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The best Need for Speed games for your iPhone and iPad

Posted by Jennifer Allen on November 5th, 2015

With the latest Need for Speedmaking its way to consoles this week, we figured you’d probably want to enjoy that kind of racing fix while you’re on the move too.

We've scoured the App Store to bring you this list of the bestNeed for Speed games out right now on your iPhone or iPad.

Need for Speed Most Wanted is Currently on the Run for $0.99

Posted by Ellis Spice on June 19th, 2014
+ Universal App - Designed for iPhone and iPad
Our rating: starstarstarstarhalfstar :: WICKED RIDE :: Read Review »

A sale has raced in for EA's Need for Speed Most Wanted, bringing the price down to $0.99. No reasoning has been given for this sudden sale, nor is there any end date for this lower price, so those of you on the fence may not have much thinking time.

For those of you looking for opinions on the quality of the game, we at 148Apps gave the game 4.5 stars back in 2012, with the game also carrying a 8.3 rating over on the QualityIndex.

148Apps' Best Games of 2012: 20-11

Posted by Carter Dotson on December 27th, 2012

We enter the middle portion of our rundown of 2012's best games, covering numbers 20-11 of our favorite games. Have an opinion of your own? Let us know in the comments!

20. Girls Like Robots: Based on quality, Adult Swim Games probably had the best 2012 of any mobile publisher, with a succession of high-quality games with absurd premises. The silliness made it a great fit on a surface level for the publisher. The high quality of the game, which transcends its silly people-organization concept by just continuously iterating and evolving on it throughout the game, made it something special.

19. Polara: This endless runner mixes in the color-switching of classic shmup Ikaruga with endless runner gameplay. But it shines because it is never content to keep throwing the same tricks at players, as Eli Cymet explains: "Polara boasts tight and varied gameplay, and consummately constructed stages. Rather than rest on the laurels of novelty and squander the core mechanic, developer Hope This Works Games offers a new way to think about color matching in almost every level."

18. Polymer: Play the "One Polymer" mode in this unique sliding puzzle game from indie-musician-turned-developer Whitaker Trebella to see its genius: it encourages long-term strategizing and planning to make a high-scoring match, not just quick reactions like in other puzzle games. Sure, there's modes that require quick thinking as well that are plenty of fun, but the premise of One Polymer is what kept me coming back.

17. Pocket Planes: Nimblebit hates our free time. Last year's Tiny Tower was addictive. So was Pocket Planes, thanks in no small part to the fact that there was more surface strategy to employ, and the ability for players to have a say in their fate as they expand their airline's reach into a globe-traversing empire. Plus, what other game has people in frog suits flying planes? It's the only game on this list, for sure...

16. Need For Speed Most Wanted: If one game was to define how far iOS gaming came this year, EA and Criterion's racer, adapted to iOS by Firemonkeys, might be it. From being packed full of features, and looking absolutely amazing to boot, it's showing that the difference between consoles and mobile, at least on a technical level, is a rapidly-shrinking gulf. Yet despite the good looks, it is definitely a keeper for its gameplay according to Blake Grundman: "Even with the most critical of eyes, Need for Speed: Most Wanted is still easily one of the best racers on the platform to date. You would have to be crazy not to take this hot rod out for a nice long joy ride."

15. Organ Trail: Director's Cut: Often times, pixel art is used just as an art style, and not to convey an actual retro feel. Not so here. By combining the look and feel of an 80's PC Oregon Trail game, and combining its mechanics with a modern-day zombie apocalypse, the elements brilliantly wind up informing each other and forming a sublime take on a classic. Rob Rich feels the same way: "Virtually every aspect of Organ Trail: Director’s Cut oozes style and cleverness. Also pus. It’s a game that’s likely to please zombie fans as well as anyone who remembers the one without the green-skinned shamblers fondly. And it’s with no hesitation or trepidation that I suggest that everyone reading this should buy it. If they haven’t already, of course."

14. Ski Safari: There are endless runners, and then there's Ski Safari. I'll let Rob Rich explain why it made our list: "Penguins, snowmobiles, eagles, and yeti can all be used to put some real distance between the accident prone man and the avalanche. Not only are they useful, they’re also pretty funny. Watching the yeti run wildly or slide along on its stomach never gets old. The same can be said for seeing a penguin ride along on the fuzzy mythological beast." If a man and a penguin riding a yeti while outrunning an avalanche ever gets old, I will weep bitterly. An easy choice for this list.

13. Super Crate Box: It would be easy to forget that this was actually a 2012 title, since it came out in the first week of January. I don't forget sitting for hours on end, either on touchscreen or at my iCade, trying to last just a little bit longer, cursing out that disc gun, the giant walking green skulls, or the stupid fire pit at the bottom. Yet, after those countless hours, no game revealed itself to give the players the control over their fate, to be about pure skill far more than randomness, quite like this one did.

