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‘Role-Playing’ Category Articles

'Raid Leader' Review - Like a Nicotine Patch for WoW Addicts

Wednesday, February 8th, 2012

There's a reason MMORPG players use the term "trash" to describe the stuff that leads up to raid bosses: it's missing all the great rewards, and it's almost always lame. It's junk, in other words, junk that pads the time between the good parts. Red Zebra Games clearly knows the score, because Raid Leader [99¢] skips right past the trash to bring us nothing but the good stuff—intense, white-knuckled battles.

As we pointed out in our preview, the big picture will look familiar to Battleheart [$2.99] fans. But it's the little details that get this recovering World of Warcraft addict's heart a-fluttering. There was a time when damage number spam, health bars and massively telegraphed attacks were my bread and butter, and boy do they come out in force here.

Before I get your hopes up, though, let me be clear. This isn't the next Battleheart, and it's not raiding in World of Warcraft. It's far, far simpler than either. If you're looking for a deeply strategic RTS-RPG, this might be a bit casual for your tastes, but it's a potent combo for those of us nursing fond memories of raiding.

Raid Leader lacks Battleheart's big list of classes, levels and loot. Instead it has bosses, and the three things any proper team needs to defeat them: a tank, a DPS class, and a healer (in the forms of the Knight, Hunter and Priest). Each of them has a bevy of skills to unlock and choose from, and choose you must, because each character can only bring two skills into battle. You might want to deal damage, snare and buff with one character, but you have to pare that down to the skills you really need. That's half the game's strategy right there.

The other half is the battles themselves. There are fifteen levels in total, with 2 arenas, 8 original bosses and a powered-up heroic version of all but the last. These have minions, lasers, death zones and many other familiar tricks, requiring priority targeting, clever positioning and quick reflexes. Lest you think I'm being irresponsible with my WoW comparisons, by the way, one of those bosses is nearly a one-to-one clone of Karsh Steelbender from the most recent expansion. Not that I mind. It just feels a little too much like coming home, if you know what I mean.

Your survival depends on two things: how well you've chosen and upgraded your skills, and how well you can pay attention and perform. It also helps to have a basic understanding of MMORPG-style battles. You'll have an easier time if you already know that the tank should keep the enemies' backs to his team, or when to toss a heal-over-time and switch targets. Admittedly, though, knowing too many tricks takes a little fun out of figuring out the right strategies for each fight, especially when kiting works so effectively.

Because of this, the game sometimes fails to straddle the line between too easy and too hard. Executing a strategy is often fairly simple, because the bosses never have more than three or four plainly timed and well-telegraphed abilities. You'll never have serious trouble figuring out how to handle an encounter when anything tricky is explained on screen.

You'll still run into plenty of difficulty, though. Two things will conspire to stop you no matter how well you can plan. The first is the somewhat-awkward touch controls. Like in Battleheart, you drag one hero to another to heal or attack, and drag your heroes around the screen to move them. Because those two actions are so similar, you may occasionally find the game mixing up your intent. Worse, though, is the way the controls sometimes lead to deaths-by-Notification-Center. Those probably can't be helped, but that doesn't keep them from being frustrating.

The second big roadblock is the enrage timer most bosses sport. This isn't a problem, it's a classic MMORPG mechanic. Three or four minutes into a fight, the boss becomes immensely more powerful. This isn't designed to kill you instantly, but it does keep you from flinging yourself at a boss for ages if you're not powerful enough to defeat it. In Raid Leader, you're not going to run down the clock because you haven't leveled enough or hit the right gear level. Instead, it's your skills that can fall behind.

The three classes each get eight or nine skills to play with. These include a healthy mix of class-appropriate heals, attacks, buffs, debuffs and so on. You can pay out the coins you earn from defeating bosses to upgrade them up to four times each. If you're a better player than I am you might be able to get by with nothing more than the coins you earn from each boss. I rather doubt it, though. It gets seriously tough to pump out enough damage to beat the enrage even when you're doing well. If you hit a wall and decide you need more coins, you have two options: grind or pay.

It's kind of a lame choice. Grinding is actually fun in Raid Leader, but it's hard to turn down the comparatively massive number of coins you can get by putting down an extra dollar or two. If you do, you can earn a decent rate in two arenas fighting waves of minions, or you can replay completed boss fights. You can earn Game Center achievements and leaderboard rank for beating bosses quickly, so this isn't a bad way to go.

