During last night's iPhone Developers Union party, here at GDC 2010, I had the chance to sit down with Dan Bliss of BinarySquare and have a look at his new, retro-styled block elimination title Kerplinkus [App Store].
Now, many of you out there are surely thinking you need to see another block elimination game like you need a hole in the head, but Dan has managed to deliver a fresh take on the formula that's simple and highly challenging — in fact, it can be downright panic inspiring. It works like this: you start off with a playfield consisting of upwardly advancing rows of differing blocks. Particles that match the rising blocks fall from above and, in the case of a match, eliminate the blocks they hit (and any bordering blocks of the same design) or, if the shapes don't match, add a block to the column in question. The goal of the game is to see how long you can keep the tallest column from touching the top of the screen. The real strategy lies in the fact that you can swap any two of the advancing blocks by tapping one and then the other. The trick is to wisely determine which columns to focus on to keep the game going. It's a pretty frantic affair.
Like BinarySquare's earlier title, Space Out [App Store], the game features a highly-retro, pixellated graphical treatment that lends the title a distinctive look that some gamers (like me) will love. Old school music and sound effects, created using the Commodore 64's famous SID chip, are also featured.
While it's true that the App Store is flooded with block elimination games, Kirplinkus really does deliver a fresh twist on the formula. See BinarySquare's demonstration video for a look at the gameplay.
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.
As a child of the 80’s I grew up on Transformers. As a mobile strategy fanatic I’ve been in love with turn-based strategy games for years. It should come as no surprise then that Transformers G1 Awakening ranked pretty high on my most wanted list. But it also ranked fairly high on my list of concerns. After all – Transformers has had countless reinventions over the last few decades, none of which could hold a torch to the series that started it all. Likewise the series has had a number of video game spinoffs, nearly all of which have managed to disappoint. Could a Transformers game released more than 25 years after the series inception possibly live up to the expectations of series purists and strategy fans alike? As mobile gamers first learned in 2008, the answer is a resounding yes.
Originally available for mobile phones back in 2008, Transformers G1 Awakening is a solid strategy game that takes fan service to a whole new level. If you grew up on the original Transformers cartoon from 1984, you’re going to squeal like a 6 year old when you see some of the choices the game has made. The cast is comprised of series mainstays like Optimus Prime and Bumblebee, but the game happily makes room for fan favourites like Grimlock and Ironhide. True to the television storyline, the story starts with the crash of the Ark and continues through to the Space Bridge built by the Decepticons. Jetfire’s first appearance is even true to his back story, starting out with the bad guys and quickly switching sides.
Gameplay here should be familiar to anyone who’s played turn-based strategy games like Rogue Planet or UniWar. Each unit will be able to move a certain number of squares, attack opposing forces, and capture important structures. Unique to Transformers however, is the ability to -– well -– transform. Every character can transform from robot mode to vehicle mode and back again. Vehicle mode offers a major advantage if you need to cover ground as you’ll be able to move around with much greater ease, but it also comes with a major disadvantage as you won’t be able to defend yourself from attacks.
Unlike many of the games that G1 Awakening draws inspiration from, the gameplay emphasizes strategy over sheer force. Certain levels play out more like puzzles than tactical combat situations. By offering up actual characters instead of generic unit types, you can never have more than one of a certain unit on screen at the same time. Like the morale boost Optimus gives his troops, but also enjoy his high attack rating? He can’t be in two places at once, so you’ll need to place him where he’s needed the most.
Some of the characters will share similar stats and abilities, but no two Autobots play exactly alike. Prowl and Sideswipe both utilize ranged attacks, but their distance and power are different. Ironhide had a great chance to deflect damage, but his mobility is severely limited. It’s very rare that you’ll ever have more than 4 or 5 characters on screen in any given level, so knowing the strengths and weaknesses of every character (including those of the Decepticons you’re trying to destroy) is essential to your success.
Having a limited number of characters doesn’t mean you can’t introduce more into the battlefield, it just means you’ll need to be selective on who you introduce. New units can be purchased by spending Energon, which you’ll earn on each turn. The amount you earn depends on the number of pylons or power stations you’ve captured. As strange as it may sound, unit production became one of my favourite parts of the G1 Awakening – not for any gameplay reasons, but because it’s a shining example of the crazy amount of fan love that went into the game design. Units aren’t created in a factory or rolled off the back of a truck – they’re introduced into the battlefield by Metroplex, the Autobots living battle station. The only thing that could have been better is if Blaster was able to produce units like Eject and Rewind, and guess what? He can do that too. If anyone tries to tell you that G1 Awakening isn’t everything an old school Transformers fan has been waiting for, you just tell them to shut their lying mouth.
