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The Official iPhone/iPod Touch Gaming Thread

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TurtleSnatcher said:
Anyways..

I think some of the GAFers here should collectively come together and make a site about iPhone/iTouch gaming.. I mean.. We seem to always be on the ball on a lot of items and are very well opinionated! :)

..but we're all so nestled comfortably in this one thread. :lol
 
TurtleSnatcher said:
I think some of the GAFers here should collectively come together and make a site about iPhone/iTouch gaming.. I mean.. We seem to always be on the ball on a lot of items and are very well opinionated! :)
A lot of the times anything I post is from toucharcade, so a website already exsists :P

Maybe a GAFreviews.com or something would be a laugh.
 
3D Rollercoaster Rush looks incredibly fun. That and that RPG people posted before will probably be my next game.

I hope someone makes like a Final Fantasy type turn based RPG.. Would be so hawt.
 
Carmack talking about some of the future products and that EA is sitting on Wolfenstein RPG even though it's done at the moment because they don't want to have both on the market so close to each other.

John Carmack of id Software spoke to Multiplayer over the phone today to talk about “DOOM Resurrection,” (impressions coming shortly) but he couldn’t help but talk about future iPhone projects that id is working on:

“There’s no doubt that we’ll go through ‘Quake’ and ‘Quake 2.’ I think that I can probably manage to do ‘Quake 3′ on the conventional iPhone platform, if Apple winds up addressing just a few things in their system software. When you start looking at the 3GS, ['Quake 3'] would not be a problem at all.”

He went on to talk about other iPhone projects that are in the works, including “RAGE” for iPhone, “Wolfenstein RPG,” and “DOOM 2 RPG.”

“We’ve got our 3 major prongs, with the classic games ['Wolf 3D Classic,' 'Doom Classic']. We have the from scratch games, that ‘DOOM Resurrection’ is the first of, and we’ll probably have something ‘RAGE’-themed there.

“Then we’ve also got our traditional mobile games, starting with ‘Wolfenstein RPG,’ which is already done and in the can, but EA thought everyone was going to be confused about ‘Wolfenstein RPG’ and ‘Wolfenstein 3D Classic.’ They’re sitting on that for a while and I don’t know when they’re gonna get that out.

“Then the expectation is that the id Mobile team will be doing the DOOM 2 RPG for the iPhone after the finish with the Java and Brew versions. I expect we’ll have an iPhone project every two to three months over the next year.”

Carmack seems generally enthralled with the prospects of the iPhone, and is willing to experiment on his own. “Wolfenstein 3D” was basically a pet project of his, so you can imagine what he’s capable of when he really sets his mind to a project.

http://multiplayerblog.mtv.com/2009...ake-2-rage-coming-to-iphone-quake-3-possible/

id Software's John Carmack today confirmed to Shacknews that the company plans to bring three of its Quake titles to the iPhone platform--though Carmack himself may not be heavily involved in the projects.

"We will be trying to put some other developers on the future classic titles," said Carmack. "I don't think I'm going to be doing all of the work on Quake, Quake 2 and Quake Arena on there."

Added the Carmack: "I may need to go in there and make sure certain specific things are done the way I want them to be."

As for his future plans on the platform, the ZeniMax acquisition will apparently change little in id's aggressive mobile strategy. A version of the company's upcoming shooter Rage is being considered for the platform, while Wolfenstein RPG, Doom 2 RPG and Doom Classic--a port of the original Doom with multiplayer support--are planned for release.

"ZeniMax is behind the iPhone," he said. "Todd Howard at Bethesda is a huge iPhone fan. I don't think anything likely is going to change."

"I certainly want to do this MegaTexture demo for the 3GS stuff, work on that myself," added Carmack of his ambitious plans to apply the id Tech 5 technology to the mobile platform. We'll have more with Carmack in an interview to be published later today.

http://www.shacknews.com/onearticle.x/59326
 
Stoney Mason said:
Carmack talking about some of the future products and that EA is sitting on Wolfenstein RPG even though it's done at the moment because they don't want to have both on the market so close to each other.



http://multiplayerblog.mtv.com/2009...ake-2-rage-coming-to-iphone-quake-3-possible/



http://www.shacknews.com/onearticle.x/59326

Interesting, thanks.

Where's my Doom Classic?!

