my only complaint (and one that will probably win in my internal logic) is that its an IAP, and not a separately available expansion. i love the way "The Quest" does things. Each expansion is a separate external purchase that can be tied into the main game from within menus and then deleted. Being a separate purchase allow me to keep it backed up in iTunes and not have to worry about whether the developer will be around in a year. so far I have not bought any IAP in any of the 900+ games i have installed. But I HAVE bought all the "The Quest" expansions. FWIW. I'm sure I and those like me won't make that big of a difference in the scheme of your sales, but they are sales lost nonetheless, ones that could easily have been had if the content was available via a static method. Speaking of which, perhaps that's an option, to have it available as both an IAP and as a seperate purchase? Not sure how much hassle that would be though... oh well.
I much prefer IAP to a separate app. I don't want more icons than necessary. Even with folders, I have a pretty full device.
Can someone please confirm something for me here: in GoF 2, is there a storyline with an actual ending when you get to high levels in the game? I was really annoyed that after playing several hours of GoF 1, I found out that there was no more storyline to follow. Please let me know...........
So I just purchased this game after reading that there's an actual storyline to this one compared to the first one. Right off the bat, I noticed that the controls for GoF 2 is more "firm", less jittery. I'm not too sure how I feel about this right now, as I haven't played it for hours on end, but at the moment I'm having a hard time getting adjusted to it. The first game was highly sensitive to movement, even when the sensitivity was reduced to 0, and I absolutely loved the control for it. I know I'm in the very very small minority there, because every review I've read mentioned how bad the controls were, but I actually found it super easy to use. With GoF2, I feel like it takes pretty extreme movements to move the ship. I'll see how it goes after a few more hours into it, but I did wanna say that despite the lack of a real story ending for the first one, I feel that it's easily my favorite iPhone game. Here's hoping that GoF2 improves on that.
I'm sorry, but I've got to ask...if GoF was "easily your favorite iPhone game" why did you wait until now to get the sequel?
Yes! Battle cruisers please!! Maybe a ship that can attach more then 1 turret! Here's an idea! A ship with 2 missile pods, 4 turrets, and 1 primary. The ship would have 1 primary cannon on its front and 2 missile pods on its left and right side, then 1 turret on the top, bottom, left and right.
Reminds me of broadsword. I don't know if I have missed something. Would anyone be kind enough to point out how the mines would work in the DLC?
Think of the carnage this ship could bring with 4 auto turrets firing in separate directions while in the middle of the action with several enemy ships zipping around. I'm jizzing in the pants just thinking of that.
Because I just found out about GoF the other day. I mainly stick to casual games, and I remember quickly giving up on GoF a while back because I couldn't figure out what was going on. My brother told me about GoF yesterday, mentioning the words "like Privateer", and I decided to give it another shot.
That's the same with IAPs. Appstore terms require that apps let you restore previously purchased unlock IAPs. The developer is not required to still be around for this to work.
Actually, this isn't true. Once a game is pulled, there's no way to download it again, even if you've previously purchased it. The same goes for DLCs. When an app gets pulled from the Appstore, more likely than not, the server hosting the iAPs will also have its plug pulled. Because of this, there has often been quite a bit of insecurities that come with purchasing iAPs. When a normal app gets pulled, you may still have it in your iTunes library and are able to sync it onto you iPod. However, if an iAP is not on your iPod, even if you sync the app containing the iAP, you will not be able to download it again once the game has been pulled. This may be a valid argument, yes, but I think it's not really a rational argument and shouldn't halt purchases of good iAPs like the upcoming one for GoF2, the iAPs in Bug Heroes, the iAP for the Peggle expansion, etc. Until something like the above has actually happened, people shouldn't be fearing for the worst. In hindsight, the most you could possibly lose is a few dollars, very few dollars actually. Plus, once you've removed a game from your iPod, it's more likely than not that you've already gotten your money's worth for the game. Just my two cents on iAP. Although I prefer a one time flat rate, I can't deny that iAPs are a necessary, and possibly even a better route to go at times.
its the principal of the matter. if i pay for/buy something, i expect to own it. with IAP, you don't.
My thoughts after 5 hours of game time: 1. Traveling has become annoying compared to GoF 1. For a game that used to be able to be played casually and quickly, now you have to take an extra 1 or 2 mins just to get in and out of a space station. It's wasted time that takes me completely out of the enjoyment of the game. 2. Everything else seems awesome so far.
When someone recently mentioned it is like "Freelancer", I just had to try it out. FL is one of my favorite games. I downloaded the Lite version and fired it up. The music was perfect. But flying/fighting, I just don't have the hang of it yet. I find I am constantly over-compensating. I've tried changing the sensitivity, but I haven't yet found something comfortable. I am using touch controls. I have GoF for iPod Touch and recall having some issues when I first started playing that. I'm going to practice some more, though. From what I saw, this could definitely be my portable Freelancer. I loved reading the interview about Valkyrie, too. If I can get the hang of flying, this is a definite buy. Thanks for providing a Lite version.