Strategy games have really secured a place in iOS gamers hearts over the years. Games like StarFront Collision, The Settlers, Civilian Revolution, Red Conquest, Land Air Sea Warfare, Ravenmark, and many more, including ports from other consoles, and old PC games (Ascendancy, Z, War Of The Lions, and more recently, Imperium Galactica II come to mind). Something that doesn’t happen enough is titles coming to the iOS that are slated for release on other platforms. Amoebattle, from Intrinsic Games (who was picked up by Grab Games in 2011), a 5 man development group who’s first game, Divergent Shift, a DSiWare title, was published by Konami. Since then, they’ve released Penguin Patrol in the AppStore, as well as this most recent title, Amoebattle, built by 3 of 5 members of the development team, from the ground up, which is also slated for DSiWare later in the year.
The first thing that really stuck me when starting up Amoebattle was the insane amount of polish. Generally when it comes to Strategy games, players don’t rely too heavily on the graphics aspect of the genre. However, there are some titles which go above and beyond in this area, Amoebattle happens to be one of them. The beautiful environments and wonderful character design as well as the animations, are all enhanced by the fantastic BGM. Putting that together with the spot on controls, and Amoebattle is almost the perfect RTS package. The only thing missing? Multiplayer or Skirmish Modes. As of now, there’s only a Campaign Mode.
Thankfully, it’s a pretty hefty Campaign, featuring 12 missions that stretch out to between 8 and 10 hours of gameplay, each having numerous quests. The goal in the Campaign is to lead your group of amoebas through different areas to defend against a spreading infection. This infection is taking over other amoebas, and threatening your entire amoeba world. As you progress through the missions, you’ll be able to collect DNA and use it to transform your own amoebas into stronger, faster beings, each having their own strengths and weaknesses. With a total of 9 different creatures, this adds quite a bit of strategy to the already strategic heavy gameplay.
As you explore the environments, you’ll also be able to harvest energy, and use the environment to grow your little amoeba army. Certain areas on the maps will give you boosts, like patches of grass that increases your herbivore’s attacks, goo-like areas that act as a one way mirror so that you can sneak up on the enemy, or get away from them with ease, different goo which lets you replicate quicker, and more.
Each of the different amoebas have different ways of raising their feeding gauges, like eating the plant-life, or destroying enemies, but once these gauges are filled, a little smiley face appears next to your amoeba. When in this state, your amoeba can either stay full, and have stronger attacks, or you can use the energy to replicate yourself. This will be essential in progressing throughout the missions. You’ll also need to be careful when you choose to replicate, because when in the cocoon-like state, your creature is incredibly vulnerable. So replicating mid-battle is a surefire way to kill off your clan.
Also helping out with the enemies are probes. With these, you can greatly turn the tide, using them to gather resources, which you can then use to morph your amoebas, as well as use other probes, like the Cryoprobe, which lets you slow down your enemies significantly for a short period of time. You’ll unlock these as you progress throughout the game, and they can turn out to be life-savers in tough situations.
The controls in Amoebattle are perfect. You can choose one of two control schemes, the first has you using one finger to select amoebas, two fingers to move the camera, and drawing a line towards your enemies to attack. The second control set-up uses one finger to move the camera, two fingers to select amoebas, and has you hold down on enemies to attack. You can also choose to have the camera control inverted, tap to move or tap to attack, and change the camera sensitivity. Along with this, you’ll have a HUD which you can use to select and un-select all of your amoebas, divide them into groups either by tapping to select or drawing any kind of shape around the amoebas you want to select, and then assigning them a quick tab number, which you can also use by double tapping to quick jump to the group, use the small level map to quick jump to areas, and control your replication, and power-ups. It might sound a little confusing, but the controls kind of reminded me of StarFront, which is a very good thing. The only control mechanic missing, and that I constantly found myself wishing was included in the game, was being able to use two fingers to zoom in and out of your main gameplay area. There were many times when I was against the edges of levels, and wound up de-selecting amoebas, triggering a power-up, or replicating because an area I was trying to reach, my amoebas, or the enemies, were right under the HUD Icons. Being able to zoom in and out would have greatly helped with this.
