Adult Swim has published some fantastic games over the last year. Monsters Ate My Condo, Bring Me Sandwiches!!, Snoticles, and more. But recently, a little title that really just seemed to really slide by a lot of gamers, Rocket Jump’s Major Mayhem got a huge, and I mean HUGE update. 3 new gameplay modes, a crazy amount of weapons and equip items and one of the most requested features, GameCenter achievements (100 of them!) have all been added to the game. Major Mayhem has also gone free, following the freemium trends with the hopes of recouping some of the costs of development. Not to worry though, as this has got to be one of the best paid to freemium conversions to ever happen within the AppStore.
Back in November of 2011, Rocket Jump released Major Mayhem. Being published by Adult Swim, and having a bunch of advertising done on late-night TV, and across the net, it was pretty surprising that the game didn’t really sell too well. Maybe it was because gamers were hoping for some more strange and goofy games after Monsters Ate My Condo and Bring Me Sandwiches!, maybe they were let down by Shadowngun and EPOCH, and didn’t really want to take another chance on the cover-based shooter, but whatever it was, Rocket Jump dove back into the game to try and make it stand out in the AppStore, and recoup some of their losses at the same time.
One week ago, the Version 2.0 update went live, and I, along with others, were thoroughly impressed with the new game. 3 new gameplay modes, TimeBomb, which has you trying to get the best score you can in 60 seconds, Arcade, which has you go through the levels in random order trying to get the best score you can, without getting any health drops throughout the game, and Survival Mode, which has you trying to survive a whole world without any continues. Not only were new modes added, but a whole gang of power-ups, weapons, and cosmetic equip items were thrown into the mix as well.
On top of all of this, the game was converted to a freemium title, with the hopes that more players would pick it up for free, see how much content the game has, and how incredibly fun it is, and want to support Rocket Jump by purchasing the game’s new currency. Those who still had the game on their device when the update hit also got 20,000 coins, which would have cost them about $1.99 with the new IAPs, as a little thank you. However, not many people did still have the game on their device, but luckily, the IAPs are very unobtrusive, and are not required to unlock or purchase anything new in the game. You’re able to unlock every game mode, and purchase every new weapon and cosmetic item just by playing and progressing through the game.
Back when the game was originally released, a lot of players were upset that there weren’t any GameCenter achievements. These have also been added to the game, and not just a couple, a whole mass of achievements and objectives were included. Now, you can try and unlock the 100 GameCenter achievements, as well as try and grab all 150 and the game’s objectives. Set up like Jetpack Joyride’s objectives, every time you earn 3 or 4 of them, you gain a new rank. You’re also awarded with a random prize for every rank you reach, as well as 50 coins for each objective you complete. With the GameCenter achievements, you’re given even more coins, depending on how many GC points the achievement is worth.
Major Mayhem’s move to freemium is easily the best I’ve seen happen with any game in the AppStore. It’s obvious that an incredible amount of time, effort, and work has gone into making Major Mayhem one of the best cover-based shooters available on the iOS, and it’s incredibly surprising that all of this was done for free, with the hopes that people would purchase IAPs. If you haven’t checked it out yet, now would be the perfect time. Rocket Jump has definitely proven that they are in it for the long-haul, and know exactly what it takes to go above and beyond to create an outstanding video game.
One of the biggest titles in iOS Turn-Based Strategy games, ironically enough named Great Little War Game, has finally come out with the sequel, Great Big War Game, and this time, Rubicon isn’t messing around. Including 50 single player campaign missions, a whole slew of skirmish maps, Pass & Play gameplay, and probably the biggest feature; Asynchronous Online Multiplayer. Great BIG War Game, indeed.
For those of you familiar with GLWG, Great Big War Game is basically more of the same. But those those of you who love GLWG, that is in no way a bad thing. At all. Great Big War Game picks up where the updates for GLWG left off, with more war advancing escapades from the General, Jenkins, and this time, a new female character, Candy. You’re also outfitted with more units, more vehicles, and, in general, just a whole lot more. For those of you who haven’t been lucky enough to experience the great gameplay of GLWG in the past, Great Big War Game is a turn-based strategy game that has you going up against the enemy, running a muck in turn-based warfare. It’s gameplay is simple enough that newcomers to the genre can dive right in, but gets complex enough that hardcore fans of TBS gameplay will still have a challenge. And now, with Online MP, you’ll be able to have even more endless replay value, with players of all skill types.
