I'll
admit that I was initially skeptical of Apple's series of
handheld devices as game machines. After all, the company
never had much success in the industry before. The Pippen, a
collaborative effort between Apple and Japanese toy giant
Bandai, was a catastrophe, and the selection of games on
the Macintosh didn't come close to what was available
on personal computers running Windows.
I also wondered how well games could work on a device
without tactile controls. The handhelds running
iOS (which I'll collectively call "iPhones" for
simplicity's sake) have just a few buttons, with each one hardwired
to basic system functions. That just leaves the touchscreen
and accelerometer available to the player, and neither lend
themselves well to the fast-paced action titles common on the
Nintendo DS and PSP.
It took a while for developers to realize this, and even
longer for major publishers like Namco, Konami, and Capcom to put
their full weight behind the iPhone. However, after a
rough first couple of years, Apple finally swept the chaff
of third-rate games and rude noisemakers out of its App Store, and
replaced that dead weight with genuinely fun titles that
either worked around the limitations of the touchscreen or made that
interface work for them.
The next generation of iPhone games aren't just good; they're
cheap. Many releases on the App Store debut
at under two dollars, with prices being sliced in half during
frequent sales. Games are even given away in promotions, with
no obligation to the user... you just click a button and it's
yours. The unbeatable prices have made cash-strapped gamers
reconsider their allegiance to Nintendo and Sony, especially since
their own online stores are not only costly, but seem downright
barren by comparison.
Against all odds, I've become one of those converts, accepting
and even embracing my iPod Touch as a game system. I'm still
not in love with the touchscreen as an input device, but there's
never been a handheld as convenient or versatile as this one.
The system's flash RAM means that you don't have to fumble with
cartridges or discs, and when you're done, you can just slip it in
your pocket and listen to music, or catch a stray wi-fi signal and
surf the internet.
It's why I've decided to review iPhone games on this site...
heaven knows I have enough of them! For disclosure's sake, I
should mention that I'm playing all these titles on a first
generation iPod Touch, and that performance is likely to improve on
more recent models of the system. There are also games I
can't review for the same reason, but there are still
plenty of titles that'll run on first generation systems.
THE iFULL RATING
SYSTEM
|
FULLY CHARGED. An
iPhone triumph! Clear some room on your system for this
one... you won't regret it. Hey, you can always take
more pictures of that comet when it comes back in fifty
years! |
|
LOOKIN' GOOD.
The great graphics, sound, and gameplay in this title
guarantee hours of fun for the whole family... if they can
tear the iPhone out of your hands! It's not
quite flawless, but it's still a gem. |
|
HALF-FULL. Or is it
half-empty? It's all in how you look at it... the
optimist will credit this for the geniune effort put into its
design, while the pessimist will point out its flaws. At
least the good and bad are balanced! |
|
RUNNING LOW. This is
just one push-button fart away from total failure as an iPhone
app. Either it's an all-around dismal effort, or a
promising idea doomed by flawed design. |
|
OUT OF JUICE. A
creative void that lowers your IQ as it drains your
batteries. Who cares if it was cheap, or free, or the
developers paid you to download it? That's space you
could be using for music! |
|
Additionally, games
which let you listen to your own music during
play will be marked with the iPod music logo. The
games without this feature will have this icon
greyed out. |
|
LATEST GAMES
ALEX
PANDA |
Lakoo/Perception
Studio |
Action/Puzzle | |
|
|
There are plenty of what
I like to call three star puzzle games on the iPhone. You know
the kind... the designers start with a novel
concept, build a realistic physics engine around it, and reward
players with up to three stars based on how quickly or cleverly they
finish each level. Alex Panda is one such game, but it's not
one of the better ones.
Let's be charitable and
start with the one thing Alex Panda gets right... the
graphics. Alex is stranded on a remote island, but
the lush, hand-painted artwork will make you wonder why
he'd ever want to leave. The animation is also more than
adequate, with the panda protagonist haplessly flailing his arms as
he's tossed around each level and bear-eating plants that snap their
jaws menacingly if he gets too close.
Unfortunately, the
gameplay has all the meat of the average panda's diet... which is to
say, almost none. You set your finger on Alex to pick him up,
drag him to the exit, and release to finish the level. That's
it. You'll have to drop him occasionally to let
the stamina bar at the top of the screen refill, but that's not
an issue if there's a platform nearby. Even if there
isn't, a flick of the finger will send Alex to the goal
while barely putting a dent in the bar.
Alex Panda ends after
twenty stages, with the option to
purchase more. However, after you've had the first
course, you probably won't be hungry for seconds. To be blunt,
the game's dropping and
dragging doesn't have the shack-smashing catharsis of
Angry Birds, the mental gymnastics of Cut the Rope, or the
careful precision of the Dark Nebula series. It's simplistic
and unrewarding. When Jobs was handing out ideas for iPhone
puzzle games, Alex was clearly out doing his business in the
woods.
DROP7 |
Zynga/AreaCode |
Puzzle | |
|
|
After the developer
of this popular puzzle game was devoured by online gaming giant
Zynga, the cost of Drop7 plummeted from its usual five dollars to
the much more agreeable zero. It's important to note that the
free version of the game is also the ad-free version,
without commercials or restrictions. What was Zynga's angle in
offering this high-profile release free of charge? If it was
to get them noticed in the extremely competitive iPhone market,
well, they certainly got my attention.
However, Drop7 didn't
keep it for long. Like most
block-dropping puzzlers, your goal is to keep a stack of pieces
from spilling over the playfield. However, instead
of matching colors or fitting shapes, you set numbered balls in rows
and columns, until the total number of balls in the string equals
the number printed on the balls. Yes, it didn't make sense to
me, either. Even after you get the hang of it,
it's tough to set up combos with this awkward play
mechanic. Unless you've got the foresight of Bobby Fischer
(without the anti-semitism or the appaling personal hygiene), you
won't be seeing any elaborate chains unless you stumble on them by
chance.
I'd mention the sound
and graphics, but they barely warrant it. The artwork is crisp
but incredibly plain, with shadowed numbers that look like something
Peter Max would punch out on an off day. The soundtrack has
exactly one tune, and it's distracting in the worst possible way,
sounding like the Maxwell House commercial from hell.
Audiovisuals aren't a dealbreaker in a puzzle game, and there are
just enough modes to keep the game lively for players who can wrap
their heads around its odd play mechanics. However,
Drop7 seems like a relic next to other iPhone puzzlers, which
have abandoned the decades-old Tetris paradigm for clever
new ideas and vibrant
characters.
Reviewers
throw the term "classic" around a lot when describing games from the
distant past, partly out of a misplaced reverence for the
software of their youth.
However, there's an important distinction between a game
that's a true classic and one that's merely old. The dividing line is the
thought put into the design... while the developer of an
unremarkable retro title will throw together a handful of play
mechanics and hope they work together, the creator of a classic will
make sure of it.
Every idea in the game is a keystone, and removing
any of them puts the entire design in
jeopardy.
This
careful craftsmanship is what separated Time Pilot from the
terminally dull Time Pilot '84, what set Donkey Kong apart from its
increasingly strained sequels, and what makes Forget-Me-Not a
successful retro revival in a crowd of imitators. This release by Nyarlu
Labs brings together the cat and mouse capers
of Pac-Man and the overwhelming chaos of Robotron: 2084, then throws
in fresh twists to help the game stand out from its
ancestors.
