domingo, 31 de enero de 2010

Spore Creatures Review for iPhone and iPod Touch

Price: $6.99

Publisher EA Mobile

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If you’re unfamiliar with the Spore universe, it was Will Wright's (The guy behind both SimCity and The Sims) final game he created while at EA. The general scope of the PC game took you from being an incredibly small single celled organism, to eventually building up your species through a series of evolutions into a galactic traveler/dominator. When EA Mobile brought Spore Creatures to the mobile, it was done on a much smaller scale but with the same basic principles. You design a creature and take it from its infancy to be the dominant creature on the planet.


One of the first things you will notice when loading the game is that the color palette is fantastic.  Every color is bright and rich and gives an almost cartoon feel to the world.  The gameplay revolves around you creating a new species and evolving different traits in order to be able to kill or socialize with other species in the world.  It is entirely up to you what type of species you will create.  Will you create a creature with spikes for a tail and razor sharp teeth?  Or will you create a character that is extremely defensive based and can socialize with the best of them?  The choice is yours and that is one of the best parts about the game.

The game revolves around you moving your character through a series of levels and finding ways to evolve.  Eating smaller creatures, finding other species and either socializing with them or fighting them , and even killing bosses on each of the four levels will move you character closer to inter-species dominance.  You have quite a few choices as you move through the game about how your character will look and what traits you have.  Those traits will help you determine whether or not you should fight a new found species or socialize with them.  However, the choices are much smaller than the PC version of the game and no matter what you choose to do; you cannot interact with other users throughout the Spore Creatures world.  This is a single player game only.

The controls are done by tilting the device in the direction you want your creature to slither, crawl, or walk.  There are a few additional buttons on the screen, one of which is the action button.  To eat food, simply guide your creature towards it and it will lunge forward to grab it.  While the competing creatures are often cute, there isn't much substance to the world.  None of the creatures create societies, compete for resources, or are on their own missions for world dominance.  Apparently you are the only one that has aspirations for world domination.  The end result, it feels kind of empty and doesn't really sit well for me.  I had gone in expecting to find a world like Civilization; instead I found something much simpler.

The music and sound are very well done.  In fact, the entire game is very well produced but it seems like an empty shell of what it could have been.  The game gives you about 2 or 3 hours of content.  Of course, some of would say that there are limitless possibilities since each time you can create a new character.  That isn't the case.  The world is the same every time you load it up.  The same species, the same levels, the same bosses.  If it contained some dynamic engine to load up other user's content, that would have been a joy, but sadly it is not the case.  Once you go through the four levels, there really isn't much else to do.

Spore Creatures isn't a bad game but it feels like it could have been much more.  For $6.99, I say to pass unless you are someone that really enjoys casual gameplay.  In fact, the best market for this game might be the Touch users out there that fall into the Teen category.  For us adults and/or people who like more of a challenge, I recommend Civilization Revolution.

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sábado, 30 de enero de 2010

Starball Review for iPhone and iPod Touch

Price: $.99

Publisher: Quantum Squid Interactive

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Starball is a simple game for the iPhone and iPod Touch where you roll around a green ball and gather stars. The obstacles are little red balls that move both horizontally and vertically.  If you run into one of these red balls the game is over. As time goes on more red balls are added so you must maneuver around them to keep gathering stars. There are also extras (gold circles with question marks) that pop up along the way to help you out. These extras include: clairvoyance, slowmo, invincibility, shrinkage (do women know about this?), the ability to freeze time, star beam, and even a power up that erases all of the red balls.

The game play is probably the best part of the game…it is incredibly easy. You just tilt your device and the ball rolls. It can’t get much easier than that. There are three difficulty levels to choose from, beginner, normal, and insane.  Par for the course, the higher the difficulty, the more difficult it is for you to maneuver around the red balls.

The graphics are great. There are even three different graphical themes to spice up game play. Vector is my favorite. The audio is good as well, with two techno options. The sound FX are simple, yet easy on the ears.

My honest opinion is that this is a fun game. With that said, there isn’t much to it. If you want a game that you can play when you have a spare five minutes here and there, then this game is for you. If you are looking for a game with hours and hours of gameplay, you should probably look elsewhere.

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viernes, 29 de enero de 2010

The iPad means the beginning of $20 - $30 games on App Store

If you were around on Wednesday you probably saw both Need for Speed Shift and NOVA were spoken about during Apple's presentation.  These are optimized versions of their pre-existing iPhone apps.  I have a feeling that the word optimized means more expensive as well.  After all a publisher like EA would be cannibalizing its own market if it put out fully featured games like NFS: Shift on the iPad and only charged 10 dollars for it.  Who would pay 30 or 40 dollars for a DS or PSP version when they could pay $10 for the iPad version that has a bigger screen and an accelerometer?  I think the end result is that we will quickly see the beginning of the 20 - 30 dollar game on the iPad.

For both Apple and the developers this would be a huge win.  Apple receives their cut and the larger developers ensure they can get a ton of the money without any chance for a used game market.  This is the way things are going in the console world as well, although we are not there quite yet.  Look at how poorly the PSP Go was received (not really a big surprise).  One thing the large developers should worry about is Apple’s inability to stop piracy on the iPhone and iPod Touch.  What is their plan to stop it for the iPad?  I'm sure one additional revenue stream the iPad developers will want to cash in on are in-app purchases.  In fact, that's one way that developers can cut down (or make up for) piracy.  Time will tell but I think it is very important that you all go into buying an iPad very carefully.  I am nearly positive that we will start seeing $20 "optimized" iPad games being delivered to the App Store as soon as the device comes out.  And I think that number is sure to rise in the future.

jueves, 28 de enero de 2010

Bungee Stickmen 2010: Space Edition Review

Price: .99

Publisher: Poulet Maison

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Bungee Stickmen 2010: Space Edition is pretty well explained by its title alone. It is an physics based game for the iPhone/iPod Touch where you indirectly control a little stick figure that jumps from various platforms in a variety of locations. I say indirectly control because all you really do is choose the length of rope that the stickman uses on each jump. The closer your stickman gets to the ground the more points you earn. You must earn a certain amount of points to move on to the next level.

There are several variables that change to make each level different. The platform height is main variable but the stickman’s weight and height also change. One other variable that changes in later levels is the rope flex factor (the flex factor is set at 1.0 during early levels then changes to try to throw off your guess).

As far as gameplay goes, there isn’t much. All you do is slide a bar that selects the rope length then press a button that says jump. That’s it.  The challenge is trying out whatever you would like to on your first jump and adjusting on the following 2 jumps.  In fact, the games gameplay and its strength of challenge are both fairly poor.  The levels within the game play exactly the same regardless of the setting.  Set the rope length, click a button.  Watch the result.  It’s pretty tedious and not likely to keep your interest for very long.

The graphics and audio are subpar. The graphics are just background images that don’t move. The only moving graphics are the occasionally eagle or UFO and the stickman and his rope. Sometimes the physics feel a bit off as well.  I have a 3gs and though the graphics are simple I still have the occasional slowdown on my jumps.  The sound FXs and background music follow suit and could have both been done better.

Bungee Stickmen, 2010: Space Edition is a game with a great concept but came up short on everything else. I would like to see a remake with more interactivity and controls.  Some iPhone and iPod Touch games come out that only have a single developer yet feel incredibly polished, balanced, and fun.  This is not that game.

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miércoles, 27 de enero de 2010

Apple iPad, Pros and Cons

By now you have likely read many things about Apple's new iPad.  I imagine some were good, some were bad.  I wanted to do an old Ben Franklin style list, listing its pros on one side and its cons on the other side.  Please let me know if I am missing something on either side.  The end result of this list should be able to tell us whether or not the device makes sense to buy.

Pros:

Interface is extremely similar to the iPhone/iPod Touch.  This means that most of the 50 million odd owners of one of these devices should be able to pick it up and go.
The App Store is the iPad's single biggest strength.  No company has a finer base of programs (or nearly as many) available to its end users.  Apparently 140,000 or so of those App Store programs will be able to be loaded up right away on the upcoming iPad.
Large screen.  In fact, its 10 inches makes it larger than most netbook screens, portable DVD players and mobile video game players
10 hour battery life is pretty decent.
Big developer buy-in - It was good to see both Gameloft and EA demo their stuff during today's presentation
Ability to read books, newspapers and magazines in a simple format.
Built in speaker and microphone

Cons:

No multitasking.  In fact, its Safari browser seemingly doesn’t support multiple websites being pulled up
No flash.  Flash is a major part of the web.  Without it being included, you will likely be missing a lot.
No removable battery.  When it dies completely, so does the iPad.
It's too big to easily carry in one hand.  1.5 pounds can weigh you down after an hour or so of reading.
Questionable endurance.  How long can a device that only weighs 1.5 pounds take abuse?  One of its selling points is that kids could use this for their textbooks in school.  I don't think I am going to allow Little Bobby Butterfingers near this $500 piece of technology.
No HDMI port, no camera, no built in phone
Screen does not use 16:9 aspect ratio (as many videos now are) resulting in a black box on each side when they are  played.

Where does that leave us?  On the ropes I think.  Personally I think I'll hold off for a while and see what happens.  What are you going to do?

Firemint Announces Development of iPad Optomized Flight Control

After today's iPad announcement by Apple, Firemint (developer of both Flight Control and Real Racing had their own announcement.  In that release Firemint said, "We're delighted that we can now make our own announcement: we will bring an optimised and re-imagined version of Flight Control to iPad. Like almost 140,000 other apps on the App Store, Flight Control will work perfectly on iPad without any changes from us, but we want to ensure a delightful experience on iPad that feels just right.

