‘Games’ Category Articles

Classic Monopoly Arrives in the App Store

Friday, November 20th, 2009

mon3Those of you who were turned off by the Here and Now Edition of Monopoly that had been in the App Store will be pleased to find out that EA has finally released the Classic version.

Monopoly brings the classic Monopoly board game to the App Store. The game offers a somewhat gratuitously 3D view of the game and even offers internationally localized versions of the board. The game seems to pull your iPhone's region settings (see here) to present the proper board. The game comes with 3 levels of difficulty against AI opponents and also offers local Wi-Fi, Bluetooth (2 players), and Pass & Play for your friends.

There also appear to be plenty of rule customizations to give you the game you're used to (Auction option also available, but cut off on screenshot):

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The game is embellished with 3D graphics and animations of your pieces moving from one place to another, and the game also allows you pick one of several 3D rooms in which to play the game.

App Store Link: Monopoly, $4.99

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'Pocketball' – A Fresh Physics-Based Puzzler

Friday, November 20th, 2009

pballPocketball is a fresh new puzzler that takes physics and navigation and wraps them together in a tight little package. In each of Pocketball’s 30 stages, you’ll need to stretch pieces of rope across different pegs to guide a falling ball to a like colored bin. If there’s a blue ball it goes to the blue bin. If there’s a green ball it goes to a green bin. You get the idea.

Things get complicated fairly quickly. Some stages offer up 2 or 3 different colored balls that you need to guide to their like-colored bins. Other stages have items scattered around the playfield with boosters that will give your balls a toss in a certain direction or nukes that will incinerate any ball they come in contact with. With a good deal of variety and some exceptional level design, no two stages ever feel the same.

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The mechanics behind the game may be simple, but that doesn’t mean the puzzles don’t offer up an incredible level of challenge. You may find yourself returning to the same puzzle a dozen or more times before finding a solution. There’s a certain degree of logic involved, but after awhile we just found ourselves testing the waters to see where different balls might land after setting up different ropes. Unless a puzzle has an obvious solution, there’s a real “trial and error” vibe to the gameplay. Thankfully Pocketball is incredibly forgiving of the “let’s see what this does” guess work that’s required. With no real penalties in the game, you can try each level over and over until you get it just right.

Pocketball is also forgiving in that it won’t force you to complete a level to proceed to the next. If you’re stuck on a level or two, you can walk away, check out some more levels, and unlock the rest of the game without ever going back to a certain over-complicated nightmare. Likewise you can always go back at a later time and see if you can finally best the harsh mistress that is stage 13.

Pocketball offers up a tremendous level of challenge in an "easy to learn but impossible to master" puzzler. Despite a few nitpicky complaints (such as lack of music), this game did the puzzle fanatic in our hearts good. If you’re a fan of genuinely challenging puzzle games that are about more than falling blocks, Pocketball is $1.99 well spent.

App Store Link: Pocketball, $1.99

A Few to Consider: Chuck Norris, Implode, Snowy's Christmas Pinball

Friday, November 20th, 2009

Here are a few releases that have snuck by us over the past few weeks that are worth considering. Each game has its fans and both the gameplay video and forum threads are linked so you can dig deeper.


Chuck Norris: Bring on the Pain

Chuck Norris arrives on the iPhone with an over-the-top side scrolling shooter. The controls aren't great, and the game reminds us of an old school side shooter, but Chuck Norris fans seem to be enjoying it. It's only $0.99 and you can join the discussion thread for more impressions.

App Store Link: Chuck Norris: Bring on the Pain!, $0.99


Implode

Demolition fans may enjoy IUGO's latest physics puzzler in which you place your quota of dynamic to see if you can level each building. There are 60 levels in all drawn in chalkboard style. The game is available for $1.99, comes with online leaderboards and new levels coming in the next update. Join the discussion.