Now, along with the 50 Single Player Campaign stages, Skirmish Mode and Online MP Mode both have quite a few maps to play with. The game comes with 15 Maps, and has 3 more Map Packs available for purchase through IAP. Each of the Map Packs costs $1.99, and including a little something special. The War Chest Pack gives you 15 maps, and 150 Battle Points, which are points that you can earn in-game to permanently upgrade your troops for Campaign Mode, and clear the Fog of War. Map Pack 1 gives you 20 maps, and a new vehicle type, a flame shooting tank, while Map Pack 2 gives you another 20 maps, and a medic who can heal all your troops on the field. Rubicon has already stated that more maps will be added to these Map Packs, so if you purchase them now, you’ll get even more maps for free in future updates. I guess now would be a good time to mention that Rubicon’s support for Great Little War Game has been outstanding, and they have added quite a few maps to that game over the course of it’s time on the AppStore as well, so this isn’t just another empty promise from a developer who’s support has been questionable in the past, or a new-comer to the scene, who promises content, and then later on down the road says that sales we’re adequate to keep the updates coming (which is understandable, but always disappointing).
The Online Multiplayer is handled through Rubicon’s own servers, and even though some might prefer GameCenter, this allows for cross-platform play. That’s right. You can play GBWG online on your iPad against a friend who’s playing on an Android. Soon enough, GBWG will be available for the PC, Mac, as well as the BBPlaybook, which means that there’s the potential of hundreds of thousands of players available for online play. What makes it even better, is that you don’t exactly need to know anyone in order to add friends to your list. Once you type in a name, for example, Paul, all of the gamers who have started their online name with ‘Paul’ will be listed and available to add to your friends list. So even those of you dying to play online, but who don’t know anyone, can still have a fairly good chance of finding online players. Surprisingly enough, I also haven’t run into any issues with the online play. There’s almost always bugs and issues which developers couldn’t have caught during the Beta Testing, but Rubicon has obviously put a lot of time and effort into squashing all the bugs and getting rid of all the issues they possibly could, which is basically unheard of with iOS MP titles.
The controls in GBWG are great, and really, some of the best I’ve seen in a strategy title on the iOS. To move your units, you tap on them, and then tap on where you want to move them to, and the same goes for vehicles, while scrolling the map is done with a one finger drag, and zooming in and out is done by pinching and pulling. To see where your units can attack, you just need to hold down on the unit in question. Your typical TBS controls, I guess. But what makes them stand out is that I’ve never had an instance where my character didn’t move to a location right next to where I wanted it to, I’ve also never had a character shoot an enemy target I wasn’t targeting, and the units have never moved while selected, and while I’ve been dragging the map around. Responsive controls remove a lot of un-necessary frustration from games, and here, they’re very smooth and very responsive.
The graphics are a bit cartoony, but the animations are great. The explosions, taking aim and firing, getting hit, running around the maps, it’s all animated beautifully, and even though it is a little cartoony, the game becomes very immersive because of how great it looks and plays. The music and sound effects are also top notch, with some typical war time music, and units calling out ‘On point!’ ‘Bag ‘em & tag ‘em!’ ‘You need me?’ and more, it’s easy to get sucked into their world of obeying orders, and doing what you can for your side in order to win.
With Great Big War Game priced at $2.99, and being Universal, it’s a great buy. There’s loads of content with your original purchase, and even more available if you’re wanting to throw a couple more bucks down, and Rubicon is a fantastic developer who has shown awesome support for their previous games, which makes it easy to want to support them in return. The endless play offers up the possibility of GBWG never being removed from your device, and as a sequel of one of the best TBS titles in iOS gaming, that possibility is multiplied by the great gameplay. Rubicon has definitely done it again, and I can’t wait to get knee deep into the online play, and get to learn all of the maps. If you’re a fan of the genre, GBWG is definitely a game you NEED to own. Finding another Strategy game with the amount of charm and astounding gameplay on the iOS is near impossible.
