Tag Archives: gaming

Daily iPhone App — Zoombies: Animales de la Muerte is cute, arcade fun

Zoombies is a fascinating little game. It's made by a company called High Voltage that is probably best known for the Conduit shooter series, though they've been making licensed games for years (I remember visiting the studio for a tour back when I lived in Chicago -- they were based out in the Hoffman Estates suburb back then). Zoombies is a title that's been in development there for a while -- it was first considered for the Wii, then possibly for Xbox Live Arcade and finally has seen release on Apple's iOS.

It's easy to see why High Voltage was trying to make this game as a motion control title -- the idea is that you're a kid trying to fight an army of invading undead zoo animals ("Zoo-mbies," get it?), and you are armed with a weapon that you can toss according to a line you've drawn on the screen. Control on the Wii or Xbox would probably have been more direct, but on the iOS touchscreen it means you swipe your finger around, and then the weapon will follow your path. This creates some interesting timing issues -- you want to throw where an animal will be, not where they are. And once you've thrown your weapon, you can't throw it again until it finishes the path, which requires you to keep things as compact as possible.

Zoombies' real charm, however, is in the tone and the art style. The whole game, as you can tell by the subtitle, is done in a joyous sort of Mexican mariachi style, and it just oozes fun. The animals are menacingly cute, the kids are great and every level has plenty of "skull goals," which are super satisfying to complete. Even if you don't like that core line-drawing mechanic, this game is totally charming anyway. Clearly, this was a labor of love for High Voltage, and you can tell they had a lot of fun making the game.

Zoombies is available for US$2.99 on the App Store now, though there are a lot of in-app purchases included, so I wouldn't be surprised to see that price come down sooner if not later. Still, $3 is cheap, so if Zoombies interests you, you might as well grab it right away.

Daily iPhone App -- Zoombies: Animales de la Muerte is cute, arcade fun originally appeared on TUAW - The Unofficial Apple Weblog on Fri, 17 May 2013 17:00:00 EST. Please see our terms for use of feeds.

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Daily iPhone App: Mosaique is an original and inventive puzzle game

Mosiaque is a very original puzzle game that I haven't quite figured out yet. It appeared on the App Store a little while ago from a company called Winning Blimp, and the core idea of the app is that you need to clear the screen of colored squares by firing them in from the sides.

The issue, however, is that if the square you shoot in hits a square of another color, it will switch out instead. Squares of the same color get cleared off, so your goal is to try and fire squares of the same color together, lining them up and clearing them off the board, refilling your meter for more shots. Mosiaque is the kind of game that's simple to play, but fairly tough to master -- even with the playtime I've put in, I'm not completely sure how deep the game's strategy gets. But there is a solid amount of fun to learning the game's mechanics, and as you play through the levels, there are some new tricks, too. Eventually, black blocks show up which will block your shots, and "void" blocks will appear that keep your shot meter from filling back up if not cleared right away.

Mosaique is a lot of fun, and it's very original, both in look and in gameplay. It's worth noting that there are no in-app purchases in this one either. Buy the game for US$0.99, and you'll have access to the game's unlimited parade of levels. That should be more than enough to get you figuring out exactly how it all works.

Daily iPhone App: Mosaique is an original and inventive puzzle game originally appeared on TUAW - The Unofficial Apple Weblog on Thu, 16 May 2013 18:00:00 EST. Please see our terms for use of feeds.

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iOS games spending overtakes dedicated games

App analytics firm App Annie has released a new report about portable gaming, and announced that iOS gamers are now spending more money on Apple's platform than on traditional handheld titles. The light blue above is last year's fourth quarter, the dark blue is this year's first quarter, and as you can see, both iOS and Google Play spending is up, and has actually topped spending on traditional handheld devices like the Nintendo 3DS and the PS Vita.

This is mostly due, says App Annie, to a seasonal drop in traditional handheld game spending -- game sales always tend to go up over the holidays, and then drop in the new year. But it's also clear that iOS is growing a lot -- and in fact, in the chart above, it's actually higher than even traditional gaming was last quarter.

