Posted by Rob Rich on December 19th, 2013 + Universal App - Designed for iPhone and iPad
A lot has changed since Infinity Blade III first came out. In only a few short months a fair amount of content has been added to Siris and Isa’s rather bleak world, including the ability to replay beaten stages (finally). Now the duo have even more to worry about with the Ausar Rising add-on releasing today.
The new update is available for free, and adds quite a few extras fans are sure to enjoy (see below for a full list). In addition, Infinity Blade III is now on sale for a limited time for 50% off, which rounds out to just $2.99. Not much of a reason to wait any longer, is there?
INFINITY BLADE III: Ausar Rising
- Play through 3 new quests: Siris and Isa come face to face with the ultimate embodiment of evil – a soulless Ausar the Vile!
- Travel to where it all began – the Dark Citadel (the original Infinity Blade I castle), Siris’ home in Drem’s Maw, and the legendary Plains of Koroth.
- Battle 9 new enemies, including a ferocious new Dragon.
- New Mode: THE ARENA – How long can you survive in the Arena? Do you claim your prize now, or risk it for ever increasing rewards?
- New Hardcore Mode: DEATHLESS QUESTS – The ultimate way for the ultimate Infinity Blade gamer to play the game!
- Trade tips and secrets with your friends via the all-new in-game chat feature.
- Over 60 new items for both Isa and Siris, including weapons, shields, helmets, magic rings, and armor to collect, master, and sell.
- Unlock 8 new Skills: Remove equipped Gems for free, double Chips earned in Battle Challenges, cast super boosted Magic, and more!
- New Goals, Potions, and Gems.
- New Holiday Helmets for Isa and Siris.
- A number of additional balancing tweaks, bug fixes, and gameplay enhancements.
- Optimized for the new iPad Air, iPad Mini with Retina display, and iPhone 5s: featuring full screen anti-aliasing, bloom, full screen vignettes, distortion, high resolution shadows, and environmental reflections.
Posted by Andrew Stevens on November 25th, 2013 + Universal App - Designed for iPhone and iPad
The original Infinity Blade is now available to download on the App Store for free this week only as it celebrates Black Friday. In our review that was written so long ago, Chris Nitz said, “Is Infinity Blade worth your money? Damn right it is. Despite the control flaws and the repeating levels, there is a world of good fun here.”
Each week brings with it a wealth of new apps, but, we’ll admit, some weeks are just more exciting than others. Such is the case with this week, with its iPhone 5s and 5c announcements coupled with the long-awaited release of iOS 7. Be sure to catch up on our continuous coverage by checking in at our iOS 7 hub. And if you want more app reviews than you can shake a stick at, be sure to hit our Reviews Archive.
Conveniently fitting into the iOS 7 aesthetic that we’re all growing to quite like, Diptic PDQ lives up to its name by being a Pretty Dang Quick photo collage creation app. It’ll prove immensely useful to those who want to create a collage out of their photos and don’t have much time to do so. Distinctly speedy to use, Diptic PDQ dispenses with any bells and whistles that really aren’t needed; immediately requesting the photos that the user wants to import (as well as offering options to take images directly through the iOS device’s camera). Users are then able to drag and drop the photos into their respective places on the layout. There are 35 layouts in all, and each are the kind of template that one would actually use rather than the kind that are too wacky to be practical. –Jennifer Allen
There once was a man named George Lucas who decided he wasn’t prosperous enough. In search of never-ending wealth, he released three new films in his storied Star Wars franchise. After eventually completing his quest for riches and fortune, Lucas licensed out the rights for his films to Rovio, the brains behind the Angry Birds franchise. And thus a glorious gaming baby was born in the form of Angry Birds Star Wars II. Can this entry make just as big of a splash as the first installment, or have the days of Force-wielding fowl long since passed? Marketing professionals go an entire lifetime dreaming of working with a single brand that even remotely has the clout of a singular Star Wars or Angry Birds. Melding these two juggernauts together is a cross-promotional fantasy that has probably sold an iOS game or two… million. Taking a whack at the more recent trilogy is the aim of the sequel and this time around Rovio has ambitions of pulling out all of the stops. –Blake Grundman
Previously quite the hit for iPad-owning reading fans, Marvin has made its way to the iPhone ably demonstrating just what a great eBook reader the device can be. For those who enjoy reading on the move, Marvin should be a firm choice for a while to come. The app is immediately simple to use. Relying upon DRM-free EPUB books, it comes with a selection of great classics such as “The Picture of Dorian Gray,” “Crime and Punishment,” and many more. Importing others is just as simple, done via iTunes, Dropbox, or a Calibre plugin. Tutorials for doing such things are located via Safari rather than built into the app, but fortunately it’s all quite straightforward. –Jennifer Allen
