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Space Frontier – 3.99 (DigitalFrog)

Sci-Fi Sim Adventure. The genre’s completely new to me, but I don’t think I could have picked a better game to introduce me to the genre than DigitalFrog’s Space Frontier. Starting off, it has a great interactive tutorial that’s very easy to understand and shows you exactly what you need to know in order to make it through the game. During the tutorial, you’ll notice how much work has obviously gone into creating a great looking universe to play in, with loads of details, great object and item designs, and a fantastic atmosphere.

So, the whole object of the game is to build houses and make money, out in space. There will be some competition, especially from a character named Felipe, and his android, Doomsday, both with egos larger than the solar system you’ll be competing in. There are a bunch of little things you’ll need to keep your eyes on while you’re in the process of trying to build and make money. The sector that you’re building on will have a safety meter, which slowly decreases as you progress through each level, you’ll need to spend money to constantly keep this meter as high as you can so that your sector is not hit my an asteroid, which could destroy or damage buildings. Also, building your different types of houses requires you to spend minerals, which you will need to buy to replenish, as well as requires you to have enough robots to build them. This means that if you have 4 robots, you can only build a couple houses at a time, sometimes only one building at a time, depending on how many robots it takes to build that specific object.
After you build a house, it will start to earn you income. The total income you have is shown in your ‘income bar’ which is constantly being filled up. Once it becomes full, the income in the bar is transferred over to your bank, and once it’s there, you can spend it, buying more minerals, increasing your sector’s safety, buying more robots, or even buying the A.I.’s buildings. Each building can be upgraded, which will increase it’s amount of income, but can only be leveled up 3 times. It is worth leveling up all of your buildings, as it can more than double it’s original income amount. You’re also able to terraform your houses, giving the sector more O2, and increasing your income slightly as well.
Now, I know this technical stuff sounds kind of boring, but if you’re into simulation games, I think you know where all of this is going. There are 40 missions, or stages, that you’ll need to complete in order to beat Felipe. Each mission gives you certain tasks which you must complete in a given amount of time. You aren’t necessarily required to beat this time, but Felipe’s time is marked on the timer, and if you want to beat him, you will need to beat his mission times. As you progress though the game, you will unlock more and more buildings which will help you gather income, raise money, and fund the sectors. You are able to build, buy, sell, and destruct buildings, each of which has different attributes, different amounts of income, and effects your sector differently. Each time you start a mission, you are given a certain amount of cash in the bank, a certain amount of robots, and a certain amount of minerals, once the minerals and original bank money is depleted, you will be required to refill these on your own.
It might take multiple tries to beat each of Felipe’s times, but once you get the hang of everything, and multitasking, constantly keeping your eyes on the sectors safety, income, bank, minerals, and task progression. One thing I would absolutely love to see added in the future would be GameCenter. DigitalFrog has provided an in-game leaderboard that connects to their servers, which does help with the cheaters on GameCenter, but it takes away from competing against your GameCenter friends. Thankfully, there are in-game achievements. 54 to be exact. Some gamers love it when developers have their own leaderboards and achievement systems. I happen to be someone who happens to like when developers do this, but do understand why people want GameCenter integration. Still, it’s hard to say that no GameCenter is an issue when the developers do such a great job with their own in-game leaderboard and achievements like DigitalFrog has done here. You are awarded scores based on how quickly you complete the missions, and you can replay each mission, so making your way up the leader board, as well as competing against Felipe’s times does add quite a bit of replay value to the game. There’s also a Casual Mode that’s unlocked once you complete all of the regular campaign missions. For my first Sci-fi Simulation Adventure game, you can color me extremely impressed, and be sure that I’ll be searching the AppStore (and Steam) for more games in this genre. $3.99 is really a great price for the amount and quality of the content provided here with Space Frontier, and better yet, it‘s Universal! If you’re a fan of the genre, it’s one title you definitely need to check out, and if you’ve never heard of the genre, Space Frontier is probably one of the best, if not the best, game that you could first get, as you’ll end up being hooked from the moment you complete the tutorial levels.



Infect Them All: Vampires – 0.99 (Magic Cube)

Magic Cube’s Infect Them All holds a special spot in my heart. It was released around the time I started loosing faith in casual iOS gaming. More and more developers were diving into the IAP scene, making games that pretty much showed gamers how they were truly viewed as consumers instead of gamers or fans. Then along came Infect Them All from a company I previously hadn’t heard anything about, and I was hooked.

