Sissel has a lot of problems, but the least of  them is that he's dead. Well, not dead-dead, but dead. I'll explain: Ghost Trick: Phantom Detective [Free] is all about what Sissel has gained in the afterlife. Like a common ghoul, this guy can rattle mundane objects, activate levers and buttons, and possess stuff. He can also decidedly un-ghoulishly rewind time, which is a trick that comes in pretty handy; a lot of the people he knows tend to die, and he needs these people to help him with his biggest problem: memory loss.
Ghost Trick first saw a release on Nintendo DS around a year ago. This isn't its debut on iOS, though. A couple of months after the DS release, Capcom dropped a Universal version of the game on the Japanese App Store. Now, the rest of the world is finally getting to see a version of this port tonight.
An episodic JRPG seems like a hard sell – how do you cut a genre built on the backs of immense sagas and marathon weekend play sessions into bite-sized chunks? Apparently by writing cliffhangers into each narrative focal point and developing for iOS, where mobile users might appreciate a light-weight, turn-based trek through RPG Maker heaven.
Armed with a built-in audience, a new publishing deal with Konami, and a multi-tiered business model, Ash II: Shadows [$2.99 Silver Edition / $4.99 Gold Edition] should have been a sure thing for SRRN Games. The UI is cleaner, the sprites more detailed, and random encounters replaced with on-screen enemies – Konami cash put to good use. I have the lasting impression, though, that SRRN's business concerns have impacted – if  not downright dictated – some of its design choices.
Back in the arcade fighting game heyday of the ‘90s, 2D heavyweights like Street Fighter and Mortal Kombat had to contend with a new brand of brawler on the block: the 3D fighter. Games like Virtua Fighter and Tekken forewent 2D sprites and single-plane gameplay in favor of 3D polygonal character models and a full range of movement within the combat arenas. Happily, it turned out that there was room for both kinds of fighters to coexist, with gamers enjoying 2D and 3D fighting games in harmony.
One of the most popular 3D fighting franchises to come out of this era was Namco’s Soul Edge, and more prominently its sequel SoulCalibur, both of which were noteworthy for their focus on weapon-based combat. SoulCalibur hit arcades in 1998, and was then ported to the Sega Dreamcast to launch alongside that system in 1999. The Dreamcast version was remarkable, featuring even better graphics than the arcade version and a wealth of additional modes and characters. In 2008 SoulCalibur was again resurrected for Xbox Live Arcade, boasting a high definition makeover but lacking any sort of online play.
I've played a lot of iOS games in my time, and have gone through varying levels of addiction with certain titles. Even so, that usually doesn't last for too long. I've never found my own personal Angry Birds or Tiny Tower. That is, until I picked up Hero Academy [Free]Â for the first time. Shortly after, I noticed that I was playing a match while cooking, waiting for people to come over, or pretty much any other time I had three free minutes or more at a time. At that point, I identified that I might have found that game that I feel the need to play endlessly. Good news is, all my other friends seem to have the same problem, so that works out for me.
Hero Academy is Robot Entertainment's first iOS offering, and I think it's the sign of good things to come. The premise is very basic: You are playing a tactical battle against another team, and the goal is to destroy their crystals before they destroy yours. Each round allows you five moves ("action points"), which you can use to either place team members and items on the board, or move and attack with your preexisting team members.
A shoulder surfer would describe Super Crate Box [$.99] as a mess, a pixelated mash of vivid colors and explosions wrapped in a whirlwind of erratic movement, 8-bit sound, and some decidedly bizarre character design. They'd be right. Super Crate Box is a mess, but it owns its fast-moving arcade chaos, and deftly brings you along for the ride.
You don't even realize that you embraced it until it's an hour later and you hate that godforsaken disc launcher with the passion of many angry men. What renders you helpless has a lot to do with its infinite, looping structure and purity of play. This is a minimalist, throwback-style game that wants you to do one thing: capture crates for a high score. The hooks are in its constituent parts, which seamlessly blend into a cacophony of arcade action surrounding this pure purpose of play. It becomes hypnotizing, fast.
What makes iPad and iPhone cool is that they offer games the Xbox 360s and PSPs of the world straight-up can't -- they allow us to directly interact with games. Touch is an endlessly interesting way to play, and we see some of the most creative games in this space as a whole as a result of this control style.