App Store Link: Implode, $1.99


Snowy's Christmas Pinball

Fans of Matmi's beautifully styled Monster Pinball will be happy to see their latest pinball creation: Snowy's Christmas Pinball. The game is set across 3 distinct interconnected tables with various mini-goals per table. The game is a little early for the Christmas season and is available for $1.99. Join the forum discussion here.

App Store Link: Snowy's Christmas Pinball, $1.99

'MiniSquadron' – Manic, Dog-Fighting Action

Thursday, November 19th, 2009

minMiniSquadron [AppStore] brings to the platform a re-imagination of classic PC games such as Subspace Continuum and Soldat, but does so more in the fashion of the more recently released Altitude. Essentially, MiniSquadron is a 2D side-scrolling, physics-based aerial dog-fighting game. If you think that was a mouthful, MiniSquadron boasts 8 different levels, each with 12 increasingly challenging rounds and a whopping 56 different planes to unlock over the course of the game.

The game begins with you manning a simple, somewhat slow fixed wing aircraft, capable of firing only a single machine gun. Round to round you are presented with additional and varied enemy types to take down, each with their own attacking style, agility and armor. Through use of a virtual analog stick you control only the pitch of your plan, able to send it into loop-the-loops and other complex maneuvers as you wrestle for the most advantageous position in which to fire. You unleash your bullets by tapping on the right-hand side of the screen.

These straight-forward controls complement the frantic nature of the game; a fact that ramps up in no time as you find yourself facing an overwhelming number of enemy combatants, particularly in the latter rounds of each level. In order to master MiniSquadron, you have to become intimately familiar with your plane’s speed, turning circle and weapon of choice, as you’ll find yourself dodging a hail of fire from tens of other planes almost simultaneously while trying to whittle them down one-by-one. The combat really is MiniSquadron’s high water mark; an all-out romp that action fans should warm to  immediately.

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MiniSquadron rewards your progress and feats with plane unlocks; each plane different to the next, with its own speed, armor and turning attributes. Additionally, planes that you unlock will possess one of several weapons, which start off as just additional guns, but later take the form of the cluster bomb for example, requiring a completely new approach to your aerial acrobatics to get the most out of. A range of in-game power-ups also bolster your arsenal, with quick burst omnipotent weaponry such as the Big Laser providing some of the more memorable experiences, in a throwback to the over-the-top Street Fighter super attacks.

The game is presented in its own charming, cartoony fashion, with smoke trails, weapons and plane damage effects looking particularly terrific. The variety (and eccentricity) of planes to unlock is impressive; with panda-faced planes to UFOs being awarded for completing certain requirements each level.

The 8 worlds to tackle are each accompanied by well-recognised classical compositions. Unfortunately, the current version does not support use of your own music; so if you do have something against classical music you’re out of luck until the developer pushes through an update- something that is being looked into according to posts on our discussion forum.

MiniSquadron also offers local WiFi play, which whilst a nice addition, seems a little out of place for a game that shines far more when heavily populated by combatants. If you can manage to get a few friends together though, there’s no doubt that there is a heap of competitive fun to be had here. MiniSquadron does seem far more suited to online play however, and its absence is notable seeing as how that was the hallmark of games on which it is based.

All in all however, MiniSquadron can be thoroughly recommended both to those who wish to take a trip down memory lane and to those who are new to the 2D dog-fighting genre. It is a well-rounded package that can be breezed through in a couple of hours, but offers you replayability as you unlock and learn to master the many different planes composing your sizable squadron. The game is also seeing overwhelmingly positive impressions in from our discussion forums.

AppStore Link: MiniSquadron, $2.99

Couple of Physics Games: 'Smashed' and 'Tiki Totems'

Thursday, November 19th, 2009

Smashed

A physics-based destruction game where you can demolish blocks with a tap of your finger. The game offers several different scenarios set to a silly story line where you are a new employee of DDD Demolition. The game has generated a following with its nice graphics, enjoyable physics and over 60 levels. Levels offer specific and varied goals to keep it interesting. A lite version is available and further discussion can be found in our forums.

