Category Archives: First Impressions

Random Runners is exactly the kind of thing we've been talking about a lot in videos and on the podcast lately. Sure, it's a good runner, but in late 2013 with the crazy amount of runners on the App Store, is it enough to just be "good?" Either way, if you're wild about Ravenous's other games in the Random series, chances are you'll dig this one too...

I knew this game was something special when I saw the screenshots, and after a quick play through of the first "Gothic" level pack of the game, I'm totally sold. We don't spend much time on it in the video, as us silently reading would be pretty boring, but the way the game weaves actual gameplay with the history of typography is ultra-cool. Definitely, definitely give this one a look...

This is a weird one, because it plays very similarly to PikPok's Into the Dead [Free] which is another highly atmospheric first-person runner. The main difference here is that this game has mummies. Is that worth a $1.99 premium over Into the Dead? Hard to say, I guess it depends how much you hate zombies and how much you love Egyptian stuff...

Foursaken Media always manages to come up with awesome game concepts, and that trend continues with Monster Adventures. In a nutshell, you play as an infinitely customizable elemental of sorts that you use for a dungeon-crawler-y almost rogue like randomized fighting experience. There's tons of content between a massive supply of unlockables, and a hefty amount of online capabilities...

This video comes with the massive caveat that I've always been terrible at drifting games. As we discuss, Jared and I are relics of digital controllers, and any game that requires precise analog control of the accelerator I miserably fail at. Regardless, I try my best, and at the end of the day I appreciate any street racing game that starts you out with a realistic dirty Honda-like with both painted and primer-colored body parts...

Our readers have been asking for it in comments for ages, and Shadowrun Returns is finally upon us. Much like Fading Fairytales, a video hardly does this game justice. There's tons of dialog to read through, character creation is complex, and the battles are even more so. If you've been excited for this game since the Kickstarter, it seems the iOS port has been in some very capable hands...

The original Trace [Free] was released during a time in the history of the App Store where the concept of drawing a line to do something in a game was practically a mind-blowing thing- Especially when it came to actively modifying the world you interact with. So, understandably, Trace seemed to do pretty well. Here we have Trace 2 [$2.99] which is largely the same idea, but with way more content. I'm ridiculously curious to see how this does, as I feel like the App Store has moved on to a place beyond stick figures and line drawing, but, I am often very wrong on these things...

If medieval brawlers are your cup of tea, look no further than Trouserheart. You play as some sort of king who has lost his pants, and you're on a quest to reclaim them. Gold coins are plentiful which are then used for various upgrades to become an even leaner, and meaner, fighting machine. Our first impressions are pretty positive, although we wish there was some more interactivity to the combat other than tapping away at the screen...

This is a weird one, as from a single player perspective it doesn't really seem to do that much that is new on a platform that seems to be absolutely dripping with behind the back runners. I mean, you've got your jumps, your slides, and a strange virtual control setup complete with all sorts of mention of physical buttons (Pressing R1, for instance). Where it brings me back in a big way is in the single device multiplayer mode, where two players grab either side of your device and go to town racing each other. I'm not sure I've seen that done before...

Don't let the cute art style of this game fool you, as it's an oddly deep tactical battler set in a view point that might feel more like a castle defense game. In fact, depth-bombs seem to be everywhere, to the point that our initial ten minutes with the game hardly seems to do it justice. I can only imagine getting deeper into the game and the whole party attack timeline thing at the bottom becoming very, very important...

This game is just dripping with Super Hexagon influence, and I can't get enough of it. The game starts slow, and, at least to me, the control scheme feels a little awkward but if you stick towards the end of the video you'll see just how fast this Hexagon-y style runner/platformer gets. It definitely has all that "Wow, I died in 3 seconds" charm, too...

I admit, I was hoping this game would be way cooler than it initially seems to be. The coin push extravaganza that seemed to hit with the rise of free to play has long since passed, leaving us curious (and a bit excited) for a coin pushing game that, at least on the surface, seems to have some RPG elements to it. Unfortunately, at its core it's still a coin pusher, and being able to cast spells and do other junk like that doesn't spice that formula up as much as we were looking for- At least in the first impressions department...

Today is the day that the new iPhones hit retail shelves, and with Apple opting to not let people pre-order the iPhone 5s this time around, it meant that I'd be playing the "wait in line game" at my local Apple store. I've done the whole waiting in line overnight thing for Apple devices before, and while it can be kind of fun, it's certainly lost a lot of its luster the past couple of times I've done it...

If you've been following the various iPhone 5s reviews, you'll see that the iPhone 5s is a real winner with the critics... I mean, it makes sense, right? An incrementally better iPhone that iterates on the already amazing iPhone 5? Of course everyone is going to love it. Well, after an epic night spent in line and as of this writing, well over 24 hours of being awake, I'm here with some first impressions of my just-unboxed iPhone 5s...

Hands On With 'Infinity Blade III' - The Graphical Bar is Raised Once Again

When the original Infinity Blade [$5.99] was released, it set a new standard in what we could expect out of 3D iOS games. Sure, we were wowed by Epic Citadel [Free], but Infinity Blade was a real game, and a good one too. The sequel, Infinity Blade II [$6.99] had some massive shoes to fill, which it did admirably by improving on the Infinity Blade formula in numerous ways...

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