The TouchArcade Show - 36 - Clean Shaven Edition
Touch Arcade 28 Jan 2012, 12:00 am CET
On this week's episode of The
TouchArcade Show, we push through discussions about feral dogs, the
Mindfreak, and accents in order to bring you the latest, hottest,
and best-est in iOS game news and chit-chat. At the top, we dig
into unreleased titles like Adventure Bar Story before we dive into
more known quantities, like say, Triple Town. Post-break, we weigh
in on heavy stuff like the Zynga vs. NimbleBit, uh, issue, and of
course, get to a few of your listener questions.
Oh! We also had a special guest this week: Joseph Leray. If you'd like to give us a listen, go ahead and do so via the links below. Additionally, you could subscribe to our feeds at iTunes and Zune. All the cool kids do the latter.
iTunes Link: The TouchArcade Show Zune Marketplace: TouchArcade.com Podcasts RSS Feed: The TouchArcade Show Direct Link: TouchArcadeShow-036.mp3, 33MB
Here are your show notes:
GAMES
- Adventure Bar Story
- End Night
- Ash II: Shadows [$2.99 Silver Edition / $4.99 Gold Edition]
- Triple Town [Free]
FRONT PAGE
Glu is the Latest Company to Rip Off 'Tiny Tower'
Touch Arcade 27 Jan 2012, 9:29 pm CET
Let's wind the
clocks back to Tuesday when
news hit that Zynga was relentlessly ripping off NimbleBit's
Tiny Tower [Free]
with their Canadian pre-release "beta" of Dream Heights
[Free].
Dream Heights is basically identical to Tiny
Tower in every way, except for the lack of the Bitbook and a
different art style. News of this spread like wildfire, and it
wasn't long before even the mainstream media was reporting on it.
(These are crazy times we live in, I tell you.) Well, Zynga has
been silent on the matter as far as we can tell, which you'd think
would result in a dead story.
Not so fast though, as Glu also seem to be anxious to hop on the relentlessly ripping off Tiny Tower bandwagon with a similar Canadian release of Small Street [Free]. Small Street is arguably an even bigger knockoff than Dream Heights with the only changes being the tower laid vertically into a street and the elevator car replaced with a taxi.
Fans of Tiny Tower will find these screenshots curiously similar:
I guess when it rains it pours in regards to cloning NimbleBit games. The only question left, is which company is going to release their own Tiny Tower knockoff next?
Man, 'The Other Brothers' Looks Good
Touch Arcade 27 Jan 2012, 5:37 pm CET
What happens when three
visionaries get together and tease an awesome game? You get The
Other Brothers, which is a game that certainly has the look
and style of a next-level iOS game. On the other hand, you also get
almost nothing in the Fine Details Department, and that's a
monumental bummer considering the promise on display. I mean, just
look at that.
The first post on the game's new blog describes The Other Brothers as "a pixelated family fun adventure [game] of running, jumping, collecting, racing against the clock ..." with a suitably mysterious twist. A Kotaku post has some more concept-y type of art if you'd like to see a lot more than what's on display in this post. We're on a mission to get a lot more details, so definitely stay tuned.
[Via Kotaku]
'Where's My Water' Gets New Levels Via IAP
Touch Arcade 27 Jan 2012, 5:31 pm CET
Where's My Water
[$.99
/ Free] keeps getting bigger, better, and ... harder? Earlier
yesterday, Disney polished off yet another update to the playful
puzzle title, adding in some neat story elements and a total of
five free puzzles and many others via IAP. The package itself has
been dubbed "Cranky's Story." We'll let the boilerplate do the
explaining:
Cranky is the toughest alligator around and he has worked up an appetite from sabotaging Swampy’s water supply. He eats anything, especially all the rotting and disgusting junk found in the dumps and sewers. Cranky will not eat vegetables however, and now his food is covered with vegetable-like algae. Use the dirty purple water to clean off Cranky’s plate so he can eat!
Disney says that upon IAP unlock, users will get "50 super-challenging puzzles... and enjoy a completely new way to play." Catch that? Looks like these guys are hoping to court you now. Oh! And apparently, the "Cranky's Challenge" part of this content pack is "a game within a game," so, uh, prepare for that.