App Store Link: Smashed, $2.99, Smashed (Free), Free

Titi Totems

Tiki Totems is a more traditional physics block dropping game that we've seen before in the App Store. Tap on blocks one at a time while trying to keep the totem from hitting the ground. But Tiki Totems manages to do it with more style and enjoyment than most of the others we've seen. Special blocks including bouncing blocks, indestructible blocks and vanishing blocks try to keep things interesting.

Early customers are also really enjoying it with the main criticism being a relatively short play time to make it through the 60 levels.

App Store Link: Tiki Totems, $0.99

'MiniSquadron' – Old School Shooter Action Arrives

Wednesday, November 18th, 2009

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Those eagerly awaiting the 2D Mini Squadron shooter we profiled back in September will be pleased to find the game has arrived. The developer described his motivation was to bring a "high quality, frenetic shoot-em-up to the iPhone, taking inspiration from old-skool games".

Mini Squadron offers an arcade style 2D shooter with a progressively difficult 8 levels with multiple stages in each. There are 50 progressively unlockable aircraft with different stats, handling and weapons to use throughout the game. Other features from the developer include:

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  • Over 50 planes to unlock and collect for your mini squadron.
  • 8 Levels of intense combat each containing multiple levels of enemies to shoot down
  • 7 different types of weapon to use including Homing Missile, Drop Bomb, Laser and BIG Laser!
  • Ducks, Seagulls, UFOs, Devil Planes, Propellor Planes, Squids – you can shoot all these things and more!
  • Simple yet fluid gameplay systems based on physics, you can stall if going too slow and also gain supersonic speed by diving fast towards the Earth for a competitve advantage.
  • More than 8 different pick-ups to boost your plane.
  • Local WiFi Multiplayer – challenge your friends to a one-on-one dogfight to the death!

Full review to come. First impressions are being reported in our forums.

App Store Link: MiniSquadron, $2.99

'Castle Frenzy' – Surprisingly Good 3D Castle Defense

Wednesday, November 18th, 2009

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One of Gameloft's latest games that came out just the other night tries to breathe life into a very popular genre in the App Store: Castle Defense. Not to be confused with Tower Defense, Castle Defense games involve defending your castle from an endless onslaught of enemies that can be flicked away with the swipe of a finger. In the past, the gameplay of these have been so monotonously repetitive, you have to ask yourself why are people playing these games.

While there been some notable versions including as Monster Kill and Knights Onrush that have added their own twists to the gameplay, Gameloft's latest take seems the most ambitious with the use of 3D graphics that adds a surprising amount to the game itself.

Set in a fantasy world, the game offers 10 different types of invaders and 18 strategic upgrades. Gameloft's video shows off the gameplay really well and is worth a watch:

Readers who have already grabbed the game seem to be enjoying it and New England Gamer details its distinguishing features well:

There are different ways to kill your enemies with the fire ball, the ice ball, the griffon (how they spell it) and feeding them to the hydra. In addition you can purchase tornados and lightning spells. You can upgrade to the boulder spell which makes a boulder to roll over enemies. There is also the all powerful ghost army. There are ten types of enemies that each need to be killed in a different manner. Upgrades are available at the end of each day in the campaign mode. Catch an energy ball from a warlock for example and divert it back to kill other enemies. Redirect the bomb from the Bomb Goblin to kill enemies.

But there is also the usual dropping, slamming and throwing into the wall way of killing (though that won't work with some enemies). Feeding them to the hydra gains you life points that are needed in addition to the gold you earn for upgrades.

So there are lots of additions to the flicking and there is some strategy involved with the enemies – especially when hoards approach! Ice, fire, griffon, flick, bomb, etc. Its pretty frenzied at some points.

