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‘Reviews’ Category Articles

'Cubis Creatures' Review - A Match-Three Classic Comes to iOS

Friday, April 20th, 2012

Though we generally file match-three titles under the puzzle genre, there isn't often much that's puzzling about them. Swap a few gems, watch cascades collapse—all good fun, but not exactly a stimulating mental challenge. Cubis Creatures [$0.99 / Lite] is one of the rare matching games that requires—and rewards—putting on your thinking cap.

Cubis Creatures is based off the popular PC game Cubis. It shares the same fundamentals: an isometric view, a grid of cubes, and loose cubes you shoot into the mix from two of the edges. But Cubis Creatures is entirely its own game, with plenty of great matching and a side of adorable art and cutesy creatures. Not a bad combo, in my books.

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'Crow' Review - This Dark Adventure Will Send You Flying

Thursday, April 19th, 2012

As you may know, the App store is drenched with cutesy looking physics puzzlers that all start to look the same after a while. They may seem like overload, but when it comes to the stark difference between them and a game like Crow [$2.99], they simply make it stand out even more than it already does, like a rainbow standing behind a horseman of the apocalypse. Everyone loves their cute time wasters, but watch out with this one, because you're about to get a distinctly gothic change of pace.

Right out of the gate, Crow has something to it when it comes to atmosphere. The game's saturated color palette brought up memories of Cyan's Myst series, which I will take basically any excuse to mention in conversation, gaming-related or otherwise. Suffice to say I felt comforted the moment I fired up Crow. The adventure title puts you in the role of the black winged bird, gliding soundlessly over the skies of a foreign land. You'll soon learn that a creature called The Scarecrow poses a threat, and it must be cursed by you in order for you to gain its power. If you can vanquish it, other foes will surely follow.

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'Avernum: Escape From the Pit HD' for iPad Review – A Rewarding History Lesson

Wednesday, April 18th, 2012

Growing up as an avid Mac gamer in the 1990s, I was a huge fan of RPGs put out by the folks at Spiderweb Software. Not particularly known for their graphical prowess (even back then), these shareware games of old focused more on exploration, narrative and, most important, freedom. Avernum: Escape From The Pit [$9.99] is the second game from Spiderweb to hit iOS, serving as the pinnacle for these RPG tenets and should be looked at as a gold standard for iOS RPGs.

First, a brief history lesson is in order. Avernum for iPad is a remake of the 1999 Avernum title, which itself was a rewrite of the 1995 Mac shareware title Exile: Escape from the Pit. While each iteration brought visual and combat upgrades, the same open-ended exploration system remained. The same holds true for Avernum for iPad, which receives overhauls in both its visual and character/battle systems.

In Avernum: Escape From the Pit, the Empire rules the surface. Anyone that crosses this oppressive regime is banished to underground region of Avernum, a world unto itself that replaces the sun with luminescent moss and the sky with endless caverns. The world, along with all its inhabitants comes to life in the game’s deep narrative which could easily span its own novel. It’s this world that you’re violently thrown into, and it’s in this world that you are free to do what you wish.

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'DevilDark: The Fallen Kingdom' Review – A Simple Dungeon Grind

Monday, April 16th, 2012

Being a fan of Diablo-style loot grinds, I was pretty excited to try DevilDark: The Fallen Kingdom [$0.99], Triniti Interactive’s take on the classic dungeon hack and slash. For the most part, DevilDark actually does a good job recreating the experience with nice visuals and a decent amount of weapons and armor. Unfortunately, simplistic gameplay combined with some general miscues hold the title back from stardom.

DevilDark follows the story of a wandering (and clueless) adventurer that sets out on a journey to save the world from being ravaged by an evil demon, who had been unleashed by a power-hungry king years beforehand. You’ll slowly accomplish this by doing a bunch of quests that involve fetching items and taking down hordes of baddies. An occasional boss battle permeates the monotony, but for the most part, DevilDark stays close to its dungeon crawling roots. While I realize that narrative may not be the priority in such a game, I would have liked something more than the intro cutscene and what little I can glean from quest texts.

