‘4 stars’ Category Articles

'Final Fantasy' and 'Final Fantasy II' – Excellent Ports of RPG Classics

Wednesday, February 24th, 2010

Facing the possibility of bankruptcy in 1987 after a string of failed titles, SquareSoft (now Square Enix) only had the resources left for one final game. Hironobu Sakaguchi was in charge of the seemingly insurmountable task of saving the company. Aptly named, Final Fantasy needed to succeed, and with the help of artist Yoshitaka Amano and composer Nobuo Uematsu, Final Fantasy not only was massively successful, it also spawned the series that has since become the benchmark that nearly all roleplaying games are compared to in one way or another.

Final Fantasy tells the tale of four "Light Warriors" with mysterious backgrounds that have joined forces to restore light to the world and vanquish the evil that has spread across the land, illuminating four elemental orbs in the process. While the plot of the game is entirely cliche by today's standards and the in-game dialog is succinct and non-sensical at times, Final Fantasy was unlike anything console gamers of the late 80's had ever seen before with an epic world map spanning three continents, party customization, and unmatched gameplay depth.

Final Fantasy

The original Final Fantasy [App Store] was not an easy game by any means. The magic system didn't make much sense, the death and save system was extremely unforgiving, and some of the later dungeons required tons of grinding to earn experience and money to buy the provisions needed to make it through alive– And even then, a string of random encounters could put an end to hours of progress. A strategy guide was practically required, and in its day, Funco Land (now GameStop) sold the used Final Fantasy NES cartridge for far more than its original retail price after the supply dwindled following the surprise success of the game.

Final Fantasy has since been remade and rereleased several times over the years, and while the basic story and gameplay mechanics have remained the same, many tweaks and refinements have been applied in the process. The iPhone port of Final Fantasy includes the high resolution graphics and reworked soundtrack of previous revisions, the additional "Soul of Chaos" and "Labyrinth of Time" dungeons, as well as a greatly reduced difficulty level which has served as a point of contention amongst Final Fantasy fans.

Your party seems to level up much faster, you can save anywhere outside of battle, and ineffective attacks are a thing of the past. (Previously if you assigned a party member to attack a monster and that monster dies before they attack, they just swing at nothing instead of the next available target.) Like any good iPhone game, your progress is saved when you quit the game. When you load the game again, you will be able to resume from where you were in a dungeon or on the world map. This has one side effect though, in that you can cheese your way through skipping random encounters by just quitting the game when you enter battle. On your next launch, you'll be right where you were before the battle and can keep on truckin' through the dungeon.

SquareSoft never imagined Final Fantasy would be a smash hit, as the game in no way lends itself to a sequel. A year after the original Japanese release of Final Fantasy, Final Fantasy II hit the streets, starting the trend of releasing Final Fantasy sequels that all feature a similar theme with a new game world as well as tweaks, refinements, and modifications to things like the battle and leveling systems. Again you play as a party of four (this time without the ability to customize which classes were in your party like the first) and once again save the world from evil.

Final Fantasy II

The most drastic change in Final Fantasy II [App Store] is way your characters level up. Instead of strictly increasing in level as you earn a certain amount of experience, the more you use certain abilities, the more powerful they become. For instance, by taking damage you will eventually earn more hit points and by casting spells you eventually earn more magic points. This often confusing cause and effect system was supposed to allow players greater customization of their characters instead of the rigid class types of the original Final Fantasy, but also allowed several opportunities to cheat the system to artificially inflate the various attributes of your party members.

Final Fantasy II also comes with a new system to interact with the various in-game characters where players can memorize certain key terms, then recall them to question townspeople. While there is more interactivity than finding the correct character and talking to them until they tell you the next part of your quest, the new dialog system introduces tons of trial and error as you explore multiple conversation trees with each character you come across.

While advancing the plot may be tedious at times, Final Fantasy II is the first game in the series where you can have less than four party members, with new characters rotating in and out as the plot progressed instead of playing the part of silent protagonists in the first. New vehicles were added, and the chocobo was first introduced, a rideable bird that allows players to move around the game world without random enemy encounters.

Final Fantasy II wasn't available in the US until 2003, as before then what we knew as the Super Nintendo Final Fantasy II was actually Final Fantasy IV, a confusing numbering scheme that wasn't rectified until the release of Final Fantasy VII for the Playstation. The iPhone port of Final Fantasy II also comes with bonus content released in previous remakes of the game. Both the "Soul of Rebirth" and "Arcane Labyrinth" dungeons are included.

