This version of Kinectimals seems like it's pretty close to the Kinect experience that it's based on, though we've also heard that it's strikingly similar to the Windows 7 mobile version of the game, too. In a nutshell, it's just a collection of mini-games starring several super cute cats that you can train to do tricks or participate in a wide range of not-necessarily-stimulating-for-adults activities.
Of note, this version, developed by Frontier Developments as well, incorporates "brand new ways to play with your cub" and offers an unlock for five additional cats on the Xbox 360.
We'll be playing with this throughout the day, and will bring you some more details a bit later. As a side-note, we're absolutely loving the fact that Microsoft is down for actively supporting the Xbox 360 and its games via iOS. The future! It's here!
Earlier this summer, we caught word that Frontier Developments's LostWindswas headed to iOS and Android. Now, we've got a great first-look at the iOS version title in action -- and, guys, it's silly gorgeous.
Once an acclaimed WiiWare title, Frontier has obviously pushed the visuals to the max for our phones and tablets. And if you look, you'll notice that it's a fairly HUD-free port with specific touch actions, which has us thinking that we're actually in for an all mobiled-out experience.
No solid date or price point have been announced, but we do know that LostWinds is coming to every iDevice this holiday as a Universal app. Also, it'll ship with a "new map feature" specific to touch devices. Our popcorn is ready, for sure.
UPDATE: Yay, technology! The trailer we originally posted was cut short for some... reason. This is the full thing.
Games that tie in to major properties are sometimes, shall we say, a little lacking. So you might be tempted to think that Assassin's Creed Recollection [99¢] is just your average cash-in, perhaps a standard collectable card game with images of franchise heroes Altaïr ibn-La'Ahad and Ezio Auditore da Firenze slapped on the cards. You can stop thinking that right about now, because this game is something far more interesting.
That's not to say it's without its problems -- Ubisoft has been chasing down some big-time bugs since the game was released -- but Assassin's Creed Recollection is more than just another coat of paint on the traditional CCG. It takes the formula real time, pitting you and your opponent against the clock as well as each other.
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. Batman Arkham City Lockdown is a streamlined take on its console big brother games, placing you in the role of Batman as he faces off against a stable of Gotham City's infamous villains in one-on-one battles. The presentation and overall "Batman-ness" of the game are absolutely fantastic, and although the combat is a bit rigid and flat, Arkham City Lockdown offers a fun mobile version of The Dark Knight's superhero escapades.
Immediately upon starting up the game, you're thrust into a fight with one of the Joker's thugs which acts as a tutorial in the ways of combat. The controls are fairly straightforward: Tapping the screen allows you to dodge an incoming blow, swiping the screen left or right throws those respective punches, swiping up does an uppercut, and swiping down just when an enemy is about to strike does a deflection move resulting in a dizzied opponent.
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. There are a number of fairly exhaustive overview videos on YouTube, and something like this is really better to just see in action, so check this out:
The crazy thing about WildChords, is that it really works exactly like it shows in the video. Watching someone play a guitar in front of the iPad, along to a game, that is able to recognize what chords you're playing and slowly ramp up to teach you actual songs flat out feels like a mixture of magic and something you'd see in a sci-fi movie. Better yet, it's totally free to try. You can download the app and get access to all of the early lessons, which will give you a great idea of just how well it works. It's worth repeating that you seriously don't need anything but an iPad, and a guitar. There's no wires, accessories, or anything else.
After you complete the free content, additional lessons are purchased for $2.99 a pop via in-app purchase, and they have plans to roll out all sorts of additional IAP packages. The music recognition technology they're using apparently has the potential to be stupidly exact with future possibilities of detecting whether you're strumming with an upstroke or a downstroke, as well as all sorts of other nuances that flew right over my non-musical head.
I think there's tons of potential in these kind of real-world musical instrument games. Imagine if instead of spending a cumulative week of your life playing Guitar Hero you invested your time in WildChords. You'd know how to actually play an instrument instead of just being especially proficient on pressing buttons. The cost savings are incredible too, as even if you bought every piece of IAP in WildChords, you'd likely still have spent less money than a single guitar lesson.
If you don't have an iPad, or a guitar, but just want to see more of WildChords in action, check out the Ovelin YouTube channel. If you do have an iPad and a guitar, you really need to download WildChords.
Despite is charmingly designed appearance, Bike Baron [$.99] is a cold and cruel game made for those of us who like to fail and feel rewarded whenever we do manage to land a pixel-perfect jump. The game's developer, Mountain Sheep, on the other hand... it seems a lot more open and friendlier than its product. Case in point: it's giving users a brand new, insane-big free update and it's asking for nothing, not even a beating, in return.