G1’s campaign is 17 missions long and should take the average gamer 3 or 4 hours to work through – not a bad package, but not necessarily as long as similar turn-based strategy games on the App Store. In addition to the story mode G1 Awakening also offers Showdown mode, a series of challenges that pit the Autobots against the Decepticons in a number of unique situations.
Rounding out the package is Cybertron Arena, G1’s fancy name for multiplayer. Cybertron Arena earns serious points for finally letting us play as the Decepticons, but it loses just as many for its limited gameplay options. You can’t play online, you can’t play over local wifi -– the only option for multiplayer is single device pass’n’play. It’s a good fit for this style of game, but on its own it just feels like too slim an offering. Still, if you don’t have another friend to play with sitting next to you G1 Awakening at least offers up a Cybertron Arena AI option.
Outside of the slim multiplayer options, the only real disappointment here came from the visuals. The game was ported from a 2008 mobile phone release and when you’re issuing commands on the map it really shows. It’s not just that the graphics are ripped from a mobile phone, it’s that the design decisions made for the mobile phone version just made no sense. Each character has a constant animation when standing still that has their torso and arms moving in a way that mimics breathing (which, I’m pretty sure robots don’t do), so we know they can do animations. Yet when characters move around the map in robot mode their feet don’t move. It’s like moving asthmatic chess pieces. The terrible command mode visuals are a stark contrast to the battle visuals which easily rank amongst the best in the genre. Cel-shaded graphics come to life in a quick battle animation that looks like it could have been ripped right out of the series. If anything, they reminded me a lot of the visuals in 2002’s Robotech: Battlecry for home consoles. If you’re not familiar with the game, trust me, that’s a compliment.
As a strategy game, Transformers G1 Awakening offers up enough twists to help it stand out in a sea of similar games. As a Transformers game, it offers up anything and everything an old school Transformers fan could want to see. G1 Awakening isn’t simply a great strategy game, it’s the greatest Transformers game I’ve seen to date.
When the TurboGrafx-16/PC Engine was released in the late '80s it failed to make the splash that its creators had hoped for. The console sold around 10 million units over the course of its lifetime, with only 2.5 million of those units making their way into US households, so it's no suprise that the original Military Madness [App Store] never became well-known. Hudson has updated the turn-based strategy franchise several times over the years (including XBLA, PSN, and WiiWare ports in 2009), and this newest iPhone adaptation makes MM a series that has seen releases across four decades. The iPhone's touch screen is a natural fit for the IP, so Neo Nectaris just might be the best version of the game yet.
The short cutscene that plays at the beginning of a new campaign in Neo Nectaris would lead you to believe that this is a sequel to the original game, but this is essentially the same tale told all over again. A ragtag band of rebels were defeated by the union forces at their base on the moon in 2089, and peace was abundant. That was the first game. Now, however, in 2099, that same group of rebels is developing weapons on (you guessed it!) the moon. Thus, you have been sent in with a special forces batallion to clear out the rebels. Despite the sloppily rehashed story, the 48 missions in this sequel are actually all-new, so old-timers need not worry about playing through the same old 32 levels from the first game.
Military Madness's similarities to Nintendo's Advance Wars series become quite obvious upon setting foot upon the battlefield. The mix of long-range units like rockets, mid-range units like artillery squads, and numerous close-combat tanks are nearly identical to the units in Advance Wars, and the games share a quite similar terrain advantage system. The first version of Advance Wars was released as Famicom Wars in Japan a year prior to the debut of Military Madness, so I'm not quite sure which series influenced which, but there are enough differences to make them unique in their own rights.
The most noticeable difference between MM and quite a few other strategy games is its use of a hexagonal grid system. This system can be confusing, initially, especially for players who've gotten used to quadrilateral-based grid systems in their turn-based strategy games. The spaces adjacent to units fall within that particular unit's "zone of control," which prevents enemy soldiers/tanks from progressing through the areas surrounding it and allows players to strategically set up roadblocks to force the enemy into a position that could potentially turn the tide of a battle in their favor.
Another feature of the game is the "stars" system, which rewards individual units with increased stats for every encounter they fight in. The ability to heal these units after a single turn spent in a factory (which cannot produce new units and must usually be captured by an infantryman) creates an incentive to retreat with units who've seen a lot of fighting to allow them to come back fully powered and enhanced later in a battle.
In-game tutorials and a unit description screen that can be pulled up at any point during battles makes the game extremely user-friendly, and I checked out all the old tutorials despite my long history with the franchise as a quick refresher. I was a bit disappointed that Neo Nectaris doesn't use 3D visuals like the recent WiiWare, XBLA, and PSN release, but the iPhone port does feature an updated soundtrack that sounds great and fits the game well.
