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The Official iPhone/iPod Touch Gaming Thread

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truth-lasers said:
Three new screens from Wolfenstein RPG <3

http://i27.tinypic.com/21lu9ue.jpg[IMG]

[IMG]http://i26.tinypic.com/mcsygm.jpg[IMG]

[IMG]http://i29.tinypic.com/28a3xwl.jpg[IMG][/QUOTE]

Wow this looks very cool.

I am thinking about getting duke despite the control issues.
 
TOUCH ME I'M SLICK: THE SILKY SLEUTHING OF TIGER STYLE'S SPIDER: THE SECRET OF BRYCE MANOR
http://www.offworld.com/2009/08/touch-me-im-slick-the-silky-sl.html

App Store Link - $2.99/£1.79

entranceway_spin.jpg


Say what you will about all the advances and unique opportunities iPhone gaming has brought with it -- indie dev accessibility, previously unimagined levels of direct touch-control -- but one area that's still essentially untread is story: an engrossing narrative behind all our quick-burst prods, flicks and pokes.
At first glance, Spider: The Secret of Bryce Manor [App Store link] -- the debut game from Tiger Style, a collective co-founded by former Thief designer Randy Smith and Midway/Ubisoft/Ion Storm developer David Kalina -- follows suit. But just first glance.
At its core, Spider is the game you'd expect from any led by an arachnid star. As you start your micro-epic journey through the titular Manor -- one that takes you from its front porch, though its foyer, down into the bowels of its plumbing and up, finally, through its attic and out -- you'll be doing what it is spiders do: ridding the long-since abandoned house of its insect infestation by building cohesive shapes out of your finger-flicked threads.
Three or more interconnected silk strings linked around -- or in the path of -- the bugs will snap a web into place, where they'll be caught and ready to be eaten and converted into more silk in your bank to spin further webs.


Taken just on this level, the game's an absolute success: Tiger Style have managed to make simply moving through and exploring its environment fun in and of itself, and to make a rewarding skill out of building tight, precise shapes from the hooks each room gives (or denies) you.
But it's in the course of this very simple pleasure that you -- if you're paying attention, anyway -- begin to realize that the house was abandoned perhaps more quickly than you'd originally thought, and that its inhabitants left behind the story of a lifetime, literally: clues to who they were through the generations, and why, perhaps, they left.



And this subverted story is where Spider begins to really shine, because, as you plumb further into both the house and the story's depths, you realize that there truly is a Secret in Bryce Manor, one that's quite possibly been right under your nose the entire time (and quite possibly hinted at somewhere in this very write-up itself).
That moment of discovery, and the subsequent search for more clues, is what makes the game stand apart from nearly all others on the App Store: it's certainly one of the smartest games on the device in making you an active -- if originally unwitting -- participant in its unraveling narrative, and especially for embedding that in an otherwise entirely approachable and accessible mechanic.


Because the story of and adventure through Bryce Manor isn't the beginning and end of the game: Tiger Style have also included a number of challenge modes that test those learned web-building skills with a time-limited Feeding Frenzy mode, a silk-limited Precision mode, and Hunger Mode, a section that requires you to spin and eat more, faster as time wears on.
All of these, including the story mode, are smartly built on top seamless Facebook/leaderboard/achievement integration, rendered in a gorgeous storybook-illustrated style that's remarkably unique for any game, let alone on the iPhone, and made up of mechanics that are perfectly, irreplaceably suited for the device itself.
Like Eliss, Drop 7, the Rolando series, and a very, very small handful of other games wading in the App Store's vast polluted sea, it's one of my most unreserved and heartfelt recommendations: it's an unmissable experience, and a game that gives me hope that the iPhone still has many surprises and secrets left to offer.

Youtube link - Via Touch Arcade


BOUGHT! :D
 
truth-lasers said:
Three new screens from Wolfenstein RPG <3
Much as I love the idea and want to love the game, goddamn is it fugly.

What is with the wild juxtaposition of styles? Eurgh. I don't mind the overly-cartoony sprites, but if they were going to do that, I wish they'd gone all the way instead of JUST the sprites.

