With a brand new Star Wars trilogy on the horizon, prepare yourselves for Disney and George Lucas’s space fantasy throwback to be more omnipresent than ever before. So it should come as no surprise that new adventures in that galaxy far, far away are coming to mobile as well. The latest example? Star Wars: Commander. We check to see how strong the Force is with this upcoming strategy game in this edition of It Came From Canada!
As much as its creators try to deny it, Star Wars: Commander is Clash of Clans with the Star Wars license. Players begin as independent Tatooine mercenaries who have unfortunately gotten on the bad side of powerful gangster Jabba the Hutt. So to survive, players can either join the Empire as it continues conquering the galaxy or make friends with the Rebels heroically struggling for freedom. Whatever they choose, players then begin building their base and taking on missions.
At their headquarters, players can upgrade new structures and droids to help bolster their forces. Depending on what faction they choose, hero units like Han Solo or giant death machines like AT-ATs will be at their command. With these units, players take on the light real-time strategy missions that make up the game’s single-player campaign. They can also ally with other players or launch offensives against them. However, that means they must remember to keep their own base safe as well by constructing defensive walls and turrets along with deploying strategic air strikes. The missions themselves are brief, easy, and mostly just focus on destruction, but it’s lame how any units brought in can never be used again even if they survive. It leads to needlessly conservative play.
But again, all of this will be familiar to Clash of Clans players. This is mostly just an elaborate Star Wars skin. However, it is hard to deny how great a skin that is. The character models, sound effects, and musical cues are not only fantastic, but almost overwhelmingly nostalgic for the original trilogy.
If this is all part of the master plan to get people excited about Star Wars again, it’s working. Star Wars: Commander is currently in a soft launch phase and will coming to a galaxy near you very soon.
With its use of well-established tropes like endless flying and sci-fi space shooting, the upcoming Galaxy Dash: Race to the Outer Run most likely won’t confound expectations. However, with its robust amount of opportunities for fun player interactions it might just exceed them. We check out this new great space coaster in the latest edition of It Came From Canada!
Galaxy Dash has the typical infinite runner set-up: players control a ship and try to fly out as far as possible, hopping between the three lanes to avoid enemies and obstacles. But from that familiar framework, the game then introduces a lot of interesting small details that add up to something greater. For starters, players can shoot lasers to bring down bogeys or bust open gem-filled asteroids. However, the weapons need recharging so players must plan their shots carefully. Part of that includes paying attention to the snaking nature of the lanes. Shots always go out straight, but players themselves will be at the whim of their looping path. The way larger deadly asteroids casually intersect also adds to the cool feeling of naturalism.
But players’ options aren’t limited to pure offense. In between rounds, they can upgrade various aspects of their ship or purchase new models. One upgrade path lets players increase the speed of their shield, which charges throughout each run and can soak up a single hit. Or players can choose to upgrade their cargo. Each run is littered with crates – some lying out in the open and others attached to special enemies. Depending on their capacity, players can pick up these boxes and earn extra points by carrying them to the checkpoint outpost separating each section. Finally, players can recruit allies who leave special power-ups for them to find, like deadly double lasers. Tying Galaxy Dash‘s surprising amount of gameplay choices together is the clean, colorful art style. What looks to be cel-shading gives beautiful depth to images that could’ve seemed flat otherwise.
Again, Galaxy Dash won’t feel like some radically innovative experience once it fully launches – it does things players have seen before. However, it’s hard not to appreciate how well and how intelligently it executes those familiar ideas.
When the evil alien invaders inevitably come, it’s pretty much guaranteed that only the pure innocent hearts of children can save us – or at least children as well-armed as the cast of “Attack the Block.” So we might as well start preparing now with Scrap Force, an upcoming turn-based strategy game where children use alien power to protect the planet with homemade weaponry. We find out just how much kids rule in this latest edition of It Came From Canada!
Scrap Force consists of a lengthy series of turn-based battles between plucky neighborhood kids and evil alien Obliteroids. Each match is one-on-one with two teams of six facing each other using three lanes that are two-units long. Players don’t create units, but rather draw from a shuffled group of heroes to place on the battlefield. At the start of each round, players and enemies are given an increasing amount of power shards. With more shards, stronger heroes can be summoned, so the match escalates no matter what.
The hero variety is really what gives Scrap Force its depth. Every new warrior has his or her own quirks to learn. Some can attack as soon as they are placed. Others steal power shards with each hit. Some kids can move in more directions while others just have more sheer strength. There are tons of strategies and counter-strategies to form using these unique abilities in concert. Skillfully balance these fighters to defeat alien foes and topple their base. Using items like bowling balls and hot dog dynamite helps, too. And with its simple 3D playground characters and environments, the whole thing has a neat Backyards Sports vibe. Except it’s galactic warfare instead of football.
In between rounds, players can summon new heroes and upgrade old ones with the scrap they’ve collected. Downtime isn’t optional either, since the game’s freemium timers keep players from just blasting through the campaign. That means players will be spending a lot of time with these child soldiers. But given what we’ve played so far, that might not be such a bad thing.
So be on the lookout for Scrap Force once it fully launches soon.
If you go to a casino, you might make a lot of money. If you run a casino, you’re guaranteed to make a lot of money. The choice seems pretty obvious. So while waiting for your shady real estate deals to move forward, get prepared with Tiny Tower Vegas, the latest follow-up to the smash hit sim Tiny Tower. We become mini casino moguls in this latest edition of It Came From Canada!
Tiny Tower Vegas will feel instantly familiar to fans of the original. Players build their gambling empire floor by floor while keeping customers happy and business flowing. New floors need new employees, and players can choose between who the best person for the job is and who is the most affordable. Customize the tower by putting pyramids or Greek statues on the roof, changing interior décor, and even sprucing up the elevator design. Players can also upgrade the elevator’s speed since they’ll be operating it by hand quite often to get guests where they want to go. And it’s all presented in the same great, low-key pixel art style.
