Those leaked iPhone controllers look pretty awesome. I had been considering a 3DS XL for hthsnew Pokemon but I might hold out and get one of those controllers. Anyone heard Forsaken Media discuss iOS controller support for Monster adventures?
Going the opposite route: grabbing the 3DS platform this Christmas for the family in spite of these controllers. 2DS is $130, these controllers aren't going to be free, and wouldn't be surprised to see some of the nicer ones approaching that price point. The problem is, nice controller or not, you're still playing iOS games with them, and while I love a lot of the games on iOS, I'm still waiting 3+ years in with the platform for anything that approaches the sort of games you can get on Nintendo's platform that isn't a port of an older console game. I miss games that aren't disposable popcorn - bonafide physical controls on iOS aren't going to fix that. Not that I wouldn't love to play many of Foursaken's outlying gems (I blame them with Bug Heroes for seducing me into believing iOS gaming could be more than popcorn ) with genuine dual sticks, but I'll wait for next year to see where the technology takes the platform.
Noticed another bug: If you click the X twice to exit out of the rewards screen after returning to base you won't get all your gold. I had 1400g and was returning with 2900. When I got back I had like 2300 total. Easily avoidable by waiting for the number to stop before hitting X.
I had looked at the 2DS but at $130 I would have to buy Pokemon for $40 separately. So for $30 more I can get a better form factor with a larger battery capacity. I do hear you on the desire for higher quality games. However I think there are just as many amazing games on iOS as Nintendo, there's just much more noise, such as crap, disposable or other games that are forgettable. Forsakens games would be worth a controller set alone (since I decided I am skipping any new console) but plenty of other games that were great would be way more enjoyable with the addition of physical controls such as space sims, fighting games and RPGs, which are genres I have found some real gems on iOS.
WARNING: TOTALLY OFF TOPIC I think you may have overlooked that the Pokemon XL edition does not come with the game. So, you're looking at $170 vs $240, that's two brand games you could buy instead, which is where I'm at given that I need to buy three of everything. If I didn't want to look like a jerk to my kids, I'd get myself the XL, but then I'd have to look them in the eyes Going to provisionally disagree. There are some great iOS first/only games, no doubt, but for many genres, there's simply nothing on iOS that didn't start out as a port if even that. Take the Fire Emblem series, yeah, Kingturn is *similar* to FE, yeah, Battle of Wesnoth is similar to FE, but is there anything as good as the FE games on iOS port or not? Nope. Pokemon - dozens and dozens of Pokemon inspired games on iOS and put together they still wouldn't contain the gameplay or polish of GBA era Ruby/Sapphire. Rune Factory, Harvest Moon, Animal Crossing, etc., there's just some types of games that we have never seen anything come close to for iOS (and given that the last RPG I played on my DS was Dragon Quest IX, I'm not even going to respond to your claim there are RPGs for iOS that are as good ). I get it. It's purely budgetary, and that's the problem: If you're charging $35-$40 up front (with $15-$20 being your clearance firesale price point), you can risk some budget in development. I find the best iOS games are generally the ones made in a programmer's spare time as a way to keep their sanity, but then that shoestring and a hope budget shows through more often than not. I am hoping the materialization of controllers will change developers and players minds and we start to see more real development dedicated for iOS, but those fantasy titles are a year or more away, and Pokemon X&Y, AC:NL, Rune Factory 4, etc. are here today.
