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	<title>Touch Arcade &#187; Platform</title>
	<atom:link href="http://toucharcade.com/category/games/platform/feed/" rel="self" type="application/rss+xml" />
	<link>http://toucharcade.com</link>
	<description>... keeping in touch with the latest in iPhone gaming</description>
	<lastBuildDate>Thu, 09 Feb 2012 22:57:28 +0000</lastBuildDate>
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		<title>'Bean's Quest' on Sale for 99¢ and New Lite Version Released</title>
		<link>http://toucharcade.com/2012/02/06/beans-quest-on-sale/</link>
		<comments>http://toucharcade.com/2012/02/06/beans-quest-on-sale/#comments</comments>
		<pubDate>Mon, 06 Feb 2012 23:30:34 +0000</pubDate>
		<dc:creator>Jared Nelson</dc:creator>
				<category><![CDATA[$0.99]]></category>
		<category><![CDATA[Free]]></category>
		<category><![CDATA[Game Center]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[iPad Games]]></category>
		<category><![CDATA[iPhone games]]></category>
		<category><![CDATA[iPod touch games]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Platform]]></category>
		<category><![CDATA[Sales]]></category>
		<category><![CDATA[Universal]]></category>

		<guid isPermaLink="false">http://toucharcade.com/?p=89689</guid>
		<description><![CDATA[Last week we talked about the massive update to last summer's quirky platformer Bean's Quest [99¢/Lite] that added a ton of brand new levels and fleshed out the storyline with appropriate intro and ending sequences. Basically, Bean's Quest was originally an incredibly short game, featuring just 8 levels. That was the chief complaint in our [...]]]></description>
			<content:encoded><![CDATA[<p>Last week <a href="http://toucharcade.com/2012/02/01/new-update-marks-the-finale-for-beans-quest-adding-22-new-levels-final-boss-battle-and-more/">we talked about</a> the massive update to last summer's quirky platformer <em>Bean's Quest</em> [<a href="http://toucharcade.com/link/http://itunes.apple.com/us/app/beans-quest-final/id449069244?mt=8">99¢</a>/<a href="http://toucharcade.com/link/http://itunes.apple.com/us/app/beans-quest-lite/id492610587?mt=8">Lite</a>] that added a ton of brand new levels and fleshed out the storyline with appropriate intro and ending sequences. Basically, <em>Bean's Quest</em> was originally an incredibly short game, featuring just 8 levels. That was the chief complaint <a href="http://toucharcade.com/2011/07/21/beans-quest-review-a-fun-five-minutes/">in our original review</a>, though we did enjoy the game a lot while it lasted. In about 6 months time, <em>Bean's Quest</em> has expanded to 50 levels and is finally the full and complete game it was always intended to be.</p>
<p><object width="525" height="297"><param name="movie" value="http://www.youtube.com/v/tY5tok2TkFw?version=3&amp;hl=en_US&amp;rel=0" /><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><embed type="application/x-shockwave-flash" width="525" height="297" src="http://www.youtube.com/v/tY5tok2TkFw?version=3&amp;hl=en_US&amp;rel=0" allowfullscreen="true" allowscriptaccess="always"></embed></object></p>
<p>For today only, you can grab the full version of <em>Bean's Quest</em> for just 99¢. If you've always admired <em>Bean's Quest</em> from afar, but weren't sure if its "constantly bouncing" gameplay was the right fit for you, then a recently released lite version can help you make up your mind. I would urge all platformer fans to give the lite version a spin, and if you're into it, then definitely grab the full <em>Bean's Quest</em> while it's just a dollar.</p>
<p><div><b>App Store Links:</b><br/>&nbsp;&nbsp;&nbsp;&nbsp;<a href="http://toucharcade.com/link/http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=449069244&mt=8"><i>Bean's Quest Final</i>, $0.99</a> (Universal) <br/>&nbsp;&nbsp;&nbsp;&nbsp;<a href="http://toucharcade.com/link/http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=492610587&mt=8"><i>Bean's Quest Lite</i>, Free</a> (Universal) <br/></div></p>
]]></content:encoded>
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		<slash:comments>3</slash:comments>
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		<item>
		<title>'League of Evil 2' Trailer - I Need This</title>
		<link>http://toucharcade.com/2012/02/06/league-of-evil-2-trailer-i-need-this/</link>
		<comments>http://toucharcade.com/2012/02/06/league-of-evil-2-trailer-i-need-this/#comments</comments>
		<pubDate>Mon, 06 Feb 2012 18:32:01 +0000</pubDate>
		<dc:creator>Eli Hodapp</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[iPad Games]]></category>
		<category><![CDATA[iPhone games]]></category>
		<category><![CDATA[iPod touch games]]></category>
		<category><![CDATA[Platform]]></category>
		<category><![CDATA[Universal]]></category>
		<category><![CDATA[Upcoming Games]]></category>
		<category><![CDATA[League of Evil 2]]></category>

		<guid isPermaLink="false">http://toucharcade.com/?p=89621</guid>
		<description><![CDATA[Remember League of Evil [$1.99]? It came out early last year, and the best way to describe it is the title of our review: "The closest thing to Super Meat Boy on iOS." League of Evil controlled great, making difficult Super Meat Boy-style platforming surprisingly fun. They even eventually added iCade and Joypad [Free] support, [...]]]></description>
			<content:encoded><![CDATA[<p>Remember <em>League of Evil</em> [<a href="http://toucharcade.com/link/http://itunes.apple.com/us/app/league-of-evil/id405552598?mt=8">$1.99</a>]?  It came out early last year, and the best way to describe it is the title of <a href="http://toucharcade.com/2011/02/02/league-of-evil-review-the-closest-thing-to-super-meat-boy-on-ios/">our review</a>: "The closest thing to <em>Super Meat Boy</em> on iOS." <em>League of Evil</em> controlled great, making difficult <em>Super Meat Boy</em>-style platforming surprisingly fun. They even eventually added iCade and <em>Joypad</em> [<a href="http://toucharcade.com/link/http://itunes.apple.com/us/app/joypad-game-controller/id411422117?mt=8">Free</a>] support, giving two more awesome control options.</p>
<p>Check out the recently released trailer for the sequel:</p>
<p><center><object width="525" height="297"><param name="movie" value="http://www.youtube.com/v/ogBm9DVtu5Y?version=3&amp;hl=en_US&amp;rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/ogBm9DVtu5Y?version=3&amp;hl=en_US&amp;rel=0" type="application/x-shockwave-flash" width="525" height="297" allowscriptaccess="always" allowfullscreen="true"></embed></object></center></p>
<p>I'm digging the new art style. February 15th can't come quick enough.</p>
]]></content:encoded>
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		<slash:comments>24</slash:comments>
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		<item>
		<title>New Update Marks the Finale for 'Bean's Quest' Adding 22 New Levels, Final Boss Battle, and More</title>
		<link>http://toucharcade.com/2012/02/01/new-update-marks-the-finale-for-beans-quest-adding-22-new-levels-final-boss-battle-and-more/</link>
		<comments>http://toucharcade.com/2012/02/01/new-update-marks-the-finale-for-beans-quest-adding-22-new-levels-final-boss-battle-and-more/#comments</comments>
		<pubDate>Wed, 01 Feb 2012 14:00:03 +0000</pubDate>
		<dc:creator>Jared Nelson</dc:creator>
				<category><![CDATA[$2.99]]></category>
		<category><![CDATA[Game Center]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[iPad Games]]></category>
		<category><![CDATA[iPhone games]]></category>
		<category><![CDATA[iPod touch games]]></category>
		<category><![CDATA[Platform]]></category>
		<category><![CDATA[Universal]]></category>
		<category><![CDATA[Updates]]></category>

		<guid isPermaLink="false">http://toucharcade.com/?p=89057</guid>
		<description><![CDATA[Bean's Quest [$2.99] from Kumobius launched in July of last year, and it was kind of awesome. Actually, it was kind of really awesome. It was just one of many platformers on the App Store that nailed the neo-retro aesthetic, harkening back to the days of 8 and 16 bits. However, there was one key [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://toucharcade.com/wp-content/uploads/2012/02/beansquest.jpg"><img class="alignright size-medium wp-image-89065" title="beansquest" src="http://toucharcade.com/wp-content/uploads/2012/02/beansquest-300x147.jpg" alt="" width="240" height="118" /></a><em>Bean's Quest</em> [<a href="http://toucharcade.com/link/http://itunes.apple.com/us/app/beans-quest/id449069244?mt=8">$2.99</a>] from <a href="http://www.kumobius.com/">Kumobius</a> launched in July of last year, and it was kind of awesome. Actually, it was kind of <em>really</em> awesome. It was just one of many platformers on the App Store that nailed the neo-retro aesthetic, harkening back to the days of 8 and 16 bits. However, there was one key element that separated it from other iOS platformers – you're constantly bouncing. Picture a sideways <em>Doodle Jump</em> mixed with <em>Super Mario Bros. 3</em> and you kind of get the idea.</p>
<p>The automatic nonstop bouncing was easy enough to get used to if you're just trying to make it through the game, but the real brilliance of <em>Bean's Quest</em> was that it kept track of the number of your bounces and tasked you with completing each level within a certain number of them to maximize your reward. Along with diamonds and a hidden toy creature that had to be collected, <em>Bean's Quest</em> had come up with an excellent little system for maximizing replay value.</p>
<p><span id="more-89057"></span></p>
<p><a href="http://toucharcade.com/wp-content/uploads/2012/02/IMG_0213.jpg"><img class="alignnone size-large wp-image-89067" title="IMG_0213" src="http://toucharcade.com/wp-content/uploads/2012/02/IMG_0213-525x350.jpg" alt="" width="525" height="350" /></a></p>
<p>But, you can read all about this stuff <a href="http://toucharcade.com/2011/07/21/beans-quest-review-a-fun-five-minutes/">in our original review</a> of <em>Bean's Quest</em>, and there you'll also find our biggest issue with the game - its severe brevity. At release,<em> Bean's Quest</em> was a mere eight levels long, all of which could be completed together in just a few minutes. Developer Kumobius had promised that more levels were planned for updates, and in fact seemed to have a pretty ambitious road map for where the game was heading. But as I'm sure many of you have experienced before, it can be dangerous buying a game based on promises of future updates.</p>
<p>However, <a href="http://toucharcade.com/2011/08/15/beans-quest-now-has-two-worlds-still-more-coming/">an update the following month</a> <strong>did</strong> appear, and added a whole new world with 9 new levels. Then the month after that another update hit adding yet another new world and 10 brand new levels. <em>Bean's Quest</em> was finally starting to get fleshed out, but for the following several months things went quiet, with no new updates and an "Under Construction" banner in the level select screen teasing that the game still had yet to be finished.</p>
