AiAi and his primate pals are set to make their way back onto the App Store soon, as SEGA has recently announced Super Monkey Ball Bounce.
This new game in the series cites Pachinko as its inspiration and is set to contain over 120 levels and seven playable characters, each of which will have their own special ability. Alongside the aim of collecting bushels of bananas, players will also have to fight off the flunkies of the dastardly Professor Boscis.
Super Monkey Ball Bounce is set to roll into a release date sometime this Summer.
InnoGames, fresh off announcing Rising Generals, has an iPad strategy game currently soft-launched in Canada. Forge of Empires has players building a town, so I grabbed my sword and hammer and set off for the land of maple syrup for this edition of It Came From Canada!
The main phase of the game is town-building: creating new buildings in order to earn more money, or items that can generate more resources such as building points, villagers, gold, and even happiness. There’s a lot to keep track of here. This is all in service of becoming the most powerful town in the world. There’s a leaderboard of players that one can peruse, with guilds that can be joined for cooperative purposes.
Okay, it sounds a bit like Clash of Clans so far. The key difference is that players don’t just send off enemy hordes to battle: they enter a turn-based strategy game with them.
Battles take place on a hexagonal grid, where players can move their units about within their specified range, and can attack enemies within their attack range. There are also defense bonuses for certain terrain types. It’s very basic strategy gameplay, but it’s definitely deeper, even in its simplicity, than most Clash of Clans-esque games. Units start out as Bronze Age soldiers and eventually get up to modern era ones, though this will likely take a long time to get going. Those who check in often and spend their forge points regularly will get to the later eras first.
While there is a campaign against computerized enemies, it’s also possible to interact with other players. These can be in friendly ways: motivation and polishing will help resource generation and production happen at a faster rate. As well, it’s possible to attack other players and plunder one of their buildings. It appears that all battling is asynchronous for now against human opponents.
Players can research new units and types by spending forge points. These recharge over time (or can be bought with gold or diamonds) and by researching new tech trees, new unit types can be had. The tech trees are deep, so people who come back often will be the first to unlock later portions of the game.
While the town-building is very familiar – and the strategy very basic – for this oft-imitated genre spearheaded by Clash of Clans, the relatively-deeper (yet still approachable) combat might be worth checking out once it launches worldwide.
Just announced on Monday, May 19, Super Monkey Ball Bounce also showed its face in the Canadian App Store. This free-to-play game puts a Pachinko and Peggle spin on the game of monkeys in spheres. So, I sealed by plastic ball up tight and crossed the border for this edition of It Came From Canada!
This game is very Peggle-like. It uses many of the same tropes and gameplay setups as Peggle does. The general mission is to pop the various star pegs, with other pegs existing as opportunities to get bonus points, including randomly-placed multiplier pegs. Power-up pegs also exist, which grant an ability based on the selected character, though ones beyond AiAi require playing the game to certain levels to unlock. AiAi’s is a guided line, which is pretty much identical to the first character in Peggle, though other power-ups start to show some variety. Still, this skews closer to the Peggle formula than even what Papa Pear Saga did – though the physics feel a lot more consistent than King’s take on the genre.
How does Super Monkey Ball Bounce operate within the confines of its monetization? The game uses a currency of gold bars, which come with a free supply at the start but are either not earned or only infrequently so. What can be bought with them? Well, there are boost power-ups that players can take into levels with them, including the power-ups of other characters. Also, a slot machine that can be played for every ten spins can get guaranteed win spins for the cost of a few gold bars.
As well, continues can be had for gold bars. That’s likely where the money-making comes in: levels can start to ramp up in difficulty, and the temptation to spend real-world money on gold may just set in. As well, there’s a lives system like Candy Crush Saga (with a level progression map just like it as well), and these run out whenever the player fails a level, though connecting with Facebook friends can earn more lives.
The monetization might be an interesting thing to track at the final release. Super Monkey Ball Bounce is a slow burn early on so it might not make money for a while, or the early part of the game might get a bump up in difficulty. It’ll be interesting to see how Sega approaches this once it releases worldwide.
