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Grinsia (Kemco) – $8.99

GRINSIA
Kemco
It’s pretty rare to see a development team release high quality RPGs one after the other. Square Enix is definitely in that list, but with iOS titles, Kemco is right on their heals. Releasing Symphony of Eternity, Alphadia, Eve of the Genesis and Fantasy Chronicle all within the last year, Kemco has made their mark on the Turn Based RPG scene, and now we can add Grinsia to that list of top notch titles that they’re building up.
This time around, you’ll start off playing as a 3 member family; Grieg, father, Milka, daughter, and the son, which you’re able to name at the beginning of the game. For those of you who have played Kemco’s other releases, Grinsia might not be as depthy as you might like. The characters HP and MP goes up with each leveling up, which is done with experience gained through battles. You are able to equip your characters with one weapon, one piece of armor, and two accessories. The accessories are all varied from pieces that bring up your defense or attack, to items that can raise the critical hit rate by 10%, or raise a characters speed, luck, or protect against certain magical spells.
Compared to Kemco’s previous releases, Grinsia does not require much, if any at all, grinding, which is a big plus. The game is driven by the story, and, without any side quests, everything that you wind up doing directly effects the progression of the plot. However, in order to progress throughout the game, you will need to do a lot of exploration, and go through a lot of conversation with townsfolk. It’s almost never directly apparent who you’re going to need to talk to, so you will spend quite a bit of time getting to know people in every place that you visit.
There’s also a day and night system for the game. Some sections will be impossible to pass unless it’s nighttime in the game, while others require the sun to be out. You are also given choices with your character, depending on how you’d like to play, being the ‘good’ guy, or the ‘bad’ guy, each having it’s own strengths and weaknesses, effecting what items you get, and how you make it through certain parts of the game. This sometimes can change the outcome of things, like if a certain character joins your party, but no ‘wrong’ answer will ever get you stuck. This definitely adds a great layer of immersion with the gameplay.
As for combat, like other T-B-RPGs, there is an ‘auto’ button, which makes your characters automatically attack the enemies, without using spells, or items. But this time around, if you decide to use the auto button more than a couple times in a row, you’ll end up killing off your characters pretty quickly. The combat isn’t really challenging compared to some other RPGs, but you will need to pay attention, and mix things up in order to make your way from point A to point B.
To make things a little easier while traveling, each town and ‘dungeon’ area has their own portal. Once activated, you can teleport yourself from one place to another in a flash. This makes moving from place to place, and even across continents a breeze. Another big plus for this mechanic is that you really don’t need to grind through battles, so you can’t really use the teleportation too much, as there’s always enough battles to keep your levels high enough to make it through the game.
Like all of Kemco’s other releases, Grinsia’s story, translation, and music are all top notch. The story is very well written, while the translation to English is almost perfect, having only minor mistakes here and there. The music is in the same league as old-school Final Fantasy games, adding to the feeling and immersion that the story and characters build up by themselves.
Graphically, Grinsia isn’t really different from Kemco’s previous efforts, with the retro inspired graphics being very polished, and the character models during dialogue looking great. Grinsia has loads of different environments, including port town, inland towns, castles, dungeons, caves, forests, underground hideaways, temples, and more, giving the game quite a bit of variety with it’s environments.
After the release of Fantasy Chronicle, I didn’t think Kemco would ever be able to out-do themselves. However, Grinsia, while not as depthy with the equip or combat systems, is probably the most polished, and well rounded RPG that they’ve ported over to the English AppStore. Right now, it’s on sale for $4.99, and will soon go up to it’s regular price of a well deserved $8.99. Though there’s really nothing negative that can be said about the game as a whole, it is worth pointing out that I, as well as some other players have experienced lag, and frame rate issues, as well as crashes. Kemco has said that they are working on this as fast as they can, so hopefully we’ll get a fix for whatever is causing this as soon as possible. However, out of everyone I’ve talked to, and out of all of the reviews in the US AppStore, combined, only about 10% of players have experienced problems like these, so there’s a very good chance that most of you have nothing to worry about. Now, like all of Kemco’s past RPG releases, Grinsia is ending up as a highly recommended game, and is being put on my personal ‘Best Games of 2012’ list. If you’re a fan of the genre, it’s definitely a game that you should have on your device.
::After posting this review, a user in the US AppStore posted a fix for the lag and framerate issues. If you enable OpenFeint while playing, you shouldn’t experience any lag at all. Apparently, if you’re not signed into OF, the game keeps trying to access your OF data, which is what is causing the lag and slowdown. I’ve checked this on both a 4th Generation iPod Touch, and an iPad 2, both having no slowdown issues at all with OpenFeint enabled.::

