Marking quite a departure from ZeptoLab’s past successes, namely the Cut The Rope series, King of Thieves is shaping up to be quite promising. Due for release in February, we were lucky enough to have some time with a preview build to see exactly what it’s all about.
Focused on multiplayer, King of Thieves is best described as part tower defense, part platformer. Your mission is to break into dungeons and steal the opposition’s treasure chest. This requires a certain amount of finesse when it comes to your platforming skills. Controls are fairly simple here, with a series of taps and double-taps being pivotal. You automatically run, with a change of direction only possible when you bounce away from a wall. At first it seems a little awkward, but it turns out to be reasonably effective.
As you’d expect, levels steadily get trickier the further you progress, with up to three stars for the taking depending on how well you perform. There’s a PvP side to things too, with you able to tackle other players’ dungeons as well as needing to protect your own. The latter is where things turn more tower defense-like, with it being possible to place turrets and spikes around your dungeon in order to ward off attack. To save your creation, you have to be able to complete it twice to prove it’s possible. Something that may end up testing your own skills as well as other players’ abilities.
So far, King of Thieves is shaping up to be an interesting mixture of puzzle style elements and platforming that’s sure to test your reflexes. My only concern is whether or not it will be able to keep everyone hooked for an extended period of time. There’s the race to be top of the leaderboard and to have the most intricate dungeon, but it’s hard to say just yet whether or not that will keep people hooked for a long time to come.
We’ll be able to see how things unfold once the game goes live worldwide. For now, it’s certainly an interesting combination of genres.
King of Thieves is set for release in February. Of course, we’ll let you know when.
Seriously has brought together some amazing talent for Best Fiends, part one of a series of games about the adorably fiendish creatures of Minutia as they become heroes and fight the insatiable Slugs of Mount Boom. The game will include music from composer Heitor Pereira (‘Despicable Me’ and ‘Minion Movie’), level designs by Samuli Viikinen (Max Payne and Alan Wake), and character designs by Miguel Fransisco (Angry Birds).
Petri Järvilehto, co-founder and Chief Creative Officer of Seriously said, “This is a game and a world that I have wanted to build for a long time, and it’s a dream to be working with the incredible talent we have at Seriously to develop Best Fiends together. We are thrilled to be revealing a first look at Best Fiends today and can’t wait to share more ahead of our worldwide release in October.”
Seriously is also launching the Best Fiendswebsite today, which will give us a peek at the game’s story, character designs, and will eventually offer animated shorts, original music, making of videos, and stickers for messenger apps in partnership Swyft Media.
Best Fiends will be available in October as a free download with in-app purchases.
Skylanders has always been a bit polarizing among gamers. Some see it as a glorified (and expensive) kids’ toy. Others see it as a somewhat ingenious combination of toys and video games. It’s a bit less of a toss-up with kids, though – kids adore it. And they’re undoubtedly excited about Skylanders Trap Team.
The Skylanders series has been broughttoiOS before, but Trap Team is a first. It isn’t just a port that’s been cut back to fit or a completely different sort of game that uses the license: it’s Skylanders Trap Team. You can swap between characters by switching out figures (including all the characters from previous console-only versions), capture enemies in special Trap Crystals, and otherwise do all that Skylanders-y stuff you’d expect. It’s the same game console players will be experiencing, only on a presumably smaller screen. The touch controls work quite well too, although they aren’t entirely necessary (I’ll explain in a minute).
The portal that’s included with the mobile Trap Team starter set is quite nifty. It uses bluetooth to connect to tablets wirelessly, has a simple but brilliant little notch in the side so that you can prop up your tablet (just about any tablet, no less) while you play, and comes with its own bluetooth controller that easily tucks into the bottom of the portal. Perhaps the most impressive thing about all this is that it’s incredibly easy to pair the portal and the controller with your device. If you’d rather not use the included controller, Trap Team also supports third-party mobile controllers. Or, if you find yourself with a surplus, you can also pair two different controllers and play co-op.
“It just works” has been the mantra for Vicarious Visions as they worked on the hardware for the mobile version, and it’s something they’ve pulled-off extremely well. So long as you have bluetooth enabled on your tablet all you’ll have to do is press and hold a button on the portal and/or controller and they’ll simply connect. Disconnecting them is just as easy of course, and if the controller becomes disconnected at any point during play (either on purpose or because it’s run out of batteries or something) the touch controls will pop up and you can keep playing. And if, for whatever reason, you either don’t have the portal or don’t have access to one you’re still covered. When Trap Team isn’t connected to a portal it’s still possible to play through the game using two special digital-only characters (each with their own levels, stats, and abilities).
Skylanders Trap Team will be available in the App Store as a free download on October 5 for the iPad 3 and 4, iPad Mini Retina, and iPad Air. The Starter Pack (includes the portal, bluetooth controller, unlock for the full game, and two figures) will be available on the same date for $74.99.
Popular heavy metal band Avenged Sevenfold has been working on their own dungeon crawler for the last couple of years, and the results are a lot more impressive than most would probably expect. No, seriously, this is actually a thing.
Hail to the King: Deathbat is the brainchild of lead singer, M. Shadows. This is no mere town builder or casual-friendly hack-n-slasher, however; it’s meant to be a throwback to a bygone era, when games didn’t coddle their players and the only way to advance was to get better at playing.
According to M. Shadows it’s been quite the experience to take the game from an idea to an almost ready to release product. The game has gone through several iterations for optimization and tweaking, but it’s finally nearing release and it’s looking pretty neat. The visual’s have a very ‘dark fantasy’ feel, and the music is appropriately moody but also carries just a hint of retro charm.
At first glance it looks similar to other action-adventure games like Diablo, but it’s far more ‘Classic’ than that. Players won’t be leveling-up or upgrading skill trees; instead they’ll be gathering and purchasing brutal weapons and unlocking powerful magic spells. In action it feels more like playing an older Castlevania, really. You’ll be dodging traps, timing your attacks against enemies, learning boss patterns, and all that other good stuff.
Perhaps the most promising thing about Hail to the King: Deathbat is that it’s obviously been a labor of love for M. Shadows. I’ve spoken to card-carrying game developers who weren’t as enthusiastic about their work as he is about this game.
Hail to the King: Deathbat should be coming to the App Store soon for $4.99. Additional in-app purchases are available to unlock members of the band as a sort of “easy” mode, but aren’t necessary to progress. Not unless you’re really bad at video games, anyway.
The original Bioshock is pretty much the greatest video game adaptation of an Ayn Rand novel in existence. It’s also a pretty darn awesome game in its own right. And it’s coming to iOS later this summer.
No joke: Bioshock on iOS is a direct port of the classic first-person adventure/shooter. The whole game – all the areas, enemies, dialogue, memorable moments, hidden cats, etc – has been made to work on the iPhone and iPad. There’s even that odd dip in the right-hand staircase in the lighthouse when you find the bathysphere.