But of course, the Las Vegas setting comes with its own demands – even if this seems based on new, classy, family friendly Vegas instead of old, seedy, good Vegas. While some new floors will be the occasional taco bar in need of restocking, the gambling is where the real action lives. Players can try their luck on slot machines and earn extra cash alongside customer revenue. Once the hot streak ends, would-be pit bosses can check up on how their “bitizen” guests are doing by reading the “BitBook” social network, or just sit back and watch the fireworks – the only things brighter than the massive glowing signs.
Current Tiny Tower players shouldn’t expect Tiny Tower Vegas to completely reinvent the wheel after its soft launch phase. It’s got some new ideas, so it’s not just a reskin, but it’s so close to the original it’s more spin-off or expansion pack than sequel. But you can decide for yourself once it fully launches.
For all the hate that it gets for being a pastime for slackers, skateboarding really does require a lot of skill. All those flips and spins take real athleticism, and there’s all the jargon to memorize. Fortunately for us less extreme individuals, Epic Skater makes things a lot simpler by handling all that pesky “moving” business. We check out this upcoming endless runner – or skater, rather – in this edition of It Came From Canada!
Epic Skater always starts with its kid hero bursting out of a dusty old classroom to go skate in the big city. But from there, the game randomly strings together its environments to create a slightly different experience each time. Certain sections will become familiar, but changing the order keeps players on their toes, and their toes on the board. The different backdrops are also lovingly detailed, whether it’s the giant “Epicwood” sign or the various restaurants players skate by after emerging from the sewers. And it’s all brought to life in a colorful, fast-paced, 3D cartoon world.
As an endless runner, the only goal is to make it as far as possible without stumbling over an obstacle. But what’s the fun in that? The real goal is to get as high a score as possible using the game’s fairly robust, Tony Hawk-style trick system. Swiping or holding down on the screen in various ways will trigger all kinds of unique flips, spins, and jumps. Players can chain moves together through manuals, or if their timing is really precise, hop right onto a grind rail in the background. The game gets quicker the longer it goes on, and soon players will be leaping over massive gaps at breakneck speeds. They might even start to worry for the kid – especially after watching some of the gnarly failure animations.
Between runs players can use the coins they’ve gathered to upgrade their board, or buy boosters at the start of each round. With real money they can also buy energy drinks to continue a failed run without losing any points. But as far as freemium elements go, that’s pretty inoffensive. Plus, by paying attention to the achievement system players can earn most of the experience they need to take their skater to the next level without crutches.
Currently, Epic Skater is only available in countries like New Zealand as part of its soft launch phase. But expect it to shred its way onto App Stores everywhere soon.
Bio Inc. is an evil game. It can make players feel legitimately guilty. It’s not only about killing, but killing as subtly and fiendishly as possible. It’s about death as inevitability. After blackening our hearts and poisoning our souls, we’re here with the autopsy in this latest edition of It Came From Canada!
Remember the villainous virus from Osmosis Jones that took pride in killing people as fast as possible? That’s basically Bio Inc.’s premise. Players dive into the body of some unsuspecting sucker and try to end their life quickly and efficiently. It’s like Trauma Center in reverse. At the start of each round, players hop between different body systems, like the brain and the skeleton, harvesting minor bacteria like resources in a strategy game. From there, they use the points they’ve acquired to unleash new ailments like the flu and insomnia. As new symptoms take their toll, players can climb further up the tech tree discovering even stronger ways to cripple their victim’s heart or immune system defenses. They can even unlock bonus risk factors to buff their attacks like making the victim smoke or eat junk food.
But as in real life, killing in Bio Inc. isn’t that simple. Eventually the victim will go to the doctor and start receiving care. Once that happens, their recovery meter will start to go up. As the player’s attacks become more vicious and more systems start to fail, the doctors start working even harder and recovery increases faster. The game then becomes a race against time to murder the mark before the doctors can save them. Players can even use downright abhorrent sneaky tricks like making the doctors go on strike and halt recovery.
What’s most diabolical about the game though is how its deep strategic elements make players thoughtfully plan out their dirty deeds. Target one system aggressively or spread out the infections? Pepper the body with little diseases or save up points and release The Big C? Each new victim also has specific traits like high stress or a family history of genetic deficiencies. Exploiting these facts is crucial, especially on higher difficulties. Players can even name their targets for maximum meta cruelty.
The horror inherent to the premise is only slightly blunted by a few funny voice clips accompanying each new development. Upping the victim’s age to over 60 sounds especially, hilariously painful. But beyond that, the game pulls no punches while forcing players to watch their victim’s body slowly breakdown through the harsh, clinical interface.
Bio Inc. isn’t available yet, so fortunately we have some time to brace ourselves for the complete extent of its malice. Once it fully launches though, it just might spell the end for our current age of innocence.
It’s always easy to be way too cynical when it comes to free-to-play games, and when Tony Hawk’s Shred Session was announced there was certainly some thought that it could be a cheap licensed affair. Well the game has soft-launched in New Zealand, so I put on my helmet, grabbed my board, and found out this is a more casual game – but not a cash-in.
The game is set up as a lane-based runner a la Subway Surfers, but it truly is just a Tony Hawk game set up in that vein of being friendly for mobile and casual play. Levels include ramps, rails, and even half pipes. Tricks can be strung together through the gesture-based system for grabs, flips, and grinds. Extended gestures exist for more complicated tricks. These complicated tricks can be unlocked and bought with coins over time as players level up, or unlocked instantly with bucks (the hard currency).
The game takes place in two modes: Shred Session and Survival. Shred Session is a level-based mode where each level tasks players with short-form goals to chase after. Some levels involve scoring a certain number of points before the timer or level runs out. Others involve collecting a certain number of orbs, collecting time tokens, and participating in trick-offs with other skaters where the prescribed tricks must be matched. All are managed by a three-star system, with higher scores or more collectibles necessary to get more stars.
