Gravity-centric platformers like Soosiz, Mr. Ninja, Magnetic Baby and They Need To Be Fed are generally few and far between, but when they do hit the AppStore, fans of the genre just eat em up, and beg for more. Well, last week, newcomers Morbidware added one more game to that very small list; Sunshine. An incredibly challenging, touch-to-jump mesh of Super Meat Boy and Mr. Ninja, providing an incredible challenge, and offering up quite a bit of replayability.
Sunshine is a story of the Multiverse. With Photon’s shining all over the Multiverse, Black Holes have found a way to turn shining suns into nothingness, and are on a mission to drain all of the light out of the Multiverse. You’ll guide a little Photon around planets, asteroids and black holes, while you try and collect sunshine orbs, and make your way to each level’s exit, saving one system at a time.
The game contains a Story Mode. No other gameplay modes are included, but fortunately, they aren’t really needed. With 3 Systems to travel through, and each system having 20 stages, with 12 different environments, loads of hazards, boss battles, and an insane amount of challenge, Sunshine will keep even the most hardcore gamers busy for quite some time.
The controls are simple. Tap to jump. To jump higher, hold your finger down longer. To do a very short jump, tap the screen and let off as quickly as possible. Your little Photon moves on his own, rotating clockwise, orbiting each object. As you’ll quickly find out, black holes can be used and jumped on, but you better get off of them quick, as they shrink, and try to suck you into oblivion in a matter of seconds. Each object has it’s own gravity, and learning how to manipulate it definitely works to your advantage.
As your jumping from object to object, there’s orbs which you’ll need to collect in order to open up each level’s exit (3 orbs open the exit). Once you do this, you can either stay in the level, and keep trying to collect the rest of the orbs, or you can exit the level, taking the loss to your score. Each stage also has 3 collectible stars you can try and snag. One for completing the level, another for collecting all of the orbs and the last one for completing the level under a certain amount of time. The time challenges are among the hardest I’ve ever seen in an iOS game, especially after you get through the introduction levels, and if you’re a sucker for 100% completing games, this is probably what will keep you coming back, as well as what will drive you insane.
The graphics and animations for Sunshine are fantastic. I especially love the models used for the bosses, and the ‘cut-scene’ images. The animations are great, with a light ‘trail’ behind your Photon, smooth spinning of objects, great explosions, and more. The sounds and background music help to complete this atmosphere perfectly, with nice effects adding to the ‘oomph’ of the gameplay, it’s incredibly hard not to get sucked in.
Another huge plus for the game is the level design. With moving objects, as well as the rotation of each world, asteroid, and black hole, the placement of hazards, and the mix of black holes and ‘safe’ zones for you to travel on, it’s clear that the game has gone through endless hours of work, thought, and beta testing to make sure that each level provides a fantastic challenge while not straying too far into the level of frustrating, and enhancing the gameplay immensely. Also keeping the game from getting too frustrating, if you die 10 times in a row, you’re given the option to use an extra heart, which adds one hit point to your Photon, and really helps out on those harder levels.
Unfortunately, Sunshine does not run on 4th Generation Touch devices ATM, and is not Universal. The developers are, however, working on a fix, and have said that they’re kicking around some ideas for the iPad. Other than that, there’s not one bad thing I can say about Sunshine. It’s one of the best titles within the Gravity-Centric Platform genre, and with it’s hard-as-nails, Super Meat Boy level of difficulty, it provides a fantastic challenge for those willing to take it on. Though, the difficulty might be a deterrent for a lot of gamers, it’s great seeing games with this level of challenge hitting the AppStore more frequently these days. Being priced at $0.99, and including GameCenter leaderboards for each of the game’s Systems (worlds), there’s quite a bit of content to enjoy, and even more replay value if you’re determined to 100% complete the game, or go score-chasing on the boards. Morbidware has definitely, DEFINITELY made some hardcore iOS gamers happy with their first iOS title. I really hope we get to see more from them in the future.
