Having played my share of matching games, it takes something a little different to really capture my attention. What immediately stood out with Cubetrix 3D was the fast paced/arcade nature to the game – like Tetris on the later levels. The game is a row-matching game where your job is to clear the board as quickly as possible. To accomplish this, you can move a single block around the perimeter of the board and slide it in. The block that slides out can then be moved to a new position. It doesn't take long to figure out how to move the blocks to line up matches and combos. The high energy soundtrack adds to the experience.
Watch the developer video to see how it plays:
Beyond color block matches, the game also introduces a few other elements to the gameplay. Fixed blocks will prevent you from sliding blocks into certain rows, while the bomb elements add an even higher level of frantic rushing to the harder levels. Finally, some levels use colors and numbers that must be combined in sequential order to eliminate rows.
Here's a short hands on video showing normal and hard levels:
The hard level is crazy from the start, as bombs will randomly reshuffle the entire board in an instant.
Cubetrix 3D really sucked me in from the start. The game contains 20 Easy, 30 Normal, 30 Hard and 30 Puzzle levels. With fast paced gameplay and a great overall experience, I highly recommend it.
Studio Radiolaris has released their followup title to Radio Flare this morning. Radio Flare Redux promises a side-scrolling multi-touch shoot'em up experience.
Pilot your ship to the beat of the universe and blast a galaxy of invaders out of the sky. Weave through an intense sensory onslaught as you dispatch swarm after swarm of enemies, tapping the touchscreen, and your toes, as you go.
Redux contains over 30 levels of varying visual styles and licensed techno, club and house music. The latest gameplay video shows much enhanced visuals from the original release:
We'll post thoughts/impressions about the game in the near future.
The original Zuma by PopCap Games spawned a raft of look-a-likes of varying quality, but the recently released Sparkle [App Store] certainly appears to be amongst the best now available on the iPhone. Created by the developers of Azkend and Dragon Portals, two other excellent action puzzlers, Sparkle is gorgeously presented in every way.
For anyone new to the concept (frankly, you've been living under a rock), Sparkle is essentially a Match-3 game spread out over a track, where a long string of various colored balls slowly moves to the end of the path. You fire randomly colored balls at the string in an attempt to make groups of three or more like-colors, causing them to disappear from the playing field. If the string reaches the end of the path, it's game over.
Along the way you'll collect a number of power-ups and items to help your cause, and be introduced to a chain-reaction combo system to really rack up the points. There are three game modes in Sparkle which are gradually unlocked and help to deviate its offering, including a story-driven Quest mode, a time-attack Challenge Mode, and a score-tracking Survival mode. Sparkle also keeps track of your progress through an achievement and stat system, though no global leader boards are available at present.
Sparkle is great if only to rekindle some of that Zuma nostalgia right in the palm of your hand. As we're often finding, the tried and true gameplay works surprisingly well on a touch device, making Sparkle one highly polished and easily recommended action puzzler.
When we took a look at the original Ragdoll Blaster, we were quite impressed by the crafty blend of ragdoll physics, puzzler and hand-drawn, cannon-fed craziness. Backflip Studio has strapped on its helmet again in their second iteration of the series with Ragdoll Blaster 2 [App Store].
The sequel reveals a more polished title than the original, discarding the hand-drawn art and instead drawing heavily from the steampunk genre to create a rich game world of oiled cogs and shiny bronze contraptions. It is thanks to these machinations that the gameplay in Ragdoll Blaster 2 does vary a little to the original, if still sharing that same overall feel of blasting (and resetting) over and over again until you reach your target in as few shots as possible.
The new objects you'll come across include teleporters, additional cannons, objects that adversely affect gravity, ice blocks and mechanical arms to name a few, along with the expected array buttons, cogs and switches. All in all, levels feel more purposeful thanks to the new mechanics, and we're confident that the 150 levels that make up Ragdoll Blaster 2 will continue to be interesting (and undoubtedly difficult) and show the same attention to detail throughout as the ones we've played up to now.
Backflip Studios have also made the decision to incorporate the Plus+ platform in Ragdoll Blaster 2 to provide high scores for each of the nine 'rooms' which theme the levels. Both a Par score and Best score is displayed at the end of each room as a target to beat for those competitively inclined.
