Earlier this month we had a chance to previewZombieSmash by Gamedoctors, a castle defense game that promised to stand out from the pack by marrying the genre with another of our favorite pass-times– Zombie Killing. That concept certainly seems to have gained a lot of attention in our forums of late, and now the wait is over, as ZombieSmash [AppStore] is available!
Our time with ZombieSmash has laid to rest our doubts that the genre had wrung out all it could, as ZombieSmash not only looks gorgeous, in a cute Plants vs Zombies kind of way, but has a number of surprisingly original elements to diversify the tired castle defense gameplay too. For starters, enemies can attack from both sides of the house at once, putting to use the multi-touch features of the iPhone. Scripted level manipulation also gives the game a more tailored and refined experience, in one level for example the screen gradually zooms closer and closer on the house you are protecting, making it more difficult to respond to incoming attacks and upping the challenge. It gives a sense of purpose and individuality to each level that removes some of the monotony of seeing the same house over and over.
A castle defense game wouldn't be complete without a range of monsters to defend against, and ZombieSmash delivers abundantly in this respect. New monster types are regularly introduced, each with their own attack style and different means required to dispatch them. And by means we're talking about over 20 unique weapons and upgrades that are each controlled differently, from pull-the-pin grenades (which hilariously, you can smack the zombies around with before they explode) to screen-clearing giant boulders. Whilst there seems to be an underlying strategy to ZombieSmash in deciding where and when to use your special weapons, particularly as some weapons combine to do additional damage, as a castle defense game that incessant flicking-like-a-madman gameplay is unescapable, and is ultimately what turns people away from the genre. The developers have seemed to recognise this and address it somewhat, as a few levels focus solely on special weapons, blocking the ability to grab enemies altogether.
One of the high watermarks of our experience with ZombieSmash has been the "Finish Him" cam (a throwback to Mortal Kombat fatalities) where time freezes and you can bestow immeasurable pain on the last zombie of each level– all recorded in celluloid for you to seamlessly email to your friends, send to facebook or save them to your phone without leaving the game. To round out the socialisation aspects, ZombieSmash features Chillingo's Crystal platform, offering achievements and leaderboards for a variety of the game modes on offer.
ZombieSmash has 31 Campaign levels (with the choice of either Normal or Hard mode), an Endless Siege mode and a nifty Sandbox mode, where weapons and Zombies that you've met in the Campaign mode can get friendly in your very own creative/sadistic ways without the risk to your house. From what we've seen based on our own sessions with the Sandbox, and from posts coming in from our readers, there are some rather remarkable means of eliminating Zombies that may not seem apparent at first. There is also a comprehensive upgrade system in ZombieSmash, where stars collected from the other modes can be used to boost your arsenal and defenses, enabling you to hold out and dish out all the more. You'll need to really dig deep into the upgrade shop to face the Hard difficulty levels, as even Normal difficulty poses a substantial challenge in the mid to latter stages.
ZombieSmash has evidently received a lot of love from the developers, who have attempted to liven up the stale flicking gameplay that comes with most castle defense games. As a result, ZombieSmash really does stand head and shoulders above its competition.
Despite all this, we still aren't convinced it'll make converts out of those who avoid castle defense games, but may draw in those open to a different take on the genre. A rocking soundtrack by Chris Hülsbeck, of Giana Sisters fame, completes the package– a fitting encore for your hard day of Zombie culling.
If you haven't already, be sure to check out the Debut Trailer (which we've included above) for a look at the gameplay. Also, check out our discussion thread, which is brimming with many positive impressions from our readers.
Earlier this month we had a chance to previewZombieSmash by Gamedoctors and Chillingo, a castle defense game that promised to stand out from the pack by marrying the genre with another of our favorite pass-times– Zombie Killing. That concept certainly seems to have gained a lot of attention in our forums of late, and now the wait is over, as ZombieSmash [AppStore] is available!
Our time with ZombieSmash has laid to rest our doubts that the genre had wrung out all it could, as ZombieSmash not only looks gorgeous, in a cute Plants vs Zombies kind of way, but has a number of surprisingly original elements to diversify the tired castle defense gameplay too. For starters, enemies can attack from both sides of the house at once, putting to use the multi-touch features of the iPhone. Scripted level manipulation also gives the game a more tailored and refined experience, in one level for example the screen gradually zooms closer and closer on the house you are protecting, making it more difficult to respond to incoming attacks and upping the challenge. It gives a sense of purpose and individuality to each level that removes some of the monotony of seeing the same house over and over.
