Like it or not, more and more games in a wide variety of genres appear to be taking the freemium route in an effort to be more profitable. Rather than simply taking a binary stance as to the merits of freemium, I’d prefer to look at each game on a case by case basis to see if the developers manage to strike that balance of freemium elements versus playability and, most importantly, fun. Bullet Time HD [Free], the latest title from Kiloo Games, hits that balance perfectly and leaves me hoping that future developers will create freemium games like this.
Set in a post-apocalyptic world, Bullet Time follows John Irish, a man out to rescue his family from the mutated creatures inhabiting the land. You’ll lead John through a variety of locales that look striking and definitely give off a Borderlands sort of vibe. The game looks great and runs amazingly well on an iPhone 4S, although there was some minor slowdown on a 4th generation iPod touch.
Control-wise, Bullet Time plays like your standard dual stick shooter, with no significant positives or negatives to the standard formula. In addition, from a gameplay perspective, you’ll always have a primary mission to accomplish, but the game also throws a few side missions and secret locales at you if you’re willing to look for them. Bullet Time also features a lot of excellent ambient sounds and hard rock music that do a great job setting the tone of the game. From a presentation standpoint, Bullet Time simply rocks.
Zombie games may not be all the rage right now with gamers, since we've been relentlessly bombarded with them over the past few years, but that might change again with Extraction: Project Outbreak [$0.99], the latest game published by Chillingo and developed by ShortRound Games. A top-down shooter with loads of unlockables, a well done control scheme, and great visuals, Extraction looks to offer something for nearly everyone, as long as you can get past a mild case of monotony in the later levels.
The world has grown bleak in Extraction. Experiments on prisoners of war and military personnel have created a viral outbreak turning everyone into a zombie-like state. As a member of a private military contractor, you’re brought in to run a variety of missions that include rescuing scientists, escorting soldiers, defending sentry technicians and simply killing zombies (don’t worry, you get to kill zombies in all the other missions as well). Also, like any good government contractor, you’re rewarded handsomely with tons of cash at the end of each successful mission, which can be used to unlock and upgrade weapons.
Needing no introduction for any iOS Action fans, the Gangstar series has been Gameloft’s answer for folks looking for the city sandbox experience popular on gaming consoles. While we enjoyedthe previous twoGangstar titles, there were outstanding issues in both games that prevented each from becoming a truly ‘must-own’ title. With Gangstar Rio: City of Saints [$6.99], Gameloft looks to up the ante in all aspects from the new location to cleaner graphics to even a new character advancement system. While Rio falters in its voice overs and the overarching story, everything else makes this the best Gangstar yet.
Gangstar Rio continues the tried and true gameplay of previous titles that closely mimics the gameplay of sandbox games like the Grand Theft Auto series. All the elements from previous games – from the mission based main story, to the large amount of collectibles, to even the side jobs attached to various vehicles – make a return. However, GangstarRio improves on its predecessors by making everything just a little bit better. For example, the Rio de Janeiro locale seems to be bigger and is a lot more unique compared to the previous locations. The entire world just feels more alive than previous titles. In addition, the developers have improved the controls by adding a few new options and tightening the existing schemes. However, I was extremely disappointed in the lack of cloud saving/syncing as that should be an essential requirement for lengthy games such as this (moreso since Rio is a universal title).
Recently, we mentioned that Space Tripper [$3.99] - the iOS version of Astro Tripper - has finally been released by True Axis the makers of the popular game: Jet Car Stunts [$1.99 / Free]. After being released on various other platforms over the past decade, it's finally our turn for an iOS port of this top-down arena-based shoot'em-up, which features a main campaign plus score attack and challenge modes to unlock.
Although I'm happy to recommend this game now, my initial impressions were less favorable. You see, Space Tripper offers tilt controls as the only option for movement, but strangely, it appears no auto-calibration occurs at the start of the game, so the craft was unresponsive to tilts and left sitting like a lame duck. However, after discovering the tilt calibration and tilt-sensitivity options and testing a few different configurations, the craft became very responsive, ducking and weaving around enemies.
We had a great time with Limbic Software's Zombie Gunship [99¢] when we first reviewed it, and it's already been updated since then. If you check your pending updates, you'll see that Zombie Gunship 1.3 is waiting for you, which adds a whole new scenario featuring cool environmental objects (like trains) and AirPlay support.
I got a look at the AirPlay functionality back at GDC Austin, and the way they implemented it is actually really cool. Instead of just simply mirroring the display, you will have a radar display of sorts on your device while you see the video output on the TV. What will be interesting to see is whether or not players who play this way have any kind of advantage score-wise from players who play normally. It'd seem to me that a radar display would be pretty powerful, but we'll have to see what happens.