While the game is free-to-play, and more advanced tricks will help with combos, it does a great job at not letting the monetization get in the way of playing the game. There are boosts to buy along with new boards and skaters, but purchases largely feel optional instead of necessary. Having no energy system helps out a lot, too. Given that style is a huge part of skating culture, I can see cosmetic upgrades contributing to the game’s moneymaking – particularly as hard currency is needed to unlock many of the skaters and cooler tricks early on. But there’s no replacement for skill.
While certainly the monetization could change, it seems as if there’s a really interesting core here; one that could appeal to those who like skateboarding games, but want a mobile-friendly experience. We’ll see how the world reacts when Tony Hawk’s Shred Session eventually goes worldwide.
King is releasing a sequel to the game that got them started on mobile, thus becoming the behemoths that they are today: Bubble Witch Saga 2. The game has soft-launched in the Netherlands, so I busted out my wooden shoes for this edition of our soft-launch series: It Came From Canada, Holland Edition!
If I were to sum up the experience of Bubble Witch Saga 2 in one word, it would be “polished.” The visuals are shiny and detailed; the animations are fluid; even the controls are exceptional. This Bust-a-Move-esque bubble-bursting game’s controls use a simple touch-and-drag method to aim upward from the bubble launcher, with tapping on the other bubble in the launcher to switch to that one. The aiming is accurate for even small movements, making it easy and pleasing to use – because the game will take a turn for the difficult.
There are a variety of levels to mix up the bubble-bursting: the primary ones are levels where players must use a limited supply of bubbles to pop six of the bubbles on the top-most row. These levels scroll, though there’s no way to scroll upward to see which bubbles are off screen. There are similar levels with encased animals, who must be freed by having no bubbles above them. Finally, there are ghost levels where all the bubbles that encase a central ghost must be eliminated, with the twist that the level, well, twists around with each bubble hit.
There’s the standard King array of midgame power-ups and lives that slowly recharge, with the ability to request more from friends on Facebook. The distribution of bubbles seems to be not particularly weighted around making sure players can beat a level: if a color gets eliminated, it won’t appear any more, but don’t assume that the game’s going to ensure that you get all the bubbles you need; it won’t necessarily be that generous. Any miss should be treated as a potentially grave sin – a damning step toward failure. Of course, there’s the ability to buy more bubbles. This feeling kicks in after about ten levels or so. The game starts to mean business, and it punishes players who aren’t very careful and calculating.
Of course, this is pretty much the formula for King’s success so far: extremely playable games with a brutal streak that keeps players coming back, spending more money or spreading the word about the game for their personal benefit. Bubble Witch Saga 2 is expected worldwide soon.
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.
After messing around with giant cubes and social experiments, the famously eccentric game designer Peter Molyneux returns to the God game genre with Godus. This spiritual successor to Molyneux’s earlier game, Populous, is currently in beta on PC and has just soft launched on the New Zealand App Store. We let absolute power corrupt us absolutely in this edition of It Came From Canada!
Witness and shape the beginning of human history in Godus. As a benevolent deity, players will guide their followers from a single hut on a beach at the dawn of time up until around the Roman Empire, although the game could certainly continue from there. The main way to achieve this is by molding the Earth and allowing the population to expand. It’s almost sad mowing down thick forests to let humanity proliferate like a virus, but such is life. There don’t seem to be any threats to the tiny citizens, like predators or natural disasters, so players can just focus on reproduction. As the population grows, the player’s godly power increases – granting them new skills like the ability to shift oceans or terraform more parts of the single, continuous map.
The game unsurprisingly has numerous subsystems as well. More intense god powers, including burning bushes or controlling followers directly through “leashing,” draw from the belief of worshippers. Players naturally gain belief as their small world grows, but it can be purchased using the game’s real-money gem system as well. Players can also purchase sticker packs to activate the special cards they receive with each level up. These cards bestow various bonuses like faster building speeds or the ability to start settlements on different terrain. Fortunately, stickers appear naturally in the world too.
As more of the cold, unconquered North gives way to the player’s bright civilization, players will encounter ships and beacons allowing them to interact with other players online. In fact, the grand prize for finishing 22Can’s previous game Curiosity was becoming the God of Gods in Godus, along with a share of the profits. However, in many ways the game works best as an isolated experience, an entire little world unto itself.
That shoebox diorama quality is accentuated by the game’s almost paper cut-out art style. The solid colors and obvious layers of the landscape may not be realistic, but they’re charming. The same goes for the cute sound effects like the mysterious voices on the wind and the happy little tunes villagers whistle while they work. The distinct layers also make it easier for players to meticulously sculpt the land as they see fit. They can even make terraced steps out of the Earth for followers to climb to higher places, when their spotty path finding works that is. However, it is still a little too easy for fatter fingers to make unintended changes, which is especially annoying when those accidental changes waste precious belief.
Still, Godus successfully captures both the tedium and the power trip of what being an all-knowing, all-powerful force must feel like. Players can get their hands on a world of their own when the game fully launches.
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.
In an App Store chock full of shameless clones, it’s always nice to see a game that expands on its influences instead of just copying them wholesale. Such is the case with Globber’s Escape, now in a soft launch phase, which clearly borrows its basic framework from the classic Pac-Man formula. But fortunately it doesn’t stop there, and we see just how far it goes in this edition of It Came From Canada!
In Globber’s Escape, players guide a circular creature around a 2D maze collecting tiny objects and avoiding patrolling enemies. However, if they collect the right power-up they can turn the tables on their foes and gobble them up, sending baddies back to the center to regenerate. Again, it sounds like Pac-Man. But from that familiar set-up, the game starts diverging in small but clever ways.
Instead of static dots, players devour little aliens that sporadically burst out of different containers on the map and mindlessly roam around the stage. This means players must always be ready to adjust their paths and strategies on the fly. Once all the critters are collected, instead of automatically starting the next round players must manually escape the room by reaching the closest open door. However, this makes them even more vulnerable to agitated enemies like evil mad scientists and almost unfairly unstoppable robots. If players do get caught, they can free Globber using the rare revive hammers sprinkled throughout each map. And when it’s game over for real, the final score goes towards increasing Globber’s level.
