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‘Fighting’ Category Articles

Hands-On Video of Upcoming 'TxT Fighter' - Your Words Hurt Me

Monday, December 6th, 2010

Seeing as our little Apple devices have such fantastic touch screen keyboards, it only seems natural to utilize this as a play mechanic in iOS games. We've previously seen this done successfully with games like Texting of the Bread [$1.99/HD] and Font Monsters [$1.99/Lite], and at a recent EA Mobile event I had the chance to try out a new game called TxT Fighter that also utilizes typing as its core gameplay.

Developed by 5 Elements Entertainment and published by Chillingo, TxT Fighter takes all the core elements of a one-on-one fighting game and replaces the button mashing with keyboard mashing. You'll choose from 7 different characters and 7 environments to fight in through a single player arcade mode or local multiplayer using Bluetooth.

When the battle begins you're given two words on screen, one for a punch attack and one for a kicking attack. There's no backspace button, but each incorrect letter you type will decrease the amount of damage that particular move will do. Each character has two special moves that can be used by filling up a blue meter below your life bar and then typing out an alternate, more difficult version of a word that appears below the original.

I went a few rounds against the developers of TxT Fighter and have to say that the whole concept works really well. There have been some decent iOS fighting games released, but they are always held back by the lack of precision found in virtual controls. In TxT Fighter this isn't a problem as you're only bound by how well you're able to type on the keyboard.

Panic sets in as you frantically try to type a word correctly before your opponent does. A decent amount of strategy is involved as well as you try to make split-second decisions whether to go for the easier words that do less damage or try to fill your special meter and bang out a more complex word and go for a knockout.

The single player mode will offer a nice progression as you unlock new abilities for the fighters as well as follow along with an interesting storyline. The Bluetooth multiplayer connected quickly and the connection felt solid, and of course it's always more fun to play a game when you can talk smack to your opponent's face. In addition to these two modes of play, TxT Fighter will also offer two different mini-games that let you hone your typing skills in different ways, one of which has you beating up on a giant statue as it slowly crumbles and breaks apart à la the car smashing game from Street Fighter II.

TxT Fighter is scheduled to release this month for iPhone and iPod touch, with an iPad version in the works for early next year. In-depth character bios can be found on the TxT Fighter Facebook page if you're looking for some more background information, and we'll be taking a closer look at the game when it launches sometime in the next few weeks.

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Universal 'Infinity Blade' to be Released December 9th for $5.99

Monday, November 29th, 2010

If you've been wondering when in the world you're going to be able to play Chair's upcoming Unreal Engine powered sword fighter, Infinity Blade, the wait is over. A release date of December 9th was just announced, at a price of $5.99. Infinity Blade will be a universal app, and will run on iPhone 3GS, iPhone 4, 3rd and 4th generation iPod touch as well as the iPad.

In addition, a new set of screenshots have been released:

Needless to say, as soon as the game appears for download we'll be reviewing it, and we really can't wait to get our hands on it.

Upcoming 'Street Fighter IV' Update Adds Sagat and New Local Matchmaking

Monday, November 15th, 2010

Capcom's Street Fighter IV [$9.99] is the gift that keeps on giving. First they released Zangief and Cammy as a free update, and later they added both E.Honda and C.Viper. We just got word from Capcom that this update gravy train isn't stopping anytime soon, as they just announced Sagat will be the next fighter included in the game. Also, since they've been releasing these updates with not one but two fighters each, it wouldn't surprise me at all for them to announce another character soon.

In addition, the way local multiplayer works is being tweaked. From the sounds of it, whenever two devices are running the game with Bluetooth enabled as soon as they get in range of each other they will auto-connect for some multiplayer action. We thought Street Fighter IV was great in our review and it's really hard to not get behind a game that has seen so many substantial free updates with even more on the way.

