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	<title>Touch Arcade &#187; Role-Playing</title>
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	<description>... keeping in touch with the latest in iPhone gaming</description>
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		<title>'Raid Leader' Review - Like a Nicotine Patch for WoW Addicts</title>
		<link>http://toucharcade.com/2012/02/08/raid-leader-review-like-a-nicotine-patch-for-wow-addicts/</link>
		<comments>http://toucharcade.com/2012/02/08/raid-leader-review-like-a-nicotine-patch-for-wow-addicts/#comments</comments>
		<pubDate>Thu, 09 Feb 2012 04:00:11 +0000</pubDate>
		<dc:creator>Nissa Campbell</dc:creator>
				<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[Reviews]]></category>
		<category><![CDATA[Role-Playing]]></category>
		<category><![CDATA[Strategy]]></category>
		<category><![CDATA[Universal]]></category>

		<guid isPermaLink="false">http://toucharcade.com/?p=89726</guid>
		<description><![CDATA[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¢] [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://toucharcade.com/wp-content/uploads/2012/02/mzl.niawhell.320x480-75.jpg"><img class="alignright size-medium wp-image-89939" src="http://toucharcade.com/wp-content/uploads/2012/02/mzl.niawhell.320x480-75-260x173.jpg" alt="" width="260" height="173" /></a>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. <a href="http://redzebragames.com/">Red Zebra Games</a> clearly knows the score, because <em>Raid Leader</em> [<a href="http://toucharcade.com/link/http://itunes.apple.com/us/app/raid-leader/id492317406?mt=8">99¢</a>] skips right past the trash to bring us nothing but the good stuff—intense, white-knuckled battles.</p>
<p>As we pointed out in our <a href="http://toucharcade.com/2012/01/16/when-mmo-meets-real-time-strategy-rpg-you-get-red-zebras-first-game-raid-leader/" target="_blank">preview</a>, the big picture will look familiar to <em>Battleheart</em> [<a href="http://toucharcade.com/link/http://itunes.apple.com/app/battleheart/id394057299?mt=8">$2.99</a>] fans. But it's the little details that get this recovering <em>World of Warcraft </em>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.</p>
<p>Before I get your hopes up, though, let me be clear. This isn't the next <em>Battleheart</em>, and it's not raiding in <em>World of Warcraft</em>. 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.</p>
<p><img class="aligncenter size-full wp-image-89941" src="http://toucharcade.com/wp-content/uploads/2012/02/mzl.cmfmnhcj.320x480-75.jpg" alt="" width="480" height="320" /></p>
<p><em>Raid Leader</em> lacks <em>Battleheart's</em> 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.</p>
<p>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 <em>WoW</em> comparisons, by the way, one of those bosses is nearly a one-to-one clone of <a href="http://www.wowhead.com/npc=39698">Karsh Steelbender</a> 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.</p>
<p><a href="http://toucharcade.com/wp-content/uploads/2012/02/mzl.xqvmktdg.320x480-75.jpg"><img class="alignleft size-medium wp-image-89943" src="http://toucharcade.com/wp-content/uploads/2012/02/mzl.xqvmktdg.320x480-75-260x173.jpg" alt="" width="260" height="173" /></a>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.</p>
<p>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.</p>
<p>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 <em>Battleheart</em>, 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.</p>
<p>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 <em>Raid Leader,</em> 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.</p>
<p><img class="aligncenter size-full wp-image-89945" src="http://toucharcade.com/wp-content/uploads/2012/02/mzl.kzajbhjf.320x480-75.jpg" alt="" width="480" height="320" /></p>
<p>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.</p>
<p>It's kind of a lame choice. Grinding is actually fun in <em>Raid Leader</em>, 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.</p>
<p><object width="525" height="297"><param name="movie" value="http://www.youtube.com/v/olAawF8XE7I?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/olAawF8XE7I?version=3&amp;hl=en_US&amp;rel=0" type="application/x-shockwave-flash" width="525" height="297" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>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 <em>WoW</em> at this point, but the few brief hours I put into <em>Raid Leader</em> 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.</p>
<p><em>Raid Leader</em> 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 <a href="http://forums.toucharcade.com/showthread.php?t=122014">discussion thread</a> 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.</p>
<p><div><b>App Store Link:</b> <a href="http://toucharcade.com/link/http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=492317406&mt=8"><i>Raid Leader</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>16</slash:comments>
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		<title>'Corpse Party' Hitting the Japanese App Store February 9th</title>
		<link>http://toucharcade.com/2012/02/06/corpse-party-hitting-the-japanese-app-store-february-9th/</link>
		<comments>http://toucharcade.com/2012/02/06/corpse-party-hitting-the-japanese-app-store-february-9th/#comments</comments>
		<pubDate>Mon, 06 Feb 2012 21:52:11 +0000</pubDate>
		<dc:creator>Eli Hodapp</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Role-Playing]]></category>
		<category><![CDATA[Upcoming Games]]></category>
		<category><![CDATA[Corpse Party]]></category>

		<guid isPermaLink="false">http://toucharcade.com/?p=89660</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://toucharcade.com/wp-content/uploads/2012/02/CorpseParty.jpg" alt="" title="CorpseParty" height="300" class="alignright size-full wp-image-89674" />The <em>Corpse Party</em> 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 <a href="http://www.talesofgames.com/barkley/"><em>Chef Boyardee's Barkley, Shut Up &#038; Jam: Gaiden, Chapter 1 of the Hoopz Barkley SaGa</em></a>. (Yes, that's a real game, watch <a href="http://www.youtube.com/watch?v=8F1cOvZ3nS8">the trailer</a>. No really, watch it.) Anyway, <em>Corpse Party</em> 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.</p>
<p>If this is the first time you've heard of <em>Corpse Party</em>, Joystiq's JC Fletcher <a href="http://www.joystiq.com/2011/12/09/portabliss-corpse-party-psp/">put together an awesome description of what the game is all about</a>. 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.</p>
<p>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.</p>
<p><center><a href="http://toucharcade.com/wp-content/uploads/2012/02/23quv.jpg"><img src="http://toucharcade.com/wp-content/uploads/2012/02/23quv-525x268.jpg" alt="" title="23quv" width="525" height="268" class="aligncenter size-large wp-image-89686" /></a></center></p>
<p>According to <a href="http://andriasang.com/comzvq/corpse_party_ios_date/">Andriasang</a>, <em>Corpse Party</em> 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 <em>that</em> far off, since presumably the translation already exists from the PSP game.</p>
<p>Fingers crossed, anyway.</p>
<p>[<a href="http://app.famitsu.com/20120206_29266/">Famitsu</a> via <a href="http://andriasang.com/comzvq/corpse_party_ios_date/">Andriasang</a> via <a href="http://www.joystiq.com/2012/02/06/corpse-party-butters-up-ios-in-japan/">Joystiq</a>]</p>
]]></content:encoded>
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		<slash:comments>39</slash:comments>
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		<title>Check Out the Trailer for Crescent Moon's 'Raid Leader'</title>
		<link>http://toucharcade.com/2012/02/03/check-out-the-trailer-for-crescent-moons-raid-leader/</link>
		<comments>http://toucharcade.com/2012/02/03/check-out-the-trailer-for-crescent-moons-raid-leader/#comments</comments>
		<pubDate>Fri, 03 Feb 2012 21:58:50 +0000</pubDate>
		<dc:creator>Eli Hodapp</dc:creator>
				<category><![CDATA[Action]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Role-Playing]]></category>
		<category><![CDATA[Upcoming Games]]></category>
		<category><![CDATA[Raid Leader]]></category>