Spider game sounds rad. Too bad you have to play as a spider. )': )': )': )':
 
That Spider game is awesome. Never heard of it, but a youtube vid made me buy it.


man, I think I should stop watching out for iPhone games ... it's just too expensive!


But awesome :D
 
Stryder said:
How does it compare to I dig it?

I dig it has one (large) campaign and California Gold Rush has different levels. CGR also has cave ins. They both have lite versions. I'm pretty happy about the sale, I've been waiting for it and picked it up.

---

And Civ Revolution will go up to $10 soon per their app description- I saw last night they updated the description to show $5 is a 48hr sale.

Very happy with the fun of Civ Rev, I agree with the many who say it is not the full Civ4 but is still a very fun Civ experience. Very engrossing and challenging.

The biggest annoyance I had with it was when you're at war the NPCs get very chatty, always trying to blackmail you with terrible offers and such. Not a big deal. And the zoom which has already been mentioned 100x, also not too bad but it's odd. Maybe the UI buttons work better with the default zoom.
 
Wow, civ rev is great. I had my friend sit next to me who is a big fan of the game on console give me tips and he was really impressed. Great depth and runs amazing on 3gs. Is there a way to skip a turn without telling every unit to skip?

Doom is also a lot of fun but it has no music. WTF.

Duke nukem is hard to control. I will get it for two seconds and be in the zone and then I will lose it for no reason.
 
hamchan said:
Yep. Scores everyone?
I'm around 300 in the world for hardcore. I quite often make the top 100 daily. Don't know how many people play though so it might not be that big an achievement.
I'm not exactly sure, but I think my highest was somewhere around 270. My average gets a little better every time I play.

..Which is almost daily
 
Just to let people know that "Zenonia" game is 50% off so it's only $3 now. I tried the demo and really didn't like it. But for being only $3 I still don't see how I can go wrong. Maybe it gets better as you go along?
 
Y2Kev said:
Finished level 2 in duke nukem. It's not optimal but you can play it. I like expert and tap to shoot.

They will have an update down the road so you may just want to wait on playing that. The expert controls currently suck ass and are broken. There is no way I would endure the pain of playing through it currently but that's me.
 
spunibard said:
I dig it has one (large) campaign and California Gold Rush has different levels. CGR also has cave ins. They both have lite versions. I'm pretty happy about the sale, I've been waiting for it and picked it up.

---

And Civ Revolution will go up to $10 soon per their app description- I saw last night they updated the description to show $5 is a 48hr sale.

Very happy with the fun of Civ Rev, I agree with the many who say it is not the full Civ4 but is still a very fun Civ experience. Very engrossing and challenging.

The biggest annoyance I had with it was when you're at war the NPCs get very chatty, always trying to blackmail you with terrible offers and such. Not a big deal. And the zoom which has already been mentioned 100x, also not too bad but it's odd. Maybe the UI buttons work better with the default zoom.


Dammit. I might have to log on to my US account and purchase it. What the heck, I may as well buy SPider too.
And Drop7.

Oh yeah, and am enjoying Timeloop. It actually threw me for a loop (pun not intended) with the first handful of puzzles - the time aspect is actually very refreshing. At first I thought, nice aesthetic, but not to fond of time limit puzzles. But then I realised the timer is important, as you need to time the movements of your past self correctly, and I assume the timer helps with that. HOpefully the puzzles get intricate, but not too close to time limit frustration (although some puzzles where you had to figure out a way to shave off time could be neat). That's the hardest line to draw - challenging, but not frustratingly so.
 
Flying_Phoenix said:
Just to let people know that "Zenonia" game is 50% off so it's only $3 now. I tried the demo and really didn't like it. But for being only $3 I still don't see how I can go wrong. Maybe it gets better as you go along?

Yea I got it at that price and it's awesome.
 
Stoney Mason said:
They will have an update down the road so you may just want to wait on playing that. The expert controls currently suck ass and are broken. There is no way I would endure the pain of playing through it currently but that's me.