One of my favorite genres of video games happens to be platformers. Luckily for me, there’s loads of great titles available in the AppStore. One of my favorites has always been ChocoRun; A hard as nails, Super Meat Boy influenced game with one touch controls for jumping. Since it’s release, there hasn’t been another title even remotely similar. Until now. Bitless, developed by Nicholas Rapp, is a touch-to-jump, hard as nails, retro platformer that will drive you insane and keep you addicted at the same time. What more could you ask for in a platformer? Well, other than tight controls, awesome level design, sweet bosses, and some badass chip tune music… which, fortunately, can all be found in Bitless as well. Excited yet?
Bitless contains 50 levels spread across 4 worlds, and includes 3 bosses. Starting off, the game is simple enough. Your little character moves on his own, and to jump, you just need to tap the screen. Holding down longer results in a longer/higher jump. If you hit an edge, your character will change directions on his own. However, even with this very simple gameplay, it leaves a lot of possibilities open for some very challenging segments and levels.
As you progress through the game, you’re gradually introduced to new gameplay elements; pits, wall jumps, wall sliding, static enemies, moving enemies, small platforms, ect. Each time you die, you’re confronted with a large eye in the lower corner spouting condescending bits at you; Splat, Death, Balls, Really?, Delicious, Ha Ha Ha, LOLZ, and more. You’re also told that each time you die, the enemies grow stronger, though this is really just a mind-game, as with each time you die, you get more frustrated, and the enemies have more power over your aggression. Each time you die, it’s added to your counter, as well as the world-wide counter, and the leaderboard. Checking out the boards will show you how many levels gamers have completed, as well as how many deaths, and believe me, some of these death numbers are insane.
The retro graphics and animations in Bitless are fantastic. The backgrounds contain images which kind of look like platforms, but not really. They mix in very well with the actual levels, and give it a sort of 2.5D look, which is great. The animations for movement are fairly simple, but keep with the sort of minimal graphic look of the game. The music and effects are also top notch, mixing in a very well produced chip tune soundtrack, and throwing in some great sounds.
What really stands out is the level design. It’s very clear that each level has been crafted and tested, hundreds of times, to make sure that the game doesn’t contain any missing tiles, and that the jumps are perfectly spaced apart. The segments of wall jumping mixed in with the dodging of the evil eyes, disappearing platforms sections, endless pits, eyes that chase after you, eye shooting boss eyes, and much, much more is all put together so well that it creates one hell of a challenge, and one extremely entertaining, and almost sadistic gameplay experience.
Being Universal and priced at $0.99, Bitless is a game that EVERY platformer fan needs to pick up. GameCenter integration is not included, but will be in a future update. However, the game contains it’s own worldwide leaderboards, and pretty large list of achievements. The difficulty might be a little too high for a lot of players, but if you’re up for a challenge, Bitless will definitely provide it. It’s easily of the best platformers I’ve played on the iOS, and one of the most difficult I’ve played on any platform. I really can’t wait to see what Nicholas Rapp will bring to the table with his next releases.
Zombie games are really getting out-done in the AppStore. It seems like every week, another zombie game is released, and I can’t see an end to it. Fortunately, there’s a whole mass of gamers who just can’t get enough of it, and plenty of developers out there who are willing to take a chance on yet another zombie game. North Carolina based Spark Plug Games, a fairly well rounded development company, producing over 50 products over the last 4 and a half years. It’s pretty safe to say that they’ve learned quite a bit since their inception, and with their most recent iOS and Android title, Plight of the Zombie, it shows.
Plight of the Zombie is a line drawing puzzler which has you guiding Craig Creeper and other mysterious zombies through 5 worlds, and 50 levels of line drawing zombie fun. Each level contains 3 brains and various humans, some wielding shotguns, some pistols, some will just cower in fear as you walk up and bite them. Once you touch a non-zombie, they instantly turn into another zombie which you’re able to control. This adds to the puzzle solving, as you’ll need quite a few extra zombies to get blown to bits so that you can get a zombie to reach a gun toting human. Each level is completed once you convert all humans to zombies, whether you have collected each of the 3 brains or not, so planning out your paths is a pretty important aspect of the game.