Double Dragon celebrated its 25th anniversary with an updated iPhone version, but has it managed to hold on to everything that has made it such a legendary franchise in the process? I was happy to see that the classic visuals, 80′s soundtrack, and damsel-in-distress story were all still present and cheesier than ever before. In terms of the game screen, the amount of buttons is deceptively simple. Although there may only be one directional button and four attack buttons there is an impressive array of moves available as laid out in the command list. Uppercuts, flying knees, head-butts, and special attacks all go towards keeping gameplay varied and particularly challenging to master (especially when it comes to initiating juggling). Let’s not forget the infamous weapons either. Barrels, whips, and steel pipes are all available to pick up and wield against the never-ending parade of thugs. –Lee Hamlet
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If you are looking for the best reviews of Android apps, just head right over to AndroidRundown. Here are just some of the reviews served up this week:
A lot of games find it hard to stick to one ‘type’ nowadays. It seems that every game is of type X though has Y components. It’s not enough to find one solid game mechanic, it seems the trick is to mix several together. Sometimes it works and sometimes it doesn’t. I’m happy to say that Monster Match‘s attempt at mixing Pokemon and Connect 4 has worked a charm. The premise, as with most good games, is simple. You have a board which is full of coloured gems. You need to swipe at these gems connecting 2 or more of the same color. The more you connect, the better. Better how? Let me explain. –Matt Parker
The past few renditions of the Android devices have had a lot more memory to store apps. The problem is, we can add more stuff to the phone because we have more space, so we do. When we have a hundred or more apps on our devices, it can take some time to find the right app to open. Quad Drawer is a great solution for most people to help find apps faster. After it’s downloaded, Quad Drawer will run a check to find all of the apps on the device. Once it does, finding an app is super easy. The apps are found by simply typing in the name of the application. While this may sound pretty simple, the majority of phones and other Android devices out there do not have a feature like this. –Trevor Dobrygoski
Infectonator Hot Chase has a tough legacy to follow. The original Infectonator was an insane stew with zombies, tactics, humor and originality. This game only has zombies. Being worse than Infectonator still counts as a praise, although I’d much rather have original gameplay extended. But oh, well, maybe we’ll see that later. Infectonator Hot Chase is still fun, though. If you played Dead Ahead, then it’s easy to understand the concept of this game: it’s the same as Dead Ahead, but the heroes are zombies, not the survivals. The main zombie is running constantly to the right, just as the still-surviving humans do. He is also steering automatically to the bottom of the road, while pressing at the screen makes him strafe to the top. The player’s task is to “catch” the humans as the main zombie runs past them, and infect them. The freshly-infected start running alongside the main zombie, and help infect more people, or pick up gold and power-ups. The zombie slows and loses health over time, both of which can be replenished by eating people, or picking power-ups. When the main zombie dies, the gold he picked up is added to the bank, and can be spent to upgrade himself, or special mutations that temporarily imbue him with new powers. –Tony Kuzmin
And finally, this week Pocket Gamer reviews Infinity Blade III and Angry Birds Star Wars II, charts the history of Grand Theft Auto on handhelds, goes hands-on with Pokemon X & Y, investigates FIFA 14‘s in-app purchases, and celebrates iOS 7′s best and hidden features. Check out the Pocket Gamer Weekly Wrap-Up for all of this and more.
Over one million apps have made their way onto the App Store during its five years of existence. A million. That’s a pretty miraculous number when you think about it. However it’s not the amount of apps we have to pick from that I find so fascinating, but rather just how much things have changed since 2008. Pickings were comparatively slim at first, and many developers were just starting to dip a toe in the waters of Apple’s new smartphone.
On top of that, the technology itself has changed tremendously in a relatively small amount of time. It makes me wonder if anyone from 2008 would even recognize current iOS devices, and by extension the App Store. Would a newer Apple initiate have any idea what they were looking at if they somehow managed to take a trip to five years ago? I think it warrants a look at how the hardware, the App Store, and the apps contained within it have evolved.
2008 – The Beginning of the Beginning
The App Store’s first year was a rough but promising one. The iPhone 3G rolled out to coincide with Apple’s new software venue and the original iPhone was still viable. The iPod touch was also present and accounted for, while the second generation appeared closer to the end of the year. Even at this point many developers were eager to push these early iOS devices to their limits, to make them more than just a phone or an .mp3 player with a fancy screen.