The casual controls are borked too. They get stuck. My fire button got stuck and it emptied my shotgun...I was wondering What the ?!, and it took me a few seconds to pause. :/

I actually mostly use the expert controls. Man, the port is nice (sound drops aside), but the controls need someone who actually plays games to think about things. Some items are on the pause menu, other items are on a weapon menu. Just put everything on the same damn screen. Also, no ammo on the HUD?

It's 80% there, too bad the 20% is part of the crucial stuff.
 
Might as well post this here also.

Interview: 2K On Bringing Meier's Civilization Revolution To iPhone

by Chris Remo



August 11, 2009

Interview: 2K On Bringing Meier's Civilization Revolution To iPhone
Advertisement
This week, 2K Games stealthily released an iPhone version of Firaxis Games' Civilization Revolution, which last year hit Xbox 360, PlayStation 3, and Nintendo DS.

The most recent full version of the Civilization series of turn-based world-dominating strategy titles, Revolution was stripped down from its more complex recent PC counterparts, and franchise creator Sid Meier took the lead design role, aiming to create a more approachable game.

Like the other versions of the title, the iPhone game, which 2K has priced at $9.99 after an initial sale at $4.99, is based on the same underlying shared code base. Only the custom interface layer distinguish it from its console cousins.

As 2K's first foray into iPhone development, the publisher has grand plans for Civ Rev, hoping to add further downloadable features like multiplayer, Xbox 360-like achievements, and even Twitter support.

In advance of the game's launch, Gamasutra spoke with then-2K producer Jason Bergman (now employed at Bethesda Softworks) about the game's development and imminent future.

Is this the same game core as the other versions of Civilization Revolution?

Jason Bergman: Like back with the DS version, Sid wrote this game core that didn't care what platform it existed on, and we just wrote an interface layer. For 360, we wrote an interface layer; for PS3, we wrote an interface layer; for DS, we wrote an interface layer.

I don't know how many people actually believed us that it was literally the exact same game. So we wanted to prove it. Civ Rev for iPhone, again, is the same game core. Nothing's changed. We just took that game core, and we got it up and running on the iPhone hardware in like two weeks, and then we wrote a new interface.

We didn't take the DS version and port it. We didn't create a new mobile version of Civ that's some kind of watered-down crappy version. It is a hundred percent the same game. We've got all sixteen civs, we've got all pathways to win, we've got every difficulty level, we've got all the scenarios. The only thing that's been removed is multiplayer, and we do have a pretty long plan for updates.

It's really exciting to be able to get this level of gameplay on a mobile phone. We have hundreds and hundreds of hours of gameplay. Sixteen civilizations, ten playable scenarios, four ways to win, five difficulty levels, full tutorial. It's the greatest thing ever, no question.

You were saying earlier it's going for $10?

JB: Yes. On paper, it makes no sense whatever. It was 60 bucks on [Xbox 360 and PlayStation 3], 40 on [Nintendo DS], and then here it's $10. [EDITOR'S NOTE: the game's launch price was, at least initially, an even cheaper $5.] Common sense would tell us we could cut [the size of the game] in half and still get away with it.

There was discussion at one point about taking out some of the leaders and making them as DLC, but we're including all sixteen. We are still going to do DLC.

What kinds of things are you looking to offer as DLC?

JB: At launch, we are going to have all the core gameplay features. Everything that was in the DS version minus multiplayer will be on the iPhone version. Post launch, we're going to add in DLC. On 360 and PS3, we did additional scenarios and wonders, so we're going to work those into the iPhone version.

We're going to bring over the Xbox 360 achievements. We couldn't do that on PS3 even because there weren't trophies when we did Civ Rev. I'm really excited about that. We're going to do Twitter integration.

How does that work?

JB: We're doing it because we can. When you win a game, it will say, "Chris has won a game as Caesar in 2000 AD."

Why not? It's not a big deal, it's super easy with the iPhone platform. We're going to do that. And we have a long list of potential iPhone features. One feature that has never been on any version of Civ Rev that we're potentially talking about is hotseat, where I do a turn, I give you the phone, and you do a turn.

We're totally open to stuff. We're really looking to see how people react to it, how it does, what they think. If people really want online multiplayer, maybe we'll do that. We don't know. We have no idea.