12. Fieldrunners 2: Remember 2008? That's when the first Fieldrunners came out. 2012 is like an eternity since then, but Fieldrunners is still a ton of fun. As Rob LeFebvre writes: "Fieldrunners 2 HD is a brilliant combination of action and strategy with a depth of gameplay that’s hard to ignore. I find myself thinking of solutions to particularly difficult maps while I’m driving, or showering, or making dinner for the kids." Just don't burn the food while protecting your base.


11. Mikey Shorts: The laser precision of the controls is a significant part of what made this so good: trying to shave fractions of seconds off one's time in order to beat a friend on the leaderboards could be nigh-impossible with virtual controls, nay it should be. But instead, it's about as perfect as it could be. Not bad for a first-time effort, and challenging friends to try and one up their times added a ton of value to this one. Plus, there's silly hats.

Apples and Oranges: Why Mobile Versions of Console Games Don't Have As Much Depth

Posted by Rob LeFebvre on December 14th, 2012

Console gamers tend to dismiss mobile games as dumbed down, casual, kids stuff. Whenever I write a column about how mobile games can be as "good" as console games, the outcry is often loud and fervent.

With the power of current-generation iOS devices, it’s not a stretch to consider that many games that we see on consoles could be ported to mobile devices almost as is with the full game intact. And yet, it does indeed seem that when titles have a console and a mobile version of the same game, the mobile version suffers in terms of content.

Why is that? Even if we assume for the moment that an iOS device can’t push the same high quality graphic power as a dedicated gaming console, why must games on mobile be so much less in-depth than their console brethren?

Console Vs Mobile/iOS


Should gamers expect the same experience on mobile devices as on console? Probably not--but that may be changing. Michael de Graaf, the producer for the mobile version of Need for Speed Most Wanted, feels that the difference between console and mobile is narrowing. “At the moment, consoles still have an edge when it comes to raw power but that gap is narrowing,” he told us, “and we’ve seen possibilities continue to expand on mobile. The current quality of screens we are seeing and new form factors are increasing the quality and diversity of experiences that gamers can now have on a mobile device.”

Nick Rish, vice president of mobile publishing for EA, believes that comparing the two is futile. “There is something very immersive about holding a device 10 inches from your face,” he said, “putting on headphones and enjoying a game like Need for Speed Most Wanted while on your lunch break … It’s tough to say one platform provides a better consumer experience than the other; gaming is in the eye of the beholder.”

"Mobile gaming grew from very basic flash games we all've been playing on web browsers," said Przemek Marszal, art director at 11 bit studios, the developer behind the Anomaly Warzone series. But that's changing, he said, noting that even a hard-core indie developer like John Carmac sees the potential of iOS gaming.

Graphical Power


Is it fair to expect console-level graphics and performance on an iOS device? De Graaf thinks not, and helps his team tailor the gaming experience based on what mobile players want, versus simply what the hardware can do. “For instance, when we approached creating the control scheme for Need for Speed Most Wanted on mobile,” he said, “we wanted to provide consumers with the option to play in a way that was natural for a mobile experience. We listened to our mobile gamers and as a first for the franchise we gave fans the ability to control their vehicle via touch or tilt steering options.”

"I think hardcore gamers should expect the "same level" of experience and immersion but not the exact same experience," said Marszal. "iOS is about touch, mobile, close-to-your-eyes feel, immediate experience. For a console, you almost need to "plan" your time with it." He noted that the gap between console and iOS is narrowing, however, saying that the iPad 4 and iPad 5 is about as powerful as the original XBox.

Handheld? Or Mobile?


It’s hard not to compare the current state of iOS mobile gaming to other handheld gaming devices like Sony’s PlayStation Vita or Nintendo’s 3DS. It seems that for every story about the successes of mobile gaming, there’s a story about disappointing sales in the handheld gaming realm. “The DS and PSP are primarily gaming machines, but taking a look at the gameplay in Real Racing 3, Need for Speed Most Wanted or ShadowGun DeadZone it’s mind boggling just how stunning graphics and engaging gameplay can be on iOS devices as well,” said Rish.

So why don’t we see more console-like experiences on iOS and other mobile devices? Could it be the business model? Rish referenced the fact that with consoles and dedicated handheld gaming devices, consumers pay for their games up front, often spending twenty, thirty, sixty dollars or more for the entire experience. “We are seeing that when a developer gives a mobile game away for free,” said Rish, “there is more of a focus on replay-ability and the continual development of the experience through content updates, which prolong the experience, as opposed to creating an in-depth story from the beginning with a definite end.”