<p>Today, we found out just what Kumobius had been up to for so long as the final massive update to <em>Bean's Quest</em> has hit the App Store. This time around, the game is getting <strong>two</strong> new worlds – Dusty Desert with 10 new levels and Wizard's Lair with 12 new levels. There's a new intro movie now too, which explains the all-to-frequent problem of having your girlfriend stolen by an evil dude, setting the stage for Bean to traverse the crazy levels and lands. At the end of it all, you'll square off against the final boss, and then the credits roll, signaling the end of <em>Bean's Quest</em>.</p>
<p><object width="525" height="297"><param name="movie" value="http://www.youtube.com/v/tY5tok2TkFw?version=3&amp;hl=en_US&amp;rel=0" /><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><embed type="application/x-shockwave-flash" width="525" height="297" src="http://www.youtube.com/v/tY5tok2TkFw?version=3&amp;hl=en_US&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>It's sad seeing the end of such a fun game, but there's a positive side to this as well. <em>Bean's Quest</em> has done well enough that Kumobius is able to push forward with a new project, which I'm sure we'll be hearing more about once the time is right. It's crazy to think how far <em>Bean's Quest</em> has come, initially offering a meager 8 levels and now with today's update boasting 50 including the final boss fight. Aside from those major additions, this update also tightens up some UI elements and eases the difficulty of bounce requirements across the board, as well as lots of other minor tweaks and optimizations.</p>
<p>If you initially passed on <em>Bean's Quest</em> because of its length, then I think it's safe to say you've got nothing to worry about any more. It's a fantastic platformer that puts a twist on the gameplay of more traditional platformers, while offering a huge amount of replay value and an overall stellar presentation. Definitely one that was high on the recommendation list before, and even more so with this new update.</p>
<p><div><b>App Store Link:</b> <a href="http://toucharcade.com/link/http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=449069244&mt=8"><i>Bean's Quest Final</i>, $0.99</a> (Universal) <br/></div></p>
]]></content:encoded>
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		<slash:comments>4</slash:comments>
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		<title>'Niko' Review - A Joyful Little Platformer with Retro Touches</title>
		<link>http://toucharcade.com/2012/01/30/niko-review/</link>
		<comments>http://toucharcade.com/2012/01/30/niko-review/#comments</comments>
		<pubDate>Mon, 30 Jan 2012 14:00:18 +0000</pubDate>
		<dc:creator>Colette Bennett</dc:creator>
				<category><![CDATA[$1.99]]></category>
		<category><![CDATA[3.5 stars]]></category>
		<category><![CDATA[Free]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[iPad Games]]></category>
		<category><![CDATA[iPhone games]]></category>
		<category><![CDATA[iPod touch games]]></category>
		<category><![CDATA[Platform]]></category>
		<category><![CDATA[Puzzle]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Universal]]></category>

		<guid isPermaLink="false">http://toucharcade.com/?p=88561</guid>
		<description><![CDATA[There's a lot of value, to me, in something I can confidently call "a happy little game." Niko [Free] fits the bill, with a cute little dude at its center named Niko who is bound and determined to save the lives of his friends who just so happen to have been doomed to exile in [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://toucharcade.com/wp-content/uploads/2012/01/nikoicon.jpg"><img class="alignright size-thumbnail wp-image-88676" title="nikoicon" src="http://toucharcade.com/wp-content/uploads/2012/01/nikoicon-150x150.jpg" alt="" width="150" height="150" /></a>There's a lot of value, to me, in something I can confidently call "a happy little game." <em>Niko</em> [<a href="http://toucharcade.com/link/http://itunes.apple.com/us/app/niko/id481670205?mt=8">Free</a>] fits the bill, with a cute little dude at its center named Niko who is bound and determined to save the lives of his friends who just so happen to have been doomed to exile in some unknown world that lies beneath the forest.</p>
<p>We've heard all varieties of the backstory before, and surely this is just another of those, but you can't deny that developer <a href="http://www.sulake.com/">Sulake</a> knows what they're doing. After all, they're behind the <em><a href="http://www.habbo.com/">Habbo Hotel</a></em> world, and the ten million monthly visitors there is nothing to shake a stick at.</p>
<p><span id="more-88561"></span>So how have they applied their expertise to <em>Niko</em>? Well, it's a game with a very simple approach, which seems to be a highly successful formula for other winners in the genre. So if you're into that whole Aves with an anger problem thing, you might like this. Niko is an easy guy to control – you have a set of arrows on the bottom of your screen to move him back and forth and a button with his face to make him jump slingshot style (pull it back, see a trajectory appear, and fire away).</p>
<p><a href="http://toucharcade.com/wp-content/uploads/2012/01/mzl.omumcvdy.jpg"><img class="alignnone size-large wp-image-88678" title="mzl.omumcvdy" src="http://toucharcade.com/wp-content/uploads/2012/01/mzl.omumcvdy-525x350.jpg" alt="" width="525" height="350" /></a></p>
<p>That's it. Nothing fancy. Your job is to navigate a series of 30 levels, the first six of which are free to play. You'll need to pony up $1.99 in order to gain access to the other 24, should you be so inclined.</p>
<p>Level design in <em>Niko</em> actually reminded me directly of retro Sonic titles like <em>Sonic the Hedgehog 2</em>, where you often find yourself flying at exhilarating speed picking up dozens of rings at a time, only to risk the danger of bumping into a beastie you didn't see and losing them all. <em>Niko</em> opts not to include the painful part of this formula, merely letting you use bouncy pads and moving platforms in the air to propel yourself through its worlds.</p>
<p>There are enemies, but they don't really make as much as an appearance until you get a bit further along. It feels like a proper platformer, and while the levels hold challenge, they never feel frustrating to complete, which is one of my gripes with a lot of portable platformers and puzzlers today.</p>
<p><object width="525" height="297"><param name="movie" value="http://www.youtube.com/v/Mm82NlKXNtQ?version=3&amp;hl=en_US&amp;rel=0" /><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><embed type="application/x-shockwave-flash" width="525" height="297" src="http://www.youtube.com/v/Mm82NlKXNtQ?version=3&amp;hl=en_US&amp;rel=0" allowfullscreen="true" allowscriptaccess="always"></embed></object></p>
<p>Each level you play gives you the opportunity for multiple ratings, of course, with a total of three stars to earn based on performance and golden disks that are harder to find. A unique addition to replay value is also offered in the form of rewards that can be taken over to <em>Habbo</em> and used there. Badges, trophies, and a special surprise if you rescue all if Niko's friends are all there for the grabbing, so that ought to come in handy if you are already a <em>Habbo</em> member (or are considering becoming one).</p>
<p>Well-made, clever and fun, <em>Niko</em> is definitely a platformer that's worth your attention. If you explore the first six levels for free, and if you find you're hooked, it's pretty cheap to score the rest. Then you can slingshot, jump and fly through the air to your heart's delight.</p>
<p><div><b>App Store Link:</b> <a href="http://toucharcade.com/link/http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=481670205&mt=8"><i>Niko</i>, Free</a> (Universal) <br/></div></p>
<b>TouchArcade Rating</b>: <img src="http://toucharcade.com/images/stars/3halfstars.jpg" style="vertical-align:text-bottom;">]]></content:encoded>
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		<slash:comments>4</slash:comments>
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		<title>Freebie Alert - 'Babylonian Twins HD' for the iPad</title>
		<link>http://toucharcade.com/2012/01/30/freebie-alert-babylonian-twins-hd-for-the-ipad/</link>
		<comments>http://toucharcade.com/2012/01/30/freebie-alert-babylonian-twins-hd-for-the-ipad/#comments</comments>
		<pubDate>Mon, 30 Jan 2012 11:25:40 +0000</pubDate>
		<dc:creator>Jared Nelson</dc:creator>
				<category><![CDATA[Free]]></category>
		<category><![CDATA[Game Center]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[iPad Games]]></category>
		<category><![CDATA[Platform]]></category>
		<category><![CDATA[Puzzle]]></category>
		<category><![CDATA[Sales]]></category>

		<guid isPermaLink="false">http://toucharcade.com/?p=88655</guid>
		<description><![CDATA[Originally developed for the Amiga, Babylonian Twins [99¢/HD] never made it to market but found life nearly 17 years later on the App Store. This platformer that has you swapping between two different characters, each with different abilities, in order to solve the many puzzles and progress through the game. It's a lengthy and satisfying [...]]]></description>
			<content:encoded><![CDATA[<p>Originally developed for the Amiga, <em>Babylonian Twins</em> [<a href="http://toucharcade.com/link/http://itunes.apple.com/us/app/babylonian-twins-premium/id366346269?mt=8">99¢</a>/<a href="http://toucharcade.com/link/http://itunes.apple.com/us/app/babylonian-twins-hd-premium/id365891062?mt=8">HD</a>] never made it to market but found life nearly 17 years later on the App Store. This platformer that has you swapping between two different characters, each with different abilities, in order to solve the many puzzles and progress through the game. It's a lengthy and satisfying trip too, and currently you can grab the iPad version for free for the first time ever.</p>