Bringing back old-school gaming to the iOS seems to be a fairly lucrative investment. If it wasn’t, I doubt we’d see companies do it over and over again. But this also benefit’s the players, if not just as much. We’re able to buy back memories from our youth for pennies on the dollar, and if you can deal with touch screen controls, it’s almost always worth it. This week, SNK took a second chance at releasing a Metal Slug title for the iOS, and after spending some time with it, this is THE ONE to get if you’re a fan of Run-n-Gun gameplay; Metal Slug 3. Originally released for the Neo-Geo back in 2000, and on the PS2, XBOX, XBLA, Wii, PSP, and PC since, this classic title has now hit the AppStore, and fans of the game, and series, have a lot to be happy about. No more Metal Slug Touch, no more tilt controls, no more vehicle-only gameplay, no more clunky controls, no more! Finally, iOS gamers have a faithful port of Metal Slug, and one of the best titles of the series at that.
Metal Slug 3 happens to be the first Metal Slug that features branching paths in each stage, letting players choose different paths, each having different difficulties, enemies, guns, and amount of hostages. All of the paths lead to the same boss battle at the end of each stage, but which path you choose has a direct influence on your score, and in some cases, the challenge presented. There are 2 gameplay options, Single and Multiplayer, each having 4 different difficulties, Easy, Medium, Hard, and Very Hard, as well as your choice between Arcade and Mission Modes. Multiplayer is a co-op mode, and is only available through local Bluetooth, but it’s still a great feature if you have two devices, or a friend with an iDevice. Arcade and Mission Modes are the same, except that Mission Mode lets you select which of the 5 stages you’d like to play, with each stage being unlocked after you reach it in Arcade Mode. You’ll also have 4 different characters to choose from, two male, and two female.
The controls are surprisingly good. You’re given a joystick, and 3 buttons, and can be placed anywhere on the screen. The buttons are for jumping, shooting, and throwing grenades, and are nice, responsive, and tight. I’ve never run into a situation and blamed controls for an un-necessary death, which is pretty impressive, especially considering how hectic the gameplay gets. In the options menu, you’re also able to change the aspect ratio from 16:9 to 4:3, you can change the video filtering on or off, which either smoothes out the edges of everything, or gives you that great crisp pixel look, and you can also add scanlines to the game at either 50% or 100%, which adds to the old-school feeling.
Like previous Metal Slug titles, there are quite a few vehicles which you’ll come across, most of which haven’t been seen in previous titles; the Slug Driller, Slug Mariner, Elephant Slug (which is one of my favorites), Ostrich Slug, Astro Slug (my definite favorite), and plenty more. You’ll also come across characters which, when freed, will help you out, providing some extra fire-power. Like, believe it or not, an UZI wielding Monkey.
There are some issues with the game right now, but nothing that can’t be easily fixed in an update. The video settings are not saved when you exit the app, which means if you want scanlines, or the pixel look, you’ll have to change this every time you start the game up. Also, the controls do wind up covering the action sometimes. Hopefully with the video settings, a dead-zone will be able to be added, changing the video size to 80% or close to that, so that players fingers won’t cover up the action. This little issue however, is only noticeable on the iPod and iPhone. On the iPad, your fingers will pretty much never cover up any of the action.
So, is Metal Slug 3 worth checking out? Most definitely. For $6.99, being Universal, including Bluetooth co-op, GameCenter integration with a world-wide leaderboard, and 30 achievements, great controls, awesome graphics, insanely addictive and entertaining gameplay. Yes, it’s a must buy, especially for fans of the genre who have been, well, at the very least, let down, by about 95% of the AppStore’s previous Run-n-Gun offerings.
Online Multiplayer fans should be in heaven right now, especially when it comes to Asynchronous play. Last week, the releases of Outwitters and Summoner Wars (and Left2Die for the non-async MP gameplay), and now this week, with the release of Ayopa and F5’s Pocket Heroes, an RPG title with Roguelike influenced gameplay has hit the virtual shelves, and servers are loaded!
Starting it up, I was pretty surprised to see that Pocket Heroes has no single player campaign. Not that I was expecting it, but I’ve never had the privilege of playing an Asynchronous MP only RPG title, but with the versatility of the iDevice, it’s no surprise that we’re seeing more and more of these MP-async titles popping up.
You’re able to start a game with up to 3 other players through either your GameCenter friend’s list, or through e-mail. With 4 different classes to choose from, you’re able to put together quite a team. Once you actually start the game, your first quest is a fairly simple one, and acts more like a tutorial phase. You’ll learn how to target enemies, how to move, where you can move to, and how the upgrade system works.
