Showing posts with label Apps. Show all posts
Showing posts with label Apps. Show all posts

Wednesday, February 1, 2012

Speaking of Plagiarizing Slimeballs...

Ladies and gentlemen, I give you ... 6waves. Remember that name, and don't ever buy anything from them again. Ever.

Here's why:

This is Triple Town, by Spry Fox:


And this is Yeti Town, by the aforementioned Slimeballs Inc.

See! They added snow!

And 6waves developed the game under the pretense of negotiating with Spry Fox to publish Triple Town:
6waves was in confidential (under NDA) negotiations with us to publish Triple Town at the exact same time that they were actively copying Triple Town. We gave 6waves private access to Triple Town when it was still in closed beta, months before the public was exposed to the game. We believed those negotiations were ongoing, and we continued to give private information to 6waves, until 6waves’ Executive Director of Business Development sent us a message via Facebook on the day Yeti Town was published in which he suddenly broke off negotiations and apologized for the nasty situation. His message can be found in its entirety in the body of our legal complaint.
It’s bad enough to rip off another company. To do so while you are pumping them for private information (first, our game design ideas, and later, after the game was launched on Facebook, our private revenue and retention numbers) is profoundly unethical by any measure.
So tell me: did Generation Napster have every last trace of scruples removed in between watching  Digimon and playing Syphon Filter?

Previous story: Zynga Chief: Stealing is Okay Cause Everybody Does It 

Monday, November 21, 2011

Draw a Stickman

Your Monday morning time-waster is this charming little slice of interactive animation.


Wednesday, November 16, 2011

Ticket to Ride on iPhone/Touch

Up till now, the mobile version of Days of Wonder's hit train game Ticket to Ride has only be available for iPad, but today DOW is rolling out a tiny version for handheld iOS devices as well.

The new app delivers the original game with the US map, four AI opponents, and various achievements and leaderboards. There is no online mode, but pass-and-play and local multiplayer via Bluetooth or WiFi is included, and functions among all iOS devices.


Sez the Official Press Release: "The distinctive feature set we developed for this Pocket version makes it the definitive way to enjoy Ticket to Ride as a ‘spur-of-the-moment’ mobile gaming experience," said Eric Hautemont, CEO of Days of Wonder. "The new local network play also makes Ticket to Ride Pocket the perfect companion for Ticket to Ride for iPad customers eager to play with family and friends in the comfort of their home or while traveling."

T2R gets a heavy workout here, and remains the bridge game we use to introduce noobs to the world beyond Monopoly. Now Ticket to Ride is in my pocket, and I am glad to see it. I hope to get it soon and post a full review.

Wednesday, November 9, 2011

Kindle: The Next Front in the App War?

I wasn't too surprised to learn this morning that Amazon is highlighting gaming and multimedia potential of their new Fire device. That's one benefit from making an Android compliant product. Today's press release  highlights the enthusiasm of the game companies:
“EA is proud to be part of Kindle Fire,” said Bernard Kim, Senior Vice President & Head of Global Sales and Marketing at Electronic Arts. “On Kindle Fire, we're offering some of the world’s most popular titles with incredible gameplay and breathtaking graphics that anyone can play and enjoy anytime, anywhere.”
"We're excited to be bringing our massively popular games to Kindle Fire," said Andrew Stein, Director of Mobile Product Management at PopCap Games. “Kindle Fire is a great gaming device, and consumers will love the touch-screen optimized adaptations of top titles such as Plants vs. Zombies.”
And so on. Thus far, Android has not proven itself as a strong gaming platform to the same degree as iOS has. Amazon is positioned to change that. I've read a lot of tech pundits dismissing the Fire because it's less powerful than an iPad. This is a mistake. The low cost of the Fire and its double-duty as an kind of e-reader is exactly what should make it successful. The power of the device is secondary. If it feels sturdy (as Kindles all do), runs Angry Birds, provides a decent web experience, and allows people to download and read books, then that's all it needs to do. The price--not the processing power--is the biggest feature.