The developers have said that the next major feature they would like to add is a Skirmish Mode, and that the game is already balanced for Multiplayer, and that they’re hoping to get that in. Either way, one of the two would be a fantastic addition, as Multiplayer and Skirmish Modes are a huge reason fans of the genre end up purchasing titles. Amoebattle is priced at $4.99, is Universal, supports the new iPad Retina display, which is fantastic, as the graphics in Amoebattle are definitely a highlight for the game, and make it a title to show off to friends. There’s also GameCenter support with 27 VERY challenging achievements, which add a surprising amount of replay value to an RTS Campaign Mode. For the price, Amoebattle is a great buy. It’s definitely one of the most polished, and well designed RTS games I’ve ever played, on any platform/console. If you’re a fan of the genre, and don’t mind waiting a bit for an extra mode, be it Skirmish or MP, Amoebattle is a title you need to snag. I can’t wait to see where the developers take this game with updates. It could very well wind up being one of the top 3 best RTS games for the iDevice.
Casual arcade games are kind of a staple of the AppStore. Easy to learn, easy to control, hard to master, score chasing titles have the possibility of drawing every type of gamer in. However, because of their crazy popularity, it’s fairly hard to find titles that stick out, and offer interesting and addictive gameplay. SunTownship, a 4 person development group based in China, has just released Mech Guardian, a title offering just that; interesting, addictive gameplay that stands out in a sea of titles. Great mechanics, enough challenge to keep hardcore gamers hooked while still remaining approachable for casual gamers, fantastic graphics, and a high-score chase that always leaves you with that ‘one more go’ desire.
The premise is simple. Use your mechanical creature to keep a body of water full of polluting robo-creatures clean for as long as you can by skimming across the top of the water, and using a claw to reach down and snag the ‘enemies.’ As you collect enemies, and raise your score, you progress through levels, with each level releasing more of the robotic sea creatures. So long as you can collect the creatures before they spew out their exhaust, polluting the water, you’ll be able to continue playing, raising your score, and quickly reaching more challenging levels. The enemies do warn you before they pollute the water, by having a red light on their backs start blinking and then blink faster and faster until they dump their waste.
There are quite a few different enemies, each with different swimming patterns, swimming speeds, sizes, as well as scores. There are also some enemies which you can not grab unless you activate a short term big claw power-up. This power-up allows you to grab any and all of the creatures in the water, as well as not having to worry about the size of the enemies slowing your claw down. It can also reach a little bit further, so you won’t have to move all the way over to the left side of the screen to grab an enemy that’s down towards the bottom of the water. Along with the super claw, there’s also a speed power-up, and bombs which are all collectible as orbs, and mixed in with the sea creatures. You’re also able to get a couple of these power-ups free every 24 hours in the game’s store.
The controls in Mech Guardian might seem a bit confusing at first, but after the first game, they’re pretty easy to get. Tilting your device will move your guardian across the top of the screen, while a gauge at the bottom of the screen lets you control your claw movement. It might have been a little easier to get comfortable with if the claw control was put in up-side-down, as the lower half of a circle, but it’s not too bad as is. To shoot your claw down, there’s a button on the movement gauge, and all you need to do is tap it. For the power-ups, there’s 3 buttons on the left side of the screen, each with a picture next to it of the power-up they represent.
The graphics and music are fantastic, making this score chasing arcade game pretty immersive, especially with headphones. The almost steam punk styled graphics are nice and crisp, and with Mech Guardian being Universal, they look great on both the iPod and iPad screens. Along with the chilled out ambient type BGM, it creates a sort of bittersweet melancholy atmosphere.
Even though there’s just one mode, and an upgrade shop or something along those lines would have really helped to round out the game. With the price at $1.99, being Universal, supporting GameCenter with a leader board and 16 hard to snag achievements helping to add to the replay value, all pilled on top of the fantastic, high-quality gameplay, makes Mech Guardian very easy to recommend. SunTownship has definitely provided a top notch gaming experience, and I can’t wait to see what they bring to the table in the future. If you’re a fan of the genre, this is definitely a title you should squeeze into that folder of great arcade games that will be locked on your device for a long time.
With the insane amount of physics puzzlers in the AppStore, I generally wind up staying away from most of them. There’s very few that look like they incorporate some sort of new mechanic, but then after watching a gameplay video or trailer for the game, it usually winds up looking like just another brick in the wall, and it’s hard to get excited about something you feel like you’ve played a hundred times before. I felt the same way about Pebble Universe when taking a quick glance at the screen shots, but then saw a gameplay video, and was instantly intrigued. It seems the two man studio out of Sweden, Itatake.com, had something very special planned for their first foray into the iOS gaming world.