'Jetpack Joyride', 'Battleheart', 'Sword & Sworcery' and More Nominated for International Mobile Gaming Awards
Touch Arcade 27 Jan 2012, 5:30 pm CET
Earlier this month I convened
with the panel of judges in Marseille, France that made up the
International Mobile Gaming
Awards to go through the over 500 games submitted. After a day
of some incredibly intense (and incredibly jet lagged) judging, we
had our list of finalists which were just recently revealed. We've
already reviewed almost all of these games, and if you're missing
any of these games from your collection, they're all worth picking
up:
Best Casual Game
- CreaVures [Coming Soon]
- Hector [$4.99 Episodes 1, 2, 3]
- Jetpack Joyride [Free]
- Sprinkle [$1.99
- The Blocks Cometh [99¢]
Best Mobile Social Game
- Charadium II [$1.99
- Funpark Friends [Free]
- Poker Pals [99¢]
- SpellCraft School of Magic [Free]
- The Pirate King [Free]
Best Real World Game
- CityRace.me [Coming Soon]
- Flatmates [Coming Soon]
- Meatspace Invasion [Free
- NBA: King of the Court [Free]
- Shadow Cities [Free]
Best Sports Game
- Bike Baron [99¢]
- Flick Tennis: College Wars [$1.99]
- Sports Car Challenge [Free]
- Touchgrind BMX [$4.99]
- Trial Xtreme 2 [$1.99]
Excellence in Gameplay
- Battleheart [$2.99]
- Contre Jour [$2.99]
- Death Rally [Free
- Draw Race 2 [$2.99]
- Infinity Blade II [$6.99]
Most Innovative Game
- Forever Drive [Free]
- Kodo [Coming Soon]
- KuraKuraMaze [Free
- Superbrothers: Sword & Sworcery EP [$4.99]
- Wild Chords [Free]
The winners will be announced at Mobile World Congress at the International Mobile Gaming Awards summit on March 1st. Also, if you'd like to vote for which games you think should win, head on over to the IMGA site and start voting.
'RoboHero' Review – A Challenging Turn Based Puzzler
Touch Arcade 27 Jan 2012, 5:00 pm CET
I used to think I had a knack
for strategy games. Then I checked out RoboHero [Free],
a turn-based tank puzzler from Bravado Waffle Studios. Now,
I’m not so sure if I have the chops to handle a game of this
difficulty. While the game incorporates relatively simple (and
slow) gameplay, this is buttressed by a wide variety of weapons and
puzzles, along with a difficulty that’ll either keep you coming
back for more or giving up in frustration.
RoboHero places you in the role of Blue Robo, the last defense for Earth in its fight against an evil robot army. As a last resort, you’re sent to the robot ship in order to infiltrate and destroy all the forces. As you progress through the game’s story mode, you’ll unlock new weapons and face new enemies and obstacles. However, the goal of the game is always to either get to the other side of the level or take out a certain amount of enemies.
You’ll accomplish this by planning each move for Blue Robo 15 turns in advance. Every turn, movement, shot, and even weapon change counts as a turn. Once you’ve planned everything out, you hit the start button and your robo executes its actions while the surrounding environment (and enemy baddies) executes theirs. There’s a lot of timing, predicting, and planning involved with each set of turns, much more than I think most players are used to.
The game is also quite unforgiving with planning turns – mistiming a turn or shot can spell doom for that entire set of turns (or even worse, put you in a position to get destroyed). Also, you have to plan out 15 turns; if you try and start the round sooner, your robo will simply stand still for those turns you don't plan anything, effectively wasting precious moves.
RoboHero’s biggest strength is also its potentially biggest weakness. When all is said and done, this game is hard. You better have some pretty damn good timing and analytical skills if you want to completely finish this game by collecting all the level stars (three stars for each of the thirty missions).
Each level lets you earn up to three stars by accomplishing three different criteria. You can earn a star by collecting all the stars in a level, by keeping your health above a certain threshold, and by passing the level under a certain amount of turns (every individual action counts as a ‘turn’). Normally, I can do well enough to earn one of those at any one time, and if I tried pretty hard, I could probably handle both the health and collectible stars.