There are a few issues that keep Neo Nectaris from greatness, most notably the omission of any multiplayer- local or online. Another problem I had with the game might sound a bit more nitpicky, but it's niggling: there is no real animation for unit movement; soldiers and tanks just "blink" their way over to their destination when moving. This is a problem that usually doesn't afflict modern games, so it could (and really should) be fixed in an update.
Military Madness: Neo Nectaris isn't much of a departure from the now 20-plus-year-old original game, but it holds up extremely well, especially with the new touch controls. Multiplayer seems too crucial to exclude, so I desperately hope that Hudson decides to support the game with the addition of those options in the future, but I'll admit that the single player campaign is so much fun that it can keep most people happy for now. If you've ever played Military Madness before, I probably don't need to convince you to check out this version, but for newcomers to the franchise I cannot stress enough how much pure fun this game is.
Hudson Entertainment just released an iPhone version of the classic turn based strategy game Military Madness (or Nectaris). The hex map strategy game predates Advance Wars and was originally released for the TurboGrafx-16 back in 1989. The game has since seen a number of revisions including last year's revival for WiiWare, Xbox Live Arcade and the PlayStation Network.
The iPhone version is an adaptation of Military Madness 2 and is said to take full advantage of the iPhone's touch control and graphics capabilities.
Military Madness: Neo Nectaris delivers a complete, turn-based strategy game from the masters of the genre. Through 50 levels of blistering tactical gameplay, you'll be wrapped up in every battle, every move, every step of the way.
We'll take a closer look at this game later this week.
On the eve of what could be the biggest Apple announcement since the iPhone, Battle of Puppets [App Store] somehow is successfully holding my attention over obsessively refreshing every tech blog on the planet looking for more tablet tidbits. (A lofty accomplishment, to say the least.) While at the heart of the game it's little more than a castle vs castle battle, Battle of Puppets is absolutely oozing character and charm through its amazing art style and other really clever features.
If you've played one castle vs castle game, the gameplay mechanics will be instantly familiar to you. If not, here's the genre in a nutshell: Two castles are on opposing side of a battlefield, you need to manage various resources to produce units, often limited by a unit cap that may change on each level. You must formulate a strategy based on the different strengths of your units playing off the weaknesses of your opponents units to fight your way to their castle and eventually destroy it.
The battlefields in Battle of Puppets are amazingly cute stages with scenery that moves around depending on the time of day, and when a unit dies it's yanked off stage. Continuing with this theme, each of the armies in game are themed after a different classical opera, with everything from spanish forces themed after Carmen and to asian themed armies inspired by Madame Butterfly.
Compared to other castle vs castle games, the amount of thought and small touches developers Small Wonders put in to the game is awesome. The animations are great, each army feels a little different, and there's even three save slots so multiple people can be playing the game on a single device. The following gameplay trailer should give you an idea of the atmosphere of the game:
There are a bunch of castle vs castle strategy games on the App Store, but few can come close to rivaling the look and feel of Battle of Puppets. Playing as each of the different opera forces should provide a decent amount of replay value for people who become engrossed in the game, but under the hood it's still a castle battle game. If you haven't been interested in them in the past, the eye candy in Battle of Puppets likely won't be enough to sway you over.
iPhone gamers fond of a little time on the virtual battlefield may have something to look forward to in Thunder Game Works' upcoming WWI-based Trenches for the iPhone and iPod touch. Thunder Game Works has been teasing readers about the game since mid-November hoping to build up interest in their first title. As it turns out, the developers have revealed that Trenches is 2D, side-view attrition warfare game that involves resource management and strategic deployment of troops, utilizing touch-based line-drawing elements for movement of troops across the battlefield.
The game features a campaign mode which takes you through the course of the Great War as Thunder Game Works has laid it out, as well as a skirmish mode that allows the player to choose his or her own setup for a quick game, including specifying troops, bombardment abilities, and even the amount of trenches and barbwire on the battlefield. There's also a hidden sub-game that can be unlocked by the savvy.
In order to keep the game's replay value high, the developers have implemented an "adaptive artificial intelligence" system that monitors players around the world and learns from their tactics, resulting in an evolving enemy AI that results in never playing the same game twice. The game's music system varies the in-game music based upon how well — or poorly — you're doing on the battlefield, to deepen the atmosphere of the action. OpenFeint integration tracks global high scores as well as achievements.