<p><object width="525" height="297"><param name="movie" value="http://www.youtube.com/v/DZTHOy87Fkw?version=3&amp;hl=en_US&amp;rel=0" /><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><embed type="application/x-shockwave-flash" width="525" height="297" src="http://www.youtube.com/v/DZTHOy87Fkw?version=3&amp;hl=en_US&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>You can read our thoughts on this <em>Babylonian Twins</em> reboot in <a href="http://toucharcade.com/2010/04/12/babylonian-twins-babylonian-twins-hd-a-puzzleplatformer-milestone-16-years-in-the-making/">our full review</a>, and you can learn even more about <a href="http://toucharcade.com/2010/01/16/amigas-unreleased-babylonian-twins-heads-to-iphone/">the amazing history</a> behind the game finally being finished and released. To summarize: <em>Babylonian Twins</em> is an excellent game and it's practically a miracle that we're able to finally play it. Suffice to say, if you own an iPad and have even a passing interest in puzzle games or platformers, you should download <em>Babylonian Twins HD</em> while it's still free. For iPhone and iPod touch owners, you should also consider dropping the <a href="http://toucharcade.com/link/http://itunes.apple.com/us/app/babylonian-twins-premium/id366346269?mt=8">99¢ for the small version</a> if you don't have it already.</p>
<p><div><b>App Store Link:</b> <a href="http://toucharcade.com/link/http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=365891062&mt=8"><i>Babylonian Twins HD Premium</i>, $1.99</a> (iPad Only) <br/></div></p>
]]></content:encoded>
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		<slash:comments>6</slash:comments>
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		<item>
		<title>'One Epic Game' Review - Stick a fork in &quot;Epic,&quot; folks. It's done.</title>
		<link>http://toucharcade.com/2012/01/26/one-epic-game-review-stick-a-fork-in-epic-folks-its-done/</link>
		<comments>http://toucharcade.com/2012/01/26/one-epic-game-review-stick-a-fork-in-epic-folks-its-done/#comments</comments>
		<pubDate>Thu, 26 Jan 2012 21:01:01 +0000</pubDate>
		<dc:creator>Nissa Campbell</dc:creator>
				<category><![CDATA[$0.99]]></category>
		<category><![CDATA[2.5 stars]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[iPhone games]]></category>
		<category><![CDATA[iPod touch games]]></category>
		<category><![CDATA[Platform]]></category>
		<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://toucharcade.com/?p=88312</guid>
		<description><![CDATA[Way back in 2010 when Monster Dash [$0.99] was released it felt a tiny bit lacking. Not that it wasn't a fantastic game, but it could have used a little more depth. You know, upgrades to earn, a complex mission system, maybe eventual retina support? Now there's no need to worry about any of that. [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://toucharcade.com/wp-content/uploads/2012/01/oneepicgameicon.jpg"><img class="alignright size-thumbnail wp-image-88337" title="oneepicgameicon" src="http://toucharcade.com/wp-content/uploads/2012/01/oneepicgameicon-150x150.jpg" alt="" width="150" height="150" /></a>Way back in 2010 when <em>Monster Dash</em> [<a href="http://toucharcade.com/link/http://itunes.apple.com/app/monster-dash/id370070561?mt=8">$0.99</a>] was released it felt a tiny bit lacking. Not that it wasn't a fantastic game, but it could have used a little more depth. You know, upgrades to earn, a complex mission system, maybe eventual retina support?</p>
<p>Now there's no need to worry about any of that. Not because <em>One Epic Game</em> [<a href="http://toucharcade.com/link/http://itunes.apple.com/app/one-epic-game/id464764245?mt=8">$0.99</a>] brings any of that to the table, mind, but because <em>Jetpack Joyride</em> [<a href="http://toucharcade.com/link/http://itunes.apple.com/app/jetpack-joyride/id457446957?mt=8">Free</a>] came out a year later and blew its predecessor out of the water. So why is it we're still seeing retreads of an older, lesser product? <em>Could it be</em>, she wonders, <em>because <a href="http://www.grip-games.com/" target="_blank">Grip Games</a> </em>forgot<em> their own game's roots when bringing it back from PlayStation Minis?</em></p>
<p><span id="more-88312"></span><center><img src="http://toucharcade.com/wp-content/uploads/2012/01/mzl.tgzuygqm.320x480-75.jpg" alt="" title="mzl.tgzuygqm.320x480-75" width="480" height="320" class="aligncenter size-full wp-image-88414" /></center></p>
<p>Say it ain't so, but I can't see many other explanations for what's happened here. <em>One Epic Game</em> isn't a <em>Monster Dash</em> clone, but there are some obvious similarities. To name a few, both have a humorously hardcore hero, randomized levels and weapon drops, the same flavor of non-stop platforming, the same methods of murdering slow-moving enemies, and three-life heart system. Maybe one wasn't inspired by the other, but that reads like a bit of a stretch. Now, all's fair in love, war and game development, especially when it comes to making games on different platforms. But if you're going to bring your game back to compete against its grandaddy, you at least ought to be sure you've made a few improvements in the meantime.</p>
<p>Here's the thing: <em>One Epic Game</em> has more content than <em>Monster Dash</em>. The latter is an endless runner, period. The former has a handful of levels in a story mode and seven challenge modes on top of that. But more isn't the same as better, and that's doubly true here.</p>
<p><a href="http://toucharcade.com/wp-content/uploads/2012/01/mzl.jkzruyzb.320x480-75.jpg"><img src="http://toucharcade.com/wp-content/uploads/2012/01/mzl.jkzruyzb.320x480-75-300x200.jpg" alt="" title="mzl.jkzruyzb.320x480-75" width="300" height="200" class="alignleft size-medium wp-image-88418" /></a>The game is presented as a parody, hanging a lantern on all those silly things we've seen in games. It's the broadest sort of parody, satirizing concepts that are virtually universal. Ha ha, tutorials are a pain, aren't they? And so many games have zombies, am I right? Look at this obnoxiously jingoistic story, and mock these bland heroes and villains.</p>
<p>But here's the rub - the story, heroes and villains <em>are </em>extremely bland. The tutorial is horrid. It's not a great joke when you actually respect your audience so little you feel you have to teach them the ins and outs of the jump and shoot buttons. One makes you jump. The other makes you shoot. Got it? And yes, there are zombies. And aliens. And World War II settings. Hah, I bet you haven't seen so much of any of those things before that you might actually be profoundly tired of playing games that fail to use them in any sort of interesting way.</p>
<p>Maybe I'm just not getting the joke, but does it extend to clarifying why the rest of the game is so sloppy? The lack of Game Center and Retina support are the biggies, but if you look any deeper it's just issues all the way down. The game makes due with the bare minimum of animation, for example. Alpha Dog, your musclebound space marine stereotype, has just one: running. Jumping is just the running animation slowed down. The enemies only get to walk (or fly) in a straight line until they fall off something, still walking. Only the weapons and jetpack do anything of note with the visuals.</p>
<p><center><object width="525" height="297"><param name="movie" value="http://www.youtube.com/v/z3-5OE71S_g?version=3&amp;hl=en_US"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/z3-5OE71S_g?version=3&amp;hl=en_US" type="application/x-shockwave-flash" width="525" height="297" allowscriptaccess="always" allowfullscreen="true"></embed></object></center></p>
<p>So it goes with the platforming. The game just loves to screw with you, sticking the best power-up in a place you can't survive or hiding the fact that a platform is too small to hit until you're already mid-jump. That's the joy of intentionally frustrating design, but then occasionally a platform crumbles away before you can reach the end or an obstacle you jump over stretches a little too far to be survivable. It's sloppy, pure and simple.</p>
<p><em>One Epic Game</em> has two things over <em>Monster Dash</em>: you can chain kill enemies to build up a score multiplier, and you actually have a score, making killing monsters distinctly more valuable than avoiding them. All other things being equal, maybe that would be enough to set it apart. But all other things aren't equal, and we've had nearly two years to find better endless runners in the interim. There's just no reason to go back to something that might have been an okay (if slightly familiar) title two years ago when there are so many fantastic games coming out right now. If you decide to take the plunge anyways, share your thoughts in the<a href="http://forums.toucharcade.com/showthread.php?t=120636"> discussion thread</a>. Just don't say I didn't warn you.</p>
<p><div><b>App Store Link:</b> <a href="http://toucharcade.com/link/http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=464764245&mt=8"><i>One Epic Game</i>, $0.99</a>  <br/></div></p>
<b>TouchArcade Rating</b>: <img src="http://toucharcade.com/images/stars/2halfstars.jpg" style="vertical-align:text-bottom;">]]></content:encoded>
			<wfw:commentRss>http://toucharcade.com/2012/01/26/one-epic-game-review-stick-a-fork-in-epic-folks-its-done/feed/</wfw:commentRss>
		<slash:comments>18</slash:comments>
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		<title>'Paper Monsters' Review - A Straightforward and Visually Stunning Platformer</title>
		<link>http://toucharcade.com/2012/01/26/paper-monsters-review-a-straightforward-and-visually-stunning-platformer/</link>
		<comments>http://toucharcade.com/2012/01/26/paper-monsters-review-a-straightforward-and-visually-stunning-platformer/#comments</comments>
		<pubDate>Thu, 26 Jan 2012 05:05:04 +0000</pubDate>
		<dc:creator>Jared Nelson</dc:creator>
				<category><![CDATA[$0.99]]></category>
		<category><![CDATA[4 stars]]></category>
		<category><![CDATA[Game Center]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[iPad Games]]></category>
		<category><![CDATA[iPhone games]]></category>
		<category><![CDATA[iPod touch games]]></category>
		<category><![CDATA[Platform]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Universal]]></category>

		<guid isPermaLink="false">http://toucharcade.com/?p=88299</guid>
		<description><![CDATA[The just-released Paper Monsters [99¢], co-developed by Robots Vs Wizards and Crescent Moon Games, has been in the works for a long time. In fact, development originally began way back in mid-2010, and we didn’t learn until well into 2011 that Crescent Moon had actually jumped into the project to give it a graphical makeover [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://toucharcade.com/wp-content/uploads/2012/01/papermonstersicon.jpg"><img class="alignright size-thumbnail wp-image-88300" title="papermonstersicon" src="http://toucharcade.com/wp-content/uploads/2012/01/papermonstersicon-150x150.jpg" alt="" width="150" height="150" /></a>The just-released <em>Paper Monsters</em> [<a href="http://toucharcade.com/link/http://itunes.apple.com/us/app/paper-monsters/id439927846?mt=8">99¢</a>], co-developed by <a href="http://PaperMonsterLand.com/">Robots Vs Wizards</a> and <a href="http://crescentmoongames.com/wordpress/home/">Crescent Moon Games</a>, has been in the works for a long time. In fact, development originally began way back in mid-2010, and we didn’t learn until well into 2011 that Crescent Moon had actually <a href="http://toucharcade.com/2011/05/12/upcoming-paper-monsters-received-a-crescent-moon-makeover/">jumped into the project</a> to give it a graphical makeover (as they’ve been known to do from time to time).</p>
