While tower defense is one of those genres that I can't seem to get enough of, even I have to admit that it's high-time for some innovation. Enter Go Home Dinosaurs [$4.99 (HD)], the latest title from Fire Hose Games and a TD game that looks to carve its own niche.
While a first glance might lead one to believe its primarily for kids, beneath the playful, cartoony exterior lies a game that expertly combines tower defense with puzzle elements, making it one of my current favorites of the genre.
Apparently the love for BBQ is so great it extends across time periods and species. As such, Dinosaurs puts you in command of an army of gophers that must guard their delectable BBQ pit against an onslaught of hungry dinosaurs.
When it comes to basic tower defense gameplay, Go Home Dinosaurs plays similar to many other titles. Dinosaurs run down a pre-set path towards the BBQ pit with two pieces of dynamite acting as last-second defenses against impending BBQ devouring. Meanwhile, players place a variety of gopher-manned weapons around the path in an attempt to drive the dinos towards extinction. A coin system rounds out the gameplay, allowing players to earn currency in-game (no IAPs) and purchase supplemental towers with limited, but powerful effects.
From the moment Leviathan: Warships [$4.99 (HD)] was announced, I was crackling with an electric anticipation. Published by the developer of some of my favorite PC games, Paradox Interactive, this strategic naval combat game challenges players to outfit and lead a fleet against AI and online opponents. Set in an alternate history, beautifully stylized ships combine traditional firepower with a few high-tech tricks like beam weapons and energy shields. Personally, I can't think of many game concepts that would get me more excited than this one. But, as Leviathan: Warships has reminded me, even amazing concepts don't always translate into amazing experiences.
The game blends interesting elements of several PC games I've enjoyed over the years, such as the mixed turn-based and real-time naval combat of the Age of Sail series (1996-2002), and the fantastical-but-familiar-feeling, derring-do, alternate history of Crimson Skies (2000). A 2011 Crimson Skies-cribbing iOS release, Crimson Steam Pirates, featured ship-based combat comparable to Leviathan: Warships, but it offered much simpler gameplay, and its content was limited to few single player campaigns and modest local multiplayer capability. So from its outset, Leviathan: Warships--promising deep strategy, robust customization, and an ambitious, cross-platform multiplayer experience--was boldly setting sail into unexplored waters.
Rail shooters are one of my guilty pleasures as a gamer. They're mindless fun, like climbing into a rollercoaster car that happens to rumble and weave through a shooting gallery. I'm especially fond of The House of the Dead, the first on-rails shooter I had the pleasure of touring from inside the cool darkness of a video arcade. The House of the Dead: Overkill - The Lost Reels [$4.99] is arguably the best entry yet, but an aggravating pay model and IAP leaves some divots in an otherwise smooth and flowing track.
Lost Reels consists of three episodes broken up into five stages each. You choose a character, lock and load two guns, and unlock levels as you clear haunted houses and zombie-infested hospitals. By default, you aim your crosshair using a virtual d-pad. After the first few levels, zombies come rushing in from all directions, and the d-pad just doesn't respond fast enough. Aiming using the accelerometer works much better, but did leave me massaging my wrists as I stepped over dozens of corpses toward boss battles and victory screens.
Talisman is a geeky boardgaming legend. Created in 1983 by Games Workshop, it features a broad range of fantasy archetypes (Elves, Wizards, Monks, etc.) competing to be the first to reach the Crown of Command.
Each of the heroes available has a simple set of RPG stats, including Strength and Craft (magical power); plus one or two special abilities, such as the Druid's ability to change his alignment at will. Some also have drawbacks: the Monk can add his starting Craft to his Strength when fighting, but can never equip weapons.
The goal is to reach the center of the board, but movement is intentionally imprecise. Each turn you roll a die and move that many spaces in either direction then follow the instructions for the space you landed on: usually drawing one or more Adventure cards, which can represent monsters, loot, followers and other kinds of enconters.
As someone who can get pretty obsessive about both reading and video games, I keep expecting gamebooks to grab me by the throat. It seems as though they should be perfect for that: part game, part book, all gripping entertainment.
Most of the time, however, I find them a bit thin. Not enough game to really sink into mechanically, not enough book to really reel me in. Sorcery! [$4.99] managed to keep me up well past my bedtime, though. Inkle offers the same expertise they displayed in bringing Frankenstein [$4.99] to life to the task of drawing the magic of Steve Jackson's Sorcery! out onto the screen. At least in part: thus far, only the first of the four books of Sorcery!, The Shamutanti Hills, is available.
