Blog Archive

When I was growing up, my friends’ parents never really got gaming. Some might have appreciated that their kids loved playing games, and would still buy them the relevant equipment, but they never really understood why it excited us so much. I happened to be part of a, then, very select group. I had parents who figured it out perfectly. My Dad was never any good at playing any games but he enjoyed talking about them because he was forever fascinated by the progression of technology. It was my Mum, however, that turned into a major rival. In the good sense, of course.

bubblebobble
As a kid, we would have battles to beat each other’s Tetris scores. We’d compete at games of Columns too, meeting up to work together to progress through Bubble Bobble (we never did beat it).

One of the most important things I believe I’ve ever been given is a set of parents that were constantly supportive and encouraging of what I set out to achieve. That’s continued right up until today.

With my father sadly no longer with us, my relationship with my mother is even stronger than it was before. Having pursued a potentially risky path of freelance writing, she’s always been there fully supportive. Whether it be by accepting that money is a little tight this month, or by making sure I’ve got a sandwich by my side while I struggle to meet a tight deadline. Of course, I do the same for her, but Sunday isn’t about me, it’s about her!
angrybirds
Crucially, she’s quite the solo gamer and tech enthusiast now. In recent years, she spent a few hundred hours playing through Dragon Quest VIII on the Playstation 2. Something that I’m rather proud of telling other gamers. More relevantly for readers of 148apps, perhaps, she’s unlocked and at least two-starred every single level of Angry Birds imaginable, and I don’t mean just standard Angry Birds. I’m talking standard, Space, Star Wars, Seasons and Rio. She’s a machine when it comes to flicking birds towards pigs.

jenandmumWe’ve got the one iPad between us which luckily isn’t too much of an issue, although it never stops either of us flocking to the Apple Store together to gaze at the new specimens. Sure, we both know that the iPad 2 is a very fine device in its own right but that doesn’t stop either of us eyeing up the size of the iPad Mini or pondering just how much faster the iPad 4 might seem. She’s got her own iPhone now too, having been given my “old” iPhone 4. It’s the perfect tool for her to play SpellTower while on the move, her language skills being far superior to mine.

She hasn’t quite delved into the apps world as much yet. She reckons it’s because she’s too busy. I reckon it’s because there’s always “just one more” level of Angry Birds to conquer.

I’m an extremely lucky person to have not only such a supportive mother, but one that is just as excited as me about new technology, gadgets and the wonders of the App Store.

Happy Mother’s Day, Mum. :) [And from all of us at 148Apps, too, Jen's mum! --Ed.]

Recently, the NYC police department announced that they have created a special division to deal with iPhone and iPad device theft. It has become such a problem in large cities that police are devoting special teams to cope. Dear Apple, it’s time for you do do something about it.

I’ve known many people that have had iPhones and iPads stolen right from their hands. Criminals often grab the devices out of their victims’ hands and disappear before the victim even knows what happened. This almost happened to me yesterday; I was oblivious to what was going on, and it was pure luck the criminal missed getting a good hold on my device and I got to keep my iPhone. Many others aren’t as lucky.

iPhone snatching is a crime of opportunity and Apple has the ability to eliminate that opportunity or at least make it much less profitable.

Apple devices are hotly sought after, and that will always make them a target for crime. Even so, technology should be able to alleviate much of the resale value and limit the potential for data being lost. The issue is really in two parts: data security and device security.

There are a few things that Apple can do to help with data security. One big issue that seems to be a glaring omission is that an iOS device can be turned off even if it’s locked. This provides the criminal with the opportunity to avoid remote tracking and erase via Find My iPhone by just turning off the device.

If the device couldn’t be turned off when locked, the opportunity would be there to at least track or even wipe the device remotely. The piece of mind the ability to wipe a device would give to victims is immense.

But how about doing something about the actual resale value of devices? Apple tracks every single iOS device. With that ability comes the opportunity to permanently disable devices reported as stolen. Remember that registration screen that pops up when a new iOS device is activated? It shows up either in iTunes or on the device itself. That information all goes into a database at Apple. If your device is re-registered to someone else, or even connected to a network, Apple knows about it.

Apple, how about giving the registered owner the ability to report a device stolen? And if it’s seen on the Internet after being reported as stolen, deactivate it permanently. Something like this would make iOS devices, without some sophisticated and very expensive modifications, worthless for resale.

Wouldn’t that help reduce crime, if criminals knew that a stolen device would be unusable and therefore nearly worthless?

Interim steps could be taken as well. For instance, with prompts for configuration, turn on Find my iPhone by default when the device is registered. Getting users to verify their registrations and giving them tips on protecting their device and what to do if it is lost or stolen would also help.

iPhone and iPad theft it a huge deal around the world. I think it’s time that Apple stepped up and helped users keep their devices secure. The technology and the need is most certainly there, will Apple help?

Editors note: I know that open letters are pretentious and stupid. It’s really just a method to get ideas out there. They maybe ignored, but at least I got this off my chest.

[ Image credit: By Poulpy (Own work) [CC-BY-SA-3.0 (http://creativecommons.org/licenses/by-sa/3.0)], via Wikimedia Commons ]

Not all games can be winners, and not all the games we review on 148Apps will receive high marks. But the amazing thing about the App Store and mobile game development in general is that there’s always a second (or even a third) chance. Content updates allow developers to address complaints or perceived issues fairly quickly and have the potential to completely turn a game around.

Which is why we’ve decided to take a look at some previously reviewed titles that didn’t go over so well the first time. Each one has been tweaked at least once since we wrote about it and we wanted to see how they might hold up now. Have they been significantly improved or are they only marginally better? Were major issues resolved or are they still dragging the entire experience down?

Lets take a look and see, then.


Puzzle Planets


Original Review Score – 2.5
ReviewerBonnie Eisenman
Known Issues – Severe performance problems including lag and crashing, control issues due to said lag.
Updates – Performance greatly improved with no discernable lag and no crashing, also resulting in improved control.

I like weird stuff like Puzzle Planets, but even I found it to be tough to play, originally. Thankfully, the game-breaking problems that kept Bonnie from enjoying it at launch have been addressed. And it’s all the better for it.

In my time spent building several alien worlds, I’ve never once had it crash on me, and being able to enjoy an iOS game uninterrupted is pretty important. More than that, however, the lag also seems to have disappeared, which makes it much easier to simply enjoy the game itself. All the planet rotating, pinching to form mountains, reverse-pinching to create fissures, and tapping to create volcanoes, as well as spinning the planet around in order to soak up water and distribute it to the barren land masses to create life all perform smoothly and create a kind of zen-like trance after a few rounds. I’ll certainly admit that it would be nice to have more than 15 planets to mess around with, possibly with some distinct characteristics rather than everything looking like “Earth 2.0,” but that doesn’t keep the somewhat simple time-based puzzles from being fun (and looking great) while they last.

$0.99
+ Universal App - Designed for iPhone and iPad
Released: 2011-03-18 :: Category: Games

Minecraft – Pocket Edition


Original Review Score – 2.5
ReviewerRob Thomas
Known Issues – Virtually none of the features that made the PC version so notable, a complete lack of survival mode, barely any blocks to play with, super-tiny worlds.
Updates – Survival Mode, crafting, armor, mobs, a lot more blocks.

Now this is a game I did check out as soon as it was released onto the App Store. And, just like Rob T. (yes, we have a lot of Robs here), I thought it was a colossal disappointment. Nothing but a simplified Creative Mode with an extremely limited block selection. To call it a mere shadow of its older brother on PC would be a massive understatement. However, Mojang made good on its promise of constant updates, and the game has seen a slew of improvements ever since.

To be fair, this still isn’t a 1:1, pocket-sized version of the PC game. Heck, it’s still technically alpha status at the moment. Even so, this month’s update has brought it much closer. New blocks have made it in, sand and gravel are finally affected by gravity, armor can be crafted now, baby animals will appear, and so on. As I’ve said, it’s not PC Minecraft on iOS, but it’s certainly close enough to make me happy. Heck, in some ways I actually prefer it to the original because I can play it anywhere at any time, and it utilizes a much friendlier crafting system that does away with tile placement and simply shows what can be made outright. If it weren’t for the absence of a few features I’d even call it the best version to own. Even so, it’s a fantastic companion to the indie juggernaut Notch started to build all those years ago.

$6.99
+ Universal App - Designed for iPhone and iPad
Released: 2011-11-17 :: Category: Games

The Simpsons: Tapped Out


Original Review Score – 2.0
ReviewerBrad Hilderbrand
Known Issues – Absurdly long real time requirements for performing tasks, an almost unnecessary reliance on premium currency.
Updates – Improved server stability, special holiday events.

The Simpsons: Tapped Out is another game that I myself didn’t play around with until recently. It’s also a bit more complicated of a comparison than the other three games on this list in that virtually none of the issues mentioned in Brad’s review have been addressed. Instead, the real difference is having another perspective.

First I’d like to say that I 100% respect Brad’s opinion on the matter and can totally see where he’s coming from. This game takes time to play. Lots and lots of time. More so than the average freemium title, it seems. However, I don’t necessarily view that as a “bad” thing. The very nature of many free-to-play games makes them ideal for playing in small increments, and that’s no different here. Sure we have to wait 24 hours while Lisa does all of her homework for the week but when factoring in all the other characters that can be acquired and given tasks to complete it doesn’t seem so bad. I’d consider it ideal, actually, since it means I can fiddle with my own personal Springfield, go off and do whatever my day demands, then check back in on occasion. I can’t claim that the game has been “improved” at all in the past year, but I don’t personally think it really needed to be. It’s Springfield in my pocket, and that’s exactly what I was hoping for.

FREE!
+ Universal App - Designed for iPhone and iPad
Released: 2012-02-29 :: Category: Games

Static Quest: The Delivery


Original Review Score – 2.5
ReviewerRay Willmott
Known Issues – Lackluster freemium mechanics that practically force players to pay in order to progress, overly simple gameplay, no staying power.
Updates – Bug fixes for late-game content.

Based on what I’ve read in Ray’s review, I’m willing to chalk this one up to a fairly drastic difference of opinion. Again, I wholly respect Ray’s views and opinions but mine are almost a complete 180 from his.

It’s true that Static Quest: The Delivery is incredibly basic in its “tap either side of the screen” mechanics. However those same mechanics are what make it ideal for quick mobile play sessions. It’s super easy to start up a game for a minute then put it down just as quickly, and with all the various weapons to unlock and upgrade there’s always something to strive for. I’m also rather fond of the retro pixel visuals (as per usual) but I found the special costumes associated with each weapon to be the real treat. I can totally get behind a game that makes the main character look like Ezio from Assassin’s Creed 2 (and up) when he uses a dagger, or like Robin Hood when he equips a bow and arrow. The fact that it’s actually quite fun to play doesn’t hurt, either.

$0.99
+ Universal App - Designed for iPhone and iPad
Released: 2012-06-28 :: Category: Games

Sister site Pocket Gamer editor Richard Brown discovered that Real Racing 3 is showing up in Game Center. The good news is that means it’s been approved by Apple and it can’t be long before the release now. While it’s not out yet, this does bring up something interesting. Something I noticed in the Game Center achievements lends a little to the accuracy of rumors and theories I’ve been hearing that Real Racing 3 will be released as a free to play game.

