Earlier this month, SNK Playmore released an update for their excellent iOS version of their popular fighting game franchise King of Fighters-i [$6.99]. Unfortunately, there was a huge SNAFU with the update, and for a lot of people downloading it would wipe out all of their data as well as take away 6 characters which had been added in a previous update.
The good news is that SNK Playmore has released a new update for King of Fighters-i that fixes the issue of deleting the additional characters. The bad news is that if your data was previously erased, then you aren't getting it back. At least not in my case. If you held off on the last update or your data wasn't erased as a result of it then you should be good to go with the new update. Emphasis on the word "should" because at this point I'm sure anything could happen, so maybe you should proceed with caution.
The strange thing about all of this update drama is that in the end, it looks like the original offending update was merely an iOS 5 compatibility fix, and didn't offer any new content or features. Sadly, the new update that fixes the old update doesn't have any goodies in it either, unless you count the fun I'll be having re-unlocking everything in the game over again.
I know that sounded snarky, but actually King of Fighters-i kicks all sorts of ass, and I really don't have a problem playing through it all again. Still, I'd love to see an actual content update released someday, and hopefully there's one in the works. In the meantime, make sure to grab the newest update if you were among those who were affected by the bug.
When Activision launched Call of Duty: Black Ops Zombies [$6.99] late last year, we were decidedly underwhelmed with the sequel to the popular 2009 iOS survival shooter based on a mode from the console Call of Duty titles. There were definitely some improvements in Black Ops Zombies over the original, like better visuals and the awesome top-down Dead Ops Arcade mode, but the availability of just a single map and spotty connection issues brought down the entire experience.
In February, an update addressed many of the connection issues and added a couple of new weapons, as well as adding an in-app purchase currency system that allowed people to buy their way to weapons and items more quickly. The new weapons added just a very tiny bit of variety to a title that was desperately needing some, but with just a single map to play on, Black Ops Zombies still suffered from a lack of content.
On Friday, the game was updated once again, this time offering the welcome addition of a brand new map called Ascension that features Soviet Soldier zombies in a Cold War-era launch site as well as zombie monkeys. Yup, zombie monkeys. Also there are 4 new weapons to strap on to fend off the undead: the Thunder Gun, Matroyshka Dolls, Gersh Device, and a sickle. Killing zombie monkeys with a sickle is a pretty big selling point, in my opinion.
In addition to a new map and new weapons, all players who download the update or brand new players who download the game for the first time will receive 5,000 of the in-app currency CoD Points, and players who return to play the game regularly will also receive additional CoD Point payouts. Finally, there are some new Game Center achievements as well as the usual assortment of optimizations and fixes.
If a lack of content has been keeping you from Black Ops Zombies, then the addition of double the original content might change your mind. Granted, double the original content still only amounts to 2 maps, but at least it’s a step in the right direction and hopefully Activision continues to add to and improve this mobile Call of Duty experience in the future.
iOS fighting game fans know that The King of Fighters-i [$6.99], SNK Playmore’s longtime rival to the Street Fighter series, is one of the best fighting games on the App Store. We absolutely loved it when it released last July, and the following September saw a new update that sweetened the pot with 6 new characters and a new Challenge Mode.
We haven’t really heard much from the game since then, but yesterday a new update hit for King of Fighters-i that was pretty confusing. The update text listed all of the “new” characters that were already a part of last September’s update, and it didn’t really sound like there was actually anything new being added.
As it turns out, there was some sort of glitch with the update and if you download it and sync it to your device, you’ll actually LOSE those 6 additional characters as well as any of the items or data that you’ve accumulated. Since some of that stuff can be really time consuming to unlock, this can be pretty devastating if you’ve invested heavily in The King of Fighters-i.
SNK Playmore is aware of the problem, and warns in the app description not to update your game until they figure out what the heck is going on. It sounds like they actually DO have some new content planned, and they guess it should be about a week before they figure out what happened and come out with a fix for The King of Fighters-i. We’ll keep our eye out for that but in the meantime hold off on updating your game so you don’t end up losing your data.