Now, after hours upon hours of gameplay with Infect Them All, Magic Cube’s sequel, Infect Them All: Vampires has just been released. There’s not too much of a difference between the two titles, they both include a Campaign, Infinite Campaign, Survival, and Blitz Modes, they both control the same with either tilt or virtual joystick options, can both have a whole lot of enemies on the screen at once, both have 50 Campaign levels, awesome boss battles, and more. The biggest difference you’ll notice at first is that ITA: Vampires gives your character a special ability. With your first character, you’re able to attack humans by hitting an attack button, causing your vampire to jump and slash twice in the direction you’re tilting or pressing on the joystick. After you attack humans, a reaper will appear above all of them that were in your way, and you can either let them die, or jump on them quickly to infect them, making large groups of humans easy targets.
There are also upgrades, like in the original, but this time around, there’s a few more upgrades that you’ll be able to buy, considering the special abilities that each vampire has. The upgrades this time around are set-up in branches. You’ll need to upgrade certain perks before you can upgrade others, leading to more attacks, stronger attacks, and yes, the typical more health, quicker movement, and so on. But the abilities really do add quite a bit more to the game than you would think, adding more strategy, more action, and quicker, more arcade-like gameplay.
As in the original Infect Them All, you will need to infect a certain amount of humans before Survival and Blitz Modes are unlocked; 5,000 to unlock Survival, and 7,500 for Blitz. It does seem like quite a bit, but after you get through the first couple of levels, infecting 30 humans a stage is not too hard, and much, much more (up to about 75) in the later levels, all of which are re-playable, will unlock the extra modes in no time. The two extra characters are also unlocked based on how many humans you infect. The first character unlocks at 1,000, and the second at 3.000, so you’ll have all 3 characters to play with before you unlock the extra modes, giving you adequate time to upgrade all their skills and abilities before taking on the harder modes.
Infect Them All: Vampries is supported by GameCenter and OpenFeint, having leaderboards for each of the game’s modes, and 23 achievements. Considering you can re-play levels, the main boards most gamers will be competing on will be the Survival and Blitz boards. But if you want to play and re-play levels, trying to get into the top 10 or so scores for the Campaign Mode, get ready to sink a good 40 hours into the game. At $0.99, it’s a great buy, especially if you enjoyed the original Infect Them All.


Wizard Ops – 0.99 (Phyken)

Shoot-em-ups have become a fairly popular genre within the iOS gaming crowd. Thankfully, the 3rd person rail-shooter genre hasn’t been left out of this revolution. Games like Dark Break, Denizen, ExZeus, TheMars and the more open ended Battle 3D: Robots Sky have given iOS gamers endless hours of Space Harrier type 3rd person rail-shooting excitement, though sadly, it’s far from the amount of shmups that can be found within the AppStore. Hopefully with the growing hardware, more and more 3rd person rail shooters will be developed. Until then, we can add Wizard Ops to this small list of games, developed by Phyken, you’ll guide a Wizard through 6 levels of hectic action, as well as have an endless survival level to try and play through.

Granted, 6 levels does seem short, but the replay value is fairly high, and there’s apparently more levels coming in the future, and at the current price-point, it’s hard to get upset when the 6 levels can be played over and over again to earn more coins which let you unlock any of the 18 total weapons that you can mix and match, equipping 2 at a time, along with the endless survival level offering up hours upon hours of gameplay.
The controls in Wizard Ops are fairly well implemented, having the player touch on the bottom of the screen in the “touch area” to control aiming and left and right movement. There are some areas where you’ll be able to move up and down as well, which is also controlled by sliding your finger along the bottom of the screen.
Now, I’ve already said that there’s 18 weapons, but getting into them while talking about the controls is probably a good idea, because there’s quite a few of them that auto-target, but in a nice way. You won’t be able to just stand there and let these auto-target weapons go to town on all the enemies, instead, you’ll need to scroll over the enemy with your aim, in order to enable auto-targeting. Other than that, almost all of your weapons will shoot straight in-front of where your character is. There are a couple that toss out bombs, or have a spread shot, but basically, you’ll be shooting right in front of your character, and with the 3D onslaught of bullets coming your way, actually getting enough shots off to kill the enemies can sometimes be a challenge, especially in survival mode, where the difficulty ramps up fairly quickly. There will be some gamers out there who feel that the 6 regular levels are fairly easy, especially those of you who are in to bullet hell gaming, but not to worry, the survival mode has the difficulty to keep you hooked for quite some time.
There are pick-ups in the game, with each enemy dropping a bronze, silver, or gold coin, health drops, and even some guns are dropped in-game. If you already have the gun, however, it will automatically be sold, usually for about 300 coins. A major difference with the survival mode is that there are no health drops. So along with even more hectic bullet play, and an increasing difficulty, you won’t be able to regain health, adding even more of a challenge to the endless play.
For those of you who are worried about IAPs, and are wondering if this game’s shop is pushed towards them, you can take a deep breath, and rest easy. There’s NONE. That’s right, an out-right FULL game for $0.99. Better yet? It’s Universal! And aside from the short regular campaign time, having only 6 levels, it’s hard to even bring that up as an issue since they’re all replayable, there’s an endless survival level, and there’s more levels to come. If you’re a fan of 3rd person rail shooters, or even if you aren’t big on them, but love action filled arcade-based games, Wizard Ops is definitely a title that deserves some attention. I, for one, am really hoping that it sells well so that not only can we get the planned more content, but also see more from developer Phyken. The game looks great, plays great, has tons of action, and essentially endless replayabilty, all without any added IAPs, what’s not to like?