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'Max Payne Mobile' Review - Beautiful Bullet Time, Aged Like a Fine Wine

Friday, April 13th, 2012

Do you remember the Bullet Time Wars of the early '00s? Every game had to have it, and not one of them got it right. We lost a lot of good games during that time; lost to the unnecessary addition of a dumb movie gimmick.

But then Max Payne [ $2.99 ] was released, and overnight the war ended. There was no disputing that, finally, a game had gotten bullet time right. That day was almost 11 years ago, and since then the world has changed. Games still implement bullet time, most of them successfully, but they all owe it to Max Payne.

For those of you who somehow missed out on it the first go around, Max Payne is revenge story wrapped in a noir coat that is so thick that the game occasionally comments on how warm it is. It serves as almost a noir for dummies book. Can’t sit through Chinatown? Max Payne will teach you all there is to know about noir.

But, for as silly as the writing occasionally is, it is still a good story. You will run into some truly gut-wrenching moments before you hit the 5 minute mark. But I wouldn’t dare spoil an 11 year old game, so I’ll stop right there. If you want to know more… Well, I assume you know what to do.

There is little sense in reviewing an 11 year old game that won nearly every award it could when it was first released. It's well established that Max Payne is a fantastic game, but it is also ELEVEN years old. That means it comes with all the baggage that an 11 year old game has earned. So, rather than focusing on Max Payne the game, lets talk about Max Payne the iOS port instead.

This is the absolute best this game has ever looked. On the new iPad, the game sees resolutions and clarity that were pipe dreams when it first came out. Granted, the textures are low resolution, but they still look pretty good rendered on the iPad’s Retina Display. The between level “comic book” sequences are not Retina resolution, but it’s not a great mystery as to why.

I doubt anyone at Remedy envisioned people wanting to play the game at ridiculous resolutions, so it’s likely that they never created super high-resolution assets for anything. But, thanks to how well everything upscales, they still look pretty good. While it didn’t age as well as Grand Theft Auto 3 [ $0.99 ] did visually, it is still a great looking game. Bonus points if you can make it through the whole game without giggling at Max’s facial texture.

Controls are about what you would expect from virtual joysticks. Max feels a bit floaty when he moves, and looking around can be a pain, but the game is still very playable, thanks in part to a pretty competent auto aiming system. I know a lot of folks scoff at the idea of auto-aim, but it really does make the experience more cinematic and fun. When I turned off auto-aim, the results were decidedly less than fun (and often borderline frustrating), but your mileage may vary.

The real problem with the default virtual control layout is that the hit zones for buttons are too close to each other. Because you are aiming at a nondescript part of the screen, rather than a button, you will often find yourself jumping when you want to enter bullet time. A minor problem once or twice, but growing in annoyance significantly over the course of an 8 hour game. Like GTA3, you can move the buttons around on screen in the options, but you never really shake the feeling that this is a game made for a controller (or keyboard and mouse).


(Original E3 2011 trailer for PC version.)

Playing Max Payne to completion takes anywhere from 7 to 10 hours. If you intend to make that journey, please be sure to manage your own save files. Yes, Max Payne offers an auto-save, but I found it to be unreliable at best, and downright abusive at it’s worst. Unfortunately, games ported from PCs seem to bring more quirks than if they were ported from a console. Max Payne is from a time where we didn’t trust the game to save for us, so we took that responsibility upon ourselves. Max Payne for iOS has ported that feature spectacularly, so make sure you adjust your habits accordingly.

I’ll be the first to admit that I was super stoked about Max Payne coming to iOS. It was a game I loved on the PC 11 years ago, and I wanted to see how rose the colored glasses were. The answer is, surprisingly, not that rose. While it looks old, and has virtual joysticks, Max Payne is every bit the great game it was 11 years ago. I wish Rockstar had put more love into the port, but for costing me 1/25th of the original game, I’ll cut them some budgetary slack.

Now if I could just get rid of these war flashbacks, I’d be in business.

App Store Link: Max Payne Mobile, $2.99 (Universal)

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'Gunman Clive' Review - A Playful Sketch of the Wild West

Friday, April 13th, 2012

It's not easy to make a unique platformer. You either have to be trusty with your design skills and make a game look out of this world and startlingly unique, or you have to have some sort of wizard when it comes to your level design skills. Luckily, the people behind Gunman Clive [$1.99] have a little of both, and it makes for one of the best platformers I've played for years, on iOS or any other platformer.

