Check Out the New ‘Infinity Blade Dungeons’ Gameplay Video
Joystiq just posted a brand new gameplay video of the upcoming Infinity Blade Dungeons. If Diablo III has you itchin’ for some similar dungeon crawling action on the iPad, you’ll want to watch this video right now:
Also in the video is a curious looking blacksmithing mini game, and if you watch what seems to be a boss fight of some kind towards the end you’ll notice what looks like a gesture-based attack to throw your weapon around. Unfortunately, no other details are available just yet, but I’ve got a good feeling about this. Something tells me if videos like this are dribbling out, we might be closer to a release than we may realize. (Or, at least, that’s what I want to believe.)
Update: IGN has a brief hands-on and some screenshots:
[Via Joystiq]
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PSN Puzzle Title ‘Cuboid’ Hits The App Store
You should get to know Cuboid [Free]. It’s a chill, isometric puzzle game that tasks you with sliding and positioning rectangular pegs so they can fit into square holes. It hit PSN back in 2008, and now a free take on the experience is available on iPhone and iPad as of this morning. It looks just as good as the original, and in some ways, feels better, but it’s also not as atmospheric thanks to bolted on free-to-play functionality.
We’ve only spent a few minutes thus far, but we’ve noticed horrible low-resolution ads and peeped the title’s in-game currency, which you can use to progress. You can turn off the ads, but it appears as though you’re stuck with the currency.
We’ll have a lot more on Cuboid at a later date, but our qualm with the game stems from the fact that Cuboid was a better game without this stuff. F2P systems just don’t gel with it mechanically, and they also get in the way of the game’s laid-back atmosphere, which was a big draw in the original version.
But since its free and all, go ahead and give it a look if you have the time. The puzzle action is still as stellar as ever, despite the new system surrounding it. Who knows. It might hook you long enough to see the expansions developer HeroCraft plans to release for it.
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Tags: Touch Arcade
‘KOTOMON’ Review
When we first found out about Kotomon [ $2.99 ] recently, I was excited for the possibilities especially considering that some of the developers at Monstars consisted of folks from Q Entertainment (Lumines, Rez). Unfortunately, reputation alone is not enough to carry this simple music platformer with iffy controls.
Kotomon follows the adventures of a cute red monster of the same name as he searches the world for other monsters. Gameplay is divided into levels and has you navigating Kotomon and his companions across the terrain, battling monsters of various strengths until you reach a campfire, signifying the end of the level. A three-star system grades your completion with points awarded for faster completion, combos, and the amount of food your companion eat (littered across each level).
As you progress, Kotomon will meet new monsters (which are hatched by finding eggs), each with their own abilities and attributes. While the help menu provides small blurbs in each monster, i still found it a but vague for trying to figure out the differences of some of them. Regardless there’s enough there for strategy in later levels when you have the choice of choosing who to bring with you in a level.
The platforming itself is enjoyable for being a simplistic title. Levels are usually divided into battle royales with tons of combat or terrain based missions with obstacles that can block or kill your companions. There’s an interesting dynamic of keeping tabs of your companions while simultaneously using them as weapons of destruction. The difficulty also cranks up in the latter half of the game for gamers that enjoy a challenge.
One of Kotomon’s features is a dynamic soundtrack affected by the actions of your Kotomon. For example, launch a monster at some baddies and the beat picks up temporarily for each enemy dispatched. Extras notes are also added when taking on more powerful bosses.
Other than those little nuances, I didn’t really find anything particularly special about the music features. True, watching the enemies and your monsters dance to the beats of the song is quite adorable, but it’s hardly game-changing. If anything, the emphasis on a dynamic soundtrack means that you’ll be hearing a lot of simple tunes until you get into the thick of the action.
By far, the biggest issue I encountered with Kotomon dealt with its frustrating control scheme. Kotomon utilizes a floating, non-static virtual joystick for movement, which means that movement is always relative and can lead to the joystick sliding all over the screen. Compounding the problems are the shooting mechanics, which are solely based on the direction of your character and just feels unintuitive. For me, this lead to a lot of misplaced shots primarily due to the controls which range from frustrating to level-ending (especially with levels that contain lava which can instantly kill your companions).
The control issue feels amplified when you start to get to later levels with enemies that actively seek you out. Since aiming is based on the direction of Kotomon, you’ll find yourself in a constant predicament of running away while trying to turn around to launch a shot before turning back to avoid dying.
Other facets of Kotomon simply felt average. The visuals were a mix of cell-shade for the characters coupled with bland backdrops and a heavy dose of particle effects. Meanwhile, content felt a bit light once you get past the star ranking system.
Maybe it’s just a case of irrational expectations, but I was a bit disappointed in the overall package of Kotomon. It feels less like a music/rhythm adventure and more of a simplified platformer with frustrating controls and little in terms of variety. The cute monsters and somewhat catchy music are sure to appeal to some but folks looking for the next great platformer may want to pass.