Mobile gamers know Terry Cavanagh for Super Hexagon, the challenging minimalist arcade game that seemingly begat a hundred more challenging minimalist arcade games. But before that, Terry Cavanagh’s big game was VVVVVV, a gravity-flipping open-world platformer that was also very difficult. A mobile version, while discussed before, may have seemed impossible: after all, being a platformer built around precision, virtual controls aren’t the friendliest situation for this game. But Terry Cavanagh’s taking a stab at it, and the mobile version is nearing completion. And it just might surprise some folks who thought VVVVVV was practically impossible on mobile.
For the uninitiated, VVVVVV takes place in a universe where the player, controlling Captain Viridian, can flip gravity to run along the ceiling as well as the floor. Players have to use Viridian’s abilities to rescue five other missing crew members, along with discovering the “shinies” that are hidden throughout the world.
VVVVVV is a non-linear game, and players can discover it as they so choose. There are no additional abilities to unlock, so unlike a Metroidvania game where progression is hindered until a certain item is obtained anything can be seen and any challenge conquered with one’s own skill. Just be prepared to die a lot. Thankfully, checkpoints are abundant.
VVVVVV presents an interesting controls challenge for touchscreens, though. The game requires being able to swiftly move left then right, but with a third button for flipping. Thus, the game’s default control scheme uses swiping horizontally on the left side of the screen to move Captain Viridian around, with tapping on the right side to flip gravity. As well, there’s a virtual buttons option, and one where tapping on either side of the screen moves that way, and tapping on both flips gravity.
The controls are still very much being tweaked and perfected, but VVVVVV is perfectly playable, and at a skillful level, with these controls. Will this become the preferred version of speed runners? Most likely not, as precise movements are what suffer a bit here just by the nature of virtual controls, but for people enjoying this game for the first time – or once more – the experience should remain true.
VVVVVV itself is fully playable in its current form, with even the player worlds feature from the computer versions available for more challenges once the main game is completed. Various bug fixes and tweaks to make the mobile version work better are what stands between this and its eventual release.
Adult Swim Games and Mediatonic have soft launched a new trial-racing game to the App Store in Canada and other territories: Outlaw Delivery. So, I strapped on my helmet and put some curds and gravy on fries for this edition of It Came From Canada!
Outlaw Delivery takes after titles like Trials, Extreme Road Trip, and Zombie Road Trip as a physics-centered trial-racing game where players must try to make it to the end as quickly as possible, but also in one piece. Players’ health is regulated by the health of their cargo: rough landings and hard collisions will damage the cargo, and that’s not gonna be good for anyone. Especially so if trying to get the gears, the game’s star system. One requires players to stay above a certain health percentage, and three gold gears usually requires both a fast time and high health.
Controls are simple: there are gas and reverse buttons, which serve as spin forward and backward buttons respectively, while in mid-air. Players get extra gold for tricks like spins (which are very difficult to do), wheelies, perfect landings, and even just getting air time in the first place. Players have a limited amount of fuel to work with, though more can be collected mid-level, and just letting gravity and momentum keep oneself going is an option to conserve fuel.
As far as monetization goes, the game uses only one currency – gold – which is spent on buying new bikes, upgrades, and better parts. There’s no secondary currency, and no energy mechanic at all, which is very good because there’s a lot of retrying involved, and grinding to do better and get more money plays a significant part in the game. It’s a lot quicker to just buy it outright of course, but hey, at least the option is there to try and earn it. While Adult Swim Games has been unafraid to use energy-type systems before, like in Amateur Surgeon 3 (though that only reduced players’ lives when they die), this is definitely a much friendlier system than what most publishers implement. Of course, friendliness and free-to-play don’t often mix, so whether this makes any money is a good question.
Outlaw Delivery should at least prove to be rather entertaining: it trods well-worn territory, but it has the production values and the base appeal that most Adult Swim Games’ titles have. This should be one worth keeping an eye on when it launches worldwide.
Daedalic and Chromatrix have today announced that puzzle versions of two of Daedalic’s most well known franchises, Deponia and Edna & Harvey, will make their way onto iPads by the end of the month.
Deponia – The Puzzle and Edna & Harvey – The Puzzle will each provide players with 96 puzzles of background themes from the series, with three different single-player modes available. In the Search & Find mode, players will need to find the right puzzle piece as quickly as possible in order to earn as many points as possible, whilst a two-player mode will challenge friends to compete at speedy puzzle solving. The game is also set to have drag & drop modes, rotating puzzles, and a variety of difficulty levels.
