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The Official iPhone/iPod Touch Gaming Thread

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Wolfenstein RPG is too, too good. I wasn't expecting it to be anything special, but looks can certainly be deceiving. The game is full of awesome humor and the battle system is fun, although I hate the fact that enemy soldiers can shoot you and then move, which basically forces you to take a hit just to be able to line up a shot. That's my only complaint with the game, everything else is phresh.
 
TheExodu5 said:
Apps don't take up all that much space overall, and they're easily manageable through iTunes on the PC. Videos are another thing though. An hour and a half long movie will take around 1.5GB of space

I got movies at 450 megas.
 
Tempy said:
Azkend is a very polished match-3 puzzler; and it's finally on sale for $0.99.


Bought it last time it was on sale, and highly recommend it. Still one of my favorite games in the entire app store, so polished and fun.
 
TheExodu5 said:
Like I said, I'm just going by the Digital Copy you get from DVD/Blu-ray sets.

Good point, which brings back my point. It all depends on the media you bring with you. Are you making it optimised for iPhone? Or just bringing along the TV resolution files? That kind of thing.

Bit-rate and resolution can wildly affect the resulting file size, and it depends on the end-user's discerning eye for quality, as well as the purpose for the file.
 
Blablurn said:
doom resurrection costs 2,40€ at the moment. worth the money?

I was super skeptical, but yes, it is a steal at that price. They were actually able to pull off usable tilt aiming. I also picked up Space Invaders: Infinity Gene over the weekend. That game is pure sex.
 
We are quickly reaching the saturation point with artillery games but I at least like to point out the ones with online play which I think is pretty much mandatory at this point. Kill.a.Ton is a new one with the added gameplay tweak of simultaneous combat. It's not out yet but you also have Wizard Warfare which looks kind of interesting coming later.




KILL.A.TON


Itunes Link
Video
Review

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Review for Spider: The Secret of Bryce Manor

Spider: The Secret of Bryce Manor Review
What a web it spins.
by Levi Buchanan
August 17, 2009 - One of the App Store's strengths is that developers with an clever idea can bring it to fruition without mega-budgets and marketing plans to address core demographics. There is a pureness to it. And right now, no game better defines the purity of iPhone game design that Spider: The Secret of Bryce Manor. Spider is a simple game with a simple concept: you are a spider, exploring an abandoned house. You can walk on any surface, disregarding gravity. But the exit of each room is not revealed until you eat enough of the other bug inhabiting the manor, so you spin webs by stretching strands to make enclosed geometric shapes, like Qix.

Sounds easy enough, right? Well, as you move farther into the manor, the rooms become much more complex and offer different bugs and surfaces. Bees are not captured in stretched webs. They must be jumped on and tackled to the ground. Wet surfaces do not hold the spider after a jump. But it's not just the introduction of complications that makes Spider such an addition. It is the sensation that something else is going on while you are playing this seemingly high concept action-puzzle game.

Well, there is. There is a mystery at the heart of the game. This house is not vacant due to a real estate slump. Something has happened to the family that once graced the manor halls. And while you can happily play the game as the titular spider, spinning webs and eating bugs to earn more strands, there is this secondary game running along the same current, but with a different focus. Can you figure out what happened by exploring all of the rooms and looking for clues?

It's not just this fresh concept that makes Spider such a fun play. The smart controls go a long way, too. You move the spider by running your finger around the screen, loosely tracing along the surfaces. To jump to another surface, swipe toward it. To spin a web strange, tap the spider to anchor it and then swipe to jump. If the goal is not too far away, the spider attaches the other end of the strand. Now you just need at least two more web strands to create the shape and make a full web that can catch bugs.

Spider's hand-drawn art is beautiful, but sad. You just get this dread as you explore the house because it is so empty, so forlorn. What has become of the joy that once illuminated this stately manor? The music is perfectly married to the mystery of the manor. It drives you forward while instilling that upset feeling of pushing through room after room of missed dreams.