Corridor Fly – 0.99 (Gripati Digital Entertainment)

Tunnel racers are fairly popular on the iDevice. The utilization of tilt controls, along with pretty simple gameplay appeals to casual and hardcore gamers alike. The most recent addition to this genre is Gripati Digital Entertainment’s Corridor Fly.

The game does take a little bit of getting use to. You’re able to fly all around the tunnel you’ll be racing through by using the iDevice’s accelerometer controls, along with a button on the bottom left to tilt your aircraft sideways, and a button on the bottom right to use whatever power-up you might have stored. This wouldn’t normally be too hard to get acclimated to, but Corridor Fly’s collision detection seems to be more than just a tad off, and with the doors closing in on you as you try and make it through them. But usually, you’ll end up crashing without touching anything. It’s the worst when you’re basically right in the center of the tunnel, and the doors are just starting to move towards you from the sides, and your ship blows up with just the edges of the doors showing. This is even more upsetting because the trailer doesn’t really show the collision detection as being this bad.
There’s also the issue with the IAPs. ITunes does not list them all, but here they are; 5,000 coins for $0.99, 10,000 coins for $1.99, 20,000 coins for $2.99, 30,000 coins for $3.99, Aircraft 2 is $0.99, Aircraft 3 is $1.99, and unlocking all the Aircrafts will cost you $3.99. So far, I’ve got about 20-30 coins per game. Even better? I have no idea what the coins can be used for. In the shop, there’s only options for IAPs. There’s no upgrade areas, and you can’t buy the extra ships with coins, you’ll buy them with stars that are fairly difficult to earn in-game. Another little issue, once you do finally get a star, a pop-up telling you that you earned a star comes up, and you have to hit okay. 4 times. It keeps popping up.
Now, I guess all of this isn’t so bad. If you play the game enough, you should eventually learn how to get your ship through doors, and deal with the poor collision detection, as well as get good enough to earn enough stars to maybe unlock the ship that costs 2. But you might not even get that far. The loading screen takes, literally, a minute and a half to load on a 4th gen device. With the graphics far from being amazing, and the gameplay usually lasting about 20 seconds, most people will not sit and wait over a minute for the game to load.
All of this seems really bad, and it kind of is. With the amount of really good tunnel racers out there, it’s hard to recommend Corridor Fly. All of these issues could be fixed in an update, and hopefully they all will, but it’s not looking promising, with no iTunes reviews, and only 34 GameCenter scores, it doesn’t look like sales will be pushing a quick update to be submitted, if at all, but if one does come, you know that we’ll keep you informed of it.


Inertia: Escape Velocity – 1.99 (Red Fly Studio)

Anti-gravity platformer games are really un-explored territory when it comes to iOS games. Actually, I can’t really think of one title that has taken complete advantage of gravity mechanics. Until now. Inertia: Escape Velocity, developed by Red Fly Studio, could very well be the first iOS platformer game to seriously manipulate gravity, using the mechanics as the core of the game, and they pull it off perfectly. I guess it should be brought up that Red Fly Studio has built Inertia: Escape Velocity expanding on award-winning gameplay that won Best Non-Professional Game, Achievement in Gameplay, Technical Achievement, and Gamers’ Choice Awards at DICE’s Indie Game Challenge this year (2011).