We're enjoying our time with Ragdoll Blaster 2, though it does still feel very familiar. Certainly, if you're a fan of the first title, we see no reason why you shouldn't thoroughly enjoy the new features on offer. (And if you haven't had a chance to try the first, we highly recommended it) Impressions from our readers are collecting in our discussion thread and to date seem largely positive.
Tag Games' much anticipated Astro Ranch has just come out. We previewed the game just last week.
The basic premise of the game involves the character you choose at the beginning crash landing in to a neighborhood filled with aliens who surprisingly enough are more than willing to get you started with a house to live in, a barn to keep all your stuff in, and a plot of land for you to raise your various crops and livestock. The interface is all touch driven, and works surprisingly well with how many different things in the game are controlled with very similar gestures.
During our early time with it, Astro Ranch seems to be a surprisingly deep game. Here's a hands on video of the gameplay:
If there's one thing that PopCap is really good at aside from making impossible to put down games that appeal to hardcore gamers, grandmas, and everyone in between it's having those game smash sales records.
The original Plants vs. Zombies [App Store] release for the PC was PopCap's fastest-selling video game, and per a press release this morning, the iPhone release is performing just as well.
Since its release, there have been over 300,000 units sold on the App Store, making Plants vs. Zombies the highest grossing launch in App Store history. PopCap is no stranger to greatness on the App Store, as Bejeweled 2 was the first paid app to reach 3 million downloads, and they're responsible for three games that have been #1 on the paid app charts as well: Bejeweled 2, Peggle, and obviously Plants vs. Zombies
If this is the first you've heard of Plants vs. Zombies, you absolutely must check out our glowing review:
The 88 Metacritic score of the original Plants vs. Zombies (complete with 100's from multiple sources) just goes to show how great this game is. The iPhone port is absolutely phenomenal, and even though it's lacking a few game modes, there's always hope for them to be implemented in the future either via an update or a DLC add-on. There isn't a lite version, but there is a free Flash demo that I highly recommend trying if this is the first you've heard of Plants vs. Zombies.
Now that Plants vs. Zombies has decimated App Store sales records, hopefully PopCap will throw iPhone gamers a bone and somehow implement the missing game modes found in the PC version. I've still got my fingers crossed at least.
If like me you've found yourself following all the events and drama surrounding this year's Winter Olympics, you really need something to keep you busy during those pesky commercial breaks. RealArcade's Vancouver 2010 [App Store] does the trick, and being the official game of the Olympic Winter Games, it's even loaded with all the olympic logos, mascots, and five events: Cross country skiing, speed skating, snowboard cross, biathlon, and freestyle moguls.
Each event is able to be played individually, or all together in the "Olympic Games" mode which has you doing one event after the other competing against a team of opponents. There's also a single device multiplayer mode that can support up to 6 people competing against each other by passing the device around.
Each of the five included games are controlled a little differently, some with on-screen buttons you need to tap and others that require tilting. For instance, when cross country skiing, you tap the buttons that appear randomly on either side of the screen to go faster, and in snowboard cross your board is controlled by tilting your device. Racing in the speed skating event involves holding and releasing on-screen buttons with precise timing. Three difficulty modes are included, an easy mode which comes unlocked, as well as hard and survival modes which are sequentially unlocked as you complete each difficulty level.
Vancouver 2010 looks and plays very similar to Playman Track & Field [99¢ / Free], RealArcade's other sports game that came out early last year featuring a set of summer events. There isn't a lite version of Vancouver 2010, but the free version of Playman Track & Field will give you a very good idea of what you're getting in to. There's also a video of the J2ME version which looks nearly identical to the iPhone game aside from the differences in aspect ratio.
I liked Playman a lot, and Vancouver 2010 is even more timing, tilting, and reaction-based mini games. Each of the events are fun, although I've found myself preferring the Snowboard Cross and Biathlon both in-game and in real life.
Last week was absolutely loaded with sneak previews of games, and thanks to the wonderfully fast App Store approval turnaround time so far this year, B-Boy Beats, Robot Rampage, and Drift Sumi-e are all available for download.
