Review

King Of Fighters-i 2012 Review

by Salat on May 10, 2012 · 0 comments

Does King of Fighters-i 2012 stack up to its predecessor? When Street Fighter IV hit the iPhone the entire iPhone gaming community realized that it was actually possible to make a good fighting game with touch controls. It was not just gamers who realized that it was possible; developers took note as well. Enter SNK, [...]
King Of Fighters-i 2012 Review is a post from: TouchGen



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Ka-Bloom Review

by Salat on May 9, 2012 · 0 comments

I have been away from the iPhone gaming scene for what seems like a million years, but upon my return, I see that puzzle games are still all the rage. However, it seems that game developers have grown tired of the same old match three and block stacking games, and they are actually trying to [...]
Ka-Bloom Review is a post from: TouchGen



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I have to admit I’m behind on children’s cinema. I totally haven’t seen Dreamworks’ How to Train Your Dragon. Though they’re clearly from the same world, I’m pretty sure it doesn’t follow the same plot as PikPok’s DreamWorks Dragons: TapDragonDrop [ $ 1.99 ], which is about kids riding dragons to herd sheep. But really, that seems like an innovative solution to a common problem, no?

Though it takes a few levels to reveal its workings, DreamWorks Dragons is a game of logic puzzles. You’re given a few tools, things a dragon could reasonably be expected to do, like roaring, picking up rocks, smashing things and burning stuff. With them, you need to run through a series of levels about herding sheep into their pens. But the stakes are high: each step needs to be completed in the right order or you’ll end up withcharbroiled sheep on your hands. Mmm, mutton.

Once you’ve unlocked all of your dragon’s abilities, they line up in icons down the left side of the screen. This dragon is well-trained; just drag an icon for an action to the spot you want it to be performed and Toothless will handle it. He’ll fly there and act out your command, be it burning trees, crushing statues, or lifting and dropping rocks. The only thing he can’t do is carry the sheep for you, which is fair enough. I mean, would you let a dragon carry you around?

The game is balanced for a younger audience, of course, so it might take a while before it starts to pose a serious challenge. But while the difficulty curve is shallow, DreamWorks Dragons eventually gets pretty great. The sheep are incredibly vulnerable, and later levels are designed to take full advantage of that. A single mistake means you’ll probably roast a sheep, or drop it off a cliff, or feed it to a shark. No one wants that—or at least they wouldn’t if the animations weren’t so fantastic. I definitely killed sheep in every way possible just to, um, watch them die.

Morbid curiosity aside, killing sheep is not just a bad thing to do; it will also hurt your level rank. Each level has a three star rating to aim for, with one star awarded for completing the level, one star for saving all the sheep, and one star for doing it all within a set number of actions. At first it’s hard not to get three stars. But things pick up by around the midway point of the game.

Some of the later levels get pretty ridiculous, in fact, with drawbridges, catapults, gates and such to manage on top of the usual cliffs and rocks and bridges and hay. There are forty levels in the main game, with twenty more available via an in-app purchase. That second pack gives you the Deadly Nadder to control, which can use its tail spines to create ladders for sheep. This ability is nearly as silly as it looks, but it adds a new challenge into the mix.

Each group of 20 levels also has 9 hidden treasures to be found. Frustrated? Go treasure hunting, since it usually means burning down every stand of trees in your path. You’ll also unlock a bonus level for each set of three treasures you find. Once you’re through those, there’s one more way to play: most of the Game Center achievements revolve around “losing” sheep in a variety of horrifying ways.

If you’re not in the target audience, DreamWorks Dragons probably won’t blow you away. It takes a bit too long to get into and ultimately lacks in variety. But every aspect of the game has been built with PikPok’s trademark care. It’s hard to turn down gorgeous animation and well-crafted levels. If you’re a fan of How To Train Your Dragon, this game is definitely worth a download. If you’re not, you’ll still find a solid set of logic puzzles within. Given how awful movie tie-ins tend to be, DreamWorks Dragons deserves to be recognized. It’s definitely one of the good ones, so check it out—then swing by our discussion thread to share your thoughts.

App Store Link: DreamWorks Dragons: TapDragonDrop, $ 1.99 (Universal)

TouchArcade Rating:
Source: Touch Arcade

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The Magnetic Snap-on case from Macally combines a lot of different features into a single case design. I will use the shorter name from now on that is found at Macally.com: Magcover-3. There has been Magcovers for the earlier iPad models, and they have all been quite good. They have also had the same issues, [...]
Macally Magnetic Snap-on case New iPad case review is a post from: TouchGen



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From the very first time I launched Pandemic 2.5 [ $ 0.99 ], I was out to obliterate humanity. My implement of destruction was a virus I called “Iloveyou”—named for a classic. Iloveyou started its life in South Africa, a humble disease with a single carrier. He probably didn’t even know he was sick. At first, we were asymptomatic.

Iloveyou had room to evolve, with 8 EvoPoints to grow into. I spent them carefully. I enhanced our heat capacity, so we wouldn’t die out in the desert. I developed our first symptom: rhinorrhea, the runny nose. A little mucus can go a long way toward spreading a cold, I reckoned. I hoped to spread out to insects, but we weren’t yet advanced enough. I threw in dysuria and photophobia for good measure—not enough to kill our hosts by far, but enough to cause a little discomfort and hopefully improve our spread.

