Ah, the Great App Store Pricing Debate. For years people have been arguing over the cost of mobile games. What constitutes “too much?” Where’s the line when it comes to free-to-play monetization techniques? Should developers have deep discounts and temporary giveaways? Should consumers simply expect everything to go on sale and wait accordingly?
The recent Dungeon Keeper debacle is a good example of this. Gamers and critics alike have railed against it for using various monetization techniques and associating itself with the classic PC strategy series, and many point to it as an unpleasant indication of where the video game industry (especially mobile) is headed. It’s an issue that’s almost as complicated as the initial Freemium vs. Premium debate; so let’s take a closer look at everything and try to make sense of it all.
Most developers get one masterpiece. One magnum opus that they get to unleash on to the world.
Simogo released two in 2013 alone.
Both Year Walk and Device 6 were absolutely amazing experiences, not just games, and so different from almost everything else this year.
Part of what made them stand out was just how emotional they were: Year Walk used limited dialogue and details to make players care about what was happening in the world by experiencing and being frightened by it for themselves. Device 6 was a lot more wordy as a very book-esque experience, sure, but it managed to get players engrossed in a mysterious universe while slowly unwrapping everything that was going on.
Both games played with their fictional aspects: Year Walk made full use of its companion app to complement the game and eventually have a profound effect on it. Its metafiction proved to be just as much of a psychological dance as the game itself. Device 6 had direct commentary on games, rating systems, and trying to get currency to buy things that served as the overlay to the experience. But it also tried and succeeded at being like reading a book that played with the very nature of text layouts and reading to create an unsettling universe. Continue reading 148Apps 2013 wrAPP-Up – Simogo’s Twin Masterpieces, Year Walk and Device 6 »
There are a lot of apps that were released in 2013, and it’s easy for some of the great ones to fall through the cracks. 148Apps’ staff has gotten together to discuss some of our favorite apps of the past year that you might not have heard of. These are our favorite underappreciated apps of 2013.
The tagline for Heyday is “Journaling Reimagined,” and that’s pretty apt. The app will run in the background on iOS 7 devices and track where you go; matching those GPS coordinates up with business locations and with photos you take. The app then presents you with a detailed map and list of locations you have been each day. After a couple weeks of use, it’s fun to look back and see where you’ve been and what you’ve done; all gathered automatically. – Jeff Scott
Rando is the photo sharing app that wanted to do everything different than Instagram, to even having circular photos rather than square ones. It was the anti-social network, but there was something cool about getting a photo that no one else got, and sharing photos just for the sake of sharing a cool, random photo; not to try and get likes for it. – Carter Dotson
Every year, with thousands more apps and games being released on the App Store, it becomes increasingly difficult to single-out just which are the crème de la crème of this ever-growing iOS market – and more specifically, which of them truly set a higher standard in terms of innovation, uniqueness, and individuality. Be it a game designed for the iPhone or iPad, anything developed and released on the iOS market in this day and age has to have that special something to grab our interest and retain it for months to come. In no particular order, here are a selection of the most notable games and apps of 2013 that raised the bar in one way or another.
Morphopolis – Quite possibly one of the most visually stunning games I’ve seen all year, Morphopolis‘ astounding presentation and imaginative world designs are what truly sets this hidden object puzzle game apart from those of a similar style. The beautiful hand-drawn watercolor hues bring every aspect of the game’s artwork to life, while the folksy ambient soundtrack sets a beautiful and warm tone to suit the mellow and relaxing pace. What is so immensely likeable about the puzzles in Morphopolis is that each of them is original, unique, stylish, and distinctive in nature, with every single one utilizing the environment in some manner to build upon the atmosphere.
Candy Crush Saga would be perhaps an ill-fitting choice for the game of 2013: it was hardly the “best” game of the year by traditional “Game of the Year” metrics, and it didn’t even release in 2013. But Candy Crush Saga was still the game that defined mobile gaming in 2013.
There weren’t many games that were the cultural phenomenon that Candy Crush Saga was: walk down the aisle of an airplane and there was always someone on a tablet or phone matching fruits around. It was the one mobile game that friends who never talked about mobile gaming would talk about. And it wasn’t just casual gamers: anyone who’s friends with Touch Arcade editor Eli Hodapp on Facebook suffered the wrath of his lives requests for a while there.
I’m the kind of person who my entire family comes to with any tech or game related question. For my soon-to-be career in the IT world, I’ve probably already heard every silly computer related question I can think of; such as my parent’s worrying I deleted all of their email in their Yahoo! email account when I reformatted their computer to my uncle calling me to tell me how this site he saw on an infomercial cleaned up his PC. Every facepalm, of course to those in the know, was from lack of knowledge of computers and technology.
So when it came to my grandmother – who is old, fragile, and not in the greatest of health – needing an upgrade from her ancient Mac Book this year, I candidly suggested she go to an iPad instead of a new computer. “Why?” my family asked, “How can a tablet replace a computer?” To which I gave them a brief summary of all the reasons I could come up with to justify the purchase of a $500 tablet versus a $1200 MacBook. The iPad’s size, weight, cost, and usability were all crucial to my argument for the iPad versus another laptop.
Me with my grandmother at my wedding in 2010.
Eventually I won out in this discussion, thus beginning a sort of experiment to see if my dad’s mother could adopt to a mobile touch screen device. To many in our age group, the idea that someone may have trouble with an iPad sounds almost absurd. But keep in mind this was part of a family that I had to verbally instruct over the phone as to how to launch Skype on their MacBook.
The first baby steps of this experiment were to introduce her to popular apps, such as the iPad email interface, Safari, and Facebook. Facebook took great strides in 2013 to make their mobile app to have nearly all the functionality of the browser based version. I was even able to help her figure out how to hide the posts from a distant relative who’d post quite frequently about Justin Bieber and how much she’d spent on clothes. My grandma is cool like that.
Next up was showing her various forms of entertainment on the device. Now again, this amazing lady still owns two SD TV’s, so an iPad with it’s Retina display is by far the best visually striking screen in her house. I showed her various video apps; such as YouTube, Netflix, Hulu, and even lesser known ones such as VUDU. Because I also deal with iOS games on a consistent basis, I introduced some simple but really fun games I thought she might be interested in trying. Two of them, which appeared to catch on with her, were games I considered to be some of the best but most overlooked games of 2013: 4 Thrones and FlowDoku.
There have been a couple of challenges in this adventure however, as anyone going from the familiar to the unknown can be a little daunted. My grandmother had issues figuring out her email, having been used to browser based clients. However, I was able to introduce her to the wide array of Google apps available on iOS, merging the Google and Apple worlds into one. She found the Google Mail client pretty useful for her needs, as well as Google Drive, so I could send her stuff such as wedding photos from the event that occurred some 3 years ago. Additionally, I was able to set her up with Skype on iOS so she could watch my sister’s wedding, as well as the TED Talks app so she could see the various topics discussed.
There was also a little trouble getting my elderly grandmother adept at using the on-screen keyboard. Luckily the keyboard on an iPad is relatively big with easy to read buttons, especially in comparison to any Android device. It also responds perfectly to touch, with little to no issues responding appropriately. Once she learned to adapt to using a touch screen to not only replace the mouse but the physical keyboard as well, things seemed to go much easier.
The farm I spent a lot of time on as a kid at my grand parents.
My grandmother means the world to me, and it’s absolutely devastating knowing she is nearing her final days on this Earth. But the notion that I could help simplify her life a little bit makes me feel a tad better. From helping her get a device that her frail body will be able to manage to setting her up with and showing her how to use some apps that were similar to what she was using on a MacBook, I feel as though my grandma has a great computing device, an awesome means of communicating with the outside world, and something that will help improve her life overall; regardless of how long or short that may be. Technology has many uses beyond business, entertainment, or whatever else. Sometimes it’s just as simple as using it to aid the ones you love.