<p>With such a long development cycle, it’s easy for the hype over a game to do one of two things: either people start to lose interest as the months drag along, or the hype builds up to the kind of level that would be hard for <em>any</em> game to deliver on. Well, <em>Paper Monsters</em> finally has reached the App Store, so if you’re part of that first group then it’s time to start paying attention again.</p>
<p><span id="more-88299"></span>More importantly, however, are the folks in that second group – the insanely hyped crew. <em>Paper Monsters</em> is an incredibly fun platformer, and it’s downright gorgeous to look at. Plus, it’s full of all kinds of whimsy and little touches that bring up those warm, fuzzy nostalgia feelings that will take you back to platformers of days gone by. But, if you’re looking for a genre-defining game that breaks all the boundaries that you thought you knew for platformers, well, <em>Paper Monsters</em> isn’t quite at that level. With tempered expectations, though, it’s one of the nicest platformers currently available on iOS.</p>
<p><a href="http://toucharcade.com/wp-content/uploads/2012/01/mzl.otjyovuc.jpg"><img class="alignnone size-large wp-image-88304" title="mzl.otjyovuc" src="http://toucharcade.com/wp-content/uploads/2012/01/mzl.otjyovuc-525x350.jpg" alt="" width="525" height="350" /></a></p>
<p>First off, <em>Paper Monsters</em> takes more than a few cues from the iconic <em>Mario</em> series. It doesn’t try to hide this fact, either. With every jump your character makes, he lets out an excited “whoo!” that you almost expect to be immediately followed by “here we gooooo!” or “it’s-a me, Mario!” The majority of enemies are dispatched by jumping on their head, you’ll hop into gigantic pipes to warp to different parts of the levels, and there’s even a giant mouth built into a mountain that you’ll escape through after beating up on a boss, à la <em>Super Mario Bros. 2</em>.</p>
<p>These things don’t detract from the game though, in fact, they add to the already rich character and personality of <em>Paper Monsters</em>. As I said previously, the game is <em>gorgeous</em>. Graphics are all done in colorful 3D, though gameplay is strictly old-school 2D style. The music is also a big part of the experience, and it manages to create incredibly moody atmospheres to explore and play through. The many Mario-like flourishes merely enhance the already fantastic presentation of <em>Paper Monsters</em>.</p>
<p><a href="http://toucharcade.com/wp-content/uploads/2012/01/mzl.kzglcdcm.jpg"><img class="alignleft size-medium wp-image-88306" title="mzl.kzglcdcm" src="http://toucharcade.com/wp-content/uploads/2012/01/mzl.kzglcdcm-300x200.jpg" alt="" width="300" height="200" /></a>Gameplay itself is simple and straight forward. You can move left or right, jump, and double jump. And… that’s about it. Occasionally, a level will have you playing as a helicopter or submarine, effectively playing more like a shmup which breaks up all the platforming nicely. These sections are actually quite fun, and I wouldn’t have minded more of them. In fact, one of the big downfalls of <em>Paper Monsters</em> is that it’s a pretty short game.</p>
<p>You get 4 chapters in the game, each with 4 levels, for a total of 16 levels. The environments run the gamut of familiar themes like grass lands, ice levels, the desert, and jungle ruins. Each level is a fairly good length, with checkpoints in the middle so you don’t have to restart from the beginning should you die, but they really won’t take too long to complete anyway. Some replay value is added in the form of 3 golden paper clips and a single hidden tile that need to be collected in each level if you wish to fully beat it. You can also collect buttons, which are essentially the “coins” of the game, and which can be accumulated and spent in an in-game shop on additional clothing items to deck out your character. It's a fun distraction, but pretty non-essential. Also, if you don’t have much patience, you can get more buttons as IAP if you wish.</p>
<p>Finally, a really cool inclusion in <em>Paper Monsters</em> is the Dash Mode. This is essentially an auto-running version of the game, where your character runs to the right on his own and you just need to worry about jumping on enemies and over hazards while collecting buttons. It’s really quite fun, and could easily have been a full game on its own, so the fact that it’s included as a bonus is pretty nice. You can also try this mode <a href="http://papermonsterland.com/webgames/dragndash.html">in your web browser</a> for free, if you're curious.</p>
<p><object width="525" height="386"><param name="movie" value="http://www.youtube.com/v/bgBi5MoINMM?version=3&amp;hl=en_US&amp;rel=0" /><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><embed type="application/x-shockwave-flash" width="525" height="386" src="http://www.youtube.com/v/bgBi5MoINMM?version=3&amp;hl=en_US&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>But where <em>Paper Monsters</em> really wins is in its presentation and overall “feel”, which is something that’s hard to describe. I’ve played a TON of platformers in my day, and while some of them appear to have all the right components, sometimes the most basic mechanics of running and jumping just don’t feel right, and it pretty much ruins the rest of the experience. <em>Paper Monsters</em> pulls this aspect off well, as just playing through the levels is fun in and of itself, even if it doesn’t wow you with a ton of new ideas or endless amounts of levels. For lack of a better expression, it just feels right.</p>
<p>It seems the developers set out to make a throwback to some of their favorite old-school platformers, with awesome graphics and solid controls, and at this they completely succeed with <em>Paper Monsters</em>. If you don’t go in expecting the game to reinvent the wheel, and can appreciate the eye candy and simple fun of platforming, then <em>Paper Monsters</em> should give you plenty of enjoyment for your dollar. People <a href="http://forums.toucharcade.com/showthread.php?threadid=120634">in our forums</a> sure seem to dig it, and with some additional levels planned for updates, there should be even more fun coming in the future.</p>
<p><div><b>App Store Link:</b> <a href="http://toucharcade.com/link/http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=439927846&mt=8"><i>Paper Monsters</i>, $0.99</a> (Universal) <br/></div></p>
<b>TouchArcade Rating</b>: <img src="http://toucharcade.com/images/stars/4stars.jpg" style="vertical-align:text-bottom;">]]></content:encoded>
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		<slash:comments>12</slash:comments>
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		<title>'Gorilla Gondola' Is A Great Idea</title>
		<link>http://toucharcade.com/2012/01/24/gorilla-gondola-is-a-great-idea/</link>
		<comments>http://toucharcade.com/2012/01/24/gorilla-gondola-is-a-great-idea/#comments</comments>
		<pubDate>Tue, 24 Jan 2012 15:17:23 +0000</pubDate>
		<dc:creator>Brad Nicholson</dc:creator>
				<category><![CDATA[Action]]></category>
		<category><![CDATA[iPad Games]]></category>
		<category><![CDATA[iPhone games]]></category>
		<category><![CDATA[iPod touch games]]></category>
		<category><![CDATA[Platform]]></category>
		<category><![CDATA[Upcoming Games]]></category>
		<category><![CDATA[Gorilla Gondola]]></category>

		<guid isPermaLink="false">http://toucharcade.com/?p=88158</guid>
		<description><![CDATA[We'd love to have been there when Electric Pixel Factory dreamed up Gorilla Gondola, as it's easily one of the stranger game ideas we've seen come to fruition. In the game, you control a gorilla on a gondola. The objective is to collect bananas and avoid hazards by shaking the gondola with swipes, tilts, and [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://toucharcade.com/wp-content/uploads/2012/01/splash.jpg" alt="" title="splash" width="100" height="100" class="alignright size-full wp-image-88159" />We'd love to have been there when <a href="http://electricpixelfactory.com/static/gallery.html">Electric Pixel Factory</a> dreamed up <a href="http://forums.toucharcade.com/showthread.php?t=110597"><em>Gorilla Gondola</em></a>, as it's easily one of the stranger game ideas we've seen come to fruition. In the game, you control a gorilla on a gondola. The objective is to collect bananas and avoid hazards by shaking the gondola with swipes, tilts, and taps. There are also power-ups that change the gorilla and his interaction with the world, as well as what appears to be light puzzle elements, like, laser beam deactivation and so on.</p>
<p>The thing that's getting people the most excited <a href="http://forums.toucharcade.com/showthread.php?t=110597">on our message board</a> is its look; it's definitely a sharp game with tons of cool little effects and background touches. We're trying to get some hands on time at the moment, but the wait until release won't be too long: <em>Gorilla Gondola</em> is set to be released on February 2nd.</p>
<p><object width="525" height="315"><param name="movie" value="http://www.youtube.com/v/hVeSS9ZqQCo?version=3&amp;hl=en_US&amp;rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/hVeSS9ZqQCo?version=3&amp;hl=en_US&amp;rel=0" type="application/x-shockwave-flash" width="525" height="315" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
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		<title>'Jazz: Trump's Journey' Review - Perdido Street Platformer Blues</title>
		<link>http://toucharcade.com/2012/01/20/jazz-trumps-journey-review-perdido-street-platformer-blues/</link>
		<comments>http://toucharcade.com/2012/01/20/jazz-trumps-journey-review-perdido-street-platformer-blues/#comments</comments>
		<pubDate>Fri, 20 Jan 2012 15:23:34 +0000</pubDate>
		<dc:creator>Nissa Campbell</dc:creator>
				<category><![CDATA[$2.99]]></category>
		<category><![CDATA[3.5 stars]]></category>
		<category><![CDATA[Game Center]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Platform]]></category>
		<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://toucharcade.com/?p=87726</guid>
