Showing posts with label Recommended. Show all posts
Showing posts with label Recommended. Show all posts
Thursday, July 25, 2013
Futuridium EP [MixedBag Srl] - $1.99
3D/behind the back arcade-based shooters aren’t really a thriving genre in the AppStore. But when one does come along, it’s usually worth checking out as there’s not many poorly designed titles in this little ‘underground’ genre of video games. Fractal Combat, No Gravity, Awesome Saucer, After Burner, all of these are definitely showcase titles on the iDevice. Yet, for whatever reason, more developers are not tapping into this widespread player base like you’d expect them to. But the ones that do take on the challenge have shown that they’re incredibly talented, and the release of Futuridium EP by MixedBag is no exception.
Futuridium brings back memories of games like Star Fox and Space Harrier but brings a sort of puzzle feeling to the whole game. Each stage puts you up against a different battleship and you’re tasked with taking out blue cubes, turrets and mines in each stage before the core of the battleship is revealed and ready to be destroyed. What makes the game so much more than just your average behind the back space shooter are the scoring and energy mechanics. While you play, your energy gauge will be constantly depleting. If you crash, a large chunk of energy is taken away. Linking together chains of destroyed cubes will raise your energy gauge as well as your score multiplier and, while using the game’s nifty 180 degree flipping mechanic, each stage’s cubes can be linked together in one continuous chain resulting in the possibility of some insane scores.
Now, there are only 13 levels, but don’t let that dissuade you from taking the plunge here. There are 2 difficulties at first, Easy and Normal, but there are also 3 more locked difficulties which can be unlocked once you complete game on the previous difficulty. There’s also a catch with the difficulties. Each one ramps the speed of the gameplay up a notch, and with this also comes more points per object destroyed. So, the higher the difficulty, the higher your score could potentially be. There is also a single level mode where you can play levels that you’ve already reached in the Arcade Mode in order to practice. This does come in handy, especially since the game’s difficulty, even on Normal, is fairly high. But if you’re willing to put some time in, Futuridium EP really opens up as one of the most challenging yet satisfying arcade shooter experiences you’ll have on your mobile device.
The graphics are retro, minimal, slick and chic and definitely draw you into the world of the game. The dubstep and electro tracks selected for the game’s soundtrack are full of energy and definitely fit the adrenaline packed gameplay. There are no power-ups, no shields, it’s basically just you and your reflexes up against the game. Another plus? There’s no IAP in sight, putting everyone on a level playing field right from the get-go. All of this ties in together to form an incredibly immersive, quick moving package that’s a total feast for the eyes, ears and all out twitch reflexes that so many of us wind up seeking out when trying to decide what game we want to play when we’re looking for a challenge.
Priced at an incredibly reasonable $1.99, being Universal and including GameCenter support with leaderboards for Hi Score and Cubes Destroyed along with 35 hard to snag achievements and plenty of little Easter eggs for you completionist’s out there to try and find, I really have no qualms highly recommending Futuridium EP. It might just wind up on our end of the year ‘Best Of’ lists for 2013 and I wouldn’t be surprised if it ended up on more than a few other sites Game Of The Year lists. If you’re still not convinced, you can download the game for free from the developer’s website to play on your PC or MAC. If that doesn’t add to the drive to support MixedBag, I don’t know what will. I’m definitely excited to see what comes out of their studio next. If this is any indication of what’s to come, there’s a good chance it’ll blow many gamers away.
Wednesday, July 24, 2013
R.Type [DotEmu] - $1.99
DotEmu. Over the years they’ve built up a very solid and strong fan-base in the iOS and Android gaming worlds. And now, just the mention of their name will have a lot of gamers screaming ‘instabuy’ and ‘take my money’. Their ports are some of the best in the AppStore and the added little perks and different settings options have secured their place in the porting world as ‘one of the best’. If you have no idea what I’m talking about, check out their work, you won’t regret it. Raiden Legacy, The Last Express, King Of Fighters, Metal Slug and others are just waiting to be snatched up by eager old-school gamers like yourself. Now, if the mention of those titles do bring back unforgettable gaming memories, their latest release will need no introduction. R-Type is a classic in the retro gaming world. Released on just about every single old-school gaming platform there was back in the late 80’s and early 90’s and has also been ported to the PC, XBLA and has spawned numerous sequels.
