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‘Game Center’ Category Articles

'Heroes and Castles' Version 3.0 Update Adds New Heroes, Allies, Enemies, and Much More

Monday, May 13th, 2013

297418_largerFoursaken Media's castle defense third-person hack 'n slash mashup Heroes and Castles [$1.99 / Free] has just received another massive update adding all sorts of new goodies to the game. You might remember that we thoroughly enjoyed Heroes and Castles when it came out in January, and the very next month a huge version 2.0 update hit which sweetened the deal even further by adding a competitive multiplayer mode, a single-player Siege mode, and a trio of brand new character classes to play as.

Today's update, which is significant enough to be called version 3.0, again adds a trio of new characters. First off is a female Assassin which gives you a sneakier way to dispatch your enemies. Next up is a Barbarian who has a unique "risk vs reward" attribute that seems him getting stronger as his health gets lower, which should make for some interesting tactics. Finally there is a Druid who uses nature and various kinds of spells to augment the units under his control. The Assassin comes free for everybody, while the Barbarian and Druid are unlocked using gems like the rest of the characters in the game.

In addition to the new characters, a new 20 mission campaign has been added which continues on from the end of the first campaign, and is balanced for players who have beaten the first. It features a new beach environment and new enemy types. There are also several new ally units that you can utilize, like a long-ranged Hunter, heavily armored Dwarves called the Iron Helms to beef up your front lines, two new types of Wizards, and a very powerful (but very expensive) Dwarven Tank which sounds pretty bad ass. Speaking of ally units, you'll be able to level up your buildings and units by 3 additional levels thanks to the new update.

All of this new Heroes and Castles version 3.0 content will be available in versus and co-op, and there's a new multiplayer map to battle it out on as well. If you have a higher-end iOS device you'll also be treated to real-time shadows, and Foursaken has lowered the RAM usage on lower-end devices which should help with of the crashing issues some people had been experiencing. Of course, there's many other tweaks and fixes under the hood in this update too.

Heroes and Castles just keeps getting better as time goes by. There is a full-featured free version which will let you give it a spin risk-free, though the version 3.0 content in that version had a slight hitch and is still waiting for approval from Apple. Seriously, Heroes and Castles is truly awesome and players in our forums have been loving it since day one, check it out if you haven't done so already.

App Store Links:
    Heroes and Castles, $1.99 (Universal)
    Heroes and Castles Free, Free (Universal)

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'The Incident' Drops to 99¢ for a Limited Time

Friday, May 10th, 2013

533456_largerWhile the folks over at Big Bucket Software are busy cranking away at their next project, they've decided to show a little love to their previous iOS release The Incident [$0.99] and drop its price down to 99¢. What is The Incident? Well, imagine on any random day you're outside standing on the sidewalk. All of a sudden, stuff just starts falling from the sky. And by stuff, I mean just a bunch of weird stuff. Like refridgerators, cars, foam fingers from sporting events, garden gnomes… if you can think of it, it's probably falling from the sky in The Incident.

Your job is to avoid getting smashed by this stuff, but also continually stay on top of what eventually becomes a rapidly rising junk pile. What results is a fun and challenging arcade game that has stayed on my device since its original release nearly 3 years ago.

Check out our original review for more, but keep in mind that over the years The Incident has been updated pretty frequently to keep with the times. First it received an endless survival mode, iCloud progress syncing, iPad Retina Display support, and most recently iPhone 5 widescreen support. It really is one of those cool little games that's always fun to fire up and play, so if you don't own it yet then definitely consider grabbing it during this 99¢ sale.

App Store Link: The Incident, $0.99 (Universal)

'Final Fantasy V' Review – The Nostalgic Gravy Train Continues

Tuesday, May 7th, 2013

577016_largerWhile most fans of Square Enix should be rightfully concerned with some of the recent Final Fantasy mobile offerings, one area competently executed are their ports of preexisting console FF offerings. Final Fantasy V [$15.99], the latest port to grace iOS, thankfully continues the trend of offering improved versions of the classic RPG series. Offering one of the better implementations of the main series’ job system, FFV is a great game in its own right, successfully makes the transition to iOS and should be added to the collection of any nostalgic RPG collector.