Spider: The Secret of Bryce Manor was reviewed with version 1.0.


Closing Comments
Spider is a brilliant little game that could only happen on the iPhone. It's a perfect distillation of a concept -- a spider's exploration -- dropped in the middle of a mystery that you actually don't even need to pay attention to in order to enjoy the game. But I hope you do, because the sensation of dread and sadness this game inspires (if you let it) is both impressive and inspiring. I cannot wait to see what developer Tiger Style does next.

IGN Ratings for Spider: The Secret of Bryce Manor (iPhone)
Rating Description
out of 10 click here for ratings guide
8.0 Presentation
Wonderful production values from the great in-game tutorial to the addition of Facebook Connect.
8.0 Graphics
Good hand-drawn scenes really evoke a feeling of loss.
9.0 Sound
Spider's soundtrack deserves to be on iTunes -- it is astounding.
8.5 Gameplay
Excellent controls allow anybody to play. The twin games -- puzzle-action and mystery -- work exceptionally well together.
9.0 Lasting Appeal
There are 28 rooms to explore and re-explore as you try to figure out the mystery. A brilliant concept.
8.9
Great OVERALL
(out of 10 / not an average)

http://wireless.ign.com/articles/101/1013997p1.html
 
Orbital is doing my head in!! I'm kinda addicted, but in a compulsive way rather than my usual adrenalin/endorphin/problem solving addiction.

I keep wanting another go which is good, but its annoying that I can't listen to music when I play it.

that and I get really annoyed when I die, haven't devised any strategies yet, I just kind of stumble on the occasional good round.

top scores:

gravity - 42
pure - 18

geodefense swarm tomorrow maybe!
 
Note Light Jockey is free for a very limited time as the developer makes it available for someone. He says it's not a fully marketable app, so he will take it down eventually, but I think it's pretty good. It's missing sound, but the premise is a light stream of particles are flying from an origin. You have to place various circles that push/pull, make vortexes to guide the stream to various on screen targets. To make it a bit more complex, you can adjust the size of these vortexes to change the influence they have on the stream, and there are also coloured targets, that only activate when the stream has changed colour (by passing through special colour changing areas).

Check it out:

Light Jockey Appshopper Link

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mrkgoo said:
Note Light Jockey is free for a very limited time as the developer makes it available for someone. He says it's not a fully marketable app, so he will take it down eventually, but I think it's pretty good. It's missing sound, but the premise is a light stream of particles are flying from an origin. You have to place various circles that push/pull, make vortexes to guide the stream to various on screen targets. To make it a bit more complex, you can adjust the size of these vortexes to change the influence they have on the stream, and there are also coloured targets, that only activate when the stream has changed colour (by passing through special colour changing areas).

Check it out:

Light Jockey Appshopper Link

So it's a clone of Auditorium without the cool bits. Meh.
 
Peronthious said:
So it's a clone of Auditorium without the cool bits. Meh.

So I understand.

But it's on iPhone. And it's free, so some people may like to take a look.

I had heard someone mention Auditorium in the TA forums, but couldn't find what they meant (as an iPhone title). But it is a mac (and Flash, I assume) game.

Also the developer for Light Jockey has this to say:
Light Jockey website said:
Light Jockey was fun, but it was not awesome. I've been in contact with Will and Dain from Auditorium to see if we can make something better.
 
mrkgoo said:
So I understand.

But it's on iPhone. And it's free, so some people may like to take a look.

I had heard someone mention Auditorium in the TA forums, but couldn't find what they meant (as an iPhone title). But it is a mac (and Flash, I assume) game.

Also the developer for Light Jockey has this to say:

Thank you for posting this, I appreciate it especially at free.

On another note, it's not new, but I finally bought Leaf Bound [99 cents]

It's pretty awesome. I prefer it to Doodle Jump because of it's variation and Japanese flare. It's the jump higher mechanic but with more of an action/platformer twist, you have lives, there are enemies and best of all, there are boss battles. I like the touch control better than accelerometer, but either way it's a keeper imo.