The visuals have been scaled-back a bit, of course. Otherwise there’s no way it would clock in at just under Apple’s maximum download size of 2GB. That’s not to say it looks bad, though. There may not be dynamic shadows or fog effects, and the textures may be a lower resolution, but Rapture still the super-creepy underwater dystopia we’ve all come to know and love.
The port supports MFi and other bluetooth controllers, but also sports a set of touch controls that have been optimized for the experience. Naturally a controller is the more comfortable of the two options when it comes to a game like this, but the touch interface is about as accessible as I could’ve hoped for.
Bioshock doesn’t have a concrete release date or price just yet, but it will be available later this Summer as a premium release with no in-app purchases.
Set for release later this summer is Melissa K and the Heart of Gold, a casual adventure game that’s hoping to be a cut above the rest. I was lucky enough to check out a preview build of it to see just what we should expect.
The team behind Melissa K and the Heart of Gold initially worked on mystery game, LA Noire, being responsible for the real-time animation system within it – and it shows. Melissa K and the Heart of Gold is immediately more attractive than many other adventure games of this type. It’s the little things that shine through, such as how a small twitch of the iPad in any direction causes the game’s screen to move a little, adding a nice sense of fluidity to things.
Such pleasantries continue, ensuring that Melissa K and the Heart of Gold feels a more interactive experience than the usual titles in the genre. Objects can be manipulated by twisting them around, treating them like real 3D objects, and it works well.
Of course, the real meat for such games comes from its puzzles. Melissa K and the Heart of Gold offers plenty of hidden object scenes, but also a number of puzzles. In my short time with it I wasn’t overly challenged, but I was interested. The puzzles are clearly laid out and interesting enough. They’re reasonably different too, such as one requiring you to move a flower from one side of the screen to the other, without knocking the other items down. Figuring out how to unclasp a gem from a dragon statue was also a highlight, requiring more tactile controls than most.
Melissa K and the Heart of Gold should be out later this summer. It’s shaping up to be something that casual adventure gaming fans like myself should be anticipating. We’ll have more on it when it’s released.
For the first time since its release (which has thankfully been a much shorter window for iPad players than their PC counterparts), Blizzard’s wildly successful Hearthstone: Heroes of Warcraft CCG is sporting some brand new content: the single player “adventure” mode, Curse of Naxxramas. Based on the World of Warcraft raid dungeon of the same name, Naxxramas is divided up into various themed quarters: the Arachnid, Plague, Military, and Construct Quarters, and ending with the Frostwyrm Lair. Naxxramas’ Arachnid Quarter opened up this week and I brushed back the cobwebs to peek inside.
The three challenges of the Arachnid Quarter come in the forms of the Spider Lord Anub’Rekhan, Grand Widow Faerlina, and the giant spider Maexxna – sure to give anyone with arachnophobia a severe case of the creepy-crawlies. Each boss has their own special 2 mana “class” power, from summoning minions (Anub’Rekhan), to sending random minions back to a player’s hand (Maexxna), to firing randomly assigned magic damage based on how many cards the player is holding (Faerlina). There are also Heroic versions of the same fights, where the dungeon bosses start off with a massive 45 life to the player’s paltry 30 – while also sporting enhanced versions of their powers. Summoning a 4/4 minion for 2 mana? Yeah, that seems incredibly well-balanced. Good luck!
There are also two Class Challenges, where players are pitted against Naxxramas’ bosses with pre-built class-specific decks. Rogue and Druid are the two classes on offer this time, with the Rogue facing Faerlina while the Druid takes on Maexxna. Other Class Challenges will unlock as the weeks roll on, of course. It would be nice to see these with their own Heroic variants too, but in some cases that could get dangerously close to overkill.
All of the battles in this wing of Naxxramas feel fresh and interesting. The new graphics for the playing area feature fun little interactive elements and there’s a ton of new voiceover work, including new lines for plenty of existing Hearthstone cards. In particular, the running commentary between matches from Naxxramas’ resident Lich Lord, Kel’Thuzad, is funny – almost at odds with the presumed tone of the new area. Then again, Hearthstone has never been afraid to be light and goofy. A lot of the new cards on display bank heavily on Battlecry and Deathrattle effects (SO many Deathrattles!). Also, with a number of new Beast subtype cards, Beast-themed Hunter decks have just received a huge boost.
The other wings of Curse of Naxxramas begin opening, one by one, starting next week with the Plague Quarter. Each wing costs $6.99 (with bundles available at a discounted price) or 700 in-game gold – but, sadly, no bundles), so you’d better start farming those daily Quests for gold now. However, keep in mind Quests only advance via Play or Arena mode – time spent in the depths of Naxxramas doesn’t count toward their completion. So what are you waiting for, adventurer? Get back out there and sling some cards!
Gamers from the 1990s should fondly remember Lemmings. Adorable yet dimwitted, they were a little too keen to jump off cliffs meaning it was down to you to figure out how to stop them doing exactly that. It was a fun puzzle game full of different tools to persuade the lemmings not to jump.
Kind of like that but with Meerkats, comes Meerkatz Challenge – a game set for release in a little over a week’s time. The game will be immediately familiar to fans of Lemmings and in a very positive kind of way.
This time round, it’s the meerkats that have a death wish and there’s a different bevy of tools to keep them safe. There’s the typical blocker tool but there’s also the ability to use a mushroom as a giant trampoline, propelling the other meerkats skyward. A trainer meerkat encourages the others to run at speed, making it possible to get across huge gaps when combined with a mushroom spring. A blower type will keep meerkats in the air, safe from danger.
We got the chance to briefly check out Meerkatz Challenge and it’s looking pretty entertaining. It offers the same vibe as Lemmings but with its own bunch of tools to keep things original. Controls are tight and effective with the option to speed things along as and when needed. Simple taps cause you to choose which tool to use and it takes seconds to master. Even in the early stages though, some careful thinking is required to get past the stage. Up to three stars can be gained depending on how successfully you completed the stage and how many meerkats you managed to save in the process.
Graphically, Meerkatz Challenge isn’t going to wow audiences but it certainly offers a pleasant charm, ensuring you’ll be attached to these cuddly critters.
With 4 different areas to explore and plenty of levels to negotiate, Meerkatz Challenge is shaping up to be pretty interesting.
We’ll talk more about it next week, when it’s released on July 24.
Being a pretty big fan of Mojang’s Minecraft, I was very excited to hear that Minecraft – Pocket Edition (PE) was receiving a large update. The previous version, Minecraft PE 8.0, had seemed a bit claustrophobic to me. The edges of the world were clearly visible and one only had a space about the size of an island on which to play. I found that the lack of trees, paired with the flatness of the space made the oncoming night less scary. Creepers and spiders were visible from far enough off that I could keep a good distance and there were few enough of them that I could fight them without being overwhelmed. The size issue also made finding materials to work with frustrating. I was frequently crippled by a lack of coal. Lightless, bereft of any cooked meat, and unable to cobble together even a pair of leather shoes, I wandered my small island with nothing to do except contemplate its emptiness.