Originally released in 1992, Final Fantasy V wouldn’t grace the US until its inclusion in the PSX Fantasy Fantasy Anthology in 1999 (and wouldn’t see a mobile release until the 2006 GBA Version). It’s a shame that US FF fans had to wait so long, because Final Fantasy V was a pretty good entry in the series. The overall story, which centered on a sealed evil looking to destroy the elemental crystals holding its bond in place, features a lot of themes and character development that would be utilized in later entries in the series.

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There’re a lot of folks that have probably played FFV in some previous iteration and are wondering what the differences are between this iOS version and previous ones. Content-wise, FFV for iOS features the same additions as found in the GBA version. This means that players will find an additional end-game dungeon as well as four extra job classes that weren't in the original. While the additional content is purely optional, the additional job classes add some variety for players that haven't experienced the GBA remake.

The one area that does change significantly in this iOS port is the art style. Instead of using the classic, highly pixelated models of the original, FFV on iOS has a very smoothed art style, with the game looking closer to the recently released Final Fantasy Dimensions. In addition, the game features more artwork from original artist Yoshitaka Amano at a much higher resolution than previous versions. While I welcome the additional Amano art, I'm on the fence about the rest of the visual improvements. There's a lot of nostalgia and charm lost in the move away from the pixel graphics and the current look feels a little bland.

The rest of the additions, meanwhile, are positive in my book. The music, which is classic Nobuo Uematsu, has been remastered beyond the chiptunes of old but still retains everything that made the original soundtrack great.  FFV for iOS also includes an auto-battle mode, which speeds up the wait time between turns and automatically uses the previous commands issued for every character. This one little addition does a lot towards speeding up the grind, which is always a concern with these early RPGs. Little additions such as the ability to pinch-zoom the in-game map are also nice touches.

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It's always hard to review these classic FF titles on iOS because they're always essentially ports of ports of the originals. Just as was the case with the previously released iOS ports, Final Fantasy V is a no-brainer if you're an RPG fan and have not had the pleasure of playing it. The story, job system, and classic Final Fantasy gameplay are strong in this title and showcase the golden age of  Squaresoft 16-bit RPGs.

At the same time, the changes to the visual engine and minor gameplay tweaks probably aren't enough to justify a purchase for fans that have already completed the game (especially on GBA). Although, there's still enough nostalgic appeal that odds are you'll probably buy it anyways.

App Store Link: FINAL FANTASY V, $15.99 (Universal)

TouchArcade Rating:

'Eclipse: New Dawn for the Galaxy' for iPad Review - A Grand 4X Strategy Game Tailored for the Touchscreen

Monday, May 6th, 2013

439479_largerThe term “4X game” is either scary or foreign to you if you are not a strategy gamer. Even if you are one, like myself, they can still be daunting. With Eclipse: New Dawn for the Galaxy [$6.99 (HD)], Big Daddy’s Creations has attempted to make this genre more accessible. Based on a complex board game of the same name, Eclipse simplifies the the 4X genre by providing guided, limited options and a set game length. That is not to say it is simple, but it has elegant European design; imagine Masters of Orion and Settlers of Catan had a baby.

What is a 4X game you ask? It stands for the four basic actions you can take in this type of game: eXplore, eXpand, eXploit, and eXterminate. Examples include Starbase Orion on iOS and Heroes of Might and Magic on PC. In Eclipse you take on the role of one of several alien or human races with the goal of building your empire over 9 rounds. By exploring and claiming sectors of space, researching technologies, and engaging in combat with other players you will earn points which will contribute to your empire’s overall reputation. There are also other actions to take like engaging in diplomacy, building new ships, and upgrading those ships that round out the experience.

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It does seem like there is a lot going on (and there is) but Eclipse is focused in its approach. Each round you have a limited number of resources to work with based on planets you have colonized. Materials allow you to build spaceships, fighters, and other constructs. Out of materials? Ok, then those options are gone. Science allows you to research new technology which can help you colonize new sectors of space or outfit your ships. Do you have enough science to research this round? Maybe only once, ok that’s easy to plan out.