We'll have to see how this plays out going forwards. Both the PS Vita (made by Sony) and the 3DS (made by Nintendo) have packed schedules for software releases this year, and the Sony handheld is set to be supported by the release of the new PS4 console. So this battle isn't over at all yet. But smartphones are clearly a dominant force in the world of portable gaming, and consumers are happy more and more to spend their money on iOS games rather than another traditional handheld title.

iOS games spending overtakes dedicated games originally appeared on TUAW - The Unofficial Apple Weblog on Thu, 16 May 2013 17:30:00 EST. Please see our terms for use of feeds.

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EA’s Frostbite engine could improve iOS games

EA has announced that its Frostbite game engine, used to power popular game like Need for Speed and Battlefield 4, is coming to iOS. Dubbed Frostbite Go, the game engine is set to give a big graphics and performance boost to cutting-edge iOS games. From the Frostbite website where the engine was officially announced for the first time:

One of our most exciting current projects is called Frostbite Go, a mobile division empowering EA game developers with Frostbite's proven excellent workflows and features to bring true Frostbite experiences to all major mobile platforms.

Currently there's no release dates for any games using Frostbite Go, but the site does mention that EA games using Frostbite Go are actively in development.

EA's Frostbite engine could improve iOS games originally appeared on TUAW - The Unofficial Apple Weblog on Wed, 15 May 2013 13:00:00 EST. Please see our terms for use of feeds.

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Hello Games says Joe Danger iOS is a big success, planning an update and more

148Apps recently had a nice chat with Hello Games, the makers of Joe Danger, a motorcycle stunt racing game first for consoles and then for iOS, and the company says that Apple's platform has done very well for them. Throughout the app's life, Joe Danger's been in 5 million crashes total, which hints that a lot of people are enjoying the game via the App Store.

Hello Games also says Joe Danger's due for a big update soon. There will be new characters and levels to play with, and the team is planning to add a daily challenge-style feature that will keep the game fresh on a daily basis, along with some cheat modes to tweak the game with.

And finally, Hello Games hints that it's had some ideas "that have completely spiralled out of control into something else entirely." That could be a new game completely, created specifically to start out on iOS. We'll have to wait and see what that turns out to be. Meanwhile, however, it sounds like Hello Games has been treated well by the release of Joe Danger on iOS.

Hello Games says Joe Danger iOS is a big success, planning an update and more originally appeared on TUAW - The Unofficial Apple Weblog on Tue, 07 May 2013 19:30:00 EST. Please see our terms for use of feeds.

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Daily iPad App: Eclipse: New Dawn for the Galaxy is a great board game adaptation

Daily iPad App Eclipse New Dawn for the Galaxy is a great board game adaptation

Eclipse is one of the most popular board games around right now -- it's a vast, involving epic "4X" game, where those four Xs stand for eXploration, eXpansion, eXploitation (as in mining crops and resources from various planets) and eXtermination (as in finishing off your alien opponents). It was recently announced that Big Daddy's Creations would be adapting the game for iPad, and the iOS version has now arrived on the App Store, available for US$6.99.

As a board game, I think Eclipse is terrific -- it's very well-balanced, and all of the various things you can do offer plenty of different strategies to play with. There are three resources (money, science and material) that you can use to exert your influence on various areas of a galaxy, research new technologies for starships or your empire or build up those ships and other various structures to combat your enemies. The game's almost endlessly flexible, in that you can try to win over the game's nine turns in any number of ways.

The drawback here, however, is that all of that flexibility and complexity make the game, well, complicated. This is not a casual game by any means, and while the iOS version's interface is fairly good at converting all of the information you need into a visible, touchable form, it's not very good at actually explaining what all of that information is. So when you're confronted by 30-50 icons on screen at the same time and asked to choose one, the game can be overwhelming to say the least.

Still, if you like great board games and are up for a challenge, Eclipse is excellent. And if you're already familiar with the board game, then this might end up becoming one of your favorite games on the App Store. My only other complaint is that there's no real "metagame" to it -- winning or losing the various games you play doesn't matter much in the larger picture at all. Still, Eclipse is an incredible adaptation of a brilliant board game, and it comes highly recommended. Even at the price of $6.99, it's one of the best board game apps out there.

Daily iPad App: Eclipse: New Dawn for the Galaxy is a great board game adaptation originally appeared on TUAW - The Unofficial Apple Weblog on Fri, 03 May 2013 09:00:00 EST. Please see our terms for use of feeds.