Last week we took you through a three part series about the history of the App Store icon, Real Racing. Rob Rich covered the history and design of the first two games in the series. He also covered time-shifted multiplayer and other new features expected in Real Racing 3. An excellent series and well worth a read. One thing we didn’t cover is how the game will be monetized as it has yet to be announced. That monetization method is likely to have huge implications on how the game is received by the fans of the series.

In the past few months, monetization of games has made a huge shift. With the exception of Minecraft Pocket, the only games to spend any time high up on the top grossing list have been free to play games. It’s obvious where the money is. Real Racing 3, with a budget likely to eclipse the reported $2 million budget of Real Racing 2, may have to be free to play to have the potential of making a profit. Let’s take a look at the evidence.

For one, Firemint / Firemonkeys have already tested the free to play world with mixed results. The follow-up to their first smash hit Flight Control, called Flight Control Rocket was initially released as $0.99 paid download. The game was tweaked to drive higher in-app monetization and made free to play. There was a bit of a backlash though as many of the in-app purchases were considered “pay to win” items. Something that really ruins the competitive aspect of games. Flight Control Rocket was never a huge hit and it’s thought to have lost money.

A similar thing happened with another Firemint / Firemonkeys game, Spy Mouse. Initially released as a $0.99 puzzle game, it was tweaked with in-app purchase items included and made free. It is rumored that this change was much more successful for Spy Mouse in generating revenue. So we know that Firemint / Firemonkeys have their tests in free to play. They also see how much money is being made in free to play, it’s logical that they would move that way. Nearly the whole industry is heading that way.

Today the Real Racing 3 Game Center achievements are discovered, thanks to the carelessness of an EA employee. To my eye they verify that Real Racing 3 will be free to play. Two achievements in particular, “Extreme Paintover – apply 100 paint jobs” and “Wrenching Experience – conduct 5,000 repairs” point in that direction as they both seem excessive for a standard paid release.

Free to play games usually have what is called an energy system. This is the pay/play wall you hit when you have played a certain amount without paying anything. The energy system can be thought of as your allotted playtime. The energy / playtime decreases as you play and rebuilds as you wait. The “Wrenching Experience” achievement listed above to me indicates that cars will need to be repaired after racing, effectively refilling your energy to race again. The reason I think that is that 5,000 repairs is a huge number unless repairing the car is a necessary condition to racing. And why would that be a necessary condition of racing if it wasn’t a free to play energy system?

Free to play can be done right, even in racing games, so I’m holding out hope for Real Racing 3, should it turn out to be free to play. I have faith in Firemonkeys that they will not ruin my most favorite francise on iOS. When the game play is put first, and the monetization is optional, the game could shine as free to play. But when an overly aggressive energy system interrupts gameplay and forces plays to pay up or wait, it really saps the excitement from the game. I’m hoping for the former, obviously.

I can also hope for a single in-app purchase to just unlock everything and get rid of any play limits, energy systems, or similar. That would be the best of both worlds. But I doubt we’ll see that.

For Real Racing to succeed with both free to play and core racing gamers, it needs to carefully ride that thin line between pay walls and allowing players to just play. It’s a tough line to ride. And if there’s even a hint of pay to win, it will in my opinion, kill the game with all but the most casual gamers. Something like that would lead to a huge backlash from the hundreds of thousands of devoted players that love the Real Racing series, like me.

We’ll find out next week. EA is hosting an event in San Francisco which will be the first event to let journalists get hands on with Real Racing 3. It should be evident there what the plan is for monetization of Real Racing 3. Oh yeah, and I finally get to play Real Racing 3!

Buyers Beware – App-Shopping Red Flags

The App Store can be a wonderful place full of far too many games to count spread across every genre imaginable. However, despite all the rules and regulations for submissions, a few shady characters will inevitably fall through the cracks. In my numerous App Store searches I’ve seen my fair share of cash-grabs, some obvious and some not so much, but I’ve also begun to notice a few telltale signs that can be a good indication of a developer’s intentions.

This guide is not written in stone, and there are always exceptions to every rule. And I in no way mean to imply that the majority of App Store developers are simply out to con the unwary out of their money. Quite the contrary. Most of them are great folks who are just trying to make an honest dollar doing what they love and making other people happy. I only wish to pass a few tips along in the hopes that it may give you all a better idea of some of the things to look out for.


Tip #1 – Judging a game by its icon


Not all icons can be winners. That being said, if you see an icon featuring a recognizable character or a recognizable character who’s been slightly tweaked so they look a little different, proceed with caution. Using an icon that looks incredibly similar to a top selling iOS (even PC or console) game is a tactic often used to trick potential buyers.

Tip #2 – Check the screen shots


Screen shots are another good indication of legitimacy. They won’t all feature showpiece visuals but they still need to be there. If a game only has one or two screens available for viewing in the store, and those screens don’t actually show any in-game content, tread very carefully. Another “tell” of sorts is the actual content of the game screens. If the visuals look exactly like another game, or if (and I’ve seen this before) it looks like someone pasted some virtual buttons on top of a screencap, you might want to think twice before buying.

Tip #3 – File size


You see a game that looks awesome and the description makes it sound like the best thing since, well, the iPhone and it has a dozen glowing reviews. Before you hit “Purchase,” just take a quick peek at its file size. If this jaw-dropping showcase of iOS visual prowess takes up 5 MB (or even 50), it’s highly unlikely those screens or reviews are for real. Which brings me to my final tip.

Tip #4 – Check those reviews


User are largely subjective, but they can still be quite telling. If a game has a dozen five-star reviews and three or four with one-star, take the time to read the one-stars. Not liking a game is one thing, but when a buyer claims the game in question is totally different than what’s advertised you might want to pay attention. Also look out for reviews that are way too positive. It might be a trap.

Rob Rich – Favorite Things of 2012

2012 has been a heck of a year for a lot of people, and I’m not much of an exception. When compared to my fellow 148Apps writers I imagine my list is a bit more game-centric but what can I say, it’s a significant part of my life and has been for close to 25 years. With that in mind, on with my personal 2012 favorites in no particular order. Okay, they’re actually in order of what I thought of first.

The Daily Grind

This might sound corny and/or contrived, but I’m being totally honest when I state that simply writing for 148Apps has been one of my favorite aspects of this entire year. Not only has it resulted in my exposure to a bunch of great iOS games, it’s also afforded me lots of fantastic opportunities to interact with the community. I get to talk to iOS developers on a regular basis, I’ve gotten sneak peeks at new projects, and have generally been having an absolute blast doing all the stuff that I probably should be taking for granted but can’t because I enjoy it all so much. Yes, even my awkward podcasts with our own Carter Dotson.

Dragon’s Dogma

Team ICO’s polarizing title, Shadow of the Colossus will always be one of my absolute favorite games, so naturally I was salivating over the idea of introducing a similar idea into a game that’s equal parts Monster Hunter and even a little Elder Scrolls. It took a couple rounds with the demo for everything to click, but once it did I was smitten. The combat is supremely satisfying even before crawling across the haunches of a griffon in mid-flight, to say nothing of the satisfaction of bringing said griffon down. Not only that, it’s also the one game featuring a customizable avatar that I’m 100% satisfied with and even proud of my results.
[http://www.dragonsdogma.com/]

Moving

My wife and I have lived in New York for just over six years now. Up until recently it was in Brooklyn, in a somewhat unsavory part of town that was certainly better than it had been but still has a ways to go. It was one of those areas that can be a bit scary at certain times of the morning or evening. On top of this, our apartment was pretty small. We’re two people with two cats and it was cramped. Anyway, after a shockingly painless search we managed to find a significantly larger apartment in a much more significantly friendly neighborhood in Queens for only slightly more than our old place. The move itself was terrible – probably because it was sweltering hot, we had no AC, and I was apparently coming down with pneumonia at the time – but it’s been an absolute joy to be here ever since.

Mass Effect 3

Say what you will about that ending (and I agree that it was pretty disappointing), but I love this game. It’s a total refinement of the gameplay mechanics, the best looking entry to date, and features multiplayer that I personally find rather awesome. Plus I was able to bring my particular Commander Shepard’s tale to a close after several years. Sure underneath the hood it’s all a bunch of if/then statements but the results felt completely personal. This wasn’t simply Mass Effect 3, it was MY Mass Effect 3, and I’m not entirely certain any other game will come close to evoking such a feeling anytime soon. For the curious: FemShep (vastly superior), default redhead (finally!), totally got it on with Garrus (2 and 3). And I let him win the marksman contest because he’s cute when he thinks he’s got an edge.
[http://masseffect.bioware.com/]

The Blockheads

I’ve been on a fairly significant Minecraft kick lately, across all three versions no less. Getting to try out The Blockheads has been something of an epiphany. See, the typical Minecraft experience has never felt quite right to me on my iPhone. Combining all that crafting and building – along with plenty of unique new recipes like clothing – with a god sim-like control over the workers is shockingly fantastic. Imagine combining the Mojang juggernaut with The Sims and you’ll start to get the picture. Tasks ranging form mining to smelting to gardening can all be queued up and the selected blockhead will get to work on their own. Provided they aren’t exhausted and in need of some sleep, of course. It might not technically be out in 2012 (it’s slated for an early 2013 release), but I’ve gotten the chance to play The Blockheads before the changing of the years and that makes it a significant part of this one.
[http://theblockheads.net/]

Console gamers tend to dismiss mobile games as dumbed down, casual, kids stuff. Whenever I write a column about how mobile games can be as “good” as console games, the outcry is often loud and fervent.

With the power of current-generation iOS devices, it’s not a stretch to consider that many games that we see on consoles could be ported to mobile devices almost as is with the full game intact. And yet, it does indeed seem that when titles have a console and a mobile version of the same game, the mobile version suffers in terms of content.

Why is that? Even if we assume for the moment that an iOS device can’t push the same high quality graphic power as a dedicated gaming console, why must games on mobile be so much less in-depth than their console brethren?

Console Vs Mobile/iOS

Should gamers expect the same experience on mobile devices as on console? Probably not–but that may be changing. Michael de Graaf, the producer for the mobile version of Need for Speed Most Wanted, feels that the difference between console and mobile is narrowing. “At the moment, consoles still have an edge when it comes to raw power but that gap is narrowing,” he told us, “and we’ve seen possibilities continue to expand on mobile. The current quality of screens we are seeing and new form factors are increasing the quality and diversity of experiences that gamers can now have on a mobile device.”

Nick Rish, vice president of mobile publishing for EA, believes that comparing the two is futile. “There is something very immersive about holding a device 10 inches from your face,” he said, “putting on headphones and enjoying a game like Need for Speed Most Wanted while on your lunch break … It’s tough to say one platform provides a better consumer experience than the other; gaming is in the eye of the beholder.”