Tuesday, October 4, 2011

The iPhone Not-Quite-5

By now, you're probably aware that the Big Apple Announcement was not an iPhone 5, but an iPhone 4S. That "S" stands for, "So ... that's all you got for me?"

What's this mean for gamers? It means an A5 chip, same as the iPad 2, which adds up to a significant performance bump for games. 

The bigger news was the central role played by Siri (click this link to watch the video of it in action) in the presentation. Siri is voice recognition software, and it isn't new at all. Apple bought Siri and is integrating an improved version of it right into the OS. You can already use voice commands to do searches and the like, but the new Siri integration seems to take that the next logical step, with almost complete voice automation. It can read your emails aloud in that creepy GlaDOS voice, and then let you dictate a reply. If I asked it to open the pod bay doors, do you think it would?

It's certainly a more robust integration of voice recognition, but hardly the stuff of Apple's legendary press conferences. On the other hand, it was probably a smart move not to call it an iPhone 5, because if they did people would say, "Well, really, this doesn't feel like a generational upgrade, more like an iPhone 4 with a random letter after it."

Skynet goes online in 5...4...3...2...

Wednesday, September 28, 2011

Can Amazon Produce an iPad Killer?

Time will tell, but Amazon and Android converging for a new touch device called the Kindle Fire could alter the gaming landscape yet again. (It's being altered radically about once a year.) The Fire is certainly attractively priced at $200, and the feature set looks good on paper. Expanded Kindle and multimedia features, plus the ability to play Android apps and cloud streaming, could be a complete game changer across all media. It all depends upon the technology, which looks like it will be less robust than iPad2. But at $200, how robust does it need to be for people looking for an entry-level tab/reader?

I'm putting the full press release after the jump. It describes all the new models of Kindle, which is probably one model too many. Consumers get confused over too many price points and model variants.

You can order today:






Monday, September 12, 2011

App O' The Mornin': Gesundheit!



Grade: A
Price: $1

I imagine there are quite a few people who won't be able to muscle past the premise of Gesundheit! in order to enjoy the treasures of the gameplay itself. Their loss. Sure, it's a game about a little green pig whose allergies are so horrible that he sneezes giant globs of snot across the landscape. And, yes, said landscape is populated by monsters who find these globular goodies so unbelievable tasty that they'll ignore that temptation to eat fresh green pork, at least for a few seconds. But once you get past all the booger blasting and snot snacking, you'll find a game that's not only fun and clever, but even charming.

Much of this charm comes the visual style of Gesundheit!, which is striking, colorful combination of storybook backgrounds and and child-like drawings. The music, animation, and art are all the work of Matt Hammill, while the game itself is made by Revolutionary Concepts. Thanks to the graphics, none of the mucous mechanics ever come off as all that gross. Believe me, I've seen apps that go for the gross-out just because that's the only arrow they have in their quiver, but Hammill isn't working that side of the street. His sneezing piglet is just a cute little outcast who turns his problems (horrible allergies) into an asset, making him a kind of superhero of snot.

The game is comprised of 40 single-screen levels, with gameplay that combines puzzle solving with some stealth-strategy elements. Each level has a monster (or monsters), and the now-ubiquitous triple-star challenge. The goal is to collect as many of he stars as possible before trapping all the monsters inside monster-eating traps. This is done by luring the monsters into different areas of the maze-like map with your gourmet nose nachos. Simply tap the pig, draw back to choose force and aim, and fire away. If your loogie lands where a monster can see it, he'll ignore you and run straight to his favorite snack, even if it's inside a trap.

Lacking a snack, the monster will run straight for you, and you need to shake him by sneezing, or try to just lose him in a maze. The trick is luring monsters away from the stars without letting them walk over the stars, which they'll crush. And then luring them to the traps. And then not gettin' et.