Like a light in the darkness, a town appears.
The Minecraft PE 9.0 Update is a significant upgrade. It is much more in-line with the PC version of Minecraft, with its infinite maps and more densely populated environments. The first time night fell, I was terrifyingly aware of the fact that I was standing in a forest and I could not see further than a few feet; the sound of hissing growing closer and closer. The landscape is certainly more robust. Where I spent an hour looking for coal in the previous release, in 9.0 I had no problem finding a bevy of ores, including newly-added blocks such as: Diorite, Granite, and Andesite. The variety of biomes that are now included also add to the feeling of wondrous exploration that the PC version captures so well, but which the 8.0 PE edition was lacking. I climbed a high hill one morning to find a small village just a short distance from where I was beginning to build a fort for myself. I ran towards the village and was delighted to find villagers. That moment of discovery was exciting, and speaks to the heart of the Minecraft experience.
It is amazing how much the presence of NPCs changes the feel of the game; no longer am I a stranger carving out a life in solitude. Unfortunately you cannot interact with them yet in any meaningful way except to attack; trading with villagers has yet to be implemented. However, to further banish loneliness, wolves can now be tamed; loyally following you through thick and thin.
A side by side comparison of 8.0 & 9.0
I am really happy that Mojang is continuing to make the app more robust. Minecraft – Pocket Edition 9.0 has come a long way from its alpha release back in 2011, and with all the new content that has been added, Minecraft PE is finally living up to its namesake.
iOS is yet to have its cornerstone first-person shooter franchise. While it has a couple of really good ones from Gameloft and a few good ports from older games, we have yet to see a truly deep and original mobile-first FPS franchise. Especially one that takes advantage of the touch screen and doesn’t just try to adapt button controls to a screen. In short, iOS needs it’s Halo. Industrial Toys might be the people to do it.
Let me clear this up. There is no shortage of first-person shooters on iOS. Gameloft has released some really good ones like NOVA 3 and Modern Combat. We’ve even seen classics like Doom and Call of Duty ported. But the fault these all have is they were conceived on or derived from controller-based shooters. This invariably leads to problems when playing, no matter how good the controls. Thumbs will always cover important parts of the screen, they will slip from the correct virtual control. And for FPS vets, the most important factor: touch controls are slower as it takes time to look at the virtual buttons.
Ben Cousin’s Scattered Entertainment released The Drowning last year, which hoped to be exactly this. Tremendous amounts of thought went into the game and it’s original control scheme, yes, and it was developed exclusively for touch screens. But it just didn’t take. It was not well received by the press or users. There is still some hope for The Drowning as a franchise, but it seems unlikely at this point.
I’m also not saying that I want Halo on iOS. What I want is an original franchise, conceived for and developed for touch screens and connected devices. One with a deep original storyline, endless multiplayer capabilities, perfect controls for a touch device, and a future. No matter how how close others have come, we just don’t have that. Yet.
This is where the team from Industrial Toys comes in. This LA-based company certainly has the chops to make a killer FPS franchise for iOS. The company was founded by Bungie co-founder/co-creator of Halo Alex Seropian and Tim Harris (Denuo, Alley Cat Comics). Their team for this project includes superstars of music, art, and story; including comic artist Mike Choi (Marvel/DC) and author John Scalzi (Old Man’s War, Redshirts). Seems like they have the talent they need and our first look at their upcoming Midnight Star game shows great promise.
The first experience most will have with the game will be through the interactive comic, Midnight Rises. This comic ties in with two-way communication to Midnight Star. The story, set 120 years from now, starts when first contact is made from outer space. The interactive comic will lead the reader through the build up to the launch of the USSM Joplin, the craft fitted to communicate and intercept the source of the signal. Along the way the story will introduce the characters in the game and provide backstory.
The comic app will also provide potential players the ability to pick up items that can be used in the game. And this is just the tip of what make this dual app approach so interesting. The choices made in the story app influence the characters in the game. And progress in the game unlocks new parts of the story in the comic app. It will be interesting to see how such an integrated dual app approach works out.
Midnight Star starts off after something has gone wrong and the crew of the Joplin is fighting an alien force, as the story of what happened unfolds. The game features a new take on touch controls for a first-person shooter that looks quite good, even in the pre-release build I saw. It also features nearly endless multiplayer capabilities both in the form of friend challenges and leaderboard type challenges.
In one of the most original forms of asynchronous multiplayer, a player can create a challenge for other players – either friends or open to all. That challenge can be a speed run, high score, accuracy, or other challenge on a particular level in the game that lasts for a set amount of time. Each player that accepts the challenge enters an amount of in-game currency set by the originator into the pot with the top players in the challenge splitting the winnings.
Melee type combat has been a sticking point for touch games. How to accurately and quickly they make the player react has generally been less than perfect. With Midnight Star, melee will take for form of quick reactionary tapping of on screen symbols. Each symbol will need to be touched a designated number of times in a certain amount of time to ward off the attack.
Progressing will provide new weapons and parts to upgrade current weapons. The game is clearly set up to be a free to play game, but at least in my limited experience with it this doesn’t seem to get in the way of the gameplay.
Looking at the screenshots included with this post doesn’t really do it justice. Industrial Toys are not ready to release in-game video just yet, but this Unreal built game looks amazing with very smooth gameplay. Here’s the previously released teaser trailer.
Is Midnight Star the Halo-like franchise I think iOS so desperately needs? It would be presumptuous to say yes at this point, but I have hope. It will certainly be a huge step in the right direction. The guys at Industrial Toys are very experienced in the area and committed to the idea of bringing a Halo-like experience to touch screens.
Look for Midnight Rises (the interactive story) in the spring, and the game Midnight Star soon after. We’ll have more news on Midnight Star as it develops.
Yesterday, Disney announced the official support for mobile platforms for their ambitious open world / sandbox game Infinity. And that includes the iPhone and iPad. Two apps were announced, one a creative video app, the other the mobile version of the sandbox mode from the larger Infinity product.
Disney Infinity: Toy Box App
The Toy Box app is a full blown, console-like experience for the toy box feature of Disney Infinity. In the Toy Box app players can create, download, and play various games within the Infinity world. Think of it as a super Minecraft for the Disney universe. The game is tied to the player’s Disney ID to share both owned characters and created worlds with all connected platforms like XBox, PS/3, and Wii U — and now the iPad.
The Toy Box app will allow players to create virtual worlds, from cities to play fields, even race tracks all with a Disney flair. Players can then take to the Toy Box and play in the virtual worlds with the included characters.
No release date is yet known for the Toy Box app, just that it’s coming soon. It will be available free and use any characters or toys purchased or earned in the Infinity universe for consoles. This is one to watch for.