App Store Link: STREET FIGHTER IV, $4.99

'Infinity Blade' Creative Director Calls it a Blend Between 'Karateka', 'Dragon's Lair', and 'Punch-Out'

Friday, November 5th, 2010

We've been kind of going crazy with Infinity Blade news lately, but it's hard to not get excited for the first real game to come to the iOS platform that utilizes Unreal Engine 3 technology. Sure, Epic Citadel [Free] is an excellent display of the power of the platform, but it's little more than a tech demo. MTV Multiplayer also had some time with Chair creative director Donald Mustard and they were able to get even more details regarding just what we can expect of the game.

Mustard confirms that the castle in Infinity Blade is in fact different from the one found in Epic Citadel, and went on to discuss the sword fighting nature of the game:

Mustard's goal with "Infinity Blade is to "make a real sword fighting game. A game where it's not just mashing buttons or pressing A to unleash an attack." On the iPhone and iPad, Mustard and his team found an ideal platform for the concept. "It'd be perfect to use this touch screen to where, basically, I swipe on the screen, and I've got this dude who swipes with me. We can actually make a sword fighting game where, if an attack is coming in at a funky angle, I can swipe my sword into it and parry the attack away."

He then goes on to describe Infinity Blade as "a blend between 'Karateka,' 'Dragon's Lair,' 'Punch-Out,' with a whole bunch of other 'Chair-ness' thrown into it." We'll be able to explore the castle for loot in between battles, and while we knew there was going to be free post-launch updates, I don't think anyone expected the amount that they're planning which Donald Mustard is describing as "like a constant stream of free content," citing games like Pocket God and Doodle Jump as examples of how well updating works.

If you're as excited as we are about Infinity Blade, be sure to read the full interview and if you haven't already, take a look at the trailer we posted earlier today.

[via MTV Multiplayer]

'Infinity Blade' Debut Trailer Released

Friday, November 5th, 2010

Chair released a brief trailer for Infinity Blade this morning. Formerly known as Project Sword, Infinity Blade was initially unveiled at the September keynote. Recently, all kinds of details have been pouring out, and they even announced that this Unreal Engine-powered game will be available for the holidays.

Check out the trailer:

It will be interesting to see how the game actually plays, and how deep the RPG elements go. From the looks of the trailer, Infinity Blade is an entirely swipe controlled fighting game that allows you to upgrade the gear your character is equipped with. I really can't wait to see this game running on the Retina Display.

'Beast Boxing 3D' Review - A Gorgeous Arcade-Style Brawler

Wednesday, November 3rd, 2010

Last week we took a look at a new video for upcoming boxing game Beast Boxing 3D [$2.99/Lite] from Goodhustle Studios. The video boasted some impressive looking character models and fluid animations, but my biggest concern was how the game would control since that had been a sticking point for me with previous boxing games. Just a couple days after our preview post, Beast Boxing 3D popped up on the App Store. After spending the majority of my weekend with the game, I can happily say that the visuals are even more impressive in person and the controls work like a charm. It's over fairly quickly and the overall mechanics are pretty simple, but Beast Boxing 3D is a lot of fun while it lasts and the simplicity actually works to make it a more enjoyable experience given the touch screen interface.

In Beast Boxing 3D, you'll play as a human who enters a “beasts only” boxing federation as a means of making money and escaping your slum lifestyle. A clever costume convinces the other beasts that you're one of them, and the trainer at the local gym takes you under his wing as you rise up the ranks. The career mode spans 9 different opponents, each with their own distinct style and special moves. In between fights you can hit the gym where you're able to spend coins collected during matches on upgrades to your boxer. Also you can rematch any previously defeated opponent to earn some extra coins if you feel like you need additional upgraded abilities before your next career match.

The control scheme in Beast Boxing 3D is really simple and responsive. The screen is split in half, with the gestures performed on either side of the screen corresponding to your left or right arm. Quick taps are used to perform jabs, short horizontal swipes for hooks, and vertical swipes for uppercuts. Holding a thumb down on each side of the screen blocks and tilting moves your boxer to the left and right within the ring. There isn't the ability to perform body blows, which may be essential if you're looking for a pure boxing experience, but their absence actually benefits the arcade nature of Beast Boxing 3D. It's the kind of game that anybody can pick up easily, but it still retains a ton of strategy in how you use your boxer's moves and deal with the capable AI opponents.