The most
important of the new ideas in Forget-Me-Not is
grinding. There are no energizers to get you out of a tight
spot and your laser fire often won't be enough to fend off
the crowds of thick-skinned monsters. Your best means of
offense is scraping against the walls of the maze to build up a
static charge. Charge
up enough and you'll glow an angry red, letting you steamroll the
enemies in your path. Charge up too much and you'll
take out a large chunk of the maze in a messy explosion!
You'll have to find the right balance between weakling and
bloodstain, all while juggling your other duties in the maze...
sweeping up all the flowers, snatching the key (from a
sticky-fingered monster if necessary), and making a break for the
exit once it appears.
Each level
is built on the fly, and they vary wildly, ranging from linear paths
with a couple of harmless sparks patrolling them (the boring ones)
to mammoth mazes that swallow the screen whole and are teeming with
monsters. Forget-Me-Not
is at its best when it's at its most chaotic... the
diverse creatures create an ecosystem with each member
struggling to survive. It's fun just watching the insanity
that results, and even better when you're thrown in the middle
of the chaos, snapping up flowers while dodging trigger-happy cubes,
kamikaze bombs, and anything else the game can throw at
you.
The
graphics and sound add energy to a game that's already boiling over
with it. Your character radiates light that glints
off the maze walls, keeping him from getting lost in the
onscreen chaos, and there's a chirpy sound effect for every
action, keeping your ears as busy as your bulging
eyes. The sensory overload makes Forget-Me-Not an
authentic retro experience, but it's the brilliant design and
spellbinding gameplay that make it a classic.
KISS
ISLAND |
Ostin Games |
Action | |
|
|
This...
probably wasn't such a good idea. Kiss Island is
technically sound, but the premise it's built around makes some
very irresponsible, even dangerous statements about gender
relations.
You're a beefy ship captain who crashes onto an island, and the
first thought to cross your mind is not to gather food or
make shelter for the night, but to kiss the entire
population of big-breasted natives. The Amazons scatter in all
directions as you approach, so you do what any rational man
would do in this situation. No, you don't take the hint
and accept that they're not interested in you! You stun them
with rocks as they race past, then snatch them by the arm and pull
them into your embrace. While you're looking for love by
any means necessary, you'll be hunted by packs of male apes and the
plump Amazon queen... get kissed by them three times in a stage and
you'll never live down the humiliation!
Domestic
violence, homophobia, "no fat chicks," and the old gem that women
will learn to love your sexual advances if you're persistent... this
game is just chock full of enlightened attitudes! It's all
played up for laughs, with silly music blaring in the background,
but without context beyond a horribly localized storyline, it feels
more like Custer's Revenge than a Benny Hill sketch. There are
also issues with the gameplay, like the way your stones slip through
their targets and an overall lack of technique, but the subject
material alone will likely be enough to keep you off this
island. It's a shame too, because Kiss Island at least
demonstrates potential with its impressive comic book artwork and an
engine that runs smoothly even on first generation systems.
Put all that in a game that doesn't make me want to take a
shower and you might have a winner next
time.
REVIEW
ARCHIVE
ALICE'S ADVENTURE |
Core Fan |
Action/Platform | |
|
|
You can have anything you want, in Alice’s Adventure…
excepting entertainment!
For all its polish, this game doesn’t do anything that hasn’t
been done better on other handhelds, and even the iPhone
itself. It’s an
aggressively generic, often kludgy side-scrolling platformer, with a
thick coat of pastel paint applied to cover its flaws. Imagine Super Princess Peach
for the Nintendo DS without the innovation, charm, or the PMS
powers, and you’ve got a pretty good idea of what to
expect.
I wish I could offer up much in the game’s defense, but
the developers have made that tough. The animation is stiff,
split-second pauses throw a wrench into the flow of the action, and
a control scheme lifted from the superior Pizza Boy doesn’t result
in control that’s on par with Pizza Boy’s. The virtual buttons on the
bottom of the screen usually respond to your
input, but will sometimes be stubborn at the worst possible times,
with poor Alice paying the price. Sometimes the buttons will
even “stick,” sending her charging headlong to her death. It would be just as foolish
to spend a dollar on Alice’s Adventure when that money could be
invested in a better action game… like Pizza Boy, to name an
example. (You just knew
that was coming, didn’t you?)
ANGRY BIRDS |
Rovio Mobile |
Puzzle | |
|
|
I’ve got an awful confession to make. No, I’m not talking about
those bodies in the basement… I mean that unlike the rest of the
world, I didn’t enjoy Angry Birds at first. The zoomed-in viewpoint
makes it tough to target enemies on the other side of a very wide
playfield, and the slightest mistake forces you to restart stages
over and over until you finally hit those sweet spots. However, I didn’t realize
that you could bridge that gap by pinching the screen, and that some
of your fine feathered friends have abilities which widen the margin
of error. Cranky
canaries pierce through wooden barriers, perturbed penguins explode,
and belligerent bluebirds split apart to cover more ground, all with
a properly timed tap of the screen.
Once I understood the finer points of Angry Birds’ play
mechanics, I found myself clearing rounds more quickly, and having a
lot more fun doing it.
Its grenade-lobbin’ gameplay dates all the way back to the
days of Scorched Earth on PCs, and Artillery Duel on some of the
earliest game consoles.
However, instead of the tedious process of adjusting your
cannon’s altitude while compensating for wind speed (zzz…), you just
load your bulbous birdies into a slingshot and fire them into the
hideouts of the green pigs who have stolen their eggs. Targeting the swine directly
is good enough in the first few stages, but eventually you’ll have
to weaken the foundations of their precariously built houses and let
the laws of physics do the rest.
Angry Birds includes over a hundred stages for your
pig-pulverizing pleasure, with more available in free updates and
still more up for grabs in reasonably priced holiday packs. There’s even a “mighty
eagle” upgrade that lets you turn entire stages into smoking holes
for a little under a buck.
How much Angry Birds is too much? Judging from the game’s
rabid and growing fanbase, the developers haven’t found the answer
yet.
ASPHALT 5 |
GameLoft |
Racing | |
|
|
GameLoft has a
reputation- largely deserved, mind you- for making iPhone games that
are unnervingly close to best-selling franchises on home
consoles. However, the
world's most creatively bankrupt studio has taken a slightly
different approach with this series. With scalpel in hand,
they've snuck into the graveyard of games long dead and carved
off bits and pieces from the last decade's most popular racing
titles. After much dark
surgery and a jolt of lightning, an unholy creature was brought to
life, with the drifting of Ridge Racer, the full-contact aggression
of Burnout, and the customization (and bimbos!) of Need for Speed:
Underground. It's
alive! ALIVE! I mean,
ASPHALT!
Past games in the series
on the Nintendo DS and early cell phones were as stiff and unnatural
as Frankenstein himself, but the fifth title in the series does a
better job of stitching together the game's component parts. It's less of the shambling
simpleton from the movies and closer to Shelley's original
vision of the character... still an affront to God and nature,
but with some small scrap of a soul. The tracks are refreshingly
diverse, the graphics are gorgeous even on older iPhone models, and
the pumping techno soundtrack will keep your knuckles white from the
moment the race begins to the instant the checkered flag starts
waving.
However, for all its
improvements, there are still moments when the stitching that holds
Asphalt 5 together is impossible to ignore. The physics, always a
sticking point for this series, still kind of stink. Tapping the brakes, even
lightly, instantly snaps your car out of a drift, and the traffic
checking from Burnout is weirdly inconsistent. Sometimes your rivals seem
like they're made of lead, and other times you'll force them off the
road without even trying.
Also, customization is limited and even superfluous. As you win races, you'll
unlock girlfriends who can be used as power-ups, but are more
effective as unintentional comic relief. You're trying honey, I know,
but you're about as sexy as my aunt during a laughing fit... and she
snorts.
