Avadon 2: The Corruption HD Spiderweb Software * 'With everything set up so that even a newcomer to the genre can pick it up quickly, there’s no reason not to see if t… TouchArcade Rating: $9.99 Buy Now Watch Media Details* 'With everything set up so that even a newcomer to the genre can pick it up quickly, there’s no reason not to see if this could be the beginning of a lovely relationship. 4/5" - Indie Game Reviewer * "A very rewarding and easily recommended gaming experience." - Gear Diary * "As a whole, Avadon 2: The Corruption offers a great value for those who enjoy an old-school style RPG. To tell you the truth, I ended up playing this game for eight hours straight on my first play. 4.5/5" - Game Industry News * "Do yourself a favor and pick it up now and support this great effort to bring us a quality RPG. 5/5" - RPGWatch * "Frankly this is the most fun I've had with an RPG all year. 7/10" - Dealspwn Avadon 2: The Corruption is a huge, indie fantasy role-playing adventure, the second chapter in the epic Avadon trilogy. You will serve the keep of Avadon, working as a spy and warrior to fight the enemies of your homeland. As a servant of the Black Fortress, your word is law. Experience an exciting fantasy role-playing adventure as you try to save your homeland from civil war and fiery destruction. Avadon 2: The Corruption Features: * Comes with the entire game, fully functional. No need to pay more money to do anything. * Epic fantasy role-playing adventure in an enormous and unique world. * Five different character classes, with dozens of unique spells and abilities. * Uncover the fascinating histories of Avadon and the many lands of Lynaeus. * Many different endings. Will you be loyal to Avadon or switch sides and bring it down? The choice is yours! * Dozens of side quests, dungeons, and secrets to discover. * Hundreds of magical items to find. Use powerful crystals to make your artifacts even more powerful. * Huge adventure with lots of replay value. Experience with Avadon: The Black Fortress is entirely unnecessary to enjoy Avadon 2. Information Seller:Spiderweb Software Genre:Role Playing, Strategy Release:Feb 27, 2014 Updated:Oct 29, 2021 Version:1.2.1 Size:172.4 MB TouchArcade Rating: User Rating: (5) Your Rating:unrated Compatibility:HD Universal strivemind Well-Known Member Aug 11, 2010 2,784 2 38 Designer Ottawa, Canada http://www.strivemind.com/ #2 strivemind, Feb 26, 2014 Wowzers this is one expensive release night. Gonna pass on this one though... cause I just recently bought it on Steam! Captive Well-Known Member Nov 28, 2011 139 2 18 #3 Captive, Feb 26, 2014 Always great to see Games of this quality on the ipad. sivad Well-Known Member Mar 28, 2013 641 1 16 #4 sivad, Feb 26, 2014 One day this and baldurs gate will be mine, until that day arrives I will continue to wish for universal ( although I know it would be difficult with the on screen buttons ) Where's that genie when you need him/her Nullzone ð® Spam Police ð Jul 12, 2013 3,669 79 48 Male #5 Nullzone, Feb 26, 2014 Really been waiting for this one, instant purchase. pjft Well-Known Member Feb 15, 2011 1,082 8 38 #6 pjft, Feb 26, 2014 It's a sad world we live in these days when good, honest developers have to add this box quote as a selling feature! That being said, I had an amazing time with Avadon 1, bought all the other iPad releases from Jeff Vogel's Spiderweb, and I am super excited for getting my hands on this tonight. Share your experiences when you get it - namely what has changed in terms of UI for the iPad. Not looking for spoilers max-o Well-Known Member Dec 5, 2013 56 0 0 #7 max-o, Feb 26, 2014 this is a wishlist for me. gotta beat avernum: the pit first! Jorlen Well-Known Member Jan 7, 2009 1,094 2 38 IT Canada #8 Jorlen, Feb 26, 2014 This really means I have an almost endless supply of excellent turn-based RPGs for my ipad. I'm still going through Avadon: The black fortress, and have yet to play Avernum: Escape from the Pit and Avernum 6. This is awesome! If it's anything like the first avadon, it'll be worth every penny, if not WAY MORE than asking price. Ayjona Well-Known Member Sep 8, 2009 3,295 21 38 Freelance journalist and writer, amateur musician Stockholm, Sweden #9 Ayjona, Feb 26, 2014 Last edited: Feb 26, 2014 It really wouldn't. We have enough complex RGPs, turn-based as well as realtime (From KOTOR to Bastion, and TBS-RPGS with far more complex battle mechanics, such as FFT and XCOM, at least two of which were said to be impossible to port to the iPhone when they were released for the iPad, but worked wonderfully for the smaller format and sold very well) for the iPhone to know that just about any RPG port is feasible. It is a shame Jeff Vogel insists on iPad ports only in spite