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‘iPod touch games’ Category Articles

Radiangames Reveals Its Next iOS Release, 'Inferno+'

Wednesday, May 9th, 2012

Ballistic SE [$1.99] and Fireball SE [$1.99] creator, Luke Schneider, has been porting another Xbox Live Indie Game to the iPhone and iPad. Inferno+, which features newer high resolution assets for retina screens, is coming later this month or earlier next. Luke dropped us a really awesome slow-motion teaser trailer that shows off a smidgen of the game's creative twin-stick action, which seeks to combine elements of Geometry Wars (!) with the structure of Gauntlet (!!).

Luke describes the trailer in his latest blog post, shedding some light on what he's trying to shoot for:

While the launch trailer will cover a lot more of what’s in Inferno+, for the teaser video above I only wanted to show a single quick sequence to give a taste of the game. Obviously it’s in slow motion, and zoomed in a bit, so I cheated a little, but I think that’s OK.

We've been pretty impressed with what Luke has released so far, so count us in for a day one download. Whenever we get a final build, we'll shoot you a review. Hah. Get it? It's a twin-stick shooter. We're going to shoot our thoughts at you... like you'd fire bullets in a shooter. We crack us up.

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'Luxor Evolved' Review - Taking Marble Shooters to the Next Level

Wednesday, May 9th, 2012

If there were ever a genre in need of reinvention, it's the marble shooter. As a genre it's been around for nearly 15 years now, and the two big names, Luxor and Zuma, are pretty much indistinguishable. Swap ancient Egypt for the Inca Empire and you've pretty much got the same game. PopCap stepped things up recently with Zuma's Revenge [$0.99 / $1.99 ], which added boss fights and made a few alterations to the formula. But Luxor Evolved [ $2.99 ], MumboJumbo's answer to Zuma's evolution, is feeling like the genre's next frontier.

It shouldn't be mind blowing that Luxor Evolved looks different from its predecessors, but it sort of is. Between a new setting in space and wild geometric art it hardly looks like the same game at all, making this the genre's first serious face lift since 2003. Of course, it is the same game—it's still about matching and destroying strings of colored marbles, and it even has Luxor's usual ancient Egyptian theme. But this time it's space Egypt, and space Egypt has a few new tricks.

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TouchArcade Rating:

'DreamWorks Dragons: TapDragonDrop' Review - Sheep Herding Puzzles Are Better With Dragons

Wednesday, May 9th, 2012

I have to admit I'm behind on children's cinema. I totally haven't seen Dreamworks' How to Train Your Dragon. Though they're clearly from the same world, I'm pretty sure it doesn't follow the same plot as PikPok's DreamWorks Dragons: TapDragonDrop [ $0.99 ], which is about kids riding dragons to herd sheep. But really, that seems like an innovative solution to a common problem, no?

Though it takes a few levels to reveal its workings, DreamWorks Dragons is a game of logic puzzles. You're given a few tools, things a dragon could reasonably be expected to do, like roaring, picking up rocks, smashing things and burning stuff. With them, you need to run through a series of levels about herding sheep into their pens. But the stakes are high: each step needs to be completed in the right order or you'll end up withcharbroiled sheep on your hands. Mmm, mutton.

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TouchArcade Rating:

'Inotia 4: Assassin of Berkel' Review - A Less Than Perfect But Still Strangely Satisfying KRPG

Tuesday, May 8th, 2012

If there's anything I've learned after pouring several days of my life into the latest installment of Com2uS's action-rpg Inotia franchise, it's that no amount of Engrish exposure can truly prepare you for that strange moment when a gorgeous brunette clad in diaphanous silks informs a 'pretty boy' of an anti-hero that he is squirting blood.

This awkwardness informs a lot of the dialogue in Inotia 4: Assassin of Berkel [$2.99 / Free ]. While relatively free of the grammatical errors that usually plague such games, Inotia 4 has a rather, uh, unique way with words. Here, you'll find imposing-looking orcs declaring that things are "kinda awkward" and villains that order their lackeys to "allure" helpless souls to a nefarious end. This isn't necessarily a bad thing, mind you. Unless you're totally adverse to the idea of peculiar phrasing, the accidental humor actually offers a light-hearted touch to what otherwise feels like a stereotypical jaunt.