In each of the 5 worlds, you’ll have different zombies which you’ll start each level with. In world 1, it’s Craig Creeper, a basic zombie that can’t take much damage. However, these basic zombies become useful in world 2, where you’ll control Charlie Chunker; a nice fat zombie that can take loads of damage, but moves relatively slow. He’s also unable to fit through many of the smaller pathways in the levels, which is where the basic Craig zombies need to be utilized in order to progress through the world. Learning how to utilize each zombies strengths and weaknesses is essential for completing the game.
Another great facet of PotZ is the level design. It’s evident that Spark Plug Games has spent an incredible amount of time with the layouts and designs of each of the levels in Plight of the Zombie. As I’ve already stated, the level design comes into play by blocking off some zombies, while others are able to reach certain areas. But also, sometimes figuring out how to collect all of the brains in a level before converting all of the humans will require some quick thinking and figuring out which zombies need to go ahead of others, when zombies should be sacrificed, or when one should be used as a decoy so that others can pass by safely. Early on in the game, you’ll start seeing brains which have a timer underneath them. In order to collect these, you’ll need to reach them before the timer runs out and to do so, you’ll need to employ various tactics throughout the game.
With Plight of the Zombie priced at $2.99, being Universal, having slick graphics and some of the best line drawing gameplay I’ve seen on the iOS, and although it starts out a little slow, once you hit the 2nd world, the game really picks up. It’s definitely worth grabbing, even if you’re sick of zombie games. It might just reignite your love of the genre, and give you hope that, when used to their full potential, zombie games are not done evolving. Not by a long shot. Including GameCenter integration with 16 achievements (that unfortunately, are not working ATM), a store full of items which you can dress up your zombies with and 3+ brains per level, there’s quite a bit of content to keep you busy for a while. Spark Plug Games has also stated that every 2 weeks, new cosmetic items will be added to the shop, and that we can expect more level packs as well. Plight of the Zombie definitely shows that Spark Plug Games knows exactly what they’re doing, and precisely what it takes to create a fantastic line drawing puzzler. It’s one development team that, without a doubt, we are going to be keeping our eyes on.
The last couple of releases from Sphinx Entertainment have been amazingly outstanding. Actually, you wouldn’t be flamed if you said that the last couple releases they’ve put out are the best titles in their respective genres. Sphinx Entertainment is very quickly climbing up the ranks on my favorite developers list, and their latest title, VR Mission EXT, puts them one step closer to the top 5. Taking everything the team has learned from the original VR Mission, EXT steps it up in more ways than one, and could very well be the best stealth based game available for the iOS.
As you can tell from screenshots, and the name, VR Mission EXT gets its inspiration from Konami’s Metal Gear Solid VR Missions. In 2012, the world seems peaceful after several notorious dictators have died. Unfortunately, a secret organization, the Shadow Soldiers, claim that they have the newest and best in Nuclear, Bio and Metal Mechanic weaponry. The last World Nations soldier to go into the enemies base never came back, but pictures were sent out of weapons, and secret intel, leading the World Nations to send in their best agent, Viper, to find out the truth and eliminate all possible threats.
VR Mission EXT picks up where the original left off. Actually, that’s not very accurate. VR Mission EXT contains all 15 missions from the original game, as well as 19 more. EXT was originally going to be an update to the first VR Mission, but after putting in over 6 months of very hard work, Sphinx Entertainment decided to release EXT as a separate app. And it is definitely for the best.
For those of you who have already played the original VRM., you know that one of the most requested features was 360 degree movement instead of the original 4 directional movement it was released with. The update was going to include this, as well as more missions. But after getting to work on the game, Sphinx Entertainment added much, much more. 360 degree movement, more missions, more items in the shop, re-done level designs, and 2 more agents, each with their own strengths and weaknesses, thrown into the mix for good measure. Worth another $0.99? We sure think so.
As you make your way through the 34 levels, you’ll encounter various trap and hazards, like metal floors which make loads of noise as you walk over them, trap doors which will have you falling to your death, and more, as well as numerous enemies, and bosses who are on a mission to take you out. In some of the levels, you’ll come across data pickups, which you’ll need to download while staying out of the enemies sight range, as well as cash drops. These cash drops help you pick up and upgrade items in the shop. Also to help you out, each stage contains 3 objectives, each giving you $500. You’re also able to replay previously beaten missions to pick up some extra cash if you get stuck, and need a hand.
