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Upcoming Roguelike ‘Spirit Hunter Mineko’ from ChronoSoft

Adventure, Iphone News, Retro, Role-Playing, Upcoming Games, iPhone Games, iPod touch games - by Blake Patterson - March 19, 2010 - 07:53 America/Chicago - Be first to Comment!

A year ago ChronoSoft brought us the dungeon crawler Rogue Touch [App Store], included in our Best Games of 2009 roundup and my personal favorite iPhone roguelike. The game has been well-supported by the developer and has gathered quite a following in our forums. Over the past few months, however, developer Kevin Hill has been fairly quiet, leading us to wonder just what he's been up to.

As it turns out, with the roguelike formula held firmly in mind, Kevin's been busy at work on a new iPhone game. Yesterday, in our forums, Kevin announced his forthcoming title Spirit Hunter Mineko: Demon's Reach.

Spirit Hunter Mineko: Demon's Reach is a roguelike / dungeon crawler with a bit of a backstory. The game centers around Mineko, an average teenage girl who enjoys exploration, spelunking, and sparring with tough monsters. Stubborn, short-tempered, and rebellious, Mineko lives with her family in a secluded mountaintop village. She is a Spirit Hunter, trained from a young age in the art of channeling her spirit to perform magical feats. And while she demonstrates great skill, she is still treated like a child by her village. However, Mineko's chance to prove herself has just arrived.

One dark night a vicious storm kicks up, tearing through the valley below and whistling through the peaks that she calls home. Upon waking the next day, Mineko and every last member of the village are amazed to see that this was no ordinary storm! Down in the valley that previously contained nothing but dense forest, a huge castle has materialized… apparently from thin air! Its sinister appearance, as though an enormous evil hand was stretching out of the earth towards some unseen desire, immediately earns it the name "Demons Reach".

The village council decides to send a scout into the valley to investigate and, in a move that infuriates Mineko, her brother is chosen for the task. Not one to mope about the house, Mineko grabs up her dagger and crossbow, opens the hidden door in the floor of her bedroom, and it's off to high adventure she goes.

Spirit Hunter Mineko, while a dungeon crawler like Rogue Touch, is rather more similar to some of the iconic SNES and Gameboy Advance adventures of the past. It features a unique world with monsters, gameplay mechanics, and graphics not inspired by any existing roguelike. Unlike the much more graphically simple Rogue Touch, the new title is an OpenGL ES-based affair featuring smooth-scrolling travel through the game's various levels. As the development of the title progresses, detailed animations and particle effects will come into play, as well. The developer likens his vision of the completed title to Shiren the Wanderer for the DS.

Kevin has just posted an early video of the game that serves as more of a "tech demo" of the game system as it stands currently than a demonstration of any meaningful gameplay.

The developer tells us that, while the early video demonstrates his line-of-sight algorithm, he plans to finesse the system with a smooth-shadow effect before release. He also indicates that the onscreen mini-map, in the final game, will start small and slowly fill out as you explore the randomly-generated levels. And, while the video shows only the game's dungeon environments, there are currently four different environments / tilesets planned for the release version.

We're told that there's much left to do in this title before it's ready for the App Store, but, remembering Rogue Touch, we're rather confident that the end result will be worth the wait. Stay tuned for more on ChronoSoft's Spirit Hunter Mineko: Demon's Reach down the road.

‘Chaos Ring’ Trailer Released – Looks Incredible

Iphone Games, Iphone News, Role-Playing, Upcoming Games, iPhone Games, iPod touch games - by Eli Hodapp - March 17, 2010 - 21:22 America/Chicago - Be first to Comment!

We still really don't know anything about Square Enix's upcoming iPhone-exclusive RPG that we haven't already mentioned, but this trailer for Chaos Ring is absolutely amazing. The graphics are insane, and the game looks like a Playstation-era RPG. Needless to say, we're extremely excited about this:

Originally I suspected this might not be released for quite some time, since the only release date we've found anywhere is simply 2010, but the trailer looks like a surprisingly complete game. I wish we had more details to share right now, but needless to say, we're going to be following Chaos Ring very closely.

