Review

Rebuild review

by Salat on February 16, 2012 · 0 comments

Most zombie games are viewed from a sole survivor perspective often running around shooting FPS, or top down twin stick style. If you zoom out to a bird´s eye point of view you get a Sim City survival city building experience. Rebuild is all about trying to survive, nurture a society back to health and [...]
Rebuild review is a post from: TouchGen



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Source: TouchGen

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Boy Loves Girl review

by Salat on February 15, 2012 · 0 comments

Today is Valentine´s Day across the globe, and what better way to show it than gift Boy Loves Girl to your loved one. Sure it is a bit cheap at a dollar, but hey it is the thought that counts. With a game filled with hearts, casual easy to get into gameplay and an overall [...]
Boy Loves Girl review is a post from: TouchGen



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Source: TouchGen

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Considering how much attention 100 Rogues [$ 2.99] has had in the past, I was a bit surprised by how quietly Fusion Reaction’s latest title entered the App Store. Taking its cues from the rogue-like, 100 Trials [$ 1.99] isn’t quite the sequel that some would have hoped for, but rather more of a puzzle spinoff with some inspirations from 100 Rogues. While not as ambitious as its predecessor, what 100 Trials does offer, however, is a decent strategy puzzler that takes place in the (under)world of 100 Rogues.

100 Trials takes place sometime after the ‘completion’ of 100 Rogues. A Dungeoneer (think, secret agent man) has been tasked with investigating the bowels of hell to determine if Satan was actually destroyed. Along the way, he’ll find three other heroes that will aid him in reaching his destination.

In order to dive deeper into hell, players will have to complete a total of 100 different missions, with each set unlocking newer and harder levels. While the early missions for each hero are standard tutorial missions, there’s still more than enough missions to offer hours of playtime.

If you’ve played 100 Rogues before, 100 Trials is going to look extremely familiar. A lot of the enemies, tile sets and adventurers are recycled into this game. Sure, there’s a new heroic unit along with additional abilities for the other heroes, but for the most part a good deal of the game has a similar visual to its spiritual predecessor. That’s not to say this is necessarily a bad thing; just don’t expect any significant improvement as far as visuals are concerned.

One thing that folks should understand first and foremost is that 100 Trials is not a rogue-like game. Gameplay may look and act somewhat like its predecessor, but for the most part Trials plays like a strategic puzzler more than anything else. T

he randomization, sense of freedom and progression of 100 Rogues have been swapped out for missions with a far greater emphasis on strategy and anticipation. While I think that this change is an interesting twist for the series, it’s certainly not what I was expecting for a game that looks so much like 100 Rogues.

When players access a trial, they are put into a room with set monsters and barriers and static stats and abilities. The whole goal is to use what is provided to achieve the objective of the trial (objectives include kill all/some monsters, reach a destination or simply survive).

Missions are scored on a variety of criteria, with ‘Mastery’ status for a trial bestowed if you can hit a certain amount of points. Secondary objectives are available to help you get extra points, but most are vague in nature and don’t do a good job telling you exactly what you need to do. Overall, the gameplay is somewhat simplistic, with nothing particularly detracting from (or improving upon) the genre.

Control-wise, 100 Trials takes most of its cues from 100 Rogues. The same turn-based tap-to-move (and attack) scheme drives the gameplay. Since each turn is so much more important in Trials, I noticed the controls to be a little imprecise for some levels. When you’re surrounded by a lot of enemies, it can occasionally become tough to tap on the square you want to move/attack.

I found this to be the case even when making a concerted effort to aim my taps. I’m not sure if this was also apparent in 100 Rogues, but I never found myself as worried with each turn while playing. I’m willing to explain away some of the control issues as due to my fat fingers, but it was a concern I had nonetheless. Otherwise, the game ran smooth, with no crashes or issues on my iPhone.

It may seem unfair, but every time I played 100 Trials, I just wished it was a true rogue-like sequel rather than a puzzle spinoff. Maybe it had to do with the reused assets and superficial similarities combined with the subtle changes to abilities and classes.  There’s nothing particularly bad about the game; I just feel an opportunity was lost to create a full-fledged sequel.

As it stands, 100 Trials is still a good mission-based puzzler and worth checking out. Just don’t expect anything particularly groundbreaking with it.

