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MANOS – The Hands of Fate [FreakZone] – $1.99

Retro platformers have been making a real comeback. It seems like with every new generation of video games, players keep longing for the games that got them hooked in the first place. But it’s always great seeing a new and original title hit the scene, and newcomer FreakZone, has shown that he knows what it takes to create a true NES like experience with his last game, Awesome Land. Now, with that title under his belt, FreakZone has released another retro platformer, MANOS – The Hands of Fate, and this time around, he’s taken everything he’s learned since releasing Awesome Land and thrown it together in a great gaming package. 
Mike and his family have gotten lost while on vacation, and they couldn’t have picked a worse spot to get lost in. Now Mike, armed with a gun, needs to get his wife, daughter, and dog, safely home before the monsters wind up getting the best of them. Like many platformers, the game doesn’t really rely on the story to drive the game, but it does help explain why you’re fighting massive rats and avoiding floating skulls. It also opens up a fairly wide variety of environments and situations which you’ll be able to run, jump, and shoot your way out of. 
Like we’ve said numerous times before, a huge part of having solid platform gameplay relies heavily on the controls, physics, and inertia. With Manos, they’re all NES perfect. With the controls, you’re given left/right arrows, and jump/shoot buttons. They’re placed just right, and you don’t need to pick your finger up to change movement directions, which really helps the fluidity of the gameplay. The physics and inertia are what you would expect from a top-notch old-school title. Not too floaty, not too heavy, not stiff or loose, and landing on one block platforms is a piece of cake, and never winds up being something that you’ll need to struggle with throughout the game. With the game being Universal, the controls on the iPad are also very important. You’ll be happy to hear that the buttons are positioned closer to the edges, and in the corners so that you don’t need to reach inward towards the center of the screen in order to move. Though being able to position the buttons wherever you’d like to would be ideal, and is something I really hope is included in a future update, the current controls work well enough to enjoy the game. 
The level design is top notch, though there are some aspects of the design that I didn’t completely agree with in the beginning. For instance; There’s a lot of screen changing done with stairs. These stairs often go down. However, if you jump just a pixel beyond the stairs, you won’t land on the stairs on the screen beneath, you wind up dying. This is kind of frustrating, and hard to understand at first, but as you progress through the game, and see all of the areas that you can reach by not going down stairs, and by trying to jump, and maneuver around enemies and hazards in order to get there, you see why it was done that way. If you could just fall into a screen under where you were, there wouldn’t really be any consequences for missing a jump, or running into a rotating spike. Though since the game is also centered around speed-runs, falling down screen after screen could have been an even better deterrent from screwing up at those parts, it would also make it easy to fly through a couple screens. And now I completely understand why it is the way it is, and feel I should praise FreakZone for giving thought to every angle, and coming up with the best solution for things like this throughout the entire game. 
Now, as you manage to find your way through each level, you’ll come across many stone hands. When shot, they usually reveal either a health pick-up, extra life, or a gem. There are also special hands which increase the amount of hit points you have, however, most of these will require some searching. And here’s where the two GameCenter leaderboards and replay value come in. In GameCenter, there’s two boards, one for score, and one for how long it takes for you to complete the game. With the stone hands, you can either take your time, look around and explore, finding all of the hands you can, and racking up all the points you can find, collecting extra lives and increasing your available hit points, or you can avoid everything, and try and find the quickest route from point A to point B. Personally, I love when games offer up two or more possible ways of playing, and here, FreakZone nailed it. 
With no save spots, and having to start from Stage 1 every time you start up the game, it truly feels like an old-school plat former. Though being kind of short, with only 7 levels, they‘re fairly large, and will take a while to complete your first couple of times through. The graphics, sounds, as well as gameplay, level design and mechanics are all great as well, making it stand out as one of the better retro platformers available. Manos – The Hands of Fate provides a challenge, and is a game that, even after you complete it, has what it takes to keep you coming back time and time again, trying to better your score, or shave seconds off your time. If it was released back in the 80’s it would have easily been a huge hit. With the game being Universal, and priced at $1.99, it’s a must buy for fans of the genre. Since the release of Awesome Land, FreakZone has nailed everything it takes to produce a top-notch retro platformer, and I hope to see many more titles flow out of their studio.