“Mobile gaming grew from very basic flash games we all’ve been playing on web browsers,” said Przemek Marszal, art director at 11 bit studios, the developer behind the Anomaly Warzone series. But that’s changing, he said, noting that even a hard-core indie developer like John Carmac sees the potential of iOS gaming.

Graphical Power

Is it fair to expect console-level graphics and performance on an iOS device? De Graaf thinks not, and helps his team tailor the gaming experience based on what mobile players want, versus simply what the hardware can do. “For instance, when we approached creating the control scheme for Need for Speed Most Wanted on mobile,” he said, “we wanted to provide consumers with the option to play in a way that was natural for a mobile experience. We listened to our mobile gamers and as a first for the franchise we gave fans the ability to control their vehicle via touch or tilt steering options.”

“I think hardcore gamers should expect the “same level” of experience and immersion but not the exact same experience,” said Marszal. “iOS is about touch, mobile, close-to-your-eyes feel, immediate experience. For a console, you almost need to “plan” your time with it.” He noted that the gap between console and iOS is narrowing, however, saying that the iPad 4 and iPad 5 is about as powerful as the original XBox.

Handheld? Or Mobile?

It’s hard not to compare the current state of iOS mobile gaming to other handheld gaming devices like Sony’s PlayStation Vita or Nintendo’s 3DS. It seems that for every story about the successes of mobile gaming, there’s a story about disappointing sales in the handheld gaming realm. “The DS and PSP are primarily gaming machines, but taking a look at the gameplay in Real Racing 3, Need for Speed Most Wanted or ShadowGun DeadZone it’s mind boggling just how stunning graphics and engaging gameplay can be on iOS devices as well,” said Rish.

So why don’t we see more console-like experiences on iOS and other mobile devices? Could it be the business model? Rish referenced the fact that with consoles and dedicated handheld gaming devices, consumers pay for their games up front, often spending twenty, thirty, sixty dollars or more for the entire experience. “We are seeing that when a developer gives a mobile game away for free,” said Rish, “there is more of a focus on replay-ability and the continual development of the experience through content updates, which prolong the experience, as opposed to creating an in-depth story from the beginning with a definite end.”

Could it also be that developers and publishers who do business in both worlds want to avoid cannibalizing their sales numbers? Our focus has always been on building an incredible experience on mobile that can sit alongside, rather than replicate, the console title,” said de Graaf. With gamers clamoring for high-quality realistic gaming experiences on living room consoles, a company would be hard pressed to give that up and move all its gaming resources to the iOS world, right?

Mobile titles, then, are like extra DLC, available to gamers who own both an iOS device as well as a console. They also function as advertisements for their console versions, driving even more sales to the publisher and developer than anything else.

While games on iOS can offer near-console quality and depth, then, perhaps consumers are, in fact, driving the types of games that show up on mobile devices. Rish pointed out that mobile gamers tend to prefer shorter play sessions when on the go, as well as the ability to immerse themselves into a deeper game as they have the time for.

Depth And Scope

Industrial Toys CEO and industry veteran Alex Seropian thinks we can have both kinds of games on mobile devices, but that developers are rightly concerned about just how to do so. “There seems to be some built up developer fear of bringing console games to mobile,” he told 148Apps, “because most of the ports and games that are structured like console games have been commercial failures on mobile.”

Seropian makes a distinction between the scope of a game and it’s depth. A deep game, he says, “is one you can play over and over again, the same bits, and get better at it and continue to enjoy it. A game with scope is a longer game with more things to look at and lots of single use content.” He points out that creating a console-type game with scope isn’t the best strategy for success, as people use their devices differently than they game on consoles. “The real trick,” he said, “is marrying those depth elements – compelling story, fantastic artistry and deep game mechanics with that accessible and quicker structure.”

The benefit of mobile gaming, then, may in fact be ability to serve many types of people by providing many different types of gaming experiences. It’s much easier to have some shorter, more casual experiences available on the same iOS device as the more console-like games with depth and immersive gameplay.

It’s Just Different

Perhaps it’s best to stop trying to compare consoles and iOS games altogether, and note that there is room in the market for all sorts of games. The mobile gaming world has proven to be a disruptive force in traditional gaming, but that doesn’t mean it will replace it, completely. Both executives seem to say that replicating a game like Need For Speed on iOS or mobile would be counter-productive, as they already HAVE a console-quality version of the title: on consoles. Creating a second, mobile-friendly counterpart to a console game just might expand the title’s audience, as well as provide new customers who might purchase the higher-initial dollar title at some point, based on the mobile experience alone.

It’s the publisher’s job, then, to differentiate the mobile titles even more, if that’s the case. It also doesn’t quite explain why there aren’t at least SOME games with the kind of depth and immersiveness we expect from console games made by the larger gaming companies like EA.

In addition, maybe the games we’re looking for, the ones with depth, significant gameplay,storytelling, and amazing graphics, won’t be found fromt he larger publishers. Perhaps we’ll only see them from smaller, less risk-averse companies who don’t need to worry about a console vs. mobile version.

If companies want to make games to meet their customer’s needs, then there should certainly be a market for deeper, console-style type games on iOS. Here’s hoping that the increasing power and ability of mobile devices continues to allow game publishers to create a few more deep, long-form video games for our favorite mobile platforms.

When you think of current devices, you probably think of the iPhone 5 and the iPad 4th Generation. But there are other devices still being sold as new. And there’s a shocking number of apps that are not properly tuned to work properly with these other new devices.

The iPad mini is a brand new device. And it’s damn sexy too. It’s basically the same internally as an iPad 2. Both the iPad mini and the iPad 2 are current models for sale by Apple. In addition, the iPod touch, while it sells amazingly well, is a generation behind in hardware and often a second thought for support. There are just way too many apps that operate slowly or crash when running on these devices.

It’s important for developers to support the full range of current devices not only being sold, but also being supported by Apple. Basically if it runs the latest version of iOS, it should be supported in apps. It’s possible to support the range in all but the most extreme cases–many developers do it. Unfortunately, some developers are lazy either in their support or in their testing for these other models.

So, consider this a call to action for users and developers. See an app that doesn’t work well on the iPad mini, iPad 2, or iPod touch? Head to the App Store and hit up the support link for that app and let the developer know you noticed. Maybe then we’ll see better support for all iOS devices, not just the latest and greatest.

The Backstory
Both Zeboyd and Penny Arcade have had a hand in their fair share of RPGs over the past few years, but it wasn’t until recently that the two found each other and created some incredibly sweet (and utterly surreal) music together. This third entry in the Rain-Slick Precipice series marks both the Penny Arcade RPG’s first foray into “retro” territory as well as Zeboyd’s best refinement of their quirky RPG system to date. Ancient sea gods and mimes are just the beginning.

The Gameplay
One of the biggest differences between a Zeboyd RPG and a more typical example is the treatment of the combat. Health, magic, and items all reset after every fight, eliminating the need to constantly micromanage party resources. To compensate for this enemies gain strength with each passing turn, lending a sense of urgency and increased strategy to every combat scenario. What makes Rain-Slick 3 so much fun (aside from the rampant Penny Arcade humor) is the emphasis on multi-classing. Finding the right combination of character abilities can lead to some incredibly satisfying victories, and the way everything resets after every battle makes experimentation far less grueling.

How does it Compare?
The original Rain-Slick 3 made its debut on both Steam and Xbox Live Indie Games, and felt right at home on both platforms. It’s wonderfully retro while at the same time incredibly modern and accessible. And all of that “magic” has been retained in the iOS version. All the humor, the unique mechanics, the splendid visuals, and so on have made the transition almost seamlessly. The only real difference between the mobile version and its console/PC brethren – aside from the smaller screen and blessed portability – is the interface, which has been adjusted for touch controls. And save the rather garish virtual stick, it’s very near flawless.

One of the things I love most about Rain-Slick 3 on iOS is that it’s not an “inferior” version like some ports tend to be. All the bonus content (alternate appearance packs, Lair of the Seamstress DLC, etc) is included, and it’s received just as much post-release support as the other platforms. The fact that it’s a fantastic game even without prior knowledge of any inside jokes or experience with the previous two titles makes it all the more noteworthy.

*NOTE: “Console-quality” refers to the quality of the experience, not just the graphics. This is about the depth of gameplay, content, and in some cases how accurately it portrays the ideals of its console counterpart.*


$2.99
+ Universal App - Designed for iPhone and iPad
Released: 2012-10-24 :: Category: Games

While this post has nothing directly to do with iOS, it is a pretty major story in the mobile world. One you are likely not going to hear the end of soon. Microsoft has just officially unveiled Windows Phone 8, the mobile version of their new Windows ecosystem.

While at first glance it looks like Windows Phone 7, Windows Phone 8 has matured nicely. The Windows Phone 7 interface, known previously as Metro, has become the basis for all Windows 8 devices, desktop, tablet, and mobile. Which is great for standardized usability, maybe. There are some really good things about Windows Phone 8, and some bad ones. The interface is great, the apps, not so much.

 

Windows Phone 8 – The Interface

 

When Joe Belfiore got on stage to introduce the final unknown features of Windows Phone 8, it seemed like a sigh of relief. Microsoft has been teasing this release for what seems like months, but it’s finally here. However, it’s not without some notable issues.

I must point out that the Windows Phone 8 OS interface is perfectly suited for mobile. It is the only mobile OS designed from the start for mobile and it shows that a lot of thought went into the design. In many ways it’s a better interface for mobile than iOS or Android (which just copied iOS). It is focused on getting you the data you need quickly. The strength in iOS is with the apps. But that isolates that data inside the app and requires extra touches to get to it. Windows Phone is designed to surface the data from your apps onto your start screen. It’s just there and it’s really well done.

Some really good new features were presented, like Kid’s Corner, a specially administered interface on your device for when your kids want to play. Deep integration of your social networks is also a huge plus–doubly so on the go. Rooms allow groups of people to share things like photos, calendars, and even group messages.

 

Windows Phone 8 – The Hardware

 

Microsoft has announced a range of devices that will run Windows Phone 8. Let’s be honest: they are all pretty good but not amazing. None of them that I tried have the design and feel of the nearly perfect iPhone 5, but they are functional and fairly well done. Some corners were cut with most devices being all plastic, but that also keeps the retail prices down.

Some stand-outs include the Nokia 920, and the HTC 8X. Microsoft handed out HTC 8X devices as the unveiling this week and it’s the device I’ve been using to test Windows Phone 8.

 

Microsoft asks for a third chance

 

Here’s the really bad thing about Windows Phone 8, Microsoft is asking for yet another do-over in mobile. They messed it up, failed to build properly for the future, again, and need to start over. That means that the old stuff is deprecated and won’t be upgraded.

So all the years of their rhetoric about Windows Mobile being the operating system of the future? False. Windows Phone 7 is the future? False. Have a Windows Phone 7 device? It’s not upgradeable to Windows Phone 8, just a few short months later. Sorry, Microsoft needs to start over and create something new, so you are left with the short straw. If you have a recent Windows Phone 7 device it can be upgraded to 7.8, a subset of Windows Phone 8, but incompatible with WP8 apps, which is little consolation.

