missions, and the game has grown substantially from the initial screenshots we saw so long ago.
The concept of the game has stayed essentially the same since our preview, but since then Freeverse has added a tremendous amount of content and graphical effects. Each system that you can land on has their own economy which is in constant flux, along with a series of procedurally generated random missions that will allow you to play the game forever without running out of things to do.
In the graphical department, normal mapping has been added to every object in game. Normal mapping is a rendering technique used to fake shadows and lighting on objects to create much more detailed graphics while still maintaining a low enough polygon count to be rendered at a high framerate. (Wikipedia has an excellent article on the specifics of normal mapping, including an image that does a great job of illustrating what it can do.)
There have been other games for the iPhone that have used normal mapping, but all of these games have been sold as "3GS-Only" games. Warpgate is anticipated to be the first game for the platform that scales these graphical effects based on the device you're playing it on.
If you're playing on an iPhone 3GS, normal mapping will be enabled and you'll be able to see canyons and crags in planets along with the different details of the ships and warpgates. But, if you're playing on a previous-generation device, the game will gracefully degrade back to standard textured 3D models. If in the future you upgrade to a newer device, all of the graphical features you didn't have access to are instantly enabled without needing to buy a "enhanced" version of the game.
Here is a video provided by Freeverse illustrating the difference in graphical quality between devices:
Warpgate is still in development and Freeverse is hopeful to have it on the App Store in time for the holiday season. We've been playing different builds of the game over Warpgate's development, and the game seems to be rapidly progressing. Look forward to a more detailed preview and review of the game here as its release approaches.