2K Games has officially announced that Bioshock is coming to mobile. The announcement is an exciting one, although there’s also this pervading sense of worry – even anger – that some seem to have about it. So I’d like to take a few moments to try and explain why being able to play Bioshock on your iOS device ain’t so bad.
1 – Rapture in Your Pocket
Some people have asked me why I’d even want to buy a graphically inferior version of a game I probably already own for as much (or possibly more) than I could buy a “better” version for, and the answer is simple: portability. Of course it looks better on the systems that have high-end specs and lack a 2GB install cap, but I’m not about to drag my console of choice and a TV around with me everywhere I go.
Being able to play Bioshock on my phone – even if it’s not graphically up to par with the other versions – means I can return to Rapture any time I want. If I’m traveling, waiting in line, have downtime and no PC/console handy, and so on, I can simply pull out my phone and start throwing plasmids around.
2 – No In-App Purchases
This is another concern/assumption I’ve seen a lot of and it makes me sad. There’s this automatic (and severely biased/unfair) notion that mobile games must include in-app purchases. This is simply not true. There are a number of premium games on mobile that don’t offer any sort of in-app purchases, a couple of which have even come from 2K Games.
3 – More Games Means More Games
Mobile ports of big-name, AAA games tell us one very important thing: mobile ports of big-name, AAA games are possible.
Just about anyone who doesn’t immediately write-off mobile as a gaming platform (perhaps they were bitten as a child?) will admit to thinking things like “I wish this was on iPhone/iPad, then I could play it whenever I want!” With each successive port of a big-name game, the more likely we are to see more of them. It doesn’t have to be big AAA games, either. There have already been ports of other less ‘mass-appeal’ favorites like The World Ends With You and Dragon Quest VIII, and in the case of the former the port is even arguably (not really arguably) better than the original.
With the ever-increasing power of iOS devices and the ever-present desire of license holders to make money, there’s no time like the present to think about bringing some older (and even some newer) games and franchises over to mobile. There’s also no time like the present to compile a list of 10 games and franchises that would be a great fit for mobile, but are still mysteriously absent. And that’s exactly what we did!
Below is our take on what we think would work well on iPhones, iPads, and iPods, ranked by how inherently “mobile” they might be. Why did we choose what we chose? Well because they’re great games, for one thing. That, and because their inherent nature would make them incredibly easy to interact with using a touch screen, make use of an accelerometer or gyroscope, or otherwise put iOS hardware to interesting use. Of course if there’s another game or franchise that you think would be a particularly good fit, leave a comment and let us know!
Continue reading 10 Games and Franchises that Should be on iOS but Aren’t for Some Reason »
Who Wore it Best? takes on its most puzzlingly high-profile case of cloning yet again with Threes! vs. 2048.
Are you angry about the new Comixology app, which removes the ability to buy comics from inside the app itself? If so, you should be just as angry at Apple for their policies making such an absurd situation, where an app can offer the ability to consume the content it sells without actually selling it, as much as you are at Comixology/Amazon for inconveniencing you.
The economics for the change are clear: they were giving 30% of every sale to Apple, as per App Store policies. That’s the way it’s been since the App Store opened – every time money changes hands, Apple takes its 30% cut. When in-app purchases were introduced, Apple kept the rate per transaction the same: 30% on everything. Thus, when Comixology sold a comic for $3.99, they only got ~$2.80 from it, for a book they had to sell for the same price on their site, by Apple policies.
It’s likely that this 30% cut hurt Comixology’s bottom line – they are beholden to a number of outside forces and right holders for the comics they sell – and the move to Amazon apparently provided them the opportunity to change their selling model.
So, that 30% fee on transactions that Apple takes is problematically high. Certainly, it can be justified for paid apps: Apple provides approval, storage, bandwidth, tax collection, and a variety of services beyond just taking the money, in order to justify taking such a cut of a developer’s revenue.
But for in-app purchases, Apple is serving as little more than a payment processor, though they do track whether non-consumable IAP is owned by the user. And 30% is exorbitantly high for payment processing. PayPal merchant fees are 2.9% plus $0.30 per transaction. Amazon charges the same for transactions $10 or above, with a 5% + $0.05 per order for smaller transactions. These aren’t counting the bulk volume discounts that these processors provide.
You could go to your local comics shop or to a vendor at a convention, and using a Square credit card reader, they can sell you that comic at a 2.75% per swipe fee. So what right does Apple have to be taking 30% on a similar transaction? I think they should be allowed to take a reasonable premium on top of payment processing for the App Store services they provide, but it’s clear that 30% is unreasonable, especially for low-margin fields like the sale of music, movies, and comic books.
And because Apple specifically restricts outside payment systems, there’s no recourse for anyone who wants to offer media or subscription services through an app but to not sell said services in the app itself. It’s why you can’t buy a Netflix, Spotify, or Dropbox subscription from inside their apps at all – because Apple can’t take their steep tax.