So even while Nokia was spending crazy ad dollars telling users that the “Smartphone beta test is over,” they knew it was just a ruse. It’s unforgivable to me that Nokia was selling devices it knew would not be upgradeable in just a few short months. Imagine if the iPhone 5 were not upgradeable to iOS 7 when that inevitably comes out next year. Oh, the fervor that would raise. But you see, hardly anyone bought Windows Phone 7 devices, so there’s no outrage. There are good things about being on the low end of the list in smartphone production, huh, Nokia?

I think Microsoft should just buy every Windows Phone 7 user a new Windows Phone 8 device. Would be great PR, and probably more effective than some of the ads they will end up running.

The end result of this is that you should be at least a bit concerned that Windows 9 is right around the corner and could easily make any Windows Phone 8 device you buy obsolete and non-upgradeable.

So, that’s a bit off my chest. But now here’s the kicker. I really like Windows Phone 8, I do. I think it’s innovative, pleasing to use, and all around well done. But the sad thing is, I won’t use it regularly, because there are still too few good apps for it.

 

Right Achilles Heel: Where are the good apps?

 

While Microsoft touts 120,000 apps for Windows Phone, there’s a real problem with those apps: a huge majority of them are just horrible crap. Most of them are way worse than the crappiest of apps on iOS. Many of the recognizable ones, the ones that Microsoft trumpets as being keystones on the platform, are just way behind compared to their iOS counterparts. Some are designed as feature sub-sets of their iOS versions, but others just haven’t been updated in too long.

The good news is that this lack of good apps should start to be less of an issue. At the Windows Phone 8 event this week Microsoft said they would have 46 of the top 50 apps on Windows Phone. I don’t know where that top 50 came from, but they did announce some good additions, like Pandora, Temple Run, and Angry Birds Space.

Microsoft will spend a ton of cash advertising Windows Phone 8; hopefully it will help. Flurry has already announced a huge uptick in new Windows Phone projects. Hopefully those new apps will be first class citizens, unlike some of the feature-lacking ones available now for Windows Phone.

But that’s not all. There is yet another problem with the Windows Phone app marketplace: device-specific apps.

 

Left Achilles Heel: Manufacturer Specific Apps

 

Forget about the Windows Phone 8′s (lack of) upgrade fiasco. Or even that the apps released for Windows Phone are sometimes generations behind other platforms. Here’s another big problem: device-specific app markets.

It seems like every other platform tries to match the iTunes App Store, but none are able to do it. Microsoft has capitulated to the device manufacturers to allow them to place manufacturer-specific app market sections in the main marketplace leading to apps that not all users can get to. Of course, the device marketing wonks have run with it. Releasing apps for specific devices from one manufacturer instead of all devices on the platform is a weak marketing tactic. In the end, it’s the whole of Windows Phone that will suffer for it.

 

Windows Phone 8 – Where does it fit in?

 

It’s easy to categorize mobile users. This is a generalization, of course, but Android users tend to be the DIY types and the “I heard there’s something called a smartphone and I want one for free” users. iOS users are the people the like it when their devices “just work.” Those iOS and Android users have already invested time and money into their platform of choice and the apps there. They aren’t likely to switch in large numbers to Windows Phone 8. So who’s left for Microsoft?

Business users, perhaps. Those that work for companies heavily invested in Microsoft technology, maybe. The problem with this is it takes years for companies to upgrade this type of infrastructure.

People who don’t already have a smartphone? These are the best candidates for Windows Phone 8. If you have a Windows 8 computer, it just makes sense to go with Windows Phone 8 if you aren’t invested in something else.

Then there are those that just want something no one else has. It is different from iOS and Android, so perhaps a certain number of people will want it just because of that fact.

 

Summary

 

Windows Phone 8 is a great mobile OS with good hardware, but a lot of hurdles yet to clear. In spite of everything negative listed above, it is well thought out, very well implemented, and something to keep tracking. If it gains enough steam, and everything meshes perfectly, it could possibly be a top mobile OS. But the real problem is it just may be too late–5 years too late. We will see if Windows Phone 8 will be enough to win Microsoft more than just an honorable mention.

Swordigo is a Console-Quality iOS Game

The Backstory
A young apprentice’s master is slain and the fate of the world is unexpectedly thrust into the young one’s hands. Classic adventure game stuff. The same can be said for the reappearance of forgotten evils and the requisite epic quest. These are all themes that are fairly typical of the genre but that doesn’t mean Swordigo doesn’t put them to good use.

The Gameplay
Swordigo harkens back to classic 2D adventures. Platforming puzzles, block pushing, melee combat, magic, and the constant acquisition of new gear that bestows new abilities and grants access to previously inaccessible areas are all prevalent. On top of all these classic gameplay tropes is a simple RPG character leveling system that also allows players to tweak their character to fit their play-style. Like to get in close and wreck stuff? Upgrade attack strength. That kind of thing.

How does it Compare?
The classic formula of finding new equipment in order to reach new areas and find more new equipment in order to reach other new areas has been around for quite some time, but there’s one game that stands above the rest and will forever be the standard that all other genre entries are held to. I am of course referring to Metroid. And while Swordigo’s protagonist might not be much of an intergalactic bounty hunter or carry much in the way of high tech alien weaponry (or have been raised by bird-people), he’s every bit a kindred spirit to Samus Aran.

There’s no shortage of games on the App Store that try to utilize the classic back-tracking adventure formula, but few pull it off with as much finesse as Swordigo. iOS users might not be able to enjoy the adventures of Ms. Aran or Mr. Belmont at an official capacity, but it’s nice to know that there are alternatives out there that scratch this particular itch incredibly well.

*NOTE: “Console-quality” refers to the quality of the experience, not just the graphics. This is about the depth of gameplay, content, and in some cases how accurately it portrays the ideals of its console counterpart.*



$1.99
+ Universal App - Designed for iPhone and iPad
Released: 2012-03-22 :: Category: Games

Mission Europa is a Console-Quality iOS Game

The Backstory
A mining operation on Europa, one of Jupiter’s moons, has gone quiet. A team is sent to investigate and gets shot down in short order. Players control the lone survivor as he teams up with the facility’s computer in order to piece it all together and hopefully get home intact. A task made all the more difficult by the horrific cyber-zombie-demon-monsters that used to be the miners. It’s the kind of story we’ve seen in Sci-Fi horror before (Virus and Moontrap are just two examples I can think of), but it lends itself incredibly well to the interactive medium.

The Gameplay
Mission Europa (specifically the quintessential Collector’s version) is an odd duck of a RPG. It takes place entirely in first-person, utilizes both melee and ranged combat, features skills and summons that are akin to magic, contains tons of “lewts,” offers a crafting system, and has a pretty creepy atmosphere despite looking like it was rendered in crayon. Most of the time players will be wandering through the blood-stained halls, searching for a hidden item or hunting for a boss, all while fighting their way past the repurposed crew and other monstrosities. All the while finding and refining the abilities and gear that suits them best.

How does it Compare?
Because Mission Europa is an amalgamation of a number of different game types, it’s a bit like a lot of things. The gear collection, refining, and crafting is reminiscent of classics and contemporaries like Diablo or even Borderlands. The first-person combat is similar to an older Bethesda title, say like Oblivion. Meanwhile the oppressive atmosphere and disturbingly dark tones bring cult classic System Shock 2 to mind. The amazing thing is that it incorporates all these concepts, but it does them well, and even cohesively.

I could picture Mission Europa running on a PC quite easily, and it’s got the wealth of content (loot drops, crafting, creepy story, multiplayer, etc) most PC gamers crave. It would be right at home on Steam, too. Who knows? Maybe with a little push Banshee Soft might submit it to Greenlight and put my claims to the ultimate test.

*NOTE: “Console-quality” refers to the quality of the experience, not just the graphics. This is about the depth of gameplay, content, and in some cases how accurately it portrays the ideals of its console counterpart.*

$4.99
+ Universal App - Designed for iPhone and iPad
Released: 2011-03-15 :: Category: Games

In spite of preorders of over 2 million iPhone 5s in less than 24 hours, the iPhone 5 is boring. Yes, it’s true. It’s boring. But, it needs to be. You see, boring works, boring is usable.

First, what is boring about it? It improves on every single aspect of the iPhone 4S. Some features are considerably better. LTE data speed is astonishing. The overall speed of the device, faster than any Android phone, is amazingly responsive. The screen expands for the first time ever in a uniquely usable way. So why then, is it boring? Because it’s Apple.

Apple has a track record of revising their products in ways that don’t vastly change the device in any single iteration. And that’s the case here. The device is amazingly more usable, but it’s not that different. Well that is until you start using it. Those writing that it’s boring don’t have the device yet.

You have to remember that there are a few fundamental things that set Apple devices apart from other device manufacturers:

Apple doesn’t add features people won’t use.

Apple doesn’t add features they can’t control.

Apple makes stuff that just works.

Apple innovates through revising what works, not bulk overhaul.

Many in the media expect every company to add “amazing” new features with every revision. There’s a problem with that though, most of those amazing features are unintutive, uneeded, and unwanted. But, those features take up words and make writing about the devices easier. The reality is that no one uses these oddball, yet somehow banner features like the stuff Samsung adds with every new product revision. Whizbang features do not equate with usable features. Apple is more pragmatic than that and add features that work and that people will use.

What’s the summary of all this? The iPhone 5 is fastest, most usable, feature rich, and amazing, yet boring phone ever.

I can’t wait for my boring new iPhone.

Apple held a special event in San Francisco today to announce the iPhone 5 and a few other things. While just about everything about the new device had already been leaked, in typical Apple style, the event still held a few surprises.

Here’s a quick rundown of what you need to know about the event today.

It’s in the numbers…

As Apple does at just about every event they started out with a recap of some recent numbers showing how well they have done recently. And this time around it was no less impressive. Here’s a quick rundown of the amazing numbers all in one place for quick reference:

iPads
The iPad continues to impress and dominate the tablet market. In the words of Tim Cook, Apple CEO: “The iPad has 91% of the tablet web traffic. I don’t know what these other tablets are doing? Perhaps they are sitting in a drawer.”

17 million iPads sold last quarter (April-June 2012), that’s more iPads than any PC manufacturer sold of their entire PC line
84 million total iPads sold through June 2012
iPad Market Share, June 2011 – 62% market share
iPad Market Share, June 2012 – 68% market share
iPads represent 91% of web traffic from tablet devices
94% of the Fortune 500 companies are testing / deploying iPads

App Store
700,000 iOS Apps in the App Store
250,000 iPad Apps in the App Store (iPad and Universal)
90% of apps in the App Store are downloaded each month
The average iOS customer uses over 100 apps

Devices
400 million iOS devices sold through June 2012
150 million Game Center users
600 million sets of those standard iPod headphones produced

iTunes
26 million songs
20 billion total downloads
iTunes store available in 63 countries
435 million iTunes accounts with 1-click purchase
66% of downloads come from iOS devices

That’s a lot of really impressive stats.

iPhone 5

The iPhone 5 takes the iPhone 4S and makes just about everything better. When it took center stage we finally got to see the new specs of this oh so lust-worthy new iPhone.