I just wish there was more of everything. I want a reason to pull out more skills and level them higher. I'd dread putting hours into WoW at this point, but the few brief hours I put into Raid Leader left me craving a lot more. That's not a bad thing, assuming there's more to come. While we're talking updates, Red Zebra, could you work out the spelling errors and put some clothes on the poor Hunter? She's literally fighting in a bikini. Not even a chainmail bikini, just a few flimsy scraps of nothing.

Raid Leader isn't perfect, and it's not perfectly original. That said, it sure is fun. Any recovering raider will find plenty of great nods and familiar concepts, and anyone who's wondered why folks make such a fuss about raiding will get a low-impact introduction. Drop by our discussion thread to let us know what you think, and point out how much you want more levels while you're there. For me. Because even though I can quit any time, I really don't want to quite yet.

App Store Link: Raid Leader, $0.99 (Universal)

TouchArcade Rating:
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'Corpse Party' Hitting the Japanese App Store February 9th

Monday, February 6th, 2012

The Corpse Party series of video games have been loitering around my "I really should play these some day" game list since I first heard about them a few years ago. The games have some crazy roots behind them, as the first title was made in RPG Maker, a point and click game studio that was responsible for countless terrible ultra-indie RPG games. My personal favorite of these RPG Maker games was Chef Boyardee's Barkley, Shut Up & Jam: Gaiden, Chapter 1 of the Hoopz Barkley SaGa. (Yes, that's a real game, watch the trailer. No really, watch it.) Anyway, Corpse Party has had two different remakes since then, the most recent of which landed as a downloadable title for the PSP in late 2010. A sequel arrived around a year later, and there have even been two manga adaptations. One was even published by Square Enix.

If this is the first time you've heard of Corpse Party, Joystiq's JC Fletcher put together an awesome description of what the game is all about. In essence, it's your typical 16 bit JRPG that jumps the rails in a big way. You quickly find yourself in a nightmare dimension where no one can see each other, doors don't work, windows are blocked by human hair, and evidence of countless child murders are everywhere. (Making you wonder how this is getting by the App Store approval department, eh?) There's a cast of characters who are subjected to the torture of this environment, and you sit by and watch what unfolds.

What interested me about this crazy game is that there's tons of "bad endings," like a Choose Your Own Adventure book. I've always really liked games that divert from a linear roller coaster ride to letting you screw up, and then showing you the consequences. The PSP version is even constructed with selectable chapters to allow you to go back and explore all these different outcomes.

According to Andriasang, Corpse Party will be hitting the Japanese App Store this week for ¥2,200 which in US App Store pricing would be $29.99. No word yet on a localized English release, but I figure if the game will be available for iOS devices with Japanese text, an English adaptation can't be that far off, since presumably the translation already exists from the PSP game.

Fingers crossed, anyway.

[Famitsu via Andriasang via Joystiq]

Check Out the Trailer for Crescent Moon's 'Raid Leader'

Friday, February 3rd, 2012

We've been following Crescent Moon's Raid Leader for what feels like way too long now. I've found myself saying for the past year how much I wish Battleheart was fleshed out into a larger game, as saying that Battleheart left me wanting more would be the largest understatement of 2011. We've covered how Raid Leader works in our preview:

In Raid Leader, you'll be taking a knight, a mage, and an archer, against a variety of damage-eating, MMO-like bosses that all appear to have special mechanical hooks. For example, there's a yeti-like monster with a freeze spell that turns its target into a block of ice. In order to break out, you'll have to tap on the screen. There's also a worm that, much to the archer and mage's chagrin, spawns mobs of life-sucking blood leaches all over the battlefield.

Now you can see all this in action in the recently released trailer:

Per the trailer, it's on track for a release next week. Stay tuned for a full review once the game actually hits.

'Dungeon Crawlers' Review - Heroes of Sloth and Strategy

Monday, January 30th, 2012

Brad Nicholson said it best in our preview of Dungeon Crawlers [$1.99]: "It's the video game equivalent of a mullet, reserved and business-like, yet fun-loving and goofy." I'd add "A little bit awkward in any situation," for both the mullet and the game. It's a quirky strategy RPG that invests heavily in tropes of old, glorifies the Ghostbusters, and isn't quite ready for prime-time.

Don't get me wrong; fans of traditional SRPGs will find a lot to love if they give Dungeon Crawlers a chance. It's a funny, charming, and mostly well-crafted game. You'll run into a few glaring omissions, and you might have trouble with the game's high memory footprint, but rest assured that Ayopa Games and Drowning Monkeys plan to address all of that soon. No matter how much I enjoy myself, though, I keep coming back to the same problem: Dungeon Crawlers is just way too ponderous.