**THANKS TO ENDEMION IN THE US APPSTORE FOR POSTING THIS!!**



Flick Rocket (Binary Square)

FLICK ROCKET
Binary Square
Retro arcade games have always remained fairly popular with old-school gamers throughout the years. But since the AppStore launched, it seems like they’re making a pretty big come-back. Most likely it’s because of the cheap prices iOS games have, but it’s also because there’s a lot of 20 and 30 year olds who are getting back into gaming because they can now fit in time to play games by having a phone/portable device that’s able to always be with them. Binary Square is definitely a development group that’s taking advantage of this, and giving iOS gamers high quality old-school-like arcade games. Flick Rocket fits right into that category.
The goal in Flick Rocket is to protect your city from the onslaught of aliens by flicking your rockets up at their ships and projectiles. Once they blow up all of the buildings in the city you’re defending, it’s game over. Sounds simple enough, eh? And it is, really just that simple, and it’s in this simplicity that the game shines. It‘s addictive old-school arcade gameplay that’s easy to understand, and takes a while to really master. Knowing where and when exactly to send your rockets will take practice, but once you finally get it, it just clicks, and feels great.
There’s also some great power-ups which really help out once you get to know what does what. There’s a shield which protects your buildings, a time-stopper, which freezes everything on the screen, extra buildings, and rockets that bounce off the edges of the screen. Along with this, some enemy ships also drop letters. If you collect them all, spelling out EXTRA, you’ll be able to play through a bonus stage.
Now, all of this is great, and fits right in with the old-school type of arcade gameplay. But the simplicity could also turn some people off. You do swipe, and a lot, over and over again, and with gamers being flooded with fully immersive deepthy games, there are some people who are sure to get bored with it fairly quickly.
There’s two modes in Flick Rocket, Arcade and Campaign. Right now, there’s only 3 different cities that you can try and defend, with 7 more ‘in development’. In Campaign Mode, you’re able to pick which city you’d like to defend, and play through wave after wave until all 10 buildings are destroyed. Each city has it’s own type of enemy. With Tokyo, you’re put up against Space Invaders type enemies, with line after line needing to be destroyed. Paris has you go up against a centipede type enemy, which breaks in half, and turns into more enemies every time you hit it with a rocket, and LA has you destroying asteroids before they hit your buildings, with each asteroid breaking into smaller asteroids. In Arcade Mode you’ll go from town to town, destroying all the enemies you can, and keeping as many buildings protected as you can, until all your buildings are gone, feeling pretty much like a survival mode.
It’s supported by GameCenter, having leaderboards for all 3 Campaign cities, and another for Arcade Mode, but there are no achievements. If you’re looking for something with lots of depth, or are sick of games that have a bunch of ‘coming soon’ levels, or just plain don’t like old-school arcade gameplay, you’d be better off skipping this one. But with Flick Rockets being Universal, priced at $0.99, having a pretty nice scoring system with great power-ups, offering a lot of challenge, and replay value with GC leaderboards, it’s a fantastic retro title that’ll give you the same feelings you use to have while going down to the arcade or bowling ally back in the 80’s or early 90’s, wasting time away quarter after quarter.


Neoteria – 1.99 (OrangePixel)