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Some excellent new games on the App Store right now

Apple traditionally releases big new apps all together on Thursday, and this week there's an exceptionally good slate of releases arriving, including some games we've been waiting on for a while.

As expected, Angry Birds Friends has arrived, and it's a social take on the popular Angry Birds series. You can get it for free. Eclipse is a spectacular (if a little complicated) take on the award-winning board game, available for US$6.99. We'll have more on this one as a Daily iPad App later today. Firaxis' Haunted Hollow is now officially out, and it's just plain great. Free-to-play, deep (but accessible) strategy from one of the best game developers around. This one is a must-download. Wizard Ops Tactics is a free-to-play tactical strategy version of the Wizard Ops shooter that released a while back. The Kickstarter-fueled Star Command is now available for $2.99. It looks good, but the game has gotten some flak for not quite fulfilling all of its promises to Kickstarter backers. The interactive book/RPG that is Steve Jackson's Sorcery! has finally arrived as well. It's a nice bit of nostalgia, and you can grab it for $4.99.

There are even more new releases on the App Store, but those are the big ones. Some of those, like Haunted Hollow especially, I've been waiting to play since GDC this year. And now they're all out -- go get 'em!

Some excellent new games on the App Store right now originally appeared on TUAW - The Unofficial Apple Weblog on Thu, 02 May 2013 18:30:00 EST. Please see our terms for use of feeds.

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Circles for iPhone delivers old-school memory challenge

Circles for iPhone a challenging memory gameCircles for iPhone ($US1.99) is the latest iPhone app from Snowman. It's a fun memory game of the pick-up-and-play ilk, and it's kept me busy for the last week or so.

My fellow Gen-X'ers will think of Simon, the electronic memory game from Milton Bradley that became an '80s pop culture icon. Of course, Circles is more portable, playable and fun. And challenging.

Looks

Circles, ambient music and creeping panic; these make up the overall aesthetic of Circles. When first launched, Circles presents its icon plus three highly legible menus on a black background. The settings menu and store are also very easy to read. The white letters on a field of black stand out wonderfully, which I like. Because I'm old.

While you're playing, Circles presents anywhere from two to six colored circles. There's a play button in the center at the start of each game, and a button marked Continue appears if you're lucky enough to complete a level. Likewise, brief words of encouragement emphasize your every triumph.

Gallery: Circles for iPhone

The StoreOptions menuGet ready to playEight sections to choose fromGet ready

The game's looks are straightforward and let you focus on the game play. Which is good, because focus is exactly what you need. Elaborate backgrounds or annoying music would have made this game even harder, so it's good that Snowman's developers left them out.

Gameplay

Oh boy, the good stuff. Here's how Circles works. When a game begins, Circles briefly highlights a pair of circles on the screen and plays a unique tone of each one. Your job is to tap the same pattern back. Two circles become three, then four, then five and so on. Once the app is finished playing a pattern, it notes how many taps were in that pattern, and counts them down as you repeat what you saw.

As you play, you progress through the game's eight sections. Each section has several levels. Complete each level successfully to move to the next section. Section one is relatively easy, with only two circle targets to keep track of. Section two introduces an additional circle target, as do sections three, four and five, which has you keeping track of six targets at once. It's fun and becomes a true test of your short-term memory rather quickly.

Section six is where Circles gets nutty. It's the "lightning round," so the patterns are presented more quickly than in previous sections (note that your response is not timed, so take your time). Section seven is even more devious, as the pattern is presented quickly and the whole field of colored circles makes a one-quarter clockwise turn after each pattern is played.

Section eight is the most devilish. All of the circles are the same grey, there are no tones, the patterns are played quickly and the circles rotate. Yikes.

Other features

Fortunately, Circles does not send you into battle without weaponry! There's a practice mode that lets you select the number of circle targets you'd like to play with. There's also a store selling weapons and chances. As you play, you earn virtual coins that can be spent in the in-game store.

Weapons are used during multi-player games via Game Center. Once you're in a game, take your turn and wait for Game Center to notify your opponent that his/her turn is ready. You could secretly add lightning to their turn, speeding up the pattern. Or "Twirl," which rotates the targets or even "Blackout," which removes color and tones. Sneaky!

Chances are also available, though you must pay real money for these via in-app purchase. Basically, a chance lets you try again if you make a mistake. In a multi-player game, your opponent does not know when you use a chance.