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mrkgoo said:
So I understand.

But it's on iPhone. And it's free, so some people may like to take a look.

I had heard someone mention Auditorium in the TA forums, but couldn't find what they meant (as an iPhone title). But it is a mac (and Flash, I assume) game.

Also the developer for Light Jockey has this to say:
Yeah, Auditorium is a flash game which this appears to rip off completely, minus the great sound.

Looks pretty from the screenshots, but it's "not marketable" since it's a ripoff of a copyrighted game :D
 
mrkgoo said:
More 3Gs-only development - I like the look of the sketch shading. *cry*

http://toucharcade.com/2009/08/18/random-news/

Also, Bust-a-move is out US$4.99.

I'm a Snood proponent, but can anyone tell me the distinction between Snood and Puzzle Bobble? I'm guessing not, because no-one seemed to care about Snood release. *cry*


c'mon SEGA! give us a Valkryia Chronicles port! :)

even if it's 3GS only, it'll probably still sell more than the PS3 version. <_<
 
Good interview on the challenges in the making of Real Racing and the challenges of pricing.


Full speed ahead: The making of Real Racing
How Firemint gained pole position


Product: Real Racing
Developer: Firemint
Genre: 3D, Multiplayer, Racing

by Jon Jordan

What's remarkable about the excellent Real Racing isn't that it's still the most technically impressive iPhone game, but that it was ever released.

A labour of love from independent Australian studio Firemint, the ambition of its creators resulted in a prolonged development process that, ironically, was only enabled to reach its full potential by the success of its side project Flight Control.

That 99c game sold over a million copies and provided Firemint with the financial breathing space to finish its magnum opus to the racing genre.

We caught up with CEO Rob Murray to find out about the background to Real Racing, as well as the obstacles overcome along the way.

Pocket Gamer: What was the inspiration for Real Racing?

Rob Murray: The initial inspiration was the accelerometer control method, which we first started playing with on the Nokia N95 way back in 2007. It was really good, it felt more like a 'real' car.

We started out thinking, this feels like real driving... but then driving is not as fun as racing, so it grew from there.

We also knew from our hardware manufacturer contacts some awesome chipsets were on the way in the next generation of devices so we wanted to be ready with something really high-end. We didn't know at the time that we would end up publishing the game on iPhone.

What were the unique features you planned?

We thought about what happens in real racing that makes it exciting.

There are four core elements:

Driving: The responsiveness of the car to the driver's inputs from steering and braking. We wanted to give players the ability to fine-tune with extensive custom controls, as well as nailing the feel of the controls to be intuitive and respond the way you would expect.

Racing: The feeling of satisfaction when you get the racing line right, and the thrill of pack racing when you're competing against closely matched opponents.

Realism: We wanted players to be immersed in the experience and forget that they were 'just' playing a game, so the graphics and sounds had to be as real as possible.

Glory: There would be no racing without an audience or competitors, so to create that true competitive feeling we introduced YouTube uploads, rankings, online leagues and multiplayer features.

How did you decide what platform it would be released on?

We had an early prototype running on the Nokia N95, as well as the iPhone from a shared codebase, but the commercial reality was we could only fund development to completion on one platform, and the iPhone offered us a far clearer and more direct path to our customers.

Real Racing is rumoured to be one of the most expensive iPhone titles made, so how did this impact the development?

It was very ambitious and there were plenty of times when I wished I hadn't started the game. It wasn't just that we were developing this incredibly rich game, developing Cloudcell [Firemint's online platform] at the same time made everything even bigger and more complex.

It's a very hard decision to spend so much money on one game, so you really have to find something to believe in and believe in strongly. This comes back to the integrity of the Real Racing brand. Everything about the game and the brand fits with our strategy of making games that are social, pervasive and high definition. It gave me a lot of confidence that this could be special.