We started developing Real Racing before the iPhone 3G was announced. Similarly, we are already building our next generation of games for higher definition, more powerful devices than are available today. We like to imagine what the devices of tomorrow will be capable of, and invest in bringing our games to the next generation of hardware. The iPad announcement and Apple's A4 chip have come at a fantastic time for us. We are working on some incredibly fun and exciting games that will look amazing on iPad and take full advantage of its features, as well as working brilliantly on iPhone and iPod touch."



Time will tell if Firemint will be bringing their world famous racing game to the big screen.  Haven't you always wanted to play it on a bigger screen?  More details to come.

Grand Theft Auto: CW Cheat Codes Part 2

Part 2 of Rockstar Games GTA: Chinatown Wars iphone/iPod cheats have arrived!

From Rockstar's website:

This set of Chinatown Wars “Player Cheats” will garner you additional cash, armor, health, wanted level fluctuation... and a special weapon that snuck its way in there.

Cheats are spelled out using the magnetized letters on the Mission Replay Board located in any Safe House.

Player Cheats

Money - CASHIN

$10,000 cash each time.


Armor - SHELLY

Gives you full armor.


Health - LIFEUP

Gives you full health.


Wanted level up - COPIN

Increase your wanted level.


Wanted level down -  COPOUT

Decrease your wanted level.


Explosive Eagle - BOOMCAN

An explosive-freakin'-pistol.




A cheat is entered successfully when all of the magnetized letters go back to their original position on the board and a piece of text appears at the bottom of the screen with the load-out name you selected.

Rockstar is saying there will be one more round of cheats.  Haven't played the game?  Read our review.

It is finally official - The iPad - Pictures and details

2:19 PM ET - Pricing announced - Starting at $499  -  Still a bit high in my opinion since this really isn't a necessity for anyone.



Read on for how we get to this price.



Looking like a giant iPhone/iPod, the iPad is pictures above with Apple CEO Steve Jobs.



Grant Theft Auto :Chinatown Wars would be pretty sweet on this thing.



Steve showing the iPad's thin frame.



It literally is a big iPhone/iPod Touch.  No extra buttons?

Jobs just quoted iPad specs - “It’s 0.5-inches thin, weighs just 1.5 pounds. Thinner and lighter than any netbook. 9.7-inch IPS" display.”  1 Ghz processo - will come with flash memory of 16, 32 or 64 GB and the biggest thing - Jobs is claiming it has a 10 hour battery life!

Apps:

Virtually every app will be able to run straight out of the box.    Jobs said, "We built the iPad to run virtually every one of these apps unmodified right out of the box. We can do that in two ways — do it with pixel for pixel accuracy in a black box, or we can pixel-double and run them in full-screen".



We will be continuing to update as details come out.



NOVA shown in full screen, optomized for the iPad.  Some attendees are reporting it to be choppy though.  Maybe while Gameloft optimizes the fps, they can work on its horrible story.



NFS: Shift being shown next.  Who wants to bet these optimized versions of games will cost far moe than $9.99.  Otherwise companies like ea would be eating away their profits on other systems.



Apple also announced a new app that will deliver books digitally, iBooks.  Screenshot below shows how you will keep track of your book purchases.



2:13 PM ET - Jobs reports that every model will have Wi Fi and some will even include 3g (alright! a mobile plan (eye roll).  250 MB per month for $14.99 and unlimited data for $29.99 on AT&T network.

2:17 PM ET - 3g models are unlocked - GSM only.  Technically that means T-Mobile will work  as well? No contract with AT&T - prepaid.

All pictures from gdgt.com

gdgt.com/

martes, 26 de enero de 2010

Wednesday Apple iPad/iSlate Announcement

Click here for today's live coverage of the iPhone iPad event.

I have be silent up until now about the upcoming announcement by Apple.  I didn't and still don't think there is much of anything anyone can add to all of the rumors coming out about everyone's favorite Cupertino company.  That is except Steve Jobs who is apparently going to be giving his presentation around 10 AM PST/1 PM ET tomorrow.  Will Apple announce an iPad or iSlate?  iDon't know (puns are so fun).  What I do know is that I doubt this device is going to change the face of the world as we know it.  Hmm...a device that is 7 or 8 inches in size that doesn't fit in your pocket.  I thought we were eliminating additional devices, not adding to the list.  That means that unless you can roll it up, you can add it to the list of things you carry around with you every day,   Personally, I can't see myself taking it anywhere because I don't carry a laptop bag everyday anymore and I am not going to start in order to have a new game system/app/reading device.

One thing is for sure.  The announcement needs to be huge.  Even Jobs 50 Billion ("...if you annualize our quarterly revenue") number means nothing to the analysts if tomorrow's announcement does not meet expectations.  So for Jobs sake, I hope they are able to come up huge.  To tell you the truth, I wish they stood up there tomorrow and said that they would be releasing OS 4.0 for the iPhone.  It will now include multitasking.  That is all I care about.  Then again, I guess I'm not the target market for a $400, 8 inch tablet that you can draw on.

Rest assured, we will keep you updated about all of the exciting things coming out of Cupertino tomorrow.  Maybe I'll even get my multitasking.  One can dream, right?

Spore Creatures First Impressions for iPhone and iPod Touch

Spore Creatures was released over the weekend for the iPhone/iPod Touch and we started playing it early Monday. If you’re unfamiliar with the Spore universe, it was Will Wright's (The guy behind both SimCity and The Sims) final game he created while at EA. The general scope of the PC game took you from being an incredibly small single celled organism to eventually building up your species through a series of evolutions into a galactic traveler/dominator. When EA Mobile brought Spore Creatures to the mobile, it was done on a much smaller scale but with the same basic principles. You design a creature and take it from its infancy to be the dominant creature on the planet.



As opposed to the PC version, Spore Creatures feels much more constrained and restricted. Instead of the entire universe, the game offers only 20 levels and 4 unique land zones. As we traverse through for our review, we are finding that these zones don't necessarily last quite as long as you would expect from a typical $6.99 game. Expect the review tomorrow.

lunes, 25 de enero de 2010

Canabalt Review for iPhone and iPod Touch

Price: $2.99

Publisher: Semi Secret Games

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Be forewarned, Canabalt utilizes a single finger.  In this case, one finger is all you need to have a great time.   There is no real storyline, there are no complicated moves to perform; there is only a man on a mission to get as far away from the alien invaders as possible.  Running is your only option, jumping your only salvation (pretty dramatic, right?).

The gameplay revolves around your character running forward and jumping from building to building (or several additional objects) and trying to jump over obstacles that are in your way.  It certainly is a simple idea but its design is so slick that it makes you come back for more over and over again.  This game came out a while ago, before this site began, but in the last month has been updated, so it made sense for us to do a review to ensure our readers know about it.

The graphics are very nice.  The background art depicts a world in chaos and the urban setting only adds additional flavor to the setting.  The obstacles within the game are done extremely well.  Take care to listen to what is going on within the game to have a better idea of when a certain obstacle may appear.  In that way, sound is used in unison with the graphics and gameplay to great effect.  And when it comes to music, there is no comparison.  The game gives you two songs, both of which are completely amazing and fitting.  This game has the best music of any iPhone game I have ever played.

Of course as you get further along the road, the path gets more difficult.  More obstacles begin appearing and your heart starts racing to beat your old score.  The main thing here is that the world is different every time you load up a game.  There are no set instances of things happening.  This randomness keeps the world fresh and dynamic.  The game tracks you scores both locally and also on a network so that you can compare your score to others around the world.  My highest score is slightly above 5,000.  I was pretty proud of that score until I saw the world leader had hit about 50,000.  Jeez.

This game isn't for someone that needs a ton of buttons to push.  Also, the price is probably too high.  At $2.99, I would expect a few additional levels.  If you are lucky enough to find the game on sale for $1.99, buy it. You can add an entire star to my overall score at that price. To get a good idea if you would like the general gameplay, try out the free flash version of the game.  You can find that HERE.  Despite the price, when it comes to 2 or 3 minute time killers, Canabalt is one of the finest.  My only problem is that 2 or 3 minutes usually turns into 15-20 every time I play.

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Hook Champ Review for iPhone and Ipod Touch

Price: $2.99

Publisher: Rocketcat Games

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Hook Champ is an iPhone/iPod Touch action game based on using a grappling hook to swing as quick as possible through cavernous levels filled with bats, water, lava and the like while being chased by a giant floating fish that wants to eat you.  In a word, it is awesome.  The retro graphics (see screenshots) along with the music and humor make for an exciting, challenging game that is tough to put down.

The story begins with you and a friend finding a treasure map and a grappling hook.  Using your amazing new found grappling skills you go into a cavern and are chased by the aforementioned giant floating fish.  In the cave you quickly grapple your way through as speedily as possible while at the same time trying to pick up as many coins as possible (which by the way make a very nice jingle sound when picked up).  After completing the stage you can go back to a shop and buy a variety of items or upgrades.  You can even buy the ability to play with several different characters.

When it comes to the store, it adds a lot to the gameplay.  In the beginning of the game you don't really have the ability to throw your grapple very far, it’s hard to pick up coins and you walk extremely slow (grappling being the best way to get around in a cave).  By upgrading a variety of items you will progressively move much quicker (which is good because that giant floating fish gets quicker and quicker as the levels progress).  One of the silliest features in the game is also one of the best.  You have a tremendous variety of hats to buy at the shop from a ball cap to a gas mask.  This game doesn't take itself seriously and that whimsical quality is really fun and is evident throughout.