These things tend to
happen when you put together a racing game from spare parts, rather
than build it from scratch.
It's also why Asphalt will never be the equal of the games
that unwittingly gave it life, but it still offers plenty of
racing fun for the buck.
Until it murders your bride and runs off to the Arctic,
anyway.
BEAR
VS. PENGUINS |
Mobile Art |
Action/Strategy | |
|
|
"The Penguins Comes!,"
this game shouts in its best imitation of English at the start
of each level. You won't want to be around to greet
them. Beyond the admittedly impressive hand-painted cartoon
artwork, there's nothing redeeming about this shameless clone of
Plants vs. Zombies, frozen dead in its tracks by sluggish gameplay
and a total lack of originality. Sure, the title character is
gathering fish instead of sunlight and all the units have been given
an arctic makeover, but all that's
cosmetic. What ultimately stands out the most
is the action that crawls with just a few onscreen
characters and the game's leaden, often bewildering
comedy. Replacing the Peashooters with ovulating seagulls
kind of makes sense, but why are the stand-ins for the
Wall-Nuts turtles sitting on the toilet? Can turtles even
survive in the North Pole? For that matter, aren't polar bears
and penguins supposed to be on the opposite ends of the globe?
These are the kinds of questions you'll be pondering to keep
yourself entertained while you're playing Bear vs. Penguins, because
the game certainly won't do it for you. Sure it's free,
but Plants vs. Zombies costs just ninety-nine cents whenever
PopCap Games holds a sale, and that's pretty often. Do
yourself a favor and splurge... you can have that cup of coffee
tomorrow.
BOOKWORM |
PopCap Games |
Puzzle | |
|
|
While other developers try to shoehorn intense action
games into a format that’s poorly suited to them, PopCap Games plays
its smart, making software that makes sense on the iPhone. Bookworm in particular is a
perfect fit for Apple’s device… the touchscreen that’s the source of
frustration for so many other iPhone games makes it a cinch to tap
out words, and the action is laid back, yet more than challenging
enough for those cunning linguists with the skill to make it past
the first handful of levels.
There’s even an option to pause a game in progress and return
to it later, exactly as you left it, a blessing for when you’re
distracted by life’s pesky obligations.
If you’re not yet familiar with the joys of Bookworm,
think of it as a head-on collision between Scrabble and
Bejeweled. Lettered
tiles arranged in a hexagonal pattern fill the screen, and it’s up
to you to find words hidden in the jumble. The lengthy words you paid
through the teeth to learn in college will turn other tiles on the
screen to gold and even glittering diamonds, making them worth bonus
points in future words.
However, if you dare to insult the game’s intelligence with a
three letter utterance, you’ll be punished with flaming tiles that
burn through the letters below them, and set the entire playfield
ablaze if they’re not dealt with quickly.
The developers included plenty of little features,
bringing fizz to an already flavorful formula. Word collections give you a
goal beyond mere survival, and esoteric terms (like, uh, “esoteric”)
bring up a dictionary entry with their definition. This is especially handy
when you start stringing together things that sound like words in a
desperate attempt to stay in the game, and stumble across a few that
actually exist! The
only strike the game has against it is a soundtrack that’s more
wearying than whimsical, but hey, that’s why you brought your own
tunes!
CASTER |
Elecorn |
Action/Platform | |
|
|
Caster gets off on the wrong foot by introducing itself
as an ambitious but kludgy action title aching for a more
accommodating platform. The control scheme tries to
squeeze all the functionality of a Dual Shock controller out of the
touchscreen, leaving both it and the player overwhelmed. You
move your character with the bottom left hand side of the screen,
fire with the right, and leap with the
center. Each of these abilities can be enhanced by
double-tapping the screen, except firing,
which requires a double tap. Finally, you
can change the camera view by swiping the top half of the
screen, and select weapons by tapping an icon in the top-right
corner. Oh yes, while you're juggling all these controls,
you'll be surrounded by the Flanx, tick-like creatures the
size of Rottweilers and twice as hungry. Have fun!
After you spend an
hour nursing Flanx bites and struggling through the early
missions, you begin to see another side of Caster... rough,
clumsy, but ultimately charming, like the Nintendo 64 games released
late in that system's life. It certainly looks the
part thanks to muddy textures and a short draw distance, but it's
also got their more appealing qualities, like the vast playfields of
Body Harvest and the frantic run 'n gun action of Mega Man
64. Not satisfied with living in the past, Caster also
has features taken from more recent titles on the Playstation 2 and
Xbox 360. Two of the weapons in your arsenal let you sculpt
the topography, like in LucasFilm's Fracture,
and the power-ups in the shop give your hero super powers,
a tip of the hat to Crackdown. In no time at all you'll turn
that wimpy weeaboo loser into a one man death machine who kicks
gravity in the balls!
Even after it wins
you over, you can't deny that the game's got serious
issues. If you happen to stumble into lava, it's unlikely
you'll ever find your way out, because your character has a funny
habit of forgetting how to jump when he's up to his ankles in molten
rock. Also, even minor battles quickly turn into
armageddon, because the enemies are relentless in their
pursuit, and spray the screen with enough firepower to turn the game
into Dodonpachi. Despite all that, I keep coming back for more
pain... and pleasure. Is it love, or just Stockholm
Syndrome? I'm still not sure.
DEATH WORM |
Play Creek |
Action | |
|
|
A Tremors video game? Why did this take so long to
happen?! However, this
not quite official adaptation of the movie is served with a twist…
you’re the ravenous
beast, wrecking havoc and gobbling up everything you can fit into
your slimy, sucker-lined mouth. You hide underground,
waiting for a moment to strike, then crest from the surface like a
breaching whale, tearing planes out of the sky and turning tanks
into piles of scrap metal.
Leave enough destruction in your wake and you can upgrade
your abilities, giving yourself tougher skin, a longer body, and
even fireballs to bring down the helicopters that always seem just
out of reach.
Like Rampage, that other game where angry monsters tear
civilization a new one, Death Worm is sadistic fun… but only in
small doses. You’re
best off playing the Survival mode, where the humans pose a genuine
threat and the upgrades come quickly enough to turn your little
nightcrawler into fifty feet of writhing death in a matter of
minutes. Even with the
game's fantastic graphics and some uncommonly good analog controls,
the campaign mode wears out its welcome in a hurry thanks to the
simplistic and eventually monotonous action.
GAME
DEV STORY |
Kairosoft |
Simulation/Strategy | |
|
|
How well do you really know video games?
Do you think you could make it in the business? Now's your
chance to find out. Game Dev Story puts you in the plush
office chair of a founder of a small game publisher. You start
by hiring a ragtag group of programmers and artists, then get right
to work making software and finishing contracts for outside
interests... a mascot for a nearby town, some music for a pinball
game, or whatever else will pay the bills.
You'll start out as
the favorite whipping boy of the video game press, but with
perseverence and the right moves, you'll start getting noticed in
the industry. Contracts will become more lucrative, your
software will fly off the shelves, and you'll finally win over those
finicky bastards at Game Guy magazine. Then your soaring heart
will crash back down to Earth when you look at the staggering
licensing fees for the latest console, or put every dime into your
next release, only to have it win a booby prize (complete with a
costly penalty!) at the Global Game Awards.
Game Dev Story is
reasonably faithful to the history of video games, making only minor
script changes to keep you surprised and the developers at Kairosoft
from being sued. You might be able to sell a million
copies of a game on the "Senga Uranus," but it's not the safe way to
bet! As for game development, that's been abstracted
down to four statistics- fun, creativity, sound, and graphics- and
you never get to see your finished products in action.