Disney Infinity: Action! App
The second app announced is one that allows the user to film themselves with overlays of Infinity characters Sully, Mr. Incredible, and Jack Sparrow. It’s a fun little app that lets players interact with the characters and film them in various short movies. Those movies can then be shared to Facebook, YouTube, or saved to the camera roll. Take a look at the video below for an idea of what can be achieved with the Action app.
While Disney Infinity: Action isn’t really tied into the Infinity world, it uses characters from the Infinity world, and it’s a fun little free app. The Action app will be available this Thursday on the App Store.
What is it with the water in Finland? Do they pipe in creativity-enhancing drugs along with the fluoride? From the same country that brought us Angry Birds and Clash of Clans comes Supernauts.
Supernauts is an interesting mashup of games, a cross between a building game like Minecraft and an simulation game like Clash of Clans. Supernauts will try to be the next big worldwide obsession when it’s released later this year.
Supernauts has three main activities in the game: build resources (blocks to build with), custom build the home space (anything can be made out of blocks), and solve puzzles.
Building resources involves using machines of various kinds to create blocks and refine those blocks into other blocks. Think taking logs and making wood, or roofing blocks. Each block has a relative value in the game and can be sold in a market, or used to custom build within the players space.
Each time a block is placed, status points are awarded that unlock other items in the game and allow more complex things to be built. They also expand the playing field to multiple locations.
The casual goal of Supernauts is to save the world by going on missions to rescue people trapped on Earth when it was flooded. This is done through a series of 50 missions that each require using the core building techniques in the game to harvest blocks, build structures, and get citizens to an escape boat.
There’s something about the very casual level of the block building that has me coming back over and over again to build, tear down, re-build, all just have fun. Supernauts has the no-stress gameplay that has made so many free to play games popular, but it also has the fun–something that is missing is so many games these days. So many free to play games I just feel obligated to come back and harvest, plant, rebuild my walls, etc.
Supernauts also has a few social features planned, features I was not able to test, like chatting with other players, sharing resources, and more.
Take a look around Supernauts in the video below. I show off the world I created along with some of the other features of the game.
Supernauts is not without its problems in the current beta version. I saw occasional lock ups and some long stretches where there was nothing to do but create blocks and wait. A few bug fixes and some level adjustment, though, and it should be good. That’s what beta testing is for, after all.
In my 30+ hours playing this devilishly addictive game, I’m very impressed. The block building feature adds a new level on top of a tired game mechanic, freshening everything up. I think it might just be the next big thing. It’s creative, compelling, and social.
In Canada, the average diet consists only of poutine, the national dish, ham, which they call bacon, and rendered whale blubber. Not only that, but the great white north also seems to get a bunch of iOS games early. Since it’s a smaller country at about 10% of the population of the US, it really does make a good test market. That’s why we like to pop in to the Canadian App Store every once in a while to see what’s new.
Earlier this week I got a chance to talk to Frederic Descamps and Jordan Maynard who came to Zynga through an acquisition of A Bit Lucky. They are showing off their new massively online battle arena (MOBA) game for mobile, Solstice Arena. It’s more than the average MOBA game; it’s essentially “Speed MOBA.”
In a traditional MOBA there is usually some form of farming or grinding such as killing creeps. In this MOBA, the focus is on the fighting and only the fighting. Players earn gold for participating in the matches, capturing chests of gold (checkpoints), and randomly scattered gold on the play field. This gold is then used in an extensive upgrade tree. A mobile-focused feature is the auto-buy feature. If turned on, the best purchases will automatically be made with gained available gold.
The player hero selection works similar to League of Legends where there will always be free heroes to be used. Or, if purchased, the hero can be played at anytime. Leveling up a character stays with that character no matter if purchased or not. Once the hero is purchased or becomes free again, the upgrades will be there.
Take a look at this 9-ish minute match I played where I actually won. It’s a good thing it was set on easy.
The main change in Solstice Arena has to do with making it a bit more friendly to mobile platforms. This entails the games being shrunk into what Frederic Descamps describes as speed MOBA: 5-10 minute games that can be played just about anytime there is a free moment. This is accomplished mainly by having fewer goals in a single match, and making the map size considerably smaller. And in the dozen or so rounds I’ve played, I think it works.
Solstice Arena is available in a few test countries right now, like Canada and should be launching in the US very soon. If you are a fan of League of Legends, or just a strategy game fan, it’s one to watch for.
In the conversations I’ve had with Jason Citron over the past five years, one thing has always been very clear, Jason Citron is a very talented young man. But lately it’s like he is a whole new man. Excited, proud, and full of ideas. Could partially be because his newly renamed games company, Hammer & Chisel is showing off an early version of their first game, Fates Forever, a massively online battle arena game (MOBA) for tablets only.
Fates Forever is a MOBA game and yeah, we’ve heard a lotabout MOBA on iOS in the past few months. For those not familiar with MOBA, see Wikipedia an MOBA. But Fates Forever shows some real promise in ways others we’ve seen have yet to.
The fact that we are seeing more MOBA on iOS seems logical as for many months it was a genre that was conspicuously missing on iOS. League of Legends has been very popular on the desktop; why can’t we have a mobile MOBA?
Jason and his team at Hammer & Chisel are taking a bit of a different angle that what we’ve seen so far on MOBA for iOS. They are building out a lushly detailed, large scale MOBA game that closely resembles the depth and length of gameplay of League of Legends, but updated for tablet. In my short time with the game I found it, incomplete, yes and that’s to be expected, but also amazingly easy to get into and really hard to put down. The unique characters, their voice overs, their special moves, gameplay aspects–all combine for an interesting and promising game.
Some of the interesting changes to the MOBA formula seen in Fates Forever, and remember it’s still early, are that minions constantly regenerate when killed, they won’t keep running back to the base to heal. The only power ups are to the three special powers each player has, and those reset between matches. Everyone starts out even, every match.
Hammer & Chisel have a lot of work ahead of them to finalize Fates Forever, but the progress so far is amazing. It is certainly one of my most anticipated games. We’ll keep you up to date on the progress as it moves toward launch.
In Canada, poutine is the national dish, ham is called bacon, and hockey is the game of gods, eh. Not only that, but the great white north also seems to get a bunch of iOS games early. Since it’s a smaller country at about 10% of the population of the US, it really does make a good test market. That’s why we like to pop in to the Canadian App Store every once in a while to see what’s new.
In this episode of It Came from Canada we take a look at Ultima Forever: Quest for the Avatar. Ultima is the classic name in RPG and dungeon crawlers. While it’s still early, will this installment make fans of the series happy without getting all that yucky EA freemium monetization goo all over it?