Super Ox Wars [Llamasoft] – $1.99

Jeff Minter is sort of a God in the gaming industry. Founder of Llamasoft, he’s been in the business for over 30 years, and has developed numerous games for the Sinclair XZ81, Commodore VIC-20, Atari 2600, ZX Spectrum, Commodore 64, Atari ST, Atari 400/800, Pocket PC, XBLA, PC, and iDevice. Some classic games you might have heard of; Tempest 2000 – 3000 – X3, Traxx, Sheep in Space, Hover Bovver, Abductor, Trip-a-Tron, Virtual Light Machine and loads more. On the iOS, he’s ported over the classics, Minotron: 2112, Minotaur Rescue, Deflex, Caverns of Minos and Gridrunner. He’s best known for his inclusion of llamas, sheep, camels, oxen, and his psychedelic graphics. But his most recent release, Super Ox Wars, an Ikaruga influenced polarity shoot-em-up, could be considered one of his best iOS releases to date. On the distant planet, Parint, two oxen are revered by the people. With each ox representing a valuable characteristic of the society, each person chooses one ox to guide their spirit. Parint was invaded by the Marcab Empire, who enslaved the people. It’s up to you to save the people, and your planet by using the power of the oxen. 

Like most Minter releases, Super Ox Wars is filled with psychedelic graphics and animations, fast moving enemies, a great scoring system, smooth controls and a fantastic challenge. There is only one mode in SOW, but like Gridrunner, you’re able to start from each level that you’ve reached, with your highest score, and lives in-tact. 
As you play through each of the 7 levels, you’ll be able to collect either blue/star or red/heart colors and items. In order to go for a high score, you’ll need to decide which color you want to stick with while going through the stages. As you collect more items from one of the two colors, your firepower will increase, as well as defensive powers; Hearts push back enemy projectiles around your ship, while Stars cause your own shots to push back enemy projectiles. As you collect more items of one color, more power-ups and extra lives will drop more often, but once you collect an item of the opposite color, the polarity is automatically shifted. 

 You’re given 3 different scores at the top of the screen, one for blue, one for red, and one for a combined score. Each of the scores increase depending on your current polarity, so if you’re using blue, your blue score will rise, and if you’re using red, your red score will rise. Both of these are combined together for your total score. Shooting down entire groups of enemies gives you bonuses, and destroying all of the flying enemies in each stage will give you an end of level bonus. 

The graphics and animations are typical of Minter’s past releases, but are not as incredibly crazy. You’re able to very clearly make out enemy ships, and background objects, but there is a psychedelic level to the images, with loads of stars or hearts flying out of your ship when your ship is fully powered up, or explodes, and the animations are reminiscent of Gridrunner. The controls, however, are a very tight and smooth relative touch control scheme at a 1:1 ratio. GameCenter is supported, and with 4 separate leader boards, one for each color, one for a pure run (starting on stage 1), and one for your combined score, as well as 10 achievements, it definitely adds to the already high replay value of the game. Priced at $1.99, and being a Universal build, Super Ox Wars is a fantastic, as well as cheap, polarity based shmup. Fans of the genre, and especially fans of Minter titles, should pick this one up. Though not as psychedelic graphically, and only containing one gameplay mode, it’s one of the most challenging Llamasoft games I’ve ever had the pleasure of playing, will definitely get loads of gameplay out of me and will wind up staying on my device for a long time.


