‘Games’ Category Articles

GDC 2010: 'Sword & Sworcery EP'- The Most Amazing Game I've Seen at GDC

Thursday, March 11th, 2010

This morning I met with the guys behind Sword & Sworcery EP: Craig D. Adams of Superbrothers, Nathan Vella of Capybara Games, and musician Jim Guthrie. In its current state, Sword & Sworcery EP, is less of a game and more of an "experience", but both Blake and I were completely blown away by the music, atmosphere, and profound feel of the whole thing.

Sword & Sworcery EP seems like a classic pixelized old school adventure game where players find themselves in a mysterious world to explore. The game has two distinct play modes currently, a landscape mode for exploring, and when you enter combat, turning the phone sideways changes the game to the battle mode, which plays a lot like the classic NES Punch Out. You can swing with your sword, dodge, and block.

The team has put together two videos of the first section of the game, which they've described as "like the tram ride in Half-Life." If you've never played Half-Life, the game started with a minimally interactive train ride of sorts that did a fantastic job of setting the mood for the entire game. After taking the Sword & Sworcery tram ride, all I can really say is wow.

Horizontal "sworcery" mode:

Vertical "sword" mode:

Sword & Sworcery recently won an achievement in art at IGF Mobile 2010, and is scheduled for a Q2 2010 release. The team is planning on slowly releasing more details (and hopefully gameplay videos) over the next few months. Out of all the games we've seen so far at GDC, this is the one we're by far the most excited for.

At this point in the life cycle of the App Store, it's starting to seem like games are often very similar to existing games, with one or two tweaks or a vaguely different feature set. Sword & Sworcery feels unlike anything I've played on the iPhone, and I can't wait to dive deeper in to it.

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Ngmoco's 'GodFinger' Released in Canada

Thursday, March 11th, 2010

In the midst of the GDC news blitz, we just got word from ngmoco that GodFinger is live in Canada. If you're unfamiliar with this song and dance, it's almost impossible to do large scale beta testing with iPhone games. Ngmoco's solution to this problem is a limited release in Canada to test their server infrastructure with real players.

From our Macworld preview of GodFinger:

In GodFinger, you are an all powerful deity who control the people and environment of a small planet. The planet environment is a side view cross section that you can navigate by swiping on the screen and pinch zooming in and out. When the game begins, you are given a very small planet with one inhabitant. As you demonstrate your powers to the inhabitants, they become followers and earn you gold and mana for their efforts.

We'll take a closer look at the game when it hits the US App Store, but in the meantime if you've got a Canadian account you can get an early edge on the competition. Otherwise, check out the thread on our forums that has oodles of different gameplay videos.

Canadian App Store Link: GodFinger, Free

GDC 2010: Gameloft's 'Zombie Infection'

Wednesday, March 10th, 2010

I've always been a huge fan of the Resident Evil series, and having likely spent weeks of combined playtime in my life playing and re-playing the games of the Resident Evil universe. It's more than a little weird to me that Gameloft has somehow managed to make a better Resident Evil game than even Capcom, the original creators of the series, has on the iPhone.

If Gameloft's highly "inspired" games make your eyes roll, you should turn back now because when I first saw Zombie Infection today there was little I could do to stop myself from groaning at the first level we were shown– A nearly identical African cityscape to the one found in Resident Evil 5, with an equally similar premise to the game complete with a second character you come across named Shawna who serves as your female sidekick.

Zombie Infection comes loaded with 10 levels, some lifted directly out of Resident Evil games, and others in locations that could either be described as "ridiculous", "awesome", or possibly even "ridiculously awesome". One such locale we were shown was a zoo, filled with zombie zoo animals. After just barely making it out alive after fighting a zombified lion, my play session was brought to an end by some gigantic crocodile that sprung up from the water.

Like other similar Gameloft games, controls work exactly how you would expect. A virtual joystick handles all your movement, while context sensitive buttons appear that do things like open doors, shoot, holster your gun, unleash melee attacks, etc. Speaking of melee attacks, there's also a number of "finisher" moves that you can pull on nearby zombies. For instance, if a zombie is knocked to the ground you can run over to them and a button will activate allowing you to stomp their head. Also, like Resident Evil games, you cannot move and shoot at the same time.

I wasn't able to get a solid answer on the graphics engine powering Zombie Infection, but the polygon count of the character models, scenery, and all the texturing was extremely detailed. On top of that, it was running at an excellent framerate, making the whole package that much more impressive.