Ultima Forever looks much as it did when we took a look at it at GDC earlier this year. The one thing we get to see that we did not see then was how EA plans to monetize this freemium game. Unfortunately EA has taken the route of what amounts to play to win, but just one step removed. In the current version of Ultima Forever you can purchase keys. The type of key you have determines the quality of loot you get when you open up the chests you find in the game. If you use gold keys you get way better look than if you use bronze keys. You can purchase gold keys, yet rarely find them in the game. You will generally find bronze keys which yield low level loot.
That said, the game will likely still be fun, if you choose to play it properly. Take a look at our first quest in the game below.
We’ll be sure to have more news on Ultima Forever, when it will launch globally, and a review when that happens.
Ah, Canada. The land where poutine is the national dish, ham is called bacon, and they worship hockey players as gods. They also seem to get many iOS games early. Since it’s a smaller country at about 10% of the population of the US, it makes a good test market. Every once in a while we like to pop in to the Canadian App Store and see what’s new. This time we take a look at the upcoming movie tie-in game from Kabam, Fast & Furious 6: The Game.
Fast & Furious 6: The Game seems to loosely follow the movie. If familiar with CSR Racing, this game will seem familiar. It’s a reaction time game in which players hit buttons to shift the car, hit a button to drift, and hit nitro at just the right time for maximum speed.
FF6 adds a bunch of other race types as well, where CSR racing only has the single drag race type. There’s also the usual upgrade system that can be used to increase the performance of a car or change the look. All of that, of course, requires earning in-app currency or purchases.
FF6 also relies on the weak crutch of lazy game design, an energy system. Sounds harsh, but it’s a concept that has become an indication of a game more focused on pushing players to pay than it is on pushing entertainment. A player can only race so much without putting the game down and waiting for the energy system to recharge. Of course, a player can also spend money to recharge quickly, so there’s that.
It should be noted that this game and all of the games that we feature in this series should be considered pre-release. They are not final, and are in Canada for a reason: to test and balance the gameplay. We will never review an app based on a testing launch such as this.
Hipstamatic has been a bit of an odd duck on the App Store. While it was one of the first photo apps to gain a strong following, it has already been used to take over two billion photos. But, it has been somewhat forgotten now that social sharing has taken center stage. Don’t get me wrong, it still has a large and very vocal following, and also a very creatively talented following, but it doesn’t have the mindshare of an app like Instagram. Somewhat forgotten even though it’s still going strong with over four million monthly users. The reason for it losing mindshare could be that Hipstamatic lacks an integrated social stream like Instagram and others. Well, that is until oggl is released later this week.
Instagram was a great idea, and a very wonderful creative stream of photos, for a short while anyway. But now it’s filled with duck faces, selflies, and bad pictures of food. While oggl is open to anyone, it is expected that it will maintain a much higher quality clientele than what is currently seen in Instagram. While Instagram is mean to share, oggl is mean to inspire. Some of the artists on there already are truly astonishing.
Expected to be on the App Store on Thursday, oggl takes the high quality filter system that Hipstamatic pioneered and adds a sharing community on top of it. They do this for free, ad-free, and the artists retain full rights to their photos. How can they do this? Add-ons of course. The Hipstamatic community is pretty crazy for new lenses and films, the add-ons that add new effects to photos in Hipstamatic. So you can buy them in Hipstamatic and access them in oggl, or you can subscribe to oggl for $0.99/month or $9.99/year and get access to all of the lenses and films ever made.
Now the bad news, oggl will be granting access slowly, over time to those that request it at http://oggl.com/. The slowed down access is to ensure that the service quality isn’t degraded as it ramps up. So, head over there now and request access.
This is an interesting move, if not completely unexpected one for Hipstamatic. It should be a great community for photographers and creative types. That is if they can keep the duck faces to a minimum.
Solitaire Blitz was a pretty big hit on Facebook when it debuted there last year. That game is now coming to iOS and is currently live in the Canadian App Store.
Here’s an video of the game being played on the iPad. We play through a couple hands and it is enjoyable though not as good as the similarly-playing Fairway Solitaire from Big Fish Games in the current version.
Solitaire Blitz seems to be set up to be as a free to play game and it’ll be interesting to see how aggressive the monitization of Solitaire Blitz will be. As of now, you can play 5 times for free with one more free game coming every ten minutes.
It should be launched globally soon. We’ll let you know as soon as it’s live.
We showed you a little bit about Magicka for the iPad earlier this year. We just got the word that it will be hitting the App Store this week.
This casual and very funny multiplayer RPG will certainly entertain with both the single player campaign and the amazing multiplayer party mode. Here’s a quick look at the beginning of the single player campaign mode.
I freaking love mech games. It’s just a shame that this is a largely ignored genre on the App Store. Or at least it was, until Small Impact Games took it upon themselves to show it some love.
M3CH looks to be the answer to iOS mech combat fans’ prayers. Of course showing a little love yourself on the developer’s Kickstarter page might speed things up a bit. It evokes a similar feeling to other gritty/semi-realistic mech piloting titles and sports some pretty impressive production values. I had to pry myself away to ask M3CH’s animator, James Rowbotham, about Small Impact Games’ baby.
Were there any particularly major influences in the design of M3CH‘s world? I know it’s not exactly the same but I’m getting a pretty strong Steel Battalion vibe from it.
At the time 3D iOS games exploded, we were playing a very mixed bag of games but fortunately they were all with the same genre, Mechs! We just loved the direction the iOS store was heading, it was screaming for a game with user-friendly touch-screen controls but with the in depth details you get in our favourite mech games.
Surprisingly however, Killzone 2 was a big inspiration in terms of AI and cover based action. What some mech games lack is the use of buildings as cover and enemy’s that work together to out flank you, something we saw that had been untapped in the genre (a lot of open spaces/terrain), so we looked at the great AI in Killzone and their behaviour and found a way to work it into our game.
You folks have done a bang-up job with the control scheme. Was it the product of rigorous testing and polishing or did you know right from the start how you wanted to handle it?
The aim with M3CH since the beginning has been to try and create an iOS game that doesn’t feel like it’s an iOS game, and more like a console experience. Touchscreen controls are notorious for being hard to use and something that we really wanted to nail. We went through a lot of different iterations to get to where we are now; having both shoot buttons on one side, holding down shoot instead of the auto toggle system, putting the shoot buttons on the thumbsticks and a lot more. We are keeping open minded about it and although we are getting later into development if we have an idea for an even better control set then we will be sure to test it out!
Were there any mech designs you wanted to include that ended up being scrapped?
There are quite a few that didn’t make it into the game (we already have 40 different mechs in the game). At the moment we have a mix of legs styles such as reversed legs in the game but [an] animalistic style is something we are keen on in terms of animation and how the mechs behave.
What exactly are your plans for the multiplayer?
We are hitting some technical limitations which means it most likely be 1-on-1 to start with. We would love to get a larger number of players battling at the same time (8v8 is the dream!), especially where the winning players get new weapons unlocked and credits to spend. At the moment its deathmatch style gameplay but we have plans set for objective based multiplayer.
Are you allowed to talk pricing?