As triggered obstacles, multiple monsters, superpowered mucous, teleporters, and other challenges are added, things start to get pretty tricky. Not long into the game you develop the ability to create a snot-slingshot (snotshot?) that catapults you from one location to another. It's kind of like Tarzan swinging on horizontal ropes of phlegm

Although there are puzzles I still haven't been able to solve at the 3-star level, basic level-completion is only moderately difficult, making this a good choice for both kids and adults. There's a timed element to the game, and you'll need to think pretty fast on your feet in order to escape certain monsters.

This is a wonderfully weird and appealing little puzzler with some genuine challenges. Don't be put off by the theme. Within a few minutes, you'll forget you're defeating evil by wielding the mighty power of boogers and just lose yourself in the clever puzzles and wonderful graphics.

Wednesday, August 24, 2011

The Electronic Games 100: Done

Wheatley, by TRP-Chan
The Games Magazine Games 100 is the biggest project I do all year: a 15-page supplement on the 100 best games from the last 12 months. We picked category winners in Action, RPG/Adventure, Mobile/Handheld, Strategy, and Sports/Driving, as well as Game of the Year. These categories fluctuate sometimes: when classic adventure games roamed the land freely, there were enough of them to support their own category. Mobile games are a new category, and there were so few platform-exclusive handheld games of note that I just dropped them into Mobile.

You'll have to wait for the December issue to find out what we picked, but I can talk a bit about the general contours of the game industry as it stands in 2010-2011.

The game industry continues to grow, but in strange and unpredictable ways. Here are some quick observations:
  • 72% of American households have a videogame machine. 
  • Consumers spent $25.1 billion on games in 2010, with those numbers projected to hit $48 billion for 2011 and $70 billion by 2012. By comparison, worldwide motion picture ticket sales for 2010 were approximately $31 billion. 
  • In studies of children 12 to 17 years old, 99% of boys (and 94% of girls) play video or computer games, with no variables for race or ethnicity.
  • The average game player is 37 years old, with 29% of them over the age of 50. 
  • Video games had skewed heavily male for most of their existence, but by 2010 48% of the gamer audience was female. 
  • Approximately 13% of the gaming audience is made up of males under 17, while 37% are adult women.
  • Electronic Arts CEO John Riccitiello revealed that since the year 2000, console games have dropped from 80% of EA’s total sales down to only 40%. What filled that vacuum? It was mobile devices, which are becoming the dominant platform in electronic entertainment. 
  • The 3DS was a dramatic flop. A lack of quality 3DS games and the explosion of the mobile market lay at the root of Nintendo’s woes. The company made deep price cuts in the hardware, but it may not be enough. For the first time in gaming history, Nintendo may lose its complete dominance of the handheld market. 
  • Mobile gaming has emerged the dominant force in interactive entertainment. This is not merely driven by technology, or convenience, or price point, although all of these are factors. It is driven by the wild creativity that is being unleashed in mobile gaming design. Apps are cheaper to develop, which means more people can make quirky and original games and get them directly to players without involving a publisher or retailers. As a result, a rich and previously inaccessible vein of innovation is tapped, radically changing the gaming landscape. The shocker in preparing for this year’s Games 100 was how many of these little games eclipsed an increasingly-derivative mainstream gaming market. While consoles are dominated by endless sequels, mobile gaming seems to offer a fresh new surprise every day. 

Friday, August 12, 2011

Jonathan Stark's Social Experiment

This isn't about games, but it's a good story that's certainly going viral. App developer and author Jonathan Stark has made his Starbuck's card publicly available. Here it is:

Just save the picture to your phone, run it under the barcode scanner, and if there's any money in the account, then someone else has just bought you a cup of really bad coffee. (I detest the flavor of Starbucks.)

You can check the card's current account balance via Twitter.

Stark also posts directions on how to place money back on the card, for people who want to buy someone else a cup of coffee. 

As social experiments go, it's kind of fascinating. A glance at the Twitter feed shows the card running out and then filling up again. In the midst of complete economic collapse, it's heartening to know that someone is willing to buy a stranger a cup of coffee.

Historically, America has always been an absurdly generous nation. I like to imagine that this quality will save us when our governing and financial systems finally break down; that we will band together in charity and support rather than turning on each other in fear and anger.