The journey through those hills is still a gamebook trip, no doubt about it. There are stats, interactive combat scenes and plenty of big decisions to be made. It's just that nothing feels restrained; nothing feels all that formulaic. Sorcery! goes big where needed, and the app shines for it.
So at about this time last week we were letting you know that Paradox Interactive's nautically-themed turn-based strategy title Leviathan: Warships [$4.99 (HD)] had jumped the gun of weekly Thursday releases and had launched early in international markets with a spot on the shelf of the US App Store reserved for 11pm EST that night. Except… that never happened. Due to several bugs and a completely non-functional online multiplayer, Leviathan: Warships was pulled several hours later.
If you're a Paradox fan in the PC world then this is all just par for the course. They have a reputation of releasing buggy games initially, but also have a pretty great track record of updating and fixing them in a somewhat timely fashion. In the end, Paradox's games typically end up being great, and the rocky road to getting there is all just part of the, uh, "fun" I guess.
Well, as of today, Leviathan: Warships has returned to the App Store, and it seems all online multiplayer connection issues have been fixed. However, according to some players in our forums and elsewhere, it still seems there's quite a few bugs or oddities taking place in the game. I mean, you didn't think Paradox would get everything worked out in the very first patch, right?
Despite its issues, though, it sounds like people are still enjoying Leviathan: Warships a lot so far, warts and all. I'm sure Paradox will continue to chip away at the game's problems and release further updates down the road, but if you're used to this sort of song and dance and aren't scared of some bugginess, then you can mash away at the link below and check out Leviathan: Warships on the iPad for yourself. For everyone else, we'll continue to keep tabs on the game's issues and are currently working on a full review, so keep an eye out for that in the near future.
The Nightjar [$4.99] is a fantastic fabrication of horror, creating a vision of terror from the wonderful and disturbed recesses of the subconscious. Your eyes are rendered useless and your ears become sight. Focusing on finite and nearly faint ‘beeps’ of access panels to exit doors, the paces of creatures, and the echoes of a dead and void space station made my body have claustrophobic reactions and my thoughts feel with the dread of a disgustingly loud and crunchy demise. As Somethin' Else's spiritual successor to Papa Sangre [$4.99], The Nightjar is impressive in design and even more in the execution of an auditory warp into darkness.
Left behind to survive on the derelict spacecraft, your goal is to escape its metallic remains. Nightjar has a unique pacing that immediately builds tension as you internally battle the ship’s on-board computer (an eerie homage to ‘Mother’ from Alien) and your guide (voiced by Benedict Cumberbatch). Each contradicts the other, making trust rest with the voice that saves you from the most recent dire circumstance. Sound becomes equal parts enemy and ally.
The controls are minimal using two light bridges expressing your steps and a rotating dial as your compass. As my brain rewired and adjusted to not using the sense of sight, I failed a small number of early acts before I confidently connected to the UI. Nightjar's refinement is displayed when the controls are synchronized with 3D audio from the Papa Engine. As direction is navigated by sounds, going towards something perceived as awful is often done. However, the closer to danger one may come, also yields the true path to your exit as a new sound may be introduced, better defining the correct direction. This made me move with purpose, but not too fast, as every step is wonderfully pivotal by syncing ambience to situational awareness. Utilizing the instructions of the ubiquitous guide, I filtered my projected madness from the atmosphere, and eventually, pinpointing the lifesaving “ding”.
If a deadly apparition feels like its nipping at your feet, it is. Crystal-clear is every sound and yet, The Nightjar often placed my bravery into question as I continually second-guessed myself in moments that needed complete poise and some common sense. When watching a horror-flick, common sense can be constantly absent as supporting characters are either too patient or overly edgy at the incorrect moment. The Nightjar gives you a construct but it doesn’t necessarily have to be obeyed. When death is close, there is no shame in running; or if the exit appears to be near a threat, trying another approach may prove better.
Though a short experience, besting 2 hours, there are several challenging stages in Nightjar's second half that can surely extend your length of play. Coupled with a few generic twists, there’s enough variance in the plot to see The Nightjar through to completion. It is a fresh survival horror app that will test your nerve and synesthesia while leaving a strong sense of fulfillment. The Nightjar is a definite bird to catch so check out our forums and see what the community is saying about the experience.
It's been almost a year since last we saw an iOS port of the successful LEGO series. While we've yet to see the likes of LEGO Lord of the Rings or Pirates of the Caribbean grace Apple's platform, the folks at Warner Bros saw fit to show some DC universe love with LEGO Batman: DC Super Heroes [$4.99]. Hampered only by spotty controls, DC Super Heroes is an otherwise great port bringing a fresh coat of paint to the classic LEGO gameplay formula.