In the midst of GDC madness, we totally missed a release last night that our forum members have been going crazy waiting for: Mass Effect Infiltrator [$6.99]. EA is promising all sorts of buzzwords with this release, including throwing around descriptions like "a console-like experience." The game is entirely controlled via touch gestures, and is just dripping with Mass Effect fan service.
We're going to get crackin' on a full review, but in the meantime, swing by the thread on our forums. So far reactions to the game are remarkably mixed, with impressions landing all over the "love it" and "hate it" scale.
Last week, we gave you a heads up about new updates for two of the most popular "crafting" games in the App Store – one for Mojang's official release of Minecraft - Pocket Edition [$6.99/Lite] and one for its 2D counterpart of sortsJunk Jack [$2.99/Lite], which is developed by PixBits. Well, since we signed off for the weekend this past Friday, both updates have now become available.
People had been clamoring for an official mobile version of Minecraft for some time, and after a brief period of Xperia Play exclusivity, Minecraft - Pocket Edition [$6.99/Lite] launched for iOS this past November. Despite the high anticipation, most fans found the release underwhelming due to it lacking the major components of its desktop counterpart, like enemies and crafting. Those were the major reasons we didn't totally love the game in our review, although it was a totally decent creation-only version of Minecraft on the go.
Developer Mojang heard the player feedback loud and clear, and immediately put a plan in action to get the missing components stuffed into Minecraft - Pocket Edition. Part of that plan was releasing an update with a bunch of behind-the-scenes infrastructure stuff that will allow for the addition of survival elements and crafting. We detailed this update last month, and although I think it's hitting a wee bit later than Mojang had wanted, the update is now live for the Android version of the game, and the iOS version is currently in review with Apple and should be hitting at pretty much any time.
In the updated version of Minecraft - Pocket Edition, there's now a day/night cycle and the first introduction of creatures to the world, sheep and zombies. You get new blocks to build doors, fences, and gates with, and since crafting isn't part of the mobile package just yet, there is an assortment of pre-made tools to help you get by until you're able to build your own someday. It sounds like the new update goes a long way in rectifying the fairly mundane first release of Minecraft - Pocket Edition, so be sure to keep your eye out for it to hit the iOS App Store soon.
Last month Minecraft developer Mojang let their legions of fans know that they'd be changing the current direction of their mobile version of the game, Minecraft - Pocket Edition [$6.99/Lite], into something more akin to its PC counterpart. You see, Pocket Edition launched in the App Store in mid-November after a brief stint as an Xperia Play exclusive, but was missing a couple of core components that are key to the Minecraft experience – namely mining and crafting – which is why we didn't exactly love it in our review.
Mojang has again updated their blog with the latest status of what direction the Minecraft - Pocket Edition project is heading. They admit that they mistakenly thought gamers would want something closer to Minecraft Creative while on the go, so that's sort of how Pocket Edition was designed from the start. Because of that, now that they want to go back and add in things like enemies, survival, and crafting it's going to take some pretty hefty rejiggering of the entire game.
And the beginnings of this rejiggering will be what's in the forthcoming update which Mojang plans to have submitted by February 8th. There will be some pretty heavy behind-the-scenes type stuff in the update which will allow for a smoother transition when survival mode is added in the future. Crafting is also coming, but since it requires a pretty extensive interface overhaul, it's still a ways out. Survival mode will most likely be hitting pretty soon this year, and the update lays the groundwork for that.
But just because this update is filled with a lot of boring technical foundation which you cannot see, there are still a few minor new content additions to look forward to. There will be some "neat looking animals" and some new blocks, as well as doors and fences. That's right, doors and fences! The best part of this update though is that with the behind-the-scenes grunt work out of the way then new content should be easier to create and updates should start coming much faster going forward.
We'll definitely be keeping our eye on how Minecraft - Pocket Edition evolves, and while you wait for the update that's coming next month you can hit up our forums for discussion of the game.
If the golden days of Lucasarts adventure titles such as Maniac Mansion, Day of the Tentacle and Zak McKracken and the Alien Mindbenders recall fond memories, there's a good chance you're destined to love any and everything about Kaptain Brawe: A Brawe New World [Free / HD]. After all, who didn't get a perverse joy out of wandering aimlessly and trying to figure out puzzles that were so odd that using basic logic on them meant you would never advance?