The iPhone 5 will be available for pre-order this Friday, the 14th. With delivery and store availability a week later on the 21st. The prices end up being the same as the 4S, $199/299/399 for 16GB/32GB/64GB with two year contract.

In the US it will be available on the carriers that currently offer the 4S, AT&T, Verizon, and Sprint.

The major new features include a larger screen, about 15% taller than the current iPhone screen. That doesn’t seem like much, but it lets you get an extra row in just about every list app. And it will give you that much more screen in games — or that much more screen that your thumbs won’t cover.

For apps that are not yet optimized for the iPhone 5, you will see those apps just as you do now. No stretching, you’ll just have small black bars on the top and bottom of the screen.

The other big change in the phone is a new dock connector, called Lightning. This is an all digital connector that adapts the pins to what your connected device needs to do — audio, video, charging, etc. It’s build much more robust than the current dock connector and can be inserted either way.

The downside to the new connector is that you are going to need to buy $30 Lightning converters for all of the devices that you need to use that have the old style dock connector. This could get expensive. Not to mention the 20+ dock connector cables I have in a drawer.

A much faster processor, a better camera (though still 8MP), a much better screen that supports a larger color gamut, a FaceTime HD (720p) front camera, all in a a thinner and lighter phone.

Oh yeah, and it has LTE as well. Major speed bump there.

It’s a great upgrade and worth it if you use your iPhone a lot. It’s not a drop everything and upgrade new device as there’s no feature that is just going to make you really crave it. If anything, the new dock connector will make this an expensive update for many. But it is a good feature bump and if you are due for an upgrade, it’s the one to go for.

iOS 6 Release Next Week

We got a quick recap of iOS 6 and the features we had already seen. They have gone through testing and iOS 6 is ready to release next week on September 19th.

The one new iOS 6 feature discussed was the ability to create Panorama images. It’s done quickly and easily by selecting Panorama from the camera options menu and sweeping the camera from left to right. It was shown working on the iPhone 5 and the new iPod touch. It’s not know at this point if this will work on other devices.

iPod touch is a first class citizen again

The iPod touch has been a bit ignored in recent years. The upgrade announced today gives it a huge update and brings it in line with the iPhone 4S / 5 hybrid specs. It’s a great upgrade to what is, but is not marketed as, the biggest selling portable gaming device.

The 5th generation iPod touch will sport the same screen as the iPhone 5, and will have the same processor as the 4S and a similar camera to the iPhone 4. It’s a great update.

The updated iPod touch will be available in five colors in October for $299 for 32GB and $399 for 64GB versions.

Earpods – 3 years in the making

Apple also introduced new earbud that were three years in the making. The Earpods are really quite good, if a bit badly named. They will also ship with the new iPhone and iPod touch.

Great bass response, amazing for earbuds. They don’t seal in your ear, so no outside noise reduction. But the flip side is that they are much more comfortable.

So that’s it, the rundown of what you need to know. A great event and some great new products.

We can expect more news from Apple before the end of the year. I wonder what it will be…

Apple is expected to announce the new iPhone 5 at a press event this week in San Francisco. The release of the iPhone 5 should follow shortly after that, perhaps as early as September 21st. Without any consideration of the new hardware, there are already a few hurdles that Apple will need to overcome to allow the iPhone 5 and successive devices to reach their full potential.

Took a Samsung to the knee

The problems with Samsung are really two-fold. The most immediatly pressing are the rumors that Samsung will attempt to file an injunction to stop the sale of the iPhone 5 if that device supports LTE. With their pride still quite hurt from losing their latest patent battle in the US with Apple, they are looking for a way to regain a bit of pride. What better way than to mark it’s territory and stop the iPhone 5 from being released by filing for an injunction based on their LTE patent portfolio.

On the flip side, Apple also has quite a few LTE related patents, recently purchased and the ones they already had. This should stop a judge from allowing the injunction, but you never really know with technology and judges. If this happens, expect a bit of a stock hit.

The long term problem with Samsung is their step-by-step duplication of Apple innovations. This will take Apple a long time to overcome in the courts, though recent court rulings have been both for and against Apple. It’s a long road, and unfortunately will slow down both companies, and others in the industry. The only real winners in the fight will be the lawyers, as usual.


Continue reading Opinion: Five Things Apple Needs to Overcome for the iPhone 5 to Succeed »

The Backstory
It’s tough to really pin down the goings-on in fighting games. Story isn’t a particularly big focus most of the time and can lead to all kinds of weird stuff. An evil dictator bent on world domination creating a female clone of himself is just one example. Suffice it to say, so long as there’s a reason for wacky folks to fight the hows and whys don’t matter so much. As is the case with Street Fighter. Ignoring the nitty gritty the important thing to understand here is that Ryu, Ken, Chun Li, and the rest have gathered once again to beat the snot out of each other for their own personal reasons. And our amusement, of course.

The Gameplay
Street Fighter IV Volt (and by extension the original iOS release) had one major hurdle to overcome: controls. Virtual sticks and buttons just don’t compare to physical ones no matter how much someone might love their touch screen. Thankfully Capcom pulled them off quite well. While the overall action is a tad slower than most console offerings the fights are still frantic and movement is pretty tight. Whether it’s learning the ropes in Training, tackling the campaign, or taking on other players from across the globe in online matches there’s something for every kind of fighting aficionado. Having a roster of 22 playable characters is nice, too.

How does it Compare?
With practically an equivalent amount of content to its console counterpart and controls that aren’t a hindrance, Street Fighter IV Volt is as good as it gets on iOS. Aside from the concessions for controls and visuals (characters are no longer 3D, which affects the presentation and story segments) it’s pretty much the same game. It’s even got online multiplayer, which is something not even earlier Street Fighter console releases have sported until recently.

It’s not exactly 1:1, but Street Fighter IV Volt does a downright admirable job of giving iOS users a comparable experience to their console bretheren. It’s got the roster, the moves, the modes, and the multiplayer. What more could a fighting game lover on-the-go wish for?

*NOTE: “Console-quality” refers to the quality of the experience, not just the graphics. This is about the depth of gameplay, content, and in some cases how accurately it portrays the ideals of its console counterpart.*

$4.99
iPhone App - Designed for the iPhone, compatible with the iPad
Released: 2011-06-30 :: Category: Games

$4.99
iPhone App - Designed for the iPhone, compatible with the iPad
Released: 2010-03-09 :: Category: Games

Chair Entertainment today released Vote!, a game that promotes the most base form of political action, violence. Under the auspices of creating an app for Rock The Vote! and to raise voter awareness, it denigrates the presidential candidates by using them as avatars in a “slapstick battle” while dressing them up in “comedic outfits.”

When I first read of the game on Touch Arcade I thought it seemed like an odd waste of time. After actually playing the game I was utterly dismayed at the complete lack of respect for the presidential candidates and at the way it promotes political violence in what is sure to be a very tense and charged election year.

Promoting violence between political parties while using the presidential candidates as fighters in the game is disrespectful. Possibly even dangerous considering the current extremely heightened anger between real-life political parties. It’s irresponsible for Rock the Vote! to attach their name to this and degrading for a well respected game development house like Chair Entertainment to release it.

You may be thinking that I should “lighten up” or that it’s “just a fun little app.” Well we live in a country where members of one side are calling for an armed revolution if the other side wins and members of that side are warning about lying thieves running the White House if they lose. An app like this just perpetuates those insane political views by promoting violence. Chair and Rock the Vote! decide to let each side throw virtual punches at the opposite side, rather than add to a civilized political discourse. Vote! can only lead to an increase of the anger between members of the political parties, not an increase in political knowledge. This app does nothing to inform voters or encourage people to vote, it just perpetuates hatred.

In the press release announcing the app, Donald Mustard, Creative Director at ChAIR Entertainment proclaims, “We’re excited to join forces with Rock the Vote to help emphasize the importance of voter registration and encourage gamers to become more involved in the political process.”

To me, this app does nothing to involve gamers in the political process, it promotes animosity between political parties to drive sales of virtual currency. Save a couple links to get information on web sites there is nothing politically enlightening in this game. There is no policy debate. There is no discussion of actual political issues. There is no encouragement of political involvement. Vote is just a reskin of the Infinity Blade hack and slash exploiting the candidates’ images and perpetuating political rage. Vote! favors buttons to purchase “coins” to continue the game play over those to encourage political awareness. I must note that the press release announcing this game did mention that a portion of the proceeds will be donated to Rock the Vote!, but no specific details were given.

Exploiting the current political rage in this country for a cheap laugh and a quick buck is just plain wrong.

An app like this would be expected from a fly by night app development house looking to make a quick buck and not worried about exploiting candidates. But for a well-esteemed development company like Chair Entertainment to release this puts them right on par with fart sound and sex position app publishers.

We’ve asked representatives from both Chair Entertainment and Rock the Vote! for comments on this editorial via email and phone, but at the time of publication, neither has been able respond. We will happily update this post with their responses, if received.

Take a look at the video below or download the app Vote! and let us know what you think about this app.

The Backstory
After finally besting the God King and discovering a few unexpected surprises that I won’t spoil here, Siris heads to the Vault of Tears in an effort to learn the secrets of the mystical blade he now possesses. The story in Infinity Blade 2 is more front-and-center than it was in the original, and it’s difficult not to get drawn into the intrigue surrounding the Worker of Secrets and the world of the Deathless. Of course Siris’ quest to free the Worker is fraught with peril and conflict at every turn, and it’s these fights where the game truly shines.

The Gameplay
Stripping away the dark fantasy visuals, Infinity Blade 2 is essentially a game about one-on-one combat, loot gathering, and a bit of exploration. Some elements – such as the treasure maps and online clashmobs – are relatively new, but the core elements of finding treasure chests and unlocking paths to hidden areas has been an ongoing and much appreciated theme that makes the action-less segments far more interesting. Then there’s the action itself, which supports three (now up to four after a recent update) fighting styles and subsequent weapon classes: the sword and shield, two-handed swords, and dual swords (and now Solar Transport Energy Blades). And it’s all rounded out by tons and tons of loot.

How does it Compare?
While the loot does slightly call to mind games like the reigning loot-drop champ Diablo, Infinity Blade 2’s roots are actually grounded in an even more classic title. Remember Punch Out!? Yup, that one. I know they don’t look anything alike, but mechanically they’re practically twins. Both rely heavily on reading tells, finding openings, and taking advantage of weaknesses. It’s every bit a spiritual successor, just with gritty fantasy monsters and immortal tyrants.

It’s funny to think that the mechanics of a 25-year-old game could make such a drastic transition into a more modern title. Granted, the addition of RPG elements, loot, and gorgeous visuals don’t hurt, but it’s a gameplay system that’s been proven. It’s also one that’s just as fun now as it was back then.