However, if you want to land
all three, you’re going to have to do a lot of work analyzing your
moves, the movements of your enemies, and creating the most
streamlined route that takes out only the necessary enemies and
gets you where you need to go without coming to harm. It’s an
exercise in patience and planning that I rarely see in games these
days.
It’s important to note that the difficulty is mostly restricted toward earning stars. In the case of simply wanting to pass a level, RoboHero is a little more forgiving, especially since Blue Robo has the ability to glimpse the future movement of the surrounding enemies and environment. However, you only have a limited amount of foresight, and it doesn’t really make it any easier to time some movement.
Regardless, later levels will still test both your reactive and puzzle solving senses. Annoyances such as the fact that you have to start over if you die make the later levels more annoying to complete (especially considering the latter half of the levels will take some time to actually run through and complete).
In addition to the Story Mode, RoboHero also features an Arena Mode and Multiplayer. I found Arena Mode far more enjoyable than the story mode, as you’re simply tossed into a small level with a bunch of other computer opponents with the sole purpose of kicking the crap out of everyone else. It’s very reminiscent of Bomberman and I think RoboHero does a great job capturing that frenetic feel in a turn based game.
Multiplayer is restricted to pass and play, which I think loses a lot of the excitement that might have occurred with Bluetooth or Wifi modes (asynchronous might have been interesting as well). Thankfully, online multiplayer is supposedly on the horizon.
If you’re on the fence as to whether a game such a RoboHero is for you, here’s some good news: The game’s first ten levels (as well as Multiplayer and Arena) are offered for free, with IAP covering the other 20 story levels. In this regard, I suggest picking it up if you’re even remotely interested. Its slow, turn-based gameplay is a much different take than most tank games I’ve played on iOS, and it’s bound to turn some heads, but only for pretty hardcore puzzle or strategy fans.
'Batman Arkham City Lockdown' is On Sale for $2.99
Touch Arcade 27 Jan 2012, 3:00 pm CET
Last month, after basically zero
pre-release hype, we were pretty surprised to see Batman Arkham
City Lockdown [$2.99]
pop up in the App Store. Perhaps even more surprising was that
NeatherRealm Studios, developer of the recent (and excellent)
Mortal Kombat reboot on consoles, was behind the iOS
title.
And, even more surprising still, Batman Arkham City Lockdown was actually pretty freaking awesome. It was built using the Unreal Engine, so the graphics were definitely up to snuff. And the gameplay took a tiny page out of the Infinity Blade handbook, having you face off against baddies in one-on-one battles using swipe controls to dish out the pain. The combat didn't quite have the complexity of an Infinity Blade, but it was fun nonetheless.
Now, Batman Arkham City Lockdown has just received its first ever sale, dropping from its normal $5.99 price point down to $2.99 for a limited time. If you're wondering if this is the game for you, then be sure to give our full review a read for some insight. Personally, I had a ton of fun with Arkham City Lockdown, and thought it was well worth its original price. For $2.99 I think it's a steal, especially if you're a fan of the Batman, as the developers have done a wonderful job of making the game feel like a fully realized Batman experience. Definitely check it out and take advantage of the sale while it lasts.
'Greedy Penguins' Review - Finally, a Bird-Based Physics Puzzler
Touch Arcade 27 Jan 2012, 1:00 pm CET
Did you know that penguins
spend up to 75% of their time underwater, looking for food in the
ocean? Or, if Chillingo’s recent Greedy Penguins [99¢/Lite] is to be believed, they spend 85% of
their time on ice floes, waiting for you to feed them, 10% of their
time playing guitar and burping, and 5% of their time getting eaten
by ravenous Orcas.
Greedy Penguins is a bird-centric physics puzzler (what a concept!) that revolves around you finding ways to get incredibly stressed-out fish in the mouths of the correspondingly-colored penguins. You tap the fish to drop it from its hook and get it rolling, then through a combination of timing and obstacle-clearing, get it to the right-colored penguin. Once your penguin is successfully fed, he coughs up ice cream, which you tap to feed each level’s companion and get bonus points when completing the level, garnering a one, two, or three-fish rating.