Handy apps like Pandora Radio, Last.FM, Facebook, and Yelp were to be expected, but that didn’t make them any less impressive to have on a handheld platform. Others such as the intuitive personal organizer Evernote, the eerily accurate song-identifying app Shazam, eWallet’s convenient and secure account password management, and MLB At Bat with its extensive baseball coverage further capitalized on the particulars of the hardware and its general portability. Of course there were also some pretty unnecessary options out there, too. Flashlight kind of served a purpose but was also fairly pointless. It wasn’t as bad as stuff like More Cowbell!, though.
At the same time, the games available on the App Store were beginning to show people that “mobile” didn’t have to equal “mediocre.” Sure there were a few simple ports of the odd classic such as Ms. PAC-MAN, Vay, and Scrabble, but there were also some impressive iOS renditions of popular console games like Super Monkey Ball coming out. Potential mobile gamers also had a few really special titles such as Galcon and Fieldrunners to tide them over. When all was said and done there were over 7,500 apps on the App Store by the end of the year, with more being added every day.
2009 – Moving Right Along
The following year saw even more impressive releases as Apple’s digital marketplace began to expand. The second generation of iPod Touch was the bright and shiny new toy at the time, but it was followed shortly by the iPhone 3GS in June while the latest and greatest third generation Touch closed out the year in September. It all meant better processors, better CPUs, more advanced operating systems, and so on. All stuff that developers needed to acclimate to, but also stuff that meant they could push their boundaries even further. There was no loss of steam when it came to content, either: the App Store finished off 2009 with well over 100,000 apps available.
Many of the basic smartphone necessities were covered, but there was room for so much more. Especially while the technology was improving. Plenty of people used their iPhones as phones, sure, but with the addition of Skype they were able to enjoy the added functionality of instant messaging and voice chat without cutting into their data plans (so long as a wifi connection was present). Big companies were really starting to take notice as well. That same year Starbucks and many other big businesses threw their virtual hats into the ring with their own apps designed to make life a little bit easier for their iOS-using customers. Practicality was also becoming an even bigger focus. The Kindle app gave iOS users a practical e-reading option, and Dropbox was there being Dropbox. By which I mean “an awesome and super-convenient way to transfer files between multiple platforms.” And this same level of refinement could be seen creeping into the games as well.
So many of the App Store’s most notable games and franchises came out around this time. It was almost a mobile rennaisence of a sort. This was the year Real Racing first blew mobile gamers’ minds, even causing some of them to question the legitimacy of in-game video footage until they were able to see the finished product for themselves. Zenonia was just a fledgling action RPG at the time, and while a lot of people liked it I doubt they knew just how many sequels it would spawn. The same goes for Pocket God, although with updates rather than multiple releases. Flight Control began to eat away at peoples’ free time, Angry Birds and Doodle Jump hit it big (like, super big), and Myst and The Sims 3 further displayed the potential for major releases on mobile platforms. Oh, and Canabalt almost single-handedly invented and popularized a genre.
While games may not be the largest percentage of apps in the App Store (non-games lead the way overwhelmingly), they are the most popular single category, with over 151,000 active games in the App Store as of this month, according to 148Apps.biz.
One could argue, and indeed I will, that games are the most transformative type of app in the App Store, bringing a quality of play to iOS devices previously impossible to achieve. As 148Apps staffers have been heard to proclaim, there are over 1.2 billion thumbs waiting to play games on these crafty little devices.
Of course, there have been landmark games since the App Store went live in 2008, titles that create, extend, and improve on the current state of the art. Here then, are the top 20 of those games, as chosen by your App Experts at 148Apps.
Doodle Jump – This one started the jumping game craze, inspiring a host of clones and imitators along the way. Angry Birds – Need we say more? The grumpy avians have taken over the public consciousness. Tiny Wings – Not just another bird game, Tiny Wings showed us how one mechanic, brilliantly executed, could take an unknown designer to untold heights.
Candy Crush Saga – Good heavens we still get a lot of invites for this casual, money-printing game. Clash of Clans – Say what you will about free to play, but this game has gotten it right. Tiny Tower – Nimblebit hit the jackpot here with a smart combination of tower building and free to play retro gaming.
Temple Run – If anyone deserved to have a huge hit, it’s the folks at Imangi Studios, who have been pushing the boundaries of quality gaming from the beginning. This one created the 3D endless runner genre at a breakneck speed! Puzzles & Dragons – Another free to play darling, this one gets all the elements right to keep players entertained and paying. Where’s My Water? – Disney’s breakout hit, with a new IP (intellectual property) and a fiendishly addictive mechanic.
Pocket God – 47 updates later, still going strong and keeping kids of all ages entertained and laughing. Minecraft Pocket Edition – The surprise PC hit the iPhone like a ton of cube-shaped bricks, letting crafters and miners of all stripe build and explore on the go. Words with Friends – Scrabble with people you know. What’s not to like? This one started the “with friends” genre with a bang. Draw Something – Super successful, super quick, leading Zynga to buy the developer for a landmark price.