*NOTE: “Console-quality” refers to the quality of the experience, not just the graphics. This is about the depth of gameplay, content, and in some cases how accurately it portrays the ideals of its console counterpart.*

$6.99
+ Universal App - Designed for iPhone and iPad
Released: 2011-12-01 :: Category: Games

The Backstory
Sentenced to an eternity in suspended animation for a heinous crime he may or may not have committed, the man known as “Dangerous” is woken up a century later and unceremoniously tossed back into the fray. Actions performed and choices made will help determine the war criminal’s ultimate fate. Where he goes and who he becomes is largely up to the player, but savior or super-villain, there’s bound to be lots and lots of shooting and exploration.

The Gameplay
Dangerous features a massive universe to explore with plenty of star systems – each with their own denizens, commodities, resident dangers, and missions spanning through each of them. Navigation and combat can be handled via manual tilt/virtual stick controls, but things are at their best when using the contextual button commands. Orders can be issued with a tap or two, and most variables (i.e. distance to target) can be adjusted using a simple slider. Experience can be used to purchase and upgrade a variety of useful skills, and any spoils can be re-appropriated or sold in order to purchase better ships, gear, or modifications.

How does it Compare?
While Dangerous may have its roots firmly planted in the space adventure sims of old, the rest of it is very much reaching for the now. The steady pacing, wealth of customizations by way of skills and equipment, huge environment to explore, and especially the almost hands-free approach to performing actions are very reminiscent of the “cult hit” MMO juggernaut EVE Online. In fact, the only things missing – aside from the super-pretty textures – are the other human players and the wacky economy. For all intents and purposes, Dangerous is indeed a single-player EVE Online, and personally I’m inclined to believe that’s a very good thing.

Dangerous did go through some growing pains. The interface, while still not all that pretty, was a horrific mess after the initial release and most of the menus were nearly impossible to read on an iPhone due to size and formatting issues. However, all of the major gripes that have had a noticeable effect on the gameplay have since been addressed. Now Dangerous is every bit the giant space sim it was meant to be, and every bit a Console-Quality iOS Game.

*NOTE: “Console-quality” refers to the quality of the experience, not just the graphics. This is about the depth of gameplay, content, and in some cases how accurately it portrays the ideals of its console counterpart.*

$4.99
+ Universal App - Designed for iPhone and iPad
Released: 2011-12-21 :: Category: Games

Update: We received a response from EA that will at least make it possible to get Tetris for iPad back if you paid for the original version. Check the bottom of the post for more details.


EA Mobile has just released a new version of Tetris for the iPad. It uses the updated control method that the new iPhone/iPod touch version uses. That’s well and good. The new control method is actually one of the better improvements on Tetris I’ve seen. But the problem is, you have to re-buy it. Even if you bought the old Tetris, you have to re-buy this one and you don’t have access to the old app anymore.

Let’s say someone who has purchased Tetris for the iPad moves to a new iPad, or even gets a replacement under warranty. If that user, like many, doesn’t back up to iTunes on the desktop, they will no longer have access to the Tetris app they previously paid for.

Developers that want to put out new versions of apps and charge for them are more than welcome to. We’ll let consumers vote with their downloads on wether that is a good idea. But to make unavailable to download a previously purchased item? That’s a pure anti-customer, and obvious revenue-based decision.

The lack of an ability to download previously paid for digital goods, in the case an app, is the real problem. In the world of digital distribution, one where we are moving to a cloud-based backend and a Post-PC world, the apps and other digital media you buy in the App Store, you expect to be available forever. But the sad truth is, they are not available if the developer chooses to pull them. There are hundreds of thousands, perhaps even millions of Tetris for iPad users that will find that out next time they upgrade devices and try to download the app.

And that is not the idea that Apple had when it introduced iTunes in the Cloud and subscribed to the Post-PC idea of the future.

This isn’t the first time EA has done this either. The original Bejeweled 2 has been pulled in favor of an IAP loaded version of the same just called Bejeweled. And of course, the same trick was played with Tetris for the iPhone/iPod touch.

And to make things even worse, the previous Tetris for the iPad was publicized and put on sale as recently as last week, in EA’s Easter app sale.

EA, please stop cheating your loyal and paying customers. There’s no reason they should be required to re-pay for new apps because the decision is made to update them. If they are happy with the old version, they should still have access to it.

Note that we have asked EA for comment on this, but due to multiple timing issues including deadlines, time zone differences, and our contact being out of the office, we have yet to hear back. We will update this post when we do get an official response.

Update: 4/13 We heard back from Alexis McDowel, PR Director for EA. The following is their response to our query on where Tetris for iPad the original version went.

As you know, the “old” version of Tetris was recently removed from the App Store in order to accommodate the new version of the game (which is also titled “Tetris” but has several new/different gameplay modes and features ), but consumers who have previously purchased Tetris should still have access to it via their “Purchased” account in the cloud—even if they’ve bought a new device and are trying to access the game from that newer device, it should be in there.

We just tried it on our end (i.e., trying to pull up the “old” purchased Tetris on a new device), and we were able to do it with by following these steps on our new device:

1) Click on App Store
2) Purchased
3) Not on this iPad
4) Scroll through to find your title and download.

We also checked with one of our on-site support members and were told that your previous Tetris purchase should not go away as long as your firmware is updated—no sync to a desktop necessary.

So there you have it. I have verified this on my iPad and see that Tetris for iPad is available to download even though it’s no longer available in the App Store. In light of that, calling this cheating customers is way out of bounds. But confusing and annoying it most certainly is. Since the app can not be searched for in previous purchases for unknown reasons, this will still lead to many users thinking they need to pay for the new version. Confusing and annoying, yes.

While many are arguing that the Kindle Fire is or isn’t an iPad “Killer,” I think that whole line of thought is way off. The idea of an iPad “Killer” is a device that can do everything the iPad can, but better and maybe cheaper. But it doesn’t just matter if the Kindle Fire is a true iPad Killer, it’s in the same category of devices and will take a large number of consumers away from the iPad. In the current market, consumers are very uninformed about what a tablet device is capable of or why they need one, they just know they want one. And because of that, the Kindle Fire, at around 40 percent the cost of the iPad, is a strong competitor for consumer purchases this holiday season.

Today, Amazon released their much talked about Android based tablet, the Kindle Fire. The reviews came out last night and they aren’t all together that great. While most say it’s a pretty good limited use device, Wired sums it up as little more than a “‘shopping portal.” David Pogue at the NY Times notes that you will “feel that $200 price tag with every swipe of your finger.”

There are a few fundamental things wrong with the Kindle Fire. For one, it was developed outside what Google calls the Open Handset Alliance. Those are the companies that pay into the Android ecosystem to help in the growth of the platform. These are the only companies that get access to the full set of Google Apps like GMail, Maps, and most importantly, the Android Market. This means that the Kindle Fire will only be able to access apps from the still rather small Amazon App Store. In addition, the Fire is based on a version of the Android OS that was never intended for tablet use. It’s just not designed or architected in a way that works really well on tablets.

On the flip side, there are quite a few things that the Amazon Kindle Fire does right: one-click access to the huge catalog of books, magazines, newspapers, music, and video that Amazon offers, for instance. Remember how everyone considered the iPad “simply” a media consumption device? Amazon gives Kindle Fire users plenty to consume, having also launched their own App Store earlier this year. However, by far the number one plus for the Kindle Fire is the price. $199 for an 8GB seven inch tablet is an amazing price point.

And that’s my key point: the price of this media-centric device is just $199. That makes it much more accessible to a broader audience than the $499 iPad 2. Even a number of consumers set on the purchase of an iPad 2 may be put off by the cost of the device when knowing they can get a Kindle Fire much cheaper.

So while the Kindle Fire is around 40 percent the cost of a base level iPad, it’s capabilities are even less. It just so happens that those capabilities match up well with what a typical consumer uses a tablet device for. Because of that, the Kindle Fire will be a strong competitive device to the iPad. When it comes down to it, it’s the cost that matters to a very large portion of the buying public, not the capabilities.

Is this the next iPhone? I hope so. (photo credit: This is my next...)

Earlier this week, Apple announced their next major media event entitled “Let’s Talk About the iPhone.” Nearly 18 months after the announcement of the iPhone 4, Apple is expected to unveil the successor. The rumors this time around have been all over the place. From speculation that the next iPhone will be a device very similar to the iPhone 4, simply a spec bump of the current version called and iPhone 4S, to a full blown larger screen iPhone 5, to even seeing both.

I believe that Apple needs an all new iPhone 5, failure to release that would imply, to many, a lack of innovation on a platform that they re-invented. And failure to see an iPhone 5 on Tuesday would look bad for the new Apple CEO and the stock price.

There have been rumors going around since the spring of an iPhone 5 with a larger screen, tapered back, and faster processor. First reported by This is my next, the device looks strikingly like the current iPod touch. But more recent rumors have pointed to that much less innovative iPhone 4S as the next iPhone.

Now let’s play devil’s advocate for a moment and think of how the lack of an all new design iPhone 5 being revealed on Tuesday would be received by the media and public. While the following can be seen as a bit overblown and even preposterous, I think we’re used to that from some segments, and I did say I was playing devil’s advocate.

For Apple to wait nearly 18 months to release an iPhone that is basically the same as the iPhone 4 would be thought of as a triple mistake. It would look bad for Tim Cook, new CEO of Apple, it would impact the stock price, and would give Android a further foothold in the smartphone market.

Tim Cook took over for Steve Jobs as CEO of Apple in August. This will be his first big product reveal and in the worlds eyes, his first big test. For Apple to continue to be thought of as a leader in the smartphone area, they need to continue to innovate. Without a new iPhone, it will appear, at least on the surface, that Apple has stopped innovating and that Tim Cook has failed in his new role. In other words, we waited 18 months for this?

Let’s end devil’s advocate mode for a moment. This is of course preposterous. A little truth that many won’t think about is that products like the iPhone are developed over a 24-36 month period. Meaning we won’t really see what Tim Cook is capable of for another two plus years. The iPhone that will be announced Tuesday has likely been in development since at least 2009, perhaps earlier.

Without a new iPhone, and the perceived lack of innovation in the smartphone market, Apple should be prepared to take a rather large stock hit. Though it will likely recover, it may take some time and a couple product launches to get back to it’s stellar highs.

In this same time period since the iPhone 4 launch, the high end segment of the Android market has been taken over by large screen, dual core processor, 8MP cameras, beasts of devices. The iPhone 4 is really closer to a small screen these days compared to the current crop of large candy bar phones with beefy processors, huge amounts of memory, and large lens cameras. And Android has already surpassed the iPhone in smartphone sales. I now see more Android handsets in use in San Francisco than I do iPhones. While the iPhone 4 is still the most common single device, the number of Android devices I see easily outnumber the iPhone two to one.

More pragmatically, people crave new devices. They want the hot new thing in their hand to look cool, stylish. If you see someone with an iPhone 4S, one that looks just like the last model, you won’t know they have the cool new phone as it looks like the used to be cool old phone. So products like the iPhone need to look different frequently to cause people to want them and to sell.