Upgrading is done automatically, your stats increase with each level you gain, but you’re able to work your way down through the skill tree, getting a skill point which you can spend on an extra ability every other level upgrade. As you take out enemies, they’ll drop loot; coins and items. You are able to pick up items which you can’t equip, and drop them around your friends, so item hunting usually benefits all players involved. After each quest, of which there are 10 in each game, you’ll meet at a tavern. Here, you’re able to purchase items from the shop with the coins you’ve collected, and get ready for your next quest.
If you aren’t lucky enough to have any friends who own the game, and can’t strategize before-hand, there is a chat area at the top of the screen which lets you co-ordinate attacks, and let the other players know what you’re doing, or what you hope they’ll do. This is also really nice for letting other gamers know if you’ll be gone for a while, or when you’ll be back. It’s really a nice little addition. Right now, as with most MP games that hit the stores, there are quite a few issues and bugs that couldn’t have been found during the beta testing. Some issues that I’ve run into; When I first started the app, I registered my name as ‘Syntheticvoid’ and couldn’t connect to the server. Thankfully, the developers at F5 were kind enough to help me out, look through their server log, and see that I had a capital letter in my name. Turns out I needed to register with ‘syntheticvoid’ in order to connect to the servers. Right now, there’s no random match-making, which could be a real deal-breaker for quite a few gamers. Denying and deleting games is not an option, so you have the potential to wind up with loads of unfinished, or un-joined games in your game log. There’s also no randomized quests. Even though the level generation is randomized, the 10 quests that you’ll go on in each game will always be the same.
With F5 being great right now at working with players and trying to make Pocket Heroes the best Async-MP RPG title it can be, and Ayopa being the publisher, with every single game under their belt having been updated quickly, and consistently, I have complete faith that Pocket Heroes will reach it’s true potential soon enough. Priced at $0.99, it’s easy to take the plunge, and experience gameplay that’s reminiscent of a Dungeon’s & Dragons session with friends. But if you’re hoping this is a full-fledged Action or Turn-Based RPG with hundreds of quests to do online, you’ll be pretty upset with the game. There are plenty of other titles that let you join in a world that’s pre-constructed and always alive. But if you’re looking for a close game with friends, Pocket Heroes is just the game you’re looking for, and it can only get better over time.
Runners certainly have their fair share of fans, and it’s not really surprising. The gameplay is simple, addictive, easy to learn hard to master, and best of all, fun. Recently, these games have been changing and expanding, and usually, for the better. Studio Radko’s Starbounder is a prime example of this. A level based, space ship ‘runner’ where you glide along platforms in outer space collecting orbs and jumping from platform to platform.
Diving right in, you’re given a little bit of a story. Apparently, you’ve been in hyper sleep for the last 5,000+ years, and were only supposed to be awoke when you came into contact with something or someone intelligent. The systems woke you when coming across a giant platform. It’s up to you to explore and catalogue everything you can. What better way to do that than to race across the platforms at top-speed?
Starbounder only has one gameplay mode, but fortunately, there’s 6 separate environments, each with 10 levels. All 60 of the levels have 3 orbs which you can try and collect, acting as a ranking system. But without GameCenter leaderboards and achievements, the drive to go back and collect the ones you’ve missed is kind of lost. There is one racer which you can unlock after you get 180 orbs, and has special abilities, but the rest of the ships all have the same stats, same acceleration, top speed, and handling, so it’s primarily cosmetic. There are patterns and different colored boosters which you can select to change the appearance as well, but it really would have been great to have different stats for each vehicle.
The controls work well, having a break button in the lower left corner, and a jump button in the lower right, and tilt controls to move left and right. Each of the tracks are a straight shot, but they’re wide, and you will need to do some fancy maneuvering to make it through, but the controls are good enough to get you through, and the edges of platforms are forgiving enough so you won’t have any unfair crashes or descents into the blackness of space.
The graphics and animations are decent. There is a jumping animation which is nice, and the explosion animation is pretty cool, and both definitely add to the graphical look and feel of it all, and the backgrounds are beautiful. The music and sound effects are a huge plus as well, with pounding beats and great FX mixing in very well with the music, it adds a level of adrenaline to the game.
The level designs in the beginning are very simplistic, but as you progress throughout the game, they get more and more complex, and really become a highlight of the game. It’s very clear that lots of time, effort and testing has gone into the creation of the levels, and it has a huge impact on the gameplay, especially if you’re going to try and get all of the orbs. They are placed in areas which will require definite skill in order to collect them all, which does help to make up for the lack of GameCenter. There’s a great feeling of accomplishment after pulling off some sick jumps and quick turns to collect the 3 orbs, especially later on in the game.