		<guid isPermaLink="false">http://toucharcade.com/?p=89446</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://toucharcade.com/wp-content/uploads/2012/02/TA_screenshot_041.jpg"><img src="http://toucharcade.com/wp-content/uploads/2012/02/TA_screenshot_041-260x173.jpg" alt="" title="TA_screenshot_041" width="260" height="173" class="alignright size-medium wp-image-89449" /></a>We've been following Crescent Moon's <em>Raid Leader</em> for what feels like way too long now. I've found myself saying for the past year how much I wish <em><a href="http://toucharcade.com/2011/02/07/battleheart-review/">Battleheart</a></em> was fleshed out into a larger game, as saying that <em>Battleheart</em> left me wanting more would be the largest understatement of 2011. We've covered how <em>Raid Leader</em> works in <a href="http://toucharcade.com/2012/01/16/when-mmo-meets-real-time-strategy-rpg-you-get-red-zebras-first-game-raid-leader/">our preview</a>:<br />
<blockquote>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.</p></blockquote>
<p>Now you can see all this in action in the recently released trailer:</p>
<p><center><object width="525" height="297"><param name="movie" value="http://www.youtube.com/v/U5oJDWMa9K4?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/U5oJDWMa9K4?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>Per the trailer, it's on track for a release next week. Stay tuned for a full review once the game actually hits.</p>
]]></content:encoded>
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		<slash:comments>6</slash:comments>
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		<title>'Dungeon Crawlers' Review - Heroes of Sloth and Strategy</title>
		<link>http://toucharcade.com/2012/01/30/dungeon-crawlers-review/</link>
		<comments>http://toucharcade.com/2012/01/30/dungeon-crawlers-review/#comments</comments>
		<pubDate>Mon, 30 Jan 2012 16:00:23 +0000</pubDate>
		<dc:creator>Nissa Campbell</dc:creator>
				<category><![CDATA[3.5 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[Reviews]]></category>
		<category><![CDATA[Role-Playing]]></category>
		<category><![CDATA[Strategy]]></category>
		<category><![CDATA[Universal]]></category>

		<guid isPermaLink="false">http://toucharcade.com/?p=88566</guid>
		<description><![CDATA[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, [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://toucharcade.com/wp-content/uploads/2012/01/dungeoncrawlersicon.jpg"><img class="alignright size-thumbnail wp-image-88685" title="dungeoncrawlersicon" src="http://toucharcade.com/wp-content/uploads/2012/01/dungeoncrawlersicon-150x150.jpg" alt="" width="150" height="150" /></a>Brad Nicholson said it best in our <a href="http://toucharcade.com/2012/01/12/hands-on-with-dungeon-crawlers-a-quirky-strategy-rpg/" target="_blank">preview </a>of <em>Dungeon Crawlers</em> [<a href="http://toucharcade.com/link/http://itunes.apple.com/app/dungeon-crawlers/id488803163?mt=8">$1.99</a>]: "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 <em>Ghostbusters</em>, and isn't quite ready for prime-time.</p>
<p>Don't get me wrong; fans of traditional SRPGs will find a lot to love if they give <em>Dungeon Crawlers</em> 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 <a href="http://www.ayopagames.com/" target="_blank">Ayopa Games</a> and <a href="http://www.drowningmonkeys.com/">Drowning Monkeys</a> plan to address all of that soon. No matter how much I enjoy myself, though, I keep coming back to the same problem: <em>Dungeon Crawlers</em> is just way too ponderous.</p>
<p><span id="more-88566"></span><a href="http://toucharcade.com/wp-content/uploads/2012/01/mzl.bcdsbpvx.jpg"><img class="alignnone size-large wp-image-88689" title="mzl.bcdsbpvx" src="http://toucharcade.com/wp-content/uploads/2012/01/mzl.bcdsbpvx-525x350.jpg" alt="" width="525" height="350" /></a></p>
<p>The mix of dungeon crawling and strategic combat works well. Basically, you poke around a dungeon floor by floor, fighting baddies, finding secrets, and occasionally solving puzzles. The game slips into turn-based combat mode the moment you enter an area with enemies. A movement grid is laid out on the floor. Enemies take their turns, one by one, and then the heroes take theirs. It's a good formula, but every bit of it is too slow.</p>
<p>Enemy turns take too long, and can't really be sped up. Every movement and attack feels a bit slower than it should, and everything has to happen in turn. Sometimes it feels like no one has any idea how to land a hit. In combat that already feels too slow, a whole round spent with weapons missing harmlessly (or landing glancing blows, a common problem) is dull, dull, dull. It would shorten the game, but combat would be a lot more fun if the developers cut out the weak hits, lowered everyone's miss rates and let you fast-forward through enemy turns.</p>
<p><a href="http://toucharcade.com/wp-content/uploads/2012/01/mzl.qxbihbmd.jpg"><img class="alignleft size-medium wp-image-88691" title="mzl.qxbihbmd" src="http://toucharcade.com/wp-content/uploads/2012/01/mzl.qxbihbmd-300x200.jpg" alt="" width="300" height="200" /></a>If only they could apply that sort of trimming to the rest of the experience. For example, you start with only three of your four heroes: Payter, Aegon and Roy (if you're thinking <em>Ghostbusters</em> already, those should sound familiar), and each gets just one ability initially. For the first few levels combat is mindless. Payter walks up to an enemy and slashes it. Aegon casts Magic Missile from further back. Roy heals whoever is wounded. Rinse. Repeat. It's a fine way to start, but the game takes far too long to start filling your arsenal with new friends and abilities.</p>
<p>It's a shame, because I doubt many mobile gamers are going to wait the hour or two it takes for things to start getting interesting. Try to be the exception, because it's worth it. Even though<em> Dungeon Crawlers</em> has a limited roster of characters, its encounters get both challenging and strategic. Much of the strategy is in learning to carefully position your party members. Payter, for instance, eventually learns to stun the enemies that surround him. Predicting where the enemies will move, you can put him in just the right place to get surrounded. Then you can line up Aegon to hit the grouped up baddies with an AOE, and keep Failston blocking the way back to Roy. Mana isn't a consideration, but action limits are, so healing is a once-per-turn affair. If a character falls, they're out of the game until the next floor.</p>
<p>Failing isn't a a huge deal, since you can always restart from the beginning of a level or an encounter. But that decision really hurts when encounters start lasting for half an hour or longer. You should be able to offset this by using the coins you collect to buy potions in a tight spot, but you can't. A shop is coming, as are IAP coins for the poor adventurer with a wealthy player. The game can already be completed without the store, though, so the IAP will be optional in the extreme.</p>
<p><object width="525" height="297"><param name="movie" value="http://www.youtube.com/v/uIfcdCWcoGs?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/uIfcdCWcoGs?version=3&amp;hl=en_US&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>Unless, that is, you try to plow straight through. <em>Dungeon Crawler</em>'s loot system rewards the explorer. You won't find much if you just stomp around killing enemies and opening chests, and your equipment will quickly fall out of date. If, on the other hand, you manage to find the levers that hide secrets in nearly every level, you'll be at the tip-top of your game. The game could use a balance tweak or two to keep less-curious players geared enough to fight, though. The loot is all pre-determined, and it really hurts your chances if you miss a few secrets.</p>
<p>Even with all the frustrations and issues, I really dig <em>Dungeon Crawlers</em>. If you're a sucker for references, this game plays with a ton of them - from the blatant and encompassing <em>Ghostbusters </em>theme to jokes about things the younger crowd might still understand. That's on top of an engaging adventure tale that does its best to keep you interested in slogging through fight after fight. The characters, the music, the level design and environments - all great. You get the idea: the game would be fantastic if only it were pared down, cleaned up and sent out much more streamlined.</p>
<p>Until then, a cautious recommendation will have to do. If you're looking for an old-school strategic romp through some very traditional dungeons, you're in the right place. But these aren't play sessions you can cram into five minute smoke breaks. <em>Dungeon Crawlers</em> is built to last - for better or worse, you'll get hours out of it. If you're a sit-back-and-be-patient sort, you'll be just fine.</p>
<p><div><b>App Store Link:</b> <a href="http://toucharcade.com/link/http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=488803163&mt=8"><i>Dungeon Crawlers</i>, $1.99</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>10</slash:comments>
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		<title>'Oceanhorn' Footage Appears And We're OK With That</title>
		<link>http://toucharcade.com/2012/01/30/oceanhorn-footage-appears-and-were-ok-with-that/</link>
		<comments>http://toucharcade.com/2012/01/30/oceanhorn-footage-appears-and-were-ok-with-that/#comments</comments>
		<pubDate>Mon, 30 Jan 2012 15:26:21 +0000</pubDate>
		<dc:creator>Brad Nicholson</dc:creator>
				<category><![CDATA[Action]]></category>
		<category><![CDATA[Adventure]]></category>
		<category><![CDATA[iPad Games]]></category>
		<category><![CDATA[Role-Playing]]></category>
		<category><![CDATA[Upcoming Games]]></category>
		<category><![CDATA[Oceanhorn: Monster of Uncharted Seas]]></category>