Those types of puzzles make their appearances here, but so does a lot of solid gameplay. Kaptain Brawe opens up with an intro to the title character, a big goofy dude who somehow managed to get hired as a space officer despite the fact he's clearly not the brightest bulb in the room. Already, we have a recipe for some laughs -- that's what adventure game fans are used to. You'll start out solo, but eventually meet new characters like Row Boat (a robot of few words) and Luna (a bit of a mystery all around) who you can swap between at different points in the game, offering a bit of new perspective.
Civilization Revolution for the iPhone [$6.99] and iPad [$12.99], one of our favorite simulation games on the entire platform, has just received iCloud support in a massive update that sees some notable tweaks across the two games.
Starting now, you can upload and sync your saves between iPad and iPhone, which allows you to rock out in the same conflict regardless of iDevice on-hand. Also, 2K Games has dropped in achievement support and added to the game's visuals. New resource and unit icons compliment all new environmental animations including moving water and animated seagulls and fish. Seems small, but you'll be surprised when you boot it up.
Civilization Revolution for iPhone, by the way, has also just received "Create Your Own Scenario" challenges, which brings it up to date with the iPad version. This mode in particular is the most entertaining and rich one that Civ Rev has to offer, so definitely give it a look. You'll be saying, "Oh, god, it's 2AM" in no time.
When Call of Duty: Zombies hit the iOS app store way back when we praised it for what was, at the time, a great adaptation of the console secondary game mode. Now, over two years later, the zombies have finally returned with Call of Duty: Black Ops Zombies [$6.99], the first true sequel to iOS CoD Zombies (strange psuedo-sequel notwithstanding). While Black Ops Zombies does succeed in providing improved visuals and extra variety in the addition of the excellent Dead-Ops mode, a frustrating selection of controls, spotty multiplayer, and a very limited map selection on the onset may make some fans hesitant to purchase now.
For the uninitiated, Black Ops Zombies is a first person shooter zombie survival game based off of the survival mode found on some console versions of Call of Duty. Zombies is map-based, with each map typically featuring numerous rooms and weapons that must be unlocked in order to provide the player with better weapons and defense. There are some small secondary objectives, but the primary goal of each play through is to simply survive as long as you can. Zombies come at you in waves, and you earn money for each one you take down, giving you the currency needed to unlock everything. There are also power-ups, such as extra ammo or double currency, which can randomly drop from the slain undead.
We put incredibly powerful devices in our pockets and on our laps daily, but rarely do we see games that utterly embrace this like Infinity Blade has. It's a showcase piece; a technically and visually gifted game that consistently delivers eye-popping stuff.
Infinity Blade 2 [$6.99] is a step a step or two beyond what was accomplished in the original, adding in layers and layers of next-level environmental and character texture detail on top of a ton of fantastic ambient touches -- sharper shadows, stronger lighting, and a glut of atmospheric effects bolster what's already a visual delight, especially on iPad 2 and iPhone 4S.
There's hype building publicity stunts, then there's hype building publicity stunts. Pre-release excitement for Chair's upcoming Infinity Blade 2 is already at an all time high, which apparently has left Chair's PR department scratching their collective heads to come up with what else they could do to promote a game that's already on cruise control for greatness.
I'm guessing this eureka moment coincided with late night fitness-centric infomercials, resulting in a promotion that's so silly we couldn't help but post about it. Anyway, Chair has partnered up with musclebound bro Nate Green who is known for The Hero Handbook, a free fitness-oriented self-help eBook. Nate (who can be seen above working out at the local playground) put together a list of exercises which should help prepare even the weakest of hands for Infinity Blade 2.
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).
Chair's Infinity Blade [$2.99] hit the App Store late last year and was met with nearly flawless critical reception. We couldn't help but give it five stars in our review, saying "It doesn't get much more 'must-have' than this." We then went on to name-drop Infinity Blade all over our Best iPhone Games category, listing it highly in every buyer's guide, and every other opportunity we could think of to tell people to download it.