There are two versions of Starbounder, SD and HD. The SD version is normally priced at $1.99, but is currently on sale for $0.99, and is made for the iPhone 4 and 4th Generation iPod Touch. The HD build is also originally priced at $1.99, but is on sale for $0.99 as well, and is made for the iPhone 4S and iPads 2 and 3. Both versions are Universal, so you should be careful as to which version you pick up. If you’re a fan of runners, especially level based runners, Starbounder is a great title to pick up. If you’re looking for a level based star racer, with twists and turns, power-ups and other racers, this probably won’t hit that nerve. Hopefully GameCenter boards can be added in the future. Having that extra drive to get better times, or collect all the orbs would be a great addition, and would keep gamers coming back to the game time and time again, even after completing the game. But as it is now, it’s still definitely worth checking out.
The Quadsphere has been one of my favorite development teams since I got a 2nd gen Touch. Their awesome shmup, Icarus-X has always been one of my favorites, and FMX Riders is a great Motocross Racer. But after not really hearing anything from them for a while, I was surprised when their newest release, Bounty Racer, hit the AppStore.
For those of you who have FMX Riders, you’ll be familiar with the menu setup and UI. It’s almost exactly the same. You have the option to flip the screen, which is great considering the game starts up-side-down, but unfortunately, this still leaves everything like pop-up notifications and GameCenter pop-ups at the bottom of the screen, which means that they wind up covering the controls, and can result in accidental game exits. The control set-up is also exactly the same, you can choose between auto and manual acceleration, as well as tilt, stick and button control schemes, with a tilt sensitivity option thrown in for good measure. The tilt controls work very well, as does the stick, though I prefer the button set-up, especially when playing on the iPad. Drifting is done easily by pressing the brake button while you’re turning. This, along with getting air from jumps and by using the environment, fills up your nitro gauge. Once it’s filled, you’re able to press the nitro button, and boost ahead. You’re also able to stack your boosts, which is fantastic.
There are 3 gameplay modes to choose from; Single Player, Bounties and Multiplayer. The Single Player Mode gives you 4 separate leagues which you can choose from, Rookie, Pro, Master and Elite, though Rookie is the only league which is unlocked at first, and as you progress through the game, earning stars in each race, you’ll unlock the harder leagues. In each league, there are 6 tracks with 3 different types of races in each; Race, which is your typical race against 5 other AI characters, Collect, which gives you 60 seconds to collect as many stars on the track as you can. This is the only mode which you do not need to follow the typical track layout, and do not need to cross the finish line. Your only goal is to find and collect all the stars you can in 1 minute. Elimination is the last type of race, and this is your typical elimination mode. You’ll need to race the other AI characters, and try to never be in last place when you cross the finish line, or else the race is over. Each track has 9 available stars, with 3 for each type of race.
In Bounty Mode, you’ll be able to race against other GameCenter players, trying to get the best time you can in each league’s track. Multiplayer is handled with GameCenter, and has auto-matching as well as the option to match up through your GC friend’s list. It allows up to 4 players to race each-other, and is probably where most of your time will be spent, after playing enough of the Single Player Mode to buy one bad-ass car in each league. Each race lets you save a replay, and you can also upload these replays directly to YouTube from inside the app, which is a great feature. I actually wish more games would allow for this to be done.
Every race has the potential to give you quite a few coins, and you can use these coins to purchase more karts. However, you’re only able to purchase karts which are available for that league, but this also means that as you progress through the game, better karts with better stats will become available to you. There are IAPs available for extra coins, but the pricing for the karts is great, needing to only go through about 5 races to get the best racer available in that league, but you can also buy a better-than-your-default-kart after the first race, so long as you come in first place. So basically, the IAP coins are there to help support the developers, if you so choose to.
There are some additions which would have made the game a bit better, being able to hold it’s head high next to the top Kart Racers in the AppStore; Having a mini-map, or progression bar in the HUD would have been a fantastic addition. There have been so many times while playing when I wanted to know where the other racers were, or how close they were to me. I know there’s nitro boosters, but also having some sort of power-up or special item system would have made the game awesome, though it probably would have made it seem a little too kart racer-ish, I guess you could say, this is a Kart Racer, and without it, the gameplay just doesn’t seem as action-packed.