You’ll guide a robot who has crash landed on a distant planet through 35 levels, collecting items that you can use to put your ship back together. The fun part? You can manipulate gravity, and use a ton of interesting objects to get you through hazards and around difficult corners of the levels.
Now, we’ll get to the physics in a second, let’s go ahead and get everything else out of the way first. Graphics; The graphics in Inertia are top notch. On retina display, the game looks absolutely beautiful. The character model is done perfectly, and the animations for movement, jumping, even landing, and landing after moving in the air fairly quickly, which is an awesome looking animation, with the robot skidding on the ground in a great pose, are all perfect. The backgrounds you’ll be playing against are eerie, and immensely add to the great atmosphere of the game. As for the foregrounds that you’ll be running around on, they are put together in incredible ways. The actual level designs, and paths that you’ll need to take in order to progress through the game are, to say the least, very well thought out, but the actual objects used to put these levels together are fantastic. Utilizing rocks, and what looks like the landscape around the planet, every piece of the level, every platform, and wire hanging down fits perfectly together, and adds to the aesthetic feel of the whole game. In short; The whole graphical design and layout of the levels, backgrounds, environments, objects, items, everything within the game, is sheer genius.
The one bad thing about it all? On an iPod screen, your character is a little under a centimeter. The game does automatically zoom in for some sections, but not often. This does allow for large portions of the levels to be shown to the player, but can take a little getting use to, and really, you might never get use to it. The game feels like it’s not meant to be played on the small screen, and will most likely have you wishing you owned an iPad, or that your iPod could hook up to your TV for video.
Now to the core of the game; physics and controls. Control-wise, you’re given the standard platformer layout of left and right buttons, along with a jump and secondary use button. This secondary use button brings us to the physics, and is your inertia button. Pushing it creates a small gravity field around your character, allowing him to use his momentum to keep moving in whatever direction he’s going until you let go of the inertia button, or he hits an object, sending him in another direction depending on what way the object is facing. If you can’t already imagine, a development team that uses these controls and core mechanics to their full advantage would be able to come up with some extremely interesting situations for gamers to play through, and Red Fly Studio just so happens to be a development team that has done this. Throughout the levels, you’ll be able to interact with walls that slow you down, speed you up, or make you stick to them, while using the inertia button. There’s also gravity fields that push or pull you towards them, fan-like objects that throw you in the direction they’re facing, walls that you’ll need to be going a certain speed to break through, areas that look like moving particles that are generally used on the floors and ceilings, pushing you up and down, angled platforms, and electric fields that you’ll need to avoid all mixed in with these interactive objects.
Inertia: Escape Velocity is, to say the least, a huge game. The 35 levels all have 3 badges for you to earn, one for completion, one for picking up all of the bolts in the level, and another for finishing the level in a certain amount of time. Getting each one of these will require multiple playthroughs. Once you beat all 35 of the original stages, if you want more, you can purchase another 24 levels, each called the Inferno levels, which are the original levels, but set up like challenge levels, with increased difficulty, and different objects to use, more hazards, and a certain amount of big red bolts to collect so that you can open up the Mastery Levels, which are 5 of the hardest levels in the game, each also having the 3 badges to try and snag, all for $0.99. The original game is $1.99, so for all of the levels it’ll be $2.99. But if you decide not to buy the extra levels, the original 35+ levels will give you quite a bit of gameplay, taking about 4 hours to complete, not counting all the hours you can sink into them going back trying to grab all of the items and beating the level times. For the price, Inertia: Escape Velocity is an amazing game, and a definite must buy. It’s very quickly moved up to the #4 spot on my top 5 games of the year, making it incredibly easy to recommend to any and all platform and puzzle lovers.


BigBot Smash – 0.99 (Ayopa Games/Andrew Wang)

Full on destruction games are kind of a niche genre within the AppStore, there’s really only a couple of titles that I can think of using destruction as a core mechanic, Destructopus, Robot Rampage, and to a lesser extent, Blast Zone Mega, and Burn The City, which is really more in the line of an Angry Birds type physics puzzler, but you get the idea. It’s not a genre that’s been well expanded on. Andrew Wang, and Ayopa Games (W.E.L.D.E.R., Chicken Rescue) are giving us one more title to add to that very short list. Inspired by the classic arcade game, Rampage, and taking influences from The Simpsons and Futurama, as well as trying to incorporate the customization of Mechwarrior, BigBot Smash is now available for our iDevices, and fingertips that are hungry for destruction.