Starbounder [Studio Radko] – $1.99

Runners certainly have their fair share of fans, and it’s not really surprising. The gameplay is simple, addictive, easy to learn hard to master, and best of all, fun. Recently, these games have been changing and expanding, and usually, for the better. Studio Radko’s Starbounder is a prime example of this. A level based, space ship ‘runner’ where you glide along platforms in outer space collecting orbs and jumping from platform to platform. 
Diving right in, you’re given a little bit of a story. Apparently, you’ve been in hyper sleep for the last 5,000+ years, and were only supposed to be awoke when you came into contact with something or someone intelligent. The systems woke you when coming across a giant platform. It’s up to you to explore and catalogue everything you can. What better way to do that than to race across the platforms at top-speed?
Starbounder only has one gameplay mode, but fortunately, there’s 6 separate environments, each with 10 levels. All 60 of the levels have 3 orbs which you can try and collect, acting as a ranking system. But without GameCenter leaderboards and achievements, the drive to go back and collect the ones you’ve missed is kind of lost. There is one racer which you can unlock after you get 180 orbs, and has special abilities, but the rest of the ships all have the same stats, same acceleration, top speed, and handling, so it’s primarily cosmetic. There are patterns and different colored boosters which you can select to change the appearance as well, but it really would have been great to have different stats for each vehicle. 
The controls work well, having a break button in the lower left corner, and a jump button in the lower right, and tilt controls to move left and right. Each of the tracks are a straight shot, but they’re wide, and you will need to do some fancy maneuvering to make it through, but the controls are good enough to get you through, and the edges of platforms are forgiving enough so you won’t have any unfair crashes or descents into the blackness of space. 
The graphics and animations are decent. There is a jumping animation which is nice, and the explosion animation is pretty cool, and both definitely add to the graphical look and feel of it all, and the backgrounds are beautiful. The music and sound effects are a huge plus as well, with pounding beats and great FX mixing in very well with the music, it adds a level of adrenaline to the game. 
The level designs in the beginning are very simplistic, but as you progress throughout the game, they get more and more complex, and really become a highlight of the game. It’s very clear that lots of time, effort and testing has gone into the creation of the levels, and it has a huge impact on the gameplay, especially if you’re going to try and get all of the orbs. They are placed in areas which will require definite skill in order to collect them all, which does help to make up for the lack of GameCenter. There’s a great feeling of accomplishment after pulling off some sick jumps and quick turns to collect the 3 orbs, especially later on in the game. 
There are two versions of Starbounder, SD and HD. The SD version is normally priced at $1.99, but is currently on sale for $0.99, and is made for the iPhone 4 and 4th Generation iPod Touch. The HD build is also originally priced at $1.99, but is on sale for $0.99 as well, and is made for the iPhone 4S and iPads 2 and 3. Both versions are Universal, so you should be careful as to which version you pick up. If you’re a fan of runners, especially level based runners, Starbounder is a great title to pick up. If you’re looking for a level based star racer, with twists and turns, power-ups and other racers, this probably won’t hit that nerve. Hopefully GameCenter boards can be added in the future. Having that extra drive to get better times, or collect all the orbs would be a great addition, and would keep gamers coming back to the game time and time again, even after completing the game. But as it is now, it’s still definitely worth checking out. 