		<description><![CDATA[Jazz: Trump's Journey is a lush, gorgeous platformer with tons of potential, but it's still a ways from having that  realized.]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-full wp-image-87789" title="314434_large" src="http://toucharcade.com/wp-content/uploads/2012/01/314434_large.png" alt="" width="100" height="100" />The world of <em>Jazz: Trump's Journey</em> [<a href="http://toucharcade.com/link/http://itunes.apple.com/app/jazz-trumps-journey/id478314434?mt=8" target="_blank">$2.99</a>] is a lush throwback to 1920's New Orleans, brought to life with watercolor backdrops and great tunes. You take the stage in parades and theaters, prisons and sewers, all the way to the French Quarter as you run through the history of Trump's success. You rise from a boy with dreams of making beautiful music to a man at the top of his game.</p>
<p>The game you play over the course of that journey is a platformer, with all your standard platforming elements: running, jumping, collecting widgets, and so on. Trump's music has the power to stop people in their tracks - literally freeze time - which opens the way for a few clever puzzles and challenges. But imprecise controls and terrible translation keep <em>Jazz</em> from reaching the heights it deserves.</p>
<p><span id="more-87726"></span><img src="http://toucharcade.com/wp-content/uploads/2012/01/mzl.dzcedfhh.320x480-75.jpg" alt="" title="mzl.dzcedfhh.320x480-75" width="480" height="320" class="aligncenter size-full wp-image-87795" /></p>
<p>The translation is the worst offense, completely mangling what may be a touching story or may be a heavy-handed lesson on racism. It's hard to tell when it's presented with phrases like this:</p>
<blockquote><p>"To be honest. I got prepared to that, but even tough I didn't lost my hope because I knew my music affected her."</p></blockquote>
<p>We can overlook a few misspellings or grammatical errors, but this translation is inexcusably bad. Oh, and the "daring parallel with the real story of Louis Armstrong," as mentioned in the app description? Ignore that. It's a cute story, but pretty banal, and beyond the setting, the jazz and the color of their skin, Trump and Satchmo don't have much in common at all.</p>
<p>The controls aren't nearly as bad as the grammar, but they need to be fine-tuned. They're laid out with movement on the left side, action on the right, but movement is split up into two sections (back and forth, up and down) and action is laid out so you can't really do more than one thing at a time. If you need to, say, climb a ladder and jump or push a box and freeze time, it's a finger-twister. The game seems to delight in making you do those sorts of things from time to time. Throw in occasionally sketchy physics and strange inconsistencies in the properties of objects and you have yourself a recipe for serious frustration.</p>
<p><a href="http://toucharcade.com/wp-content/uploads/2012/01/mzl.umsafkej.320x480-75.jpg"><img class="alignright size-medium wp-image-87803" title="mzl.umsafkej.320x480-75" src="http://toucharcade.com/wp-content/uploads/2012/01/mzl.umsafkej.320x480-75-300x200.jpg" alt="" width="300" height="200" /></a>If those problems get fixed up, <em>Jazz</em> will be an absolute gem. Every bit of it is gorgeous. You can clamber over the menu and credits, laid out in an elegant theater. The levels, silent movie cut scenes, and animations look fantastic from start to finish. The game is accompanied by a lovely jazz soundtrack that gets better and better as you put your band together and move toward the climax. It's all downright beautiful.</p>
<p>Aside from the frustratingly floaty controls (and the lack of consideration the level design gives them), the platforming is quite cool. The ability to freeze time opens up interesting possibilities for puzzles, allowing you to manipulation sections of your environment and the people around you. Objects that can be frozen are visually distinct from those that can't, but that doesn't make solutions immediately obvious.</p>
<p>For difficulty, I'd stick <em>Jazz</em> at a comfortable middle of the road. It stays too easy for just long enough to get worrisome, but things ramp up apace once they start moving. There are eleven long levels, broken up into several sections that are filled to checkpoints, so you'll never have to replay much unless you want to go back for collectables. Within those tiny bits between checkpoints, however, there are occasionally big-time challenges. Usually these difficulty spikes come at a welcome moment, but every once in a while they're phone-throwingly frustrating.</p>
<p><object width="525" height="315"><param name="movie" value="http://www.youtube.com/v/QzDoED2wkYs?version=3&amp;hl=en_US&amp;rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/QzDoED2wkYs?version=3&amp;hl=en_US&amp;rel=0" type="application/x-shockwave-flash" width="525" height="315" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>I can't recommend <em>Jazz: Trump's Journey</em> wholeheartedly. It sells itself as a game with a unique and engaging story, and that's something it simply doesn't have. Setting aside the translation, the message of the game is still iffy at best and you'll only find parallels to Louis Armstrong if you squint really hard. But it is, for the most part, a solid, fun platformer. And can you argue with the looks, or the sound? Let's settle on a cautious recommendation, with a side of hoping for a significant patch-up sooner than later. If you decide to take a look, swing by our <a href="http://forums.toucharcade.com/showthread.php?t=120038">discussion thread</a> and let us know what you think.</p>
<p><div><b>App Store Link:</b> <a href="http://toucharcade.com/link/http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=478314434&mt=8"><i>JAZZ: Trump's journey</i>, $2.99</a> (Universal) <br/></div></p>
<b>TouchArcade Rating</b>: <img src="http://toucharcade.com/images/stars/3halfstars.jpg" style="vertical-align:text-bottom;">]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<title>'Terra Noctis' Review - Straightforward Fun</title>
		<link>http://toucharcade.com/2012/01/13/terra-noctis-review/</link>
		<comments>http://toucharcade.com/2012/01/13/terra-noctis-review/#comments</comments>
		<pubDate>Fri, 13 Jan 2012 15:00:12 +0000</pubDate>
		<dc:creator>Joseph Leray</dc:creator>
				<category><![CDATA[$0.99]]></category>
		<category><![CDATA[3 stars]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[iPad Games]]></category>
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		<guid isPermaLink="false">http://toucharcade.com/?p=86979</guid>
		<description><![CDATA[Terra Noctis is a charming platformer with tight controls and level design that encourages exploration. It's not flashy, but it's straightforward fun.]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-thumbnail wp-image-87165" title="terranoctisicon" src="http://toucharcade.com/wp-content/uploads/2012/01/terranoctisicon-150x150.jpg" alt="" width="150" height="150" />To <a href="http://killscreendaily.com/articles/reviews/review-rayman-origins">steal a line</a> from Jon Irwin, "The platforming genre, once dominant, has now been relegated to counterprogramming." Which is to say that the two-dimensional platformer has overtaken, like kudzu, much of the niche and indie landscape that isn't dominated by games that involve shooting things in the face. For mobile gaming, that idea is more or less maintained  if you swap face-shooting for physics-puzzling or colored-block-sliding. But that kind of reductive generalization doesn't leave room for nuance, and nuance is exactly what you need to talk about <em>Terra Noctis</em>.</p>
<p>At first blush, <em>Terra Noctis</em> [$.<a href="http://toucharcade.com/link/http://itunes.apple.com/us/app/terra-noctis/id479517015?mt=8">99</a>] seems pretty derivative: the pits are inexplicably endless, the physics are rudimentary, and the enemies -- pumped in straight from the Mushroom Kingdom -- die if something lands on their heads. Even the narrative introduction seems particularly on the nose: Allen is a nightmare who isn't scary enough to pass his monster exams. Desperate, he sneaks out of school to find a way to get scarier. The idea is never revisited.</p>
<p><span id="more-86979"></span></p>
<p>It's not long before Fire Fruit Forge starts to introduce new mechanics: shooting, power-ups, puzzles, three different types of currency, and a bat named Columbus who guides Allen to secret areas and sometimes, bafflingly, lets him ride around on his back. Unfortunately, these do little to dispel the first impression: some of the mechanics don't really affect the core platforming, and the ones that do are one-note concepts that don't add much.</p>
<p><img class="aligncenter size-full wp-image-87085" title="mzl.reddhdig.320x480-75" src="http://toucharcade.com/wp-content/uploads/2012/01/mzl.reddhdig.320x480-75.jpg" alt="" width="480" height="320" /></p>
<p>There are three different collectible items that can be spent: blue fairies buy power-ups, red fairies unlock the next hub-world, and golden coins unlock bonus levels. It's kind of weird that a game about crushing goomba skulls involves so many ways to buy stuff.</p>
<p>I like the idea in theory -- collectibles have long been a staple of the genre, and Fire Fruit Forge are right to give Allen's monetized pixie dust mechanical value. Because these items are hidden throughout each non-linear level, players are ostensibly motivated to explore. This, in turn, introduces a risk-reward element to <em>Terra Noctis</em>' points system and OpenFeint leaderboards: player score is based both on speed and collection, and climbing the leaderboards depends on managing both.</p>
<p><img class="alignright size-medium wp-image-87084" title="mzl.dhmfbemh.320x480-75" src="http://toucharcade.com/wp-content/uploads/2012/01/mzl.dhmfbemh.320x480-75-300x200.jpg" alt="" width="300" height="200" />There are problems with the system, though. The power-ups add very little to <em>Terra Noctis, </em>and using them never become a regular part of my strategy. This devalues the importance of the blue fairies, which in turn makes collecting them less gratifying. It disrupts the balance of the entire system. Similarly, the red fairies and coins are too easy to find, and the levels they unlock are too cheap: not once was my progress impeded by a lack of funds. In other words, not once was I motivated to explore <em>Terra Noctis</em> in a meaningful way.</p>
<p>The other supplemental mechanics, like shooting and flying, simply aren't creative enough to keep <em>Terra Noctis</em> moving forward. The first time I shot a bat to complete a puzzle was neat, but the shooting function hasn't changed since<em>. </em>These things are largely tangential to the running, jumping, and head-stomping, but adding extra mechanics isn't the same as using them effectively. It doesn't help that the environments and level design change very rarely, despite there being four different hub-worlds to explore. Visually and mechanically, <em>Terra Noctis</em> is a static place, and the entire experience can tend to feel same-y.</p>