Some studios, however, aren't willing to rethink design and offer virtual buttons to compensate for the lack of a physical controller. There's a lot of these kinds of guys out there, actually, which is probably why we're seeing a mini-boom in the 3rd party controller market.
The hottest device right now is 60beat's GamePad. Unlike many other controllers, it requires no technical voodoo. You simply just plug the male end of its luxuriously lengthy cord into your headphone jack, pick the controller in an in-game menu, and then get to work. It's really that simple; I haven't had a problem yet.
Big is the first thought that hit me when I picked it up, and it turned out that it was a hair too large for me. Remember the "Duke" Xbox controller? The GamePad is much smaller, but the issues it has because of its size are pretty similar. Both are inarguably useable devices, but they're not the best designed out there.
To get more specific: this thing has huge wings that, to use comfortably, require me to ride up on the neck of the thick plastic and push my outer palms more towards my chest than I'm accustomed to when using a controller. It's a weird angle -- it's like you're squeezing, as opposed to relaxing.
A few minutes of play is a valid cure for the initial awkwardness, but the grip I have to use with this thing makes its ten buttons -- four shoulders, four face, and two of those useless analog stick shoe-ins -- harder to reach than I'd like. I'm also not able to get my hands comfortably perfectly square with the sticks, which is putting some english on my movements.
Speaking of buttons, I'm digging the feedback. There's some meatiness to each and some ideal springiness to the shoulder buttons. The d-pad feels good, too, though I'm sure a purist could find something up with it.
The important thing is that, straight-up, the GamePad works. The response times seem just fine, everything is reasonably reachable, and it adds that real, meaningful layer of tactile feedback to the games. You'll lose game audio unless you connect a pair of headphones to the splitter the device ships with, but this is a forgivable offense considering the technology at use here.
Also, it makes the games that use it currently -- Bugdom 2 and Aftermath -- much, much better.
In Bugdom, for example, the GamePad eliminates all the dirty UI elements and allows you to play much like you would any other 3D platforming game. It fleshes out the nuance of specific points of design. Like, for example, the hovering mechanic. Also, it gives you significantly more control over the character, which makes touch jumps easier.
The latter applies to Aftermath. With the GamePad, it's much easier to move and do the things you want to do. Interestingly, the guys behind Aftermath tied camera controls to the face buttons, which caters to its run-and-gun, corridor style of play.
The GamePad might be bulkier than I'd like, but it gets the job done. The bonus here is that it obviously has an ability to make gameplay more potent. Developers will need to work with 60beat in order to get this controller in their games, though, so the future is as up in the air as our recommendation. If you start seeing a bunch of titles with compatibility, this might be something to spring on.
Justin Smith from Captain Games is probably most widely known for sparking off the Enviro-Bear 2010 phenomenon of 2009. The world’s first bear driving a car simulator made a huge splash on the App Store, and proved that beyond the surface of MS Paint quality visuals and purposely awkward control schemes could lie a surprising amount of depth and replay value. Also, you play as a bear driving a car through a forest. Not every video game lets you do that.
Those same principles of low-fidelity visuals, unwieldy controls, and high playability carried through to his next iOS release So Long, Oregon! [$1.99], and they are ever-present in his latest bit of zaniness know as Justin Smith’s Realistic Summer Sports Simulator [99¢]. Don’t let the ironic title fool you, there is absolutely nothing realistic about Summer Sports Simulator. In fact, it’s greatest attraction is just how NOT realistic it portrays the various Olympic-style events it contains.
We've mentioned in the past how difficult it was deciding on Spider: The Secret of Bryce Manor [99¢] as our game of the year in 2009, along with Space Miner [99¢ / HD] in 2010. It shouldn't come as much as much of a surprise that as the App Store has gained even more momentum, making these picks has become much more challenging. Interestingly enough, this year all of the games that we had in consideration for game of the year were also universal, which made the decision to drop the differentiation between the iPhone game of the year and iPad game of the year that we did in 2010 incredibly easy.