Comic book purists who like their comics bagged, boarded, and boxed may disapprove, but there’s no doubt that digital comics have revitalized the comic book industry these last few years as more and more people embrace the platform on their tablets. Below are just a few of the ways and reasons to go digital this year.
Where better to begin than with the biggest comic book store on iOS: Comixology. Featuring titles from DC and Marvel (sharing content from their respective apps), Valiant, Image, and a plethora of indie publishers – their thoughtful collections, frequent discounts, and generous giveaways are a great avenue for discovering new series and lesser-known works. Digital format is also often the only way to read out-of-print comic books or issues that would cost a fortune to purchase from online merchants.
Comics have often been thought of as a perfect medium between literature and cinema, and Comixology’s Guided View technology only strengthens that idea. Delivering the content in a frame-by-frame format not only makes reading possible on smaller devices, but really builds suspense unlike anything comic readers will have previously experienced. Especially since there is no opportunity to have a cheeky peek at those bottom-of-the-page spoil-the-surprise panels. Continue reading 148Apps 2013 wrAPP-Up – The Dynamic Duo of Digital Comics and iOS »
Twas the week before New Year’s and all through the land, no humans were eager for the diet they planned (Deep sigh). It’s the same story every year: not long after the ball drops in Times Square and the champagne runs out, people all over the world face the dreaded New Year’s Resolution. After all the eggnog, fudge, and candy canes, it’s no surprise that losing weight and getting fit tops the list. And these days there are a plethora of digital goodies out there making anyone’s quest for fitness that much easier. Many of these apps even throw the motivation and inspiration in for free. In other words, you’re running out of excuses. You can thank me later.
So, Happy New Year! Here are some resolutions to those resolution blues.
No time or money to join a gym? This app’s for you. Choose “Matt” (McConaughey-like), “Arnold” (Schwarzeneggerish), or “Kate” as your trainer and off you go! It’s just a 7 minute workout – 30 seconds for each exercise, with 10 seconds to transition. Warm up with jumping jacks, followed by the wall sit, some push-ups, abdominal crunches, and so on. The 8-bit trainer graphic demonstrates each move to some pretty funky music (fortunately, with one simple tap the music goes away). Bonus – the app will even log workouts to your calendar. And if 7 minutes just isn’t enough, hit repeat and do it again! Continue reading 148Apps 2013 wrAPP-Up – Happy New Year’s Resolution: Fitness Apps for All! »
Cynics would have you believe that the App Store is full of Match-3 puzzle games, Endless Runners, and attempts at stealing money through a multitude of in-app purchases. OK, so the App Store isn’t perfect and those games are certainly out there (and a plentiful amount of them are still fun!), but that’s far from all that’s available.
In the spirit of it being the end of the year and the ideal time to look back at what the App Store does so well, I took a look at some of the best experimental delights out there. These are titles that are a little bit different from the norm, either in terms of having a very open ended storyline or through offering a way to interact that’s unconventional. As many of us wind down for the Christmas and New Years break, it’s the perfect time to relax and try something a little different.
For the shy or easily embarrassed, Luxuria Superbia is a title that’s perhaps best played away from less open-minded members of the family. It’s a musical and visual journey requiring one to stroke and touch the petals of a flower, watching and reacting accordingly to how the game responds to sensuous touches. It’s a title that could well make one blush as they play it, but it’s also the perfect example of what the touch based interface of the iPad and iPhone can truly offer when experiencing something different. Continue reading 148Apps 2013 wrAPP-Up – The App Store’s Experimental Gaming Gems of the Year »
Minecraft has been a full-blown phenomenon for quite some time now and it doesn’t look like that’s going to change anytime soon. Regardless of whether or not you’re a fan of the sandbox builder, it’s influence is undeniable. Lots of games have tried to replicate its success with varying degrees of success, but what’s interesting is just how different many of them turned out to be. Some are 2D, some are 3D. Some implement more structured gameplay like tower defense elements on top of all the user-defined construction mechanics. A few almost feel like a randomly generated Metroid. Heck, some even incorporate a ecent number of RPG elements.
Honestly, there’s been quite the creative crop of blocky sandbox games on iOS for a while now, and this year was no exception. So naturally we decided to put together a list of some of our favorites.
Minecraft – Pocket Edition was actually a little late to its own party on iOS. When it first arrived it fell far short of expectations, but just like the PC original it’s been steadily improving ever since. What was once a simple 3D block placement exercise has been fleshed out to include enemies, crafting, fishing, and more. Of course since the PC version has continued to grow the iOS port still hasn’t managed to catch up, but it’s made some really incredible strides.
It would be easy to take a look at Junk Jack X and dismiss it as nothing more than a 2D Minecraft, but nope. It’s actually a very well-made 2D adventure with a heavy emphasis on crafting, exploring, and combat. This sequel of sorts also managed to add multiplayer, animals that can be raised, clothing, character customization options, and a whole heck of a lot more. There are numerous planets to explore (and actual incentive to explore in the first place), and your inventory is tied to your character as opposed to the world so you can bring all your stuff with you while you travel.
Initially I expected The Blockheads to be nothing more than a 2D Minecraft (see a pattern emerging?), but oh my goodness I could not have been more wrong. Instead of a rehash minus a dimension, we have an incredibly unique take on sandbox crafting. One that hits all the right world exploring and building notes, while also incorporating sim-like elements as players guide their little Blockheads around the environment. What’s even more awesome is that they’ll continue to perform queued up actions even while the game is turned off! So even if you can only drop into a game for a few minutes it’s still possible to get quite a bit of stuff done.
Terraria was one of the first “It’s like Minecraft, but” games, and just like pretty much everything else on this list it’s definitely not that simple. It’s more of a massive randomly-generated adventure game. Complete with NPCs to buy items off of, rare loot drops, special bosses, dungeons, and more. And this iOS port is no slouch. Some concessions had to be made (because of the touch screen, of course), but it’s been adapted to the new platform quite well.
What’s interesting about Growtopia is that it’s designed to be an MMO of sorts, but with a crafting motif. Well, it’s actually “splicing” and not “crafting.” Players combine items to generate totally new ones, which are then grown from the ground. It’s a little weird and a little different, but you’ve got to admit it’s also pretty intriguing. Just be aware that, as it’s an online game, you’ll have to learn to live with the constant inclusion of other players.
I freaking loveBlock Fortress. It’s this compelling mix of random level generation, resource management, base-building, and wave defense that never fails to entertain. Materials earned from harvesting and fending off waves of enemies can be used to improve your arsenal and bolster your defenses, and there are quite a number of defensive options at your disposal in the first place so you’ll be busy for quite a while. The upgradable everything that players can tweak using resources saved up from their various playthroughs also sweeten the deal significantly.
One year after another, everyone always gets consumed with the latest and greatest games. People are usually focused on what’s next, and that was the case for me as well in most situations. However, after not giving much appreciation to shmups on iOS, my mind was changed after reviewing Danmaku Unlimited 2 earlier this year. All of a sudden I didn’t mind the idea of using my finger to play shmups rather than my previously preferred method of a console controller. This year, being focused on the present also reminded me of previously-released games and making a journey into familiar addictions; but this time on iOS.
One of the best things about shooters is that they usually come with a good scoring system for the leaderboards. I love shooters, so I am greatly addicted to high score runs and placing myself near the top of the rankings. So naturally with my new found love for shooters on iOS came an even bigger addiction to placing as high of a score as possible on Game Center leaderboards. All of a sudden I wasn’t just reviewing games like Danmaku Unlimited 2, Plasma Sky, and Liberation Maiden; I was learning to master them by earning a respectable placement on the leaderboards and then sharing that with friends.