Neoteria
OrangePixel has proven, with their mobile game releases, that they are kings of the retro gaming world. Their lineup of Meganoid, Stardash, INC, Super Drill Panic and more now have another title that’ll eat up gamers lives; Neoteria, an arcade inspired retro shoot-em-up with the difficulty level fans of OrangePixel have come to love and respect. And really, OrangePixel development merged with shmup gameplay… a pretty hardcore fan of both couldn’t ask for more.
Gameplay: 4/5
In the game, you’ll start off with only Easy Mode selectable. As you progress through the first world, you’ll unlock Normal Mode, and once you complete the first world on Normal, you unlock Hard Mode, which, if you’re familiar with OrangePixel’s games, is basically where the hardcore gamers will spend most of their time. You’re given little snippets of the story as you make your way from world to world. The outer mining settlement is under alien attack, and it’s up to you to stop them.
There are checkpoints throughout each world, set up kind of like levels. Each has 3 stars which you can earn by playing on all 3 difficulties. The first star is for beating the level on Easy, second star for Normal, and third for Hard. There are different paths which you can play through on your way through each world, with each path leading to the same end boss. You are able to go back and replay previously beaten stages if you’d like to power-up your weapon, which you do by collecting the blue crystals that enemies leave behind, or if you’d like to try and travel through all the paths in each world.
Graphics: 4/5
As with other OrangePixel games, Neoteria is done in a retro style that looks fantastic. However, there is one little drawback. On the iPad, the graphics have a little blur behind them whenever objects are moving. This includes the backgrounds, environments, player ship, enemies, and projectiles. It’s not too much of an issue, because most of the time, you’ll be focusing on the crazy amount of enemies coming at you, and trying to survive, but it is there. I’m not sure if it’s there on the iPod, because of the smaller screen, but if it is, it’s not noticeable.
Controls: 4/5
The controls for Neoteria aren’t really what you would expect from a shooter like this, and it’s where the arcade inspiration really becomes apparent. On the left side of the screen, you’re given two buttons for movement of your ship up and down, and on the right side, there’s a fire button, but you can tap anywhere on the right side of the screen to fire. There is no auto-fire, so you’ll constantly be tapping on the right side of the screen to shoot. Here’s where those quick tapping abilities all you old-school gamers should still have come in handy.
In the Controls Menu, you’re able to move the buttons around as you see fit, which definitely comes in handy if you’re playing on an iPad. However, the touch detection area is pretty small, and does not go outside of the buttons at all. This can result in your ship not going up or down because your thumb is the slightest little bit off. This is understandable, since you are able to move the buttons around, and could potentially have the up button pretty much touching the down button, and you wouldn’t want the detection area to overlap. Being able to make the buttons bigger would be a nice way of fixing this, especially since they go invisible after a short time, and obscuring the gameplay area wouldn’t really be an issue with it.
To top it off, it’s also iCade and Joypad supported!
Content + Replayability : 4/5
Neoteria does not really have a whole lot of content, especially when compared to the insane amount of levels in OrangePixel‘s other titles. 3 worlds, each with 8 pretty short levels in them. I’m hoping that like their other games, Neoteria will get some nice content updates in the future. But like other shmups, the value is really in the replay value, not necessarily in the content, and Neoteria has it in spades. Yes, there are only 24 short levels in the game, but you’ll be able to play through them with each of the 3 characters, and finding out how to make it into the hidden paths could take a while.
There’s also the scoring system. At the end of each level, your score is based on the percentage of the level’s enemies that you wiped out, your shot accuracy, and the score you built up while playing through the level. This does add an extra level of replay value, as the first couple times you play through the game, you’ll probably be pounding away on the fire button, and then start trying to increase your score by getting higher accuracy percentages.
Neoteria is also supported by OpenFeint and GameCenter, with 12 achievements, and 3 leaderboards, one for each character (difficulty). So if you’re a high-score chaser, battling for a higher position on the leaderboards is sure to keep you busy for some time. Getting all of the achievements should also take a while, as a lot of them are for finding the secret paths, and 100% completing each difficulty.
Overall: 4/5
Granted, Neoteria isn’t OrangePixel’s best release to date, but I’m ecstatic that one of my favorite development teams released a shmup, one of my favorite type of games (yeah, I’m a platformer/shmup/strategy fanatic). The developers have said that they’re working on another control scheme, as a few players aren’t really comfortable with the current set-up, and I wouldn’t be surprised if it got a few content updates as well. OrangePixel’s other titles have also been known to get very fleshed out/extremely polished based on player feedback, so the distortion with the graphics, touchy controls, and any other issues that there might be, have a very good chance of being dealt with.
At $1.99, being Universal, having iCade and Joypad compatibility, as well as the crazy high replay value that comes along with shmups and games having GameCenter and OpenFeint support, not to mention, it’s ORANGEPIXEL, it’s a great buy.


Tobe & Friends Hookshot Escape Preview

This Friday post comes with good news! Secret Base’s iOS debut title, Tobe & Friends Hookshot Escape is officially launching on March 1st. I have not yet played the original Tobe computer games (Vertical Adventure, Hookshot Escape…), but I believe the gameplay is just about the same. After playing through Hookshot Escape, I must say that I am blown away by how well the controls work and also by the gorgeous yet simplistic artistic design.
We will have a full review on release day, but I’ll spoil some things for you to get you by. First thing you need to know is that there are a ton of unlockables. A ton. This game will keep you busy for a long time. Second, this game is HARD. You might think otherwise when you get your hands on Hookshot Escape, but in my mind this game is downright difficult. But keep in mind that every fall and every mis-step keeps you coming back for more. So far, Tobe & Friends Hookshot Escape feels like the perfect blend of hardcore platforming/hookshotting and a good time. That’s all I’m going to say for now. Check out the trailer and screens and mark March 1st on your calendars!