of this, but he does have some other reasonable arguments against a universal version. Though his foremost, smartphone pricing and how this relates to his regular desktop prices, might be void and null, since I think there is a good chance enough would purchase a deep iPhone RPG like this even for the iPad price tag (and not only Spiderweb Software fans since almost 20 years back, like me ). pka4916 Well-Known Member Jun 6, 2009 2,584 0 36 Male Wisconsin #10 pka4916, Feb 27, 2014 It just won't work for IPhone... Some things are tiny on an Ipad due to the huge amount of items.. maybe it works on an iPhone if you have a magnifier on top of your screen lol Bool Zero Well-Known Member Dec 14, 2010 1,922 0 36 #11 Bool Zero, Feb 27, 2014 Wow this came out like a ninja! I have been waiting for this for a while to come out! Detonating the buy button! worldcitizen1919 Well-Known Member Jun 27, 2012 1,615 0 36 #12 worldcitizen1919, Feb 27, 2014 Expensive! Have t know much more before thinking about buying. I'll keep an eye on this. Bool Zero Well-Known Member Dec 14, 2010 1,922 0 36 #13 Bool Zero, Feb 27, 2014 Last edited: Feb 27, 2014 I disagree wholly with you. Have you played this series on iPad! There is a difference between complex games and complex games with complex interfaces. None of those games have overly complex interfaces, sorry, but they don't; nor would I agree that they are necessarily complex (take the original Xcom in comparison, which is far more complex, but I still love the new one). If you did you'd know that the text is small, the interface is far more complex and convoluted with many little buttons and menus and that the sprites are small even on iPad, so I couldn't imagine trying to pick up items on the floor or in lootable containers on an iPhone. It's about having an enjoyable experience. Sure, he could probably port this over to the iPhone, but it would not be an enjoyable experience. The games you mentioned do not have nearly as many hurdles to over come with their interfaces as this game would when considering porting it to a smaller screen. And just look at the complaints of the text size being unreadable for Xcom on the iPhone. Luckily those loading screens with mission info is all fluff and no pertinent information so it is not nearly as detrimental to the experience. Console games have that luxury that their text is originally considered for viewing size for televisions, meaning that those games were designed with larger fonts in mind, not just in their text but in their interfaces as well. Games developed for PC don't take those same considerations because they know their users will largely be playing their games in front of their screens, so sharper image and higher resolution is considered over large fonts. Now consider this game which is text heavy and depends on the players ability to be able to read all the text as it is important. The reason why you won't see this on iPhone is the same reason you won't see Baldur's Gate on iPhone or dare I say Shadowrun. Their interfaces combined with their heavy text based (and not Final Fantasy Tactics "three lines a screen of several screens of text" heavy) bordering on novel like reading. Quite frankly there is just too much to keep track of on screen for these games to work on a smaller screen. As it stands they just get by on the iPad! AJShadowz Member Nov 6, 2013 15 0 0 Security CA #14 AJShadowz, Feb 27, 2014 Do I need to play the first one to get into the story of part 2?? Onikage725 Well-Known Member Jun 27, 2011 91 0 6 #15 Onikage725, Feb 27, 2014 Yanomami, e problem with your examples is that a lot of Thor games you mentioned were also tooled for consoles. They already had the work of simplifying their interfaces to a degree. The closest on that list is probably KOTOR, since it's a BioWare game. However, that has larger visuals and you corol one character at a time. The characters in Avadon are much smaller, and the interface is much more complex. worldcitizen1919 Well-Known Member Jun 27, 2012 1,615 0 36 #16 worldcitizen1919, Feb 27, 2014 The fact remains this is an ipad game and I'm coming here to hopefully gain some overview of opinions on the game so I can decide whether to buy it or not. Can we please have some feedback on this ipad version as I'm interested but don't want to blindly splurge $10. Why the high price and what do you guys think about this ipad version. Many thanks. bilboa Well-Known Member May 23, 2013 714 0 16 Boston, MA, USA #17 bilboa, Feb 27, 2014 Having played Black Fortress on my iPad, I agree it would be pretty unplayable on an iPhone for most people. Ayjona's examples show it's possible to have this kind of game on iPhone, but not this game in particular. To make this game work