The Legend of the Holy Archer Review

The Legend of the Holy Archer Review

May 9, 2013

The Legend of the Holy Archer lets us know why we want more non-English titles.

It had an interesting translation job, but I was able to gather that the earth was in danger of being overrun by a swarm of otherworldly demons. I had to stop then with my bow and and arrows.

The gameplay was fairly straightforward. I (as the archer in abbreviated first person) was armed with a big red button at the bottom of the screen. Tapping/holding that button put me into a shooting stance. At this point, I could drag and pull to adjust the projected flight path of my arrow. Removing my finger from the screen fired the arrow. Now, the perspective changed; in essence, I became the arrow. I could tap and hold the screen again, and drag my finger toarcher1 control the flight path of the arrow, kind of like I was literally riding the arrow. The goal was to guide the arrow into the demon monster, and reduce its life bar to zero. Different monsters had different weak spots, and I learned that head shots did a lot of damage.

To make things even more challenging, there was rarely a direct, unobstructed view of any particular monster. There were things like building ruins, mountains and more that made it straight on direct shot close to impossible. So, the act of picking a good flight path and the ability to dart around objects was a skill I had to develop on the fly.

Levels were unlocked with the beating of prior levels. There were special treasures to be procured, and successful outings earned me gold, which could be used to upgrade gear. These upgrades almost became required to beat higher levels.

The 3D visuals were good, and the developer did a good job of simulating a diverse set of environments. I thought the animations were well done, and the writhing of the struck monsters was gorily realistic. Still, there were some raw edges to the graphics that i thought could be refined, but overall, it was a fine-looking game. I also thought the map view could have been more informative.

Bottom line? I liked it a lot.

Iron Man 3 Review

Iron Man 3 Review

May 9, 2013

Quick question: who’s the best butler in fictional history?

Did someone say Geoffrey from Fresh Prince? Phenomenal pick. Wadsworth from Clue? You can almost NEVER go wrong with Tim Curry. Benson from Soap/Benson? He practically created a comic foil. Alfred? Spartacus? Lurch?

Well, I take all those and raise you one J.A.R.V.I.S.

Even if you’ve been living under a rock, you know of the media sensation known as Iron Man 3, the third installment in the Marvel Cinematic Universe series about the famous comic book billionaire playboy superhero. The cool thing that mobile gamers are beginning to see are tie-in games. Disney has gone that route a few times, and we see the same with the Gameloft-designed Iron Man 3.iron1

As expected, the game is nice to look at. I know I expect that from Gameloft, but I was still impressed by the graphics. from the opening cutscenes, the game boasted animations and slick transitions designed to invoke triple takes. I had a hard time playing as Iron Man, because I wanted to root for him. the cityscapes were realistic looking, as were the beach scenes. Iron Man and his foes enhanced the game in all their conflicted glory.

The gameplay was a mix of elements. It was an endless flying type affair, with tilting the device employed to avoid objects or to collect goodies. I could also tap to shoot enemies and found some enemies were tougher to destroy than others, and I generally got red coins as awards for taking them out. I liked the tasks that were given to me; they helped track progress.

One of the best parts of the game, in my opinion, was the incorporation of Stark industries into the gameplay. Upgrades, repair and mission planning could be done there with JARVIS’s help. Game currency could be used for this, or I could buy my way to a tougher Iron Man with real cash.

All in all, it was a fun excursion into the virtual world of a 21st century hero. Gameloft: you did well. A.I.M never stood a chance.

Punch Quest Review

Punch Quest Review

May 9, 2013

One of my favorite games of 2012 was undoubtedly Punch Quest. Rocketcat Games’ endless puncher’s only flaw? It wasn’t on Android yet. Well, Noodlecake Games, in their first published title after the launch of Super Stickman Golf 2, have rectified this situation. And oh how sweet it is to be playing this amazing game on mobile.