If you haven't grabbed Zombie Gunship yet, now seems like a great time. If you have, make sure you snag this update, it's solid.
Does the world really need another big, brawny, cigar-chomping, generic-looking hero? Adult Swim says yes. Major Mayhem [99¢] is Adult Swim's latest contribution to the mobile marketplace and… a rail shooter, I guess.
Closer in tone to Duck Hunt than Counterstrike, Major Mayhem bears more than a passing resemblance to games like Virtua Cop and Time Crisis. Here, movement is largely independent of the player. You'll be transported to the next zone automatically once you've killed a sufficient number of enemies.
Back in 2004, CAVE released the manic shooter Mushihimesama (Bug Princess translated) into arcades to a warm reception from shmup fans, and two years later released a sequel called Mushihimesama Futari, which was also ported to Xbox 360 in 2009. Then, as most of you probably know, an iOS spinoff based on the Mushihimesama series called Mushihimesama Bug Panic [$6.99/Lite] was released late last year to critical acclaim. It wasn't the typical CAVE scrolling shooter, and instead was more of a dual-stick action game with similar bullet hell craziness and over-the-top enemies.
Today, CAVE has released a teaser video for their new forthcoming iOS game, and it looks like they're going back to that original title from 2004 Mushihimesama and bringing it to the App Store as Bug Princess this winter.
Look up. Are pigs flying? Ok, just checking, because in case you hadn't heard True Axis' Space Tripper [$3.99] is now available in the App Store. If you've heard the tale of Space Tripper's perilous development cycle that spanned more than three years, then you might be apt to think that pigs flying would be about as plausible as the game being released. However, after a late push from the developers these past couple of months, they have finally released Space Tripper out into the wild.
As a quick recap, Space Tripper started as a Mac and PC game created by PomPom Games back in 2001. In 2006, it was rereleased on the PlayStation Network as an enhanced version by the name of Astro Tripper. True Axis began working on an iOS port of the game back in mid-2008, but were riddled with setbacks that pushed the release back many times.
It features 14 different levels across 4 worlds in Campaign, Time Attack, and Challenge modes. There is OpenFeint and Game Center integration for leaderboards and achievements, and there's even a built-in cheat menu if you're finding the game a bit too difficult (though this will disable leaderboard and achievement tracking), just like the old days!
Now I don't think anybody would argue that Space Tripper doesn't look quite gorgeous, with vibrant colors, interesting enemies littering the screen, and huge boss fights. But, I'm betting at least a few of you are feeling hesitant about the game's tilt-only control scheme. Heck, I'm not typically a fan of tilt controls either, unless they're done extremely well. After playing with Space Tripper for just a short while, I can see that the tilt controls are indeed rock solid. However, as good as the tilt controls are, if enough people request it True Axis will look into a touch control option. They've tried it already and weren't happy with the results, hence why they aren't included already.
At any rate, Space Tripper seems to be good arcade shooter action already. We'll be taking a closer look at the game in the coming days, and you can check out early impressions of Space Tripper from gamers in our forums.
The goal of Rocket Riot [99¢] from Chillingo and CodeGlue is to fly around an arena on a jetpack destroying enemies with your bazooka. And you can also destroy ...well, pretty much everything. You see, the entire level is destructible, so even the walls can be blown apart. Everything can be shot to pieces. But once you've blast a little short-cut through a wall, the level is not permanently destroyed, because it slowly regenerates.
Rocket Riot was released in 2009 for Xbox and featured multiplayer modes, but the iOS release focuses solely on a single player campaign. That's a shame because an arena shooter like this is ideally suited for multiplayer mode, but the developers have no current plans to implement that - unless the Rocket Riot becomes super popular. Fortunately, the single-player campaign mode is an entertaining arena shooter fill of rockets, destruction and heaps of cool power-ups.
Needing no introduction, Asteroids is one of those classic arcade games that everyone has played in some form or fashion. Atari looks to capitalize on that namesake with Asteroids GUNNER [Free], a modern upgrade to the Asteroids series which converts the game to a dual stick shooter complete with upgrades, unlockables, and IAP. While Asteroids GUNNER offers an adequate gameplay experience, the significant IAP barriers raises some questions as to whether the game is worth a significant play through.
Gameplay-wise, Asteroids GUNNER plays similarly to Space Miner with dual-stick controls instead of thrust-based movement.  Interestingly enough, Space Miner plays closer to classic Asteroids than Asteroids Gunner does. Everything from the controls to the plethora of asteroids to even the ability to customize your ships should feel familiar to any veterans of this genre. In fact, Asteroids’ main problem is that it all seems a bit too familiar – the game does very little to differentiate itself from the pack in any aspects. However, as far as the basic gameplay goes, Asteroids GUNNER does hit all the notes, and doesn’t do anything to detract from the generic dual stick shooter experience.