Giving back

While Circles is great fun, there's another benefit to the app besides the immediate enjoyment. The developers at Snowman will donate a percentage of each sale to Alzheimer's research. Not for a week or a month, but for as long as the app exists. That's pretty great.

Conclusion

I like this game. It's beyond simple to learn and challenging enough to be fun. You can move to any section at any time, so you needn't complete section one, for example, to try section eight. Plus, who doesn't want to give their brain a little exercise and support a important scientific research at the same time? Circles is available in the App Store now.

Circles for iPhone delivers old-school memory challenge originally appeared on TUAW - The Unofficial Apple Weblog on Wed, 24 Apr 2013 14:00:00 EST. Please see our terms for use of feeds.

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Logitech G series now available: Gaming keyboards and mice for Mac

We heard way back in January that Logitech was possibly planning to bring its gaming peripherals to the Mac, and that's exactly what's happened. Logitech has announced that its G series of keyboards and mice, designed to entice gamers with features like lots of extra customizable buttons, backlighting and even a separate LCD screen on the keyboard, will have support included for OS X on the Mac.

Officially, the Mac support is coming with six new models, which are set to be available in stores later on this month. But you can download Mac versions of Logitech's Gaming Software from its website right now, so if you have one of these gaming accessories already, chances are you can get some extra functionality out of it right away. My guess is that these keyboards and mice already worked with the Mac (Apple's done a great job making compatibility easy), but you'll now be able to take advantage of all of the extra functions that these "G" devices offer.

Logitech's gaming line also includes items like gamepads, joysticks and headsets, but the company is only supporting these keyboards and mice for now. Maybe in the future we'll see company-wide support for the Mac operating system.

Logitech G series now available: Gaming keyboards and mice for Mac originally appeared on TUAW - The Unofficial Apple Weblog on Mon, 22 Apr 2013 15:30:00 EST. Please see our terms for use of feeds.

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The Incident creators’ new game is Space Age

Way back last July, we first heard that the developers behind the great iOS game The Incident, Neven Mrgan and Matt Comi, were working on a second game. That title's now been revealed as a game called Space Age, and we're starting to see video and images from it, hopefully leading up to a release later this year.

It's described as a cross between real-time strategy and adventure, and it looks like a very different game than the duo's first title. There's a dynamic weather system included, as well as a mineral-harvesting system. In general, the game seems to be about a set of humans setting foot on an alien planet, and having to build up their civilization through various means there.

Sounds exciting to us. The game has an official page, and you can sign up for email updates on the game there as well. We'll look forward to seeing more of this one very soon.

The Incident creators' new game is Space Age originally appeared on TUAW - The Unofficial Apple Weblog on Fri, 19 Apr 2013 20:00:00 EST. Please see our terms for use of feeds.

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Little Inferno out on Mac

Little Inferno arrived on iOS in January. It's a wicked, little satirical adventure about burning toys that's gotten a lot of critical acclaim. Now, the game is available on the Mac. You can pick it up directly from the developer Tomorrow Corporation, or grab it on Steam or Gamersgate.

Tomorrow Corporation says it's also working on an iOS version that's designed to work with older hardware, so the game will soon be playable on the iPhone 4 and fourth-gen iPod touch models as well. There's also a Linux version in the plans. I haven't played much of Little Inferno, but the reviews on it are really great, and it looks like a creepy, yet moving take on consumerism and "play" itself. And, of course, great games are always welcome on the Mac platform.

[via Joystiq]

Little Inferno out on Mac originally appeared on TUAW - The Unofficial Apple Weblog on Tue, 16 Apr 2013 23:00:00 EST. Please see our terms for use of feeds.

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Real Racing 3 updated with new cars, Hunter mode

EA has released the first major update to Real Racing 3 on iOS. Among the improvemts is a new play mode called "Hunter." In this mode, you must overtake another car in only a single lap. EA has also added some new cars, including the Chevrolet Cobalt SS and Camaro ZL1. Best of all, the game now allows users to save their progress in the cloud, which means you can play on your iPhone and pick up the game on your iPad with no progress loss. Here's the complete list of updates:

New manufacturer - Chevrolet! The Cobalt SS and the Camaro ZL1 join the lineup. New event type - Hunter! Chase down the hunted car and overtake within one lap. 100+ new events! Total number of events now exceeds 1,000! Cloud Save functionality! Transfer your save data between devices. New social features! See who is online and compare how your friends are doing with the statistics leaderboard. Check your TSM mailbox for the latest friend notifications. Improved tutorial and main menu. Numerous additional improvements, fixes and performance optimizations.

