Posts Tagged fantasy

Defenders of Suntoria Review

Defenders of Suntoria Review

+ Universal App - Designed for iPhone and iPad
Defenders of Suntoria is a solid tower defense game, but it leans a little too much on freemium upgrades.

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Farentia Review

Farentia Review

+ Universal App - Designed for iPhone and iPad
Farentia has some interesting ideas sprinkled here and there, but it's not nearly enough to save an otherwise messy strategy game.

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Talisman Review

Talisman Review

iPad Only App - Designed for the iPad
While it may be a little long in the tooth, Talisman is still a classic board game with checking out. And for only about a tenth of the price!

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Wind-Up Knight 2 Review

+ Universal App - Designed for iPhone and iPad
Wind-Up Knight 2 is an auto-running platformer with immaculate game design.

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Quest of Dungeons Review

Quest of Dungeons Review

+ Universal App - Designed for iPhone and iPad
Quest of Dungeons is a very challenging, procedurally generated RPG that knows exactly how tough it is and revels in it.

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UHR-Warlords Review

iPad Only App - Designed for the iPad
The only thing wrong with UHR-Warlords' sublime strategic battles is that there aren't more of them.

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Kapu Blocks Review

Kapu Blocks Review

+ Universal App - Designed for iPhone and iPad
KAPU Blocks is a construction app for toddlers with an elegant sense of style parents will adore.

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The Rivers of Alice Review

The Rivers of Alice Review

+ Universal App - Designed for iPhone and iPad
Alluring and mesmerizing, The Rivers of Alice is the perfect game for adventure gamers.

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Joe Dever’s Lone Wolf Review

Joe Dever’s Lone Wolf Review

+ Universal App - Designed for iPhone and iPad
Joe Dever's Lone Wolf is a beautiful gamebook experience, but is let down by repetitive combat and a spiritless story.

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Love and Dragons HD Review

Love and Dragons HD Review

iPad Only App - Designed for the iPad
A hidden object game of fantasy, mystery, and magic, Love and Dragons is a visual marvel but may only be of interest to fans of the genre.

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Hello World – Book 1: The Lonely Islands Review

+ Universal App - Designed for iPhone and iPad
A first-person adventure set in a magical world named "Fred," Hello World is a captivating story filled with the most bizarre and interesting characters one will ever meet.

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Recently announced, Trouserheart looks like quite the quirky, DeathSpank-style fantasy action game. Notably, it’s a game that is being published by established Finnish games studio, 10tons and developed by similarly established and Finnish firm, Dicework Games. With our curiosity piqued, I was able to talk to 10tons’s Jaakko Maaniemi about how the union came to be, and just what players should expect when the game is released next month.

148apps: Why is it called Trouserheart?
Jaakko Maaniemi (JM): It’s awesome you ask about the name, as we put some serious effort into coming up with it. We wanted to achieve all kinds of things with the name, and we’re very happy with Trouserheart. We wanted the name to be short, preferably one word – Trouserheart is ok in that regard.
trouserheart1
We obviously wanted the name to be catchy, memorable and distinct, as there are hundreds of games released every day. As the name was your first question, I believe we succeeded here as well. The name also had to communicate the lighthearted, humorous tone of of the game. Check! Trouserheart is also the name of the game’s hero, King Trouserheart.

Finally, we wanted to [be] associated [with] the fantasy genre. The something-heart is a pretty well known fantasy convention, all the way from King Lionheart and Braveheart to hit games like Battleheart and Kingdom Hearts. Trousers also feature in the game’s storyline, but we’ll talk about that in detail later.

148apps: Will Trouserheart be a story-led game?
JM: Trouserheart is not very story driven, apart from the clear setup and rewarding conclusion. The reason is that Trouserheart’s gameplay is very short form. In other words, a single session of Trouserheart is just a couple of intensive minutes. There’s not a whole lot of time, nor point, in cramming a lot of storytelling in there. And we’re concentrating 100% on making the gameplay as great as possible.

148apps: What inspiration led to the game?
JM: We wanted to make a game that’s simple, easy to pick up and fun to play. It takes literally about five seconds from the start of each session to be in a fight with monsters, knee deep in your next quest. Seasoned gamers can probably name titles Trouserheart reminds them of, but there’s no single source of inspiration in that regard.
trouserheart2
Visually, we wanted to make Trouserheart look instantly familiar, but with a recognizable quirky tone. The kind of blocky look works well with the gameplay. The bright colors and clear shapes also help the game look clear on the smaller screens of mobiles.

148apps: Are you able to discuss any of the features within the game? It looks quite hack n slash style in the screenshots, is that the case?
JM: Trouserheart is definitely hack’n slash. In fact, hacking and slashing is basically the only interaction there is in the game, although you do a few kinds of different things with the whackage. We’re especially proud of how well we’ve nailed the virtual controllers. They’re really good. We’ve always been annoyed by how many bad implementations of virtual controllers are out there, and one of the driving factors in creating Trouserheart is that we wanted to do virtual controllers right.