It's easy to see why cover is so widely used in every modern game with a gun in it, but it doesn't excuse how boring the systems usually are. Epoch [$5.99] stands out because its cover mechanics are actually fun to play with. They smartly combine agility and athleticism to the standard pounding and popping, while also offering an alien uptempo pacing, courtesy of Uppercut Games's exploitative enemies. The cover system is strong enough, actually, to carry the game to completion, which is an important note to make since, aside from the story hooks, the game doesn't have a lot more to offer outside of a standard weapons / items upgrade model.
Think of Epoch as a bizarre "what if" scenario come true. It's sci-fi Infinity Blade with guns, and it's pretty thorough with its adaption of that game's upgrade model and on-rails structure. The key departure is within Epoch's action model -- instead of hacking and slashing, you'll be whipping, sliding, jumping around, ducking or crashing your robot into pieces of cover as enemies sling bullets and lasers at you. If you're moving tactically, enemies will lose their bead on your metallic frame, and you will then be subsequently free to target them and fire without worry. (more...)
Luke Schneider's awesome take on Space Invaders, Super Crossfire [$.99 / UHD], is now bigger than ever thanks to an early November update. Version 1.1 specifically adds a new "dark mode" that includes 150 harder waves complete with new backgrounds and a "new perspective" on the game's story. Super Crossfire is also now more stable than ever; Schneider went back and dropped in some performance improvements for older generation phones, nipped a nasty save bug, and addressed several minor problems.
The most exciting addition for us is the one that couldn't be noted officially: Super Crossfire HD now supports the iCade. Just switch to "ARCADE" in the configuration and you're good to go. It's nice to see some new iCade games out there, eh?
Oh! And if you're particularly interested in the HD version -- and you should be since we're huge fans of it and are never wrong about these things -- know that its price has been reduced. For a spell, the game is being offered at $.99 instead of its usual $2.99. Neat!
Hey, guys, Atari is resurrecting Asteroids and making it a free-to-play game -- no, really. The other afternoon, Atari sent us its first word on Asteroids: Gunner, a re-imagined take on the classic arcade space rock-obliterator that combines new dual-stick controls, fancy 3D visuals, wave-based play, power-ups, ship upgrades and the usual free-to-play trimmings including IAP ad removal and IAP unlocks.
Obviously, this isn't the Asteroids we grew up with, but this is definitely the kind of game that's doing particularly well now and the kind of game that fits Atari's new metric-driven direction. If you're especially interested in diving into Gunner, but want to get your expectations in line beforehand, go give the Slide2Play preview for it a read. Spoiler: Gunner sounds like a well-rounded and easy to pick-up-and-play action game built for all audiences.
Here's some screens:
Gunner is set to hit this coming November 10 at $0, so the wait isn't much longer. Oh! And for this generious price, you'll get the first 50 levels.
It was easy to overlook the issues in the original Zombieville USA. When it hit, the App Store was as foreign and exciting as our new iPhones. Plus, there was no real measuring stick; we just knew it was a fun and cutesy side-scrolling shooter starring the world's favorite bullet-sponges, the undead. Zombieville USA 2 [$.99], on the other hand, has released in a period where we have expectations. Awesomely, Mika Mobile knocks them out of the park by both refining and creating within the confines of the original game.
Tightly-constructed, well-executed, charming, different and entertaining are all words I feel like I can freely use when describing Zombieville 2. For the most part, it's a near perfect iterative entry to the franchise. It artfully hones in on and turns up the volume on the two best parts of the original: the shooting and upgrade models. (more...)
Long time readers of TouchArcade might remember the announcement of an iOS port of Space Tripper, a horizontal shoot 'em up from PomPom Games released for PC and Mac way back in 2001 and rereleased in HD as Astro Tripper in 2009. The port was to be handled by True Axis, the Australian developer of Jet Car Stunts [$1.99/Lite], and the project officially began in June of 2008, before the official iOS App Store had even launched. We first caught wind of Space Tripper coming to iOS in December of that year, with a planned release of "early 2009." Boy, how plans can change.
True Axis was comprised of just two members, and as development on Jet Car Stunts hit its stride during 2009, it didn't leave a ton of time to work on Space Tripper, and progress on the title lagged. After Jet Car Stunts' release in November of 2009, the hope was that Space Tripper would be finished up shortly thereafter, and that following December is when True Axis officially debuted the game in our forums, still optimistic that it was coming soon.