The level designs, and layouts are superb, and the graphics and animations are fantastic. Unfortunately, GameCenter is not supported, which does take away from the replay value and drive for achievements, and perfect playthroughs. The objectives for each stage do help with this, but not having a scoring system, and no achievements to go for is kind of disappointing.
If GameCenter was added in a future update, VR Mission EXT would easily be the best stealth based title for the iOS. In fact, many gamers have already placed it in their #1 spot despite the lack of GC. But for others, it’s still in close competition between Spy Mouse, The Nightworld, Dexter, Silent Swords, Dynamite Jack, Spy Corp. and more. However you slice it, Sphinx Entertainment has created a top notch stealth game, worthy of checking out whether you’re a huge fan of the genre or not. The gameplay is fantastic, hooking you in from beginning to end. VR Mission EXT is yet another fantastic title to add to the ever growing list of Sphinx Entertainment’s creations. Specially priced at $0.99 for launch, don’t let this one slip by you.
Back when I first got my 2nd generation iPod Touch, platformers were pretty hard to find. There really only seemed to be a couple decent ones available for the iOS at the time. Since then, the genre has grown and grown, and kept growing into the massive collection it currently is. Now, with well over 50 platformers on my iPod alone, the only hard thing to find is which game I want to play. Luckily, this week, Virginia based developer, Uncade, released his third platform game, Kid Vector.
Like Uncade’s last platformer release, Blast Ball (now named Blast Soccer), Kid Vector uses beautiful retro graphics to enhance the gameplay. Personally, I loved the graphics in Blast Ball, but with Kid Vector, the backgrounds are all animated, adding to the look, as well as the feel of the game, and bringing an extra level of polish to the whole package.
One (of very few) shortcoming of Kid Vector is the length. Containing only 15 levels, chances are you’ll finish the game relatively quick. However, even that can provide a decent challenge, and when you bring into account the 3 badges that each of the 15 levels has, you’ve got yourself one hell of an old-school challenge to complete.
Each level contains a certain amount of coins, as well as 1 hidden star. Collecting all of the coins gives you the Coin Badge, while finding the star will get you the Star Badge. Each level also has a time limit which you can try and complete the level by in order to get the Time Badge. Now, don’t get the wrong idea, just because there’s time limits does not mean that Kid Vector contains bite-sized levels. The levels are actually pretty big. Big enough to have a checkpoint, and time limits around 50 seconds.
The level design for Kid Vector is fantastic. With the crazy amount of hazards (spikes on the ground and the ceiling, falling spikes, flame throwers, laser blasters, large caterpillars, UFO beams and much more!) placed perfectly, and moving as well as disappearing platforms, and the animated backgrounds adding to the whole layout as well as challenge, it’s one of the most well designed iOS platformers I’ve had the pleasure of playing, and I’ve played just about every single one of them.
Priced at $1.99, being Universal, including different placement of the buttons for the larger iPad screen (though you’re unable to move the buttons), and GameCenter integration with 7 achievements, Kid Vector is a great buy, especially if you’re a fan of old-school platformers. The 3 badges for each level do add to the challenge, and the replay value, but once you complete that, there’s really nothing to come back for. GameCenter leaderboards for each of the 3 world’s total times, or including a scoring system for score-chasing would have been a huge plus. Though, with Uncade’s previous releases getting some fairly big updates, fully rounding out his previous titles, there’s a pretty good chance that Kid Vector will only be improved as time goes on. As it is now though, there’s quite a bit of gameplay to keep even hardcore platform veterans busy for hours as the challenge more than makes up for the lack of leaderboards and the shortness of the game. Uncade has definitely pushed the bar for iOS retro platformers with slick graphics, awesome music, fabulous level design, and a crazy amount of hazards. Kid Vector is one title you should not pass up.
