‘Games’ Category Articles

Freebie Friday & Game Sales: 'Earth Vs Moon', 'Transformers', Gameloft Games & Others

Friday, March 19th, 2010

I'm still kind of stunned it's already Friday, after GDC madness last week and playing catch up this week I'm not even sure where all the time went. Regardless, we missed our sales and freebies post this week, so I've dug up an extra helping of freebies in attempt to make amends this week. As always, the standard iTunes price change disclaimer is in effect. These prices are all current as of Friday afternoon, but due to the nature of the App Store are subject to change at any time. If you've got your eye on one or more of these games, you're probably better off grabbing them ASAP.

Earth Vs Moon, 99¢ → FREE

Quite possibly one of the best missile command spinoffs on the App Store, we loved Earth Vs Moon in our review, and since then it has only gotten better with updates. This one has been free for a few days now, and likely will return to normal price any time now, so grab it while you still can… And if you miss the free promotion, it's still totally worth a buck if you haven't heard of it before.

Other notable freebies include:

As far as game sales are concerned, a few Gameloft games were recently dropped to 99¢. I've had a good time playing through all of these, so if you don't own them yet, I can think of worse ways to spend $5:

And of course, there are a ton of other games with recent price drops:

There are many other games with recent price changes, and you can see a listing of popular games and all games on sale over on AppShopper. Stay tuned for more freebies and sales next week, same bat time, same bat channel.

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Upcoming Roguelike 'Spirit Hunter Mineko' from ChronoSoft

Friday, March 19th, 2010

A year ago ChronoSoft brought us the dungeon crawler Rogue Touch [App Store], included in our Best Games of 2009 roundup and my personal favorite iPhone roguelike. The game has been well-supported by the developer and has gathered quite a following in our forums. Over the past few months, however, developer Kevin Hill has been fairly quiet, leading us to wonder just what he's been up to.

As it turns out, with the roguelike formula held firmly in mind, Kevin's been busy at work on a new iPhone game. Yesterday, in our forums, Kevin announced his forthcoming title Spirit Hunter Mineko: Demon's Reach.

Spirit Hunter Mineko: Demon's Reach is a roguelike / dungeon crawler with a bit of a backstory. The game centers around Mineko, an average teenage girl who enjoys exploration, spelunking, and sparring with tough monsters. Stubborn, short-tempered, and rebellious, Mineko lives with her family in a secluded mountaintop village. She is a Spirit Hunter, trained from a young age in the art of channeling her spirit to perform magical feats. And while she demonstrates great skill, she is still treated like a child by her village. However, Mineko's chance to prove herself has just arrived.

One dark night a vicious storm kicks up, tearing through the valley below and whistling through the peaks that she calls home. Upon waking the next day, Mineko and every last member of the village are amazed to see that this was no ordinary storm! Down in the valley that previously contained nothing but dense forest, a huge castle has materialized… apparently from thin air! Its sinister appearance, as though an enormous evil hand was stretching out of the earth towards some unseen desire, immediately earns it the name "Demons Reach".

The village council decides to send a scout into the valley to investigate and, in a move that infuriates Mineko, her brother is chosen for the task. Not one to mope about the house, Mineko grabs up her dagger and crossbow, opens the hidden door in the floor of her bedroom, and it's off to high adventure she goes.

Spirit Hunter Mineko, while a dungeon crawler like Rogue Touch, is rather more similar to some of the iconic SNES and Gameboy Advance adventures of the past. It features a unique world with monsters, gameplay mechanics, and graphics not inspired by any existing roguelike. Unlike the much more graphically simple Rogue Touch, the new title is an OpenGL ES-based affair featuring smooth-scrolling travel through the game's various levels. As the development of the title progresses, detailed animations and particle effects will come into play, as well. The developer likens his vision of the completed title to Shiren the Wanderer for the DS.

Kevin has just posted an early video of the game that serves as more of a "tech demo" of the game system as it stands currently than a demonstration of any meaningful gameplay.

The developer tells us that, while the early video demonstrates his line-of-sight algorithm, he plans to finesse the system with a smooth-shadow effect before release. He also indicates that the onscreen mini-map, in the final game, will start small and slowly fill out as you explore the randomly-generated levels. And, while the video shows only the game's dungeon environments, there are currently four different environments / tilesets planned for the release version.

We're told that there's much left to do in this title before it's ready for the App Store, but, remembering Rogue Touch, we're rather confident that the end result will be worth the wait. Stay tuned for more on ChronoSoft's Spirit Hunter Mineko: Demon's Reach down the road.

'Blast Off' – There Sure Are a Lot of Lost Astronauts

Friday, March 19th, 2010

Halfbrick's latest game actually started its life on the PlayStation Network as a PSP Mini, along side Fieldrunners and a small hand full of other similar bite-sized titles. Recently making its way to the iPhone, Blast Off is nearly identical to its PSP counterpart, with the control scheme as the main differentiator.