Final Fantasy II features the same save system, allowing players to save anywhere. The game also will resume where you left off, and is susceptible to the same random battle cheesing as the original Final Fantasy where you can just quit the game and load it back up before the random battle occurred.

iPhone Adjustments

Both Final Fantasy games are controlled via an on-screen D-Pad for character movement and a button to run while in town or dungeons, with similar menu systems as previous releases, except now the various menu items are all touch sensitive. Movement and menu navigation works well enough to get the job done, but the D-Pad feels stiff and much larger than it should be. Also, navigating the menus can be irritating at times, as the touch areas for scroll bars and some menu options are annoyingly small. Regardless, this didn't hinder gameplay much as neither Final Fantasy game really requires quick or precise movement or menu work.

In battles, the menu system as you may remember it is gone, instead replaced with a row of icons on the bottom of the screen to attack, cast magic, use items, etc. Targeting is as simple as touching the party member or monster you want to select, and overall the battle system works well although like most games with random battles, can get very tedious, especially when backtracking and potentially fighting much lower level enemies that you can kill in one hit but still have to go through all the motions of attacking and targeting.

Conclusion

As far as which game you should get, both are substantial pieces of gaming history. If you weren't around when Final Fantasy and Final Fantasy II were released, keep in mind these early RPG's lack many of the features that have since become commonplace. Because of that, you might require a trip to GameFAQs to figure out what to do or where to go next as it's not always spelled out for you. There's also no quest log if you forgot where you were supposed to be going.

Personally, I love the original Final Fantasy. I've played through the game more times than I can even remember, on more platforms than I'd even care to admit starting with the NES and ending with the iPhone. I'd recommend anyone who considers themselves a fan of RPG's or the Final Fantasy series to download the iPhone port immediately. If like me, you've been around since the beginning, the iPhone version is a competent port and an excellent blast from the past, even with the mediocre controls.

The sequel is good as well, but I've never been a fan of the wacky leveling system, and the new dialog trees that are the result of the key term memorization system will quickly have you heading to GameFAQs. I'd really recommend playing through the first before downloading the second, as if you can't make it through Final Fantasy, you likely won't have the patience for Final Fantasy II.

As an aside, I'm absolutely ecstatic that Square Enix has decided to start porting Final Fantasy games to the iPhone. I think I speak for every iPhone-owning fan of the series when I say: Please, don't stop. Bring them all.

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'Transformers G1 Awakening' – Much, Much More Than Meets The Eye

Wednesday, February 24th, 2010

As a child of the 80’s I grew up on Transformers. As a mobile strategy fanatic I’ve been in love with turn-based strategy games for years. It should come as no surprise then that Transformers G1 Awakening ranked pretty high on my most wanted list. But it also ranked fairly high on my list of concerns. After all – Transformers has had countless reinventions over the last few decades, none of which could hold a torch to the series that started it all. Likewise the series has had a number of video game spinoffs, nearly all of which have managed to disappoint. Could a Transformers game released more than 25 years after the series inception possibly live up to the expectations of series purists and strategy fans alike? As mobile gamers first learned in 2008, the answer is a resounding yes.

Originally available for mobile phones back in 2008, Transformers G1 Awakening is a solid strategy game that takes fan service to a whole new level. If you grew up on the original Transformers cartoon from 1984, you’re going to squeal like a 6 year old when you see some of the choices the game has made. The cast is comprised of series mainstays like Optimus Prime and Bumblebee, but the game happily makes room for fan favourites like Grimlock and Ironhide. True to the television storyline, the story starts with the crash of the Ark and continues through to the Space Bridge built by the Decepticons. Jetfire’s first appearance is even true to his back story, starting out with the bad guys and quickly switching sides.

Gameplay here should be familiar to anyone who’s played turn-based strategy games like Rogue Planet or UniWar. Each unit will be able to move a certain number of squares, attack opposing forces, and capture important structures. Unique to Transformers however, is the ability to -– well -– transform. Every character can transform from robot mode to vehicle mode and back again. Vehicle mode offers a major advantage if you need to cover ground as you’ll be able to move around with much greater ease, but it also comes with a major disadvantage as you won’t be able to defend yourself from attacks.

Unlike many of the games that G1 Awakening draws inspiration from, the gameplay emphasizes strategy over sheer force. Certain levels play out more like puzzles than tactical combat situations. By offering up actual characters instead of generic unit types, you can never have more than one of a certain unit on screen at the same time. Like the morale boost Optimus gives his troops, but also enjoy his high attack rating? He can’t be in two places at once, so you’ll need to place him where he’s needed the most.

Some of the characters will share similar stats and abilities, but no two Autobots play exactly alike. Prowl and Sideswipe both utilize ranged attacks, but their distance and power are different. Ironhide had a great chance to deflect damage, but his mobility is severely limited. It’s very rare that you’ll ever have more than 4 or 5 characters on screen in any given level, so knowing the strengths and weaknesses of every character (including those of the Decepticons you’re trying to destroy) is essential to your success.

