iPhone

TouchGen Unleashed Podcast – Episode 62

by Salat on September 3, 2010

This episode is all about our thoughts on the Apple keynote, including Game Center and Epic’s surprise showing of Project Sword. We also talk about some games, including; Spider-Man, Super Mega Worm, Knights Rush and Mirror’s Edge…

Click here to visit our podcast page on iTunes to download it, or here to subscribe directly. If you would prefer to download the mp3 to your desktop, you can do so here!

Full list of games covered in this episode:

Epic Citadel
Spider Man
Rimelands
Norser
Knights Rush
CaveRun
Rednecks Vs Aliens
Super Mega Worm
Entombed
Puzzle Agent
Aqua Globs HD
Yin and Yang
Mirror’s Edge
Womb Wizards

TouchGen Unleashed Podcast – Episode 62 is a post from: TouchGen

TouchGen

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Rimelands: Hammer of Thor [.99] is a new tactical turn-based RPG from developers Dicework and Crescent Moon Games (of Ravensword [.99/Lite] fame). We previewed a hands-on video of the game about a month ago that explained how the turn-based combat worked as well as showcasing some of the games many items and weapons. With Rimelands now available, we've been able to experience these first hand, and came away impressed with how well the different elements of the game come together. The dice-rolling combat mechanic gives it an old school pen-and-paper feel, while the dungeon crawling and loot collection offers plenty to discover in the game. Couple that with an interesting story and top-notch visuals, and Rimelands is one of the best RPG experiences you can have on the iPhone.

Humans have squandered the resources of the world, throwing off the balance of the ecosystem and turning their once beautiful lands into an uninhabitable frozen wasteland. They are forced to move into underground vaults for a thousand years, and when they finally emerge they find that a new race called the Fair Folk have taken over the dominant role above ground. Humans try to reclaim their territory, and war ensues. An uneasy peace is finally reached between the two sides, and they are able to precariously coexist together above ground. This leaves countless underground vaults filled with treasures of the last millennium, ready to be explored and exacted by you, treasure hunter Rose Cristo.

The story in Rimelands sets the stage perfectly for a dungeon crawling adventure. You'll play the role of Rose as she travels to the many towns and vaults in Rimelands discovering treasures, completing quests, and evolving her character with the multitude of items and abilities available. The game is played from an isometric viewpoint and combat and movement are grid-based. This can take some getting used to as you're only able to move in four directions rather than being able to move around the world freely. Coming within striking distance of an enemy allows you to engage in the turn-based combat which is a mixture of long-ranged and melee attacks. An interesting dice mechanic determines your offensive and defensive effectiveness, and playing Rimelands feels like an interactive board game where all of the dull pen-and-paper stuff has been automated for you.

An overhead map lets you travel to the towns and vaults that you discover during the game. Quests are obtained by talking with characters around the world much like your typical RPG. There is a main storyline to follow as well as many side quests to pick up and complete. The dungeons in Rimelands are full of dangerous enemies, as well as many unique treasures. Traversing these dungeons feels very Diablo-esque, as there are many rooms to explore and a ton of loot to obtain, although with strategic turn-based combat instead of the hack 'n slash variety. Making your way through the dungeons is incredibly fun, and I found it hard to stop playing until I was sure I'd explored every nook and cranny of each in order not to miss any lucrative treasure chests.

One of the high points of Rimelands is the extensive variety of items and weapons in the game, as well as the various skill trees for your character. Defeating enemies earns you gold and experience points, and upon leveling up you can choose a new ability from one of three skill trees. Barbarian brings melee effects, Assassin boosts your ranged abilities, and Shaman covers magical abilities. There's quite a bit of diversity with how you want to build your character, and good reason to play through the game multiple times focusing in different areas each time. An engineering dynamic is in the game as well, allowing you to build different weapons with blueprints that you find. It's an interesting idea, but not totally necessary due to the many excellent weapons you're bound to come across in the game anyway.

Graphically Rimelands is a beautiful game. The characters and enemies are fairly detailed, and their animations are excellent. The environments are also very attractive, with snowy terrain when you are in the above ground areas and dark dungeons with nice lighting effects when you go underground. The in-game graphics do have a slightly jagged look to them, but nothing overly detracting. Retina Display support is a possibility down the road, as is a native iPad version, although nothing has been finalized. Rimelands runs just fine in 2x mode on the iPad, and players in our forums are definitely enjoying the game this way. The story is told via static illustrations and text, and by in-game dialogue between characters as well. There isn't any full motion video or animated cutscenes, but the story is engaging and the illustrated bits look great.