In Blast Off, you control a tiny rocket ship blasting through space rescuing astronauts. Touching the screen tilts your ship in that direction and fires your rocket, usually sending you off that way. Your enemy in the game is gravity, and the game is over when you crash– Numerous celestial bodies are scattered across each level, each which have a different effect on your ships trajectory.

As you blast through space, you have to keep an eye on your air and fuel gauges. Air serves as the timer for the levels, and fuel is consumed as you touch the screen to let off rocket burns. Once you get a feel for how the ship performs in space, it won't take long for you to sling shot around planets and use gravity to your advantage to really only need to fire your rocket for minor course changes.

Two different game modes are included, endless mode where you need to rescue as many astronauts as possible while picking up power ups to refuel and refill your air supply. Classic mode consists of 45 levels with multiple difficulties where players must collect as many astronauts on screen as possible then make their way to the warpgate without running out of air or fuel. Both game modes are a lot of fun, although I've found myself preferring endless mode.

Online scores and achievements are tracked via OpenFeint, and Halfbrick has even released the game's soundtrack as a free download on their site. If you've had fun with these kinds of gravity puzzle games in the past, Blast Off is really worth a look.

App Store Link: Blast Off, 99¢

'Flick Bowling 2' Hands-On Preview with Video

Thursday, March 18th, 2010

In late 2008, Freeverse released the original Flick Bowling, the first of what has since become the Flick Sports franchise. Next week they plan on launching its sequel, Flick Bowling 2, which improves upon the original in every way imaginable. In fact, it's really sort of amazing to go back and look at the original Flick Bowling trailer in comparison to see how much more detailed something as simple as a bowling game has become.

Flick Bowling 2 is controlled using simple touch gestures, and once you get the hang of it, flicking your finger across the screen to bowl works really well. Unlike the original where you applied spin to the ball by swiping across the screen, your entire shot is done in one flicking gesture. To throw the ball straight you flick straight up, to curve it in a particular direction, you simply curve your finger flick. It works surprisingly well.

Another new feature in the sequel is the addition of a story mode. Playing as either Jen or Jim, you'll warp through time (somewhat like Bill & Ted's Excellent Adventure) to face off in bowling matches against famous figures in history who also have similarly themed bowling alleys while you make your way to the ultimate bowling showdown with the evil Baron Von Schtopwatch. The game itself even admits the plot makes no sense. Aside from story mode, you can also play regular bowling games as well as a quick three frame game.

Here is a video of me doing poorly against Cleopatra:

One of the most interesting things about Flick Bowling 2 is how Freeverse is pricing it. While the original Flick Bowling launched at $4.99, the sequel will come in two flavors: A completely free ad-supported version, and a paid ads-free version. The only differences between the two games is advertising, and the paid version also comes with multiplayer. Both games will also come with DLC packs for customizing your bowling balls, as well as an additional Helen of Troy level.

Freeverse is shooting for launching Flick Bowling 2 on the 23rd, and I really recommend keeping an eye out for it, especially if in-game ads don't bother you. The bowling control mechanic is fun, the new physics engine is a massive improvement over the original, and the time traveling premise of the game, which is beyond ridiculous, is hard to not enjoy.

'Aftermath' – A Really Creepy Zombie Shooter

Thursday, March 18th, 2010

In many ways Aftermath is the zombie shooter I've been waiting for.

You find yourself walking the streets at night of a zombie infestation, trying to fight your way out of the city. It's dark and raining. The entire scene is dark with the exception of your flashlight. You move around frantically trying to take out the incoming zombies when a flash of lighting reveals a horde of them right behind you.

The mood of the game really is perfect. The lighting effects, 3d engine and sound come together to give Aftermath a great feel. Your character is controlled by two thumb pads, but not in the traditional dual-stick format. Left is movement while the right one lets you turn left/right. Meanwhile, firing at zombies is automatic when you point at them with your flashlight. While this may sound awkward, it works quite well and makes the game feel a bit more realistic and frantic as you must be facing your opponents to fire at them.

Another aspect of the game that really stood out was the large city map in which the levels take place. There are blind alleys, cars, and buildings. You need to navigate your way around parts of the city to make your way through the level goals. This is a refreshing change from other dual stick shooters such as Alive 4 Ever which have all taken place in small square-shaped arenas. In Aftermath, you really feel like you are getting lost in the city.

Check out the video for the gameplay:

The game, however, only comes with an 8 level story mode and a final survival mode, but is integrated with OpenFeint for high score achievements.

While there is some replay value in the existing story levels to improve your score (and, of course, the survival mode), the main criticism about the game is this relatively short level structure. The early levels can go by really quickly and leave you wanting for more.