Deponia – The Puzzle and Edna & Harvey – The Puzzle are both set to release for iPad on May 28.
Prepare yourself, AppSpy reports that something Lovecraftian is set to sneak its way onto the App Store tonight. The original 1992 version of Alone in the Dark, widely seen as the game that inspired the survival horror genre, is set to launch tonight – allowing players to take on the role of Edward Carnby or Emily Hartwood once more.
For those unfamiliar with the game, your role is to explore the mansion of Jeremy Hartwood, now deceased. Along the way you’ll need to outwit or overpower supernatural enemies and solve puzzles in order to discover the truth behind Jeremy Hartwood’s death.
Survival horror fans should prepare for the witching hour, when the clocks strikes twelve, as that is when Alone in the Dark is set to arrive tonight for $0.99.
Dojo Arcade, an indie studio set up by three former Masters students from the University of Glamorgan, have announced Creature Battle Lab – a creature battling game for iOS. As an intern at the famous ‘Creature Battle Lab’, it’ll be your job to experiment with DNA and create a team of battling creatures. These teams can be unleashed in the lab arena, with the ultimate goal being to work your way through the leagues and to prove that you’re truly a “Pro”-fessor.
Creature Battle Lab will be free-to-play when it mutates into a full game and is released to the world sometime later this year.
DeNA and Hasbro have today announced Transformers: Age of Extinction, the official mobile game for the film of the same name. The game is the second title in an exclusive three-year agreement between the two companies, the first being the online CCG Transformers Legends. Unlike Legends, Age of Extinction is set to be a ’3D combat runner’, with players taking out enemies also featured in the movie as they run, dash, and change form in a variety of environments.
Barry Dorf, vice president of partnerships and alliances at DeNA, had this to say about the project:
The TRANSFORMERS: AGE OF EXTINCTION mobile game will deliver an explosive interactive entertainment experience on mobile devices for TRANSFORMERS fans and consumers looking to extend their movie experience after the credits roll. This isn’t your typical runner game; this game puts the player in the middle of an action-packed Hollywood blockbuster where it’s destroy or be destroyed!
Transformers: Age of Extinction is set to be available later this year. If players pre-register on the official website with their Facebook account, they will receive a Rare Transmetal Rocket Launcher for the game when it launches.
Krosmaster Arena, the online version of the board game from Anakama and Japanime Games, is getting a mobile version coming in early 2015. This miniatures-based board game has had its online version available via browsers for some time now, but now mobile players will be able to play from anywhere. As well, it will allow players to bring in the figures they already own into the mobile version of the game.
InnoGames has announced their new cross-platform strategy-MMO Rising Generals, designed with the help of Bruce Shelley of Civilization and Age of Empires fame. Built around player-versus-layer combat, players will command planes, tanks, and armored automobiles in worlds that will span 40,000 players each. The game will be cross-platform between iOS, Android, and browser, with support for the same account on different platforms for those who aren’t loyal to one electronics company.
Craneballs is returning to the Overkill well that has helped put them on the map. Where previous games in the series were futuristic alien-shooters, this one takes place in a past version of Chicago, where violent, fedora-wearing, gun-toting criminals roamed the streets shooting at each other and innocents occasionally getting caught in the crossfire. Thankfully such a world no longer exists: there are far fewer fedoras now. So, with the game currently soft-launched in Canada, I made sure not to put ketchup on my hot dog for this edition of It Came From Canada!
As stated earlier, the setup is very similar to past entries in the series in that this is a shooting gallery game. Players are in a stationary position, trying to take out enemies as they come in. The left thumb is used to move the gun by dragging around the screen, and there are fire and reload buttons in the lower-right corner. This is a Prohibition-era setting, so all the weapons are based on that time period, like a Colt 1911. Don’t expect any high-powered assault rifles here, but perhaps a tommy gun or two.
The meat of the game is the level-based progression, where players must survive multiple waves of enemies without dying, earning cash along the way. There are hundreds of levels promised, and interestingly enough, no energy system. At least yet. Right now, it’s possible to play to one’s content.
