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‘3.5 stars’ Category Articles

'3D Pixel Racing' Review – Neat Visual Style but a Horrible User Interface

Tuesday, October 25th, 2011

In 3D Pixel Racing [$1.99] the car graphics look extremely blocky - there's simply no anti-aliasing (or smoothing of the edges) ...but that's not a bad thing, because it's completely intentional! This car racing game uses 8-bit pixelated graphics to depict the 3D cars, tracks and menus, so they look like they're constructed from tiny blocks of Lego. You might think this sounds like 8-bit Rally [99¢], but no, this is far more pixelated than that.

While the unusual "pixel" graphics are definitely the main draw, there's also quite a few other features, including 5 game modes, 11 cars, 10 tracks, and various weather conditions, which all sounds really good on paper. However, this game has received mixed feedback in our discussion thread, with the menu system in particular being singled out for criticism.

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'Worms Crazy Golf' Review - A Hole in Worm

Monday, October 24th, 2011

I have a weird amount of respect for the Worms franchise because not only has it lasted for almost two decades, it has consistently been a solid, albeit unchanging experience. The problem is, I've never actually been able to really get into the games, but with Team17's Worms Crazy Golf [$2.99 / HD], it's the first new experience that takes the oddness of the franchise and converts it into something a little easier to pick up and play.

If you've ever played any of the Worms games dating back to the Amiga, you should have a good idea of what to expect with a golf game. The difference is that you're only controlling one worm instead of a battalion and your goal isn't to crush the opposing team, it's to hit a ball into a hole. The same control scheme from other Worms iOS ports comes into play here, you can slide your finger around for a better view of the course and you'll move a small aiming reticle to line up the trajectory of your shot. You'll hold a button to set the strength and whack it as far and accurately as you can.

Perhaps you've already been clued in by the "crazy" in the title, but just so we're all on the same page, this isn't a set of normal golf courses. They're essentially tricked out, massive mini-golf style puzzles, with exploding sheep, suicidal worms, cannons, magnets and more.

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'Fara' Review - Funny And Flawed In Equal Measure

Friday, October 21st, 2011

A young man washes up on shore without knowledge of where he is or how he got there. An elder teaches him swordplay and sets him off on an epic quest. A small blue blob that lives on his arm breaks the fourth wall at every opportunity.

This was almost the set up of any classic role-playing game, a fact that Pixel and Texel's Fara [$0.99] is happy to point out. With tongue firmly in cheek, the action RPG leads players through most of the cliches of the genre -- fetch quests, boss battles and awkward romantic subplots, among others -- though it never quite transcends those cliches itself.

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Bounty Bob Tunnels Into the App Store in 'Miner 2049er'

Tuesday, October 18th, 2011

That's right, my retro-loving brethren, Bounty Bob has tunneled his way into the App Store thanks to Magmic's release of Miner 2049er [free] for the iPhone and iPad (universal).

For those unfamiliar, the original Miner 2049er is a platform game that was highly popular in the early '80s home computer scene. (See Owen Linzmayer's February 1983 Creative Computing review.) Released in 1982 by Bill Hogue through Big Five Software, the game puts you in the shoes of Bounty Bob on a mission to search through Nuclear Ned's abandoned uranium mines in search for the elusive Yukon Yohan. The treacherous mines, fraught with ladders, chutes and hydraulic scaffolds -- not to mention the radioactive creatures that roam the levels -- must be cleared by walking over every section of the platforms. There are 10 levels in all, which was quite a few, for its day. Miner 2049er was the inspiration for Matthew Smith's Manic Miner.

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'Please Stay Calm' Review - Zombies in Your Neighborhood

Friday, October 14th, 2011

Like most geeks, I've spent some time thinking about the best place to go in case of a zombie apocalypse. My pick is always Costco -- food, weapons and big solid doors all in one place. Since that plan is unlikely to ever have any real world value, I've taken the opportunity to barricade my local big-box against the zombie horde in Please Stay Calm [Free], a new location-based MMO from Massive Damage Inc.

If you've ever played a game like Mafia Wars, you'll have some idea of what to expect in Please Stay Calm. It's similar in design, but it takes place in your neighborhood. The world has been overrun by zombies, and you're a survivor. You'll need to scavenge for resources, build up a safehouse and a good team, and gun down the undead -- and a few of your fellow survivors.

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'Xurge' Review – Defend The Planet In This Retro-style Arcade Shooter

Tuesday, October 11th, 2011

Xurge [$0.99] doesn’t try to wow you with a particularly deep gameplay experience or with awe-inducing graphics. Rather, Xurge is one of those retro-style games that seeks to get you hooked on simple gameplay that becomes progressively more difficult and challenges you to simply get better at what it offers. As far as simple arcade games go, Xurge does a good job of hitting its mark.

Xurge doesn’t bother trying to create any kind of story to serve as a backdrop to your gameplay. You can discern that there are alien invaders attempting to take over your planet, and the only thing between them and world domination are your four cannons. Obviously, the goal then becomes to take out all the invaders with said cannons before the intruders take them out. Before a cannon can be fired, however, you must tap on it to prime it. Once primed, taking a shot is as easy as pressing the big ‘Fire’ button on the screen.