In 2011, we're looking at iOS games as exactly that, games for iOS devices. We might prefer playing some of these games on the iPad (or in some cases, even the smaller screens of the iPhone or iPod touch) but they're all fantastic experiences regardless of what device you're playing it on. With the advent of iCloud, we're hoping in 2012 developers take universal compatibility to new levels, and create games that are not only great on all devices, but can be seamlessly played on as many devices as you own.
Also, if you'd like to get some more insight on the TouchArcade game of the year process, check out the most recent episode of The TouchArcade Show. We discuss what we each liked about all of these games and more.
TouchArcade Game of the Year
Superbrothers: Sword & Sworcery EP, $4.99 - [Review] - [Forum Thread] - Our minds were blown at GDC 2010 when we first got our hands on Sword & Sworcery. The initial experience of playing the game is so powerful that it gave me chills. I really can't think of any other mobile game that has invoked a similar emotional response that I've played in my entire life. Sworcery is an absolute flawless combination of an entirely original soundtrack by Jim Guthrie, pixel art that is easily among the best I've ever seen by Craig D. Adams, and the creative genius of Kris Piotrowski along with the proverbial behind-the-scenes glue provided by Capybara Games to bring the whole project together.
Sword & Sworcery is universal, and while we ever-so-slightly prefer the overall experience on our iPads, it's still just as incredible on the smaller screens of the rest of the iOS device family. In fact, if all you have is an iPhone or iPod touch, you might want to just opt for Superbrother: Sword & Sworcery EP Micro [$2.99], which is a couple bucks cheaper at the expense of losing universal compatibility. Regardless of what device you play it on, S&S is a game you simply must play, from start to finish, with a great pair of headphones on if at all possible.
TouchArcade Game of the Year Runner Up
Anomaly Warzone Earth, $1.99 - [Review] - [Forum Thread] - Tower defense games have always been an App Store staple. It just seems to be a genre that perfectly meshes with both the touch controls of iOS devices, as well as providing an overall gameplay experience that works really well for playing on the go. Unfortunately, it seems there's only so much you can do in a tower defense game, and even though the past few years have brought some great entries into the genre, they all felt sort of the same. Then, from out of nowhere, comes Anomaly Warzone Earth. In essence, 11 bit studios took the traditional tower defense formula, and flipped it around, offering a whole new take on an otherwise stale section of the App Store.
They didn't stop there though, as especially when played with headphones, Anomaly Warzone Earth is ridiculously immersive. Incredible amounts of effort went into creating a game that looks and sounds as good as it plays, and the game feels fresh the whole way through, as 11 bit studios constantly throws new challenges and gameplay elements at you all the way up to the last level. Similar to Sword & Sworcery, Anomaly Warzone Earth [99¢] is also available as a slightly cheaper although non-universal version as well.
Honorable Mentions
We also wanted to honor three other stand-out iOS titles that were among all of our best-of lists for the year. Like our game of the year and runner up, they're all universal and should be on every iOS device that you own if you're even remotely interested in iOS gaming.
Infinity Blade II, $6.99 - [Review] - [Forum Thread] - A great sequel to Infinity Blade [$5.99] by Chair Entertainment, Infinity Blade II expands upon the original in every way possible. It's by far the best looking game on the App Store, and we suspect it will likely serve as the graphical benchmark of what iOS devices are capable of throughout 2012. If you want to stretch the legs of your iPhone, iPad, or iPod touch and see what its truly capable of, Infinity Blade II is the game to do it with.
Mage Gauntlet, $2.99 - [Review] - [Forum Thread] - Rocketcat Games has had a fabulous track record for releasing phenomenal iOS titles with its Hook series of games, and Mage Gauntlet continues that tradition by being its best game yet. Flawless controls combine with all the retro trimmings to make us warm with nostalgia while feeling modern enough that even people who weren't around for the great action RPGs of the 16-bit era can appreciate it. Recent updates have improved gameplay even further, and have added universal compatibility. We can't wait to see what Rocketcat does in 2012.
SpellTower, $1.99 - [Review] - [Forum Thread] - The App Store is home to a plethora of clever puzzle games, and Zach Gage'sSpellTower is our favorite of the year. Gage elegantly combines the simplicity of a word game with the complexity of a strategy game, and its multiple game modes provide something for everyone regardless of whether you like to take your time and hunt for the best words, or be on the clock and racking up points as quickly as possible. We prefer SpellTower on our iPads, but it's just as much fun on the iPhone and iPod touch as well.