 


SZC: Beyond Dead – 0.99 (Monster Robot Studios)

Beyond Dead
Metroidvania titles are essentially few and far between when compared to the sheer amount of games within every other genre. So every time a Metroidvania title pops up, I can’t help but get excited. When I first saw the screens for Monster Robot Studios (GravCat, Bridge The Gap, Occupy App) new game, Beyond Dead, my jaw just about hit the floor. The game looks like a great homage to old-school Metroid games, and for those of you who don’t know yet, Metroid II is my favorite game… OF ALL TIME. One little drawback though; GameSalad.
Gameplay; 3/5
Reminiscent of Metroid titles, something has gone wrong with terraforming project 1470. Two mercenaries, Tank and Vera, respond, and are after the truth. They make their way to the Asteriae system and need to explore the asteroid facility to find out what exactly went wrong. As you progress through the game, you’ll pick up stronger weapons, extra abilities, and battle zombie-like humans, along with monstrous beings, and slowly discover what’s happening within the facility. The story is well told, with no grammatical errors, and unfolds at a steady pace.
The action, however, is a bit on the slow side. You can shoot at and jump on your enemies, though both attack methods are fairly slow when it comes to killing. To avoid taking too much damage, you’ll be doing quite a bit of the run away, stop, take a couple shots, run away, stop, take a couple shots, ect… and that’s until you come across some stairs, which you’ll fall through if you’re going after a zombie because you’ll need to aim your weapon the correct way to use the stairs. While exploring, jumping can feel more like a hassle than anything, with a lot of platforms seemingly just out of reach until you try and make it to them more than a couple times.
There’s also the loading times. Typical GameSalad loading times, though moving from room to room is done in a flash, hitting the Pause button, or going to your Map will take about 4-5 seconds to load, and 4-5 seconds to exit, breaking up the gameplay quite a bit. The loading times between sections of the world aren’t so bad, as you’re given a pretty nifty picture to look at while the game is loading, but entering the Map and Pause menus can be a hassle. This is even more upsetting because of the exploration in the game. Don’t get me wrong, the exploration in Beyond Dead is fantastic. Completely reminiscent of old Metroid titles, which is great. Actually, it’s probably the strongest feature of the game. But breaking up the strongest feature of the game with loading times for the Map is… upsetting. I found myself constantly wishing that Monster Robot Studios used a different game engine.
Controls: 4/5
Control-wise, you’re given two options;
No-buttons:
Touch and drag anywhere on the left side of the screen to walk. Drag your finger up or down to adjust your aim. Double tap to dash. Tap anywhere on the right side of the screen to fire your weapon. To jump, swipe your finger up on the right side of the screen, and when you get weapons, you can slide your finger down to put the safety on or take it off. If you put the safety on, touching anywhere on the right side of the screen is your action button.
Buttons:
You’re given 4 arrows on the left side, two for left and right movement, and two in-between the movement buttons for aiming your weapon up and down. On the right side of the screen, there’s a jump button and a fire button, as well as dash and safety on/off buttons.
You’re able to change the controls in the pause menu, and are also able to make it so that you’re given the d-pad on the left side, while having the no-button set-up on the right, or having the buttons on the right, and the no-button set-up on the left. The only issues I have with the controls is that you don’t jump until you let go of the jump button, instead of jumping right when you touch the jump button, and sometimes the movement buttons are slightly un-responsive, causing your character to stop moving while walking, or in the air. Aside from this, the controls work pretty well, and being able to mix and match control set-ups to fit your gaming style was a great idea, implemented fairly well.
Graphics: 4/5
The graphics for Beyond Dead are really not bad, and at some points, when there are objects dangling from the ceiling close to the camera, like in the trash compactor area, look very nice. The animations for firing your weapon, jumping, enemy deaths, projectile collisions, explosions, they’re all there, and they’re not bad, but again, I can’t help but think that if this much effort was put into the game while using another engine, like Unity or Corona, that the game would look amazing.
Content: 3/5
Right now, Beyond Dead only contains the first ‘episode’. More episodes are in the works at the moment, and talking to the developer, I can’t see any reason why they wouldn’t be added, but ever since the ordeal with Grokion, it’s hard to really push any game that has more worlds coming, or future episodes being made. But with Episode 1, there’s about 45 minutes of straight line gameplay, and then about an hour (maybe a little more) of exploration if you’re interested in looking for extra weapons, an energy tank, and just getting to know the whole game’s world.
As it is right now, there’s not a whole lot of replay value, if any, but hopefully GameCenter will be added in the future, and include achievements, and maybe a leader board for number of zombies killed, quickest times for completing the episodes, things like this, as they would give gamers incentive to run-through the game again after completion.
Overall: 3.5/5
You can tell that Beyond Dead has had a lot of work thrown into it. The graphics are great, especially considering they’re done within GameSalad, and the exploration throughout the first episode is done in a way that drives the game forward. Like I’ve said already, I can’t help but wish the game was made with another gaming engine, because Monster Robot Studios obviously has the talent it needs to create a very nice Metroid-like exploration action-platformer. For a dollar, and future episodes promised, at no extra price to those who pick the game up now, it’s worth buying, especially if you’re a fan of the Metroidvania genre. Just don’t expect a super polished, epic exploration game.