Having a limited number of characters doesn’t mean you can’t introduce more into the battlefield, it just means you’ll need to be selective on who you introduce. New units can be purchased by spending Energon, which you’ll earn on each turn. The amount you earn depends on the number of pylons or power stations you’ve captured. As strange as it may sound, unit production became one of my favourite parts of the G1 Awakening – not for any gameplay reasons, but because it’s a shining example of the crazy amount of fan love that went into the game design. Units aren’t created in a factory or rolled off the back of a truck – they’re introduced into the battlefield by Metroplex, the Autobots living battle station. The only thing that could have been better is if Blaster was able to produce units like Eject and Rewind, and guess what? He can do that too. If anyone tries to tell you that G1 Awakening isn’t everything an old school Transformers fan has been waiting for, you just tell them to shut their lying mouth.

G1’s campaign is 17 missions long and should take the average gamer 3 or 4 hours to work through – not a bad package, but not necessarily as long as similar turn-based strategy games on the App Store. In addition to the story mode G1 Awakening also offers Showdown mode, a series of challenges that pit the Autobots against the Decepticons in a number of unique situations.

Rounding out the package is Cybertron Arena, G1’s fancy name for multiplayer. Cybertron Arena earns serious points for finally letting us play as the Decepticons, but it loses just as many for its limited gameplay options. You can’t play online, you can’t play over local wifi -– the only option for multiplayer is single device pass’n’play. It’s a good fit for this style of game, but on its own it just feels like too slim an offering. Still, if you don’t have another friend to play with sitting next to you G1 Awakening at least offers up a Cybertron Arena AI option.

Outside of the slim multiplayer options, the only real disappointment here came from the visuals. The game was ported from a 2008 mobile phone release and when you’re issuing commands on the map it really shows. It’s not just that the graphics are ripped from a mobile phone, it’s that the design decisions made for the mobile phone version just made no sense. Each character has a constant animation when standing still that has their torso and arms moving in a way that mimics breathing (which, I’m pretty sure robots don’t do), so we know they can do animations. Yet when characters move around the map in robot mode their feet don’t move. It’s like moving asthmatic chess pieces. The terrible command mode visuals are a stark contrast to the battle visuals which easily rank amongst the best in the genre. Cel-shaded graphics come to life in a quick battle animation that looks like it could have been ripped right out of the series. If anything, they reminded me a lot of the visuals in 2002’s Robotech: Battlecry for home consoles. If you’re not familiar with the game, trust me, that’s a compliment.

As a strategy game, Transformers G1 Awakening offers up enough twists to help it stand out in a sea of similar games. As a Transformers game, it offers up anything and everything an old school Transformers fan could want to see. G1 Awakening isn’t simply a great strategy game, it’s the greatest Transformers game I’ve seen to date.

App Store Link: Transformers G1: Awakening, $4.99

TouchArcade Rating:

NimbleBit's 'Dizzypad' – Like a Record, Baby

Wednesday, February 24th, 2010

Nimblebit has made a name for itself in the App Store as provider of simple casual games in nicely polished packages. They are responsible for likes of Scoops, Textropolis, Sky Burger and Moon Drop.

Their newest game Dizzypad perfectly fits into that mold with a simple one tap mechanic. The goal is to simply get as far as you can while jumping from lily pad to lily pad. Each lily pad is spinning in place, and a well timed tap on the screen will launch you forward. The trick is to wait until you are facing the right direction and off you go. Sounds simple, eh?

Of course, like with any good game, it's harder than it looks and does a good job keeping you trying for higher score. Global scoreboard lets you see how you compare to everyone else. Jumping past a lily pad gives you an extra life, and achievements unlock cosmetically different frogs you can use.

The game is set in a nicely animated koi pond environment with some very nice touches. Nimblebit's fans have taken an early liking to it and I've had a really good time with it as well.

App Store Link: Dizzypad, $1.99

TouchArcade Rating:

'Brothers in Arms 2' – Gameloft Ups Its Battlefield Game

Monday, February 22nd, 2010

As we reported late last month, Touch Arcade had the opportunity to visit Gameloft's Manhattan offices and spend a bit of hands-on time with their upcoming WWII-based first person shooter, Brother in Arms 2: Global Front. Tonight the game landed in the App Store and, after spending a few days with this final build, we have some thoughts to share on Gameloft's latest.

When the first Brothers in Arms title for the iPhone landed in the App Store back in November 2008, it was a highly notable release and almost certainly the most complex 3D game to be released for the platform at the time. It was (and is) a well executed iPhone take on an extremely popular console / PC franchise, wowing most but drawing criticism for a "difficult" control system.

Brothers in Arms 2: Global Front, designed from the ground up specifically for the iPhone, comes to us over a year later.  So what has a year brought us in the sequel to such a bold initial platform release? Quite a bit, it turns out.

