Posts Tagged arcade shooter
Whenever zombies and/or mutants have overrun the Earth, iOS gamers are always more than happy to take to the streets and start blasting. However, they haven’t had many opportunities to do so with friends. That’s why James Petty, president of Action Mobile Games, and the rest of the development team have been working on 2013: Infected Wars. They’re hoping to push the limits of what iOS gamers have come to expect from their action games, and James was gracious enough to answer a few of our questions about their soon-to-be-released project.
148Apps: What made you decide to create a co-op action game as opposed to a more typical single player affair?
James Petty (JP): There were a few reasons for that. One, it has never been done before on mobile so I wanted us to do something new and fun to try and stand out. Two, I thought it would be really well received by the community since playing multiplayer is always more fun. Three, because it is so difficult to pull off; my hope was Apple would feature us in the App Store at release.
148Apps: I was also wondering just how big the environments might be. Are there multiple paths to explore?
JP: They are not as big as some of the huge PC or console hits that many of us are familiar with. There are different paths you can take to some extent but we had to be creative to allow for the large number of creatures spawned at any given time. I wanted to make sure the player felt like the world was covered with infected. Most people probably don’t notice, but on mobile each unique creature takes a ton of resources which is why many games with higher end graphics will cap them at 3 or so. This wouldn’t work at all if we wanted to create hordes of enemies. So we were able to optimize the Unreal Engine to such an extent that we can have around 10 at any given time and have some amazing graphics to boot. With our custom spawn system you often don’t even notice the cap as we can have another enemy spawn as soon as one dies to really give you the feeling of an enemy ‘horde’.
148Apps: It looks like there’s a good mix of classes available (Field Support, Marine, Sniper, Sapper). Do you find that some compliment others better, and was it tough to balance them out?
JP: Yes, this was extremely tough to balance out. It would have been easy to just get rid of the classes and have a bunch of weapons but I think that removes some of the depth you can achieve when you get to choose a strategy and see if it works. The field support in my opinion is the easiest class to master, and I suggest this for any player who isn’t as experienced with mobile gaming. The sniper and Sapper are the most challenging and work better in multiplayer.
148Apps: What sort of persistent character progression can we expect in 2013: Infected Wars? Do the characters actually learn skills or become more powerful, or is it more of a rank-based system that unlocks new gear?
JP: There is no gear unlocking in 2013: Infected Wars; instead, the more money you earn from killing infected and the less you die the more money you have. However each class gets benefits with certain weapon types, and as you level up the weapons in that class become more affordable. You also get unique bonuses for each class but there isn’t a special move per say. The game is designed to offer fun replayability and you are meant to die. If you challenge players and they realize a mistake is going to cause them to die, lose weapons, and then have to try a mission again it really ups the intensity. I believe the mobile gaming community is really wanting a challenge and I stand 100% by 2013: Infected Wars being the most challenging mobile shooter that will be in the App Store.
148Apps: What would you consider to be 2013: Infected Wars’ most significant feature?
JP: Definitely the fact we have a true full co-op campaign with a ton of content and true hordes of zombies and other infected to kill. And larger than life bosses that actually move around. This has never been done on mobile before and I really hope the community enjoys it. In fact we are already working on our first new content update before the game even hits the App Store.
We’d like to thank James again for taking the time to answer our questions. If you’re anxious to get your co-op mutant blasting on, keep an eye out. 2013: Infected Wars should be hitting the App Store within the next couple of weeks and set you back $6.99. Expect a full review from 148Apps when it does!
I do love a good SHMUP, and a classic old-school style SHMUP with hand-painted visuals appeals to me even more. It probably appeals to a lot of people, actually, which might have something to do with why publisher Lace Mamba Global and developer Firepixels is bringing Solar Wings to the App Store.
Players will get to blow up all manner of fancy-looking enemy ships as they fight their way through five different worlds. Each with a collection of tough/large bosses and vessels. Power-ups are on hand, naturally, as well as a total of three selectable characters with their own personal ships, although the third character needs to be unlocked before they can be used. And it’s all depicted in that colorful hand-painted style I mentioned. Sounds tasty, right?
Solar Wings should be sitting pretty on the App Store come Saturday, July 28th. Any SHMUP fans can nab it for a very reasonable $0.99, assuming there’s no accident with the listing like there was for the game’s Desura release.