Unlike most other physics puzzlers, timing is very important in Pebble Universe. To progress through each of the 50 levels, you’ll need to time collisions between rocks just perfectly. In each stage, there’s a group of monsters, and to complete the level, you’ll need to destroy the monster king (the monster wearing a crown). To do this, you’re given a certain amount of little rock creatures to tap on, letting them roll down hills, or flinging them across the stage using fans, and crashing them into each other. Once they hit each other, they explode, raining bits of rock onto the monsters. Each monster that is hit with a piece of the rock creatures explodes, sending their horns, and eyeballs flying all over the level. If these bits and pieces of the monsters come into contact with another monster, that monster explodes, sometimes causing a huge chain reaction. If you hit the monster king before all of the other monsters, you’re docked points. The goal in each stage is to do this using as few rock creatures as you can.
As you make your way through the game, you’ll unlock different types of rock creatures. Some of which have bigger explosions, others send their exploded pieces straight up, while others have all of their pieces only fall downwards. Each one having a pretty big influence on how you’ll go about completing each of the levels. Also thrown into the mix are monsters that move around the environment, making the timing of the rock creature collisions even more important.
Of course, in all physics puzzlers, the physics are very important. In Pebble Universe, Itatake.com has done an amazing job getting the physics mechanics just right. The inertia of each object when it flies off of cliffs, or bounces off of something else, the angles of everything flying through the air after an explosion, the speed and general weight ‘feeling’ of everything is perfect. Even in the case of fans that only blow the bits of rock another direction after exploding have the look of real weight. It’s very clear that a lot of thought, research, effort, and work has gone into making the physics of Pebble Universe act and feel just right.
However, no matter how great the physics act and feel, it’s still kind of hard to actually get the game right without a lot of trial and error. Granted, a lot of great games come with that aspect, but even by the end of the second world, I felt that if the third world was included with this 1.0.1 build of the game, that I still wouldn’t be able to dive right in, and know exactly when to let pebbles go based on the level designs, rock physics, collection of pebbles, inclusion of fans, and moving monsters. There would still be quite a bit of trial and error involved, and I know there’s gamers out there that tend to shy away from that type of gameplay. But if you’re fine with, or even looking for a game that will have you playing a level once to learn it, again to get the timing right, and then a third time to try and max your score, Pebble Universe is a great game to check out. The satisfaction in seeing the chain reaction of monsters being set off is well worth the extra effort. And with the great physics, and movement of everything in the levels, there’s not just one specific solution for each of the levels. If you’re creative, chances are you’ll be able to have a blast with the game, while climbing the leader boards.
Sealing the deal are top notch graphics available in native resolution on both the iPhone and iPad, taking advantage of Universal support. Accompanying the great graphics, you’ll be able to track your scores through GameCenter, with Pebble Universe having 4 different leader boards, one for each of the 2 worlds, a total score leader board, and another separate board for the 6 extra bonus levels which can be unlocked while playing the game by hitting flowers that are set up in extra challenging positions. There are no achievements, but that doesn’t really hurt the replay value, with it being pretty challenging to hit all of the monsters in each of the levels, as well as unlocking all of the bonus levels. There’s also another world being worked on ATM, as well as an Android version (so those of you hybrid iPod/Android users out there – be sure and check it out in the Android market soon). With the price set at only $0.99, it’s very easy to recommend, and the high production values and unique gameplay make it even easier to add to our must-buy list.
Action Puzzlers have really found their place on the iOS. With titles like Robo5, Gears, Dark Nebula, Edge, Squirmee, Swingworm and loads more, developers have really taken advantage of the touch screen, and accelerometer capabilities of the iDevice, and at the same time, given us extremely entertaining and challenging gameplay. Angry Orange’s Glow Worm is one of the newest additions to the Action Puzzler genre, meshing together a nice challenge with arcade type gameplay, and toping it off with great graphics and tight, simple controls.
The goal in Glow Worm is to get all of the bacteria into your molecular orb. Doing this will not be an easy task, as you’ll need to avoid all of the hazards, make it through tough situations, and make sure that your glow worm does not run out of energy. As you guide more and more bacteria into your orb, you will gain little bits of energy for your glow worm, but not enough to be making mistakes around every corner.