It’s still early days but we are hoping for around the £1.99 [$2.99] price range. One thing we are certain of however is that we don’t want pushy monetization and in-app purchasing interrupting your gameplay experience, all mechs and weapons are attainable without too much grinding and we reward dedicated hard working players with big payouts.
How about a release date?
As for a released date, a lot of that depends on the kickstarter campaign, if we are successful then we are aiming for an April release this year.
Here’s a quick rundown on how earning in-game money in Real Racing 3 relates to real dollars and time and what it would take to finish the game. What we found is rather shocking, doubly so if compared to current day console racing games.
Before we get to the details, we should note that these numbers are current at the time of writing. But like most free to play games the in-app purchase prices, timers, and values can change at any time the developer wishes. In the two weeks I’ve been playing, changes have already happened twice. So, the numbers reported could be different than they are when this is read.
In Real Racing 3, to get to 100% a player needs to win every one of the 961 current events. As there are races restricted to each one of the 46 cars in the game, to enter those races the related car must be owned. So to get to 100% in Real Racing 3 players must buy every car and win every race. What will it take to do that?
Also take note that like many free to play games, Real Racing 3 is tuned to allow players to earn everything without paying. But a player really has to want to put the time in to earn it. The developer doesn’t charge anything for the game with the hope that players will spend some money in the game to speed up their progress.
To earn enough money to buy every car in Real Racing 3, what would it take? Our numbers show that it would take over 472 hours to earn enough money to buy all of the cars in the game. Or to purchase all of the cars with real money via in-app purchase, it would cost $503.22 at the current best rate.
To earn all of the cars in the game rather that buy them with real money, a player would need to finish 6,801 races with an average (per our RR3 stats) of 4:10 per race earning R$3,700 per race. That would equal 472 hours to earn the R$25,163,573 it would cost in the in-game currency to buy all 46 cars. That does not include the cost for repairs, maintenance, or upgrades which can be rather expensive.
If a player wanted to take the shortcut and buy all of the cars in the game with real money, that would cost $503.22 in in-app purchases. That’s assuming the current best rate of R$50,005 per US$1 when buying R$5,000,000 at a time.
Let’s compare the cost for Real Racing 3 to modern day console games, what could be purchased for that $503.22. For one example, a player could get a 4GB XBox 360, Forza Horizon (one of the newest racing sims on the 360), all of it’s DLC including over 127 cars, and a 22″ Vizio flatscreen LED TV. And still have $17.22 left over.
I think I can safely say that the way that the cars and the in-app currency are currently structured in Real Racing 3 right now seems a bit out of whack. It seems extreme to think that players have the choice of playing for well over 400 hours or paying over $500 to unlock everything to complete the game. Or most likely, some combination of the two.
And these numbers are not counting any of the promised expansions that will deliver new events and new cars. Those will increase the time and money required to get to 100% complete.
Nor are these numbers including upgrades that could be required to win races. It is very unlikely that any player can win all races without upgrading at least one car in each series. And those upgrades can get pricey as fully upgrading a car can cost more than the base cost of a car. So while on paper it could take 472 hours to earn enough in game currency to buy all of the cars. In practice that number could be as much as doubled to pay for upgrades that would be required to win each race.
Free to play games are tuned to balance the fun a player has vs. the developers need to get earn money to pay for the game development via in-app purchases, that’s just the way free to play works. I’m not going to say it’s wrong, but it at times like this it just doesn’t feel quite right.
For players that feel the need to get to 100% in games, take caution with Real Racing 3. It will take a lot of time, or money to make it to 100%.
I’ve only ever positively associated two franchises with the word “Avatar.” The first is the fantastic animated series on Nickelodean (watch it if you haven’t yet, seriously), and the second is Ultima. It was never quite as huge an RPG franchise as Final Fantasy, but it’s got more than enough die-hard fans to justify an iOS rekindling. Hence the upcoming Ultima Forever: Quest for the Avatar.
For those unfamiliar with the series it’s essentially a fantasy action RPG set in the same world (Britannia) but with ever changing threats. Each game also stars a legendary hero known as The Avatar. Hence the title. Ultima Foraver is set over twenty years after the events of Ultima IV with Lord British stepping down from the throne and his progeny, Lady British, taking over. The land is once again in peril and once again in need of The Avatar. A horrible disease referred to as “the Black Weep” is slowly consuming the land; turning people into monsters, ugly-ing up the countryside, and generally being a nuisance. Players must combat the Weep while also conditioning their character to become the next Avatar if Britannia is to have any hope of survival (Spoiler Alert: the series has currently already crossed into double-digits).
Ultima Forever is going to be an online RPG, but without all the rampant ganking found in Ultima Online (thank goodness). The focus this time is on co-op, with up to four players able to team up to take on an assortment of the game’s dungeons. Dungeons that scale in difficulty, depending on the number of participants of course. The number of players can also have an effect on what areas can be accessed as certain locks and other puzzles require a specific number of people present to interact with them. Combat itself is also a bit more involved with position playing a key role. Attacking from the sides and especially the back will typically do more damage, and many enemies incorporate attacks with specific hit zones that can be avoided with enough practice. And as one would expect there’s going to be loot aplenty. But this is looking to be more than a mere dungeon crawler, however.
As I’ve mentioned, there’s an emphasis on turning each player’s character into The Avatar, and to do that they need to master the Eight Virtues. Each Virtue has its own meter that fills up based on the dialog choices a player makes as well as some of the quests they complete. Once they’ve mastered all eight (no easy task as it requires building up a good reputation in all of Britannia’s many towns, among other things) they can throw their own little Avatar parade.
Ultima Forever: Quest for the Avatar is still a few months away with a predicted Spring release, but it’s already looking pretty sharp. And it’s going to be free-to-play, so I expect to see a lot of would-be Avatars running around Britannia when I load it up.
A number of players have been able to enjoy Command & Conquer: Tiberium Alliances in all its meticulously strategic glory for almost a full year now, but the experience has been tied specifically to web browsers. That’s a problem that will cease to exist in the near future.
Fans of the series should note that this isn’t a typical C&C. It’s not real-time strategy and its not divided into small half-hour long skirmishes. Each of the game’s 50,000 (that’s “fifty-thousand”) player servers houses a gigantic circular world map. Players begin on the outside and attempt to fight their way to the middle, which is far easier said than done. Simply reaching the center of the map can take months of planning and teamwork, and then there’s the matter of holding on to the bases that sit within those areas. Comparing this to the original series is sort of like comparing checkers to chess.
Tiberium Alliances is an incredibly player-driven experience. Hence the “Alliances.” NOD and GDI exist pretty much in name only here as player-formed groups can and will consist of both. Once these alliances have been established it’s up to the participants to figure everything out. Who wants to play the heavy hitter? Who wants to act as support? When will so-and-so be on so that you can coordinate an attack against a nearby enemy outpost in order to take it over and gain its bonuses for your alliance? There’s a ridiculous amount of strategy to be found if players are willing to travel deep enough into the rabbit hole.