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TouchArcade Rating:

'Oceanhorn' Footage Appears And We're OK With That

Monday, January 30th, 2012

Check this: footage of Oceanhorn, the Cornfox & Brothers adventure game joint that seems to resemble the best Zelda ever in both style and tone, is now available. We've embedded the video just below for your viewing pleasure and aren't worried in the slightest that it will be pulled despite being labeled as a "secret" video. This is a PR stunt for a title that made waves when first announced, and hasn't seen substantial coverage since.

We're not complaining, by the way. We want to see more and realize that Oceanhorn: Monster of Uncharted Seas could be a big deal when it hits later this 2012. Not only is it fascinatingly gorgeous, but it's also mechanically and functionally inspired by Zelda. The world desperately needs more of these kinds of games, and if these cats can pull it off, a lot of people are going to be very happy.

Also, in entirely unrelated but sort of related news: If you're into Wind Waker, check out this fan-made imaginary Wii U sequel trailer that just hit YouTube and is blowing up all over Twitter. Bananas!

This 'God Of Blades' Debut Trailer Is Awesome

Wednesday, January 25th, 2012

Big swords and slow-motion make us feel good on the inside, so we're obligated to share this trailer with you. Before you gander at its splendor, here's some context: this is a side-scrolling action RPG from White Whale Games. It's called God of Blades, and in it, users will "assume the role of a nameless spectral king" against a horde of demon dudes. From what we can tell, the action model breaks down to whacking demons with overly large weapons until they fall down. It sounds cool in theory.

No word on release other than "soon," and we're not 100 percent sure what platforms it'll appear on or, hey, even its price. We're guessing these kinds of things will be announced on the studio's Twitter or Facebook in due time.

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Cooking Meets JRPG In 'Adventure Bar Story'

Tuesday, January 24th, 2012

Buckle up; Adventure Bar Story appears to be pretty radical. I just spent a good chunk of time with a pre-release build of the PSP port, and while I do have a reservation or two about its virtual controls, I couldn't be happier with the overall port job and its core play, which is satisfyingly genre-bending.

Imagine if your everyday 16-bit JRPG hooked up with a management sim. In Adventure Bar Story, you control a young girl attempting to save her bar from being stolen or bought out by a renowned and rival neighborhood restaurant. In order to prevent this, she'll need to learn how to cook, buy or gather ingredients in RPG-like zones complimented by random battles, assemble the ingredients into a dish, and then profit.

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'Fantasy Chronicle' Review – An Old-school JRPG That's Light On Variety

Tuesday, January 24th, 2012

JRPGs are a tough sell these days on iOS. Typically ports making their way from other systems, most seem characterized by substandard touch control integration and shoddy English translations. Fantasy Chronicle [$2.99] thankfully only suffers significantly from one of those two issues. While the translation is certainly lacking, the core gameplay and controls make this RPG an enjoyable experience, assuming you’re into a lot of grinding.

Fantasy Chronicle follows the story of Light, a mysterious youth adopted by a small village who begins his training to join Holos Over, the hero guild charged with ridding the world of evil. During his adventure, Light encounters strife, grief, revenge and nearly every other RPG cliché under the sun. While the story isn’t going to win any awards, it does just enough to advance the narrative and keep you playing, which is more than I can say for some of the other games in the genre.

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TouchArcade Rating:

'Ash II: Shadows' Review – It's Risky Business for this Retro-inspired RPG

Monday, January 23rd, 2012

An episodic JRPG seems like a hard sell – how do you cut a genre built on the backs of immense sagas and marathon weekend play sessions into bite-sized chunks? Apparently by writing cliffhangers into each narrative focal point and developing for iOS, where mobile users might appreciate a light-weight, turn-based trek through RPG Maker heaven.

Armed with a built-in audience, a new publishing deal with Konami, and a multi-tiered business model, Ash II: Shadows [$2.99 Silver Edition / $4.99 Gold Edition] should have been a sure thing for SRRN Games. The UI is cleaner, the sprites more detailed, and random encounters replaced with on-screen enemies – Konami cash put to good use. I have the lasting impression, though, that SRRN's business concerns have impacted – if  not downright dictated – some of its design choices.

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TouchArcade Rating:

'Time of Heroes' Review – Time to Sharpen Your Tactical Skills

Friday, January 20th, 2012

We previously covered smuttlewerk interactive when we took a look at Companions [$4.99/Lite], a well-done top-down role playing/strategy title. Now the developers are back with Time of Heroes [$0.99], another great addition to the genre. Ditching the top-down sprite visuals for a 3D-look, Time of Heroes still maintains smulttlewerk’s reputation for gameplay depth while successfully transitioning to a classic turn-based strategy game.

