Category Archives: Prices

The Kingdom Rush [$0.99 / $2.99 (HD)] series has been one of the most popular tower defense franchises out there, and it's thanks in part to its introduction of action and RTS elements with the summonable reinforcements, and the hero units that can be sent across the battlefield to help take care of any threats. It gives this genre a fresh feel, and not just about sitting back and watching towers annihilate enemy creeps. Now Ironhide Games continues the franchise with Kingdom Rush Origins [$2.99 / $4.99 (HD)], a game that iterates on the formula that previous entries established. It's still a solid game, but it's pretty clear at this point that it's a series just for fans of it, and I failed to find any reason for newcomers to particularly jump in to this entry in particular...

The whole series of events leading up to Marvel Contest Of Champions [Free] is pretty weird if you think about it too much. It's a clear reply to the mobile version of Injustice: God Among Us [Free], whose console version's inception likely sprang out of Mortal Kombat Vs. DC Universe, which certainly only existed because of Marvel Vs. Capcom. That's Marvel and DC for you, friends. They bite each other's tails so often it's sometimes hard to tell where one ends and the other begins. Well, I just thought that was interesting. Truth be told, I'm glad something like Contest Of Champions came about. While Marvel Vs. Capcom 2 is ideally better than Injustice, trying to play it on a touch screen stripped away a lot of its merits, and the game was removed from the App Store even if you wanted to play it. Injustice, on the other hand, found a winning combination with its collection elements and extremely simplified take on the fighting genre. It only makes sense to have a Marvel version, and that's basically what you get in Contest Of Champions...

It's a bit late to the party, missing the huge list of new game releases from last night, but The Binary Mill's latest project Mini Motor Racing WRT [Free] is now finally available in the App Store. As we talked about when it was announced earlier this month, Mini Motor Racing WRT is a spinoff of sorts of their fantastic 2011 racer Mini Motor Racing. The big change is a focus on competing in the World Racing Tournament, or WRT, by piecing together a star racing team and fleet of vehicles that will lead you to the championship. There's also expanded multiplayer options as you can start up an online Race Club with friends and work together to beat rival Race Clubs...

The very cool one-touch platformer Badland [$3.99] has gotten yet another update bringing more levels to this great game. The new "Daydream" level update includes ten new singleplayer levels in the "Explore the Unknown" pack. These challenging new levels have you trying to survive and rescue as many clones as possible, and it will test your skills as you try to survive. There's 30 new missions and 5 new achievements to collect as well. The level pack can be played right away, and it is currently free, though it will be $0.99 down the road, so go and get it now if you have the game...

It feels like ages ago that Grand Theft Auto: Chinatown Wars [$4.99] made its way to the iPhone, and it kind of was. It was all the way back in January of 2010. That was at a time when it still felt like "Wow! A big publisher bringing a major IP to my little iPhone!? Amazing!" But beyond just being a major coup for iOS as a fledgling gaming platform, Chinatown Wars actually made a ton of sense for the iPhone. It was originally developed as a Nintendo DS exclusive, so it had both portability and touchscreen implementation built in from the beginning, which translated extremely well to iOS. But as I said, 2010 was a long time ago, and Chinatown Wars on iOS hadn't exactly aged well over the years...

I don't think a person needed to be a fortune-teller to see this outcome, but going back to my review of Tomb Raider 1 [$0.99] from last year, I ended it by expressing little hope for a potential port of Tomb Raider 2 [$1.99] fixing the control issues with the first game. It wasn't hard to guess because the problem is neither with the unorthodox and somewhat fussy controls of the Tomb Raider series, nor was it with virtual controls, but rather the marriage of the two that the mobile version offered. There's simply no clear way to map virtual controls to these games in a satisfying way. Tomb Raider 2 only makes that problem clearer with its increased challenge and greater emphasis on pulling off non-stop sequences of moves, particularly in timed situations. It's the kind of situation where I don't feel good about giving it a score, because if you have an MFi controller, this game is an incredible experience at a ridiculously low price, but if you don't, it's just about pointless to buy. Consider the number at the end of this review to be the middle of those two scenarios and apply it to your own situation accordingly...

I've run out of fingers and toes to keep track of all the Plague Inc. [$0.99] updates, as today the tenth major update for the game has been released. The update includes two brand new scenarios, one about the upcoming Christmas holiday and one which uses portals. For the holiday one, called Santa's Little Helper, the setup is that the government has banned holidays, laughter and celebrations. Basically, fun and happiness is now against the law. This pisses off a lot of people, including Santa Clause and the Neurax Worm, who form an unlikely alliance and work to infect the world with happiness again. The worm even renamed himself the Neurax Miracle for this mission! I love the whole idea of Plague Inc.–infecting the world with killer diseases and eradicating humanity–being flipped on its head in this scenario...

