Earlier the other morning, Eli and I spent some time with Rock Runners [$0.99]. It's a physics-based runner that tasks you with swinging and jumping over and to various obstacles and platforms. You know, the standard stuff. Where it kinda breaks away from the pack is in its production value. Solid visuals, 3D models, and sound design accompany the standard genre action, making the game pop a bit more than it would have otherwise.
If you've got Runner Fatigue in a bad way, there's probably nothing in here that's going to blow your socks off. If you don't, however, maybe check this out. It might click with you:
Earlier this morning, Eli and I spent some time with Real Racing 3, which is available now in some international App Stores. As you probably already know, this is a free-to-play game and this little factoid is kinda rubbing dudes the wrong way. The fear is that EA has tuned the game to be no more than an IAP machine that forces users to pay at every corner, turn, and twist. In the interest of SCIENCE, we decided to see if this was, in fact, the case. Spoiler: it isn't.
In the following, we spend around 30 minutes in the game in a rush to hit paywall. We eventually do, but it wasn't one that felt gross. You'll see what we mean, if you take a look. Check it out:
Earlier this afternoon, Eli and I busted our brains all over Help Volty [$0.99 (HD)], a 2D puzzle box game that tasks you with dragging little electronic bugs across a series of increasingly interesting puzzles. We weren't really playing it in the perfect context. This is one of those games where you want to turn off the lights, kick back, and soak in the atmosphere but we do think we at least conveyed what this game is shooting for.
Even though this one is a little "old" by TA Plays standards, we're pretty stoked about it. All the core design seems to really feed into an air of suspense and mystery, which are two things you don't really get from iPad games. We're going to keep at it in the hope of getting something more substantial on the site soon.
Rampage is a classic series of games about gigantic monsters who bash cities into ruins. Roar Rampage [$0.99] is a new iPhone game about a lone gigantic monster who bashes cities to a fine cement-y pulp, too. No doubt, there's a lot of similarities between these games at the top-level, which kinda makes Roar Rampage seem a little gross at first glance. But, if you dig a little deeper, you'll discover a Monster Vs. City game that plays with the act of ruining a city in such a neat way that you forgive it's titling and appearance.
Specifically, in Roar Rampage, you are the Gigantic Monster's arm. You guide it with a finger and swing it into buildings and helicopters, causing havoc and breakage. It's an interesting mechanic that's coupled with a physics engine capable of sending rubble flying in the direction you swung and into other objects.
Also, let's not forget that your monster, a dinosaur, is wearing punching gloves like a boss.
Eli and I gave Roar Rampage a quick look the other afternoon and walked away pretty impressed despite our initial reservations. Maybe you will, too. Check it out:
Eli painted a wicked word picture of what DrawQuest is all about already earlier this morning, but if you'd like to see it in action, we've got your back. Below, we've put together a video of me and Eli playing the game and exploring its mechanics. You'll see how the game works, basically, as well as get a glimpse of some really unique art, including a killer robot Thomas Edison.
Oh, and wasn't our snowman awesome? It was brilliant, that's what it was. Admittedly, not as brilliant as 99 percent of what we saw in the game this morning, but still.
Earlier this afternoon, Joseph and I spent some time with Beastie Bay [Free], the latest game from the simulation gurus over at Kairosoft. This is oversimplifying it, but Beastie Bay is sorta like what would happen if Sim City met Pokemon. In the game, you're tasked with collecting and beating up monsters while also building up a profitable and resource rich village that supports your pocket monster habit.
I'm pretty sure this is our longest TA Plays ever, and mainly that's because we spend a ton of time going over all the different mechanics. There's crafting, there's upgrading, there's collecting, there's exploring, dungeon-diving, looting, training -- it's nuts. Give the video a look, if you're curious:
Late this afternoon, Eli and I decided to give Krashlander [$0.99] a shot. If you're not in the loop, it's a skiing game that tasks you hitting jumps and knocking over a person (?) at the end of every run. It's heavily level-based and rocks one of those three-star scoring mechanisms we see so much nowadays. What makes this game interesting are its controls -- instead of boiling down jump functionality to a simple button press, Krashlander makes go through the series of motions that an actual jump requires. You have to crouch and lean and extend and burst at the top of a hill in order to nail a jump.
It takes some getting used to, but it's neat because it really makes you think about how many mechanics we take for granted. Like, you don't even think about the act of jumping in a skiing game. You just do it. And it's simple, streamlined even. This game? Not so much. Anyway, video:
This morning, Eli and I gave After Burner Climax [$2.99] a shot. It's an aerial combat game that tasks you with blasting your way through a handful of heavily scripted scenarios teeming with fast-flying jets and various ground-to-air weaponry. Our participation, oddly, felt a little limited: you can only strafe and fire; there is no freedom to the movement, and there's not really any strategy to the fighting. You're more observer than hero.