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'Super Cyclone' Review - Destroy the Alien Nests!

Tuesday, October 11th, 2011

Super Cyclone [99¢] is a challenging 2D dual-stick shooter released by Miniclip.com and UK-based developers PlayerThree.  It involves shooting aliens, dodging and blasting asteroids, collecting pick-ups and trying to stay alive long enough to protect the star-gates from waves of alien attack.

Whereas most dual-stick shooters occur within a rectangular playing area, the space battles in Super Cyclone are set within a circular zone. In the center of the playing area is a star-gate. The invading aliens want to breach the star-gate, to gain access to our planetary system. You're on patrol to ensure that doesn't happen, by shooting them all down. If any enemy-spawning alien nests enter the star-gate, it's game-over.

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'Rocket Claw' Review - Lost in Space, Claw Machine Edition

Friday, October 7th, 2011

As a kid, I was a claw machine master. I came home with more stuffed animals than I knew what to do with, and I used to love impressing my elementary school friends by making it rain with ill-conceived toys like bootleg Space Jam plushes. So when the opportunity to review Fugazo’s new game, Rocket Claw [99¢], came up, I jumped at the chance. Finally, a chance to impress my friends with my claw abilities once more!

OK, so it’s not a true claw machine game. Rather, you’re a little smiley-faced robot named C.L.A.W.D. (Clamping Long-Arm Winch Device, if you must know) out in space with, you guessed it, a rocket claw. This claw can grab, destroy, and deflect objects. The catch is, you can only do one thing at a time; once you deploy the claw to, say, deflect a comet, you can’t send out the claw again until it comes back. So while you attempt to save wayward astronauts and their space dogs, you're going to be thwarted at every opportunity by asteroids, aliens, comets, giant hunks of debris, and black holes.

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'Bounder's World' Review – Follow the Bouncing Ball

Friday, October 7th, 2011

For fans of classic PC gaming, the name Bounder’s World [99¢ / HD] may sound familiar. Indeed, the tilt-controlled game is an updated version of Bounder, a Commodore 64 game released in 1985 that had you control a tennis ball as it navigated a multitude of levels. The premise remains intact in Bounder’s World, but everything from the 2.5D viewpoint and graphics (and the humanization of the tennis ball) to the accelerometer-based controls are certainly a change. While I can’t affirmatively state that Bounder’s World manages to keep the essence of its spiritual predecessor intact, I can say that it’s certainly a solid tilt-based action title with a few shortcomings.

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'NBA 2K12' Review - A Great Addition to the Basketball Offerings of the App Store

Wednesday, October 5th, 2011

2K Games’ NBA 2K12 [$4.99HD] doesn’t have quite the thrill or the touch of its brethren, but it’s a competent basketball title that stresses simulation over finesse and AI over finer points of control. Super fans might want to stay on the bench, though: 2K has reigned in and streamlined the overall NBA 2K experience to such an extent that it's hardly a recognizable game in the long-running series. It’s a shell of the experience available on consoles, and it’s not much of a looker, either.

What 2K did with 2K12 is similar to how it handled Civilization Revolution [$6.99 / HD]. Civ Rev, which was already a dumbed down version of Civilization proper, is even more dumbed down on touch devices, offering up simpler menus and actions that keep the pace ramped up without throwing away what made the core game good in the first place. 2K12 is an exceedingly simplistic game in the same vein. You can’t pick plays, some control options have been removed, you won’t be going online, franchise mode is missing some parts, and some of the special Michael Jordan touches -- the retro teams in particular -- have been stripped. What’s left is a fairly linear basketball simulation experience that you never really have direct control of, but can still participate within. (more...)

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'RobotRiot' Review - Sci-Fi Platformer with a Repo Robot

Tuesday, October 4th, 2011

RobotRiot [99¢] from Glowing Eye Games and Retromite, is a Universal 2D sci-fi platform game with retro graphics where you control an armed, hovering, debt-collecting robot, named SLUG. And frankly, each part of that sentence sounds appealing.

SLUG's job description involves helping to repossess spaceships when citizens are late with their tax payments. To do this, he must enter each section of a spacecraft to locate and destroy the power generator. Once all sections have been powered-down, the craft is left disabled and defenseless, allowing a tow-ship to easily tow it away for impounding. And you'll be paid a wee bounty for your efforts, by your boss, Commander Krupp.

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'Rescue City' Review - Draw The Lines, Save The City

Monday, October 3rd, 2011

Simply put, Rescue City [Free] is a worthy addition to the line-drawing genre that has long since been dominated by the prowess of Flight Control. Rather than directly mimicking the open-world environment of the flight-landing title, Rescue City succeeds at implementing a more structured approach to vehicle management that not only still requires strategy and management, but also manages to simplify the core gameplay experience.  A tough difficulty curve and a lack of variety in environments are the only significant obstacles that hold Rescue City back.