In an alternate universe, Globber’s Escape is one of the better arcade games made to capitalize on Pac-Man‘s success. Along with all the mechanical twists, the game has a less breakneck and more strategic pace overall. The control scheme has players creating waypoints for Globber to follow by touching the maze, which reduces the amount of mindless, frantic tapping while still allowing players to course correct easily.
However, for all of its gameplay creativity, Globber’s Escape‘s presentation sadly falls back on generic tropes. The cartoony sci-fi visuals, full of vibrant colors and angular designs, are pleasant but uninspired. The music might as well be non-existent. Some of the dialogue between the chatty tutorial robots is at least kind of amusing in a classic comedy duo way, but the game’s universe isn’t the reason to get invested.
Instead, players should get invested because Globber’s Escape is reassuring proof that cool, new games can still come from slight tweaks to old concepts once considered done to death. They can find out for themselves though when the game launches worldwide soon.
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.
Retry, the latest game from the Angry Birds moguls at Rovio, apparently comes from the publisher’s new educational gaming branch. But if that’s the case, the only thing this game teaches is that life is nothing but unending punishment. Prepare for high-flying death over and over again in the latest edition of It Came From Canada!
Retry takes the brutally difficult flight controls of the infamous Flappy Bird but has players navigating finite, designed levels instead of endless rows of pipes. Pressing the screen boosts the player’s plane forward and also aims it up slightly. Meanwhile, letting go causes the plane to fall. With limited control over their speed and trajectory, players have to rely on careful yet confident taps to make it through these death traps. One brush against the environment, aside from water or wind currents, equals instant death. Sometimes the only way forward is a well-timed and skillfully executed loop-de-loop. The name Retry itself refers to how often players will be restarting the game. They’re even forced to look at the ghosts of their past selves, crashed against the walls, as their trial-and-error toils on.
There are a few oases in their desert however. Each level has a handful of permanent checkpoints, but in a devastating twist, they can only be activated if the player has a coin. Most sections between checkpoints have a coin somewhere in them, but they are usually in tough to reach spots – making the game even harder. If players can’t manage that, which is truly understandable, they can also just pay for coins. They can even earn them outside of gameplay by completing easy achievements like crashing a bunch. Overall, the checkpoint system is an intriguing compromise between being fair to the player while still honoring the game’s core commitment to hair-pulling challenge levels.
Sadism isn’t the only thing Retry shares with Flappy Bird. Both games use a chunky, pastel, pixelated art style and peppy music that belie their dark hearts and cruel, true natures. Retry has four worlds with various visual themes like “summer” and “the future.” Expect to see the same skies often though, because while the game has a decent amount of different levels, its difficulty and frequent restarts inevitably lead to repetition. Fortunately, that also means it will be a long time before players experience all the game has to offer.
Retry is currently in a soft launch phase, but once Rovio finishes toying with the Canadians, expect them to unleash their torture on the rest of the world soon enough. With the amount of effort this takes, it’s probably easier to just learn how to fly a real plane.
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.
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.
Blizzard’s free-to-play online collectible card game, Hearthstone: Heroes of Warcraft, left beta not long ago. Now its mobile days begin, as they have soft-launched their online card-battling game in Canada ahead of its global launch. So I grabbed my deck and chatted up some pandaren for this edition of It Came From Canada!
The core gameplay of Hearthstone has players using an increasing supply of mana to play cards they’ve drawn: most are creatures that can be put into the arena, and only played on the next turn, though some have instant effects such as attacking immediately. Players also have hero attacks that cost mana but can be used to attack the other player or their creatures, with the ultimate goal being to take the opponent’s hero down to zero health. Players can battle online with others via Battle.net, take on computer opponents in Practice Mode, and spend their winnings (or currency purchased via in-app purchases) on cards to outfit their deck. It’s fast-paced, but easy to get into.
The game is simple enough that anyone can get into it after the first six tutorial missions, which cover the gamut of battling. Of course, this is where the game shows its origins as a non-mobile title: the tutorials take about 20 minutes or so to get through them before players can even battle online. In a mobile-first world this would likely be a lot shorter, but the slow pace does a great job at getting players to know how to play the game.
After the tutorial is finished players must register for a Battle.net account in order to play online, with this account usable cross-platform. Deck creation isn’t explicitly covered, but it’s possible to just go out with a default deck. Custom decks can be created as well, and there’s a handy guided tutorial for creating a well-balanced deck, where the game recommends three cards of a kind – so players can choose and understand how to build a deck, versus the game just automatically making one.
Once into the online battles, the process is similar to the tutorial missions, except slower. Some players online can be slow to decide their moves, though there’s only so much time that a player has before the game passes it along. Note that unlike mobile-designed titles like Ascension, players must stay in the battle; there’s no jumping to other games.
And really, that will be the interesting thing to see as Hearthstone nears its global release. This is a game that isn’t necessarily unfriendly to mobile, but many of the patterns that have defined mobile card battlers are clearly defied here. And the longer pacing could lead to more drop-outs during matches, which would not be ideal for the PC userbase. But still, this is Hearthstone on an iPad and that should excite many people.
One of the problems with the trend of free-to-play games lately is that many games have been merely facsimiles of great ideas. RPG battling without any actual control over the combat. Build an empire and attack other empires, but without much control of attacking or defending. PlunderNauts does not have this problem: it’s a game about being a space pirate where players actually have a lot of control over the space piracy! Backflip Studios currently is testing the game in Canada, so I put on my pirate hat and sailed to the great northern seas for this edition of It Came From Canada!
Players hop from planet to planet, trying to become the galaxy’s top space pirate by defeating other pirates and plundering their planets for gold and antimatter – the soft and hard currencies, respectively. Antimatter can advance wait timers, refill energy, and buy new starships.
