Showing posts with label Score-Chasing. Show all posts
Showing posts with label Score-Chasing. 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.
Tuesday, June 25, 2013
Crush! [RadianGames] - $0.99
We have a handful of favorite developers here at The App Shack. One of them is the insanely talented studio of RadianGames. With their previous titles; Super Crossfire, Ballistic SE, Fireball SE, Inferno+, Slydris, Bombcats and Gobs Of Fun reaching quite a few iOS gamers with some of which being named as the best of best in their respective genres, RadianGames seems to have decided to go more towards the puzzle genre as of late. Their most recent title, Crush!, fits in the same category as Slydris and their title before Crush!, Bombcats, is another puzzler, focusing more on physics than quick addictive gameplay. But even if you’re not into the puzzling genre, you should keep in mind how amazingly polished RadianGames previous shooter titles have been and know that that professionalism and same production value has been carried over to their puzzle titles. And Crush! is yet another prime example of this.
Crush!, like Slydris, is a block based puzzler, but of a different nature. Instead of trying to clear multiple lines by moving blocks around one at a time, you’re tasked with removing one of three different colored chunks of blocks from the full ‘stack‘. While the mechanics are far from original, RadianGames have taken the type of gameplay found in titles like Collapse, reMovem, Block Fall and others, and expanded on it quite a bit giving players 3 different game modes and 5 different power-ups as well as some other nifty little mechanics that keep the gameplay fresh and feeling original in an otherwise stale genre.
While playing and clearing out groups of blocks each tap that you make moves the whole stack of blocks down further. This, on top of the stack moves down at a constant rate. Both of these speeds increase as you get further into the game, with the speeds displayed on the bottom of the screen. So while you may start out with the stack moving down a couple of spaces every time you remove a group of blocks, it will quickly start moving down to 2 and a half spaces, then 3, and so on, also while speeding up the constant movement.
This comes into play with each one of the 3 different gameplay modes. Think has a very slow constant drop speed while having the stack move down large distances with each tap that takes out a group of blocks. This gives you the time to actually think about which group of blocks you want to take out, but penalizes you for not making good decisions on a regular basis. With the next mode, React, the constant drop speed is fast, but the burst when removing a group of blocks is a lot shorter so that you can make a lot of quick decisions without pushing the stack of blocks into the bottom of the screen right away. Lastly, there’s Crush mode, which is a sort of mixture of the two with the stack moving at a medium constant speed and having a medium drop distance. All of this makes for some pretty varied gameplay across the modes.
At the beginning of each game you’ll also be able to choose one of five power-ups. Remix mixes up every row of blocks and drops the whole stack of bricks down a bit. Slow briefly slows the stack down, Chop removes the lowest 25 blocks, Solo sets 3 rainbow blocks onto the stack. Rainbow blocks are blocks that can connect groups of blocks. Say you have a group of black blocks touching a rainbow block and on the other side of the rainbow block, a group of white blocks. Touching either the black or white group of blocks will remove all of the colors that are touching the rainbow block. Getting these pieces into the right position is a game opening skill that definitely comes in handy once you learn to work with them. The last two power=ups are Blast and Duet. Blast removes 1 color from the stack and Duet turns the most common color in the stack into the other two. Each power-up is activated once you reach a certain score and if you have a power-up stored, you can use it as a sort of ‘extra life’ that will clear the last couple rows off the stack if it hit’s the bottom. However, this also makes it so that you can not charge up the power-up again for the rest of your game. This is all made even more complex by having a unique ‘wrapping’ feature. This connects both edges of the stack to each other, allowing for more thought out and challenging gameplay.
GameCenter support drives the gameplay with 5 leaderboards, one for the amount of blocks you can remove in Think Mode, another for how long you can survive in React Mode, both how long you can survive and how many blocks you can remove in Crush Mode and an experience board for how much experience you’ve earned throughout the whole time you’ve played the game. There are also 10 hard to unlock achievements for you achievement hunters out there. RadianGames have always put out quality games, and Crush! is no exception. Priced at $0.99, if you’re into the genre, this is definitely a game that will have a long life-span on your device. I can only hope that RadianGames will wind up putting out more of these addictive action puzzlers in the future.
Sunday, June 2, 2013
Little Luca [Glowingpine Studios] - $0.99
Physics puzzlers are one of a couple of genres that feel right at home on the mobile device’s touch screen. And while most of them have you using the environment to move objects around, there are a couple that take that sort of gameplay mechanic to another level. Games like Bumpy Road, Solipskier, Lazy Raiders, Night Sky and others do this in such a way that, even though some might not consider it incredibly original, they still do manage to feel fresh, unique and new while playing. And that’s where the new title from Glowingpine Studios, Little Luca, fits in.
