Mobile gamers know Terry Cavanagh for Super Hexagon, the challenging minimalist arcade game that seemingly begat a hundred more challenging minimalist arcade games. But before that, Terry Cavanagh’s big game was VVVVVV, a gravity-flipping open-world platformer that was also very difficult. A mobile version, while discussed before, may have seemed impossible: after all, being a platformer built around precision, virtual controls aren’t the friendliest situation for this game. But Terry Cavanagh’s taking a stab at it, and the mobile version is nearing completion. And it just might surprise some folks who thought VVVVVV was practically impossible on mobile.
For the uninitiated, VVVVVV takes place in a universe where the player, controlling Captain Viridian, can flip gravity to run along the ceiling as well as the floor. Players have to use Viridian’s abilities to rescue five other missing crew members, along with discovering the “shinies” that are hidden throughout the world.
VVVVVV is a non-linear game, and players can discover it as they so choose. There are no additional abilities to unlock, so unlike a Metroidvania game where progression is hindered until a certain item is obtained anything can be seen and any challenge conquered with one’s own skill. Just be prepared to die a lot. Thankfully, checkpoints are abundant.
VVVVVV presents an interesting controls challenge for touchscreens, though. The game requires being able to swiftly move left then right, but with a third button for flipping. Thus, the game’s default control scheme uses swiping horizontally on the left side of the screen to move Captain Viridian around, with tapping on the right side to flip gravity. As well, there’s a virtual buttons option, and one where tapping on either side of the screen moves that way, and tapping on both flips gravity.
The controls are still very much being tweaked and perfected, but VVVVVV is perfectly playable, and at a skillful level, with these controls. Will this become the preferred version of speed runners? Most likely not, as precise movements are what suffer a bit here just by the nature of virtual controls, but for people enjoying this game for the first time – or once more – the experience should remain true.
VVVVVV itself is fully playable in its current form, with even the player worlds feature from the computer versions available for more challenges once the main game is completed. Various bug fixes and tweaks to make the mobile version work better are what stands between this and its eventual release.
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.
Manila-based Altitude Games has announced their upcoming Run Run Super V. Taking cues from sentai series such as Power Rangers, this game will be an auto-running action game where players form a ranger squad and fight evil without stopping. There are three modes planned: run mode, vehicle mode, and robot mode, with the latter involving one-on-one fights with giant enemies, all using one-finger controls with gestures.
Run Run Super V is expected during the 4th quarter of 2014.
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.
Prepare yourself, AppSpy reports that something Lovecraftian is set to sneak its way onto the App Store tonight. The original 1992 version of Alone in the Dark, widely seen as the game that inspired the survival horror genre, is set to launch tonight – allowing players to take on the role of Edward Carnby or Emily Hartwood once more.
For those unfamiliar with the game, your role is to explore the mansion of Jeremy Hartwood, now deceased. Along the way you’ll need to outwit or overpower supernatural enemies and solve puzzles in order to discover the truth behind Jeremy Hartwood’s death.
Survival horror fans should prepare for the witching hour, when the clocks strikes twelve, as that is when Alone in the Dark is set to arrive tonight for $0.99.
Did you read our Overkill Mafia preview coverage of the soft launch the other day and say to yourself “I can’t wait to play that!” Well, the good news is that you don’t have to wait, as the game will be available worldwide later tonight (typically around 11pm EST, 8pm PST) for free. Bust out the 1920s greatest firepower on some mooks and rule old-school Chicago with an iron fist and an itchy trigger finger.
Krosmaster Arena, the online version of the board game from Anakama and Japanime Games, is getting a mobile version coming in early 2015. This miniatures-based board game has had its online version available via browsers for some time now, but now mobile players will be able to play from anywhere. As well, it will allow players to bring in the figures they already own into the mobile version of the game.
InnoGames has announced their new cross-platform strategy-MMO Rising Generals, designed with the help of Bruce Shelley of Civilization and Age of Empires fame. Built around player-versus-layer combat, players will command planes, tanks, and armored automobiles in worlds that will span 40,000 players each. The game will be cross-platform between iOS, Android, and browser, with support for the same account on different platforms for those who aren’t loyal to one electronics company.
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.
Dynamite Jack, from Galcon and BREAKFINITY creator Phil Hassey, is getting a new free version on May 22. This version will be the same as the paid version, but with ads. Every time that players continue they will see ads, though it’s possible to buy ad-free continue packs: 50 for $0.99, 250 for $2.99, or unlimited for $4.99, which is the same as the full version.