The graphics are dated but done so purposely.  They bring you back to the days of the original Super Mario.  In the beginning, it really bothered me that everything felt so pixilated but for some reason the graphics grew on me and I accepted them for what they are.  I love amazing graphics as much as the next guy but this game is all about gameplay.  The music in the menu is quite good but for whatever reason it is not included during the actual playing of the game.  Kind of a bummer but the game does allow you to use your own iPhone/iPod Touch playlist before you start the game and continue using it while playing.

The game saves your replay for each of your best grappling runs.  You can race yourself or used in a built in quasi-multiplayer system to race against the world’s best grapplers for each level.  It is kind of nice to have the additional urgency and actually see what they did as they go through each level.  You can even find people that are playing Hook Champ nearby if you allow OpenFeint to locate you using your devices GPS.  It's kind of a nice touch.

The controls feel weird at first.  There is no virtual joystick; there is no on screen buttons.  The top part of your screen is for the grapple hook and the bottom part of the screen allows you to run forward or backward.  Once you play the game for a while you will get used to it and the controls become second nature.

This game is really well made, and is definitely a pleasure to play.  It gives you a variety of different levels and gets progressively harder as you move forward.  You can easily compare yourself to people all across the world or if you would like to, people just within your local area.  If you like 2d platformers, you are surely going to enjoy this one.  Enjoy the retro feel and forget about the graphics.  Who needs graphics when you have an awesome grappling hook anyway?

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domingo, 24 de enero de 2010

DrawRace Review for iPhone and iPod Touch

Price: $2.99

Publisher: RedLynx Ltd.

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DrawRace has one of the most innovative designs in the iPhone/iPod Touch world.  Instead of real-time racing, you are responsible for taking your finger and tracing the future route your car will take around the 2D track.  The added multiplayer component adds a ton of additional functionality and the end result is a one of a kind racer with limitless possibilities.

The game offers a large number of tracks, each of which is distinct.  For example, some are plain ovals, others are road courses, and even some figure eight tracks are thrown into the mix.  After picking a track, you simply guide your finger around the track using the best route you can come up with.  Again, you are not racing in real time.  Instead, the game saves the route you draw and depending how quickly or slowly you move your finger around straightaways and corners, your car will speed up or slow down.  Once you have drawn 2 or 3 laps around the track, the race begins and the ai follows your route exactly.  The first mode revolves around your car going up against a computer opponent.  If you are lucky enough to beat the challenging ai, it unlocks additional modes you can play at the track.  For example, you can upload your best time to RedLynx server and then compete with the car-based ghosts of the top times on the server.  You can also play local multiplayer; Just have a buddy or two draw their own best lines around the track and see up to 3 cars race each other on the screen at once.

The actual controls take a bit of getting used to.  Drawing the lines are easy but the real challenge is how quickly to draw your finger around different parts of the track.  If you go too quickly around a corner, your car will drift which will slow you down and likely cause you to lose.  If you go off the track your car moves extremely slow. However, once you get used to the idea of your finger's sliding speed changing the speed of the car, it becomes much easier.  The biggest challenge is that this is one of the only iPhone/iPod games out there that have this kind of control scheme. Its uniqueness causes early difficulties but it’s worth the payoff.

The graphics are your standard 2d.  Your car is red and your competitors are either green or blue.  It would have been nice to have a bit more customization when it comes to the type/color of your car.  Overall though, the graphics are clean and never detract from the gameplay.  The sound within the game is fairly simple.  Music is only played within the menu and isn’t turned on during the race.  It would have been nice to have either some music during the race or the ability to turn on your own music.

I don't really have any issues with the gameplay, just an idea I would love to see implemented in the future.  Currently, the game has a maximum of 3 cars racing at once (this happens during 3 person local multiplayer).  Unfortunately there is no way of downloading more than one car from the server to race against at once.  It would be great to have the option of downloading 2 or 3 competitors from the server and having an all-out battle on the race track, Of course in the future, I would also like to see the ability to race 4 or 5 other cars at once.

DrawRace gives you the ability to race nearly an endless amount of competitors.  It has a large amount of tracks, each of which requires a different strategy to win, and overall it is just a ton of fun to play.  I love to see games that use new ideas come out on the AppStore and do well.  Buy this version now for $.99 and support innovation and at the same time have a ton of finger-tracing fun.

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sábado, 23 de enero de 2010

StickWars Review for iPhone and iPod Touch

Price: $.99

Publisher: John E. Hartzog

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Buy it. If you think you should read on, go ahead, but by the end I think you will be ready to make the purchase.  StickWars is a lot like some of the older flash games that have been around the net for a while.   The gist of the game is that you are trying to protect your castle from stick people invaders. You get to use god-like powers to help you protect your castle. These powers include, flicking the stick invaders causing them to fall to their death, casting meteors and fireballs, and capturing invaders and turning them into your own army.

The gameplay is a lot of fun. At the beginning you don’t have enough money to buy an archery pit or bomb factory so it’s just your finger and the invaders. To defeat the invaders early on, you must touch and throw them upward. It’s not the toss that kills them; it’s the impact with the ground or each other that does it. As the game continues you start to earn more money. With this money you can buy upgrades for your wall or buy bombers, archers, or wizards. To use any of the last three you must capture invader by dragging them into a prison. After a short time the prisoner becomes part of your army that you can use to help protect your castle.

The graphics aren’t anything special, but come on…they are stick figures right? One really nice touch is that the game uses the sun rising and setting to show you how much longer the battle will last.  As it moves slowly across the sky and begins to set, you know exactly when the battle will end.  A very well implemented idea that could have been done in a much lazier manner (for example by using a digital clock).  The background music is good and quite catchy (I like the bagpipe parts). The sound FXs are good but as the levels go on, they can become a bit overbearing with so much going on.

The controls are all touch based with one exception, you can shake the device to release a bomb carrier, and then shake again to detonate.  As you move on to higher levels, the game confronts your castle with tougher forces.  Some of them require that you use different tactics to eliminate the threat.  Is it wrong that I really enjoy holding a stickman in the air, waiting until the coming forces arrive and then violently flicking my finger down to pile drive the stickman into the incoming army?  I don’t think so.  It feels too right to be wrong.

Overall StickWars gives you hours of game play. It’s very addictive and it seems that you never know when a new type of invader might be around the corner. Don’t miss out on this gem of a game.

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viernes, 22 de enero de 2010

Tetris Review for iPhone and iPod Touch

Price: $4.99

Publisher: EA Mobile

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Tetris is the very epitome of classic mobile gaming.  It's no surprise then that the iPhone version came along quickly after the App Store opened.  What is surprising is how well this gem of a block builder has stood up to the test of time and how a new mode captures the same magic on the iPhone as the original Tetris did on the GameBoy.  When I recently read that Tetris has sold 100 million copies across all mobile phones (most of which are not Apple devices) since 2005 I knew right away that we needed to do a review in honor of that achievement. I'm very glad we did.

The basic premise of Tetris is to guide a series of differently shaped blocks that are falling from the sky into a combined single horizontal line row.  Once you connect all of the blocks in a single line, they disappear and you earn points.  In order to better accomplish this, you have the ability to turn the differently shaped blocks in several different directions.  The object of the game is to keep this up as long as possible.  As the game goes on, the blocks begin falling quicker, making it more difficult for you to turn them in time before they hit the floor.  I'm sure most of you knew the basics but I wanted to cover my bases.

The iPhone game continues with this old formula and it continues to work in spades.  A new mode was created for the iPhone/iPod Touch version.  This mode is called Magic.  The gist of it is that instead of just dropping the blocks into place, you have a variety of other options to destroy the blocks that made it to the floor.  For example, you can use a meteor or a hammer to destroy the fallen blocks.  Or as they are falling, you can use a crayon to redraw (very nice use of the touch screen) or pinch the block into a different shape.  This gives people a whole new way to play the game and it retains its charm.

The controls are extremely simple and the added touch screen options during the magic mode make the iPhone/iPod version of Tetris a treat to play.  The graphics are top notch, all of the colors are vibrant and easy to look at.  The music has been updated to include several new upbeat songs to play along to.  Better yet, you can use your own library of music.  If you’re ready for some heavy duty nostalgia, grab the original song, “Korobeiniki”, and set it to replay in the background.

My wife started playing the other day.  She was a huge Tetris playing junkie back in the day, specifically on her GameBoy.  She said that the iPhone version was too easy; the blocks give you too long to rotate them before they fall into place and that the magic mode was simply ridiculous.  I couldn't disagree more.  I love the pace of the game and I think the iPhone/iPod version hits the nail on the head.  But then again, I never really played too much Tetris back in the day.  I was more of a Tecmo Super Bowl guy.  So be warned Tetris purists, your mileage may vary, but for the rest of us iPhone/iPod Touch users, Tetris is a complete win.

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GTA: Chinatown iPhone and iPod Touch Cheat Codes

Not usually something I would post but there seems to be a lot of curiosity about them. These were taken from Rockstar's website.

Weapon Cheats

Weapon cheat 1 - LOADOA
Grants: grenade, nightstick, pistol, minigun, assault, micro smg, stubby shotgun
Weapon cheat 2 - LOADOB
Grants: molotov, teaser, dual pistols, flamethrower, carbine, smg, dual-barrel
Weapon cheat 3 - LOADOC
Grants: mine, chainsaw, revolver, flamethrower, carbine, smg, dual-barrel
Weapon cheat 4 - LOADOD
Grants: flashbang, bat, pistol, rpg, carbine, micro smg, stubby shotgun

 

You will know you have entered a cheat successfully when all of the magnetized letters go back to their original position on the board and a piece of text appears at the bottom of the screen with the load-out name you selected. Once you exit your safe house, you can switch weapons by pressing the pause button in the upper right hand corner (a screen with all of your current weapons will pop up).