Trenches was developed by the same team that created the popular tower defense title Tap Defense [App Store]. It makes extensive use of original and professional voice acting for both the British and German troops and features art by Michael Heald of FullyIllustrated.
See the developers' trailer video for a look at the game in action.
See the lengthy Trenches post in our forums to see how readers like what they've seen. The game has recently been submitted to Apple and is set to make its App Store debut next month, January 2010.
Gogogic has released their latest game Soft Freak Fiesta into the App Store today. As a special launch deal they've set the price to Free for the first 24 hours, so now's your chance to pick it up.
Soft Freak Fiesta is multi-player turn-based billiard-like game where you propel your Soft Freaks into each other to dominate the field. The game comes with a number of different maps. The goal of most maps is simply to remain the last team standing. Games are coordinated both online as well as local Bluetooth and Wi-Fi. Each team sets their moves in each turn and sends their Freaks into action.
Each freak also comes with their own special weapon that can be deployed in game. Bonuses can be picked up to replenish your health. We've only been able to spend a short time with this game, but it's definitely one to pick up during the free launch sale.
When John Kooistra, the developer of Blue Defense and Blue Attack, announced his upcoming real time strategy game, Red Conquest [App Store], fans went crazy. Kooistra has developed quite a following over time, and expectations were high for this prequel/sequel to the Blue games.
One of the big talking points for Red Conquest is the fact that it ties together the story of Blue Defense, Blue Attack, and this game into one comprehensive whole. Aside from pre/post-battle text dialogue, the story is largely told through the use of cutscenes with zero talking. Quite frankly, the cutscenes, while cool in concept, fall flat due to the arguably weak art direction that was taken as well as the fact that the story itself is pretty difficult to make heads or tail of.
Red Conquest does not feature a ton of different unit types, but it covers all of the necessary bases. Harvesters collect resources from floating rock formations, Cruisers and Battleships serve as combat units, and Carriers serve primarily as support units. All units are initially created from the Base unit, but can also be created from the Foundry unit, which is created by the Base. You'll be playing as the Red team throughout most of the game, but it is possible to play as the Blue team in multiplayer (the differences being that Blue units cost less resources to create, take more time to create, and do not heal automatically).
The core gameplay of Red Conquest can be extremely complex for first time players, with multi-touch menu navigation being required for such simple actions as moving a small group of units. While I really believe that they're some of the most well thought-out RTS controls on the iPhone, the learning curve at the beginning of the game is just too intense.
The tutorial can be blamed for a majority of the problems that players are likely to experience, as it's one of the most confusing tutorials that I've ever seen. In it, players are thrown into a level containing three "elders," all of whom offer differing kinds of advice on how to play the game. This is all fine and well, but instead of letting players know when they've done something correctly, the elders just randomly blurb out instructions, ignoring all player interaction. This was extremely confusing for me, as I didn't know if I was supposed to do what the elders were telling me until they told me I could stop, and I had no idea why I would use any of the controls that they were pointing me towards.
Shortly after this tutorial, players are tossed into a level that, while easy for experienced players, can be incredibly difficult to the uninitiated due to the almost instantaneous bumrushing of the A.I. opponents on the player's base. Only after reading up on the Red Conquest Strategy thread in our forums and watching the below video did I manage to get a full grasp of what the correct strategy should be on that particular level. I say all of this as a guy who is intimately familiar with the concepts behind RTS games; I can kick nearly anyone's tail in Age of Empires II, and I've always been a big Starcraft fan. If Red Conquest was this difficult for me, I suspect newcomers to the genre don't stand a chance.
I began to really like Red Conquest after I spent some extended time with it, and I see a lot of potential for the game as more content is released for it over time. The ability to play with bots in multiplayer or up to 8 human players is a real feat, and something that I think really enriches the game and gives it some long-term viability, but the current lack of online play is a real bummer. The campaign is fairly short, but the inclusion of the 16 challenge levels and the promise of more content to come likely makes up for that.
Those who are not fans of RTS games are not likely to enjoy Red Conquest, as it's really packing a complete RTS into a small, complicated control method that only genre veterans are likely to figure out. For those who stick with it and master the controls, one of the most complete, well-made RTS experiences on the iPhone await, but some real patience will be required.
John Kooistra's latest game Red Conquest has finally arrived in the App Store. Red Conquest is a real time strategy game set in open space.
Take command of your fleet with a user interface designed specifically for the mobile platform! Casual players of RTS games will appreciate the ease of managing their units with simple multi-touch controls, while RTS veterans will love the variety of advanced macro- and micromanagement options for tactical warfare.
The developer's trailer and walk through video show how the action goes:
First impressions are starting to be collected in our forums, and we'll spend some time with the game and report back.