Set in the 22nd century, your mission is to take out the evil Bydo Empire. There’s not much more to it than that. After each stage is beat, the game will count up your score and you’ll go on to the next. What R-Type is probably most famous for is it’s difficulty. It earned a 7th position spot on IGN’s top 10 most difficult games, and while it can be quite easy for someone who’s learned the ins and outs of the game, actually getting to that level will take more than just a couple of deaths to accomplish. While this is now a staple of the SHMUP world, endless replayability because of heightened difficulties and score chasing, don’t let that turn you off if you’re not really a big shoot-em-up gamer. DotEmu has added an Unlimited Mode in this version, allowing for infinite lives so that you can learn the game and make it through no matter your skill level.
There are 8 stages, each with a crazy looking boss at the end. One of my favorite memories of the first time I played R-Type when I was younger was how shocked I was at the boss’s designs and models. This, along with the mesh of organic and synthetic material in the level designs and enemies also give R-Type a distinctive feeling and atmosphere that’s hard to forget. To this day the whole graphic design of the game stands as one of the most original, interesting, innovative and visually appealing in the shmup gaming world.
There are 4 different shot types that you’ll be able to pick up as you progress throughout the game; your original one projectile shot type, a 3 way laser, a beam shot that takes a circular pattern and a ‘wall shot’ which fires out of the top and bottom of your ship and crawls along the walls. While in-game, little robot orbs with feet will be mixed in with the enemies and destroying these will let loose a power-up. If you don’t have a power-up equipped yet, you’ll receive your ‘Force Orb’. This is one aspect of R-Type that really makes it stand out above other shmups of the time period. You can either equip your Force Orb on the front or back of your ship as well as have it maneuver throughout the levels on its own. Mastering the Force Orb is something that you’ll need to do in order to complete the game and adds another layer to form the very cohesive whole that is R-Type.
There are two control options; Relative Touch and a Virtual Joystick. Both work exceedingly well, and while both have two additional icons, one for controlling an add-on power-up core and another for charging up your charged shot, everything can be moved around anywhere on the screen to fit your play-style and device. You can also turn auto-fire on or off while off will have you mashing on the charge shot icon to fire. There are two options for screen-size, full screen, or boxed and like most other DotEmu ports, you can turn the video filter on or off, making the edges jagged (original look) or smoothed out (more modern look) and add scan-lines to the game as well. Other awesome additions/features are 10 languages, Retina display (as well as on the iPad, since this new R-Type build is Universal), iCade support and an extra Insane difficulty mode that unlocks once you beat the game on Normal difficulty.
To top it all off, DotEmu has dumped the OpenFeint support that came with the older version and added GameCenter with 11 achievements and 2 leaderboards (one for Normal and one for Insane). All of this packed into a nice little package and with a price point of only $1.99, it’s insane to not recommend this to any and all shooter and retro gaming fans out there. Even if you own the old EA published version, this new version has enough perks to throw down the two bucks. If you’ve never played R-Type before, you’re in for one hell of a treat, as it has been, and always will be, one of my favorite shooters of all time. It’s not one to be missed.
Saturday, July 6, 2013
Samurai Shodown II [SNK + DotEmu] - $8.99
When it comes to iOS games, there’s a select few that can be described with the words ’hardcore’ ’insane’ and ’difficult’. Well, last week ushered in a new contender for the ‘hardest game in the AppStore’ title, SNK and DotEmu’s Samurai Shodown II. And while most fighters on the iOS’s touch screen are difficult because they don’t have the tactile feedback that most of these games scream for, they are still playable, manageable and beatable, even more-so if you’ve got an iCade and can play with the tactile feedback that the games were meant to be experienced with. But SSII has ramped up the difficulty so incredibly high, even on it’s lowest difficulty setting, that after 5 hours, countless continues and an immeasurable amount of frustration, I’ve only made it to the 3rd opponent.