Writing has always been a passion of mine because it allows me to express myself. Although while writing is something that I’m passionate about, I also enjoy expressing myself through various other forms like drawing, scrapbooking, and graphic designing. Recently, one area of interest in particular has caught my eye: embroidery. Not just the process of actually embroidering items, but creating digital embroidery designs for others to stitch out with their machines.
Since I own virtually everything Apple, iOS apps have become a major part of my life. There are many apps that I use for my own personal amusement, but most of the apps that reside on the home screen on my iPhone and iPad are there to help me run my small business online. Not only have these apps helped me to get started in doing what I love, they continue to help my business to grow larger.
My main go-to app is Etsy. I set up an Etsy shop a little over a year ago, and it has helped me to achieve more than I could imagine. Most use the Etsy app to browse for unique and handmade items to buy, but there’s another side to Etsy that few know about. With Etsy, I am able to view the essentials about my shop such as orders, revenue, and views, and I can also communicate with buyers through conversations directly on my iPhone. I receive notifications instantly, which ensures that my customers are always getting quick responses. Etsy even allows me to add new items to my shop, change its appearance, and do virtually everything the website offers. My favorite feature is that the app makes a “cha-ching” sound with each sale that I make, which always brightens my day. Continue reading 148Apps 2013 wrAPP-Up – How I Used Apps to Help Me Launch and Run My Small Business »
Recently the writers at 148Apps chose some of their most used apps of 2013. Although I focus on apps for educational interest and storybooks for children, I was given the opportunity to list applications that I personally use and could not live without as an adult. Here is my embarrassing confession: I really don’t use my iPhone and iPad much in that capacity. If I were to be asked to name a well-known utility, lifestyle or entertainment app, I would be at a loss as I find my devices are best served when I need my son safety tucked away in his room as I make important phone calls or do other errands without distractions. To me, these are productivity apps.
No parents are proud of the fact that they sometimes ask their child to give them enough space to prepare a meal, call a plumber, or put out other daily fires, but in my world this is an unpleasant necessity. Because of this I have a list of apps – here focused on releases from 2013 – that will engage my child for a nice stretch and where I can feel comfortable with him spending his precious time on. These apps don’t necessarily have to be educational in the most concrete way of thinking, but must further some aspect of his development such as logic or creativity. Continue reading 148Apps 2013 wrAPP-Up – A Few Noteworthy Children’s Apps From Throughout the Year »
When people think of multiplayer gaming experiences nowadays most envision players sitting alone, staring at a screen, and maybe (just maybe) communicating with other players from across the world using a microphone or chat window.
Of course this isn’t how it’s always been. In the days before multitudes of multiplayer games took advantage of the internet, playing games with other people was social experience. People would gather around a TV or game board and interact with each other; both in the game world as well as reality. This layered interaction – with its ability to have player actions outside of the game create meaningful consequences on the world inside the game – adds a richness and complexity that is unmatched in most online games. Of course, this isn’t to say that the ability to hop into matches with anyone that is immediately ready, willing, and able to throw down through the power of the internet doesn’t have its own set of advantages, but rather that there is still inherent value in local multiplayer.
Luckily, there seem to be a number of game developers out there who agree with that sentiment. 2013 was a surprisingly good year for me in terms of enjoying local multiplayer experiences on iOS. With a slew of great board game ports, as well as more unique experiences best enjoyed with good game-playing company, I spent most of this year either scoping out the latest Playdek releases or digging into the back catalogue of overlooked awesomeness from years’ past. Because of this, I decided to make a list of my favorite titles that scratched my local multiplayer itch the best. Although all these games may not be from 2013, here’s what I had the most local fun with throughout the year:
Kingdom Builder is a quick-and-dirty worker-placement game, at least in its iOS form. Players have to build their kingdoms based on terrain cards, and random elements like scoring cards and the modular board design can help keep it feeling fresh. Kingdom Builder is good for local play mainly because it is a port of a board game, and it is a relatively quick play. I know its a bit of an older game, but it’s has been made more playable within the past year and is worth revisiting. Continue reading 148Apps 2013 wrAPP-Up – Top 10 Local Multiplayer Games »
It’s pretty fair to say that 2013 has been an incredible year for Apple. With the company’s stock price currently reflecting upwards of $550 a share, it’s clear that investors have renewed faith in the firm’s ability to deliver on its mission to create some of the world’s most desirable products.
One such investor is billionaire business mogul Carl Icahn. Publicly announcing back in August that he now holds a “large stake” in $AAPL, Icahn is perhaps most known for his reported hostile takeover of Trans World Airlines in 1985.
While Icahn is keeping quiet on exactly how big his stake in $AAPL is, the Wall Street investor is said to be in ongoing negotiations with company CEO, Tim Cook. These talks, if successful, could see Apple increase its recently announced stock buyback program for investors, resulting in Icahn potentially buying back as much as $60 Billion in stock options.
It’s easy to look at mobile and see it as a wasteland for content; particularly with all the casual, free-to-play games, and especially the ones that seem to de-emphasize actual gameplay in favor of stronger monetization. That’s only if you’re not paying attention. Serious, core games – some even free-to-play – had a great year on iOS.
Oceanhorn was hyped for a good reason: it was beautiful and ambitious. That ambition didn’t entirely pay off in my opinion, but for the game to have succeeded financially is a huge step forward for gaming on mobile.
It also felt like the barriers between mobile and PC/console games started to blur a bit. Frozen Synapse, Mode 7′s highly acclaimed PC strategy game, landed on iPad at last. Limbo received an excellent port. Leviathan: Warships brought cross-platform online play – and the best trailer of the year. Space Hulk was not perfect, but it made for an exceptional transition.
But perhaps few did it as spectacularly as XCOM: Enemy Unknown. That game proved that it was possible to take a massive console and PC title – a fantastic modern take on one of the greatest strategy games of all time – and put it on mobile without losing any of the experience. Firaxis also absolutely stuck the landing with Sid Meier’s Ace Patrol and its Pacific Skies followup; original games that went to PC later.
As 2013 starts to wind down, people naturally begin to reflect. That and anticipate 2014, but that’s another set of words entirely. Anyway, as I began to think back on the year one major theme kept popping into my head: the increased power of mobile hardware and the way it’s been used to create some truly impressive adaptations of games from other platforms.
What’s really blown me away about all this is just how faithful these ports have been. In some cases concessions had to be made with the UI or the graphical details, but a good many of these games are nigh indistinguishable from their console/PC counterparts. Heck, some of them actually fare better than the originals!
So with this in mind, we present you with our list of notable iOS ports from 2013 (and maybe a few that came out earlier because they’re just that awesome).
It’s hard to kick-off a list like this without XCOM: Enemy Unknown. Simply hearing that one of 2012’s best strategy games was bound for iOS was exciting enough. However, this was no rush-job or some bare-bones freemium cash grab. Firaxis somehow managed to shrink the game down with only a few extremely minor changes (i.e. slightly less detailed visuals, fewer maps overall, and fewer soldier customization options). The flip-side to that is the inclusion of touch controls that were a perfect fit for the gameplay. Continue reading 148Apps 2013 wrAPP-Up – High Quality iOS Ports »
For the past two years I’ve been recording my life with photographs. Every day, I’ve taken a photograph with my iPhone before sharing it via Twitter, Facebook, and Instagram. For the most part it’s fun to do, for a multitude of reasons.
It enables me to share my life with friends and family that I don’t get to see as often as I’d like. It sparks conversations about whatever happened that day. More importantly, it means that at the end of the year I can look back at what I did and savour those memories. It’s pretty much a photo diary in that case. Of course, some days it can be tricky. Not every day of the year can be fascinating, meaning that sometimes I have to get creative. And yes, sometimes I succumb to the ease in which I can snap a photo of my pets or my freshly cooked meal. It’s a cliche, but it’s surprising how many people enjoy looking at food even despite all the cynicism.