Lastly you have money which determines how many actions you can take that round and how many sectors of space you can control. Clearly knowing how much you can do each round keeps you focused. This is the secret sauce that makes Eclipse so palatable as a grand strategy game. Rather than giving you freedom to control every unit you have in play each round, you are funneled into taking whatever actions you can fit in.

Of course, this is not solely an economic game, there is also deep space combat. As you explore the galaxy you may encounter “Ancients” which are a remnant of the former controllers of the galaxy. You also may spar against other players as you attempt to invade their territory. Combat in Eclipse is basically done by a roll of a die, but smartly the designers don’t show you some cheesy dice rolling animation. Instead there is an interesting combat animation as ship goes against ship.

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Eclipse also features a very cool ship customization system that is as easy as dragging and dropping. As you research new techs you will get things like bigger guns, better armor, and faster engines. You can upgrade your ships by adding these different techs to what is already on the ship. It has become apparent after playing this game for the past week that ship construction is a key strategy in winning the game.

The sleek UI design given to both upgrading and combat is carried throughout the app. There is a lot of information to process and access, and it could have been a nightmare to access it all. Luckily, this is some of the best UI design I have ever seen. You always have a view of the galaxy at large and can quickly access trays that contain the other information you need to know. For what is at its heart a port of a board game with about a gazillion pieces, Eclipse is designed so well I am not sure you would have known it was based on a board game if I had not told you.

Staying true to the goal of a grand space opera, Eclipse can handle up to 6 players. This can be all human players gathered around your iPad as you pass it around like some sort of deep strategy peace pipe. Of course, finding five friends that can all be together at the same time can be challenging. The game features AI opponents which may be the main way to play the game. They are challenging at each level and play differently to help you perfect your skills.

For example, the peaceful AI will never invade your territory allowing you to learn the game without having to defend yourself. This builds up to the hardest AI which starts with an advanced spaceship and is very aggressive. For the brave at heart there is also asynchronous online play. So far there has always been a healthy crop of opponents from around the world to choose from. The system even allows for private games and features in-game chat. There is even a public chat lobby which has a very early StarCraft vibe. Our forum community has been loving Eclipse since its release as well.

Eclipse is an accessible and polished strategy game that feels at home on iOS. This is not a casual game, but if you have been interested in the 4X genre or strategy gaming in general, this is a great place to dip a toe in. Even with the game's excellent tutorial, it requires some repeated play to really master. If you are ready for a grand space strategy epic, this an amazing specimen on iOS.

App Store Link: Eclipse: New Dawn for the Galaxy, $6.99 (iPad Only)

TouchArcade Rating:

Rovio Teases Portals Coming to 'Angry Birds Seasons' in Live-action Vine Video

Friday, May 3rd, 2013

157641_largerWith the new release of Angry Birds Friends [Free] yesterday, Rovio hasn't forgotten about their flock of other Angry Birds games as they've been teasing a new update for Angry Birds Seasons on their Twitter.

Last week, they tweeted out a teaser image featuring the iconic birds and pigs decked out in magician and clown costumes, promising that the next update will feature "magic."

Today, they've gone a step further and have actually created a live-action teaser and posted it to Vine [Free]. The video shows some of their planned magic in the form of portals that will transport your birds. Check it out.

I really liked that little video, it was really well done. And, much in the same way that adding gravity into Angry Birds Space and Angry Birds Star Wars, adding in a portal mechanic is a small but fundamental change that can really affect the way we normally play Angry Birds levels. I'm definitely interested to see how it turns out, so stay tuned and we'll let you know when the latest Angry Birds Seasons update hits.

[Pocketgamer]

'The Blockheads' Review - Two-Dimensional Minecraft That's Anything But Flat

Wednesday, May 1st, 2013

In recent years, Minecraft has become the common ancestor of an entire sandbox subgenre. While it boasts a player base bursting with creativity, this is a subgenre that often suffers at the hands of less ambitious developers. Uninspired Minecraft imitations continue to pour into the iOS market, each trying to capture and cash in on a piece of Mojang's magic formula. Cast adrift on an ocean of Cavern Clones, Block Knock-offs, and Tryin'crafts, I sometimes catch myself wondering if it's all been done; if we've already seen the best Minecraft's successors have to offer. But then, inevitably, a new diamond emerges from the coal pile to disabuse me of that notion. The Blockheads [Free] is the latest game to set me straight.