Update: Forum member GDSage has done a phenomenal job at piecing together tons of details about Chaos Ring in the Chaos Ring thread on our forums.

New Square Enix RPG ‘Chaos Ring’ Coming in 2010

Iphone Games, Iphone News, Role-Playing, Upcoming Games, iPhone Games, iPod touch games - by Eli Hodapp - March 16, 2010 - 16:39 America/Chicago - Be first to Comment!

To say details are sketchy right now on this game would be an understatement, but what we do know is that Japanese developer Media Vision has a job posting [Translated] up looking for developers for a new RPG for the iPhone coming in 2010.

French Final Fantasy fan site, Final Fantasy Ring via Famitsu noted the game is called Chaos Ring and also in their story [Translated] mention that the team behind it also created the Playstation RPG Wild Arms, a personal favorite of mine.

That's all we know right now, the rest is open to speculation. There is an awful lot of time left in 2010, and if Media Vision is only looking for people now, we might have a long wait in front of us to get our hands on Chaos Ring. Regardless, we're anxious to hear more on the game and will post whatever we can dig up from our Japanese sources.

In the meantime, you can swing by the Chaos Ring thread on our forums and join in on the excitement.

‘Ravensword 2′ Details Revealed

Iphone Games, Iphone News, Role-Playing, Upcoming Games, iPhone Games, iPod touch games - by Eli Hodapp - March 15, 2010 - 17:06 America/Chicago - Be first to Comment!

The developers behind Ravensword [$4.99] are very active members of our forums, and aside from constantly answering questions in the thread for Ravensword, they also recently used our forums to post the first images from Ravensword 2. Obviously it's hard to discern much about the actual gameplay at this point just by looking at character models and concept drawings, but I really liked the original Ravensword in our review, and there's not much reason to think the sequel wouldn't be just as good– If not better.

These details were revealed a few days ago, but due to the madness that was GDC, we're just catching up on it now. Here's what we know so far:

The Ravensword team is hard at work building a "massive library" of art assets, and with the help of Dicework Games are going to flesh out many of the RPG elements that the original Ravensword was missing. Ravensword 2 isn't coming out anytime soon, but they expect to have it on the App Store sometime this year.

They've also got a secret project in the works that is going to be announced soon, and you can expect to hear about it as soon as we find out more details. In the meantime, check out the Ravensword 2 thread where the Ravensword 2 team have posted a ton of images and have been actively answering questions from forum members.

GDC 2010: ‘TibiaME’ MMO Coming to the iPhone

GDC 2010, Iphone News, Massive Multiplayer (MMO), Role-Playing, Upcoming Games, iPhone Games, iPod touch games - by Blake Patterson - March 10, 2010 - 14:53 America/Chicago - Be first to Comment!

Here at GDC 2010 we had the chance to meet with Benjamin Zuckerer of CipSoft and have a look at the upcoming iPhone version of their popular TibiaME mobile MMO.

TibiaME is an exclusively mobile, top-down 2D MMO that made its debut on Nokia platform devices six years ago and has been growing its community ever since. At present there are approximately 50,000 active players in the game world, which consists of 67 islands, with 16 levels each. The islands exhibit a variety of different terrain types, such as forest, dungeons, ice, and "undead."

TibiaME places the player in the game world as either a warrior or a wizard. The islands of the world are peopled by other online players and a host of enemy characters that range from squirrels to demons — 56 types in all. There are magic-using boss monsters to contend with, as well. During the demonstration we were given of the pre-release iPhone client, there was no lack of activity in the world, as can be seen in our demo video.