		<guid isPermaLink="false">http://toucharcade.com/?p=88723</guid>
		<description><![CDATA[Check this: footage of Oceanhorn, the Cornfox &#38; 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" [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-full wp-image-88726" title="Oceanhorn-Stag-193x300" src="http://toucharcade.com/wp-content/uploads/2012/01/Oceanhorn-Stag-193x300.png" alt="" width="129" height="200" />Check this: footage of <em><a href="http://toucharcade.com/2011/11/07/zelda-inspired-adventure-game-oceanhorn-revealed-looks-gorgeous/">Oceanhorn</a></em>, the <a href="http://www.cornfox.com/">Cornfox &amp; Brothers</a> adventure game joint that seems to resemble the best <em>Zelda</em> 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 <a href="http://oceanhorn.blogspot.com/2012/01/oceanhorn-secret-developer-video-part-i.html">being labeled as a "secret" video.</a> This is a PR stunt for a title that made waves when first announced, and hasn't seen substantial coverage since.</p>
<p>We're not complaining, by the way. We want to see more and realize that <em>Oceanhorn: Monster of Uncharted Seas</em> 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 <em>Zelda</em>. 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 <em>very</em> happy.</p>
<p><object width="525" height="315"><param name="movie" value="http://www.youtube.com/v/W4pW3o5HVHU?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="315" src="http://www.youtube.com/v/W4pW3o5HVHU?version=3&amp;hl=en_US&amp;rel=0" allowfullscreen="true" allowscriptaccess="always"></embed></object></p>
<p>Also, in entirely unrelated but <em>sort of</em> related news: If you're into <em>Wind Waker</em>, check <a href="http://www.youtube.com/watch?v=ZNgtIrSHack">out this fan-made imaginary Wii U sequel trailer</a> that just hit YouTube and is blowing up all over Twitter. Bananas!</p>
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		<slash:comments>17</slash:comments>
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		<title>This 'God Of Blades' Debut Trailer Is Awesome</title>
		<link>http://toucharcade.com/2012/01/25/this-god-of-blades-debut-trailer-is-awesome/</link>
		<comments>http://toucharcade.com/2012/01/25/this-god-of-blades-debut-trailer-is-awesome/#comments</comments>
		<pubDate>Wed, 25 Jan 2012 20:53:51 +0000</pubDate>
		<dc:creator>Brad Nicholson</dc:creator>
				<category><![CDATA[Action]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Role-Playing]]></category>
		<category><![CDATA[Upcoming Games]]></category>
		<category><![CDATA[God of Blades]]></category>

		<guid isPermaLink="false">http://toucharcade.com/?p=88280</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-full wp-image-88281" title="title_screen" src="http://toucharcade.com/wp-content/uploads/2012/01/title_screen.png" alt="" width="300" height="199" />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 <a href="http://whitewhalegames.com/">White Whale Games</a>. It's called <em>God of Blades</em>, 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.</p>
<p>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 <a href="https://twitter.com/#!/whitewhalegames">Twitter</a> or <a href="http://www.facebook.com/whitewhalegames">Facebook</a> in due time.</p>
<p><span id="more-88280"></span></p>
<p><object width="525" height="315"><param name="movie" value="http://www.youtube.com/v/UMSuCWgIars?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="315" src="http://www.youtube.com/v/UMSuCWgIars?version=3&amp;hl=en_US&amp;rel=0" allowfullscreen="true" allowscriptaccess="always"></embed></object></p>
]]></content:encoded>
			<wfw:commentRss>http://toucharcade.com/2012/01/25/this-god-of-blades-debut-trailer-is-awesome/feed/</wfw:commentRss>
		<slash:comments>16</slash:comments>
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		<title>Cooking Meets JRPG In 'Adventure Bar Story'</title>
		<link>http://toucharcade.com/2012/01/24/cooking-meets-jrpg-in-adventure-bar-story/</link>
		<comments>http://toucharcade.com/2012/01/24/cooking-meets-jrpg-in-adventure-bar-story/#comments</comments>
		<pubDate>Tue, 24 Jan 2012 22:20:19 +0000</pubDate>
		<dc:creator>Brad Nicholson</dc:creator>
				<category><![CDATA[$0.99]]></category>
		<category><![CDATA[$2.99]]></category>
		<category><![CDATA[iPhone games]]></category>
		<category><![CDATA[iPod touch games]]></category>
		<category><![CDATA[Role-Playing]]></category>
		<category><![CDATA[Upcoming Games]]></category>
		<category><![CDATA[Adventure Bar Story]]></category>

		<guid isPermaLink="false">http://toucharcade.com/?p=88166</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://toucharcade.com/wp-content/uploads/2012/01/393292_362914193722134_362912663722287_1659646_1847459465_n-1.jpg" alt="" title="393292_362914193722134_362912663722287_1659646_1847459465_n (1)" width="300" height="200" class="alignright size-full wp-image-88171" />Buckle up; <a href="http://toucharcade.com/2012/01/18/adventure-bar-story-coming-to-iphone-in-february/"><em>Adventure Bar Story</em></a> 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. </p>
<p>Imagine if your everyday 16-bit JRPG hooked up with a management sim. In <em>Adventure Bar Story</em>, 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.</p>
<p><span id="more-88166"></span></p>
<p><a href="http://toucharcade.com/wp-content/uploads/2012/01/ABS-1.jpg"><img src="http://toucharcade.com/wp-content/uploads/2012/01/ABS-1-300x200.jpg" alt="" title="ABS-1" width="300" height="200" class="alignleft size-medium wp-image-88174" /></a>Mechanically, there's a lot going on. In order to cook food, for example, you need recipes and the right tools for the job -- blenders, pans, and so forth. The Item Shop stocks new stuff every day, but you can also get recipes from talking to NPCs or even experimentation. The cooking UI has several layers, but they're all straightforward.</p>
<p>Dungeon diving -- and I'm using that loosely here since the first few zones are set in fields -- has several components. There's the turn-based battle system, which packs in all of your usual RPG trimmings such as special attacks and in-battle item usage. But there are also food drops littering the ground that you'll want to pick up at the risk of random encounters, and a leveling system, that, in a weird turn, has nothing to do with battle. Eating what you make levels up each character. Battle just earns you battle skills. Progression to new areas seems to be contingent on in-game cooking goals.</p>
<p>The entire experience is split into days and months. A typical day goes a little like this: I run to the item store to stock up on curing potions, and then I travel to the latest dungeon in order to pick up all the free food. When I get out of the zone, I shoot over to the bar's kitchen and start looking at what I can assemble. After I make the food, I take a gander at which ones will give me the most EXP and then I eat a few to power up my dudes. After that, I select the dishes I want to serve and open the bar.</p>
<p><a href="http://toucharcade.com/wp-content/uploads/2012/01/ABS-2.jpg"><img src="http://toucharcade.com/wp-content/uploads/2012/01/ABS-2-300x200.jpg" alt="" title="ABS-2" width="300" height="200" class="alignright size-medium wp-image-88177" /></a>There's some nuance to everything. The ingredients that you pick up aren't always main ingredients; rather, they're just component parts of a single ingredient. Wheat, for example, has to be used with a blender to create flour. Flour and water make pizza dough, and so on and so forth. Customers also appear to like different things more on different days, so there's a little more to becoming the next great bar.</p>
<p>I'm so high on this because it's the best of every world. I'm not spending hours and hours senselessly grinding, and I'm not cooking fake food until my eyes bleed. The mix of action and simulation feels right. The pacing is good.</p>
<p>Also, if I didn't know this was a PSP port, I wouldn't have guessed. This game feels and looks good on iPhone. The team has added a lot of touch-centric stuff to the UI, which goes a long way in making it relatively friendly to the platform. The virtual d-pad is a tad too touchy for my tastes, but it's not an end-of-the-world problem, and more than likely, it'll get ironed out well before the game is released.</p>
<p><a href="http://toucharcade.com/wp-content/uploads/2012/01/ABS-7.jpg"><img src="http://toucharcade.com/wp-content/uploads/2012/01/ABS-7-525x350.jpg" alt="" title="ABS-7" width="525" height="350" class="aligncenter size-large wp-image-88180" /></a></p>
<p><center><a href="http://toucharcade.com/wp-content/uploads/2012/01/ABS-8.jpg"><img src="http://toucharcade.com/wp-content/uploads/2012/01/ABS-8-525x350.jpg" alt="" title="ABS-8" width="165" class="size-large wp-image-88181" /></a> <a href="http://toucharcade.com/wp-content/uploads/2012/01/ABS-3.jpg"><img src="http://toucharcade.com/wp-content/uploads/2012/01/ABS-3-525x350.jpg" alt="" title="ABS-3" width="165" class="size-large wp-image-88182" /></a> <a href="http://toucharcade.com/wp-content/uploads/2012/01/ABS-4.jpg"><img src="http://toucharcade.com/wp-content/uploads/2012/01/ABS-4-525x350.jpg" alt="" title="ABS-4" width="165" class="size-large wp-image-88183" /></a></center></p>
<p>One thing that'll ruffle some feathers is the IAP. You can buy in-game jewels with real money, and with them, you'll be able to buy special "rare" or "import" weapons, recipes, or even ingredients. The IAP doesn't feel necessary, and heck, it's not even a part of the core experience -- it's a bolted on, iOS exclusive feature that compliments the full PSP offering.</p>
<p>We'll get much more evaluative in our official review, but I definitely think this is a game you should keep your eye on. Tentatively, it should see a release on February 28th at $.99. The usual base price will be $2.99.</p>
<p><strong>UPDATE:</strong> We got some word on the IAP, so we changed some wording around. The complete PSP game is all here without the need for IAPs, according to the developer. Neat!</p>
]]></content:encoded>
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		<slash:comments>7</slash:comments>
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		<title>'Fantasy Chronicle' Review – An Old-school JRPG That's Light On Variety</title>
		<link>http://toucharcade.com/2012/01/24/fantasy-chronicle-review/</link>
		<comments>http://toucharcade.com/2012/01/24/fantasy-chronicle-review/#comments</comments>
		<pubDate>Tue, 24 Jan 2012 12:00:40 +0000</pubDate>
		<dc:creator>Eric Ford</dc:creator>
				<category><![CDATA[$2.99]]></category>
		<category><![CDATA[3.5 stars]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[iPhone games]]></category>
		<category><![CDATA[iPod touch games]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Role-Playing]]></category>