Then we began. The number of infected grew quickly, then stalled out. I had a few more EvoPoints to work with at this point, so we brought in our insect friends. Even with a few more symptoms, Iloveyou didn’t make it much further than that; we were too slow and our infection vectors just sort of got better. But I learned from that first experience. On our next outing we made it to the next tier of symptoms, picking up a cough. Then our victims began to suffer fevers. We lost a few of the infected early on, but we were finally on our way.

And so it went. At first we refrained from killing our victims. Hosts are more important than corpses. We spread across borders before anyone knew to shut them, took out hospitals before anyone knew what was going on. Once most of the world was within our grasp we took the next step and became fatal.

When people started dying, they knew they had a problem on their hands. They mobilized quickly, developed a vaccine almost before we could react. It was too late for most of them, but it was also too late for us: the people that were left were cured, and we would never see our dream of total global destruction come true. Granted, it was quite the morbid dream. It made me a bit queasy to see the number of living humans dwindle, sure. But it’s never nice to lose.

If all this sounds familiar, it might be because you’ve played Pandemic 2. The Flash game has been around for years—it even has its own popular meme. Pandemic 2.5 is a complete overhaul for the mobile crowd. With a new interface and a few improvements, it’s decent port of the desktop classic.

Decent, mind you, but certainly not great. There are little problems, like awkward text fields and introductory text that flows right off the screen. Bigger issues include things like a complete lack of tutorial, and a news ticker that flies by too quickly to read if the game is in anything but full-on sloth mode.

The biggest issue of all is that the game can be agonizingly slow. It’s simply not ideal for a mobile platform in its current state. Playing Pandemic involves a lot of waiting, especially if you’ve already lost the ability to win and just want to get your final score. Normally I’d pull out my phone while the slow parts passed, but, well, you can see the problem with that.

Here’s the thing, though: Pandemic in this form is just as compelling as it’s ever been. Some of the bigger problems with the Flash game have even been worked out. The meme is outdated, as Madagascar is no longer ludicrously paranoid unless you’re playing at the top tier of difficulty. There are also traits (and associated achievements) you can unlock by completing hidden requirements, something that builds a sense of overall progression. If you can ignore the interface problems, this is the best take on the subject matter yet.

So consider this a cautious recommendation. If you can stomach the mild horror of obliterating humanity, if you can handle a somewhat clunky port, it’s pretty great to have Pandemic on the go. It sounds as though Dark Realm Studios is already working on fixing some of the game’s problems, too. Me, I’m working on a new strategy. With luck, we’ll take the island nations, wipe ‘em all out before they know what hit them. Awful to contemplate? Sure. But Pandemic makes a convincing argument: isn’t it time we gave the bugs their turn?

App Store Link: Pandemic 2.5, $ 0.99 (Universal)

TouchArcade Rating:
Source: Touch Arcade

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Lego Harry Potter: Years 5-7 review

by Salat on May 7, 2012 · 0 comments

Harry Potter is back on iOS with the final chapters of the story about friendship, and the struggle of good versus evil. Some of the best scenes from the movies are re-enacted using the Lego brand, and a whole heap of family friendly humour. As a fan of all things Lego from my early years [...]
Lego Harry Potter: Years 5-7 review is a post from: TouchGen



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All style and no substance! Ah, the endless runner, so endless in fact that the AppStore has become somewhat of a bottomless pit for the genre. Jet Pack Joyride has set a high bar, particularly as it is now free. There are many others of note too, each adding a new twist to proceedings. Escape [...]
Escape from age of monsters – Review is a post from: TouchGen



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Deja Review: Mortal Kombat (Vita)

by Salat on May 1, 2012 · 0 comments

We’re of the firm opinion that your time is too precious, too valuable to be spent reading a full review for a game that was already reviewed many, many years ago. What’s the point of applying a score to a game that’s old enough to be enrolled in the sixth grade? That’s why we invented Deja Review: A quick look at the new features and relative agelessness of remade, revived and re-released games.


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When I said that Mortal Kombat was the best fighting game of 2011, it wasn’t a statement I took lightly, nor was it a decision I arrived at easily. I’ve always loved Mortal Kombat as a franchise, for its hokeyness and that special part of American gaming history that it represents, but I had never thought any of its games were ever particularly good – especially from tournament-level fighting game standards. Mortal Kombat changed all that, not only by staying true to the series’ ridiculous goofball roots, but also by being a solid, well-balanced, mechanically rich piece of game design. I know, I couldn’t believe it either.

Fast forward just a little over one year to the day, and it’s time for Mortal Kombat‘s encore performance on the Vita. Thankfully, the portable version of Raiden and friends’ adventure through Outworld is just as fun, gruesome and reliable as its console counterparts, though perhaps a little rougher around the edges.

Continue reading Deja Review: Mortal Kombat (Vita)

JoystiqDeja Review: Mortal Kombat (Vita) originally appeared on Joystiq on Tue, 01 May 2012 09:45:00 EST. Please see our terms for use of feeds.

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