Some in our forums are calling it the best Castle Defense game so far, and even with our brief time with the game, we'd have to agree. So, if you've enjoyed these types of games before, Castle Frenzy is worth serious consideration.

App Store Link: Castle Frenzy, $1.99

'Ravensword: The Fallen King' – The Review

Tuesday, November 17th, 2009

Ravensword_Lava01The day is finally upon us– Ravensword: The Fallen King [App Store] is here. To say this collaboration between Russ Menapace of Human Powered Games and Josh Presseisen of Crescent Moon Games has been highly anticipated among our community would be a bit of an understatement. The thread in our upcoming games forum collected thousands of posts, we had the eccentric developers on our podcast and nearly 100 comments from upset fans when Ravensword and many other Unity-powered games were rejected last week.

Ravensword is an open-world roleplaying game that begins with a mysterious cut scene that mentions strange creatures wandering the countryside at night, villagers gone missing, and a king who hasn't been seen in years. Your character was found at the edge of the forest, and was brought to the nearby town of Aven where a friendly woman named Beatrice attempts to answer some of your amnesia-induced questions.

She mentions a nearby castle filled with evil, but obviously recommends you you stay away, and instead head down to the nearby Rat Donald's stand to take your first quest: Collecting five rats for the "dinner rush". He arms you with a club and then sends you off to the nearby forest to bash the surprising amount of giant sized rats. The rest of the game continues as you hop from quest to quest, leveling up, collecting items, and discovering more about your mysterious identity.

Ravensword_Town_BlacksmithRavensword has both third person and first person views, and the game's controls work a lot like the many first person shooters on the platform. A virtual joystick on the left side of the screen controls your movement, and swiping anywhere on screen with your right thumb allows you to look around. Swiping with two fingers changes your view much faster, and is useful for when things sneak up on you from behind.

Combat uses a lock-on system where you can tap an enemy, then start swinging by hitting the attack button in the bottom right corner of the screen. Double tapping an enemy brings up their statistics, and to see your own stats along with viewing the map, changing settings, or looking up your quest log is just a matter of tapping the backpack icon in the top right.

The graphics and music in Ravensword combine very well to create a whimsical fantasy atmosphere that permeates the whole game. Forum members have also reported that Ravensword even performs well on the first generation iPod Touch, but you can squeeze even more performance out of the game by toggling off shadows and foliage in the game's settings if you prefer a higher frame rate to visual effects. Ravensword runs like a dream on the iPhone 3GS and 3rd generation iPod Touch, a surprising feat given the level of detail in game and the fact that they're using Unity and not some highly optimized custom game engine.

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The developers haven't been modest in their comparisons between Ravensword and other games, and have mentioned long-standing series like Elder Scrolls and Zelda as inspiration behind the game. While the game does have its limitations, it's an amazingly impressive effort for a two man development team.

Some of its shortcomings are things like lack of any real character customization, when you level up your attributes are assigned automatically and there aren't any skill trees to speak of– two features that have become somewhat expected in most modern RPG's. There's also no secondary skills or traditional magic you can cast, so in its current form you will be limited to swinging your melee weapon and (when you get it) shooting your bow.

Later in the game, things do start to feel a bit limited, but more because of the lacking diversity in weapons and armor than the inability to customize your character's skills. In games like Dungeon Hunter or Underworlds, different loot flows like water, and it seems like you're constantly upgrading gear– something I feel like I'm missing from Ravensword. Despite that, the game world itself and the plot line of the main quest kept me sucked in throughout and the impressive 3D engine gives the game an open-world feeling otherwise unmatched on the iPhone.

Overall, Ravensword is a great addition to the somewhat scarce landscape of RPG's on the iPhone. It has some flaws, but it's a lot of fun and at the end of the day that's really all that matters. With an estimated 6-8 hours of gameplay, and side quests to keep you busy long after that, I can't help but recommend Ravensword.