Could it also be that developers and publishers who do business in both worlds want to avoid cannibalizing their sales numbers? Our focus has always been on building an incredible experience on mobile that can sit alongside, rather than replicate, the console title,” said de Graaf. With gamers clamoring for high-quality realistic gaming experiences on living room consoles, a company would be hard pressed to give that up and move all its gaming resources to the iOS world, right?

Mobile titles, then, are like extra DLC, available to gamers who own both an iOS device as well as a console. They also function as advertisements for their console versions, driving even more sales to the publisher and developer than anything else.

While games on iOS can offer near-console quality and depth, then, perhaps consumers are, in fact, driving the types of games that show up on mobile devices. Rish pointed out that mobile gamers tend to prefer shorter play sessions when on the go, as well as the ability to immerse themselves into a deeper game as they have the time for.

Depth And Scope


Industrial Toys CEO and industry veteran Alex Seropian thinks we can have both kinds of games on mobile devices, but that developers are rightly concerned about just how to do so. "There seems to be some built up developer fear of bringing console games to mobile," he told 148Apps, "because most of the ports and games that are structured like console games have been commercial failures on mobile."

Seropian makes a distinction between the scope of a game and it's depth. A deep game, he says, "is one you can play over and over again, the same bits, and get better at it and continue to enjoy it. A game with scope is a longer game with more things to look at and lots of single use content." He points out that creating a console-type game with scope isn't the best strategy for success, as people use their devices differently than they game on consoles. "The real trick," he said, "is marrying those depth elements - compelling story, fantastic artistry and deep game mechanics with that accessible and quicker structure."

The benefit of mobile gaming, then, may in fact be ability to serve many types of people by providing many different types of gaming experiences. It’s much easier to have some shorter, more casual experiences available on the same iOS device as the more console-like games with depth and immersive gameplay.

It's Just Different


Perhaps it’s best to stop trying to compare consoles and iOS games altogether, and note that there is room in the market for all sorts of games. The mobile gaming world has proven to be a disruptive force in traditional gaming, but that doesn’t mean it will replace it, completely. Both executives seem to say that replicating a game like Need For Speed on iOS or mobile would be counter-productive, as they already HAVE a console-quality version of the title: on consoles. Creating a second, mobile-friendly counterpart to a console game just might expand the title’s audience, as well as provide new customers who might purchase the higher-initial dollar title at some point, based on the mobile experience alone.

It’s the publisher’s job, then, to differentiate the mobile titles even more, if that’s the case. It also doesn't quite explain why there aren't at least SOME games with the kind of depth and immersiveness we expect from console games made by the larger gaming companies like EA.

In addition, maybe the games we're looking for, the ones with depth, significant gameplay,storytelling, and amazing graphics, won't be found fromt he larger publishers. Perhaps we'll only see them from smaller, less risk-averse companies who don't need to worry about a console vs. mobile version.

If companies want to make games to meet their customer's needs, then there should certainly be a market for deeper, console-style type games on iOS. Here's hoping that the increasing power and ability of mobile devices continues to allow game publishers to create a few more deep, long-form video games for our favorite mobile platforms.

Need for Speed: Most Wanted Review

+ Universal App - Designed for iPhone and iPad
By Blake Grundman on October 30th, 2012
Our rating: starstarstarstarhalfstar :: WICKED RIDE
Rarely do big name games live up to the hype. Thankfully, this may be one of the rare exceptions to the rule.
Read The Full Review »

Link: EA Reveals First Trailer for Need For Speed Most Wanted

Posted by Rob LeFebvre on October 10th, 2012

EA just put out a brand-spankin' new trailer for its upcoming game, Need For Speed Most Wanted. The trailer boasts some sick slo-mo and a sweet track by Bassnectar, so you'll want to check it out.

Need for Speed Most Wanted comes out this month on iOS and Android.

Early Version of Need For Speed Most Wanted Shown at E3

Posted by Jeff Scott on June 11th, 2012

Need for Speed Most Wanted for iOS shows promise of being a great racing game. While EA wouldn't comment beyond it was developed by EA Australia, I think we can assume that it is running on the Real Racing core. No wonder it's so fantastic. All the clues were there -- including the dangling bumper. The acquisition of Firemint was a damn smart one for EA.

There are no reported features or release date, though I think we can assume it will be around the October timeframe of the console version. The game will have the Autolog feature from the console version, but EA wouldn't comment on if it would be connect with the console version. It's assumed that they will both run under Origin - so we can hope there will be some sort of interaction.

Did we mention it's early in development? We won't even show you the screen shots they gave us as they were clearly renders and not actual game screens. Touch Arcade did get some video of the game in action - take a look below.

I love race games, and the Need For Speed franchise is one of my favorites. Throw in the best in mobile Real Racing engine and I'll be tracking this one closely.

[ video source: Touch Arcade ]