Bounty Racer [The Quadsphere] – $1.99

The Quadsphere has been one of my favorite development teams since I got a 2nd gen Touch. Their awesome shmup, Icarus-X has always been one of my favorites, and FMX Riders is a great Motocross Racer. But after not really hearing anything from them for a while, I was surprised when their newest release, Bounty Racer, hit the AppStore. 
For those of you who have FMX Riders, you’ll be familiar with the menu setup and UI. It’s almost exactly the same. You have the option to flip the screen, which is great considering the game starts up-side-down, but unfortunately, this still leaves everything like pop-up notifications and GameCenter pop-ups at the bottom of the screen, which means that they wind up covering the controls, and can result in accidental game exits. 
The control set-up is also exactly the same, you can choose between auto and manual acceleration, as well as tilt, stick and button control schemes, with a tilt sensitivity option thrown in for good measure. The tilt controls work very well, as does the stick, though I prefer the button set-up, especially when playing on the iPad. Drifting is done easily by pressing the brake button while you’re turning. This, along with getting air from jumps and by using the environment, fills up your nitro gauge. Once it’s filled, you’re able to press the nitro button, and boost ahead. You’re also able to stack your boosts, which is fantastic. 
There are 3 gameplay modes to choose from; Single Player, Bounties and Multiplayer. The Single Player Mode gives you 4 separate leagues which you can choose from, Rookie, Pro, Master and Elite, though Rookie is the only league which is unlocked at first, and as you progress through the game, earning stars in each race, you’ll unlock the harder leagues. In each league, there are 6 tracks with 3 different types of races in each; Race, which is your typical race against 5 other AI characters, Collect, which gives you 60 seconds to collect as many stars on the track as you can. This is the only mode which you do not need to follow the typical track layout, and do not need to cross the finish line. Your only goal is to find and collect all the stars you can in 1 minute. Elimination is the last type of race, and this is your typical elimination mode. You’ll need to race the other AI characters, and try to never be in last place when you cross the finish line, or else the race is over. Each track has 9 available stars, with 3 for each type of race. 
In Bounty Mode, you’ll be able to race against other GameCenter players, trying to get the best time you can in each league’s track. Multiplayer is handled with GameCenter, and has auto-matching as well as the option to match up through your GC friend’s list. It allows up to 4 players to race each-other, and is probably where most of your time will be spent, after playing enough of the Single Player Mode to buy one bad-ass car in each league. Each race lets you save a replay, and you can also upload these replays directly to YouTube from inside the app, which is a great feature. I actually wish more games would allow for this to be done.
Every race has the potential to give you quite a few coins, and you can use these coins to purchase more karts. However, you’re only able to purchase karts which are available for that league, but this also means that as you progress through the game, better karts with better stats will become available to you. There are IAPs available for extra coins, but the pricing for the karts is great, needing to only go through about 5 races to get the best racer available in that league, but you can also buy a better-than-your-default-kart after the first race, so long as you come in first place. So basically, the IAP coins are there to help support the developers, if you so choose to. 
There are some additions which would have made the game a bit better, being able to hold it’s head high next to the top Kart Racers in the AppStore; Having a mini-map, or progression bar in the HUD would have been a fantastic addition. There have been so many times while playing when I wanted to know where the other racers were, or how close they were to me. I know there’s nitro boosters, but also having some sort of power-up or special item system would have made the game awesome, though it probably would have made it seem a little too kart racer-ish, I guess you could say, this is a Kart Racer, and without it, the gameplay just doesn’t seem as action-packed. 
Now, even though the player UI and menus are basically recycled from FMX Riders, there are quite a few iOS developers which do this, and it doesn’t really bother me. However, if it does bother you, you might want to keep that in mind when thinking about purchasing Bounty Racer. Being Universal and priced at $1.99, it’s a fantastic deal. There’s endless replay value, a wide array of karts, some great level design, very polished graphics, though not many animations or extra effects, like dirt, snow or water flying up, it’s still a very well made Kart Racer, with some great gameplay. If you liked FMX Riders, Bounty Racer is a game you’ll enjoy just as much, if not more so. The Bounty Mode does add some pretty competitive gameplay, and being able to upload your replays directly to YouTube is awesome, but if you’re looking for another Sonic type Racer, this isn’t really going to appease you. But if you’re a fan of the genre, this is definitely a great game to have in your collection. 


Gluddle [Creative Heroes] – $1.99

Out of all the types of games for the iOS, nothing is really pushing the boundaries and expanding like the puzzle genre. And with so many creative indie developers hitting the mobile gaming scene, it’s really no surprise. Gluddle, the fantastic, strangely addictive title from Creative Heroes, is definitely one of those genre expanding titles.
In the game’s description, it’s described as being ‘pinball meets trampoline’ and ‘Peggle meets Angry Birds’. That right there is the best description for the game the developers could have come up with. Your goal is to use bouncy balls to create pathways which you can bounce more balls off of in order to collide them with the game’s ‘bad guys’, surveillance eyes that don’t want you bouncing anywhere. Yeah, it’s a little strange when put into words, but in action, it’s one of the best iOS puzzlers I’ve ever played. There’s only one mode, but with 89 levels, there’s plenty of content, and with the difficulty set just right for an iOS puzzle game, and updates with more levels, it has the potential to stay on your device for quite some time. 
The controls are very easy to get comfortable with. Once you start a level, you’re given a jumping off point. This is where all of your bouncy balls will spawn from. From here, you just need to drag around the screen, and point the ball in the direction you want to fling it, and then tap to let it go. Once it’s in the air, tapping again will freeze it. You’ll need to keep freezing balls until you have built up a path, or have made a sort of Peggle-like jumping board for your balls to bounce off of, trying to get them to come into contact with the surveillance balls. Once you hit a surveillance ball, it’s knocked off it’s axis, and explodes. 
With most of the levels, you’ll need to use the environment to help you reach this objective, with rocks, platforms, gravity holes, teleportation holes and more, which definitely adds more strategy as well as difficulty to the gameplay. 
The graphics, animations, sounds and music are all fantastic, helping to create a world of surveillance and uprising. Though the game isn’t particularly immersive, it’s definitely well-polished, smooth playing, and responsive. Not to mention addictive. Once you start understanding out how bounce the balls off of other balls, and make your way into unlocking the minimum time and gluggle amount medals in each level, the more you’ll constantly be thinking of ways to figure out levels while you’re doing monotonous tasks at work, in the shower or while laying in bed trying to get to sleep. 
Universal and normally priced at $1.99, Gluddle is on sale at the moment for $0.99. For a buck, it’s one of the most interesting puzzle games you’ll be able to pick up, and carry around in your pocket. Unfortunately, the game suffers from the lack of any real replay value, as well as the lack of GameCenter. Leaderboards and achievements would have been a fantastic addition to the game, and it does suffer a bit without GC integration. There is a bit of replay value with the level medals, but as for perfecting each stage, and that drive to do so, it kind of slips under the bar. However, Gluddle is a fantastic, creative game that doesn’t just copy the mechanics of other puzzle titles, it takes them, mashes them together, and pushes them farther than they have been previously, and has had some great support through updates from the developers. For that, it’s definitely worth checking out. 