So... what's its gimmick? What exactly makes The Blockheads stand out? Normally, the Minecraft-inspired iOS games that grab my attention are titles that take the original's block-sandbox premise and spin it in some wild new direction. Block Fortress, for example, created a fresh, intense experience by combining elements of Minecraft and the tower defense genre. Another of my recent favorites, Junk Jack, rebooted the block-sandbox aesthetic, resulting in a charming game with a look and feel so distinct that I occasionally forgot about its Minecraft roots altogether.

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TouchArcade Rating:

'Stick Stunt Biker 2' Continues the Confusing Popularity of the Original

Wednesday, May 1st, 2013

Djinn Works are like the Kings of simplistic "stickman" games. They've put out some incredibly popular titles over the years, like the Rope'n'Fly and Line Runner series, as well as various sports that these stickmen compete in like Stickman Games or Stickman Base Jumper. Stickmen have all the fun, I guess. It's hard to pinpoint exactly why these games continue to do so well in the charts, as the App Store is filled with such similar titles, but for whatever reason people can't seem to get enough stickman action.

Their latest release is Stick Stunt Biker 2 [Free], a sequel to the 2010 original. This new version eschews the doodle and graph paper look of the first game and instead goes with a silhouette visual style not totally unlike games like Limbo or Badland [$3.99]. It looks pretty nice, and a lot more professional than the original's doodle style.

Gameplay is similar to the first, placing you on a little dirt bike and tasking you with making it through a series of jumps and obstacles as you motor towards the finish line of each level. Simply touch the right side of the screen to accelerate, touch the left side to brake, and tilt your device to rotate in the air. It's the same formula used in plenty of these kinds of games, and it works just fine.

One of the coolest features of Stick Stunt Biker 2 is the ability to unlock new kinds of bikes, like a burly Chopper, a Police Motorcycle, or the hovering Future Bike. Each new vehicle comes equipped with their own unique set of attributes and physics behavior, giving you a bit of a different experience playing through the levels with them.

There is an insane amount of side-scrolling motorcycle games on the App Store, but if you're dying for a new one or you were a fan of the first game, Stick Stunt Biker 2 seems like a competent new entry in the genre. More impressions can be found in our forums, and the game is available worldwide right now if you want to check it out with the link below.

App Store Link: Stick Stunt Biker 2, Free (Universal)

'Gun Commando' Review - Viewing the Past Through Smudged, Rose-Tinted Glasses

Tuesday, April 30th, 2013

Ripstone Ltd. would like to sell you a time machine. For only a buck, you can download Gun Commando [$0.99] and travel way back to 1993, a year when Bill Clinton was president, Sega and Nintendo went 15 rounds in the 16-bit console prize fight, and first-person shooters didn't bother with radical ideas like aiming up and down.

id Software also released a game called Doom in 1993--maybe you've heard of it--but Gun Commando has more in common with Doom's pappy, Wolfenstein 3D. The Macintosh version of Wolf3D, specifically, since character sprites only have one side. That means no sneaking up on alien goobers and capping them in the back. Levels are made up of rooms cut at 90-degree angles, the graphics are good and pixelated, and the plot, told through beautiful comic-book-style cutscenes, gets no more complex than "aliens are bad so shoot all the aliens."

You might notice that your 99-cent, Gun Commando-themed time machine affords access to a few tricks that B.J. Blazkowicz didn't have on hand when he went up against Robo-Hitler in id's seminal shooter. When you shoot an enemy, you add a few bars to the experience bar at the top of the screen. Fill it up and your one and only peashooter evolves, changing color and packing a mightier punch with each upgrade. Enemies that took four shots to put down soon only require three, then two, and before you know it, you're a one-shot hotshot.

Careful, though. Miss your target and you lose experience points. Empty your XP bar completely and your gun downgrades one level. It's a clever upgrade system that encourages steady aiming instead of button mashing, and makes you feel like a badass every time you topple a previously hearty bad guy in one or two shots instead of a handful or more.