At the top, Bike Baron 1.3 sees the introduction of Domovoi Biker playability in every one of the game's levels. Mountain Sheep reckons that he's "just as cool as" Baron, but notes that he's a tad easier to play with. The fact that he gets more checkpoints, basically proves that.
But that's not all -- Mountain Sheep is featuring 22 of the 'best' user levels with new goals. This update also adds a "retry from beginning" button, more sound effects, and "various small fixes in level flow and structure," including those new Domovoi checkpoints we just mentioned. Oh! And Twitter integration is now a thing. Try not to spew to many profanities across the world wide web, eh?
As I write, I often consider whether or not my take on a game might be biased. For instance, I am clearly going to adore the idea of a game where I get to pilot a flying catmobile that spits screaming mice at grumbly enemies over a real-time war simulation. On that note, Don't Run With a Plasma Sword [$0.99] is clearly the kind of game that I gravitate towards -- its comic-inspired, it features an alien invasion, I'm basically running around with a lightsaber, and its got that modern retro feeling. In other words, I'm already smiling at the prospect. Biased? Maybe just a bit.
That being said, if a game sucks, it doesn't get my stamp of approval no matter how many hallmarks of my tastes it contains. I'm happy to report that Don't Run With a Plasma Sword not only features really cool, kitschy themes and humor, but it's actually a hell of a lot of fun to play as well.
When Call of Duty: Zombies hit the iOS app store way back when we praised it for what was, at the time, a great adaptation of the console secondary game mode. Now, over two years later, the zombies have finally returned with Call of Duty: Black Ops Zombies [$6.99], the first true sequel to iOS CoD Zombies (strange psuedo-sequel notwithstanding). While Black Ops Zombies does succeed in providing improved visuals and extra variety in the addition of the excellent Dead-Ops mode, a frustrating selection of controls, spotty multiplayer, and a very limited map selection on the onset may make some fans hesitant to purchase now.
For the uninitiated, Black Ops Zombies is a first person shooter zombie survival game based off of the survival mode found on some console versions of Call of Duty. Zombies is map-based, with each map typically featuring numerous rooms and weapons that must be unlocked in order to provide the player with better weapons and defense. There are some small secondary objectives, but the primary goal of each play through is to simply survive as long as you can. Zombies come at you in waves, and you earn money for each one you take down, giving you the currency needed to unlock everything. There are also power-ups, such as extra ammo or double currency, which can randomly drop from the slain undead.
The week of PR shenanigans is still going strong, the latest of which involving a late-day surprise release of EA's new iteration of Tetris [99¢] which we mentioned seeing at EA's recent winter preview event. Here's what The Bearded One had to say about it:
Basically everybody on the planet knows the falling blocks puzzle game Tetris, and we’ve had an iOS version of the game almost since the very beginning of the App Store. While that is a fun and totally decent version of the game, the touch screen controls left a bit to be desired. That’s where the new One-Touch mode comes in. Here, when blocks appear at the top of the screen you’re given an assortment of spots to automatically place the block at the bottom of the screen, represented by outlines of the block’s shape.
This seemed like a weird idea to me at first, but after actually playing this mode I was a believer. It’s such a simple change but it dramatically changes how you would typically play Tetris, almost transforming it into a different game and bypassing any imprecise control issues from the touch screen. There’s regular Marathon mode as well as a progressive level-based Rush mode in addition to One-Touch, so this version of Tetris should appeal to purists as well as those looking for a fresh take on the classic gameplay.
Unfortunately, it seems that this new version of Tetris has replaced the old version of Tetris on the App Store. So, this will be a new purchase for everyone instead of an update, and you might as well back up the old Tetris .ipa somewhere in case you ever want to re-sync it to your device.
The week of weird PR shenanigans continues with Ubisoft's surprise release of Assassin’s Creed Recollection [$2.99]. We've been posting about the few details that Ubisoft has been leaking out, specifically how the game boasts things like "deep tactical gameplay" and "challenging political battles."
Now that the game is finally released, we'll get to see just how challenging these political battles are. Hopefully my opponent doesn't use the "reveal 13 year long affair" ability. We're downloading the game now and hope to have a review up shortly!