Now, even though the player UI and menus are basically recycled from FMX Riders, there are quite a few iOS developers which do this, and it doesn’t really bother me. However, if it does bother you, you might want to keep that in mind when thinking about purchasing Bounty Racer. Being Universal and priced at $1.99, it’s a fantastic deal. There’s endless replay value, a wide array of karts, some great level design, very polished graphics, though not many animations or extra effects, like dirt, snow or water flying up, it’s still a very well made Kart Racer, with some great gameplay. If you liked FMX Riders, Bounty Racer is a game you’ll enjoy just as much, if not more so. The Bounty Mode does add some pretty competitive gameplay, and being able to upload your replays directly to YouTube is awesome, but if you’re looking for another Sonic type Racer, this isn’t really going to appease you. But if you’re a fan of the genre, this is definitely a great game to have in your collection.
Out of all the types of games for the iOS, nothing is really pushing the boundaries and expanding like the puzzle genre. And with so many creative indie developers hitting the mobile gaming scene, it’s really no surprise. Gluddle, the fantastic, strangely addictive title from Creative Heroes, is definitely one of those genre expanding titles.
In the game’s description, it’s described as being ‘pinball meets trampoline’ and ‘Peggle meets Angry Birds’. That right there is the best description for the game the developers could have come up with. Your goal is to use bouncy balls to create pathways which you can bounce more balls off of in order to collide them with the game’s ‘bad guys’, surveillance eyes that don’t want you bouncing anywhere. Yeah, it’s a little strange when put into words, but in action, it’s one of the best iOS puzzlers I’ve ever played. There’s only one mode, but with 89 levels, there’s plenty of content, and with the difficulty set just right for an iOS puzzle game, and updates with more levels, it has the potential to stay on your device for quite some time.
The controls are very easy to get comfortable with. Once you start a level, you’re given a jumping off point. This is where all of your bouncy balls will spawn from. From here, you just need to drag around the screen, and point the ball in the direction you want to fling it, and then tap to let it go. Once it’s in the air, tapping again will freeze it. You’ll need to keep freezing balls until you have built up a path, or have made a sort of Peggle-like jumping board for your balls to bounce off of, trying to get them to come into contact with the surveillance balls. Once you hit a surveillance ball, it’s knocked off it’s axis, and explodes.
With most of the levels, you’ll need to use the environment to help you reach this objective, with rocks, platforms, gravity holes, teleportation holes and more, which definitely adds more strategy as well as difficulty to the gameplay.
The graphics, animations, sounds and music are all fantastic, helping to create a world of surveillance and uprising. Though the game isn’t particularly immersive, it’s definitely well-polished, smooth playing, and responsive. Not to mention addictive. Once you start understanding out how bounce the balls off of other balls, and make your way into unlocking the minimum time and gluggle amount medals in each level, the more you’ll constantly be thinking of ways to figure out levels while you’re doing monotonous tasks at work, in the shower or while laying in bed trying to get to sleep.
Universal and normally priced at $1.99, Gluddle is on sale at the moment for $0.99. For a buck, it’s one of the most interesting puzzle games you’ll be able to pick up, and carry around in your pocket. Unfortunately, the game suffers from the lack of any real replay value, as well as the lack of GameCenter. Leaderboards and achievements would have been a fantastic addition to the game, and it does suffer a bit without GC integration. There is a bit of replay value with the level medals, but as for perfecting each stage, and that drive to do so, it kind of slips under the bar. However, Gluddle is a fantastic, creative game that doesn’t just copy the mechanics of other puzzle titles, it takes them, mashes them together, and pushes them farther than they have been previously, and has had some great support through updates from the developers. For that, it’s definitely worth checking out.
One of my favorite iOS games has got to be Hook Champ. The amount of content, the gameplay, the mechanics, controls, items, everything is just fantastic. But since, there hasn’t really been a game that comes close to the type of gameplay without feeling dull, stiff, or just no fun. Sweden based A Small Game’s most recent iOS title, Hanger, has changed that all around, matching gameplay reminiscent of the Hook titles, with the feeling of Karoshi.
Hanger is a game which has you controlling characters who are trying to use a rope to fling themselves through various environments, some seeming extremely strange, to get to the end of the stage while loosing the fewest amount of body parts they can. That’s right, legs, arms, torsos and loads of blood will go flying all over the stage while your characters are Tarzaning it through the levels.