		<guid isPermaLink="false">http://toucharcade.com/?p=88095</guid>
		<description><![CDATA[A decent JRPG with grind-heavy gameplay that suffers from a subpar translation]]></description>
			<content:encoded><![CDATA[<p><a href="http://toucharcade.com/wp-content/uploads/2012/01/fantasychronicleicon.jpg"><img class="alignright size-thumbnail wp-image-88122" title="fantasychronicleicon" src="http://toucharcade.com/wp-content/uploads/2012/01/fantasychronicleicon-150x150.jpg" alt="" width="150" height="150" /></a>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. <em>Fantasy Chronicle</em> [$<a href="http://toucharcade.com/link/http://itunes.apple.com/us/app/rpg-fantasy-chronicle/id441242571?mt=8">2.99</a>] 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.</p>
<p><em>Fantasy Chronicle</em> 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.</p>
<p><span id="more-88095"></span><a href="http://toucharcade.com/wp-content/uploads/2012/01/mzl.rddliagp.jpg"><img class="aligncenter size-full wp-image-88126" title="mzl.rddliagp" src="http://toucharcade.com/wp-content/uploads/2012/01/mzl.rddliagp.jpg" alt="" width="480" height="320" /></a></p>
<p>One area that <em>Fantasy Chronicle</em> does a great job with is its battle system depth. Players control a maximum of three main characters at any time, and each of those characters can employ the aid of a guardian beast – monsters that have their own stats and special moves and can share the damage incurred by the character they are attached to. In addition, you can also set various tactics for your guardian beasts which impact the amount of damage they share with their companion.</p>
<p>I also enjoyed the material/crafting system that <em>Fantasy Chronicle</em> employs. Every enemy you defeat has a chance to drop some kind of raw material that you can later use to create or upgrade your weapons and armor. Upgrade your equipment enough and you have an opportunity to convert it into a different item entirely (assuming you find the crafting book for the new item). Soon after the intro, you also meet an NPC that’ll automatically find certain material for you depending on what locations you tell him to search. It’s a neat little addition that lets you supplement your materials to make the crafting experience a little less monotonous.</p>
<p><a href="http://toucharcade.com/wp-content/uploads/2012/01/mzl.ipljmqhx.jpg"><img class="alignleft size-medium wp-image-88127" title="mzl.ipljmqhx" src="http://toucharcade.com/wp-content/uploads/2012/01/mzl.ipljmqhx-300x200.jpg" alt="" width="300" height="200" /></a>Control-wise, while I don’t think <em>Fantasy Chronicle</em> does a particularly good job with its touch controls, the virtual D-Pad controls are very responsive. I particularly liked the optional control toggle that lets you quickly switch between touch and D-Pad controls whenever you wish (this is particularly useful because the D-Pad is huge and blocks a lot of screen space). It’s a feature I think more games could use.</p>
<p>Like many other JRPGs on iOS, <em>Fantasy Chronicle</em> suffers from a mismanaged English translation. Casual conversations between characters feel disjointed, and there’s a lot of story (and non-story) related dialogs that are borderline incomprehensible. It’s never a good sign when I get to a story section and I find myself trying to speed through simply because I don’t really care too much. Granted, I’ve seen plenty of games with a more horrid translation than <em>Fantasy Chronicle</em>, but considering its RPG roots I’m always a bit more critical of an element I consider essential.</p>
<p>The biggest issue I think <em>Fantasy Chronicle</em> contends with is eventual tedium. Each region that you explore has a town acting as the central hub with quests, with a few surrounding areas inhabited by baddies. Typically, you’ll enter the town, get a few quests with mundane objectives usually involving kill nearby enemies, and then you return for more quests. Do enough and you’ll unlock a story-based quest that expands on the narrative. Eventually, you’ll get to progress to a new region with the quest hub and you get to do it all over again.</p>
<p><object width="525" height="386"><param name="movie" value="http://www.youtube.com/v/_2Qe3U1vxmk?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/_2Qe3U1vxmk?version=3&amp;hl=en_US&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>Because of this type of mission structure, <em>Fantasy Chronicle</em> tends to feature a great deal of grinding with not a lot of story reward. You’re going to grind for mission objectives, resources for crafting, and for experience (although the last one not so much). Missions typically take you back to the same areas again, and when you’ve found yourself over leveled for those areas, the experience becomes an exercise in how fast you can push the attack button during battles.</p>
<p>There are undoubtedly some JRPG fans out there that embrace this style of play. Considering that <em>Fantasy Chronicle</em> gets a lot of the underlying gameplay and controls right, I’d actually recommend it to those types of gamers as a title worth checking out. However, if you’re looking for something a bit less formulaic or a game with more emphasis on story quality, <em>Fantasy Chronicle</em> may not be the RPG you’re looking for.</p>
<p><div><b>App Store Link:</b> <a href="http://toucharcade.com/link/http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=441242571&mt=8"><i>RPG - Fantasy Chronicle</i>, $6.99</a>  <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>5</slash:comments>
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		<title>'Ash II: Shadows' Review – It's Risky Business for this Retro-inspired RPG</title>
		<link>http://toucharcade.com/2012/01/23/ash-ii-shadows-review/</link>
		<comments>http://toucharcade.com/2012/01/23/ash-ii-shadows-review/#comments</comments>
		<pubDate>Mon, 23 Jan 2012 15:00:09 +0000</pubDate>
		<dc:creator>Joseph Leray</dc:creator>
				<category><![CDATA[$2.99]]></category>
		<category><![CDATA[$4.99]]></category>
		<category><![CDATA[3.5 stars]]></category>
		<category><![CDATA[Featured]]></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[Reviews]]></category>
		<category><![CDATA[Role-Playing]]></category>
		<category><![CDATA[Universal]]></category>