A castle defense game wouldn't be complete without a range of monsters to defend against, and ZombieSmash delivers abundantly in this respect. New monster types are regularly introduced, each with their own attack style and different means required to dispatch them. And by means we're talking about over 20 unique weapons and upgrades that are each controlled differently, from pull-the-pin grenades (which hilariously, you can smack the zombies around with before they explode) to screen-clearing giant boulders. Whilst there seems to be an underlying strategy to ZombieSmash in deciding where and when to use your special weapons, particularly as some weapons combine to do additional damage, as a castle defense game that incessant flicking-like-a-madman gameplay is unescapable, and is ultimately what turns people away from the genre. The developers have seemed to recognise this and address it somewhat, as a few levels focus solely on special weapons, blocking the ability to grab enemies altogether.
One of the high watermarks of our experience with ZombieSmash has been the "Finish Him" cam (a throwback to Mortal Kombat fatalities) where time freezes and you can bestow immeasurable pain on the last zombie of each level– all recorded in celluloid for you to seamlessly email to your friends, send to facebook or save them to your phone without leaving the game. To round out the socialisation aspects, ZombieSmash features Chillingo's own Crystal platform, offering achievements and leaderboards for a variety of the game modes on offer.
ZombieSmash has 31 Campaign levels (with the choice of either Normal or Hard mode), an Endless Siege mode and a nifty Sandbox mode, where weapons and Zombies that you've met in the Campaign mode can get friendly in your very own creative/sadistic ways without the risk to your house. From what we've seen based on our own sessions with the Sandbox, and from posts coming in from our readers, there are some rather remarkable means of eliminating Zombies that may not seem apparent at first. There is also a comprehensive upgrade system in ZombieSmash, where stars collected from the other modes can be used to boost your arsenal and defenses, enabling you to hold out and dish out all the more. You'll need to really dig deep into the upgrade shop to face the Hard difficulty levels, as even Normal difficulty poses a substantial challenge in the mid to latter stages.
ZombieSmash has evidently received a lot of love from the developers, who have attempted to liven up the stale flicking gameplay that comes with most castle defense games. As a result, ZombieSmash really does stand head and shoulders above its competition.
Despite all this, we still aren't convinced it'll make converts out of those who avoid castle defense games, but may draw in those open to a different take on the genre. A rocking soundtrack by Chris Hülsbeck, of Giana Sisters fame, completes the package– a fitting encore for your hard day of Zombie culling.
If you haven't already, be sure to check out the Debut Trailer (which we've included above) for a look at the gameplay. Also, check out our discussion thread, which is brimming with many positive impressions from our readers.
There is something special about skin-tight spandex and inverted underwear that positively warms our hearts. Chillingo and Traplight Games have captured the essence of that specialness and synthesized it for the iPhone, with the release of The Hero [AppStore].
The Hero is a largely understated title for a game that puts you squarely in the rubber shoes of a top-heavy, Mr. Incredible-esque crime fighter with a penchant for destruction derby and loop-the-loops. Our brave hero zooms in from space, taking it upon himself to fly around each gorgeously crafted city to complete a number of tasks (by ramming them with his head) to keep secure his charges (the fair citizens), whilst causing as little damage as possible to the surroundings itself.
Of course, asking our Hero to go about his duty of catching falling babies, putting out fires, culling down the army, killing giant insects or downsizing orbital laser-barraging satellites (to scrape but the surface of his repertoire) without the occasional high-five would just seem rude. If The Hero has started to sound absolutely insane, that's only because it is. That simple fact can also be credited with why collecting High Fives from the town's citizens is the fuel source for your three super powers — Freeze, Blast or Zap– each of which help cut down your foes when you're feeling overwhelmed.
And overwhelmed you will be, as though The Hero starts of at a very relaxed (almost boring) pace for the first 5 or so levels, those who stick with it are rewarded with a manic adventure that will test your digit reflexes. The Hero has two control options to direct his flight, a virtual analogue stick or a tilt option; your Hero handling much more like a bi-plane than a Batman. This may seem frustrating at first, as you attempt to wrest your Hero into pulling tight turns to little avail, until you realise that the controls more closely resemble games like MiniSquadron, requiring you to loop to turn around. You attack enemies by simply ramming them, assisted by a boost button or by letting loose with one of your superpowers, which are gradually unlocked in the Campaign mode.
The Hero measures your progress each level by your ever present Fame meter. If you fail to stop the incidents being brought to your attention or if you receive damage yourself, your fame will decrease. If your fame reaches zero before completing all the assigned tasks it's "Fame Over", and you have to restart the level, something you'll see quite regularly as The Hero is certainly no walkover. The Campaign levels pose their own individual challenges too, tied together in a very loose but very funny storyline. There are 15 Campaign levels to complete on both Easy and Hard difficulties. There is also a Survival mode with 4 increasingly large and challenging cities that are gradually unlocked, where your Hero faces all manner of obstacles to build up the best score possible.