Gunman Clive comes out of the gate shooting with an incredible look, which has a hand-drawn feel and makes you feel as if you are playing a game on the page of a tea-stained sketchbook. As Gunman Clive, you play the rough-and-tough Western hero on a mission to save the mayor's daughter from wild bandits. Not that any of that matters, because as soon as you get an eyeful of this game you'll drool a bit and forget any of the storyline in favor of sucking up the pretty graphics with your face.

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'On The Wind' Review - Breezy Yet Solid Auto-Runner

Friday, April 13th, 2012

It's hard to look at On The Wind [$1.99] and not think, 'Hey! That reminds me of Flower except without the third dimension'. Like thatgamecompany's award-winning title, On The Wind will have you guiding plant-based material (you'll be herding leaves as opposed to flower petals here) through a scenic landscape.

However, where Flower was intended to evoke positive emotions and to be your standard 'challenging' title, On The Wind will have demand a little more from your Infinity Blade-honed reflexes.

Because you are defined by the leaves you collect as you progress through the seasons, you must always ensure that there's a steady supply within the immediate vicinity of your fingertip. Should you find yourself bereft of them, the game ends and you'll be forced to restart.

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'Ion Racer' Review – A Futuristic Tunnel Runner

Friday, April 13th, 2012

Ion Racer [$0.99] from Nawia Games (makers of Flick Champions) is an endless tunnel runner with a visual style that looks suspiciously like Wipeout (a franchise we’d love to see on iOS). Unfortunately, any similarities with the futuristic racer are skin-deep, as Ion Racer stays close to its roots, offering a score-based reflex-oriented endless gameplay experience. Unfortunately, gameplay stagnation, a somewhat heavy reliance on IAP, and some minor control issues hold this title back.

Like most 'endless' games, gameplay in Ion Racer is score-based. Players guide their ship along a never-ending corridor filled with blue and red barriers along with small orbs called ions. Running into red barriers takes away a bar of shield strength, and if you lose your entire shield, the run ends. Blue barriers, meanwhile, offer additional points or shield bars and should be hit as much as possible. Ions serve as a perpetual source of points and energy to refill your energy meter.

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'Burnout Crash!' Review - Paging Dr. Beat

Thursday, April 12th, 2012

Reviewing games you have a history with is always difficult, especially when they're derivative titles from a series you hold dear to your heart. Looking back on it, at some point I've owned each of the eight Burnout games that make up the franchise going back to the original that was released all the way back in 2001.

If you've never played a proper Burnout game (which is a problem you really should look into solving) here's what the series is all about- Imagine a high-octane arcade racer that not only has a fabulous sense of speed, but takes the typical car damage system dozens of steps further into a car crashing system. Instead of merely beating the competition to the finish line, gameplay focuses on making sure your your opponents never actually make it there.

Subsequent sequels took this many steps further, even evolving into entire game modes that focused entirely on orchestrating the most elaborate pile-ups you can. It's from these game modes that Burnout Crash [ $0.99 ] is distilled from, making its original appearance on Xbox Live Arcade and PSN late last year.

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'Sky Gnomes' Review - It's a Bird! It's a Plane! It's... Sky Gnome?

Wednesday, April 11th, 2012

For the last couple days, I've been turning a dilemma around in my head. Do I tell you guys how fun Sky Gnomes [$0.99] is, and thereby increase the number of people who are likely to defeat me in a given tournament? Or do I just keep raking in the sweet, sweet prizes for my wins?

I suppose I'll take the high road and let you in on it. Here's how Sky Gnomes works: each day you face a new slate of players in a series of races. You launch a garden gnome on a little airship straight down at top speed, dodge storm clouds and ice balls, collect coins and snowflakes, and try to smash perfectly into the landing pad ahead of your foes. Do so, and you can turn your winnings into new parts and upgrades for your ships. Seriously, there is no way I could avoid getting obsessed with this game.

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'Monster Takedown' Review - It Just Doesn't Make You Feel Like a Badass

Wednesday, April 11th, 2012

Let's face it, kids: If you are going to become a giant, fire-breathing monster and take over a city by way of stomping on it, you want to do it right. In style. So if I play a videogame that puts me in the role of said monster, I have one rule -- I want to have fun. Glorious, building stomping, people eating fun.