Real Racing 3 is a fremium game. You can download it here.

Real Racing 3 updated with new cars, Hunter mode originally appeared on TUAW - The Unofficial Apple Weblog on Thu, 11 Apr 2013 15:00:00 EST. Please see our terms for use of feeds.

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SimCity for Mac coming on June 11

EA announced today that the latest version of SimCity will be arriving on the Mac platform on June 11, 2013. Lucy Bradshaw, senior vice president and general manager of EA's Maxis Label, said that "We didn't want to make any compromises when it came to the Mac, so we created a native version that is optimised for the hardware and OS X."

For those who have already purchased the PC version of the game, the Mac version will be available as a free download on EA's Origin platform. Origin will make it possible for players to play both the Mac and PC versions with the same account, continuing their game progress across platforms.

EA Maxis is obviously proud of the Mac-native version, noting that "SimCity runs natively on Mac and its entire software renderer was rewritten for OpenGL, ensuring the best performance for the platform." Through April 15, EA Origin is offering 50 percent off on other Mac titles including Dragon Age 2, Portal 2 and more.

SimCity for Mac coming on June 11 originally appeared on TUAW - The Unofficial Apple Weblog on Wed, 10 Apr 2013 14:00:00 EST. Please see our terms for use of feeds.

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Steve Demeter’s Trism to return as Trism 2

You may (or may not) remember Trism, which was one of the first iPhone games I've ever played, and was one of the App Store's first big gaming winners. Developer Steve Demeter was behind that game, but after his huge success on the early App Store, he left the spotlight for quite a while, and hasn't released another game since. Polygon caught up to him at GDC last month, however, and it turns out Demeter has decided to make another game, called Trism 2.

As you can see above, the game looks very different than the original, though the slide-to-match gameplay is still there. Demeter's apparently decided to jump on the (overcrowded) free-to-play bus, not only selling the game and its features through in-app purchases, but also giving the title some colorful characters, and adding a lot of RPG-style progression to it. It sounds interesting.

Demeter says that we'll see the game out on iOS devices soon, possibly sometime this summer. It sounds like he's done a lot of soul searching to figure out what he wants to try and make next after the success he's had, and Trism 2 will be the result.

Steve Demeter's Trism to return as Trism 2 originally appeared on TUAW - The Unofficial Apple Weblog on Mon, 08 Apr 2013 23:30:00 EST. Please see our terms for use of feeds.

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Gameloft tries to make good with Dungeon Hunter 4

Gameloft is one of the most interesting companies on Apple's App Store. The company, run out of Paris, France, has earned a reputation for itself by essentially cloning popular console titles. When the App Store first began, huge console titles like Halo, Call of Duty, and Diablo didn't have apps of their own on the store, and Gameloft saw the opportunity to recreate those game styles on iOS devices. That's how the NOVA, Modern Combat, and Dungeon Hunter games got started, and because players hungry for those experiences didn't have any other options, Gameloft saw a lot of success.

These days, however, big companies like Activision and EA have discovered a lot of value on the App Store, and AAA developers are making games of their own. That's rendered Gameloft's model a little obsolete, but the company has an answer: A few years of success and hardcore development have made them experts in delivering high quality titles on mobile platforms, and so they're now starting to push out original content, and turn these titles once known as clones into standalone IPs of their own.

The one hiccup in this plan has been the move towards freemium markets. Dungeon Hunter was a series that started out as a Diablo clone, an action RPG that allows you to choose one of a few classes and hack and slash through a storyline, gaining equipment and XP as you went. Dungeon Hunter 2 was a refined version of the first title, and offered some great experiences, both as a singleplayer RPG and even a multiplayer co-op game.

Dungeon Hunter 3, however, saw Gameloft trying to turn the game into a purely freemium title, switching from a singleplayer storyline to a series of arenas, all designed to just keep players spending money on in-app purchases. The release earned Gameloft lots of jeers across the Internet, and you can still see the harsh fan feedback on the game's reviews.

