• submit tip •




‘2.5 stars’ Category Articles

'Judge Dredd vs. Zombies' Review - Guys, Dredd Is The Law

Thursday, December 1st, 2011

Judge Dredd vs. Zombies [$.99] is what you think it is, which is to say, it's an over-the-top dual-stick shooter that pits the equally over-the-top dystopian cop against hordes and hordes of the undead. Despite all signs of the End Times have come pointing to "Yes," Dredd is as moronically meat-headed as ever. The slick Versace-wearing, line-slinging judge, jury, and executioner has his hands full with himself throughout the entire experience. It's as if, in a weird twist, this game is more about Dredd's need to stroke his own ego than his desire to purge his precious and pure Mega-City One of zombies.

Hearing "I am the law" or some other ridiculously chest-puffing line every 15 seconds isn't this game's biggest problem, though -- the free-to-play model is. It comes across as much too pushy and needed and, as a result, it consistently strikes me as gross.

(more...)

TouchArcade Rating:
Support Our Sponsors:

'Superman' Review - Metropolis's No Good, Very Bad Day

Monday, November 28th, 2011

Today I saved the citizens of Metropolis from a missile launched from an unknown location. I flew into the sky and intercepted it in midair, then beat it to pieces. It exploded harmlessly over the city. But no time to wait for thanks -- a car full of criminals was escaping down the stretch of road in front of the Daily Planet. I handled them with my laser vision, if you know what I mean. Then that dastardly Lex Luthor unleashed a bunch of sticky bombs in the city. While I was gathering those up, fires started up on a nearby building. Then the meteors fell.

But hey, Superman [$0.99 / HD] can handle all that. All in a day's work, as they say. It's just too bad he couldn't be doing it in a better game. One that plays a bit less like The Hero, by Traplight Games, perhaps?

It's not that Superman is a total knock-off of The Hero. The Hero has style, charm and humor, and Superman has laser eyes, optional retina assets and the ability to beat up missiles while riding them. But the similarities are abundant.

(more...)

TouchArcade Rating:

'Snoopy's Street Fair' Review - Another Trip to the Past By the Creators of 'Smurfs' Village'

Tuesday, November 22nd, 2011

On your first look at Snoopy's Street Fair [Free], you'll probably feel a warm glow of nostalgia. It might be for Charles Schulz' classic Peanuts comic strip or television specials like A Charlie Brown Christmas. But you also might be thinking of something a little more recent. Like, say Beeline Interactive's big hit, Smurfs' Village [Free].

The apps have a lot in common, you see. Both of them are fantastic at bringing back the properties we know and love. Both flawlessly emulate the look of the classics. Both are missing a few key features. And both are cripplingly tied into IAP and grinding mechanics.

(more...)

TouchArcade Rating:

'Evertales' Review - A By-The-Numbers Brawler From Crescent Moon Games

Thursday, November 10th, 2011

I expected to love Evertales [$0.99]. Its trailer is stylish and charming, it looks a tiny bit like Trine, and it's by Thunder Game Works, the folks who made the Trenches series, and Crescent Moon Games, the studio that brought us Pocket RPG, Aralon, Gears and other great games. We were optimistic in our previews. But here's the thing about expectations -- sometimes they leave you disappointed.

Despite its impressive pedigree, Evertales falls totally flat. It's short, and it's got a few kinks that still need working out. It's excessively straightforward. But far worse than any of that, it's just not very much fun.

(more...)

TouchArcade Rating:

'Dark Incursion' Review - A Promising Adventure Plagued By Control Issues

Monday, October 24th, 2011

Dark Incursion [$1.99] had all the makings of a decent ‘Metroidvania’ title for iOS. Everything from its classically-inspired pixel graphics and music to even its overarching story created a compelling atmosphere for playing. Most importantly, Dark Incursion also did a good job of somewhat emulating the Metroidvania style of gameplay while attempting to improve upon it with its different take on equipment upgrades. However, despite all these positives, Dark Incursion’s horrendous control scheme simply ruins almost all of the fun.