We should also mention that Trouserheart is as relaxed and easy-going as a good hack’n slash game can be. We hope that if Trouserheart is the first hack’n slash game someone plays, they’ll enjoy it.

trouserheart3
148apps: What motivated 10tons to go into publishing rather than development?
JM: 10tons has been around for ten years now, and so far we’ve published around two dozen titles we’ve developed ourselves – and we’ll definitely keep developing games in the future as well. We’ve released games on most mobile platforms and know our way around different markets so we already had a nice toolset for publishing games. Both Dicework Games and 10tons are located in Tampere, Finland, so we had a chance to see the game very early in development. We immediately liked Trouserheart’s concept, instant accessibility, and style. A bit later it we found ourselves in a position where we could help each other: Dicework needed resources to finish and launch the game to realize its full potential and 10tons was dreaming of an easy-going fun mobile game that would also work with gamepads.

Thanks to Jaakko for taking the time to answer our questions. It’s great to see indie developers working together towards a common goal. We’ll be sure to cover Trouserheart in more depth when it’s released in September.

GOL: Legend Review

GOL: Legend Review

+ Universal App - Designed for iPhone and iPad
One-touch controls or not, it takes a fair amount of patience to see even a single level of GOL: Legend through to the end. But it's extremely satisfying when that happens.

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DWD Review

DWD Review

+ Universal App - Designed for iPhone and iPad
DWD is a gorgeous game with a disappointing lack of genuine entertainment.

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Dark Quest Review

Dark Quest Review

iPhone App - Designed for the iPhone, compatible with the iPad
Dark Quest might not sport the best name in the world, but it makes good use of a rather eclectic mix of gameplay ideas.

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Sci-Fi Library Review

Sci-Fi Library Review

iPhone App - Designed for the iPhone, compatible with the iPad
Fans of the genre can easily keep tabs on their favorite books, as well as over 100 Science Fiction and Fantasy books preloaded.

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Knight Storm Review

Knight Storm Review

+ Universal App - Designed for iPhone and iPad
Aside from a rather major setback, Knight Storm is all kinds of alright.

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Ark of the Ages Review

Ark of the Ages Review

+ Universal App - Designed for iPhone and iPad
XSEED's third/first person dungeon crawler is both good and bad. At the same time, actually.

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Magicka: Wizards of the Square Tablet Review

iPad Only App - Designed for the iPad
Torching goblins, crushing trolls, and making harpies explode is just as much fun as it sounds.

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Dragon Storm Review

Dragon Storm Review

+ Universal App - Designed for iPhone and iPad
As original and memorable as its title.

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Fantasy Conflict Review

+ Universal App - Designed for iPhone and iPad
Dwarves stole your crystal! The king wants it back. Time to get a-tappin'.

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Kingdom Royale Review

Kingdom Royale Review

+ Universal App - Designed for iPhone and iPad
Kingdom Royale is a perfectly fine social fantasy strategy game, just like all the rest.

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Shadow Spires Review

Shadow Spires Review

iPhone App - Designed for the iPhone, compatible with the iPad
This strategy card game can be fun but it somehow manages to be too simple and too complicated all at once.

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God of Blades Review

+ Universal App - Designed for iPhone and iPad
God of Blades, one of the first games to be funded via Kickstarter, has finally come out, and it is a fun action-packed romp through fantastic landscapes.

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As Spiderweb Software’s fantasy epic hits its 18 year anniversary, the final game’s App Store debut is looming on the horizon. But it’s not just the second iOS release for the series, not counting Avadon as it’s a separate thing, it’s the final chapter to a second trilogy. That’s six games, total. And I was lucky enough to be able to ask series creator Jeff Vogel about it.

First and foremost, what made you all decide to create a role playing game in the first place?
I’ve been obsessed with role-playing games since I first learned to play Dungeons & Dragons, around 32 years ago. Sometimes there is something about a genre that just grabs you and doesn’t let go.

I have to ask, when you all began work on the first Avernum, did you have plans for a 6-part series?
Avernum is a rewrite of my very, very first game, Exile: Escape From the Pit, which I started in 1994. When I began it, I honestly thought it was just a hobbyist thing, and I didn’t look for one second past the first title. Happily, the world I created turned out to be very versatile and have a lot of stories in it.

And why six games specifically?
Two trilogies. I think three games is a really good length for telling one epic story. So the whole series is two almost self-contained arcs.

I imagine you’ve learned quite a bit from working on so many titles, and not just the Avernum series. Were there any particular bits of experience you’ve gained along the way that have been more useful than most?
I have learned so much since I started, and 18 years in, it feels like I learn more every year. Things about how to design, to code, to test, to market. It’s a huge, complex field, and there is no shortage of mistakes and foolishness on my part I need to correct.

In that vein, have there been things that you know now that you wish you knew back at the beginning?
I wish, when I started, I knew to pony up the money and find good freelance artists. I made a lot of the art in-house, and I should have had real people doing it. Especially the interface.

