Showing posts with label iPhone. Show all posts
Showing posts with label iPhone. Show all posts

Tuesday, August 23, 2011

Groove Coasting



Few games have inspired a state of wonder and excitement in me the way Groove Coaster has.

Reisuke Ishida, creator of Space Invaders: Infinity Gene is back. Already having reinvented the classic shooter for a new generation, he’s got his sights on a new genre—rhythm action. Sometimes, it’s the simplest things that resonate the most, and if a Tron-esque visual style, married with an uptempo soundtrack and evolutionary gameplay could work for the most basic of shooters, could the same treatment be used to revive the rarely changing rhythm landscape?

Groove Coaster
For: iOS 4.2 (iPhone, iPad, iPad 2, iPod Touch)
Publisher: Taito corp.
Price: $2.99
Release: 7/28/2011 (North America)


The premise is simple, your avatar follows a line from start to finish, and along the way, there are dots along the way that you have to tap in rhythm to the song being played. When you’re successful, the instrument in question rings out and the song sounds better, miss one, and the instrument sounds muted. However, to offer such a plain explanation would be selling the experience short, as the game expands from simple taps, to holds, to all out swiping gestures at higher difficulties, and the lines themselves change depending on the song played, veering off in strange angles and wrapping around itself in tune with the song. It’s surreal and exciting all at once.



This is exactly where Groove Coaster shines. One conundrum of rhythm games is that no matter how great the music is, most offer up the same interface and visual feedback no matter the song being played, leaving the difficulty to be the only distinction between tracks. Here, I can’t say the same thing. Each visualization here not only is unique to the song being played, but are also so distinct, each song feels like its own experience, and it’s one related to the song being played in a more intimate fashion. So where a techno song is filled with harsh lines and curves that veer off at ninety degree angles to the beat, a jazzier song is filled with softer curves and a slower pace that feels more akin to travelling on a wave of sound. The decision to use wireframe visuals was a wise one, and one that’s easy to appreciate especially as the game starts playing tricks with depth and other effects to obscure notes.

For the diehards or rhythm aficionados, there’s a leveling system in place that unlocks new skins, avatars and items, which serve as modifiers for each track affecting things like the visuals, just in case you need the visuals even more trippy than they already are, or how you accumulate score. Having Game Center, Leaderboards for each song are also a must, and there are plenty of reasons to return to each song, not that anyone would complain about the 16 already on display. All this and I haven’t even mentioned the in-game store with extra tracks, avatars and items to buy…



Groove Coaster is something special. Not just because of the visuals, or the excellent music, or the ingenious touch-screen gameplay, but rather, how all three manage to come together in a way that would make Tetsuya Mizuguchi lose sleep at night. It’s an innovative, engaging ride of sights and sounds that filled me with a feeling of excitement I haven’t felt since playing the original Rez on the PS2 nearly a decade ago. Long story short, if you have a pulse at all, you’ll find something to enjoy here. Is there a higher recommendation than that?

Rating: 9.5



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Monday, May 16, 2011

Block Breaker Bird?



Angry Birds is inescapable!



Ever since it’s 2009 debut, it seems impossible to not have heard of the gaggle of irascible, wingless (perhaps that’s why they’re so angry?) fowl and the pigs who can’t get enough of stealing their eggs. Their popularity isn’t confined to the phone either, with plush and animated versions of them popping up , and I wouldn’t be surprised if there were a movie at some point. They’re mainstream in a good way, and even though we’ve yet to see the LEGO stamp of approval on that notion, fan and master LEGO Ambassador Chiukeung has gotten the hard part out of the way and brought them to life.





If you suddenly feel like you want one as much as I do, head on over to his Facebook where there are more pictures of his handiwork on display. It’s really impressive, also a case for LEGO to get on this. Hopefully sooner rather than later!

Seriously though. I want one. Either this or a NERF version so I can literally slingshot them at random passerby.

Either is fine.:)

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Wednesday, October 13, 2010

Hot Rod Time Machine - Sonic 4: Episode 1 Review (iPhone)


Also on Chocolate Lemon!