However, the bulk of the actual gameplay is real-time spaceship battling. Players tap and drag to move their spaceship around, which is equipped with multiple turrets. When enemies get in range of the turret, players can select them and attack, with turrets having varying restart times depending on their stats. Players and enemies can summon fighters that not only can attack, but also serve as distractions as the turrets must focus on them instead of the enemy. However, players can only summon their fleets of fighters once per match: other abilities that can be equipped to provide in-game boosts can be used multiple times as they recharge. Combat is a game of positioning: getting out of the way of enemy turrets yet keeping them in range for one’s own turrets is key, and early on the ships are often close, doing their awkward dance with each other.
While antimatter can be earned through completing planets, it feels like many of the battleships will require spending money in order to unlock them; especially as it’s difficult to earn antimatter through grinding like you do for gold. There is an energy system, with 5 bars that refill at 20 minutes per bar. This is kind of a shame as while it does make it so that players are compelled to come back, it doesn’t feel particularly necessary – because, hey, buying items to get better does require grinding. As well, the amount of energy players are given is rather small; I’d prefer longer play sessions even with longer recharge times. But of course, as a soft launched game, this could change at any point.
Still, PlunderNauts has a lot intriguing ideas to it that will be interesting to see as it gets balanced and fully-formed for its final release.
After their smash debut, the Angry Birds have gone from physics-based puzzle games to space adventures to kart racers. Angry Birds Epic, the newest entry in the series currently in a soft launch phase, continues the franchise’s evolution into the Mario of mobile by casting the birds as heroes in a turn-based roleplaying game. We grind through this ambitious spin-off for the latest edition of It Came From Canada!
When the dastardly Prince Porky and the rest of his pig army steal innocent eggs, it’s up to a brave band of birds to stop him. Starting out with a lone red warrior bird, the player’s party soon sees new recruits like a yellow wizard and white healer. There’s no real overworld to explore in Angry Birds Epic. Instead, the party travels from battle to battle on a linear map, occasionally coming across treasure chests or resource deposits. The fights themselves play out like simplified, turn-based, JRPG battles in the vein of Paper Mario or the more recent South Park: The Stick of Truth, albeit without the cursing or focus on timed button presses.
The battles do have some depth, however. Using an intuitive touch system, each bird can either attack an enemy or use its special sub-skill. For example, the wizard’s lightning strike attack hits several foes at once. But it can also choose to create a lightning shield around itself or an ally that damages incoming foes. As the birds levels up, some skills can even be applied to the whole party.
Complimenting these strategies are the surprisingly complex skills of the enemy pigs. Some stronger pigs charge up attacks over time like meteor showers or taunts that cause all foes to target a specific vulnerable bird. Other enemies have more passive abilities like Prince Porky’s resistance to attacks above a certain damage level. When the red chili pepper at the bottom of the screen fills up, players can unleash a devastating special attack. However, it may be useless against bosses like Prince Porky or other shielded enemies so players still have to play smart.
These bite-sized battles make up the vast majority of the Angry Birds Epic experience, but there are a few things to do outside of combat. Players can forge stronger weapons, brew potions, and scrounge around for more loot. Aside from tackling the main campaign, players can also participate in daily dungeons and lottery spins for the chance to earn even more prizes. Partaking in these side activities strengthens the team and makes the story quest easier, but the fair yet steep difficulty curve definitely still feels designed to push players towards spending more money.
It’s hard to be too mad at the game though, because the world of Angry Birds Epic is so pleasing to take in. The colors are vibrant, the animation is exquisite, the music is joyfully rambunctious, and the whole presentation is so charming players will be reminded why so many people got hooked on this franchise to begin with. Like all things Angry Birds at this point, expect Angry Birds Epic to soar once it fully launches.
These days it’s super easy to be immediately cynical about freemium games on the App Store. Just the mere mention of energy systems or recharge times can cause players to roll their eyes. Considering Dwarven Den, the new game from Backflip Studios currently in a soft launch phase, is based entirely on these mechanics some might dismiss it out of principle. But the more open-minded will discover a shockingly fair dungeon exploration adventure. Get ready to dive deep in this edition of It Came From Canada!
In Dwarven Den players control a dwarf spelunker making his way through a series of caves. Each cave has a different objective, like find the lost dwarf or mine all of the gold, but efficient exploration is what everything ultimately comes down to. Pathways are blocked off by various types of rocks, and mining through them depletes the player’s energy. Run out of energy and either pay up or quit and wait for the dwarf to recharge. However, each cave is also littered with red gems that restore energy when mined. The tension comes from trying to make progress while keeping energy reserves high.
It would have been so easy for Dwarven Den to keep energy gems artificially scarce to encourage customers to pay. Fortunately, players can get through much of the game with intelligent play alone. By raiding treasure chests for loot, players can forge stronger weapons and armor. Rocks become easier to mine and sometimes even give back energy. By mining blue gems, players can also use a variety of Zelda-style tools like fog-clearing torches and rock-clearing bombs. Bombs are especially effective against energy-draining spider foes.
Using all of these tools in Dwarven Den‘s surprisingly non-linear dungeons makes for a satisfyingly cerebral experience. Each dungeon is basically a big environmental puzzle to solve, and there’s always more than one right answer. It’s not Dark Souls, but the combination of tense challenge and freedom for creative player experimentation works in a similar way. It avoids becoming the tedious loop of repeating an action, waiting, repeating the same action, and waiting again that it could have easily devolved into.
Things can get a little stressful, but that’s offset by Dwarven Dungeon‘s bright, chubby characters and cheery voice samples. The 3D visuals move smooth and fast. Meanwhile, each new item equipped shows up on the player character as a nice touch of customization.
There is the nagging fear though that Dwarven Den‘s freemium elements are so non-aggressive they might be too good to be true. Since the game is still in a soft launch phase, there’s still time for it to decide how money-hungry it wants to be. As it is now though, Dwarven Den rightly chooses to be a great game first and a cash magnet at a distant second.