<p><a href="http://toucharcade.com/wp-content/uploads/2012/01/mzl.tqaizcjk.320x480-75.jpg"><img class="alignleft size-medium wp-image-87088" title="mzl.tqaizcjk.320x480-75" src="http://toucharcade.com/wp-content/uploads/2012/01/mzl.tqaizcjk.320x480-75-300x200.jpg" alt="" width="300" height="200" /></a>Despite the lack of variety<em>, Terra Noctis</em> is buoyed up by its visual design. You'll explore the same vague <em>forest</em> and <em>cave</em> designs over and over, but the backgrounds are a nice example of parallax scrolling, and the foreground has a lush, storybook feel to it. The animations are fluid and expressive -- I especially like that Columbus, the helper-bat, manages to seem anxious and excitable, even though he's basically just a set of eyes with wings. There's an undeniable charm and innocence that runs through every piece of this game.</p>
<p>You'll also hear the same four or five synthpop tracks during the course of the game, but the Herbie Hancock-esque score -- no, seriously -- is used judiciously to set the tone for each level.</p>
<p>It doesn't hurt that <em>Terra Noctis</em> is so fun to play. Even disengaged from the high-level design choices, jumping up and down and stomping purple goombas is a treat, thanks in no small part to the game's  controls: they're simply the most sensitive and responsive virtual buttons I've encountered to date. They aren't perfect, though, since the buttons are placed too closely to one another -- I often find myself going left when I mean to go right.</p>
<p><object width="525" height="297"><param name="movie" value="http://www.youtube.com/v/nTYUH3OFhWw?version=3&amp;hl=en_US&amp;rel=0" /><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><embed type="application/x-shockwave-flash" width="525" height="297" src="http://www.youtube.com/v/nTYUH3OFhWw?version=3&amp;hl=en_US&amp;rel=0" allowfullscreen="true" allowscriptaccess="always"></embed></object></p>
<p>(The other systemic bugbear in <em>Terra Noctis</em> is hit detection: Allen's hitbox seems too big and he often finds himself stuck in a ledge or block. This might lead to a few unwarranted deaths, but the checkpoints are spaced evenly enough that it never becomes a huge issue.)</p>
<p>Still, the level design is generous enough to accommodate those lapses, and the most significant exploration is vertical, not horizontal.  Players sometimes get cut off from areas they mean to explore, but <em>Terra Noctis</em> is usually pretty good about expanding and bottlenecking appropriately. In all but a few exceptions, you can feel free to wander around, comfortable with the knowledge that you will eventually circle around toward the critical path.</p>
<p>Maybe it's a good thing that <em>Terra Noctis</em>' more ambitious designs fall through -- there's a lot of fluff that distracts from the core. As it stands, the game's fairy-tale premise evokes something akin to coming home for a long weekend. The game's strengths are found in the understated joy of jumping through space, of seeing some unreachable ledge or platform and guiding Allen to it. <em>Terra Noctis</em>, through its intuitive controls and design, provides simple pleasure. This is comfort gaming -- familiar, identifiable, and care-free. I'm ready to spend Martin Luther King Day in my pajamas, guiding Allen through the rest of his quest.  I'm pretty sure I know where he's heading.</p>
<p><div><b>App Store Link:</b> <a href="http://toucharcade.com/link/http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=479517015&mt=8"><i>Terra Noctis</i>, $0.99</a> (Universal) <br/></div></p>
<b>TouchArcade Rating</b>: <img src="http://toucharcade.com/images/stars/3stars.jpg" style="vertical-align:text-bottom;">]]></content:encoded>
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		<slash:comments>14</slash:comments>
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		<title>Upcoming 'Star Marine: Infinite Ammo' Gets a Trailer</title>
		<link>http://toucharcade.com/2012/01/09/upcoming-star-marine-infinite-ammo-gets-a-trailer/</link>
		<comments>http://toucharcade.com/2012/01/09/upcoming-star-marine-infinite-ammo-gets-a-trailer/#comments</comments>
		<pubDate>Mon, 09 Jan 2012 13:00:49 +0000</pubDate>
		<dc:creator>Jared Nelson</dc:creator>
				<category><![CDATA[Action]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[News]]></category>
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		<category><![CDATA[Shooter]]></category>
		<category><![CDATA[Upcoming Games]]></category>

		<guid isPermaLink="false">http://toucharcade.com/?p=86641</guid>
		<description><![CDATA[Last week, we told you about Glitchsoft's upcoming Star Marine: Infinite Ammo, a run 'n gun shooter that looks to capture the magic of classic action platformers like Contra and Metal Slug. A game like Contra demands precision in its controls due to the hectic action on screen, and it's hard to say whether or [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-medium wp-image-86642" title="Game Logo - Star Marine (Infinite Ammo)" src="http://toucharcade.com/wp-content/uploads/2012/01/Game-Logo-Star-Marine-Infinite-Ammo-300x100.jpg" alt="" width="300" height="100" />Last week, <a href="http://toucharcade.com/2012/01/05/star-marine-infinite-ammo-could-be-ioss-answer-to-contra/">we told you about</a> Glitchsoft's upcoming <em>Star Marine: Infinite Ammo</em>, a run 'n gun shooter that looks to capture the magic of classic action platformers like <em>Contra</em> and <em>Metal Slug</em>. A game like <em>Contra</em> demands precision in its controls due to the hectic action on screen, and it's hard to say whether or not that type of precision can be possible with virtual touch screen controls. <em>Star Marine</em> is hoping it's found the answer to this problem by taking a dual-stick approach to its control scheme, which is looking pretty good so far.</p>
<p>In our preview last week there were just screenshots for <em>Star Marine</em>, but Glitchsoft has just released a trailer for the game so you can get an idea of what it looks like in action.</p>
<p><object width="525" height="386"><param name="movie" value="http://www.youtube.com/v/c1iHmkyIha0?version=3&amp;hl=en_US&amp;rel=0" /><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><embed type="application/x-shockwave-flash" width="525" height="386" src="http://www.youtube.com/v/c1iHmkyIha0?version=3&amp;hl=en_US&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>From the trailer, a few things stick out at me as looking particularly awesome. It appears there are quite a few weapons to use, including one that looks a lot like the infamous spread gun from <em>Contra</em>. Also, I really like some of the enemies that are absolutely humongous, sometimes filling up the entire screen. Finally, <em>Star Marine</em> incorporates a feature that slows down your descent when you're falling through the air, giving you a better opportunity to lay waste to the enemies on the screen. I imagine this coupled with the dual-stick controls will allow a game like <em>Star Marine</em> to be quite playable with a touch screen.</p>
<p><em>Star Marine: Infinite Ammo</em> is scheduled for a release this week, and we'll be looking to get our hands on the title to see just how well it turned out when it hits the App Store.</p>
]]></content:encoded>
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		<slash:comments>13</slash:comments>
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		<title>'Super Crate Box' Crash Fix Released, New Content Coming at the 5 Million Crates Mark</title>
		<link>http://toucharcade.com/2012/01/05/super-crate-box-crash-fix-released/</link>
		<comments>http://toucharcade.com/2012/01/05/super-crate-box-crash-fix-released/#comments</comments>
		<pubDate>Fri, 06 Jan 2012 03:49:31 +0000</pubDate>
		<dc:creator>Jared Nelson</dc:creator>
				<category><![CDATA[$0.99]]></category>
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		<guid isPermaLink="false">http://toucharcade.com/?p=86477</guid>
		<description><![CDATA[Super Crate Box [99¢] finally launched yesterday to a fairly rousing reception. I caught tons of people praising the game all over the Twitters, in our forums, and probably in other social outlets that I'm not even cool enough to know about yet. With no other big releases this week, Super Crate Box has been [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://toucharcade.com/wp-content/uploads/2012/01/supercrateboxicon.jpg"><img class="alignright size-thumbnail wp-image-86482" title="supercrateboxicon" src="http://toucharcade.com/wp-content/uploads/2012/01/supercrateboxicon-150x150.jpg" alt="" width="150" height="150" /></a><em>Super Crate Box</em> [<a href="http://toucharcade.com/link/http://itunes.apple.com/us/app/super-crate-box/id483025428?mt=8">99¢</a>] finally launched yesterday to a fairly rousing reception. I caught tons of people praising the game all over the Twitters, in our forums, and probably in other social outlets that I'm not even cool enough to know about yet. With no other big releases this week, <em>Super Crate Box</em> has been the talk of the town for the past 24 hours or so, and has in turn been shooting right up the paid app charts, currently sitting just inside the top 40 overall.</p>
<p>But another clever way to see just how many people are engrossed in <em>Super Crate Box</em> is by the "total crates collected" counter on the main menu. Basically, it tallies up the number of crates that have been collected across all players on iOS, or at least the ones that have connected to the internet, since the game's release. At the onset, developer Vlambeer had <a href="http://www.vlambeer.com/2012/01/05/super-crate-box-ios-released/">said on their blog</a> that if players could grow the total crates collected tally up to 5 million then they would release the first content update for <em>Super Crate Box</em>.</p>
<p><span id="more-86477"></span><a href="http://toucharcade.com/wp-content/uploads/2012/01/mzl.otlrsqdi.jpg"><img class="alignnone size-large wp-image-86484" title="mzl.otlrsqdi" src="http://toucharcade.com/wp-content/uploads/2012/01/mzl.otlrsqdi-525x350.jpg" alt="" width="525" height="350" /></a></p>
<p>It's kind of a neat incentive, since we've all grown so accustomed to free content updates and most of the time just blindly expect to receive them. True, free updates are one of the coolest aspects about App Store gaming, but I don't have a problem with having to work for it a bit in <em>Super Crate Box</em>, especially when the "work" is so much fun. Plus, as the counter continues to rise, it gives a pretty good indication that people are still actively playing your game, and that any time or effort you spend on making a content update will be justified.</p>
<p>However, I don't think even Vlambeer expected that <em>Super Crate Box</em> would be so popular right off the bat. It's been just over 24 hours since the game has been available and the total crates collected has already surged past the 3 million mark. At this rate, we should be hitting 5 million even before most of us get off work to start the weekend. It really is quite remarkable.</p>