Brothers in Arms 2, weighing in at over three times the filesize of its predecessor, brings to the iPhone a much larger game experience. This time around it's a first person affair, as opposed to the third-person, over-the-shoulder experience that is the first title. Actually, when in duck-and-cover mode, BIA2 does jump out to third person — and that's something you'll see often, as using crates, walls, and tanks for cover is pretty much par for the course in this title. That is, when you're not sprinting across the battlefield, manning the turret in a jeep or tank, or piloting a "glider" through heavy flack. Yea, it's pretty intense.

BIA2 drops you neatly into WWII as the young American soldier David Wilson on a mission to push back the Germans and Japanese and get the backs of his brothers in arms in the thick of battle. But, before long, an ominous bit of correspondence reveals that his actual brother, Eric, has been killed and was given the medal of honor — but that medal was revoked due to uncertain circumstances. It's Wilson's additional mission to get to the bottom of the mystery and clear his brother's good name. Pretty heavy stuff, really.

The tools of the trade are many. Available weapons include bazookas, fixed machine guns, flame throwers, Thompson submachine guns, and grenades. (The default play mode offers targeting assistance, which I find helpful, but it can be disabled.) There are three different modes of play, in all, to choose from. The default is a mission to mission progression through 13 levels across five different locales: Pacific, Sicily, Normandy, Germany, and North Africa. Any unlocked locale can also be chosen for quick play in Campaign mode. And, finally, local network play is possible by way of either WiFi or Bluetooth connectivity.

The game's control system feels a bit more workable than that of the original iPhone release. This is due, in part, to the various refined methods of multitouch, onscreen controls offered, but also to the fact that, during the year that's gone by since the originals release, we've come to know a great many 3D shooters utilizing dual-stick (and the like) controls. We're just far more used to this iPhone control mechanic than we were back in November 2008. Whatever the precise combination of reasons, you're going to find BIA2 to feel more comfortable than did the original release.

While BIA brought impressive visuals when it made its debut, so too does BIA2, and that's said taking into account the significant raising of the bar that's taken place over the past year. The environment models have indeed grown in complexity, but more impressive are the subtle visual touches that BIA2 brings. Shafts of light through the trees, HDR blooms (there's an options toggle there) — it all comes together to make for a pretty amazing looking game, very "modern console"-like (on my 3GS).

The game features various trophies that are granted based upon particularly savvy battlefield performance, as well as for finding as many "Kilroy was here" tags as possible. Performance is tracked by way of the integrated Gameloft LIVE network.

And, while the game offers excellent action, often at a frantic pace, it does have a few shortcomings. Framerate is generally quite high on the iPhone 3GS, but occasional (loading?) lags do occur, causing brief pauses in the action and studders to the audio at times. As well, in an apparent glitch where I went off the expected story line, I entered a room and wiped out everything alive, exited the room, only to find it once again full of enemies upon revisiting said room — though this was an isolated occurrence.

And, about that room full of soldiers, or soldiers anywhere in the game, really — the enemy AI that commands them is quite basic. If you're re-playing a scenario after having died, the enemy does the exact same thing the second time around, making it quite easy to wipe out the lot. A little more complex / varied AI would certainly add depth to the battle experience.

See Gameloft's recent trailer video for a look at a variety of in-game scenarios.

That I can pick a few nits in the title does not mark Brothers in Arms 2 a game to avoid. On the contrary, it is a highly enjoyable, action-packed shooter that offers some of the most intense battle sequences you'll find on the iPhone, making this latest from Gameloft a gaming experience that's rather hard to pass up.

App Store Link: Brothers in Arms 2: Global Front, $7.99

TouchArcade Rating:

'Thumpies' – A Monstrous Rhythm Game

Wednesday, February 17th, 2010

It takes a lot to stand out amongst the crowded rhythm game section of the App Store (or any section of the App Store, really) but Big Blue Bubble's Thumpies [App Store] manages to easily set it self apart. Crazy graphics combine with an interesting gameplay mechanic where each level has you tapping out beats that layer on top of each other until you've eventually formed a fairly complex song.

The most immediately noticeable thing about Thumpies is the art style which seems to be this odd combination of Where the Wild Things Are, the Madballs toys from the 80's, and the Fire Gang from the movie Labyrinth. The entire game is dripping in whimsical charm between the sprawling tree that makes up the level select menu, butterflies fluttering around everywhere, and even the backgrounds of each level that pulse with the beat of the music.

After selecting one of the unlocked songs (of which there are 16 in total) and then choosing one of three difficulties, the Thumpies will then fall from the sky to bounce on top of tree stumps and mushrooms and you must tap the screen when and where they land. This is simple enough when there is only one spherical creature bopping around the screen, but as the songs increase in difficulty, even more pads for the Thumpies to land on are introduced along with additional Thumpies you will need to manage at once.