		<guid isPermaLink="false">http://toucharcade.com/?p=87927</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://toucharcade.com/wp-content/uploads/2012/01/ashiiicon.jpg"><img class="alignright size-thumbnail wp-image-87960" title="ashiiicon" src="http://toucharcade.com/wp-content/uploads/2012/01/ashiiicon-150x150.jpg" alt="" width="150" height="150" /></a>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.</p>
<p>Armed with a built-in audience, a new publishing deal with Konami, and a multi-tiered business model, <em>Ash II: Shadows</em> [<a href="http://toucharcade.com/link/http://itunes.apple.com/us/app/ash-ii-shadows-silver-edition/id491773097?mt=8">$2.99 <em>Silver Edition </em></a>/ <a href="http://toucharcade.com/link/http://itunes.apple.com/us/app/ash-ii-shadows-gold-edition/id486422983?mt=8">$4.99 <em>Gold Edition</em></a>] should have been a sure thing for <a href="http://www.srrngames.com">SRRN Games</a>. 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.</p>
<p><span id="more-87927"></span>The first – and so far, only – chunk of <em>Shadows</em> lasts about five hours, during which time players are exposed to enough world-building and character introductions to feel the full weight of the cliffhanger that introduces the inevitable second chapter. Creating a coherent narrative arc in a relatively confined – by JRPG standards – space means that <em>Shadows</em> employs rather brisk pacing, both narrative and systematic.</p>
<p><a href="http://toucharcade.com/wp-content/uploads/2012/01/new-adventure.jpg"><img class="alignnone size-large wp-image-87963" title="new adventure" src="http://toucharcade.com/wp-content/uploads/2012/01/new-adventure-525x393.jpg" alt="" width="525" height="393" /></a></p>
<p>I haven't played the original <em><a href="http://toucharcade.com/2010/11/15/ash-review-an-engrossing-rpg-inspired-by-the-16-bit-era/">Ash</a></em> [<a href="http://toucharcade.com/link/http://itunes.apple.com/us/app/ash/id381890864?mt=8">99¢</a> / <a href="http://toucharcade.com/link/http://itunes.apple.com/us/app/ash-lite/id412680770?mt=8">Lite</a>], but I enjoy feeling like a newcomer to the world, and <em>Shadows</em> does a good job of dripfeeding players relevant information without getting too bogged down in exposition. The interpersonal relationships are full of sharp, punchy dialogue that achieves a great amount of characterization in very little time.</p>
<p>Indeed, <em>Shadows</em> puts a premium on action – Damien, a disgraced Aghausian rebel, and his ragtag band are constantly questing and exploring, and they spend very little time actually discussing their options or thinking rationally. It's nice to avoid hearing them labor every detail of exploring what they call "a magical fairy continent," but <em>Shadows</em> can feel ill-plotted and haphazard as a result of its breakneck pace.</p>
<p><a href="http://toucharcade.com/wp-content/uploads/2012/01/creatures.jpg"><img class="alignleft size-medium wp-image-87965" title="creatures" src="http://toucharcade.com/wp-content/uploads/2012/01/creatures-300x225.jpg" alt="" width="300" height="225" /></a>The upside is that, by constantly offering something new to see and learn, <em>Shadows</em>' narrative elements can keep players hooked where its systems fall short. Like most things in <em>Ash,</em> the systems are relatively basic and cribbed from larger, more-established franchises. The basic components of the game are a paper-rock-scissors elemental system, a weapon proficiency meter, a queue that maps out the order of the turn-based combat, and skills which are gained by leveling up.</p>
<p>At its best, <em>Shadows</em> is a game about balancing power for precision. Players balance equipping their characters with weapons that carry a high proficiency with ones that come with elemental bonuses. Combat is an exercise in trying to manipulate the queue to your advantage, in trying to get as many turns as possible without letting the enemy in line – it's just too bad that all the best attacks come with heavy queue penalties.</p>
<p><a href="http://toucharcade.com/wp-content/uploads/2012/01/explore.jpg"><img class="alignright size-medium wp-image-87967" title="explore" src="http://toucharcade.com/wp-content/uploads/2012/01/explore-300x225.jpg" alt="" width="300" height="225" /></a>These are basic RPG conceits, but there's potential here – they're common because they work really well. The problem, quite frankly, is that the game is too easy. This is ostensibly in response to the first game's difficulty, but because each battle ends so quickly, I never really have to make any tough choices or fully take advantage of the mechanics in place. When <em>Shadows</em> lets me one-shot my way through the first five hours, it leaves an entire combat system unused and unexplored. (There's also IAP to, god forbid, buy XP-boosting equipment.)</p>
<p>The larger point here is that <em>Shadows</em>' story works well with the game's episodic structure and the gameplay doesn't. As a five-hour mirco-RPG, <em>Shadows</em> provides a satisfying narrative arc. It's ok to take it slow if your game lasts 80 hours, but this one only lasts five –the systems feel underdeveloped and stunted. There's a disconnect in Damien's experience as a player-character and my experience as the man behind the scenes. On the bright side, though – there's no grinding necessary, which lets me get back to the story all the quicker, and there's nothing stopping SRRN from re-balancing the game before Chapter 2 is released.</p>
<p><object width="525" height="297"><param name="movie" value="http://www.youtube.com/v/f_KU_Dn-NQY?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/f_KU_Dn-NQY?version=3&amp;hl=en_US&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>That's the thing: there are still five more chapters to play. <em>Ash II: Shadows</em> comes in two packages, gold and silver. If you buy the gold version, all future content will be free. Silver buyers get the second chapter free and a discount on extra content. <a href="http://www.srrngames.com/announcing-ash-ii-shadows"> There's also a "bronze" version in the works</a> – the first chapter will be free, but subsequent content will have to be purchased. Since the rest of the game hasn't been priced yet, it's impossible to know how the silver and bronze packages will shake out.</p>
<p>This is a quandary: I like the story and want to see more of it, but I want the systems to get more engaging before plopping out more cash, especially because it's so easy to see that the fundamentals are already in place. <em>Ash II: Shadows</em> is an improved game over the original in many ways, but until some tweaks are made and we see how the rest of the episodes shake out it's hard to gauge if it's ultimately an overall better experience.</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=491773097&mt=8"><i>ASH II: Shadows (SILVER Edition)</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=486422983&mt=8"><i>ASH II: Shadows (GOLD Edition)</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>11</slash:comments>
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		<title>'Time of Heroes' Review – Time to Sharpen Your Tactical Skills</title>
		<link>http://toucharcade.com/2012/01/20/time-of-heroes-review/</link>
		<comments>http://toucharcade.com/2012/01/20/time-of-heroes-review/#comments</comments>
		<pubDate>Fri, 20 Jan 2012 20:32:49 +0000</pubDate>
		<dc:creator>Eric Ford</dc:creator>
				<category><![CDATA[$0.99]]></category>
		<category><![CDATA[4 stars]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[iPad Games]]></category>
		<category><![CDATA[iPhone games]]></category>
		<category><![CDATA[iPod touch games]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Role-Playing]]></category>
		<category><![CDATA[Strategy]]></category>
		<category><![CDATA[Universal]]></category>