The story in Inotia 4: Assassin of Berkel is one built out of familiar tropes. For example, the protagonist's an effeminate-looking but curmudgeonly chap who also happens to be young, gifted at the art of assassination and a member of the Shadow Tribe. His star-crossed love interest? A young woman who bears more than a passing resemblance to Final Fantasy heroines like Rinoa, Garnet and Yuna. Needless to say, this sort of sets the pattern for the rest of the game. Inotia 4 is a little bit of everything you've ever encountered in an RPG from the Orient. There are warring factions, magic, subterfuge, hidden pasts, and even an arrogant stranger with an overpowered weapon. If you were looking for something new, this isn't the KRPG you're looking for.

While I'm not particularly fond of the virtual d-pad utilized here or its periodic lack of responsiveness, the controls are pretty standard fare. It's the interface that bugs me to no end. On top of many smaller issues, the deluge of buttons, character portraits, health bars and mana bars can make it literally impossible to see where you're going. To be fair, it doesn't happen all that often but when it does happen, you'll take painful notice.

From an audiovisual perspective, Inotia 4 is neither particularly impressive nor completely humdrum. An odd mixture of Retina quality elements and retro-looking graphics, the game feels a little older than its actual release date. As for the audio, I'm somewhat on the fence. On one hand, the music isn't too shabby; it's the kind of stuff you would expect from an RPG. On the other hand, the sound effects left something to be desired for.

So, why play Inotia 4? Why go through strange localization and flighty controls? Why endure the storyline you've probably heard a thousand times before? Why did this get a four star as opposed to a plea for you to run away?

Simple. Because it's actually pretty good.

Like a blind date between mostly compatible people, things can begin on a slightly shaky note. However, once momentum has been built, beautiful things can happen. If you have nothing against grindfests (it IS a Korean RPG, after all) and an obsessive-compulsive need to build the perfect party, Inotia 4 will eventually suck you in and keep you there.

The party system, though far from ground-breaking, is rather commendable. One of the things I liked best about it was the fact that while you can only have two party members (in addition to the protagonist) active at any given time, the game not only allows you to keep a stable of six but also ensures that all of them level up in an appropriate manner as you progress through the game. It's a small feature but a clever one. Unlike many other RPGs, you can actually elect to mix and match your selection of humanoid minions without having to first devote extensive amounts of time to their personal developments.

Speaking of party members, they will consist of mercenaries summoned from item drops and, from time to time, the odd plot-generated NPC. Most of your time, however, will be spent with the former. Your mercenaries may belong to any of the six different classes available in the game. They also come with as many item slots as the protagonist, their own set of skills and statistics appropriate to the quality of the item that conjured them. While you're in command of their equipment, you will need to cough up a few crystals if you want to change the rest.

As you can imagine, some of the appeal in the game lies in how you can tailor the composition of your party. Curious as to how pet-wielding classes will do against a stubborn boss? Bring them out and prepare for a crowded rumble. Fancy seeing how well three tanky priests can hold up against the game's dungeons? Go ahead and test out that theory. Nothing will stop you. The level of micromanagement required is also entirely dependent on you. While you can choose to rely on your A.I settings, you can opt to take control of any of your characters at any given time.

Inotia 4 is also a dream come true for those who just HAVE to have the best gear. By and large, there's no shortage of equipment to collect. Random beasts will sporadically drop legendary headgear. Fusion machines will occasionally offer the chance to engage in repeatable quests, quests that will grant you access to recipes for absurdly powerful items. You will also find goodies from boss battles, treasure chests and their spoils, side quests and shady merchants marketing what may or may not be the next best thing. Inotia 4 makes it easy to be covetous and is shameless about rewarding those willing to grind their way towards glory.

You know what the best part of all this is? Your party's appearance will change with every high-priced trinket you acquire.

By the way, I'm impressed with how Com2uS handled one aspect of their IAP system. In Inotia 4, crystals are used for, well, pretty much everything. Have a weapon you really want to make but lack the ingredients for? Pay for its creation with a handful of crystals. Want to resurrect your party instead of restarting from the last saved point? Cough up the crystals. We know you have them in there. While hardly the most unusual approach, Com2uS has made usage of those crystals as enticing as ever. In the grand scheme of things, five crystals is nothing compared to an hour spent scouring the maps for material. You almost find yourself compelled to conform.