Unlike most endless runners where there’s little to no combat, this is all about punching one’s enemies. It’s more of a beat ‘em up with automatic running instead of an endless runner. The fighting is surprisingly complex despite there only being three different inputs: forward punching, uppercutting, and blocking, though each has different functions based on different situations. For example, uppercutting in the air is actually a dive punch. Upgrades can tweak the way that punches work, or give them special functions. But it’s the interplay of the attacks and the way that each enemy has a particular strategy that works best – and ones that don’t work quite so well – that players need to learn and master in order to do well at the game.

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The thing that I have realized in playing the game over with a clean slate has been just how much skill is actually involved. Yes, the upgrades will definitely help, that is undoubtedly true. But the skills I’ve accumulated by playing the game for hours on end have gone a long way toward improving the kinds of scores that I’m getting with minimal upgrades. For really high scores, will they require some more expensive upgrades? Oh, definitely. Later upgrades get pricey, and definitely make spending money on coins worth it, but that’s after many hours of play. Its the way that games like this should work. The game has launched as a paid app on Google Play because it’s impermissible to go from being a free app to a paid app, so they launched as paid, like the app briefly was on iOS. The game has launched with all the latest upgrades, however, and there’s plenty to do for free.

The port to Android is on par with Noodlecake’s other work – it’s high quality and virtually identical to the iOS version. All the content from the latest updates are here. What’s missing is the support for leaderboards. I’ll say it again: Google needs to release a Game Center equivalent now!

Punch Quest does not disappoint. This is an absolute must-play. It was last year, it still is now.

Swype Keyboard Review

Swype Keyboard Review

May 8, 2013

I’m a brave man. I believe a couple centuries ago, I would have been an explorer of sorts. I love a challenge, and few things scare me. Except spiders.

In any case, the prospect of switching from a device with a physical keyboard to one with a virtual one made me nervous. I was okay with switching from from one OS to another; I had done my research, liked the new ecosystem and liked the hardware available to me. The thing that really bothered me was the eventuality of having to peck on a touchscreen.

I’m here to tell folks: Swype made the switch possible.

Swype is an alternative keyboard from Nuance that changes the thumb/peck paradigm. Instead of (or, more accurately, in addition to) tapping with fingers, Swype allows for the user to input words by gliding a finger across letters without lifting a finger. The built-in predictive algorithm takes care of the rest.swype1

In practice, it is quite nifty. It does a pretty good job of guessing words accurately, and the suggestion tab right above the keyboard came in hand. For words it could not decipher, it allowed to to force them in by tapping; after this, I could add it to my dictionary. The keyboard sported an optional virtual trace line to aid the swiping motion. The keyboard itself was compact, and worked well in both portrait and landscape orientations. The English version was set up in the standard QWERTY layout, with the option to switch to a numbered keypad or two pages of special characters

I really liked the personalization options. It was possible to pick from several color themes, spacing and capitalization tweaks, and more. The user dictionary was editable and cloud-compatible. The built-in gestures that enabled stuff like hiding the keyboard or invoking the number pad was fantastic, as was the Dragon Dictation voice entry.

With regards to mobile data entry, swiping is not so new anymore; during Swype’s legendarily long beta process, several keyboards have incorporated the feature. Thus, I do believe Swype’s prediction engine could be sharper. Also, being able to adjust the size of the keyboard couldn’t hurt.

Still, Swype remains a very compelling productivity tool that can boast at least one world record.

Google Keep Adds Chrome Compatibility

Google Keep Adds Chrome Compatibility

May 8, 2013

Admit it: we were all a bit enthralled with the introduction of Google Keep, Google’s mobile note-keeping solution. It was clean, fairly lightweight and nice to look at.

A problem for power users such as myself (I do say that with full modesty) was the glaring lack of a desktop companion. You know… for the times that the mobile warrior is obligated to go so low as to get on a laptop our desktop. Having a note application that is accessible on the fly is practically the only real reason to use one. So, we whined about it (and by “we” I mean I did it on your behalf). Google clearly puts a high premium on what I have to say; I don’t mean to brag though.

Thankfully, Google has somewhat addressed the problem by introducing Keep for Chrome, an extension that, well, extends the functionality of the mobile dream catcher. To use it with Chrome, the user will have to be logged into a Google account.