DariusBurst – 10.99 (Taito)

DARIUSBURST SP
With the hardware for iDevices getting more powerful year after year, it’s no surprise that iOS gamers are seeing more and more games ported over from other platforms. Luckily, quite a few of these games that are being ported over, are getting enhancements, and cost a fraction of their original price. Taito, recently bringing RayForce, a shmup from the early 90’s, released in Arcades, on the Sega Saturn, and Windows, over to the iOS, also decided to port over one of their newer titles, DariusBurst, a PSP and Arcade game, released only in Japan. Taito has also added quite a few features to the iOS version, giving it an all new SP Mode with new enemy patterns, and revised boss battles, as well as the Assault ship from the arcade version of the game, and new music.
Gameplay: 5/5
With DariusBurst SP (Second Prologue) the setting switches between under-water and space levels, with the bosses being mechanical sea-creatures. This makes for 8 possible run-throughs of the game, and is a great change of pace from the standard World War/Vietnam shoot-em-ups that have cluttered the AppStore over the last couple years.
You’re able to choose between 4 ships, with 2 being locked when you first start the game. To unlock these, you’ll need to do a full run-through of the game in either Original or SP Mode, and to get the second locked ship, you’ll need to unlock Mission Mode, and complete 2 missions in Level 3. Each ship has their own strengths, multipliers, and burst shots.
Like other Darius games, you’re able to choose 5 stages while progressing through a pyramid set-up, having 11 levels in total. While blasting away, you’ll come across various enemies that will be colored either red, blue, or green, each powering up your shot, shield, and missiles.
There are 3 different gaming modes; Original, SP, and Mission. With Original Mode, you’ll be able to experience the original PSP version of the game, with the same enemy patterns and music. The SP Mode gives you a chance to blast through different enemy patterns, and revised boss battles, and all with a remixed soundtrack. With Mission Mode, you’re given 8 different levels to play through, each with 4 missions. You’re only given one life, and are put up either against a regular level without a boss, or only a boss battle, and are set to try and score as high as you can within those parameters. Mission Mode is unlocked once you’ve completed two different paths through the game in either Original or SP mode.
Scoring Mechanics: 4/5
The scoring system in DariusBurst is fairly simple, at least, compared to some of the other depthy scoring mechanics some other Bullet Hell titles have. You’re given a Shot Multiplier which increases as you take out enemies throughout the level and each time you’re hit, your Shot Multiplier goes down. The fastest way to increase the Shot Multiplier is to take out large groups of enemies with your burst shot.
Each ship has their own Burst Multiplier, which is added on to the Shot Multiplier. Each ship has their own Burst Multiplier. For instance, Legend and Next Zero ships both have a 6x Burst Multiplier, giving them a top multiplier of 96x. The Assault ship has a 7x Burst Multiplier, topping out at 112x. To take advantage of this, killing the last enemy in a formation, as well as the mid-bosses, bosses, boss pieces and large enemies will give you the highest scores.
You’re also given bonus points at the end of the game for the amount of ships that you have, getting 10 million bonus points for not dying once. There are also some routes that will give players more points than others. Basically, use your Burst to take out large groups of enemies, large enemies, mid and end level bosses, and try to not get hit or die, and you’ll score big.
Graphics: 5/5
The graphics in DariusBurst are fantastic. 2.5D gameplay adds more depth than you would think, with ships able to fly by on the “right” and “left” sides of your ship before coming into “firing view”, and the backgrounds that move alongside the foregrounds where the gameplay is taking place looks gorgeous. There’s also areas where you might get dizzy because of the speed and way that the background moves about, giving the illusion of the ship turning down a 3D corridor, and out into space. Animations for the enemies, especially bosses, as well as the explosions, all look incredible. With the game being Universal, it really shines on the iPad 2, with crystal clear and very crisp visuals, it’s definitely one of the best looking games I’ve had the pleasure of playing on an iDevice over the last couple years.
Replay Value: 5/5
As with most other shmups, DariusBurst comes along with a huge amount of replay value, especially with the Mission Mode Stages. There’s 3 difficulties, selectable in the Options Menu, GameCenter support with 17 leaderboards, and a whopping 59 achievements. With all 4 of the ships having different types of play, learning how to best play with each of them, along with the different paths you can choose from in both Original and SP Modes, the amount of replay value is extremely high, especially if you’re a completionist who’ll go after all 59 of the achievements.
DariusBurst is set up like a quarter sucking arcade game, and because of that, it has the potential of staying on your device forever.
Overall: 5/5
Taito’s release of RayForce had quite a few fans of the shmup genre worried, as the controls were sketchy, and the gameplay not differing at all between iPhone and Arcade modes, but with the release of DariusBurst, and all of the extra effort that went into creating a special game for the device, Taito has re-claimed a spot directly under Cave on my favorite shmup+bullet hell developers list. The price of $10.99 is a GREAT deal, especially considering the PSP version is selling between $30 and a whopping $120, and doesn’t contain all the extras that the iOS version has. If you’re a fan of shmups, DariusBurst is a MUST BUY. Being Universal, beautiful on the iPad, smooth as butter on the iPod, and just a blast to play, Taito deserves to be supported for this. Hopefully other development companies see the support Taito is getting, and will take the iDevice more seriously. It’s games like this that push the AppStore forward, and give me hope that the device I use as my main gaming console will grow above and beyond ‘real’ gaming platforms.