Unlike the previous LEGO ports we've seen, DC Super Heroes actually features an original narrative within the DC comic universe. While the game focuses at the onset on the escapes of Batman and Robin (along with the usual villains) other heroes, such as the iconic Superman, get weaved into tale. Of course, being a LEGO game, players eventually have the option of playing as a wide variety of DC icons, with over 80 playable characters (along with create-a-character minifigs) available for the unlocking.
Gameplay, meanwhile, is pretty familiar if you've played any other LEGO games. Like others in the series, DC Super Heroes combines platforming, puzzles, and decent amount of brawling. In addition, there's also ample opportunity to collect studs, which are used to unlock the myriad of characters and extras available. While DC Super Heroes does offer a few new twists, such as some additional depth with the various Batman and Robin suits that expand powers, gameplay largely remains unchanged and fairly linear. That's not to say it's a bad thing, as LEGO games have typically been highly approachable while offering tons to do. DC Super Heroes certainly doesn't disappoint in this regard.
Another new addition to the iOS LEGO ports is the inclusion of Golden Bricks, which can be purchased via IAPs. While the game's additional characters and extras can still be unlocked with enough studs, progression, and collectibles, golden bricks can be used to sidestep a lot of the stud grinding and unlock items a lot faster. In this regard, I didn't really mind the IAP as most LEGO games are a bit too grindy for my tastes and golden bricks could be used to speed up some actions of the game.
Maybe it's due to the freedom of an original story or because the universe history is so deep, but I really enjoyed DC Super Heroes from a thematic standpoint. From the onset, you're treated to the epic tunes of the Danny Elfman Batman theme and the game is full of little nods to various facets of the DC Universe. In addition, the large swatch of playable characters means fans should have plenty of options in playing their favorite characters (assuming said characters have the necessary super powers to pass the level). The fact that the game features full voice acting (a first for iOS) also goes a long way towards making the story more enjoyable.
Spotty controls have been an issue with LEGO iOS ports in the past, and unfortunately they continue with DC Super Heroes. Previous LEGO games offered players either virtual buttons or touch-based movements. While DC Super Heroes is the first port to offer players both options, I still had some problems with both. The touch-based scheme is the more intuitive of the two options, but there's a tendency to tap errantly on enemies/environmental items on the smaller iPhone screen (although it works better on the iPad). Virtual controls, meanwhile, work as mediocre as one would expect. That's not to say the game isn't playable, but it's definitely the weak link for the game.
Control issues aside, DC Super Heroes is a welcome addition to the few LEGO games currently on iOS. In fact, I'd say it's the better LEGO game currently on the App Store considering the wider appeal of the story combined with the decent visuals, awesome music, and familiar LEGO gameplay. Suffice to say, LEGO fans have little reason not to check out DC Super Heroes, while anyone else interested in a light-hearted adventure should take the plunge.
If your haven't seen Crabitron [$2.99 (HD)] in action, you owe it to yourself to check out this TA Plays. Two Lives Left's Crabitron is fast, funny, endless but kept remarkably fresh with boss fights and classic game parodies, and has spot-on controls that make it one of the most iPad-native games I've played.
In hindsight, a game that takes advantage of the multi-touch screen by asking you to use your fingertips like chopsticks makes perfect sense, and the kaiju (giant monster) theme really suits that mechanic. If the original Rampage captured something about the potential (and limitations) of the arcade technology of it's day, Crabitron does the same thing for the iPad, very much including the Mini.
It also, and seemingly unintentionally, sports really good single-device cooperative play.
Most of the games that offer single-device multiplayer on the iPad are turn based. There are a few with simultaneous competitive play, like Shufflepuck Cantina [Free / $2.99] and the HD version of Fruit Ninja [$2.99 (HD)], but only where the controls can be kept to separate parts of the screen, to avoid input confusion.
By default, one of the challenges of playing Crabitron is trying to use both claws effectively at the same time. It's hard to do anything fancier than having one claw mirror the other. But share your tablet with a friend, and the challenges change. Now you can each focus on your own claw, but you have to worry about what that other claw is doing. This can lead to almost Spaceteam [Free] levels of confused shouting. Even the fact that the claws can get tangled due to input confusion if they're pressed together feels more like a feature than a flaw.
Perhaps best of all, players of widely varying skill can play together. This is the only videogame I've found that I can play with my toddler without one of us quickly getting frustrated or bored. It's amazing, really. So far, my high score for the game is from a run I started with him, played a little by myself, continued with my spouse, and then finished alone.
The biggest problem with Crabitron's co-op potential is that it doesn't mesh well with the game's coin-based upgrade system. You can upgrade each arm separately, but upgrades are costly, permanent, and irreversible. Thankfully, there's no IAP grubbing: you can buy a coin doubler or a tripler, that's it.