I tried the Wolfenstein lite, but didn't like the controls and passed on the full version, but figured I'd get Doom regardless. Then this morning, I tried the Lite version again using a different control (move/strafe on left thumb, turn and fire on right - it seemed pretty good), and now I want Doom even more.
 
“Wolfenstein RPG,” and “DOOM 2 RPG.”

Awesome :D

So I was watching Rolando 2 videos via Toucharcade, and im' getting pretty interested in +. The little challenge feature of Rolando 2 is cool. Just having that level of multiplayer integration and a little profile to view my achievements / pics / status all looks fun. I hadn't been too interested in Rolando 2, but seeing the + features has me all geeked for it and for Star Defense. Im' definitely picking both up, now.

Also, just got 1451 in WordFu, it finally occurred to me that tacking "ing" onto the end of most words equals a helluva lot more points. :lol
 
I just wish they could hurry up and release the 3GS in Sweden. Already bought Knights Onrush even though I don't have any ipod/iphone yet. :lol
 
Zenonia update out.

* D-Pad control upgraded (Wider touch area. Transparency added)
* Inventory navigation improved
* Sound. (Optional BGM) MP3 playable during game play
* Balancing Hunger and Durability time adjusted
* Typos and minor glitches fixed
 
Stoney Mason said:
Zenonia update out.

* D-Pad control upgraded (Wider touch area. Transparency added)
* Inventory navigation improved
* Sound. (Optional BGM) MP3 playable during game play
* Balancing Hunger and Durability time adjusted
* Typos and minor glitches fixed

I'm not seeing it.....

Edit: and it just popped up. Thanks for the heads up dude!
 
Doom Resurrection is available.


Itunes Link $9.99
Review #1
Review #2
Impressions Thread
Video



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DOOM looks alright for their first foray into the platform, but I don't know bout' $10.... i'll wait for a price drop. Looks fun, though.
 
jonnybryce said:
Who's going to bite?
I have no problem with the idea of on rails shooter version of Doom especially since we are getting Classic Doom in the next few weeks probably but $9.99 is a bit much for me to risk on an unknown product with an unknown track record without it being a really good game. I'm sure there are people who will pull the trigger in the Toucharcade thread.
 
I really wish there was a demo for Doom. Even if it's something like 1 minute demo. Just to see how the damn thing actually feels, as I thing it looks good as much as it looks bad at the same time, somehow.
 
Also Good interview from Toucharcade where they talk about price issues at the end and hit the nail on the head among other things.

Gameplay Experience

Tom Mustaine: What did you guys think when you got your hands on it?

Arn / TouchArcade: I liked it a lot. The best thing was it felt like Doom. Of course, there are a lot of people concerned with the scripted "on rails" aspect of it.

John Carmack: We tried to avoid having it characterized like that, there is a stigma associated with that. (Tom: Kind of an old school stigma.) We like to talk about it as kind of a "crafted experience."

One of the things I like to say is if you compare this to one of our traditional FPS games like Wolfenstein 3D Classic to a lesser extent and even more with Doom Classic — which obviously not many people have seen yet since it's not released — but those games can look really good when you've got somebody who knows what they're doing playing around with it, somebody who is comfortable with the controls. But, the first pick up response on it generally is not that great even from a FPS person because it's a control set people aren't familiar with, and just with any FPS, if you can't do the controls you generally tend to look stupid and it's not the most rewarding … when you're bumbling around not doing what you want it to do.

And with Doom Resurrection because you do trade off some freedom, you don't have the ability to roam everywhere, but the game looks good all the time. You may wind up dying if you can't shoot the monsters effectively but you don't necessarily look like a fool when you're doing it, and the game is pretty cool to look at even when you're in the process of failing. And it does have that sort of skill based progression just like you would have with a traditional FPS game but it just has a generally more sort of positive feedback on there without the downside of making people feel like they have no idea what they're supposed to be doing.

That's a problem that we have all the time in high-level FPS game design. You can spend so much time building really awesome things that happen in the world, but the player is almost never cooperative, you know? They're almost never looking where you want them to unless you actually yank the control away from them which puts you again outside this free-roaming motion. The player will generally be looking off to the side or not even in the right place or they walk away when something cool is happening. So what we get for trading away some of the freedom on this is the controls make sure whatever cool stuff we put in everybody really gets to see.