While it won't take long to work your way through the 9 opponents in the career mode if you're playing on Casual difficulty, Gamer and Hardcore difficulties will really test your skills. Unlike the Punch-Out! games that Beast Boxing 3D draws inspiration from, your opponents won't follow a set pattern of attacks. If you use the same combos over and over they will adapt to your offense, requiring you to mix up your strategy. This aspect of the game is really well done, and gives each match a natural feel that increases the replay value quite a bit. Rematching defeated opponents for some extra cash can be necessary to purchase upgrades that help you progress through the game, but often I found myself jumping into a quick rematch with an opponent just for the sheer fun of it.

Beast Boxing 3D is exactly the kind of boxing game I've been waiting for. The controls and game mechanics are simple, but there is subtle strategy that runs fairly deep and the intelligent opponent AI ensures that the game doesn't wear too thin. It's an absolutely gorgeous game, and although it doesn't currently support Retina Display graphics you'd be hard pressed to tell, as it looks fantastic even without it. Goodhustle has stated in our forums that high resolution graphics are a possibility for the future, but new characters and arenas are a higher priority. The current price of $2.99 is a limited introductory price, and should jump up to $4.99 soon. There is a lite version to try, so if you're looking for an excellent boxing game for your iOS device then make sure to at least check out the lite version of Beast Boxing 3D.

App Store Links:
    Beast Boxing 3D, $1.99
    Beast Boxing 3D Lite, Free

TouchArcade Rating:

Unreal Engine 3 Powered 'Project Sword' Renamed to 'Infinity Blade' - Coming This Holiday Season

Tuesday, November 2nd, 2010

We've been following Infinity Blade (Previously known as Project Sword) for quite a while now. We first saw it at the September keynote where Epic Games revealed that they'd be bringing the Unreal Engine-powered fighter to the iOS platform. Almost immediately following, Epic Citadel [Free] was released. This free universal tech demo was by far the most impressive display of the graphical capabilities we've seen of iOS devices yet. Our community seems to agree, so much so that it almost seems to be a TouchArcade meme to proclaim that something should be more like Epic Citadel.

Today Epic revealed even more details on what Infinity Blade is going to be all about. A press release blasted out earlier reveals the following gameplay details:

Taking handheld gaming to new heights, the graphically intense “Infinity Blade” features adrenaline-fueled sword battles and epic boss fights set in the realm of a fully 3D castle. The game’s robust single-player mode features an intuitive combat interface and simple touch controls which enable hardcore and casual gamers alike to engage in fun, furious battles. As play progresses, players gain experience, build stats and earn more powerful items to prepare their knight for the final encounter with the game’s nemesis, the God-King.

Updates are going to be released for free, and it sounds like one of those updates will include the Game Center-powered multiplayer that we heard about at the keynote. Pricing and the official release date are both still pending.

We're following Infinity Blade closely and will provide any additional details we receive.

'WackyLands Boss' Review - Smashin' Castles and Munchin' Princesses

Thursday, October 28th, 2010

Last night Chillingo's WackyLands Boss [99¢] hit the App Store, and turned gaming on its head by allowing you to quite literally play as the boss, slaying hordes of innocent knights, archers, wizards, and more leaving nothing but destruction in your wake. To sweeten the deal, you're not stuck with one boring old boss to play as either. Your boss is incredibly customizable with even more customization that unlocks as you play through the game.

Only one control option is included, and every action in the game is performed via tapping or swiping gestures. For instance, holding one side of the screen causes your boss to walk that way, tapping in a direction executes a quick attack, and swiping in a direction performs a slower but more powerful swing. Rolling to evade is accomplished by swiping up on either side of the screen, and picking up in-game objects involves swiping up on your boss.