More GTA: CW have arrived.  Part 2.

jueves, 21 de enero de 2010

Rope n' Fly 2 Review

Price: $1.99

Publisher: Rober Szeleney

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Rope n’ Fly 2 has been mentioned before on iPhone Gamer Blog.  In fact, it was our 2009, 2nd Best Game of the Year.  That's why I felt it was a good idea to give a little more detail about the game and how crazy fun it is.  If you’re not familiar with the gameplay, it goes as follows.  You swing from one skyscraper to the next, trying to either get as far as you can without falling or as far as you can in a certain amount of time.

The real reason a game like this is so awesome is because it’s extremely quick to get into.  You have 2 or 3 spare minutes?   You could potentially play 5 or 6 thirty second Rope N’ Fly games.  I love games like this that take just a few seconds to get started but at the same time, give you the ability to quickly see how your all time scores stack up against the rest of the community.  That functionality is done via OpenFeint and the relationship is put to very good use.

Other than the 6 or 7 game modes included, you can also win achievements via OpenFeint and try to move yourself up in the world rankings.  The replay value of the game is great, especially for those people that want to try and go back and beat a previous score.  I tried for hours (many separate playing periods) to swing 1,000 meters in 30 seconds or less.  Today my record stands at around 1050 meters.  Not near good enough for the top standings but it is something I’m proud of.

Rope n’ Fly 2 added prettier graphics, many more game modes, music, weather and night and day cycles.  All of which were welcomed by me as a huge fan of the first Rope n’ Fly.    Just because the game is great doesn’t mean there isn't room for improvements.  It would be fantastic to be able to download the leaders "ghosts" off of the OpenFeint server and be able to swing "race" against them.  That would only increase the competitive nature of the game and prolong the longevity of its replay value.  Rope n' Fly 2 has literally been a mainstay on my iPhone for 3 months and it’s not going anywhere.  If you like a quick time waster like Doodle Jump, you will love the smooth, swinging gameplay of Rope N' Fly 2.

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miércoles, 20 de enero de 2010

Doodle Bomb Review

Price: $1.99
Publisher:Bottle Rocket Apps
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Doodle Bomb is a physics based, puzzle game where you must open doors by activating switches. True to its name, activating those switches requires that you throw bombs that must explode close to the switch. Obstacles like wheels, multiple switches, and rotating bomb shooters are added to levels to up the difficulty. To unlock new levels you must beat lower levels within an allotted amount of throws.

The gameplay is very similar to most physics games, think Ragdoll Blaster. To throw a bomb, simply tap the screen. The trick is that the farther you tap away from your hiding hole, the harder the bomb is thrown. An additional control feature that I have not encountered on any other physics game is that you are able to control the roll of the bomb by tilting the device. So if you throw a bomb and it’s not quite close enough to the switch you are able to roll the bomb closer.  It is a pretty cool design.

The graphics are just what you expect from a game with doodle in the name. However, even the doodled graphics are well done. The sound effects and audio are great. There is no overly intrusive music during gameplay and you can use your own music if you like. You get a swoosh when you throw a bomb, a click when the switch is activated, and of course an explosion then the bomb blows.  Simple, but effective.

My only issue with Doodle Bomb is the lack of difficulty. Out of the first 35 levels (50 are included) there were only 2 that I didn’t pass within the allotted throws. With that in mind, once you get to level 35, you MUST pass the level within the allotted throws or you cannot continue. I would have liked to see more difficultly on the earlier levels.

Overall, Doodle Bomb is a fun, addictive game that has amazing controls. It could use a few tweaks to its difficulty level early on, but the latter levels really step it up and make it a game worth playing.

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Has Grand Theft Auto: Chinatown Wars set the bar too high?

After doing the review of GTA: Chinatown Wars I wanted to move on and start reviewing the next game in my queue.  The problem was, I also really wanted to continue playing GTA: CW and there was another issue - I felt like any game I played immediately following GTA: CW wouldn't be as good.  I knew I would find myself comparing that game in some way to GTA.  That's a problem.  While I think it's important for a game to be compared to what else is out there, I think as a reviewer you need to be able to put aside the last game you played and come at the new game from a fresh angle.

So what I decided I was going to do is to play a lot more GTA:CW (I played 6 hours for our initial review) and get the game out of my system.  That was 2 days ago and besides doing some work, I haven't really put the game down.  I never played GTA:CW on either the DS or the PSP so the game and its storyline were new to me.  I kept finding things I missed the first time around.  I continued waiting for a mistake, or an issue to arise, or the game not to live up to the expectations I have set but it's just wasn't happening.

No matter, I will be starting a new game tonight.  And when I'm done with GTA: CW, I'm hoping what I feel is some sort of catharsis.  That I have been able to get this unsettled feeling out of my system.  The feeling that no matter what game I play, I will constantly be comparing it to GTA in some way and it will come up short.  Then I think about games like Doodle Jump and Rope N' Fly 2 and realize that those games were great for reasons that have nothing to do with GTA.  Whew.  I guess what I'm saying then is to WATCH OUT big developers that charge $9.99 for your action games.  If your latest and greatest can't stand up to the best action game ever made for the iPhone, get ready to hear some feedback.  This time, I bet, it won't just be coming from me.

martes, 19 de enero de 2010

Relix Review

Price: .99

Publisher: OverSpark

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Relix is a complex puzzle game but don’t hold that against it.  One of our favorite iPhone/iPod Touch games of 2009, Boxed In 2, was an intelligent, well thought out puzzling puzzler (thank you Dr. Seuss).  In fact, Boxed In 2 was iPhone Gamers Blog’s 5th best game of last year.  That game was also almost solely developed by Dennis Mengelt.  Why are these details relevant? Because Relix was created by Mengelt’s brother, Mark, and a talent for making good puzzle games apparently runs in the family.  Even better, Dennis helped create some of the challenging levels on Relix.

Relix is a tile based strategy game where you must touch like tiles to make them disappear. When all of the tiles are gone, you move on to a more difficult level. Simple right? Wrong.  Relix quickly becomes difficult due to breakthrough floors, portals, and trap doors.  The real strategy starts taking place when three of the same tiles are introduced in the game and must all be eliminated at the very same time.

The gameplay itself is very easy. Select a tile by touching it, then swipe left or right on the screen to move the selected tile. The three obstacles (breakthrough floors, portals, and trap doors) are easily learned through early levels of the game.  The developer does a nice job of ramping up the difficulty slowly so you don’t feel overwhelmed too quickly.

The graphics in the game are simple but well done. I like the hieroglyphic theme that is used throughout the game and menus.  The audio in this game is an addition, not a subtraction like you may find in other puzzle games. The background audio is also quite nice being catchy and not too intrusive. If you don't like the background audio, you can even listen to your own iPhone/iPod playlist.

If you run into a level that you just cannot get past, have no fear, you can switch to a new level using the in-game menu.  You unlock levels by earning stars. You earn two stars by completing levels under the targeted amount of moves and one star for just completing a level in however many moves it takes you to get it done. The more stars you get, the more levels you unlock. To earn more stars you can go back and replay earlier levels that you may have only earned one star in.

Relix really is a super addictive game! If you like a good challenge, at a fair price that will also keep your mind working for hours, this game is for you.

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domingo, 17 de enero de 2010

Grand Theft Auto: Chinatown Wars Review

Price: $9.99

Publisher: Rockstar games

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Bringing the biggest gaming franchise in the world to the iPhone/iPod Touch certainly took a lot longer than some people had hoped.  Now that it's here, the biggest question is whether or not it can live up to its name.  Grant Theft Auto: Chinatown Wars is adapted from the PSP game of the same name.  You play the "bratty" progeny of a recently killed Chinese gang leader.  Your mission, come to the United States, find his killers and along the way, make some money.





The opening scene of GTA: Chinatown plays out like a movie showing quite a few cutscenes, one after another.  Through these scenes you find out who your character is, what he is doing in New York and see the outcome of his Liberty City arrival.  All in all, these are well done, as most of the cutscenes are throughout the game.  Just note that when I say cutscenes, I don't mean it in the same sense as the console GTA game.  Instead, you are shown captions for the characters along with a comic book like shot of what is going on at that moment.  It's understandable that live action cutscenes are not included and won't result in a lower score for the game.

The game brings you into the world and has you doing missions fairly quickly.  Many of the same things you do in the other GTA games - Finding your safe house, going to missions, etc are all done here on the iPhone/iPod Touch version as well.  I have to say that overall the production value is very good indeed.  Many of the things that you can do in the console versions can also be done in this game as well.  The in car GPS allows you to pick a point which the map will show you being created on the screen.  There are several different radio stations that can be selected as you drive along.  You also have a PDA/Laptop to check your emails and make a save at any time (other than when you are in a mission).  You can even change the theme of your PDA (I know some of you care even though I do not).


The graphics are a mix of 3d along with an isometric top down view.  Overall, they suit the gameplay very well.  Basically they are a mix between Grand theft Auto 3 and the first two games in the series.  The world is very detailed.  The train tracks have sparks flying off, there are night/day cycles, rain, fogginess and smoke are shown throughout and overall the city has a vibrancy to it that is likely unmatched by any other iPhone/iPod Touch game of this type. One complaint I do have is that when you jump in a car and start driving, there is no real way of seeing what is in front of you as you drive.  While you can use the GPS map on the top left, you can't actually see any cars that are more than 20 feet in front which frequently results in a wreck.  It would have been nice to see a 3D view on the top of the screen that shows what is coming up next. 