Gameplay Controls

Arn: I understand that you hadn't initially gone with this design decision. Can you talk about how you came to this control system?

Tom: Yeah, early on when we all sat down initially and discussed this game, it was kind of a foregone conclusion that the thing you do is tap on the screen to shoot the monsters. That's what we implemented for the majority of the design (about half way through the development) before we actually took a stab at it to make a change. But honestly, up until the half way point, the game just wasn't really fun at all. It just wasn't resonating.

You play the game and you tap on the monsters with your finger and you move through the world and you'd be covering the monster with your finger and you didn't have the kind of compulsion you could expect, you know, that aiming mechanic you really need. So about half way through both id and us were really looking at this thing saying "It's not shaping up" and we were actually considering canceling it at one point.

But we got to a point where we made a change and moved over to the kind of accelerometer/aiming mechanic and what that did is literally overnight made the game go from being kind-of-not-fun to actually a really engaging experience and it finally captured what we wanted out of the thing from day one which was a distilled shooter experience. It captures all the elements you'd expect out of Doom and all the visceral combat and feedback and everything but it has that compulsion of micro-seconds of where I've got to aim at this guy, and I can't hit this one in the head quick enough, I've got to use more bullets on this guy and that really turned it from a game that was kind of half-and-half to a game that actually was hard to put down and that was a big part of it.

This is the first time that both Escalation and id have built a game like this, this is the first time we've built something outside of the standard traditional shooter realm that we know so there was definitely a bit of experimentation and iteration and what we ended up with is something we're all very proud of.

John: It is always interesting when you're presented with new user input capabilities and figuring out what the right thing to do there is. That's an exciting part but it's a risky part because we did go into this whole project saying we're not positive this is going to work and I was very careful to not pre-announce this project, not get anyone excited ahead of time because we were prepared to just kill it if it wasn't actually going to be a lot of fun. And it is interesting when you talk about dynamics. We used to talk about how we might do FPS dynamics, different ways of doing things here, and you can't just be doing them analytically. You can't just be staring up in the space and say "Well I think the right way to deal with a touch screen and accelerometer is like this." We did a bunch of that on this project, on Wolfenstein Classic and I've got other experiments on Doom Classic. In a lot of ways you have to try a whole bunch of things. In the classic games on there I've tried three or four other methods that aren't actually in the shipping game and other stuff I've tried since on Doom …. and you really have to throw a lot of things at the wall and see what winds up sticking.

Tom: We were actually really surprised. You guys saw my screen at WWDC. I've played almost every single other kind of what you'd call "shooter game" on the platform and nobody settled on this kind of aiming and shooting mechanic. I was actually pretty surprised, I think we're going to be setting a path for people. We put a good deal of time and money into this to ensure that it's a fun game and I think that's going to be beneficial to other people as they're building games in this kind of genre going forward so it was definitely an interesting experience.

John: Yeah I do take some pride in that traditionally as like id invented the FPS genre on the other platforms, I think we will be a bit of a trailblazer in control methods etcetera on the iPhone as well. It's a platform that I care quite a bit about and we are making an effort across all the products to make sure that they do all come out well. Imitation is the sincerest form of flattery and I do expect this to be imitated.
Technical Capabilities of iPhone

Arn: Did you find the control system to be the major issue in creating the game? From a technical perspective can you talk about moving the Doom 3 assets over from a difficulty standpoint?

shot2John: Things came over visually pretty quickly. We had it looking good early on and we knew this was going to be a good hook because even the early versions that we didn't think were that much fun to play, we had some really strong reactions. Somebody was playing on the iPhone and somebody glances over their shoulder. An exact quote from one of the people was "Holy cow!" as this is not what they were expecting to see on the phone. But, that wasn't going to be enough to have us release the product with it. We had to get some other stuff up there.

There are some interesting things where it turns out [the iPhone] is more gated on the CPU than the GPU right now and we could have structured some things differently and made a little bit more push on there and even this doesn't max out the traditional iPhones. There are different ways we could do things to squeeze more performance out of there and certainly when you look towards the 3GS there's lots of opportunity there for doing different things. But from a technical standpoint, it all went reasonably smooth. You're never done, you can always spend more time and effort to make things more optimized or try out different techniques on there. But we learned a few things through this process, I learned a bunch on Wolfenstein Classic and Doom Classic and carried those things over. And we've got more stuff for all of these projects going forward, which there is going to be a lot.