If you’ve ever played the likes of Final Fantasy Tactics, you’ll feel right at home with Time of Heroes. The game takes place on a series of maps, with players choosing heroes, units and their placements at the beginning of the battle. The game then plays out via turn-based gameplay with the goal being to accomplish all the objectives of the map (typically kill the opposing heroes while keeping your own alive). Time of Heroes is classic turn-based strategy, and I think it gets a lot of things right.

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TouchArcade Rating:

Buckle Up: New 'Kids vs Goblins' Trailer Hits

Thursday, January 19th, 2012

Stolen Couch Games' tactical RPG Kids vs Goblins has been getting a lot of traction on our message board for good reason: it looks hot. In the game, you'll control three kids with up to 80 different spells on a quest that'll see them exploring a total of seven unique environments. As you'll see in the new trailer below, the spell system takes a cue from Magicka; it encourages users to combine individual spells and then exploit the combined power in order to progress and beat up waves of bad dudes. There seems to be a fair bit of standard action RPG-ery, too.

Kids vs Goblins is being published by Crescent Moon Games, and is expected to hit the iPad first later this February. In the game's message board thread, the publisher has noted that Apple has it in its hands right now, so it's just a matter of approval. We'll continue keeping our eye on this one, for sure.

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'Dungeon Raid' Goes On Sale, Now $.99

Wednesday, January 18th, 2012

Dungeon Raid [$.99 / Lite], a match-3 that TouchArcade President-in-Chief Eli Hodapp freely argues is the greatest game ever created, has been updated on Android. You probably don't care about that considering this is an iOS-centric web site and all, but here's the twist: in a tiny celebration of the fact that DR has made the platform leap, the iPhone version's price has been reduced to $.99 from $2.99. Neat!

The RPG component is what hooks people as hard as Eli Hodapp. The integration of items, abilities, equipment upgrades, and character classes is seamless and super clever; they end bridging a gap you didn't even know existed in the well-worn genre. Our glowing review, which pours over all of the game's fine details, is available here if you'd like to learn more before taking the plunge.

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'Adventure Bar Story' Coming To iPhone In February

Wednesday, January 18th, 2012

Adventure Bar Story, a Recettear-like RPG that originally released in Japan as Adventure Bar of Wonderland Portable on PSP, is being localized and fitted for iPhone and iPod Touch. Zigza Game, the studio behind this new effort, revealed its intentions to do this over on our message board, and even dropped a few new screenshots to stimulate the community. We're including a much less, er, eye-melting PSP selection below.

Knock out the "item" part of Recettear's title and insert "bar" if you want a decent idea of what you'll be getting into with Adventure Bar Story. The goal is to have the best bar in the kingdom; To accomplish this, you'll need to dungeon crawl and harvest the component parts of a variety of monsters to win cooking and drink contests. You know, just like in real life.

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When MMO Meets Real-Time Strategy RPG, You Get Red Zebra's First Game 'Raid Leader'

Monday, January 16th, 2012

Red Zebra Game's Raid Leader reminds me a lot of Mika Mobile's Battleheart [$2.99]. Like that game, it's a real-time strategy RPG hybrid that seamlessly blends these two styles of play into a series of trying instance-based conflicts. Where the two depart the most dramatically is in the name: raid.

In Raid Leader, you'll be taking a knight, a mage, and an archer, against a variety of damage-eating, MMO-like bosses that all appear to have special mechanical hooks. For example, there's a yeti-like monster with a freeze spell that turns its target into a block of ice. In order to break out, you'll have to tap on the screen. There's also a worm that, much to the archer and mage's chagrin, spawns mobs of life-sucking blood leaches all over the battlefield.

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Hands-On With 'Dungeon Crawlers,' A Quirky Strategy RPG

Thursday, January 12th, 2012

Ayopa Games' and Drowning Monkeys' next title is a 3D, close-quarters strategy RPG with the usual trimmings: ghouls, ghosts, swords, sorcery, dungeon crawling, and leveling are all a part of the package. It's as functionally classical as its name, Dungeon Crawlers, implies, and nothing mechanical I've seen seems to be breaking any mold.

There is this one thing, though. It's kinda quirky. In the opening moments, one of the party members clearly references Ghostbusters. Roy, the healer, carries around a weapon called "The Unreturned Library Tome." When you search the first weapon rack you find, it calmly tells you that while there's tons of weapons here, none of them are indeed yours.

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