<p><object width="525" height="297"><param name="movie" value="http://www.youtube.com/v/jvxyauR5ebQ?version=3&amp;hl=en_US&amp;rel=0&amp;hd=1" /><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><embed type="application/x-shockwave-flash" width="525" height="297" src="http://www.youtube.com/v/jvxyauR5ebQ?version=3&amp;hl=en_US&amp;rel=0&amp;hd=1" allowfullscreen="true" allowscriptaccess="always"></embed></object></p>
<p>Vlambeer isn't being very forthcoming with exactly what it is that will be in the 5 million crates update, but so far all requests I've been hearing have been for new arenas, new characters, and new weapons. So basically, more of everything. I can't wait to see what makes it into the first major update.</p>
<p>On a similar note, the game unfortunately launched with a bug that caused it to crash on 3GS devices running certain versions of iOS, and already an update has been released that rectifies this. I'm glad to know that serious game crashing bugs don't need to wait around for the 5 million crate mark, and am really impressed with Vlambeer's quick turnaround with that issue. We'll keep on contributing crates to the grand total on the way to 5 million and the first content update, and you can check discussion on <em>Super Crate Box</em> <a href="http://forums.toucharcade.com/showthread.php?t=118776">in our forums</a> until we collectively hit that mark.</p>
<p><div><b>App Store Link:</b> <a href="http://toucharcade.com/link/http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=483025428&mt=8"><i>Super Crate Box</i>, $1.99</a> (Universal) <br/></div></p>
]]></content:encoded>
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		<slash:comments>35</slash:comments>
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		<title>'Crazy Hedgy' Review – A Rolling Win</title>
		<link>http://toucharcade.com/2012/01/05/crazy-hedgy-review-%e2%80%93-a-rolling-win/</link>
		<comments>http://toucharcade.com/2012/01/05/crazy-hedgy-review-%e2%80%93-a-rolling-win/#comments</comments>
		<pubDate>Thu, 05 Jan 2012 22:18:30 +0000</pubDate>
		<dc:creator>Eric Ford</dc:creator>
				<category><![CDATA[$1.99]]></category>
		<category><![CDATA[4 stars]]></category>
		<category><![CDATA[Adventure]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[iPad Games]]></category>
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		<guid isPermaLink="false">http://toucharcade.com/?p=86407</guid>
		<description><![CDATA[A well-done platform adventure with tilt-based controls and a lot of good content.]]></description>
			<content:encoded><![CDATA[<p><img src="http://toucharcade.com/wp-content/uploads/2012/01/948888_larger-150x150.png" alt="" title="948888_larger" width="150" height="150" class="alignright size-thumbnail wp-image-86457" />In some ways, platformers are the toughest to make on a mobile platform. There’s always questions regarding the length and difficulty of individual levels, as well as whether the developer can successfully implement a control scheme to make the game accessible enough for level completion and item collection. <em>Crazy Hedgy</em> [$<a href="http://toucharcade.com/link/http://itunes.apple.com/us/app/crazy-hedgy/id480948888?mt=8">1.99</a>] from Cybertime is a great example of how platformers should be done on iOS. Not only does it get the basics (like gameplay and replayability) right, but the tilt-based control scheme works very well with the rest of the game. Assuming you don’t mind tilt controls, <em>Crazy Hedgy</em> is well worth it and highly recommended.</p>
<p>At its core, <em>Crazy Hedgy</em> is an adventure-platformer that has you playing through a large amount of levels with the primary goal being to get to the end. There’s not much of a story to go on, other than the fact that the land of Green Hedges has changed (and not for the better) and you need to save it. Along the way you’ll find various types of diamonds that can be collected and act as the currency to upgrade your character in the in-game store (IAP need no apply here). In addition, players are charged with collecting gold coins, which unlock the ability to purchase upgrades and are used as an artificial barrier between worlds (each world has about ten levels). In your way is a variety of different enemies and traps that you can either avoid or take on (extra points awarded if you can toss the enemies into those traps).</p>
<p><span id="more-86407"></span><center><img src="http://toucharcade.com/wp-content/uploads/2012/01/mzl.ymmomzrw.320x480-75.jpg" alt="" title="mzl.ymmomzrw.320x480-75" width="480" height="320" class="aligncenter size-full wp-image-86459" /></center></p>
<p><em>Crazy Hedgy</em> does a great job with pacing, variety, and gameplay introductions. The gold coins and diamond currency act as natural progression tools towards allowing players to learn new and advanced moves as they get further into the game. In addition, <em>Crazy Hedgy</em> succeeds at preserving core gameplay while building upon it with new moves, different enemies and bosses. This is also reflected in the difficulty curve, which slowly introduces more and more complicated enemies and environments to the point while never making you feel overwhelmed. There’s nothing that ever pops out that confuses you or seems out of the ordinary; it’s relatively easy to use techniques you’ve learned in the past to get towards newer strategies in taking on what you’re encountered.</p>
<p>One minor complaint is that the game doesn’t really stress how important gold coins are – if you don’t collect enough of them in a world, you will get to a point where you’ll have to replay levels looking for them until you get enough to unlock the next set of levels. Granted, this isn’t necessarily a bad thing as it also gives you an opportunity to earn more diamonds and purchase new upgrades. It’s important to note that there is no IAP in <em>Crazy Hedgy</em>; if you want to progress, you’re going to have to play the game to collect enough gold coins and diamonds (what a concept!).</p>
<p><a href="http://toucharcade.com/wp-content/uploads/2012/01/mzl.tffuwzwd.320x480-75.jpg"><img src="http://toucharcade.com/wp-content/uploads/2012/01/mzl.tffuwzwd.320x480-75-300x200.jpg" alt="" title="mzl.tffuwzwd.320x480-75" width="300" height="200" class="alignleft size-medium wp-image-86461" /></a>Controls in <em>Crazy Hedgy</em> are divided into two categories: movement and actions. Movement is exclusively controlled by the accelerometer, and is handled very well. I particularly liked the tilt sensitivity and the plentiful opportunities to calibrate your device. A sensitivity meter would have been nice in the options, but I think as it stands it should suffice for most folks. Occasional controls also pop up on the screen during set quick time events. While they don’t detract from the overall experience, they do feel tacked on and unnecessary.</p>
<p>Actions, meanwhile, or controlled by tapping on the left or right sides of the screen. The right controls jumping (double tap for a longer jump) while the left controls punching and attacking. Initial attacks are restricted to simple tap punches, but as you unlock new moves you can also swipe various ways to control your attacks on the baddies. Considering that the game requires quite a bit of precise jumping and aiming as well as fast reflexes (especially in later levels that have faux timers), I’m pleased that  the controls allow me to accomplish everything I need to succeed in <em>Crazy Hedgy</em> with very little distraction from the controls.</p>
<p><center><object width="525" height="297"><param name="movie" value="http://www.youtube.com/v/oCgtFHRWHSE?version=3&amp;hl=en_US"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/oCgtFHRWHSE?version=3&amp;hl=en_US" type="application/x-shockwave-flash" width="525" height="297" allowscriptaccess="always" allowfullscreen="true"></embed></object></center></p>
<p>It’s rare to see a platformer on iOS that actually understands all the elements required to make it successful and, most importantly, fun. <em>Crazy Hedgy</em> gets it, and not only offers enough variety, great presentation, and replayability to keep you satisfied, but also offers enough compelling gameplay to simply keep you playing. Nice visuals and music, as well as a good control scheme don’t hurt as well. Folks that don’t like tilt-based games may be turned off by <em>Crazy Hedgy</em>’s control scheme, but I implore you to put those feelings aside and check this game out.</p>
<p><div><b>App Store Link:</b> <a href="http://toucharcade.com/link/http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=480948888&mt=8"><i>Crazy Hedgy</i>, $4.99</a> (Universal) <br/></div></p>
<b>TouchArcade Rating</b>: <img src="http://toucharcade.com/images/stars/4stars.jpg" style="vertical-align:text-bottom;">]]></content:encoded>
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		<slash:comments>12</slash:comments>
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		<title>'Walkabout Journeys' Review - Almost a Lovely Trip</title>
		<link>http://toucharcade.com/2012/01/04/walkabout-journeys-review/</link>
		<comments>http://toucharcade.com/2012/01/04/walkabout-journeys-review/#comments</comments>
		<pubDate>Wed, 04 Jan 2012 16:00:43 +0000</pubDate>
		<dc:creator>Nissa Campbell</dc:creator>
				<category><![CDATA[$0.99]]></category>
		<category><![CDATA[3 stars]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[iPad Games]]></category>
		<category><![CDATA[iPhone games]]></category>
		<category><![CDATA[iPod touch games]]></category>
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		<category><![CDATA[Universal]]></category>

		<guid isPermaLink="false">http://toucharcade.com/?p=86278</guid>
		<description><![CDATA[Walkabout Journeys is lovely to look at, but too short and under-developed to love.]]></description>
			<content:encoded><![CDATA[<p><em><a href="http://toucharcade.com/wp-content/uploads/2012/01/walkabouticon.jpg"><img class="alignright size-thumbnail wp-image-86281" title="walkabouticon" src="http://toucharcade.com/wp-content/uploads/2012/01/walkabouticon-150x150.jpg" alt="" width="150" height="150" /></a>Walkabout Journeys</em> [<a href="http://toucharcade.com/link/http://itunes.apple.com/app/walkabout-journeys/id482618740?mt=8" target="_blank">$0.99</a>] is a game of almosts. It's almost a puzzle game, almost a platformer. It's almost beautiful enough, almost clever enough, almost deep enough - but always falls just short.</p>