However, the game's charming 8-bit art style makes up for
the fact that you'll never get a glimpse of your latest magnum opus
about miniskirt-clad ninjas.
The bottom line is
that Game Dev Story is a user-friendly, wonderfully creative
simulation which will appeal to anyone who likes video games...
but will be most rewarding to anyone who loves them.
The price fluctuates madly on the App Store, but the game is worth
whatever Kairosoft wants for it at the moment.
iKUNG FU MASTER |
Trinity Interactive |
Action/Fighting | |
|
|
They were originally
going to call this "iKarate," but the name was already taken by some
aftershave thirty years ago.
A better name for this extremely simplistic beat 'em
up would be a slog.
There are four different weapons to unlock, but you only need
the sword, and once you've got it, reaching the end of each stage is
as simple as poking at the attack button until you've given your
iPhone a bruise. The
ankle-deep technique rises a few inches once you've reached the
boss, but with only two directionals and no jump button, don't
expect much beyond waiting for an opening before resuming your
assault on the attack button.
What iKungFu Master
lacks in depth, it almost compensates for in style, although you
have to wonder if the game's cast of stick figures was an
intentional artistic choice or just a convenient way to keep its
animation budget trim. You're likely to come to the
latter conclusion after you've noticed that the enemies are
palatte swaps of the title character, and that the swipes of his
blade are lacking one too many frames. Some effort was put into
making this title look sleek, but not nearly enough to redeem it,
let alone stand toe to toe with Double Dragon or other iPhone
fighters.
ISAAC NEWTON'S GRAVITY |
Namco/EM Studios |
Puzzle | |
|
|
Conventional thinkers
need not apply for this physics-based puzzler, no doubt inspired by
The Incredible Machine and its sequels. There are many stages
that seem impossible at first glance, but if you can train yourself
to look past the obvious, you'll find the creative solution hidden
beneath the surface. Many stages challenge you to press a red
button with a rolling ball and a small handful of assorted
blocks, but often there's no way to actually bring the ball and
switch together. You'll have to think of ways around this,
bridging gaps, building ramps, and creating dominos with the pieces
you're given.
As the game progresses,
the solutions become more unlikely, and frustration mounts as your
supply of hints dwindle to nothing. Can you break your
reliance on linear thinking and emerge victorious? It's a
question that separates fans of Gravity from the haters. Some
players are stymied by the first round and quit in a huff, not only
due to the difficulty of the puzzle but because the interface is
gallingly obtuse. Puzzle pieces are hidden from sight at the
start of each stage, and are often hard to move around and rotate
into place. The players who can
overcome Gravity's challenges- both the genuine and artificial
ones- are sure to enjoy this refreshingly different alternative
to the countless Bejeweled and Tetris clones on the App
Store.
MIRROR'S EDGE |
Electronic Arts |
Action/Platform | |
|
|
I'm not afraid to admit
that I utterly detested the original Mirror's Edge, released for
consoles and home computers.
Sure, the sleek, super-saturated graphics were sharp enough
to split atoms, but the gameplay was a mess, with a disorienting
first-person viewpoint and a control scheme so convoluted, the
player would have an easier time scaling walls and bounding over
thirty foot wide chasms in real life.
The iPhone spin-off may
have switched to a side-view perspective out of necessity, but it
makes the game infinitely more user-friendly. Faith is no longer hamstrung
by tunnel vision, and now that the world around her has opened up,
she's got more time to anticipate and react to threats. Also, the half-dozen action
buttons the player was forced to juggle in the original have been
replaced with swipes of the screen. It's more intuitive and
keeps the action brisk, the way a parkour game should
be.
More intuitive doesn't
mean completely intuitive, though. Wall jumping in particular
is awkward because you're expected to swipe upward, rather than
toward the opposite wall as you'd expect. Sometimes Faith will even
ignore swipes, a huge aggravation when swinging from poles and
climbing up the steam-filled vent in stage 2-2. Speaking of stages, they can
be confusing, even with the red markers leading the way. You'll find yourself
backtracking and even plummeting to your death in the later
missions, because you weren't sure where to go
next.
Even with these flaws, Mirror's Edge on the iPhone shatters
its console counterpart with action that not only looks incredible,
but is fast and fluid, the way the original should have
been. Best of all, it's
a truly universal app that runs smoothly even on a first generation
iPod Touch! That alone makes it a must-have for tightwads
who've been fighting an
upgrade.
N.O.V.A. 2 |
GameLoft |
First-Person
Shooter | |
|
|
Remember, any differences between N.O.V.A. 2 and the
Halo series are purely coincidental! It's got a helmeted
hero in bulky armor, a sassy holographic sidekick, mysterious aliens
known only as the Judgers, and a massive ring in outer space
which threatens all of humanity. The only thing standing
between this game and a lawsuit from Microsoft is... uh... what
is standing between this game and a lawsuit,
anyway?
N.O.V.A. 2
is the kind of Xerox copy you'd expect from the creators of
such wildly creative iPhone titles as Hero of Sparta and Modern
Combat 2, but at least it's a pretty sharp copy. At its best
moments, this bastard child of Halo does its father proud with
intense run and gun action that has no equal on a handheld.
The scenery is gorgeous, particularly the picturesque outdoor
landscapes, and there are plenty of weapons for your alien blasting
pleasure, with more available as you progress through the story
mode. There are even a few fresh features that set it apart
(well, a couple of steps apart, anyway) from its obvious
inspiration. Hidden credits let you purchase power-ups for
your space-faring soldier, and the gameplay is peppered with scenes
like a hoverbike race and Black Box-style hacking puzzles that have
never been attempted in Halo.
Unfortunately, but
perhaps not surprisingly, the moments where N.O.V.A. 2 tries to
distinguish itself from Halo are where it falters. Objectives
like protecting your ship's energy core from a never-ending assault
of enemies are infuriating, and the game is stingy with credits,
leaving most of the power-ups well outside the player's
budget. The touchscreen control takes time to get used to as
well, with tiny icons that make it tough to switch between weapons
when the pressure mounts. Luckily, the multiplayer mode
strips away all pretense of originality, giving N.O.V.A.
2 the freedom to be the best damn Halo clone it can
be!
OVERKILL |
Craneballs Studios |
Shooter | |
|
|
This sneaky
release pulls a slight of hand scam worthy of the late P.T.
Barnum. There's no admission fee for this military-themed
shooting gallery, and for the first five minutes, it seems like the
deal of a lifetime. You're sweeping the barrel of your gun
across the screen, picking off targets and earning power-ups as a
reward for perfect shots... until the game suddenly drops a much
better gun into your lap. Wow, this must be
heaven! Don't get
too comfortable up there, though, because cloud nine is
about to be pulled out from under your feet. The
uberweapon you were just given mysteriously vanishes from
your hands, and no amount of tapping and swiping will bring it
back. Now you're stuck with the MARV, the gun that has to ride
the short bus to school. It takes ten headshots
to take down a soldier with the MARV, and it's only
because he dies laughing.
After the round ends,
you walk up to the game with pleading eyes and an empty
bowl raised over your head. "Can... can I have
that really cool gun back?," you ask. "Sure," it chuckles, its
overfed belly jiggling. "Just give me sixty Overkill medals
and it's all yours!" Your desperate stare turns into one of
confusion. "An Overkill medal? What's
that?" A sly grin creeps onto its face. "Well,
you earn medals by leveling up, but it takes a really long
time. It'd be a lot faster if you tell your friends about
me. Or buy some of my other games. Or just give me
money! ALL of your money!" You walk away with tears
streaming down your face as the fat bastard laughs maniacally,
nearly choking on its roast pheasant. Looks like you'll
be using the MARV for a while.