Hanger [A Small Game] – $1.99

One of my favorite iOS games has got to be Hook Champ. The amount of content, the gameplay, the mechanics, controls, items, everything is just fantastic. But since, there hasn’t really been a game that comes close to the type of gameplay without feeling dull, stiff, or just no fun. Sweden based A Small Game’s most recent iOS title, Hanger, has changed that all around, matching gameplay reminiscent of the Hook titles, with the feeling of Karoshi. 
Hanger is a game which has you controlling characters who are trying to use a rope to fling themselves through various environments, some seeming extremely strange, to get to the end of the stage while loosing the fewest amount of body parts they can. That’s right, legs, arms, torsos and loads of blood will go flying all over the stage while your characters are Tarzaning it through the levels. 
There are two gameplay modes in Hanger, Levels, which is kind of a Story Mode, with little clip scenes at the beginning of each world, and Endless Mode, which, you guessed it, has you flinging your character as far as you can before they’re nothing more than an arm and head, or fall to their doom. Right now, there are only two worlds and 30 levels in Level Mode, but each level has a possible 3 star rating, which depends on how many ropes you use, the number of body parts you loose, and how many gems you can collect while going through the level. The base score is 50,000, and for each rope you use, 500 points is deducted, while each body part you loose deducts 1,000 points. The gems that you collect give you 200 points each, so you can either try and make your way through the stage by using the least amount of ropes, going quick, and praying to god that you don’t smack into a wall or whatever other strange object the environment is made out of, or you can go slow, and collect all of the gems, giving you a bigger bonus score at the end of the stage, or you can do a little bit of both, it’s really up to you. 
The graphics are retro inspired, with stickman people, and very interesting backgrounds, all effecting the level’s names; for instance, in the level, ‘Party’, you’ll come across bottles of Champaign, laughing heads, fancy hands, and more, while the level titled ‘Forest’ will have you swinging from trees. Now, I’m not usually a fan of rag doll physics, but here, the physics in Hanger, are fantastic. Flinging your rag doll stick figure, always having a name, which is, by the way, a great addition to the game, through each of the levels looks and feels fantastic. A Small Game’s developers nailed the physics portion of Hanger. The controls are also spot on, with left/right arrows and a rope button, which you’ll press to detach your rope, and again to shoot your rope out. 
Right now, priced at $0.99, it’s a fantastic buy. The price will go up soon to $1.99, which is still, a great price for this game. More worlds for Level Mode are in the works, but with Endless Mode, there’s loads of gameplay, as well as replayability. Also adding to the replay value, GameCenter’s 15 achievements and 6 different leaderboards, one for each Level Mode World’s total score, as well as one for each of the 4 separate Endless Mode levels. A couple things I would love to see added is an HD build, or an update to make the iPhone version Universal, as well as an option to move the controls around to where you’d like them on the screen; especially if the game becomes Universal or HD, as on the iPad, the buttons are kind of far inward. But still, I’ve been having a blast with Hanger, and really, can not recommend it enough, especially for fans of Hook Champ, Karoshi, and score-chasing games. I can see Hanger easily becoming a classic iOS game. 
If you’re still interested, but on the fence, you can check out the Flash Version at NotDoppler.


