So, I have a confession to make. I was prepared to dislike Baseball Superstars 2012 [Free]. You can blame Homerun Battle 2 [$4.99/Lite] for that one, as it had left me deeply distrustful of freemium sports games. Nonetheless, driven by Air Penguin [99¢/Lite] inspired optimism and the extravagant amount of praise that had been lavished over the franchise, I ended up downloading it anyway.
I'm glad I did. Though not what you would call 'your must-have game in the event of a zombie apocalypse', Baseball Superstars 2012 is still kinda awesome. Depending on how much you like your baseball, it might even be extremely awesome. There's a part of me that wants to be the cranky curmudgeon and witheringly observe that Baseball Superstars 2012 is, while a competent product, just a souped-up version of the one from the previous years, but I can't. The rest of me is too busy cultivating my digitized athletes.
There's a reason MMORPG players use the term "trash" to describe the stuff that leads up to raid bosses: it's missing all the great rewards, and it's almost always lame. It's junk, in other words, junk that pads the time between the good parts. Red Zebra Games clearly knows the score, because Raid Leader [99¢] skips right past the trash to bring us nothing but the good stuff—intense, white-knuckled battles.
As we pointed out in our preview, the big picture will look familiar to Battleheart [$2.99] fans. But it's the little details that get this recovering World of Warcraft addict's heart a-fluttering. There was a time when damage number spam, health bars and massively telegraphed attacks were my bread and butter, and boy do they come out in force here.
Before I get your hopes up, though, let me be clear. This isn't the next Battleheart, and it's not raiding in World of Warcraft. It's far, far simpler than either. If you're looking for a deeply strategic RTS-RPG, this might be a bit casual for your tastes, but it's a potent combo for those of us nursing fond memories of raiding.
Raid Leader lacks Battleheart's big list of classes, levels and loot. Instead it has bosses, and the three things any proper team needs to defeat them: a tank, a DPS class, and a healer (in the forms of the Knight, Hunter and Priest). Each of them has a bevy of skills to unlock and choose from, and choose you must, because each character can only bring two skills into battle. You might want to deal damage, snare and buff with one character, but you have to pare that down to the skills you really need. That's half the game's strategy right there.
The other half is the battles themselves. There are fifteen levels in total, with 2 arenas, 8 original bosses and a powered-up heroic version of all but the last. These have minions, lasers, death zones and many other familiar tricks, requiring priority targeting, clever positioning and quick reflexes. Lest you think I'm being irresponsible with my WoW comparisons, by the way, one of those bosses is nearly a one-to-one clone of Karsh Steelbender from the most recent expansion. Not that I mind. It just feels a little too much like coming home, if you know what I mean.
Your survival depends on two things: how well you've chosen and upgraded your skills, and how well you can pay attention and perform. It also helps to have a basic understanding of MMORPG-style battles. You'll have an easier time if you already know that the tank should keep the enemies' backs to his team, or when to toss a heal-over-time and switch targets. Admittedly, though, knowing too many tricks takes a little fun out of figuring out the right strategies for each fight, especially when kiting works so effectively.
Because of this, the game sometimes fails to straddle the line between too easy and too hard. Executing a strategy is often fairly simple, because the bosses never have more than three or four plainly timed and well-telegraphed abilities. You'll never have serious trouble figuring out how to handle an encounter when anything tricky is explained on screen.
You'll still run into plenty of difficulty, though. Two things will conspire to stop you no matter how well you can plan. The first is the somewhat-awkward touch controls. Like in Battleheart, you drag one hero to another to heal or attack, and drag your heroes around the screen to move them. Because those two actions are so similar, you may occasionally find the game mixing up your intent. Worse, though, is the way the controls sometimes lead to deaths-by-Notification-Center. Those probably can't be helped, but that doesn't keep them from being frustrating.
The second big roadblock is the enrage timer most bosses sport. This isn't a problem, it's a classic MMORPG mechanic. Three or four minutes into a fight, the boss becomes immensely more powerful. This isn't designed to kill you instantly, but it does keep you from flinging yourself at a boss for ages if you're not powerful enough to defeat it. In Raid Leader, you're not going to run down the clock because you haven't leveled enough or hit the right gear level. Instead, it's your skills that can fall behind.
The three classes each get eight or nine skills to play with. These include a healthy mix of class-appropriate heals, attacks, buffs, debuffs and so on. You can pay out the coins you earn from defeating bosses to upgrade them up to four times each. If you're a better player than I am you might be able to get by with nothing more than the coins you earn from each boss. I rather doubt it, though. It gets seriously tough to pump out enough damage to beat the enrage even when you're doing well. If you hit a wall and decide you need more coins, you have two options: grind or pay.
It's kind of a lame choice. Grinding is actually fun in Raid Leader, but it's hard to turn down the comparatively massive number of coins you can get by putting down an extra dollar or two. If you do, you can earn a decent rate in two arenas fighting waves of minions, or you can replay completed boss fights. You can earn Game Center achievements and leaderboard rank for beating bosses quickly, so this isn't a bad way to go.