Along with the fixed levels, there are also reputation battles – such as the game’s endless mode, which also serves as a kind of asynchronous play where players attempt to get higher scores by lasting as long as possible, with more powerful enemies coming in as time goes on. Leaderboards track who’s doing better than whom. This is where buying better clothes comes into play: they grant character upgrades but also reputation multiplier bonuses. These bonuses naturally make it easier to get higher scores. They also serve as lives since every time the player ‘dies’, their multiplier lowers.
Guns can be upgraded with cash, with wait timers for upgrades to be delivered that can be skipped by spending liquor. Liquor is earned occasionally through level-ups, though there’s plenty to spend it on – including health and power boosts in the game itself. The game steadily gets harder, and it’s easy to see where the desire can be cultivated to spend real-world money on more cash and liquor to be more powerful; at least to catch back up to the game’s increasing difficulty.
It will be interesting to see how well people take to another entry in this series, and to one with a different theme than the ever-popular “shoot aliens” motif. And of course, will this make money? Time will tell. I imagine this one will be available worldwide soon enough, but it’s difficult to tell sometimes with soft-launched games. Some take months despite feeling ready, others feel half-baked but are soon available everywhere.
Dynamite Jack, from Galcon and BREAKFINITY creator Phil Hassey, is getting a new free version on May 22. This version will be the same as the paid version, but with ads. Every time that players continue they will see ads, though it’s possible to buy ad-free continue packs: 50 for $0.99, 250 for $2.99, or unlimited for $4.99, which is the same as the full version.
Yael Cohen, founder of the “let’s not mince words” Fuck Cancer organization, has announced a new app help caregivers get the people they’re taking care of the actual day-to-day help they need. StandWith will allow caregivers to help dole out tasks like getting groceries, picking up the kids from school, and anything else that needs to be done. These tasks can be assigned to friends, family, and acquaintances, with people able to be brought in by Facebook, email, and Google+.
Panzer Tactics HD, bitComposer Games’ upcoming World War II turn-based strategy game, has had its price and release date announced. The iPad version will cost $8.99 and release on May 22. This updated version of the DS original will boast three campaigns, over thirty missions, and over 150 total units across the land, sea, and air.
Gameloft has announced further details for Modern Combat 5: Blackout, the latest installment in the popular first-person shooter series.
Like previous games in the franchise, the game will feature both a singleplayer and a multiplayer mode. In a first for the series however, progression in both modes will have an impact on each other. Experience points gained will carry over to both modes, unifying progression through the game. Every mission or multiplayer match played will also increase your weapon score, ultimately ending up in the mastery of individual weapons. Better weapons will also unlock as you play and will be available to use in both modes.
Both modes will feature four different solider classes. These classes each have unique augments that can be unlocked using Skill Points earned whenever you level-up. Each class is defined by what weapons they can equip, which can be seen in this short breakdown of each class:
Assault – Aggressive fighter that is effective at medium range combat. Equips assault rifles and pistols.
Heavy – Resilience is the main advantage of this class. Equips shotguns and RPGs and feels comfortable in close to medium combat.
Recon – Focuses on fast action and exposing enemies. Equips SMGs and pistols. Efficient in close range combat.
Sniper – Obviously, focuses on sharpshooting with a stealth approach. Equips sniper rifles and pistols. Efficient in long distance combat.
Details on Modern Combat 5: Blackout are scarce, but we’ll be sure to share more when we receive them.
N-Fusion, developers of Deus Ex: The Fall and Air Mail, have released screens and a trailer for their upcoming game Space Noir, published by Unity Games (the publishing arm of the popular 3D engine). N-Fusion promises to mix the standards of space combat with the noir aesthetic usually reserved for hard-boiled detective stories.
Space Noir is planned to release this summer for PC and for tablets.
Ubisoft has announced ANNO: Build an Empire, the first mobile entry for the city-building strategy series. The controls have been built from the ground up in order to make building cities compatible for the iPad, and like its predecessors the game will require strategic planning that will force players to weigh the pros and cons of their city planning.
Players will start off with one island, building it up to ensure that its citizens are both happy and healthy. Once skilled enough, they will be able to use their city-planning abilities on additional islands and manage trade routes with nearby neighboring islands. Social elements from previous games in the series will also be brought in, giving players the chance to challenge friends and foes alike.