It feels like he devs were preparing for the possibility of needing to release Crabitron as a freemium game, but took the risk of charging Happy Meal prices instead, something they deserve credit for.
Regardless, it would be a lot more fun (especially in co-op mode) if you could choose different claws or abilities for each game. Fixed-upgrade systems, with their roots in RPG character customization, tend to feel really player-specific.
To be fair, I don't think I'm playing Crabitron "as intended," it just happens to be a heck of a lot of fun this way, a bit like the tricycle that became cooler when you figured out you could ride it backwards downhill. Just don't hold Two Lives Left responsible if you injure yourself. Whether or not you've got a friend (or toddler) to play Crabitron with in this unintentional co-op mode, you really need to check the game out as Crabitron is a perfect example of how to intelligently craft a game for the iPad that really could only exist on the iPad.
If you're a longtime iOS gamer then you probably remember Lego Batman: Gotham City Games, the first Lego Batman game to grace the App Store. You also probably remember that it was an uninspired collection of mini-games that was a far cry in terms of enjoyment from its console counterpart. These are painful memories.
Well, it's been more than four years but perhaps there's finally a chance for redemption with Lego Batman: DC Super Heroes, set to hit the App Store in the US in just a few hours. We'll be looking forward to checking it out then, but even already you can tell that this is a far cry from that other Lego Batman game.
First off, this is a full 3D action title, similar to the console Lego games and even Lego Harry Potter [$4.99] on iOS. You'll run around doing 3D platforming and light puzzle solving, all the while beating up on both bad guys and objects and then collecting the sweet, sweet Lego studs that are left behind, which are then used to buy different characters and other goodies. Lego Batman: DC Super Heroes boasts an 80 character roster, and not surprisingly it looks like you can buy studs as IAP if you desire.
Controls are also always a concern with a game like this, and Lego Batman: DC Super Heroes offers two different options. First is your standard "Classic" virtual stick and buttons setup, and second is a streamlined "Touch Screen" option which simply has you touching where you want the character to go and tapping items to interact with them.
If you liked the iOS versions of Lego Harry Potter then chances are you'll dig this latest Lego Batman incarnation, as it seems to be in the same vein. Or, if you just like Batman and other DC heroes, you'll probably get a kick out of it too. Add it to your TouchArcade [Free] app Watch List to be alerted when it hits the US later tonight, and check out our forums for even more impressions and discussion.
I've been waiting for this game since it was first announced in summer of 2011, and I've got to say, it's about damn time we see Crabitron [$2.99 (HD)] on the App Store. Created by Two Lives Left, makers of the absolutely fantastic Wheeler's Treasure [Free], Crabitron puts you in control of a giant space crab with some of the best giant space crab controls we've seen so far in an iPad space crab simulator.
Essentially, you control your space crab's massive claws by making familiar pinching gestures on both sides of your iPad. It's best to just see the controls in action, so be sure to take a minute to watch the trailer:
Two Lives Left are also responsible for Crabstarter, a Kickstarter spoof where they're going to publicly share all of their sales data and you can "back" the game by just buying the completed version of it for $5 from the App Store- What a innovative concept! Anyway, we'll be taking a closer look at the game soon, but if you've been waiting forever for Crabitron like we have, you can grab it (or pinch it, I guess) off the App Store right now.
Last month we told you, rather breathlessly, about Wadjet Eye Games' plans to bring Gemini Rue to iPhone and iPad. Depending on how closely you followed the point-and-click adventure scene a few years ago, you may know Gemini Rue as a gritty, futuristic detective story about a spacecop named Azriel Odin and an amnesiac named Delta-Six. We now know that Gemini Rue will hit the App Store on April 11 and cost $4.99, though the game will be discounted to $3.99 for early adopters for the first few weeks.
And those early adopters are going to be important: Gemini Rue is Wadjet Eye's first iOS game, and it will serve as a test case for whether or not the indie dev brings more of its back catalog to iPhone and iPad. "If people buy this, then we could justify porting everything else," Wadjet Eye co-founder Dave Gilbert told Joystiq during PAX East. "If it does badly then there's really no point, because this is our best-selling game on the best-selling platform, so that's the best way to gauge to see if it's worth doing."
Wadjet Eye's "everything else" include point-and-click adventures like Resonance, the long-running Blackwell series, and Wormwood Studios' Primordia, all of which seem delightful in their own way. Primordia in particular is gorgeous, if nothing else -- let's go ahead and find a way to get that on a Retina display.