There are plenty of other nuances to Rimelands, and it really is a game with a grand scope. You can expect to get about 8-10 hours out of one playthrough, and there is good incentive to go through multiple times and try out different character builds. Plus, this should only be the first chapter in the Rimelands universe, as more content will be coming down the line via updates as well as planned sequels. Dicework and Crescent Moon have a winner on their hands here, and I'll be looking forward to seeing more from this series. I don't typically love turn-based strategy games, but Rimelands had me hooked almost instantly. It's easy enough to get into whether you enjoy the strategic combat, loot collecting, character leveling, or just want to uncover the story in the unique steampunk universe. For fans of these elements, or any gamer in general, Rimelands: Hammer of Thor is a solid choice.

App Store Link: Rimelands: Hammer of Thor, .99

Touch Arcade

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Puzzle Agent Review (iPhone & iPad)

by Salat on September 2, 2010

Telltale, the developers of Puzzle Agent, are well known for making other people’s games. Tales of Monkey Island, Sam & Max, and Wallace and Gromit are all intellectual properties not created by Telltale, but rather they are existing properties that Telltale has put their unique spin on. Telltale is in the business of making comedic point and click adventure games, and for the first time they have released their own unique property, Puzzle Agent.

So how does Puzzle Agent fare in comparison to Telltale’s other efforts? Admirably, and I will even say that it is much funnier than any of the Telltale games I have played to date. The game is ultimately a spin on the Professor Layton style of adventure set in the small town of Scoggins (home to the Scoggins Eraser Factory), meaning it is an adventure through a zany world in which the denizens provide the player with puzzles at nearly every opportunity.

If you find that Puzzle Agent’s sense of humor meshes well with your own, you are in for a treat. I was completely hooked by the awkward tension between the main character and his surroundings, as well as the understated strangeness about many elements of the environment. Towards the beginning of the game you meet a cagey old man, I found that everything about him- his appearance, voice acting, and attitude, so perfectly represented the cliche that Telltale was going for that I couldn’t help but laugh. If just looking at the characters tickled my funny bone, you can imagine what effect their greater role in the story and dialogue had on me.

puzzleagent2I can’t say that the game will be funny for everyone, but I certainly found myself laughing out loud on multiple occasions. The humor plays a major role in my appreciation of Puzzle Agent, because without it you are left with a much lesser game.

The actual “this is a game” part of Puzzle Agent boils down to, unsurprisingly, a series of puzzles. While some of the puzzles are challenging, and many are mildly entertaining, they fail to live up to the standard set by the game’s comedic aspects. The game even repeats most puzzle types, so by the end you feel as if you are solving the same old puzzle. I found the most annoying to be the puzzles in which you must piece something together by dragging its parts together, and when the correct parts get close enough they will auto-lock onto one another. One can solve these puzzles almost by accident, and once they are solved you still must go through several presses to submit your answer and see if it was correct- even though by its very nature you know you have already solved the puzzle perfectly.

How can I enjoy a game so much that clearly has some issues with the first word in its title? Puzzle Agent’s well crafted story, hilarious characters, and spot-on dialogue manage to trump its biggest flaws. Since the puzzles are brief, and for the most part mentally engaging, I found it easy enough to cruise through them to get to the great parts of the game.

Puzzle Agent is a short ride, clocking in at around three hours to complete, but it is well worth your attention. The game is available on the App store for .99 (iPhone) and .99 (iPad). The iPad version benefits from the higher resolution, but otherwise you are getting the same hilarious experience on both platforms.

Final Score:

4-stars

This game was reviewed on an iPad & iPod Touch 2g

Puzzle Agent Review (iPhone & iPad) is a post from: TouchGen

TouchGen

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Apple Event – September 1st

by Salat on September 2, 2010

Apple hosted a media event today, the event was primarily music and TV based but there were a few gaming morsals…

The main gaming element was the reveal of Game Center the out-of-the-box social gaming network. Steve teased it back at the lunch of iOS4, but it’s been quiet on the game center for a while now. Unfortunately it wasn’t featured for long (a few minutes) but we did get to see how matchmaking works, and as you can expect with Apple it was pretty seamless, allowing you to matchup with friends, and send and accept game invites. Developers should have no problem in adding multi-player features to their games without worrying which of the many current gaming networks (openfeint, plus+ etc) they must support.