Of course, we’d love for Keep to possibly work with other browsers, but Chrome browser users like myself are happy to be the favored children. In my testing, the extension worked well and reflected compete sync with mobile app. I would like tighter integration with Google Docs; how about a fixed icon link from within Docs settings instead of a URL? Some folks will probably crave a local desktop companion too. Some issues still remain, such as the inability to categorize notes with tags.

Still, sounds like this app is definitely worth taking another look at, and it’s good to see Google working on increasing the functionality of new apps, especially with many still shell-shocked by the shuttering of Google Reader. Keep might not yet have the raw power or cross-platform appeal of, say, Evernote, but its minimal design is a plus.

Bejeweled Blitz Review

Bejeweled Blitz Review

May 8, 2013

Bejeweled is an icon in gaming. It’s the definition of cross-platform fun, and since I played it on my Palm ages ago, it dates me. It’s the perfect time killer, and has the benefit of appealing to folks from all generations.

Bejeweled Blitz is yet another souped-up version of the original, with time-based gameplay, jazzed-up scoring and an emphasis on communal sharing.

The game itself had plenty of familiar elements.The playing area is made up of a square grid containing 64 jewels of random different shapes and colors. My job was to use swiping gestures to create matches of three or more jewels which translated to points. As in the original, matches could be made vertically or horizontally, but not diagonally. Every blitz1time I created a set, the diamonds burst and disappeared, allowing for more random jewels to drop from the top and replace the ones that were gone. If I was good enough to create sets with 4 or 5 matching jewels, some great bonusing super-jewels were created. And all the wheelin’ and dealin’ could be done 60 seconds at a time.

The one-minute time limits were what took the game to a crazy place. And I do mean “crazy” in a good way. The limit created a challenging environment were speed of movement was beneficial. I learned that strategically, the first set of three that I could create wasn’t necessarily the best option; at the same time, the game favored the quick of hand. The duality of choice was fun in and of itself.

The bonuses were nice, with stuff like T-shaped set-ups invoking explosions and bolts of lightning. I really liked the animations, as they worked well with the bright color scheme. The moments were smooth, and I was unable to find any lag or even minor stuttering. There were extras that could be procured with gold coins, and that could be expedited with real cash. The game encourages sharing a great deal, though it isn’t necessary.

All in all, there is little not to like in this fun iteration.

Tiny Ball vs Evil Devil 2 Review

Tiny Ball vs Evil Devil 2 Review

May 2, 2013

RV AppStudios brings Tiny Ball Evil Devil 2 to the table to remind us that positional physics is still sexy. For a mobile gaming generation still entranced with Angry Birds, attack by propulsion is still a fun proposition.

In this game, there are no catapulted birds or smirking green piggies; instead, I cheerfully shot spheres and grimacing demons. It was a leveled physics game with a seemingly unending series of twists. At its basest level, my job was to dispatch the malfeasants without mercy.

In each level, I had a set number of spherical projectiles that were shot by cannot. To aim, I simply tapped the screen and dragged the bullseye to what I wanted to hit; releasing fired the projectile. The usual target was a square devil (though the shapes changed at points in the gameplay); in the earlier levels, I knocked the devils down onto lethal spikes which caused a messy, bloody end-scene. Further on, there were fiery electric fields and even saws that tiny1served as the final arbiter of fate.

The playing areas also began to change as I progressed. Ricocheting became a strategy as time wore on; timing also became a factor at some points, as I had to avoid rotating or recurrently moving objects that periodically blocked me from my target. Success unlocked further levels and features.

I got scored on a ball differential system; the less I used, the more stars I got. There were also gems and gold coins which I could garner. They could be used to upgrade my weaponry, and if that was not fast enough, I was able to use real cash. Some of the upgrades were nice (a fiery ball, a mighty “crush everything” ball, etc) but in my estimation, it was possible to play without having to use real cash. Slick additions like a spin wheel added to the fun.

Yes, call me a sensitive willy, but my biggest gripe was the gore. The red explosions will make at least one person cringe that’s for sure. I do believe something more subtle would be welcome, if only as an option.

I thought it was an engaging time-waster that erred on the side of careful.