ANNO: Build an Empire will be compatible with iPad 2 and higher and will require at least iOS6 and a connection to the Internet in order to play when it releases.
Wargaming has one of the biggest games on the planet right now, and it’s one you might not have played: World of Tanks. This free-to-play tank warfare game has had over a million concurrent players on PC, and it’s starting extend its tendrils out beyond the PC to include mobile. World of Tanks: Blitz takes the formula of putting tank-driving players on to the battlefield, with the objective of capturing points or wiping out the other team, in small maps with fast-paced gameplay. The game is in a soft-launch phase in Europe, including Denmark. So, I whipped up some frikadeller and rugbrød for this It Came From Canada: Denmark Edition!
Blitz is an apt subtitle for this, since it puts players into the game pretty much immediately. Once players register with either Game Center or a Wargaming.net account, the tutorial starts. This lets players get an idea of the movement, aiming, and firing controls, before players are set off into their first real battles.
The tutorial actually does a great job at briskly setting up the game and showing how the mechanics work: a single joystick controls movement, with buttons for turning in place and arrows around the tank indicating where it will move to.
Though players do start off playing in real battles, this doesn’t mean that the learning is over. As players progress, the game introduces ammo buying, tank upgrading, and more. It just does so in a way that is spread out over time, and doesn’t overwhelm players with information all at once. Importantly, it lets players actually play and learn for themselves.
Even playing with non-US players via both wi-fi and LTE the game has performed exceptionally well, with latency having little effect. While the game does manage to put players into games with more experienced and better-equipped opponents, I didn’t feel helpless. The game does require some intelligence built-in since there’s not really any voice chatting, and with such a diverse international audience playing, having just a text chat option might be better anyway.
There’s no actual energy mechanic, but tanks can’t be used until a battle ends – though players do have multiple tanks. Credits (the soft currency) can be spent on more ammunition, and gold (the hard currency) can be spent to buy different kinds of ammunition, additional tank slots, and more along with premium accounts, which grant more experience and credits for certain amounts of time. How well this model works on mobile as far as money-making remains to be seen. There are at least enough credits handed out to keep ammo supplied, but just how ‘free’ this game will be remains to be seen. As well, will the more casual market be willing to jump into such a gamer’s game, even if it’s fast-paced? These are interesting questions I’m curious to see the answers to when the game is eventually released worldwide.
Slothwerks have announced that their upcoming puzzle RPG, Tales of the Adventure Company, is set to release on iOS this June. Here is a description of the game from the developer themselves:
In a nutshell, Tales of the Adventure Company is a small puzzle/RPG game in which players follow the story of the Adventure Company across 5 episodes. Players will travel from undead crypts to icy wastelands, slaying enemies along the way. As players progress, they’ll unlock new heroes to join the Adventure Company, building their team during each quest.
The developer has also stated that the game will contain no ads or in-app purchases, will have Game Center support, and will be updated with additional episodes after release.
Tales of the Adventure Company is set to release on iOS sometime this June for $1.99. For those to you who can’t quite wait until then, a sample version of the game is available to play in web browsers now.
A new game starring Tony Hawk, famous in gaming circles for the Tony Hawk’s Pro Skater series, is coming to iOS.
Tony Hawk’s Shred Session takes after lane-based runners such as Subway Surfers, having players swiping to do tricks in skatepark levels across two different game modes. Six real-world skaterboarders, including both Tony Hawk and his son Riley, will be available. See more about the game in this hands-on video of Tony Hawk playing the game with Hodappy Bird protagonist Eli Hodapp.
Tony Hawk’s Shred Session is planned for this summer, with a soft launch in the coming weeks.
Perfect World Entertainment has announced their new MMORPG coming to iOS, Dawn of the Immortals, releasing this summer in North America and Europe. Players will fight through dungeons, teaming up with fellow players to take down their opponents in both PvP and PvE (player vs. environment) arenas. There will be guilds, parties, group chat, and more social features, including cross-platform play with the Android version.
Dawn of the Immortals is planned for this summer, and players who pre-register can get a free mystic pet summoning card when the game releases.