App Store Link: Ravensword: The Fallen King, $6.99

'Star Wars: Trench Run' – Those Bothans Died in Vain

Tuesday, November 17th, 2009

685707THQ Wireless released Star Wars: Trench Run tonight which offers you a chance to relive the key scenes surrounding the destruction of the Death Star by the rebel forces in the original Star Wars the movie.

Your mission: Use the Force to overthrow the evil Galactic Empire as they attempt to destroy the small rebel base on the jungle moon of Yavin 4. As part of the Rebel Allianceʼs Red Squadron, you dogfight with TIE fighters above the Death Starʼs surface before heading into a trench where you are inundated by cannon fire. Dodge obstacles and stay out of Darth Vaderʼs sights as he tries to gun you down before you have the chance to fire your proton torpedoes into the thermal exhaust port the size of a womp rat. If successful, a direct hit will cause a chain reaction that destroys the Death Star, thus saving the Rebel base from impending doom.

For anyone who has seen the movie, the plot is laid out for you: combat some Tie fighters, navigate the trench while avoiding obstacles and taking out turrets, avoid Darth Vader's attack from behind and finally shoot your proton torpedoes into the exhaust port.

The only tie-in with the Force is the ability to slow-down time by pressing on the left side of the screen which slows the action down. Right side of the screen fires your lasers while a top left button alternates your cockpit or exterior view. The game comes with Mission and Arcade modes. Mission mode takes you through the above objectives in sequential order while Arcade focuses on two areas (Trench Run and Dogfighting) that you play over and over in increasingly difficult levels.

Overall, the game feels like a series of mediocre mini-games tied together by scenes from the original movie. While there are multiple difficulty levels, none of the individual gaming components were particularly compelling, so once we had made it through the campaign mode on easy (a 10-20 minute endeavor), we weren't sure what there was left to do. The endless arcade mode does offer some added distraction, but quickly grows old as you realize you are just playing those same levels at increasing difficulty.

In the end, it's not a game we see ourselves coming back to again, and given the number of other great games we've recently seen, we just can't recommend it.

App Store Link: Star Wars: Trench Run, $4.99

'Call of Duty: World at War: Zombies' FPS Arrives for iPhone

Monday, November 16th, 2009

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In a surprise move, Activision has released Call of Duty: World at War: Zombies for the iPhone. This first person shooter is a Zombie survival mode adapted from the console version of the massively popular Call of Duty game. This Zombie mode was an unlockable mode in the console version and pits you against endless waves of Zombie invaders breaking down barriers as you try to defend your position by rebuilding barricades and upgrading your weaponry.

057689_2The iPhone version of the game includes one map "Nacht der Untoten" but Activision promises an add-on purchase for The Zombie Asylum, Verrückt in the near future. The game comes with both single player and multi-player Co-op modes that supports bluetooth, Wi-Fi and Online play. Yep, Online play. That means you can match up with 3 other players around the world and play together to defend your building. The gameplay video below shows some of this in action.

The game comes with three sets of controls: dual-stick, tilt, and swipe look. Both touch controls are usable though people seem to be preferring the dual-stick option over swipe-look due to the sensitivity of the latter.

The game begins with you in a house with boarded up windows. Waves of zombies slowly start attacking and you need to defend against their attacks. Windows are repaired with the press of a button, though having your attention split across the different entrances is a challenge. The ramp up is rather slow, but soon you'll have trouble surviving the oncoming hoard of zombies. As you kill zombies, you earn coins which can be used to buy better weapons which are found throughout the structure.

Online multiplayer works quite well and you can get quickly matched with others looking to play. Your co-players are seen running around the structure blasting zombies and repairing the base. Unfortunately there's no way to communicate with your partners during the game itself, but still, we were impressed by the inclusion of an online option (shown in the video above).

While the game is limited to one survival map at the moment, it's hard not to be impressed with the overall adaptation to the iPhone, especially with online Co-op play.

App Store Link: Call of Duty: World at War: Zombies, $9.99

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