In between all of this, crammed between the good and the bad, nestled between the occasional guilty crystal expenditure, that's where the magic happens. Inotia 4 will have you mashing buttons, switching hot keys, pondering talent points and beating on artillery turtles without so much as a second thought. It will have you gathering ingredients for a powerful new weapon even as you effortlessly transform your glass cannon of a priest into a shield-wielding bastion of power. It will keep you trucking towards the next level, determined to see how your new weapon will do against the latest dungeon or how well your latest collection of party members will hold up. Inotia 4 isn't the most original title out there but it certainly knows which buttons to press.

App Store Links:
    Inotia 4 PLUS, $2.99 (Universal)
    Inotia 4, Free (Universal)

TouchArcade Rating:

'Robbery Bob' Review - A Sneaky Game of Sneaking

Tuesday, May 8th, 2012

Robbery Bob [ $0.99 ] has moments where you can tell it was designed by someone who cares. I'm not implying that that is a rarity, but you do rarely see the level of care that portions of Robbery Bob exhibits. Unfortunately though, those portions are few and far between, and what is in between is, well... Uninteresting.

But I'm getting ahead of myself.

Robbery Bob's premise is simple: sneak into houses, steal items of value, leave without getting caught. There is a thin narrative wrapped around these acts, but this isn't a game about story, it's a game about the sneaking mechanic. And it is that mechanic that the game lives or, more often, dies on. Things start off real strong. Sneaking around the first few houses shows off a lot of the potential for the mechanic, but the game soon devolves into a repetitive room-by-room hunt with obstacles sprinkled haphazardly around. But, again, I'm getting ahead of myself.

Sneaking into a house is easy, the front door almost certainly is unlocked, and once inside Bob has to assess any potential threats to his mission (taking care to avoid them.). "Threats" can include dogs, cameras, old ladies, other humans, and, most importantly, the police. Luckily for Bob, there are ways to avoid these threats. Unluckily, for you they are almost all a pain to use. The methods for avoiding detection range from mundane (hiding in a planter) to the interesting (leaving doors open to pull patrolling inhabitants off their path). Each one of these methods of avoidance are fun, if not a little frustrating the first couple times, but they show their one dimension-ness and tedium by the eighth or ninth time you employ them.

While playing Robbery Bob, I couldn't help but think about Shaun Inman's brilliant The Last Rocket [ $2.99 ]. Inman, like the team at Level Eight, had to stretch a simple mechanic over 60+ levels, while keeping it interesting the whole time. He succeeded by not only developing interesting level mechanics, but also by weaving those mechanics together. If you'll forgive those cliche, by the end of The Last Rocket, you had a veritable symphony of mechanics woven together beautifully. Robbery Rob goes half way in that endeavor. The mechanics themselves are interesting (seeing, for the first time, the way a camera interacts with open doorways was what inspired the review's opening sentence), but when those mechanics are just dropped into the level without context, they lose almost everything they have going for them. They don't work together, they don't play off each other, they exist only as a standalone obstacle, forgotten as soon as you pass them and move into the next room.

Again thinking of The Last Rocket, another thing it did so well was instilling the notion that once you figure out the puzzle, you could move through it with nothing but grace and ease. Unfortunately, Robbery Bob never seems to get to that point, and therefore you never feel like you could replicate a victory. The last levels of any particular area (of which there are 3) feel like a crap shoot with your victory being tied more to chance than to skill. I, just now in fact, went back to try and finish the last level of the first area again and failed 3 times before I was able to do it.

While the game offers plenty of gameplay for the price, including encouraging you to go back and perfect all the levels (ala Angry Birds), it never hooks you like a game of that ilk should. It is a game where the potential is sky high, but you feel like the game itself stayed on the ground, only looking up every now and again. It fails to make a promising mechanic interesting.

Robbery Bob isn't bad by any stretch of the imagination, it just isn't good.

App Store Link: Robbery Bob™, $0.99 (Universal)

TouchArcade Rating:

'Tractor Trails' Review - Farming Gets A Breath Of Fresh Air

Tuesday, May 8th, 2012

Does the idea of yet another farming game sound exciting to you whatsoever? Your answer would likely be a resounding no, unless you’ve seen that there are still plenty of seeds to plant with Tractor Trails [ $0.99 ], the farming game that is not only fun and exciting but plays more like a puzzle game rather than the next FarmVille [ Free ] clone.