Are the fine people at Halfbrick rather angry? Their last game, Colossatron, was about destroying humanity as a giant serpentine robot. Bears vs. Art can’t escalate on that concept, but it does try to go for something a bit higher-class: namely, destroying art as a rolling bear. The game’s currently in its soft launch phase, so I put on my monocle for this edition of It Came From Canada!
Players control a bear who hates art because museums wrecked his home, so he goes to various museums and wrecks up their paintings – and occasionally the snooty patrons there. Makes plenty of sense. This bear prefers to get around by rolling in the cardinal and ordinal directions, perhaps because he’s a big fan of Sonic the Hedgehog, and he can only roll in a straight line. There are also a number of parameters dictating just how many times the bear can roll in a level, or how much time there is to complete it. Okay, now we have stepped deep into video game logic.
Most levels just feature the bear and the paintings on the wall to destroy, but patrons are a frequent occurence. The patrons behave chaotically, though with certain rules: they always move if the bear gets near them. Thus, this requires an intelligent approach to taking them down; though if time and moves are a factor, this can be rather difficult. This is a system I’d be kind of wary of since it seems like it could be a real energy-drainer, but Halfbrick’s a reputable enough company that I would trust to not use this kind of system against players.
So, the levels become about figuring out the proper sequence to solve the various puzzles. Some paintings require rolling from a specific spot. Being able to roll diagonally really opens up the puzzle design. The introduction of timed levels, and ones where players must try to take out patrons and thieves (or even avoid them!), add even more variety, especially as levels start to blend each type together.
This game gets a lot of clever details right. For one, it’s legitimately pretty funny – from its rhyming storybook intro, to all the bear-themed art that can be destroyed. There are some art history students who made this game – perhaps disgruntled ones – because of all the parodies of real paintings and pretentiously-named modern art pieces that can be destroyed. Oh, and the destruction occurs by the player slicing up the paintings in a Fruit Ninja-esque way. The dialogue before some levels from the snooty patrons is often quite humorous and at one point self-aware that these museums were built without doors for some reason.
The game is ruled by an energy system, though energy gets refunded for completing a level successfully. There are coins to be earned and costumes with different effects to buy with them, along with extra turns and rage mode. There are permanent turn and time additions, but they come at rather expensive costs: $14.99 each as of the soft launch. The energy bar is lengthy, but later levels start to use more than one unit of energy and it refills very, very slowly. Like “16 hours of waiting didn’t refill it all the way” slow.
Of course, since it’s a soft launch these could all change as time goes on, and it’s quite possible they will. Free-to-play requires some exploration to see what works, and this game feels like it could be enjoyed long-term for free, so paying customers may need to shell out more for the game to be financially viable. Still, time will tell how players will take to it.
It might sound crazy to say, but Farmville is one of the most influential games of this millennium, being perhaps the popular spark for the simulation genre that has become wildly popular through the rise of Facebook gaming and on mobile. There’s probably no Clash of Clans without Farmville. While Zynga has seen better days, Farmville 2: Country Escape is still a big deal because it’s one of the few free-to-play games with history and a sort of gravitas. Well, as much gravitas as a free-to-play game about farming can have. Right now, Zynga’s soft-launched the game in Canada and we’ve gotten our straw hat and overalls on to lead a more rustic lifestyle on our non-rustic technology in this edition of It Came From Canada.
The game essentially follows a simple pattern: water crops and feed animals to get basic resources. Combine these resources into more complex resources and even specific products, and then sell them for gold and experience points in order to buy and unlock new crops and buildings, ultimately expanding one’s farm through buying new plots of land. Repeat until satisfied. It’s a classic formula, and one that Farmville 2 tries to set up early on with teases of online elements like selling to other players. Ultimately, it doesn’t really rock the boat too much.
Interestingly, FarmVille 2 gives players a lot of keys (the game’s hard currency), at least to start out with: a total of 90. Of course the game tries to get players to use them in a variety of fashions in small increments when starting out. Skip a pesky wait timer with a key? Well sure, why not, I have plenty of them! Be able to produce twice as much flour by paying five keys to unlock that option? Sure! It’s easy to see those keys running out at some point.
That should be one of the interesting things to keep an eye on as the game nears its worldwide release: the keys could definitely be tweaked to give out more or fewer when starting and while playing – leveling up and buying new plots of land gives out more keys, for example. Another unanswered question is just how this game will fare in a world where simulation games have grown up to become Clash of Clans and its similar ilk: will people be willing to jump back in to Zynga’s familiar rustic experience? We’ll find out soon enough.
Castaway Paradise was first mentioned to me as Animal Crossing but for iPhone, though I played the iPad version because I’m a rebel. And really, that just about nails it on the head – except Stolen Couch Games have done what Nintendo has yet to do, and that is make it free-to-play. Castaway Paradise is currently soft-launched in the tropical paradise of Canada, and I take it for a spin in this edition of It Came From Canada!
Players control a person who washes up on shore, and finds themselves in a land of fellow castaways who washed up on shore. However, no one really seems to be all that set on getting home – there’s an entire village that’s popped up, even with a mail delivery boat! So, the player is made to build a new life here, because who knows; maybe this is all the dream of the Wind Fish and leaving would be disastrous.
So players then just do tasks for the various residents, like building fences and harvesting crops. The early missions are structured to introduce players to the things they need to know to live their island experience and to see more of the village. Menial tasks to earn currency to buy more supplies and customizations is the name of the game here.
Players have the ability to customize the look of their dwelling and of their character, but the intro to the game provides one moment regarding this that needs to change. See, the game starts off with the player being just a walking glob of seaweed washed ashore, immediately forced to do chores by Viktoria, one of the villagers. Then, for some reason, she asks which binary gender the player is. This choice is the sole determining factor in how the player first appears: typically male or female.