App Store Link: 100 Trials, $ 1.99 (Universal)

TouchArcade Rating:
Source: Touch Arcade

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Gotham City Impostors Review

by Salat on February 13, 2012 · 0 comments

Some mashups seem created by the gods themselves. Like, say, Brazilian pizza, or the ODB’s ‘Got Yer Money’ mashed with Queen’s ‘Another One Bites The Dust’. And some things are smashed together and just don’t really work. Perhaps it’s that two great things are diminished upon being combined with one another. Or perhaps it’s because it’s hard to figure out the point. Either could be the case with Monolith Productions’ Gotham City Impostors, a multiplayer-only first person shooter set in the Batman universe.

It has fast-paced violence, customizable characters, weapons and funny gadgets, and an unrelentingly goofy sense of humor. And it’s a lot of fun. But Gotham City Impostors’ pleasures are largely transitory, and they fade fast. Worse, it does everything but mug you to drain you of every cent it can. What you’re left with is a game that feels like a dozen other shooters you’ve played, minus the content, one that doesn’t seem to have a reason to exist other than that the concept sounds kind of cool, and one that ultimately fails to split the difference between free to play and full price.

Gotham City Impostors: Xbox Live, PSN, PC (reviewed)
Developer: Monolith Productions
Released: February 7, 2012
MSRP: $ 14.99

There is no story to Gotham City Impostors, save the concept: Batman has left for unspecified Bat reasons; filling the void are two warring gangs of fanboys battling for supremacy on Gotham’s mean streets. One team, the Bats, wear hilariously crappy Bat symbols on their chest and terrible makes, supposedly fighting for good and justice and stuff. The other team, the Jokerz, take the opposing position. Each team tries to kill each other deader than disco with guns and gadgets. And that’s it.

Gotham City Impostors is strictly multiplayer of the team and class based variety. Membership in either faction is determined randomly at the start of every match. Battles take place over 5 separate, small maps based on Gotham locations from the Batman comics, including Crime Alley (where Bruce Wayne’s parents were killed. Respect, yo). Battle types are the usual mixture of FPS multiplayer modes, and they’re fun and silly. But as they’re functionally similar to many, many other shooter multiplayer modes, GCI depends on laughs to make up the slack. That’s accomplished by the goofy twists: the game’s three modes are standard Team Deathmatch, a mode called Psych Warfare where you and your team look for batteries to power propaganda machines for your team, and Fumigation, which is like capture the flag but with poison gas canisters.

The small size of the maps is also a plus. Camping isn’t really possible, and you would have to make an effort to have one of those annoying games where you spend lost minutes just looking for your opponents. Also welcome is the verticality of GCI. Instead of simply running around shooting and killing your enemies, the maps have trampolines, ramps, passages, and you start out with an awesome grappling hook that can get you quickly out of any jam you find yourself stuck in. It makes for some fairly creative play, and is a ton of fun to use. These elements keep things frenetic and chaotic, which fits the setting and ramps up the goofy hardcoreness.

The game’s customization features, available as you level up, are also pretty decent. For your character, you can choose from a range of options like hairstyles, clothing and body types, you can expand your personal armory with weapons and weapons upgrades, and get keen gadgets like proximity mines. Better, when you earn a new upgrade purchase, you get to pick from all available upgrades. No more having to settle for a new pistol while you’re getting smoked by someone who long ago leveled up to a rocket launcher, you can spend points how you want, whenever you’re able.

The controls also function exactly like any other FPS you’ve played, and this is apparently true for all platforms. If you’ve played FPS games, you will pick up GCI’s basics without any problem. What this means is that ultimately, the game comes off like a cross between Team Fortress and Call of Duty. Not a bad thing at all, though you are going to grow bored quickly.

The reason for this is that there isn’t that much to do. Three modes of multiplayer play, 5 maps, some extremely slim single player content that is, at best, a means of practicing the control scheme. You’ll exhaust practically everything the game has to offer within hours. But even this isn’t that bad: many gamers love nothing more than to while away hours simply shooting for the sake of enjoying a good shooter. The problem is that the game’s goodies are doled out by an incredibly frustrating leveling up and upgrades system. First and foremost this system renders tactical play moot. Every class gets every type of upgrade and weapon, which really blurs distinctions between them. But GCI’s most egregious problem is that despite costing you $ 15 to purchase, they nickel and dime you at every turn.