While the iPhone version of the game client ties into the same game world that has been running these six years, it is a complete, ground-up rewrite that has been under development for a year and a half. The 20×20-pixel character graphics of previous versions of the game have been redrawn at a rather more detailed 50×50 pixels for the iPhone version, a new user interface has been implemented, and fight sequence animations have been added to the mix, as well.

The iPhone release will make its debut mid-year and follow the "freemium" price model. The base release can be downloaded free of charge and offers two (of the total 67) islands to explore. Characters playing in this mode are limited to a maximum of level 20 experience. Those wanting to experience the full game world can buy play time in blocks of one (5 euros) or 4 months (12 euros). Any character that has been built up in the pay model will retain all stats in the event an unrenewed block of time, but will be unable to level higher without the purchase of additional play time. The developer estimates that the base, free play experience delivers about one month of engaging play for the typical user.

To keep the game fresh, the developer has been in the practice of releasing a series of updates over the course of a year: 12 small that alter various game details, and 2 large, bringing new features and notable enhancements.

The only stand-out negative we saw about the title is its complete lack of any in-game music or sound effects. The iPhone version will allow the user to play tracks from their iTunes song library, however. And, of course, the main stand-out positive is the six years the game has been live and the sizable community that has grown within it, a most iPhone MMO's can't point to.

See our gameplay video for a look at the action in the pre-release client.

TibiaME for the iPhone is expected to debut mid-2010. Additional screenshots of the game can be seen at CipSoft's TibiaME Facebook page.

Exclusive ‘Hexen II’ Hands-On Preview with Video

Exclusives, First Person Shooter, Iphone Games, Iphone News, Retro, Role-Playing, Upcoming Games, iPhone Games, iPod touch games - by Eli Hodapp - February 26, 2010 - 06:00 America/Chicago - Be first to Comment!

Early this morning Vimov provided us a sneak peek at their iPhone port of Hexen II. It's a work in progress, as currently there's no music yet, the menu system hasn't been implemented, the controls are basic and nowhere near final, and they've got a bunch of performance tweaks to implement to make it run across the whole iPhone and iPod touch device family. But other than that, it's all there.

Hexen II is, obviously, the sequel to Hexen (which was the sequel to Heretic) and was developed by Raven Software and published by Id for the PC in 1997. This first person shooter utilizes a modified version of the Quake engine to add a roleplaying element to the game where players could choose from multiple classes, and increase statistics by earning experience throughout the adventure.

Like the other games in the series, Raven eventually released the source code for Hexen II, which is what is powering the following gameplay video:

The sticky situation that the developers of this Hexen II port face is that, while the actual game source itself has been made open source, the data files that make Hexen II more than just a modded Quake engine are not open source. The preview version we were given is utilizing assets from the free Hexen II demo, but the game itself can't hit the App Store until the developers work our some kind of licensing agreement with Activision.

‘Final Fantasy’ and ‘Final Fantasy II’ – Excellent Ports of RPG Classics

$8.99, Iphone News, Retro, Reviews, Role-Playing, iPhone Games, iPod touch games - by Eli Hodapp - February 24, 2010 - 20:03 America/Chicago - Be first to Comment!

Facing the possibility of bankruptcy in 1987 after a string of failed titles, SquareSoft (now Square Enix) only had the resources left for one final game. Hironobu Sakaguchi was in charge of the seemingly insurmountable task of saving the company. Aptly named, Final Fantasy needed to succeed, and with the help of artist Yoshitaka Amano and composer Nobuo Uematsu, Final Fantasy not only was massively successful, it also spawned the series that has since become the benchmark that nearly all roleplaying games are compared to in one way or another.

Final Fantasy tells the tale of four "Light Warriors" with mysterious backgrounds that have joined forces to restore light to the world and vanquish the evil that has spread across the land, illuminating four elemental orbs in the process. While the plot of the game is entirely cliche by today's standards and the in-game dialog is succinct and non-sensical at times, Final Fantasy was unlike anything console gamers of the late 80's had ever seen before with an epic world map spanning three continents, party customization, and unmatched gameplay depth.