The concept isn’t new, but the execution feels good. I found myself really enjoying this game, as much for the cute graphics and theme as for the well-designed puzzles. While the earlier puzzles seem easy (don’t they always?), once I really got going it became quite challenging to make sure I got the fish moving in order to clear obstacles. I found myself failing some levels multiple times. Since each level is short, I didn’t mind too much, but it did remind me of how bad my timing is (I still get night terrors regarding the Cave of Wonders level from Aladdin for the Sega Genesis).
Another challenge, though one not personally experienced, is that the colors chosen for each penguin and their food make the game exceptionally trying for color blind people. As mentioned in the forum thread, those who can’t see colors will have a heck of a time getting through this game. If you’re persistent and don’t mind some trial-and-error, you might still enjoy it, but as a person who had enough trouble being able to clearly see everything, I would probably recommend skipping it until a color blind option is added.
The other thing that I personally didn’t like was the in-app purchase option. I’m generally of the conservative “in-app purchase?! Not in my paid app!” mindset (I am a bit of an old person, after all), and my thoughts on Greedy Penguins are no different. Simply beating every level in a world isn’t enough to unlock the next set of levels. In order to unlock the second and third igloos (worlds of 12 puzzles each), you need to have either collected thirty fish (out of only thirty-six) or pay 99¢.
The game also encourages you to waste time in levels by tapping the penguins and their companions to make them do “funny animations,” making it unlikely that you’ll get a perfect score of three fish on your first try. Crafty, no? I don’t know about you, but I don’t really like replaying levels of games just to gain points (or fish) in order to unlock content that I feel entitled to, having already purchased the app.
All things considered, Greedy Penguins is a well-crafted – though hardly groundbreaking – puzzle game. It's fun and extremely well-executed, with enough challenging puzzles to keep you occupied. If you've got a dollar or two burning a hole in your pocket, I'd definitely recommend giving it a spin, especially since it's Universal. If not, well, you can always get your penguin fix from this video!
'Fingle' iPad Review - Better Finger Games Than Mind Games
Touch Arcade 27 Jan 2012, 2:00 am CET
Fingle [$0.99]
should come with a warning. Maybe "Caution: always bring
protection"? I mean, sure the iPad is great for co-op games with
the fam, but not this time. This time, things might just get a
little... heavy.
Finger twister isn't new, but Fingle is a finger twister game with one purpose: flirtation. A cheesy soundtrack, suggestive backdrops and more than a few double entendres might be enough, but Fingle doesn't settle for enough. Your fingers will stroke hers, or his. You'll make terribly lewd gestures at one another. Fingle takes its premise all the way.
Here's how you play the game: there are squares, and there are boxes, and the two must meet. Some are yellow, some are white. Your fingers rest on one set, hers on another. And then you do as you're told.

At first this is simple. Drag a box here, hold it there. Your fingers might brush up against one another. Then things heat up. One player finds himself stroking his hand over the other's. It gets pretty steamy.
Sort of, anyhow. There are a few rules you have to follow to get the full effect. You can't really play solo, for, um, obvious reasons, and you need to use one hand each. Two hands is easier, but it's a lot less fun. Stick to those rules, and one of you will basically end up in the other's lap before long if you want to pull off some of the moves.
So you can see why you don't want to play with a stranger, or your Grandma. You might also not want to play for too long. While Fingle starts out very flirty, it actually gets pretty hard over time. If one of you has small hands, long fingernails or sweaty palms, you might find it a bit out of your league. Nothing kills the mood quite so much as frustrated failure.
There are over 50
levels to work through, so as long as you know your limit you'll be
fine. If you're actually playing to tease, work through the first
level pack or two. It starts out slightly subtle and gets
suggestive quickly. If you're playing for a challenge, something
that's totally possible, work your way through all the rest.
Fingle is missing a lot of the traditional game structures
we're used to -- scores, points, achievements and the like -- but
it's certainly a good time for two people who are comfortable with
a little touching. The design that has gone into this game is truly
charming, so it's hard to say no.