on iPhone would require majorly reimplementing the interface. For games like Spiderweb's which are already niche games, I can't imagine it would be worth Jeff's while to port it to iPhone for the even smaller niche of people who would play it there. Ayjona Well-Known Member Sep 8, 2009 3,295 21 38 Freelance journalist and writer, amateur musician Stockholm, Sweden #18 Ayjona, Feb 27, 2014 Last edited: Feb 27, 2014 To help re-focus the thread (before I again derail it ): yes, the game is very much worth the asking price. The relatively high price (which is still half the price for the PC) is because this is a long, complex, indepth RPG, with hundreds of pages of story and lore, many hours of gaming, varied and detailed character progression, branching quest paths, relevant choices and an original setting. Download a demo for the PC to see if you actually enjoy the content and mechanics of the game. The game is not really optimized enough for the iPad, with less concessions for the format and too much of the original PC interface carried over, for me to call it a really slick and smooth port. Nevertheless, this particular version is still highly playable and enjoyable, even though less comfortably so than on the PC (a fact easily outweighted by mobile access to me). In order to focus this thread on requested feedback, I'll keep this relatively short (but will gladly continue via PMs, if the discussion warrants it): the quality of the experience is subjective, and I doubt neither you nor me have enough data to establish that the experience would not be enjoyable for the majority of the audience (though I obviously believe it would be). And bad interface does not always a bad experience make; there are plenty who will play badly ported games for their smartphones rather than not play them on the go at all. Luckily, the developer has already confirmed that the game would work well on an iPhone-sized screen (which ANY game or genre will, with smart UI work), so I will take his word for it over yours His reasons for not porting are different, and far more relevant to most developers: is if there is an audience big enough to warrant a port, how do I price a iPhone game that costs 20 dollars on the PC and 10 on the iPad without cheapening the product, and will I compete with my own games on other platforms? And yeah, I am well aware of the interface-wise differences between the iPad and iPhone in general, and between PC and iPad versions of Spiderweb Software games in particular. When iOS gaming first became a realistic concept, I spent some time discussing iPhone ports of Spiderweb games in their forums, even making private concept designs for an iPhone version of the interface (in all honesty, partially as an unrealized plan to shut up another poster , but primarily as an exercise in GUI redesign for a similar iOS RPG project of our own). It soon became apparent that designing a very pleasant, intuitive and highly comfortable UI for the iPhone for a game like Geneforge/Avernum/Avadon was not only possible, but quite easy. Design, mind you. Not implement without costs and man hours, which is probably one of the primary reasons we will not see an iPhone port of Avadon (i.e., "is there an audience big enough to warrant a port"). pjft Well-Known Member Feb 15, 2011 1,082 8 38 #19 pjft, Feb 27, 2014 Ok, then, back on track! Ayjona, it seems you have already bought and played Avadon 2 then? How would you compare it - interface-wise, mostly - to Avadon 1? Do we have any sort of quest-markers or possibility of annotating the map in this version? Cheers bilboa Well-Known Member May 23, 2013 714 0 16 Boston, MA, USA #20 bilboa, Feb 27, 2014 Exactly. I'm sure it's possible to port it, but it wouldn't just be a matter of switching a setting in the build and shrinking the existing UI down to an iPhone size screen, as that would be unplayable. It would require a non-trivial reworking of the interface, for a doubtful increase in sales. Also, I realize this is subjective, but I've tried XCOM and KOTOR on my phone, and for me those were both too unpleasant to play on such a small screen. So for me at least, the effort to port those to iPhone was wasted. I'd be interested to know how much making those games support iPhones has increased their sales. Am I the outlier, or are people willing to play those games on their phones the outliers? (You must log in or sign up to post here.) Show Ignored Content Page 1 of 2 1 2 Next > Share This Page Tweet Your name or email address: Do you already have an account? No, create an account now. Yes, my password is: Forgot your password? Stay logged in
Wowzers this is one expensive release night. Gonna pass on this one though... cause I just recently bought it on Steam!