It's hard not to recommend The Hero simply due to its terrific style and over the top humor. Whilst some may find the airplane-like handling of The Hero to be counter-intuitive and awkward, those open to the gameplay will undoubtedly enjoy cannonballing through an army of enemies, including a number of challenging boss archetypes too. The open-ended Survival mode will whet competitive appetites and potentially add many more hours to The Hero's already substantial content. Oh, and did we mention you get to fight Zombies?
Be sure to check out the gameplay trailer above for a further look at The Hero. Impressions from our discussion forums are flowing in thick and fast, and are overwhelmingly positive. And a heads up to you lucky 3GS owners, there's an easily overlooked option which switches on a 'high' 60-fps mode.
Thanks to the App Store I have been able to experience games I had missed the first time on other platforms. Dare I say it; I missed Monkey Island the first time around. Tale of Tale’s, The Graveyard [$1.99 / Free] recently hit the App Store, it's over two years old and has even won awards but I never played or heard of it.
The Graveyard is not really game, I feel more comfortable describing it as interactive art or poetry. You can argue that’s what games are but after playing this I feel that the word game doesn’t do it justice. But to make writing this a little easier I will pretend I can call this a game.
You play the game as an old lady visiting a graveyard. Your only clear objective is a park bench at the end of the path. I could tell you more but I would spoil it for you. I know that sounds amazingly too simple, but when you play the game you will see there is so much more. I don’t understand it myself, but the game really makes you think about life.
I would suggest downloading the lite version and giving it a try. I would also wait to play the game when you’re alone in a quiet place to get the full effect.
The developer says that there are only a few differences between the computer and iPhone versions. If you do end up trying the lite and enjoying it, download the full version and it will introduce death into the game. I know that doesn’t sound like much but it adds the sense of urgency.
Chillingo's The Hero launched into the App Store on Monday. We briefly previewed the game back in February.
The game is beautifully illustrated and animated super hero game. You control your hero by using a virtual joystick in the bottom right corner, and can speed up by mashing the on-screen button on the bottom right corner. The controls work well enough, although making precise movements can be challenging as you can't just stop in mid-air and turn around, your hero has to go through his whole turning around animation before you can go the other way.
Here's our hands on video:
First impressions from our forums seem positive, and we'll take a closer look in the near future.
Do you have what it takes to help Mark the mole locate the elusive Terracore gem? That's the question, really, in Roo Games' recent release Mole -Quest for the Terracore Gem! [App Store].
Mole is a game that, on the surface resembles classic Dig Dug, but is really a deeper game (sorry) that's much more about scoring up in order to better equip your character than simple arcade action. In Mole, you start off as a rather ill-equipped Mark the mole that can't do much beyond burrow about the top-most layer of the six-layer underground world that hides the fabled Terracore Gem (in the deepest layer, of course). While burrowing, you can pick up various precious metals and gems, and they can be used to up your gear in the equip shop — and better gear is what really opens up the game. It's a gear-to-gameplay dynamic that's reminiscent of that in Hook Champ.
The aforementioned shop offers air tanks, pick axes, gem detectors, and the like for the player with enough metal. All of them help you on your quest, but the most important upgrade would have to be the air tanks, for, despite the occasional pockets of air that can be found in some (but not all) of the underground layers, you're not going to get very deep without some serious tankage. And the Terracore Gem lies deep.
The game offers very simplistic controls that work quite well; tap out some distance from your mole and he'll move there or just hold and drag in the direction you want to travel. The arrangement of on-screen indicators can be adjusted for left or right players, as well.
See the developer's gameplay video.
This is one of those games that delivers just a really nice balance between light playfield strategy (how deep should you go with your limited oxygen supply?) and asset allocation (how best to spend money in the shop?). If break-neck arcade action is what you're after, then Mole – Quest for the Terracore Gem! will disappoint, but for the gamer that can weigh risks and keep their eye on the goal, this one is a true hidden gem.
In honor of the Game Developers Conference 2010, Mole is free until Sunday, March 14th.
It is said that the best ideas are often the most simple ones, and there doesn't seem to be anything quite as simple as the dot. Developers One Man Left seem to agree, as they've staked their entire game, Tilt to Live [App Store], on the premise of our beloved period; albeit the rapacious, hell-bent variety.
