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‘Simulation’ Category Articles

'The Hacker' Review - Shall We Play a Game?

Monday, February 6th, 2012

It's not often I can be completely sucked into a world on the tiny screen of my iPhone. Don't get me wrong, it happens, but in the back of my mind I always know that there are dozens of other games waiting for me at the press of the Home button, all ready to feed my ADD-riddled gaming habits at a moment's notice. It's like I can never fully forget all the cool stuff my iPhone is capable of long enough to get lost in a game for any great length of time.

That certainly isn’t the case with The Hacker [99¢], though, a story-driven faux hacking game from developer Angry Bugs. When I fire it up, my iPhone is transformed into a Glider OS-equipped computer that becomes my gateway into an international tour de hacking which leads me to uncover a devious plot involving my former employer. It’s far from the first game to let you take on the glorified role of a top level hacker, but it executes the idea incredibly well and offers a fantastic level of immersion with a fairly compelling story.

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TouchArcade Rating:
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'My Little Monster' Review - Let's Roar Down Memory Lane Together

Wednesday, February 1st, 2012

Games like My Little Monster [99¢] are nefarious. In spite of being a largely thankless collection of repetitive chores, they have this way of making you fuss over them constantly. They're like kids except without all the collateral benefits. Just ask anyone who has ever owned a Tamagotchi or any other of those 'virtual pet simulator' things.

I use the term loosely, by the way. My Little Monster isn't exactly what you would call a Tamagotchi, though the simplicity of the gameplay here is definitely on the same level. At the beginning of every in-game day, you'll be given the opportunity to decide whether you want to purchase new hats, upgrade one of your three skills or improve various statistics. This, in turn, is accomplished by spending the currency you earn from your daily fights.

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TouchArcade Rating:

'Hatchi' Receives Fixes, Huge Future Updates Teased

Tuesday, January 31st, 2012

Hatchi [$.99] the game will be evolving, too. Portable Pixel's clever take on the Tamagotchi has received its first update. Like most first passes, this is a Clean-Up On Aisle App kind of thing: Hatchi now displays even more pet statistics, has a help screen, boasts Game Center achievements, and sports greater stability across platforms.

Embedded in the patch notes, however, is a roadmap for future content updates: more evolutions, more food options, and also plans to add brilliant features like pooping, mini-games, and a social component are coming, the studio says. Oh, and that iPad version, by the way? It was name-dropped. We're guessing it's not strictly a possibility anymore.

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'Star Command' Ship Combat Might Be Turn-Based... Or Not

Monday, January 30th, 2012

Star Command looks like a real winner, so we've been following it like the hawks that we are since its initial unveil. The especially cool part about this approach is that we're watching it grow month-by-month, and our users, who are understandably excited, are a something of a cog in its development now. Case in point: the Star Command dudes are asking for feedback on the ship-versus-ship battle system to decide if it should be real time like the rest of the game's action or turn based as initially planned. Talk about big decisions, eh?

Here's the scenario being laid out:

You receive a transmission from the Evil Cortexians. You start a fight with them; your weapons begin to charge and you fire using a brief 10 second mini-game to target them. You then take a few critical hits and your shields drop; now, you have a fire from the last shot occurring on you're bridge so you move some guys from engineering to go fight the fire. Meanwhile, engineering gets hit by an even bigger blast and you have to split this repair crew... and ...

... then two different follow-up scenarios are introduced, both of which are fairly wide-reaching and strategically harrowing. The problem that the developers are running into is that they're afraid to ditch the methodical X-Com-ish strategy in favor of a more seamless, action-focused kind of approach. Your thoughts matter here, however it does seem like turn-based is currently out of favor.

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'Order Up!! To Go' Review - Flipping Burgers Doesn't Seem So Bad

Tuesday, January 24th, 2012

Are your time-management titles missing the hands-on charm of cooking sims, and your cooking sims missing too much restaurant management? If so, you'll want to take a look at Order Up!! To Go [Free]. A combination between a time-management restaurant game and a touch-screen heavy cooking sim, Order Up is filled with great stuff: charming characters, varied locations, fun recipes and surprisingly decent voice acting, for starters.

Order Up!! was first released for Wii in 2008, and is due to come out soon for PS3 and 3DS at full retail price. I haven't played the console version of the game, but it sounds as though To Go is essentially the same game. For the mobile outing, Supervillian Studios has added advertisements, removable with IAP, and taken away certain goals to encourage players to purchase currency. Aside from that, it looks like everything else is intact. Intact, and downright entertaining.

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TouchArcade Rating:

'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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'Pocket League Story' Review - Kairosoft Hits the Football Pitch

Monday, January 9th, 2012

We've reached a point in Kairosoft's output where a pattern begins to form. On one side are Game Dev Story [$3.99 / Lite] and Grand Prix Story [$3.99 / Lite], games mostly about teams and what they can achieve. On the other side are five other titles that are more about building the perfect environment, be it mall, town, school, or hot spring. Their newest release, Pocket League Story [$2.99] falls squarely in column A. This time, you're creating the perfect soccer team, and you won't need spreadsheets or a love of soccer to enjoy yourself.

I'd go so far as to say that Pocket League Story is the most approachable game Kairosoft has put out on iOS to date. There are a few tricks to min-maxing the game, but if you do exactly what it tells you to do you'll be fine. For the spreadsheet geeks among us it may be too straightforward, but ultimately this is the perfect game to serve as an introduction to Kairosoft's catalog, or for anyone who loves their games but gets hung up on lists of combos and other arcana.

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TouchArcade Rating:

'Minecraft - Pocket Edition' Update Set for Early Next Month Will Lay the Groundwork for the Future

Monday, January 9th, 2012

Last month Minecraft developer Mojang let their legions of fans know that they'd be changing the current direction of their mobile version of the game, Minecraft - Pocket Edition [$6.99/Lite], into something more akin to its PC counterpart. You see, Pocket Edition launched in the App Store in mid-November after a brief stint as an Xperia Play exclusive, but was missing a couple of core components that are key to the Minecraft experience – namely mining and crafting – which is why we didn't exactly love it in our review.

Mojang has again updated their blog with the latest status of what direction the Minecraft - Pocket Edition project is heading. They admit that they mistakenly thought gamers would want something closer to Minecraft Creative while on the go, so that's sort of how Pocket Edition was designed from the start. Because of that, now that they want to go back and add in things like enemies, survival, and crafting it's going to take some pretty hefty rejiggering of the entire game.

And the beginnings of this rejiggering will be what's in the forthcoming update which Mojang plans to have submitted by February 8th. There will be some pretty heavy behind-the-scenes type stuff in the update which will allow for a smoother transition when survival mode is added in the future. Crafting is also coming, but since it requires a pretty extensive interface overhaul, it's still a ways out. Survival mode will most likely be hitting pretty soon this year, and the update lays the groundwork for that.

But just because this update is filled with a lot of boring technical foundation which you cannot see, there are still a few minor new content additions to look forward to. There will be some "neat looking animals" and some new blocks, as well as doors and fences. That's right, doors and fences! The best part of this update though is that with the behind-the-scenes grunt work out of the way then new content should be easier to create and updates should start coming much faster going forward.

We'll definitely be keeping our eye on how Minecraft - Pocket Edition evolves, and while you wait for the update that's coming next month you can hit up our forums for discussion of the game.

App Store Links:
    Minecraft – Pocket Edition, $6.99 (Universal)
    Minecraft – Pocket Edition Lite, Free (Universal)

'Hatchi' Hands-On Preview - A Tamagotchi Fever Dream

Friday, January 6th, 2012

Raising Big Poppa Pump hasn't been easy. He gets hungry at weird times and doesn't sleep through the night. He also isn't the cleanest pocket monster I've ever owned. But I have a feeling that all this time spent grooming, teaching, and playing with him will lead to something truly rewarding. I'm talking about evolution, man -- an incredible change that takes place because I've proved that I'm an awesome owner.

Big Poppa Pump is my little monster dude in Hatchi, Portable Pixel's game for those of us who remember the Tamagotchi so fondly. The two games -- and I use that loosely -- are pretty similar. You hatch an egg that contains a monster, and then that monster becomes your digital pet. As an owner, you'll be responsible for feeding, cleaning, entertaining and even applying first-aid to the little one.

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Kairosoft's 'Pocket League Story' Now Available

Wednesday, January 4th, 2012

Looks like we've got one more big release to add to today's list. Kairosoft has just released their latest simulation title called Pocket League Story [$2.99]. By now you're probably familiar with Kairosoft's method of operation: pick a theme and develop a simplistic but deceptively deep simulation around it, then fill it to the brim with cute and colorful retro-style visuals and mobile friendly gameplay.

Pocket League Story appears to be no exception. The theme of choice this time around is soccer, or football depending on which country you hail from. You'll build up a team of players, train them, and then take on the rest of the league. You also have the ability to sell your team's own merchandise, build a gym for training, and even build your own stadium. The goal is to increase your fan base as you progress your team's abilities through competition.

It looks as though all the components are here of another solid Kairosoft simulation, especially if you're a fan of footy. We'll be digging in a lot deeper before passing final judgement on Pocket League Story, but if you're generally a fan of Kairosoft's work you probably can pretty much guess what you're getting here. You can pick it up for $2.99 which is an introductory price, and at some point it will raise up to their usual $3.99.

We'll have a full review of Pocket League Story in the near future, and until then you can check out impressions in our forums which are starting to trickle in.

Take A Look At 'Hatchi,' A Tamagotchi-Style Sim

Wednesday, January 4th, 2012

Hey, guys, remember when Tamagotchis were a thing? I hope so, because a big part of why we're so excited about Portable Pixels' Hatchi is directly tied to nostalgia. Our all-seeing eye recently caught a first-look posting of the app on our message board, and we couldn't be more pleased with the find.

Hatchi is a fine-looking Tamagotchi-style, er, throwback that provides a similar same kind of experience. You'll feed, teach, train, and clean your digital little animal and then, as a result, forge some sort of emotional bond to it. Basically, it's like a dog that can't do the annoying things like, say, pee on the carpet or drool.

Tamagotchis were huge for a spell and we had more than a few hanging from our keychains, so we're pretty stoked to give this mobile iteration on the idea a shot. Portable Pixels has submitted the app for review, so it should hit within the week.

'Venture Towns' Review - Welp

Thursday, December 29th, 2011

My feelings on Kairosoft's new simulation, Venture Towns [$3.99 / Lite], are mixed, leaning on negative. My recommendation is rather weak: I'd say buy it... but only if you dug Oh! Edo Towns [$3.99 / Lite] a lot.

Venture Towns, for the most part, is a carbon copy of Oh! Edo Towns set in the modern day. You'll build houses and then people will buy them; you'll build buildings and then people will work in them; you'll buy cafes, and arcades, and pastures, and parks, and then people will spend money in them. A grid-based placing system keeps everything as neat and tidy as can be, and a UI choked with options and graphs and additional mechanics will be where you spend the most of your time.

Buildings, in order to be efficient enough to profit, need to be paired with other very specific buildings. People, in order to fair well in the workplace, need to earn bonus statistics given nebulously from these buildings. Special items, on the other hand, can increase the parameters of buildings, shops, and commerce.

All these systems feed into the overall research and build structure; buildings dish out research points at unpredictable intervals, and this gives you the power to research new buildings. Money gathered then goes into building the stuff you just researched.

This is all pretty simple in theory, but there's a huge, catastrophic catch: the only way to execute well and learn what works is to continually fail, and to fail so badly that you need to start new games over and over again. This is a code-red, oh-my-god-I-hate-this-game kind of stuff -- and nothing really saves it.

I've had to dump around five hours into deficit drowning towns in order to even figure out how to position houses and stores together efficiently. Worse, it has taken over four restarts to get a handle on the combination system -- what buildings go together to create the most profit -- and how to acceptably micro-manage my citizens and buildings with boosts. Venture Towns never gives you the tools to be successful. It fails to give you any kind of blueprint for success, and there's obviously one it wants you to use, or else it wouldn't punish you so much.