There are two gameplay modes in Hanger, Levels, which is kind of a Story Mode, with little clip scenes at the beginning of each world, and Endless Mode, which, you guessed it, has you flinging your character as far as you can before they’re nothing more than an arm and head, or fall to their doom. Right now, there are only two worlds and 30 levels in Level Mode, but each level has a possible 3 star rating, which depends on how many ropes you use, the number of body parts you loose, and how many gems you can collect while going through the level. The base score is 50,000, and for each rope you use, 500 points is deducted, while each body part you loose deducts 1,000 points. The gems that you collect give you 200 points each, so you can either try and make your way through the stage by using the least amount of ropes, going quick, and praying to god that you don’t smack into a wall or whatever other strange object the environment is made out of, or you can go slow, and collect all of the gems, giving you a bigger bonus score at the end of the stage, or you can do a little bit of both, it’s really up to you.
The graphics are retro inspired, with stickman people, and very interesting backgrounds, all effecting the level’s names; for instance, in the level, ‘Party’, you’ll come across bottles of Champaign, laughing heads, fancy hands, and more, while the level titled ‘Forest’ will have you swinging from trees. Now, I’m not usually a fan of rag doll physics, but here, the physics in Hanger, are fantastic. Flinging your rag doll stick figure, always having a name, which is, by the way, a great addition to the game, through each of the levels looks and feels fantastic. A Small Game’s developers nailed the physics portion of Hanger. The controls are also spot on, with left/right arrows and a rope button, which you’ll press to detach your rope, and again to shoot your rope out.
Right now, priced at $0.99, it’s a fantastic buy. The price will go up soon to $1.99, which is still, a great price for this game. More worlds for Level Mode are in the works, but with Endless Mode, there’s loads of gameplay, as well as replayability. Also adding to the replay value, GameCenter’s 15 achievements and 6 different leaderboards, one for each Level Mode World’s total score, as well as one for each of the 4 separate Endless Mode levels. A couple things I would love to see added is an HD build, or an update to make the iPhone version Universal, as well as an option to move the controls around to where you’d like them on the screen; especially if the game becomes Universal or HD, as on the iPad, the buttons are kind of far inward. But still, I’ve been having a blast with Hanger, and really, can not recommend it enough, especially for fans of Hook Champ, Karoshi, and score-chasing games. I can see Hanger easily becoming a classic iOS game.
Point & Click Adventure games have never really been a favorite of mine. Until lately. Bulkypix release, Yesterday and Cyan World’s realMyst definitely peaked my interest. But not until I had the extreme pleasure of experiencing Amanita Design’s amazing game, Machinarium, did I actually think that I could become a huge fan of Point n Click titles.
The first thing I noticed when starting up the game, was the fantastic graphics. The beautiful, amazing, mind-blowing, hand-drawn graphics are outstanding. And the way that the movable objects and computer graphics interact with the hand-drawn graphics is simply stunning. The animations are spectacular, and coupled with the music and sound effects, it all creates one incredible atmosphere, and portrays a great deal of emotion throughout the game. If you’re curious, the game is an exact port of the PC/MAC and PS 3 versions.
Starting off, your character, Josef, is tossed into a dump. You’ll need to collect pieces of your body before you can move on. As you’ll quickly realize, there is no dialogue, or long text to read through. Everything is portrayed in thought bubbles with action sequences. This leaves basically all of your gameplay time free for solving puzzles and exploring the environments, which you will do a lot of. Machinarium has your typical search and collect mechanics, but also has you solving puzzles across environmental areas, as well as combining inventory items and mini-games. But it’s all brought together in such an incredibly flowing motion, that you’re never taken out of the immersion of the game.
Now, I’ll quickly admit that I haven’t had the pleasure of playing many Point & Click games, but from what I have played, the puzzles that you need to complete in Machinarium are incredibly creative, and at times, can be fairly difficult to figure out, and some of them can seem downright unfair. Even with other titles within the puzzle genre, I’ve never come across this level of difficulty. However, not once did it become difficult to the point that it was frustrating. If anything, the difficulty ended up driving my addiction and love for the game every step of the way.