From the outset, Sonic 4 wants to win you over with nostalgia.

It's evident in the opening splash screens, Sonic running back and forth before that iconic and instantly familiar "SEGA" scream rings out. It's front and center as Sonic pops out of his crest and shakes his finger with a 'tude. Pressing start yields the sound effect from the original Sonic Adventure. All the pieces are in place, it seems, and after numerous delays, controversial fan backlash, and the ever-present notion that this attempt to be a reboot/remake/sequel could just completely jump the shark (problematic mine carts notwithstanding), Sonic 4 is finally here, and before the console releases to boot. The #1 question in fans' minds though, is: Sixteen years after the release of Sonic 3, is it the sequel we were all waiting for?

Well....let me just say I understand "hardcore" Sonic fans a bit more now.

Now don't get me wrong, I'm not advocating the abrasive, heavy-handed way that the more dedicated of Sonic fans approach every new game in the series. Pitchforks and stakes in hand, they're ready to completely trounce every new attempt to bring this series anywhere past 1992, both aesthetically and gameplay wise.

I am not one of those people. I'm in fact a huge fan of Sonic since the series' beginning and couldn't care less about their petty grievances, but immediately upon starting the game, something does stick out like a sore thumb.

The series trademark physics, something very easy to take for granted, seem off here.

Sonic games have always had a tangible, weighty sense of speed and inertia, and what developer Dimps have come up with here is a system that works, albeit inconsistently. Navigating Sonic is rarely a serious problem, But rarely does he feel like he has inertia, as he often just feels heavily programmed. It leads to jumps being floatier than they should be, speed getting marred by an almost erratic acceleration that's simply too fast to start or too slow to peak, a strangely magnetic attraction to flippers and bumpers, and things like ramps and loops occasionally defying gravity by making Sonic lose all momentum when curled into a ball.


This should NOT be happening.


It's as if a heavier sort of physics system from Sonic Rush was in play, but where the former had almost an entire focus on speed and moving forward with very little platforming, Sonic 4 shares level design quirks with the Sonics of old. Given that this was the general spirit, having controls that are slanted towards his new gameplay design is a bit ill advised. It works, but it's something to adjust to. If I had any abrasive fanboy whine of theirs to subscribe to, it would be this one, yes.

With that immediate gripe out of the way, I can finally let you know that despite that odd quirk, Sonic 4 is an absolute blast.



From the outset, the game's four Zones outright let you know this is a sort of retro revival, as the Splash Hill, Casino Street, Lost Labyrinth, and Mad Gear zones all have the distinct look and feel of previous stages in the series. Splash Hill has the rolling hills and corkscrew loops that made the previous Green and Emerald Hill Zones iconic first stages, Casino Street has the neon, oversaturated feel of Casino Night Zone, Lost Labyrinth is a trap filled maze akin to the Labyrinth Zone, and Mad Gear has all the tricky platforming and infuriating enemy spawns that made the Metropolis Zone one of the toughest Sonic levels ever. The music filling each stage is great as well, emulating many of the original 8-note compositions from the Genesis originals, and sounding truer to the spirit of Sonic than the horrible butt-rock that has plagued the series since 2000.



But make no mistake -- while these levels are clearly a homage, their designs are completely original, matching and in some ways even besting their inspirations. Massive, and filled with alternate paths, shortcuts, and secrets aplenty, they very closely nail that perfect balance long forgotten since the franchise's heyday. Well timed jumps and tense platforming sections are rewarded with stretches of speed or alternate (usually faster) paths through a stage, and each stages three acts are all detailed enough to warrant multiple playthroughs, especially for the boss battles that balance looks from the past with surprising new moves. (Special stages have returned as well, with a special surprise for anyone who collects them all) There are also clever gimmicks thrown into a few of the stages, and while they don't all work, tilting the phone to direct a minecart through a high speed maze, or keeping up momentum as a grinder bears down on you are nice diversions from the action.