In most levels, you’ll have to maneuver the bacteria around rotating X Cells, and avoid touching the Red Cells, which destroy the bacteria on contact. To clear a level, you need to guide every bacteria to the molecular orb. Missing one, like having one bacteria touch a red cell, or leaving it out in the open, or running out of energy will result in a failed level, though this doesn‘t become apparent until you actually complete what you can of the level, and nothing happens. Having no leeway with how many bacteria you need to collect to move on from level to level can get pretty frustrating, but that’s where the challenge comes in. However, there is almost always a pretty thin line between all out frustrating, and challenging. In the levels where the rotating X Cells cause the bacteria on both sides of the level to move on their own towards red cells, giving you hardly any time to collect them before they’re destroyed can seem a little unfair, but if you’re quick, it’s definitely possible to complete. Thankfully, Angry Orange has done a very good job walking the line of challenging while keeping the game fair.
To collect the bacteria, you’ll need to place your finger on the glow worm, and drag where you want to move to. Once you’re in position, tapping on the worm will cause it to turn into a magnet of sorts, drawing all the bacteria that’s within range close to it. Here is where the energy of the glow worm comes into play. You only use energy when the glow worm is acting like a magnet, so you’ll need to activate it, and then quickly turn this ability off, having the bacteria use the inertia to keep moving in the desired direction. If you keep the glow worm’s magnetism activated while dragging the bacteria all the way to the orb, you’ll run out of energy very quickly.
Right now, Glow Worm is $0.99, and Universal. There is no GameCenter or OpenFeint support, and no in-game achievements. There’s also only 18 levels, and with the strict level progression guidelines, there’s no star ranking system like in most puzzlers, leaving little to no room for replay value. But the graphics are nice and crisp, the BGM is great, and fit’s the feel of the environments, while the gameplay is challenging enough to keep you busy for a while. If you’re easily frustrated by puzzlers, Glow Worm is probably a game you’ll want to stay away from, but if you’re looking for a challenge, and don’t mind low replayabilty, and no online support, it’s a game that’s worth checking out.
Physics based puzzlers have pretty much gone overboard in the AppStore, with at least 2 or 3 being released every week, and that’s not counting the massive amount released by unknown developers. Because of this, it’s obviously pretty hard to find a title within the genre that will keep your attention beyond looking at the screen shots. Coffee Powered Machine, a two person development group based out of Argentina, took a risky chance having their first iOS release fit into the already cramped physics puzzler genre, but with Gravity Fleet, C.P.M. introduced enough fresh mechanics to keep players hooked from beginning to end.
Gravity Fleet places you in space, going up against invading aliens. You’re able to use the gravity of nearby planets, and sometimes their moons, to fire an array of different missiles at the invaders. There are 8 different worlds, each with 10 levels, and as with almost every other iOS game, a 3 star ranking for each of the 80 levels. Depending on how many missiles you use and how much health each of the planets have when you destroy the last enemy, your score will rise, and the stars are given to you based on your final score.
With each of the stars that you collect, you’re given 5 coins which you can spend in the shop. You can also earn coins by destroying more than one enemy at a time, and you are also given coins by the game when it wants you to buy something in the shop, or a power-up to use in a certain situation. There are consumables which can help you quite a bit if you’re stuck, like a “Gravity Visualizator” which shows you the path your missile will take based on the planet’s gravitational pull, shields for planets, extra missiles, and “Precise Sight”, which will show you exactly where your missile will land. These consumables are priced fairly reasonably, and you can also gain them in-game with random item drops when destroying enemies.
There are also permanent items which you can purchase; different ships, which are only cosmetic, and different assistants, all of which have a special perk like a 20% more chance to drop items, 20% larger explosions, 30% extra health for your planets, and more. As you guessed, you can also buy coins with real money through IAPs, but these are not needed to complete the game, and are there for a quick speedup through the game, to make the game easier, or better yet, to support the developers.
What makes the game stand out is the missiles that you’re given. You start off with regular missiles, and from there, move up to missiles that have larger explosions, split into smaller missiles, lasers that cut through enemies, missiles that bounce off of objects and enemies, and even missiles that implode, sucking everything around it towards the explosion. To add to the difficulty, some planets have a moon, or moons, which rotate around the planets at a decent speed, as well as having some enemies which move instead of staying stationary. As well as having planets that can be destroyed, each of the planets has different gravitational pulls effecting how your missiles will arc around them, and there’s even black holes in some levels, sucking missiles away into oblivion.
Right now, Gravity Fleet is definitely worth the $0.99 price tag if you’re a fan of physics puzzlers. Being Universal helps quite a bit too. However, there is no GameCenter or OpenFeint support at the moment, but the developers are planning on adding GameCenter support along with new ships, new assistants, achievements, and of course, new levels. Coffee Powered Machine has definitely done a great job with their first iOS release, and will definitely be put on my list of developers to keep an eye on in the future.