I have to say I’m not a fan of the visual style of Game Center at all. Ok, I wasn’t expecting something ripping off Xbox Live, but what they have designed doesn’t fit well with the modern day gamer. I think they’ve tried to be clever, but what they have done is give it an old fashioned look that would be more suited to a Cribbage tournament at a retirement village…. Yuck! Game Center will be released as part as of a free update to iOS4.1 next week.

The surprise for gaming was the unveil of Project Sword from Epic Games. Epic are responsible for Unreal Tournament and, more importantly, the Unreal Engine. Using this graphics engine, Epic have been able to create some hugely impressive gaming worlds, and all running in real-time on iDevices (most probably iPhone 4, the new iPod Touch and iPad only).

Check out this in-game screen shot (courtesy of Engadget):

ipod-liveblog-2010-0105-rm-eng

The game is an RPG that lets you partake in one-on-one battles online using Game Center. We couldn’t see how the controls worked for fighting, but it seems to be as simple as dragging fighting moves from a character menu, onto your foe in a turn based style much like Pokemon.

That was it for gaming, the rest was all about the new iPod Nano’s, iTunes 10 and Apple TV. Other notable announcements for iPod Touch fans out there was the expected news that the iPod Touch will be updated to iPhone 4 specs, and now includes the A4 processor, retina display and gyroscopic control which all enhance the gaming experience.

We’ve posted video of the Game Center demo below:

Apple Event – September 1st is a post from: TouchGen

TouchGen

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Download Epic’s Keynote Tech Demo

by Salat on September 2, 2010

Updated: Epic’s impressive demo is now available to download and try!

Probably the most notable part of Apple’s iPod/iTunes/iOS keynote was the surprise graphics demo from Epic Games’ first dive into iDevice gaming. You might have seen the video, but why not try it yourself? The demo, titled “Epic Citadel” is now available for free as an 82MB download on iTunes. The app uses a version of the Unreal III engine, which will be made available to other developers to use.

It’s impressive as hell. It’s still kind of hard to believe the quality of visuals on a mobile phone, but it’s real. Sure, the shadows seem baked on for the most part, and there’s a bit of a framerate drop when you view the large vista, but this thing was slapped together in a mere 4 weeks! Just think what 6 months to a year of development will produce!

Epic Citadel – iPhone (free)

Epic Citadel – iPad (free)

Epic have released more info about the Unreal Engine 3 for iOS:

‘Epic Citadel,’ world’s First UE3-Powered iOS App, Now Available on App Store

CARY, N.C. – September 1, 2010 – Epic Games, Inc. today announced its “Epic Citadel” App is now available from the App Store. The app showcases the technical capabilities of Epic’s award-winning Unreal Engine 3 on iPad, iPhone and iPod touch. In “Epic Citadel,” players navigate a fictional castle realm using simple controls and the innovative Multi-Touch user interface. “Epic Citadel” also features stunning visuals and special effects, with an environment inspired by “Project Sword,” Epic’s newest game.

“Project Sword” is the codename of the all-new action role-playing adventure game exclusively for iPad, iPhone and iPod touch developed by Epic’s critically acclaimed studio, Chair Entertainment, creators of the Xbox LIVE Arcade games of the year “Undertow” and “Shadow Complex.” Scheduled for release later this year, “Project Sword” will bring unrivaled visual fidelity and a highly accessible gameplay experience to the iOS platform.

“This is a testament to the sheer power of iOS devices as up until now, Unreal Engine 3 has typically been used to create high-end gaming experiences on game consoles and computers,” said Epic Games President Dr. Michael Capps. “And we’re not just keeping it to ourselves. We’re putting Unreal Engine 3 technology into the hands of game developers all over the world, and we can’t wait to see the apps they make next.”