Dark Incursion is a 2D side scrolling adventure game with a touch of platforming mixed into the gameplay. You play as Anya, an underground resistance fighter attempting to infiltrate a secret military laboratory. The game plays exactly like the recent 2D iterations of Castlevania or Metroid. Dark Incursion even preserves the standard ‘find power-up, backtrack to previously inaccessible area’ sort of gameplay (hence the term Metroidvania). Dark Incursion’s similarities don’t end with gameplay, as even the graphics and music are very similar to those spiritual predecessors. Even though Dark Incursion isn’t particularly original when it comes to its presentation, it still does a good job integrating a visual style that has proven to be popular in similar games.

(more...)

TouchArcade Rating:

'High Flyer Death Defyer' Review - A Graphically Appealing, Frustrating Dive

Monday, October 10th, 2011

I have such a love-hate relationship with High Flyer Death Defyer [$4.99 / HD]. On one hand, I love the visually striking graphics which I think complement the sky-diving gameplay beautifully. On the other hand, the poorly done tutorial and lackluster controls hold back High Flyer Death Defyer from being even an above average addition to the genre. Whether you actually decide to pick up this skydiver is going to depend on how much you love graphics over, well, everything else.

At its core, High Flyer Death Defyer is a sky/cave diver with a heavy dose of exploration and collection quests thrown into the mix. You play as Arreon, a member of the Death Defyers: a group of skydiving explorers charged with discovering new islands (and treasure) in a post-apocalyptic world in which the only human cities reside in the sky.  At the onset, High Flyer’s story is a bit convoluted and confusing, but as you continue playing through the story, you’ll get a better glimpse of what the heck is going on through the game’s comic book style cutscenes.

(more...)

TouchArcade Rating:

'BridgeTheGap' Review - A Bridge Building Puzzler with Poor Execution

Tuesday, September 6th, 2011

One of my most favorite puzzle games that I played while growing up was Lemmings. Sure, there were plenty of games before that required thinking and coordination, but there was something about being in charge of a group of characters and having to lead them across maps of perilous obstacles that I loved.

BridgeTheGap [$0.99], a pirate-themed puzzle game, attempts to recreate a portion of the classic Lemmings formula while infusing it with even more strategy and precision than its spiritual predecessor. While BridgeTheGap certainly brings some good ideas to the mix through its bridge building mechanics, atrocious controls and poor execution prevent it from being little more than a subpar puzzler.

(more...)

TouchArcade Rating:

'Croma' Review - A Minimalist Arcade Shooter with an Elegant Visual Style

Thursday, August 25th, 2011

Croma [$0.99/HD/HD Free], a shooter by Mindfruit Interactive, looks like a new game – its aesthetic is modern and minimal, sporting the en vogue polarity-switching system of games like Ikaruga and Outland.

But the philosophy that drives its design – perform one action for as long as possible until you inevitably fail – is a very old one indeed, and its reemergence has been one of the by-blows of the growth of the iOS gaming scene (perhaps most visibly in the nascent runner genre). You can trace this quarter-munching mentality from Asteroids to Ski Free to Geometry Wars to Canabalt, but Croma comes full circle – it’s more or less a touch-enabled version of Missile Command. (more...)

TouchArcade Rating:

'Drawin' Growin' Review - How Does This Garden Grow? Expensively.

Monday, August 22nd, 2011

By all rights, Drawin' Growin' [$0.99] should be a good game. It was released by Taito, who ought to be riding high off the acclaim they've earned with Groove Coaster [$2.99]. It looks cheery and sweet, with a hand-drawn art style that charms. So how has it ended up so completely bland?

Things began well. Drawin' Growin' has a premise I can get behind. The plants of the kingdom have withered away, and Meu, a plant-loving sprite, is tasked by the King to fill the world with greenery. To regrow all the plants, you need to use line-drawing tactics to funnel sun to the sun-loving flowers, rain to the damp types and so on. You need to tap to keep them free of bugs, use your lines to protect them from lightning and volcanoes, and generally babysit them until they grow. It's a frantic formula, but not a bad one.