As with any GTA game, the real game is not only in the missions but what else you can do in the environment around you.  There are quite a few good jokes thrown into most of the game's environment.  Things shown on newspapers, ads, lines said by characters, written in your email, etc make Liberty City a really satisfying place to be.  You can drive taxis, ambulances, and police car's and do missions for each type of transportation.  Picking up travelers, killing criminals and saving lives adds a lot to the amount of time you will spend playing the game.  Add in that every mission within the game can be replayed in a different mode that times you for how quick you can do it and this game offers an enormous amount of gameplay. There are also side games and outlets for spending your money.  Want to go buy some scratch off lotto tickets?  Go ahead.  Better to waste your money in GTA than in real life.

So how do the controls stack up within the game?  Certainly an important question since a game like this asks you to utilize them throughout to do many different things.  The answer is that they are done very well.  Driving is made simple by virtual left or right directional arrows.  No need to use the virtual analog stick.  A good idea since the virtual analog stick in most driving games is easy to lose track of with your thumb.  The controls on the street use the aforementioned virtual analog stick which works extremely well and shooting is done by pointing yourself in the right direction and click shoot.  An auto targeting function takes car of the rest.  Jumping, punching, car stealing and kicking can also be done using virtual on screen buttons.

The sound in the game is great.  There are 5 radio stations built into the game.  While none of them have any words, they each have a different feel to them - reggae, rock, rap, etc.  The 6th station can be a custom station you create yourself.  Simply create a playlist on your iPhone or iPod Touch called GTA, select the independent radio station in the menu and your good to go.  The rest of the game has decent sound throughout.  Squealing tires, purring engines, dying gangsters, etc are all here.  One issue with the music is that you can't play it outside of the car.  It is kind of disappointing that they reverted back to not being able to do this after having this option in GTAIV.

When I started writing this review I had no idea how I was going to cover all of the things you can do throughout the game in our usual word count, about 700-800 words.  I think I have my answer – there is simply no way to cover this game in one simple review that goes through all of the basic things you can do and tell you about some of the surprises that jump up along the way.  For me the main storyline was just a side note because I love to do all of the other things that Rockstar has added to the game.  That being said, if you’re a storyline buff, you are likely going to enjoy this one as well.  A few twists and surprises around every bend.  I hate to come off so glowing in any review but I have to tell you the truth.  If you like the console versions of GTA, enjoy its gameplay, and love the deadly environments that you are thrust into then you will definitely enjoy Grand Theft Auto: Chinatown Wars.  There I said it.  Now time to get back to the game.

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CatchMe! If You Can

Price: $1.99

Publisher: ODD1

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The development studio ODD1 deserves some kind of award for including not one, but two new ideas into their newest game, CatchMe! If You Can.  The gameplay is similar to Pac Man but the twist is that once you are caught, you become the chaser.  This is very well done within the game.  The second great idea is implemented in a way I have never seen before in a game, console, PC or otherwise.  But I'm getting ahead of myself.  Let me give you some background first.

The game includes 2 different modes of play.  The first is a story mode where the bulk of the gameplay lies.  The second is more of one-off challenges.  You play a thief that's job is to run through mazes, finding as much loot as possible and staying out of the way of guards trying to catch you.  The twist, as mentioned above, is that once you are caught, you become a guard chasing the thief.  The most interesting thing about this game is that during each of the 15 story mode levels, your main objective is to be the thief for as long as possible and steal as much loot as you can during a certain amount of time.  But as the guard you directly determine how much time and lot you will find as a thief.  This juxtaposition works great and I really dig it.  Each of the three guard types has a different ability to help you catch the thief while the thief has the ability jump over obstacles within the maze.

We haven't even gotten to the one of a kind gameplay implementation.  The idea is that you have the ability to send all of the loot you steal to a community chest of sorts called the Band of Thieves.  Basically you and the rest of the Catch Me! If You Can playing world can send the money made to this chest and unlock premium content the developers have made.  These can be new challenges (the other game mode mentioned above) or additional content (presumably guard types, story levels, etc).  The idea of being able to work together with the rest of the world to unlock premium content is fantastic.  The only thing I question is how much the unlockable content costs (in thief dollars).  On average, you can make about 400 dollars or so per story mode level.  The first unlockable content costs 1,000,000 dollars.  As of today, about 80,000 dollars or so has been pooled by the players.  Personally I have added about 3 or 4% of that total.  My hope is that there is really an active community that can quickly unlock this content.

The game has one pitfall in my opinion and that is with its controls.  A game like this needs to have excellent controls.  After all, if you have ever played Pac Man you know how important it is to be able to move quickly from one maze opening to another.  First off the directional pad is on the right side of the screen which is extremely odd for a right handed player.  There needs to be an option going forward for the main directional pad to be on the left of the screen.  Secondly the game is played vertically even though it would make much more sense to play it horizontally.  It would be fantastic to have an update to add both of these options.

Even with the control issues, this game is definitely worth playing.  In fact, I really hate even mentioning those issues in the first place because everything else works so well.  The graphics, music, and sound are right on.  Premium content being able to be unlocked as a community is a great touch.  My opinion on this game is to buy it today, work with me to unlock some new free content and email the company and ask them to update the controls a bit.  By doing that, we all win.

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sábado, 16 de enero de 2010

Battle Bears 1.5 Review

Price: $.99

Publisher: SkyVu Pictures Inc.

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Battle Bears 1.5 is a really weird game.  Not that there is anything wrong with that.  In fact, its uniqueness helps set it apart from some games that play in a very similar manner.  What makes this game so strange?  How about the fact that you play a brown bear that fights off, with crossbows, machine guns, and the like, a never ending hoard of cuddly pink, blue and orange bears who want nothing more than to hug you?  Does that strike you as a bit different?  Or maybe you would consider it strange that when you kill them, the advancing bear's heads come off and a rainbow shoots out instead of blood.

If after reading those beginning paragraph you are already ready to buy this $.99 gem, I don't blame you.  On the other hand, if you are shocked and offended, this might not be your game.  Basically the gameplay during the story mode revolves around you shooting/killing the advancing bears in any way possible.  You have quite a few weapons at your disposal.  You will only be responsible for standing in a spot surrounded by sand bags, no need to move around and shoot.  In some ways, think about a messed up version of Duck Hunt.

The controls are simple to get used to.  Basically they are just the normal virtual pad controls you find on any shooting game.  They work well and since you don't have to move and rarely become frustrating.  The graphics are hilarious.  They really are something to see.  The animations along with the cut scenes, oh yes-there are many cut scenes, will likely astound you throughout the entire story mode.  The cuts scenes especially are extremely bizarre but again it adds to the game’s character.  One thing you can definitely say after watching the cut scenes, these were not made by Gameloft (whose cut scenes are always a rip-off of some console game).  In my opinion, that's a good thing.

The sound within the game will likely make you laugh more than once.  I know it did for me.  Bad bear puns are thrown in throughout and pronounced by the characters enthusiastically.  You'll hear things like "bearzooka" and "Bearbershop Quartet".  Simply ridiculous but something about it is really charming.  The music sounds a lot like an action move and is done well throughout.  The sound in this game is one of the best uses of sound I have seen (heard I mean) out of an iPhone/ iPod Touch game.

In between levels you have the ability to add more ammo to one of the weapons or to rebuild your defenses.  The strategy adds a nice touch to what would otherwise just be a shooter.  Throughout the game saves are made frequently so even if you get hugged to death (yep, that's actually what happens), you can still go back to the place you were at.  The same holds true for an interrupting phone call or needing to quit the game.  Both of these are nice touches.

Besides the story mode (which has 3 different difficulty settings) which will give you a good hour of playtime, the game also gives you OpenFeint community achievements and a survival mode.  The survival mode, which involves you trying to survive wave after wave of cuddly bears, allows your scores to be tracked using the aforementioned OpenFeint and post them for all to see.  Overall, Battle Bears 1.5 is a good fit for most anyone with an iPhone/iPod Touch.  The bear killing, maiming and unicorn horn shooting (yep, you do this too) should be experienced by anyone that has a bit of a dark side to them.

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viernes, 15 de enero de 2010

Card Drop Review

Price: $1.99

Publisher: Kuyi Mobile

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Card Drop is a playing card based game where the object is to stack your cards (the five cards at the bottom of your screen) onto four different moving cards. For example, you can either stack a 2 or a King on an Ace, or a 7 or a 9 on an 8.  You get points for the amount of cards you have added to the moving card, and get a multiplier bonus when that stack moves off the bottom of the screen.

Like most excellent iPhone and iPod Touch games, the idea is fairly simple; it’s the execution that makes the game worth playing.  In this case, it is the motion of the bottom card that adds to the difficulty.  The gameplay revolves around touching and dragging one of your five cards to the column with the appropriate bottom card. As the game goes on the bottom cards move faster, giving you less time to stack on new cards. If your card doesn’t stack, you will hear a BUZZ sound and the card will return to the bottom. If the card does stack you will hear a BING noise and a new card will replace the card you just stacked. You keep stacking cards until time runs out.

The graphics are minimal but effective for this type of game. On the other hand, the audio is kind of a letdown. The sound effects are nice, but the background music becomes annoying after a few minutes. As we often say in these reviews, it would be nice to have the option of using your iPhone or iPod Touch music catalog during the game.

There are a few unlockable achievements within the game. Some are pretty difficult, for example, “Get 30,000 points in a single game.” In my play time, I was lucky to get 7,600 points as a high score but I’m sure you will do much better. I probably just need some practice. Overall, Card Drop is a fun game with a simple objective and uncomplicated controls. The replay value is directly proportional to the type of gamer you are. I can see some people really liking the fast action of Card Drop, while others may get bored with its repetitious gameplay. Overall, I believe this game will be successful for the same reason Solitaire has stood the test of time.  It’s a good time waster at a good price with a fun gameplay mechanic.