Panzer Tactics HD, bitComposer Games’ upcoming World War II turn-based strategy game, has had its price and release date announced. The iPad version will cost $8.99 and release on May 22. This updated version of the DS original will boast three campaigns, over thirty missions, and over 150 total units across the land, sea, and air.
N-Fusion, developers of Deus Ex: The Fall and Air Mail, have released screens and a trailer for their upcoming game Space Noir, published by Unity Games (the publishing arm of the popular 3D engine). N-Fusion promises to mix the standards of space combat with the noir aesthetic usually reserved for hard-boiled detective stories.
Space Noir is planned to release this summer for PC and for tablets.
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.
Uber Entertainment has announced that their mobile tower defense crossed with Clash of Clans game, Toy Rush, is finally launching worldwide on Thursday, May 15. The game has been in a soft-launch phase for a few months now, but now everyone will soon get to build their devious defenses and use cards to try and take down other players’ strategic turrets and traps.
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.
Doodle God creator Joybits have announced their latest game, Doodle Creatures. This takes the formula of Doodle God, where players must combine disparate elements to form new ones, and puts a genetic manipulation spin on it as players are now trying to combine creatures to form new ones. Joybits promises that there will be more elements to combine than in previous Doodle games.
Expect Doodle Creatures on the week of May 5. Until then, check out the trailer below.
A new game starring Tony Hawk, famous in gaming circles for the Tony Hawk’s Pro Skater series, is coming to iOS.
Tony Hawk’s Shred Session takes after lane-based runners such as Subway Surfers, having players swiping to do tricks in skatepark levels across two different game modes. Six real-world skaterboarders, including both Tony Hawk and his son Riley, will be available. See more about the game in this hands-on video of Tony Hawk playing the game with Hodappy Bird protagonist Eli Hodapp.
Tony Hawk’s Shred Session is planned for this summer, with a soft launch in the coming weeks.
Perfect World Entertainment has announced their new MMORPG coming to iOS, Dawn of the Immortals, releasing this summer in North America and Europe. Players will fight through dungeons, teaming up with fellow players to take down their opponents in both PvP and PvE (player vs. environment) arenas. There will be guilds, parties, group chat, and more social features, including cross-platform play with the Android version.
Dawn of the Immortals is planned for this summer, and players who pre-register can get a free mystic pet summoning card when the game releases.
Gameloft has announced some new details for the upcoming Modern Combat 5: Blackout, the latest in their long-running military FPS series. Players will begin in Venice, Italy as protagonist Phoenix, travelling around the globe to Tokyo and other locales. While few other details are known, we do have this concept art, the trailer from E3 2013, and the promise that more will be announced in the coming weeks.
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.
Gear Jack: Black Hole, the endless runner follow-up to 2012’s Gear Jack, is coming to iOS this Thursday, May 1. Published by Crescent Moon Games, players will control the eponymous Jack as he travels through portals, endlessly running forward trying to stay alive through the myriad hazards his alien opponents have laid out. There will be all the standard bullet list features that you expect from an endless runner: missions, power-ups, multiple worlds, even video sharing.
For more on Gear Jack: Black Hole, check out the hands-on video from GDC 2014 below.
Forever Entertainment is resurrecting their presumably-fictional Frederic Chopin with Frederic – Evil Strikes Back. This sequel to 2012’s Best App Ever nominee in the Music Game category, Frederic – Resurrection of Music, has players tapping out tunes on Frederic’s powerful keytar in order to defeat the forces of evil who want to commercialize music. Also, he has a sports car now.
Frederic – Evil Strikes Back releases on May 8 exclusively on the App Store, with other platforms coming later. Check out the teaser trailer.
Cipher Prime’s Inake is coming to iPad on May 1, as exclusively revealed yesterday on our Twitch channel.
This dubstep-fueled action-puzzle game is, according to William Stallwood of Cipher Prime, who joined up for the stream, pretty much a straight-up port of the PC version – in a sense. Some tweaks have been made to the game that will come to the PC version on May 1 as well, but ultimately it’s the same game with the same content. The difference is in the way it’s played: the game supports full multitouch controls on the iPad, so it’s a new approach to a familiar game.
Check out the video below of me going through the first 25 levels, which took some practice to get that far:
Watch some of the special levels, available in Challenge Modes:
At their recent Global Gamers’ Day event, Bandai Namco was largely focused on their console and PC offerings for the upcoming year. However mobile still had a small presence, with some upcoming titles revealed by the company – though few were in a playable state at this time.