<p>It's love at first sight, too, with its striking visual style and a solid central conceit. A little bit <em><a href="http://en.wikipedia.org/wiki/Lemmings_%28video_game%29" target="_blank">Lemmings</a></em>, a little bit <em><a href="http://en.wikipedia.org/wiki/And_yet_it_moves" target="_blank">And Yet It Moves</a></em>, <em>Walkabout Journeys</em> gives you a handful of Burton-esque characters to shepherd, characters that will die tragically given the slightest neglect. Rotating the world around them, you have to ensure they stay alive and stay together as they slip back and forth across each level. It's almost wonderful.</p>
<p><span id="more-86278"></span>For a short jaunt, Walkabout Journeys is a delight. I adore the nameless characters - the tall one, the tiny one, the one with the umbrella and all - the cheerful music and the colorful backdrops. The gameplay is no slouch, either. It's quite fun to rotate the game world to and fro, tilting the little fellows just far enough forward to clear the next obstacle, or back just a touch so they don't smack into something deadly. You can even choose your flavor of controls - slider, tilt or a dragging rotation. The last of those is, by far, the best.</p>
<p><a href="http://toucharcade.com/wp-content/uploads/2012/01/mzl.ysfyiyri.jpg"><img class="alignnone size-large wp-image-86284" title="mzl.ysfyiyri" src="http://toucharcade.com/wp-content/uploads/2012/01/mzl.ysfyiyri-525x787.jpg" alt="" width="260" /></a> <a href="http://toucharcade.com/wp-content/uploads/2012/01/mzl.ytmwfjeg.jpg"><img class="alignnone size-large wp-image-86285" title="mzl.ytmwfjeg" src="http://toucharcade.com/wp-content/uploads/2012/01/mzl.ytmwfjeg-525x787.jpg" alt="" width="260" /></a></p>
<p>There's a sing-song, storybook quality to the whole experience, brought together with charming bits of doggerel on each loading screen. You march the characters through the season in a world scattered with names like "The Pumpkin Promenade" and "Persephone's Fall." Almost, almost worth it alone.</p>
<p>But not quite. Though the game grows more difficult over the course of its 16 levels, its formula never really grows. You may encounter a few tricky gates, or clever platformy sections, but what works in the first level will work in the 16th. Similarly, the music and aesthetic never much change or grow. What's terribly sweet for the first few levels grows cloying without variety.</p>
<p>What results is a game that feels under-developed. The sixteen levels go by in a flash, and the addition of four with Christmas themes doesn't much help. More length would only be a band-aid fix, highlighting the lack of variety, and an unfortunate opacity in the scoring mechanism. The more survivors the better, true, but what marks a high score beyond that? Players can't play faster as the camera moves at a steady pace. There's nothing to collect, no clever techniques to pull off or secrets to find. So why have a star system and a high score system at all?</p>
<p><a href="http://toucharcade.com/wp-content/uploads/2012/01/mzl.ipoorccq.jpg"><img class="alignnone size-large wp-image-86283" title="mzl.ipoorccq" src="http://toucharcade.com/wp-content/uploads/2012/01/mzl.ipoorccq-525x393.jpg" alt="" width="525" height="393" /></a></p>
<p>This is exacerbated by the lack of achievements or leaderboards. There's a bit of artificiality to extending a game with achievements, but they're also a challenge to developers to expand a game's horizons. <em>Walkabout Journeys</em> doesn't feel intentionally minimalistic, so why not throw in some additional objectives and give players a reason to replay and improve? Instead it feels more than a bit unfinished.</p>
<p>Ultimately, Walkabout Journeys never arrives at its full potential, but as it sweetly proclaims at each of our deaths, "this place is nice too." It is for a time, and that's almost enough. It's a lovely little lark, so if you enjoy the screenshots it's certainly worth a go. Just don't expect more than a stroll.</p>
<p><div><b>App Store Link:</b> <a href="http://toucharcade.com/link/http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=482618740&mt=8"><i>Walkabout Journeys</i>, $0.99</a> (Universal) <br/></div></p>
<b>TouchArcade Rating</b>: <img src="http://toucharcade.com/images/stars/3stars.jpg" style="vertical-align:text-bottom;">]]></content:encoded>
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		<title>'Puppy Panic' Review - Adorable, Tail-Wagging Mayhem</title>
		<link>http://toucharcade.com/2011/12/30/puppy-panic-review/</link>
		<comments>http://toucharcade.com/2011/12/30/puppy-panic-review/#comments</comments>
		<pubDate>Fri, 30 Dec 2011 14:00:13 +0000</pubDate>
		<dc:creator>Beverly Noelle</dc:creator>
				<category><![CDATA[$0.99]]></category>
		<category><![CDATA[4 stars]]></category>
		<category><![CDATA[Arcade]]></category>
		<category><![CDATA[Game Center]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[iPhone games]]></category>
		<category><![CDATA[iPod touch games]]></category>
		<category><![CDATA[Platform]]></category>
		<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://toucharcade.com/?p=85840</guid>
		<description><![CDATA[A cutesy, well-made endless runner featuring eight puppies, all with unique abilities.]]></description>
			<content:encoded><![CDATA[<p><a href="http://toucharcade.com/wp-content/uploads/2011/12/puppypanicicon.jpg"><img class="alignright size-thumbnail wp-image-86004" title="puppypanicicon" src="http://toucharcade.com/wp-content/uploads/2011/12/puppypanicicon-150x150.jpg" alt="" width="150" height="150" /></a>You guys, I had the <strong>Worst Christmas Ever</strong> this year. No, it’s not because I <a href="http://technolog.msnbc.msn.com/_news/2011/12/27/9741016-twitter-users-shamed-for-whiny-christmas-tweets">didn’t get an iPad 2</a> – I mean, it’s pretty much a job requirement for me to be set in that department – so my (ex-) friends and (former) loved ones are off the hook for that. No, what I can’t get over is the fact that Santa did not leave me a puppy this year. Seriously, I blew up Twitter for weeks with links to dog videos and pet adoption websites and no one picked up on the hints? Collective friends and family, you are dead to me.</p>
<p>Luckily, <a href="http://theragtagstudio.com/" target="_blank">RagTag Studio's</a> <em>Puppy Panic </em>[$<a href="http://toucharcade.com/link/http://itunes.apple.com/us/app/puppy-panic/id455155071?ls=1&amp;mt=8" target="_blank">.99</a>] is here to numb my pain. A cute, well-made endless runner, <em>Puppy Panic </em>helped take my mind off of the callousness of those most dear to me by presenting me with a stable of eight (nine, if you count the secret one) puppies for me to race and play with. Each puppy has special abilities unique to their breed that help it in various ways throughout the game’s two modes. When you start with the Beagle, for example, you can double-jump really high, and when you get the Eskimo, you can bark and clear all the obstacles from your path.</p>
<p><span id="more-85840"></span><a href="http://toucharcade.com/wp-content/uploads/2011/12/mzl.mlqxkdbu.jpg"><img class="aligncenter size-full wp-image-86007" title="mzl.mlqxkdbu" src="http://toucharcade.com/wp-content/uploads/2011/12/mzl.mlqxkdbu.jpg" alt="" width="480" height="320" /></a></p>
<p>The games themselves are pretty much the same, with slight variations. In Squirrel Chase, your puppy chases a squirrel and must dodge bouncy red balls, jump over tree stumps and duck under low-flying birds in order to catch up with it. In Cloud Surfing, your puppy has to bounce along on clouds to catch up to an airplane while avoiding falling through the clouds or running into birds. (Dog LSD may or may not be involved.) Beating both game types with a puppy breed unlocks endless mode for that puppy, meaning you can continuously chase squirrels or airplanes (which I’m pretty sure my existing dog dreams about on a daily basis).</p>
<p>But I know why you’re really here. You don’t care about catching squirrels or airplanes. You’re here for the puppies, am I right? You want to know how to get your hands on a sweet little puppy of your very own. I feel you. So pay attention, because you’re about to get the lowdown on how to get your hands on a bunch of puppies, and I’m only saying this once.</p>
<p>OK, here it is. In case your parents never told you where puppies came from, <em>Puppy Panic </em>blows the lid right off that secret—they come from vending machines, duh! But, like, really big vending machines that only take puppy coins, which you earn through successfully passing trials with your first puppy. You get your first puppy handed to you by the game, presumably because the prior owner of the puppy coin was already losing his or her mind due to the alarmingly large number of puppies the game gives you, and the thought of getting one more out of the vending machine would have driven them to adorable, floppy-eared suicide.</p>
<p><object width="525" height="386"><param name="movie" value="http://www.youtube.com/v/tJPOjmtPe1c?version=3&amp;hl=en_US&amp;rel=0" /><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><embed type="application/x-shockwave-flash" width="525" height="386" src="http://www.youtube.com/v/tJPOjmtPe1c?version=3&amp;hl=en_US&amp;rel=0" allowfullscreen="true" allowscriptaccess="always"></embed></object></p>
<p>Despite the overall adorableness of the game, there are improvements I would definitely like to see made. While the two game types are solid and well-designed, I would love to see more made available in future updates. The same two games, over and over, for all eight puppy types is repetitive, and while playing and beating both game types with each puppy unlocks endless running mode for that particular puppy breed, I couldn’t be bothered with it after a while because it all felt the same.</p>
<p>The special abilities each puppy has, too, are a bit unbalanced. For example, the Corgi’s ability to automatically avoid pretty much all birds (because it has short legs!) made the game too easy for me, whereas the Dalmatian’s ability to call a firetruck to its aid never got used.</p>
<p>Even with these small downsides, <em>Puppy Panic </em>is a fun take on the runner genre. For about a buck, you get pretty much endless entertainment, especially since you can pick your favorite puppy out of eight to customize the playing experience. If you’re a fan of runners in general, this is a really cute, family-friendly option. And you don’t even have to worry about your furniture getting chewed up.</p>
<p><div><b>App Store Link:</b> <a href="http://toucharcade.com/link/http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=455155071&mt=8"><i>Puppy Panic</i>, $0.99</a>  <br/></div></p>
<b>TouchArcade Rating</b>: <img src="http://toucharcade.com/images/stars/4stars.jpg" style="vertical-align:text-bottom;">]]></content:encoded>
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		<slash:comments>8</slash:comments>
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