The control, something I didn't mention until now, is very nice as well. The d-pad and single button given are very accurate, and very responsive (save for the occasional crouch), which is something considering the fact that you're forced to use a touch screen. However, as great as it is, a lot of this wouldn't feel as tight without the newest addition to Sonic's arsenal: The homing attack. It seems like a minor convenience at first, but what you'll find is that it lends a subtle rhythm to his usual run 'n' jump formula, something you'll notice as seemingly innocuous strings of enemies become paths to a shortcut, a botched jump gets corrected, or previously impossible jumps become manageable with just that small boost. It's a fun, logical addition to Sonic's classic gameplay, and its one of the many factors that make this truly feel like a real sequel.

All of this does not make for a perfect game however, and Sonic 4 is not without its flaws. Some levels still feature the series much maligned bad enemy placement and cheap shots, and while some can arguably be avoided with sharp enough reflexes, others simply have to be tripped in order to be aware of their presence. Some of the gimmicks are suspect as well, with one in Lost Labyrinth that doesn't explain itself until you've spent a life or two, and a particularly nasty one in Casino Street that makes the level impossible to finish if you mess up a homing attack on a string of enemies towards the end. The homing attack is a bit suspect as well, sometimes not locking on to targets right away, or locking on when they can't be reached (sending you flying into a wall or to your death) There's also a funky screen rotating effect when going through loops that you'll either love or get motion sickness from, depending on your cup of tea. I thought it was cool, frankly, while it drove a friend of mine crazy.


Motion Sickness!


The graphics are nice too, featuring colorful backgrounds and a great looking 3D model for Sonic himself, but the game inexplicably lacks retina display support, which means that the game looks great on anything but an iPhone 4, where the low resolution becomes more apparent and the game takes a bit of a washed out tone more akin to a DS title. For a iOS game released after June 24th, this is not just a minor oversight, it's inexplicable. The console versions feature some of the most gorgeous high-res CG I've seen in a downloadable title, it would've been nice to say the same here.

A list of complaints is a bit moot however, when the overall package is so well done. Despite its minor and occasionally major flaws in the design and gameplay department, Sonic 4 on the iPhone is not only a sequel that successfully updates classic Sonic gameplay for the next generation, but is a great sneak peek of what to expect from the HD versions as well. If the small bugs and annoyances are ironed out of the next installments of this planned episodic series, then we are all in for a real treat indeed, as Sonic Team (with help from dimps) seems to have tapped what made Sonic successful in the first place, and man, are they on the right track.


Just like '91.


Here's to many more.

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Thursday, September 2, 2010

Just to drive it home a bit..



Someone at Apple must be reading. That, and they must really like numbers.

Numbers make the shareholders happy, define a consumer's reliance in a product, sometimes serving as a tipping point in new purchases, but more importantly, numbers give Apple a reason to crow above their competitors.

At their most recent press conference, they had a ton to show yesterday. Namely, that there are over 120 million of their devices using iOS out there in the wild. For the uinitiated, that would be referring to the iPhone, iPod Touch, and iPad. With over 230,000 activations (or device purchases) daily.

To put things in perspective, The Nintendo DS has a worldwide tally somewhere around the range of 132 million. Someone's catching up.

Not only catching up, but outselling both Nintendo AND Sony with a rate that speedy.

A rate speedy enough to give them 50% of the portable market now.

Wow.



I've sung my praise of the iDevices as a gaming platform before, but even I couldn't anticipate numbers like this, and certainly not this fast. But am I surprised? No.

But I know who should be. If they know what's good for them.

It's a frightening prospect, a portable platform with the ability to evolve and grow as the market or technology demands, but Apple's got it. Previously, a portable could be released with the lifecycle of a console and enjoy a healthy 4-5 years before an upgrade was necessary. But with the ever evolving smartphone market, especially as a portable gaming platform with Apple at the forefront of such a revolution, we're seeing their hardware upgrade once a year. With better hardware, comes the prospect of more and more emergent software, and it's what's making their devices sell the way they do. The question of just what an iPod can do next is much more compelling than a handheld whose capabilities are clearly defined for the upcoming 4 or so years.