Gameloft has announced some new details for the upcoming Modern Combat 5: Blackout, the latest in their long-running military FPS series. Players will begin in Venice, Italy as protagonist Phoenix, travelling around the globe to Tokyo and other locales. While few other details are known, we do have this concept art, the trailer from E3 2013, and the promise that more will be announced in the coming weeks.
Harmonix, creators of the Rock Band series, have soft-launched Record Run on to the Canadian App Store. You will likely not be surprised to learn that it’s a rhythm-based game, but in a mobile-friendly endless runner format. So, I put on my athletic boogie shoes for this edition of It Came From Canada!
The gist of the game is to dodge obstacles and make it to the end of each level, but that’s oversimplifying things. See, each obstacle is meant to be dodged in time, with more points scored and more of a multiplier boost for timing the jumps, slides, and sideways movements properly. Of course everything is set to music, and players can import their own music to listen to while they play, with the game’s levels synchronized to the music. This does tend to work better with tracks that have a consistent tempo to them: the Animals as Leaders tracks I tried didn’t work so well, but electronic tracks worked a lot better.
Essentially, much like Rock Band, Record Run becomes about maintaining success in order to get high scores and the elusive five-star rating. In particular, continued success is necessary: getting and maintaining high multipliers is key. And they can get really high, I’ve seen as high as 10x, so repetition becomes important. Figuring out when to make swipes is harder once the 3x multiplier is reached, because that’s when the world shifts to its extremely-colorful mode – where the main character transforms into a creature of some sort (the first one available transforms into a flaming skeleton), and the world dances to the music. But most importantly, the indicators for when to swipe go away, and players are on their own as for when they have to.
Record Run is monetized through the standard two-tier currency, with records being used for upgrades, and backstage passes as the hard currency used for unlocking additional song slots and additional characters. It will be interesting to see how well the game monetizes: when I spoke with Harmonix at GDC, they gave off the attitude that they were just jumping in feet-first with this sort of free-to-play game, so balancing everything could take some time. I expect some sort of daily challenge incentive to be added as well, along with perhaps an energy system – the game is fairly simple and would be most rewarding perhaps through a system that conditions the game to be played in short bursts. So, before it launches worldwide, it could have a long way to go, and could still change a lot.
Gear Jack: Black Hole, the endless runner follow-up to 2012′s Gear Jack, is coming to iOS this Thursday, May 1. Published by Crescent Moon Games, players will control the eponymous Jack as he travels through portals, endlessly running forward trying to stay alive through the myriad hazards his alien opponents have laid out. There will be all the standard bullet list features that you expect from an endless runner: missions, power-ups, multiple worlds, even video sharing.
For more on Gear Jack: Black Hole, check out the hands-on video from GDC 2014 below.
Forever Entertainment is resurrecting their presumably-fictional Frederic Chopin with Frederic – Evil Strikes Back. This sequel to 2012′s Best App Ever nominee in the Music Game category, Frederic – Resurrection of Music, has players tapping out tunes on Frederic’s powerful keytar in order to defeat the forces of evil who want to commercialize music. Also, he has a sports car now.
Frederic – Evil Strikes Back releases on May 8 exclusively on the App Store, with other platforms coming later. Check out the teaser trailer.
Sega’s Crazy Taxi City Rush is an interesting game: it takes Crazy Taxi and manages to turn it into a more casual-friendly lane-based auto-runner, akin to Subway Surfers, or even Sonic Dash, developed by the same team. The game is currently out in Canada, and we grabbed our keys and set out to make some crazy money in this edition of It Came From Canada!
While the game is more of an auto-runner now, it still has that Crazy Taxi spirit, and it’s not just straightforward. Players swipe between different lanes, collecting Crazy Throughs for close calls with traffic, drifting around corners and into turns, and even side-swiping cars at high speed. The gear-shifting and braking is gone, as is picking up passengers, which all happens automatically. It rally does manage to feel like a more casual Crazy Taxi while still feeling like, well, Crazy Taxi. There’s even a punk soundtrack, but no Offspring or Bad Religion.
The thing that is a bit concerning with the game is the rigidity. The original game played things very fast and loose, and that was part of the fun. The lane-based gameplay makes weaving in and out of traffic in two lanes a lot harder, and makes more slow-down crashes happen at a much higher rate. Certainly the spirit of chaotic driving is still there, but it isn’t perfectly represented. I certainly understand the simplification, though.