This is such an insane project because we're putting out so much gameplay to a platform where we're being constantly told, "You don't need this much gameplay." It's really exciting, and it's really weird. We'll just have to see how it goes. It's a really dynamic platform, and you can just make changes.

It's weird. We can just make changes on the fly. If people decide that they want something and it's not a big deal to put it in, we just put it in. Why not?

It's constantly live. It's not a big deal to push updates through Apple. We'll just roll out updates as we come up with them. We'll be looking at the iTunes store reviews and the press reaction, seeing what people want.

The only thing we won't do is a new Civ, because that would require balancing the entire game. At that point, Sid would have to get deeply involved. But he's been involved, he's been supervising the whole project.

So this was developed within Firaxis?

JB: It's split development. The engineering work was done by 2K China. They're the ones who got the engine up and running. The new interface was designed by Firaxis. Some things in this version, like the button to switch between science and gold [production], were just not in the DS version because we couldn't find any space for them.

The DS version -- I'm very proud of it, and I think it's a really great game, but it's very dark and muddy, which is something we need to get away from for the iPhone. We wanted to make it as bright as possible. The city screen is where I think the biggest improvement has come. It's a lot of information to cram into a tiny screen.

You have a demo version as well.

JB: It's a "lite version." You don't do demos on the iPhone. Apple doesn't let you do demo version. It's a "lite version."

But creating a demo for a Civ game is a design challenge as much as anything else. A demo, by definition, is broken according to Civ, because a Civ game requires you go from Stone Age to Space Age. In a demo, you don't do that, and so therefore you're not playing Civ anymore.

You had a demo like that for the console versions, though.

JB: We did. We're doing something different for the iPhone. It's a custom scenario that is being designed specifically for the iPhone. The reason that Apple wants lite versions is they want it to be playable indefinitely.

And so we're going to do this free version of the game, which is going to be limited in gameplay but totally satisfying, and you will be able to play it as long as you want. It will always be free, and it will change. It will be random. The Xbox 360 demo was actually fixed, so it was always the same.

Do you worry that people who are not already aware of anything offered in Civilization won't feel a need to buy the full game?

JB: That's the other argument. Because this is our first iPhone project, we're not sure. We'll see. One of the things we know from talking to Apple is that games that have lite versions sell much, much better. I think EA is the exception -- The Sims 3 doesn't have a lite version as far as I know, and it's selling like gangbusters. But we're really curious to see how it goes.

So you said Sid was still involved with this.

JB: Yes. The AI is the same. It is Sid's code, one hundred percent. Sid's goal when designing Civ Rev was being able to play, start to finish, on a New York to Los Angeles flight.

Oh, really?

JB: That was his time constraint, and it totally works. Obviously, on [the] Deity [difficulty level], it would take you longer depending on how quickly you play, but generally speaking, you should be able to do it in that time frame. I've done it on DS, and I've done it on iPhone, and that's totally achievable.

http://www.gamasutra.com/php-bin/news_index.php?story=24068
 
Scotch said:
Get MemoryInfo. It's from the makers of FreeMemory but clears 40mb on the 2g/3g and I believe 140mb on the 3gs.

Weird, I searched the app store and can't find any matches on MemoryInfo or FreeMemory. not available in my region?

Anyone got itunes links?
 
Loving Civ Rev, even though the Civ 3 addict in me wishes it was a little more complex. Still, great to have a decent mobile version.
 
Spider: The Secret of Bryce

Wow this game is beautiful... in its execution and in its sentiment.
It controls like a dream and sounds fantastic. The narrative, as far as I know, is completely driven by the game world's mise en scène, and is pulled off with great subtlety. It has really struck a chord with me as my family home was repossessed when I was in my early teens. I remember going back after a couple of weeks, breaking in, and just spending time with the place. Sitting in that house, just thinking about what it once was... and as you explore the rooms in this game, that sentiment is captured perfectly...

A nice touch is that your spider is invincible and this creates a very relaxing experience, similar to Zen Bound in that regard.

Everyone needs to play this game! It is awesome!

Oh... and another thing... who knew taking down Hornets could be so fun?!
 