If you had told me two years ago that I would be seeing the Unreal Engine on my phone, I would've snickered heartily.

Now?

I just finished taking these shots from my phone. They're from Epic Games' tech demo Epic Citadel that shows the iPhone 4's ability to run their Unreal Engine 3 tech.




If only you could see the amazing water effects, dynamic lighting, textures, and overall stability (to put it very lightly and not tech heavy) in a still shot. I have chills, and I'm simply a consumer.

The entire portable gaming market has changed. With their ability to update their tech anually, it makes them a force to be reckoned with on a level that even Nintendo can't match. I doubt it's in an effort to keep up with Apple, but you can see Nintendo and Sony attempt to jump on the update bandwagon with incremental upgrades with questionable success (the multiple revisions of the DS and PSP cluttering store shelves and confusing consumers is proof of this), but the difference is, they aren't true revolutions of the hardware before it. As such, it's difficult to justify the frivolous upgrades on display when they're hardly integral to the core experience (built in cameras, microphones, better screens) in the same way Apple makes their revisions. I can't stop saying it. It's scary.

This is without me mentioning the digital distribution model that fuels the device, something the entire industry wants anyway as an ability to combat the sale of used games and pirated software, and the fact that the low cost and high profit of iOS development is very attractive to many a developer.

It's going to be a very interesting road ahead. Nintendo has the 3DS coming, and while no one on this planet has seen a true stereoscopic 3D handheld with the alleged power of a GameCube..no one knows what Apple has in store for us next year, or even the year after that with the newer runs of iPads, iPhones, and iPod touches.

Redundantly, it's scary to think about.

I apologize if it seems like I'm drinking the Apple kool-aid along with the rest of the masses, but the fact of the matter is, the numbers don't lie, their strategy is sound (and WORKING), and as a core gamer? Because I always have my phone on me, and the quality of the software on the device is comparable to my portable systems with half the hassle of operation? I rarely use my other handhelds now. Remember when we all laughed when Steve Jobs said he was going after the DS some years back? Who's laughing now?

Does Nintendo finally have a solid competitor in the portable market? Yes.

Sony? Well..we've gone over that already.

Time to get to work, boys.

Source: Engadget
Apple Claims 50% of Portable Gaming Market
Apple ships 120 million iOS devices since iPhone's launch


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Monday, August 23, 2010

Wait...Really?



I was incredulous upon first viewing, as I usually am whenever I view a Sony trainwreck for the first time. It's so much like a "Wait....Really?" vibe that I'm surprised every bit of advertising that comes out of their department doesn't get approved at least 3 or 4 times before they start shooting.

Are you kidding? I suppose it'd be funny to anyone with their head in the sand like Sony apparently is about their own device, but last time I checked, critically (and from the perspective of yours truly), I think it's funny that the iPhone versions of games like Need for Speed Underground, Grand Theft Auto: Chinatown Wars (which combines the graphics from the PSP version with the touch features of the DS rev), and Prince of Persia: Warrior Within are all better than PSP versions of the same name. I also find it of a particularly amusing pedigree that it also does FPS games and the like better, as its responsive touch-screen allows for all manner of faux dual-analog setups that work much better then they ever ought to.

Hell, even your sad attempt at a bite sized game store with "PSP minis" is a resounding failure, as most of the games on the service offer much too little for a little too much. Kind of sounds like the PSPgo, your failed stab at the success of Apple's App store without an inkling of what -exactly- has made the service usurp your position, accomplishing in two years what you have struggled to do for five.



Perhaps instead of attempting to make scathing "jabs" at Apple's device, you should be figuring out how in two years, they managed to trump you in the portable gaming market.

Then you can get back to figuring out how to make the platform relevant this week, needless revisions, failed experiments, and desperate rumors notwithstanding.