Let's wind back the clocks a bit so those of you who weren't around for the great iDOS fiasco of 2010. It all started with Apple ever-so-slightly easing up on their approval guidelines which opened the floodgates for quite a few apps (such as the Google Voice apps) that seemed to eternally be trapped in approval limbo. Whether this had anything to do with iDOS or not is debatable, but it seems awfully coincidental otherwise. Anyway, on the morning of October 26th last year, iDOS hit the App Store. It was a shockingly full featured DOS emulator complete with keyboard and mouse support, as well as a basic virtual gamepad, multiple screen modes, and so much more.
The crazy part about iDOS is there seemed to be nearly no limit to what it was capable of. If you scroll down on this story you'll even find someone successfully installing Microsoft Windows, within iDOS, on their iPad. iDOS was quickly pulled, then re-appeared in late January of this year with quite a bit of its functionality stripped. Regardless, people quickly figured out how to load things into iDOS, utilizing utilities like iExplorer and other Mac/Windows programs that allow you to fiddle with the file system of your iOS device. Once again, iDOS was removed from the App Store.
Yesterday, iDOS hit the App Store once again, this time as Aemula Oldies [Free] for the iPad and Aemula Oldies S [Free] for smaller screen devices. There's also the Aemula Gamepad [99¢] which works a lot like the other gamepad apps and pairs with an iPad playing a game. It seems that the functionality has been stripped even further, as all the previous command line access has been traded for a simple menu to load the included games.
The freebies packed in with Aemula Oldies are Mille Bornes, Commander Keen 4: Secret of the Oracle, Duke Nukem, Dangerous Dave in the Haunted Mansion, Scorched Earth, CD-Man, The Catacomb Abyss, Bio Menace, Monster Bash, StarMines II: Planet of Mines, 4D Prince of Persia and CHAMP Kong. They all seem to work decently well, too.
I sort of think third time is the charm for iDOS, err, Aemula Oldies, as I'd imagine that there aren't any holes for slipping other things to emulate in left anymore. Of course, I could be totally wrong on that, so if anyone figures out any tricks, be sure to let us know.
Way back in 2000 when I first started playing The Sims, the big joke was that Sims players were wasting their time living virtual lives when they could be living their own. That stigma faded over time -- once MMORPGs made it big, there were bigger time wasters to fry.
But The Sims FreePlay [Free] hearkens back to those early days in more ways than one. For one thing, it's more like the original than any of the other mobile titles. For another, this game plays in real time. That means when you take the time to send your Sim off to shower, you really could be doing it yourself. Never before has a game given me such an uncomfortable awareness of my own time-wasting -- but the returns make it feel worthwhile.
I’m a big fan of top-down arcade racers. The short tracks, speed boosts, and tight races create a kind of intensity that I find hard to replicate in other, more traditional racing games. Enter Mini Motor Racing [$1.99 / HD], the latest from The Binary Mill, and a good example of why I love top-down racers. Everything from the visuals to the great presentation and large amount of content outweigh the physics issues and occasional stability problems, making this a highly recommended game for racer fans.
The first thing you’ll notice when you jump into a race in Mini Motor Racing is the high quality visuals. Both the vehicle models as well as the actual tracks look great and it all runs at a fast framerate. Added touches like weather conditions (the rain looks great) do a good job making the game come alive. In addition, Mini Motor Racing also features a rocking soundtrack that I thought added to the feel of the game. All of these elements combine for a smooth and engaging presentation that simply adds to the overall experience while playing.
WOW! This week, or actually, the last two weeks have been insane. We've been pulling some crazy hours here getting everything up, and as a result, the front page of TouchArcade has been moving at about mach 3. I'm pretty sure Brad, Jared, and I all Tebowed at one point this week in hopes that the emails would stop coming.
Anyway, here's a reverse chronological recap of the stories really worth checking out over the past couple of weeks, in case you missed anything! If you've already read everything I'm linking here, congratulations, you just earned your TouchArcade holiday season merit badge.
Our ratings for games we reviewed in November are now in place, and we now present to you the ones that are on the top of the heap. Each game reviewed receives a 1-5 star rating relative to the other games from that month. Generally, a three-star or higher is considered a "good" rating.