"When the chips are down," the Joker says in The Dark Knight, "these 'civilized' people will eat each other." That certainly seems to be what's happening in England right now. Are we any better? I like to think so. Maybe Stark's small experiment is a little glimmer of light.

A Psychiatrist Tries to Understand Angry Birds

Okay, this is my absolutely last Angry Birds post for this week. Dr. Dinah Miller is trying to figure out why people are hooked on this game. Help her out. While you're at it, maybe you could give me a clue. I liked Angry Birds fine when it was called Crush the Castle, and I like the art, but I've just never spent all that much time with it.

Wednesday, August 10, 2011

These Birds Aren't Angry, Just Mad

Sorry for the light posting, folks, but my publisher moved up the print date for the Games 100, and there hasn't been much time left over for the blog.

In the meantime, I leave you with the surest sign that Angry Birds have entered the pop culture pantheon: a MAD magazine cover.

The full cover is here (mild language warning). 

Monday, August 8, 2011

App O' The Mornin': Cut the Rope: Experiments

Grade: A
Price: $1

Cut the Rope is one of the few games to challenge the dominance of Angry Birds in the hearts and devices of app gamers. Cute, clever, and insanely addictive, it combines a wonderful puzzle mechanic with an appealing visual style to make a knock-out game.

Cut the Rope is one of those rare games where the title is also the instruction manual. In a series of single-screen puzzles, hanging objects function like pendulums. You need to cut the ropes at precisely the right time and in exactly the right sequence to get the object where it needs to go.

In this case, the problem is how to get a piece of candy into the mouth of a voracious (yet adorable) little monster named Om Nom. Each puzzle has three stars and a piece of candy.  Cut the rope with a finger swipe, and the candy collects the stars as it drops into Om Nom's mouth. It's fairly easy to get the candy into the monster's mouth, but to get it there while collecting all three stars can be incredibly challenging.

The original game came with 4 sets of 25 puzzles each, and more sets were released with updates and holiday packs. In the first full-blown sequel--Cut the Rope: Experiments--the initial set of puzzles functions as a recap of the entire first game.  All of the many puzzle elements are re-introduced: balloons, whoopee cushions, spiders, rubber bands, ropes, and so on. 

There are only two other puzzle sets: "Shooting the Candy" and "Sticky Steps"--for a total of 75 puzzles. This is fewer than the original, but updates are promised.

The new gameplay elements are certain to appeal to CtR Fans. The targeting button shoots a rope to the candy as it swings. This rope can be of various lengths depending upon how far away the candy is when you fire. If the candy is swinging close to the rope shooter, the rope is short; if it's further away, the rope is longer. 

The other new element is the suction cup. Tap this cup, and it comes loose from the "wall" of the puzzle and begins to drop. This allows you to reposition ropes, creating far more variables on each screen.

These new features are run through their paces in two sets of twenty-five puzzles each, creating complex variations of the familiar CtR gameplay. Lvels are of consistently high quality. The basic solution usually isn't all that hard, but earning 1, 2, and 3 stars can be brain-bendingly difficult. There are some I simply couldn't solve at the 3-star level no matter how many times I tried. That's a good thing: it means the game is still challenging, which keeps it interesting.

It is a bit disappointing to have only 75 puzzles and 2 new elements, but there's more than enough here to keep things fun and fresh, and the updates give you something to look forward to. Cut the Rope is one of the best puzzlers in mobile gaming, and Experiments only further cements its reputation.

Wednesday, August 3, 2011

The New Cut the Rope is Due ...

... tonight! It's called Cut the Rope: Experiments. TechCruch was able to squeeze a few meager facts out of the developers:

What on earth is Om Nom?! That’s what millions of fans of the widely acclaimed game, Cut the Rope, have been asking about the cute little monster who eats candy like its his job! That same question has a mad (but not bad) scientist studying the little creature that mysteriously arrived outside his house.