Windows screenshot, may not be representative of iOS gameplay
The biggest announcement might just be Pac-Man Championship Edition DX+ coming to mobile later this year. The follow-up to the popular take on Pac-Man, which features dynamic levels that change every time a fruit is collected, will feature new game modes, characters, and level designs to try and survive. But it’s still an eat or get eaten world. Expect this one this fall, though it was not playable at the event. Still, the game’s set up for touch controls already on Windows, so it should be a similar experience.
Outcast Odyssey is another upcoming game, though shown only in trailer form. This one resembles Evilibrium‘s tile-uncovering gameplay, and dungeon-crawling is promised, but few details are known beyond that.
Project Unstoppable (working title) is another game that Namco announced with few details available. Check out the teaser trailer below.
Also on tap for the future from Namco include a game called Soul Calibur: Unbreakable Soul, though no details are available for it at all beyond the name. TNA 2, a head-to-head wrestling game based on the Total Nonstop Action Wrestling organization, is expected later this year.
Additionally, Namco is working with Invictus to bring some casual games to mobile under Namco’s label. Froggy Jump 2, already released, is part of this. Froggy Splash 2, a game similar to Burrito Bison and Jumping Finn Turbo is also in the works. A puzzle-RPG called Jewel Fight is also being created by Invictus for publication by Namco, though this one won’t involve cute frogs but rather warriors battling it out by matching gems by twisting around blocks of four gems, similar to Bejeweled Twist.
While details and playable gameplay were sparse at the event, Namco does appear to have a variety of titles planned, and this may not be all – these titles are under the wing of Namco’s American mobile studios, and other international branches may have their own worldwide releases down the road as well.
Rocketcat Games joined our Twitch channel late last week to stream Wayward Souls with us. For the first time, see the first boss of the game defeated, and see large chunks of the second area of the game, the Tower, with a couple of the game’s characters. The game releases on April 24.
We’ve shared YouTube videos of some of the highlights, along with a recap of the entire stream, containing information on the process of the game’s development and what players can expect when it releases.
See the first area of the game defeated with Renee the Rogue:
Renee the Rogue running through the Tower, the second area of the game:
As well, Blythe the Warrior makes a lengthy run through the Tower, but can it be successful? As well, check out some of Wayward Souls‘ hats that will be available, including some of the early adopter hats:
A new action game from Shortbreak Studios called Hellraid: The Escape is scheduled to be released soon, porting the upcoming sibling game for PC (simply called Hellraid) to iOS. In the game, a sorcerer has imprisoned your soul, leaving you to wonder who you are yourself, and how you could possibly rid the world of this evil. The game is a high-quality and well-developed game with great graphics, and hopes to be a fun experience as well even on top of its frightening story premise.
The game has a plethora of features, including a wide variety of challenging puzzles, the graphics quality of its PC brother, a world that’s free to explore, intuitive controls, Game Center achievements and more. Hellraid: The Escape will also support play on a TV via AirPlay or an HDMI cable. The game will have free updates released over time and will not feature any in-app purchases.
Hellraid: The Escape will be available in the App Store for iPhone and iPad on May 15 for $2.99.
Laser Dog Games, creators of the well-loved game PUK, is at it again. This time they’re teasing the upcoming space game Alone. In Alone, you have to use game’s “ultra responsive slide controls” to navigate through caves, rocky outcrops, and falling debris while it becomes ever more claustrophobic as you play.
Alone is an endless runner, and the game’s “procedural worlds” attempt to give the player a sense of making progress through space. The difficulty of Alone rises and falls as you move from planet to planet, with a little bit of down time between each area giving you room to breathe. The game is also said to have a fantastic soundtrack.
Alone will be available on June 26 on iOS, and will be a premium game with no pesky in-app purchases.
Psychoz Interactive, a development house based in France and Canada, has recently announced that the pilot episode for their Survival Horror game, Forgotten Memories, is close to release.
Forgotten Memories has been in production for two years. This first episode (which looks to be a self-contained mini-adventure) is due out on the App Store in the near future for free, with subsequent episodes to be financed via Kickstarter.
Flying Fortress is a upcoming iOS roleplaying game, set in an airship and designed specifically with character narrative, exploration, and strategic battles in mind. The game’s “streamlined” gameplay style allows players to engage with its story at their own pace, only requiring you to use one hand to play. The game comes from Los Angeles-based development studio BoxCat.
It features over 200 cutscenes, 108 collectable characters that will all see a different fate at the hand of your decisions, and 50 craft-able airships that can be customized for best battle performance. Finally, the game sets itself apart from the rest of the iOS gaming world herd as it is completely offline and playable anywhere.
Flying Fortress is expected to land sometime in Q3 of this year on iOS.
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.