To start it off, the controls in BigBot Smash will take quite a bit of getting use to, but once you do, even more problems show their face. There are two different control schemes included in the game. The first control method uses the iDevice’s accelerometer, tilting to turn the world that you’ll be destroying. This can be extremely difficult to use, as you’ll need to turn your device completely around to turn your robot around, and tilt it in pretty uncomfortable ways to turn. Tapping on the screen controls your robots projectiles, and tapping on the robot will make it jump. If you tap on a building that is close to the robot, it will smash it with it’s fists. Here’s where it gets even more difficult. If the building is just a little bit too far away, you’ll shoot at it instead of smashing it, which takes up quite a bit of time, which can be pretty frustrating in the Speedrun Mode, but outside of the Speedrun Mode, it’s just bothersome. Tapping on your robot also does not always make it jump, sometimes it will jump, and other times it will destroy the building right in front of it. There are touch controls as well, which have the same sort of issues as the tilt controls, except you won’t be tilting your device in uncomfortable ways, instead, you’ll be dragging your finger on the screen to change the robot’s direction. However, this also has it’s own issues, as more than half of the time, dragging your finger across the screen is registered as a tap, and will result in the robot shooting it’s projectiles. It’s not so bad that you won’t be able to play the game, but once you hit stage 4 in the campaign mode, and the game gets a little more hectic, you’ll be constantly wanting to turn the game off out of frustration. The same goes for the speed demolition and survival challenge modes, once the game reaches that point where the action picks up, the controls become a real issue.
The graphics are decent enough, and the draw distance is great, especially considering how many objects are on the screen at one time. Even after you destroy a couple buildings, and the debris is laying all over the ground, the draw distance hardly suffers at all, which is very surprising.
If you can look past these, especially the control issues, which could be fixed in an update, BigBot Smash does have quite a bit of fun gameplay at it’s core. Using three different robots, each with their own strengths and weaknesses, you’ll smash buildings, blow up buses, police cars, squish people by walking on them or jumping onto them, and shoot them with your lasers, which will give you a nice little laugh when the sound effects for this go off, and you can hear the people scream when they die. In the campaign mode, you’ll need to destroy buildings, looking for pieces of your robot girlfriend. Within most of the buildings are parts that you can use to upgrade parts on your robot, along with some power-ups, and recharging items. In the speed demolition, you’ll need to destroy a set amount of buildings before the clock runs out, and in survival mode, you guessed it, you stay alive as long as you can. Both of these extra modes will have you collecting bits and pieces to upgrade your robots as well, but are not saved or transferred over to the campaign robot, so you’ll start from scratch every time you start to play in these modes.
For $0.99, it’s not a bad game by any means. The controls can be worked with, and might actually just have so many issues if you’re playing on a small screen. Gameplay videos on the iPad show the game in a completely different light, and since the game is Universal, you won’t need to buy an HD version to find out. There are GameCenter leader boards, though only for Survival and Speed modes, but do have 48 achievements to try and grab. There is quite a bit of replay value, and the core gameplay looks like it could be great fun. But until an update hits with some tighter controls, it’s hard to really give the game a fair play on my small screen, but I’m excited about having the opportunity to.


Act of Fury: Kraine’s Revenge – 1.99 (Forge Reply/DarkWave Games)

Shoot-em-ups have expanded quite a bit since Cave hit the iOS scene in April of 2010. However, very few games have done what Cave’s releases have done for the scene, so it’s nice to see a developer realize this, and take the genre in completely different direction. DarkWave Game’s new title, Act of Fury: Kraine’s Revenge, is a different kind of shmup for fans of the genre. A game in which, instead of shooting your enemies down, you get as close to them as you can, disabling their systems, and taking them down with a tornado like force that surrounds you.