Casual arcade games are a sort of secret obsession of mine. With as many as there are in the AppStore, it’s really no wonder a lot of gamers are looking for more when it comes to their app purchases, but when it comes to score-chasing casual arcade titles, especially games with combo and multiplier systems, I just eat that stuff up, and love every minute of it. NNT + ZigZaGame’s new title, Cats Away, is the most recent little addiction of mine, already sucking away at least 5 hours of my spare time.
In Cats Away you’ll collect cats with different UFOs which you’re able to purchase with coins that you earn in every game. The higher your score, the more coins you get, the more coins you get, the better ships you can afford, and the better ships you have, the higher your score’s gonna be. It’s a vicious cycle, and getting wrapped up in it will cost you hours upon hours of your life.
The game starts out a little slow at first, with your one and only ship able to only pick up the smallest cats on the screen, earning you only a couple coins with each game. But luckily, the developers over at ZigZaGame have also included an upgrade system. For 10 coins, you’re able to increase the stats of your first ship, making it a lot more powerful than you’d think. Before you know it, you’re controlling a pretty decent UFO, and are working your way up to hitting 1,000,000+ points and getting 100+ coins per game.
There are 4 separate worlds in Cats Away, each offering up fairly distinctive gameplay, and very different environments, each with their own ways of getting huge scores. In the first world, you’re given 90 seconds to collect as many cats as you can. These cats range from small to extremely large, with the larger ones really testing your patience, and pretty much just laying there laughing at you as you unsuccessfully try and pick each of them up. There’s bushes all over the level, which hide more cats, as well as power-ups and coins behind them. Your UFO’s beam is able to break up the bushes, revealing their hidden goodies, and this is something you’ll need to do over and over again if you want to score big.
The first world contains sleeping power-ups, which put all of the cats to sleep for a short period of time, making it easier to snatch them up, beam power-ups, which upgrade the strength of your UFO’s beam, making it easier to pick up the small kittens, and, depending on how many of these you can uncover, you’ll be able to pick up the medium sized cats as well. Lastly, there’s the cat fever powerup, which draws more small cats in from the edges of the screen. Collecting the Beam and Cat Fever powerups are essential in getting large scores. In each additional world after, you’ll come across more and more power-ups and special boosters, like meteors which hit the ground, and throw all of the cats into the air, making them easier to grab, time pick-ups, adding 5 seconds or more to your time limit, and more.
The scoring system is one of my favorite aspects of Cats Away. Getting huge scores (in the millions) is always a plus with casual score-chasing arcade titles. It leaves a lot of room between the first and last place scores on the GameCenter leader boards, which, in turn, adds to the drive to better your score, if even just by a couple hundred points. You’re given a combo bonus each time you collect more than 2 cats at the same time. The more cats you collect at once, the larger your bonus will wind up being. This has a huge effect on the gameplay, with loads of cats on the screen at once, it’s almost impossible to not try and grab as many as you can before sucking all the cats into your UFO. However, this means that the cats floating around in the UFO’s beam have more time to be tossed about, and even flung out of the beam. It’s a nice risk-reward, especially with the game’s time limits.
The controls in Cats Away took me a little playing around with before I really felt comfortable with them. But once I did, it became very easy to get into a groove, and loose hours of my life. The UFO will jump above your thumb wherever you place it on the screen. This might seem strange, since it’ll cover up the area where you collect cats, but this makes the UFO’s beam appear under your thumb, which is a perfect placement for it. Dragging your thumb across the screen, the beam will pick up any cats which it’s strong enough to grab. Once you have cats floating around in the beam, you’ll need to take the UFO up to the top portion of the screen in order to successfully snatch everything up. If you don’t take the UFO to the top of the screen, you’ll just have cats, power-ups and coins floating around in your beam, and once it’s full, start flinging them all over the screen.
The graphics and animations are very well done, adding quite a bit to the gameplay. It’s great seeing cats being flipped every which way while in the air on their way into the spaceship. The exploding bushes and projectiles that some ships are equipped with have minimal animations, but they fit the graphic look of the game very well. The physics are another very polished aspect of the game, with each cat having their own weight and feeling to them, adding another layer to the gameplay. All-n-all, it’s a very polished game that you can tell a lot of thought went into while creating it.