Ok, enough of devil’s advocate, let me put the record straight. I think we will see the iPhone 5 on Tuesday. My sources say it is done and ready and is pretty much what we see above. But there are still possible hiccups. There could be production delays, supply problems, or any of a number of contractual and legal reasons that it won’t be announced on Tuesday. The chances of that at this point late in the game, are I believe fairly slim. I do believe those reasons are why we didn’t see the iPhone 5 in June, the usual iPhone launch timeframe.

So, bring on the iPhone 5!

[Image credit: This is my next...]

Gamasutra’s Leigh Alexander hit it out of the park this past week in her interview with developer Paolo Pedercini of Molleindustria about their game Phone Story. The game was submitted to the App Store, then pulled by Apple, citing app store violations. These include restrictions in the developer agreement against depictions of child abuse and “objectionable or crude” content. The other two app store violations include prohibitions against paid apps donating to charity. The app continues to be available for Android smartphones.

The game is essentially a documentary-like commentary on the smartphone hardware industry, an industry that the iPhone created and plays a major role in. The developer is, essentially, bringing awareness of the life cycle of the smartphone that we are using to play the game on to users who may or may not know the facts of the matter. Like any good documentarian, the developers elucidate the facts, put them into an art form, and release it to the public. Their website includes more facts, as in this page about Coltan, an essential mineral for electronic devices, and the focus of one of the minigames in the app.

This kind of awareness raising can only be a good thing. While I am not an expert on Apple’s approval process, I can see how one of the mini-games can be construed as “depicting child abuse,” as guards with guns are placed with a tap on the screen to keep the young looking workers digging up coltan. However, I think Apple needs to start looking deeper at the process of approvals on games that are clearly artistic or documentary-like in nature. I’m sure it’s a tough call sometimes, but perhaps there could be a secondary process? I’m sure even the most concrete approval clerk could look at a description like the one on the Phone Story website and see that this is the case:

“Phone Story is an educational game about the dark side of your favorite smart phone. Follow your phone’s journey around the world and fight the market forces in a spiral of planned obsolescence.”

If Apple continues to want to be the arbiter of what gets published, and wants to be the front runner, they need to come up with some way to allow these types of games to get through. Would they pull a magazine app that reproduced the sort of information that is conveyed through gameplay? Let’s hope not. It’s my sincere hope that Apple works its way around this issue, both for Phone Story and for future indie games that have a clear humanitarian focus. Protecting users from hurtful content is one thing, censoring the fact that these things do exist, in the very market, is another, and as such, suspect.

Grinding our way through the latest iOS genre darling, Freemium games, is becoming somewhat of a turn off. There may or may not be a backlash to the developers or their games, but I’m feeling a definite slacking off in my interest in these types of games.

First off, let’s be clear on what freemium even means. Wikipedia defines the term as ” a business model that works by offering a basic product or service free of charge (such as software, web services or other) while charging a premium for advanced features, functionality, or related products and services.”

In the iOS app world, and more specifically, the gaming app world, Freemium has been hailed as the next big thing for companies wishing to make money. Some developers I spoke with at GDC seemed to think that the entirety of the iOS gaming market was going to a Fremium model, though I tend to agree with Tracy Erickson over at Pocket Gamer, who posits that Freemium games will continue to be a successful niche of the gaming market, and not be the whole of iOS gaming’s future.

Rather than repeat what better minds have already covered, I’d like to focus on the consumer end of the equation. As an avid gamer across all platforms, I’ve seen my share of games. And, to be honest, Freemium as a business model doesn’t inspire me to play a game. The ephemeral “fun” factor is, however, something that motivates me. I’m assuming it will motivate other players as well.

Many of these games seem to be about the mechanics alone. This is the Freemium Grind. Farmville is the grandame of Freemium gaming, of course, and the Freemium Grind mechanic is fairly transparent: build a farm, grow stuff on the farm, sell said items, gather in-game currency, and start the cycle again. Added into this mix are some social reciprocity (I’ll give you a gift so you will give me a gift), and some pride in place (this is my farm, there are many like it but this one is my own). Other games that fall in this category include Smurf’s Village, any of the Story games, Mafia Wars, We Rule, etc. There are some other games that hide the basic mechanics behind some other mechanics, like Gun Bros, Pocket Frogs and Pocket Legends, to name a few.

What is it, though, about this mechanic that turns me off? The artificiality of it, for one thing, bugs me. When I invade in ZombieFarm, I have to wait another couple of hours before I can invade again. Or, of course, I can go ahead and purchase an upgrade for a invasion recharge. This isn’t fun. Another thing that bothers me is the continual reminders. I stopped playing We Rule and GodFinger mainly due to the constant notifications. I don’t need more things telling me that I have to take care of them. I have children and pets for that, thank you very much. I don’t want to feel obligated to launch a game – don’t we all have enough obligations in our lives?

When are we going to see a Freemium game that isn’t like this? Where’s the incredible gaming experience that is free or low cost to enter, but then offers thrilling and fun gaming experiences? Where’s the World Of Goo Freemium? The Rolando Freemium (oh, yeah, they couldn’t figure it out)? The Flight Control Freemium?

I’m sure there are smart developers out there. Making iOS apps is not for the intellectually challenged. I think, however, that we need a new star to step forward and not just take the Freemium model to the next logical step (hardcore freemium, music game freemium, shooter freemium, etc.) but to turn it on its head. To make a game that is TRULY a fantastic game, that is free to play, yet encourages folks to purchase in-game items. How do we do that? Is it possible? Some think it is, but I’m not holding my breath.

Like most difficult questions, I don’t believe this one has a definitive answer. We need the premium, buy once, play forever games as well as the free to play, mechanical freemium games as well. But we also need something new, if the freemium model isn’t to crush itself under its own weight and continued copy-cat-ism that reigns in the space. Who’s gonna step up? Will it be you? Let us know in the comments.

Is iOS Advertising Hitting Prime Time?

The internet is abuzz today with a blog post from the analytics company, Flury, titled “Is iPhone the Next American Idol?” According to Flurry, social games on the iOS “comprise a daily audience of more than 19 million who spend over 22 minutes per day using these apps.” By their calculations, the installed customer base of social gamers have a similar reach as Dancing With The Stars and Sunday Night Football. Tack on a couple million social gamers and the user base is larger than the advertising giant that is American Idol. If you count in all other apps that aren’t in the social gaming sphere, the iOS clearly dominates the user base of prime time television’s hottest shows.

What’s interesting to me are the conclusions drawn by Flurry. They end their blog post stating that, “The most obvious is the impact on the advertisement industry, which has relied on the reach generated by its prime time television slot for years. This season, while Americon Idol is busy shuffling judges, the people have voted: iOS social games are as prime time as prime time television.”

While some people may find these findings telling, and I’m not saying that the iPhone will never be an important an advertising source as TV, I think that Flurry is missing a huge piece of advertising psychology.

As an app reviewer, I play more apps (including social games) than anyone ever should in their lives. I probably breeze through 99.9% of them as soon as they pop up, not even stopping to see what is trying to work its way into my heart. On the other hand, I could probably recap half of the ads I saw during last nights Sunday Night Football game because I was forced to watch them, and because some of them were catchy. The UPS “Logistics” ad alone was more memorable than every iOS ad I’ve ever encountered, bunched up into one.

Even local television advertisements are far more effective for the average consumer than any iPhone advertising scheme that I’ve seen. Again, there’s not a chance that I could describe even one of the hundreds of iPhone ads that I’ve seen, but I can, on a whim, sing to you the Casa Ole ad with Jose Lima that played in the Houston area in the late 90′s. Or ask me about George Brazil, or Gallery Furniture, or anything you want about Levitra or Zoloft.

As far as advertising goes, big television has to see the internet and DVR as much larger adversaries than the iOS. Until the iOS and the advertising companies (like Flurry) create advertising schemes that are truly catchy (or even informative), I just don’t see iOS marketing attracting the big bucks that big TV does — and until I start singing the jingle of an otherwise unknown company I only heard on my iPhone game, I don’t think that people will ever find iOS social gaming to be “as prime time as prime time television.”

[Source: Flurry]

Apple strikes with a roundhouse kick the gut! But wait, Google fights right back with an eye gouge and a slap to the face! Apple is stunned but isn’t going to give up that easily. What a fight, what a battle; who is going to win, folks? This is the picture much of the media has painted for us, isn’t it? That Google and Apple have locked horns and are doomed to a winless war for all eternity. That’s not really the case though. Truth is, the war is fought mainly with the media and loyal fans who follow the gossip like it’s a WWE match. Yes, the two companies compete with each other on a couple of levels, but at the same time they work incredibly well and profitably together. Based on some recent news, I believe the two have secretly teamed up again in an effort to bring FaceTime to the mainstream for good.

Ok, here’s what we know:

1) Apple is hosting an event on Wednesday and at the very least they’re probably going to announce a new iPod touch with a front facing camera.

2) iOS 4.1 beta has been out for several weeks and contains an option to make FaceTime calls via e-mail address.

3) Apple from the start has said it plans to make FaceTime an open industry standard, potentially allowing communication with other devices.

4) Google just announced last week the ability to use their Gchat feature for video chats. Gchat, if you’re not familiar with it, runs directly through Gmail and uses other user’s Gmail address to authorize chats.

When you combine the first three together along with the timing of Google’s announcement, it seems just too convent to be just a coincidence. I certainly could be wrong but to me the picture is pretty clear, Apple and Google are going to walk us right into the future and by this time next year, iPhone users and Andriod users will be FaceTiming each other everywhere. Finally the world will be at peace and harmony.

This iPhone 4 signal problem is building to a critical mass and Apple will apparently address the issue at a press conference on Friday.

From the moment the first iPhone 4 owner complained that holding the phone in a certain (fairly normal) way meant reduced signal bars, through Steve Jobs’ clumsy “hold it differently” email response and now Consumer Reports’ review U-Turn, things are not looking good for Apple’s latest device.

To further ignite the issue, Cult of Mac has posted the comments of leading crisis communications expert Chris Lehane who dealt with the worst of President Clinton’s White House mishaps. Yes, he’s THAT good!

Along with other leading crisis management experts included in the post, Lehane’s message is simple: Apple needs to accept blame and deal with the issue as soon as possible.

We’ve received mixed reports on the iPhone 4′s signal issues here with some finding problems and others barely noticing an issue. That said, should the more severe complaints keep coming and major sources like Consumer Reports maintain their hard line on this design flaw, we’re likely to see a big move if not a full product recall very soon.

The Cult of Mac post also brings into question Apple’s “half-loaf” approach at calming matters by proposing a software fix, which the experts feel was rushed. The announcement was perhaps a little hasty, but we’re still waiting for the software update itself, expected later today.

It’s sad that such a seemingly minor design glitch that can easily be remedied with the use of a case has become the thorn in (quite literally) the iPhone 4′s side.

With Apple’s quarterly earnings report coming up later this month, the company needs to make a bold move in order to resolve this issue quickly and, according to Gizmodo, may already be doing so under the radar. Several users have reported that new iPhone 4s, offered by Apple as replacements in the event of accidental damage or non-signal related hardware problems, do not suffer the same signal issues as their original phone. While some have seen no improvement, a large number of testimonies point toward replacement iPhone 4s simply working better, leading to the suggestion that Apple might be quietly pushing out updated devices as replacements.