Combat is also a rather involved affair with specific units gaining an automatic advantage over specific defenses and vice-versa. By the same token, different buildings within a base have different levels of importance in a fight. The Defense Facility, for example, will repair other buildings over time. Take it out and the base will take a while to get back to full strength. Or there’s always the Construction Yard. Kill that and the base is toast regardless. Of course not all bases can be overrun in a single attack, which is why it’s vital to communicate with other alliance members and really plan complex maneuvers ahead of time.
The overall experience is largely unchanged from the browser-based version, with the exception of a new touch-based interface. However, once the iOS version is released Tiberium Alliances will be totally cross-platform with players able to manage their bases and assemble armies on their computer, then immediately jump in where they left off on their mobile devices if need be. Which will be a boon for any serious players as the community is looking pretty intense and involved. In a good way.
Anyone interested in checking out Tiberium Alliances can do so right now through their web browser, of course. But in another month or so the entire life devouring, free-to-play strategy monster will go cross platform. And then there won’t be anywhere left to hide.
I feel lucky that I got a lot of time to play Real Racing 3. With well over an hour of playtime with Firemonkeys community manager Sam Mayo walking me through the game, I think I got a fairly good feel for Real Racing 3. That time with the game has just made my anticipation for the release greater.
I also got the opportunity to record a ton of video. Of the cars, some of the tracks and race types, the repair system, and more.
Wonder what the 46 cars are in Real Racing and wanted to see them? This video is for you. Here’s a parade of all 46 cars where you can see their specs at the bottom of the screen.
A special note here. Some of the cars don’t look perfect. The reason for that is the damage system in the game. If you damage the car while racing, that damage is persistent, much like it would be in real life. Your car will be represented as damaged anywhere in the game you see it. You can still race it, upgrade it, paint it, etc. But it will remain damaged, with it’s performance reduced, until you spend the in game currency to repair it and wait the time it takes.
Now, back to that video.
Customize and Upgrades in Real Racing 3
Like most racing games, Real Racing 3 has upgrade and customization options. For Real Racing 3 you can make a variety of tiered upgrades to the Engine, Drivetrain, Suspension, Brakes, and the Wheels. Under each section there are from two to four tiered upgrades you can do. Meaning that you need tier 1 to apply tier 2, and so on. Each of these upgrades applied to a single car and has the possibility to increase the top speed, acceleration, braking, or traction of the vehicle. Each one should decrease your lap times by some amount.
Mount Panorama Track – Time Trial in Real Racing 3
Mount Panorama is aptly named. You race up this steep track on a mountain that never seems to end, crest the top to a beautiful panorama, and plunge right back down the other side. Awesomely rendered vistas, but better keep your eye on the road. I did make more than a few mistakes on this time trial / Autocross race while looking around the beautifully rendered track.
Head to Head – Circuit de Spa-Francordchamps in Real Racing 3
We also did a head to head race on the long and very fast Circuit de Spa, or just Spa. It’s a great track and racer “drollted” provided a worthy challenge, until he made a mistake near the end of the first lap. It was bye bye from then on out as he had to take second place and I got the win!
Full 22 Car Race on Southbank, Melbourne in Real Racing 3
Real Racing 2 was amazing with up to 16 cars in a single race. Real Racing 3 has bumped that up to 22 cars. In this Southbank race you’ll see all 22 cars squeeze through a very narrow course. Southbank is the course through the streets of Melbourne. It’s a track that doesn’t exist and was just a fun experiment by the Firemonkeys team to add a brand new course. And a challenging one at that! This race gets a little dirty with lots of bumping and wall grinding in the narrow turns. I couldn’t pull out a win on this one. It was my first drive on the track and I made too many mistakes. Those walls just jump right out at you! The best I could do was to climb from 22nd to a disappointing 6th. Even dirty driving can’t win every time.
That’s all we have right now. You can tell from all of the coverage we’ve been giving Real Racing 3 that we are anxiously awaiting it. Real Racing 3 comes out as a Universal build on iOS on February 28th. It also realeases for Android at the same time.
Note that this is a preview of Real Racing 3, not a review. We can never review an app when it’s presented by people related to the app. The reason is that we have no idea how the game is tuned for that demo. We need to reserve judgement for the final release of the game, downloaded from the App Store, and set up just like it is for everyone else.
We got a chance to grab some quality hands on time with Real Racing 3 today. We got about thirty minutes of video we’ll be posting over the coming days. The game, much as we expected, it’s pretty amazing! It looks great, it plays great, and our concerns about the free to play model were somewhat assuaged.
We’ll have more on the free to play model once we get more time with it. But you can at least rest assured it’s not super intrusive. It exists pretty much as we guessed last week, but with less friction and fewer pay walls than I anticipated.
The free to play energy system in Real Racing 3 works like this. You earn cash when racing. When you race, and damage your car, you have to pay for those repairs. The better you are, the less damage you do to your car. To fix you car, you have to use the cash you earn. You also have to pay for upgrades and new cars. While the damage to your car does affect the power of it, you can chose to not repair it and keep racing.
Also, typical to most free to play games there are two currencies included. Dollars and gold coins. Dollars pay for repairs, upgrades, etc., the gold coins speed things up, reducing your wait time.
Repairs and upgrades take time to complete. How long depends on how much damage or how big of an upgrade it is. You can speed them up by using gold coins. You only earn gold coins by leveling up in the game or by buying them with real money via in-app purchase.
All in all, not that intrusive for free to play games. But I can’t totally give it a pass as the device I was playing on had millions in cash and thousands of gold coins. That doesn’t give me a good feel for how fast you earn money or how fast you are forced to spend it. We’ll have more when we get a chance to try it on our devices.
Here’s a quick demo of Real Racing 3, featuring the first full race seen anywhere. We’ll have more videos coming soon with more on the cars in the game, the repair and upgrade system, and more. But first, here’s 4:26 of Real Racing 3 bliss.
Real Racing 3 launches as a Universal app on February 28th. We hope to have a promo code soon so we can start setting some hot laps. When we get one, we’ll have more in-depth info.
We’ve mentioned Joe Danger Touch to you before. This game that we first saw, in it’s very early form, at PAX 2011 is now in the final stages and should be released as soon as this week. We got a full hands-on with the release candidate of Joe Danger Touch, and here’s what you can expect.
Joe Danger isn’t your average trials-type motorcycle game. If anything I’d say it’s more of a rhythm/puzzle game with a motorcycle theme. Each level presents movements and tasks you have to complete to get a perfect score. Take a look at our video of the first few minutes of the game to get the idea.
Thusfar, in our time with Joe Danger, it’s seems well-designed and well-tuned. The touch controls are well thought out, unique, but easy to pick up–especially with the progressive tutorial in the game. With a multitude of levels and an amazing variety of tasks to compete in those levels, this two finger game could be the next big hit.