Aside from the standard campaign mode, there's also going to be a survival mode Gameloft is calling "Arena Mode" where players fight off endless swarms of zombies. Other details are scarce at the moment, and much like Tom Clancy's Splinter Cell we only had enough time with the game to blow through a few levels. Needless to say, I'll be giving Zombie Infection a thorough play through as soon as its released sometime later this month.

GDC 2010: 'TibiaME' MMO Coming to the iPhone

Wednesday, March 10th, 2010

Here at GDC 2010 we had the chance to meet with Benjamin Zuckerer of CipSoft and have a look at the upcoming iPhone version of their popular TibiaME mobile MMO.

TibiaME is an exclusively mobile, top-down 2D MMO that made its debut on Nokia platform devices six years ago and has been growing its community ever since. At present there are approximately 50,000 active players in the game world, which consists of 67 islands, with 16 levels each. The islands exhibit a variety of different terrain types, such as forest, dungeons, ice, and "undead."

TibiaME places the player in the game world as either a warrior or a wizard. The islands of the world are peopled by other online players and a host of enemy characters that range from squirrels to demons — 56 types in all. There are magic-using boss monsters to contend with, as well. During the demonstration we were given of the pre-release iPhone client, there was no lack of activity in the world, as can be seen in our demo video.

While the iPhone version of the game client ties into the same game world that has been running these six years, it is a complete, ground-up rewrite that has been under development for a year and a half. The 20×20-pixel character graphics of previous versions of the game have been redrawn at a rather more detailed 50×50 pixels for the iPhone version, a new user interface has been implemented, and fight sequence animations have been added to the mix, as well.

The iPhone release will make its debut mid-year and follow the "freemium" price model. The base release can be downloaded free of charge and offers two (of the total 67) islands to explore. Characters playing in this mode are limited to a maximum of level 20 experience. Those wanting to experience the full game world can buy play time in blocks of one (5 euros) or 4 months (12 euros). Any character that has been built up in the pay model will retain all stats in the event an unrenewed block of time, but will be unable to level higher without the purchase of additional play time. The developer estimates that the base, free play experience delivers about one month of engaging play for the typical user.

To keep the game fresh, the developer has been in the practice of releasing a series of updates over the course of a year: 12 small that alter various game details, and 2 large, bringing new features and notable enhancements.

The only stand-out negative we saw about the title is its complete lack of any in-game music or sound effects. The iPhone version will allow the user to play tracks from their iTunes song library, however. And, of course, the main stand-out positive is the six years the game has been live and the sizable community that has grown within it, a most iPhone MMO's can't point to.

See our gameplay video for a look at the action in the pre-release client.

TibiaME for the iPhone is expected to debut mid-2010. Additional screenshots of the game can be seen at CipSoft's TibiaME Facebook page.

GDC 2010: Gameloft's 'Tom Clancy's Splinter Cell Conviction'

Wednesday, March 10th, 2010

The first game that Gameloft showed us at GDC this year was the latest in a long line of Splinter Cell games, a series that also has several books associated with it along with a movie that may or may not still be in the works. In the games, you play as Sam Fisher who is an extremely experienced member of an elite team within the NSA called the "Third Echelon". Splinter Cell games are episodic in nature, and this is the sixth installment in Sam's adventure.

Tom Clancy's Splinter Cell Conviction for the iPhone closely follows the console game with the same title. In fact, they are so alike, they even share cut scenes and voice work. (And because of this the voice acting is much higher quality than typical Gameloft games.) There is also a surprising amount of chatter between the bad guys you come across, and Tom Clancy's Splinter Cell Conviction is one of the few iPhone games that frequently drops the F bomb. It will be interesting to see how much of that remains in the final version of the game.

There are 10 included levels that Gameloft estimates will take players anywhere between 4 to 5 hours to burn through, and of the few levels we were able to see in the demonstration the locales vary wildly from night time stealth missions to missions in middle eastern cities complete with sand blowing everywhere. Overall the game looks amazing, and according to Gameloft is running on the next evolution of the NOVA engine.

Tom Clancy's Splinter Cell Conviction controls well, using a virtual joystick for movement, an array of context sensitive buttons that appear when needed as well as the same buttons that act like dials seen in many other Gameloft games that can be swiped to select different weapons and gadgets. There's a cover system, different instant kill melee attacks, and a "tag and execute" aiming mode that can potentially allow players to slay entire rooms full of bad guys.