You see, Red is a tractor that needs to plant seeds on his maze-like farm so he can grow fruit trees. Your (and Red’s) goal is to earn a three star rating at the end of the level by planting as many trees as possible (filling the entire board if you can), collecting the groundhog, and doing it all in the fastest amount of time you can. Earning stars allows you to unlock more level sets, with five in all. Controlling Red is incredibly easy, only requiring that you swipe where he needs to go on the farm so he can plant trees and collect the groundhog along the way.

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TouchArcade Rating:

'Lego Harry Potter: Years 5-7' Review - A Few Feathers Short of a Phoenix

Tuesday, May 8th, 2012

It’s been over a year and a half since we last covered the boy wizard and his Lego debut on iOS. Now, after much waiting the adventure is finally ready to be concluded with Lego Harry Potter Years 5-7 [ $4.99 ]. While most Potter diehards will likely flock to this version and have a decent time, a few annoying missteps keep the title from having a wider appeal.

As was the case for the previous Lego Potter game, Years 5-7 is a port of an already existing portable game for the 3DS and more recently, PlayStation Vita. This means that you’re going to have (for the most part) a fully-featured game with a wealth of content. You’ll play through the final four movies of the series reimagined in the now-typical Lego way, each with its own chapters and sub-chapters. In addition, there are tons of unlockable characters as well as collectables. Suffice to say, there shouldn’t be any worries about getting your money’s worth with this title.

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TouchArcade Rating:

'Aby Escape' Review - A Flawed But Fun Runner Starring Sly Cooper's Distant Cousin

Tuesday, May 8th, 2012

Aby Escape [ Free ] is the newest freemium title from BulkyPix and Pixel Ratio, and a 3D spin on the iphone's popular runner genre. Instead of dashing full speed to the left or right sidescroller style, the game plants the camera just behind Aby's back and leaves it to you to guide the terrified raccoon down paths cluttered with rocks, cars, animal herds, beer-bellied hicks who lie in wait until you approach, and other obstacles.

To keep your unstoppable force from running smack-dab into immovable objects, you tilt your phone to weave side to side, swipe your thumb up the screen to jump, and swipe downwards to drop to your knees and pull off a Catwoman-in-Arkham-City slide, minus revealing cleavage. (Yeah, I know. Can't have it all, though.) The core gameplay idea is reminiscent of Temple Run [ Free ], but Aby Escape does a nice job at iterating on the formula with some new ideas and some variety.

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TouchArcade Rating:

'Sonic & Sega All-Stars Racing' Gains 2 New Characters, New Track and More in Latest Update

Tuesday, May 8th, 2012

Despite the majority of the gaming world wishing otherwise, Nintendo seems pretty dead-set in not bringing any of their beloved properties to other platforms. Which means, if you’re standing in line at the bank and get a sudden hankering for some Mario Kart, you’re mostly out of luck if you aren’t sporting Nintendo hardware.

However, video games are an iterative pastime, and Mario Kart is far from the only kart racer around. On the iOS platform, Sonic & Sega All-Stars Racing [ $1.99 ] is widely considered to be the finest answer to Mario Kart currently available, and we’d tend to agree. It pits a cast of Sega characters against each other in the power-sliding, weapon-laden, arcade-style racing we’ve come to expect from a kart racer, and it does it extremely well.

Throw in fantastic course designs, a full single-player campaign and challenge mode, and both local and online multiplayer options and you have a seriously good kart racer, even with the lack of everyone’s favorite plumber.

Over the weekend, Sonic All-Stars Racing got just that much better with its first significant content update since being released in June of last year. The big ticket items in this update are two brand new characters: Shadow the Hedgehog and Knuckles the Echidna. These are two extremely popular characters from the Sonic universe and are a great inclusion here. In addition to the two new characters there is also a brand new track to race on.

The other big feature in this latest update to Sonic & Sega All-Stars Racing is native video-out support either wirelessly using AirPlay or through an HDMI hookup. I checked out this feature back at GDC and can say that his game in particular scales up to the TV screen extremely well. Finally, iCloud progress saving has been implemented as well as some UI changes including character faces on the mini-map during single player and Game Center avatars for when playing online.

If you’ve got kart fever on-the-go and don’t have a spare copy of Mario Kart handy, Sonic & Sega All-Stars Racing should do the trick and is an even better game now thanks to the latest update.