Tom: That said too, there's also definitely a bit of a performance difference between the original devices versus the 2nd generation iPod touch which is the fastest device before the 3GS. So there's quite a bit of smoke and mirrors going on. Technically we achieved exactly what we set out on early on visually, and there are actually some visibility solutions in there that were inspired by what John and his team had done in Rage. So there's some pretty cool stuff going on under the hood to make Resurrection look as good as it does, but that does create some limitations because we had to make sure to target the devices that are out there and we didn't know anything about the 3GS until everybody else did about three weeks ago. We made some pretty specific decisions early on and got everything up and running really quickly, and it shifted to making sure it was fun.
Pricing and the App Store Market

Arn: You guys were at an advantage being able to use the Doom 3 assets developed previously, do you guys have any thoughts on the App Store pricing models in general. The App Store is becoming a very competitive and cheap market for a lot of things.

John: That really is a significant issue. Doom Resurrection is launching at $9.99. We'll see how it does there or if it's completely shunned. It is a significant deal for the platform even though the numbers are good for how many units are out there and how many units people are moving on different things. We've done quite well with Wolfenstein 3D Classic on there and certainly expect to do even better on Doom Classic. From a hardware standpoint, the iPhone should be a better gaming platform than what you've got on the DS and PSP. You've got some software things in the way that keep you from achieving all that you could with that but those are things that we have reasonable hopes that Apple will be evolving to address.

Right now you really couldn't afford a full-fledged, "do the best possible job" development on here. Doom Resurrection was a pretty expensive project to develop. I can't say for sure how it ranks relative to anything else but the big titles on the iPhone so far have been ports and the novel titles have been generally small projects.

This is definitely going to be up there, if not the most expensive to develop it's going to be in the top five probably. A team of professional developers who otherwise would be working on high end console titles are working on the iPhone here. And as I said, this is far from really maxing out what we can do on there. Especially now that we've seen one of the really good signs is that people buying Myst shows us that it's possible to go ahead and have hundreds of megs of downloads which encourages us to do things like mega-texturing on future things and all that kind of stuff.

Still, if you look at a DS or PSP game, if it's intended to be a AAA one, they spend millions of dollars developing those. If you want to look at the latest Zelda or something going on the DS those are very very expensive projects to develop. The iPhone can certainly do anything that you're doing on there and make a better game with it. If the average price of a successful app has to be $1.99 it's never going to happen. We hope that the market can stratify a little bit. Even if it stays at $9.99, the margins are better than other consoles and there are some other savings in there. If [iPhone] games could have a reasonable shelf life at $9.99, you will start seeing multi-million dollar development budgets as the market continues to grow. But if it turns out the only way you end up being successful on the iPhone is games that cost a couple dollars, you're never going to achieve that parity with the other handhelds.

http://toucharcade.com/2009/06/29/doom-resurrection-out-carmack-discusses-game-controls-and-pricing/
 
Annoying. Ever since 3.0 my iphone has been slow as shit downloading or updating. I haven't had to do it much since then so I kept forgetting to mention it. Anybody else have this issue?

Thinking about doing a full restore to see if that fixes the issue.
 
Bought Doom Resurrection. Based on the first level, it's quite good. About a thousand times better than that awful Prey game that came out a couple weeks ago. Don't even mind the fact that it's on rails.

I haven't noticed any slowdown (using the 3GS), and the tilt aiming is great. It's also the best looking iPhone game BY FAR.

I can see myself getting $10 worth of entertainment from this.
 
Stoney Mason said:
Annoying. Ever since 3.0 my iphone has been slow as shit downloading or updating. I haven't had to do it much since then so I kept forgetting to mention it. Anybody else have this issue?

Thinking about doing a full restore to see if that fixes the issue.
Heros of Sparta was hella slow downloading but Im pretty sure that was due to size lol..

I always dl straight on the phone so maybe I should start doing it from my PC and sync.

Looking forward to impressions and also thanks for the Zenonia update note.. I may download it now since it fixes the control thing that people were bitching about 1 page earlier.
 
Stoney Mason said:
Annoying. Ever since 3.0 my iphone has been slow as shit downloading or updating. I haven't had to do it much since then so I kept forgetting to mention it. Anybody else have this issue?

Thinking about doing a full restore to see if that fixes the issue.