For the few minutes I was able to play of the game, it's hard to form much of an opinion on it. Initial impressions are positive, but we'll need to put the game through its paces once it's finally released. Gameloft isn't discussing release dates with Tom Clancy's Splinter Cell Conviction yet, but the console versions of the game are due to be released on April 13th, so it's unlikely that we will see the iPhone game before then.

'Street Fighter 4' – Released and Reviewed as We Get Our Fight On!

Wednesday, March 10th, 2010

A few weeks back we posted gameplay videos of an unexpected and since, highly anticipated, title coming to the iPhone this month. Well, the wait is now over, with Street Fighter 4 [AppStore] launching today! Whilst many were skeptical at Capcom's ability to port such an critically impressive console title to the portable devices, our time with Street Fighter 4 reveals a surprisingly faithful rendition, if somewhat watered down to suit the smaller scale of the iPhone.

Street Fighter 4 gives you control over 8 characters from the console version; Abel, Blanka, Chun Li, Ryu, Bison, Dhalsim, Guile and Ken (in order of appearance). The game offers an impressive move list, featuring all the special attacks from the console version, leaving out the low and medium punch/kick buttons and their respective moves. The purists amongst you may find this too much of a downsize as it undoubtedly poses a change in pace from the original and diminishes the ability to hit those ridiculously high combos. Having said that, there's no doubting its authenticity– this is Street Fighter 4 in all its glory.

It is hard really to see how any additional attacks could have been squeezed in, as the on-screen controls already take up a sizeable portion of the real estate available. Super and Ultra attacks are performed by simply tapping their respective bars (which may irk some), though they can still be pulled off in their traditional, anologue stick fashion via the SP button. This SP button also activates EX attacks and together with a Focus button, complements the kick and punch attacks on the right part of the screen. It should be noted that these on-screen elements can be moved around and have their transparency adjusted, to accommodate left-handers and minimalists alike.

Street Fighter 4 looks and runs exquisitely on the 3GS device we tested it on, with impressive animations and the same gorgeous backdrops we were treated to in the console version. Combat in Street Fighter 4 is fast and fluid, and button input is as responsive as we hoped it would be. The AI does a good job at keeping you on your toes too, and can be configured at 4 difficulty levels from beginner to gruelling. There are a number of game modes, from the standard Tournament mode (against 7 competitors, with Bison featuring as the end boss), to a "Dojo" challenge mode, together with a training mode and a single player versus mode. For those who prefer human competitors, a Bluetooth multiplayer mode is available too.

To round out the impressive feature list, Street Fighter 4 sports a full blown replay system and local leaderboards, to record your matches for later viewing, and to breakdown your winnings in both tournament and versus modes. Capcom has certainly created a comprehensive Street Fighter 4 offering, with only WiFi multiplayer and online leader boards remaining on our wish list, together with the inevitable cries for a more extensive character roster.

Street Fighter 4 is easily recommended to any Street Fighter fan or fighting game aficionado. At its core it is a lightweight port of the exceptional console title, so don't go expecting anything different if you've had your SF4 fill. On the other hand, it is amazing that such a game was ported to the AppStore in the first place and the simple fact that you can now bring Street Fighter 4 around in your pocket should be enough to sway many an eager button masher.

Impressions from our forums are collecting fast and are largely positive. Our readers have noted that there is only minimal slowdown on 3G models compared to the 3GS device we tested, and even 1G users are reportedly happy with Street Fighter 4's performance.

App Store Link: Street Fighter 4, $9.99.

GDC 2010: 'geoDefense 2' Coming for the iPad

Tuesday, March 9th, 2010

This afternoon we met with David Whatley of Critical Thought Games and aside from race cars and sniper rifles, we also discussed the future of his company and the geoDefense series of tower defense games.

Following a series of complicated business deals involving his former company, Simutronics, Whatley will soon be focusing full time on game development. Formerly, Critical Thought Games was a very small operation that existed entirely out of David's spare time. In the not too distant future, Critical Thought Games will be expanding, adding employees and setting up a brand new office to build iPhone, iPad, and various Facebook social games.

Fans of the geoDefense series will be happy to know that one of these new games they're working on is geoDefense 2. Initially the sequel will be iPad-only, with levels and gameplay that take advantage of the increased screen real estate available on the device. It will share the same graphical style, only this time instead of a small array of towers with deep upgrade paths, Whatley is debating a Plants vs. Zombies style game that just has tons of different towers to utilize.

Things with geoDefense 2 are still in the air while the new Critical Thought Games offices and staff get settled, but David assured us he does have plans to adapt the iPad version of the game to the iPhone as well. Needless to say, once more details are available on geoDefense 2, we'll post them.