There's nothing
wrong with Overkill, aside from the greed of its
publisher. It looks and feels like Konami's Metal Gear
spin-off for the iPhone, except the gameplay isn't as cumbersome and
there's no perplexing Kojima-brand storyline to suffer
through. Unfortunately, you can't get the full Overkill
experience unless you're willing to pay through the nose for it, and
the average player won't even realize this until after they've
installed it. It's the kind of shady opportunism that makes
you think the designers would need a crane just to lift
their balls.
PIN-O-BALL |
Marcos Riffle |
Action/Chance | |
|
|
In the promotional material for Pin-O-Ball,
Marcos Riffle cheerfully invites customers to "play a FUN
pachinko game." Okay, but you'll have to give me one
first! Pin-O-Ball is far from a faithful recreation of
Japan's favorite parlor game... all the bells and whistles have been
stripped away, leaving the player with a flat wooden
board studded with pegs. The balls are launched onto
the board, and bounce down the pegs into numbered cups, scoring the
player points. At least, that's the way it works for the first
few balls, until the player jostles the system and the ball launcher
stops working. After that, the ball just bounces inside the
launch chute, and must be nudged upward with repeated taps of
the screen. Perhaps a little playtesting was in order before
the game was pushed out of its own chute... or lower intestine, as
the case may be.
(A recent update
fixes the chute problem, but gives the player fewer balls and
magnetizes them to the left side of the screen, where the cup worth
the least amount of points awaits. Talk about giving with
one hand while taking with the other!)
These kinds
of bugs tend to be fixed in updates, but what's not likely to
change is Pin-O-Ball's fatal lack of ambition. The
developer went nuts with his rendering tools while forgetting
about nearly everything else, leaving the player with realistic
wooden surfaces pasted over one of the least inspired and
compelling experiences on the iPhone. There's no rule saying
that you have to stick close to the script in a pachinko game...
after all, Peggle is hardly according to Hoyle.
However, PopCap's game works much harder to keep the
player entertained, with dozens of stages, satisfyingly complex play
mechanics, and a sense of style that permeates its entire
design. By contrast, Pin-O-Ball doesn't ask more of itself
than a few pretty textures and braindead achievements unlocked by
pure luck rather than skill. Even if it weren't a buggy game,
it still wouldn't be a good one.
POKER INVADERS |
Moon Shepherd |
Action/Puzzle | |
|
|
Poker Invaders is pretty
much what it says on the tin, if the game were sold in one, which
it's not. I swear,
digital distribution is going to make that cliche obsolete some
day! Anyway, this is
what Space Invaders would be like if the invaders were as wide as
the screen and you fought them with cards instead of a cannon. The little green men drift
down to earth, hoping to kidnap your modest herd of cattle, and you
do your best Gambit impersonation, flicking explosive cards at their
ships. If your poker
hand beats the one printed on the front of a ship, it bursts into
cosmic confetti, to the great relief of your cows. However, if your hand is a
dud, the cards are greyed out and the ship continues its descent,
inching ever closer to the red meat below. You'd better rebuild that
hand in a hurry, or the invaders will be eating like
kings!
The developers at Moon
Shepherd have fused together two familiar genres in the hopes of
creating a refreshingly unique hybrid. It's a risky approach to
game design, since many of these combinations end up like refugees
from the island of Dr. Moreau. However, the calculated
risks of poker and the looming threat of aliens make for
an agreeable merger. The tough to beat hands in the later
stages instill the same sense of panic players felt in Space
Invaders, when the fleet of aliens had been culled down to one
frantically marching monster. There are also hidden bonuses
that bring variety and incentive to an action title
without the brains of a real puzzle
game.
Q*BERT DELUXE |
Sony/Vivio |
Action | |
|
|
I'm still not sure how
Sony managed to get the rights to this bizarre arcade hit... the
paper trail is as every bit as strange as Q*Bert's world of colorful
cubes and springy serpents.
The game was created by a pinball manufacturer, which was
purchased by Columbia Pictures, which quickly became
Coca-Columbia Pictures, which was quickly sold off to a
Japanese technology giant.
What would a soft drink maker even do with a film
studio? Evidently
Coca-Cola didn't know, either.
Fortunately for gamers
old enough to remember it, Sony knew exactly what they were
doing with this iPhone remake of the Q*Bert arcade game. Most players would be happy
with a perfect conversion of the 1983 original, and they'll
definitely get one.
However, Q*Bert Deluxe goes one step beyond with a handful of
different themes, each with devilish new level designs and an
appropriate costume for the little orange puffball. The game also offers an
unexpected surprise... the tightest, most intuitive control of any
home conversion of Q*Bert.
A single diagonal flick is all it takes to leap from one
cube to the next, a huge improvement over the frustrating guesswork
in past ports.
For all its strengths,
the game isn't quite up to the standards of Q*Bert 3, the
little-seen Super NES sequel.
While Q*Bert 3 dared to be stupid with fun new tweaks to the
gameplay and mindbending backgrounds, Q*Bert Deluxe takes a more
conservative approach, relying on the old cast of characters
(reskinned for the themes) and surrounding the cubes with
darkness. Nevertheless,
this game makes it clear that the Q*Bert franchise is in the
right hands. Just try
not to think too hard about how it wound up in
them.
RANGO |
Paramount Digital
Entertainment/bEhavior |
Racing | |
|
|
Remember those awkward
Sunday afternoon drives from your father's house back to your
mother? Any child of divorced parents would find these
seemingly endless trips impossible to forget.
Fortunately, handheld games like those by Nintendo and Tiger
Electronics made those rocky rides just a little
smoother. Sure, they were simple and silly, but they sure beat
watching telephone poles zip by or bickering with your
brother!
Twenty-five years
later, I can't help but notice the similarities between Rango
and those diverting little gadgets. The tiny silhouettes
jittering across the screen have been replaced with parched desert
scenery that smoothly races past you, and the blips and bleeps have
likewise evolved to a soundtrack straight from the film. Make
no mistake, though... past the aesthetics, Rango is
straight out of the Tiger playbook. You tilt the
system to send your google-eyed lizard and his roadrunner steed
through a gauntlet of cactuses and broken wagonwheels... and
that's it. There's little technique beyond catching coins
scattered on the track and no way to defend
yourself from the eagle looming overhead. Either you reach the
town of Dirt in one piece, or you're hawk burgers.
Like the Tiger handhelds
before it, Rango was created as merchandise for the movie first and
foremost. Despite this, it's just good enough to hold the
attention of your own children for ten minutes. By
the way, if you're the kind of parent who gives your kids iPhones,
uh, can I call you daddy?
ROAD
BLASTER |
Revolutionary Concepts/Data
East |
Full-Motion
Video | |
|
|
You probably tortured yourself with- er,
played this on the Sega CD nearly twenty years ago, along
with other full motion video non-games like Dragon's Lair and Cobra
Command. They sucked then, and as their recent iPhone
conversions demonstrate, they still suck now. In
fact, Road Blaster may actually be worse on this
format because any illusion of player interaction has gone out the
window thanks to the two new, iPhone-necessitated control
schemes. You can either swipe your fingers across the screen
or tilt the system to spin your sports car's steering wheel, but
you're doomed either way because once the game warns you
that trouble is ahead, it's already too late to act. You
could memorize the patterns and hold down directions in advance on
Road Avenger, the Sega CD version of the game, but that's not an
option here because merely setting your thumb on the left or
right side of the screen won't be recognized as
input. You've got to swipe like mad and hope for the
best, or tilt your view of the action and
risk disorienting yourself in the process.