		<guid isPermaLink="false">http://toucharcade.com/?p=87764</guid>
		<description><![CDATA[A well-done 3D turn-based strategy title from the makers of Companions.]]></description>
			<content:encoded><![CDATA[<p><a href="http://toucharcade.com/wp-content/uploads/2012/01/timeofheroesicon.jpg"><img class="alignright size-thumbnail wp-image-87899" title="timeofheroesicon" src="http://toucharcade.com/wp-content/uploads/2012/01/timeofheroesicon-150x150.jpg" alt="" width="150" height="150" /></a>We previously covered <a href="http://www.smuttlewerk.de/">smuttlewerk interactive</a> when we took a look at <em><a href="http://toucharcade.com/2011/08/09/companions-for-ipad-review/">Companions</a></em> [<a href="http://toucharcade.com/link/http://itunes.apple.com/us/app/companions/id418974698?mt=8">$4.99</a>/<a href="http://toucharcade.com/link/http://itunes.apple.com/us/app/companions-lite/id452002955?mt=8">Lite</a>], a well-done top-down role playing/strategy title. Now the developers are back with <em>Time of Heroes</em> [$<a href="http://toucharcade.com/link/http://itunes.apple.com/us/app/time-of-heroes/id443411007?mt=8">0.99</a>], another great addition to the genre. Ditching the top-down sprite visuals for a 3D-look, <em>Time of Heroes</em> still maintains smulttlewerk’s reputation for gameplay depth while successfully transitioning to a classic turn-based strategy game.</p>
<p>If you’ve ever played the likes of <em><a href="http://toucharcade.com/2011/08/08/final-fantasy-tactics-the-war-of-the-lions-review-a-touchy-port/">Final Fantasy Tactics</a></em>, you’ll feel right at home with <em>Time of Heroes</em>. 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). <em>Time of Heroes</em> is classic turn-based strategy, and I think it gets a lot of things right.</p>
<p><span id="more-87764"></span>By far, the most successful element that <em>Time of Heroes</em> captures is its very deep gameplay. In addition to the standard rock-paper-scissors type of unit matchup advantages, <em>Time of Heroes</em> also features terrain bonuses (and weaknesses) and aura influence (bestowed by being close to a hero). Considering all these bonuses apply to both your units as well as the enemy, these all lead to every move potentially being very important in the great scheme of winning each battle.</p>
<p><a href="http://toucharcade.com/wp-content/uploads/2012/01/mzl.rwohqjnx.jpg"><img class="alignnone size-large wp-image-87901" title="mzl.rwohqjnx" src="http://toucharcade.com/wp-content/uploads/2012/01/mzl.rwohqjnx-525x350.jpg" alt="" width="525" height="350" /></a></p>
<p>While I absolutely loved the depth, I can imagine that the large amount of variables might seem overwhelming for the novice tactician. This is especially true since the game loves to throw out scripted mini-cutscenes during battles that end up with even more baddies joining the scene. Some of the maps can become downright disheartening when you’ve used up the brunt of your forces, think you’re on your way to killing the final monsters, and then more show up. Thankfully, <em>Time of Heroes</em> also includes a good difficulty system, ensuring that most folks should be able to tailor the game to their own skill.</p>
<p>In addition, <em>Time of Heroes</em> does a great job making your actual heroes stand out stat-wise. Most missions will force you to keep them alive via objectives, but your characters also have a very robust experience system with a large amount of talents that can be picked up via the collection of skill points (which you earn by leveling up). When you add in the fact that each hero can equip various items that can either boost their stats or the stats of the units they command, you’ll find that there’s a lot of choices in how you choose to win each battle. Even the spell system deserves some praise, as most spells offer area of effect bonuses that can be the difference between victory and defeat (your enemies have access to these spells too, so watch your positioning).</p>
<p><a href="http://toucharcade.com/wp-content/uploads/2012/01/mzl.vtevdcpp.jpg"><img class="alignleft size-medium wp-image-87903" title="mzl.vtevdcpp" src="http://toucharcade.com/wp-content/uploads/2012/01/mzl.vtevdcpp-300x200.jpg" alt="" width="300" height="200" /></a>Another aspect of Time of Heroes that deserves kudos is its use of IAP. Yes, the game does feature an in-game shop that lets you spend real money, but they are all for items that only offer a small advantage in battle. Furthermore, these items are really only useful in the hands of folks that already possess some modicum of strategy, making them simply supplemental additions rather than ‘Win Game’ super items. Some may argue that IAP should in fact be limited to items that make the game very easy, but I appreciate the fact that <em>Time Of Heroes</em> tried to balance incorporating the option to provide some advantages via IAP while preserving the integrity of the game as a whole.</p>
<p>One thing you’ll notice about <em>Time of Heroes</em> is its pacing. It’s pretty slow, especially at the default settings with full movement and battles on. The game features extended battle scenes that do a decent job showing the various advantages of opposing units, but it can add a decent amount of time to each turn. Granted, the developers have put in plenty of options to skip most of the battle and movement animations, making the game much faster (I highly recommend using them). Despite this, even with the quick options turned on, the game can still be a little slow. However, in all reality this is a minor issue since I’m assuming that anyone that’s a fan of these types of deep strategy games should have more patience than the average gamer.</p>
<p><object width="525" height="386"><param name="movie" value="http://www.youtube.com/v/M3f7EZvaXC0?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/M3f7EZvaXC0?version=3&amp;hl=en_US&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>There are also some UI issues that I’d like addressed. For example, the way in which a unit’s movement becomes permanent as soon as you select another character is confusing at first, and seems counter-intuitive. Even though it would add another step, I thought a ‘Wait’ button would have made more sense. I understand it was done for the purposes of streamlining, but it still feels odd to me. Also, due to the "3D" view of the battle field, it can occasionally be difficult to tap exactly where you want your character to move (especially if the place you want to go is surrounded by units to begin with). Thankfully, a quick undo button is always there in case you have to try again (just don’t tap another unit beforehand).</p>
<p>Finally, I also would have liked more of an interactive tutorial. While the game does a good job getting you going with the basics, an advanced tutorial giving more in-depth lessons on terrain and unit advantages would have been a lot better for me instead of simply telling me to go to those screens and attempt to decipher the large block of percentages. It’s always tough balancing heavy gameplay depth with approachability, and while I think <em>Time of Heroes</em> mostly succeeds, this is one aspect that I think they could have improved upon.</p>
<p>While the concerns mentioned above somewhat detract from the overall experience, <em>Time of Heroes</em> nails the most important elements of a good strategy game. When you combine the large amount of depth on the gameplay side with a good narrative tale and a fairly decent control scheme, <em>Time of Heroes</em> is well worth a recommendation for any fan of strategic turn-based games.</p>
<p><div><b>App Store Link:</b> <a href="http://toucharcade.com/link/http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=443411007&mt=8"><i>Time of Heroes</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>
			<wfw:commentRss>http://toucharcade.com/2012/01/20/time-of-heroes-review/feed/</wfw:commentRss>
		<slash:comments>8</slash:comments>
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		<title>Buckle Up: New 'Kids vs Goblins' Trailer Hits</title>
		<link>http://toucharcade.com/2012/01/19/buckle-up-new-kids-vs-goblins-trailer-hits/</link>
		<comments>http://toucharcade.com/2012/01/19/buckle-up-new-kids-vs-goblins-trailer-hits/#comments</comments>
		<pubDate>Thu, 19 Jan 2012 22:16:53 +0000</pubDate>
		<dc:creator>Brad Nicholson</dc:creator>
				<category><![CDATA[Action]]></category>
		<category><![CDATA[Adventure]]></category>
		<category><![CDATA[iPad Games]]></category>
		<category><![CDATA[iPhone games]]></category>
		<category><![CDATA[iPod touch games]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Role-Playing]]></category>
		<category><![CDATA[Upcoming Games]]></category>
		<category><![CDATA[Kids vs Goblins]]></category>