Infinity Blade – This game set the bar high for utter gorgeousness and a fighting mechanic that still sees itself in current games on the App Store, some two and a half years later. Canabalt – Heard of the endless runner genre? Canabalt started it all with a one-touch game that exploded onto the scene in 2009 and has remained in the collective imagination ever since. Superbrothers: Sword & Sworcery EP – This one proves again and again that the indie spirit can be captured and distributed via mobile, with a game that may never have gotten noticed on the bigger consoles. Galaxy on Fire 2 – This space exploration and dogfighting game set the standard for utter gorgeousness, as well as finding a way to build a space sim on a tiny mobile device.
Spaceteam – Don’t forget to flush the four-stroke plucker! Wait, what? Play this game with a few of your (drinking) friends, and you’ll see what multiplayer party games *should* be like. Real Racing – Still the gold standard for racing games on a mobile platform, the original game hit the starting line in 2011, with sequels upping the ante on visuals, controls, and profitability. Super Hexagon – If you hate yourself, play this brutally difficult yet strangely compelling arcade game and thank indie developer Terry Cavanaugh in the morning.
Posted by Andrew Stevens on February 14th, 2013 + Universal App - Designed for iPhone and iPad
Infinity Blade is now free as Apple has selected the popular original title as its “App of the Week.” The deal lasts from now until February 21st, and to add a little more love to this deal, once downloaded, you’ll be able to equip a special Valentine’s Day Holiday Helm.
“We’re thrilled to partner with Apple and to have Infinity Blade selected as ‘App of the Week,’ ” said Donald Mustard, creative director for ChAIR Entertainment. “Infinity Blade remains one of the most popular games in the App Store and this is a great opportunity to invite new gamers into the Infinity Blade universe.”
Infinity Blade is the albatross hanging around my iPad’s neck. I put a lot of time into that game, slaying (and being slain by) the God King. That’s time I don’t want to lose, but the app’s large file size is crowding out other apps on my iPad! The game doesn’t have iCloud like the sequel does, so if I delete it, the save disappears into the aether. Or for a note-taking app like Penultimate, there should be an easy way to transfer an entire library of notes over to another device, such as the iPad Mini, without needing to export to sharing services or having to restore an entire device from iCloud.
While iTunes does not offer this functionality, there are ways to do this using third-party software, and without jailbreaking. I’m going to tell you how you can get to your app’s save files, copy them to your computer, and restore them back later – even to completely different devices.
First, download and install i-FunBox. It’s available for Windows and Mac and is free. Start by plugging in to your computer the device that has the save file of choice on it, and plug only this device in. At least on Mac, i-FunBox can only detect one device at a time.
Now, after it loads and the device is recognized by iFunBox, click on User Applications.
Find the app whose data you want to copy. Clicking on the User Applications text itself will open up a list of all applications, and the “Switch View” buttons in the top bar will change between an icon-based grid and a list view. As well, clicking on the dropdown menu on the left will give a quick list of all apps. Double-click on the app whose save files you want to back up.
Open it up, and a screen with several folders and a few files should be available. Ctrl-click (on Mac, Command-click) on the Documents and Library folders to highlight both of these for copying to your computer. Now click the orange arrow facing right that on Mac says Copy To Mac.
Save these files in their own individual folders. Do not let them mingle with other preferences files, lest the wrong save files get copied to their own devices! I created a Backups folder and then an individual sub-folder in that folder for each app’s Documents and Library files.
Now, it’s actually a very simple process to restore an app’s data to a device, hypothetically including to a different one than what you made the backup from. Unplug the original device and plug in the device to be copied to. Follow the same instructions as before to find the exact same app. This means do not copy from an iPad version of an app to an iPhone version or vice versa, as it will most likely not work! Once you’re at the screen with the Documents and Library folders, click the orange Copy From Mac or similar button and ctrl-click or Command-click on the app’s Documents and Library folders. Dragging the folders to the i-FunBox window should work as well. i-FunBox should instantaneously copy the files to the device. Load up the app, and if all has gone well, then the save file should be transferred!
Now, just a word of warning: as this is somewhat of a backdoor method to do this, there’s no guarantee that it will work properly. Transferring preferences files between universal apps should work, but iPhone and iPad versions will likely not. There’s no guarantee that a transferred save file will work, but Infinity Blade and Tilt to Live are confirmed working for me. And remember, keep the folders isolated. If an app won’t load due to messed up configuration files, then deleting it and reinstalling it should solve the problem. Just be very careful.