Another thing that kept me going was that it made no business sense at all to spend this much money on developing an iPhone game. It sounds funny, but that's how I knew that our competitors wouldn't be doing the same thing. In general, we try to do something different, and one sure way to be different is to be slightly irrational... in a measured way of course!

At the end of the day though, I am incredibly proud of what our team has achieved, and I think I got value for money. I will say one thing however... I am very grateful for the success of Flight Control, which gave us some breathing space to really finish this properly.

How much of the development involving creating new engine technology?

We had been developing our next gen engine for a while so we had a good foundation before starting Real Racing. However there was a whole lot of custom coding in Real Racing as well, so the engine was really just a small part of the overall effort.

Can you explain your Cloudcell technology, which is an important part of the game's online aspects?

We had an early version of Cloudcell up and running back in August 2008 when we first started showing Real Racing to people, so it's been there for each step of the journey. However the timing was somewhat coincidental, because Cloudcell isn't only about Real Racing or any one particular game.

Cloudcell helps us to deliver on our 'social' and 'pervasive' design goals and to extend gameplay beyond the device itself.

We wanted to add another level of value, so for example when you want to take a break from racing, there's this deep community site where you can look at videos from the people you're competing against. It's about making the game more relevant to the rest of a player's digital life, and integrating with their existing social networks.

One of the core tenets of Cloudcell is to serve the needs of the game, not to build a one size fits all social platform, so in that sense Real Racing drove the development of Cloudcell.

The needs of Real Racing that Cloudcell could serve were derived from the core brand requirements for competitors and an audience. YouTube uploads allow you to perform to an audience, and online leagues, time trials and multiplayer give you the competitors that real racing has.

Can you give a rough breakdown of the development time and any significant tools you used?

The most significant tooling up involved buying Mac Minis for all the programmers in the studio. We already used Photoshop, 3ds Max, and Hansoft for project management, and the Apple development tools came free after signing up.

We started in May 2008 and we're still going. All up we spent a year working on Real Racing before release, and that was with our next gen engine already in place.

What were the biggest obstacles you had to overcome?

During development, our big problem was time pressure to finish the game and release it, both because there was a lot of anticipation, and because every day we didn't release was costing more money in keeping the project going and potentially losing revenue.

We made a really tough decision to delay the release from the date we had announced, and we took some flak for that, which was difficult since we were essentially spending more of our money and damaging our marketing plan in order to release a better game. On the other hand, it was really great to read feedback from people who appreciated our reasoning.

How concerned were you about whether the tilt controls would be sufficiently robust?

We were confident about the tilt controls all the way back in May 2008. Tilt controls were the first thing we implemented because the project grew out of the first mobile phone accelerometers.

I've always felt tilt controls are a really great control method for racing games because they are so similar to how people drive in real life. The problem that worried me was tilt controls were getting a bad name because of some poor implementations in other games, but I was happy with ours from the beginning.

I honestly think we've got the balance just right, so if you can drive a real car, you can play Real Racing, and that is now being validated by the stories we're hearing of people who thought they "can't play racing games" having an absolute blast with it.

Touch controls came later, and they are surprisingly good, but I still think tilt wins.

Why did you use genetic algorithms to create the game's Artificial Intelligence (AI)?

The Real Racing AI drives the same car you do, with the same performance characteristics and the same inputs that you have.

Most car racing AIs are really simple and just cheat to catch up to you, and they slow down when you are behind. They don't share the same limitations that the human player has to deal with so they don't have to be as smart.

We wanted real opponents that are competitive against human players on a level playing field.

To achieve this we needed to customise the AI for each track so that it would perform well on the specific challenges of that track. The key reason that we needed Genetic Algorithms (GA) to train the AI was that conventional tweaking wasn't able to produce the results we needed, considering the number of variables involved.