A small team of Epic’s programmers, artists and testers created “Epic Citadel” in just eight weeks of development time. Unreal Engine 3 is scalable yet packed with the same tools hundreds of thousands of users work with to create games, simulations and animated content. Features include:

• Amazing visuals. “Epic Citadel” pushes the envelope for stunning visuals on iOS devices. Through the latest advances in Unreal Engine 3 technology, the application delivers unrivaled graphics and special effects that immerse players in the kingdom’s grounds.

• Bump offset mapping. Also known as parallax mapping or relief mapping, bump offset mapping enhances the visual appearance of stone walls and rocks providing intricate textures.

•  Normal mapped architecture. Brings stunning detail to bricks and ground surfaces within the environment.

• Texture blending with painted weight maps. Refines nuances on roads and terrain, making them rich and lifelike.

• Global illumination. Unreal Engine 3’s built-in global illumination system, Unreal Lightmass, provides realistic lighting and shadows with minimal development resources.

• Dynamic specular lighting with texture masks. Helps create authentic cobblestone roads and vivid reflective marble surfaces, while lens flares and light coronas add dramatic emphasis when panning across light sources.

• Real-time reflections and animation. Environment mapping enables real-time reflections on objects such as the statue inside the cathedral. Dynamic movements of trees and banners are made possible through the use of vertex deformation and skeletal animation.

• Free tools. Epic’s Unreal Development Kit (UDK), available for free download at www.udk.com/download, ships with the same tools and technologies used to create Epic Citadel.

Download Epic’s Keynote Tech Demo is a post from: TouchGen

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Mirror’s Edge – Review

by Salat on September 1, 2010

Updated. I remember a couple of years ago when a little game called Mirror’s Edge came out for the Xbox 360 and PS3; I also

remember the flash game that came out shortly there after and was vastly superior, and free to play. Well EA has realized how good the flash game is and decided to bring it to iPad and iPhone, with a few tweaks and improvements of course.

Mirrors Edge is a high seed side scrolling platformer. You play as Faith, who is a free runner trying to fight the power, and you do so by running. Kind of a odd premise, but whatever, there have been weirder games so I’ll let it slide. In the game you generally run from point a to point b while trying not to die.

m-e1What makes the game interesting is that it’s based on momentum, so rather then stopping and planing your next jump, you just keep moving. This keeps you on your toes as stopping can often mean death, either from a helicopter shooting at you, or the fact that you won’t have enough speed to make your next jump. This style of platforming makes for some really awesome moments where you are just like, “how the hell did I pull that off.”

The game indicates where you need to go by making objects red. So if you are running left there may be a red box you need to jump over, followed by a red zip line. This is great for keeping you on track, and making sure you don’t accidentally run the wrong way in a level. It also let’s you clearly see objects that need to be avoided and/or interacted with.

The control scheme used in Mirrors Edge is nothing short of genius. The whole game is played with nothing but swipes. For example, swipe left, and Faith will run to the left, swipe up, and Faith will jump, down and she will slide, and so on. It is implemented so well that I can honestly say that there was not a single situation where I messed something up because of the controls. There are not many games on a touch screen platform that I can say that about, especially not one that is this fast paced. I give EA a ton of respect for not coping out and using an on screen joystick and a jump button. They really came out with something that works for the platform.

m-e2A major problem with the console mirrors edge was the combat. Fortunately, they kept combat to a minimum in this version, and there are no guns. You simply take your opponent out using one of Faith’s various take downs and keep running. In a momentum based platformer nothing would be worse then having to stop and fight, and the developers realized this, and developed the game accordingly.

There is a good amount of game to be had in Mirrors Edge. The main campaign took me a couple hours to beat, but that is just the tip of the iceberg. What keeps me coming back to the game is the speed runs. These are all the levels in the game, with time goals. They are all rated on a 3 star scale, and earning 3 stars is incredibly challenging. Of course there is online leader boards to compare your speed runs to other players around the world.

m-e4There is also same device multiplayer, which works shockingly well. You simply set the device on the table and you and a friend each man one part of the screen. There are 2 multiplayer modes. The first is a race from point a to point b. The real fun is that you can use Faith’s attacks to take your friend down while racing. The other mode is a collection mode, where you each have to try to pick up items around the map and whomever has the most when time runs out wins. Of course, if you take your opponent out, you steal one of his items.