Still, it's hard to find too much fault in the game at only $0.99 when other games launch with much less. If you're looking for an atmospheric zombie shooter, this one's an easy recommendation.

App Store Link: Aftermath, $0.99

Exclusive 'Revolt' Hands-On Preview with Video

Thursday, March 18th, 2010

Revolt is a 3D dual stick shooter created entirely by three people: Kristopher Peterson who handles all the art, design, and sound effects, Jaap Kreijkamp doing the programming, and Sean Neville writing the music. This three man team has managed to come up with what very well may be one of the coolest looking dual stick shooters I've played recently.

We went over the basic premise of the game in our original preview:

Revolt is an exquisite looking shooter that departs from the usual dual-stick model of unlimited ammo run-and-gunning by throwing a surprising amount of strategy into the mix. The gameplay promotes taking cover and rolling to avoid enemy fire, and ammo needs to be carefully managed across 15 weapons and 5 weapon types. A mixture of lasers, grenades and missile launchers serve to create some of the most impressive explosions and combat effects we've seen on the AppStore, too. To boot, Revolt seems to take its storytelling seriously, the gameplay spanning over 8 campaign levels and an impressive 20 survival arenas.

The build we were sent was a preview in every sense of the word, most of the art has yet to be finalized, menus are basic, and they haven't added the story elements yet. However, as far as a beautiful framework for a dual stick shooter is concerned, these guys nailed it.

Check out the gameplay video which shows a bit of story mode and survival mode:

Survival mode is particularly interesting in Revolt, as you fight off enemies in waves and between each wave you're given the opportunity to spend the credits you collect in game on ammo, grenades, and other goodies. I've spent a considerable amount of time trying to make it through the survival mode, and there seems to be an interesting layer of strategy in stocking up on weaponry. The easy levels obviously don't require anything, but once you survive past the first few waves, grenades and other weapons become mandatory.

Revolt is still in development, but shows a considerable amount of promise. We'll be keeping an eye on this game's development, and if you want to know more, stop by the developer's thread on our forums.

'Chaos Ring' Trailer Released – Looks Incredible

Thursday, March 18th, 2010

We still really don't know anything about Square Enix's upcoming iPhone-exclusive RPG that we haven't already mentioned, but this trailer for Chaos Ring is absolutely amazing. The graphics are insane, and the game looks like a Playstation-era RPG. Needless to say, we're extremely excited about this:

Originally I suspected this might not be released for quite some time, since the only release date we've found anywhere is simply 2010, but the trailer looks like a surprisingly complete game. I wish we had more details to share right now, but needless to say, we're going to be following Chaos Ring very closely.

Update: Forum member GDSage has done a phenomenal job at piecing together tons of details about Chaos Ring in the Chaos Ring thread on our forums.

'ZombieSmash' – Who Knew Making Zombie Paste Could Be So Much Fun?

Wednesday, March 17th, 2010

Earlier this month we had a chance to preview ZombieSmash by Gamedoctors, a castle defense game that promised to stand out from the pack by marrying the genre with another of our favorite pass-times– Zombie Killing. That concept certainly seems to have gained a lot of attention in our forums of late, and now the wait is over, as ZombieSmash [AppStore] is available!

Our time with ZombieSmash has laid to rest our doubts that the genre had wrung out all it could, as ZombieSmash not only looks gorgeous, in a cute Plants vs Zombies kind of way, but has a number of surprisingly original elements to diversify the tired castle defense gameplay too. For starters, enemies can attack from both sides of the house at once, putting to use the multi-touch features of the iPhone. Scripted level manipulation also gives the game a more tailored and refined experience, in one level for example the screen gradually zooms closer and closer on the house you are protecting, making it more difficult to respond to incoming attacks and upping the challenge. It gives a sense of purpose and individuality to each level that removes some of the monotony of seeing the same house over and over.

A castle defense game wouldn't be complete without a range of monsters to defend against, and ZombieSmash delivers abundantly in this respect. New monster types are regularly introduced, each with their own attack style and different means required to dispatch them. And by means we're talking about over 20 unique weapons and upgrades that are each controlled differently, from pull-the-pin grenades (which hilariously, you can smack the zombies around with before they explode) to screen-clearing giant boulders. Whilst there seems to be an underlying strategy to ZombieSmash in deciding where and when to use your special weapons, particularly as some weapons combine to do additional damage, as a castle defense game that incessant flicking-like-a-madman gameplay is unescapable, and is ultimately what turns people away from the genre. The developers have seemed to recognise this and address it somewhat, as a few levels focus solely on special weapons, blocking the ability to grab enemies altogether.