We started out with five editable parameters we could tweak to change the way the AI drove around the tracks. We were editing those on a global level and then reviewing the results on a track by track basis. This iteration process was slow and the number of parameters really limited the results we could achieve.

By using GA we were able to increase the number of parameters the AI was using from just five to almost 1,000. With this increase in parameters and the automation of testing them, we improved the competitiveness of the AI dramatically. At one stage we regularly hijacked 16 computers in the studio to calculate the AI throughout the night. People would come to work in the morning and see a sign stuck to their PC telling them about its adventures while they were asleep.

We weren't creating an AI algorithm using GA though. We were actually refining the parameters of our AI algorithm using GA. The GA was set up to search all the possible parameters of the AI to find ones that produced the fastest lap times. If you were to do this by any brute force method it would take far too long, if it even finished before the heat death of the universe.

For each of the 1,000 parameters, there are more than 100 possible values, so that's at least 100 to the power of 1,000 combinations we would have to test if we didn't do a more intelligent search (for less geeky readers, that's a 1 with 2,000 zeroes). Of course a human being, intelligently trying to find a good solution wouldn't try all those combinations, but even searching a few thousand combinations would have taken far too long.

In the end, we used traditional AI authoring techniques, refined using a genetic algorithm. So while GAs helped save us a lot of time, our process isn't likely to create Skynet!

Why did you decide to include features such as Wi-Fi head2head, the ability to record replays, online leagues etc in the original release, rather than as updates?

It was central to the game. One of the core design features is that Real Racing is "the most connected racer". So we had to have a lot of this stuff up front (although the Facebook integration did get held up a bit).

We also wanted to deliver a fully featured premium game from the beginning rather than something that was bare bones and fleshed out with updates.

In retrospect, we pumped a lot of features into the game, and players like those features, but they don't seem to care about them quite as much as we did and I don't think they really considered most of them in their purchase decision.

It probably would have been better commercially to have licensed a brand name, dropped half the features, dropped the price and released earlier. However, we were trying to do something special and build something that would become a valuable brand in its own right. To do that, I believe you have to give a lot of value give up front.

At what point did you realise you had come up with something special?

We showed an early prototype to Pocket Gamer at the Leipzig Games Convention in August 2008. Stuart Dredge took a video and put it up on the website and it was huge news, it got a massive response on YouTube and Gametrailers.com. The majority of people were calling it fake and saying "You can't do that on a mobile phone" so that was pretty exciting, because of course we knew that you can.

Were there any particular surprises you had in terms of feedback when Real Racing was released?

It wasn't really a surprise, but the level of resistance to the $10 price tag has been challenging. I suppose the surprise to me is that more game developers aren't taking a stand and saying, "No, we believe our game is worth its original price".

Sometimes I feel like we're a small voice getting lost in the wilderness, but I strongly feel that we are doing the right thing not only by this title that we have poured so much blood, sweat, tears and money into, but also by the industry overall, which needs to be able to sell premium games at a price that can make their cost worthwhile.

What parts of Real Racing are you most happy with?

I'm really thrilled with how the game has turned out. It's an absolute credit to the team and the guys did an amazing job. I guess the three things I'm happiest about are: the handling feels really natural, so anyone can play; the overall level of quality, Real Racing is truly a premium game; and the fun factor of 'real' pack racing with a 'real' AI.

It would have been easy to get lost among all the technical and graphical polish and end up with a game without a soul, but every time I pick it up I still have an absolute blast just playing it.

How much discussion was there about the name, with respect to the possible confusion with Gameloft's Real games?

We had some very long and in-depth conversations about the name. We went though many options, lots of the other names we considered had already been taken and we kept coming back to Real Racing because it encapsulates the core values so well. I think the word 'Real' is used in a lot of places but overall 'Real Racing' was simply the right name for the game.

Having shipped such a complete game, what are your plans in terms of updates?

We're definitely keen to continue supporting Real Racing. We've already been doing that with the new Exotic Car class and 6-player multiplayer updates. We're still developing the game but we don't have anything specific to announce yet.