They do this first by severely slowing down the means by which you naturally level up. In order to unlock options, you basically have to unlock the option to unlock it, then unlock that options specific slot, then once unlocked, you have to continue earning points to purchase whatever you’ve purchased the right to purchase. It’s convoluted to the extreme, and made worse by the fact that you earn points slowly, but then Monolith has the nerve to sell DLC upgrades on character customization options for outrageous prices. (Check out the XBLA list here.) And you’re constantly nagged to buy this DLC, which only makes it worse.

With every passing moment, you’re faced with a game that is somewhat fun, somewhat funny and somewhat satisfying, only for whatever merits it has to be ruined by constant attempts to squeeze ever more money out of you. Frankly, to charge players through the nose for a game they’ve already paid for is a rip off, just for minor character customization options that are among the only distinguishing things about the game, is a severe rip off.

Gotham City Impostors is kind of fun for a few hours, and I’ll admit it’s pretty hilarious at times. The maps, though small and few, encourage creative, fast paced play. But it quacks and flies like a Free to Play game, yet costs a relatively hefty 15 bucks. If this doesn’t sound like a rip off, by all means, buy away. The rest of us might want to wait until they finally adopt a F2P model outright.

Pros:

Violence, and plenty of it
Customizable weapons
Conceptually hilarious
Gadgets are great
Maps are small, encouraging fast-paced battles

Cons:

Worst. Wait times. Ever.
Tiny number of maps
Superfluous DLC
Plays like most other shooters
Looks and acts like F2P but still requires up front purchase
No reason for long term time investment
Matchmaking is terrible

Final Score: 65/100




Source: Gaming Today

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DariusBurst: Second Prologue review

by Salat on February 12, 2012 · 0 comments

TAITO’s shoot’em up sequel is gunning for CAVE’s crown, and it’s going for the throat!… I seem to have become the go-to-guy for reviewing shoot’em ups. Strange really, as I was never a huge fan of them growing up. Instead I always preferred a good old platformer any day of the week. But, in recent [...]
DariusBurst: Second Prologue review is a post from: TouchGen



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King Arthur II Review

by Salat on February 11, 2012 · 0 comments

 

King Arthur himself lies at death’s door, laid low by a mysterious, magical disease. Demonic beings known as the Formori have invaded England, spreading chaos and confusion in their wake. In these troubled times, William Pendragon, young son of the king, must ride out and unite his father’s shattered country.

Game: King Arthur II
Platforms: PC (Reviewed)
Developer: Necore Games
Publisher: Paradox Interactive
Released: January 26th, 2012
MSRP: $ 39.99

If there’s anything that King Arthur II gets right, it’s the game’s idiosyncratic fantasy setting. Hungarian developers Neocore Games blend Arthurian legend with real history and high fantasy to create a believable, complex world, full of scheming lords and powerful faeries. It is’s a cynical, dystopian fiction — don’t expect that greedy abbot to have the peasantry’s best interest at heart — and the way the game presents religious conflict (between pagan druids and Christian priests) and political infighting (between ambitious knights) is creative, nuanced, and adult. [click to continue…]

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DoDonPachi Blissful Death review

by Salat on February 9, 2012 · 0 comments

DoDonPachi returns in prequel form, in yet another stellar ‘bullet hell’ title from CAVE. We’re seriously spoiled for choice when it comes to arcade shooters on the AppStore. And no where is this more apparent than with every release so far from CAVE. Be it winged humanoids of Espgaluda; flying witches of DeathSmiles; or Bug [...]
DoDonPachi Blissful Death review is a post from: TouchGen



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Source: TouchGen

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Ghost Trick: Phantom Detective review

by Salat on February 7, 2012 · 0 comments

Four minutes to save a life, and four minutes closer to find out why you were killed. Ghost Trick: Phantom Detective is off to a slightly unusual start with you, the protagonist, and dead at the scene. Being dead somehow doesn’t stop you from meddling with the world of the living, and the dead for [...]
Ghost Trick: Phantom Detective review is a post from: TouchGen



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Source: TouchGen

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