App Store Link: Sonic & SEGA All-Stars Racing, $1.99 (Universal)

'Pandemic 2.5' Review - Shut Down the Borders, Close the Ports

Monday, May 7th, 2012

From the very first time I launched Pandemic 2.5 [ $0.99 ], I was out to obliterate humanity. My implement of destruction was a virus I called "Iloveyou"—named for a classic. Iloveyou started its life in South Africa, a humble disease with a single carrier. He probably didn't even know he was sick. At first, we were asymptomatic.

Iloveyou had room to evolve, with 8 EvoPoints to grow into. I spent them carefully. I enhanced our heat capacity, so we wouldn't die out in the desert. I developed our first symptom: rhinorrhea, the runny nose. A little mucus can go a long way toward spreading a cold, I reckoned. I hoped to spread out to insects, but we weren't yet advanced enough. I threw in dysuria and photophobia for good measure—not enough to kill our hosts by far, but enough to cause a little discomfort and hopefully improve our spread.

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TouchArcade Rating:

'Bar Oasis 1.5' Review - Get the Shaker Back Out

Monday, May 7th, 2012

TouchArcade has gone a round with Bar Oasis before, back in 2010 when the first installment came out. However, I was completely unfamiliar with the game when I got word of Bar Oasis 1.5 [Free], which promises to bridge the gap between the first game and the sequel. I wasn't sure what the difference was exactly until I read the fine print: the second game will give you access to tons of extra content, so we're just getting a taste here. But the taste I got left me ready for much, more more.

For those of you who never played the first game in the series, Bar Oasis 1.5 offers an experience much like that of the Phoenix Wright series and other text-heavy games. In reality, it resembles a visual novel more than the Phoenix Wright series does, so if you don't like lots of dialogue, don't download this one. However, if witty banter and great mini-games appeal to you, you're going to adore this. It also feels a bit like playing a really good anime, which is the ticket straight to my heart with no stops inbetween.

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TouchArcade Rating:

'Final Fantasy' Devs Release New RPG On The Japanese App Store

Monday, May 7th, 2012

Hey, did you know that two Final Fantasy veterans, including the scenario writer of Final Fantasy VII and Final Fantasy VIII, and several other JRPG vets have teamed up to form a new studio called Crunge Products? Did you know it just released its first RPG on the Japanese App Store? Yeah, we didn't either. But, "Border Walker" sounds cool. Its name draws from its time cycle hook: the game's world is split into two distinct night and day worlds, and your character can cross freely between them. Siliconera breaks down the battle system:

Border Walker has a unique battle system that splits the touch screen into a 3×3 grid. Players can use different skills by touching the grid in different spots. You can learn secret techniques by playing through the game’s sub scenarios. Crunge Productions also created dungeons to explore and a colosseum with powerful monsters to fight.

It's unknown at the moment if Border Walker will ever come to the US, but we'll keep our eyes out. Check out the trailer below:

[via Siliconera]

'Tower of Fortune' Review - A Reel Good Time For RPG Fans

Monday, May 7th, 2012

While dwindling on consoles, RPGs of all shapes and sizes are flourishing on mobile devices. There have been some truly creative and unique RPGs released in the past few years, and perhaps none is capable of tugging at your heartstrings and pushing you to fight just one more battle than Game Stew Studio's new iOS game, Tower of Fortune (ToF) [ $0.99 ].

Like Puzzle Quest and Sword & Poker before it, ToF infuses a basic role-playing game with mechanics drawn from a completely different genre entirely—in this case, slot machines.

The premise of ToF is pretty simple. You’re a hero. You’ve a lady to rescue. You need to gather coin, get loot, and defeat evil incarnate. A “game of the year”-winning story, this is not, but the simple framework provides enough context to the game to make it work.

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TouchArcade Rating:

'Sword & Sworcery' Jam To Showcase Fan Art And More

Sunday, May 6th, 2012

Sword & Sworcery [$4.99 / Micro] is an amazing adventure with some of hippest art and sound we've ever seen in a video game. It's inspirational, too, as fans of the title have demonstrated by conjuring a plethora of art revolving around the themes, music, action, and scenes in the indie darling. In an effort to generate even more awesome stuff, the crew behind the game are putting together a virtual jam to provide artists around the globe "a little bit of structure and motivation, as well as an opportunity to exhibit" their work alongside the people who made the game. This is taking place on May 11-13th, and it appears as if everything submitted will appear at the #Sworcery tumblr.