While looking out at the stars one night, Luca notices something strange happening. All of a sudden, the stars start falling out of the sky. Now it’s up to you to collect them all and restore the sky to it’s original beauty by collecting the 3 stars in each stage using the environment to maneuver a little ball around. As with most games, the beginning of the game acts as a soft intro to the gameplay mechanics, with only a couple of objects moving when you ‘activate’ them with the game’s simple one touch controls. As you progress further, more elements are added like whales, airstreams, gravity wells and more making the gameplay incredibly interesting as well as challenging.
In each level there are certain objects that will activate when you touch the screen. Sometimes it’s a circle that will indent, launching the ball when you let go of the screen, other times it’s a platform that will move, knocking the ball into something else, slowing it’s momentum or even completely changing the direction of the ball. Some airstreams will always be active while others will be ‘dead’ until you touch the screen, activating them and some of them will even be rotating, requiring you to tap the screen at the precise moment to send the ball in the direction that it needs to in order to reach the end of level goal. Whales act as a sort of moving circle most of the time, swimming around in the water ready to launch the ball upward when the time is right. All of this put together has allowed the developers to come up with some incredibly inventive level designs, and even better, they’ve very clearly well thought-out level designs. I couldn’t help but be impressed throughout the game with how perfectly each and every level was put together.
Graphically the game is a throwback to the days of retro gaming while still adding the sort of ‘modern retro’ graphics that iOS gamers have come to enjoy. It isn’t so retro that the pixels don’t have character and becoming attached to the little white ball is not hard to do. Throughout the 90 levels there are 3 different worlds, each with their own distinctive environments and while the graphics are inherently minimal because of the retro graphics used, they are also done incredibly well, adding a lot to the vibe throughout the game.
On top of the challenge of collecting each of the 3 stars in every stage, there is also a nice scoring system that’s based on how many stars you collect and how quickly you do it. This is emphasized with GameCenter’s 4 leaderboards; one for your Total Score and a board for each individual world. And while there are no achievements, this adds to the drive of scoring better, and collecting every star while flying perfectly through each and every level.
Priced at $0.99, being completely IAP free and not having one little negative thing that I can say about the game, it’s very easy to recommend Little Luca. It’s very clear that a lot of love, effort and time has gone into this incredibly polished physics puzzler. It also brings that ‘something special’ to the table, making it stand out in the sea of physics puzzlers that have infested the AppStore over the last couple of years. More levels are planned in the future, and I sincerely hope that the game sells well enough to make that possible, as finding a game like this, especially within it’s genre, is an insanely rare occurrence.
Friday, April 12, 2013
Slayin [Pixel Licker Games + FDG] - $0.99
The iDevice is home to many bite sized games that are surprisingly incredibly addictive. It’s also a refuge for retro graphics trying to find their core audience. Mixing these two aspects together, Pixel Licker Game’s new title, Slayin, published by the very respectable FDG Entertainment, has already risen to the top of the iTunes paid charts, sharing the company of Bad Piggies, Minecraft, Temple Run, Angry Birds and others. If that’s not enough for you to check it out, there’s also a flash version of the game which was released in late 2011, and can be played on Pixel Licker’s homepage. But still, here’s (hopefully) all the info you’ll need about the iOS version.
Slayin, on the surface, is a simple endless retro RPG title. Each stage is screen sized, meaning that there is no side-scrolling involved. Enemies either drop down from the sky or come up from the ground, and you’re job is to kill them, collect the items they leave behind, purchase upgrades, defeat bosses and get the highest score you can, earning Fame Points which can be used to permanently unlock more features like extra characters and gameplay modes, among other things like cosmetic skins and designs/items for your graveyard. However, the more you play, the deeper the game gets with some very nice mechanics.
Control wise, you’re given two directional buttons and an action button. Depending on your character, the action button is either used for jumping, or attacking. With your default character that is unlocked at the very beginning of the game, it’s used for jumping. Now, the directional buttons might not work exactly how you might think. Your character will always be moving, never coming to a complete stop unless running against the side of the screens. The directional buttons are used to simply change the direction that your character constantly moves in. This means that if you want your character to stay in one place, you’ll need to quickly slide your finger back and forth between the left and right buttons. Luckily, staying in one place isn’t really something that you’ll be trying to do too often.
Two of the three characters will always be attacking, at least in one direction. Your first unlocked character, the Knight, will be able to attack in the direction that he’s facing with his sword. Even though he is holding a shield in his other hand, it’s only cosmetic, and anything that runs into his shield will actually harm him. However, each of the characters do have different attack, defense and luck stats, and the Knight’s defense is the strongest of the three. The second character is the Wizard. She is the only character that, instead of jumping with the action button, attacks with it. When the action button is pressed, she will quickly spin around for a few seconds, killing anything she comes into contact with. There is a short cooling off period after attacks so that you can not just spam the action button and never be harmed, but her attack is also the strongest of the three. The last character you can choose is the Knave. This dual-knife wielding character can attack characters from both sides, meaning that any characters that run into his back will be instantly killed. However, he has the least amount of defense, but the best luck, which does come in handy after the first couple of levels.