Have there been any unique challenges in developing any of the Avernum titles for iOS as opposed to Mac or PC?
Adapting from a mouse/keybords interface to a touchscreen was difficult and required a lot of thought. Touchscreens don’t work as well for hardcore, tactical games. Happily, people seem to be happy with the interface we developed.

I imagine iOS distribution is fairly different than Mac/PC. Have you found there to be any specific hurdles in releasing, selling, and supporting a game on the App Store?
Marketing. Visibility. It’s a hugely, HUGELY busy and competitive platform. It’s so hard to stand out from the teeming masses. Happily, we are about the only ones writing this sort of game for iOS, which helps.

Has there been more notable success on one platform as opposed to the others?
Avadon: The Black Fortress continues to do really well for us. I recommend it. It’s fun.

Now that the final game in the series is coming to iPad, might there be plans to bring earlier titles to the platform?
Yeah, a few. I’m adapting Avernum 6 now, and I hope to have it out in October. However, the older games use an old code base that would be extremely difficult to adapt to iOS.

On a similar note, are there any plans to make the series available for iPhone?
No. The screen is too small. I will need to rewrite the engine from scratch to adapt to it.

I hope to someday write games for the iPhone. I’m really thinking about it. But that sort of thing needs to be baked in from day 1.

Lastly, how’s Avadon 2 coming along? I noticed the little blurb about it on the website. Will that be available for iOS alongside the first one?
It’s going. Slowly. I want it to be out next summer, but I’m having a little bit of mid-life burnout. But it is happening. And it will absolutely be out for the iPad.

Avernum 6 HD is slated to hit the App Store on October 10th. Avernum: Escape From The Pit and Avernum 6 are also available from the Mac App Store.

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Freemium social games are all well and good, but a number of them are decidedly lacking in certain places. Namely in action. That’s probably why it’s so easy to take notice when companies like Pangalore announce a game like Knightly Adventure.

Knightly Adventure is indeed a social game, and it does indeed possess a bunch of typical fantasy RPG elements; stuff like medieval kingdoms, quests, hostile monsters, colorful storybook-like graphics, and so on. But while it adheres to many freemium norms, it also attempts to deviate in that one key area. Amidst all the kingdom building, character customizing, friend gathering, and so on is a much more interactive action RPG approach to the quests. With the option of choosing between four character classes (swordsman, wizard, bowman, or knight) available to further sweeten the deal.

This free-to-play cross-platform (mobile, tablet, or Facebook) super-hyphenated fantasy adventure will be setting up shop in the App Store sometime next month. Presumably and preferably soon.

I’m not being sarcastic when I say that I wish more browser-based games made their way onto iOS. A lot of them are fantastic, but due to various software/hardware constraints they typically don’t function on handheld Apple devices. It’s a shame, really. But what isn’t a shame is that another browser MMO is coming to iOS. And it’s going to be playable across all (read: iOS, Android, HTML 5) platforms.

Dragon Eternity affords players many of the luxuries they expect in their MMOs; more than 1,000 quests, loot drops, 200+ crafting recipes, mounts, powerful bosses, crafting professions, pets, over 500 monsters to fight, custom character development, and five different PvP modes. So yeah, there’s a lot on offer here. The beta version is already sporting over a million registered users, so I think it’s safe to say that it won’t be one of those Massively Multiplayer Ghost Towns that some of these games tend to be when they first launch.

It’s still in open beta via the browser version, but once Dragon Eternity is complete it will be available for iOS (most likely iPad) and Android devices as well. It’s also going to be free-to-play so there’s no need to start saving up for the eventual release.

An exciting release for iOS fantasy gamers and Magic: The Gathering fans alike is slated to come later this month. Duels of the Planeswalkers 2013, an installment of Magic: The Gathering games, will be available for the iPad (and other platforms) starting on June 20th. This is the first iPad release for a Magic: The Gathering game.

Within the game, players fight against Magic‘s evil mastermind, Planeswalker Nicol Bolas with ten new decks added to the game, new puzzle challenges, and an integration between the digital and paper product (cards and the video game). There’s even a muliplayer mode in the game on all platforms. Although, multiplayer for the iPad version is slightly limited in the iPad version compared to other platforms (according to Touch Arcade’s hands-on with the game at E3). iPad, Game Center-powered multiplayer is limited to two players while other platforms get up to four (four player multiplayer available vs. AI).

We look forward to the release of the game later this month. Imagine looking at those detailed cards on the new iPad’s retina display! Check out the gallery below with the game’s first screenshots.

Magic has an estimated 12 million players around the world in over 70 countries. It was released by Wizards of the Coast in 1993. Since then, over 12,000 cards have been created (around 500 per expansion pack).

Heroes Call Review

Heroes Call Review

+ Universal App - Designed for iPhone and iPad
Heroes Call is a fun and accessible dungeon crawler that aims to turn the Freemium model on its head.

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Goblin Legion HD Review

Goblin Legion HD Review

iPad Only App - Designed for the iPad
This freemium RTS is its own worst enemy.

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