That’s not to say that I dislike this game. The virtual controls are about as good as they can be, considering. If you’re familiar with the controls from Street Fighter or King Of Fighters and are comfortable with them, you’ll feel right at home here. Like any other DotEmu port, you are able to move the controls anywhere on the screen, which helps to make the game play comfortably on most devices. However, on the iPad it can be hard to reach the buttons and parts of the directional stick. Hopefully a resize option will be added, or at the very least, that the controls on the iPad will be adjusted in a future update.
You’re also able to change the aspect ratio from 4:3 to 16:9 (widescreen) or windowed mode (which has the gameplay area take up about half of the screen, which actually looks very nice if you’re playing on an iPad or iPad Mini). You can also set the video filtering on or off, giving the edges smooth curves or having the original pixilated graphics in all their beautiful glory and set scanlines to 50 or 100%, as well as leaving them completely absent. Along with all of the typical DotEmu settings and preferences you can also choose to play the game on 1 of 8 difficulties. That’s right, at the beginning of each game you’re given the option to change the difficulty setting from 1-8.
Now, just because I haven’t made it past the third opponent doesn’t mean that I haven’t been having a blast playing the game. Is it frustrating? Yes. Is the difficulty set too high? Probably. Am I left feeling like I’m getting better with each game that I play? Most definitely. While I do remember playing Samurai Shodown II at the local bowling ally every weekend when I was about 12 and blowing $5 worth of quarters in 20 minutes and being able to almost make it through the entire game, I do not feel that the touch-screen controls are why I’m having such a hard time with this game. Tactile feedback for many gamers is a must when it comes to this genre, but for others, being able to slide your fingers along the smooth surface of the iDevice can make pulling off some of the more complex moves easier than with a physical controller. And, as mentioned already, SSII does have iCade support, so those of you who are lucky enough to own an iCade can have a near perfect arcade experience. But the difficulty settings, even on the lowest option available, could use some tweaking.
Aside from that this port, like all DotEmu ports, is perfect. The framerate is improved from the original and the gameplay is insanely smooth with no hiccups or drops in framerate (unless intentional) to be found. All of the characters from the original arcade title can be found here as well as all of the little mechanics that make the gameplay slightly deeper than most fighters; backward and forward rolling, ducking, small hops and parries/offensive blocking, The fatalities have also been thrown in for good measure. All of this showing that Samurai Shodown II can still hold it’s own among the best of the best fighters in the gaming world almost 20 years since it appeared.
Like most iOS ports of classic games, GameCenter leaderboards and achievements have been added and do help to add some drive to the already insanely high replay value of the game with 15 achievements and 3 leaderboards fleshing out the gameplay. While some players might be turned off by the crazy high difficulty or the virtual controls, if you’re familiar with KoF’s controls, you’ll pretty much know what to expect here. I do hope that a transparency gauge is added, because as it is now, the controls begin to fade away after you touch them, and then go back to full view fairly quickly, usually blocking the gameplay area, unless you’re playing in Windowed View. But priced at $8.99, being Universal, including widescreen support, and also having Bluetooth 2-player gameplay, along with being one of the best fighters ever, make Samurai Shodown II a very easy game to recommend.
Thursday, June 27, 2013
Whirl The Squirrel [Dioxis Mining] - $0.99
There’s not too many games that can match the pure enjoyment and type of gameplay that Sonic brought the platforming scene back in the day. Cordy did a great job with the acrobatic mechanics, but as far as level memorization, speedy gameplay and the drive to keep playing after you’ve completed the game, it fell a bit short. Rayman Jungle Run was close, but the speedy aspect of it could have been a bit better. Now, as gamers, we’re incredibly lucky when the influence of old-school games is met with some borderline obsession and the talent needed to pull off one hell of a gameplay experience that comes very close to matching the feeling of the game that the influence came from. Enter Whirl The Squirrel, a new platformer/racing game from the minds of Dioxis Mining. And believe me when I say, it’s like the little brother that Sonic always wanted but couldn’t seem to find throughout the years.