The graphics are insane in Mirrors Edge. It’s on a 2d plane but with 3d graphics. There is something about the color pallette used in the game that is incredibly pleasing to the eyes. I could stare at the levels all day and my eyes would thank me. Adding in high definition on the iPad screen definitely doesn’t hurt the look of the game either.

m-e3The sound is up there for the best I have heard on any idevice. It has great music that is incredibly catchy and sound effects that really add to feel of the game. There is enough variety in the music of the various levels to make it not at all repetitive.

The only negative of Mirrors Edge is the story. They kind of shoehorned the story in with text between each level. I would have rather not a had a story at all. If they were going to put a story in the game they should have gone with a comic book style or short cut scenes. I really don’t want to spend 10 minutes before each level reading about why I’m playing that level.

I honestly can’t recommend Mirrors Edge enough, if you have an iPad it in an absolute must own game. The only thing that keeps the game from being a 5 is that the campaign is short for the high price tag, and the story is weakly implemented.

4pt5-stars

Mirror’s Edge for iPad is out now for .99

UPDATE: Mirror’s Edge is also now available for iPhone for £2.99 (US version to come), including retina display support. Get it now on the Mirror's

Mirror’s Edge – Review is a post from: TouchGen

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GTA: China Town Wars hits iPad September 9th

by Salat on September 1, 2010

Next week (September 9th), Rockstar are giving Grand Theft Auto: Chinatown Wars an HD update and bringing it to iPad. 

We posted a head-to-head of the game running on both Nintendo DS, PSP and iPhone and were surprised by how well the iPhone version stacked up (falling somewhere between both the DS and PSP version) which you can see below. We didn’t actually review the game (not sure why), but I will be posting a review for the iPad version shortly after the release next week.

Chinatown Wars HD will be available on September 9th for .99 from the App Store.

GTA: China Town Wars hits iPad September 9th is a post from: TouchGen

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Games based on comic books have been almost as hit or miss as games based on movies in the past, so I think my cautious optimism for Gameloft's recently released Spider-Man: Total Mayhem [.99] was well deserved. Sure, there are some absolutely fantastic comic book games such as the quarter-sucking X-Men Arcade Game, and a few others over the years. Unfortunately, many fall in to the same pit that movie games fall in to where they lean far too heavily on whatever intellectual property the game is based on instead of actually having good gameplay. This is true to some extent in Spider-Man: Total Mayhem, but the whole package is comprehensive enough that it doesn't even seem to even matter.

Like all Gameloft games, many parts of Spider-Man are clearly borrowed from other titles of theirs, and Total Mayhem is no different. A lot of the combat feels like a mix of James Cameron's Avatar [.99 / Free / Free] and Iron Man 2 [.99 / Free / HD]. Spider-Man is host to the same wall climbing and rail sliding sections as nearly every other 3rd person action Gameloft game, and just like almost all of their other titles, the voice work is laughable at best and face palm worthy at worst. They even managed to sandwich the upgrade system from Hero of Sparta II [.99 / Free] in that nearly everything in the game drops orbs of various colors which are then used to upgrade Spider-Man's various abilities.

What saves the whole game is that even though they recycle all these different elements, they seem to combine extremely well to create a game that just feels like a Spider-Man game should. There are endless thugs for you to bash, a heavy reliance on the spider sense, and a surprising array of extremely recognizable bosses that anyone who has read a Spider-Man comic or watched a Spider-Man cartoon will know. The levels included are fairly linear, but feature a great mix of fighting standard enemies, bashing mini-bosses, swinging around, climbing, and the varied events leading up to the boss encounter.

The combat system works well, and even though it feels a little button mashy at times, it's a lot of fun to watch Spider-Man execute his combos filled with punching and web slinging. However, even fighting bosses is a little too easy because of how well the spider sense evasion system works. Whenever you're fighting, when there's an incoming attack you're able to slam your thumb down on a virtual button that appears just to the left of the joystick. A successful button mash kicks the game in to slow motion, and Spidey evades the incoming blow and counter-attacks. It all flows together great, and these spider sense moves usually look really cool.