A couple of weeks ago, Tough Guy Studios released their first iOS game called Time Ducks [$1.99], and I'm going to be honest, I bought it based solely on the fact that it was called Time Ducks. I figured with a name like that, there was no way I could go wrong. As it turned out, Time Ducks ended up being a pretty fun and unique take on line drawing games, and it sort of sat on the back burner as something I'd been planning on writing about.
iPhone controller accessories have been generating a good bit of news, here lately. More and more existing iOS titles are gaining physical control options via updates, and just last week we detailed the upcoming Gametel Bluetooth controller that will soon become a game-enhancing iOS controller option, alongside the iCade and iControlPad. The more the merrier, true, but long time readers may recall yet another controller we covered over a year ago that has been off the radar ever since. Does anyone remember the GameBone?
Microsoft, via Xbox Live evangelist Larry "Major Nelson" Hryb, has just announced the immediate release of the company's first Xbox Live iOS app, My Xbox Live [Free]. It's a free app that basically acts as a mobile companion to some of the more important aspects of the service. You can read and send messages to anyone on your Friend's List, manage that list or invite new people onto it, edit your profile, gander at all of your hard-earned achievements, or even mess with your Avatar's apparel.
At E3 back in June of this year, we got an impressive hands-on demo of the OnLive service running and playable on the iPad. In case you're not familiar, OnLive is the cloud-based gaming service that allows you to play from a fairly large selection of console and PC games by way of streaming them to an OnLive client running on your computer or a specially designed set-top box that connects to your TV. In simpler terms, it's a lot like instantly streaming movies over NetFlix, except it's video games, and you get to actually play them in real time with minimal lag if you're internet speeds are up to snuff.
Holy jeez! We're pretty used to the typical Wednesday onslaught of new releases in the App Store, but today has been a truly insane undertaking. Between Batman making a surprise drop from the shadows and into the App Store with Arkham City Lockdown, the exciting OnLive iOS client finally seeing the light of day (soon anyway), and the normal barrage of new releases we usually see every week, it's been a wild roller coaster ride of iOS craziness. To top it off, Eli is out in Finland hobnobbing with The Mighty Eagle, ensuring that Brad and I are up to our ear balls in busy work.
Dragon Shout [Free] has cleared the certification hurdle and it's available now at the low, low price of $0. What it does, it does well, and it proves a point. Games as deep as Skyrim should be embracing mobile companion apps across the board. Dragon Shout is an app that not only makes Skyrim better, but down the road, it might add an entirely new layer to the experience: social.
Hey guys! Here's a surprise, Chrono Trigger [$9.99] just came out of nowhere. Well, not entirely out of nowhere, since Square Enix had mentioned that it was coming this month… But after the rampant delays that Final Fantasy Tactics saw, my hopes that they'd hit this release window could be best described as "cautiously optimistic."
If you're new to iOS devices, or haven't been following the scene as closely as you should have been over the last year, Apple's year end feature App Store Rewind 2011 has an incredible amount of must-have games and apps that, in my opinion, you can basically just blindly download as they did a great job of picking out the cream of the crop.
Earlier today I got a live demo of Ovelin's WildChords [Free], an edutainment musical game that never really had much reason to be on my radar. But using nothing more than an iPad, any kind of guitar, and some technical wizardry on their end, WildChords can teach you how to play the guitar.
Earlier this week, Warner Bros. and Mortal Kombat developer NeatherRealm Studios surprised everybody by dropping Batman Arkham City Lockdown [$5.99], an iOS spinoff of the critically acclaimed console series, into the App Store.
Kinectimalson Kinect is an experiential game that does a solid job of luring its users into forming an emotional bond with its assortment of on-screen, rascally pets.
If you've been sitting on a massive emergency food supply waiting for the right occasion to open the first gallon sized can of preserved potato chunks, this might be it.
The only way I can start this review is with a little history lesson, both for people who aren't familiar with Sonic CD, as well as those of you who might not have been reading TouchArcade since the summer of 2009. Let's start at the beginning, so everyone can truly appreciate just how wonderful the very existence of this game is.