Final Fantasy

The original Final Fantasy [App Store] was not an easy game by any means. The magic system didn't make much sense, the death and save system was extremely unforgiving, and some of the later dungeons required tons of grinding to earn experience and money to buy the provisions needed to make it through alive– And even then, a string of random encounters could put an end to hours of progress. A strategy guide was practically required, and in its day, Funco Land (now GameStop) sold the used Final Fantasy NES cartridge for far more than its original retail price after the supply dwindled following the surprise success of the game.

Final Fantasy has since been remade and rereleased several times over the years, and while the basic story and gameplay mechanics have remained the same, many tweaks and refinements have been applied in the process. The iPhone port of Final Fantasy includes the high resolution graphics and reworked soundtrack of previous revisions, the additional "Soul of Chaos" and "Labyrinth of Time" dungeons, as well as a greatly reduced difficulty level which has served as a point of contention amongst Final Fantasy fans.

Your party seems to level up much faster, you can save anywhere outside of battle, and ineffective attacks are a thing of the past. (Previously if you assigned a party member to attack a monster and that monster dies before they attack, they just swing at nothing instead of the next available target.) Like any good iPhone game, your progress is saved when you quit the game. When you load the game again, you will be able to resume from where you were in a dungeon or on the world map. This has one side effect though, in that you can cheese your way through skipping random encounters by just quitting the game when you enter battle. On your next launch, you'll be right where you were before the battle and can keep on truckin' through the dungeon.

SquareSoft never imagined Final Fantasy would be a smash hit, as the game in no way lends itself to a sequel. A year after the original Japanese release of Final Fantasy, Final Fantasy II hit the streets, starting the trend of releasing Final Fantasy sequels that all feature a similar theme with a new game world as well as tweaks, refinements, and modifications to things like the battle and leveling systems. Again you play as a party of four (this time without the ability to customize which classes were in your party like the first) and once again save the world from evil.

Final Fantasy II

The most drastic change in Final Fantasy II [App Store] is way your characters level up. Instead of strictly increasing in level as you earn a certain amount of experience, the more you use certain abilities, the more powerful they become. For instance, by taking damage you will eventually earn more hit points and by casting spells you eventually earn more magic points. This often confusing cause and effect system was supposed to allow players greater customization of their characters instead of the rigid class types of the original Final Fantasy, but also allowed several opportunities to cheat the system to artificially inflate the various attributes of your party members.

Final Fantasy II also comes with a new system to interact with the various in-game characters where players can memorize certain key terms, then recall them to question townspeople. While there is more interactivity than finding the correct character and talking to them until they tell you the next part of your quest, the new dialog system introduces tons of trial and error as you explore multiple conversation trees with each character you come across.

While advancing the plot may be tedious at times, Final Fantasy II is the first game in the series where you can have less than four party members, with new characters rotating in and out as the plot progressed instead of playing the part of silent protagonists in the first. New vehicles were added, and the chocobo was first introduced, a rideable bird that allows players to move around the game world without random enemy encounters.

Final Fantasy II wasn't available in the US until 2003, as before then what we knew as the Super Nintendo Final Fantasy II was actually Final Fantasy IV, a confusing numbering scheme that wasn't rectified until the release of Final Fantasy VII for the Playstation. The iPhone port of Final Fantasy II also comes with bonus content released in previous remakes of the game. Both the "Soul of Rebirth" and "Arcane Labyrinth" dungeons are included.

Final Fantasy II features the same save system, allowing players to save anywhere. The game also will resume where you left off, and is susceptible to the same random battle cheesing as the original Final Fantasy where you can just quit the game and load it back up before the random battle occurred.

iPhone Adjustments

Both Final Fantasy games are controlled via an on-screen D-Pad for character movement and a button to run while in town or dungeons, with similar menu systems as previous releases, except now the various menu items are all touch sensitive. Movement and menu navigation works well enough to get the job done, but the D-Pad feels stiff and much larger than it should be. Also, navigating the menus can be irritating at times, as the touch areas for scroll bars and some menu options are annoyingly small. Regardless, this didn't hinder gameplay much as neither Final Fantasy game really requires quick or precise movement or menu work.