Now, you are able to purchase health from the NPC shop character that drops down midway through stages as well as right after every boss battle. But sometimes things just get so hectic that that’s not going to be enough. This is where one of the cooler gameplay mechanics comes into play; silver, gold and all of the little trinkets and diamonds that enemies drop do restore some health. The more rare an item is, the more health it restores. As you build up your hit combo, you’ll eventually hit 30, which starts enemies dropping gold. Build up your combo even more, and they’ll start dropping gold chains, goblets, diamonds and more. Not only are these used to restore a little bit of health, but also help add to your score. Tied in with all of this is your combo’s no-damage multiplier. Kill enemies and keep that combo up, and your multiplier will grow and grow until you do get hit. One hit though, and it’s back to 0x, however, your combo that builds up for gold and item drops keeps building until you do not kill an enemy quickly enough, and the meter empties. It all adds quite a bit of depth and a heavy risk/reward aspect to the gameplay. You’re also able to purchase stronger weapons and special skills from the shop in-game. Though they are not permanent, they will definitely be something you’ll be tossing in-game currency into left and right if you’re a high-score chaser or just want to get further into the game.
There are IAPs included with a currency called Fame Points. But I was able to unlock all three characters, the Advanced Mode (which starts you out at level 80 instead of level 1) and the extra life item (which allows you to keep playing once you’ve lost all of your HP, but resets everything except your current stage progress back to 0) after playing for about 2 hours, which makes it not seem like so much of a grind. My best advice would be to unlock the Knave first, because you can earn more Fame Points with him and his high luck stat. But if you’d rather unlock everything straight away, you can get 5,000 FP for $0.99, 20,000 for $2.99 and 50,000 FP for $5.99. The Wizard is 3,000 FP, Knave is 5,000, Advanced Mode is 8,000, Boss Rush Mode (which is exactly what it sounds like, take on boss after boss until you die) for 10,000 FP and the extra life is 5,000 FP.
Like most other iOS games, Slayin also has a massive amount of quests, or objectives that, once completed, will help you earn some extra currency. Things like ‘Defeat xBOSSx Perfectly’ ‘Get a combo of XX’ ‘Kill XX enemies with XX weapon’ and others. There are 3 different difficulties to the objectives, with the easy ones giving out 50 coins upon completion, the medium ones giving out 150 coins and the hard quests giving you 300 coins. On top of the extra characters and gameplay modes, there are skins for the controls which cost 500-600 FP, and items that you can decorate your fallen hero’s gravestone with, ranging from 500 FP to 5,000 FP per item. These gravestones are visible to your GameCenter friends who also have the game. There are also options for changing the movement buttons to the left side of the screen as well as adding scanlines to the game to give it that ‘official’ old-school vibe. There are 5 leaderboards in GameCenter, one for your highest score, one for each individual character and another for Boss Rush Mode. There are also 23 achievements to help add to the replay value and challenge of the game ranging from ‘Unlock the Knave’ or ‘Unlock the Wizard’ to ‘Finish all quests with the Knight’ ‘Reach Level 100’ ‘Get a combo of 222’ and more.
Slayin, like many iOS games that started out as flash games, is a perfect fit for the iDevice. Games last around 5 minutes, the more you play, the more the game opens up and there’s always going to be a score to chase. Pixel Licker Games has done a fantastic job with Slayin, as well as with porting it over to the touch-screen. The controls are spot on, and the gameplay is incredibly addictive and reminiscent of old-school gaming. I really can not recommend this one enough, as it’s going to be a game that never leaves my phone. Slayin is also Universal, and plays great on the larger iPad screen with it’s very generous touch-spots for the controls. Priced at a buck, it’s definitely a game that every iOS gamer should have in their collection.
Friday, March 8, 2013
Review Rewind: Neoteria
There's very few games that have been transferred over to my iPhone 5 that have not been updated to fit the 4'' screen. However, there are some games that are just so freak'n good that half-inch be damned, they're still worth having, even in their 3.5'' states. OrangePixel's games definitely fall into this category... and just about one year ago we happened to review their first SHMUP title; Neoteria. Even though we didn't find it as great as their trademark platformers, we still found Neoteria to be a blast, and gave it a solid 4 out of 5 stars. Now, it's today's Review Rewind, and if you're a SHMUP fan who doesn't own this one yet, you should... even if you only have a new 4'' device.