Revolutionary
Concepts gets credit for restoring the game's film footage... the
saturation has been cranked up to the point where every
color threatens to flashburn your retinas, but it's
nevertheless a big improvement over the murky video in the Sega
CD release, letting you better appreciate the hero's
reckless, road-bound quest for revenge against the gang
that murdered his wife. Sadly, the only fun that can come
from games like Road Blaster is in watching them... the
gameplay, if it can even be called that, just gets in the way.
Dragon's Lair LLC at least had the foresight to include unlimited
lives in its own release, and gave you the option to watch the
game play itself after you finished it. Road Blaster gives you
a measely seven lives in its easiest difficulty
setting, leaving you with a wafer-thin margin of
error and making it unlikely that you'll ever see all the
game's insane, gravity-defying stunts.
By the way, judging
from previous releases by Revolutionary Concepts, an
iPhone conversion of Data East's other full-motion video
disaster Time Gal is practically assured. YOU HAVE BEEN
WARNED.
SLINGO SUPREME |
Funkitron |
Gambling | |
|
|
I wouldn't call Slingo
Supreme a game. It's better described
as a compulsion, like picking at a scab or chewing your
nails. The player's interaction is limited to
pulling a lever and pecking at a numbered card at the
top of the screen... yet as "exciting" as that
sounds, you'll return for more, often several times
in the same day.
What is about this
mindless game of chance that turns players into its slaves?
Well, the almost infinite level of customization has to be a
factor. Playing the game gradually rewards you
with new modes that either give you helpful advantages or make
each match more challenging. The need to unlock all
of these features sinks a hook into your brain and drags
you back into its clutches, long after you've figured out that its
gameplay is 10% strategy and 90% dumb luck.
The presentation
certainly doesn't hurt, either. Slingo Supreme is
decorated with only the brightest reds, yellows, and oranges, with
the occasional blue thrown in to mark spaces on your
card. Rosy-faced cherubs and cheerful jokers rescue you from a
devil determined to steal your points, and plead with moistened eyes
for you to come back for just one more match... one more match...
ONE MORE MATCH! I swear, if this game ever makes it to Vegas,
the nation's gambling addicts are totally screwed.
The only time when
Slingo Supreme loses its grip on you is when the devil challenges
you to a mini-game, an annoying distraction with a predictable
outcome. Either you'll get the coin flip or shell game, which
you're practically guaranteed to win, or one of the card games,
where the devil always has the upper hand. Bet accordingly and
you'll crack six figures in no time. More importantly, you'll
get rid of that pest and keep those slot machine wheels spinning for
a few more turns!
SONIC 4: EPISODE 1 |
Sega/DIMPS |
Action/Platform | |
|
|
Several
years ago, the internet proposed a theory called the Sonic
Cycle, where fans of the long-running series rabidly defend the next
sequel in development, only to have their hearts
shattered after the game is released and falls far short
of the original trilogy on the Sega Genesis. (The
glorious, rose-tinted trilogy that exists in their minds,
anyway.)
However, Sonic 4 may finally bring the cycle to an abrupt end
when these players are forced to come to the uncomfortable
conclusion that beyond the gloss, Sonic the Hedgehog
may not have been that great in the first
place. This release by DIMPS is closely patterned
after the first game in the series, with four of its level themes
(grassy plains, gaudy casino, waterlogged ruins, and dirty factory)
and a double helping of the flaws that have dogged the series from
the beginning.
The
long-standing Sonic the Hedgehog tradition of favoring speed over
technique often leads to players losing control of the
spiny blue hero as he rolls through loops and over bridges...
only to sail off a cliff or charge headlong into an unseen
enemy. Even when these dangers can be anticipated,
they have a nasty habit of robbing Sonic of his rings anyway,
because the new homing attack is a crapshoot and
because enemies trick you into dropping your guard with phony
vulnerability cues. It's just easier to give Dr. Robotnik's
twisted creations a wide berth and save yourself the ring
shower.
It may
be a Sonic game, with all the baggage that comes with it, but
it's the best one you'll find on the iPhone. The
graphics, a blend of rendered backdrops and polygonal characters,
are utterly stunning, with nothing lost from the console versions
aside from a drop in resolution. The control is sharp
considering the format, with a responsive touchscreen D-pad taking
the occasional backseat to tilting and tapping in the bonus
stages. Nostalgia has not deceived you in this case... the
trippy spinning mazes that were cool in 1990 remain cool
twenty years later! Finally, while some of the gimmicks
in each stage can be a headache, Sonic 4 also has the most
palatable (dare I say fun?) mine cart ride you'll find in a
side-scrolling platformer. Somewhere a pudgy plumber in blue
overalls is turning green with envy.
SPACE TREK |
3D Frost LLC |
Shooter | |
|
|
First, the good
news. At just two dollars, this game is outrageously
cheap! Now, the bad news. The game is
outrageously cheap by every other definition of the
term. You'll want to love this silly search and
rescue mission set on a distant planet, but Space Trek spends as
much time pushing players away with off-putting design decisions as
it does embracing them with its goofy sense of humor.
Screenshots of the game
give you the impression that you're in for plenty of intense battles
and narrow escapes between jagged cliff walls, but forget all
that! Space Trek is nothing like Starfox or its closest
iPhone relative Star Battalion, with a plodding pace and a focus on
exploration that doesn't mesh well with the science-fiction
theme. You're even locked into a fixed altitude, which takes
all the thrill out of piloting your ship. You can tilt the
system to adjust your aim, but your shots have a nasty habit of
sailing past their targets regardless of where you set your
crosshairs.
What's most frustrating
about Space Trek is its total lack of checkpoints, coupled with an
overabundance of instant deaths. Each stage is peppered with
mammoth sand worms, which have a habit of popping out of their dens
and swallowing your ship whole. It's possible to lure them out
and sneak past them as they sink back into the earth, but the beasts
are unpredictable and precise thrusting is difficult with the slider
on the left side of the screen. There are also alien ships
which ambush and overwhelm you with laser fire... by the time you
have a chance to react, your ship is already a smoking
heap. Once you're gunned down or made into a Sarlacc snack,
it's back to the start of the stage you go, with all the stranded
spacemen you've rescued returned to the planet's surface! Gee,
thanks.
The banter between
Captain Jay and his ship's onboard computer, along with a solid if
unexceptional graphics engine, can only take Space Trek so
far. Regrettably, the slow, irksome gameplay leaves this
shooter stranded in space, light years behind Star
Battalion.
SPLIT/SECOND |
Disney Mobile/Digital
Legends |
Racing | |
|
|
There were already serious problems with Split/Second
on home consoles, and this watered down conversion on the iPhone
doesn’t do the game any favors. You’re still stuck with a
limited selection of tracks, and your rivals on the race track are
just as infuriating as ever, springing traps on you when you least
expect it and holding onto first place with a death grip. However, this handheld
version only adds to the woes.
Style oozed from every pore of the original, but here things
seem less ambitious, like the ill-conceived television adaptation of
a hit movie. Crashes in
particular suffer the most… they were jarringly realistic in the
console game, but on the small screen of the iPhone, your car is
launched into space from the slightest impact and thrown a half mile
from the collision, as if it were more Matchbox than Mustang. Explosions also lack the
eye-bulging majesty they once had, scattering blocky debris and
clumps of fire across the track. Even the cataclysmic level
two power plays have been defanged, without epic cut scenes to
announce their arrival.