It’s easy to list off the best games of 2013, and often such lists contain a lot of crosstalk between different publications. So this year, instead of just giving off another similar list of the best games of the year, our staff has decided to talk about their favorite games of the year that might not have been the best sellers or the most popular. In no particular order, this is our list of some of our favorite under-appreciated games of 2013.
This was the one game that I kept coming back to on a nearly-daily basis. The mix of addition and Scrabble is something that appeals to my former life when I studied mathematics. It rewards pattern recognition, and smart play, rather than cheap obscure word usage. That I’m also really good at it doesn’t hurt. – Carter Dotson
Space Agency is an amazingly fun game for those of us who have watched the space program since, well, forever. While it’s a very lightweight simulation of a space program, it does require a fair bit of strategy, timing, and even a bit of luck. The challenges it presents have players going from the extremes of keeping a spacecraft in the air for a few seconds to multi-planet orbit missions where space station pieces are swapped out. All presented in bite-sized, mobile-optimized gameplay for space geeks like me. – Jeff Scott Continue reading 148Apps 2013 wrAPP-Up – 148Apps’ Staff Discusses Their Favorite Underappreciated Games »
Asphalt 8: Airborne is most certainly one of the more enjoyable racing titles we’ve seen this year and is personally one of my favorite games of 2013. I’ve spent many hours racing, jumping, and knocking out opponents. However, I never played long enough to unlock two of the game’s best and most expensive cars, which players either need to invest an insane amount of time in to unlock or put down close to 100 dollars to unlock with credit.
So, what does purchasing those two vehicles do to the game experience and is the increased speed worth the payout for those who decide to purchase instead of play? I collected some credits and purchased the Mercedes-Benz Silver Lightning (325,000 credits) and the Koenigsegg Agera R (375,000 credits). My first reaction was “holy shazbot, Batman! It’s fast!” – getting an increase of close to 100 mph is certainly felt.
Koenigsegg Agera R
All of a sudden the tracks become much smaller and shorter. It’s not just about faster vehicles, because each course is now a new challenge to master as the increased speeds can get players from one section to the next in a much quicker fashion. Also, with the increased speed each turn on every course becomes more challenging, requiring better reaction time as players need to make sure to hit it perfectly or they’ll crash. These faster vehicles certainly enhance the experience and make for a far more intense time than with slower cars. Every turn needs to be hit with near perfection, and it’s possible to keep the boost going for quite some time on certain courses that have the items lined up correctly for that.
The increased speed is great as it’s exciting to hit those jumps to spin longer and jump higher and further. It’s great taking them online too, though I didn’t have enough credit left over to fully upgrade them after spending the 700,000. That set me back a bit against some of the competition who clearly poured time or money into the game.
Mercedes-Benz Silver Lightning
Overall, fans who wish to invest their time or money will be met with increased excitement when running with the Mercedes and Koenigsegg cars. Things move much quicker and it requires expert knowledge of the tracks and the game’s controls to ideally navigate the courses to perfection. I had a good time running with these vehicles and think others will greatly enjoy them as well. Remember, speed doesn’t just enhance the vehicles but also the course, making it a new experience to race through.
GT Racing 2 is another game I decided to take a drive with using its top vehicle. The Bugatti Veyron costs 5772 credits, which costs around $40 just by itself. Users can spend $50 to get 7500 credits or $100 to get 16000 credits. So basically, $100 would buy 3 of the 7 elite vehicles.
I played the beginning of the campaign with the first available vehicle, though never got to far beyond that. So going from what’s pretty much the slowest car in the game to the absolute fastest is something that should be noted.
At first, I absolutely hated using the Bugatti to race around with as I was expecting the fastest and most expensive car in the game to be fun to use. Each race I would end up all over the road, hitting the left side of the wall and then the right side as the car has some serious sensitivity issues and lacks solid control. The poor controls had such a negative impact on me at first, but I ended up sticking with it and changed the control sensitivity in the options to 0. This ended up helping a lot more with the control of the vehicle, even though it was still very jolty experience.
I also thought the game might be a bit broken at those high speeds, because it wasn’t just me that was all over the road at times. I’ve seen the computer go running straight into the wall without turning, which makes me wonder if it’s the speed or something else entirely. Some races just felt off, between the competition and the handling of the vehicle. After a while of racing with the Bugatti I was able to get a better grasp of its handling, which led to a more enjoyable race even though I still find the wall on several occasions. It’s certainly a difficult beast to handle.
It’s just not the easiest experience out there. Depending on the track, the high speeds require a lot more use of the brake. Of course, having brake assistance is a big help at these high speeds but without it the brakes become an even more important factor on courses that have continuous tight turns. That was another new challenge that came about: trying to quickly turn left while braking and then quickly turn right and tap brake with the other thumb.
I feel the handling of the Bugatti is difficult, but also think the high speeds are tough on some of these tracks. So, instead of purchasing another one of the high end cars with close to the same speed I decided to slow it down a bit and chose a lower tier vehicle. I went with the Citroen Survolt, a car that’s still plenty fast but not too over the top. The few races I participated in with that vehicle were far more interesting and felt better and more natural. Of course the car handles a lot differently anyway, but the slower speed makes turning and sensitivity less of an issue. Basically, what I’ve learned from this experience is that players are in for a challenging time when racing with high speed vehicles.
GT Racing 2 feels a bit demanding with how easy it is to go through a ton of credit. Spending cash might be worth it on the lower tier vehicles for those who enjoy the game, but I would question putting cash towards the high end vehicles. Especially if players want to keep it at a more casual and enjoyable experience. The high speeds are really challenging and can be very frustrating at times – and not in a good way.
I do look forward to trying it out once again with a gamepad instead of touchscreen. I think it might have a better effect on the controls. We’ll have to wait and see about that one.
We were all expecting some big things from Apple’s conference today – Mavericks, details on the new iPad and possibly iPad Mini, and so on – but I don’t think anyone was prepared for the big bombshell. I am, of course, talking about Apple’s videos.
The keynote was accentuated throughout by a series of beautifully constructed and masterfully presented videos showcasing the technology giant’s latest and greatest achievements. And what about that iPad Air video? Did you see that iPad Air video? Holy jeeze! At one point it had a truck jumping over sand dunes in it!
We won’t know how the world will receive the new iPad Air and iPad Mini until November, but I think it’s safe to say that those of us who were able to catch the live stream of the presentation will be forever changed. Apple is a fantastic hardware and software developer, but their video creation skills are nothing short of mind-blowing.
If you wept openly the moment the word “Video” popped up on the big screen, or if you had to pause the presentation for a moment to collect yourself, please chime in below!
iOS 7 is a great update to Apple’s venerable OS. Not only does the visual overhaul bring a fresh take to the experience, but there’s lots of great little tweaks that just make the experience better. Heck, the ability to add Newsstand to its own folder is worth the download and installation on its own. But iOS 7 is not perfect: here are some things that could be added to the OS to make it better.
Better game save management
If Apple wants to make sure that iOS is a great gaming platform, they need to ensure that gamers can ensure that their progress in games can be preserved and transferred across devices. iCloud is so fraught with reliability problems that developers still dread using it. Finding a way to separate out a game’s save data from it being deleted would be a killer feature for iOS 8, especially since games with large file sizes and the longest experiences are the first to go when space needs to be freed up.