Fieldrunners 2 is getting in-app purchases, according to a blog post from the game’s developer, Subatomic Studios. Such a thing should not be notable in 2012, as in-app purchases have become the norm. But there’s two reasons why this is a story: one, Fieldrunners 2 launched without IAP at first at all, a rarity considering that the game had a virtual currency in place for buying in-game upgrades already. Second, the reason why they did it reveals something interesting about people’s expectations of App Store games.
This isn’t necessarily a case of Subatomic Studios not having made a lot of money so far, because according to its own numbers, the game has made over $1 million so far. That’s more than Jetpack Joyride made in its first few months, for comparison, though before it went free-to-play. Considering the long amount of time between entries of the Fieldrunners series and the game’s high production values, it’s likely that there would be a high cost to make the game, though the original Fieldrunners has had the benefit of being on many platforms to help bring in revenue over that time as well.
Fieldrunners 2 also had the benefit of launching at a “premium” app price on iOS: $2.99 for the iPhone version, and $7.99 for the iPad version, neither of which is universal. The iPad version doesn’t have the IAP yet; I reached out to Alec Shobin, marketing and PR manager at Subatomic, who explained that “It will probably come to the iPad version later. We wanted to launch it on one platform at time in order to work out any kinks, since this is pretty new to us.”
Now, there is an interesting reason given by Subatomic as to why the studio would go ahead and reverse course on IAP: people actually wanted it. The general trend among the ‘core’ gamer community is that in-app purchases are bad for consumers and potentially exploitative. If Subatomic is to be believed, however, there were people actually wanting the ability to buy more in-app currency. Shobin reasons that “they appreciate and almost expect that feature, especially in an iOS game.”
This kind of behavior has become standard procedure, and even premium games are conditioning players to expect in-app purchases, which is likely due to the oft-copied Infinity Blade series’ decision to include them. The difference is in that Fieldrunners 2 is doing something more akin to the original Infinity Blade, adding them in post-hoc, rather than integrating them as part of the initial product as with Infinity Blade 2.
But does Subatomic Studios feel like it may come off as feeling greedy due to adding IAP to a game that already came with a ‘premium’ price? “Yes, this is absolutely a concern,” said Shobin, “but there isn’t really much we can do about it. People asked for a way to buy coins with money. We’re running a business, so it would be foolish for us to turn them down when we can meet their needs without doing anything else to change a game that our existing community loves so much. If people want us to keep making games – if we want to keep making games that we love – we need to recoup our development costs AND earn enough to begin our next game(s).”
While there’s definitely a steady contingent of people complaining already about the change, the choice for Subatomic Studios seems easy in the context of whether they should listen to the people that want them to not have IAP, versus those that want them to shut up and take their money. It just shows how much consumable IAP has become a part of the iOS gaming market that now even the feature’s exclusion is cause for complaint from users. It’s a problem that developers want to have – the demand from people to give the developers more money to keep playing their game.
This week at 148Apps.com, we brought another amazing app into the Editor’s Choice fold. This is what Kalle MacDonald had to say about Horn: “As a fan of both the Legend of Zelda series on Nintendo consoles and the Infinity Blade franchise on iOS, I welcomed HORN with open arms. Believe it or not it delivers on both counts.
HORN is hard to explain. In essence it is an action-adventure game, but the details make it so much more than that. When inn the “adventuring” portions of the story, the game is played in a third-person perspective and the titular Horn is controlled by tapping where the player wants him to go. To go along with this, there are action portions of the game. These portions are played similarly to Infinity Blade, with a swipe to attack, and various ways to evade the enemies.”
+ Universal App - Designed for iPhone and iPad
Released: 2012-08-16 :: Category: Games
Over at GiggleApps.com, Amy Solomon gave us an art lesson in her review of PlayArt: “PlayART by Tapook is an interesting art app allowing children and adults to create their own images using the details found within famous works of art. Five artists are covered, specifically Van Gogh, Monet, Klee, Cezanne and Rousseau allowing children to be exposed to different styles of art, also learning about these artists from watching short videos and exploring a museum of these artists’ original paintings.”
iPad Only App - Designed for the iPad
Released: 2012-06-27 :: Category: Education
And finally, 148Apps.biz writer Carter Dotson contributed a piece about elblabs: “German studio elblabs is launching a new ad network, GameAdTrading. What elblabs is claiming that their network can do better than other networks is simple: adaptability to many different platforms.
This adaptability is largely because GameAdTrading is currently available as a plugin for Unity, the engine that’s primarily designed for 3D games, but often finds use simply as a cross-platform engine. For example, Cthulhu Saves the World, a 16-bit-inspired RPG that has pretty much nothing three-dimensional about it at all, was ported from XNA to Unity for the mobile versions. The ability to publish to iOS, Android, and PC/Mac makes it an attractive option for even simulation games that aren’t as graphically-demanding. elblabs is also taking requests via email for other engines, including Flash.”