At the iPhone 4S press event, Chair announced Infinity Blade 2, and I'm not sure it's possible for another iOS title (aside from a potential Infinity Blade 3) to have this much pre-launch hype. It's well deserved, too. The original was fantastic, and really, all Chair would have needed to do is phone in a sequel with new monsters, new equipment, and maybe even a new setting and we all would have been happy. Instead, what they've done, it take nearly every element of the original and turned it up to eleven.
One of the few criticisms people had of Infinity Blade was the oddly cyclical nature of the game, which wasn't held up by any more than a vague shell of a story involving your entire bloodline serving the single purpose of throwing themselves at the God King. Penny Arcade nailed it in a comic, and Infinity Blade was a much better experience if you didn't focus on just how silly it was that you decided to take up the sword after your father, grand father, great grandfather, great great grandfather and however many "greats" you needed to add to get back to the original knight who foolishly decided to make this your family's purpose.
Infinity Blade 2 feels like it has an actual story, and this time it's told through actual voiceovers. It picks up where the first left off, and you've got the God King's Infinity Blade in your hands, and are off to find "The Worker of Secrets" now that every deathless in the world is interested in taking the Infinity Blade from you. The initial hook involves searching for Saydhi, an information dealer. Thankfully, Saydhi seems to love duels, and offers up prizes for winning. I won't spoil more than that (and this hardly counts as spoilers since it all transpires in the first cut scene) but the way things branch out from there is substantially more interesting than the original even though you'll be doing a similar series of loops through the game.
Combat, the main draw of Infinity Blade seems to be greatly improved. Chair must have either tweaked the combat animations themselves, how the swipe input is handled, or both as it feels like you have an even more direct control link to your character. This shines even further in the new combat options which become available, allowing you to trade your shield to either dual wield or carry a massive two handed weapon.
The three fighting styles feel substantially different, and help greatly in making the game feel not quite as repetitive. With two weapons in hand, you attack much faster and blocking with your shield is replaced with being able to duck. Two handed weapons are much slower, and your defensive abilities are swapped with blocking using the actual weapon itself. It's really cool how it all works out.
The item store is back, and just like the first game you'll be trading your gold for gear at regular intervals. A new gem system allows for higher levels of customization though, and it won't take long before your equipped set of gear has all sorts of slots that you can socket gems into which can do basic things like boost stats all the way up to imbuing your items with various magical properties. If coming across gold in battles is a problem, Infinity Blade 2 offers a similar IAP purchase system to buy more gold if you want. Although, like the original, there's really no reason to and buying gold to get the best items seems to just remove any drive to actually play the game since equipment upgrades play such a big role.
Outside of fights, the gameplay is nearly identical with a world you can explore in an on-rails fashion, panning the camera around and tapping to move to the next location. Hidden items are back, encouraging you to stop to look around on every screen so you don't miss anything. You'll want to, too, because Infinity Blade 2 looks gorgeous. While you might be rewarded with items for doing it, you'll also be taking in the scenery just to marvel at the graphics your iPhone is capable of pumping out.
The rest of the game can easily be summed up with, "It's Infinity Blade, but more." There are more enemy types to fight, more visual effects, more flexibility, more customization, and they managed to do all this while removing how repetitive the original felt after blasting through the game a few times. It's everything I wanted in a sequel, and I can't wait for it to be released.
Infinity Blade 2 will be available on December 1st as a universal app for $6.99. We'll have a full review then, so stay tuned.
I had expected to hear my geriatric iPhone 3GS to croon its swan song when I loaded up Minecraft: Pocket Edition [$6.99] for the first time. It didn't. To my surprise, Mojang's inaugural iOS title actually got along swimmingly with my hardware. Was it a sign of good things to come? Perhaps. Deeply pleased with this turn of events, I went ahead and generated my first world.
And that's when the disappointments started rolling through the door. To be fair, I don't blame Mojang. If anything, they've done a rather masterful job at porting their world-famous IP onto the platform. Nonetheless, there's only so much you can do around technical constraints. Regardless of how you slice, the truth of the matter is that Minecraft just doesn't work here (not yet, anyway). To paraphrase the Genie from Disney's Aladdin, phenomenal cosmic power and itty-bitty living spaces do not mix.