Posts Tagged Third-Person Shooter

Meltdown Review

Meltdown Review

+ Universal App - Designed for iPhone and iPad
With a focus on grinding to gain new skills, Meltdown might offer gradual rewards but it's too samey to truly grip.

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2013logo_finalWhenever zombies and/or mutants have overrun the Earth, iOS gamers are always more than happy to take to the streets and start blasting. However, they haven’t had many opportunities to do so with friends. That’s why James Petty, president of Action Mobile Games, and the rest of the development team have been working on 2013: Infected Wars. They’re hoping to push the limits of what iOS gamers have come to expect from their action games, and James was gracious enough to answer a few of our questions about their soon-to-be-released project.

148Apps: What made you decide to create a co-op action game as opposed to a more typical single player affair?
James Petty (JP): There were a few reasons for that. One, it has never been done before on mobile so I wanted us to do something new and fun to try and stand out. Two, I thought it would be really well received by the community since playing multiplayer is always more fun. Three, because it is so difficult to pull off; my hope was Apple would feature us in the App Store at release.

emg 1148Apps: I was also wondering just how big the environments might be. Are there multiple paths to explore?
JP: They are not as big as some of the huge PC or console hits that many of us are familiar with. There are different paths you can take to some extent but we had to be creative to allow for the large number of creatures spawned at any given time. I wanted to make sure the player felt like the world was covered with infected. Most people probably don’t notice, but on mobile each unique creature takes a ton of resources which is why many games with higher end graphics will cap them at 3 or so. This wouldn’t work at all if we wanted to create hordes of enemies. So we were able to optimize the Unreal Engine to such an extent that we can have around 10 at any given time and have some amazing graphics to boot. With our custom spawn system you often don’t even notice the cap as we can have another enemy spawn as soon as one dies to really give you the feeling of an enemy ‘horde’.

148Apps: It looks like there’s a good mix of classes available (Field Support, Marine, Sniper, Sapper). Do you find that some compliment others better, and was it tough to balance them out?
JP: Yes, this was extremely tough to balance out. It would have been easy to just get rid of the classes and have a bunch of weapons but I think that removes some of the depth you can achieve when you get to choose a strategy and see if it works. The field support in my opinion is the easiest class to master, and I suggest this for any player who isn’t as experienced with mobile gaming. The sniper and Sapper are the most challenging and work better in multiplayer.

7148Apps: What sort of persistent character progression can we expect in 2013: Infected Wars? Do the characters actually learn skills or become more powerful, or is it more of a rank-based system that unlocks new gear?
JP: There is no gear unlocking in 2013: Infected Wars; instead, the more money you earn from killing infected and the less you die the more money you have. However each class gets benefits with certain weapon types, and as you level up the weapons in that class become more affordable. You also get unique bonuses for each class but there isn’t a special move per say. The game is designed to offer fun replayability and you are meant to die. If you challenge players and they realize a mistake is going to cause them to die, lose weapons, and then have to try a mission again it really ups the intensity. I believe the mobile gaming community is really wanting a challenge and I stand 100% by 2013: Infected Wars being the most challenging mobile shooter that will be in the App Store.


148Apps: What would you consider to be 2013: Infected Wars’ most significant feature?
JP: Definitely the fact we have a true full co-op campaign with a ton of content and true hordes of zombies and other infected to kill. And larger than life bosses that actually move around. This has never been done on mobile before and I really hope the community enjoys it. In fact we are already working on our first new content update before the game even hits the App Store.

We’d like to thank James again for taking the time to answer our questions. If you’re anxious to get your co-op mutant blasting on, keep an eye out. 2013: Infected Wars should be hitting the App Store within the next couple of weeks and set you back $6.99. Expect a full review from 148Apps when it does!

MetalWars3 Review

MetalWars3 Review

+ Universal App - Designed for iPhone and iPad
MetalWars3 is a great improvement over its predecessors but it's still got a ways to go.

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I freaking love mech games. It’s just a shame that this is a largely ignored genre on the App Store. Or at least it was, until Small Impact Games took it upon themselves to show it some love.

M3CH looks to be the answer to iOS mech combat fans’ prayers. Of course showing a little love yourself on the developer’s Kickstarter page might speed things up a bit. It evokes a similar feeling to other gritty/semi-realistic mech piloting titles and sports some pretty impressive production values. I had to pry myself away to ask M3CH’s animator, James Rowbotham, about Small Impact Games’ baby.


Were there any particularly major influences in the design of M3CH‘s world? I know it’s not exactly the same but I’m getting a pretty strong Steel Battalion vibe from it.

At the time 3D iOS games exploded, we were playing a very mixed bag of games but fortunately they were all with the same genre, Mechs! We just loved the direction the iOS store was heading, it was screaming for a game with user-friendly touch-screen controls but with the in depth details you get in our favourite mech games.

Surprisingly however, Killzone 2 was a big inspiration in terms of AI and cover based action. What some mech games lack is the use of buildings as cover and enemy’s that work together to out flank you, something we saw that had been untapped in the genre (a lot of open spaces/terrain), so we looked at the great AI in Killzone and their behaviour and found a way to work it into our game.