Captain Antarctica [FDG/Ideal Bureaucracy] – $0.99/$1.99[HD]

Endless games are a staple of the AppStore. Almost everyone has more than a handful of them, and even if you’re sick to death of all of the endless runner/climber/diver/jumper releases, chances are, there’s at least one or two (or ten) that will never leave your iDevice. Captain Antarctica, FDG’s newest release developed by Ideal Bureaucracy, might just wind up turning into one of those rare titles. At the moment, Captain Antarctica isn’t an Endless Runner, per say. It’s level based. But there is an endless mode coming in a future update. 
You’ll control Captain Antarctica, a penguin who’s on a mission to save his family. After his wife and children were kidnapped, Captain Antarctica decided to team up with a wacky scientist who’s invented an underwater jetpack suitable for a penguin to wear. Now it’s up to you to make your way through 6 different levels, each with a boss battle at the end, and manage to save your wife and kids.
Captain Antarctica is a diver. You’ll need to dive down into the depths of the ocean in order to defeat each level’s boss, and move onto the next one. Fortunately, these 6 levels will take multiple replays in order to beat the bosses. Each time you make it through the stage and down to the boss, you’ll be able to attack him once, knocking off a piece of armor, or injuring him. Also adding to the amount of times you’ll play through each level are objectives. These objectives help you earn coins which you can use to upgrade and buy equipment in the shop. 
There are IAPs included in the game, but these are, like most games, only if you’d like to outfit your character with all of the best gear right when you get the game, or want to show your support for the developer, sending them a couple extra bucks. 
In the shop, you’ll be able to purchase Utilities, including extra health, a better flashlight so that you can see better in the deep dark ocean, rescue buttons, which let you stay alive if you run out of health, and rush kits, which torpedo you down at light-speed. Bonus items are also available to be upgraded. You can increase your booster, upgrade your magnet, get a better shield, or upgrade your portal gun. There’s also cosmetic upgrades for your jet, you can purchase a trash can, flower, fruit, smiley, Soviet and more jets. Unfortunately, none of the jets increase your speed or agility, and are strictly cosmetic, though it would have been great if each of them had stats. 
As you make your way through each level, you’ll be able to collect goldfish and various power-ups while avoiding the wall’s edges, sea urchins, fish, bombs, and other hazards. As you collect the goldfish, you’ll fill up your jet’s booster gauge, which will propel you down to the depths quicker once filled. 
The graphics and animations are fairly polished, though having some better animations for when the penguin collides with objects, instead of just having him flash, and having explosions when you come into contact with bombs, would have been great. The comic strips however, look fantastic, and are one of the definite highlights of the game. The music and effects are a little cheesy, but they fit the game well. 
Captain Antarctica is priced at $0.99 for the iPhone, and $1.99 for the iPad version. There’s not really a lot of content, but with the added objectives, and soon-to-come endless mode, it definitely has a chance of staying on your device for a while, especially if you’re interested in competing on the GameCenter Leaderboards for Total Coins Earned, and Total Distance Traveled. There’s also 32 achievements, adding quite a bit to the replay value. The addition of bosses at the end of the levels is great, and does kind of help the game stand out. However, not really being able to do battle with these bosses is a bit of a let-down. Having the penguin have to attack certain spots at a certain time would have been awesome. But there’s still enough here to keep endless gamer fans happy, and playing until they complete the game 100%. It’s definitely another nice FDG release. I can’t wait to see what they publish next. 