This past week at GDC, Gameloft showed me Dungeon Hunter 4, and the title shows off both of what's great and terrible about the company lately. The latest version of the game, set for a release later this month, returns the series to a relatively linear storyline, and contains some really excellent action RPG gameplay, portrayed with some very impressive art. All of Gameloft's expertise is brought to bear, and Dungeon Hunter 4 looks like it will be a really fun return to the kind of gameplay that made Dungeon Hunter 2 so popular.

Unfortunately, despite abandoning the "arena" ideas that caused so many problems with the third game in the series, the freemium elements are still there in force. You will probably enjoy this one -- if you can avoid and ignore the bright in-app purchase buttons and currency markers that seem to litter the screen. Some of the game's mechanics are annoyingly freemium as well: You get a limited number of health potions every few hours, and you're required to buy more if you need them. Gear can be upgraded by questing through the game -- or you can just press a button below one of your pieces to get a better option. And the title will include a full crafting system, but it's likely that too will be burdened with lots of shortcuts and options for more purchases.

Obviously, this is only based on a few minutes with the game, and we don't know for sure what Dungeon Hunter 4 will be like in its final form. But Gameloft is in a tough place right now: At the same time that the company is making better games than ever before, it's also (forced, perhaps, by market forces) depending more than ever on the annoyances of freemium gaming. Dungeon Hunter 4 will be out later this month, and the few minutes of it that I saw at GDC got me really excited about how the game both looks and plays. We'll just hope that Gameloft can keep the freemium prompts to a minimum, allowing the game to pull players in thanks to its quality, not sales tricks and nonsense.

Gameloft tries to make good with Dungeon Hunter 4 originally appeared on TUAW - The Unofficial Apple Weblog on Mon, 01 Apr 2013 07:00:00 EST. Please see our terms for use of feeds.

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Halfbrick tries for a 10 with Fish Out of Water

Halfbrick Studios held a media lunch at GDC to show off its brand-new original title, Fish Out of Water. It's the company's first since the very popular Jetpack Joyride arrived a few years ago (the Australia-based studio is also known for making Fruit Ninja). As we'd previously heard, Fish Out of Water is more casual than Jetpack, and it boasts the same great polish and beautiful work that fans expect from Halfbrick.

In Fish Out of Water, the main mechanic simply has you throwing fish. You're presented with a school of various creatures, all with different shapes and sizes (and all adorably named -- the big whale is called "Micro" and the fastest one is called "Rocket"). To play, you grab one with a finger, pull it out of the water, and fling it off to the right as fast as you can.

That fish flies through the air, and the game tracks number of skips on the water and total distance traveled. A high toss will likely earn more skips, and the type of fish you throw affects that as well. For example, Rocket is big on skipping, but the dolphin simply jumps in and out of the water rather than skipping across it.

Distance is affected by fish type as well, and both stats are also affected by the weather. The game runs on a clock up in the left corner which ties in to your real local time wherever you play the game, and different weather conditions, like sun or rain, will affect your skips and jumps as well.

During the course of a round, you can throw three different fish, and then you're judged on your throws by a line of crabs, who are also very adorable. They put up numbers (and each crab is also named and has a favorite piece of the game: Skippy Steve really enjoys it when you score a lot of skips), and the average out of 10 is your final score for the round.

That's the game: Throw fish, try to score as best you can during the three throws, and then the crabs will boil down your score into one number out of 10. It's not super-hard: Even in my first few throws, I was able to pick up an 8.5 and an 8.7. But to score a perfect 10, you'll need to put a little bit of strategy into the game, picking exactly the right fish for the right weather conditions, and even choosing fish based on which throw you're doing. You can use a big whale for the first throw for distance, for example, and then choose a fish that splits into multiple fishies to ramp up your skip score.

As you skip along the water, you also score coins that both give you a speed boost to use (with a strangely placed button along the top of the screen) and also allow you to buy various upgrades and cosmetic items for your fish. And finally, you can collect gems as you play, which can be assembled together into crystals that give you various abilities like double skips or an automatic 10 from one of the crabs. The crystals system is actually pretty complex: You can pair up two colors to try and form a specific crystal, or experiment a bit. One of the most powerful crystals is a black crystal, which sends a huge school of fish out to join the one that you throw.