These revelations arise in the wake of rumors that Apple will be holding a press conference Friday in which it is expected to outline its stance on the problem and a potential resolution. Analysts are pegging the cost of a total iPhone 4 recall at around $1.5 billion, that’s 3.5 percent of Apple’s cash reserves.

An alternate option, suggested by Bernstein Research, would be for Apple to provide free bumper cases, that are known to fix the signal attenuation problem, at a cost to the company of $1 per unit. With Apple’s official bumper case costing $29 retail, it seems the free case route could be far more appealing to Apple than replacing an entire phone with a retail value of over $500.

Apple has refused to comment on the nature of its press conference on Friday, merely stating that it will be iPhone 4 related, but it’s a safe bet that a solution to this PR nightmare will be provided.

With any luck, come this weekend, the bad press will have died down, the world will continue to turn and iPhone 4 signal strength will rise along with Apple’s stock price.

[ via Cult of Mac ]

iBooks is a gorgeous app, but it’s driving me crazy.

There. I’ve said it.

When the iPad launched, iBooks was trumpeted as a gorgeous, easy, seamless app that would mix digital books with Apple’s typical ease-of-use. Sounds dreamy, right? And I suppose iBooks on the iPad must be good, because everyone raves about it.

But iBooks has been out on the iPhone for a little while now, and while I was initially excited to use it, it’s frankly frustrating. iBooks doesn’t act like an Apple app should; it crashes; and while it does lots of things well, other parts feels unfinished. Here, then, is a list of my complaints—things that Apple really ought to have fixed prior to release.

It Crashes.
Please tell me I’m not the only one with this problem. Do I read too quickly for the poor app or something? About once every ten minutes, a page turn for me results in the app crashing—and it also forgets where I left off. Ugh!

Furthermore, when I attempt to open a downloaded book, I sometimes get the error message, “The requested resource is unavailable,” and iBooks will refuse to open said book until I restart the app, or even my iPod. These two errors are far too common, considering that they interfere with the most basic function of iBooks: reading!

Where Are the Books?
What’s the point of convenient, digital books if…you know…you can’t buy them in the first place? For me, the iBookStore is simply too small right now. “Tens of thousands” of books versus Amazon’s 600,000 for Kindle…hmm. As an avid reader, I was disappointed to find that many of the books I wanted simply weren’t available in iBooks. I’m not looking for the impossible, either. (Say, the 1980s Dragonlance books, or Harry Potter, which isn’t available anywhere; I’m talking modern, fairly successful authors like Naomi Novik!)

Screen Lock.
For those of us whose devices don’t allow for orientation-lock, this is immensely painful. When reading in bed, it’s easy to accidentally trigger a switch from landscape to portrait or vice-versa. Unfortunately, at least on an iPod Touch 2G, iBooks takes forever to make the switch—and while it’s struggling to rotate your book, it also freezes, preventing you from reading further. Fantastic.

No Inversion?
Why can’t I switch the text to light-on-dark for nighttime reading? Dimming the screen works, but it still strains my eyes more to read dark-on-light text at night. The screen-lock problem already makes reading in bed hard enough!

The Bookstore.
First, selection is horrid. Secondly, prices are high—I can often order a real-life paperback for less from Amazon.

Third, and just as aggravating, is the store itself. There is no way to buy iBooks from your computer; and the iPhone screen is terribly small for browsing for books. Furthermore, the store is riddled with issues. When you go to “browse,” an alphabetical list of authors is displayed, split between “Top Paid” and “Top Free.” Now tap on “Categories,” chose one, and look. Now it shows you the top paid authors in that category…but if you click on “Top Free,” it’ll boot you back to the Top Free authors overall. What the heck?

Additionally, the store has no landscape view, and suffers from numerous other design issues. Not to mention the download errors.

In Summary.
iBooks isn’t a bad app. In fact, it’s got plenty of strong points—being able to browse for books right on the device is something I’ve wanted for a long time, and it’s a very robust reader. Bookmarks, highlighting, annotation…there are some really nice features baked into iBooks.

And that’s why the above issues make me so irritated. Apple is perfectly capable of making a fantastic eBook reader app. Regretfully, however, this version of iBooks isn’t it, at least not for iPhone / iPod Touch users. There are too many bugs, too many design flaws, and not enough books. It’s easy to tell that iBooks was crammed onto the smaller screen. And that’s a shame.

For now? I’ll be juggling Stanza and Kindle for iPhone as my two eBook apps of choice. Sorry, iBooks; I’m waiting for your next update.

A lot has been said about mobile fragmentation in the Android world which is filled with a bunch of different devices with different specifications and different versions of the Android OS. This leads to lots of exceptions in the Android app marketplace and isn’t good for consumers. That problem has been, until now, not a big issue for iPhone and iPod Touch users. While there’s been a split between iPhone/iPod Touch and iPad applications, it can be argued that they really are different platforms sharing the same OS.

But now, EA spins everyone around and multiplies consumer confusion in the App Store by creating a new fracture. They have released an iPhone 4 only version of their NCAA Football game along with a version for older models. They further add to the confusion by using the tag HD on it, something already in use by most developers as a designation for iPad applications. While I am of the opinion that these decisions are downright consumer hostile and I question EA’s motives, I also have to wonder why Apple would let them do something that causes such consumer confusion and leads to greater fragmentation of the iOS App Store.

Is the iOS a single platform or multiple platforms? Apple greatly prefers Universal applications that work on all iOS devices and suggests them to developers over having multiple versions of the same applications for iPhone and iPad. Yet in this instance they have approved the exact same app for two different models of the same platform, the iPhone. We’ve heard stories in the past of Apple rejecting iPad specific versions of apps that don’t provide extra functionality over their iPhone versions. Instead Apple have suggested that the developers create universal versions. Yet this game, an exact duplicate with just higher resolution graphics was approved, fragmenting the iPhone App Store. That confuses consumers and sets a precedent I hope doesn’t hold up.

There could be a case to be made to releasing a game that was only compatible with the iPhone 4 due to hardware specific requirements. We saw a handful of games that were only compatible with the iPhone 3GS due to processor speed or specific hardware accelerated graphics requirements. I’m sure we’ll see more with the higher power and hardware changes of the iPhone 4. But this game is not an iPhone 4 only game, there is another version of the exact same game, but for older hardware released separately.

“We do see a difference between iPhone 3G/3GS and iPhone 4. For EA, it’s important that we create our games for the unique capabilities of each platform or device including NCAA Football maximizing iPhone 4′s high quality graphics.” commented Michelle Jacob, Head of Global PR for EA Mobile when I asked for comment on the release of two different iPhone versions of the game. But to me, this just doesn’t make any sense as there’s absolutely no technical reason to create an iPhone 4 specific version of a game to take advantage of the higher quality graphics.

This is the first time we’ve seen a large developer release multiple versions of an app for different iPhone versions. The generally accepted practice is to release a single application for the iOS4 iPhone and iPod Touch platform that takes advantage of the hardware it runs on while degrading properly for lower performance devices. That leaves this as being a purely business decision and a bad one at that.

Let’s take a look at Real Racing from Firemint for an example of how developers have been addressing adding features to their applications for the iPhone 4. One universal application for all iPhone and iPod Touch devices, from a company with fewer employees than the EA campus cafeteria has. And it takes great advantage of the Retina Display on the iPhone 4 and anti-aliasing on the 3GS and degrades nicely for older devices. This is the what consumers want and it makes sense. The iPad and the iPhone/iPod Touch can logically be called different platforms. The iPhone 3GS and the iPhone 4 can not. When upgrading devices you shouldn’t be required to re-purchase apps for them to take advantage of the new hardware. This hasn’t been the practice in the past and I hope it’s not in the future.

Doesn’t this create consumer confusion? “We certainly don’t want to create any consumer confusion. We think we’re quite clear in distinguishing between the two versions of NCAA Football and giving consumers a choice.” But confusion is what we are seeing. If we look at the ratings in iTunes for the iPhone 4 version of NCAA Football, 12 of the 28 comments as of Monday evening are from users who have purchased the app for incompatible devices.

The real reason for the consumer confusion is that EA is doing something that iTunes, and therefore the App Store, doesn’t really support. There’s no filter for what you buy when using iTunes on the desktop. You could purchase any apps you wish even if you have never connected an iOS device to iTunes. When you click Buy App on the iPhone 4 specific version of NCAA Football, it doesn’t check to make sure you have an iPhone 4, it just takes the money from your account and delivers the app.

Ms. Jacob continues “If anything, we are hurting ourselves by offering two apps – our overall rankings for the title are split. But again, we feel it is important to give consumers that choice.” Sometimes choice isn’t a good thing when it isn’t done to serve consumers. And I think that’s what we have here. Consumers want choice, but not when it’s so easy for them to make bad choices. What consumers really want it convenience. It should just work and work well. This release method does not work for consumers.

The comment that they are sacrificing overall ranking is very true and makes this an even odder decision. Had they released a single application compatible with all devices and enhanced for the iPhone 4 they would have increased their rank in the top selling app lists by having all sales for a single application instead of two different apps. This is something that can lead to a waterfall effect — the higher up the top selling lists you are the more people see it and therefore the more that buy it.

iPhone 4 is not HD. And how about the odd choice to name the app with the HD tag? That’s something that has become the de-facto standard designation for iPad applications. (Even though none of the iOS devices are really HD resolution.) Adding that designation to an iPhone 4 only application is even more confusing. Perhaps EA know something we don’t know yet with the convergence of the iOS 4 for iPad and iPhone. Maybe that will lead to apps on the iPhone 4 and iPad being closer tied? I doubt that’s the reason. Probably just a inexperienced marketing person decided that was the best way to designate the special version. Bad choice.

Isn’t the Apple approval process supposed to stop bad developer moves like this? The question I keep coming back to is why would Apple let them do this? Why would Apple let EA fracture the App Store market further and confuse consumers by doing something like this — something that iTunes doesn’t fully support? I have to think that it’s a mistake or they are just testing the waters.

But isn’t this going to hurt Apple? One of the most appealing things about the iOS App Store is that once you purchase an app, it’s yours. You can install it on as many devices as you buy. When you upgrade your devices, the apps come with you. And traditionally, developers have updated applications for updates in hardware and new versions of the iPhone OS / iOS. This throws that practice up in the air. If I buy the NCAA Football for my iPhone 4, it won’t work on my iPad or iPod Touch. I have to either purchase the lower quality version which suffers on the iPhone 4, or purchase 2 versions. Neither option is good for consumers — both options are good for EA.

What is EA really doing by releasing NCAA Football like this? They are probably just testing the waters to see what direction the market will head and if consumers will be ok with this. I really hope it’s not their plan for future releases. And I hope that Apple will restrict any developer from doing this in the future. It hurts users which in turn hurts Apple hardware sales and in the end, all developers.

Are you for this method of app release? Against it? If you want to let EA know what you think of this decision, head on over to their Facebook page or Twitter stream and leave a message with your thoughts. And of course you are always welcome to leave a comment below.

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