If you're like me and not particularly musically minded, juggling all these Thumpies in the air to the beat of the song (especially when Thumpies are landing on half-beats) can be deceptively difficult. On top of this, there are additional Thumpies that can be unlocked by collecting and saving up differently colored butterflies that will be floating around as you're tapping out your beat. As soon as they appear on screen you need to try to tap them because if one of the Thumpies flies by them they will munch the butterfly right out of the air.

Completing each section of the song requires you to fill the meter at the top of the screen. The meter increases when you successfully tap in time with the beat, and decreases when you miss a beat. When the meter is full, the Thumpies cheer, the portion of the song you just completed where you were tapping out the bass beat merges with the rest background music, and you begin the next section of the song which might have you tapping out some crazy vocals to add. When a song is complete, you're scored on your accuracy, and the next song (or songs) leading up the branches of the level select tree is unlocked.

Thumpies is an amazingly creative game, and thanks to the multiple difficulty levels should be approachable enough for kids and challenging enough for adults. The thread in our forums is filled with people who are leaving absolutely glowing reviews of the game, and I find myself in agreement with all of them. If you enjoy rhythm games at all, you really need to give Thumpies a spin.

App Store Link: Thumpies, 99¢

TouchArcade Rating:

'Giana Sisters' – Brothers Beware, the Girls are Back!

Friday, February 12th, 2010

For those whose fondest memories of growing up in the 80s and 90s involve playing through the various iterations of Super Mario Bros, platforming never seemed sweeter. For a handheld device especially, that never looked like changing– the 80s spark that created the Mario fever isn't easily replicated and Nintendo will never share its magic. It is fortunate then that the 80s also saw the birth of an infamous title known as The Great Giana Sisters, a title that attempted to challenge Nintendo's platforming dominance.

Now on the iPhone after a re-imagination on the DS in 2009, Giana Sisters [App Store] is an enhanced version of a tongue-in-cheek attempt in 1987. The levels have everything you would expect of a Mario-inspired game– refined run-and-jump platforming, fireball power-ups, brick smashing, coin collecting and even castles with Bowser at the end (well, a look-a-like cousin at least). In fact, it is not until well into the second world that Giana Sisters even hints at an identity of its own.

By the third and fourth worlds however, an attitude easily rivalling that of their plumber pals shines through. And the sisters will need every bit it as the game is rife with pitfalls and dangers. Crumbling platforms, deadly waters and razor sharp stalagnites– as well as a battalion of terrifically crafted enemies, some of whom would as soon run you down as fire a bazooka at you– are all thrown at our heroines. Not all enemies can be defeated by fireballs and head-stomps either, often needing deft and precarious jumping to avoid. The sisters do have a little help though; dispensers spit out shakeable soda bottles to clear brick obstacles or put out fires and dispense man-sized, floating bubble gum balloons to fly around in. A handy flower pot check-point is also available in most levels to save your progress.

The original title featured 32 levels all up, which are all playable after completing the game, but it's the whopping 80 newly crafted levels that will keep you most occupied in Giana Sisters. Negotiating your way through these levels is a breeze, with both a Classic and Touch scheme available. The Classic mode works a treat and is the recommended setting, the finely-tuned left and right movement and jump and attack buttons are well-placed on the screen. As in our early impressions though we had difficulty getting used to the Touch scheme, particularly the jumping mechanic which proved too tedious. Both settings have a swipe feature for looking below or above your current platform.

The production values in Giana Sisters go beyond just a carefully crafted platform game however, as it both looks and sounds superb. The artwork is crisp and detailed with gorgeous, layered backdrops and themed levels really setting the scene to distinguish each area. The soundtrack is really something to write home about too; layering on that nostalgia thick with keyboard-heavy midi-esque tracks that run the gamut of upbeat to dark and ominous.

Giana Sisters is certainly deserving of its tremendous cult following. As a widely appealing game, it is easily recommended to all as a fresh take on classic platforming. It draws its strength from its unashamed inspiration, offering a tight, fully-featured and excellently crafted platformer that really raises the bar for the AppStore. Achievement hunters and competitive types will also be glad to know that Giana Sisters comes packaged with OpenFeint support for both achievements and leaderboards.

Impressions from our discussion forums have been wildly positive. Be sure to check out the developer's trailer above for a closer look.

App Store Link: Giana Sisters, $4.99

TouchArcade Rating:

'Military Madness: Neo Nectaris' – A Fantastic Classic You've Probably Never Played

Thursday, February 11th, 2010

When the TurboGrafx-16/PC Engine was released in the late '80s it failed to make the splash that its creators had hoped for. The console sold around 10 million units over the course of its lifetime, with only 2.5 million of those units making their way into US households, so it's no suprise that the original Military Madness [App Store] never became well-known. Hudson has updated the turn-based strategy franchise several times over the years (including XBLA, PSN, and WiiWare ports in 2009), and this newest iPhone adaptation makes MM a series that has seen releases across four decades. The iPhone's touch screen is a natural fit for the IP, so Neo Nectaris just might be the best version of the game yet.