Anyway, point-and-click adventure games tend to do well on iOS as a rule, critically if not always financially. It's a good match for the platform, and Wadjet Eye have taken steps to make the game make the game as "touch-screen friendly as possible," says Gilbert.
While originally built on the open source Adventure Game Studio engine, the Gemini Rue conversion has taken about eight months and has largely been the work of Wadjet Eye chief technology officer Janet Gilbert. Upgrades and improvements include enlarging and improving the hotspots for selectable items in the game.
Wadjet Eye were kind enough to send over a review code, so look for our thoughts as we get closer to release.
One of my favorite things about iOS is that there's such a wide breadth of game types, and at such low prices, that I'm more inclined to try something in a genre that I might not typically be interested in. That was the case with Cook, Serve, Delicious! [$4.99 (HD)], a time management and cooking simulation from Vertigo Gaming.
Now, as I alluded to I'm not really into time management games. They stress me out, you know? And that's true of Cook, Serve, Delicous! too, but having worked in and even managed a restaurant for several years I can safely say that this game really nails the pressures of running a busy food establishment.
Yes, it gets me stressed out, but that also kicks me into "the zone" where your fingers are flying and you become laser-focused on each task at hand, and when the rush is over your left feeling very satisfied if you're able to do a good job. It's actually very rewarding, and we really liked Cook, Serve, Delicious!in our review for those reasons and more.
So, with Cook, Serve, Delicious! being one of my recent surprise favorites, I'm excited to report that a brand new update has gone live which adds a bunch of cool new food items to prepare. First up are Stacked Enchiladas, which are apparently a twist on traditional enchiladas that originated in West Texas. Next is Bananas Foster, which once upgraded you can actually light on fire to flambé. Shish Kabobs require you to skewer your food items and is a difficult dish to cook perfectly. Finally, no restaurant worth its salt would be complete without a fancy Lobster dish on the menu.
In addition to the new food items, Game Center has been made more easily accessible from the main management menu, and he options for removing the text that flashes across the screen during Rush Hour and your end of day have been tweaked. There's a bunch of other fixes, as well as a new $2.99 IAP if you wish to "tip the dev." There's nothing hidden behind this IAP, nor does it unlock any content. It's literally just there to tip the developer if you enjoy the game and want to throw a few extra bucks their way. However, it appears to be a bit bugged at the moment so if you do want to buy the tip IAP then you might want to wait for the next patch which is already in the pipeline.
If you are like me and aren't really into this sort of game normally, and you have an iPad 2 or later, I urge you to try out Cook, Serve, Delicious! as you might just be pleasantly surprised. It's easily one of my favorite games now, and I'm excited to give these new food items a spin.
Liberation Maiden [$4.99] began as part of Level-5's Guild01 compilation, a collection of four downloadable Nintendo 3DS games made by some of Japan's quirkiest and most innovative designers, including an RPG from Yasumi Matsuno (Final Fantasy series, Vagrant Story) and an airport-management game from Yoot Saito (SimTower, Seaman). Goichi Suda's contribution is Liberation Maiden, a free-roaming, 3D shooter about a young woman who becomes president of New Japan, jumps in a mech named "Kamui," and throws off the yoke of some faceless oppressor called "the Dominion."
Better known by his nom de guerre, Suda51 is distinguished by his surreal, tongue-in-cheek, ultra-violent third-person action games, but Liberation Maiden isn't his first shoot-'em-up: that honor belongs to Sine Mora, a 2D horizontal shooter in which all the pilots are anthropomorphic bears. Liberation Maiden is more subdued fare than what we usually expect out of Suda, but the relatively standard anime-girl-in-a-mecha-suit motif is handled deftly in cutscenes by Bones, the animation studio most famous for Fullmetal Alchemist.
There's a great story -- perhaps apocryphal -- about Will Wright designing SimCity to reflect his political beliefs. Specifically, the thinking is that Wright designed the trains and buses in that game to run smoothly and efficiently to reflect his own views about the importance of public transportation. I'm not sure how true that is, but it's a great illustration that the games we play -- and how we play them -- says something about us.
Kairosoft's latest, lightweight city management sim Beastie Bay [Free], for example, let me build my own kind of environmentalist utopia. Sure, I could probably attract more tourists (and therefore more money) by building roads through my island, but I'd rather have the beaches and wooded hills and caves -- and the fish, bears, and mecha-chimpanzees that live in them. I have plenty of food and lumber -- resources you'll need for everything from researching electricity to building nests to upgrading weapons -- and my upkeep costs are low enough that I'm not forced to expand faster than I want to. I appreciate that Beastie Bay is flexible enough to allow me that freedom.