		<guid isPermaLink="false">http://toucharcade.com/?p=87713</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://toucharcade.com/wp-content/uploads/2012/01/worldmap.jpg"><img class="alignright size-medium wp-image-87714" title="worldmap" src="http://toucharcade.com/wp-content/uploads/2012/01/worldmap-300x237.jpg" alt="" width="300" height="237" /></a><a href="http://www.stolencouchgames.com/">Stolen Couch Games</a>' tactical RPG <em>Kids vs Goblins</em> has been getting a lot of traction <a href="http://forums.toucharcade.com/showthread.php?t=102353&amp;page=19">on our message board</a> 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 <em><a href="http://www.magickagame.com/">Magicka</a></em>; 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.</p>
<p><em>Kids vs Goblins</em> is being published by <a href="http://crescentmoongames.com/">Crescent Moon Games</a>, and is expected to hit the <em>iPad</em> 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.</p>
<p><span id="more-87713"></span></p>
<p><object width="525" height="315"><param name="movie" value="http://www.youtube.com/v/ItxV9iZjUbA?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="315" src="http://www.youtube.com/v/ItxV9iZjUbA?version=3&amp;hl=en_US&amp;rel=0" allowfullscreen="true" allowscriptaccess="always"></embed></object></p>
]]></content:encoded>
			<wfw:commentRss>http://toucharcade.com/2012/01/19/buckle-up-new-kids-vs-goblins-trailer-hits/feed/</wfw:commentRss>
		<slash:comments>13</slash:comments>
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		<title>'Dungeon Raid' Goes On Sale, Now $.99</title>
		<link>http://toucharcade.com/2012/01/18/dungeon-raid-goes-on-sale-now-99/</link>
		<comments>http://toucharcade.com/2012/01/18/dungeon-raid-goes-on-sale-now-99/#comments</comments>
		<pubDate>Wed, 18 Jan 2012 19:12:58 +0000</pubDate>
		<dc:creator>Brad Nicholson</dc:creator>
				<category><![CDATA[$0.99]]></category>
		<category><![CDATA[Android]]></category>
		<category><![CDATA[iPhone games]]></category>
		<category><![CDATA[iPod touch games]]></category>
		<category><![CDATA[Puzzle]]></category>
		<category><![CDATA[Role-Playing]]></category>
		<category><![CDATA[Sales]]></category>

		<guid isPermaLink="false">http://toucharcade.com/?p=87629</guid>
		<description><![CDATA[Dungeon Raid [$.99 / Lite], a match-3 that TouchArcade President-in-Chief Eli Hodapp freely argues is the greatest game ever created, has been updated on Android. You probably don't care about that considering this is an iOS-centric web site and all, but here's the twist: in a tiny celebration of the fact that DR has made [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-full wp-image-87631" title="090531_large" src="http://toucharcade.com/wp-content/uploads/2012/01/090531_large.png" alt="" width="100" height="100" /><em>Dungeon Raid</em> [$.<a href="http://toucharcade.com/link/http://itunes.apple.com/us/app/dungeon-raid/id403090531?mt=8">99</a> / 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 <em>DR</em> has made the platform leap, the iPhone version's price has been reduced to $.99 from $2.99. Neat!</p>
<p>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 <a href="http://toucharcade.com/2011/01/21/dungeon-raid-review/">available here</a> if you'd like to learn more before taking the plunge. </p>
<p><span id="more-87629"></span></p>
<p><object width="525" height="360"><param name="movie" value="http://www.youtube.com/v/eumnCTG0AE8?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="360" src="http://www.youtube.com/v/eumnCTG0AE8?version=3&amp;hl=en_US&amp;rel=0" allowscriptaccess="always" allowfullscreen="true"></embed></object></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=403090531&mt=8"><i>Dungeon Raid</i>, $2.99</a>  <br/>&nbsp;&nbsp;&nbsp;&nbsp;<a href="http://toucharcade.com/link/http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=427924627&mt=8"><i>Dungeon Raid Lite</i>, Free</a>  <br/></div></p>
]]></content:encoded>
			<wfw:commentRss>http://toucharcade.com/2012/01/18/dungeon-raid-goes-on-sale-now-99/feed/</wfw:commentRss>
		<slash:comments>15</slash:comments>
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		<item>
		<title>'Adventure Bar Story' Coming To iPhone In February</title>
		<link>http://toucharcade.com/2012/01/18/adventure-bar-story-coming-to-iphone-in-february/</link>
		<comments>http://toucharcade.com/2012/01/18/adventure-bar-story-coming-to-iphone-in-february/#comments</comments>
		<pubDate>Wed, 18 Jan 2012 14:51:58 +0000</pubDate>
		<dc:creator>Brad Nicholson</dc:creator>
				<category><![CDATA[iPhone games]]></category>
		<category><![CDATA[iPod touch games]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Role-Playing]]></category>
		<category><![CDATA[Simulation]]></category>
		<category><![CDATA[Upcoming Games]]></category>
		<category><![CDATA[Adventure Bar Story]]></category>

		<guid isPermaLink="false">http://toucharcade.com/?p=87569</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p><em><img class="alignright size-medium wp-image-87572" title="adbar1_thumb" src="http://toucharcade.com/wp-content/uploads/2012/01/adbar1_thumb-300x171.jpg" alt="" width="300" height="171" />Adventure Bar Story</em>, a <em><a href="http://recettear.wikia.com/wiki/Recettear_Wiki">Recettear</a></em>-like RPG that originally released in Japan as <em>Adventure Bar of Wonderland Portable </em>on PSP, is being localized and fitted for iPhone and iPod Touch. <a href="http://zigzagame.net/">Zigza Game</a>, the studio behind this new effort, revealed its intentions to do this <a href="http://forums.toucharcade.com/showthread.php?t=119904">over on our message board</a>, and even dropped a few new screenshots to stimulate the community. We're including a much less, er, <em>eye-melting</em> <a href="http://www.siliconera.com/2011/07/08/a-role-playing-game-for-aspiring-tavern-owners/">PSP selection</a> below.</p>
<p>Knock out the "item" part of <em>Recettear</em>'s title and insert "bar" if you want a decent idea of what you'll be getting into with <em>Adventure Bar Story</em>. 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. </p>
<p><span id="more-87569"></span></p>
<p><a href="http://toucharcade.com/wp-content/uploads/2012/01/adbar2.jpg"><img class="aligncenter size-full wp-image-87575" title="adbar2" src="http://toucharcade.com/wp-content/uploads/2012/01/adbar2.jpg" alt="" width="480" height="272" /></a></p>
<p><a href="http://toucharcade.com/wp-content/uploads/2012/01/adbar4.jpg"><img class="size-full wp-image-87576" title="adbar4" src="http://toucharcade.com/wp-content/uploads/2012/01/adbar4.jpg" alt="" width="260" /></a> <a href="http://toucharcade.com/wp-content/uploads/2012/01/adbar6.jpg"><img class="size-full wp-image-87577" title="adbar6" src="http://toucharcade.com/wp-content/uploads/2012/01/adbar6.jpg" alt="" width="260" /></a></p>
<p>As of right now, the title is not slated to incorporate iPad support. That'll be a thing the studio evaluates based on sales. Pricing, by the way, has yet to be confirmed.</p>
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		<slash:comments>10</slash:comments>
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		<title>When MMO Meets Real-Time Strategy RPG, You Get Red Zebra's First Game 'Raid Leader'</title>
		<link>http://toucharcade.com/2012/01/16/when-mmo-meets-real-time-strategy-rpg-you-get-red-zebras-first-game-raid-leader/</link>
		<comments>http://toucharcade.com/2012/01/16/when-mmo-meets-real-time-strategy-rpg-you-get-red-zebras-first-game-raid-leader/#comments</comments>
		<pubDate>Mon, 16 Jan 2012 19:24:00 +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[News]]></category>
		<category><![CDATA[Role-Playing]]></category>
		<category><![CDATA[Strategy]]></category>
		<category><![CDATA[Universal]]></category>
		<category><![CDATA[Upcoming Games]]></category>
		<category><![CDATA[Raid Leader]]></category>