The short cutscene that plays at the beginning of a new campaign in Neo Nectaris would lead you to believe that this is a sequel to the original game, but this is essentially the same tale told all over again. A ragtag band of rebels were defeated by the union forces at their base on the moon in 2089, and peace was abundant. That was the first game. Now, however, in 2099, that same group of rebels is developing weapons on (you guessed it!) the moon. Thus, you have been sent in with a special forces batallion to clear out the rebels. Despite the sloppily rehashed story, the 48 missions in this sequel are actually all-new, so old-timers need not worry about playing through the same old 32 levels from the first game.

Military Madness's similarities to Nintendo's Advance Wars series become quite obvious upon setting foot upon the battlefield. The mix of long-range units like rockets, mid-range units like artillery squads, and numerous close-combat tanks are nearly identical to the units in Advance Wars, and the games share a quite similar terrain advantage system. The first version of Advance Wars was released as Famicom Wars in Japan a year prior to the debut of Military Madness, so I'm not quite sure which series influenced which, but there are enough differences to make them unique in their own rights.

The most noticeable difference between MM and quite a few other strategy games is its use of a hexagonal grid system. This system can be confusing, initially, especially for players who've gotten used to quadrilateral-based grid systems in their turn-based strategy games. The spaces adjacent to units fall within that particular unit's "zone of control," which prevents enemy soldiers/tanks from progressing through the areas surrounding it and allows players to strategically set up roadblocks to force the enemy into a position that could potentially turn the tide of a battle in their favor.

Another feature of the game is the "stars" system, which rewards individual units with increased stats for every encounter they fight in. The ability to heal these units after a single turn spent in a factory (which cannot produce new units and must usually be captured by an infantryman) creates an incentive to retreat with units who've seen a lot of fighting to allow them to come back fully powered and enhanced later in a battle.

In-game tutorials and a unit description screen that can be pulled up at any point during battles makes the game extremely user-friendly, and I checked out all the old tutorials despite my long history with the franchise as a quick refresher. I was a bit disappointed that Neo Nectaris doesn't use 3D visuals like the recent WiiWare, XBLA, and PSN release, but the iPhone port does feature an updated soundtrack that sounds great and fits the game well.

There are a few issues that keep Neo Nectaris from greatness, most notably the omission of any multiplayer- local or online. Another problem I had with the game might sound a bit more nitpicky, but it's niggling: there is no real animation for unit movement; soldiers and tanks just "blink" their way over to their destination when moving. This is a problem that usually doesn't afflict modern games, so it could (and really should) be fixed in an update.

Military Madness: Neo Nectaris isn't much of a departure from the now 20-plus-year-old original game, but it holds up extremely well, especially with the new touch controls. Multiplayer seems too crucial to exclude, so I desperately hope that Hudson decides to support the game with the addition of those options in the future, but I'll admit that the single player campaign is so much fun that it can keep most people happy for now. If you've ever played Military Madness before, I probably don't need to convince you to check out this version, but for newcomers to the franchise I cannot stress enough how much pure fun this game is.

App Store Link: Military Madness: Neo Nectaris, $4.99

TouchArcade Rating:

'Across Age' – Time-Traveling Is The Solution

Thursday, February 11th, 2010

Action RPGs on the App Store have been steadily improving with the release of each new game. The first, The Chronicles of Inotia, was received with mixed feelings. Later, Zenonia was greeted as a vast improvement (albeit with its own flaws) and most recently Inotia 2 stole the crown upon its release last November. Now FDG Entertainment has upped the ante once again with Across Age [App Store], an RPG that explores time travel and simultaneous management of multiple characters.

The story of Across Age is standard fare for the genre, falling cleanly into a long line of RPGs in which the goal is to save the world from an evil magician. Unlike certain other similar games on the App Store, however, the writing and translation is extremely well done, with no noticeable spelling or grammatical gaffes. These high quality production values show in the soundtrack and crisp art style as well; each environment is colorful and carries its own unique and catchy background music.

Across Age's big hook is that players control two separate characters at once, switching between them and separating them at will by touching on their icons located at the bottom of the screen. The male character, a knight named Ales, can pick up the female mage character, Ceska, and throw her to otherwise unreachable areas. This creates opportunities for fun puzzles that might require Ceska to reach a switch to open a door for Ales, or simply lead to hidden treasure.

