iPhone

Red Zebra Game’s Raid Leader reminds me a lot of Mika Mobile’s Battleheart [$ 2.99]. Like that game, it’s a real-time strategy RPG hybrid that seamlessly blends these two styles of play into a series of trying instance-based conflicts. Where the two depart the most dramatically is in the name: raid.

In Raid Leader, you’ll be taking a knight, a mage, and an archer, against a variety of damage-eating, MMO-like bosses that all appear to have special mechanical hooks. For example, there’s a yeti-like monster with a freeze spell that turns its target into a block of ice. In order to break out, you’ll have to tap on the screen. There’s also a worm that, much to the archer and mage’s chagrin, spawns mobs of life-sucking blood leaches all over the battlefield.

Speaking of the battlefield, battle is pretty simple — just click and drag. When you click on a character, you’ll be able to assign actions like healing or attacking to friend or foe. Some monsters have area of effect attacks, and for those, you’ll have to move the party around all over the screen, or figure out intricate formations to lessen the blows. It’s tactical-light, but effective as Battleheart proved.

One noteworthy thing I’ve learned in my time with Raid Leader is that you can’t go into auto-pilot during fights. You can wipe, and wipe pretty fast, if you (a) don’t honor things like blood leaches, (b) keep all of the party alive, and (c) master the game’s skill system, which lets you take two different skills per character into fights.

The latter point is particularly noteworthy: as you progress you’ll earn currency to buy new skills, and those skills will be essential to countering specific bosses actions and battle needs. Skills, then, are more of a mechanical extension of recognition and exploitation, as opposed to being strictly about preference. It’s a neat and entertaining change of pace.

In my preview session, I didn’t push too far into the main campaign — which of course, revolves around a princess and her need for three heroes to defeat a great evil — but I get the sense that balance might be Raid Leader‘s biggest hurdle. Hard and fun is great, but hard for the sake of it isn’t. MMOs seem to screw this up all the time, so Red Zebra needs to be extra careful here.

Raid Leader is being published by Crescent Moon Games as a Universal app, and it’s expected to be released “soon.” It’s currently in beta.

Source: Touch Arcade

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mophie Juice Pack Air iPhone 4/4S review

by Salat on January 15, 2012 · 0 comments

Sometimes you are really in need for some extra juice for your iPhone 4/4S. If you have a 4S with battery issues this is even truer. My iPhone 4S is usually drained quickly whenever a new game from Kairosoft invades my phone. I have tried one battery case previously: the exolife from ExoGear. I was [...]
mophie Juice Pack Air iPhone 4/4S review is a post from: TouchGen



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Source: TouchGen

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Absolutely nothing about the first five minutes of Darkness Rush: Saving Princess [$ 0.99] gave me any reason to think it would be a good game. There’s that mouthful of a title, for one thing. An absolutely incomprehensible story and translation didn’t help, and the Castlevania stylings and scantly clad ladies plastered everywhere just made me nervous. Even the tutorial was off-putting – I mean, seriously, how does it take that long to show us how to use a jump button?

It was a huge surprise when I realized two things: this game is an endless runner, and it’s really, really fun.

There are two caveats to lay out before we go any further. This game is poorly optimized even compared with standard Unreal Engine memory consumption. My freshly restarted 4S experiences unforgivably bad frame rate drops sometimes. Only the newest generations can run the game, and crashes are a big problem if you’re low on memory. Also, the game pushes its in-app purchases pretty hard for a paid title, but there’s only one thing that can’t be earned by playing. Prepare to put down an extra dollar if you want to unlock the under-dressed (but fantastic) Helena as a playable character.

Now to the fun. Darkness Rush follows a pretty typical formula for an endless runner. You run and jump as long as you can while collecting coins. Eventually gravity gets the better of you, and you die. Your score is uploaded to the Game Center leaderboards and then you do it all over again.