The return of quick tweet and Facebook posting buttons
Conspicuously missing from iOS 7 is the ability to tweet and post to Facebook from Notification Center. They weren’t a primary way to share things, but to share while in another app or to just quickly fire off a tweet, the feature was great. Unfortunately it’s been cut down in the first release of iOS 7, when improvements like image posting would have been great.
Say what you will about Android, but the ability to immediately reply to a text message or a tweet, or archive an unwanted email without switching apps is great. iOS could really use such a feature – it’s the kind of multitasking that’s non-intrusive and incredibly useful.
The ability to set third-party apps as default
If I want to open links in a third-party browser, use the built-in email sending feature to send from my email app of choice, or even just use a third-party photo management app, why can’t I? Apple’s own apps are generally very good, but third-parties who focus on certain features can often do better. Apple should allow users to set third-party apps to achieve certain actions, instead of still having to use awkward workarounds.
Custom notification sound options for all apps
Some apps still think that it’s okay to use the default notification sound. Some apps use custom sounds, and choose poorly. Yes, that car engine revving sounds cool but it also freaks me out. iOS manages notifications centrally, so why not have the ability to set custom sounds like I can with ringtones?
These are just a few of the features that could make the iOS experience better. Considering how iOS 7 was all about doing just that, I think there’s still a bit of a ways to go before it’s fully there.
Here we are, on the cusp of iOS 7’s official release. No, the early beta doesn’t count. Now that Apple’s latest mobile OS is almost upon us, the senior staff at 148Apps decided it was a good time to discuss what we’ve been looking forward to the most. With a little speculative wishful-thinking thrown in for good measure, of course.
Jen Allen is most interested in the new Multitasking feature. The ease with which we’ll all be able to close out apps is certainly welcome, but it’s the intelligent tracking that she’s really excited about. “[the fact that] it knows when I use apps most frequently will be great,” she says, “as I’m a creature of habit.”
For the unfamiliar, that means iOS 7 will anticipate when you prefer to use your apps and can update them before you even open them. Like to check Twitter every evening at around the same time? Load it up and your feed will already be up-to-date.
It’s the Control Center that’s been on Carter Dotson’s mind the most. “I love the quick settings panel. It’s long overdue!” he says, “Especially since turning Bluetooth off and on is such a hassle on iOS.”
Imagine being able to access all the simple but incredibly useful features you usually have to dig through menus to find. Well, that’s what the new Control Center in iOS 7 does. By swiping up from any screen – Any screen. Even the lock screen – users can turn Airplane mode on or off, fiddle with Wi-Fi and Bluetooth, lock the screen’s orientation, access the flashlight, camera, and more. They totally had me at Airplane mode.
My own (Rob Rich) interests are fairly in-line with Jen’s and Carter’s. I’m super-excited about Control Center, and while I’m not quite as psyched for Multitasking I can certainly imagine how useful it will be. I’m also really looking forward to the Safari update, which will hide most of the extraneous interface elements until they’re needed. I’m also looking forward to the swipe navigation and the smoother Reading List browsing. Heck, even the consolidated tab view has me excited (I’m a tab browser by nature). I only hope they finally increase the tab limit for the iPhone.
Pretty much all of us are looking forward to the improvements to Find My Phone as well. And hoping we never have to use them! Still, giving users the ability to create a custom message that will display on the lock screen, even after a remote erase, brings some peace of mind. As does being able to reactivate the phone so easily (input your Apple ID and password and you’re done) if it’s returned or found. Generally being unable to do *anything* to the phone without the use of your Apple ID and password is nice, really.
I also very much like the idea behind AirDrop. We snap a lot of cat photos at home and being able to share them so easily will be a major boon. Now nothing will stop me from bombarding my wife with adorable kitties while she’s at work! Now I just need Maps to be relevant again and I’ll be all set.
We’ve saved the best for last, though. And because this list is alphabetical by last name. So, what is Jeff Scott’s most anticipated iOS 7 feature? “iOS 8.”
Nah, just kidding. He’s looking forward to the Control Center as much as the rest of us. Also “some parts of the refreshed design, game controllers, and increased security through the iCloud required login when wiping a device.”
And what is he hoping against hope for? Lots of stuff. “I want the AMOLED screen that only lights up needed pixels,” he says, “I want the 44MP camera on the Nokia 1040, multi-user stuff, greater customization options, and widgets. I want developers to be able to trick out a few, simple things, like notifications. I want iCloud to be the end-all cloud service for all of my digital needs, and the iCloud price needs to drop through the floor. But we already know none of that is coming.”
So tell us, what are you all most looking forward to? Is there anything you aren’t sure of that you’d like to see make it into iOS 7? Anything you’d prefer to see left out? Chime in below and tell us your thoughts!
With the announcement of iOS 7 came plenty of expectations and hopes. While some were realized (hello better multitasking and improved notification center), I think one very important area has been overlooked: the family market.
I don’t have kids of my own but I’ve heard the woes of many friends of mine that do. Apple just isn’t cutting it for them. This is an area where Android is currently ahead and it’s something that I was really hoping that iOS 7 would catch up on.
Take a look at the latest Android update, Jelly Bean. In one deft move known as restricted profiles, it’s covered a lot of ground for the family user. Owners of Android tablets can now set up profiles for everyone in the household. Want to keep the kids away from using specific apps or viewing mature content? Just want to split up everyone’s high scores? It’s possible through setting up their own profile, without leaving everyone else using the tablet to suffer from such restrictions. It’s not perfect, given that developers have to allow their users to be able to restrict such things, but it is a major step forward.
iOS does have one significant advantage here in that users have total control over app-related permissions, but its restrictions tab is really pretty, well, restricted. Without the option for multiple profiles, users can hand over their iPhone, iPod touch, or iPad but they need to turn restrictions on or off each time. Multiple profiles are just so much simpler and require less maintenance, plus there’s the advantage that everyone has their own workspace to deal with rather than the clutter that comes from using one device across an entire family. I know a few families that struggle with the finer details of things like restrictions. If it was just a matter of setting up profiles, I could easily do it for them and they’d be set up for the future. Even better, such profiles would ensure that each member of the family felt like they had some kind of ownership over the device. Something in particular that kids get a real kick out of from technology.
While we prefer to not cover rumors at 148apps, there is an significant one that could relate to this issue: the prospect of a fingerprint sensor built into the iPhone 5S. There’s no guaranteed proof as of yet, and we’ll have to see what’s fully announced in September, but this could pave the way to multiple profiles.
For now though, parents are stuck with the option of using separate apps such as Disconnect Kids rather than a simpler, more comprehensive, built-in solution. However, the potential is great if the fingerprint reader comes to fruition. And if it doesn’t? Well, families may find themselves even more tempted towards an Android tablet purchase, and who can blame them.
In an age where developers are micro-transacting their consumers beyond belief, it is refreshing to hear of the occasional development team willing to take a stand against it. In the most recent example, the financial relief comes from the good folks over PopCap Games. Their most substantial iOS offering to date, Plants vs. Zombies 2, made the unexpected move to free-to-play – much to the chagrin of their audience. Oddly enough, that shift may have actually been the best thing to happen to cash-strapped gamers in recent memory. So how can studios go against the monetization grain and still manage to sustain a profit? A simple change of perspective can go a long way.
Traditionally in-app purchases within free games were viewed under the microscope of paying a cost in order to either continue playing, or unlock an item that will make an unbeatable adversary more manageable. Essentially it boils down to being a pay-to-win structure. In either scenario there is a wide spread negative connotation associated with purchases, drowning in a bubbling cauldron of frustration and anger. When the main motivation behind opening a wallet is to make something that is undesirable cease happening, it feels more like being held hostage than acquiring something beneficial. It might even be fair to say that this is likely the reason that so many folks look down their nose at free-to-play titles.