‘League of Evil 2’ Review – Agent is Back in HD

Last February, in collaboration with Woblyware, Ravenous
Games ported over what came to be known as one of the best action platformers
on the App Store. This game is a perfect blend of speed-running, wall-jumping, head-smashing, and death. This game is League of Evil. Now, a year after the original’s iOS debut, Agent is back and more badass than ever.  League of Evil 2 is the sequel to die for, and I can’t stop playing it.
Gameplay 5/5
If you have never played League of Evil before, here is the low down.  League of Evil is probably the king of iOS platformer gameplay.  Super-tight controls allow you to pull off the sickest acrobatic moves that you have ever seen.  Double-jump your way across spike pits, dodge bullets, slide down walls, run though laser beams, and most important of all…punch some evil scientists in the head! League of Evil 2 combines all of these things so well that it is just too hard to find any faults in terms of gameplay.  Boss Battles also make an appearance in League of Evil 2 making the gameplay more action packed than ever.
Controls 5/5

I have always said that controls are the most important aspect of any platformer.  Fortunately, League of Evil has award winning controls to go along with its awesome gameplay.  You shouldn’t have any reason to blame League of Evil’s controls for the countless deaths that you are sure to experience.  Touch controls on iOS have come a long way since the advent of the App Store, and at the moment I am comfortable saying that the touch controls of League of Evil work better than the computer controls.  The controls are simple enough; you have left and right arrows from running along with jump and attack buttons. This control scheme proved itself in the first League of Evil, and it works just as well, if not better, in the sequel.
Content 5/5

Over 100 levels across 5 different worlds. 100 is a big number, and even though the first batch of levels won’t take you long to complete it only gets harder from there. You have multiple goals in each level: kill the scientist, beat the goal time, and collect the briefcase. It isn’t too difficult to do just one task at a time, but to get a “perfect run” you need to accomplish all of the tasks in the same run. These challenges will cause much hair loss, but they definitely keep you coming back for more.  As you progress through each of the 5 environments, you unlock a matching costume.  The new outfits for Agent not only switch up the game’s style but also allow you to customize to your liking.  Also, the addition of boss battles switches up the game play a bit, forcing you to focus on the action rather than the platforming.
Graphics 5/5

I don’t even know what to say about the graphics. The move from pixel art to ‘super-crisp 2D glory’ might have lost Ravenous Games a few fans, but I’m sure it gained them a hell of a lot more.  I am a huge pixel art fan, but I am in love with the new League of Evil art. Definitely a big standing ovation to BulletProof Outlaws for taking the time to perfect the artwork.