It all sounds good, but in action, it leaves a little to be desired especially later in the game when precise control of your boss is required. As much as I hate to say it, I almost wish there was a virtual D-Pad and button option. WackyLands Boss reminds me a lot of Samurai: Way of the Warrior [$1.99] in that way too many deaths result from game disagreeing with what you're trying to get your character to do as you wildly tap and swipe trying to stay alive.

Once you do get a hang of the controls, WackyLands Boss is a lot of fun. Gameplay can be a little repetitive at times since you're basically just walking to the right murdering swaths of defenders, but this is greatly defrayed by an experience system. Leveling up unlocks more and more weapons, armors, special abilities, and evolutions for your boss. Using coins that you take from your victims, you can really trick out your boss by buying swords, clubs, shoes, and all kinds of other items that boost your stats. In addition, as you progress through the story you also unlock three simple but fun mini games.

WackyLands Boss is a game that's dripping with charm. Whether you decide to customize your boss to look like a bloodthirsty killer or any number of other silly combinations, it's a great time rampaging through the countryside tossing barrels of poison, eating princesses to regain health, and punching down castles. I'd like to see some more control options, but other than that, this is a beat-em-up that's easy to recommend.

App Store Link: WackyLands Boss, $0.99

New Video of Upcoming 'Beast Boxing 3D' First-Person Boxing Game

Tuesday, October 26th, 2010

Announced way back in February of this year, Beast Boxing 3D is a new first-person iOS boxing game from Goodhustle Studios. Said to be inspired by the classic Punch-Out! series and the more recent PC and Xbox Live Arcade first-person fighting game Zeno Clash, given the excellent video preview released by Goodhustle I'd say that Beast Boxing 3D is looking very close to hitting that mark.

Beast Boxing 3D will have 9 different opponents to square off against, all of which are wild and menacing looking characters. There will be 4 arena locations to fight in initially, and Goodhustle hints that additional characters and arenas may be created for future updates to the game. There will be a story driven career to play through as you face each of the 9 fighters, with the ability to rematch previous opponents to earn extra cash. This cash can be spent in a gym to upgrade your equipment and abilities in pursuit of becoming the best boxer in town. The career can be played on three difficulty settings that Goodhustle promises will each offer a different experience and cater to gamers of any skill level.

This video shows the impressive looking graphics and smooth animations of the crazy boxers in Beast Boxing 3D:

There have been a number of boxing games released on the App Store, and some very good ones at that. But it always seems that the touch screen interface holds them back from greatness as these kinds of games traditionally work best with physical buttons. The one thing I'm dying to see is how the controls will work out in Beast Boxing 3D, as I'm already sold on the visual style of the game.

Beast Boxing 3D has already been approved by Apple and Goodhustle is just waiting for the lite version to be approved so as to release them both at the same time. More info and screenshots can be found in the upcoming games thread in our forums, and we're looking forward to going a few rounds with Beast Boxing 3D when it hits the App Store hopefully within the next week or so.

'Samurai II: Vengeance' - A Great Looking Cell Shaded Bloodbath

Thursday, October 21st, 2010

Back when the original Samurai: Way of the Warrior [$1.99] was released on the App Store, we thought it was an incredible display of what the current iPhone was capable of. Awesome cell shaded graphics were combined with some of the most gory gameplay available at the time which unfortunately was sullied by a cumbersome swipe-based control scheme. However, this didn't stop Way of the Warrior from topping over 800,000 downloads and winning a number of awards including being listed among Apple's Best Games of 2009.

Samurai II: Vengeance [$2.99] was released last night as a universal app, and after putting it through its paces I can safely say that this is a worthy sequel in every regard. First off, if the cell shaded graphics of the original Samurai wowed you, to put it lightly, you ain't seen nothin' yet. The game looks great in screenshots, but seeing it running at 60fps on the Retina Display of the iPhone 4 or on the iPad is downright incredible. Utilizing the latest version of the Unity 3D engine, MadFinger Games has made the entire game world even more detailed, making me stop quite often while playing the game to just look at my surroundings to take note of just how great something like a patch of bamboo looked-- Something I really can't say for too many video games, console titles included.