Just like Jetpack Joyride, the game is very social as well. Players can join "leagues," which award trophies every single day for the highest scorers in each league. Leagues also win prizes on their own, so there are lots of rewards to go around for all players involved.

Fish Out of Water will launch at a price of US$0.99, which feels a little fishy on Halfbrick's part: The company has had a lot of success at turning their Fruit Ninja and Jetpack Joyride games into freemium titles, and it's a bit surprising that they're not embracing freemium right away with this one. Still, as good as the game looks and plays, you can't blame them at all for charging a little bit out of the gate -- even at a buck, this looks like a terrific game.

It is more casual than Jetpack Joyride even. After you throw the fish, the game is more or less hands-off, as you sit there and watch your fish skip along to victory or defeat. And that casual approach may leave a few hardcore players out of the boat on this one. But not to worry, Halfbrick told us at GDC this week. The company has quite a few more titles in progress, including some games that are a little more complicated and deeper than this one. So if Fish Out of Water doesn't quite float your boat, just wait a bit and we'll see what else the company is working on soon. Meanwhile, you can get ready to go swimming with this one fairly soon.

Halfbrick tries for a 10 with Fish Out of Water originally appeared on TUAW - The Unofficial Apple Weblog on Wed, 27 Mar 2013 08:00:00 EST. Please see our terms for use of feeds.

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Belkin’s Thunderstorm case cranks your iPad to 11

In my office I tend to rock out to a 300-watt stereo system. When I go to wash dishes and have to use my iPad's native speaker, well, there's no comparison. Belkin's Thunderstorm case won't crank up to the level of a really large stereo, but it is loud enough to punch through very noisy environments with ease. At CES I tried one on the show floor where the sound level (according to my iPhone) was close to 100 decibels and the Thunderstorm was not only loud enough to hear, the audio actually sounded good. It's not perfect, however, as I'll explain below. It also retails for US$199, so this is not a budget case or speaker.

Design

Like any iPad case that surrounds the iPad, the Thunderstorm cradles your iPad in a large plastic shell and provides a cover somewhat like Apple's Smart Cover -- but with no magnetic actuation of the iPad itself, like the Smart Cover. The iPad slides into the case, and is secured by a 30-pin dock connection which clicks into place, and provides the power and audio output needed.

Belkin's Thunderstorm case cranks your iPad to 11

Of course you simply can't get around physics, so the drivers for the Thunderbolt are heavy. The case is heavy. Your iPad inside will make all of this very heavy, but this is not a case for casual use if you tend to mostly read iBooks on your iPad. This case is designed to stand up and be loud. There's a shockingly small speaker port on the front, along with a small light under the grill to indicate when the charger (included) is plugged in. The case uses ports to enhance the sound, much as a full size speaker would, and they work very well.

I had a little trouble with the charger at first, until I realized there's just a delay from when you plug it in to when the iPad begins to charge. Still, it is a wall wart and not the most convenient AC adapter to carry around. I wouldn't say it charges slowly, but it is not a fast charge by any means.

Belkin's Thunderstorm case cranks your iPad to 11

A bigger problem in the cover flap. It's one of those origami-style flaps that pinches together to provide a "stand" for viewing the iPad mostly upright. You can roll up the case like Apple's cover, which provides a more upright angle, or fold the case into a bit of a triangle, putting the iPad at almost 45 degrees. That viewing angle is a bit odd, as I felt it leaned back a little far, and you cannot adjust it, but there's the other option, which I felt isn't as stable.

The good news is the flap, when folded as a support, is very sturdy and I never really had it fall down. The bad news is it is loosely secured at the hinge, and if you're used to the relatively strong magnets on the Smart Cover, you will find these magnets aren't as strong. Often while closing the flap I would yank the cover off -- and I'm a wimp.

Belkin's Thunderstorm case cranks your iPad to 11

There are pass-through (mechanical) buttons for power, rotation and volume, plus a large hole for headphones and even a speaker vent at the bottom where the iPad's speaker resides.

Functionality

It's loud. Really loud. Without exception, when I would demonstrate the volume on this thing their eyebrows would raise and they would say "wow." You won't believe so much sound can come from a small package -- unless you've used a Bose Smartwave, which is similar in a way.