Starting up the game, you’re greeted with a charming intro where Whirl goes to check on his things before bedtime. After hugging them all goodnight a huge tornado came barreling towards his home. For some reason, he locks the doors and goes to bed, pretty much without a care in the world. Waking up, he finds his things strung about outside and realizes that the tornado had partnered up with his ‘nenemies’ and that they were outside trying to collect all of his things. So begins the race to collect all of Whirl’s treasured things.
Now, while it may not sound like much content, there are 18 levels split up between 3 different environments. However, you’ll quickly realize that there’s an incredible amount of replay value, especially if you’re going to try and find all of the ‘hidden areas’ and get a gold time in every stage. Right off the bat, you’ll need to realize that Whirl is not your typical speed-run platformer. Like playing Sonic and trying to get the best time you can, you’ll need to play thorough levels a few times before actually trying to go and beat them. Memorization is a key element here along with quick reflexes and the willingness to play a level more than a couple times. If you go into it treating the game like your typical League Of Evil type game, chances are you’ll get incredibly frustrated and in fact, you might not even give the game the chance it deserves.
In each stage there is an objective that you’ll need to accomplish in order to beat the level. Most of the time, you just need to beat the nenemy who’s trying to collect a thing before you, but in some stages, you’ll need to run multiple laps or even just collect a certain number of flowers in a given time-limit. While the screen-shots make the game look like an ‘auto-run’ platformer, you are given virtual buttons for left and right movement as well as a jump button and while the first couple of stages will have you pretty much just mashing down on the directional buttons once you get further into the game, delicately maneuvering your character while in mid-air will become a huge part of beating the nenemies and flower collecting.
The hazards and obstacles which you’ll need to maneuver around and through aren’t, by themselves, too original, but the way that they’re incorporated and laid out in the hand-made levels makes them feel fresh and interesting. While collecting flowers, if you collect enough you’ll get a rocket pack on your back which helps you speed up through the levels. Then some enemies will zap you, slowing you down, others will freeze you and you’ll need to press the jump button multiple times to break free while others come at you in specific patterns and you‘ll need to figure out the timing of your jumps perfectly in order to avoid them. Some hazards will cause your directional buttons to reverse, other objects will send you skyrocketing into the air if you jump while on them and combined with some pretty malicious hazard placement can really ruin your run if you’re not careful. There’s also orangy blob things that take collected flowers away and slow you down and pink crystals which, if you hold down the jump button while racing through them, will send you on a super jump which usually involves you jumping over or through a bunch of hazards, enemies and obstacles.
On top of the racing aspect, all of the hazards, the obstacles and the enemies, there are also secret hidden areas which you can try and find in each stage. Little pink crystals will usually help you find these hidden areas, and they’ll either contain time stopping pick-ups or just take you on a precious time saving shortcut. All-n-all, with all of this combined together, it makes for some hectic, incredibly fast-paced, challenging gameplay that gamers looking for a hardcore gaming experience will just eat up.
The framerate is solid and everything runs incredibly smooth, with no skips or jumps, which is essential in a game like this, and with the 3 leaderboards on top of the gold-times, there’s almost an infinite amount of replay value here. Not to mention the 21 hard to snag achievements. With Whirl The Squirrel priced at a measly $0.99 and containing NO IAPs (!), it’s a game that’s insanely easy to recommend, especially for fans of Sonic who have been looking for another speedy challenge to take on throughout the years. There’s also a 4th world that’s in the works and soon to be fully customizable controls to look forward to in the future. Right now, the only negative things that I can say about the game are that the difficulty level might put some gamers off, and with only 18 stages, even though it will take you quite some time to complete them all, it still might feel a little light in the content department. But aside from that, there’s really not much more that I can say other than PICK. THIS. GAME. UP. NOW. You won’t regret it.