This is incongruent with the customization options provided, because male characters can wear dresses and traditionally feminine hairstyles without anyone saying anything about it. The character’s gender doesn’t seem to play much of a role, so why is it the very first thing that players are asked to choose as far as customization goes? Why not instead let players determine their initial design based on how they want to look from a set of basic customizations, and make gender an entirely irrelevant factor in how the player wishes to present themselves in this world?
While the free-to-play elements perhaps take away some of the innocence of Animal Crossing, where everything must be earned, there’s also no Mr. Resetti here – so, win some lose some. Time will tell if this is successful, or if this is the Pepsi to Animal Crossing‘s Coke – or if it’s just store-brand cola.
Ido Yeheli’s Cardinal Questwas notable for not just being a fast-paced Roguelike, but also for having made more money than, well, Rogue, the progenitor of the Roguelike genre. After a failed Indiegogo campaign, the sequel, Cardinal Quest 2, nonetheless lives a year and a half later. There’s a mobile version being published by Kongregate, and it’s currently soft launched in Canada. So, we prepared to live only once and set off for adventure in this edition of It Came From Canada.
This is a turn-based Roguelike; meaning that players move their character one tile at a time, with enemies moving as well. The original game was posited as being more fast-paced than the standard Roguelike would be, and even in the sequel it feels a lot more combat-oriented with enemy encounters occurring frequently, even after starting. Players can use skills that they can find laying about to help turn the tides, collecting gold to spend on items at the scavenger when they’re about, and just generally trying to survive in an unpredictable environment. Of course, being a Roguelike, it’s procedurally generated. So while an overarching scenario will use similar elements, the level layouts, ability pickups, enemy placements, and just about everything else is different every time.
Interestingly, the game is going for a free-to-play model this time, and is doing so by making characters and permanent stat modifiers before the start of a game un-lockable through Morale, which is earned by completing achievements at the end of a run or by being purchased. Thus, those who want to play as a class besides the default fighter class will need to pony up right away. Otherwise, this does feel a lot different from how other free-to-play games monetize. Likewise, another Kongregate-published title, Endless Boss Fight, had a two-currency system but also was rather generous about that second one. Here, the free-to-play aspects are almost entirely structural – once in-game, they don’t play much of a role.
The game is a bit unstable at the moment, at least on the iPad Mini Retina while recording – the game crashed during the middle of levels at least twice, so there’s definite issues to sort out technically, but that’s why this isn’t a global launch yet, eh? How well this business model will perform has yet to be seen as well. Still, Cardinal Quest 2 could prove to be a rather interesting take on not just free-to-play, but the Roguelike genre as a whole.
Codemasters is the developer of numerous Formula 1 games, but what they’re looking to put out on mobile with F1 Race Stars is something of an entirely different beast. Currently soft-launched in Singapore, even it couldn’t escape the clutches of 148Apps’ global reach. This is It Came From Canada: Singapore Edition!
F1 games are usually known for being intense simulations, but if F1 Race Stars is real, I need to pay more attention to F1. In reality, this is a kart racer, one very similar to the recent Sonic & All-Stars Racing Transformed in style and in gameplay: there’s of course power-ups to use for boosts and taking out other racers, but there’s also a heavy emphasis on drifting to develop a turbo meter. Maintain drifts for a long amount of time and longer boosts can be had. Catching airtime will also increase the drift meter. Each game has a very similar heart.
While Danica Patrick in Sonic & All-Stars Racing Transformed was a very strange addition, having this be an F1 game means that actual racers, none of whom I have any knowledge of because I’m an American and we prefer stock cars to drift leftward, are playable. Each driver has their own Sessions energy bar that depletes with each race, so like Angry Birds Go, switching racers can be used to extend play sessions.
As I use an HDMI output device to capture game footage, I was pleasantly surprised to discover that the game is TV-ready: it supports widescreen output on TVs, and the game’s controls are built to not require looking at the screen in order to play. TV support is something of a lost feature, and I’m interested to see it added in here. There’s real-time multiplayer available as well, but just as a local mode, not online.
While there’s the standard two-tier currency system – with coins used to buy boosts, and gems for more permanent features like perks and new driver unlocks – there’s one particular way that coins are used that is interesting. See, there are coin gates while racing that grant power-ups right away. These naturally grant an advantage that costs currency, but it’s also possible to accidentally trigger them. Then again, boosts are what the coins are there for. Still, seeing this as a potentially-accidental feature is odd.
F1 Race Stars feels very polished, like it’s just undergoing monetization testing to see if the business model is working, along with the last checks before they’re ready to race around the world. Whether this kart racer can stand out among the others out there will be seen when it rolls out worldwide.
Toy Rush is really an amalgamation of many different games. It’s tower defense meets Clash of Clans in the middle of a card game. See, the goal is to be the top toy rusher in the world. To do that, it requires being able to mount assaults on other toy bases while having a formidable base of one’s own. Players call in their attack units from a path at the top of the screen, and if they make it past the entrenched turrets their units attack the enemy base and collect their tickets, which are used to buy new attack units. Destroying the base entirely nets bonus rewards as well.
The rub is that the units are all disposable cards. Playing a card summons that unit, and unless it’s the hero card that recharges over time, it’s gone forever. Cards regulate the entirety of the game: cards are used to summon all sorts of units, but also for base upgrades. Players can customize the tower path of their base and lay down new defenses using cards. Buildings can be upgraded or sped up using cards.
In order to buy new cards, one of two currencies is necessary. Tickets can be collected from enemy bases and manufactured on the base, and these are used primarily to buy new attack card packs. Bottle caps are less frequent, usually earned for completing missions and as rewards for completely destroying a base, and are used to buy defense cards; including speed-ups and building upgrade cards. The tickets being rechargeable means that getting decent sets of attack cards is often just a matter of time, at least in the early game. It’s a fairly interesting currency system, and I’d be interested to see how it evolves over time.