Not that your enemies are sturdy to begin with. Once again evoking the zeitgeist of the 2D era, enemies pack more bite than brains. The base enemy, a grunt who swings a shield as his only form of attack, marches resolutely toward you, giving you plenty of time to take him down before he gets close enough to attack. Gun-packing aliens only fire when you step within a few feet of their position, which means you can round a corner, spot them looking right at you, and pop them off at your leisure.

Other enemies move and fire at the same time, but won't open fire unless you're in a certain range. I cleared most rooms by running in to wake up the aliens, retreating a safe distance down a clear hallway, and knocking them off one by one without taking a lick of damage. Throw in the fact that your health jumps back to 100 between levels and you can stroll right up to the final boss, no sweat.

If you do die, you just head back to the beginning of the current stage with full health and your upgraded weapon intact. Why not dock players a gun level to add tension? Not that most enemy mobs inspire much fear even with a low-level weapon. You'll meet pockets of worthy resistance on the game's twilight stages, but your gun should pack enough oomph to topple them in a few shots or less. The only real threat to Gun Commando's beefcake hero is the control scheme. Invisible sticks move and strafe, but movement fluctuates between choppy and floaty, like sliding across an icy pond.

How much you'll enjoy Gun Commando will depend on how nostalgic you are for a shooter that recalls the bygone days of boot disks and Sound Blaster 16 cards. I grew up on a healthy diet of old-school shooters where the goal was to mow down legions of mouth-breathing monsters, so I enjoyed my brief jaunt through my formative years, and appreciated how the upgrade system added some tactical consideration to the experience. Those interested in more sophisticated shooting galleries should pass.

App Store Link: Gun Commando, $0.99 (Universal)

TouchArcade Rating:

'They Need To Be Fed 2' Review - Orbiting Death in Every Level

Monday, April 29th, 2013

There is something inherently perverse about intentionally creating the thing that will destroy you. I don't mean that in any sort of metaphorical sense; this isn't some sort of child-destroys-the-parent thing. In Bit Ate Bit's They Need To Be Fed 2 [$1.99], you are charged with growing a monster and then crawling into its mouth to die, over and over and over again. You are responsible for pulling yourself through a hellish platform-scape, gathering the magical bean that contains your killer, planting it, and then feeding yourself to the monster that results. The game's developer Jesse Venbrux has some twisted ideas.

He also has a talent for crafting killer platformers, as shown by the original They Need to be Fed [$0.99 / Free] and now its sequel. Both have this 360 degree gravity going for them: as you leap from one platform to the next, you're pulled in by gravity, orbiting, crashing and breaking away all based on the pull of the nearest objects. It's not easier or harder than straight jumping, just different—different enough to feel fresh and to create opportunities for original level design.

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TouchArcade Rating:

'Triple Town' Gets New Mode and New Theme in Latest Update

Monday, April 29th, 2013

In January of 2012, developer Spry Fox released their novel approach to the match-3 genre called Triple Town [Free]. It used the basic rules of match-3 but the twist was that you could match certain items and upgrade them into new and better items, thus expanding the entire strategy of matching and where to place your blocks within the games gridded boards. Check out our review for more details, but the bottom line is that we found Triple Town to be pretty fantastic.

Since that time, Triple Town has been updated several times with new features and modes. Today the latest update for the game was released, and it adds yet another new game mode for players who have purchased the unlimited turns unlock from within the game.

The new mode is called Lakes (Classic) and should be familiar to those of you who played Triple Town on the Kindle. It's pretty similar to a standard game, but you'll get special lake blocks which you can place on your board to create spaces made out of water.

These water spaces are kind of like placeholders, as you can build on top of them, but you can't place bears on top of them. However, it adds a new layer of strategy to the game as you can block off portions of the board without dedicating a permanent piece that would otherwise need to be matched to be moved.

In addition to the new mode, there is now a Spring decorative theme you can unlock to give your game a fresh look. Similar to the Winter theme introduced in an update this past January, you can buy the new theme using either in-game coins or as a 99¢ IAP. It's not going to change how you play the game or anything, but it's real pretty and stuff.