To start things off, the graphics in Act of Fury are great. I have run into some slight jumping around of the screen when the levels start to scroll left or right, or zoom in and out, like when an air-strike comes in, however it’s nothing game-breaking, but is noticeable, and should be brought up. Aside from this, the variety with enemies is nice, the 4 different environments look great, and the animations are fantastic. The music and sounds go along nicely in passing on the feel of the world in Act of Fury as well.
Gameplay-wise, you’re able to use two different controls schemes, both involving relative touch controls. One gives you a 2:1 movement ratio, while the other gives you a 1:1 ratio. Generally with shmup games, a 1:1 ratio is preferred, so it’s nice that DarkWave included it as an option, but the whole game plays and feels better with the 2:1 default movement. There’s 9 Stages, each with a Normal, and Hell difficulty mode. In the Normal Mode, you’re able to disable enemies projectiles by attacking them (moving next to them), while in Hell Mode, the enemies will keep firing at you no matter what. There are items that you can pick up by destroying buildings, extra lives, bombs, shields, and items that stop time, but if you don’t use an item that you’ve picked up before you pick up another one, it’s gone forever. A big part of the gameplay is waiting until there are multiple objects on the screen that you can destroy, and trying to destroy them all at once, building up your combo, and Fury bar, which is displayed under your health bar, and increases your damage radius, total damage, and increases your score quite a bit. Mastering how to build up your Fury gauge and destroy as many destructible objects at a time is the key to scoring big.
Each of the 9 stages offers 3 star ranks which are based solely on your score. Not at all on how many times you get hit, or how many lives you loose, which is fairly different from every other shoot-em-up game out there. You’re then able to use the stars that you earn to ’buy’ upgrades and power-ups in the shop. There are some more powerful upgrades that you can only use in Hell Mode, which helps drive players to play the Harder Difficulty after beating the Normal Mode. You are able to change how you allocate your stars for power-ups before each stage, so experimentation does come into play, which is a great addition to the core gameplay. I should mention that ,right now, there seems to be a problem with a couple of the stage’s rankings, but is being worked on by the developers and gamers, and a fix for the one or two levels with un-balanced score/star rankings should be available fairly soon.
Act of Fury is a very interesting addition to the shmup genre. It does a fantastic job of mixing the Spirit/Bit Pilot/Silverfish type mechanics with shmup influenced gameplay, and presenting it all in an extremely polished and well rounded package. There are GameCenter and OpenFeint leader boards for each of the 9 stages in both Normal and Hell Modes, as well as a total score leader board for both Modes, along with 32 achievements, all adding immensely to the replay value, which, once you get into the Hell Mode levels, is already fairly high. With the price being $2, it’s definitely a game that’s worth every penny, and then some, especially if you’re a fan of the shoot-em-up genre. Act of Fury also runs on 2nd GEN devices, which, with this genre, is fantastic news.
Act of Fury: Kraine’s Revenge gets a score of 4 out of 5.


Unknown Defender – 0.99 (P@ssword Studio)

With enough titles being released in the AppStore, a lot of them start to play similar to one another, and it’s not too often you’ll come across a game with some interesting mechanics. Lucky for us, there are developers out there that see and recognize this, and don’t want to just make a game that’s like other games, but a game that brings something, not necessarily new to the table, but something that‘s not done often, and can actually pull it off, fitting it into their game flawlessly. P@ssword Studios first release into the iOS scene just so happens to be one of these titles. Unknown Defender, a base defense arcade shooter in which you’ll need to mix up different types of energy to make new types of projectiles, also researching your opponents, and finding out what types of energies they are resilient, and which they are weak against.

The controls in Unknown Defender are pretty simple. You’ll drag your finger across the screen to control which direction you want your gun to point, and then tap on the different energies you have unlocked at the bottom of the screen to fire. Each different type of energy has a certain amount of shots in storage, so you’ll need to be careful when deciding what to shoot at the enemies. After the 5th Stage, you’re able to mix the energies you have unlocked, and can create much more powerful shots. To use these, you’ll need to make sure you have enough of the energies stored up, and then tap on your cannon, which will bring up a menu, brining the game almost to a stand-still, then deciding which mixture of energies you want to fire at the enemies heading towards the bottom of the screen. Once enemies make it to the bottom of the screen, they’ll start attacking your base. There are some enemies that will start attacking with projectiles of their own once they’re about halfway down the screen, which makes for some added strategy in deciding which enemies are a higher priority.
After each Stage, you’ll be able to upgrade your defense, and energies. Here, in the shop, you can unlock energy, upgrade it’s storage, recharge speed, your base’s defense, the mixed energy cool down time, and more. It’s here that you can also mix your different types of energy to create new projectiles. You’re given 18 slots to fill up, each with 2 different types of energy, and later in the game, 4 different types of energy. There are 34 total types of mixes you can make, so experimenting is key. You’re also able to see what types of enemies you will be facing in the next stage, here in the shop area. You’ll get a picture, along with a short description, and details as to what the enemy’s resistances and weaknesses are. Once you’re set, and feel comfortable, you can move on to the next stage.
Unknown Defender can be fairly challenging, especially when you’re new to the game. However, if your base looses all it’s health, “the machine” will turn back time, and let you face the Stage in an Easy Mode. If you fail again, you can keep replaying the Easy Mode.
After you get more accustomed to the game, there’s two more modes alongside the Normal Mode. Rush Mode, which offers weaker enemies, but more of them, and an Extra Mode, which is pretty much a Hardcore Only mode, offering the hardest challenge. Both the Extra and Rush Modes offer the same type of upgrades, and Stage 5 Mixing Energy options that the Normal Mode offers, but with different types of strategies involved. There are only a certain number of Stages in each Mode. Normal Mode has 25, while Rush Mode has 30, and Extra has 15.
For $0.99, it’s an excellent take on the base defense arcade shooter, offering multiple types of gameplay, and strategy, along with loads of experimentation with upgrades and energy mixing. There is no GameCenter or OpenFeint support, which does take a bit away from the replay value, as well as the drive to get the best score you can. It can also feel like your finger that’s controlling the direction of your gun gets in the way quite a bit, though, with the current set-up, and gameplay. But it’s fair to say that P@ssword has given gamers quite a bit of gameplay, with pretty interesting mechanics that are definitely worth checking out if you’re tired of the same games being basically re-skinned and sold within the AppStore. Here’s hoping they stick around, and release, at least, a couple more games for the iOS in the future.
Unknown Defender gets a score of 7 out of 10.