If you'd like to get in on the action, submissions can be submitted here. The page explaining what's exactly going down is available at this address. Here's a tiny small selection of the stuff appearing on the game's tumblr:

“Slyve & Sworcery” - a painting by Slyve aka @c_sylvain at Capy.

“Depths of Mingi Taw” - painting by Qiqo aka @supertamago at Capy.

There's some great stuff already, obviously. It'll be interesting to watch this page fill. And if you haven't played Sword & Sworcery yet, what's wrong with you?

'Ballistic SE' Review - Radiangames Takes on the Twin-Stick Shooter

Friday, May 4th, 2012

How many games does it take before you can call a developer a sure bet? Radiangames has been bringing its games to iOS like clockwork lately, and we've been impressed. Super Crossfire HD [ $2.99 ] and Fireball SE [ $1.99 ] are both excellent games that iterate on arcade classics, and the newest entry, Ballistic SE [ $1.99 ], also returns to a popular well: the twin-stick shooter. Like its predecessors, though, it's a thoughtful take on the semi-stale genre. It makes up for familiarity with a heck of a lot of fun.

Ballistic SE has two big things going for it. It has a system of enhancements that let you customize your game every time you play (not unlike the Jetpack Joyride update that just landed), and it has ballistic mode, which is pretty much bullet time. Every time you fill up your ballistic meter, a button is primed. Everything slows down when you hit it: your ship, enemy orbs, even the music. As panic buttons go, it's impressive and stylish.

The game also has a lot of amber. The color is everywhere: menus, interface elements, your ship, explosions, you name it. At the risk of dating myself, I used to play games on a monitor that looked like that; I don't miss it. But there's a method to this monochromatic madness. The amber is safe, your eyes drift over it. Every other color stands out, and those colors universally identify your enemies.

The enemy color coding is important enough that colorblind players might be at a disadvantage. The enemies are just orbs—some come in different sizes, but they all have the same general shape. But if you know what a given color does, you know whether an enemy is flying toward you or moving at random, whether it will dissolve before your guns or stand up to all fire. A firm grasp of the enemy colors is a good shortcut to survival.

Whether you're playing Waves or Challenges, you've gotta survive. Waves pits you against ever-increasing waves of enemies, grinding you down over time. Challenges are a more vicious sort of play, with your choice of five pre-set combos of enemy types designed to take you out in short order. The one thing that can help stave off the inevitable? Your selection of enhancements.

Enhancements pretty much make the game. That's not to say it isn't good otherwise, but throw in enhancements and you essentially have a leveling mechanic that opens up a huge variety of play styles. You can speed up your ship, drop bombs in your wake, alter your shots, or speed up your ballistic meter. You can even pump points into your score multiplier if your confident that you don't need any other boost more. It's a fantastic little system.

Both modes give you access to enhancements, but they differ in how they present them. When playing a challenge you can pick ten enhancements right off the bat, and you'll live or die by your choices from then on. In Waves mode you're given a single enhancement point each time you hit a new level milestone. You power up over time based on your picks.

In practice, Ballistic SE plays out pretty simply. You have two sticks (with customizable positioning). One aims your guns, the other aims your ship. Standard twin-stick stuff. Aside from your ship there are three things on the field: enemies, of course, that come at you in waves, immovable bombs that destroy enemies when you hit them, and starbursts that increase your score multiplier. Deciding when it's best to fly through the bombs is almost as important as learning to avoid and shoot down the enemy orbs. Knowing when to trigger your ballistic meter is another vital skill for long-term survival.

Long-term survival is, in fact, the name of the game. You get extra lives for hitting score milestones, so playing better means living longer and longer. The waves get ridiculous pretty quickly, but there's salvation to be had with checkpoints that unlock after ever-increasing numbers of waves. You can restart from these checkpoints, but there's a catch: the further in you start, the more your score will suffer. If you want to remain competitive on the Game Center leaderboards, you've gotta start from scratch.

None of these things are revolutionary; Ballistic SE doesn't rewrite the twin stick shooter or bring us a brand new perspective on the genre. Instead, it's an incredibly solid, well-balanced game that makes up in entertainment for what it skips in flash. Radiangames is carving out quite the niche on the App Store, and Ballistic SE does it proud.

App Store Link: Ballistic SE, $1.99 (Universal)

TouchArcade Rating:

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