While the iOS device's multitouch screen has introduced a whole new way of interacting with software and enabled game developers to rethink the fundamentals of game control, there are definitely areas where it falls short. One such area is in the on-screen approximation of a physical control stick or D-pad. Ever since we first mentioned the iControlPad, three and a half years ago, button mashers particularly frustrated by virtual controls began eagerly waiting for such physical controller accessories to arrive. This summer, the iCade and iControlPad did arrive and developers wanting to go that extra mile began adding in support for these controllers, where it made sense.
Gametel controller
In a short time from now, the controller market will be gaining another iOS-compatible unit for gamers to choose from in the form of the Gametel Bluetooth controller from Fructel AB. News on this one began spreading a couple of weeks back, but we only just learned of the device, likely due to the Android-centric PR that surrounds it; there's scant mention of iOS devices on the product webpage. Luckily, C64 for iPhone[App Store] developer Stuart Carnie of Manomio pinged me to let us know that the unit works quite well with iOS devices (by way of an iCade emulation mode, the addition of which was driven by Stuart, himself), and that he is particularly impressed by the unit's ergonomics.
We put incredibly powerful devices in our pockets and on our laps daily, but rarely do we see games that utterly embrace this like Infinity Blade has. It's a showcase piece; a technically and visually gifted game that consistently delivers eye-popping stuff.
Infinity Blade 2 [$6.99] is a step a step or two beyond what was accomplished in the original, adding in layers and layers of next-level environmental and character texture detail on top of a ton of fantastic ambient touches -- sharper shadows, stronger lighting, and a glut of atmospheric effects bolster what's already a visual delight, especially on iPad 2 and iPhone 4S.
Love or hate Square Enix, you gotta appreciate the support its throwing behind Chaos Rings Omega [$11.99 / HD] for the iPhone and iPad. For the sixth month in a row, the studio has put together a substantial update to Omega. This latest, which hit the App Store yesterday, raises the bonus content level cap to 150 and adds a new hidden boss, more treasure, two new Piu-Piu collections, and fresh weapons. Huge, right?
Square seems to be missing more than its hitting on the App Store, but the Chaos Rings series falls into the latter pretty safely. Both are fun, iOS-native RPGs with tons of unique content from the get-go. These updates to Omega are icing on an already delicious, and fairly well-rounded cake. Here's hoping more are to come, though. We like free content.
Hey guys! It's Thanksgiving, and being a holiday that means exactly one thing for iOS gamers: Absolutely massive price drops everywhere. The best part about this is that all of these sales seem to be in effect worldwide, so even if you don't get to partake in the tradition of gorging yourself on turkey, you can still partake in buying games on the cheap.
This week was (somewhat predictably) incredibly slow both for newly released games and overall iOS news. All you really need to do to get caught up is check out our Infinity Blade 2 preview, and be aware of The Desert Bus Child's Play charity drive. In other news, Apple did some supreme waffling with subscription-based gaming on the App Store. Allowing the first game then pulling the plug quite literally the next day. That's too bad, too, as giving developers more flexibility on how they can sell their games is never a bad thing.
Oh also, Imangi Studios' Temple Run [Free] is available again after some approval process drama. They managed to work with Apple to get it back online and slide in a new update. There's better Game Center integration, two new playable characters, six new achievements, three unlockable wallpapers and even iCade support. If you haven't grabbed it yet, get on it.
That's about it! I'm not sure much will be happening around here on Black Friday, so if there aren't any new iOS developments we'll see you guys on Monday!
Needing no introduction for any iOS Action fans, the Gangstar series has been Gameloft’s answer for folks looking for the city sandbox experience popular on gaming consoles. While we enjoyedthe previous twoGangstar titles, there were outstanding issues in both games that prevented each from becoming a truly ‘must-own’ title. With Gangstar Rio: City of Saints [$6.99], Gameloft looks to up the ante in all aspects from the new location to cleaner graphics to even a new character advancement system. While Rio falters in its voice overs and the overarching story, everything else makes this the best Gangstar yet.
Gangstar Rio continues the tried and true gameplay of previous titles that closely mimics the gameplay of sandbox games like the Grand Theft Auto series. All the elements from previous games – from the mission based main story, to the large amount of collectibles, to even the side jobs attached to various vehicles – make a return. However, GangstarRio improves on its predecessors by making everything just a little bit better. For example, the Rio de Janeiro locale seems to be bigger and is a lot more unique compared to the previous locations. The entire world just feels more alive than previous titles. In addition, the developers have improved the controls by adding a few new options and tightening the existing schemes. However, I was extremely disappointed in the lack of cloud saving/syncing as that should be an essential requirement for lengthy games such as this (moreso since Rio is a universal title).