While working on Plants vs. Zombies 2, the team over at PopCap hit on the discovery that purchases could actually be driven by positivity instead. For example: certain special crops are made available exclusively for purchase with cash through the in-game store. These seeds may be overpowered for a short period, and slightly flashier in terms of presentation, but over time the items that are unlocked simply by continuing to progress through the campaign will end up being just as useful, if not more so. Also, players have the chance to pay to unlock new worlds if they are uninterested in playing through the additional stage permutations in order to clear obstacles the “good old fashioned way.”
The main differentiation is that these acquisitions are completely unnecessary in order to move through the game. In reality they act as more a shortcut for those that don’t have the fortitude of the multitude. Under most circumstances there are only positive underlying motivations associated these purchases; primarily consisting of the desire to play more of a game that they already love, which most will gladly do with a smile. After all, people are far more willing to part with their precious greenbacks when they feel like there’s a tangible reward on the other side of a transaction.
PopCap, along with a select handful of other developers, may have finally cracked the nut that the industry has been trying to shell for years. Here’s to hoping that more will pay close attention and make efforts to follow suit. Who knew that future of mobile gaming could be forever transformed, all thanks to a slight shift of perspective?
Pretty much everyone has been buzzing about “Pacific Rim” this month. The movie has been doing quite well from what I understand (plus it’s freaking awesome), but like most summer blockbusters that popularity also equates to some tie-in games across multiple platforms. While I found the Xbox Live Arcade game to be pretty enjoyable, the iOS iterations – yes, there’s more thanthe one – were both extremely disappointing. However all hope is not lost. While the Pacific Rim iOS title may have been a colossal (*rimshot*) letdown, there are still a fair number of great games on the platform featuring giant robots and giant monsters that can be quite a bit of fun.
Rock’n and Sock’n with GiganderX
GiganderX (Prodigy Co. Ltd, $0.99)
I’ve sampled a fair number of “giant robot” games across multiple platforms but none have managed to capture the oversized and plodding nature of these massive engines of destruction quite like Robot Alchemic Drive or Remote Control Dandy. And no other iOS games have managed to capture a similar feel of either title better than GiganderX. It’s fairly simplistic – there’s an extremely basic combo system, one special attack, and only a handful of levels – but it does an admirable job of making you feel like you’re piloting a slow, lumbering, oversized toy as it combats other slow, lumbering, oversized toys.
Giant Metal Robot (Poppy, $0.99) Giant Metal Robot is a bit unorthodox, but that’s a big part of why I like it. You have to tilt your device to steer the young girl (and later her dog, too) along a rooftop, while swiping down to make the robot smash its fists. Flatten the little girl or her companion and it counts as a loss. Fail to smash all the skeletons that are chasing them around before time runs out and it’s a loss. Accidentally launch the little girl off the roof after smashing something and you lose. It’s deceptively tough, and yet it’s easy enough to play that it should keep you entertained for a while.
The signs are everywhere (and bloodthirsty) in My Little Monster
My Little Monster (Group Sound, $0.99)
As a long time fan of giant monster movies, I can’t not find the idea of raising and training my own to be both awesome and oddly charming. And that’s before taking the adorable and weird characters, goofy skills, and ridiculous hats into consideration. It’s an odd hybrid of virtual pet and simple action game, but it’s also a neat distraction for any kaiju fan.
RoboCat Rampage (Luke Turvey, $1.99)
Some robots are more interested in preserving nature than in protecting humanity; and that’s exactly what RoboCat Rampage is about. You move the enormous mechanized feline around each stage attempting to squish anything that looks industrial while also trying to avoid stepping on anything green (i.e. trees, etc). The more smoke-belching factories and vehicles you smash before reaching the end of the level, the higher your score and the happier the little woodland creatures will be.
Fortunately The War for Eustrath is easier to enjoy than it is to pronounce
The War of Eustrath (iQuibi Inc, $2.99)
Giant robots aren’t a genre; they’re a subject. So while The War for Eustrath may not seem quite as “typical” as the other games on this list, but it’s definitely relevant and possibly one of the best. The characters are quirky in an eye-rolling kind of way, but it’s a very competent strategy game. One that features some pretty cool-looking mechs. Cool-looking mechs that fight each other. It’s like Xenogears crossed with Fire Emblem, and I can’t think of a single thing about that description that isn’t awesome.
OFFWORLD (6waves Lolapps, FREE)
I wasn’t expecting to enjoy OFFWORLD‘s Rock-Paper-Scissors style combat as much as I did, honestly. But enjoy it I did, and I think it adds a fair bit of strategy to what could have otherwise been a very basic game. Not only is there plenty of mental back-and-forth as you try to predict your opponent’s next move, there are also lots of customization options for various weapons and attachments. Plus it looks and animates gorgeously.
Don’t underestimate Monster Jam Jam’s giant radioactive poultry
Monster Jam Jam (Behold Studios Jogos Electronicos LTDA ME, FREE)
I happened upon Monster Jam Jam accidentally, but I have to admit I was rather impressed by its no-frills simplicity. Each match is random, and the only difference between monsters is their appearance, so all you have to worry about is out-thinking your opponent (AI or otherwise). It uses a fairly simple combat system wherein each combatant picks an action (attack, power up, heal, defend) and attempts to guess what the other side is planning. No scores, no leaderboards, no upgrades or unlockables; just a bunch of quick pick-up-and-play kaiju action.
Roar Rampage (FDG Entertainment, $0.99)
What is it most people think of when they think about giant monsters? Property damage. And property damage is you’ll get when you start playing Roar Rampage. The giant boxing glove-toting lizard moves along automatically, so all you have to worry about is flinging his fist all over the place in order to bust through buildings and knock helicopters out of the air. It’s simple, destructive fun.
Destroy Gunners ZZ is a blast despite the distinct lack of giant beards
Destroy Gunners ZZ (SHADE Inc, FREE) Destroy Gunners ZZ is a freemium/social sequel of sorts to the original Destroy Gunners; the latter of which has been one of my most preferred mech combat games to date. I decided to list the sequel over the original simply because it looks a little better, has a little more variety, and has had a few control refinements but the first game is also totally worth a look. Especially for any early series Armored Core fans hoping to find a comparable experience on iOS.
Robot Rampage (Origin8, FREE)
Just like people, not all robots are friendly. In fact, the robot headlining Robot Rampage is a total jerk. All it does is stomp around smashing everything in sight, while occasionally blasting stuff with lasers. Of course when you get to control the giant robo-jerk as it smashes up buildings and fries all military resistance with heat beams it’s actually pretty cool.
Death Worm ain’t afraid o’ no early birds
Death Worm (PlayCreek, $1.99)
Not all vicious giant monsters walk around on two legs. In fact, some of them don’t have any legs at all! And while watching a giant radioactive shellfish level a city can be pretty intimidating it can be just as bad when dealing with a subterranean horror you’ll never see coming. Being said subterranean horror, rather than running from it for dear life, is a lot cooler. Especially when you can evolve new traits between levels.
Super Monsters Ate My Condo! ([adult swim], FREE) Super Monsters Ate My Condo! is admittedly a bit of a stretch, but it features plenty of giant monsters so I figure it has a place on the list. Plus it’s a lot of fun. The odd physics-based match-3 puzzles coupled with the quirky kaiju waiting to gobble up each high rise floor are a great match. It’s the kind of game that could very easily make an hour disappear if you give it half the chance.
How has the App Store impacted my life? Well, if you give a mouse a cookie…
It started when I first decided to give the iPod touch a whirl: I had heard about the App Store launching, and I picked up a discounted first-generation model of the iPod touch as the second-generation launched. I figured, hey, this might be the future, I’m gonna get onboard now. The store was exactly what I expected it to be: a collection of interesting and occasionally odd games from a wide variety of developers. It was, and still is, an endlessly-fascinating world.