You don't win the tutorial mission in BattleLore: Command [$9.99]. I found that kind of interesting, and in a way, it sets the pace for this strategy board game adaptation. While many strategy games like to puff you up with some early victories before pulling out the Customer Service Bat, this one teaches you the basics of how to play in a couple of turns and then almost immediately comes at you virtually as hard as it ever will. It's a real sink or swim situation, but if you've got the wits and patience to see it through, you'll find a game with a very rewarding core that suffers a bit from its overall lack of options...

'Tales from the Borderlands' Review - Less Loot, More Talk

The idea of Tales from the Borderlands [$4.99] was certainly an intriguing one once it was announced. The Borderlands series definitely has a unique feel to it from its setting, dialogue, and characters that can be easily screwed up by a developer not quite in tune with the way the series operates. The good news is that Telltale Games are experts at story, so the idea that they could approach and do justice to this universe while also expanding on it in a way that isn't just a loot-filled first-person shooter is an interesting proposition...

I don't think I'll ever be accused of being stingy with my words, but if I were to wrap this entire review up into a short summary, here it goes. If you enjoyed Record Of Agarest War [$14.99]'s seventy-something hour campaign, spent dozens of hours more to fully complete everything, and still find yourself wanting another full-sized game offering a similar experience, you should buy Record Of Agarest War Zero [$14.99]. That's essentially the only scenario where I can see recommending this latest release from HyperDevBox, because just about everyone else with an interest in the Agarest series ought to be starting with the first game anyway. Agarest Zero tells a new story with new characters, but the underlying gameplay offers virtually little of note over its predecessor and actually streamlines a few things out that I'm not sure needed to be ditched...

Developer LuGus Studios has launched Planet Pinball Pro [$2.99] on the App Store today. This looks like a pretty neat take on pinball, where players take on challenges on a three small tables. Scoring big numbers of points will be required to unlock later levels. There's a mission system that players have to take on to help provide some goals to aim for, along with a leveling system. It'll be possible to get powerups to help get some advantages and score more points...

EA's SimCity BuildIt [Free] has made the jump from soft launch to worldwide release today. This is EA's free-to-play take on their classic city-management simulation franchise that probably served as the genesis for all the popular simulation games that are out there today. The game's got gorgeous 3D visuals, with social elements to trade resources with friends, real-life buildings, and all the challenges that come from building a thriving metropolis. EA released another developer diary video just ahead of the game's release if you want to hear more about the game from them:..

It's been just over a year since FDG Entertainment and Cornfox & Bros. dropped the seafaring adventure Oceanhorn [$4.99] in the App Store, and today to celebrate how wonderful this past year has been FDG has dropped the price on the game for the first time ever, down to $4.99 from its normal price of $8.99. We loved Oceanhorn a year ago in our original review, and then back in August a huge content update was released adding even more great stuff to an already great package. Oceanhorn has also been consistent with updating for new iOS features and hardware, most recently getting an update last week that took advantage of the power in the latest iPhone and iPad devices...

Regardless of how you might feel about Seabeard’s [Free] freemium tendencies, it’s an incredibly deep game with a lot of content behind it. Unfortunately, a lot of that content requires understanding the intricacies of its timer systems and how it trains players to play the game. The following compiles a few tips and tricks on how to succeed within Seabeard’s system. We talk a little bit about quests before discussing the game’s inventory system, sailing minigames, and even some tips on spending the hard-to-earn pearls...

Tower Of Fortune [Free] developer Game Stew is a hard developer for me to get a read on. I mean, I think if you look hard enough you can find a designer's fingerprints all over just about any game, but you don't even have to do that with Game Stew. Their games are instantly recognizable thanks to their consistent, unusual presentation style. If you do choose to look a bit harder, you can see that also carries over to the gameplay, even if some of their games are ostensibly in different genres from each other entirely. It's interesting because even though their games are generally quite unique from almost every angle, once you understand Game Stew's way of doing things, you can reliably count on certain elements being present. Specifically, you're probably going to have quite a few trappings of the roguelike genre. Being predictably off-beat certainly isn't a bad thing. Tim Burton doesn't seem to be suffering for it, at least. The big problem with having that kind of reputation is that you need to keep coming up with ways to keep your audience's thirst for oddity quenched...

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