Friday, June 21, 2013
Agricola [Playdek + Look Out Games] - $6.99
If you’re a fan of board or card games, there’s really nothing like playing them on the touch screen. Having everything organized perfectly, wonderful interface, no mess to set up or clean up and, sometimes, even some enhancements to the original games. There are a couple of fantastic development teams creating some wonderful card game experiences on the iOS, but one of our favorites here at The App Shack is Playdek. Their previous titles; Nightfall, Summoner Wars, Fluxx and others are games that will never leave our iDevices. Most recently, working with Look Out Games, they’ve expanded on the card game formula to bring us an interesting and addictive new game; Agricola.
The background for the gameplay is this: Europe is trying to recover from hard times and you’re placed in the middle of a farming community with your wife. You’ve got to try and build up your land to make a productive farm by growing and harvesting crops, breeding livestock and helping your family to grow. You’re given 14 stages to build up your house, crops, livestock and family as much as you can, earning points for each. While the game sounds pretty simple, there is quite a bit of depth in the gameplay. Starting off with the incredibly well done tutorial is highly recommended.
First off, the number of actions you’re given in each round is dependant on how many family members you have, so it’s always a good idea to try and grow your family right off the bat. To do this, you’ll need to collect the materials required to build another room onto your farmhouse. To acquiring wood, you’ll need to assign one family member to pick up wood from in town. You’ll also need reed to build your room, so using another family member to pick that up from town, you’ll have enough resources to build a room by the end of your second turn. To finally build the room, you’ll need to use a family member to select the ‘Build Room’ option in town. From here, you can get that room build and ready for another family member. However, you should keep in mind that the more family members you have, the more food you’ll need to feed them, but the resources in town also stack upon one another, so say you don’t select an extra food option for a couple of rounds, you’ll be able to select it and receive 2, 3, or more rounds worth of extra food to help you out.
Also, more food can be cooked/produced by upgrading your fireplaces and stoves, as well as other features in your house. The same goes for other aspects of your home, which you’ll get into while going through the tutorial and just experimenting while playing the game. While it all might sound a bit confusing, the tutorial being split up into different sections makes it very easy to go back and revisit some of the more complicated mechanics in the game, and once you play a couple games you’ll have a pretty decent handle on what’s going on.
The user interface for Agricola is very easy to use and is surprisingly accurate, even on the smaller iPhone/iPod screens. While it can be kind of hard to see exactly what you’re hovering over in town when trying to place a family member on a resource, you can always use the question mark in the top left corner to show you what each resource is, making the selection process a whole lot easier. Graphically, Agricola is pretty basic, though with a card/resource game like this being able to clearly see what you’re doing and what different stats and cards do is of utmost importance, and Playdek has nailed it here. Graphics are crisp, clean and clear and text is very easy to read.
As for gameplay modes, you can either play a single player game or play on one device with up to 5 players. You are able to change each of the other 4 players to either an actual person or the game’s AI. Alongside this, you’re also able to play online, through Playdek’s servers, choosing either a Quick Match, where you can select the gameplay settings you’d like and be notified when another player joins, Create Game, where you can invite a friend to play or join up in one of the already created games on the server. This expanded amount of gameplay options gives players quite a bit to explore and will hopefully keep the online gameplay active for some time.
With Agricola priced at $6.99, it might be a bit steep for the casual iOS gamer, but those who know the depth of mechanics and great support that comes along with any Playdek title or know how much an online component can add to a card/resource game like Agricola, know that the price is beyond justified. GameCenter is also supported with 11 achievements helping to push the gameplay along and give players more than just points to aim for. And while some gamers might not see it, we here at The App Shack can’t help but love this game so much that the chances of it winding up on our end of the year GOTY list are fairly high. We really can not recommend this one enough.