Still one of my favorites from the early days of the App Store.
The App Store was also indirectly to blame for me getting hooked on Twitter. Apps like Tweetie from Loren Brichter helped me on my way to become the Twitter addict that I am today, especially once I got an iPhone proper. I’ve met many great friends from Twitter, and most importantly, it’s why I’m here on 148Apps today.
It was through following someone on Twitter who recommended following The Portable Gamer that led me deeper down the rabbit hole. One day, they posted that they were looking for new people to record iCasual segments for them. I took them up on their offer, as I figured, “hey, why not – might be fun to do on the side while getting some free games to play.”
Soon, scripting and recording those audio reviews turned into written reviews. It turned out writing about games was pretty fun, plus, I was halfway-decent at it! I was made managing editor of the site a couple months after I joined, and for the next year, it was a regular part of my life. I got to feel important in helping to arrange and post new content on the site, and even got printed in iPhone Life magazine at one point. That was pretty cool.
A little over a year after joining The Portable Gamer, that was when 148Apps advertised that they were looking for a new paid writer. I decided to go for it. For a while, it was just a hobby, albeit a really cool one.
Eventually, I decided: why not try to make writing my career? I love doing it, it was giving me more of a sense of purpose than my college studies were giving me, and hey: I was already getting paid for it. So I ramped up my game. I spent more time writing for 148Apps. I started looking for other writing gigs, which came through connections and just reaching out for other opportunities, with my work here at 148Apps playing a significant role in proving I could be a good and trustworthy writer.
And a year ago, it finally happened. I was able to support myself on my writing work and I moved to Chicago. It was all thanks to the App Store. Sure, there were a lot of steps in between, but I honestly don’t know what my life would be like if it didn’t exist.
It’s been a pretty sweet ride so far, one that I hope continues on for a long time.
I’ve been in love with video games for over 25 years, ever since the heyday of the Nintendo Entertainment System. And while the technology has been advancing exponentially ever since, one thing has been constant: my envy of video game reviewers. These were people who were paid to play video games and then write about them. How freaking cool is that??
I idolized everyone who worked for Nintendo Power, IGN, GamePro, EGM, and later Play, Game Informer, OPM, and so on. I’d dreamed of being able to do the same thing myself but it was always one of those “there’s no way, but it would be cool if” kind of dreams. At least until I actually started doing it when I more or less tumbled into writing for Crush! Frag! Destroy!
I’ll never forget the years I spent at CFD! – first as a contributor, then as Managing Editor/website mom. They were instrumental in helping me put together a sizable and diverse body of work that included console, PC, mobile, AAA, and indie games. I got to talk to game developers. I received review copies (FREE review copies) of games like Persona 3 Portable, Dragon Age, and Mass Effect 2. I went to Pax East one year and felt like a friggin’ badass. However it wasn’t until I got myself an iPhone 3GS, crossed my fingers, and sent a resume off to 148Apps that I really started to live the dream.
Much to my amazement I was brought onboard almost immediately as a freelancer. Suddenly I was making money–real money–reviewing video games (and apps). After a few months, a senior writer position opened. Then I crossed my fingers for a second time as I expressed an interest, and was again amazed at how quickly I was given the go-ahead. That was two years ago, and things have only gotten more amazing since then.
Thanks to 148Apps and the existence of the App Store, I’ve been able to write about games (and apps!) to my heart’s content and pay some bills in the process. I’ve been able to meet and interview some great developers, both from the indie scene and from big name studios. I’ve been invited to special press-only preview events. Some developers have come to me specifically so that I can critique (not just review but actually critique) their works in progress. I’ve come to understand and appreciate just how influential, creative, and downright fun iOS games can be. And I’ve made some really great friends that I’ve never actually met in person along the way, too.
If it weren’t for the App Store and 148Apps I honestly have no idea what I’d be doing now. Maybe I’d still be writing gratis while waiting for my big break. Maybe I’d have given up on the dream and focused on something a little more “realistic.” Thankfully I don’t have to worry about any of that because I’m already doing it. And I’m going to keep doing it no matter what.
The App Store has been around for five years, and in that time its library has grown from just under a thousand titles to over a million. Even with so many releases (and more on the way) there are still a fair number of developers – prominent, indie, or otherwise – who haven’t gone near it. Why have some embraced the App Store while others have hesitated? Why are there still so many talented people, whose games would be a great fit for iOS, not releasing their games for the platform? I reached out to a number of developers, some who have and some who haven’t released games on iOS, to try and figure it out.
The Initial Draw
With such a big install base (600 million devices sold and 575 million user accounts) and a unified operating system, it’s only natural for many a developer to find the App Store appealing. Especially if the popularity or puslisher support for certain platforms starts to wane. Daniel Steger of Stegersaurus Games has been doing pretty well on the Xbox 360′s Xbox Live Indie Games marketplace, but lately it’s looking like Microsoft might be pulling the plug on the once indie-friendly venue. “iOS has been seen as one option because it has many consumers and seems to fit the scale of games I enjoy making,” Steger said, “Frameworks like Xamarin’s Monotouch could also make porting my games from XBox to iPhone fairly pain-free which is an added bonus as I could continue creating games for both platforms.”
Daniel Steger/Steger Games
It was the portability and popularity of Apple’s iOS devices that first attracted ISOTX‘s Jeroen Roding to the App Store. “The iPad is something you have with you all of the time, it is accessible at any given time of the day,” Roding said. “The average revenue per unit is pretty high and the whole shop backend is easy for the users.” It wasn’t just the install base, either. As a developer for Facebook games there was also cross-platform integration to consider that would allow users to “start the game on PC and Mac and finish it while on their tablet,” he said.
Both Marios Karagiannis from Karios Games and independent programmer Suraj Gregory-Kumar attribute their initial interest to the App Store’s popularity as well as Apple’s certification process. According to Karagiannis, “Companies that consider creating casual games for mobile devices cannot really afford to skip the App Store,” since he considers it to be “the biggest, more consistent app store of the 3 major platforms right now.” Gregory-Kumar agrees, but views the situation from a more practical standpoint. “I own an iPhone and wanted to venture in to unknown territory,” said Gregory-Kumar, “but more over it was a way of showing those around me the games I could produce, since the device is portable and easy to show off.”
As for getting apps certified, Karagiannis considers it to be a necessary buffer. “Remember that the lack of any kind of certification means in practice that a VERY large number of apps are utterly useless – including malicious apps.” In other words it’s like the Wild West. However, that also means getting something approved for the App Store can take a little while, as Gregory-Kumar recalls. “The App Store approval process is something which takes a lot of consideration, as the app must meet their strict guidelines, otherwise the app is declined.”
Mike Roush, co-founder of Gaijin Games, has a slightly different perspective on the matter. BIT.TRIP BEAT has been on the App Store since 2010, however he doesn’t feel like they’ve had much involvement in it’s App Store appearance. “I don’t really feel like Gaijin Games made the game, seeing as it was a port of the Wii version.” Roush said, noting that Namco’s involvement with publishing and co-developing the port attributed greatly to his feeling of detachment. He also believes they could take advantage of the shift in App Store shopper preferences from the quick and casual games of the early years to something more complex. “Nowadays,” Roush said, “it seems to me that people are interested in deeper, richer and more polished experiences.”
As appealing as any development platform might be there are always going to be a few aspects that give someone pause. Apple’s certification process, while a welcome buffer for some, becomes an unnecessary barrier for others. Daniel Steger had this exact problem when he attempted to move a few of his Xbox Live Indie Games to iOS. “I spent some time porting my game engine to work with Monotouch,” Steger said, “Unfortunately, after all that time I did not account for Apple’s sensitivity when approving games.” The first game he had attempted to port was rejected three consecutive times; the last of which was anything but constructive or informative. “I was told not to submit the game again, as it would never get approved.”