Space Tripper – 3.99 (True Axis/PomPom)

The Tilt To Live and Shmup genres have been mashed together a few times, and have had extremely nice results. FlipShip and Blue Attack come to mind right off the bat. Though it’s no surprise really, as the whole Tilt To Live genre is basically bullet hell without any bullets, dodging and weaving through enemies like you would a bullet onslaught in a Cave title. True Axis (Jet Car Stunts) is the most recent publisher to see the potential with this genre, as they’ve released PomPom’s title, Space Tripper, their highly anticipated iOS port of the PSN and PC game, Astro Tripper.

In Space Tripper, you’ll shoot and dodge your way through 14 levels, split up across 4 different worlds, of wave-enemy battles, with quite a few boss fights, and even a task or two to mix things up, all building up to a final boss battle that could very well cause your heart to explode from adrenaline. One of the first things you might notice about Space Tripper, if you’ve never played it before, is that it is set up more like a shooter than a Tilt To Live type game, making it more reminiscent of Blue Attack than FlipShip or any other TTL genre’d title. However, if you go into the game thinking it’s going to play like your typical shooter, you’ll be in for quite a surprise, and maybe even disappointment.
Space Tripper is controlled by tilting your iDevice, which is where the Tilt To Live comparisons come into play. There are no touch, or relative touch for that matter, controls, which might throw some people off, and in some cases, might result in a few lost sales. But if you go into the game thinking of it more like a TTL type game with more shmup elements than any other TTL title, chances are, you’ll end up pleasantly surprised. There’s also controls for flipping your ship left and right, which is done by tapping on the right side of the screen, and changing your shot from straight on to a much wider shot, by tapping on the left side. The tilt controls are extremely tight, and work very well within the game. There’s tilt sensitivity options if you’d like to try and make it tighter, and an option to set up calibration, which, for some reason, is often forgotten in tilting games, which the only reason I’m bringing it up. The graphics in Space Tripper are ported amazingly well. Even though there aren’t as many particle effects as you’ll find in the PSN version, it definitely doesn’t look dull. A lot of the environments are almost reminiscent of R-Type, as are a lot of the enemies, though everything is done with 3D models, and very modern, it just has that old-school feeling about it all.
The level design is something that really should be brought up as well. The levels are not very big, but do scroll left and right as you move along, and a lot of the designs would be perfect for an FPS multiplayer area battle, with different levels, and great layouts. In a lot of the levels, you’ll end up spending your time on one side of the level, trying to take out an enemy that’s the cause for a ton of spawning enemies, while on the other end, the same enemies are forming an army while waiting for you to finish off the opposite side. This is where the 3D modeling for the levels can be used to your advantage, as you can fly over to the side holding the army, and come up over the edge of a ramp, swing from the bottom to the top portion of the screen, and then back off onto the ramp again, causing all of the enemies projectiles to either fly over you, or hit the bottom portion of the ramp, and then go back in for another strike.
You will need to be careful with how you handle all of the enemies though, as you won’t always have enough time to play cat and mouse with them, because all of the levels have a time limit. This adds to the already fairly high difficulty, and to the adrenaline you’ll pump out while playing Space Tripper. You’re given 3 lives in the beginning, and if you waste those, you’ll have an option to reset your score for one life. Don’t be fooled, even veteran Tilt To Live and Shmup players will have a fairly hard time with the game on Normal difficulty. The game is incredibly fun however, which will give you that ‘one more time’ thought over and over again, until you’ve wasted an hour of your life hammering away at a couple levels. The game is saved once you beat a world though, so you can come back and start a world with the lives that you had when starting that world, even after a game over, and once you finally do beat the game, you can try out the Hard and Very Hard difficulty settings, as well as the Score Attack and Challenge Modes that all provide an insane amount of replay value. On top of that, there’s OpenFeint and GameCenter integration, containing 21 different leader boards, one for each level in Score Attack Mode, one for each difficulty of the Campaign, and one for each of the 4 endless Challenge Levels. Not to mention the 8, incredibly hard to achieve, achievements.
Gamers have been waiting for this iOS port of Astro Tripper for quite some time, and even if you’ve got Astro Tripper, the gameplay in Space Tripper is different enough with the tilt controls that it’s basically a new gameplay experience. You’ll need to change your strategy, as tactics that are memorized, and fairly easy to pull off with a controller, are not to easy to pull off on a device utilizing tilt controls. $3.99 for this Universal game is a great deal, and one that any arcade, old-school, shmup, Tilt To Live, or adrenaline fanatic should jump on immediately. PomPom has definitely shown that they are the equivalent of Cave Inc. within the Tilt To Live genre.
Space Tripper gets a perfect score of 5 out of 5.