Sunday, June 16, 2013
Kinetic Damage [Benjamin Merchand] - $2.99
Fighting games on the touch screen are a bit of a niche genre. While there are tons (and I do mean TONS) of fighting game mongers out there, it’s hard to really get the same feeling of playing a console fighter when you have no tactile feedback from your controller. Because of this, most fighting games have been ‘dumbed down’ so that they are easily playable on the touch screen, usually giving us single buttons that can pull off massive combos instead of having to input a series of moves on a flat surface to achieve the same effect. While this option can also be turned off, the touch screen’s lack of any raised surface so that players can tell where their thumbs are, or give players that sense of total control over their character definitely makes it near impossible to get the same type of gameplay experience on the iOS as with an actual controller. Though this is becoming less and less of an issue with more and more Bluetooth controls hitting the market, it’s still a problem that developers of these games have to struggle with and gamers have to adjust to.
While some brawlers have done a very good job of developing the gameplay around the touch screen (Mutant Fridge Mayhem will always be a very good example of this and more recently, Combo Crew and Best Park In The Universe have done a great job as well), the first fighting game that I’ve personally felt completely comfortable with while using the touch screen and not an iCade is Benjamin Marchand’s Kinetic Damage, an incredibly deep and insanely impressive title, especially considering that it’s all been created by the hands of one man, and when you get into the game you’ll see why development of this amazing title took a whopping 4 years to complete.
Once you start out, you’ll quickly realize how deep the gameplay actually is. You’ll be able to create your own character, selecting how they look, what clothes they’ll wear as well as what color you want everything to be. Along with these purely cosmetic features you’re also able to choose which fighting style you’ll like to use; Jeet Kun Do, Tai Chi Chuan, Shaolin Kung Fu, Ninjutsu, Krav Maga, Taekwondo, Muay Thai or Break. Each of these styles have different stats for Speed, Strength, Range, Critical Hit, Combo, Health, Recovery, Precision, Endurance and Energy. Yeah, pretty intense already, wouldn’t you say? And we haven’t even gotten into the different modes, combos, or incredibly deep AI yet.
Once you choose your character and fighting style, you’ll be taken to the main area where you’ll choose your fights. There are 4 options here, Fight Lab, Olympic Resort, Grand Strike Casino and the Dojo. Now, you will need to start off in either the Dojo or Fight Lab as these are the only two areas where you can enter fights without an admission fee. In the Dojo, you’ll be able to hire a partner, which gives you the chance to train another fighter, create an event where you can select the difficulty and type of fighting mode (Tournament - you compete against 7 fighters, Team Spirit - ‘regular fight, where enemies can become friends’, Team Survival, King Of The Hill and a whole lot more [24 different options to be exact]), sparring, where you’ll be able to slowly earn some easy money with no penalties for loosing and the special shop, where you’ll be able to customize and evolve your fighter with the credits that you’ll earn by winning fights, but we’ll come back to that a little later.
The Fight Lab area will give you 3 random battles to enter each with a different gameplay style, like Dance, where your character will loose 5% of their HP if they’re not in a randomized stance that changes every 5 seconds, Weak Spots, where each character stars with 30% of their normal HP, Breath Cutter, where attacks reduce the enemies energy regeneration by 18% for 3 seconds and many, many more. Here, you’ll earn money for a win as well as some enhanced stats for your next fight, like +25% precision, +15% critical, ect. But if you loose, you’ll also get the opposite stats for the next fight, like -25% precision or -15% critical. Each of the 3 fights is also set at a random difficulty level with the winnings directly reflecting the difficulty, which means that you’ll earn more currency for harder fights. In Olympic Resort you’ll also have the option of 3 randomized fights to choose from, also varying in difficulty, but here you’ll have the chance to earn quite a bit of coinage or extra boosts, like a random implant (which we’ll talk about when we bring up the shop). Grand Strike Casino has the potential to earn you loads of currency though, with prizes bringing money multipliers to the table it’s probably the best way to earn loads of cash once you’ve got a decent handle on the game.