Tennis in the Face Review

Tennis in the Face Review

May 1, 2013

Tennis in the Face is a morality tale about tennis, energy drinks and the curiously-named Pete Pagassi.

In my quest to free society from the debilitating addiction to Explodz that destroyed my promising career as a tennis pro, I used my racquet to defeat hordes of platformed folks with different attributes.

The action was leveled and fast paced; Pagassi was armed with a racquet and balls, had to take out different types of opponents by making use of ricochets to get into tight spaces and to avoid deadening obstacles. To put the ball in play, I simply used a finger to draw a path in a straight line to where I wanted it to head to. Basically, I wanted to take out the caffeinated drones out with point-garnering strikes to the body, with extra bounties paid for head shots. tennis2

At first, dispatching the enemy was quite easy at first; the early levels consisted of clowns spaced out. Basic planning usually one the day, and I was able to get a maximum of knockouts with a minimum of shots. As the game progressed, the difficulty factor increased; different villains brought different restrictions. For example, one set of characters wielded swords and shields, and could only be knocked out when struck from behind. There were some interesting power-ups that added to the fun factor as well

It had the zany type of artwork that appeals to me, the type that is cool without taking itself to seriously. The animations worked with the characterizations, and the slow-motion sequences helped add humor to the gameplay. the platformed visuals were different, and even though I though some glitz could have worked, I still liked the overall look of the game.

It was another one of those games that surprised me. I liked the familiar Angry Birds-like feel of the levels and scoring, but really loved that it still felt creative. And where else can you play with a cat called Pagassi?

Fish Tails Review

Fish Tails Review

Apr 30, 2013

Fish Tails was a fun game that I stumbled upon while reviewing Green Throttle Bluetooth Controller.

In this side scrolling aquamarine game, I got to guide my adventuresome koi fish on gold collecting errand. The game made me think of arcade games, with its soft color schemes that made up the background. Visually, it was made up of mostly stills; the animations were not groundbreaking, but they worked. Air was air, water was water and little ambiguity existed. The extras, like fish and birds, were utilitarian in looks and movements.

The gameplay was equally simple. Coins lined the travel path at different levels. I had two touch controls; tap to fish1dive, and multi-touch to increase speed. The trick was a combination of timing the dives to get deep coins, and also getting enough latent energy to arc into the air to capture highly placed coins. When you add in the objects that could slow me down, it became quite the challenge to get a set amount of coin in the shortest time possible. For a side scrolling game, it was not boring.

I liked the different flavors of challenges. Want to race to 10 coins? 100? Fine. Differing levels of difficulty helped round out the playability of the title.

And then there is the Green Throttle Bluetooth Controller compatibility that I hinted at earlier. At the risk of sounding like it has mystical powers, I truly felt the accessory really made the game POP. I do not dare belittle the work of the developers, but I really loved this game when it was played with a conventional-felling controller. Frankly, it makes it stand apart.

For a no frills time waster that works well with Green Throttle peripherals and transforms to a two-player game on the big screen, one cannot go wrong with Fish Tails. It’s lack of frills is a tribute to the inevitable occasions when some basic, mindless fun is sorely needed.

Art Mogul Review

Art Mogul Review

Apr 30, 2013

When it comes to hidden object games on Android OS, G5 Entertainment pretty much holds the patent. It’s offerings in that category of games truly run the gamut. Now, I would guess it’s more a question of retaining quality and keeping new titles interesting. Art Mogul is definitely a chance to see if G5 is able to do these things.

It is an adventure into high-stake world of art ownership; the ego, the taste and even deception. With cash to spend and an eye for fakes that would make Thomas Crowne sniff with jealousy, I was tasked with making a fortune, and crashing spectacularly otherwise.art1

So, it was G5 making an art game. It wasn’t too much to ask for some intricacy, and, as expected, the venerable development are delivered. I like art, and this game is an art lover’s dream, with the excellent visuals providing a most appropriate backdrop.

The gameplay was straight-to-the-point, with a quick tutorial leading me through the basics. Most tasks were based upon finding hidden objects in paintings. For example, to get started, I had to show art expertise by finding objects in the paintings to get discounts. Selling required similar. To find true gems, I had to be able to discover fakes. A keen eye and attention to detail were my greatest assets.