In battles, the menu system as you may remember it is gone, instead replaced with a row of icons on the bottom of the screen to attack, cast magic, use items, etc. Targeting is as simple as touching the party member or monster you want to select, and overall the battle system works well although like most games with random battles, can get very tedious, especially when backtracking and potentially fighting much lower level enemies that you can kill in one hit but still have to go through all the motions of attacking and targeting.

Conclusion

As far as which game you should get, both are substantial pieces of gaming history. If you weren't around when Final Fantasy and Final Fantasy II were released, keep in mind these early RPG's lack many of the features that have since become commonplace. Because of that, you might require a trip to GameFAQs to figure out what to do or where to go next as it's not always spelled out for you. There's also no quest log if you forgot where you were supposed to be going.

Personally, I love the original Final Fantasy. I've played through the game more times than I can even remember, on more platforms than I'd even care to admit starting with the NES and ending with the iPhone. I'd recommend anyone who considers themselves a fan of RPG's or the Final Fantasy series to download the iPhone port immediately. If like me, you've been around since the beginning, the iPhone version is a competent port and an excellent blast from the past, even with the mediocre controls.

The sequel is good as well, but I've never been a fan of the wacky leveling system, and the new dialog trees that are the result of the key term memorization system will quickly have you heading to GameFAQs. I'd really recommend playing through the first before downloading the second, as if you can't make it through Final Fantasy, you likely won't have the patience for Final Fantasy II.

As an aside, I'm absolutely ecstatic that Square Enix has decided to start porting Final Fantasy games to the iPhone. I think I speak for every iPhone-owning fan of the series when I say: Please, don't stop. Bring them all.

App Store Links:

New ‘100 Rogues’ Preview Video Released – I Can’t Wait

Iphone Games, Iphone News, Role-Playing, Upcoming Games, iPhone Games, iPod touch games - by Eli Hodapp - February 17, 2010 - 15:29 America/Chicago - Be first to Comment!

We first got word of 100 Rogues late last year. Much like Sword of Fargoal, 100 Rogues seems to be taking the classic roguelike formula and sprucing it up quite a bit with colorful art, animations, and multiple character classes. Of course all the roguelike staples are in place such as randomly generated maps and permadeath as well as modern features like online leaderboards.

Dinofarm Games recently released a new gameplay video highlighting the crusader class with complete narration from the developers detailing the gameplay and interface elements in the game:

I'm a huge fan of the roguelikes, and I really like that developers are taking such an excellent genre and making it approachable to people who likely don't even know what a roguelike is. Getting used to permadeath takes a bit of adjustment, especially with how many video games lately have been trending towards regenerative health systems (Such as nearly every first person shooter released recently.) but few gaming experiences are more rewarding than retrieving whatever magical item you're searching for at the bottom of a treacherous dungeon without dying.

If you're looking for a great roguelike to play while you wait for 100 Rogues, check out both Rogue Touch [$2.99] and/or Sword of Fargoal [$4.99].

‘Doom II RPG’ – Warming Our Hearts From the Depths of Hell

$3.99, Iphone Games, Iphone News, Reviews, Role-Playing, iPhone Games, iPod touch games - by Jim Squires - February 15, 2010 - 08:00 America/Chicago - Be first to Comment!

Like Wolfenstein RPG before it, id Software’s latest venture into the world of Doom has more in common with turn-based dungeon hacks of the 80’s than with the shooter genre from whence it sprang. Don’t get me wrong – there are guns aplenty here – but instead of relying on twitch-fingered accuracy and eagle-eyed precision, Doom II RPG [App Store] shifts the series focus to strategy and exploration. It’s a strange direction for the franchise to explore, but it works.