Priced at $0.99, being Universal, and including GameCenter integration with boards for each of the 4 worlds adding to the already insanely high replay value. Fans of the genre, or score-chasing fanatics should definitely check out Cats Away. There’s loads of unlockables, and the incredibly addictive gameplay will give you hours upon hours of gaming entertainment. I’m definitely looking forward to updates, hoping that more worlds and ships will be added, but even more so, I’m on the edge of my seat wondering what ZigZaGames will come up with next. They’ve definitely figured out how to spark all the right nerves in our video game focused brains.
Like Point & Click titles, Board games seem to be a complete fit the iOS device. Perfect for the touch screen UI, multiplayer capabilities and none of the setting up, putting away, or deck/piece/board maintenance. One of the most recent board games to hit the AppStore is Codito Development’s (the same company that brought Tikal, Tigris & Euphrates, Ra and Medici to the iOS) Le Havre (The Harbor). The popular board game, released in 2008, that has you controlling the development of the town, Le Havre.
If you’ve never had the pleasure of playing this 2009 International Gamers Award winner, you’re in for a real treat. Le Havre has you building up as much wealth as you can over the course of 18 turns by constructing buildings, owning ships, and bringing in goods through the harbor. The tutorial is very well designed, and easy to understand, giving you the full scope of the game’s mechanics your first time through. There’s also an option to keep hints on while you’re playing, just in case you need a little extra help through your first couple of games. It’s fairly complex, and includes a bit of depth, but once you get the hang of it, it actually becomes pretty simple, and you’ll probably wonder why it took you so long to figure everything out.
There are two gameplay modes available, Local, which you’re able to set up with up to 4 AI opponents as well as other players via pass n play type gameplay, and Online Multiplayer through GameCenter. You’re able to set these modes up in one of two different ways; Short Game and Long Game. In a short game, you’re given 12 rounds, each round containing 3 turns, and are given a couple of building supplies to get you started. This mode is best for newcomers to the game, while a long game includes 18 rounds, and you are not given any building materials to start out with.
Using your basic building materials; wood, clay and iron, you’ll be able to use the buildings that the town has already built in order to create them. For instance, the town has built the Construction Rirm. You can use the Construction Firm to build up to 3 buildings per turn. Once you build these buildings, you own them. The buildings that you’ll build will help you create more food (which is required every round to feed your workers/employees), more complex building materials, like bricks and iron, and more. Also, with each building you own, your wealth goes up.
Using the dock, you’re able to collect materials and food, used to feed your workers and build. Starting a long game can take a couple of turns to get into as you collect your materials. You’ll also always need to make sure you take a turn or two to either collect food, or turn food into more processed food, which in-turn feeds more of your workers. Feeding your workers is a huge part of the game. If you can’t afford to feed your workers, you’ll be required to take a very costly loan from the bank, and that can pretty much damage your chances of winning.
Le Havre is, by far, one of the most impressive board games I’ve had the pleasure of playing on the iOS. The graphics, user interface, and just the mechanics of it all create an incredibly immersive, and very entertaining gameplay experience. Priced at $4.99 and being Universal, if you’re a fan of board games, Le Havre is one that you need to own. GameCenter leaderboards for wins, total wealth, and more, it’s one game that will take you a while to master, but is incredibly enjoyable throughout the entire learning process, and even more-so after you finally figure out the best ways to become the wealthiest man in all of Le Havre. Codito Development just can’t seem to do any wrong.
The puzzle genre seems to be one of the most expansive genres of video games right now, reaching out and being merged with other genres and unique ideas week after week. Back in February, newcomer Fluttermind’s first iOS title, Incoboto, hit the AppStore, and gamers were exposed to one of the most unique, atmospheric and incredibly immersive action puzzlers to ever be released. And a couple of days ago, it was updated to include iPad 3 retina support, making it one of the most graphically stunning games available for the iOS.