(more...)

TouchArcade Rating:

'Darkness Escape Deluxe' Review - A Fairly Boring Run

Thursday, August 18th, 2011

In the great scheme of iOS gaming, Darkness Escape Deluxe [$0.99 / HD ] isn’t a horrible game. In fact, Darkness Escape does an adequate job representing the platform runner genre that has become more prevalent on the App Store in recent years. Unfortunately, adequate isn’t enough, especially when compared to some of the other heavy hitters in the genre. There are simply too many missteps, mainly a lack of content and questionable asset design, that prevent this game from rising above the rest of the competition and actually earning your play time.

(more...)

TouchArcade Rating:

'Shift 2 Unleashed' Review - Asleep at the Wheel

Tuesday, August 9th, 2011

One thing about Shift 2: Unleashed [$5.99/HD], just real quick: Don't bother. If I had to summarize EA's latest Need for Speed sim, it certainly wouldn't involve the word "unleashed." This is about as misleading a subtitle you could attach to something so tame and afraid to do anything outside its comfort zone.

I'm still high off the faster, crazier NFS: Hot Pursuit and the dialed back Real Racing 2, I think. Shift 2 exists in a limbo-like spot somewhere in between those titles, with a slightly heavier weight toward the realistic racing, which is something the franchise has only recently started dabbling in. We loved the first Need for Speed: Shift because it nailed what we wanted from a console approximation and it was a convincing, competitive iOS sim-racer. This sequel hits those same notes, but the standard, and thus what I expect, has raised since.

(more...)

TouchArcade Rating:

'Dawn of War' Review - 2D Strategy In Modern Times

Monday, August 8th, 2011

Just so we’re clear, VOLV’s Dawn of War [$.99] has nothing to do with Relic Entertainment’s RTS series of the same name. While I’d imagine this will cause some legal woes down the road, it does present a cool contrast at the moment. This Dawn of War is a 2D side-scrolling strategy game grounded in the technology of modern warfare. Its backdrops and armies are also based firmly in our actual world. Relic’s Dawn of War, on the other hand, is filled with thickly plated space imperialists and mutants tainted by a ruthless intergalactic nether realm.

Most strategy games we see are firmly entrenched in sci-fi or fantasy like Relic’s game, so its neat play one that doesn’t try to stretch the limits of the imagination. But, a slice of realism does not a good game make: Dawn of War is troubled, as it sports some woeful balance issues and some pretty rudimentary play that isn’t back by meaningful depth. It’s not a great game, but it’s not a terrible one, either. It just sort of sits in the middle.

Speaking on a strictly mechanical level, most of what you’ll do in Dawn of War is purchase tons of troops and hope that your ally waves can beat the AI’s waves. The goal is, simply, the other side of an invisible wall on the 2D plain.

Dawn of War features soldiers with rifles and bazookas, and boasts vehicles like tanks, HMVs, artillery, and planes. Where it departs (aside from its grounded approach) is in its aerial deployments. Provided you have the cash, you can order in specific drops of troops, tanks, and even bombs. In fantasy games in this specific genre like Sword and Soldiers, this would be the rough equivalent of magic, as these attacks have serious range and areas of effect.

There is no finesse or overarching strategy to the moment-to-moment action, which is a fairly significant flaw working against Dawn of War. You can win any map by simple troop spamming and most of lower difficulty tiers are winnable with just infantry.

While we’re talking about flaws, the lack of a camera is maddening. Dawn of War is so macro-focused that it neglects any ability to follow the action on a soldier or wave level. This is a bigger problem when you factor in area of effect attacks, as you’ll need to slide to the wave you want to hit with them, which takes a lot of precious time.