Especially on the Retina Display, Samurai II: Vengeance looks like a comic book in motion and the game's camera always makes sure you're focused on the action. For instance, when you're fighting an array of enemies, it will pan in and out whenever you're executing any of the varied combo finishing moves. When you get a hang for the combo system, this results in an incredible display of swords flying, blood splattering everywhere, with the camera zooming in to show the blood spurt emanating from a decapitated foe, then (if you can keep it up) repeating the whole thing on the next enemy-- Only this time, you might slice them in half.

All of these combos are reasonably easy to pull off too, since the convoluted swipe system of the original has been replaced with a much more sensible virtual joystick and array of buttons. One could argue that the swipe system made it feel more like an iPhone game, and to some extent I agree, but actually being able to pull off the moves you want instead of what the original Samurai thought you wanted to do makes playing the game a lot more fun. Also, with your hands fixed in one position, you can actually enjoy the graphics and overall mood of the game instead of constantly obstructing the screen with wild swiping and tapping motions.

Unfortunately, with all this awesome comes a bit of, well, not so awesome. Samurai II: Vengeance is an extremely linear arcade style brawler to its core, which is great if all you're looking to do is slaughter wave after wave of baddies, but not so great if you like games with a little more variety than just repeating your most effective combos over and over. Some light puzzle elements are included, and there are a few gauntlets of fairly menacing traps you'll need to navigate, but other than that, it's just straight up bloodbath action which could be a good thing or a bad thing depending on how you look at it. Personally, I found myself getting bored at times during the game especially early on before you see a little more variety in enemies and have some upgraded combos.

Speaking of upgrading, Samurai II has a barebones experience point system of sorts that allows you to buy new combos, upgrade existing ones, and add some extra pixels to your health bar. The rate that you unlock new things seems pretty good, but again I found myself wishing there was more you could do to customize your character. In comparison, Gameloft's Hero of Sparta 2 [$6.99 / Lite / HD] offers a silly amount of character customization through various unlockables.

The difficulty level of Samurai II: Vengeance, even when playing on normal, can be a little too challenging. There's no way to heal aside from when you're refreshed when battles are over, which can often result in an incredibly frustrating series of do-overs especially later in the game with some of the gauntlets of enemy warriors Samurai II throws at you. Also, instead of any kind of tutorial to speak of, the game begins with a completely overwhelming four screen slideshow detailing every function of every UI element. While this might not be an issue for the hardcore gamer types that populate the TouchArcade forum, I'm not sure how well it will go over with the general populace.

If you are the hardcore type, you'll be happy to know that the endless survival mode dojo has made its return, complete with Game Center-powered leaderboards. Also, each of the seven chapters has its own leaderboard, and if achievements are your thing, there are a bunch of those as well.

While Samurai II: Vengeance isn't going to knock Epic Citadel [Free] off its throne of having the most jaw-dropping graphics available on the platform, this is an actual game, and is a must-have if you're looking for another way to show off the Retina Display. I'd love to see more variety in the gameplay, upgrades, and a more forgiving difficulty mode, but otherwise Samurai II: Vengeance is everything a great sequel should be.

App Store Link: Samurai II: Vengeance, $2.99 (Universal)

'Karate Champ' Sale, Update from Revolutionary Concepts

Sunday, September 19th, 2010

Wayne Whatford over at Revolutionary Concepts dropped us a line to let us know that '80s arcade classic Karate Champ -- both the iPhone [link] and iPad [link] versions -- is on sale this weekend for $0.99, down from $1.99 and $2.99, respectively. This marks a great chance for iPad users who grabbed the iPhone version early on to checkout the version tailored for Apple's tablet, featuring split-screen, head-to-head, two-player action.