There's a surprising amount of content in Spider-Man: Total Mayhem, including a hefty amount of unlockables to boost replay value. Twelve levels are included, and in each of the levels are tokens you can pick up to unlock bonus art to look at. In addition, there's an "ultimate" difficulty to unlock as well as a boss rush mode. There's even the black Spider-Man symbiote suit to unlock to play through the game again with Spidey powered up. Also, when fighting bosses you have opportunity to take photos of them, and these photo opportunities seem fairly easy to miss. If you're a completionist, you will be playing through Spider-Man: Total Mayhem many times.

Total Mayhem is loaded with high resolution graphics that look absolutely fantastic on the iPhone 4. It's not universal, but like most Gameloft games it wouldn't surprise me if an iPad-specific HD release was on the horizon. Gameloft did a great job of making a game that plays like a Spider-Man game needs to. The spider sense seems entirely overpowered in combat, and it won't take long for you to get tired of the spider sense quick action sequences that are liberally used in cut scenes, but beating up an endless array of nameless thugs is just as fun as it should be.

App Store Link: Spider-Man: Total Mayhem, .99

Touch Arcade

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App Store Games of the Week: August 27th

by Salat on August 31, 2010

Maple Story: Thief Edition, No, Human, Control Freak HD, and Knight’s Rush head up this week’s edition of App Store Games of the Week.
GamePro.com – What’s hot?

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Mushroom Age review

by Salat on August 31, 2010

There are some weird love stories out there with the destined two uniting against all odds. Robin Hood gets his Marion, and she agrees to trade her upscale living against a tree house. Still that is nothing compared to the challenges facing the love between Vera and Tom. In Mushroom Age you view the adventure from the eyes of Vera. She is just about to get married, but her fiancée Tom goes missing. All of us already married can remember the jitterbugs prior to the day, and a lot of brides and grooms go missing. Vera suspects that Tom is perhaps having another woman in his life, but she realises that the cellular phone is infact a time machine as she is propelled in time and space.

img_1087

Available with Swedish text, but still voice acting in English.

Mushroom Age is a hidden object game with loads of different puzzles. The hidden object aspect of the game either wants you to find a set of different objects or a number of the same object for example bugs. Zoom in and out is done by pinching in and out. There are sparkling effects around objects that can be moved or opened. A lot of objects can be picked up, and added to the inventory on top of the screen. These can then be either combined with other inventory objects or with objects on the playing area. Keys are used in this manner, and it gives the game a point and click adventure vibe. A hint button is shown in the upper right corner, and can be used without penalty. It takes quite a while to recharge, and isn’t too helpful if you have several objects left to find. It is quite easy to find most objects yourself, as they are most often placed in a realistic manner.

There are a plethora of different puzzles, and most of them are really nicely executed. A pipes game connecting pipes to get electricity to all nodes, a laser directing game using mirrors, and a ball bouncing to clear other balls game rank among the best. These could be fleshed out to standalone .99 games. The memory game involving massage points was a pain to complete, but still added a bit of variation. There is sadly a rather glaring factual error in the timeline game where you have to place different historical episodes in chronological order. Thanks to the hint button it could be completed anyway, but hopefully this will be corrected in a future update.

img_1111The presentation is magnificent, and graphically it is one of the best games for the iPhone at the moment. Clarity, depth and brightness make it really enjoyable. The different characters are nicely drawn, and the limited use of expressions make them come to life in a manner totally suiting the quirky story. The voice acting is also top notch for fauna, carnivore and historical philosophers. Vera and Tom are kind of annoying in how calm and collected they always sound. The music is fine, and you can play your own instead and keep the voices.

The game took me about four hours to complete, and all puzzles are manageable by the average gamer. This is perhaps the only flaw to the game, but it is a common problem with hidden object games. If you stick to it, you will complete it. Even if you use the hint button all the time the game can probably be completed within five hours. Facebook integration shows up at certain achievements, and this will probably please quite a few gamers.

img_1112Mushroom Age is the best hidden object game available today, and it gets my total recommendation. It is a highly entertaining journey through time and space. And you get to befriend both a dinosaur and a caveman.  To me this is a game best enjoyed on a small screen, but it definately looks amazing on the iPad using the HD version.

Final Rating

4pt5-stars

Mushroom Age .99
Version: 1.0
Seller: G5 Entertainment AB
Tested on an iPhone 3G and iPhone 4.
Mushroom Age Lite

Mushroom Age HD is available for iPad at .99

Mushroom Age review is a post from: TouchGen

TouchGen

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