And…..we’re done for this week. But that’s the great thing – one week ends, and another’s just right around the corner. Join us on Facebook and Twitter to get the news, reviews and contests you want, right when you want them, from app experts. Until next weekend, go plunge the depths of Horn.
This week at 148Apps.com, we checked out stunning cool new multiplayer features in two fan-favorite games: Infinity Blade 2 and SpellTower. Carter Dotson had this to say about IB2′s new features: “Infinity Blade 2‘s first major content update has finally dropped on the App Store, bringing its new ClashMob feature to the game. The ClashMob challenges are asynchronous multiplayer events where everyone who participates contributes toward some collective goal.”
And Jennifer Allen writes that, “SpellTower has just got even better with a major new update coming to the app. The big update is the addition of Debate Mode, multiplayer support via bluetooth providing a Rush-style battle of word skills amongst players.”
Read more about Infinity Blade 2here and about SpellTowerhere.
+ Universal App - Designed for iPhone and iPad
Released: 2011-11-17 :: Category: Games
The fun continued at GiggleApps.com with Amy Solomon’s review of the odd Dynastid Beetle. She writes, “Dynastid Beetle is a fun and educational interactive app for children. To those living in the United States, an application dedicated to learning about a beetle may seem like an odd choice, so it is worth noting that dynastid Beetles are commonly kept as pets within Asian households. Versions of this app are available for both iPad as well as iPhone. This interactive app contains five sections – each dedicated to teaching a specific aspect about the lives of dynastic beetles.”
iPad Only App - Designed for the iPad
Released: 2012-03-07 :: Category: Education
Finally, on AndroidRundown.com, Carter Dotson introduced MMO Dark Legends for Chrome and Android, and had this to say about the game for iOS: “The game is available now on Google Play for Android, and from the Chrome Web Store. The iOS version is expected to release after a two-week exclusivity period with Google, but player accounts will transfer between platforms by logging into the same account; it currently works between the Chrome and Android versions, just as it worked with Pocket Legends and Star Legends.”
Even with all the praise the Infinity Blade series has gotten since its introduction, there’s usually one major complaint people have: there’s no freedom of movement. A rather silly gripe seeing as open-world style exploration isn’t the point (plus it would be ridiculously taxing on the hardware with those graphics), but it’s still probably the most common one seen in user reviews and the like. Infinity Blade: Dungeons has no such movement restrictions. It’s also a fairly major departure from the gameplay series fans are used to.
Infinity Blade: Dungeons takes place thousands of years before the events in the first game, with players taking control of a weaponsmith on a quest to forge the legendary sword that’s at the center of it all. At its core, it’s a dungeon crawler. No more tapping from point-to-point and watching cutscenes and no more one-on-one bouts. Enemies can and will swarm and the player character can and will destroy them mightily with plenty of fast-paced combat and AOE (area of effect) strikes. And of course, being a weaponsmith means there will also be crafting. No word yet on what that would entail, specifically, but it’s going to be in there.
Infinity Blade: Dungeons is due out later this year (no specific date or price, naturally). It’s looking like it’ll be available across most iOS platforms, but will look its best on the iPad 2 as expected.
This week at 148Apps.com, writer Carter Dotson reviewed one of the most anticipated iOS games in recent memory – Infinity Blade II. Dotson writes, “Most of what is new here is a modified and extended progression structure. Instead of one path leading to a final boss, where failure means starting over, there are now several of them, with more branching paths to explore. There are 3 different weapon types now: the traditional swords, slow and heavy axes that deal more damage, and speedy dual swords that deal less base damage, but can do double damage once combos are started. The story is more fleshed out, with actual speaking dialogue from characters besides the God King.”
+ Universal App - Designed for iPhone and iPad
Released: 2011-12-01 :: Category: Games
Meanwhile, our attention was turned to more artistic matters at GiggleApps, as Amy Solomon reviewed Auryn – Van Gogh and the Sunflowers. Solomon says, “The look of this app is terrific, with illustrations evoking the style that Van Gogh is known for, complete with bold color choices and noticeable use of brush strokes, but maintains a childlike quality that fits well within this storybook. The jazzy music used is also wonderful, relaxing as well as engaging and very enjoyable to listen to even for long periods of time. The narration used here is also quite good. Parents will also like that each spoken word is highlighted red to aid the young children new to the world of reading.”
iPad Only App - Designed for the iPad
Released: 2011-10-22 :: Category: Books
Finally, 148Apps.biz site editor Rob Lefebvre reported on tablet users and their media consumption. LeFebvre writes, “In a study put out by comScore and reported by Fierce Mobile Content and the appside, interested parties can see that the number one use of tablet devices is games, with 67% of surveyed tablet users saying they’ve played a game at least once in the past month, as compared to 49% of smartphone users surveyed. 23% of those surveyed said they’d played a game on their tablet EVERY DAY. That’s a good number.”