The screen just fills with pyrotechnics, and when the smoke
clears, the track is broken in half.
The monotonous soundtrack salts the wound, blotting out
your favorite tunes and offering further evidence that you’re no
longer playing with as much power as you had been on the Xbox 360 or
Playstation 3. Granted,
it’s impressive that Disney was able to squeeze a reasonable
facsimile of Split/Second onto a device the size of a wallet, but
there are more entertaining titles you could stuff into that wallet
instead. May I suggest
Trucker’s Delight?
Forget traveling, fouls,
or even a court on which to set your sneakers... all basketball
really needs are free throws! It's a notion
that would make Shaq wake up in a cold sweat, but Stardunk
will be a dream come true for everyone else. Past the wealth
of customization options, the gameplay couldn't be simpler... you
just move your finger around the screen to adjust your aim, then
release to send your ball to the basket. You get bonus points
if your shot is nothin' but net, but lighting up all four
segments of the backboard gives you power-ups that raise your
scoring potential. The two minute timer that steadily counts
down as you play adds to the strategy. Do you carefully
judge the power and angle of each shot to make
sure it falls cleanly through the hoop, or just bury the
basket in a rapid-fire barrage of balls? It's your call,
but don't take too long making a decision!
The only drawback to
Stardunk, aside from its singular focus on free throws, is that it's
heavily dependant on its online features. You can
play the game solo, but you'll miss out on the competition with
other players that gives Stardunk purpose. You'll
also find that the Starpoints needed to unlock new balls are on a
slow drip if you stay offline. You'll either have to man up
and join an online contest to earn a significant amount of points,
or pay for them with real money. Either way, you'd better have
a wi-fi signal handy.
|
|
|
Namco was designing games for the iPhone years before
the system even existed! Talk about foresight! This
loose spin-off of Mr. Driller actually started its life as
an arcade game in 2002. What made Star Trigon so unique in
arcades, and so well suited to Apple's touchscreen devices, is its
single button input. You just tap the glass as your astronaut
orbits around a planet, and if your timing is right, he'll slingshot
himself to an adjacent world. If your timing is
wrong, he'll choke to death on the surface of a poisonous
moon, or get burned by an inconveniently placed sun, or stray
outside the boundaries of the screen and be lost to the infinite
expanse of the universe for the rest of eternity. No pressure,
right?
The goal of this incredibly dangerous mission is to
catch the Uchujin, those pesky mole people from Mr.
Driller. String cables across three different planets and
you'll create a glowing triangle that snatches the moles out of the
vacuum of space, earning you points. Catch 'em all and you'll
move onto a new, more difficult stage... and since the
game was never easy to begin with, you can only imagine the hell
that awaits you in the later rounds. Forget the simple
controls and candy-colored visuals! Unless you've got the
reflexes of a jungle cat and the quick thinking
of MacGyver trapped in a burning hardware store, this game will
break you in half before you've finished the, heh, "regular"
stages.
Star Trigon was an experiment by Namco's Mr.
Driller team to create a game with the most possible technique,
using the least amount of player input. In that respect, it's
a success... even with just one button, you have a remarkable amount
of control over your character if your timing is sharp.
However, that dependence on timing makes the
game extremely unforgiving in later levels,
so keep a towel handy for when you froth like a mad dog after
slipping into the inky void of space for the seventeenth
time.
STREET FIGHTER IV |
Capcom Mobile |
Fighting | |
|
|
It’s as unlikely an iPhone port as any game you can
imagine, yet somehow, Street Fighter IV works beautifully on the
system. The new,
touchscreen-friendly control is a major reason why… rather than
flooding the screen with buttons, Capcom went with a single punch
and kick, along with the game’s signature focus attack and a special
attack that takes the place of the standard half-circle motions in
the console versions.
(You can still chuck fireballs and launch uppercuts in the
usual way, but it’s a friggin’ iPhone… you don’t need to do that to
yourself.) You even
have instant access to your super and revenge attacks… just tap the
meters on the top of the screen to start the fireworks. The control isn’t what you’d
call tournament caliber, but it’s still good enough for a few rounds
on the go or some friendly competition with friends while you’re on
a lunch break.
The second reason that Street Fighter IV is an unlikely
triumph on the iPhone is because the designers had cleverly hidden
the compromises made to fit the game into this format. The polygonal characters
were replaced with rendered sprites, but the fighters are dead
ringers for their console counterparts, with animation so buttery
smooth it could harden Paula Deen’s arteries. Even the camera close-ups
before a devastating revenge attack are here, completing the
illusion of a near-perfect port.
Finally, there’s Capcom’s commitment to the game. When it was first released,
Street Fighter IV had a respectable eight fighters, but updates have
since bumped that number up to fourteen, with music and stages from
Super Street Fighter IV included as a bonus. All this was given to
players at no extra charge, offsetting the high initial cost and
making this already stunning conversion that much more faithful to
its console counterparts.
The iPhone wasn’t the ideal format for Street Fighter IV, but
so much effort was invested in making this adaptation look, sound,
and play its absolute best that you could hardly
complain.
SUPER LASER |
Epicforce |
Shooter | |
|
|
Super Laser is a finely polished, console-quality
shooter that suffers from only one major flaw… it’s not on a console. The iPhone is no place for a
game for this, but the developers have done their best to not only
make this one of the better games in its genre, but a game that
works on a format which actively fights against it.
If you were playing video games in the early 1990s, you
should already be familiar with this one… you pick one of two sleek
star fighters and pilot it through five vertically scrolling stages,
taking out enemy formations and feeding your cannons power-ups to
boost their strength.
There are three different weapon types, along with options
that cushion you from enemy fire and act as smart bombs in times of
distress. Here’s the
hook, though… the options also let you “paint” targets with a
reticule and nail them with laser beams. Will you sacrifice your
trusty sidekicks to guarantee your immediate safety, or weather the
storm of alien assailants and hold onto your options long
enough to earn the ultimate weapon, the Super Laser? You’ll be making these hard
choices often, bringing a welcome element of risk and reward to the
action.
Speaking of risks, bringing this to the iPhone was a
pretty big one, but Epicforce made it work better than competing
titles, like the conversion of R-Type distributed by Electronic
Arts. You have four
control options, including touch (the ship follows your finger),
relative (the ship copies your finger’s movements regardless of where it is),
joypad (a virtual joystick that keeps your finger on the bottom of
the screen), and tilt (which takes the finger out of the equation
entirely). Touch and
relative are the best of the two, although hovering a meaty digit
over the screen means that you’re likely to cover and collide with
bullets. Joypad is
kludgy and imprecise, while tilt just feels strange to the
old-school gamers Epicforce had in mind when they designed this
game. However you play
Super Laser, you’ll want to ignore your macho instincts and set the
difficulty to easy… that way, you can appreciate the game’s sterling
quality without breaking your system in half.
SUPER YUM YUM PUZZLE ADVENTURES |
Yum Games |
Puzzle | |
|
|
I'm usually not the kind of guy to make a
fuss over cutesy games, but this one pushes even
my limits. In this bewildering puzzler, you are Super
Yum Yum, perpetually stoned chameleon and negligent father.
After you leave your litter of children alone in the forest to bust
out your funkiest moves at the local disco parlor, they're abducted
by a fruit monster, who swallows them whole along your stockpile of
food. She then announces that she has to leave to make
"fruity poopy," prompting me to slam my head against the
desk over and over to make the pain go away.
After I awoke from my self-inflicted concussion, I
forced myself to play the game, which challenges you to find all of
Super Yum Yum's offspring along with his pilfered produce. All
right, the kids I can understand, since you can just wash them off,
but after it took a ride through some weird creature's digestive
system, what's left of that fruit can stay right where it is.