One day this and baldurs gate will be mine, until that day arrives I will continue to wish for universal ( although I know it would be difficult with the on screen buttons ) Where's that genie when you need him/her
It's a sad world we live in these days when good, honest developers have to add this box quote as a selling feature! That being said, I had an amazing time with Avadon 1, bought all the other iPad releases from Jeff Vogel's Spiderweb, and I am super excited for getting my hands on this tonight. Share your experiences when you get it - namely what has changed in terms of UI for the iPad. Not looking for spoilers
This really means I have an almost endless supply of excellent turn-based RPGs for my ipad. I'm still going through Avadon: The black fortress, and have yet to play Avernum: Escape from the Pit and Avernum 6. This is awesome! If it's anything like the first avadon, it'll be worth every penny, if not WAY MORE than asking price.
It really wouldn't. We have enough complex RGPs, turn-based as well as realtime (From KOTOR to Bastion, and TBS-RPGS with far more complex battle mechanics, such as FFT and XCOM, at least two of which were said to be impossible to port to the iPhone when they were released for the iPad, but worked wonderfully for the smaller format and sold very well) for the iPhone to know that just about any RPG port is feasible. It is a shame Jeff Vogel insists on iPad ports only in spite of this, but he does have some other reasonable arguments against a universal version. Though his foremost, smartphone pricing and how this relates to his regular desktop prices, might be void and null, since I think there is a good chance enough would purchase a deep iPhone RPG like this even for the iPad price tag (and not only Spiderweb Software fans since almost 20 years back, like me ).
It just won't work for IPhone... Some things are tiny on an Ipad due to the huge amount of items.. maybe it works on an iPhone if you have a magnifier on top of your screen lol
Wow this came out like a ninja! I have been waiting for this for a while to come out! Detonating the buy button!
I disagree wholly with you. Have you played this series on iPad! There is a difference between complex games and complex games with complex interfaces. None of those games have overly complex interfaces, sorry, but they don't; nor would I agree that they are necessarily complex (take the original Xcom in comparison, which is far more complex, but I still love the new one). If you did you'd know that the text is small, the interface is far more complex and convoluted with many little buttons and menus and that the sprites are small even on iPad, so I couldn't imagine trying to pick up items on the floor or in lootable containers on an iPhone. It's about having an enjoyable experience. Sure, he could probably port this over to the iPhone, but it would not be an enjoyable experience. The games you mentioned do not have nearly as many hurdles to over come with their interfaces as this game would when considering porting it to a smaller screen. And just look at the complaints of the text size being unreadable for Xcom on the iPhone. Luckily those loading screens with mission info is all fluff and no pertinent information so it is not nearly as detrimental to the experience. Console games have that luxury that their text is originally considered for viewing size for televisions, meaning that those games were designed with larger fonts in mind, not just in their text but in their interfaces as well. Games developed for PC don't take those same considerations because they know their users will largely be playing their games in front of their screens, so sharper image and higher resolution is considered over large fonts. Now consider this game which is text heavy and depends on the players ability to be able to read all the text as it is important. The reason why you won't see this on iPhone is the same reason you won't see Baldur's Gate on iPhone or dare I say Shadowrun. Their interfaces combined with their heavy text based (and not Final Fantasy Tactics "three lines a screen of several screens of text" heavy) bordering on novel like reading. Quite frankly there is just too much to keep track of on screen for these games to work on a smaller screen. As it stands they just get by on the iPad!