Why would Apple, a seemingly pro-consumer company in the way that they design their products to be easy to use, do this? Well, they’re not actually a pro-consumer company. They’re a pro-Apple-consumer company. Everything they do is designed explicitly to get you to stay with Apple products. Ever thought about getting an Android or Windows Phone but decided not to because you didn’t want to lose iMessage? Exactly.
Remember that Apple sells music, video, and books of their own (though not comics to the scale that Comixology does); they have a weighted incentive to make it hard for outside sources to provide them on the App Store unless they pay the exorbitant 30% fee. And when people are inconvenienced by app makers because of Apple’s policies they get mad at the app maker, not Apple, which has to cause a chill to run up the spine of anyone struggling with a similar decision as Comixology.
The thing is, it doesn’t have to be this way. Google has a similar setup with in-app purchases where they take 30% of every transaction, but they provide alternatives. Specifically, they have a policy that enables Comixology to still sell comics through their app through their own payment system: “Developers offering additional content, services or functionality within another category of app downloaded from Google Play must use Google Play’s in-app billing service as the method of payment, except: where payment is for digital content or goods that may be consumed outside of the app itself (e.g., buying songs that can be played on other music players).”
Thus, Android Comixology users can still buy comics through the app. Those who relied on Google Play credit to buy books will find themselves out of luck. Of course, Google doesn’t have a monopoly over content distribution or an interest on keeping people as tied to Google Play and their own services, but it’s still a better way to operate than the monopolistic way that Apple does. The 30% payment processor fee for in-app purchases is still on the exorbitant side, but the nature of it is a lot more fair.
So, what Apple ultimately has is a situation that’s meant to give off the illusion of consumer-friendliness by making it only possible to spend money through iTunes accounts, when it really restricts the freedom that people have to get the content they want, where they want it from.
If a solution that’s actually friendly to users (and not just to those who buy in to the Apple system) is to happen, it’s going to require public pressure. They could enact the exact same policy that Google Play has, for one. This same policy is the one that allows Starbucks to allow for store credit refills through direct credit card or PayPal payments. It just needs to be expanded to cross-platform media so that users don’t get left out in the cold, or compelled to buy from Apple’s stores. Give them actual choice.
Or Apple needs to make their tax on in-app purchases – these purely digital transactions – a smaller fee, in order for it to be viable for sellers in high-margin transactions involving media. Somewhere from 5 to 10% may be more reasonable than the current 30%. Whatever the solution I believe change needs to happen, because right now, the ultimate loser from Apple policies are ordinary people who have had convenience taken away from them because of corporate politics.
Released: 2014-04-27 :: Category: Books
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.
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
Debt Down is one of those apps that I wish I didn’t need to bother with, but I’m very glad to have it around. It truly does help me to visualize my debt – and my progress in getting rid of it – very easily. I only wish I’d been able to use it sooner! – Rob Rich
Continue reading 148Apps 2013 wrAPP-Up – 148Apps’ Staff Discusses Their Favorite Under-Appreciated Apps of the Year »
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.
Ridiculous Fishing – Ridiculous Fishing is a game that without a doubt deserves everything it’s achieved this year as it’s nothing short of spectacular. Yes, it’s a fishing game. Agreed, it’s ludicrously silly, simple, and every part as ridiculous as it sounds, but it’s also beautiful in every way. Alongside it’s fantastic art style and fluid control system, this is the kind of game that is suitable for anyone.
Continue reading 148Apps 2013 wrAPP-Up – The Most Distinct Apps and Games of the Year »
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.
The thing that was most fascinating about Candy Crush Saga, though? Did anyone really have an unequivocal, gushing love for it? Whenever the game would be brought up, there was always some degree of resentment toward it for being so addictive, in the sense that people just could not stop playing, paying, and bugging their Facebook friends with requests.
Continue reading 148Apps 2013 wrAPP-Up – Why Candy Crush Saga was the Biggest Game of the Year »
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.
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.
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 love Block 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.
I pretty much did my best to put up a quality time or score on all games I reviewed this year that came with a leaderboard. 2013 was also a year of Game Center addiction.
Continue reading 148Apps 2013 wrAPP-Up – A Year of Finding Familiar Addictions on iOS »
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.
But it isn’t just the arrival of newfound investors that has seen the company elevate itself to the point of operation we see today. New hires were also a large part of Apple’s fiscal 2013. The most prominent of these being the confirmed hiring of Burberry CEO, Angela Ahrendts.
Continue reading 148Apps 2013 wrAPP-Up – 2013: The Year Of Apple, Inc. 2014: A Year For The Taking »
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.
I use many different apps for such a purpose. While few (excluding Instagram) are used every day, they’re a handy arsenal of tools just waiting for me to improve a photo in some way. I’ve made myself a rule that I only use iOS apps to adjust photos and it’s working out for me well.
Continue reading 148Apps 2013 wrAPP-Up – Documenting Your Year With iOS Photography Apps »
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.
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.
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.