Developer Hello Games has taken its time to make sure that it got everything right, and it shows in the game. Well done. We’ll have a full review for Joe Danger Touch on release day, and we’ll update this post with that release date when it’s officially known.
We first saw Please Stay Calm, the zombie fighting RPG game, in 2011. It was a fairly well-received social game in the style of Mob Wars. It has maintained a healthy community since release.
Shadow Wars continues the style of game play, but with everything turned up a notch. For one, it’s created using the Unity Engine. So it has gone from a flat 2D game to a beautiful 3D game. Here are a few of the other key features, direct from Massive Damage:
• Real-time Tactical Combat – With over 150+ unique animated monsters and demons, players engage in intense, real-time tactical combat using an eclectic mix of modern and arcane weapons from runic daggers to sniper rifles.
• Location-based Persistent Online World – Experience real world locations and neighborhoods in a neon-drenched futuristic alternate reality.
• Epic Storyline with Shadow Factions – Can you stop the end of the world and solve the mystery of “The Gloom”? Explore the Shadow Wars world by completing missions for the order-obsessed Templars, the hedonistic Hellfire Society and the militant Umber Wulf.
• Dynamic Guild System – Build and upgrade havens and sanctums with other like-minded players. Align yourselves with one of the three shadow factions for special bonuses and vie for control of the world.
• Massive Cooperative and Competitive Events – Join in massive events and battle incredible boss demons to unlock unique titles, rare weapons, items and other prizes for yourself or for your team.
Look for Please Stay Calm: Shadow Wars early next year. Hit the jump for a few more early screen shots.
While a few of the recent games from DeNA’s US wing, formerly known as ngmoco have made a crap-ton of money, they have done little to interest core gamers. Just one example, Rage of Bahamut has kept a near constant top five residency in the top grossing list since release. That’s meant millions in income, easily, for DeNA.. But for core gamers, it’s been a bit… boring.
Well that’s about to change. Ben Cousins has reveled the first game from the new DeNA Swedish studio, now known as Scattered Entertainment. The Drowning is a free to play first person shooter, rethought for the touch screen, and looking damn sexy.
The story is that mysterious underworld creatures have forced their way to the surface through a massive, global, catastrophic event. Unexplained oil spills have caused any creature that touches the oil to turn into a lifeless zombie bird-influenced creature.
As you work your what through this world, assumedly to safety, you craft weapons, trade supplies, and fight off countless of these bird-like creatures.
While the graphics look great, the story is interesting, and the anticipation for this game is huge, the really interesting part of this new game are the innovative controls that DeNA has come up with. While this is all possible to change before release, here’s what we know so far.
One of the main interface design goals is to be able to play with just two fingers. Using one finger or two, with gestures, you can aim, move, shoot, change weapons, and everything else you need to do in an FPS.
The main control element is the two finger aim/fire. The weapon will fire at the middle point between your two fingers. Stretching you two fingers will zoom, as we would expect. A single finger touch will mark a point in the world and your player will move there. It’s innovative, you have to give it that. Virtual sticks just don’t work that great, and this looks, at least in the demo, to be viable. It will take hours of gameplay to verify that, and I’m looking forward to it.
The Drowning is still a ways off. We can expect it in early 2013. Hopefully we’ll get more info in the coming weeks. It’s certainly one to watch.
If you have played the first version of this game, Anomaly Warzone Earth you know that besides it’s fantastic graphics it offered original gameplay dubbed a reverse-tower defense. While there is a light story, the focus is on the great gameplay.
While there is just a light storyline, it continues in this sequel that once you finish the first game, the war is not over. It has moved from Tokyo, the scene of the first game, to Korea. In this sequel, everything has been taken to the next level, especially the graphics. Pawel gives a few details.
“We have made slight changes to the interface. In the game there are a lot of visual improvements. Lens flare, particle effects, dynamic lighting. With the first Anomaly we were unable to do these things due to [hardware] limitations. Now with the iPads we are able to implement [these features].”
Changes in Anomaly Warzone Korea include a new vehicle, new powers, and new enemies to battle. The biggest change though are new gameplay modes. In the first version the gameplay was similar from level to level. Korea includes modes that require special strategies.
Anomaly Warzone Korea will be out before Christmas this year, if at all possible. Developed by 11Bit Studios from Poland, and published by Chillingo. Hit the jump for more screens from the game.
As Appy Entertainment sees 2 million SpellCraft School of Magic downloads, they prepare to release their next social game, Animal Legends. We spoke with Paul O’Connor, Brand Director at Appy about their new game and their experiences so far in the App Store.
Animal Legends is both a city builder, and an RPG battle game and has some amazing artwork and a huge number of character customization options. As you level up through the game, your animals gain special powers and equipment to help you fight through ever increasingly difficult levels in a Pokemon type battle arena.
Animal Legends will be released this week worldwide and Appy brings some new things to the social game scene. Not the least of which is a social game that is really social. The multiplayer is tuned for the mobile landscape where users play a bit here and there throughout the days. In Animal Legends, as you include your friends in your world you can use their built up creatures. Both sides get a little extra reward for doing so.
Paul O’Connor from Appy Entertainment gives us the background story of the game that revolves around the triumph over an evil Vampire Frog, Skulk. “In Animal Legends, the evil Vampire Frog, Skulk, has cast a blight upon the land, and you and your friends must defeat him by clearing back the poisoned forest, building up your fantasy kingdom, and questing for loot and glory in battle with Skulk’s minions. The whole game is slightly unhinged, with rampaging Rhino Warriors, giant Ogre Bunnies, and other half-savage, half-funny animal opponents. The tone and story are light and the game is welcoming to casual players, but it is crunchy under the surface, allowing players to explore different towns and character builds, and to kit out parties with their friends taking advantage of the combos and special powers in the game’s tactical battle system. Our motto at Appy is “Deadly Serious About Stupid Fun” and Animal Legends has the distinctive polish and sense of humor that we’re known for. Our release video should give you a sugared-up taste of what the game is all about.” Here’s that video:
Interesting, an unhinged game about animals battling an evil vampire frog. Where did that come from? We asked Paul a little about the influences for Animal Legends to get some idea. “We are fantasy geeks of long standing, and the love of the genre that was poured into SpellCraft School of Magic is in Animal Legends. We have deep roots in creating fantasy worlds, reaching back to Oddworld and our own creation of Darkwatch in our High Moon Studios days, and our CEO used to be editor-in-chief of Malibu Comics, which brought all sorts of crazy original monsters and heroes to life. Animal Legends has been an opportunity for us to bring all these deep nerd obsessions together to brew up a new kind of RPG for this new touch-based, mobile computing generation.” Deep nerd obsessions indeed, but the game still remains quite accessible. It’s easy to get into and progress even if you aren’t familiar with RPG games.