I've had that issue but I just sort of assumed between so many users upgrading to 3.0 and all the new 3GS models out there, the store was just getting hosed. Hopefully it's not something worse.

Oh, and the Zenonia update sounds like exactly what I needed to actually play it. I literally couldn't play the game due to the overworld music being three seconds long and looped constantly. Holy shit that was annoying. Custom soundtrack + improved d-pad controls? Awesome.
 
Okay I've completed a level or two. It's good. I'm not sure it's 9.99 good. If it was $5.99 it would be an easy recommend if you like on rail shooters but I understand that $9.99 is a tougher hurdle to jump for most people so I can't just flat out say its $10 good for you people.

It's definitely an on rail shooter experience but its an enjoyable one. In fact just playing this makes me realize we will be getting a lot more of them and they are right in that a lot of people will be copying this game because you can craft a really enjoyable and relatively inviting experience for most consumers instead of having them adapt to 3-D controls on a touch screen. You control the aiming reticule by tilting and turning the iphone sort of emulating moving the targeting reticule like a mouse and that was the right call instead of a tap to shoot sort of game which over simplifies things for anything other than a quick draw experience. Tilting and lifting the device isn't as accurate obviously as just pointing a gun at the screen like a real light gun shooter or moving a mouse but it adds enough of a gameplay mechanic and needed skill to the game that it works anyway. Reminds of the way you control a flight simulator when you control the aiming reticule. My only real complaint so far is that I don't think there is a sensitivity option to control the speed the aiming reticule moves at when you tilt and turn it. It default moves kind of slow That may be a tuning thing done purposely so it's still a challenge and people don't screw it up and make it too sensitive and then blame the game but I still would have at least liked the option.

It looks good. Still feels fairly visceral like a Doom Game. You can pick up three weapons at a time and switch between them. You come across ammo as you play and touch the screen to accumulate it. There is dodge button which is like a step aside move when monsters hurl items or fireballs at you, so you have to balance between shooting and dodging but it feels about right and challenging. If certain enemies get too close they grab you and do damage and you shake the iphone to shake them off.

I don't know what else to say. Good game. Looks pretty good. Plays solid. The aiming controls won't be everybody's cup of tea but I like it outside of the lack of a sensitivity option which I already mentioned. You can also invert the tilt controls.

Random thought: A co-op version of this type of game would rock if you could play over wifi with somebody or better yet over the internet.
 
Moar doom impressions! moar!

I really wish apple would pull both thumbs and their mate's big toe out of their arse and do something about the app store layout, this is why we keep seeing people fight over the 99 cent top spot and worthwhile 5 dollar games going out the window. Well it's not the main reason but one of the biggest, a higher priced top 100 would help with all the amazing big games like terminator, real racing, EA stuff, DooM res etc.
 
IGN review for Doom Resurrection

Doom Resurrection iPhone Review
This sure beats suckin' dust and watchin' restricted flicks in the rec room.
by Mark Bozon

June 29, 2009 - Outside of a few easy transitions – touch swinging for Tiger Woods and tilt steering for racers – I'm very much in the iPhone camp that wants to see new concepts and entirely redesigned ideas on the platform, rather than ported "virtual analog stick" renditions of games. Metal Gear may have had its own slew of issues, but I'd rather it be a unique offering than a struggling third person game with mediocre on-screen d-pad and buttons or the like. Maybe games will come along in the future that really prove that design theory, but thus far the best experiences I've had on the platform have been entirely original, and that same concept is the driving force behind Doom Resurrection.

So as you'd guess with that handy-dandy intro I just jotted down, Resurrection is anything but classic Doom gameplay. Like the upcoming Wii EA effort Dead Space Extraction, Resurrection is actually an on-rails shooter that mixes tilt aiming with auto-moving stages that tell the story, spawn enemies, and camera lock in battle areas in an entirely scripted manor. Right off the bat I can see how some people would be skeptical about the choice – hell, I was – but in a matter of minutes it was obvious that the guys at id Software and Escalation Games knew what they were doing with Resurrection. The game started as an FPS, but when it just wasn't working the design got an overhaul, and the project was saved via an all-new design. That's impressive. The game is a little pricey, and with eight levels and about two to three hours that may or may not be enough for some iPhone patrons, but there's no denying that this otherworld entry for Doom is still a hit, and downright entertaining.
It's got the look, the guns, the enemies, the sounds... it's Doom alright.