Tilt to Live is at its core, an object-avoidance game wholly utilising the accelerometer of the iPhone or iTouch to maneuver your arrow around the battlefield. I say battlefield, because that's exactly what is going on here– the dots are out to get you and will stop at nothing. And it is remarkable just how much personality One Man Left have managed to inject into such a straightforward concept. These are certainly no ordinary dots– these perilous periods make a point (ha!) of chasing you around the screen; coalescing into arrows and other shapes then hurling themselves at you at breakneck pace, or circling you like vultures, slowly closing in until it is impossible to escape. Make no mistake, touch even one of the hundreds of dots on screen at once, and you are history.
Sounds mind-numbing? Fear not! Our arrow protagonist has a range of very awesome weapons at his disposal to send these dots back to whence they came. Your arsenal really defines Tilt to Live because it shows an attention to detail and knack for the inventive that escapes many games we see on the AppStore. You start off with just a few basic powerups floating around the screen waiting to be collected. The most basic is a nuke explosive (Yes, a nuke is standard fare in Tilt to Live) but you also have a dot-seeking multi-rocket powerup and a haduken-style fireball which clears a portion of the screen in the direction you're facing. Each of the weapons require a different strategy to operate effectively and are useful in varying situations.
This thoughtful design factor continues through to the unlockable weapons, too, where eventually you'll unlock weapons such as a spike shield that lets you hurl yourself at dots as they literally cower away in fear or a vortex attack that sucks all nearby dots (and you if you're not careful) into a black hole, to name just a few. But it's the manner in which they're unlocked that I appreciated the most. Tilt to Live uses the AGON platform to deliver its achievements and leaderboard results. But, it takes the system one step further– integrating in-game rewards for unlocking achievement points– namely in the form of additional weapons. I'm ordinarily not one for achievements, but the added incentive of new weapons was enough to get me to actually pore through the list and attempt most of the nefarious challenges, a fact I found pleasantly surprising.
Tilt to Live is a game that draws you in with its edgy personality and inescapable 'just one more go' gameplay. It is gorgeously crafted and presented and has a wicked sense of humor to boot (just take a look at the loading screens to see what I mean). Completing its challenges and unlocking weapons has the added benefit of enabling you to achieve even higher scores and multipliers, meaning even those not normally counting themselves as completionists may be eager to experience the width and breadth of what Tilt to Live has to offer. This is one game that will remain a fixture on my iPhone for a long time to come.
As expected, impressions coming in from our readers are overwhelmingly positive. Be sure to check out the developer's YouTube trailer above for a preview glimpse of Tilt to Live.
Late last week we posted a preview of Vector Tanks Extreme, which was released just hours later through author (and retro lord) Peter Hirschberg's new operation, BlipTime Studios. As I had the final build in-hand a few days before its official release, I knew the game was something to get excited about, but since then I've spent a great deal more time with the title and, well, I haven't been disappointed. (I have, however, been blown to bits more times than I'd like to confess…)
First, let's step back a moment and take a look at the overall Vector Tanks situation. Peter's original Vector Tanks appeared in the App Store, published by Chillingo, just over one year ago. It delivered a stylized iPhone take on Ed Rotberg's 1980 arcade classic Battlezone, with a large helping of modern-day retro, thanks to the lovely glowing vector effects that make the iPhone's screen feel more like an Atari Quadrascan display than a 3.5-inch LCD. It's some of the best retro gaming to be found in the App Store.
Early this year Peter parted ways with publisher Chillingo and formed his own studio, the aforementioned BlipTime Studios. In that transition, he brought Vector Tanks along — and with an update — but was unable to provide said update for free to those who purchased the Chillingo Vector Tanks release.
…I apologize that there isn't a way to upgrade. I worked with Apple to try and establish and upgrade path for my current customers but the final answer from Apple was that once you change the account under which an app is published, it will always appear as a "new" app and upgrading is NOT possible. I sincerely apologize. I did try and I know it sort of stinks. My hope is that the reduced price will serve as a good-faith gesture to my current customers who wish to pick up this updated version of Vector Tanks.
To soften the blow of the situation to those who purchased the original, and in honor of the release of Vector Tanks Extreme, Peter is offering the latest version of the original, Vector Tanks (Classic Version) [App Store] for free for one week. Everyone reading this post should just go grab it right now.
Now that we've got all that sorted, let's move back to Vector Tanks Extreme. I had, earlier, described the original Vector Tanks as Battlezone on crack. Given that, Vector Tanks Extreme can only be described as Vector Tanks on crack — squared (and on fire, screaming while giving out wedgies). It's one of the most intensive, white-knucle shooters I've ever played on any platform. And this is true even on the easiest setting. But, when you play at the INSANE difficulty level or in the game's unlimited-lives, balls-to-the-wall, 2-minute Rage mode, it's enough to necessitate a heavy dose of beta-blockers.