And seconds are a big deal; Most levels end within one-to-two minutes with you as the victor or the fallen. Dawn of War sort of salvages its weak mission time with a cool ‘perk’ mechanic that allows for persistent upgrades based on cash earned in levels. If it hooks you like it did me, you’ll find yourself grinding through the same locations over and over again.

Strangely, the game encourages this behavior outside of upgrades. Levels, including extra armies outside of the US and Britain are purchasable with in-game cash. Alternatively, you can buy a heap of in-game cash through IAP for 99 cents.

The extra levels, for what its worth, are really necessary to the experience. I should also add that they all boast a really cool water-color kind of look that mixes in well with the silhouetted art style of the vehicles and soldiers.

I don’t want to get into value proposition territory here, so I’ll just say that I had an okay time with the game. Its super simple and inarguably flawed, but its persistent upgrade system is a great carrot-on-the-stick and its modern war trappings do set Dawn of War apart. I hate this line, but if ‘you’re a fan of side-scrolling strategy games,’ I can’t imagine you’ll come away wholly unimpressed with this effort.

App Store Link: Dawn of War, $0.99

TouchArcade Rating:

'TerraCraft' Review – Minecraft Minus Mining and More

Sunday, August 7th, 2011

Do you like Minecraft, but find that all of the tedious mining, building, and exploration mechanics get in the way of your enjoyment? Are you a fan of crafting objects, but feel like a 3x3 grid isn’t nearly hardcore enough? Yes? Then my friends, have I got a 6x8 upgrade for you.

At first glance, TerraCraft [Free] could be easily be confused with your standard match-3 affair. The twist here is that the game requires you to configure blocks into patterns for crafting items such as the planks, boxes, pickaxes, swords, and shields you’ve all come to know and love. This Minecraft-ian conceit takes the standard and kicks the variety up a… notch.

You begin the game with a small list of blueprints for items you can construct. Once the timer begins on each level, you drag and drop the designated materials (wood, rock, bronze, silver, gold) into the right pattern on the grid to “craft” an item and clear those materials from the board. Each item crafted is worth a set number of points, and the goal is to reach a target score before the timer expires.

As you advance through the levels, the point threshold for victory becomes progressively higher.  The number of material types grow, while the number of each individual material tends to shrink. These challenges are more than offset by the fact that the time limit also grows and that you unlock newer and more complex blueprints that are worth more points.

And that’s a concern. The difficulty curve in this game is non-existent. In fact, the game gets progressively easier as time goes on. While there are many blueprints to consider, there are also a number of high-value yet easy to craft items that you can spam for maximum points. Once you identify them, you’ll end up cruising. After the first few levels, I was never in danger of hitting the time limit, and after the last blueprints were unlocked I found the mystique wearing off all too quickly.

TerraCraft has some things going for it. For a ham-handed iOS gamer like me, the touch controls were much more responsive than I expected. I rarely had to redo moves. The game also sports OpenFeint integration, which gives some leaderboard support. While there’s only one main theme to listen to, the music was catchy and appropriately conducive to getting my pickaxe zen trance on.

The game is ad-supported through the first few levels, but an in-app purchase of $1.99 is required to unlock the full game and get rid of the ads. For myself, I don’t mind the use of ad-supported demos in general, but they should never directly impede the gameplay. There’s no issue on the main menu here, but once you get to craftin’, the ads partially obscure the bottom row of the grid. It’s possible to work around them but hardly a welcome means of promoting your IAP.

TerraCraft succeeds in its stated goal of providing a Minecraft spin on the puzzle genre, but the game really could have used an additional layer of complexity to create a difficulty curve and provide some longevity to the title. Why not flood part of the grid with water or lava tiles from time to time to change the shape of the playing field and force you out of relying on certain patterns? Maybe introduce an enemy tile that eats points until you craft the appropriate item (sword, shield, etc.) to destroy them?

While I was definitely left wanting, it certainly can’t hurt to give the free portion of this game a try for yourself. The Minecraft oriented theme, gracious lack of user-generated phallic sculptures, and chilled-out crafting action may be right up your alley. Personally, I’d rather punch a tree.