Incoboto is the story of a little boy named Inco, living in a dying Universe, who awakes to find everyone he’s known dead and gone. Luckily, he’s not completely alone. That day, a sun named Helios approached Inco, saying he was hungry. Tired of staring off into space, watching the Universe die, they set off on their journey. Clues are left everywhere pushing him in the direction of The Corporation. The company who’s built, produced and basically rules everything, everywhere.
Movement is simple; touching on either side of the screen moves Inco in that direction, and tapping on the screen or swiping upwards causes Inco to jump. You’re also able to choose a joypad control scheme which gives you left/right buttons. Still, a tap or swipe upwards is required to jump. When you run into an object that can be fiddled with, read or picked up, a finger will appear above it, and to interact with it, you just need to tap under the finger. In order to drop an object, you tap Inco, to throw an object, you need to draw a line from Inco in the direction you want to throw, and to scan objects, you press two fingers down on both sides of the object.
Each level contains a certain amount of Starpieces, which you need to figure out how to collect so that you can feed them to Helios. Once you do, he will have enough power to open up the next Stargate so that you can progress to the next level. There are also 50 Star Charts lying around throughout the game, which you don’t need to collect, but collecting them all will get you a bonus at the end of the game.
Each world you come across will become progressively more difficult, with more and more objects, hazards, and gameplay mechanics being introduced almost every time you move forward. These include gravity beams, rotating planets, movable platforms, objects which require energy balls in order to run and loads more. The level design, and where all of the interactive objects are placed are fantastic, and very well thought out.
Graphically, the game is incredibly atmospheric, and combined with all of the clues and other text included in the game, creates a very gloomy and bittersweet environment. The lo-fi ambient music and sounds also help lend a hand to the game’s feeling, and perfectly complete the immersion provided by the gameplay.
With Incoboto priced at $3.99, it’s a steal, as it’s one of the must have titles available for the iPad. GameCenter is supported, and includes 12 achievements, but once you complete the game, there’s not much replay value there. However, the 6 or so hours it’ll take you to complete the game is 6 hours you won’t soon forget. Fluttermind has created an iOS classic with Incoboto, and if you’re even remotely interested in puzzle, adventure, or darker video games, this is one that you need to check out, and we, here at The App Shack, are eagerly awaiting to hear what Fluttermind will bring to the platform next.
After the release of Metal Slug 3 by SNK and Dot Emu, a lot of gamers have been hoping for more ports of classic SNK titles. However, I don’t think anyone really expected to see another title so soon. This time around, SNK and Dot Emu have brought the fantastic old-school SHMUP, Blazing Star, to the iOS, and it’s just as faithful a port as Metal Slug 3.
For those of you who have never played the original Blazing Star, it was originally released in Arcades back in 1998, and is the sequel to the other fantastic Arcade shoot-em-up, Pulstar. Blazing Star includes 6 different pilots + ships, all having their own type of shot, and special shots, offering up quite a bit of varied gameplay. The ships with the stronger shot types tend to move slightly slower than the ships with the weaker shots, leaving it up to the player to find the ship which best suits their style of play.
Included in the game are 7 stages, each getting progressively more difficult as you progress. Luckily, just like in Metal Slug 3, you’re given continues, and can also choose to play in Mission Mode, which lets you play from the last level you reached in Arcade Mode, so that you’re able to experience playing all of the 7 stages, as well as practice certain stages after you get use to the gameplay and start to go for high-scores. Also included in the game, same as Metal Slug, is the option to switch from pixilated to smooth graphics, add scan-lines, and choose to play in 4:3 or 16:9 ratio. Also available is the ability to play in 2 player co-op mode via Bluetooth, which, like with Metal Slug, is a fantastic addition.
There are two control schemes, one includes a joystick, and the other offers up 1:1 relative touch controls. You’re able to move the two shot buttons as well as the joystick to anywhere on the screen you like, which is a huge plus, especially when playing on the iPad.