The character separation and cooperation element works quite well to create good puzzle variation. One puzzle might require Ales to separate and engage in a simple block pushing minigame, while others could turn into a complex maze that requires the two characters to separate and help each other progress. New mechanics (like a "boat" that can be used to navigate watery environments) are introduced at a fairly consistent rate throughout the game, effectively preventing things from becoming boring and repetitive.


Across Age's other big gameplay gimmick is the ability for Ceska to time travel through the use of sparsely-located panels. This opens up plenty of possibilities, and often forces players to think creatively. In one instance, Ceska has to go back in time to drop off a wine bottle, only to return years in the future to harvest the now priceless aged wine. Special items called rebirth stones can be left along with a normal item in a magic pool located in the game's central city and returned to in the future to create special items and weapons. This system can often add special attributes to weapons and other items, and experimentation is encouraged to discover the best possible results.

Combat in Across Age might take a while to get fully acquainted with, but it works quite well after a bit of practice. Ales attacks by running directly into enemies (which looks quite stupid at first but makes sense if you think about it; why do you need hit a button to do something that can be done automatically?) and Ceska attacks with a variety of spells, usually long range attacks. Her spells can be cast by tapping the big button in the bottom right, and the game is pretty forgiving with the hit area around attacks to make up for the game's rather limiting eight-way directional movement scheme.

Boss battles might be one of the best parts of Across Age. Unlike many RPGs, which simply force players to mindlessly attack boss characters until they die, this game demands a sound strategy to earn a victory. In one instance I was faced with a giant plant monster which had to first be weakened with Ceska's recently learned fireball attack before Ales could rush in to attack in its weakened state.

Across Age does have its fair share of problems, most of which probably can't be fixed in a simple update. The equipment screen takes a fair bit of getting used to due to the small text size that makes it rather unresponsive to touch, and the game's zoomed-in camera makes some enemies lurking in the southern regions of the screen difficult to detect before running directly into them. The most glaring flaw rears its head early in the game: some areas must be revisited far too many times to progress through the story.

The lack of multiplayer might be berated by some, but since only one character can attack at once as according to the intentional design of the game, I don't think of it as a missing feature. A great combination of fun combat and good puzzle variation allows Across Age to swiftly avoid the problems that many RPGs run into, and its high production values only serve to increase the already substantial attractive nature of the game for fans of the genre. Zenonia 2 has a lot to prove if it's going to continue the trend of ever-increasingly great action RPGs being released on the App Store.

App Store Link: Across Age, $6.99

TouchArcade Rating:

'GT Racing: Motor Academy' Races Into App Store

Sunday, February 7th, 2010

About a week back I had a chance to visit Gameloft's Manhattan studios and have a look at their upcoming racing simulator GT Racing: Motor Academy [App Store] for iPhone. Tonight, GT Racing has gone live in the App Store and we've got a chance to take a closer look.

GT Racing is a driving simulation as opposed to an arcade racer. Gameloft likens the title to Real Racing, which it considers the only other driving simulation in the App Store. Being a simulation-style racer, it starts off much like the definitive driving sim, Gran Turismo. You are presented with a few initial challenges (accelerate to maximum speed and then come to a stop between the lines, etc.) that must be completed before your achieve your first racing license. From there it's a Campaign journey through a variety of tracks around the world. Though, I will say the game is rather more forgiving than Gran Turismo, partially due to the integrated Break Assist system (like Real Racing), but more due to the overall control scenario.

The game features over 100 cars from 24 different manufacturers to choose from for a race to the finish against up to nine on-track opponents. There are 14 different worldwide tracks in all, comprised of raceway, urban, and rally-style runs. The better you rank, the more credits you accumulate, and the fancier cars and equipment you can purchase. Progressive tracks are unlocked in Campaign mode, and any unlocked track can be used for a quick spin in the game's Arcade mode.

GT Racing features three different control methods: accelerometer (default), screen keys (think Vector Tanks – kinda), and wheel. I find accelerometer to be my preferred method that, for what it is, really leaves little room for control improvement. Score tracking is handled through the integrated Gameloft LIVE network. Like Asphalt 5, Gameloft also offers an online multi-player component that we were unable to test at launch, but it's an important feature we're certainly glad to see.

GT Racing is one of the most visually impressive racers in the App Store. On my iPhone 3GS test unit, the game exhibits an impressive, but subtle, HDR effect to the rendered scene and runs at a very smooth frame rate. Six different driving views are provided — three outside, three inside — to allow for the view that bests fits your driving sensibilities. All races can be seen in Replay mode which is, as well, an impressive thing to behold, and videos can also be uploaded to YouTube (example video). One notable issue with the visuals, however, is a noticeably short draw distance resulting in buildings abruptly popping into view which can be distracting.

There are a few other issues we ran across with the initial version. On occasion, my car appeared to aburbtly jolt into a nose-up position, half embedded in the track, with a warning of "wrong way" presented. (One of these incidents is recorded in our demo video.) As well, in-game language suggested that I had access to a particular track before it was supposed to be unlocked. Neither game breaking, but notable for early adopters.