Yawn, right? But remember the awesome mission set up from Jetpack Joyride [Free]? You’ve got that to contend with here as well. Each time you play you work toward four different missions that change up whenever you earn one. Completing missions gives you experience, and leveling up earns you a new title to show off in multiplayer.

You can spend the coins you earn on equipment and power ups. Each time you start a new game you’re prompted to buy single-use powerups that give you extra lives or double your income, that sort of thing. They’re totally reasonably priced and can make the game much easier. Equipment is less reasonably priced, and could take hours to grind (or moments to buy with real cash). Here’s the thing, though: equipment isn’t just cosmetic – it can also increase your agility, mana, jump height and speed. Makes it a bit more worth the grind than Barry’s flowery lei, no?

Mana is where the real fun is, taking Darkness Rush from your standard running and jumping affair to something a lot more interesting. As with Stylish Sprint [$ 0.99], you can attack some of the obstacles in your way, and you can fly. Both those things cost mana, which regenerates very, very slowly. Run dry and you’re pretty much toast. But you also collect gems as you run, and once you have three you can transform into a wolf, bat or angel depending on your character. While you’re transformed you don’t use up mana. You can also take an extra hit, which knocks you back to your human form. Managing transformations adds a whole new level to the game, and it’s the key to getting a good score.

Then there’s multiplayer. It’s not currently a huge selling point, to be frank. Once you make it through the wait for a match (which varies wildly with the game’s relatively small user base) you’re dropped into a foot race against another player. If you die you get set back, so it’s mostly a challenge to see who can die less. Considering the lag and frame rate drops, this gets pretty hilariously bad.

But multiplayer is just icing on an otherwise excellent cake. The terrible translation is due to be fixed, and it sounds like there may be some optimizations coming down the line, too. I sure hope so. As endless runners go, this one is gorgeous, varied and tons of fun, so it deserves to be playable. And if you’re sitting there steaming that all the lovely gothic art has gone to waste as an endless runner, swing by our discussion thread. Rumor has it that LuckySheep will be moving on to something more Castlevania-like next. I can’t wait, but dear lord – let them hire an editor first.

App Store Link: Darkness Rush: Saving Princess, $ 0.99 (Universal)

TouchArcade Rating:
Source: Touch Arcade

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Star Marine: Infinite Ammo Review

by Salat on January 14, 2012 · 0 comments

Despite being a battle hardened elite soldier from the future, Arc exhibits many of the same innate flaws of most men. One in particular is the allure of the shortcut! That drive that all men have to prove to that we know best. Sure, it may not be on the map, but we know this [...]
Star Marine: Infinite Ammo Review is a post from: TouchGen



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Source: TouchGen

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On this week’s episode of The TouchArcade show, we power through conversations about beard slaps, our childhood dreams, special effects, and Terminator 2 in order to bring you the latest, hottest, and best in iOS. At the top, we dig into games like Run Roo Run and Star Marine. Later, we get heavy and dive into the iCade mobile, CAVE’s poor earnings announcement, and Imagination’s latest tech.

I really think this week’s episode was one of our best, so you should listen to it. Hit us up via the handy-dandy streaming links below or, hey, subscribe blindly to our iTunes and Zune feed. You’ll get our episodes the second that they’re live; ADVANTAGE!

iTunes Link: The TouchArcade Show
Zune Marketplace: TouchArcade.com Podcasts
RSS Feed: The TouchArcade Show
Direct Link: TouchArcadeShow-034.mp3, 44MB

And here are your show notes:

GAMES

JARED’S KITTY KORNER

  • Moneyed Kitty [$ .99]

FRONT PAGE

Source: Touch Arcade

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Pocket League Story review

by Salat on January 13, 2012 · 0 comments

Soccer, football or foot fondling of pigskin are different names for the same beautiful sport. There are numerous games on the App Store putting you in control of the players directly, and a few allowing you to micromanage strategy and player line-ups. There hasn’t been any game placing football in a simulation, and if there [...]
Pocket League Story review is a post from: TouchGen



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Source: TouchGen

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Ayopa Games‘ and Drowning Monkeys‘ next title is a 3D, close-quarters strategy RPG with the usual trimmings: ghouls, ghosts, swords, sorcery, dungeon crawling, and leveling are all a part of the package. It’s as functionally classical as its name, Dungeon Crawlers, implies, and nothing mechanical I’ve seen seems to be breaking any mold.