App Store Link: TerraCraft, Free

TouchArcade Rating:

'Mad Wheels' Review - A No-frills, Weapons-based Racer

Tuesday, August 2nd, 2011

Ever since the success of Death Rally [99¢] earlier this year, there has been somewhat of a resurgence in isometric racing titles with an emphasis on weapons and destruction. And why not? There’s nothing cooler than setting up a shot in your souped-up racer and blowing apart the leader right before taking the checkered flag. Mad Wheels [99¢/Lite/HD] attempts to ride on this wave of enthusiasm and success and, while the title does a decent job nailing the core gameplay, its lack of any real customization definitely hurts replayability.

Simply put, many aspects of Mad Wheels are, well, simple. There are only two single player modes: a ‘Championship’ mode that has the player race through 25 tracks across four “regions,” and a randomized Quick Race option. In addition, there is no story to speak of; the only motivation to continue playing is a progression bar that goes up every time a race is won or objective is met. While Mad Wheels offers a half dozen cars to choose from (with three more as IAP), each vehicle has fixed weapons and stats, with no options for upgrades or improvements. This drastically decreases any potential replayability, as once you go through each track and nail all the objectives, there’s nothing else to play towards.

In addition to the concerns above, there are some glaring omissions in Mad Wheels that definitely detract from the overall experience. For example, there are no save states or ‘multitasking’ support within this game. In other words, if you’re playing on your iPad, and you decide to exit out to check your email, you’ve just lost any progress you had on your current race and need to start over. This lack of any save state is almost unacceptable in this day and age. In addition, Mad Wheels only uses the Crystal social network system and doesn’t even integrate Game Center. This isn’t necessarily a big deal, but still surprising considering how Game Center is poised to be the primary gaming service once the next version of iOS comes out.

Not everything is bad, however. Mad Wheels has decent graphics with a stable, fast framerate (with a visual style that makes me wish Blast Corp was on iOS). In addition, the game controls pretty well, emulating Death Rally and providing an overall decent gameplay experience. While the weapons are predictable, they are implemented nicely and preserve the enjoyment of blasting apart your opponents. Furthermore, Mad Wheels also incorporates a Wi-Fi multiplayer mode, allowing gamers to join and host multiplayer races.

Despite its issues, Mad Wheels still manages to preserve some of the fun involved with these types of weapon racers. If you’re looking for a simple, weapons-based racer with multiplayer and don’t care about customizability or excessive replayability, then Mad Wheels may be a title worthy of your attention. If you’re looking for a game with more substance and depth, then Death Rally still remains the perennial favorite and recommended title.

App Store Links:
    Mad Wheels, $0.99
    Mad Wheels Lite, Free (Universal)
    Mad Wheels HD, $1.99 (iPad Only)

TouchArcade Rating:

'Resident Evil Mercenaries VS.' Review - A Mediocre Online Multiplayer Shooter

Friday, April 15th, 2011

Back in January at a Capcom preview event, I was able to get some hands-on time with Resident Evil Mercenaries VS [$2.99], a new multiplayer focused entry in the Resident Evil mobile series. During that preview, I could see that there was some potential fun that could be had battling it out with other players Resident Evil style, but was left with many reservations. The game’s performance was pretty atrocious, and it was slated to only ship with 2 playable characters and 1 multiplayer map. Even with the potential of the actual gameplay, these shortcomings left me doubting how the game would turn out.

Yesterday, Resident Evil Mercenaries VS was released in the App Store, a little more than a month after originally planned. The good news is that the extra development time went to fixing some of the problems I saw in the preview version, tightening up the performance a great deal and adding a 3rd playable character and 2 additional multiplayer maps to the game. The bad news is that even those additions can’t really overcome the poor presentation and mundane gameplay of the title. (more...)

TouchArcade Rating:

SUPPORT OUR SPONSORS