The Sims 3 and Real Racing have proved $9.99 games can survive in the App Store, but at what point do you think you'll have to start dropping the price?

Real Racing is the only premium racing game in the App Store, and we're really happy with that position.

We are not that focused on the charts as we are not relying on them to exclusively drive revenue. We're looking at the income that Real Racing is generating for us overall, as well as what we would be saying about the game if we dropped the price.

In my opinion there aren't many other games that come close to Real Racing in terms of the wealth of features and content, so it's appropriate that it's priced higher than most other games.

We think that in our enthusiasm we possibly over delivered on features, and believe that we have already discounted the game heavily to reach $9.99 because of the App Store pricing expectations.

As far as whether we would ride a downward price slope, I don't really see why that is necessary. Not every game needs to have a low priced tail. There are a lot of good reasons not to do that to a high quality game like this. So my thinking remains the same, we have no plan to drop the price, it's not a strategy that we are thinking about.

We accept some people may need to think about the purchase a bit more, but that is exactly what we want them to do. Think about it, read reviews, care about the games you buy.

Finally, as shown by your iPhone 3GS demo, how much further do you think you can push Real Racing?

We are looking at some other ways to exploit the power of the 3GS at the moment. It's an amazing piece of hardware. Hopefully we will have something to share soon.

Thanks to Rob for his time and extensive answers.

http://www.pocketgamer.biz/r/PG.Biz/Real+Racing/feature.asp?c=15001
 
jonnybryce said:
EA would like to talk to you.

I would argue from a feature set standpoint he is still correct. Need for Speed is a good game but it doesn't have close to the feature set Real Racing has although I understand your point.
 
lawblob said:
Bust-a-Move looks good, but certainly not $5 good, IMO.

I prefer the gameplay of Snood, myself, but I doubt anyone really knows the difference.

In other news, BAM, Wolfenstein RPG =$2.99.

Too bad I think the game is tedious, boring and soulless. Has charm and good presentation, however.
 
mrkgoo said:
In other news, BAM, Wolfenstein RPG =$2.99.

.

Awesome, just bought it. Was on the verge of getting it the last few days, but decided to wait until I finished DOOM. Looks like my decision paid off.
 
lawblob said:
Awesome, just bought it. Was on the verge of getting it the last few days, but decided to wait until I finished DOOM. Looks like my decision paid off.
Pretty much my philosophy. If it's not on special at launch, and I'm not dying to try it, it can wait. There's plenty on my backlog. Great to be an iPhone gamer!

Too bad I'm normally dying to try certain games. Just started a civ game, having never played one before. It's kun of random without a help guide (the in game gives you an idea for the controls but not how to play), but I think I'm picking it up.
 
So with all of the Sony announcements today it seems interestign that alot of iPhone titles are getting ported to PSP...

Minigore kinda threw me off, but hero of sparta makes sense.
 
lawblob said:
Bust-a-Move looks good, but certainly not $5 good, IMO.

Bust a Move is really good. Controls well, has a robust story mode, a CPU challenge vs. mode, and a Bluetooth vs. mode. I certainly don't mind spending $5 bucks on this thing.

Beats playing that wannabe Snood.
 
iPhone has a stronger foundation though, plus some games will be better on one system vs the other...

Minigore is going to play horrible on PSP IMHO due to lack of twin sticks.
 
chespace said:
Bust a Move is really good. Controls well, has a robust story mode, a CPU challenge vs. mode, and a Bluetooth vs. mode. I certainly don't mind spending $5 bucks on this thing.

Beats playing that wannabe Snood.
:(
 
Chinner said:
Looks like it's all over for the iPhone :(
Yup, might as well call it now. Sony may not be first with the ideas all the time, but what they do compy and then implement is always superior The Mini store is clearly going to take over the portable bite-sized game market. iPhone/iPod Touch sales are going to plummet.
 
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