Zombie Quest [Synaptic Wave] – $0.99/$1.99

Hex-based strategy games haven’t really been my cup of tea. New World Colony, Conquest!, Neuroshima Hex – none of them really did it for me, and with Neuroshima Hex being GameShark’s iOS GOTY, TouchGen’s runner up for Best Board Game, and a whole slew of fantastic reviews and press behind it, probably the ‘best of the best’ – I just figured the genre wasn’t really for me. Lucky for me, I was able to have an entirely different experience with Synaptic Wave’s (a 6 person outfit from the Ukraine, and developers of Tesla Wars and Tower Siege) Zombie Quest – Mastermind the Hexes! 
Maybe it appeals to me because I’m not a hardcore strategy fanatic, maybe I’ve still got some ‘casual’ gamer left in me from my early 20’s, I dunno, but Zombie Quest really hit’s the mark between casual and hardcore which is usually a difficult balance to achieve for most strategy developing studios, who generally go completely casual, or full-on hardcore within the genre. 
With Zombie Quest, you’ll be able to think your way through 5 different enemies, including Pinhead, Dracula, Lecter, Frankenstein and Torquemada, each having 4 different stages with increasing difficulty. The gameplay is simple enough, yet full of strategy. Whenever it’s your turn, you select one of your wolf characters on the screen, and you can either select a spot directly next to them, which will clone your character, and turn any enemy characters that are touching that spot into one of your characters, or you can jump up to 3 spaces away, not cloning your character, but sometimes being able to make it into a group of enemy tiles, resulting in a huge addition to your team. The side with the most characters on the board when there are no more moves left for one of the players, or the board is full, wins. 
The addition of power-ups makes the gameplay even more strategic. At first, you’re only able to use a shield, protecting one of your wolfs from becoming an enemy if they move next to your character. The enemy is also given a power-up, in the case of your first enemy, Torquemada, he’s able to use a crane like power-up, removing one character from the board. Once you complete the 4 Torquemada stages, you’re given that power-up, and can use it throughout the rest of the game. Also adding to the game is a special 2 player, side-by-side mode, which lets you play with another player on the same device. With not too many 2-player-1-device games out there, it’s definitely a plus, and was a pretty big surprise to find included with the game. 
It’s not really anything that hasn’t been done before, I’m sure, though I’ve never had the pleasure of playing a hex based strategy game that does what Zombie Quest does, with a surprising amount of polish on the animations and graphics, as well as casual gameplay that could easily appeal to hardcore strategy gamers looking for something to blow through, or take their mind off of extremely deathy gameplay. 
Zombie Quest also includes GameCenter integration with a total score leader board, and 15 achievements, adding some replay value to the game, but if you’re not really a high-score chaser, or achievement fanatic, the 20 levels don’t really offer up much replay value, and will probably not be a game you dive back into time and time again after completion. However, the time you do spend making your way through the game will be toughly enjoyed, especially if you’re new to the genre, or more of a casual gamer. 
With a few fairly deep strategy hex based games in the AppStore, games like Zombie Quest is something we could definitely use more of. If you’re looking for something with loads of depth, and endless replay value, chances are, this is not for you. But priced at $0.99 for the SD version and $1.99 for the HD version, it’s worth snagging if your interested in getting into the genre, are looking for another 2 player on 1 device title, or are interested in something that won’t push your mind to the edge through every stage of the game. With their previous Synaptic Wave releases, the updates have definitely not been in short supply. Hopefully Zombie Quest will get a couple more enemies to take on, or maybe even multiplayer in the future. With the gameplay, it’s easy to see multiple different routes being taken, and hopefully Synaptic Wave will take advantage of that. 


HUMAN DEFENSE [HELICEUM] – $1.99

All Tower Defense titles are not created equal; or so I came to realize only two levels in while playing the curiously unique and highly complex new Tower Defense game, Human Defense, by Heliceum. For the most part, I love all flavors of TD’s and have also come to realize that they usually all bear a similar formula; decide which tower to place where, start the onslaught, sit back, and for the most part (save tower upgrades of course) let the game do the rest. Not with Human Defense.

The newest cub to the genre has you defending the body’s organs, (heart, muscle, lungs, kidneys) against, well, what else, viruses! The domain for the frolic is done via astounding graphics of preset veins and unalterable tower locations, as well as an even deeper backdrop of the entertainments’ hosts lining up to get ready for the next wave.  The overall atmosphere and music is somewhat cartoonish which only adds to the novelty of the game, allowing the user to focus on the objective at hand concretely. The presentation was done really well on every aspect.
This Universal game is played in portrait mode with the latter levels providing a scroll bar for ease of navigation, without zoom capabilities. The adventure includes the customary three-star rating system; something I struggled with on nearly every level.

Unlike other TD’s, to build and upgrade towers, your resources (carbohydrates and proteins of course!) travel down the same paths as the enemy and are supplied in parallel with the attackers.
Yes, this makes the game very fast-paced. Want more? Try throwing in path switches and alternate routes, as you must not only build and upgrade your towers, but also administer the same asset’s to the body and constantly monitor it’s health via on screen watchdogs. Even on the final waves of most every TD game I have played, I have never felt the same sense of urgency as I have with Human Defense from the very first wave; imagine how I felt with the final wave! When upgrading your towers, you have to manage your resources precisely as immediately upon upgrade selection, the tower is rendered useless until all supplies have entered the tower.