If it does get frustrating, there are actually two different hint systems available. Tapping the question-mark in a bubble will give you a pop-up thought bubble nudging you towards the next item you’ll need to pick up. The other hint system is a sort of walkthrough. You’ll need to first complete the mini-game in order to open the walkthrough ‘book’, and then each move that you need to make in order to complete the game is drawn out for you. However, going through all of this to get to the walkthrough is enough to keep you from going to it, and it does kind of ruin the game if you keep going to it over and over again. But it’s there if you need it, so there’s not going to be one spot where you get stuck and just end up not completing the game, which is great.
The story isn’t immediately clear when you start up the game, but as you progress, and find out that you’re not alone, and that this machine world is full of quite a few different robots and machine-beings, all with different personalities of their own, all expressed and conveyed in a way that everyone and anyone, no matter their past, cultural background, or language, can completely understand and feel comfortable with knowing what it going on with all of them. And as you progress, and get to know and help these other robots throughout the world, the story opens up, and your main objective becomes clear.
I can not recommend Machinarium enough. Especially if you’re a fan of Adventure or Point & Click games, but even if you’re not. This is one title that has a very good potential of turning you into a fan of the genre. Priced at $4.99, it’s an incredible buy. Not many iOS games even come close to being on the same graphical level, and there’s very few titles that come close to being as immersive and entertaining as Machinarium. It’s a must-own game for everyone who has an iPad, and I hope that Amanita Design decides to port over more of their titles to the iOS. We’d be lucky to have them available to us.
Puzzle platformers are pretty hit n miss on the iOS. There’s not too many that really nail the platforming gameplay with a good mix of the puzzling mechanics. Beautifun Games SL first AppStore release, Nihilumbra, definitely does a good job of mixing the two, as you guide Born, a strange creature, unfamiliar with the world around him, while he tries to escape The Void. A darkness that is chasing him, as well as sending out weird and complex creatures after him.
The first thing that really caught my attention with Nihilumbra were the graphics. Surprisingly beautiful, the developers have managed to make the hand-drawn environments fit in with the artificial graphics, while keeping everything incredibly life-like. As you begin your journey, you find out that Nihilumbra isn’t you’re typical puzzle platformer. Not only do the levels run consecutively, but it also focuses on telling a story as well. Actually, a major part of the game is the story telling. Some screens have nothing but a flat path and text instead of platforms and enemies.
There are two control options, virtual controls with left/right and jump buttons, and tilt controls, which have you flip your device upwards in order to jump, leaving no buttons on the screen. The physics and inertia, like all platformers, are also incredibly important, though with Nihilumbra, the game focuses on using these two mechanics to drive the gameplay.
As you progress through the game, you’ll come across areas where you’ll unlock new colors, with a total of 5. You’re able to choose these by touching the icon in the top right corner, and then can color the platforms of the environment. Each of these has a different property, for example, blue; Blue is like ice. If you make the ground blue, you’ll go a lot quicker while sliding on it. Green is bouncy, and carries the inertia that you have when you hit it on forward, so if you jump from a high platform onto green ground, you’ll bounce back up to that same height. Brown is sticky, and lets you stick to surfaces. You also have a certain amount of these colors which you are able to use between checkpoints. At every checkpoint, the colors will be returned to your orbs. You can also use the ‘void’ color to erase any colors that you put down.
However, all of the colors don’t only effect you, they also effect every moving object within the game. The enemies, boxes, projectiles… everything, and Beautifun Games has done an outstanding job creating puzzles centered around enemies, their projectiles, boxes, as well as the environment.
The game’s description in the AppStore says that it has 10 hours of gameplay. But chances are, you’ll be able to complete the game in about 2-3 hours. Where the real challenge and 10 hours of gameplay comes in is after you complete the game, and unlock Void Mode. Here, you have less amounts of the colors, and the puzzles become incredibly difficult.
Nihilumbra is priced at $2.99, and is Universal. The controls are re-sized on the iPad, so you won’t have to worry about dealing with controls that are out of reach. There is no GameCenter support, but this isn’t really a game that needs it. With the game focused around the story, and just completing the game, there is no score, and no time limit. It would have been nice to see some achievements, but the feeling you get when completing Void Mode is definitely worth more than 50 GC points. Beautifun Games has definitely made their mark on the genre with Nihilumbra. It’s fantastic graphics, and great gameplay make it a puzzler unlike anything else in the AppStore. It may come off a bit preachy at times, but it does an incredible job of creating an immersive gameplay experience, one that all fans of puzzle and platform games should not miss out on.