In all seriousness, you need to know your audience if you're going to play. You can definitely go at it platonically for a laugh, but first be sure you both know where you stand. And you could certainly make someone extremely uncomfortable if you're not at the point where cheesy 70s-style music, suggestive sound effects and light touching is okay. Fingle is the sort of game that could start out funny and end up sexy, or start out cold and end up with a slap to the face. Judge carefully, and stop by our discussion thread to let us know how it goes - just keep it work safe, tiger.
Here's a New Trailer for 'Reckless Racing 2'
Touch Arcade 27 Jan 2012, 12:00 am CET
Earlier this week we let you know that Reckless Racing 2, the sequel to Polarbit and Pixelbite's 2010 top-down arcade racer, would be hitting on February 2nd. Hey, that's like… a week away or something! In preparation of the impending release, the developers have unleashed a brand new trailer for the game, and it's looking rather stunning. Check it out:
The trailer also reveals some details about Reckless Racing 2. The game will feature 24 tracks to race on, which are also said to be longer than those found in the first game. You'll also have 18 cars to choose from, each of which can be customized in both appearance and in performance with parts that can be bought from an in-game shop. Finally, there is a progressive single-player campaign to play through, as well as many more options for things like camera views and controls.
You can bet we'll be all over Reckless Racing 2 when it hits the App Store next week, and as always you can find even more discussion on the game in our forums until then.
PC | Saints Row: The Third - Genki Bowl VII Review
GameSpot's Reviews 26 Jan 2012, 11:26 pm CET
Genki Bowl VII's four quick activities lack the excitement and humor of your earlier adventures in Steelport.
Score: 5.0 / mediocre
Get the full article at GameSpot
'One Epic Game' Review - Stick a fork in "Epic," folks. It's done.
Touch Arcade 26 Jan 2012, 10:01 pm CET
Way back in 2010 when
Monster Dash [$0.99]
was released it felt a tiny bit lacking. Not that it wasn't a
fantastic game, but it could have used a little more depth. You
know, upgrades to earn, a complex mission system, maybe eventual
retina support?
Now there's no need to worry about any of that. Not because One Epic Game [$0.99] brings any of that to the table, mind, but because Jetpack Joyride [Free] came out a year later and blew its predecessor out of the water. So why is it we're still seeing retreads of an older, lesser product? Could it be, she wonders, because Grip Games forgot their own game's roots when bringing it back from PlayStation Minis?

Say it ain't so, but I can't see many other explanations for what's happened here. One Epic Game isn't a Monster Dash clone, but there are some obvious similarities. To name a few, both have a humorously hardcore hero, randomized levels and weapon drops, the same flavor of non-stop platforming, the same methods of murdering slow-moving enemies, and three-life heart system. Maybe one wasn't inspired by the other, but that reads like a bit of a stretch. Now, all's fair in love, war and game development, especially when it comes to making games on different platforms. But if you're going to bring your game back to compete against its grandaddy, you at least ought to be sure you've made a few improvements in the meantime.
Here's the thing: One Epic Game has more content than Monster Dash. The latter is an endless runner, period. The former has a handful of levels in a story mode and seven challenge modes on top of that. But more isn't the same as better, and that's doubly true here.
The game is
presented as a parody, hanging a lantern on all those silly things
we've seen in games. It's the broadest sort of parody, satirizing
concepts that are virtually universal. Ha ha, tutorials are a pain,
aren't they? And so many games have zombies, am I right? Look at
this obnoxiously jingoistic story, and mock these bland heroes and
villains.
But here's the rub - the story, heroes and villains are extremely bland. The tutorial is horrid. It's not a great joke when you actually respect your audience so little you feel you have to teach them the ins and outs of the jump and shoot buttons. One makes you jump. The other makes you shoot. Got it? And yes, there are zombies. And aliens. And World War II settings. Hah, I bet you haven't seen so much of any of those things before that you might actually be profoundly tired of playing games that fail to use them in any sort of interesting way.