There's a teaser trailer up at TechCrunch, but it doesn't have any in-game footage. I think Cut the Rope's gameplay kicks Angry Birds in its feathery butt, so you better believe I'll be checking the app store around midnight. 

Monday, August 1, 2011

App O' The Mornin': Ascension: Chronicle of the Godslayer



Grade: B
Price: $5

Although burdened with a cumbersome title, Ascension: Chronicle of the Godslayer scratches an itch many gamers didn’t even know they had, at least prior to the release of Dominion.

Ascension is a deck-building game created by a team of Magic: The Gathering tournament players. Originally publishes as a conventional tabletop game, it feels a bit like a mashup of Magic and Dominion. Players take turns building a deck by buying various cards. Most cards either generate Runes or Power. Runes allow you to buy more cards to add to your growing deck, while Power allows you to defeat monsters. Players earn honor points by defeating monsters, and the player with the most honor, wins.

Each turn, a player can draw five cards. At the center of the table is a line of cards which can either be purchased for your deck, or “banished” in order to keep another player from purchasing them. As your deck grows, you begin to search for cards in specific classes—Enlightened, Lifebound, Mechanic, or Void—since these work well together. By careful deck building and management, you can create a hand that allows you to buy and fight effectively, thus earning more honor and winning the game. There is a modest strategic element to the deck building, and the game has a quirky, appealing feel.

There is a load of data on the screen, which makes the layout a bit cramped on an iPhone/Touch screen. It functions well, however, and there are no accidental moves that can ruin a game. Gameplay is addictive, with clever card design and a diverse range of powers to draw upon. The AI didn’t impress me much, but fortunately the game has a multiplayer component with a matching service. The result is quite entertaining.





Wednesday, July 27, 2011

Consoles Now Only 40% Of the Videogame Market Says ...

... the CEO of Electronic Arts, John Riccitiello. It used to be 80%. In an interview with Industry Gamers, the big boss of the biggest game company on the planet says that iPad is their fastest growing market, the Wii U is just fine, and people need to basically get a grip on the seismic changes in the electronic entertainment industry:
We have a new hardware platform and we’re putting out software every 90 days. Our fastest growing platform is the iPad right now and that didn’t exist 18 months ago. So the idea that we’re categorizing the industry as being [cyclical]... Nintendo is off cycle with what? I mean, the point of reference is gone. And so Nintendo is bringing out a new platform that brings together some of what we’re learning from new media and new platforms like the iPad and then integrating that with a console. It’s the perfect time for that in the industry."
As I've been saying. Somehow videogame analysts got locked into this idea of cyclical hardware updates (PSX, PS2, PS3, etc..., every 6 years) driven by a demand for more processing power. Nintendo blew the second half of that equation out of the water with the under-powered Wii, and they're about to blow the first half out of the water with the "off-cycle" Wii U.

I'll say it again: the old patterns are dying. The next dinosaur to get a comet upside the head is the militaristic FPS genre. If Activision thinks they can spin Call of Duty sequels out to infinity, they're in for a rude awakening. I'm in the process of surveying the entire electronic industry for the Games 100, and I can tell you without hesitation that the only consistently creative and innovative platform is mobile gaming.

Monday, July 25, 2011

App O' The Mornin': Candy Train

Rating: A
Price: Free

Sometimes, the quality of a game is measured by the degree of frustration it can create while still drawing you back to play. During my first half hour with Candy Train (PopCap, free), I could punched my finger straight through my Touch at least once per minute. It has that maddening frustration that can only come with cute and colorful games, as though their childlike qualities mock your inability to play them successfully.

Candy Train is a remake of an old Java title that was still floating around on the internet until recently. (I can't find a current version, so it's probably been removed to keep attention on the mobile port.) It is insanely addictive, perhaps because you always seem so close to getting it juuuust right, moments before you fail completely. This is really just a train pathing game with a tile-switching mechanic, but it’s one of the most appealing free puzzlers to appear on the iOS format this year.