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jueves, 14 de enero de 2010

Premiering-iPhone Gamer Blog's Crazy Thursday Giveaway

Today we have the following 3 things to give a way:




A free promo code to recently 4 star rated Scribble Pilot! See review here.



2 Awesome Battle Bears t-shirts - battlebears.com/store/ -  Review coming tomorrow.



To win one of those 3 things, simply add us on Twitter and mention us @iphonegamerblog in a tweet.  That's it.  First come, first serve.

miércoles, 13 de enero de 2010

Glyder 2 Review

Price: $.99

Publisher: Glu

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Glyder 2 is a fun, engaging game where you fly around incredible landscapes collecting crystals. These crystals are spread out over several different locations, each location with its own theme; ice, fire, water, etc.  Along the way you can complete different tasks, in the shape of mini-games to unlock different clothes or wings by landing on platforms throughout each location.

To tell you the truth, at first I didn’t like this game. It seemed boring and mundane, just soaring around gathering up crystals, but then I landed on a mini-game platform. There are a few types of mini-games; check point races, pick up and drop, and a timed gathering spree where you want to collect as many objects as you can before time runs out. These mini games really turned Glyder 2 around in my eyes.

The gameplay is challenging but not so much so that you want to quit. I played for an hour straight just because I couldn’t get to a certain crystal and couldn’t figure out why. The problem was that I was unaware that I could fly to the other locations directly from the beginning of the game. I was under the impression that each location was self-solving. In fact, they aren’t. You have to do what you can in each location and travel back once you have the necessary objectives met. The one thing I would change with this is that it would have been nice to have a little more direction, at least in the beginning of the game of what I needed to do and how I could accomplish it. However, the more you play Glyder 2, the more things come together.
The controls are incredibly simple. It uses the iPhone/iPod Touch build in accelerometer to determine which way you will fly.  Simply tilt forward to dive down and tilt back to lift up. Tilt left or right to turn left or right. Crashing into the ground never really becomes a problem. Once you think you are too close there always seems to be a well place boost or a wind (called a “thermal” in the game) to help you achieve more height.

Visually, Glyder 2 is fantastic. The locations are stunning, yet not over done. The audio is also very well matched with the visuals.  For example, when you dive you get a swooshing air sound. Plus the background music is a great match for a flying game. With its simple yet enticing gameplay, I ended up really liking Glyder 2. I certainly won’t be deleting it anytime soon and after you purchase it I bet you it will have great staying power on your own device.
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Scribble Pilot Review

Price: $1.99

Publisher: Sam Lotti

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I would start by comparing this game to several older arcade games that have similar gameplay but I think many of my readers are simply too young to remember them.  Instead I'll just start by setting the scene for Scribble Pilot.  Doodle Jump graphics (see here for review) meshed with space action shoot-em-up gameplay.  The end result leaves this reviewer wanting more of the same.

The gameplay involves you taking over a space aged jet fighter and going into space.  Instead of being able to fly around in whatever direction you want to like you would find in an Asteroid type game, you use the angle of your iPhone/iPod to fly faster or slower depending on how much you slant it forward or back.  To fly left or right, simply lean your device in that direction.  On the bottom of the screen is a shoot button and the rest of the screen has an overlay to show important information.  Things like fuel, number of rounds left, points scored, etc.

Standing (flying would be a more apt word I guess) in your way are asteroids, alien crafts, space aliens, space bombs and most substantially an alien “mothership” for each level you go through in the game (after the first two levels the motherships will be re-used but have additional weapons and powers).  All of these alien scribbles are very well done.  They scale from being ridiculously cute or quite nefarious in appearance.  One of the green monsters that fires continuously at you has a huge smiley face and looks like am cloud flying around.  It's almost makes you sad when you have to fire your blaster cannon and annihilate it.

Graphically the game is everything you would expect from a doodle or scribble based game.  All of the graphics in the game have been hand drawn.  The background of the game looks like a notepad and most of the object designs are creative and pleasant looking.  The sound in the game isn't bad at all.  There isn’t really any music to speak of until you get near the alien ship at the end of a level.  At that point, you will hear some very ominous music that sets the mood.  I wish there was more of that type of thing but overall, the graphics and sound fit the game very well.

The game gives you 3 or 4 weapons to use to destroy the alien/asteroid death being hurled your way.  It would have been nice to have a few more options but overall the weapons given have a fairly satisfying feel.  The same holds true for the multiple things you need to account for as you fly forward.  Namely, not only are all of these alien space objects flying your way ensuring you are constantly on alert so you don’t get hit but you also need to keep track of how many fuel units, bullets, and lives you have left.  In order to refuel or re-load you need to put yourself in front of fuel or bullet canisters that will fly towards you.  Of course to do that you need to dodge or kill the objects in the way.

In my playtime, I was able to get myself to number 9 on the top OpenFeint player list.  Of course this game was just recently released so I imagine I will fall down the list quite quickly.  However, I did have one irksome moment in the game.  I was up to about 26,000 points or so - good enough to be very close to the top person on the OpenFeint community list and I still had 2 lives left.  Suddenly I received a phone call and the game quits (like you would expect).  However, when the call was over, the game loaded back up and the menu for the game was there instead of my ongoing high score shattering game.  Argh!  If there is one thing I wish every developer had in their game was the ability for it to save automatically before you answer a phone call.  This in no way is a game killer but was a frustrating moment.

Scribble Pilot has everything you would want out of a time killer.  It gives you interesting gameplay, pleasant graphics, a competitive sense to try and get a high score (thank you OpenFeint) and in general is very well made.  In the future I would love to see this developer add some achievements that you can earn to its OpenFeint community page along with having some system of saving for when a call comes in.  The bottom line is that if you are looking for a casual game where you get to fly, shoot things and try to beat my number 9 rank in OpenFeint - this is the game for you.

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lunes, 11 de enero de 2010

James Cameron's Avatar Review

Price: $6.99

Publisher: Gameloft

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It takes a special kind of person to have not heard of Avatar.  The movie is everywhere, its licensed games, ads, and toys make it hard to go anywhere without falling over them.  Over a billion dollars made at the box office in just about a month.  Maybe it will surprise you then that I haven't seen the movie.  Nevertheless, I have played the iPhone/iPod Touch game and I have some impressions.

This game has some type of weird storyline that I couldn't follow at all.  Perhaps it is based on the movie's storyline, but maybe not.  Anyway it sounds like you are a soldier that becomes a hybrid of a human and a Na’vi (blue aliens).  Along with looking the part, you now have the alien race's body and skill set (or something like that).  In that role you go to different places throughout the alien world named Pandora and fight off the many enemies in the process.

Avatar's gameplay revolves around you using your amazing Na'vi skills to kill wild beasts in the jungles of Pandora.  You hack and slash your way through the world.  You have the ability to use several different weapon types within the game, including a bow and arrow type weapon which is pretty fun.  Your character can perform some pretty amazing acrobatics and sometimes all of the action reminds you of a Tarantino flick, only on a really bright world.

The sound, along with the graphics are well done.  The score from the game is well suited for a science fiction based action game and the graphics are very clean, bright and plush with life.  The frame rate rarely, if ever drops on my 3GS.  Character models and beasts/monsters are also very well animated and overall the game feels fairly polished when it comes to the graphics and sound.  To be honest, It's not really a surprise as Gameloft usually excels in these departments in their games.

Unfortunately the part they usually don't excel in, the actual gameplay is again a mix of good and bad.  While the gameplay feels pretty lively, the game’s camera is not up to par.  In fact the camera is truly horrible.  There are times when you feel like you have no idea where to go and there is no way to direct the camera backwards.  Unfortunately all camera movements are performed automatically by the game.  Sometimes you will be attacked off screen by a beast and you won't even see them because they aren’t in your field of vision.

The game's difficulties don't end there.  This game is a plat former in the mold of Tomb Raider.  Like Tomb Raider there are jumping and climbing puzzles galore.  Also like early Tomb Raider games, the controls are very difficult to use when jumping.  Since the camera doesn’t follow directly behind your character all of the time, judging the distance you need to jump or the direction in which you should jump is made much more difficult than it needs to be.  One saving grace is that the game does create quite a few checkpoint saves along the way.  However it can be pretty annoying to do the same jumping puzzle for 15 minutes.

The controls are a mix of virtual d-pad and on screen action buttons that offer several different functionalities.  All in all, it's a good system for movement.  This game also offers quite a bit of content.  It took me about 6 or 7 hours to beat it in full and you end up going through about 15 levels.  Though there are quite a few levels, many of them are similar and again, there are far too many jumping puzzles.  One nice thing I can say is that even if I wasn't playing this game for a review site, I would have tried to finish it.  The gameplay of Avatar is usually satisfying enough throughout that I can partially overlook some of the camera issues.

With its lengthy campaign, pleasant graphics and sound I am going to suggest this game is worth it if you can get it for $5 or so.  Unfortunately it is priced a bit higher at this point but when it comes down during a sale you might want to take a chance with it.  The value of this game is that it gives you a ton of content and the action within it is a lot of fun. If your OK with looking past some of its issues, then you will probably have a pretty good time playing it. To me, it is obvious that with this game, Gameloft made a better effort than in past games (NOVA for example).  Next time out I hope they can do even better.