I absolutely loved the check mechanism for finding fakes. It used a copy layover that I could switch to continually. Every variance I found decreased the value if the portrait and increased my reputation, and I could buy or move on. Thus, I was able to increase my net value via the ability to find objects. I could travel around, finding high priced items requested by auction houses, and unlock more cities.

While I found myself entranced in the game, I can see where monotony can set in; I found myself wishing there was a bit more flesh to the story. Even an animated cutscene or two would have been welcome. Still, if anything, G5 did a good job keeping the game familiar and creative at the same time.

Boulder Dash-XL Review

Boulder Dash-XL Review

Apr 29, 2013

1984 was chock full of good stuff. Michael Jordan. The Mac commercial. Miami Vice. It was the year of the unforgettable Icon.

It was also the year of Boulder Dash. Y’all remember Rockford and his timed adventure hunting for diamonds. Well, Rockford is back in HeroCraft’s remade retro Boulder Dash-XL.

It’s always a challenge to redo favorites. A balance has to be struck between original elements and newfangled components. At first glance, however, I suspect the developer was able to navigate that treacherous road; I was able to pick it up immediately. The gameplay was all about mining; as the protagonist (Rockford or Crystal), I had to make it to the exit before time runs out. However, the exit was never initially open; to open it, I had to collect boulder1enough gems scattered around the playing area. Between me and the gems (and the exit) were plenty of obstacles. Some could be moved, some could be dissolved. The boulders, with nothing supporting them, could be deadly, so it behooved me to move quickly if I ended up underneath one with space for it to gather lethal momentum.

Further on in the game, there were monsters of different types that started appearing, roaming and reducing my life expectancy. To counter the tougher portions, there were also pickups I could burrow to.

To “solve” the puzzles, quick thinking was the name of the game. A false move could cause the gems to cascade to their destruction, meaning I would not get enough to unlock the door. I could use gems to attack monsters too, so there were opportunity costs to consider when making drilling decisions.

When you toss in the cool graphical touch-up (which matches console versions), it’s easy to like this game. Sharp graphics and subtle animations rounded out a game boasting five modes, ambidextrous touch controls and leaderboards.

All said, I thought it was an excellent reboot of a fantastic retro title.

iBomber Review

iBomber Review

Apr 29, 2013

As far as iOS games go, iBomber had always been one of the more coveted titles for me. Well, the Android version just dropped, so there.

Once the most rabid Android nationalist gets beyond the iMoniker, they are likely to find an interesting WWII-themed game that proves to be challenging and rewarding at the same time.

The name somewhat takes care of the mystery; I served as a bombardier on a WWII Allied bomber, with plenty of missions to accomplish. The top-down action looked realistic enough to someone like me who never graced the bomb bay of even toy planes. Using radar and bomb sights, I had to destroy a lot of stuff on the move. Controls were ultra-simple: tilting mostly, and a few touches to catch bonuses.ibomber1

It took me a few runs to get used to the movements. I was able to move quite well, in fact; it was moving and hitting targets that was not easily done. After figuring out how to adjust airspeed by tilting back, my accuracy increased. To make the bombs count, accuracy was needed. I liked that the game had finite missions that were mostly logical, like keeping cargo ships from leaving the bay, destroying fuel supplies, or a flotilla-themed form of tower defense. There were also plenty of anti-plane mechanized weaponry around, which meant that I couldn’t tarry too long in the air.

And the damage did come. After going down in a swirling haze of shame a few times, I settled on a strategy of living by power-ups. I learned that if I went quickly over the best defended areas, I could procure power-ups like health and upgraded weapons by tapping the revealed symbol.

I liked the gritty, untouched feel of the graphics, though the inelastic borders of this game drove me batty; it seemed tragically unfinished to me in that singular aspect. The Papaya integration was there, so for fans of that specific social networking community, there’s even more to like.

I thought iBomber is an excellent game that thrusts both WWII buffs and casual gamers into the the same boat headed to glory. Mostly.