Rescue City places you in charge of the police, firefighter, and ambulance services for a section of a city. As various incidents pop up, you must dispatch the appropriate emergency services by drawing a route to the location. Each incident has a countdown timer attached to it, and the game ends if you do not respond to the incident in time. In addition, the game also ends if any of your vehicles collide with each other while on the road.  Obviously, the crux of the gameplay becomes effective route management as you will be trying to respond to each incident as fast as possible while preventing any vehicle crashes.

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'Panda Picnic' Review - This Summery Puzzler May Leave You Waiting Around

Friday, September 30th, 2011

A cute panda, a match three puzzler, and a summery theme with cute accouterments such as picnic baskets and watermelons -- where can Panda Picnic (Free) go wrong? I mean, if you literally think about the idea of pandas out on a picnic together, you immediately start smiling. Or at least I do. I'm assuming the picnic basket is full of bamboo, though -- not my idea of a scrumptious lunch. Maybe I'll hang with the humans after all.

Enough about food: Let's talk about how Panda Picnic works. If you have ever played the notoriously popular Words With Friends, at least one pat of the format here will look familiar, and that's the part where you play with online friends. Panda Picnic has one flaw right out of the gate, in my opinion, and that is that is does not have a single player mode to allow you to practice on your own. Your options are to start a game with a Facebook friend, a random opponent, or a local friend.

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'The Sims: Medieval' Review - Sims and Wizards

Thursday, September 29th, 2011

I'm a bit of a closet Sims admirer. Not exactly a die-hard fan, but I appreciate what the series does in a lot of ways. I've still kept up with each release and although the iOS ones haven't been constantly solid, The Sims: Medieval [$4.99] still stuck out to me as playing to two of my weaknesses, wizards and sandbox play.

The most obviously different thing about The Sims: Medieval is the directed nature of it (aside from the setting, clearly). After picking your social type and designing your character, you're immediately struck upside the head with a few quests and tasks to complete that don't inherently feature screwing around, socializing and trying to make your Sim make kissy faces at other Sims.

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‘MixZle’ Review – Weird Name, But Decent PuzZle Game

Wednesday, September 28th, 2011

There’s a grotesquely misshapen tiger that haunts my dreams. His butt is where his head should be. He implores me to make him whole again, but the more I try to help the more horrific he becomes. I move his parts around in a fevered panic to no avail, unwillingly transforming him from proud feline predator into a twisted terror that would give even H.P. Lovecraft pause.

He is the tiger that was on the plastic sliding puzzle I had when I was 5 years old. When I finally did get that poor beast into his god-given form again, it was as if I had exorcised a demon. It felt like the laying on of hands. Much more pleasant and significantly less nightmarish was my recent experience with MixZle [$.99]. No pictures, no waylaid arses, just a simple but challenging physics puzzler with a sliding panel mechanic.

The game is a series of challenges (ala Angry Birds or Cut the Rope) where you must drop a ball from the top of the screen and ensure that it goes through a hoop elsewhere on the screen. Drop too many without getting one through and you must restart the level. It’s as stripped down a conceit as you’re likely to find.

Don’t let that throw you off, however. There’s plenty of depth and variety here, due to the aforementioned sliding puzzle mechanic. Every level is a series of panels with one square missing. The others will either be blank or contain structures that you can position to divert the course of the ball towards the net. Early levels will be a breeze, as the correct positions for most tiles are quickly apparent.

The challenge steadily ramps as new structures come into play, which ensures that MixZle is fresh throughout. Rudimentary planks and ramps give way to fans, pneumatic launchers, and more. Additional difficulty is slowly mixed in, in the form of fixed tiles that you must work around, cranks which can rotate tiles, and other constraints. Also, not every tile with a structure on it will be necessary to solving some puzzles; it’s a clever twist that keeps your mind working.

The developer clearly has a mind and a passion for puzzle design. The game has over 100 levels, so value-per-dollar hounds will find no complaints in the content category here. A score is assigned based on the number of ball drops and tile movements it takes to complete each level, meaning perfectionists will find lots of replayability looking for that optimal solution.

On the minus side, the need to restart a level after x number of drops kills the will to be creative with your problem-solving. There’s already a point system that will tell me if I made a mess of things or took an embarrassing number of moves, so having the panels reset to their beginning positions is an unnecessary fail state. Not to mention I had some cool moments of emergent gameplay where I had fun setting up panels and just playing with the physics, and it always seemed that the level would reset right when I had the board the way I wanted it.

Lack of character is this game’s biggest drawback. It’s a smart game, but it doesn’t seem to really have a sense of play to it. The art is clean and the music is chilled out and conducive to puzzling; there’s just nothing in the presentation to get very excited about. With such well done level design, it’s a shame to have the vanilla assets and sounds turn me off to extended play. In short bursts, however, the game shines as a bite-sized brain teaser.

There’s much to like about MixZle, and at a buck for a heaping biggie-sized helping of levels, the value proposition cannot be denied. It’s not going to set the world on fire, but it’s a smartly executed twist on a well-worn genre. Pick it up, and you’ll find yourself stashing it in the corner of your screen and snacking on it periodically, like trail mix on a road trip. It’s a great palette cleanser between games, and if you’re like me, you may find yourself redeeming some of the dark shames of your childhood ineptitude.

App Store Link: MixZle, $0.99

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