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domingo, 10 de enero de 2010

Quick Weekend Thoughts

Call of Duty, World at War Zombies, Madden, and N.O.V.A  are in the top 10 in top grossing games on the App Store.    I think that's a shame. None of them are worth the money.  Try picking up a game like Scrabble if you want a good weekend game.  It's really well done and will literally give you hours of enjoyment.  Better yet, buy Trenches or Boxed In 2.  Since I mentioned Madden as a bad buy, I guess I need to mention that even though I never did a review, don't buy this game.  EA is simply capitalizing on a well known product name.  The game isn't very good and loses its luster after about 10 minutes.  If your looking for a good football game, try Backbreaker.  Review coming soon.

viernes, 8 de enero de 2010

The Sims 3 iPhone and iPod Touch Review

Price: $6.99

Publisher: EA Mobile

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A series like the Sims is so ubiquitous that is really difficult to not go into any review without preconceptions of what features and functionality it should have.  After all, the first iteration of The Sims came in 2000.  10 years later the newest iteration of that game is still selling like hotcakes and its popularity has only slightly waned.   How can an iPhone game like Sims 3 live up to the idiosyncrasies, the detail and the personality you can find in the PC game of the same name?  Surprisingly, fairly well.

The game starts with you customizing a character to use within the game.  The customization is decent considering it's the first iteration on the iPhone.  You have quite a few different face models, clothing options and hair styles you can pick from.  You can also modify your character’s race, eye and hair color.  Once you have set up your character to be as aesthetically pleasing (or displeasing) as possible, it’s time to pick the personality types you character will possess.  These can be traits like shyness or even sleaziness.  While the game has quite a few options for customizing and creating your character, it's nowhere near as comprehensive as the PC version of the game so don't go in expecting quite as much.

Once you’re finished customizing your character, it's time to jump into your new virtual life.  The first thing you'll notice is that the graphics are pretty good.  Surprisingly they are up to par with the Sims 2 in many ways.  Most importantly you have full control of the camera to zoom in and out and pan around in 360 degrees.  The controls can take a bit of getting used to, especially the panning, but after a while they become third nature (not quite second nature).  The character models as well as the rest of the game world have a nice look and feel and if you have played either Sims 2 or Sims 3 on the PC, you’ll feel right at home on the iPhone/iPod Touch version.

Your virtual life includes doing a number of basic chores like eating, bathing, sleeping, etc but this is fairly standard for a Sims game.  Thankfully the frequency of these arduous chores has been turned down quite a bit in this game.  Your first task upon loading up should be to go into town.  The town has a variety of shops and attractions.  It is also the place you will go to find a job.  There are a number of vocations available in Sims 3, though a few more would have been nice.  Both sleeping and work time are handled fairly nicely by the game.  Simply go to work or go to sleep and the screen will fade out and fade back in when it's time to wake up or it's time to leave work.  It’s too bad real life doesn’t work so easily.

Many of the other communication actions you are able to do in the PC/console versions of the game are here as well including talking, romancing, gossiping, woohooing, etc.  However, there are quite a few actions missing.  For example, you won’t find star gazing or staring at the clouds as an option in this version of the game and there isn’t any slapping or hacky sack playing either.  The amount of items you can buy is also severely limited in game.  And if you’re looking forward to customizing your house and building it your way, you won't be happy with Sims 3 on the iPhone.  There is no custom build mode in the game.  You can hire a company to upgrade your existing house but that’s the extent of what you can do when to customize your house.

Overall though, the game offers a lot.  I haven't even mentioned the fishing, farming, cooking with recipes, etc that are part of the game.  They were rally able to pack the game with both the look and feel of the PC version and that’s no small feat.  If you’re a Sims fan, this game is great on the go.  If you never really liked the Sims in the first place, this game probably isn't going to change your mind.  One thing is sure; this won’t be the last version of The Sims for the iPhone/iPod Touch.

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jueves, 7 de enero de 2010

Trenches Review

Price: $1.99

Publisher: Thunder Game Works

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I just beat the campaign mode in Trenches, the new game from Thunder Game Works.  My first thought was that I was sad it ended so soon.  The gameplay of Trenches is a lot of fun, the graphics are clean and despite a few control issues, this game is a must buy.  Sorry for ruining the surprise.  For those of you still looking to read a 600 word review, please read on.

The idea of the game is a lot like a tower defense game but with a twist.  The twist is that the game is set during World War 1 (I am thankful beyond belief it wasn’t set during the much overused WW2).  You take the role of a British commander who needs to push back the Huns (Again, I'm so glad it's not the Nazis for once).  In that role, you have different troops at your disposal, each having a different weapon to use.  That arsenal slowly builds as you go through the campaign which is composed of several levels.  You start with just a basic rifleman at your disposal and eventually are able to add machine gunners, artillery, mustard gas, and a couple of others.

The real gameplay comes in when you try to push the Hun back.  You are constantly trying to move forward but the Germans have other ideas.  It's an epic battle of tug of war.  You could be moving ahead fairly easily and all of a sudden too many of your guys get bunched together and all of a sudden – BOOM - you get blasted to hell by the German artillery.  Even on medium difficulty the computer gives you a good challenge.  As you push forward, you can climb into trenches, which if you know anything about WW1, you'll know how tantamount they were to the great war of attrition.  The game allows for multiple strategies for moving forward and all the while it times your assault as well as giving you achievements using OpenFeint to compare yourself to the rest of the Trenches community.

There are a few issues in the game but no showstoppers.  While the game is a 2d side-view, thinks Super Mario 3 on the NES, you need to be able to move the camera ahead so you can see the oncoming German assault and to move your troops effectively.  To do this the game requires you either tilt the phone to move the map back and forth or to click on the sky on the map and drag it forward.  Neither option is great when it comes to moving the map but the dragging functionality which is on by default is the best option.  The only additional complaint I can lob at the game is that is a bit short.  It took me 23 minutes to beat the campaign but the game isn’t without replay value.  It includes multiple achievements you can go after, a hidden sub-game you can unlock, and more substantially a skirmish mode that allows you to create your own battles with varying characteristics and difficulties.  Heck you can even fight off an incoming horde of zombies.

Overall, Trenches is a first rate game.  It's great to see a whole new setting for a tower defense game, all the more so because of the professional manner in which it is done.  In a future update the developer plans on releasing multiplayer mode so you can battle your online friends.  Even without that mode, get this game now while you can at the $1.99 price point.  It's really worth it.

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New Satellite iDirect Evolution Services for Soldiers in Iraq and Afghanistan

TS2 Satellite Technologies was among the first telecommunications operators in the satellite technology field on the territory of Iraq and Afghanistan, and as such we have enjoyed a successful cooperation with the US Department of Defense and individual soldiers from several years.
 
The Internet connection can be shared with other soldiers via wireless or wired network. Most soldiers deploy with a laptop in hand and a hookup to the Internet in their barracks. This is especially important for the many who are married, and have young children. The Internet access has resulted in major morale improvements. Troops no longer feel cut off from home.
 
iDirect is the industry leader in satellite-based broadband access solutions delivering all the benefits of high speed IP networking beyond the constraints of traditional landline networks. Developed specifically to meet the communication needs of satellite customers, iDirect powered networks deliver the speed, performance and flexibility to fulfill the most demanding requirements of today's end users - anywhere.
 
The one iDirect Infinity system provides following services:
 
* Broadband access to the internet (www, e-mail, ftp etc.)
* Data transfer
* Access to application programs
* Telephone connections including VoIP, IP phone
* Video-conference connections
* The transfer of data, or image to many other users simultaneously
 
Advantages of the system:
 
* Short set-up time, (1-2 weeks for a system)
* Fast and easy upgrades
* Possibility of guaranteed CIR
* Transmission in almost all weather conditions
* Cheap and quick delivery of equipment to Iraq and Afghanistan (5-7 days)
 
TS2 provides in the Middle East & North African region following services: two way internet broadband access, VSAT Private Network, broadcasting services, SCPC/SCPC, SCPC/DVB, MESH services, STAR/DAMA, VSAT Mini Hub Solution, VNO and many more...

The Chronicles of Inotia: A Wanderer of Luone Review

Price: $7.99

Publisher: Com2Us

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The Chronicles of Inotia: A Wanderer of Luone is everything you would expect from a Korean based developer that makes RPG's.  It has anime based characters, horrible storylines, bad translations and Diablo-esque gameplay.  If that doesn't sound like fun to you then this probably isn't your game.  If you don’t mind the above issues, the game certainly will give you hours of gameplay.

Let’s start by looking at the graphics which are actually pretty good.  The animations aren't great but the actual characters themselves look pretty decent.  I would almost compare them to my all time favorite Japanese based RPG, ChronoTrigger, but I can't quite make myself do it.  ChronoTrigger is a much, much better game.  Nevertheless, the character models aren't bad and one nice thing is the models actually change depending on what weapons/shield you are carrying.  It's a nice touch and something I didn't expect.  The scenery and the backgrounds are all standard faire but that doesn’t make them bad.  For the most part, the graphics are clean and help the game.

The sound is very ordinary.  The music is your typical midi style RPG music.  The developers could learn a few lessons on how to build up suspense from the aforementioned SNES classic.  One nice thing is the ability to use your own music catalog for the in-game music.  What I decided to do was download the ChronoTrigger music into my iPhone and play them on repeat during the game.  That worked pretty well and gave the game a more epic feel.

The controls are one of the weirdest things about this game.  There are two control modes.  A virtual d-pad which is what most games on the iPhone have been using and also a point and click control scheme.  Basically you hit where you want to go on the screen and your character walks there.  Neither is very good because the d-pad control tends to not pick up your movements and the point and click can get annoying because occasionally when you are trying to fight an enemy it won't pick up your tap to fight.  You end up getting hit over and over again because your character won't do any fighting until you click on each enemy individually.

The gameplay of Inotia involves fighting enemies in real time.  There are no cuts to a fight like you would find in a Final Fantasy game.  All fights happen when you walk up to an enemy (or they walk up to you) and begin hitting each other as fast as you can.  When your character "levels up" you are able to pick from several different special categories that will allow you to either hit an enemy harder or protect you better.  You are not able to pick specific stats for your character to level up in.  These special power ups have a regeneration time period that will allow you to use them again and again during battles after waiting a certain period of time.