That's why the original Rampage was such a bounding success. When I saw screens of Monster Takedown [$0.99], I thought I was looking at the same kind of thing. You get to be a big octopus or monster with too many eyeballs or whatever and fend off flying helicopters and incoming bombs. The art looked crisp and cute, and I thought if the gameplay hit the mark, we could have a winner on our hands here. Could. Maybe.

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'Saturday Morning RPG' Review - A Radical Remembrance

Tuesday, April 10th, 2012

Being called a “Child of the 80s” has made me more aware of my mortality recently, than it has conjured memories of the actual time period.

The USSR? Gone.
Hair Metal? Mostly gone. (Thanks for this.)
Reaganomics? Relegated to post-punk indie hardcore band names.

These days you will be lucky to find any kind of media that doesn’t have 1 or 2 glassy-eyed teenagers waiting anxiously for “The Drop.”

Thankfully, the Wonder-Twin powers of Mighty Rabbit and Joystick Labs has manifested a game that absolutely drips 80s nostalgia and helps me forget that the twilight years are quickly approaching. Saturday Morning RPG [ Free ] is as close to a physical manifestation of my childhood as I am going to find, without a truckload of Pixiesticks.

Inspired by the JRPGS of the 80s and 90s, Saturday Morning RPG is nothing special on the surface. Its battle system, littered with quicktime events that modify damage done and taken, is straight forward and pedestrian. In fact, the game’s story (the supposed hallmark of the RPG genre) has the literary alacrity of an R.L. Stine novel. Luckily, none of this matters. One would argue that that is exactly the point.

Episode 1 of Saturday Morning RPG (which comes free of charge) has the game’s hero, Marty, fast asleep on his bed. In his dream, he is spending the day with his sweetheart Samantha, when she is kidnapped by Cobra Commander Hood. Hood intends to wed Samantha, whether she wants it or not. After being beaten down by Hood and his minions, The Wizard (and his powerful glove - which is (so) bad) appears before Marty to offer help. He gives Marty his Trapper Keeper, the spell book Marty can use to defeat Hood’s Army and rescue Samantha. And that is what Marty (and you) set off to do.

The Trapper Keeper enhances the vanilla battle system by throwing in spells and other wild cards. It’s first feature is customizable scratch and sniff stickers. Using up to five, the stickers provide benefits like +15 health or -2 Enemy strength for the length of the battle. The trick is that you have to scratch them to release their bonus, and you are only given a small amount of time at the start of the battle to do so.

Once the battle begins, your Trapper Keeper functions as your spell book. Spells vary from the mundane (a flaming basketball) to the awesome (a glittery-glove-clothed punch, delivered via Moonwalk). There are some balance issues that become apparent, such as getting more bang for your buck via spells and, therefore, not focusing on leveling up melee attacks, but I’m not sure the developers care. The actual gameplay is the plain cracker on which the aged nostalgia cheese is served. No one should complain about the cracker.

When you aren’t battling Lizards or Hood Soldiers, you walk 8-bit Marty around the episode’s environment (they are different in each episode) talking to people and, occasionally, collecting a quest or two. The quests don’t do much to flesh out the universe, instead trading lore for laughs. They vary from the eye-rolling “stop all the downloadin”, to the morbid task of setting animals free by flushing them down the toilet. Completed quests offer you either XP, Spells, or stickers, so they are worth doing when you find them.

If there were any complaints to be leveled against Saturday Morning RPG, they would be the ones I’ve already mentioned. The game is a very basic RPG. Encounters are not random (your character and my character are probably going to be pretty similar by game’s end), quests and quest completions are very linear, and the story lines are pretty dumb. There just isn’t much substance here...much like a Saturday Morning Cartoon.

In that respect, one could argue that this game captures the spirit of the Saturday Morning Cartoon perfectly. And, in the process, litters the game with wonderful nuggets of 80s nostalgia. To play Devil’s Advocate a bit, if the game is called Saturday Morning RPG, and playing it perfectly recreates the spirit and feeling of an 80s Saturday Morning cartoon, doesn’t that make it the perfect game?