The Special Shop. Something that I’ve been hoping to see in more fighting games since playing Mortal Kombat Mythologies: Sub-Zero. Kinetic Damage has taken this, like most everything else in the game, to the next level. You’re able to purchase 6 combos ranging in price from 500 to 1,500 credits, 8 different implants which permanently upgrade your speed, strength, vitality, endurance, prevision, energy regeneration, recovery and critical. You’re also able to purchase up to 4 special moves (though you’re given one random special right off the bat for free when you create your character). You can also change your characters look, outfit or fighting style here as well. Needless to say, this is where the majority of your currency will be spent.
The controls are pretty much what you would expect in a fighting game. A movement joystick on the left side of the screen with 4 buttons on the right, 2 for punches, 2 for kicks. There’s also a special button right next to the movement joystick which, when pressed, changes the punch/kick buttons into special buttons. While Kinetic Damage does incorporate the one touch special moves that other fighter games on the touch screen use, to pull off combos you’ll need to memorize a series of punch/kick inputs. This mix of ‘easy’ and ‘hardcore’ controls works incredibly well within the game. Movements are not needed for combo inputs, however, you will need to time the button taps perfectly in order to pull them off. For this to work as intended, the controls need to be incredibly responsive, and Kinetic Damage nails it.
As for the opponent AI, it’s got to be one of the most impressive systems I’ve ever come across in a fighting game (note, this is not explained in the game, rather it was explained by the developer on the Touch Arcade forums). Enemies and how they fight are determined by 3 different stats; Aggressivity, Reactivity and Analysis. Each character is crafted from a pool of 6 to 25 personality points which are distributed to their stats using 3 random ‘dice rolls‘. Because of this, the game is able to have multiple behaviors for fighters in the same difficulty and even in the same fighting style. On top of this, the opponents are also able to ‘learn’ mid-fight, able to redistribute their stat points depending on their ‘mind type’ and how you are playing. The end result? There’s between 4,000 and 16,000 different opponents in the game, depending on the difficulty levels that you choose. Impressive, no?
Combine all of this with incredibly precise and responsive controls, top notch animations, smooth gameplay that’s focused more on blocking, timing and skill than button mashing, pinpoint hitbox areas and not one little bit of IAP in sight, and what you’ve got could easily be considered the best fighting game on the iOS and arguably one of the best fighting games on any gaming platform to date. Put an insane price of $2.99 on it, and you’ve got a game that fans of the genre would be crazy to pass up. Scratch that, that all gamers would be crazy to pass up. With Multiplayer on the horizon, Kinetic Damage could replace every single fighting game on your device very soon. I really can not recommend this one enough, but if you’re still weary, there’s a lite version that you can check out which contains 2 of the 8 fighting styles and access to the ‘Match’ gameplay mode where you choose between 2 of the 8 areas that are in the full version, and be given 2 random specials for each fight. It’s a great way to get a feel for the game, and since it’s free to try, there’s no sense in not checking it out if you’re still on the fence. My advice? Skip the lite version and get the full. Now. You will not regret it one little bit.
Thursday, June 13, 2013
Kingdom Rush: Frontiers [Ironhide Game Studio] - $2.99/$4.99 [HD]
Last year the Tower Defense game Kingdom Rush took the iOS strategy gaming world by storm. Fans of the genre couldn’t get enough of it and many consider it the best TD game on the iOS, some even consider it the best on any gaming platform. That’s some insanely high praise right there, especially considering the high number of quality Tower Defense titles that are out there. Now fans of the very well received original can experience the sequel and it’s everything you’d expect a sequel to be. Kingdom Rush Frontiers takes the original’s gameplay and adds quite a bit to it while keeping the basic mechanics and gameplay in-tact.