Maybe I'm just not getting the joke, but does it extend to clarifying why the rest of the game is so sloppy? The lack of Game Center and Retina support are the biggies, but if you look any deeper it's just issues all the way down. The game makes due with the bare minimum of animation, for example. Alpha Dog, your musclebound space marine stereotype, has just one: running. Jumping is just the running animation slowed down. The enemies only get to walk (or fly) in a straight line until they fall off something, still walking. Only the weapons and jetpack do anything of note with the visuals.
So it goes with the platforming. The game just loves to screw with you, sticking the best power-up in a place you can't survive or hiding the fact that a platform is too small to hit until you're already mid-jump. That's the joy of intentionally frustrating design, but then occasionally a platform crumbles away before you can reach the end or an obstacle you jump over stretches a little too far to be survivable. It's sloppy, pure and simple.
One Epic Game has two things over Monster Dash: you can chain kill enemies to build up a score multiplier, and you actually have a score, making killing monsters distinctly more valuable than avoiding them. All other things being equal, maybe that would be enough to set it apart. But all other things aren't equal, and we've had nearly two years to find better endless runners in the interim. There's just no reason to go back to something that might have been an okay (if slightly familiar) title two years ago when there are so many fantastic games coming out right now. If you decide to take the plunge anyways, share your thoughts in the discussion thread. Just don't say I didn't warn you.
'Junk Jack' for iPad Might Be Closer than You Think
Touch Arcade 26 Jan 2012, 9:45 pm CET
Hey, remember that time we were like, "oh sure, Junk Jack is coming to the iPad, but it's not going to be for a long time"? Well, you should remember, because it was just last week. Anyway, the story goes that the game's developer PixBits has been so involved with just updating the game in general, that making it iPad-friendly was kind of on the back burner, at least until the iPhone version became more fleshed out.
However, it sounds like they might have overestimated how difficult the transition to the iPad would be, because we've heard from the developer that progress on a Universal update for Junk Jack is moving forward much more quickly than they had expected. They've sent over a load of work-in-progress screens of the game from the iPad, which you can check out below.
We've been told that the Universal support won't go live with the very next update, which sounds like it's pretty near completion, but PixBits is hopeful that it will be included in the update that follows. We'll be sure to keep tabs on this and let you know just as soon as you can get diggin' on the big screen with Junk Jack.
Valve Releases Steam Mobile On iOS And Android
Touch Arcade 26 Jan 2012, 8:46 pm CET
Man, these digital platform
companions apps come out of nowhere. Today, Valve, the creators of
Half-Life and everyone's favorite PC download platform,
Steam, announced Steam Mobile [Free].
It's what you think it is, which is to say, it's a companion-y type
of experience that'll let you chat with Steam friends, view Steam
groups and profiles, check out video game screenshots, and just
about anything else Steam-related, including sales.
Best part? It's available right now across iOS and Android. This particular version is still being called beta, so to jump in, you'll need to jump a hoop. Namely, signing into Steam through the mobile app as a way to "express interest in the beta." Eli's having a bit of trouble signing in at the moment, but we're guessing people are bullrushing this thing. Can't blame 'em, either.
Clever Interactive Comic 'Meanwhile for iOS' Drops to 99¢ as High-Res Update Hits
Touch Arcade 26 Jan 2012, 8:29 pm CET
Alright, so even though
Meanwhile for iOS [99¢]
isn't normally what would come to mind when you think of iOS games,
it's something that I bet most people out there aren't aware of.
Also, if you're the kind of person who likes Choose Your Own
Adventure style books like the variety of gamebooks we've posted
about in the past, this will be right up your alley. Maybe you've
got kids that like comic books, Meanwhile would be equally
perfect in that situation.
I first heard about its physical book form, which is worth checking out just so you can see the clever way its all laid out. You make decisions in the comic book, then follow colored lines to the next panel you should be reading. The amount of decisions included is just silly, as the book boasts 3,856 different possibilities. The plot follows a kid named Jimmy who goes from deciding if he (or, you, as the reader) wants vanilla or chocolate ice cream to deciding the fate of the world after encountering mad scientists, time machines, robots, and tons more.