Yanomami, e problem with your examples is that a lot of Thor games you mentioned were also tooled for consoles. They already had the work of simplifying their interfaces to a degree. The closest on that list is probably KOTOR, since it's a BioWare game. However, that has larger visuals and you corol one character at a time. The characters in Avadon are much smaller, and the interface is much more complex.
The fact remains this is an ipad game and I'm coming here to hopefully gain some overview of opinions on the game so I can decide whether to buy it or not. Can we please have some feedback on this ipad version as I'm interested but don't want to blindly splurge $10. Why the high price and what do you guys think about this ipad version. Many thanks.
Having played Black Fortress on my iPad, I agree it would be pretty unplayable on an iPhone for most people. Ayjona's examples show it's possible to have this kind of game on iPhone, but not this game in particular. To make this game work on iPhone would require majorly reimplementing the interface. For games like Spiderweb's which are already niche games, I can't imagine it would be worth Jeff's while to port it to iPhone for the even smaller niche of people who would play it there.
To help re-focus the thread (before I again derail it ): yes, the game is very much worth the asking price. The relatively high price (which is still half the price for the PC) is because this is a long, complex, indepth RPG, with hundreds of pages of story and lore, many hours of gaming, varied and detailed character progression, branching quest paths, relevant choices and an original setting. Download a demo for the PC to see if you actually enjoy the content and mechanics of the game. The game is not really optimized enough for the iPad, with less concessions for the format and too much of the original PC interface carried over, for me to call it a really slick and smooth port. Nevertheless, this particular version is still highly playable and enjoyable, even though less comfortably so than on the PC (a fact easily outweighted by mobile access to me). In order to focus this thread on requested feedback, I'll keep this relatively short (but will gladly continue via PMs, if the discussion warrants it): the quality of the experience is subjective, and I doubt neither you nor me have enough data to establish that the experience would not be enjoyable for the majority of the audience (though I obviously believe it would be). And bad interface does not always a bad experience make; there are plenty who will play badly ported games for their smartphones rather than not play them on the go at all. Luckily, the developer has already confirmed that the game would work well on an iPhone-sized screen (which ANY game or genre will, with smart UI work), so I will take his word for it over yours His reasons for not porting are different, and far more relevant to most developers: is if there is an audience big enough to warrant a port, how do I price a iPhone game that costs 20 dollars on the PC and 10 on the iPad without cheapening the product, and will I compete with my own games on other platforms? And yeah, I am well aware of the interface-wise differences between the iPad and iPhone in general, and between PC and iPad versions of Spiderweb Software games in particular. When iOS gaming first became a realistic concept, I spent some time discussing iPhone ports of Spiderweb games in their forums, even making private concept designs for an iPhone version of the interface (in all honesty, partially as an unrealized plan to shut up another poster , but primarily as an exercise in GUI redesign for a similar iOS RPG project of our own). It soon became apparent that designing a very pleasant, intuitive and highly comfortable UI for the iPhone for a game like Geneforge/Avernum/Avadon was not only possible, but quite easy. Design, mind you. Not implement without costs and man hours, which is probably one of the primary reasons we will not see an iPhone port of Avadon (i.e., "is there an audience big enough to warrant a port").
Ok, then, back on track! Ayjona, it seems you have already bought and played Avadon 2 then? How would you compare it - interface-wise, mostly - to Avadon 1? Do we have any sort of quest-markers or possibility of annotating the map in this version? Cheers
Exactly. I'm sure it's possible to port it, but it wouldn't just be a matter of switching a setting in the build and shrinking the existing UI down to an iPhone size screen, as that would be unplayable. It would require a non-trivial reworking of the interface, for a doubtful increase in sales. Also, I realize this is subjective, but I've tried XCOM and KOTOR on my phone, and for me those were both too unpleasant to play on such a small screen. So for me at least, the effort to port those to iPhone was wasted. I'd be interested to know how much making those games support iPhones has increased their sales. Am I the outlier, or are people willing to play those games on their phones the outliers?