		<guid isPermaLink="false">http://toucharcade.com/?p=87351</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.redzebragames.com/"></a><a href="http://toucharcade.com/wp-content/uploads/2012/01/heroes01.jpg"><img class="alignright size-medium wp-image-87353" title="heroes01" src="http://toucharcade.com/wp-content/uploads/2012/01/heroes01-300x165.jpg" alt="" width="300" height="165" /></a>Red Zebra Game's <a href="http://forums.toucharcade.com/showthread.php?threadid=102726"><em>Raid Leader</em></a> reminds me a lot of Mika Mobile's <a href="http://toucharcade.com/2011/02/07/battleheart-review/"><em>Battleheart</em></a> [$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. </p>
<p>In <em>Raid Leader</em>, 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.</p>
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<p>Speaking of the battlefield, battle is pretty simple -- just click and drag. When you click on a character, you'll be able to assign actions like healing or attacking to friend or foe. Some monsters have area of effect attacks, and for those, you'll have to move the party around all over the screen, or figure out intricate formations to lessen the blows. It's tactical-light, but effective as <em>Battleheart</em> proved.</p>
<p><a href="http://toucharcade.com/wp-content/uploads/2012/01/TA_screenshot_03.jpg"><img class="aligncenter size-large wp-image-87358" title="TA_screenshot_03" src="http://toucharcade.com/wp-content/uploads/2012/01/TA_screenshot_03-525x350.jpg" alt="" width="525" height="350" /></a></p>
<p><a href="http://toucharcade.com/wp-content/uploads/2012/01/TA_screenshot_02.jpg"><img class="size-medium wp-image-87359" title="TA_screenshot_02" src="http://toucharcade.com/wp-content/uploads/2012/01/TA_screenshot_02-300x200.jpg" alt="" width="260" /></a> <a href="http://toucharcade.com/wp-content/uploads/2012/01/TA_screenshot_041.jpg"><img src="http://toucharcade.com/wp-content/uploads/2012/01/TA_screenshot_041-300x200.jpg" alt="" title="TA_screenshot_04" width="260" class="size-medium wp-image-87361" /></a></p>
<p>One noteworthy thing I've learned in my time with <em>Raid Leader</em> is that you can't go into auto-pilot during fights. You can wipe, and wipe pretty fast, if you (a) don't honor things like blood leaches, (b) keep all of the party alive, and (c) master the game's skill system, which lets you take two different skills per character into fights.</p>
<p>The latter point is particularly noteworthy: as you progress you'll earn currency to buy new skills, and those skills will be essential to countering specific bosses actions and battle needs. Skills, then, are more of a mechanical extension of recognition and exploitation, as opposed to being strictly about preference. It's a neat and entertaining change of pace.</p>
<p><a href="http://toucharcade.com/wp-content/uploads/2012/01/TA_screenshot_01.jpg"><img src="http://toucharcade.com/wp-content/uploads/2012/01/TA_screenshot_01-525x350.jpg" alt="" title="TA_screenshot_01" width="525" height="350" class="aligncenter size-large wp-image-87372" /></a></p>
<p>In my preview session, I didn't push too far into the main campaign -- which of course, revolves around a princess and her need for three heroes to defeat a great evil -- but I get the sense that balance might be <em>Raid Leader</em>'s biggest hurdle. Hard and fun is great, but hard for the sake of it isn't. MMOs seem to screw this up all the time, so Red Zebra needs to be extra careful here.</p>
<p><em>Raid Leader</em> is being published by Crescent Moon Games as a Universal app, and it's expected to be released "soon." It's currently in beta.</p>
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		<title>Hands-On With 'Dungeon Crawlers,' A Quirky Strategy RPG</title>
		<link>http://toucharcade.com/2012/01/12/hands-on-with-dungeon-crawlers-a-quirky-strategy-rpg/</link>
		<comments>http://toucharcade.com/2012/01/12/hands-on-with-dungeon-crawlers-a-quirky-strategy-rpg/#comments</comments>
		<pubDate>Thu, 12 Jan 2012 23:50:08 +0000</pubDate>
		<dc:creator>Brad Nicholson</dc:creator>
				<category><![CDATA[iPad Games]]></category>
		<category><![CDATA[iPhone games]]></category>
		<category><![CDATA[iPod touch games]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Role-Playing]]></category>
		<category><![CDATA[Strategy]]></category>
		<category><![CDATA[Upcoming Games]]></category>
		<category><![CDATA[Dungeon Crawlers]]></category>

		<guid isPermaLink="false">http://toucharcade.com/?p=86984</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-full wp-image-87036" title="AyopaGames_Dungeon_Crawlers_Icon" src="http://toucharcade.com/wp-content/uploads/2012/01/AyopaGames_Dungeon_Crawlers_Icon.png" alt="" width="100" height="100" /><a href="http://www.ayopagames.com/">Ayopa Games</a>' and <a href="http://www.drowningmonkeys.com/">Drowning Monkeys</a>' 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, <em>Dungeon Crawlers</em>, implies, and nothing mechanical I've seen seems to be breaking any mold.</p>
<p>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.</p>
<p><span id="more-86984"></span></p>
<p><a href="http://toucharcade.com/wp-content/uploads/2012/01/super-slime-in-library.jpg"><img src="http://toucharcade.com/wp-content/uploads/2012/01/super-slime-in-library-300x168.jpg" alt="" title="super slime in library" width="300" height="168" class="alignleft size-medium wp-image-86998" /></a><em>Dungeon Crawlers</em>, which is due out later this month, is straddling a fun line. It's the video game equivalent of a mullet, reserved and business-like, yet fun-loving and goofy. What makes it a strategy RPG isn't messed with, but the story, the weapons, and even the item pick-ups are all tinged with a lightheartedness that I'm OK with seeing -- especially since fantasy is so stale.</p>
<p>The business part is good, by the way. After putting some time into a preview build, I feel like I can lazily sum up the mechanics as "<em>Shining Force</em> Meets <em>Diablo</em>." There's a lot of traditional strategy RPG in the combat, but you also freely move around and explore a dungeon in-between fights.</p>
<p>A typical confrontation goes a little something like this: the battleground morphs into a series of tiles, all of which can be accessed through turn-based play; blue titles indicate a movement can occur, red alerts you to the fact that you can attack, and green lets you know that healing can happen. Simple taps activate the action, while swipes allow you to move fluidly through skill menus. Pop an enemy enough, it dies. Rinse and repeat.</p>
<p><a href="http://toucharcade.com/wp-content/uploads/2012/01/feast-by-fire.jpg"><img src="http://toucharcade.com/wp-content/uploads/2012/01/feast-by-fire-300x168.jpg" alt="" title="feast by fire" width="300" height="168" class="alignright size-medium wp-image-86997" /></a>Kill enough dudes, and you level up and gain access to new skills that, of course, allow for a wider range of tactical options. Cleave, for instance, hits in a three square arc, while magic missile attacks from four spaces away. The overall strategy boils down to a touch of structural awareness, a heavy helping of positional wrangling, and a solid understanding of skill sets and AI behavior.</p>
<p>There's some wrinkles. Boss fights promise some more interesting situational content. In the first fight, for example, the goal is to reach a goblin king in his throne instead of delivering his head on a platter. Later, you'll see some puzzles and solo action. </p>
<p>Speaking of characters, you start out with three knuckleheads: a womanizing barbarian, a nerdy sorcerer, and a gluttonous healer. Their banter is inviting, and the situation the trio find themselves in is something straight out of Ghostbusters.</p>
<p><a href="http://toucharcade.com/wp-content/uploads/2012/01/banshee-scream.jpg"><img src="http://toucharcade.com/wp-content/uploads/2012/01/banshee-scream-300x168.jpg" alt="" title="banshee scream" width="300" height="168" class="alignleft size-medium wp-image-86996" /></a>Weird influence, right? I asked Drowning Monkeys what's up, and I was relieved to find that I wasn't crazy.</p>
<p>"... the actual idea for the story came while we were prototyping the game, and we had created our archetypes. We were designing the characters and noticed the similarities to Ghostbusters, so we ran with it and started creating a story around that basic element."</p>
<p>"The idea that something 'big' was happening, and that the characters were initially motivated by money and not because of a 'call' to do great things. I think in the end though, we actually have created a story that is unique and keeps the player interested in seeing what happens next."</p>
<p><object width="525" height="315"><param name="movie" value="http://www.youtube.com/v/KzFQC3aiy0w?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/KzFQC3aiy0w?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>Humor is subjective kinda like quality is, so it'll be interesting to see how <em>Dungeon Crawlers</em> clicks with everyone. I dig it. More importantly, though, I think the game part of it is on the right track. In its pre-release form, it feels almost as good as any of the great games in the genre, and I'll be excited to dive in for the haul.</p>
<p>If all goes well, <em>Dungeon Crawlers</em> will see a release this January 26 across iPad, iPod Touch, and iPhone. We'll definitely keep our eye on it, and I'm thinking you should, too.</p>
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		<slash:comments>11</slash:comments>
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