The game is played on an 8x8 grid comprised of tiles representing different track configurations. There are curves, double curves, straightaways, and crossings. Tiles are turned by tapping, thus reorienting the track configuration. In this way, you create a path for the train to follow as it collects points and gathers new cars filled with candy and other treats. If your tracks don’t connect, the train crashes and the game ends.

After all the cars on a map are collected, you attach a caboose and steer the train to the switching point for the next level, where you begin again with more cars. Aside from changing the train speed from slow to fast, there are no other controls.

The normal mode is tough enough, but the expert mode is maddening (in a good way). This is a tricky game to get into, but great fun once you start to master it.

Wednesday, July 20, 2011

LostWinds Coming to Mobile Devices

Eurogamer is announcing that LostWinds, a really clever little puzzle/platforming game, is coming to mobile devices later this year. This charming fantasy from the creators of Kinectimals features the adventures of a young boy who conjures the wind with gestures. It was originally published in the WiiWare store, where it got buried in the service's notoriously crowded marketplace. It seems like a great fit for iOS and Android, and should help this great little item get the audience it deserves.

Monday, July 18, 2011

App O' The Mornin': Tiny Tower

Grade: B
Price: freemium (extra in-game money can be purchased)

Compulsion loop games are not one of my favorite categories. Any title that requires someone to check in and do something at regular intervals feels less like a game and more like a poor lifestyle choice. Yet the genre remains insanely popular among people who forget just how irritating it was to keep a tamagotchi.

Tiny Tower (NimbleBit) is designed in such a way that it can be played by people who like to check on their game every 30 minutes or so, but it doesn’t have to be played that way. This rather clever balance between compulsion loop design and simple simulation gaming is what makes Tiny Tower work.

The game is like a stripped down, pixilated version of the much-missed SimTower. You build a high-rise, one floor at a time, and designate each floor as either residential or work. Tenants are rated for their work skills in food, service, recreation, retail, or creative businesses. After you build each floor and designate it as a business, you assign tenants to a job, preferably in some area of their ability.

Sometimes these are dream jobs for the tenants, while other jobs make them unhappy. Either way, they work where they’re told to and earn the money needed to continue construction and restock and the stores. The  Marxists at Popmatters try to read Deep Meaning into this, with lines like "I have become an exploiter of digital-human capital." (There is no more unintentionally hilarious read on the net than game coverage at Popmatters.) Because we all know that 16-bit dude with a frowny-face is dying inside as he quietly hums "The Internationale".

Tony Tower is free to play, but if you want to play faster you can buy more “bux” online. If you don’t get too obsessed with it, Tiny Tower is great fun and can provide a few minutes of daily play as you manage your little building. If you do get obsessed with it, it ceases to become a fun little game and transmorphs into a time sink.

Monday, July 11, 2011

App O' The Mornin': Bumpy Road

Grade: A
Price: $3

This sophomore effort from the creators of Kosmo Spin has a delightful aesthetic, with a muted but eye-catching color palette and charming art. It’s a look that works perfectly for game about an older couple out for a Sunday drive on a corduroy road past windmills and impossibly narrow houses.

The gameplay is just as interesting as the visual element. Bumpy Road uses a novel mechanic to create a twist on the 2D platforming, move-to-the-right genre that has thrived on mobile touch devices. In this case, you don’t control the car, which moves at a steady pace, but the road itself, which is comprised of a series of little bumps. Touching the road raises it a little bit. Touch behind the car to create a hill that makes the car go faster. Touch in front of it to create a hill that slows the car down. Touch beneath it to make the car hop.

It’s as simple as that. The levels consist of multiple platforms and occasional water hazards, with minor variations for the two gameplay modes. In Evergreen Ride, you need to go as far as possible without falling into one of the water hazards. The trip is endless, with little powerups found along the way to close traps and allow you to focus on gathering items to improve your final time. There are no traps in Sunday Trip mode, so the goal is to get to a finish line as fast as possible by grabbing the accelerator powerups and avoiding the brake powerups. The result is a great little app, with a novel mechanic and engaging gameplay.