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!!**
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.
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.
There’s no shortage of Match-3 games for the iDevice. Thankfully, there’s still developers that are creative enough to throw together a Match-3 title with elements that haven’t been done to death. Headlight Software happens to be one of those development teams, showing gamers that there’s still hope for new Match-3 games. Their release, Pawn’d, mixes elements from Chess with Match-3 gameplay, and it provides quite a bit of challenge and strategy.
Gameplay: 5/5
Pawn’d looks like your typical Match-3 game. At first, it looks like it might just be a Match-3 with a chess skin, but once you actually start playing, you notice right away that that’s not the case. You’re able to move the tiles like they move in chess. Your queen pieces can move in any direction, your rook can move left, right, up and down, bishop moves diagonally, and so on. With these movement restrictions, you’re job is to come up with matches of 3 or more of the same pieces.
Pawn’d has 4 different modes, each offering up a pretty significant difference in gameplay. Practice’d Mode has no time limit, and the goal is to come up with 15 matches for each of the pieces. 15 pawn matches, 15 knight matches, etc. You’re scored based on how many moves it took you to get all the matches, and how big your matches were.
Clock’d Mode gives you 30 seconds to make as many matches as you can, scoring you based on how big your matches are, and how many moves you can pull off in the time limit. Poison’d Mode gives you specific pieces which you need to match in a certain amount of moves. For instance, you always start off with a queen tile needing to be matched. In the corner of the tile, there’s a number, this is the number of moves you have to make a match with that piece, or else the game is over. After you match the piece, another piece will need to be matched in a certain amount of moves, with the amount of moves slowly dropping, based on how many moves it took you to match your last piece, until a piece’s counter drops down to zero. There is no time limit with Poison’d Mode, so you’re able to really think everything through.
The last mode is Pawn’d Mode. This mode is a bit more complicated, and requires quite a bit of strategy and thought to score big. You’re given 8 pawns, and once you run out of them, it’s game over. Now, you’re not able to use these pawns, they’re kept track of up in the top right corner. But you’ll loose a pawn if you make a match and it’s only a 3 tile match. The only way you will keep a pawn, is if you make a move, and it’s either a 4 or more tiled match, it causes a cascade of matches, or your move results in two 3 tile matches (like switching a rook and a knight, and having both pieces complete a 3 tile match).
Something that adds even more to the strategy of the game, is that you MUST create a match with the piece that you’re moving. You can’t move a piece, and have the piece that was swapped out of place result in a match, it won’t count. Another mechanic that adds to the strategy is that the pawns switch directions with each turn, meaning that when you begin a game, you can only move pawns up, and with your second turn, you can only move them down.
Graphics: 3/5
Now, most gamers know that graphics are not what makes a game great, though there are certain games that benefit from the additional work put into the environment, atmospheres, and all the graphical design, great graphics are not required to make a great game. Pawn’d’s graphics aren’t really anything to write home about, but they work. The animations are smooth, and the explosions for getting a 5 tile match look great. Games like Call of Atlantis, Xenocube, 7 Wonders, and others, have shown that very polished and expressive graphic design fits in very well with Match-3 games, but Pawn’d shows that super detailed pieces, backgrounds, and environments are in no way needed to make a great Match-3 game.
Replayability: 5/5
As with other Match-3 games, the replay value of Pawn’d is pretty high, and even more-so once you factor in the GameCenter support with 19 achievements and 8 leaderboards. The drive to better your score, and build on or shrink the amount of moves is definitely there, and will keep you coming back to the game again and again.
Overall: 4/5
In a genre that’s been done to death in the AppStore, Pawn’d shows that there’s still room for creativity and expansion. However, how much you like the game will be pretty much directly influenced by how much you enjoy chess, and understand the game. The amount of strategy needed to score big, and compete on the leaderboards might wind up being a big turn-off for a lot of people, especially casual gamers. But if you’re looking for something new in the Match-3 genre, and are a fan of chess, Pawn’d is definitely a game that you need to check out. The assortment of Modes is great, so are the leaderboards, and general drive to better your scores and moves. Pawn’d is Universal, and Headlight Software is very supportive and active in the Touch Arcade Thread. It’s regularly priced at $0.99, but you can pick it up now for the low-low price of FREE. It’s definitely a game you should check out if you’re even slightly interested in seeing how a chess/Match-3 match-up would work out if developed properly.
**Right now, Pawn’d is on sale, and you can download it for FREE**
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.