In each of the 9 levels presented here your goal will be the same; explore your surroundings until you’ve managed to uncover the exit. How you’ll go about that, however, can really differ from level to level. In some instances you’ll need to find hidden keycards. In others you’ll need to power up doorways or use a robot to explore gas-filled rooms. Level design offers up enough variety that things never really begin to feel stale.

The bulk of the gameplay offers up what you’ve come to expect from the Doom franchise – killing demons with big ass guns. Unlike the rest of the series though, you’ll really need to think about which guns to use in which situations and how best to approach your opponents. Sure you could go in guns blazing, but in a turn-based situation with no ability to gain cover you’re just asking to get yourself killed. Little tricks like hiding around a corner after you’ve been spotted to coax an enemy in front of you, or sending in a robot helper to get a good look at a situation before you walk into it, can make all the difference in the world.

Controls are fairly simple and will be instantly familiar to anyone who has played Wolfenstein RPG. You’ll be able to rotate your character 90 degrees in any direction with the aid of an on screen D-pad and sidestep by swiping your finger in the direction you want to move. Weapons can be cycled through by tapping your weapon icon, and shooting is done by tapping the screen. If you want to activate your inventory to restore some health or apply some armor, just tap on the health indicator. Everything is kept incredibly approachable, with every action requiring only a single touch.

Like all Doom games before it, the story here is essentially Aliens meets The Gate. Hell has once again opened up in space – this time on the moon – and you’re part of the team sent to investigate. There’s a good deal of sophomoric humor in the writing, yet I was surprised at the effort that was actually put into making the story interesting and providing the world with some depth. You’ll encounter different survivors that provide key information on what you’ll need to do to advance through a level. Computer terminals are found around the complex with emails open that give insight into the events that unfolded before you arrived. They’ve really done a bang up job of framing the story in a way that will keep you more engaged than you might suspect.

I was also taken aback by how well they managed to keep me on the edge of my seat with anxiety and occasionally jumpy with fear. When you remove the real-time components of a game like this and opt to keep the visuals campy and old school, your expectations in terms of nail-biting excitement are set relatively low. Yet time and time again, the level design would lead me into a situation where I was surrounded by demons with seemingly no way to get out.

The game also managed to have a few cheap carnival-ride thrills. In one instance I walked into an empty bathroom to refill my holy water gun in the toilet. Let me stress again — the room was totally empty. But when I looked in a large mirror on my way to the exit there was a zombie standing right behind me! Sure these are cheap carnie thrills here, but it made me jump nonetheless.

Silliness also manages to sneak its way into the game more often than I’d expect. Shooting a demon with holy water, for example, will make his eyes bug out like a Looney Tunes animation. Searching the corpses of demons will occasionally turn up useless items like human fingers and pocket lint. It’s the sort of stuff that would have made me laugh when I was 12, and for some reason it still manages to illicit a chuckle out of me. This is a game where you can throw toilets at hellspawn — who wouldn’t crack a smile at that?

As you can probably gather from the bulk of this review, Doom II RPG is a game that left me tickled pink from beginning to end. Still, we’d be remiss to not mention the few questionable design decisions that popped up from time to time.

I loved that enemy sprites were cut and paste from 1994, but they looked a little too fuzzy when you got up close. Couldn’t they have been cleaned up just a little for their 2010 re-introduction? Doom II RPG is also in desperate need of an auto-save feature. Each level would take a minimum of 30 minutes to complete, and on more than a few occasions I forgot to save and ended up having to replay huge chunks of the adventure. Also, for a Doom title, the game world is seriously lacking in the satanic scenery found in previous games of the franchise.

Still – with so few complaints, Doom II RPG is a game I enjoyed from beginning to end.