Jane V./Price Rhythm
He tried to make the best of it by porting two other games, both of which did fairly well on Xbox Live and were, in fact, approved for the App Store, but it just wasn’t enough. “They were quicker ports just trying to make the best out of a bad situation,” he said. Unfortunately, while these games performed well on Xbox Live they didn’t even come close to recouping the time and money spent porting them to iOS in the first place. He’s been understandably hesitant to port any other projects ever since. Jane V from Price Rhythm was also initially put off by the approval process. “I am holding myself from developing games because I believe that in order to succeed in it and make the “killer” game, you have to make it really beautiful and engaging.” She said, “This requires a lot of graphical capabilities, marketing budgets and etc that a lot of indie developers just don’t have.”
Marios Karagiannis/Karios Games
Jeroen Roding, Marios Karagiannis, and Suraj Gregory-Kumar, on the other hand, were more concerned about the development tools themselves. Gregory-Kumar wasn’t much of a Mac user initially and was also worried about budgeting on top of his unfamiliarity. “Fortunately, my husband is an Apple fan so his Mac came in handy.” Gregory-Kumar said, “With the Unreal Engine you need a windows machine to install the software, and a mac to submit it, so developing using this process without the technology would prove costly.” Roding, on the other hand, was limited to his prior experience with developing browser-based games. “We didn’t really have the experience at the time to get our game functioning on iOS.” Roding said, “Now we are working with scaleform and Unity in order to get the game running smoothly on iOS and retaining the same value on PC and Mac.”
Marios Karagiannis, however, has had a fair bit of experience in designing for mobile ever since 2011. Although it was for Windows Phone. A platform he picked mostly due to the accessible development tools. “XNA was providing (at the time) an excellent game development framework for indies and Microsoft was really pushing for the platforms, which gave me a lot of perks.” He was also a little preoccupied at the time, what with pursuing his PhD and all. “Revenue as well as user acquisition was not my number one priority,” Karagiannis said, “I opted for having fun creating my games while making them available through a number of people through a centralized store at the same time.”
Mike Roush was mostly concerned about he and his team’s extensive background in console development, as mobile platforms are something of a different beast. The App Store is also a fairly unpredictable marketplace. “If we invest a significant amount of money into an iOS project and it doesn’t hit, then we are in trouble.” Roush said. There was also a lot less pressure for their games to succeed because they were a much smaller studio at first. “We had no fear of failing because our office burn-rate was around $1000.00. We didn’t really have much to lose and we could function on very little.”
Even though they’ve had issues or reservations in the past, everyone agrees that there are some qualities the App Store possesses that made (or will make) it worth the effort. Even Daniel Steger hasn’t totally written off Apple’s mobile platforms. “I wouldn’t say an attempt to return to iOS is out of the question,” Steger said, “but there are a few places that take priority because of my experiences.” He’s been attempting to use Steam Greenlight to release his most recent project, Mount Your Friends, on PC and has been eyeing Google Play for another go at mobile devices. He’d still be willing to give Apple another shot, however. “If I heard Apple was being more transparent now on their review criteria, or heard that my old, rejected submission to the app store would be considered today by Apple that may influence a return.” Suraj Gregory-Kumar is simply looking forward to more time to learn, and hopes that Apple eventually opens up iOS to other development tools. “It would be easier being able to use a windows machine to develop for Apple (using Xcode/Objective-C),” he said.
Mike Roush/Gaijin Games
Marios Karagiannis and Jeroen Roding are pretty much on-board already thanks to Apple’s install base. Since finishing his PhD last December, Karagiannis Has found that his priorities have been changing. “App Store users seem to be willing to pay more than Android users.” His biggest theory on this phenomenon has to do with the install base on Android versus iOS. “While on paper Android users are many more,” Karagiannis said, “the average Android user uses an old device and is used to getting all of their apps for free.” Of course a similar case could be made against iOS users, but there definitely seems to be a more universal acceptance of $0.99 releases on the App Store. Roding is more interested in the number of iOS users rather than the particulars of the App Store’s economics. “From a marketing point of view we really liked the average revenue per unit and the fact that we can reach a larger audience.” Roding said, “Also looking at the numbers for PC gamers having access to or owning a tablet are really good, around 30% of the PC gamers now owns a tablet.”
Karagiannis concurred. “Apple’s ecosystem proved to be quite robust and iOS as a gaming platform seems to be one step away from being the most successful gaming platform at the moment, including game consoles and PCs,” Karagiannis said. Mike Roush feels the same way, and has high hopes for Gaijin Games on the App Store. “We are actually working on the iOS version of Runner2 (it’s super amazing btw). I would be willing to bet, from here on out, every game we make will be on an iOS device.” Roush said, “You just can’t argue with the number of iOS units currently in the hands of people.”
Why is there such a buzz around XCOM: Enemy Unknown arriving on iOS? Sure, It’s not just a high-quality title, but it’s also a current-generation console and PC game that is being brought to iPhones and iPads. But why does this buzz exist? Why is the mobile gaming community excited about getting to play a game that already exists on multiple other platforms?
I believe it’s because mobile gamers not only want to play core games like XCOM, but they also want them to succeed because they want more of them. The mobile market just hasn’t been the friendliest environment so far for the kinds of experiences available on consoles and PC. Developers and publishers have been scared away from making either ports or even original core games thanks to the pricing race to the bottom, despite hardware becoming more technically-capable of handling core games. $19.99 is cheap for XCOM, but not in the wider context of $0.99 and free-to-play games that are so prevalent on mobile.
It feels hopeful to see promising titles take a blowtorch to the current system. The mobile market should be able to support games worthy of higher prices as well as the lower-cost indie titles and the free-to-play games, in a similar way to what Steam has done. That service is not the most accessible for indies, and it still reinforces the archaic notion of ‘publishing’ in a digital distribution system. Despite the drawbacks, at least it’s possible for games at smaller price points to thrive along with the big-budget, big-price games. Mobile gaming is largely beholden to the free-to-play (or almost free) pricing scheme.
Providing additional hope for core games on mobile is the promise of gamepads. There are going to be some core games that just aren’t going to be great on touchscreens. Sure, it’s possible to create passable interfaces for many games, but many games are just plain better with physical controls. Hello, Grand Theft Auto 3. That Apple is making physical controls a possibility, and with the sleeping giant that is TV gaming via the Apple TV lying in wait, core gaming feels like it is nearing takeoff on ‘mobile’ platforms.
Too. Many. Virtual. Buttons.
With this movement, there is definite potential for drawing in core gamers who have rejected mobile gaming. If they see that mobile can support the kinds of games they love, then perhaps they’ll give the platform its just due. On the flipside, I think that mobile gamers want to see their platform of choice become accepted. Is it insecurity? Perhaps to a small degree, but there’s no reason for this platform to be so disrespected.
Sure, the gaming handhelds have tried to provide core gaming experiences while on the go. But there’s just so much less creativity on those platforms because they’re not completely open to all developers yet. The Vita’s getting to that point with Playstation Mobile, but its single-use focus means I don’t see a need to carry it around with me at all times when when my iPhone is just more handy. I can use that to do everything, including playing games. But what reason is there for my iPhone to not have the kinds of games that I can have on my Vita and 3DS?
Yeah, but does it have Tweetbot?
Mobile gaming is great, and it’s opened up avenues for new types of games and for new types of gamers. Yet there’s no reason the core gaming experience, and those that enjoy it, shouldn’t be welcome on mobile too. So yes, get excited about core games like XCOM coming to mobile, and support the worthy ones, because it can lead to more great games coming to mobile, and that’s a very good thing.