One of the high watermarks of our experience with ZombieSmash has been the "Finish Him" cam (a throwback to Mortal Kombat fatalities) where time freezes and you can bestow immeasurable pain on the last zombie of each level– all recorded in celluloid for you to seamlessly email to your friends, send to facebook or save them to your phone without leaving the game. To round out the socialisation aspects, ZombieSmash features Chillingo's Crystal platform, offering achievements and leaderboards for a variety of the game modes on offer.

ZombieSmash has 31 Campaign levels (with the choice of either Normal or Hard mode), an Endless Siege mode and a nifty Sandbox mode, where weapons and Zombies that you've met in the Campaign mode can get friendly in your very own creative/sadistic ways without the risk to your house. From what we've seen based on our own sessions with the Sandbox, and from posts coming in from our readers, there are some rather remarkable means of eliminating Zombies that may not seem apparent at first. There is also a comprehensive upgrade system in ZombieSmash, where stars collected from the other modes can be used to boost your arsenal and defenses, enabling you to hold out and dish out all the more. You'll need to really dig deep into the upgrade shop to face the Hard difficulty levels, as even Normal difficulty poses a substantial challenge in the mid to latter stages.

ZombieSmash has evidently received a lot of love from the developers, who have attempted to liven up the stale flicking gameplay that comes with most castle defense games. As a result, ZombieSmash really does stand head and shoulders above its competition.

Despite all this, we still aren't convinced it'll make converts out of those who avoid castle defense games, but may draw in those open to a different take on the genre. A rocking soundtrack by Chris Hülsbeck, of Giana Sisters fame, completes the package– a fitting encore for your hard day of Zombie culling.

If you haven't already, be sure to check out the Debut Trailer (which we've included above) for a look at the gameplay. Also, check out our discussion thread, which is brimming with many positive impressions from our readers.

App Store Link: ZombieSmash, $1.99.

Six Ngmoco iPad Games Coming Soon

Wednesday, March 17th, 2010

With less than three weeks to go to the release of the iPad, ngmoco CEO Neil Young revealed to Computerworld at GDC that they have six games on their way to the device. While Young was rather vague at the time, we've since talked to both Freeverse and ngmoco and have the complete list of games that should be available around the launch of the iPad.

Freeverse's highly anticipated space conquest game Warp Gate was specifically held back for the iPad launch. We first revealed Warp Gate at our iPhone Launch Party at WWDC last year, and since then have done an additional sneak peek of the game. Also, we've got a huge thread on our forums where Freeverse Senior Producer Bruce Morrison has been participating in the discussion about the game.

Freeverse classics Flick Fishing and NBA Hotshot will also be making their way to the iPad in addition to a fourth new game, CastleCraft, an MMO strategy game where players build and manage one or more cities, then stockpile resources and military units to wage war on hundreds of other players online. We will have more details on the game soon, but here are a few screenshots of the iPhone version for the time being:

Ngmoco themselves will be contributing iPad versions of both GodFinger and We Rule, two freemium titles that recently saw limited releases in Canada. It also seems likely that both games will be released for the iPhone worldwide at the same time.

We should have many more details on all of these iPad games as April 3rd approaches. In the meantime, I've been assured that Warp Gate looks absolutely amazing, and out of all the games I've heard about so far for the iPad, it's by far the one I'm most excited to fire up.

Hands-On Preview: ‘Babo Crash’ – a Match 3 Game with Crazy Power Ups

Wednesday, March 17th, 2010

I have played a lot of match 3 games since I got my iPhone and there all pretty much the same. A few like Trism [2.99] and the recently updated Puzzle Quest [4.99] change the formula but there still just another match 3.

Well PlayBrain's soon to be release game called, ‘Babo Crash’ doesn’t change the formula. But it does add a whole lot of insane power ups and gem busting heroes to it.

‘Babo Crash’ uses the cast from PlayBrain’s Madballs: Babo Invasion game for the PC and Xbox Arcade. The object of the game is to collect enough gems in a set time limit to pass to the next level. This part of the game plays just like Bejeweled Blitz, but with a twist.

When you match more than three gems you create a hero gem. Each color of gem creates a different hero, when you use them in a match you activate their special ability. This is where the game gets good. One of the abilities creates a ball on the screen that you control by tilting you iPhone which destroys every gem it touches. There is something very satisfying about destroying gems in this manor.

There was so much going on while I was playing this game that I forgot I was playing a simple match 3 game. Also, when I went back to other match 3 games, they seemed slow and uneventful. This game totally refreshed how I look at games like this. And to think, I almost didn’t even give it a chance because it was “yet another match 3 game”.

PlayBrains is planning to release the game once they finish an update to have it iPad ready, which should be any day now. If you like match 3 games but have been bored with them lately, give this one a try. I think it adds excitement back in to the genre.

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