That’s our wrap-up for this week. While you’re out getting all of your holiday shopping done, don’t forget to check us out on our Facebook and Twitter feeds to find out the latest and greatest news, reviews and contests. Feliz Navidad!
A whole lot of people love Infinity Blade. Many of us here at 148apps are no exception. Even so, there’s always been one thing that bugged me about it: I could never get the hang of playing it while simultaneously doing other tasks such as crossing busy streets or operating heavy machinery. Now, thanks to ChAIR, I can do the next best thing.
Infinity Blade’s soundtrack has just been released on iTunes, allowing fans to relive those epic one-on-one battles with gods, monsters and god-kings whenever they please. Without the threat of bodily harm brought about by aimlessly wandering into traffic, no less (folks, please don’t stare at that screen while walking on the street as it’s legitimately dangerous). The album, by veteran ChAIR composer Josh Aker, includes 25 tracks from both the original and the upcoming sequel, adding up to just under an hour’s worth of playtime.
It’s the perfect way to get psyched up for Infinity Blade 2‘s release, which is just around the corner. The individual tracks are available at the standard $0.99 a pop, but all 25 can be purchased together for a much more reasonable $9.99. Either way, it’s an essential addition to any fan’s music library.
It’s safe to say that Infinity Blade was awesome in every sense of the word. It set a benchmark for many other games thanks to its truly impressive use of Unreal Engine 3 to give iOS gamers graphics like they’ve never seen before. A plethora of updates adding the likes of new armor, an increased level cap, new areas to explore and even multiplayer has kept Infinity Blade feeling fresh over the past year.
Now, it’s been announced that Infinity Blade 2 is set for release on December 1st, less than two months away! Few details have been released as of yet but the news is that the game world will be filled with new types of rewards and treasures, plus plenty of new powerful enemies and bosses. New fighting styles and weapon classes will also be provided along with deep role-playing elements to spice things up. Extra online functionality will also be included such as Clash Mob, enabling players to participate in ‘massively social’ challenges to unlock new items and weapons.
Pretty cool, huh?
We’ll be sure to keep up to date on Infinity Blade 2′s development but for now, check out the teaser trailer.
It is hard to argue that people are not looking for hardcore gaming experiences on their iOS devices. In a world where Angry Birds and Cut the Rope sell millions of copies, it was nice to see a niche hardcore game succeed against all odds. Sure, it didn’t hurt that ChAIR‘s release had the backing of development powerhouse Epic Games, but when Infinity Blade racked up an impressive $1.65 million dollars in sales over the span of a mere five days, skeptics were suddenly silenced.
Ever since then the studio has quietly been churning away on several additional content updates, but nothing that would satiate the yearning of multiplayer junkies that desired to face off head-to-head with human adversaries. This is why yesterday’s announcement of a brand new update to everyone’s favorite medieval Mike Tyson Punch-Out clone is so exciting! The full rundown of Thursday’s upcoming update are as follows:
Enter the Arena: Assuming the role of Titan or Knight, Infinity Blade fans can now challenge their friends to multiplayer matches online via Game Center!
Survivor Mode: Players face off against a legion of Titans to see how far they can go!
New Holiday Helms! A new helm for every season, ready to be played and mastered!
More than two dozen new magic rings, swords, shields, and helmets for players to collect and master.
New Facebook integration allows fans to view their character on their profile and take a screen grab to share with friends.
Much more! New Achievements, additional Leaderboards, and some new surprises!
Just when you thought Infinity Blade was getting a little old and tired, news like this comes along and kicks the game’s fanbase into overdrive. All of those that have been crying out for Game Center multiplayer should be more than pleased, while the developers still haven’t forgotten the hardcore single player supporters that have been patiently grinding away since the last update.
So now the question becomes where can ChAIR go from here? Let us know what you think is coming next in the comment section.
Fans of Epic’s Unreal Engine have been long trumpeting its praises on the iOS. However, while Infinity Blade has seen widespread acclaim, including a very promising review here on 148Apps, Dungeon Defenders, another game made using the Unreal Engine, hasn’t seen near as much success. One specific issue keyed on in our official review of Dungeon Defenders were the performance lags that occurred when there too many things happening on screen.
Luckily, the iPad 2 has come to our rescue and Dungeon Defenders developer Trendy Entertainment is happy to announce that lag is now a thing of the past. Apparently a perk of developing using the Unreal Engine is that you are by default writing code that is compatible with dual core PCs. This technology can now be applied to the dual cores found in the iPad 2, thereby kicking the prior slowdown to the curb, with minimal effort on their end.