In other news from the studio, forum readers may have noted the thread recently started by Revolutionary Concepts, challenging readers to guess what the initials of an upcoming game stand for. Those initials are "U. o. T." and some of the suggestions readers have been making are ... well ... amusing. The studio indicates the game is being created with just two criterion:

  1. It should have ZERO Buttons or onscreen controls of any kind, making it immediately accessible to anyone.
  2. Deliver it to you guys in just 2 weeks from start to finish!

Free copies of the game go to users with the closest (or funniest) guesses, at launch.

Whatford also indicated that his studio's iPhone adaptation of the Data East laserdisc classic Road Blaster is progressing nicely. The only time this game has been seen outside of Japan is in the Sega CD port which not only suffered from the same horrid video compression of all Sega CD games, but also got renamed to Road Avenger. Revolutionary Concepts have completely remastered the game, and when it is finally released, it will play at 60FPS at full iPhone 4 or iPad resolutions. They've also completely redesigned the dashboard of the car, added in tilt controls, and made a whole list of other tweaks. The studio is hoping for an end-of-month release for Road Blaster, we're told.

Whatford tells us that various, unspecified titles will follow shortly behind Road Blaster. Stay tuned.

App Store Link: Karate Champ, $2.99
App Store Link: Karate Champ XL, $4.99 (iPad Only)

Hands-On Videos of 'Gundam' Games Leak Out of Tokyo Game Show

Thursday, September 16th, 2010

Yesterday we caught wind of a set of Gundam games and apps courtesy of Japanese video game magazine Famitsu. All of these games are currently playable at the Tokyo Game Show, and our friends over at AppBank have posted hands-on videos. We still don't know much about these games, or if they'll even be released in English on the US App Store, but quite a few people are excited for them judging by the comments from yesterday.

Gundam Fighting Spirit - A fighting game where players are pit against other mobile suits.


Gundam G Generation Touch - A strategy RPG with what sounds like tons of content with additional suits to unlock.


NDAM Tool Box - A Gundam-themed dashboard-like app lets you launch things like Safari, Mail, and other apps.


The Gundam suite of games and apps is scheduled for release this winter, but as I already mentioned, we still haven't heard whether this will be a Japanese-only release or not.

E.Honda and C.Viper Go Live in 'Street Fighter IV' Update

Thursday, September 16th, 2010

Capcom's Street Fighter IV [$9.99] not only is proving to be a fantastic fighter for the iPhone, but also one of the best supported games we've seen from big-name developers who historically haven't had that great of a track record when it comes to free content updates. We loved the game when it was first released, as evident in our review. Since then, both Cammy and Zangief have been added, and this most recent update includes E.Honda and C.Viper. Each come with two costumes, their own associated set of moves, and combos to master. Also included are some new costumes for Ryu and Chun-Li available via in-app purchase.

If you haven't picked up Street Fighter IV yet, now is a fantastic time to get on board. Capcom did an amazing job adapting the controls to the touchscreen of the iPhone, the graphics look great, and you really can't argue about four additional characters being added since release for free. Hopefully Capcom keeps the update train rolling.

App Store Link: STREET FIGHTER IV, $4.99

Famitsu Reveals 'Gundam G Generation Touch' and 'Gundam Fighting Spirit'

Wednesday, September 15th, 2010

Japanese gaming magazine Famitsu recently revealed two upcoming games based on the Gundam universe. The article itself is entirely in Japanese, but forum member Rakanishu890 offers a translation. Four apps in total are coming, two simple utility apps which are skinned to match the Gundam art style that launch other iPhone apps along with the strategy RPG Gundam G Generation Touch and Gundam Fighting Spirit which as the title may hint is a fighting game.

In Gundam G Generation Touch players will be able to collect, build, and train various mobile suits. Classic suits will be included as well as 100 others with additional suits available via in-app purchase. Gundam Fighting Spirit will pit suit-equipped players against enemies who are also piloting their own mobile suits. There's even local Bluetooth multiplayer support.

All of these Gundam apps are scheduled for release sometime this winter and we hope to get more details on them as soon as we can. In the meantime, check out the massive gallery of screenshots over on Famitsu.