Overall 5/5

Surprise surprise, our very own Game of the Year from 2011 returns in HD form and it has me hooked once again.  I must say that League of Evil 2 has everything you could ask for from an iOS platformer, and it is difficult to find any faults.  If there is anything to wish for, I can only ask for more levels, more costumes, and maybe control customization (for the picky ones). Oh yeah, and did I mention that there are 2 difficulty settings available? Yes, it just gets better and better. Do yourself a favor and pick up League of Evil 2 while it is still on sale for $0.99. It’ll go up to $2.99 soon.
***Some people have run into issues with game saves. I haven’t had any yet on iPhone 4 :) Let’s hope Derek gets on it!***



‘Reckless Racing 2’ Review: Curse You Cletus!!

Polarbit and Pixelbite are back with the sequel to one of the greatest racing games of all time. Back when the first Reckless Racing burst onto the App Store, we all fell in the love with the ease and beauty of drifting around corners. Although the sequel loses some of its power sliding glory, it more than makes up for it in every other aspect.

Content 5/5

This is where Reckless Racing 2 shines. For one thing, you will never get bored of playing this game. There are 4 game modes available, including Career, Arcade, Single Event, and Multiplayer. As compete in races, you earn money to spend at the shop. Apart from the variety of game modes, the shop is outstanding. There are more cars than you could ever fit in someone’s garage, and the upgrade system goes deeper than any other racing game on the App Store. On top of that, for small cost you can switch up your style by repainting your car, tinting the windshield, and even changing your rims.

Gameplay 3/5

Gameplay in RR2 varies somewhat with each game mode, but for the most part it feels the same throughout.  The basic gist is that you race laps around these crazy courses that are full of obstacles and try to finish in first place. In Career mode, you compete in various Cups (ie. Reckless Cup, Roadrunner Cup) that consist of 3-6 events each. In total, there are 12 cups which makes for around 50 races in one career.  Races come in three types; Race, Hot Lap, and Eliminator.  Although there is nothing groundbreaking here, the different race types help to bring some replay value to the game.  In Arcade mode, you compete is various single event challenges. Single Event mode is sort of a practice mode where you can choose one of the 3 race types and try to get your best times.  The real key stone in the game is the Multiplayer mode.  The way Multiplayer works is you hop into a lobby and you choose to either host your own room or join someone else’s.  You can easily compete with your friends or with anyone in the world who is playing Reckless Racing 2.  Multiplayer is available for all of the game modes, so go wild with the competition in whatever form you like.

Controls 3/5

If you’ve played the original Reckless Racing, you are familiar with the ease at which you could power slide around corners. My favorite control scheme in the original had to be the full wheel because it gave me the most control over the car.  However, in RR2 things feel a bit different.  On the bright side, there are 5 different control schemes to choose from, ranging from on-screen buttons, to steering wheels, to plain tilt.  The way that the controls can be customized to your comfort is great, and this aspect helps you enjoy the game in its full glory.  Unfortunately, despite the custimazability, for me some of the control schemes just didn’t work as expected.  My biggest disappointment has to be that the full wheel isn’t what it used to be.  For the most part, the wheel options were just too twitchy for me and it was difficult to travel in a straight line.  Despite that fact, the on-screen button option works perfectly and I haven’t seen the need to use any other set-up.

Overall 4/5

Reckless Racing 2 is everything you could ask for in a sequel, plus some.  Despite its setbacks, it’s nearly impossible to not enjoy your time on the track.  Gorgeous visuals, easy to use controls, and tons of content make this the best racing game on the App Store.  Race your way to the top (cliche right?) of the leaderboards and build up your dream car collection. At the premium price of $4.99 I heartily recommend Reckless Racing 2.


Zombie Bunnies – 0.99 (Lavafish Studios/Coding Design)