The game is basically an exercise in GO GO GO, watch the map to dodge enemy fire, swing behind an obstacle for shielding, and lay down the smack as fast and as hard as you can. And if the aforementioned obstacle is slowing you down, just blow it away. Like the original, Vector Tanks Extreme is controlled by left and right thumb sliders at the edges of the screen that guide the action of your tank's tracks. It's a tap to the screen to fire your weapons, and this time around there are more to be found lying about the battlefield. Canons, rapid fire turrets, rockets, rail guns, nukes — not a very good place to get caught in the crossfire.
Notching up the intensity of the virtual battlefield carnage are the encouraging quips of your in-game crew, consisting of the voices of both Jon St. John (the voice of Duke Nukem) and Jeff Straub. When I try to capture the essence of the game experience, I keep conjuring the image of the famous, '80s Memorex advertisement. It's pretty much like that, but on an iPhone. And with glowing vectors.
Vector Tanks Extreme uses the network to track global scoring, but things should get even more interesting when Peter releases the first major update, which will enable network competitive play. I'm quite anxious for that to land, but until then, single play against the game's vicious AI is definitely keeping my hands full.
If all that gets your juices flowing, go grab Vector Tanks (Classic Version) [App Store] – for free (for a few more days) — and give it a try. And if you want to take that experience a fair piece beyond the next level, you know where to look. Vector Tanks Extreme. Can you take it?
If that wasn't enough reason to give this game a shot already, it was just awarded OpenFeint gold status. When Fieldrunners went gold, we explained exactly what this meant:
Similar to our monthly game ratings, the OpenFeint Gold program aims to pick out games which are not only of the highest quality, but also make excellent use of the OpenFeint service. They seem to be setting the bar fairly high in nominating Fieldrunners as the first game to get their gold rating, and it should be interesting to see what games they choose in the future.
The latest Jet Car Stunts update that was released this evening includes even more OpenFeint functionality. You can now send and receive ghost challenges, along with download replays associated to the various entries of the online leaderboards. On top of that, they also tweaked the menu system and rolled in some bug fixes.
Jet Car Stunts is a great game, and this new replay download system is extremely cool. Since the update was just released, you have to search around for new scores that have replays attached to them, but it's really fun to watch how good (or poorly) other people do in the game.
Earlier this month we posted an update on Peter Hirschberg and his glowy bit of retro vector goodness known as Vector Tanks. As we indicated in that post, Peter has recently setup his own studio, BlipTime Studios, and through it has released an update to Vector Tanks known as Vector Tanks (Classic Version) [App Store]at $0.99. As one might suspect, denoting the current game as "classic" indeed betokened the near-term arrival of a rather revamped take on the original.
That game is Vector Tanks Extreme, and Peter has given us an exclusive look at the release version of the title before it makes its App Store debut.
The game has been split into two versions to provide, as Peter tells it, a version that delivers the "retro-simplicity" of the original, along with a version that's "a Vector Tanks experience WAY over the top for those seeking a bit more of a challenge."
Vector Tanks Extreme offers everything the original did, plus more tank types, more weapon types (my personal favorite is the Rail Gun), airborne enemies (helicopters), and downright frenzied action. The standard play mode is Combat, which is a desperate bid to wipe out as many enemies as possible before losing all your lives, while Rage mode gives you unlimited lives and ammunition with the goal of wiping out as many enemies as possible before a two-minute timer runs out. Both modes are brutal, let me assure you. An integrated online scoreboard shows the world your strength (or weakness) and network play support is a planned addition, to arrive in a future update.
I've had the final build of Vector Tanks Extreme on my iPhone for the past few days and have spent considerable time scoping down enemy tanks, jeeps, and copters. Having become quite familiar with the title, I can definitely say that "WAY over the top" is in no way an overstated description. This is perhaps the most intense iPhone shooter I've ever encountered. If you enjoy Vector Tanks and feel it's a little on the difficult side — stay away from Vector Tanks Extreme. You don't have the stuff.
As we mentioned in our earlier piece, in moving from Chillingo to his own BlimpTime Studios for the original Vector Tanks, now known as Vector Tanks (Classic Version), Peter was unable to make the latest version of the game (v1.3.2, posted earlier this month) a free upgrade. But, to help get every owner of the original up to speed on the latest version, he will be offering Vector Tanks (Classic Version) as a free download during the week following the launch of Vector Tanks Extreme. Thanks Peter!
Have a look at the Vector Tanks Extremetrailer to get a taste of the action.
Vector Tanks Extreme has been submitted to the App Store and should be available for download sometime in the next few days at a price of $1.99.