The comic is targeted at kids in grades 4-6, so if you're an adult looking for some hard-hitting plot points, you'll likely be disappointed. If, however, you're just into comic books and want to check out a really clever implementation of a Choose Your Own Adventure style comic, this is 99¢ you have to spend. The way they adapted the actual book to iOS devices is fantastic. I particularly enjoy how you still see irrelevant (to your particular story path) panels as you read through the comic, which really just makes you want to replay it over and over again to figure out how to get to something you saw that was particularly crazy.
It's on sale today only, due to an update landing which adds completely re-mastered high resolution art. So, don't wait too long or it'll be back up to $4.99.
'Pizza vs. Skeletons' Rolling Into The App Store Next Month
Touch Arcade 26 Jan 2012, 8:21 pm CET
First, the news:
IKAROS [$.99]
creators Riverman Media
has finally dated Pizza vs. Skeletons. The wonderfully
bent, 100-level pizza rolling game is currently in submission and
set to release this February 25 as a paid Universal app. Perhaps as
a commentary on current iOS trends, Riverman notes on
its blog that this release will be "the whole game, for one
price" and all updates will be free forever.
And now for a reminder, because hey, it's been a really, really long time since we've talked about Pizza vs. Skeletons. May 2011, actually, was the last time we had anything meaningful to say about the project, which at the time, the developer was struggling to pitch. "How do you hype up something that has no clear genre, a nonsense plot, and a main character that's a thirty foot tall conglomeration of cheese and tomato sauce?” the reveal blog post asked.
But here's the deal: In Pizza vs. Skeletons, you control a massive, fully customizable pizza across a dizzying array of levels that'll have you smashing pyramids, killing robots, and hey, even rescuing puppies. "On one hand it's an ode to all the classic NES and SNES era game we all loved as kids," a new post states. "But it's also got tons of new stuff that has never been put into a game before, with mechanics carefully crafted for iOS." Say no more, guys. I'm sold.

The thing that's really drawing our all-seeing eye is its art style. This looks like the kind of game that Tim Burton would make if he actually had a sense of humor. Definitely spend some time with the images in this article, and get pumped with us!
3DS | Resident Evil: Revelations Review
GameSpot's Reviews 26 Jan 2012, 7:52 pm CET
Revelations is a successful blend of old-school Resident Evil horror and new-school action.
Score: 8.5 / great
Get the full article at GameSpot
'RAGE HD' Updated With New Levels, Better Models
Touch Arcade 26 Jan 2012, 5:18 pm CET
Surprise!
RAGE HD [$1.99],
id Software's graphically off-the-walls tie-in shooter to
RAGE, has been updated with two additional levels in a
brand new update that also throws in higher resolution models,
video output support, and various other enhancements and bug fixes.
The house cleaning additions are free as always, but these levels,
Kraken and Aqueduct, come at a cost: $.99, to be exact, via in-app
purchase through the in-game Store.
We've spent a few minutes with each and can happily report that they are, indeed, levels that have been added to RAGE HD. One thing we didn't expect, though, is to be floored all over again by this game's look. Goodness, it's gorgeous. Get the same feeling below by glancing at some of the new levels:

'rComplex' Heading to iOS This February
Touch Arcade 26 Jan 2012, 4:33 pm CET
A dark, moody endless runner
with an actual narrative hook? That's the elevator pitch for
rComplex, according to the game's developer, InterWave
Studios. Originally released for PC back in 2009, InterWave is
breathing new life into the title with a Unity 3D powered
re-imaginings across multiple handsets and platforms, including iOS
later this February.
A new trailer for the game is embedded below, and you should check it out. Basically, you play as a mysterious dude with a lot of stamina who is being chased by a dream-like tentacle monster. As you run, you'll steadily "piece together the events that led to your current situation," and ultimately the mystery. Well, unless you die. You'll probably be boned on that front, then.
[Via Joystiq]
'Paper Monsters' Review - A Straightforward and Visually Stunning Platformer
Touch Arcade 26 Jan 2012, 6:05 am CET
The just-released Paper
Monsters [99¢],
co-developed by Robots Vs
Wizards and Crescent Moon
Games, has been in the works for a long time. In fact,
development originally began way back in mid-2010, and we didn’t
learn until well into 2011 that Crescent Moon had actually
jumped into the project to give it a graphical makeover (as
they’ve been known to do from time to time).