App Store Link: Doom II RPG, $3.99

‘Across Age’ – Time-Traveling Is The Solution

$6.99, Action, Iphone Games, Iphone News, Reviews, Role-Playing, iPhone Games, iPod touch games - by Ryan Rigney - February 11, 2010 - 13:02 America/Chicago - Be first to Comment!

Action RPGs on the App Store have been steadily improving with the release of each new game. The first, The Chronicles of Inotia, was received with mixed feelings. Later, Zenonia was greeted as a vast improvement (albeit with its own flaws) and most recently Inotia 2 stole the crown upon its release last November. Now FDG Entertainment has upped the ante once again with Across Age [App Store], an RPG that explores time travel and simultaneous management of multiple characters.

The story of Across Age is standard fare for the genre, falling cleanly into a long line of RPGs in which the goal is to save the world from an evil magician. Unlike certain other similar games on the App Store, however, the writing and translation is extremely well done, with no noticeable spelling or grammatical gaffes. These high quality production values show in the soundtrack and crisp art style as well; each environment is colorful and carries its own unique and catchy background music.

Across Age's big hook is that players control two separate characters at once, switching between them and separating them at will by touching on their icons located at the bottom of the screen. The male character, a knight named Ales, can pick up the female mage character, Ceska, and throw her to otherwise unreachable areas. This creates opportunities for fun puzzles that might require Ceska to reach a switch to open a door for Ales, or simply lead to hidden treasure.

The character separation and cooperation element works quite well to create good puzzle variation. One puzzle might require Ales to separate and engage in a simple block pushing minigame, while others could turn into a complex maze that requires the two characters to separate and help each other progress. New mechanics (like a "boat" that can be used to navigate watery environments) are introduced at a fairly consistent rate throughout the game, effectively preventing things from becoming boring and repetitive.


Across Age's other big gameplay gimmick is the ability for Ceska to time travel through the use of sparsely-located panels. This opens up plenty of possibilities, and often forces players to think creatively. In one instance, Ceska has to go back in time to drop off a wine bottle, only to return years in the future to harvest the now priceless aged wine. Special items called rebirth stones can be left along with a normal item in a magic pool located in the game's central city and returned to in the future to create special items and weapons. This system can often add special attributes to weapons and other items, and experimentation is encouraged to discover the best possible results.

Combat in Across Age might take a while to get fully acquainted with, but it works quite well after a bit of practice. Ales attacks by running directly into enemies (which looks quite stupid at first but makes sense if you think about it; why do you need hit a button to do something that can be done automatically?) and Ceska attacks with a variety of spells, usually long range attacks. Her spells can be cast by tapping the big button in the bottom right, and the game is pretty forgiving with the hit area around attacks to make up for the game's rather limiting eight-way directional movement scheme.

Boss battles might be one of the best parts of Across Age. Unlike many RPGs, which simply force players to mindlessly attack boss characters until they die, this game demands a sound strategy to earn a victory. In one instance I was faced with a giant plant monster which had to first be weakened with Ceska's recently learned fireball attack before Ales could rush in to attack in its weakened state.

Across Age does have its fair share of problems, most of which probably can't be fixed in a simple update. The equipment screen takes a fair bit of getting used to due to the small text size that makes it rather unresponsive to touch, and the game's zoomed-in camera makes some enemies lurking in the southern regions of the screen difficult to detect before running directly into them. The most glaring flaw rears its head early in the game: some areas must be revisited far too many times to progress through the story.

The lack of multiplayer might be berated by some, but since only one character can attack at once as according to the intentional design of the game, I don't think of it as a missing feature. A great combination of fun combat and good puzzle variation allows Across Age to swiftly avoid the problems that many RPGs run into, and its high production values only serve to increase the already substantial attractive nature of the game for fans of the genre. Zenonia 2 has a lot to prove if it's going to continue the trend of ever-increasingly great action RPGs being released on the App Store.

App Store Link: Across Age, $6.99

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