This feeling might have more to do with the fact that Climax was originally designed as an arcade game with a pretty hardcore cabinet, complete with servos and a joystick. Looking at the game in this context, we can see the action feeling a lot more fulfilling.
Anyway, we've got a pretty hefty video of the game in action below, in case you're still a little curious. Who knows, maybe it'll click with you.
Earlier this morning, Eli and I gave Die for Metal [$0.99] a shot. It's a "masocore" style 2D platformer that gleefully dishes out impalement and dismemberment basically every time you screw up the timing or placement of a jump. That's not to say it's a good member of the genre. Die for Metal's foundational elements are shaky -- inputs can feel laggy, the hit boxes on some obstacles are ridiculous, and the level design can feel hollow.
What drew us to Die for Metal was its theme and tone. We haven't seen many rock and roll inspired games, so that was enough to grab attention. And for what it's worth, there are definitely some solid production values in this. Anyway, video:
Earlier this morning, Eli and I sat down (and stood up) with Zombie Road Trip [Free]. As you'd guess, it's a hill climbing game with zombies in it, combining every trope we've seen in both the runner and climbing genres. Interestingly, it also has a "chase" mechanic -- if you mess up a landing or smack into too many zombies, an undead horde will catch up with you and eat you. That's kinda cool, right?
Look, if you're done with these kinds of games, that's probably not enough for you. We totally get that, straight-up. For the rest of you out there, everything in this game is really well executed -- from look, to sound, to mechanics, this thing is solid. Give it a look. Or don't. Options! They're fun!
Earlier this afternoon, Eli and I sat down with Table Top Racing [Free]. If the name didn't clue you in, it's a top down racer that puts you behind the wheel of a miniature car across a variety of real-world environments. With these kinds of racers the world is what ends up feeling kinda surreal, which is an interesting thing since it's not, you know, possible to drive a toy car. You'd figure it'd be the other way around.
The production elements in this is are super sharp and there's a ton of different modes and cars and upgrades to play around with as you race. But -- and this is kind of a big but -- the game isn't clicking with us. There's something it's missing.
All the same, if you're dying for a racing game, this might be something you'll want to give a shot. Video below:
Earlier this week, Bradley and I sat down with Banana Kong [$0.99], a new endless runner from FDG Entertainment that has been getting some fairly positive remarks from folks in our forums and elsewhere across the web. While Brad was initially turned off by Banana Kong based simply on the name alone, thinking it was trying to ride the coattails of Nintendo's Donkey Kong, I think he actually found himself being kind of taken with Banana Kong's charming visual style and personality. I also helpfully reminded him that King Kong predates Donkey Kong by about a half century, so there's that.
Still, a platformer with a big ape for a main character where the main goal is to collect bananas does feel suspiciously like its treading in Donkey Kong Country territory, but Banana Kong has managed to stand out on its own for me. My favorite part about the game is the ability to transport yourself into different environments, like the bouncy tree tops above the jungle or the creepy underground area found in an abandoned mineshaft entrance. Banana Kong probably won't revolutionize the auto-runner platforming genre or anything, but it's got a ton of character and variety, and it's also a lot of fun.
Earlier this afternoon, Jared and I gave Sunny Hillride [$1.99] a spin. It's a heavily physics-based momentum game that plays sorta like Tiny Wings, except you guide a station wagon up and down hills instead of a bird. Its hook revolves around the car and the horribly tied luggage strapped to the top of it. If you hit a landing too hard, you'll lose bags, which in turn, will lower your score at the end of a run. You also need to find gas as you rocket up and down hillsides.
As far as these kinds of games go, this one's pretty good. We really dig the look and the luggage mechanic, even though both are simple in the grand scheme of things. The campaign angle is neat, too, as it kinda opens up the game for an actual narrative.
Anyway, if you're in the mood for another one of these kinds of games, this might be the one for you. Check it out:
Earlier this afternoon, Jared and I spent some time with Rail Rush [Free]. It's another endless runner. In the game, you control a mine cart and are tasked with collecting gold nuggets and avoiding various obstacles, including broken rails and oddly placed signage. As with most runners, the point of the game is just to go as far as you can. The farther you go, the higher your score.
You might remember this one. It came out earlier in 2012, but it's just now enjoying a big-time bump on the App Store charts.
As we've said before, Rail Rush a solid game for what it is. And, there's something to its style of running. It feels different, which is a nice thing in a genre that's as clotted as the runner is. Check it out:
Earlier this afternoon, Jared and I spent some time puzzling out a couple of the many mysteries of Kairo [$4.99], a first-person puzzle game. The name should kinda sound familiar; Kairo launched on PC and Mac back in October and made some noise in media circles. This version appears to be a straight port, but we're checking in on that to make sure.
In a lot of ways, Kairo is more of an experiential joint than a puzzle game. It just plops you into a weird world and you just ... go. Along the way, you generally get a feel for what you're supposed to be doing and how you're influencing the world.
It's a weird one, for sure, so check out this video to get a better handle on it: