After getting together to pick our official best games of 2011, we also had our writers take a look back at the last year and compile lists of their personal favorites along with their reasons why.
2011. What a year. The App Store has been online for over three years now, and it still feels like the future to me most days. Looking back on my life of gaming, it’s just crazy how far we’ve come, and not only in terms of the quantity and quality of iOS releases. When I was begging my mother to take polaroids of me as proof that I beat NES games, the very existence of devices like iPhones and iPads would’ve seemed like some sort of unattainable future eternally found only in science fiction. But, here we are, almost to the point that we’re taking being able to download ridiculously great games, wirelessly, from anywhere, often for a fiftieth (or less) of the price for granted. That’s crazy.
My responsibilities as Editor in Chief of TouchArcade here has me cycling a silly amount of games through my iOS devices, as I make sure to at least try every game we review to make sure I agree with what we post. I usually just don’t have the time to get incredibly invested in too many of these games, as serving as the gatekeeper for TouchArcade content really just doesn’t allow for it. There just aren’t enough hours in the day, as badly as I wish there were.
So, the games I end up playing for extended periods of time are an eclectic mix of titles that may have larger over-arching goals, but are totally conducive to quick pick up and play sessions. I’m not sure I’d call any of these games the best games of the year, but they ended up being my favorites, and the ones I spent the most time with:
Dungeon Raid, $0.99 - [Review] – [Forum Thread] – Even though Dungeon Raid was technically released very late in 2010, it didn’t hit its stride until a few updates later in 2011. No other video game (including consoles) released this year even comes close to the amount of time I’ve invested in Dungeon Raid. I loved Puzzle Quest, but the way Dungeon Raid boils down that formula its core essence is pure genius. Unlockable classes, random abilities, and game balance that makes any strategy viable with some work has created not only one of my favorite iOS games, but one of my favorite video games in general. I can’t believe I’m saying that about a match three.
King of Dragon Pass, $9.99 – [Review] – [Forum Thread] – Since completely abandoning PC gaming at some point in the last ten years and becoming a full-fledged “Mac guy" I’ve missed out on so many of these obscure PC titles. At first glance, King of Dragon Pass might not seem that friendly to iOS style pick up and play gaming since it’s a shockingly involved game of managing a tribe that can go on for months (assuming you’re good enough, of course). Where KoDP wins me over is that it’s the perfect game to load up, make a few management decisions, close the game, and come back to it later. I’m in the midst of a game that I’ve been playing for close to three weeks total now, and while I’m not sure I’ll ever ascend to position of King of Dragon Pass itself, each game is random enough that it feels totally fresh. A universal update is coming too, which I’m beyond excited for.
NBA JAM by EA SPORTSâ„¢, $4.99 - [Review] – [Forum Thread] – The only series of sports games that comes with more nostalgia for me is the Mutant League games. I couldn’t even guess how much of my life I’ve spent playing NBA Jam between the ancient console versions, the four player arcade machines, and subsequent ports and re-releases. 18 years after NBA Jam’s original release, I still smile like an complete idiot as I shatter backboards, dunk on fire from a hundred feet in the air, and as the announcer exclaims, “BOOM SHAKA LAKA." The iOS port is absolutely fabulous, although I really wish it had online multiplayer. I’ll keep my fingers crossed on that.
The Last Rocket, $1.99 – [Review] – [Forum Thread] – I’m all about games that feel like they offer a totally complete package that all meshes together in perfect harmony. It was this reason why I loved Sword & Sworcery so much, and I feel like The Last Rocket comes packed with similar magic. Too many games hinge on retro tropes, but don’t go “all the way" (for lack of a better way to put it). Pixel art and/or chip tunes with modern gameplay can feel a little disjointed at times, but The Last Rocket nails the whole thing to the point that you could load it on to a NES cartridge and blast it back through some wormhole to 1985 and it’d fit in perfectly on a shelf at Funco Land. The appropriately barebones story, the graphics, the music, the gameplay… Flawlessly nostalgic.
Battleheart, $2.99 - [Review] – [Forum Thread] – Without a doubt my favorite iPad game of the year. Battleheart is one of the few games that seems to really just click on the iPad, as the touch interface allows you to control four characters at once to have these surprisingly intense battle sequences that feel like you’re micromanaging an entire party of players in an MMORPG. I really wish there was more to it, as I feel the end-game is a little lacking, but I’ve had a silly amount of fun over the year just re-starting the game over and over to level up a new party, relying on a vastly different class composition each time. I’ve really really got my fingers crossed for sequel treatment, similar to what Zombieville USA saw, as more than anything else Battleheart feels like the foundation for a game that could be beyond incredible.

I'm glad someone is trying to get some MOBAs (at least the gameplay -- I know this is still SP) into the handheld market. Now if only Riot would make a portable version.
I think RIOT will not do a portable version, as it could create a "minor" league split, u can't really expect PC (mouse and keyboard) to compete with the speed and un/responsiveness of an iPad.