If you have yet to dive into the world of Triple Town, definitely give it a download. It's free to try and it uses a pretty cool limited-turn system to allow you to really check out the game at your own pace, or if you like what you see you can plunk down $3.99 to unlock unlimited turns as well as all the bonus modes including the one in this latest update.

App Store Link: Triple Town, Free (Universal)

'Rocket Patrol' for iPad Review - A Classic Casual Card Game Shoots for the Stars

Friday, April 26th, 2013

As both a lover of retro 1950s sci-fi design and an enthusiast of gaming history, it was inevitable that Rocket Patrol [Free (HD)] would snare my attention in its tractor beam. This recent, iPad-only release by GRL Games is a descendant of the classic card games Touring (1906) and the French-designed Mille Bornes (1954). Those games took two players on a head-to-head, cross-country automobile race, avoiding fender benders and flat tires along the way. Rocket Patrol trades wheels for warp drives, taking that competition into the final frontier.

It's not a terribly complex game, nor does it claim to be. Games are short, and (aided by a few brief tutorial screens) most new players should have a good grasp of the basics by the end of their first single-player match. Even the game's subtler strategic possibilities will become clear to attentive players after just a handful of games.

The Rocket Patrol deck is comprised of three basic card types. Numbered light year cards are the fuel that propels your ship forward a set distance, in increments of 5, 15, 25, and 100 light years. Red hazard cards, depicting events such as engine fires and asteroid fields, can be played offensively to stall your opponent. Green repair cards--star maps, space stations, etc.--overcome a specific type of hazard when played, allowing your own stalled ship to resume its course toward victory.

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TouchArcade Rating:

'Cut the Rope: Time Travel' Review - Physics Puzzles and Two Om-Noms. WIN.

Friday, April 26th, 2013

It's the simplest games, the ones any player of any age can pick up and play, that become App Store sensations. Temple Run, for example. You tap and swipe the screen to keep your dude from falling down pits and running into walls as he runs forward. And Angry Birds? Even adventurers in galaxies far, far away know about Angry Birds.

Cut the Rope is another one of those "so easy your mom can play it" games that wrapped charming graphics, easy-to-grasp controls, and physics-based puzzles challenging enough to make you wrack your brain yet quick enough that you can solve one or two in a single setting in a 99-cent package. It also spawned a couple of sequels, the newest of which is Cut the Rope: Time Travel [$0.99 / $2.99 (HD)].

Like the previous rope-cutting extravaganzas, Time Travel is all about feeding candies to the Om-Nom, an adorable alien critter with an insatiable appetite for sweets. Said candies dangle from the ends of ropes, and you swipe your finger over those ropes to cut them and send the candies swinging into the mouth of the Om-Nom waiting patiently nearby.

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TouchArcade Rating:

'Teenage Mutant Ninja Turtles: Rooftop Run' Review - Turtle-Tapping Fun

Thursday, April 25th, 2013

The opening to Teenage Mutant Ninja Turtles: Rooftop Run [$1.99], an endless runner based on Nickelodeon's reboot of the popular '90s cartoon, is almost as awesome as the game itself. We open on a shot of our four heroes in a half-shell lounging around the sewer den playing video games. A very young and spunky April O'Neil comes bursting into the room, shouting at the love-struck mutant teenagers to turn on the news, which shows alien invaders descending on New York City.

Boggled at the nerve of the alien riffraff, the heroes rush up to the surface, spout a lot of talk about kicking some alien butt--and immediately set off running when the alien ship swoops in from above and gives chase. My heroes.

Humorous as it may be to see those turtle tough guys turn tail, I'm glad they did, because the resulting adventure makes for one of the more creative runners on the App Store. After choosing a turtle, your hero sets off at a dash, leaving you to tap the screen to leap gaps between buildings and ninja-kick Foot soldiers and aliens in your path. As you run, you'll need to collect green orbs to keep the glowing meter at the top of the screen from draining. Should it deplete, the ship beams you up and, one presumes, the crew dines on turtle soup.