Also....PLEASE stop using the little kid from Role Models/Land of the Lost/Whateverthehell. He really isn't funny when he's not swearing a mile a minute. Every single bit of his routine feels forced not only because someone his age wouldn't bother, but also because the PSP is such a stopgap between failure and moneysink that the irony of their fun-poking ads only causes one to shake their head in disbelief. Sega took potshots at Nintendo back in the day and it was funny, and all in good fun. This is just obnoxious. He is just obnoxious.


Seriously. Screw off.


Whatever. I suppose ports would be a step in the right direction though. Hey, if you can't beat 'em, join em, right? This seems to always be your policy. I wonder how much fun it'll be in a lower resolution, without the dual analog control scheme that made it such a hit on its original platform (not to mention its $4.99 price point). At least it'll get decent games on the platform at a rate faster than once every 6 months.

Really, if anything at this point, they need to consider the potential threat that the 3DS represents, as they will no longer have the raw power advantage to assert their "superiority" over the DS anymore. If the original DS model represented innovation at the cost of technology, then the 3DS, with its Gamecube esque processing power and glasses-free 3D technology represents a successful marriage of power and new frontier.



How they can continue to ignore something like that, and continue to out out these baseless ads is beyond me.

But then again, I'm used to something like this coming from Sony, the only company with their heads so far into the sand that it reaches their nether regions.

If that sounds amusing, it's only because it's true. They tried to write the Xbox off, and look at what happened. Keep doing the same with the iPhone.

I dare ya.

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Thursday, March 11, 2010

Mobile Brawl - Street Fighter IV iPhone Review



"While it isn't likely that we'll see a fighting game on the iPhone at any point (they simply demand too much precision and timing for something like a touch screen), the fact that it handles every other genre reasonably well, even sports titles, is quite a feat."

--ExpertPenguin - October 2009

Well. Didn't see that coming.

While I am not sure exactly WHY this exists, Street Fighter IV is indeed on the iPhone/iPod Touch, and for the low price of $9.99, everyone can get their portable fix of what is in my opinion, one of the best fighters around. But was Capcom able to shrink down their deep, gorgeous fighter into a portable form (without buttons no less!), or was I right after all?

Heh.




By all accounts, this game should not work. It's on a cellphone. The game and controller share the same screen. There are only 8 of the original 25 characters. The controls are cut down and simplified.

Why then, is Street Fighter IV enjoyable on the iPhone despite this?

Capcom knew their boundaries. The iPhone version doesn't attempt to be the arcade, or even the console version. Instead, it stands out on its own as a unique experience, one that fighting fans will undeniably scoff at, but one that those new to the genre or curious about fighters can enjoy.

The visuals were faithfully carried over with 2D sprites that mimic the look of the original, the catchy stage music made it in as well, and the voices? They are crystal clear, albeit a bit repetitive. There's a Tournament (arcade) mode, one on one fighting, practice, wireless fighting over bluetooth, and even a Saikyo Dojo where you can go through an entire suite of tutorials, trials, and battle tactics with the man himself, Dan Hibiki.



This is all well and good of course, but the burning question is, how are the controls, and how do they hold up? Answer: Surprisingly well!

The game uses a simplified four button setup very similar to the recent Tatsunoko vs. Capcom, with Punch, Kick, Special (EX), and Focus respectively mapped out on screen. The virtual analog is very responsive when it comes to pulling off moves, but does have a tendency to stick and be finicky when it comes to performing some of the more complex motions. Thankfully, not only did Capcom simplify some of the more complex motions, but there's even an assist option to make the "special" button handle all special moves with a single press, so the virtual stick's shortcomings are minimized. It's an excellent design choice ensures that veterans will be able to pull off their usual combos with some practice, and newcomers won't have to drill themselves endlessly in order to pull off some of the cooler maneuvers.



Yes, this also means that if it worked in the arcade, it works here as well. Quite a feat for a mobile game.