See our brief gameplay video for a closer look.

Overall, GT Racer is probably one of the best racers on the App Store. In particular, racing fans looking for a realistic racer that offers nicely varied racing action wrapped up in a very pretty package should enjoy Gameloft's latest offering.

Impressions from early adopters on the forum have been similarly positive, but similar caveats:

  • tadad1 – lots of control adjustments, including driving aids, amazingly crisp graphics, but short draw distance, no crash damage, massive content
  • morphman – Lots of options, good but not stellar framerate on 3GS, pop-in apparent, graphics look amazing
  • iPhondTouch3G – screenshots from iPod Touch 3G
  • Diablohead – huge difference in FWD, RWD and oversteer is a big factor here, can do doughnuts very easily if you power out of corners
  • nizy – nice graphics, real life tracks recognizable, pop-in noticeable but not too annoying. early AI not challenging
  • howiedeano – handling and controls good, tracks better than NFS shift, best realistic type racing game on platform

App Store Link: GT Racing: Motor Academy, $6.99

TouchArcade Rating:

'2360: Battle for Cydonia' – John Woo meets MechWarrior

Wednesday, February 3rd, 2010

When I think of Mechs, I don't think of the MechWarrior of old as I used to. Instead, a more immediate memory comes to mind– that very awesome scene from Matrix: Revolutions where the Zion Mech platoon were (albeit briefly) holding off the entire squid machine onslaught. Maybe it's the John Woo fanatic in me, but I've always wanted to play an ambidextrous Mech; both weapons firing all over the place at a horde of surrounding enemies. It seems Brisk Mobile had similar thoughts, as 2360: Battle for Cydonia [App Store] captures that dual-wielding mechanical mayhem brilliantly.

2360: Battle for Cydonia differentiates itself from similar games with its great use of the iPhone's multitouch feature– allowing you to navigate the battlefield and shoot both weapons at foes from different directions all at the same time. It can sometimes be an exercise in dexterity, but there's something too damn cool about holding off forces from two flanks with a range of machine guns, shotguns, rockets and eventually even high powered lasers. It's effortless to orchestrate your one-man-war too; you direct your Mech by dragging your finger around and fire your weapons by tapping on enemies, your Mech swivelling its two arms where needed to direct its barrage.

As the story goes in 2360: Battle for Cydonia, you are part of a rebellion fighting to claim their fair share of the Mars colonization. The story isn't anything revelatory, but it's definitely appreciated as a means of tying together the various missions and give them a sense of purpose– something that we were critical of in our recent review of a similar title, Heavy Mach 2. There are 21 missions on offer, some of which are quite lengthy and challenging, even on the normal difficulty level. Missions aren't just your run-of-the-mill collect this object, destroy this target– though there is a fair bit of that, 2360: Battle for Cydonia also throws escort and base-defence into the mix, as well as a few others to keep things interesting. In order to keep up with the enemy's firepower, you'll have to invest in a sizeable range of upgrades for your Mech; from the traditional armour, speed and weapon upgrades, to more interesting upgrades such as one that improves your mech's swivel action, or the various auto-weapons on offer that can target tank shells.

It's fortunate that 2360: Battle for Cydonia looks and sounds great too. All the artwork is crisp and detailed, though for the first half of the game you will be encountering a number of similar-looking spider and tank enemies. Thankfully, the latter half really showcases Brisk Mobile's artistic efforts though, with a number of terrific-looking flying and Mech enemies thrown at you too to turn up the heat. The weapon effects are very satisfying, each distinguishable on your mech itself, and each very capable of leaving a trail of impressive explosions. There's really only one area where 2360: Battle for Cydonia seems to drop the ball, and that's in the environment art; the same grey floor texture seemingly repeated each level, and only improved upon in the latter missions. It's no big deal though, and it can help to identify your foes quicker. Aurally, 2360: Battle for Cydonia delivers a lot of punch for each weapon, and has a good selection of energetic music to keep you engaged.

If you're a fan of Mech or tank combat, then 2360: Battle for Cydonia should really be a no-brainer. There's a couple of hours worth of content to get through, and it's not for the faint of heart either. 2360: Battle for Cydonia does a great job in keeping its Mech combat fresh, be it through a huge range of interesting weapons and items to unlock, or its engaging mission objectives, and will undoubtedly be a staple on our devices for a while to come.

Be sure to check out the trailer above and our 2360: Battle for Cydonia discussion thread where impressions from our readers have been overwhelmingly positive and the developer has already indicated at an upcoming survival mode.

App Store Link: 2360: Battle for Cydonia, $0.99 (75% off Launch Sale Price).

TouchArcade Rating:

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