**NOTE** This review was written after playing Version 1.0.0
OrangePixel has proven, with their mobile game releases, that they are kings of the retro gaming world. Their lineup of Meganoid, Stardash, INC, Super Drill Panic and more now have another title that’ll eat up gamers lives; Neoteria, an arcade inspired retro shoot-em-up with the difficulty level fans of OrangePixel have come to love and respect. And really, OrangePixel development merged with shmup gameplay… a pretty hardcore fan of both couldn’t ask for more.
In the game, you’ll start off with only Easy Mode selectable. As you progress through the first world, you’ll unlock Normal Mode, and once you complete the first world on Normal, you unlock Hard Mode, which, if you’re familiar with OrangePixel’s games, is basically where the hardcore gamers will spend most of their time. You’re given little snippets of the story as you make your way from world to world. The outer mining settlement is under alien attack, and it’s up to you to stop them.
There are checkpoints throughout each world, set up kind of like levels. Each has 3 stars which you can earn by playing on all 3 difficulties. The first star is for beating the level on Easy, second star for Normal, and third for Hard. There are different paths which you can play through on your way through each world, with each path leading to the same end boss. You are able to go back and replay previously beaten stages if you’d like to power-up your weapon, which you do by collecting the blue crystals that enemies leave behind, or if you’d like to try and travel through all the paths in each world.
As with other OrangePixel games, Neoteria is done in a retro style that looks fantastic. However, there is one little drawback. On the iPad, the graphics have a little blur behind them whenever objects are moving. This includes the backgrounds, environments, player ship, enemies, and projectiles. It’s not too much of an issue, because most of the time, you’ll be focusing on the crazy amount of enemies coming at you, and trying to survive, but it is there. I’m not sure if it’s there on the iPod, because of the smaller screen, but if it is, it’s not noticeable.
The controls for Neoteria aren’t really what you would expect from a shooter like this, and it’s where the arcade inspiration really becomes apparent. On the left side of the screen, you’re given two buttons for movement of your ship up and down, and on the right side, there’s a fire button, but you can tap anywhere on the right side of the screen to fire. There is no auto-fire, so you’ll constantly be tapping on the right side of the screen to shoot. Here’s where those quick tapping abilities all you old-school gamers should still have come in handy.
In the Controls Menu, you’re able to move the buttons around as you see fit, which definitely comes in handy if you’re playing on an iPad. However, the touch detection area is pretty small, and does not go outside of the buttons at all. This can result in your ship not going up or down because your thumb is the slightest little bit off. This is understandable, since you are able to move the buttons around, and could potentially have the up button pretty much touching the down button, and you wouldn’t want the detection area to overlap. Being able to make the buttons bigger would be a nice way of fixing this, especially since they go invisible after a short time, and obscuring the gameplay area wouldn’t really be an issue with it.
To top it off, it’s also iCade and Joypad supported!
Neoteria does not really have a whole lot of content, especially when compared to the insane amount of levels in OrangePixel‘s other titles. 3 worlds, each with 8 pretty short levels in them. I’m hoping that like their other games, Neoteria will get some nice content updates in the future. But like other shmups, the value is really in the replay value, not necessarily in the content, and Neoteria has it in spades. Yes, there are only 24 short levels in the game, but you’ll be able to play through them with each of the 3 characters, and finding out how to make it into the hidden paths could take a while.
There’s also the scoring system. At the end of each level, your score is based on the percentage of the level’s enemies that you wiped out, your shot accuracy, and the score you built up while playing through the level. This does add an extra level of replay value, as the first couple times you play through the game, you’ll probably be pounding away on the fire button, and then start trying to increase your score by getting higher accuracy percentages.
Neoteria is also supported by OpenFeint and GameCenter, with 12 achievements, and 3 leaderboards, one for each character (difficulty). So if you’re a high-score chaser, battling for a higher position on the leaderboards is sure to keep you busy for some time. Getting all of the achievements should also take a while, as a lot of them are for finding the secret paths, and 100% completing each difficulty.
Granted, Neoteria isn’t OrangePixel’s best release to date, but I’m ecstatic that one of my favorite development teams released a shmup, one of my favorite type of games (yeah, I’m a platformer/shmup/strategy fanatic). The developers have said that they’re working on another control scheme, as a few players aren’t really comfortable with the current set-up, and I wouldn’t be surprised if it got a few content updates as well. OrangePixel’s other titles have also been known to get very fleshed out/extremely polished based on player feedback, so the distortion with the graphics, touchy controls, and any other issues that there might be, have a very good chance of being dealt with.
At $1.99, being Universal, having iCade and Joypad compatibility, as well as the crazy high replay value that comes along with shmups and games having GameCenter and OpenFeint support, not to mention, it’s ORANGEPIXEL, it’s a great buy.



















