I saw the difference in Kingdom Rush, where in the PC version it is easy to do things very quickly, while on the iPod it is very hard, since there is a "double" tap requirement for upgrade, movement of items, etc...
Nearly every type of game on a touch screen is inferior to its primary version. That doesn't mean it's not popular. There would be no split. It's simply LoL on the go. Much easier than trying to carry a laptop in your pocket. Everyone will still obviously log into their PC for the full experience when they aren't on the go.
could care less about multiplayer, grabbing now!
So care less then.
i do, especially now that i've tried it, seems a bit unpolished somehow... oh well, didn't hurt to try.
I tried it but I didn't like the control system or what was to be a complete grind fest. The game reminds me un Unreal tournament where you take control of sections but doesn't involve it being fun.
The proper phrase is 'couldn't care less'. I don't think you got the intention of my original message.
its the proper phrase when its applicable :) "could care less" is still valid, since I COULD care less by not caring at all, in which case it would be valid to say "couldn't care less". i'm only caring a very tiny amount about the multiplayer, which , now that i've experienced the game, i really couldn't care less about the multiplayer :)
true, in my original fragmented sentence, the two parts are disjointed. would have made more sense if that was a period instead of a comma....
yeah, that's it...
I'm sorry this isn't the first time I've had this discussion. I can't make sense of that phrase whatsoever. It makes no sense in any application.
it was probably with previous incarnations of me ;) sense is subjective, makes sense to me, doesn't have to make sense to you. kind of like explaining astrophysics or biology or a different language.
It isn't subjective and it's nothing like biology or astrophysics, it's English and improper use of it.
It does have to make sense to me, especially when you're trying to communicate something to other people.
ooookaaay, welcome to the internet age. i think your stay will be fraught with ever increasing agitation :)
Agitated? Hardly.
In the internet age, if you belittle those you're discussing a topic with, you know you've already lost. Smiley face.
I thought I could care less about this pedantic conversation, but I tried, and it turns out I couldn't care less at all.
I guess the phrase is applicable. In this situation.
If you're likely to get agitated over a phrase on the Internet, that's when you've know you've lost. Smiley Face.
Good for a first attempt at DOTA for iOS, but gets boring after 4-5 games :(
I have to agree. It shows so much promise but doesn't manage to connect all the dots. I'll check back in a few more updates, but the first release isn't compelling.
was really boring at first, but got more fun the more i played. i really like how there are a lot of aoe, non-homing abilities that have a chance to miss -- kinda like pudge's hook or pirate's torrent. Things like tower diving, going too rambo, evading, anticipating aoe moves for last hits.. it's all there, albeit in a different form.
i really think that all the heroes need a 10% ms upgrade, especially the first hero you start off with.. because the ravager moves so slow it makes for an initial impression that the game is laggy. And overall, the tutorial is just bad.. really needs work in terms of polish, readability.
other bad things: camera auto adjusts to you all the time. I know this is because of the limitations of the touch interface, but it makes it difficult to chase.
no attack/cancel move. The game "Extraction project outbreak" (published by Chillingo) shows how a touch interface can be used to create attack/cancel move in a touch-based game. I would love to see Legendary Heroes adopt the swipe movements of Extraction: Tap to move, swipe to attack, scrub to.. deny?
Too many UI buttons in-game. The pause button, even though it's small, takes up a hugely important part of the UI by being placed in the upper left hand corner. Also, the hero switch buttons are clunky and again, take up too valuable of real estate by being in the corner. In a game like this, there needs to be as few buttons as possible in the corners so the player can move their character without covering the screen.
Still, a really good first attempt and I hope to see them iterate upon it a lot. Good luck maya games!
Is there no way to send your heroes towards home base to heal without following him the whole way?
I couldn't find one, I think its a bug, seriously.
Another one being the always chasing camera, how can I plan my strategy if I need to go somewhere to see what is happening?
I tried this game, didn't like it. I felt like it was too much of a "buy the gems" kinda IAP game. Your first gold gets you the lowest level items, but then it's gems all the way, and it didn't seem possible to earn them by playing. Maybe I should be buying gems, but I just found that annoying.
Also, each of the 'unique heroes' didn't seem so unique to me. I mean, they look different, but I couldn't really tell (during gameplay) how different the powers actually were. I think it's the UI more than anything -- would've liked to 'pause' and then see what all the buttons do.
I posted a few comments on this game -- but looks like they didn't get approved? They were on topic, civil, and respectful enough (IMO), but it's happened before. Dunno. Oh well...?
I immediately downloaded this when I heard about it. But on the touch screen, it maybe isn't too compelling. I think it's a very courageous release though- I just wonder when making a dota-like, whether developers ought to try simplify it down. I mean like instead of a fully fledged fantasy environment- a B+W pong-like environment. With dots as minions that you have to fight with a square. And abilities are like fledged down to like hit-in-a-line or something else. Maybe you change colour.
This whole point being- making the game 'adapted' to the unit, rather than making a replicate game fit the unit. Because no doubt you lose a lot of the gameability in the process.