With such a long development cycle, it’s easy for the hype over a game to do one of two things: either people start to lose interest as the months drag along, or the hype builds up to the kind of level that would be hard for any game to deliver on. Well, Paper Monsters finally has reached the App Store, so if you’re part of that first group then it’s time to start paying attention again.
More importantly, however, are the folks in that second group – the insanely hyped crew. Paper Monsters is an incredibly fun platformer, and it’s downright gorgeous to look at. Plus, it’s full of all kinds of whimsy and little touches that bring up those warm, fuzzy nostalgia feelings that will take you back to platformers of days gone by. But, if you’re looking for a genre-defining game that breaks all the boundaries that you thought you knew for platformers, well, Paper Monsters isn’t quite at that level. With tempered expectations, though, it’s one of the nicest platformers currently available on iOS.
First off, Paper Monsters takes more than a few cues from the iconic Mario series. It doesn’t try to hide this fact, either. With every jump your character makes, he lets out an excited “whoo!” that you almost expect to be immediately followed by “here we gooooo!” or “it’s-a me, Mario!” The majority of enemies are dispatched by jumping on their head, you’ll hop into gigantic pipes to warp to different parts of the levels, and there’s even a giant mouth built into a mountain that you’ll escape through after beating up on a boss, à la Super Mario Bros. 2.
These things don’t detract from the game though, in fact, they add to the already rich character and personality of Paper Monsters. As I said previously, the game is gorgeous. Graphics are all done in colorful 3D, though gameplay is strictly old-school 2D style. The music is also a big part of the experience, and it manages to create incredibly moody atmospheres to explore and play through. The many Mario-like flourishes merely enhance the already fantastic presentation of Paper Monsters.
Gameplay itself is simple and
straight forward. You can move left or right, jump, and double
jump. And… that’s about it. Occasionally, a level will have you
playing as a helicopter or submarine, effectively playing more like
a shmup which breaks up all the platforming nicely. These sections
are actually quite fun, and I wouldn’t have minded more of them. In
fact, one of the big downfalls of Paper Monsters is that
it’s a pretty short game.
You get 4 chapters in the game, each with 4 levels, for a total of 16 levels. The environments run the gamut of familiar themes like grass lands, ice levels, the desert, and jungle ruins. Each level is a fairly good length, with checkpoints in the middle so you don’t have to restart from the beginning should you die, but they really won’t take too long to complete anyway. Some replay value is added in the form of 3 golden paper clips and a single hidden tile that need to be collected in each level if you wish to fully beat it. You can also collect buttons, which are essentially the “coins” of the game, and which can be accumulated and spent in an in-game shop on additional clothing items to deck out your character. It's a fun distraction, but pretty non-essential. Also, if you don’t have much patience, you can get more buttons as IAP if you wish.
Finally, a really cool inclusion in Paper Monsters is the Dash Mode. This is essentially an auto-running version of the game, where your character runs to the right on his own and you just need to worry about jumping on enemies and over hazards while collecting buttons. It’s really quite fun, and could easily have been a full game on its own, so the fact that it’s included as a bonus is pretty nice. You can also try this mode in your web browser for free, if you're curious.
But where Paper Monsters really wins is in its presentation and overall “feel”, which is something that’s hard to describe. I’ve played a TON of platformers in my day, and while some of them appear to have all the right components, sometimes the most basic mechanics of running and jumping just don’t feel right, and it pretty much ruins the rest of the experience. Paper Monsters pulls this aspect off well, as just playing through the levels is fun in and of itself, even if it doesn’t wow you with a ton of new ideas or endless amounts of levels. For lack of a better expression, it just feels right.
It seems the developers set out to make a throwback to some of their favorite old-school platformers, with awesome graphics and solid controls, and at this they completely succeed with Paper Monsters. If you don’t go in expecting the game to reinvent the wheel, and can appreciate the eye candy and simple fun of platforming, then Paper Monsters should give you plenty of enjoyment for your dollar. People in our forums sure seem to dig it, and with some additional levels planned for updates, there should be even more fun coming in the future.
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