I just wish there was more of everything. I want a reason to pull out more skills and level them higher. I'd dread putting hours into WoW at this point, but the few brief hours I put into Raid Leader left me craving a lot more. That's not a bad thing, assuming there's more to come. While we're talking updates, Red Zebra, could you work out the spelling errors and put some clothes on the poor Hunter? She's literally fighting in a bikini. Not even a chainmail bikini, just a few flimsy scraps of nothing.
Raid Leader isn't perfect, and it's not perfectly original. That said, it sure is fun. Any recovering raider will find plenty of great nods and familiar concepts, and anyone who's wondered why folks make such a fuss about raiding will get a low-impact introduction. Drop by our discussion thread to let us know what you think, and point out how much you want more levels while you're there. For me. Because even though I can quit any time, I really don't want to quite yet.
When Reckless Racing [$0.99 / HD] hit the scene back in October 2010, we praised it for the incredible top-down racing experience it offered. Now, the folks at Pixelbite Games are back again with Reckless Racing 2 [$4.99], the long awaited sequel to this arcade racer. Improving on nearly every facet of its predecessor, Reckless Racing 2 is hands-down one of the top arcade racers I’ve ever played and is well worth the price of admission.
From a presentation standpoint, Reckless Racing 2 makes some significant changes in comparison to its predecessor. Gone are the country themes present in the music and characters (although the latter still remains somewhat in the avatars and names of your AI opponents). In its place is a stylized, clean motif complete with fast-paced music reminiscent of 80s action movies (think Top Gun). Some folks may argue Reckless Racing 2 loses some of the ‘charm’ found in the original, but I think this is a great move that moves towards a more universal appeal.
I have no shame whatsoever in telling you that I was literally obsessed with Mystwhen it came out in 1993. The mystical adventure that dared me to tumble into an unknown world and explore beautiful oversized tomes to unlock its secrets had everything that I wanted from a game at the time. It gave me a solo adventure, puzzles that were hard as hell to solve, and atmosphere for miles. I just might have played Myst (and all the clones of it) a rather embarrassing number of times.
So, it was really kind of a given that I was going to be thrilled to see The Lost City [99¢], which at a glance seemed to be aimed like a notched arrow at the heart of the Myst-era adventure game lover. Of course, anyone who was with me on the long ride through the adventure clones that Myst spawned knows that there were a handful of decent ones, but mostly many, many bad ones.
Fly With Me [99¢] from Electronic Arts may resemble a cute kids game about a flying bird, but it's not actually as simplistic as it seems. You tap the screen to make the little bird fly and try to collect three stars and reach the birdhouse at the end of the level. This may sound easy, but the catch is you have a limited number of wing-flaps available.
Each time you tap the screen to flap your wings, your flap-meter decreases slightly. Once that meter is depleted, you'll literally fall out of the sky with an amusing animation as you splat into the ground. So, you quickly learn to be more conservative with your flaps, and glide whenever possible. NOT flapping is a key part of this game. Your flap-meter must also be replenished by eating bees, otherwise you won't have enough flaps to reach the end.
Depending on how you look at it, my weekend was either a complete success or a disastrous waste. Asides from my daily ablutions, I've done nothing but sit on my derriere and play Capcom's Ghost Trick: Phantom Detective [Free]. It's true. I'm not ashamed.
I would be ashamed if this was a cheap rip-off stemming from some copycat's attempt to cash in on a popular indie title somewhere but Ghost Trick: Phantom Detective isn't that sort of game. If you had to liken it to a gender-unspecific trophy spouse, Ghost Trick: Phantom Detective would be a 6'2" Scandinavian model with a degree in rocket science and a part-time job as a professional comedian. You won't be ashamed to be caught with this one.
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.
When I think about possible themes for tower defense games, a tale about space pirates attacking a futuristic Earth in search of highly sought after ‘Spice’ is probably the last thing I’d think of. Yet, that’s exactly the premise of Spice Invaders [Free], a new freemium title from Chillingo. While the game itself is a nice take on tower defense, the bulk of the conversation unfortunately turns to its freemium elements which distract greatly from the actual game.
As a tower defense game, Spice Invaders plays similarly to Fieldrunners [$2.99 / HD]. Players are charged with defending one (or more) bases in open-field maps. Enemies come in waves from a variety of different entrances, forcing you to build towers in such a way as to prevent them from taking out your base. Since the maps are open (with some featuring random barriers littered throughout the map), you can do this by surrounding your base, forcing the baddies into long paths made of towers, and so on.
I avoided the movie Snakes on a Plane because the premise of reptiles causing an aerial ruckus seemed a little lame. So my expectations were equally low for Gorilla Gondola [$1.99], a game about a silverback gorilla who's riding on the roof of a moving gondola. But fortunately it turns out this debut iOS release from UK developers Electric Pixel Factory is pretty entertaining.