Considering the pre-determined, and somewhat limited tower placements, there is quite a high puzzle factor with HD, something I have never experienced to such an extent with other Tower Defense titles. It really requires the enthusiast to examine and strategize even before hitting ‘Play’. Upon level completion, you will receive coins which are used to purchase one-time use artillery items (tower power, organs energy needs.)

There are IAP options as well, but I did not feel the need to purchase any (although, I also contended with each level tooth and nail to just finish them, let alone get three stars!) The entertainment doesn’t stop there as included within the diversion is a ‘Lab’ section with quick write-ups on the organs and their functions; kind of a mini encyclopedia with a Human Defense spin; pretty cool. There is also a secondary game mode, Emergency mode, which is similar to Endless.

Human Defense is definitely the most engaging Tower Defense title I have come across with each level requiring you to highly strategize and during every minute of gameplay, not let your guard down, not even for a split second. It is not for the casual, relaxing, watch the towers do their stuff consumer. Although, if you want one of the more complex and engaging Tower Defense titles on the AppStore, you may just find what you’re looking for here.


Warmongers [Category 5 Games] – $1.99/$3.99

Castle Defense titles have become a great way to grab a few minutes of defense strategy gameplay while on the go, because of the AppStore. They’re great anywhere, appeal to a wide range of players, and hit that strategic nerve a lot of us gamers have without requiring us to play through a 2 hour game, or 45 minute level. While games like Stick and Cartoon Wars pioneered the genre on the iOS, games like Legendary Wars and the Fortune series pushed it more towards the hardcore strategy gamer, and that’s where Category 5 Games most recent title, Warmongers, fits in. 
Warmongers is a single screen, 5 lane defense title, which requires quite a bit of strategy to progress through. While battling it out through hundreds of levels, you’ll be able to collect coins, unlock and upgrade characters, build up powers, and select special ability giving colors for your army. 
Starting off, you’ll need to play through one area, with 3 stages. Each of these stages has 3 separate battles that you’ll need to complete in order to take over the area. Once you battle your way through all 9 stages, each getting progressively harder than the last, the territory is yours. As you make your way through the territories, more and more battles are required to play through before you take the territory over. 
In order to win a battle, you need to get enough of your characters over to the enemies side. At the top of the screen is a gauge, starting with each side locked at the middle. Once you get a character over to the enemies side, your gauge takes over a little bit of the enemies gauge. If they get a character over to your side, the gauge moves back. To win the battle, you need to completely own the enemies gauge. Sometimes it can take less than a minute, others, it’s an all out epic battle, going back and forth, with each side almost winning multiple times. It all depends on what characters you send out, when you send them out, what power ups you use and when, and when you use your special color ability. With each character you send out costing mana, and only 200 mana available to you at any given time, it’s usually a struggle the whole battle.

In the shop, you’re able to upgrade your characters, powers and colors. With each character, you can upgrade their level, which increases their defense, speed, and attack, or increase their attack and defense separately. You’re also able to purchase Bloodlust abilities, which are special attacks that can be used when your bloodlust gauge is filled. 
There are IAPs in the shop, and with no levels being able to be replayed for extra coinage, and the pretty high cost of upgrades and character unlocks, and the difficulty brought on by only having 200 mana available to you at any given time throughout the game (with characters mana costs being between 35 and 45) it can feel like the game is pushing you towards purchasing extra coins quite a bit. This is a shame, because everything else within the game is top-notch. Unfortunately, this push to purchase extra consumable IAPs after the original purchase of the game can be a real deal breaker for many gamers.

Right now, Warmongers is having a 50% off launching sale, and the iPhone version is priced at $0.99, with the HD version priced at $1.99. Considering it’s pushed towards purchasing extra coins through IAP, having a $1.99 and $3.99 title, and not being universal, it’s a hard game to recommend. But if you’re looking for a game that pushes you towards making certain upgrades without any experimentation, and loads of challenge, and high difficulty, then Warmongers is a strategy game you’ll most likely fall in love with.