Prior to Grand Theft Auto III I'd say I had fun messing around in Grand Theft Auto games, but never really enjoyed myself. The top-down view felt incredibly claustrophobic, and, at least for me, made getting immersed into the game world incredibly difficult. I don't think it's hyperbole at all to say that GTA 3 changed everything.
American Laser Games's so-awful-it-ends-up-being-good FMV shooter, Mad Dog McCree, is coming to the iPhone and iPod Touch this December 20, according to caretaker Digital Leisure. This is a port of the original arcade release of the game, so don't expect anything too fancy, however the team is noting that it has converted the game's silly footage for phones and even added an "all new casual mode" for those without hardcore gunslinging skills.
In April of last year, iOS gamers scored big when longtime Japanese developer CAVE decided to task their mobile division with bringing some of their classic shooter titles to the Apple App Store. All of these games – Espgaluda II, Dodonpachi Resurrection, and Deathsmiles – received critical acclaim from media and gamers alike, and set the benchmark for what we should expect from our bullet hell shmups on the App Store.
I told you it has been a crazy couple of weeks! I only cherry picked the really good stuff that we posted for this list too! Now, it's time for a beer and a weekend away from my inbox…!
The only way I can start this review is with a little history lesson, both for people who aren't familiar with Sonic CD, as well as those of you who might not have been reading TouchArcade since the summer of 2009. Let's start at the beginning, so everyone can truly appreciate just how wonderful the very existence of this game is.
Sonic CD, or Sonic the Hedgehog CD was originally released in late 1993 for the Sega CD, Sega's CD-ROM accessory for the Genesis console. Sega CD had actually come out earlier that year, and many gamers (myself included) couldn't wait to get their hands on one as the promise of full motion video powered gaming seemed incredible. Unfortunately, both due to the many technical limitations of the system, as well as the games themselves just not being very good, the Sega CD never really took off quite how I imagined Sega wanted it to. (There's actually a bunch of reasons I could also get into, but I digress.)
One of the coolest tactical turn-based games we've ever seen on iOS, Hunters: Episode One[$.99 / HD], is getting a sequel. Rodeo Games, the original creator of Hunters, have revealed with us that it is indeed working on Hunters 2. And guys, it sounds and looks radical.
Hunters 2, which is slated to hit Spring 2012, will build on the same combat that made the first game so popular, but it'll also throw in some notable new systems and weapons. For example, the team is dropping in a new mini-gun that fires blistering bursts of 10 rounds. That's especially hip, we're told, because it'll show off the game's new projectile system, which lets you see every round fired.
New enemies, environments, and mission types will naturally be part of the fresh package, but so will a fleshed out and scripted campaign mode featuring Rodeo's new hero character Caius Black. One of the promotional images we've received notes that he'll be "alone, wounded, and betrayed."
As if that wasn't enough, the game's engine has been scrapped in favor of a new one that'll integrate real-time dynamic lighting and "loads of customization options." Get a taste below:
Speaking of customization, that's something Rodeo is focusing on character-side, too. In Hunters 2, each Hunter will have a talent pool and you'll assign points in specific skill and build trees. Rodeo tells us that this system "really individualizes your Hunters and brings all sorts of new tactics" to the fold.
We'll be getting our hands on Hunters 2 in the coming weeks. If you'd like to try the original game, now is a great time -- both versions are on sale now at $.99 instead of their usual $4.99 and $6.99 price points.
In early February of this year, we learned that a rogue developer named Daniel Blezek was spending his spare few minutes in-between a full time job and a full time family life toiling away at bringing Bungie's seminal FPS Marathon to Apple's iPad. The port was in progress at the time and looking great, but there was still a bit of uncertainty whether or not a release of Marathon would completely jive with some of the rules of App Store and the open source licensing of the codebase.
Then in June, Bungie sort of shocked everyone by announcing that they had picked up the project and would be officially supporting its release. Just a couple of weeks later, on Bungie Day no less, Marathon 1 [Free] launched for the iPad and we thought it was pretty dang awesome. Perhaps the best part was the choice of business model, as the entirety of Marathon 1 was available for free, with the ability to purchase hi-res assets or a cheat mode as optional IAP. While having the entire first entry in the Marathon trilogy literally at my fingertips was fantastic in its own right, we still couldn't help but wonder if the second and third entries in the series would make it to the App Store too.