As far as the free-to-play aspects go, there is an energy system and the standard two-tier currency: coins for buying common upgrades, rarer gems for things like energy refills. The energy system feels a bit short, allowing for six level plays before having to spend gems. As well, energy seems silly when one could pass the time by going and playing the original Crazy Taxi. But I imagine this is meant to appeal to more of a casual crowd that might find Crazy Taxi hard to pick up. Sonic Dash launched at a premium price point, and I don’t think that it’s a guarantee that Crazy Taxi City Rush will be free-to-play when it goes worldwide, because it certainly feels like it could stand as a ‘paymium’ game. Of course, time will tell just what gets tweaked and what the final decision for the game’s release is.
It’ll be interesting to see what the reaction from the gaming public will be, at least. Dungeon Keeper certainly made people angry, and as a Dreamcast game, Crazy Taxi has a cult fanbase too. A free-to-play game might not go over well, even though the game itself is more a casualification than anything else.
Cipher Prime’s Inake is coming to iPad on May 1, as exclusively revealed yesterday on our Twitch channel.
This dubstep-fueled action-puzzle game is, according to William Stallwood of Cipher Prime, who joined up for the stream, pretty much a straight-up port of the PC version – in a sense. Some tweaks have been made to the game that will come to the PC version on May 1 as well, but ultimately it’s the same game with the same content. The difference is in the way it’s played: the game supports full multitouch controls on the iPad, so it’s a new approach to a familiar game.
Check out the video below of me going through the first 25 levels, which took some practice to get that far:
Watch some of the special levels, available in Challenge Modes:
At their recent Global Gamers’ Day event, Bandai Namco was largely focused on their console and PC offerings for the upcoming year. However mobile still had a small presence, with some upcoming titles revealed by the company – though few were in a playable state at this time.
Windows screenshot, may not be representative of iOS gameplay
The biggest announcement might just be Pac-Man Championship Edition DX+ coming to mobile later this year. The follow-up to the popular take on Pac-Man, which features dynamic levels that change every time a fruit is collected, will feature new game modes, characters, and level designs to try and survive. But it’s still an eat or get eaten world. Expect this one this fall, though it was not playable at the event. Still, the game’s set up for touch controls already on Windows, so it should be a similar experience.
Outcast Odyssey is another upcoming game, though shown only in trailer form. This one resembles Evilibrium‘s tile-uncovering gameplay, and dungeon-crawling is promised, but few details are known beyond that.
Project Unstoppable (working title) is another game that Namco announced with few details available. Check out the teaser trailer below.
Also on tap for the future from Namco include a game called Soul Calibur: Unbreakable Soul, though no details are available for it at all beyond the name. TNA 2, a head-to-head wrestling game based on the Total Nonstop Action Wrestling organization, is expected later this year.
Additionally, Namco is working with Invictus to bring some casual games to mobile under Namco’s label. Froggy Jump 2, already released, is part of this. Froggy Splash 2, a game similar to Burrito Bison and Jumping Finn Turbo is also in the works. A puzzle-RPG called Jewel Fight is also being created by Invictus for publication by Namco, though this one won’t involve cute frogs but rather warriors battling it out by matching gems by twisting around blocks of four gems, similar to Bejeweled Twist.
While details and playable gameplay were sparse at the event, Namco does appear to have a variety of titles planned, and this may not be all – these titles are under the wing of Namco’s American mobile studios, and other international branches may have their own worldwide releases down the road as well.
Rocketcat Games joined our Twitch channel late last week to stream Wayward Souls with us. For the first time, see the first boss of the game defeated, and see large chunks of the second area of the game, the Tower, with a couple of the game’s characters. The game releases on April 24.
We’ve shared YouTube videos of some of the highlights, along with a recap of the entire stream, containing information on the process of the game’s development and what players can expect when it releases.
See the first area of the game defeated with Renee the Rogue:
Renee the Rogue running through the Tower, the second area of the game:
As well, Blythe the Warrior makes a lengthy run through the Tower, but can it be successful? As well, check out some of Wayward Souls‘ hats that will be available, including some of the early adopter hats: