Bean's Quest [$2.99] from Kumobius launched in July of last year, and it was kind of awesome. Actually, it was kind of really awesome. It was just one of many platformers on the App Store that nailed the neo-retro aesthetic, harkening back to the days of 8 and 16 bits. However, there was one key element that separated it from other iOS platformers – you're constantly bouncing. Picture a sideways Doodle Jump mixed with Super Mario Bros. 3 and you kind of get the idea.
The automatic nonstop bouncing was easy enough to get used to if you're just trying to make it through the game, but the real brilliance of Bean's Quest was that it kept track of the number of your bounces and tasked you with completing each level within a certain number of them to maximize your reward. Along with diamonds and a hidden toy creature that had to be collected, Bean's Quest had come up with an excellent little system for maximizing replay value.
There’s nothing more frustrating than a game that has good core gameplay that is ruined by missteps and issues in all the other game elements. Such is the case with DvO [$1.99 / HD], a castle defense game that’s heavy on the gameplay depth, but falters in its visuals and slow execution.
DvO (a.k.a. Dwarves vs. Orcs) plays very much like a classic castle defense title. Players send units down five battle lanes taking down the resistance until they reach the opposing castle (with the enemy doing the same to you, obviously). The side that takes down the opposing castle first wins the match. Littered throughout the lanes are crystal patches, which must be mined by your mining units and are used as the currency necessary to build supplemental units.
Last month, after basically zero pre-release hype, we were pretty surprised to see Batman Arkham City Lockdown [$2.99] pop up in the App Store. Perhaps even more surprising was that NetherRealm Studios, developer of the recent (and excellent) Mortal Kombat reboot on consoles, was behind the iOS title.
And, even more surprising still, Batman Arkham City Lockdown was actually pretty freaking awesome. It was built using the Unreal Engine, so the graphics were definitely up to snuff. And the gameplay took a tiny page out of the Infinity Blade handbook, having you face off against baddies in one-on-one battles using swipe controls to dish out the pain. The combat didn't quite have the complexity of an Infinity Blade, but it was fun nonetheless.
Now, Batman Arkham City Lockdown has just received its first ever sale, dropping from its normal $5.99 price point down to $2.99 for a limited time. If you're wondering if this is the game for you, then be sure to give our full review a read for some insight. Personally, I had a ton of fun with Arkham City Lockdown, and thought it was well worth its original price. For $2.99 I think it's a steal, especially if you're a fan of the Batman, as the developers have done a wonderful job of making the game feel like a fully realized Batman experience. Definitely check it out and take advantage of the sale while it lasts.
Buckle up; Adventure Bar Story appears to be pretty radical. I just spent a good chunk of time with a pre-release build of the PSP port, and while I do have a reservation or two about its virtual controls, I couldn't be happier with the overall port job and its core play, which is satisfyingly genre-bending.
Imagine if your everyday 16-bit JRPG hooked up with a management sim. In Adventure Bar Story, you control a young girl attempting to save her bar from being stolen or bought out by a renowned and rival neighborhood restaurant. In order to prevent this, she'll need to learn how to cook, buy or gather ingredients in RPG-like zones complimented by random battles, assemble the ingredients into a dish, and then profit.
JRPGs are a tough sell these days on iOS. Typically ports making their way from other systems, most seem characterized by substandard touch control integration and shoddy English translations. Fantasy Chronicle [$2.99] thankfully only suffers significantly from one of those two issues. While the translation is certainly lacking, the core gameplay and controls make this RPG an enjoyable experience, assuming you’re into a lot of grinding.
An episodic JRPG seems like a hard sell – how do you cut a genre built on the backs of immense sagas and marathon weekend play sessions into bite-sized chunks? Apparently by writing cliffhangers into each narrative focal point and developing for iOS, where mobile users might appreciate a light-weight, turn-based trek through RPG Maker heaven.
Armed with a built-in audience, a new publishing deal with Konami, and a multi-tiered business model, Ash II: Shadows [$2.99 Silver Edition / $4.99 Gold Edition] should have been a sure thing for SRRN Games. The UI is cleaner, the sprites more detailed, and random encounters replaced with on-screen enemies – Konami cash put to good use. I have the lasting impression, though, that SRRN's business concerns have impacted – if  not downright dictated – some of its design choices.
Smash Cops [$2.99] from Hutch reminds me of Need For Speed: Hot Pursuit, as the main objective is to take bad guys off the road by catching up with them and then ramming their vehicles until they catch fire and roll in slow-motion. Sounds good, right? In Smash Cops the police pursuit is set in an urban neighborhood more like Grand Theft Auto, so there's heaps of intersections and front lawns to skid around.
The most distinctive feature of Smash Cops are the controls, which have become a talking point in our discussion thread. The default touch controls involve placing one finger behind your police car and using it to "push" your vehicle along, like a toy car, with acceleration being automatic. This "push" mechanism has received mixed feedback, with some absolutely loving it and others loathing it and preferring the alternate virtual joystick option. Personally, I enjoyed the new push controls, but found the virtual joystick jerky and awkward for steering.
The world of Jazz: Trump's Journey [$2.99] is a lush throwback to 1920's New Orleans, brought to life with watercolor backdrops and great tunes. You take the stage in parades and theaters, prisons and sewers, all the way to the French Quarter as you run through the history of Trump's success. You rise from a boy with dreams of making beautiful music to a man at the top of his game.
The game you play over the course of that journey is a platformer, with all your standard platforming elements: running, jumping, collecting widgets, and so on. Trump's music has the power to stop people in their tracks - literally freeze time - which opens the way for a few clever puzzles and challenges. But imprecise controls and terrible translation keep Jazz from reaching the heights it deserves.
How long do you need to play to have a good time? Windosill [$2.99] is a straight up terrible value proposition if you like serious length from your games. It doesn't take much longer than 15 minutes to run through and there's no real replayability. But damned if it isn't a great 15 minutes while it lasts.
If you take it down to fundamentals, Windosill is a puzzle game about traveling. A toy car drives from room to room. Each is locked, each has to be solved with creative thinking and exploration to open the next. There are only eleven rooms, and they're over in a snap. Yet whimsy and charm makes it ever so memorable.
If iOS clones are your cup of tea, strap in for the clone-iest clone yet. The Shanghai Taomee Network Technology company just released Mole Kart [$2.99], a universal kart racer that makes no attempt at hiding the fact that just about everything in the game is lifted directly from Mario Kart. Take a look at the trailer:
It's lacking a championship mode, as well as the different engine sizes found in Mario Kart. Also, to fully unlock everything in the game you're looking at spending ten bucks between the initial purchase price and all the various DLC unlockables for tracks and additional karts. Forum members are going crazy for the game, and are encouraging everyone that's interested to get in on Mole Kart before it gets pulled from the App Store.
Whether or not it'll actually get pulled is another matter entirely. There are a lot of Mario Kart inspired games out there, but this one is by far the most blatant.
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.
While looking at the preview pics for Sleepy Jack [$0.99 / HD], I couldn’t help but recall one of my past favorite titles with a motif that revolved around dreams. That game is NiGHTS Into Dreams, of course, and any other gamer who spent long evenings discovering that magical world will surely feel a bit like Sleepy Jack’s developers might have been fans of it.
In case you have no idea what I’m talking about, both games send you into a universe in your dreams and challenge you to navigate it. In Sleepy Jack, you play Jack, a darling boy who is hurtling through a nighttime world at top speed and needs your assistance to proceed. To help him explore worlds of space, desert and the deep sea, you’ll need to arm your trusty pistol and get your dodging skills ready.
Attention card geeks and all god slayers: the first expansion pack for the outstanding Ascension: Chronicle of the Godslayer [$4.99] is now available. After grabbing it via IAP, the cleverly titled pack, Ascension: Return of the Fallen, adds even more monsters, new characters, and even mechanics to the core play. Developer Playdek touched base with us on this the other day, and it seemed pretty stoked about how fans will react to it.
Not familiar with Ascension? We got your back. Earlier this summer, we reviewed the game and, obviously, explored its fundamentals. Here's an excerpt:
The actual game of Ascension is a somewhat refreshing spin on fantasy-based card games in that instead of building a specific deck that you use in battles, you're building your deck on the fly from game to game. Players start the game with identical basic decks of ten cards consisting of two militia cards which provide the "power" resource and eight apprentice cards which provide the "rune" resource. Using power and runes you're able to interact with a common pool of cards to either acquire new cards for your deck or defeat monster cards. Most actions you do in the game award different amounts of victory points, and at the end of the game, the player with the most victory points wins.
You gotta love it when a sharp game sees the injection of a bunch of new content -- and for a fair price. This expansion is $2.99, so grab it when you can.
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.
I adore tower defense titles, but they tend to be just a bit samey. More than most genres, they rely on a number of standard elements that are rarely done without. Kingdom Rush [$2.99] isn't a mold-breaking game. There are towers, yes, and upgrades and creeps. There is a set path, there are levels. Sometimes the creeps fly. Sometimes there are bosses. You really ought to know all this by now.
Despite the familiarity of its formula, though, Kingdom Rush is absolutely fabulous. With good-natured charm, with clarity of purpose, and with a touch of clever design, this game makes a place for itself in its crowded genre. It's no wonder Ironhide Games Studio's original Flash version is so very popular (a Flash version you can play right here, minus the premium content included in the iOS port).