Doom Resurrection kicks things off in a similar manor to… well… all Doom games, but more specifically Doom 3 in both visual style and core story. You've got a space theme centered around the Union Aerospace Corporation (UAC) which you find out early on has accidentally opened a portal to hell, and from there you're on a quest to escape the station while blasting the hell out of everything in sight. After a few twists and turns you're sent to hell (It's Doom. Go figure, right?) and have to once again blast the hell out of everything in sight. See the common occurrence in this game? Blasting the hell out of everything in sight? All the while you're followed by a floating drone that is your lifeline to others trapped amidst the chaos, as well as a handy way to unlock doors or stir things up with "protect me" moments and final stands within areas. It's all pretty basic, but it varies up the content nicely.

Enough about the story though. This is Doom.
Screens alone don't do this game justice. It's one of the better looking iPhone games we've seen.

Resurrection's controls are pretty simple, and minus a need for cursor sensitivity (which isn't included; odd) it all works great. The game auto-moves through each of the eight levels, you've got weapon switch between three options that are constantly switching in and out (assault rifle and shotgun always stick around, with the third position saved for chainsaw, minigun, and other big effing guns), a tap in the bottom right of the screen will fire, tilting moves the cursor, and in certain situations a dodge and cover button is assigned to the bottom left of the screen, allowing you to take cover or quickly sidestep enemy fire.

I'm a fan of the design, as every on-rails shooter out there seems to dig the concept of shooting enemy bullets, rather than working in any real evasion. Instead, Doom is like Time Crisis with demons, shotguns, and chainsaws. Nice. Tapping the upper right of the screen reloads, you've got ammo count in the top center (infinite for the assault rifle), and your own health in the bottom center. The options menu also lets you invert the cursor controls if you prefer reversed tilting, and there's a lefty flip for the fire and dodge buttons. With no sensitivity change, however, shooting at corners requires a bit too much of a tilt for my liking, though the game does a nice job of keeping most of the enemies out of the more extreme corners.
Blowing demons into chunks is fun... it's just a shame that blood doesn't look too hot.

The only other issue I had with the game – and it's a minor one – was the item pickup system, which is all based on tapping the playfield to grab ammo, health, and new guns. For the most part it worked fine, but any time items were located on the corners of the screen (near the fire, dodge, and reload buttons) I found myself hitting the action buttons and unable to pick up items. The main buttons extend out a bit further than their actual art does, so scaling those back a bit would give more leniency for grabbing pick-ups. That said, I'm sure the size was extended so that people wouldn't tap to shoot and have nothing happen, so it's a give and take.

As far as the overall presentation goes, Doom Resurrection is one of the better looking iPhone games, and a true showcase as to what the system can do. Enemy and character models kick the crap out of most 3D games, the lighting is well done, I found myself actually staring at textures while I was walking around, and outside of some iffy blood effects Resurrection is a damn good looking game. There's also a pretty nice amount of enemy variation throughout the game (though level-to-level crossover does happen) and each has their own gimmick to them. Commando zombies require you to take cover, the fatter zombies can grab the player and require a shake to escape, Hell Knights and ArcViles will fire projectiles and have you constantly dodging, and the Forgotten and Maggots do a lot of rush attacks. There's even a fun battle with storming Pinky Demons and a newly-found chainsaw. Classic.
Eight levels will run you around two to three hours. It's not bad, but the $10 price might scare some people off.

On the audio side things are pretty creepy and well produced, though you won't get music for most of the game (outside of menus) and voiceover work is kept strictly to the game's intro. Still, with assets taken and scaled from Doom 3 it's at least obvious where your higher price point is coming from. This is a good looking iPhone game.

Closing Comments
For the most part I had a blast playing Doom Resurrection, and it’s easily a game I’d recommend to players that want a quick-bursts shooting gallery that’ll take up a few minutes of dead time. In a lot of ways it’s unfortunate that this is a $9.99 game though, as its main competition (titles like Tiger, Need for Speed, and Sims from EA) has a whole lot more depth. Still, eight levels at about 10 to 15 minutes each is still a nice amount of content, and you can always go back and play through each stage on harder difficulties to extend play. Doom shares a lot of similarities with Metal Gear Touch, though id’s offering is slightly more expensive but stronger overall. There’s no leaderboards for scores though, and while a few new levels for a couple bucks would be a nice addition I’m not sure if id wants to mess with the core game at this point, so you’re basically getting a couple hours of play (two to three for most) for $10.