*Note: Images are from the PC version*
Monster Shooter has its fair share of quirks, but it's a surprisingly clever freemium game.
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Cave has released a number of shooters on the App Store, and virtually all of them have been very well-received. In the interest of preserving that tradition, they’ve just announced an iOS port of Bug Princess (also known as Mushihimesama). I’m hoping that I have all my facts straight, but bear with me here.
Mushihimesama was a big hit in Japanese arcades when it was released in 2004. Thanks in no small part to its “Manic” and “Ultra” modes, I’m sure. After all that success, Cave released a sequel – Mushihimesama Futari – in 2006, followed by a 2010 spin-off most iOS users should be familiar with at this point: Mushihimesama Bug Panic. Still with me? Good.
So, Cave is getting ready to release the original vertical-scrolling shooter Mushihimesama, now under the name Bug Princess on the App Store for our enjoyment. My head hurts a little now… Anyway, the original arcade title that led to the creation and release of Mushihimesama Bug Panic is headed our way. According to the developer, it’s going to be compatible with the iPhone4, 3GS, iPod Touch 3rd Gen and up, the iPad and iPad2, and will require OS 4.2 or higher.
There’s no specific release info yet aside from “winter 2011,” but there isn’t a whole lot of 2011 left so it won’t be too long a wait. As for pricing… Well, that’s still unannounced, but it’s a Cave game so I’d imagine it’ll range from $5 to $10 or so. Best get those App Store funds ready.
It’s one thing for slimy, slobbering aliens to go around stealing livestock. It’s something else entirely when they start pilfering cute little kitties. That’s crossing a line. On the other side of that line is a vengeance-fueled engine of mayhem and destruction hell-bent on recovering his lost friend while making his antagonizers wish they were never born. Or spawned. Or whatever the heck aliens do to reproduce. And his name is Dum Dum.
Gamelion has recently announced Monster Shooter, a soon to be released twin-stick shooter. Players will blast their way through all sorts of alien scum on three distinct worlds, featuring a humorous story and lots and lots of shooting. If they grow tired of the plot or structured level progression, there’s also a Survival Mode to put their skills to the test. And yes, the developers have mentioned that they’re already working on additional content which will be released as free updates in the future.
There’s no exact date for Monster Shooter‘s release just yet, but it should be out sometime this month. “… Within the next few weeks,” is the best I’ve got at the moment. Still, it looks funny and sounds entertaining. That combined with a non-existent price (read: it’s going to be free) makes it absolutely worth an inquisitive glance or two. Once it finally gets here, of course.
Cave has just unveiled more solid release details: Espgaluda II HD will be available on the App Store next week on the 13th (10/13). It’s also going to have a special 4-day “Commemorative Price” of $10.99, so I’d suggest those who are interested jump on it ASAP.
A couple of months ago we mentioned that Cave was working on an HD version of Espgaluda II for the iPad, but at the time they didn’t disclose much else. We just knew that it was a thing. Well Cave has since chipped away at the ice a bit.
The “Guinness-recognized ‘danmaku’ shooter!” is indeed being refitted with high definition displays in mind, however it’s looking like this HD release will be exclusive to the iPad 2. At least for the time being. In addition to the remastered visuals – although according to the press release, the backgrounds and “some other graphics” will retain their SD quality – the “iPhone Mode” is being re-dubbed “Smartphone Mode” and receiving a new soundtrack by Kenichi Fukui and “KAY.”
Of course, that’s not all. Along with all this HD craziness, the current iPhone/iPod Touch version of Espgaluda II is getting a bit of a revision. For starters, the soon-to-be newly dubbed Smartphone Mode will also receive the new soundtrack. So there’s no need for audiophile non-iPad users to feel left out. Secondly, the full version will also get two separate “split” versions: Arcade and Smartphone. Each one will contain the full content of its titular mode, but won’t contain the other. Of course, the Full version will still be available, and contain everything. I’m guessing (keyword: guessing) this was done to allow more frugal App Store shoppers a way in, so to speak.
There’s still no official release date or pricing, but Cave promises that it’ll all be posted “soon” on their homepage. I’d strongly suggest iPad 2 owners with a love of bullet-hell keep an eye on it. Or here. We’ll probably mention something here, too.