Besides the fighting there are also quests that a player can do through the game.  These quests are generally pretty bad.  For example, an inn keeper says to get him 10 wolf pelts.  Then after you bring them back he asks for you to bring him 10 more pelts of a different wolf.  After that he asks you to bring him 10 fangs... you get the picture right?  Boring level upping and quests do not make for an interesting RPG.  The main storyline doesn't make any sense and isn’t really worth delving into.

It's not all bland; you do have the ability to bring additional party members along with you.  These members can all have different abilities and you can level them up as you please.  It's a nice touch for an iPhone based game.  There is also a multiplayer component that allows you to do one on one battle with other user's characters that have been created and uploaded from the single player campaign.  The characters you fight are user based but automated by the computer but the random fights make for some fun times.  If nothing else, it adds a bit of variety to the game and allows you to unlock new items.

The Chronicles of Inotia: A Wanderer of Luone certainly does give you many hours of play time.  It will likely take you at least 10 hours to go through the storyline and do the side quests, maybe more.  For the price, that doesn't seem like such a bad deal.  The unfortunate part is that this story was seemingly made for 10 year olds that play Pokemon Ruby (which is a better game by the way) and has no problem falling into the same old RPG pitfalls as many games before it.  If you aren't looking for anything original and just want to hack and slash your way around a map for hours at a time, then this game is for you.

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martes, 5 de enero de 2010

Tap Jockey Review

Price: $1.99
Publisher: Hiroshi Kobayashi
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Tap Jockey has all of the makings of a fun game.  The setup: You are a jockey that picks a horse to ride.  Upon starting the game, you pick the difficulty level you would like to play.  Once you pick a level, you are taken to a screen with 5 different horses that each have a different color and name.  On the right side of the screen you are given the opportunity to add 15 points to 3 different attribute categories (speed, stamina and sense). Upon moving to the next track, the game gives the player additional points to spend for any of the three categories.

Once you have given your horse all 15 points you are taken to race day.  There are 6 different race tracks available within the game.  You must win the previous track in order to move to the next as so you cannot go back and play the 4th or 5th track without going through the rest.  Each track has their own requirements for advancing to the next race.  For example, maybe you have to be in the top 3 in one race and the next you need to finish in the top 2.  The actual action on race day consists of tapping one of three buttons that will make your horse move faster.  Once you bring him up to his maximum speed, in order to keep him there you need to time your button tapping to maximize your speed.  Basically it works a lot like Excite Bike's turbo button.

The graphics are fairly decent.  You can certainly tell you are racing 7 other horses at once and there is no slow down on my 3GS.  The sound could be better.  As it is, it's extremely minimal and doesn't really give you the atmosphere you would expect at a horse track.  The controls work ok but any time you have a rapid tapping game on the iPhone, it isn’t the same as you would find on a control pad.  Sometimes it’s hard to tell whether or not you are tapping a button at all.

The game really has a lot of potential and that's why I was so sad to see a lot of things missing.  Once you begin a career, if you lose a single race or mission, you lose not only the race but all of the information about the horse you created and have no chance to retry.  It would have been nice to be able to save the horse and his stats you created but there is no save at all.  As it is, it feels like the strategy of picking the horses attributes doesn't mean a whole lot because you’ll be starting all over again the next time you load up the game.

The game also lacks when it comes to sharing your score or having an online community to see how well you did compared to others.  The only stats the game keeps are each tracks best times.  By now, most games have some way of comparing your times and scores to the rest of the world.  Finally, this is a horse racing game without cash awards, odds, or even the ability to name your horse.  It would have been nice to be able to place a bet on each race and keep track of your career winnings (but first there would have to be winnings given for winning the race).

I hate to be so tough on this game because it is fun but it could have been a lot more.  This game may be worth it for ardent horse racing enthusiasts for $1.99 but for those of us that want some more depth to our games, it might make sense to hold off until its closer to a dollar.  Update: I do have to warn you about something I recently read.  If you have a 3rd Generation iPod Touch you may want to hold off.  I have heard this game doesn’t load right at this point.  More info as I hear about it.

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lunes, 4 de enero de 2010

Doodle Jump Review

Price: .99

Publisher: Lima Sky

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I came late to the Doodle Jump party but since I started playing it just now, I wanted to write up a few quick thoughts.  The game is remarkably simple.  One of my favorite things about the game is that you only need access to one hand to control your on screen character which makes it nice for guys like me trying to feed a baby with the other hand.

The idea of the game is that you use a weirdly shaped cartoon character that jumps from platform to platform indefinitely earning points along the way.  That's it.  In the way stand flying monsters, black holes, ufo's and the constant possibility of missing a level and falling.  To control your character, you simply hold your iPod Touch or iPhone upright and tilt it.  There is only one button on the screen at all times.  You can push to shoot the monsters to ensure a safe route upwards.

Throughout the level jumping, there are several fun pickups to make your ascent faster.  Items like rocket packs, hats with helicopter blades and spring shoes make the game more interesting.  Along with the powerups, springs and trampolines attached to the platforms add another way to jump higher and faster.

In another game, all of this jumping could get boring pretty quick.  In this one, it just feels fun and if you need to waste 3 or 4 minutes at a time, this game will make it go a lot faster.  The graphics and sound are perfect for this game.  The games recent update even gives you a transformed graphic set that allows you to play in winter.  The game keeps quite a few statistics like your average score, how many games you played, and many more.  The game also allows you to see how many hours’ minutes, etc you have played the game.  For me it’s a scary big number indeed.  If you don't own this game, go buy it.

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domingo, 3 de enero de 2010

iPhone Developers are Missing Out on a Huge Demographic

I have a theory.  My theory is that iPhone and iPod Touch app developers, especially in certain genres, have no idea who their audience really is.  So many games I have played recently have seemingly been made for someone much younger than I am and I'm only 27.  My main issue has been that the stories don't make any sense; they leave the player with no emotional attachment to the characters, they are slim to begin with and are generally very bad.  This is the same whether you look at an RPG (Inotia 2 review coming shortly) or a FPS like NOVA or Modern Combat: Sandstorm.  It really bothers me that iPhone and iPod Touch developers feel their target market are the same high school kids that are playing console games.  After thinking about the age of the people I personally know who own an iPhone or iPod Touch,  I believe these developers are trying to appeal to the wrong demographic, a much younger demographic.  In fact, after doing some research, I know they are.

Fortunately there was already a report by a company named AdMob which showed some age demographics of the average iPhone and iPod Touch owner.  This information would help get me part of the way towards an answer.  It would assist me in figuring out if iPhone and iPod Touch users are just high school kids and young adults that play games that have bad storylines like Halo, or if instead my hypothesis was correct, the users belong to an older demographic that would prefer to play a game like Deus Ex or Dragons Age: Origins, with a rich storyline and setting.  Before reading the demographics from AdMob, I was sure that nearly every iPhone owner would be older than 18 and that though the iPod Touch demographic would skew more towards younger people, the 18+ demgraophic would remain a large proportion of its users.

After going through Admob's numbers I felt somewhat validated.   94% of iPhone owners are over the age of 18 and an astounding 74% of them are over the age of 25.  On the other hand, the iPod Touch user base is nearly HALF (47%) composed of 13-17 year olds.  Only 31% of its users are over the age of 25.  I was taken aback by how many younger people have an iPod Touch.   After thinking about it, I realized maybe I was wrong.  “Maybe”, I thought, “there is a good reason for so many developers creating games for a younger demographic.”  Before giving up, I went back to Google to continue my research.  I needed to find out how many iPhones are sold compared to iPod Touch devices.

In March of 2009 (the most recent comparison I could find) the number of iPhones sold stood at 17 million while the number of iPod Touch units sold was around 13 million.  That means that of the 30 million iPod Touch and iPhone units sold, a bit more than 7 million were purchased by/for 13-17 year olds.  Out of all of the units sold, 16.6 million have been sold to people over the age of 25.  Obviously, not all of these people are gamers but a large portion of the public now games.  In fact, one recent report suggests that 53% of all adults play video games of some kind.  Since there isn’t a good report that shows how many users buy games on the App Store, I will improvise a bit.  Since iPhone and iPod Touch users are usually more technological inclined, I think 60% of them playing games on their device is a fairly reasonable guesstimate.  Using 60% as a basis, we can extrapolate that of those 16.6 million adults ages 25+ that use an iPhone or iPod Touch, 9.6 million play games.  Finally we have a hard number.

So if nearly 10 million people age 25-65 playing iPhone and iPod Touch games, when are games going to arrive for that demographic?  Just because we are older (I am part of this group), doesn’t mean we don't want to play a FPS or a role playing game.  By creating games that have a more robust storyline, better character development, etc;  a developer could meet a target demographic of 25-65 year olds that isn’t being reached by the games currently in the App Store.  And who wouldn’t want to reach that demographic?  After all, the people in this demographic are wealthier and therefore have more disposable income.  Personally, I’d gladly pay 10-15 dollars for a game on the iPhone that when I beat it, I feel something other than relief.  I want to win a game and feel like I want to talk with someone about the ending.  I want a story where I feel some kind of emotion.  I want a story that draws me in.  I want it on my iPhone.  Who's with me?

References:

metrics.admob.com/2009/06/ipod-touch-users-younger-than-iphone-users/

pewinternet.org/Presentations/2009/11--Cheats-for-Video-Game-Marketers.aspx - Slide 6

itproportal.com/portal/news/article/2009/3/18/apple-sold-30-million-iphones-ipod-touch-launch/