TouchArcade Rating: 
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‘Punch Hero’ Review – Black
Punch Hero’s [ Free ] moment of brilliance occurs when it has you against the ropes. You’ll come to a point during the game’s eighteen-bout arcade mode where progression seems well-nigh impossible. Down to a trickle of health, you will think about throwing the towel in, taking an uppercut to the chin so you can earn some gold and turn the thing off.
But you won’t. Instead, you weave under a vicious right hook and in cinematic slow motion land your own devastating punch. Your opponent is dazed. Jab, jab, jab. Right in his big, stupid face. He comes to, and, mad as hell, throws an uppercut. You weave under it and this time, in similarly cinematic slow motion you throw a left hook. The knockout punch. “Oh my God,” you’ll probably say while your cats look on in shame.
This game’s comeback KO is one of the most gratifying skill-oriented moments the iOS platform has to offer. It is akin to the feeling one gets when cracking a thousand on Super Crate Box’s [ $1.99 ] Construction Yard, or killing your first Big Purple Freak in ZiGGURAT [ $0.99 ]. And while the skill ceilings of those games look down upon Punch Hero’s from high above, high-fiving each other in the Exosphere of Amazing, it does not matter one bit. That moment makes you feel as if you are awesome, thus, you are awesome.
It’s a glimpse of the boxing game the App Store deserves. A glimpse because for that highest of highs, it is a ridiculously vertiginous ascent from the usual grind the game tries so hard to put the player through. Remember the aforementioned “eighteen-bout arcade mode?” If you want to see that through without succumbing to in-app purchases, you are going to have to replay most those fights again and again, ad infinitum.
Despite vague aesthetic similarities and a similar, mostly innocent (more on this later) propensity for racial stereotyping, Punch Hero is nothing like Punch-Out!! Whereas Punch-Out!! is a timing-based puzzle game, Punch Hero is, hey, a boxing game.
Opponents have no patterns as far as I can tell, so you are left with the game’s very simple tap-and-swipe controls, along with the knowledge that the next opponent you face is going to hit harder and have a larger pool of health. Which would be fine if all it took to trudge your way to the top was your wits and reflexes, but it’s not.
No matter your skill, you are going to get hit so hard, will face opponents so resilient, that you will need to upgrade your skills and gear using the gold doled out to you at the end of a match, or via IAP. Most items that actually buff your stats are nearly unattainable without spending actual money, while attribute upgrades the average player will need to complete the arcade mode take dozens upon dozens of monotonous hours grinding out gold to acquire. Or, you know, you could just buy them.
When microtransactions and in-app purchases became the monetization method of choice for many social and mobile developers, the worry was that “pay-to-win” would become the norm. Punch Hero utilizes a “pay-to-compete” system so unfair as to require an unfun punishment should the player not want to spend actual money.
A bit of a non-controversy occurred when another outlet’s reviewer noticed that, among all of the cultural stereotypes presented in Punch Hero, the African American fighters were portrayed most offensively. The writer’s casual description of the “full-lipped, wide-eyed ‘Sambo’ look” even fails to mention that the standard “black male” face is also called “Full Lips” in the game’s shop.
Punch Hero developer Johnny Oh, who seems like a really sweet guy, replied to the review, asking for feedback on how to change the black fighters to make them less offensive. It was an honest response to the kind of inadvertent racism that really can only be replied to with a sigh and a shake of the head. It’s a product of cultural detachment, rather than anything mean-spirited. By contrast, Punch Hero’s invisible paywall feels terribly mean-spirited.
It’s an unfortunate decision that’s marred what is otherwise a pretty good game of boxing. Groundwork for iteration, then, rather than something I’d recommend this go-round. That’s fine. As for me, I think I’ll go ahead and delete the game from my phone, hanging onto the memory of that one wonderful high.
TouchArcade Rating: 
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Retro Dreamer Teases Upcoming Title ‘Duckers’
Today Retro Dreamer, developers of such titles as the awesome arcade shooter Velocispider [$1.99 / Free ] and the adorable Sneezies [$0.99 / Free / $2.99 (HD)], have announced a new game is on the horizon. In a post over on the Retro Dreamer website, the company has divulged that this latest title will be called Duckers, and then they went on to explain… well, absolutely nothing actually.
Yes that’s right, they’re giving us the old tease treatment. But on the bright side there is the promo art attached to this very post which is both extremely cute as well as intriguing. What’s in that jar? Did it crash land to Earth? Why does that duck have flight goggles on? Can ducks even fly?
In the end we’re left with nothing but questions, however, Retro Dreamer states that Duckers is just about ready to go and should be hitting within a month’s time, possibly even by the end of May if everything goes absolutely perfectly. Until then they’ll be pushing out all sorts of new promotional stuff over the next few weeks for the impending Duckers launch, including a trailer that should hit sometime this week, so stick around to find out more about this mysterious title soon.
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