Though I was initially skeptical about this news, as you can see in the video above and all remnants of stuttering have gone the way of the Dodo. I guess this is just one more perk of using the Unreal Engine. Here is to hoping that other developers are taking notes.
Infinity Blade’s first major content update has hit, entitled The Deathless Kings. The meat of the update focuses on the new Deathless Kings section of the game. Accessible through a new path at the castle gates, or right before the lift that leads to The God King’s lair. Now, to access the dungeon that leads to the Deathless Kings, you have to have bought the Infinity Blade in game, meaning that this section is, by design, only for experienced players who have amassed large quantities of gold either through massive playtime or by buying gold via in-app purchases so that they could buy the Infinity Blade, which costs $750,000 in in-game currency. When you finally unlock it, you get to fight the three Deathless Kings, some of the toughest enemies in the game. If you can manage to beat them, you unlock NewGame+, which starts you over in a new bloodline with all your equipment, items and gold intact, and with the ability to re-master them and level up even further. Of course, all the enemies will be stronger as well, so don’t just expect a walk in the park. Of course, if you can beat NewGame+, then you can do it again.
For those less obsessed with the game, but are returning to check out the game with the update, there’s fresh content for you as well. 30 new items have been added to the game, along with 10 new enemies, like the Warden, and the Wood Jester. As well, there are new Game Center leaderboards and achievements, the ability to have multiple character slots, and new settings. Of course, the most exciting new feature may just be the ability to reset the game to Bloodline 1, in case you want to go back to the halcyon days when The God King was just level 50, and you can smack him around, just like you did the first time. Ahhh, memories. The Deathless Kings is a free update to the same universal Infinity Blade app, and more features are promised in the future, including online Game Center multiplayer to fight your friends.
Infinity Blade has made quite a splash in the iOS community, and it appears Epic is ready to keep the hype going with a couple updates set to make the action RPG even harder to put down. The company has announced details on two different updates for the game, one of which will be available next week.
First up is a new booster pack which will feature five new shields and helmets, as well as a brand new armor set. Also, the game will be raising the level cap to 45, making your fights against the God King and his minions at least a little bit easier. On top of all that, the game will add a brand new foe, the Marrow Fiend, who would love nothing more than to cut off your head and display it in his trophy room of horrors.
The more substantive update is planned to arrive early next year, and it sounds quite impressive indeed. The title update will feature more story and some nasty high-level foes. As Chair boss Donald Mustard puts it, “There will be new areas to go to, the story will be evolving a little more as you see what the God King is really up to, and we’re going to let people go down into the dungeons. For high-level players especially, you’ll start to find some enemies that make the [current] enemies look like nothing.”
Next year’s update will also add the much-discussed multiplayer mode, which we’re very excited about. Unfortunately, Chair isn’t providing any details on what they have planned quite yet, so we’re going to be in the dark about specifics for at least a little while longer.
All this news of awesome free updates makes our hearts sing. Infinity Blade is already a very entertaining game, and the addition of all this new content is only going to make a good thing even better. This is a game whose popularity grows by the day, and with updates like these it doesn’t seem like we’re going to stop talking about it anytime soon. That, of course, is a good thing.
Epic’s Infinity Blade, the action RPG boasting some of the most impressive visuals to date on iOS machines, has shattered sales records and become the fastest-grossing app ever. The game has earned $1.65 million in only five days of availability, handily beating Cut the Rope as the fastest game to a million dollars in sales. when you break down the numbers it all comes out that Infinity Blade managed to shift 271,424 copies in less than a week. Pretty impressive by any stretch.
Of course there are some caveats to this record-setting achievement, not the least of which is the matter of price. Since Infinity Blade retails at $6.99 it only had to sell one-sixth the number of copies Cut the Rope did in order to claim the fastest to a million crown. So while the title has still done very well, its sales haven’t been quite as brisk as those of Om Nom the candy-munching monster. Also, we’ll have to wait and see what sort of longevity the game sees, as only time (and sales) will tell if it’s a true juggernaut of the app store or simply a novelty act that people check out to see if it lives up to the hype and then move on. Word of mouth and long-term sales will be the true barometer of lasting success.
Still, $1.65 million is nothing to sneeze at any way you slice it. Epic and Chair have to be very excited with the early success their game has enjoyed. Reviews have also been mostly positive, so there’s no reason to suspect Infinity Blade won’t continue to be a big deal for a very long time. Could this become the highest-grossing, best-known app of all time? It’s still too early to know for sure, but it’s seeming more and more like a distinct possibility.