Ravenmark: Scourge of Estellion – 2.99 (Witching Hour Studios)

Strategy gaming is a genre I’m fairly new to. Not to say that I’m not fully immersed in it. Over the last 3 months, I’ve buried my head into quite a few RTS and Turn-Based Strategy titles. More often than not though, I felt as if they didn’t offer enough depth. There has always been the desire to have more control over an aspect of the game, or wishing that the story was deeper, the history of the characters revealed a bit more, and so on. Enter Ravenmark: Scourge of Estellion, developed by Witching Hour Studios.

At it’s core, Ravenmark is a very well fleshed out turn-based strategy game based on rock-paper-scissors mechanics. Each of the 4 different groups of fighters has a group that they‘re strong and another that they‘re weak against. But it’s everything that’s added on top of the core gameplay that makes Ravenmark a strategy game that stands out amongst the crowd.
The game focuses on Calius Septim, a young, but very smart member of the Estellion army. His older brother, Rebus, is constantly pushing him to his limits, while Calius’ superior officer has it in for him. Before each battle, you’ll get a short dialogue scene, moving the story forward, and letting you know why you’re moving to where, and what’s going on around you, but there’s also a Codex that you can read through, giving some background on the characters, the fighters you’ll be using, the lands that make up and surround Estellion, and quite a bit of the social, and spiritual information for the world you’ll be playing in, all expanding significantly on the story.
The gameplay is done in a turn-based manor, first with you giving all the orders, and then watching all of those orders be carried out. However, there are tons of different little aspects you’ll need to pay attention to, or else you could end up loosing big time. As stated already, each of the 4 different groups of troops you’ll be using has another group that they’re strong against, and weak against. Swordsmen trump spear-men, spear-men, cavalry, cavalry beats the archers, and archers over swordsmen. With this make-up, it sounds easy enough, right? Not exactly. You’re given a certain amount of Command Points per turn, with each unit requiring a command point to be given an order, and you will almost never have enough command points. Thankfully, there’s quite a few ways to deal with the lack of command points. You’re able to combine groups of the same troops, for instance, 3 groups of archers can all move next to each other, and then combine, making one formation. Doing this also gives that group of troops a special ability. In this case, archers are given double attacks, meaning all 3 groups are able to attack twice.
You’ll also command higher ranking officers, each of which has a special ability which can be used right away at the beginning of a battle, but then will need to recharge over a certain amount of turns before it can be used again. You’re also able to give Standing Orders to your troops, which helps save on command points, because once you give them an order, they’ll perform that order until it’s complete. You can command troops to keep moving forward, or follow an enemy until the enemy or the troops are dead, or keep them standing in one place, regaining HP. As if that wasn’t enough, you’ll need to keep an eye on what order all of the units move in. If you’re not careful, you could end up moving a group of troops to an area where an enemy just was, because that enemy was able to move before you. You’ll also need to keep track of which way your troops are facing, or else an enemy could wind up attacking you from behind, getting an extra bonus.
The graphics are extremely well done, with some of the best UI controls I’ve had the pleasure of having in a strategy game. The music, sounds, animations, everything within the game that’s surrounding the core gameplay and story is top-notch, and very easy to use, understand, navigate, and all comes together to form one of the best turn-based strategy games I’ve ever played. $2.99 is an amazing price for what the game has to offer, and is highly recommended for any and all fans of the genre, as well as newcomers. The tutorials are done very well, and you learn everything gradually, with the game essentially showing you exactly how to do each action, there’s not a whole lot of reading if that’s a turn off. Ravenmark is another game that shows that the iOS is capable of handling a hardcore title with plenty of substance and depth, and a game that gives iOS gamers wishing for more serious games to hit the AppStore another title to add to their list of definitive iOS games, as well as gives more hope for the future of iOS gaming.
Ravenmark gets a perfect score of 5 out of 5.