Oh wait, I have to pick it up anyway? And I have to do it with
my tongue? Gee, thanks Yum Games.
Anyway. The play mechanics are a little hard to
understand at first... instead of a virtual joypad, you tap anywhere
on the screen to make Super Yum Yum walk to that location.
Swipe your finger at a nearby piece of fruit and the lizard latches
onto it with his tongue... in the right situation, you can even use
the tongue as a makeshift grappling hook, pulling Super Yum Yum over
frozen lakes and other obstacles.
However, there is a catch. The chameleon, being
the stickler for fashion that he is, will only eat fruit that
matches his color. He'll then swap his shade for the
color of the fruit's stems and leaves, potentially leaving you
trapped in the stage if you're careless. It's a refreshingly
original idea, but one that's almost as hard to swallow as the
game's pre-digested fruit thanks to its relentlessly cheerful
graphics and voice acting only Dave Coulier could love. In
theory, you could drown out Super Yum Yum's shrill squeaks with your
own soundtrack, but importing music is needlessly difficult and has
a nasty habit of locking up your iPhone. Either that or mine
died from a saccharin overdose, I'm not sure.
TOM
CLANCY'S H.A.W.X. |
GameLoft |
Flight
Sim | |
|
|
Other reviewers have
been quick to warn their readers that H.A.W.X. is an arcade-style
shoot 'em up, far removed from the other titles in the Tom
Clancy franchise. Clearly our definition of "arcade-style"
differs greatly, because it's the last term I'd use to
describe this airborne combat sim. Sure, H.A.W.X.
lacks the intimidating control of a full-fledged flight
simulator, but it's also a mach jump away from the simple
yet satisfying thrills of Afterburner. There are specific
objectives to complete in each of the game's fourteen missions,
along with realistic control that will be a handful for old-school
players. Rather than changing directions with a simple tilt of
the iPhone, you'll have to spin your
jet on its side, then tilt the nose to make course
corrections. Unless your name is "Chuck Yeager," expect many
flaming deaths while learning the ropes... and even afterward once
you're forced to fly through the navigation rings that plot a safe
course through enemy territory in the later stages. Oh, those
damnedable rings!
There's one other issue
with the game's focus on realism. Remember how at any
given time in Afterburner, the screen was littered with bright
explosions and enemy jets so close you could practically see the
sneers of the pilots inside them? Don't expect a lot of that
action in H.A.W.X. Thanks to the magic of heat-seeking
missiles, your foes are fair game from two miles away, and dodging
their own fire is as simple as tapping the chaff button. Once
you're out of chaff, you either take your lumps or snake through the
air in the hopes of shaking the lock-on. It's more true to
life than Afterburner, but like the jets in the game, "realism"
and "fun" aren't two vectors that often meet.
Having said that, there
are times when that authenticity does have its
advantages. The aircraft in H.A.W.X. is officially licensed,
and the missions are set in real-life locations, with advanced
mapping technology used to accurately capture the layout of cities
like Washington D.C. The plot, about a military contractor
gone rogue, also seems eerily plausible in this age of
creeping corporate influence, and is acted out by competent if
not Oscar-worthy voice actors. In short, H.A.W.X.
is an all-around well-produced and enjoyable game... just don't
expect it to be a user-friendly one.
TRON
LEGACY |
Disney Mobile |
Racing/Shooter | |
|
|
This one’s a real heartbreaker to review, as I’ve been
a fan of Tron from the very start and this is one of the most
impressive video game adaptations I’ve seen yet. Well, at least from a purely
visual standpoint,
anyway. Whether you’re
streaking to the finish line in a light cycle race or picking off
targets inside a towering Recognizer, you’re sure to be awestruck by
the graphics, which have the same stark beauty as the films. The world of Tron Legacy is
a gray void of craggy cliffs, with only neon-lined vehicles and
luminescent blue racetracks piercing the darkness.
However, what you won’t see from the
groundbreaking movie and its recent sequel is imagination. Remember the nail-biting
light cycle battles from the Midway arcade game, where you were
locked into cardinal directions and your only hope for survival was
trapping opponents inside a deadly trail of light? They've been reduced to
predictable kart racing, with the wall behind your cycle taking a
backseat to starting line speed boosts and rows of power-ups lining
each track. The
Recognizer rides are more exciting, but these on-rails shooting
sequences are punishingly difficult, forcing you to not only blast
nearly every tank and cannon waiting in each stage, but hit them in
rapid succession to earn multipliers and reach the ridiculously high
scores earned by your opponents.
Both games suffer from appalling tilt controls which
send you careening into walls during the cycle races and completely
defy logic (Boolean and otherwise) in the shooter scenes. Instead of just tapping the
screen to fire at targets, you’ve got to tilt the screen to nudge a
stubborn reticule over them, making you feel like your Recognizer
lost a leg before you even left the launchpad. The package has the shiny
veneer that just wouldn’t have been possible on the dated Nintendo
DS hardware, but like far too many iPhone releases, the actual
gameplay seems like it was de-rezzed on arrival.
WILD
FRONTIER |
KTH |
Action/RPG | |
|
|
Ah, colonization! There's no greater thrill
than setting sail for distant lands, plundering their
wealth, raping their women, and polluting their culture with your
religious dogma! By the time you've finished your
adventure, half the world will curse your name in your native
tongue! Oh wait, this isn't Seven Cities of
Gold? We're talking about the more benign kind of
colonization, like the pilgrims in America before they got all
uppity and thought they owned the joint? All righty
then.
Actually, exploring the new world is just a flimsy
pretext for the game's real objective. After the
dashing young hero hits rocky waters during an expedition and washes
ashore on an uncharted island, he'll get a crash course in
survival skills from his mentor Roman and the elf-like
natives. Chris learns how to hunt the local wildlife (or
monsters, if you will) and turn their remains into food,
clothing, and weapons, starting a vicious cycle that ends with him
achieving near-godhood at a heavy cost to the island's
animal population.
What separates Wild Frontier from a certain Capcom
cashcow is its beautifully illustrated overhead perspective, which
makes combat brisk and intuitive while bringing back fond memories
of Secret of Mana. Another distinguishing characteristic,
although a far less endearing one, is the English translation, which
weaves drunkenly between almost acceptable and hilariously
indecipherable. To name just one example, the game
describes a steak as giving the player a "stunning effect
to every attach at a certain probability." Can I have mine
cooked medium probability?
The lousy localization steepens Wild Frontier's
already high learning curve, and the iffy control doesn't do it any
favors, either. You'll frequently look down at your
thumb to make sure it's perfectly centered over the D-pad,
an annoying distraction that makes the game less engrossing than it
could be. Still, you can sink a lot of time into this
one if you're not careful. Just stay away from the stores
that charge real money for items, and try not to hold the king for
ransom like you did the last time. There's a reason the Aztecs
were calling you "la suprema
douchebag." |
|
Apple iPhone and kin
tech specs (first gen iPod
Touch) |
CPU |
ARM 11 |
MHz |
400MHz |
RAM |
128M |
Media |
Flash RAM |
Sound |
CD-quality |
Gfx |
Power VR MBX
Lite |
Res |
480 x 320 |
Color |
24-bit
color |
Sprite |
N/A |
Polys |
undetermined |
Bookworm Game Dev
Story Plants vs. Zombies Rolando Street Fighter
IV
Alice's
Adventure Cobra Command Dark Void Zero Ghosts 'n
Goblins: Gold Knight Retro
Fighter
| |