This is a problem that feeds into everything else just about as well as its structure feeds into the research and build model. Kairosoft's typically sluggish pacing feels even slower as you flounder, the hot-and-cold translation effort gets even more grating as you're forced to read bad tutorial bubbles, and the dumbphone-geared interface gets even more in the way as you knowingly suck at the game for hours on end.

Venture Towns uncharacteristic ruthlessness makes what's usually forgivable with Kairosoft's formula unforgivable. It makes me feel like the whole thing has been played out; that sly hesitancy to give me all the important information up-front comes off as underhanded, the cutesy visuals feels like a mask, the resemblance to other Kairosoft games conceptually and mechanically is grosser, and the mechanics are bulky and the systems brutal. Its just all so muddled. Confidence and fun come at a costly premium of tons of your time and patience.

For what it's worth, there is a decent-enough game buried in this mess. After wrapping my head around all of the unmentioned mechanics and systems and uncovering most of the title's great mysteries -- such as how to advance as beyond as a town, how to unlock cars as vehicles, and how to grid buildings -- the actual game part, the weighing and measuring of what to build and when, became magically entertaining.

It just sucks that Venture Towns sucks until you invest massive, massive amounts of time into failing and discovering what the game is actually offering. As a whole, it doesn't feel like a fully fleshed out title -- there's too much hanging in the breeze.

Oh! Edo Towns has a similar kind of approach, so I think that game's fanatics might find something they might like in Venture Towns. I gotta say though, the modern backdrop doesn't do this game any favors; it's bland, SimCity type of stuff with Kairosoft's characteristic wrapper.

App Store Links:
    Venture Towns, $1.99
    Venture Towns Lite, Free

TouchArcade Rating:

'The Sims FreePlay' Review - Play God in Real Time

Wednesday, December 21st, 2011

Way back in 2000 when I first started playing The Sims, the big joke was that Sims players were wasting their time living virtual lives when they could be living their own. That stigma faded over time -- once MMORPGs made it big, there were bigger time wasters to fry.

But The Sims FreePlay [Free] hearkens back to those early days in more ways than one. For one thing, it's more like the original than any of the other mobile titles. For another, this game plays in real time. That means when you take the time to send your Sim off to shower, you really could be doing it yourself. Never before has a game given me such an uncomfortable awareness of my own time-wasting -- but the returns make it feel worthwhile.

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TouchArcade Rating:

'Arma 2: Firing Range' Hits iOS

Wednesday, December 14th, 2011

Bohemia Interactive, alongside Idea Games, have launched its interesting companion, er, experience to Arma 2 across iOS. Arma 2: Firing Range [Free] as it's called, is a pretty strict weapon simulation game that tasks you with hitting targets with a dizzying range of guns equipped with a variety of mechanical compliments such as red dot sights.

It's interesting because it's so strict, which is basically why Arma 2 the full game has been receiving love despite its variety of technical issues. Firing Range's connection to the full experience stops at the guns, but it's notable that you can view them all with previews and even "study" the specifications of each.

Firing Range at $0 includes a single firing range and three weapons. With an IAP of $1.99, you'll get access to all the current crop of weapons and challenges. We've been told that more guns and firing ranges will be added later.

App Store Link: Arma 2: Firing Range, Free (Universal)

'Civilization Revolution' Receives iCloud Support

Wednesday, December 14th, 2011

Civilization Revolution for the iPhone [$6.99] and iPad [$12.99], one of our favorite simulation games on the entire platform, has just received iCloud support in a massive update that sees some notable tweaks across the two games.

Starting now, you can upload and sync your saves between iPad and iPhone, which allows you to rock out in the same conflict regardless of iDevice on-hand. Also, 2K Games has dropped in achievement support and added to the game's visuals. New resource and unit icons compliment all new environmental animations including moving water and animated seagulls and fish. Seems small, but you'll be surprised when you boot it up.

Civilization Revolution for iPhone, by the way, has also just received "Create Your Own Scenario" challenges, which brings it up to date with the iPad version. This mode in particular is the most entertaining and rich one that Civ Rev has to offer, so definitely give it a look. You'll be saying, "Oh, god, it's 2AM" in no time.


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