Squirmee and the Puzzling Tree was one of my favorite puzzle games from last year. Lavafish Studios did a fantastic job with the mechanics, graphics, gameplay, and bringing a totally new and original title to the iOS. Not only did they bring a fantastic game to the iDevice, but also sent out update after update making the game better each and every time, and doing this while sales suffered. Well now Lavafish has just released their second iOS title, Zombie Bunnies, and as was with Squirmee, this one is completely original, and extremely polished, with loads of fun gameplay.
Gameplay: 5/5
In Zombie Bunnies you’re given a list of 5 objectives which you must complete all of in order to move on to the next set. These objectives are typical of games set up in this fashion, with Destroy 20 Vehicles, Collect 100 Bunnies, Reach Threat Level 5, Unlock Franky Bunny, and so on. You’ll need to blast away, hitting people, cars, buildings, birds, trees, and more, all of which add to your threat bar. Once you fill up this bar, you’ll progress to the next threat level. As you’re doing this, your health will be slowly depleting, and you’ll need to collect the energy , as well as ammo (bunny) pickups that are given and scattered randomly throughout the game. As you keep progressing, you’ll be able to unlock more bunnies, which also gives you more gun types. The second bunny you’ll get will give you a weapon that shoots zombie rabbits that comp off people’s heads. The third bunny drops bombs, and the last bunny shoots big meteors that can take out buildings and vehicles very easily. You’ll learn fairly quickly that in the later levels, switching between these types of guns will be necessary to climb up the leaderboards, complete achievements, and get through all 99 of the Threat Levels. Also, as you reach Threat Levels (every 5), you are able to start from that point in future games, which means you can be thrown right into the action, jumping ahead of all the boring easy levels as your skill increases.
Controls: 5/5
The controls work very well within the game, with the left half of the screen for movement, and buttons on the right side for switching your gun, and firing the projectiles. For movement, all you need to do is either drag your finger slightly, and then keep holding down, or roll your finger around. It might sound like it wouldn’t work well, but here, it works great. Actually, after playing for about 10 minutes, I couldn’t imagine there being a virtual joystick for movement, as it would cover lots of the action on the bottom left side.
Graphics: 4/5
The environment which you’ll be playing in does not change much. There’s trees, loads of buildings, and even more people. But the graphic style of the game is great, and the animations are fantastic, especially for when people’s heads are eaten, and they fall to the ground. The character models for the bunnies you’re able to control are all great, and as you move on in the game, more and more enemies are added to the mayhem, each having very distinct outfits and looks, making them easy to tell apart.
Overall: 9.5/10
Lavafish Studios has done a fantastic job making a casual arcade game that gets progressively harder, building up to a difficulty that will keep even the most hardcore action fans challenged. With GameCenter leaderboards for highest score, total number of people killed, and furthest distance, along with 32 achievements, and only being $0.99, it’s a great buy that will offer up hours of entertainment, and depending on whether or not you’re a high-score chaser, Zombie Bunnies might just end up staying on your device for months.


‘Run Roo Run’ Review

            Run Roo Run
is a charming little game by 5th Cell (developers of Scribblenauts)
that sets the short story of a loving kangaroo mother attempting to get her
joey back (even though it looks like a loving couple). Roo’s poor joey has been
kidnapped and shipped off to Sydney, and it’s your job to trek across Australia
to save the poor joey. The game uses a basic one-touch control to make Roo jump
on, off, and over obstacles to reach his goal.

Gameplay

            Run Roo
Run’s core gameplay is all about timing. By using its simple, but magnificently
executed one-tap-does-all controls, you maneuver Roo to leap across obstacles, jump
onto springy tires, and latch onto swings and umbrellas to reach the goal. Make
a mistake, and you’re back at the start. It’s a simple tap to make Roo jump,
and he’ll automatically latch onto objects you’re supposed to hang onto. It’s
just another tap to make him jump off. If you mess up your timing, guide arrows
are in places where you jumped, so you’re able to time accordingly to where
poor Roo took a hit. What’s fascinating about the game is that each level
covers the length of only one screen, which makes each level take around 4
seconds to complete on a successful run. While it seems easy enough, the
extreme levels require specifically timed taps in order to complete the level.
This is the heart of the game. It’s the basic, yet challenging one-tap timing
that brings out the best. The normal levels are easy enough for the casuals,
and the extremely levels satisfy the hardcore. And no matter what level you
beat, it’s always a satisfying feeling.

Art, Sound &
Design
            The
graphics are crisp and clean, with each of the obstacles outlined for the
player’s clarity. Add this onto the cute kangaroo you’ve got jumping around,
and you’ve got yourself a future plush toy.
            In
contrast, the sound design is decent. There are times when Roo’s squeals will
grate your ears a little bit, but it’s nothing that detracts from the game
itself. The music is done well, though I’d like to see a stronger musical score
for the levels.

Length

            The overall
game is fairly short, with 20 worlds at 15 normal levels and 6 extreme levels,
for a total of 420 levels that last an average of 4 seconds a piece. The
extreme levels will take several tries to get down, but it shouldn’t take more
than few hours to gold star all 420 levels. 5th Cell has decided to
release 10 new levels for (what appears to be) 18 weeks, so this should add
some time to the life of the game. For a normal 99 cent game, it’s still a
little short, but it does well enough.

Conclusion

            There’s
really no reason not to buy Run Roo Run. Even though it’s on the short side,
the addictive nature of the simple one-touch gameplay is enough to separate it
from the simple distractions to a game that will be a strong contender for the
end of the year awards. Run Roo Run is truly a gem.

Gameplay: 5/5
ASD: 4/5
Length: 3.5/5
Overall:
4.5/5