If it’s about the price, there are deeper games out there in the higher pay bracket, but if you have your heart set on Resurrection either spring for the game now (it’s a fun offering, and it’ll last you a few good sittings) or hang tight for a price drop. It’s a great game, I’m a fan of the on-rails design, and it’s a visual stunner on iPhone. It might just be a bit costly for most impulse buyers.

8.5 Presentation
Doom 3 meets House of the Dead in this true-to-form shooter. The enemies are there, the locales are there, and you’ve got a nice slew of weapons to boot.
9.0 Graphics
The Doom 3 assets look great in their scaled form. Lighting is well done, textures look great, and model detail is there; you even get dismemberment. Blood could look better though.
8.0 Sound
The same creepy sounds make a return from classic Doom, but you won’t get much in the vein of voiceover or musical offerings - Just a bit in menus and intro.
8.0 Gameplay
If you’re a fan of rail shooters, this is a great one on iPhone. The cover and dodge system keeps things fresh, and minus cursor sensitivity the team thought of everything.
7.0 Lasting Appeal
It’ll last you a few hours, but beyond that there’s no leaderboards or any real reason to go back beyond just blasting away at more baddies. Fun, but very limited.
8.0
Impressive OVERALL
(out of 10 / not an average

http://wireless.ign.com/articles/999/999347p1.html
 
Lord Error said:
I really wish there was a demo for Doom. Even if it's something like 1 minute demo. Just to see how the damn thing actually feels, as I thing it looks good as much as it looks bad at the same time, somehow.

I agree. I usually find iPhone motion controls to not be much fun, especially in 3D, so it's really important to me to find out if I enjoy the controls. If it controls well then it's an instant buy.
 
Thanks for the impressions, Stoney. I am getting tempted to buy it now.

Nice IGN score but wow at that wall of text. Seriously, IGN, seriously.....
 
It's not that I mind paying $9.99. Hell, I'll pay $15, or $20 if a game is meeting PSP quality. But like IGN put it, something with shallow gameplay with a nice look doesn't justify $9.99 for me right now, I'm playing so many games. If it was a Quake, or Kill Test, I'd throw my money at it. But something on rails, I'm not super excited. I know I'll buy Doom eventually, I'm just not blown away by their decision to make it on rails...and it's kind of frustrating that they're testing the $9.99 market with a FPS franchise in on-rails form. Prey let me run around, let me run around.
 
jonnybryce said:
It's not that I mind paying $9.99. Hell, I'll pay $15, or $20 if a game is meeting PSP quality. But like IGN put it, something with shallow gameplay with a nice look doesn't justify $9.99 for me right now, I'm playing so many games. If it was a Quake, or Kill Test, I'd throw my money at it. But something on rails, I'm not super excited. I know I'll buy Doom eventually, I'm just not blown away by their decision to make it on rails...and it's kind of frustrating that they're testing the $9.99 market with a FPS franchise in on-rails form. Prey let me run around, let me run around.

Meh. This issue always crops out with light gun games on any platform and is standard debate in Wii threads. On rail shooters are what they are. If a person is interested in them in general he is and if he isn't he isn't. Nothing wrong with having either opinion although its a bit unfair to a judge a game for what it isn't rather than what it is imo. Especially when id is bringing this game, Doom Classic, and Doom RPG and even Quake to the platform so all bases are covered. While I may have bitched about MGS Touch being a shooting game that was in the absence of any information that we will be getting anything in the series that is more true to the nature of that series on the iphone. At least this game still feels like a Doom Game (or at least Doom 3 game) tone wise.

I can legitimately say I'm far more interested in playing this game than I ever was in Prey or most other Fps games on the iphone because it's very much an open question whether 3-D controls work in a suitable manner in a FPS where you have control over the look option on the iphone. You will almost certainly have to do things like turn on auto fire or have lock on like in KillTest which is alright but then that's not truly a fps in the tradition sense either. That's not a knock on KillTest which I'm very interested and curious about but it's also a legitimate observation that perhaps on rail games are honestly the better option for the mass of people for shooter games outside of the old school ones like Doom, or Wolf 3-D where your look view is fixed.
 