You folks have done a bang-up job with the control scheme. Was it the product of rigorous testing and polishing or did you know right from the start how you wanted to handle it?

The aim with M3CH since the beginning has been to try and create an iOS game that doesn’t feel like it’s an iOS game, and more like a console experience. Touchscreen controls are notorious for being hard to use and something that we really wanted to nail. We went through a lot of different iterations to get to where we are now; having both shoot buttons on one side, holding down shoot instead of the auto toggle system, putting the shoot buttons on the thumbsticks and a lot more. We are keeping open minded about it and although we are getting later into development if we have an idea for an even better control set then we will be sure to test it out!

Were there any mech designs you wanted to include that ended up being scrapped?

There are quite a few that didn’t make it into the game (we already have 40 different mechs in the game). At the moment we have a mix of legs styles such as reversed legs in the game but [an] animalistic style is something we are keen on in terms of animation and how the mechs behave.

What exactly are your plans for the multiplayer?

We are hitting some technical limitations which means it most likely be 1-on-1 to start with. We would love to get a larger number of players battling at the same time (8v8 is the dream!), especially where the winning players get new weapons unlocked and credits to spend. At the moment its deathmatch style gameplay but we have plans set for objective based multiplayer.

Are you allowed to talk pricing?
It’s still early days but we are hoping for around the £1.99 [$2.99] price range. One thing we are certain of however is that we don’t want pushy monetization and in-app purchasing interrupting your gameplay experience, all mechs and weapons are attainable without too much grinding and we reward dedicated hard working players with big payouts.

How about a release date?
As for a released date, a lot of that depends on the kickstarter campaign, if we are successful then we are aiming for an April release this year.


Mad Merx: Nemesis Review

Mad Merx: Nemesis Review

+ Universal App - Designed for iPhone and iPad
Mad Merx: Nemesis takes a while to ramp up and suffers from some fairly problematic latency issues, but it still has its moments. On occasion.

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Respawnables Review

Respawnables Review

+ Universal App - Designed for iPhone and iPad
It tends to either be too easy or too hard, with little to no in-between, but that doesn't mean Respawnables isn't also tons of fun.

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DogBox Studio and Bulkypix’s upcoming third-person shooter, Project: Holy Shield has gotten a name upgrade. Now titled Journey To Hell, the game’s original tagline, it’s looking to be a pretty sweet game with plenty of gritty, comic-book style visuals and an original soundtrack. It’s due in November. The developers have also released a dev diary video onto YouTube, where you can see all the cool game creation going on. Check it out:

This November, discover Journey to Hell, a post-apocalyptic TPS with incredible 3D graphics and gripping content. Seven maps, each with their own special atmosphere, plus a unique “real-time render” sound engine developed by AudioGaming and a soundtrack composed especially for the game are only a few of Journey to Hell’s many cool features.

Playing as Gabriel and Rachel, two members of the secret organization Holy Shield, you’ll behead, dismember and disembowel daemons as varied as they are terrifying! When the carnage is over, they’ll surely beat a hasty return to the festering darkness from whence they came.

With plenty of clichés and elements of parody, Project: Holy Shield pays tribute to the genre of big guns, kick-ass heroes and bloodthirsty daemons.

Prior the game’s release in the App Store, DogBox has opened its studio doors via a behind-the-scenes “making of the game” video:

via: http://www.dogbox-studio.com/ source: YouTube
Trigger Fist Review

Trigger Fist Review

+ Universal App - Designed for iPhone and iPad
Featuring intense action, excellent graphics and fantastic controls, Trigger Fist is a third-person shooter done right.

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Urban Crime Review

Urban Crime Review

+ Universal App - Designed for iPhone and iPad
Survive a gang war and take control of the city.

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M.U.S.E. Review

M.U.S.E. Review

+ Universal App - Designed for iPhone and iPad
M.U.S.E. is a third-person shooter with cover elements and arcade-style high scoring.

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Desert Zombie Last Stand Review

Desert Zombie Last Stand Review

+ Universal App - Designed for iPhone and iPad
Desert Zombie Last Stand is actually quite the fun third-person shooter involving waves of zombies. Which makes the horrific and constant framerate dips all the more frustrating.

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Shadowgun Review

Shadowgun Review

+ Universal App - Designed for iPhone and iPad
Shadowgun is a console-style third-person shooter that puts players in cover-based combat against a variety of foes, with some of the best graphics ever seen on mobile platforms.

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Resident Evil Mercenaries VS. Review

Resident Evil Mercenaries VS. Review

iPhone App - Designed for the iPhone, compatible with the iPad
Capcom has managed to shrink down Resident Evil's multiplayer mode with very few compromises.

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Exo-Planet Elite for iPad Review

Exo-Planet Elite for iPad Review

iPad Only App - Designed for the iPad
Exo-Planet Elite for iPad is a great third person shooter with a challenging mutli-player focus. Unique additions to the standard shooting equation make this title a nice grab for shooter fans.

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