The gameplay of B-Boy Beats amounts to keeping your index and middle fingers on the screen of your iPhone and moving them in time with the red and green circles to dance to the songs. This actually seems to take quite a bit of getting used to, as instead of most rhythm games where you're just tapping things along with a beat, you often need to keep one finger down while you move the other one around. Doing well takes an awful lot of brain power as when the songs speed up you almost instinctively just try to go back to quickly tapping like you do in Tap Tap Revenge and other games.
Despite quite a few naysayers in both the comments of our preview article, YouTube comments, and the forum thread, this game is one of the better rhythm games I've played on the iPhone largely because of how different it feels playing it compared to the typical tap to the beat rhythm game. B-Boy Beats comes loaded with nerdcore and once you get in to the gameplay, dancing with your fingers is a lot of fun. (And even more fun if you draw some Nike Dunks on your finger tips.) This is a game that badly needs a lite version, as you really need to get a feel for the game to fully appreciate it.
Robot Rampage is a seemingly endless survival game where you play as a gigantic robot armed with a super laser. Your massive robot is controlled with a variety of touch gestures. Tapping on the side of the screen causes the robot to move in that direction, holding a finger down on the screen fires the laster in that direction. The robot can also punch and stomp by tapping on either side of the robot's torso to punch, and tapping its legs to stomp. As you destroy your surroundings, a gauge in the top left corner fills up. Once full, you can tap and hold the robot to charge up a massive attack that clears the screen.
If you like giant robots, cheesy Sci-Fi B-movies, and destroying cities with huge lasers and robot fists of fury, it's safe to say you'll enjoy this quirky survival game. Gameplay is a little on the simple side, as all you do is rampage through a seemingly endless and random cityscape destroying buildings, soldiers, tanks, and other meager human defenses. OpenFeint integration should provide quite a bit of replay value if you enjoy competing in online leaderboards.
The game involves drawing a single stroke along the racetrack as the path for your car. You must try to hit and connect all the red clipping zones and try to make it through the course as fast as possible. After you draw your single stroke, you sit back and watch the playback in 3D as your car drifts around the corners. Multiple camera angles are provided along with drifting smoke effects. Your ultimate score is based on the smoothness of the line and speed of your run.
Drift Sumi-e is an interesting blend of gameplay reminiscent of Draw Race with a really cool looking sumi-e art style. Gameplay is simple, although it seems to take a back seat to the extremely elegant graphics as most of the game is spent watching your car drift around corners and taking snapshots with the unlockable in-game camera.
When Plants vs. Zombies [App Store] was originally announced on April 1st last year, PC gamers everywhere (myself included) were unsure if Popcap's newly revealed game was part of an elaborate April Fool's Day hoax or not. A little more than a month later, the game was released and not only saw universal acclaim from the gaming media resulting in an 88 on Metacritic, but also earned the title of Popcap's fastest selling game of all time.
In Plants vs. Zombies, Popcap takes the standard tower defense formula and greatly simplifies it. Instead of a path to build towers along, you drop seeds in your yard which then grow in to plants that have various offensive or defensive capabilities. The yard is organized in a grid, and zombies move straight across the row they spawn on, munching (or in some cases jumping or flying over) anything that they come in contact with.
A gauge on the top of the screen shows how close you are to the end of the level, with flags indicating when big waves of zombies are going to come. When you clear a stage, you're often awarded with the seeds of one more of the nearly 50 included plants. This seemingly constant progression does a great job of keeping you interested, as it always seems like you have a new toy to play with. To shake things up even more, mini game levels are mixed in, including a bowling game of sorts, a whack-a-mole game with zombies, and others.
Originally designed to be played with a mouse, Popcap did an excellent job of porting Plants vs. Zombies to the iPhone. The resource required to build your defenses is sunlight, and in the PC version feverishly moving your mouse around to click on the small suns falling from the top of the screen got tiring (especially when playing on a laptop with a touchpad). On the iPhone, the sunlight mechanic is also in place, but seems to work so much better when you only have to tap the falling suns to collect them.
Interface elements have been made smaller to dedicate more screen space to your yard, and some things have been moved around. Your available seeds have been moved from the top of the screen to the left, and to plant one all you need to do is tap it then tap the grid square of your lawn where you want it placed. Alternatively, you can tap the seed icon then drag your finger around your lawn. This causes both the X and Y axis of the square you're currently selecting to light up which effectively put an end to me accidentally placing seeds in squares I didn't mean to.