Loudness is the distinguishing feature here, however. This is not a protective case, and it's not designed to do much more than cradle your iPad and make it much louder. Luckily it does that job admirably. It's worth noting that audio quality does not suffer at the hands of volume, and even at the highest setting the highs were crystal clear while the bass punched through loud environments admirably.

There's also a companion app which does boring stuff like handle registration and check firmware, but it also allows you to control the stereo separation. That's a neat trick, but unless you have the device pointed at your face, you lose the spread pretty quickly. Sound, again, is bound by the laws of physics.

Conclusion

If you need a very loud speaker for the iPad but don't want something huge like a dock or external stereo, and you want this speaker embedded in a case, the Thunderstorm is perfect. Belkin's Thunderstorm is the loudest iPad case I've ever heard, and the audio quality doesn't suffer as you crank up the volume. The price, at $199, may turn off some customers, but if you compare to large boombox docks (like JBL's OnStage) it's pretty reasonable. I feel that you're getting your money's worth if you frequently need your iPad to be heard in loud environments or you just want ear-blasting noise from your tablet.

Belkin's Thunderstorm case cranks your iPad to 11 originally appeared on TUAW - The Unofficial Apple Weblog on Tue, 19 Mar 2013 16:00:00 EST. Please see our terms for use of feeds.

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Aspyr bringing latest Civ 5 expansion to the Mac same day as PC

Firaxis has announced a brand-new expansion pack for Civilization 5, called Brave New World. The expansion, coming later on this summer, will add new civs, units, buildings and wonders to the game, along with the ability to create trade routes that circle the world, and ideologies that can be used to win a cultural victory or a World Congress that will make the diplomatic game more complex than ever.

And the best news about this expansion for us Mac gamers is that it's going to arrive same day and date as the Windows version, thanks to the developers at Aspyr. Aspyr teased this to us when we talked with them earlier this year, but it's now official: The Mac version of Brave New World will be out right alongside the Windows version.

Having the Mac and Windows versions available on the same day is a good thing. The expansion will be US$29.99 when it drops, and we'll keep an eye out for an official release date.

Aspyr bringing latest Civ 5 expansion to the Mac same day as PC originally appeared on TUAW - The Unofficial Apple Weblog on Fri, 15 Mar 2013 17:00:00 EST. Please see our terms for use of feeds.

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Duke Nukem 2 on its way to iOS

Duke Nukem 3D is already available to play on the App Store now, and just in time for the sequel's 20th anniversary, Duke Nukem 2 is coming to the App Store soon. Interceptor Entertainment (the folks behind the recent Rise of the Triad reboot announcement) has teamed up with 3D Realms to bring the second, side-scrolling Duke Nukem to iOS, as you can see in the reveal trailer, up now. They're working on a version that will contain all of the original's 32 levels, plus some new artwork and music, as well as touchscreen support (of course), and leaderboards.

Interceptor says the game is due out on iOS in April for a price of US$1.99. We'll look for it then.

Duke Nukem 2 on its way to iOS originally appeared on TUAW - The Unofficial Apple Weblog on Thu, 14 Mar 2013 16:00:00 EST. Please see our terms for use of feeds.

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Firemint devs form new Australian studio, Loveshack Entertainment

Joshua Boggs, Adrian Moore and Ollie Browne are three developers who formerly worked at Firemint, the venerated studio behind iOS hits like Flight Control, Spy Mouse, and (after an acquisition by EA and a merger with Iron Monkey to become Firemonkeys) the recent hit Real Racing 3. They decided to leave the studio about six months ago and form their own team, called Loveshack Entertainment.

As Loveshack, the guys are working on a new game called Framed, which looks pretty good according to this concept trailer. The game is an interactive comic book page, where you can drag panels around the screen and line them up in the right order to make a certain sequence of events go down. Obviously, that video is just a concept, but we'll look forward to seeing what the game looks like when it's done -- it's due out sometime later on this year.

Firemint is one of the premiere developers on the App Store, and these guys are starting their own venture with a lot of good experience behind them. Hopefully, we'll see some really great releases from Loveshack in the future as well.

Firemint devs form new Australian studio, Loveshack Entertainment originally appeared on TUAW - The Unofficial Apple Weblog on Wed, 13 Mar 2013 22:00:00 EST. Please see our terms for use of feeds.

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