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TouchArcade Rating:

'Lego Batman: DC Super Heroes' Looks Like a Pretty Full-featured Action Game

Wednesday, April 24th, 2013

If you're a longtime iOS gamer then you probably remember Lego Batman: Gotham City Games, the first Lego Batman game to grace the App Store. You also probably remember that it was an uninspired collection of mini-games that was a far cry in terms of enjoyment from its console counterpart. These are painful memories.

Well, it's been more than four years but perhaps there's finally a chance for redemption with Lego Batman: DC Super Heroes, set to hit the App Store in the US in just a few hours. We'll be looking forward to checking it out then, but even already you can tell that this is a far cry from that other Lego Batman game.

First off, this is a full 3D action title, similar to the console Lego games and even Lego Harry Potter [$4.99] on iOS. You'll run around doing 3D platforming and light puzzle solving, all the while beating up on both bad guys and objects and then collecting the sweet, sweet Lego studs that are left behind, which are then used to buy different characters and other goodies. Lego Batman: DC Super Heroes boasts an 80 character roster, and not surprisingly it looks like you can buy studs as IAP if you desire.

Controls are also always a concern with a game like this, and Lego Batman: DC Super Heroes offers two different options. First is your standard "Classic" virtual stick and buttons setup, and second is a streamlined "Touch Screen" option which simply has you touching where you want the character to go and tapping items to interact with them.

If you liked the iOS versions of Lego Harry Potter then chances are you'll dig this latest Lego Batman incarnation, as it seems to be in the same vein. Or, if you just like Batman and other DC heroes, you'll probably get a kick out of it too. Add it to your TouchArcade [Free] app Watch List to be alerted when it hits the US later tonight, and check out our forums for even more impressions and discussion.

International App Store Link: LEGO Batman: DC Super Heroes, $4.99 (Universal)

'Gun Commando' Offers Both a Familiar and Fresh First-person Shooter Experience

Wednesday, April 24th, 2013

Earlier this month we told you that Gun Commando, a retro-styled first-person shooter previously released on PlayStation Mobile devices, was on its way to the App Store, and it's worming its way through international markets as we speak and should land in the US later tonight. I've been toying around with Gun Commando for a bit and so far it's pretty much what I expected: a simple, but fun, frag-a-thon that's a real throwback to the early days of FPS games.

When I talk about throwback, I mean that Gun Commando is like Doom [$4.99] or Wolfenstein 3D [$1.99 / Free] in that you're aiming is fixed to a single plane, so you don't have to worry about aiming up or down. This makes the game less complex, but also much easier to control on a touchscreen. The controls are still as fiddly as most touchscreen FPS games, and I'm sure a far cry from the actual dual-sticks of the Vita, but they get the job done fine.

Graphics in Gun Commando are really simple, with blocky environments and textures, but it has a really cool stylized look that makes it feel like you're playing an '80s cartoon. The levels are simplistic and are all really bite-sized, which is well-suited to mobile. You aren't likely to get lost working your way through them, but there are 3 trophies to search out and collect in each one and plenty of little secret areas to find that give you additional goals to shoot for.

By far the most interesting aspect about Gun Commando is its weapons system. Unlike traditional games where you where you can switch between the various weapons you run across in the game, here you'll always start out with a base pistol and work your way up from there. You do this by landing shots into enemies consecutively, which builds up a meter in your HUD.

Each time you fill the meter your weapon levels up, turning it into a more powerful weapon. With every hit you land the meter notches up a bit, and when you miss it notches down a bit. This system is brilliant as it makes you focus on accuracy rather than just mashing the trigger willy nilly, but on the flip side I do miss the strategies that come with being able to choose your weapons and manage your ammunition.

The lack of strategies or complexity isn't necessarily a negative in Gun Commando's case, especially for a mobile game. Its focus is on running around and blasting bad dudes, and I like it that way. It also has a really cool visual style and lots of tongue-in-cheek personality, and players in the forums seem to be digging it too. Gun Commando should land around 11pm EST, so throw this bad boy on your TouchArcade [Free] app Watch List and we'll alert you when it hits the US App Store.

International App Store Link: Gun Commando, $0.99 (Universal)


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