If you’re not familiar with the original Kingdom Rush, it’s a cartoonish/comic looking hardcore Tower-Defense title that strives to put strategy and player involvement over anything else, unlike most TD titles where it’s basically ‘place your towers and watch the level for the outcome’. You’re given 4 types of towers, Archers, Knights, Mages and Cannons, each of which can eventually be upgraded and turned into a ‘super’ tower; Knights can become Assassins, Archers can create a Crossbow Fort, Cannons can become a DWAARP, a Dwarven supertower that slows all enemies down and the Mage tower can be upgraded to an Archmage tower with charged bolts. Each of these ‘super’ towers also has special abilities which can have devastating effects on the opposition.
For each of the levels there are 3 different gameplay modes to try and tackle, each also having 3 difficulty levels to choose from. Classic Mode puts you up against the enemies with all of your towers in-tact and the ability to upgrade them to their full potential. You’ll also be able to employ your Hero who can run freely throughout the stage helping you take out baddies whenever needed. This is the main mode, and includes a great storyline along with it. Heroic Mode gives you 1 life (if one enemy breaks through the barrier, you loose) and puts you up against 6 waves of elite enemies while maxing out your towers at a lower level and no hero. The last mode is Iron Mode, putting you through 1 super wave of enemies with 1 life, a set limit to the max level of your towers, no hero and also only gives you 2 towers to work with. With all of this, including Casual, Normal and Veteran difficulties, there’s quite a challenge to be had by gamers of all skill-sets.
Frontiers contains all of this along with new enemies, new terrains and environments, new heroes, new abilities and new super towers. Like the original, you’ll earn gems alongside hero and upgrade points which can be distributed among your towers and to make your hero an even stronger force to be reckoned with. Gems can be spent in the shop to purchase special items like extra health points, dynamite that can take out a very small grouping of enemies, a frozotov which can freeze a small group of enemies, a super bomb that can wipe out every enemy on the screen, a gold bag which gives you more gold for a stage and a chill wand which freezes all the enemies on the screen for a short period of time. You are able to purchase more gems from the game’s IAP shop, but this is not necessary to complete the game. The game is also not directly pushed towards purchasing these gems even though it might feel that way with the heightened difficulty of the gameplay, each stage can be completed without using any extra items. You can also purchase extra heroes from the shop with prices ranging from $2.99 to $4.99 and even a $6.99 hero. Just like gems, these are not required to complete the game, and you are given 3 free heroes to choose from while playing, but they are there if you’re interested in supporting the developers or just getting a stronger hero to help you through the game.
While there will be some that are turned off the by inclusion of IAPs I feel that I should say this. There still is a lot of strategy involved. Going through a stage and getting your butt kicked and then changing your strategy and playing through the stage again and again is something that’s still here in KR Frontiers, especially if you’re striving to complete the game on Veteran difficulty with a 3 star rating on each stage and completing the extra modes. There’s a crazy amount of gameplay here for the entry price of $2.99 ($4.99 if you want the HD/iPad only version), and that feeling of completing the game perfectly is still a great reward within itself, especially if you do not drop extra money into the game to make it easier. The only reason you should feel the need to purchase any of the IAPs is to support the developer, to make the game easier (which is a tough one to say here, especially since Casual Difficulty is meant for first-timer TD players) or to experience playing the game in a new light with a new hero, kind of like a modified version (which it basically is when you unlock an IAP hero). So unless you’re totally against IAPs in your video games, it shouldn’t be an issue at all here.
On top of all of this, there is GameCenter integration with a whopping 72 achievements to try and unlock, and believe me when I say that this will take a while and require some replaying of stages. KR Frontiers has definitely raised the bar for Tower Defense games and is easily one of the best in the genre. Even if you’re not a fan of TD games, this is still one that you should check out, as it might very well make you a fan, or bring you back into the TD gaming scene. I really can’t recommend it enough.























