I was under the impression it was a bundle pack. Thanks for the correction, you saved me from a time pressed dilemma at the cash register. Yes I understand this is a bit off topic, but discussing the merits of playing Pokemon on a 3DS handheld vs Monster Adventures with one of the upcoming iOS controllers. Personally I could see myself playing Monster Adventures for far longer play sessions if I had physical controls. The simple gestures work well but I have always found covering up screen with my digits detracts from game immersion that brings me into longer play sessions. As for your disagreement, I do agree with some of your points there. Nintendo makes some extremely polished and deep games but I still believe there are as many gems on iOS. If you do not dismiss games that weren't the first of a genre, there's lots of great ones and I think some of the creative genre blending on iOS has made great stuff. Monster Adventures is one I would definitely consider a gem and although it is inspired from a few sources it is a great game that has cool new approaches. Block Fortress was another, and the upcoming Block Fortress Wars looks to be another amazing experience for the platform. Now I totally agree Harvest Moon, Animal Crossing, Pokemon, Mario, Zelda and others are awesome but would you consider such iOS first games such as Monster Adventures, Battle Heart, Sword & Sorcery, Waking Mars, Infinity Blade, Plague Inc, Starbase Orion, Tiny Theif and Angry Birds to not also be considered amazing games in their own right? The above iOS games use really simple controls to their advantage. You are right most of the best games on the platform that don't have minimalist control schemes are ports. But I share your dream that the extra flexibility that controllers would bring may deliver even better games in a year or two.
To get back onto topic, anyone else who read the announcements of Block Fortress Wars and Bug Heroes 2 itching for the same treatment to Monster Adventures? It's a solid starting point and their next iteration could provide a lot more. I'd love to see player trading and monster training.
Alas I still have to read the announcement. I've heard great things about Bug Heroes... even have it on my phone but yet to play. One nice addition would be for FM to run the multiplayer on their own servers. Currently it sounds like bottlenecking everything through GameCenter causes some heartburn. I admit I don't know anything about the intricacies of online play; I'm sure it's a nightmare to sync up and maintain and budget for. But for the fantastic multiplayer games FM is developing, it's a shame if they're being limited on what they're envisioning.
I've found co-op and PvP through local multiplayer to be really fun and smooth but yes I haven't had much luck with online. It is too bad. A voice chat feature, like in Zombieville USA 2 would be useful for online.
Game Impressions crashes when you return to town after training is horrible, hours of exp and items, catches gone
dont spend hours in the wild until it gets fixed then. if you are spending hours in the wild you are more than likely beyond needing gold/orbs anyway.
This game is tough to get into. I don't even mind the early grind so much, but all the different 'power ups' are confusing. Also, if the devs see this please add a volume slider, the music is cute but obnoxiously loud.
Bug, happened several times: doing "collect x number of items/essences quest, and crash after gathering enough. My spirit dude switches to the default original one, I immediately use a fruit to travel back to town, and the game acts like I never took the collection quest to begin with.
What's New in Version 1.1 Crash fixes Multiplayer fixes Balance tweaks Randomly generated coliseum battles after you complete Badge 8 Can replay previously completed tournament battles Added leaderboard and achievement for elite Coliseum battles If you have all a Wildlings abilities learned, a check mark will be shown instead of the percent chance to catch Can talk to the mayor and cancel a Challenge Wild Fruits can only be used if youve reached the next level before Added Big Wild Fruit - warps 5 levels forward Added Super Wild Fruit - warps to highest level youve been before Fixed an issue where you cant walk past a rock barrier in the Cliffs Fixed Crabsect/Phosphect enemies rotating strangely while you are grabbed If a Wildling manages to get outside of the current active area, it will die Added IAPs for uncommon/rare essences
Doe this mean the $.99 essence grab bag will contain only uncommon/rare essences?!?!?! I don't see any new IAP's yet
3 problems I'm still having after the update 1. I'm still being thrown off maps by wildings 2. I'm still having a few crashes on levels 30-40 deep, but the character I was using stays in the map, instead of being replaced by my first in line when I reload the game, thanks for that! 3. I am still having trouble connecting to other players for vs and coop. When I do connect to another player for vs, after the first round, the game says it is out of sync and disconnects.
Great work to get more fixes out the door, many thanks to the devs! That said, it's a real shame that co-op is still buggered. I ran into another co-op bug, where both my friend and I individually have access to the Cliffs but it doesn't show up as an option for them to connect in co-op. If I invite them to play it tells them they need to clear a way, yet they can go play the Cliffs solo without any problem..