There is this one thing, though. It’s kinda quirky. In the opening moments, one of the party members clearly references Ghostbusters. Roy, the healer, carries around a weapon called “The Unreturned Library Tome.” When you search the first weapon rack you find, it calmly tells you that while there’s tons of weapons here, none of them are indeed yours.

Dungeon Crawlers, which is due out later this month, is straddling a fun line. It’s the video game equivalent of a mullet, reserved and business-like, yet fun-loving and goofy. What makes it a strategy RPG isn’t messed with, but the story, the weapons, and even the item pick-ups are all tinged with a lightheartedness that I’m OK with seeing — especially since fantasy is so stale.

The business part is good, by the way. After putting some time into a preview build, I feel like I can lazily sum up the mechanics as “Shining Force Meets Diablo.” There’s a lot of traditional strategy RPG in the combat, but you also freely move around and explore a dungeon in-between fights.

A typical confrontation goes a little something like this: the battleground morphs into a series of tiles, all of which can be accessed through turn-based play; blue titles indicate a movement can occur, red alerts you to the fact that you can attack, and green lets you know that healing can happen. Simple taps activate the action, while swipes allow you to move fluidly through skill menus. Pop an enemy enough, it dies. Rinse and repeat.

Kill enough dudes, and you level up and gain access to new skills that, of course, allow for a wider range of tactical options. Cleave, for instance, hits in a three square arc, while magic missile attacks from four spaces away. The overall strategy boils down to a touch of structural awareness, a heavy helping of positional wrangling, and a solid understanding of skill sets and AI behavior.

There’s some wrinkles. Boss fights promise some more interesting situational content. In the first fight, for example, the goal is to reach a goblin king in his throne instead of delivering his head on a platter. Later, you’ll see some puzzles and solo action.

Speaking of characters, you start out with three knuckleheads: a womanizing barbarian, a nerdy sorcerer, and a gluttonous healer. Their banter is inviting, and the situation the trio find themselves in is something straight out of Ghostbusters.

Weird influence, right? I asked Drowning Monkeys what’s up, and I was relieved to find that I wasn’t crazy.

“… the actual idea for the story came while we were prototyping the game, and we had created our archetypes. We were designing the characters and noticed the similarities to Ghostbusters, so we ran with it and started creating a story around that basic element.”

“The idea that something ‘big’ was happening, and that the characters were initially motivated by money and not because of a ‘call’ to do great things. I think in the end though, we actually have created a story that is unique and keeps the player interested in seeing what happens next.”

Humor is subjective kinda like quality is, so it’ll be interesting to see how Dungeon Crawlers clicks with everyone. I dig it. More importantly, though, I think the game part of it is on the right track. In its pre-release form, it feels almost as good as any of the great games in the genre, and I’ll be excited to dive in for the haul.

If all goes well, Dungeon Crawlers will see a release this January 26 across iPad, iPod Touch, and iPhone. We’ll definitely keep our eye on it, and I’m thinking you should, too.

Source: Touch Arcade

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We’ve seen many kart racers hit the App Store over the past few years, none of which live up to our all-time favourite Mario Kart.  Nintendo isn’t going to bring their flagship character to the iPhone, so Taomee Network will.

Revealed earlier this week, Mole Kart has taken the tracks, power-ups and more from Mario Kart [...]
‘Mole Kart’ is Mario Kart Wii for iPhone is a post from: TouchGen



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Source: TouchGen

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