'The Hero' Lands in App Store

Tuesday, March 9th, 2010

Chillingo's The Hero launched into the App Store on Monday. We briefly previewed the game back in February.

The game is beautifully illustrated and animated super hero game. You control your hero by using a virtual joystick in the bottom right corner, and can speed up by mashing the on-screen button on the bottom right corner. The controls work well enough, although making precise movements can be challenging as you can't just stop in mid-air and turn around, your hero has to go through his whole turning around animation before you can go the other way.

Here's our hands on video:

First impressions from our forums seem positive, and we'll take a closer look in the near future.

App Store Link: The Hero, $1.99

'Mole – Quest for the Terracore Gem' Sparkles

Sunday, March 7th, 2010

Do you have what it takes to help Mark the mole locate the elusive Terracore gem?  That's the question, really, in Roo Games' recent release Mole - Quest for the Terracore Gem! [App Store].

Mole is a game that, on the surface resembles classic Dig Dug, but is really a deeper game (sorry) that's much more about scoring up in order to better equip your character than simple arcade action. In Mole, you start off as a rather ill-equipped Mark the mole that can't do much beyond burrow about the top-most layer of the six-layer underground world that hides the fabled Terracore Gem (in the deepest layer, of course). While burrowing, you can pick up various precious metals and gems, and they can be used to up your gear in the equip shop — and better gear is what really opens up the game. It's a gear-to-gameplay dynamic that's reminiscent of that in Hook Champ.

The aforementioned shop offers air tanks, pick axes, gem detectors, and the like for the player with enough metal. All of them help you on your quest, but the most important upgrade would have to be the air tanks, for, despite the occasional pockets of air that can be found in some (but not all) of the underground layers, you're not going to get very deep without some serious tankage. And the Terracore Gem lies deep.

The game offers very simplistic controls that work quite well; tap out some distance from your mole and he'll move there or just hold and drag in the direction you want to travel. The arrangement of on-screen indicators can be adjusted for left or right players, as well.

See the developer's gameplay video.

This is one of those games that delivers just a really nice balance between light playfield strategy (how deep should you go with your limited oxygen supply?) and asset allocation (how best to spend money in the shop?). If break-neck arcade action is what you're after, then Mole – Quest for the Terracore Gem! will disappoint, but for the gamer that can weigh risks and keep their eye on the goal, this one is a true hidden gem.

In honor of the Game Developers Conference 2010, Mole is free until Sunday, March 14th.

App Store Link: Mole – Quest for the Terracore Gem, Free (limited time, normally $1.99)

'Volkswagen Think Blue. Challenge' – Free Edutainment… With Online Leaderboards

Friday, March 5th, 2010

Late last year Volkswagen teamed up with Firemint to bring us Real Racing GTI [Free], a cleverly disguised free demo of Real Racing [$4.99] loaded with VW cars and branding that is still totally worth downloading if you haven't tried out Real Racing yet.

VW's most recent collaboration was just released today, this time working with Fish Labs to bring us what appears to be some kind of crazy economical driving edutainment game that appears to share a similar game engine to their previously released Rally Master Pro 3D [$4.99]. In Volkswagen Think Blue. Challenge [Free], instead of racing as quickly as you can, players are forced to drive economically.

As silly as this sounds for a video game, doing well is actually quite challenging. You start the game with a small amount of gas, and with each checkpoint you come to, you're asked an often obvious question about fuel efficiency to get more fuel. You then try to drive as far as you can with the amount of gas the game gives you. This means intelligent throttle management, coasting down hills, taking turns properly to not lose speed, and other economical driving techniques the game explains for you.

When you finally run out of gas, your distance is submitted to a global online leaderboard showing how far the world's most economical drivers have gotten in the game. Initially I just wrote Volkswagen Think Blue. Challenge off as a marketing gimmick, but after playing a few games it's really kind of neat how the game encourages highly technical driving. So often in driving games you're able to just go all out, bounce through corners and off other cars with little if any penalty at all and this is a nice, albeit fairly odd, change of pace.

Volkswagen Think Blue. Challenge is free, and who knows, you might even learn something about economical driving that could end up saving you money on gas in your own car. If you like the graphics in the game and how it calls out turns for you, be sure to check out Fish Labs' game this seems to be based on, Rally Master Pro which we posted a review on when it was first released.

App Store Link: Volkswagen Think Blue. Challenge, Free

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