You and I could argue about this all day, but I don’t think we could argue as to whether or not you should give this game a shot. The first Episode, which took me 2 hours to complete (I try to be thorough), is completely free. If you like it, you can unlock Episode 2 for a measly 2 bucks. That, to me, seems like an awesome way to sell your game. More Episodes are in the pipeline of course, with Mighty Rabbit shooting for a May/June release for Episode 3.

All in all, Saturday Morning RPG is exactly what it promised. A fun, easy going, RPG with a heavy coating of 80s nostalgia. With an upfront cost of “free”, it’s hard not to recommend it.

App Store Link: Saturday Morning RPG, Free (Universal)

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'Amoebattle' Review – A Great RTS of Minuscule Proportions

Tuesday, April 10th, 2012

While iOS has become a haven for a large variety of strategy games, good RTS titles seem to come few and far between. Enter Amoebattle [$4.99], the latest title from Grab Games. Hitting all the cues, Amoebattle does a good job providing a full RTS experience while making its own mark on the genre.

Amoebattle’s tale centers on your role as a new microbiologist exploring the microscopic world with the Amoeba Control System along with your AI assistant AMI. After some introductory research, you encounter rogue amoebas disturbing the ecosystem, which leads to a quest to discover the origin of these hostile beings. The overall narrative does an adequate job moving the story forward while not detracting from the overall experience. For most RTS titles, that’s all you can really ask for.

When it comes to gameplay, Amoebattle implements the standard RTS mechanics while infusing it with some novel elements. Missions are primarily linear advancement, with some stealth, defense and open-ended objectives thrown in for good measure. Amoebattle is also very unit-centric – there aren’t any buildings to produce units or gather resources.

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'Letterbox' Review - A Word Game for the Destructive Individual

Tuesday, April 10th, 2012

I love word games, but they have a bit of a PR problem: the vast, vast majority are glorified takes on the word search with a new hook here and a novel mechanic there. And y'know, I don't really mind—give me a reason to frantically form words and I'm usually happy. Letterbox [$1.99] is a pretty good reason. It's a game in the word-search mold, bringing in 3D block stacking for its special touch.

Word hunting in 3D is entertaining on its own, but Letterbox goes a step further. Finding words is a means to an end—the real goal is to use those words with a variety of special blocks to tear your tower down. It becomes a game as much about destruction as it is about creating words.

Though ShockPanda is keen to call the game "Jenga meets Boggle" in its marketing material, the Jenga comparison is a bit loose. There is no fear of collapse, here, no tottering physics. Instead, you carve away at your cube with each word you make, letters disappearing and leaving gaps behind.

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A Look at Jeff Minter's Ethereal, New Age Shooter 'Five A Day'

Monday, April 9th, 2012

Since he started making games for iOS, indie developer Jeff Minter of Llamasoft has really been cranking them out. The guy has been making games -- and, rather unique games, I might add -- for over 30 years, but I don't believe he's ever dished out one after another faster than he's doing for Apple's platform. And that's really good news for iOS gamers because all of his iOS titles are rather well done and worth playing. His latest title, Five A Day [link], which just landed in the App Store, comes close on the heels of Gridrunner for iOS, his excellent remake of his original 1982 VIC-20 game and one of the best shooters on the platform.

When we first reported that Minter was developing for iOS, about two and a half years ago, we mentioned a Time Pilot-style game that he was working on, set to be his first iOS release. Well, time passed, Minotaur Rescue arrived, and we never saw anything else about that supposed first iOS release. That is to say, not until now.

Five A Day is a shooter (with bananas), but it's equally an ethereal experience of sorts. It's a kind of spacey, zen sort of thing. It's a little hard to describe, so I'll let the author.

...it should’ve just progressed into a good old banana-oriented shooter as originally intended but by accident it sort of went all New Age and ambient. While still actually retaining the characteristic of actually being any good, of course. It didn’t just turn into a useless ageing hippy of a game that lies around smoking weed and listening to Steve Hillage and burbling on about auras and crystals without ever doing anything useful. Redolent it may be of joss sticks and wind chimes but it’s still jolly good fun and will kick your arse quite handily on the higher levels, just you wait and see.

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