Toy Rush features both a single-player campaign against computerized opponents, and the ability to attack random players for their loot and for pride. It’s possible to join guilds as well. All-in-all, it’s a mix of familiar elements, but in an interesting package. No real clue when this one could be coming out – it could be days, weeks, or months. Still, in a crowded free-to-play market, this game has some interesting elements to it.
For years, Ubisoft and RedLynx have taunted mobile gamers with physics-based racers that have been sorta similar to the acclaimed Trials series on console and PC, but not quite the same. But now there’s a mobile Trials game in Trials Frontier. Designed as a free-to-play game, it’s currently undergoing a soft launch in Canada. So I strapped on my helmet, revved up my motorbike’s engine, and prepared to defy death for this edition of It Came From Canada!
Trials Frontier does not dawdle. Tired of games that keep away from the action for too long? So is this game. Trials Frontier gets players going right from the initial launch, eschewing even a title screen, as it sends players through a few levels and introduces the story’s antagonist, Butch, that players (as the anonymous Rider) must race against because Butch is a huge jerk. Like, he almost kills the Rider in a rock cave-in. That’s good enough motivation to help the people of the dusty village, as they too have been terrorized by Butch. Help them by riding a motorbike through various levels, completing different objectives like performing a certain number of backflips to impress a fan, and earn rewards to upgrade and buy new bikes.
Yes, there is a two-tiered currency here: coins earned for doing well and performing stunts, which can be used to buy bikes, and gems, which can be bought or earned and are used to skip upgrade wait timers and buy certain upgrade items without getting them as a reward for completing levels. Discovery of new levels is mission-based, though any level can be repeated at any point.
There is an energy mechanic, but it largely regulates the initial playing of levels, not restarting them while in the level. So yes, restart to your heart’s content, even complete a level. On the final screen where it shows the postcard with the final time and crashes, just hit the restart button again. This isn’t necessarily a way to grind for coins while cheating the energy system, but it is a way to repeat levels to get better times and better medals without having to use energy, necessarily. It’s easy to be critical of energy systems, but this seems to be an implementation that doesn’t get too much in the way of actually playing the game. As well, gems can be earned through in-game actions and as end of race rewards, so a relative free-to-play fairness, without impeding the core game too much, seems to be the order of the day here.
With this game soft-launching so close to Christmas, I almost wonder if this is an emergency test of the monetization just to make sure that everything is hunky-dory before a likely launch before the holiday iTunes freeze. So for non-Canadians and non-“Canadians”, this one might be in the hands of the general public sooner than later.
EA Mobile has decided to revive the famous Bullfrog Dungeon Keeper intellectual property for a new free-to-play mobile game. It’s currently testing in Canada, so we hopped on a moose to bring you another episode of It Came From Canada with hands-on video below!
Dungeon Keeper is a two-fold game: one, there’s the dungeon keeping. This involves getting imps to mine for materials and build traps to help keep out invaders. Imps can help expand the dungeon, though certain spots take more time to open up. Of course, these waits can be skipped with gems. The other half of the game is raising units to go in and raid other dungeons, trying to survive the traps that the opposing Keeper has laid down in order to get their stuff. It’s a raid or get raided world.
Thus, in this modern incarnation, the game plays somewhat like a tower defense title: setting up a tricky dungeon with enough traps to keep invaders from getting much in the way of material is important, but so is amassing that army of creatures to go and get more gold and materials from opponents. There’s both campaign missions versus computerized opponents, and more interestingly, dungeons of other players to go raid.
The game does have a sense of humor to it, even to the free-to-play aspects: the demon guiding players jokes about how gems may be controversial. At least it’s somewhat self-aware for a game that would require a $99.99 in-app purchase to pay for three months of the game’s premium service. Of course, that could change before the game’s international launch. There’s also stat boosts and raid protections available to buy to help make surviving this tricky dungeon world a bit easier.
The game seems to be in a fairly polished state at the moment, and EA’s soft launches usually last less than a month, so there’s a good chance that you’ll have a fairly well-formed dungeon by the time Thanksgiving rolls around. Can’t wait till the international launch? Check out our hands-on video below.
GT Racing 2 is Gameloft’s first concerted take at entering the free-to-play racing simulation market, one notably established by Real Racing 3 earlier this year. Much like EA and Firemonkeys’ title, Gameloft is currently doing a limited-region test for the game. I practiced my “ehs” and “aboots” and got my hands on this game before its worldwide release, with hands-on video below in this edition of It Came From Canada!
This is a game that quite clearly lives in Real Racing 3’s shadow. This is first apparent visually: the game is going for a detailed, realistic look, and even just the color scheme seems to evoke what Firemonkeys tried to do earlier this year, though blue skies will always be blue skies. However, the game launches with courses that take place at night, including one that takes place on the roads around Mt. Rainier at night.
The game definitely feels much like a simulation: braking is very important so as to not skid out of control. There are braking assists enabled by default, but learning how to drive without them so as to take the proper racing line – which is an actual displayable line in this game – is clearly of great importance.
There’s an asynchronous multiplayer mode which puts players up against the times of other racers to compete for pride, handily quantified in RP, and in-game currency. It’s not apparent on first tests if players are racing against actual ghosts of racers, as Real Racing 3’s Time Shifted Multiplayer claimed to do, or if they’re just racing against their times, as Time Shifted Multiplayer seemed to be in practice. Still, it should be less confusing since it’s a segregated mode from the standard single-player progression, which is packed with a wide variety of race types to take part in. Real cars with some damage have made it in the game as well.
The game is free-to-play, and thankfully there’s no waiting to repair one’s car, just wait timers for upgrades. Of course there are cars and upgrades to buy with the two-tier upgrade system. How well it plays for those who don’t spend is yet to be seen.
GT Racing 2 does seem to borrow a lot from Real Racing 3 at a quick glance, but its little tweaks could make for it to be a satisfying contender for the checkered flag, if not at least finishing somewhere on the podium. No clue on when it leaves the Canadian garages, but it may be soon, if all the server work and monetization balance checks out for Gameloft.