Unfortunately, a lot of players are having problems getting use to the ship speed. The way the game was made, making stronger ships move slower, this means that the ships will not move as fast as you can move your finger across the screen, and because of this, a lot of players have had problems getting comfortable with the gameplay. Also an issue is the joystick. The dead zone that you’re able to touch is fairly small, and results in the ship’s movement being pretty jerky, and hard to control. Another issue some have been having is that in order to fire, you need to constantly tap on the shoot button. Fortunately, SNK and Dot Emu have stated that they are adding an option for ship movement to be sped up, as well as an auto-fire option. But not to worry, for those of you who have come to love the game in the past, and are accustomed to the ship’s movement, and the firing mechanics, the new control set-ups will have a separate leaderboard, leaving the hardcore players boards safe and sound.
Graphically, Blazing Star looks amazing. The animations and 2.5D graphics look incredible on both the iPhone and the iPad, and the music is exactly as it was over 14 years ago; hard-edged, and full of energy. The GameCenter integration definitely adds to the already high replay value that almost all SHMUPs inevitably include, having boards for all 4 difficulty settings, as well as 15 hard to snag achievements.
Being Universal, and priced insanely low at $2.99, Blazing Star is a game that all SHMUP fans need to check out. With it’s slick graphics, awesome gameplay, and fantastic scoring system, it sits along-side the other heavy hitters like Dariusburst and RayStorm, as one of the best non-Cave shoot-em-ups available for the iOS. Hopefully SNK and Dot Emu will keep porting over amazing classics from the past and making them available via the AppStore (here’s hoping for The Last Blade!). Having them available at any time and in our pockets is simply amazing.
If you’ve been reading the reviewers here at TAS for a while, you’ve come to know that Point & Click games were have never really been a favorite of mine. That is, until I had the extreme pleasure of playing Machinarium, Yesterday, and Myst. And now I can add one more title to that very short list of P&C games that I’ve come to love; Telltale’s Walking Dead: The Game. A survival/horror adventure game, originally released for PC and MAC, ported over to the iOS.
Now, I haven’t had the pleasure of playing the PC version of Walking Dead, and I don’t watch the TV show, mainly because my wife hates any sort of horror entertainment. I do, however, read the comics, and have come to really enjoy them. But when I heard that Telltale was going to be the team releasing the game on iOS, I was pretty skeptical. Their previous releases have been kind of hit or miss; Back to the Future – blah, Sam & Max – loved it, Law & Order – meh, Puzzle Agent – great. But after seeing the trailer, I was ready to be impressed, and after playing the first episode of Walking Dead: The Game; I am.
For those of you familiar with The Walking Dead, the game does not follow Rick his group of survivors. Instead, an entirely new storyline has been done for the game. You follow a convict, Lee, convicted of murder, as he tries to make his way to Mason, Georgia to find his family after being in a car crash that freed him from incarceration. On his way, he runs across a little girl, Clementine, who’s parents are somewhere in Savannah, GA, and whom you try to protect, as well as others who eventually make up the group of survivors that you’ll be following.
Controlling Lee is what really makes the game stand out as one of the best Telltale games to hit the AppStore. As you meet people, and get thrown into situations with zombies, you’ll need to make quick decisions regarding dialogue and actions. Instead of feeling like the game is controlling what you do, it’s more like you’re controlling the game, having an impact over what the other characters think of you, as well as who lives and who dies. What’s even better? These choices are apparently carried over across all of the episodes, so they stick with you throughout the entire game.
The graphics and animations are extremely well done, and incredibly reminiscent of the comics. The environments and objects are very well crafted, and create an incredible atmosphere. There have been times when I encountered some slowdown and general jerkiness, even while playing on my iPad 2, though not enough to really take away from the games fantastic immersive quality. The voice acting is another aspect which I found myself consistently being impressed by. All-n-all, it’s extremely well put-together.
Priced at $4.99 for the first episode, and giving players the option to purchase the next 4 episodes for $14.99, it is a bit pricy. Especially considering there’s only about 3 hours of gameplay in the first episode. But if you’re a fan of the series (comic, TV, or both), this is definitely a game you should check out. Even if you’ve never seen an episode of the show, or read one comic, it’s still a fantastic Point & Click adventure game that deserves to be experienced. Once you complete the first episode, it definitely leaves you wanting more. Walking Dead: The Game has set a new standard for Telltale games, and one that I hope they live up to in the future.