Alright, I just downloaded the full version of Edge and it totally rocks. Great to have an Art Style type game like this on my iPod! But now I'm stuck on level 14, the one with all the fast moving cubes. At the end of the level all I can do is go on a space which makes my cube smaller, and I can't seem to find the end to the level anywhere! How do I get there??
 
Khanage said:
Spider: The Secret of Bryce

Wow this game is beautiful... in its execution and in its sentiment.
It controls like a dream and sounds fantastic. The narrative, as far as I know, is completely driven by the game world's mise en scène, and is pulled off with great subtlety. It has really struck a chord with me
as my family home was repossessed when I was in my early teens
.
Thanks for spoiling the secret! Now I'm gonna look forward to seeing the great subtlety of revealing something I already know...
 
Khanage said:
Spider: The Secret of Bryce

Wow this game is beautiful... in its execution and in its sentiment.
It controls like a dream and sounds fantastic. The narrative, as far as I know, is completely driven by the game world's mise en scène, and is pulled off with great subtlety. It has really struck a chord with me as my family home was repossessed when I was in my early teens. I remember going back after a couple of weeks, breaking in, and just spending time with the place. Sitting in that house, just thinking about what it once was... and as you explore the rooms in this game, that sentiment is captured perfectly...

A nice touch is that your spider is invincible and this creates a very relaxing experience, similar to Zen Bound in that regard.

Everyone needs to play this game! It is awesome!

Oh... and another thing... who knew taking down Hornets could be so fun?!

Completely and utterly charming. Zen Bound is a nice comparison as some games blur what a game is and don't have enough "game bits" for some gamers. Not for everyone but I think its terrific. I love that occasionally games like this just come out of nowhere on the idevices.
 
Wolfenstein RPG is online !!!!
5 Bucks !!!!

3811495705_247e9ee600.jpg


Edit:

Crap, not in germany :aargh:
 
BikoBiko said:
Alright, I just downloaded the full version of Edge and it totally rocks. Great to have an Art Style type game like this on my iPod! But now I'm stuck on level 14, the one with all the fast moving cubes. At the end of the level all I can do is go on a space which makes my cube smaller, and I can't seem to find the end to the level anywhere! How do I get there??

I can't remember, but when you are small, you can climb walls. SO maybe that helps.
 
lilljolle said:
Wolf RPG is on the Swedish store at least.

Damn :-/
Is there a legal way to download stuff from other countrys store without changing my account ?
 
Lord Error said:
Thanks for spoiling the secret! Now I'm gonna look forward to seeing the great subtlety of revealing something I already know...

:lol . I haven't spoilt anything... I haven't completed it yet, and I don't know why the Mansion is empty. It just brought back memories of that time in my life.
 
Starting to understand CivRev after spending a night with it. Obligatory iphone is amazing post.

Anyway, questions:

What do "roads" do? They cost a lot and don't seem to have much benefit if any.

What does the little science vial at the bottom mean? When I put my guys into the "trade" priority (with the revolving arrow symbol) I see that the vial number goes up, but I have no idea what it does. Basically, right now I only understand production number, and food numbers since that impacts what I can create and how much my population can grow.

Also, how do you use spies? And artifacts?

So many questions.
 
For the international version: iTunes International Link


Well..... except Germany, for obvious reasons.

I just bought CivREv, and then this comes out. And after Timeloop and Duke Nukem too.

Dammit. The iPhone is the most expensive gaming device ever. And I play the games as if I pirated them - playing for about 10 minutes before moving on to the next (well, not really, but close). Is Wolfenstein RPG actually a good game? I'm a huge fan of what EA has done on the platform.
 
chespace said:
Starting to understand CivRev after spending a night with it. Obligatory iphone is amazing post.

Anyway, questions:

What do "roads" do? They cost a lot and don't seem to have much benefit if any.

What does the little science vial at the bottom mean? When I put my guys into the "trade" priority (with the revolving arrow symbol) I see that the vial number goes up, but I have no idea what it does. Basically, right now I only understand production number, and food numbers since that impacts what I can create and how much my population can grow.

Also, how do you use spies? And artifacts?

So many questions.


Tempy said:

.
 
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