'Corporate Fury' Review – Kicking Ass Up the Corporate Ladder

Friday, September 3rd, 2010

“Promoting synergy” is a pretty common mantra in today's corporate culture. It encourages all employees to work together in harmony to be stronger and more productive as a unit than they each would have been by working individually. The new game Corporate Fury [$1.99] from developer Swinecrafters is the exact opposite of this type of thinking. Instead, you are encouraged to battle coworkers in violent 3D arena brawls in an attempt to take their jobs away from them. There are a ton of wacky characters, plenty of crude humor, and enough fighting to satisfy any gamers needs in Corporate Fury, and it stands out as one of the more unique offerings for the iPhone.

The game takes place in a semi-open world that acts a large hub connecting the fighting arenas and story-related locations together. You start off as a lowly production worker who awakens after taking a brutal beating from your boss. Your buddy Mike, who also acts as the point man for setting up fights, is there to help you on your feet and explain what is going on since you can't quite remember after being beaten senseless. The first order of business is to visit the in-game shop called Frank's Goods, then head back to Mike to fight in some low-level matches until you are strong enough to defeat your boss and take his job from him. You will continue this process as the storyline unfolds and as you defeat the team of increasingly higher ranked corporate executives, culminating with defeating the top CEO and taking over control of the company.

The overworld in Corporate Fury is fairly large, although not exactly as big as something you would find in a Grand Theft Auto or similar game. In this world the atmosphere has been rendered uninhabitable, so you are left with a large indoor city filled with plenty of areas to explore and crazy characters to talk to. An automap in the pause screen lets you pick from the key areas and set a handy waypoint that guides your character to them so you don't get lost. Graphically the game looks pretty decent, and runs fairly smoothly even on older devices. There are some jagged edges and characters aren't exactly rife with detail, but the overall style of the game works really well and looks good. Most impressive is that the entire game loads quickly upon booting up, and there is no loading at all while playing the game itself.

Fighting in Corporate Fury is fun and totally over the top. An analog stick controls your movement with a button each for jump, punch, kick, and using a weapon. Early in the game it's pretty basic, but as you defeat opponents you earn credits to use at Frank's Goods. Here you can purchase an assortment of weapons, armors, special moves, and increased attributes. Once you've beefed up your fighter a bit, fighting gets more complex and satisfying. It's reminiscent of fighting enemies in the newer Ninja Gaiden or Devil May Cry games, as you can pull off crazy multi-hit combos on the ground and in the air. The weapons you can use are truly awesome, from hammers and knives to explosives and plasma cannons. The armor and accessories are equally interesting, and change the look of your character when equipped.

While Corporate Fury is a ton of fun to play, there are some issues in the game that really bothered me. Some of the opponents you must face to advance the story can be incredibly powerful, and you're stuck grinding away fighting random opponents until you can level up high enough to compete with them. Luckily the fighting is enjoyable and the assortment of random enemies is varied, so it's not too much of an issue, but it can feel repetitive at times. Also, traveling around the city by foot can feel a bit arduous, and a quick teleport to the main locations in the game would be a welcome addition. Finally, while you can save manually at your apartment and the game saves automatically when exiting with the home button, in my experience this hasn't always been reliable and I've lost progress because of it. It doesn't seem to be a widespread problem, and the developer is already working towards fixing these issues, but it's worth mentioning.

Corporate Fury is an incredibly ambitious title for a mobile platform, and while there are some technical and game design related issues due to this fact, the good far outweighs the bad. With a competent fighting system, dozens of crazy characters, and an interesting world to explore, there is plenty here to keep you busy for quite a while. Just be prepared for the crude humor in the game that is full of sexual tones, foul language, and midget references aplenty. The trailer above will give you a great idea of what you're in store for, and could easily sell the game on its own. Players in our forums are loving the game, and Corporate Fury is one of those titles you just have to see to believe.

App Store Link: Corporate Fury, $1.99

TouchArcade Rating:

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