Plants vs. Zombies is absolutely loaded with high quality animations, excellent cartoonish zombies, and silly dialog between your neighbor/shopkeeper Crazy Dave and even notes from the zombies themselves. Throughout the game you'll defend your front lawn during the day, at night, then defend your back yard which introduces water plants that can only be planted in your pool.
As you advance through levels you will come across many more zombies than just the standard run of the mill mindless brain-muncher. There's a Michael Jackson zombie that causes others to rise from gravestones following a Thriller-like dance. There's also zombies that have armored themselves with screen doors, traffic cones, buckets, football pads, and other equally ridiculous equipment. 25 different zombies in all are included, and one end-boss. Each zombie even has their own profile inside the in-game almanac, and they're really worth a look once you unlock it.
Plants vs. Zombies performs well on both my iPhone 3G and 3GS. I did experience some slowdown when there were tons of zombies and projectiles on screen, but overall this didn't cause a problem playing through the game as the only time there was enough things happening on-screen to cause slowdown was at the very end of some levels where you already have your yard fully covered and are just waiting for the last wave of zombies to die.
On the iPhone, Plants vs. Zombies only includes the main story and a quick play mode that is unlocked once you've beaten the game that will allow you to play a few different scenarios and the various mini games you came across in story mode. The endless survival mode from the PC version is nowhere to be found, which is very disappointing, especially since I imagine quite a few people excited about Popcap porting the game to the iPhone have already completed the story mode on the PC.
There is only one difficulty level, and if you're a veteran of tower defense games, Plants vs. Zombies will likely be very easy for you. Personally, I love the tower defense genre, and being able to make it all the way through Plants vs. Zombies without much difficulty at all hasn't stopped me from playing through the game multiple times on my computer, and I'm enjoying the iPhone version just as much. I'm not sure what it is about Popcap games, but similar to Peggle and Bejeweled, Plants vs. Zombies never seems to get old.
The 88 Metacritic score of the original Plants vs. Zombies (complete with 100's from multiple sources) just goes to show how great this game is. The iPhone port is absolutely phenomenal, and even though it's lacking a few game modes, there's always hope for them to be implemented in the future either via an update or a DLC add-on. There isn't a lite version, but there is a free Flash demo that I highly recommend trying if this is the first you've heard of Plants vs. Zombies.
Last week we got a sneak peek at Indeeo Games' recently released line drawing game, AirStrike Defense [App Store]. Featuring three modes that the game hops between with each mission, AirStrike Defense asks players to control ships and/or planes in a variety of different combat scenarios.
Regardless of which unit type you're controlling, both naval and air forces are maneuvered by drawing lines originating from the ship or plane. Both are capable of boosting their speed for a brief period of time, and handle much differently depending on the unit. For instance, massive battle ships move and turn extremely slow, while smaller ships move much faster, and your jets move even faster.
Gameplay is structured through a series of mission, each with slightly different objectives. Some naval missions ask you to navigate a fleet of battleships through an ocean full of mines, or avoid bombers trying to sink your ships. Air missions involve bombing enemy ships, and there's a combination mode where you're managing your air offensive while protecting your naval fleet.
The sea missions are fun, but I found the various bombing missions to be the most enjoyable by far. As you progress through the game, you'll need to take out entire fleets of enemy battle ships with your bombers and your performance is graded by your overall bombing accuracy. Achieving a high accuracy score is easier said than done, as it takes quite a bit of skill to precisely drop bombs on enemy fleets filled with a variety of ship types that all behave differently.
Where things went south for me was when AirStrike Defense has you managing both bombers and ships at the same time. Instead of having everything take place on a single screen, you hit a button in the top left corner that switches in between the screen with your air forces bombing the enemy fleet and the screen with your fleet avoiding the enemy bombers. It's confusing and disorienting constantly switching back and forth between both battles to manage all your units at once.
While I wasn't crazy about the combination missions, AirStrike Defense does a great job at mixing up the objectives enough to keep gameplay fresh. The line drawing controls work great, and there is a ton to work towards in the game as you slowly get access to different types of ships and planes. AirStrike Defense is definitely worth a look if you've enjoyed line drawing games in the past, and want something a little more involved than Flight Control and similar spinoffs.