So I played Rolando Lite, quite interesting and I like how you have to group your rolando's together and roll them just like a bag of marbles. For it's asking price and the fact it may be gone on wednesday I think I will grab it to play on holiday. Same price as a cheap burger meal and I need a better diet anyway :D

Gold Rush is next if I like the trial, but for what I have seen in images and video the game look stellar and to my tastes already.
 
You make good points, Killtest does do the auto fire, so there will probably always be a handicap. Prey isn't super fun, but to me it's a proof of concept. It's d-pads are weird but if it has Gameloft's then I can see myself having no trouble controlling it, and tap on the screen to fire isn't perfect but it works.

Anyway, you made me want Doom more. It just needs to wait a little while still, but you're right and it being on rails shouldn't be a reason for me to look down on it.
 
jonnybryce said:
You make good points, Killtest does do the auto fire, so there will probably always be a handicap. Prey isn't super fun, but to me it's a proof of concept. It's d-pads are weird but if it has Gameloft's then I can see myself having no trouble controlling it, and tap on the screen to fire isn't perfect but it works.

Anyway, you made me want Doom more. It just needs to wait a little while still, but you're right and it being on rails shouldn't be a reason for me to look down on it.

Certainly on rails game aren't for everybody. I totally understand that and I may be just a little over aggressive after arguing with a few knuckleheads over at Touch Arcade. ;)

I totally understand that $9.99 is a lot to ask for a game and this isn't quite the slam dunk Real Racing is for that price. There is nothing wrong with saying on rails doesn't interest me or I'm interested in Doom Resurrection but not at that price and I'll wait for a price drop just to be clear.
 
My main apprehension with Resurrection is that it wasn't really made by Id.

Edit:
The other thing.. now that I think of it.

Doom has always been a little bit of a survival game to me. This doesn't really offer that. It's really just a quick cash in. Thus another reason I can't really support it. Especially not here, at 9.99. Too many other experiences to enjoy on the platform right now.
 
Diablohead said:
Moar doom impressions! moar!

I like it a lot. I was skeptical about the controls until I started playing it and discovered that they actually work very well for an onrail shooter.
 
mrWalrus said:
My main apprehension with Resurrection is that it wasn't really made by Id.

I was definitely skeptical both because it was on rails and because it was made by some devs I had never heard of.

The on rails part is sort of subjective. A person will like that or not. But arguably since it is on rails I would argue in a way that sort of makes it less necessary for iD to make it because its not like iD are the masters of on rail gameplay. It's sort of a departure so in that sense outside of the technical issues which we pride iD on, their involvement is kind of irrelevant really outside of perhaps the reality that maybe iD itself would work harder on any iD franchise not matter what the game is out of pride.

I guess I can say this. I had your same fears at first but having played the game some whether you like or don't like this Doom or not will probably be based more on whether you like an on rail shooter or if you buy the control scheme. Neither of those two specific issues I'm guessing would necessarily have been very different in either case even if iD did it and if Carmack had found this game totally unacceptable, he would have probably shut it down himself.

mrWalrus said:
It's really just a quick cash in. Thus another reason I can't really support it. Especially not here, at 9.99. Too many other experiences to enjoy on the platform right now.

I've played cash in games and while there is no doubt this game exists to trade on the Doom name it is not a cash in, in the traditional sense of that word. A person may legitimately not like this game for various reasons but it's a legitimate take on a Doom interpretation on the iphone. I can already say I would like a sequel and I can see a lot of ideas that could be added that aren't in the game or could be refined to make an even better experience. I kid you not but this game will be copied. You will see more on rails shooters like this in general because at its core there is a solid and appropriate game design idea in here that works on the iphone. There are far more egregious cash in's than this title. Mass Effect Galaxy is a shameful and embarrasing cash in. This title is not.
 
BTW guys how much was rolando supose to be? some people over at TA are saying it's gone UP in price but it's still £3.49 here, just wondering if I shoudl dive in for it tonight instead of tomorrow when the UK store updates.

I am picky with my money.

*edit* seems their twitter is saying Rolando 1 is staying, and topple 1 will return. dunno if that is all true or not.

*double edit*

http://twitter.com/NGMoco

nomoco twitter said:
MJ: You've roared and we've listened. Rolando will stay put on the App Store. Topple is coming back. That's how we roll.
 
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