The word "Gondola" has a few different meanings. To clarify, this gorilla is not riding on a flat-bottomed boat in Italy or an open railway freight wagon (that would be ridiculous). It's actually standing on top of a ski-gondola on a cable, which moves along automatically. By swiping up or down with your finger, the Gorilla jumps or stomps. The further and faster you swipe, the stronger it's movements, causing the ski-lift to rise and fall.
We first checked out Liv Games over a year ago with Legendary Wars [$0.99 / HD], a great take on castle defense. Now the developers are back with Monster Wars [$0.99], the latest addition to the genre. Billed as a ‘follow-up’ to their previous game, Monster Wars succeeds at preserving the same great gameplay of its predecessor while tweaking elements and offering a new story complete with a load of new units.
For folks that played Legendary Wars, Monster Wars will feel very familiar. The majority of campaign missions still feature the same castle defense-style gameplay where you collect resources, build units, defend your own castle from the opposition while simultaneously moving forward attack units to take out the opposing fortress.
We've had our eye on Tweet Land [$1.99] from Why Ideas ever since we spotted it as a curious Kickstarter project back in April of last year. The project was more than sufficiently funded, and last month we were treated to a new trailer and news that Tweet Land would be hitting at the end of January. As expected, earlier this week the game finally went live in the App Store.
Tweet Land was intriguing due to its unique real-time usage of tweets drawn from Twitter that would trigger elements into the game. It reaches out into the vast ocean of Twitter and utilizes special keywords from real tweets to create things in the game. It's a fantastic idea in theory, and Why Ideas did pull it off on a functional level just as they had promised. However, despite being really innovative, Tweet Land doesn't hold up as well in the gameplay department, and there were a couple of unintended side effects of using live tweets that left a sour taste in my mouth.
I love Halfbrick's Jetpack Joyride [Free], and if you like good iOS games, chances are you like Jetpack Joyride too. In fact, I'd like even more Jetpack Joyride, which, oddly enough, is where Big Pixel Studios' Off The Leash [Free] comes in. You're likely thinking to yourself, "But it seems obvious from the name alone that Off The Leash has to do with dogs, what does Jetpack Joyride have to do with anything?" I'll explain.
You know how we raved about Jetpack Joyride's mission system, its hefty in-game store full of customizables, and other single-user consumable perks? Well, Off The Leash does an incredible job of utilizing incredibly similar underlying systems to keep you playing game after game while feeling entirely new and fresh. In fact, in light of the recent NimbleBitcloningdrama in the past week, it's seems particularly important to tip our hats at games like Off The Leash that utilize these mechanics that work so well, but only as part of building an entirely new game experience.
In Off The Leash you initially control a single dog. It almost has a Mega Jump [Free] feel to it in that coins are everywhere, and you tilt your device to move your dog around to collect them. There's also food to eat, and various power-ups to snag.
After spending some quality time with a preview version of Int13’s new bullet hell shooter Shogun: Rise of the Renegade [Free] last week, we were eager to get our hands on the final version to see how it all came together. And sure enough, earlier this week Shogun quietly snuck into the App Store.
It was interesting that Int13 was departing from their typical augmented reality based games, like ARDefender [Free], and trying their hand at an established and nuanced genre like arcade-style manic shoot ‘em ups, especially with veteran shmup developer Cave basically cornering the market with their stable of high-quality ports. However, Int13 has surprised me with just how right they got Shogun, and while it might fail to totally impress the more discerning bullet hell enthusiast, fans of shmups in general will find a lot of action and fun brimming from the game.
I like to imagine there's an Oberlin burnout somewhere who's made a living getting bent on ayahuasca and pitching music-history based games to different companies. My hypothetical game designer, wide-eyed and euphoric, is responsible for games like Boom Boom Rocket, Eternal Sonata, Jazz: Trump's Journey [$2.99], and now Frederic --Resurrection of Music [$1.99/HD/Lite], by Forever Entertainment S.A.
In the first scene, set in present-day Paris, Fryderyk Chopin climbs out of his grave, speaks with the Muses, and rap-battles a French DJ with dual-wield keyboards and a jetpack. After this, he rides a horse-and-carriage to Jamaica and gets high with a reggae artist named Rob. Amazing.
It's safe to say that cave flyers have been around the block a few times, and that a few of you might just be sick of 'em. Hey, that's fair—I know my enduring love of endless runners and cave flyers isn't shared by everyone. But do me a favor: take a look at Blot's [$0.99] trailer before writing it off. Yeah, it's just another cave flyer, but goodness, it's gorgeous.
We've seen the control scheme and basic design a thousand times before, and there's nothing new about collecting coins for upgrades, cosmetic or otherwise. Blot won't win many points for fundamental originality. But it's a solid, fun cave flier that also happens to be beautiful, with an underlying sense of humor that's sure to please.