The funny thing about this version of SFIV is that even though the game isn't arcade perfect, it's every bit as playable, every bit as enjoyable as its big brother. The atmosphere scales over to the iPhone's sharp, colorful display very well, the characters, though few, are fully realized and uncompromised, and the controls, even though finicky, even though my expectations were admittedly low, managed to impress me and hopefully, sets a bar other developers should aspire to for their virtual pads. Somehow, Capcom did it. They said they were bringing Street Fighter to the iPhone, that they would make it work, and they did. I'll hold off on eating crow until they fine tune the controls a bit more, but damn if this isn't a good start.

It's almost funny to mention. Street Fighter on the iPhone. Who would've guessed?

Well done.

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Thursday, October 22, 2009

This is the "Games" page of my iPhone -- Tier 1.



Why Tier 1, you may ask? I have so many games that they must be ordered by personal ranking. I'm finicky.

But it's definitely something that got me thinking as I looked over my collection. I was after all, one of the many people who scoffed when Apple announced their interest in the portable gaming space. Then again, I've been watching competitor after competitor try and dethrone Nintendo from their pedestal for 20 years now to no avail. It's something everyone says. Paraphrased:

"We're going for the throat of (insert current portable Nintendo platform), and we will beat them at their own game."

Then they fail.

Something's different here though. And if my first page of game apps is any indication, Apple is gaining a momentum that may have a shot at making Nintendo lose some sleep. Sony as well.


Its merits as a worthy adversary in the mobile phone space (notice how every new smartphone released nowadays is touted as an 'iPhone killer'?) notwithstanding, every day, or should I say every week, the device proves its mettle more and more. Graphically, it's on par with a PSP, and it's multi-touch screen gives it the unique functionality of a DS. It used to be that a mobile phone version of a game would be simplified, or cut down in some way,but having played the PSP and iPhone versions of Need for Speed: Undercover, the latter version is superior, somehow edging out the established system in terms of visuals and control.



But why just visuals and control as outstanding points?

Control can be a huge issue with any portable gaming platform. Either schemes have to be shrunk, compromised, or changed altogether--and in each of these cases the gamer ends up feeling the loss more then the developer. Thankfully, due to the multi-touch nature of the iPhone's display along with its built in tilt sensor (akin to a wii remote or SIXAXIS pad) anything from Rhythm Action, to Racing, to even adventure games are possible on the system with enough creativity. While it isn't likely that we'll see a fighting game on the iPhone at any point (they simply demand too much precision and timing for something like a touch screen), the fact that it handles every other genre reasonably well, even sports titles, is quite a feat.

Visuals are the backbone as well, aside from the high definition display that takes up 90% of the phone's real estate, it's hardware makes it competitive with the PSP, which means it edges out the DS visually by default. There's a bit of Mac tech sneaking around inside, and its evident everywhere, from navigating the interface to running the programs themselves. Better yet, the machine continues to become incrementally more powerful as time goes on, and very much like a PC, as the hardware gets better, the games do as well. Can you say having your cake and eating it too?

The App Store, its means of digital distribution, was also a step in the right direction that everyone was also skeptical about. Simply put, having the entire library available at your fingertips, merely a push away not only ensures that the vast majority of the games on the iPhone are cheap due to the lack of physical media (most fall within the $5-$10 dollar range) but they rival the other handhelds' feature sets. I just purchased Rock Band last night and I already feel like it's a more complete, feature rich game than the PSP's Rock Band: Unplugged. Things like online multiplayer, individualized instrument selection, and better priced downloadable music in the store are things the PSP version was inexplicably lacking, and the iPhone version has this for $30 dollars less than what that version goes for. Assassin's Creed is another great example, as the flawed Altair's Chronicles for the DS recieved a much needed visual and mechanic boost during its conversion over.



It's such a force to be reckoned with (Akin to Steam for PC gaming) that I can't help but feel like Sony's PSPgo is an answer to the iPhone as a whole, what with it's download only model, emphasis on the Playstation Network for distribution, and forthcoming "PSP Minis" service, bite sized games for a couple dollars or so. Even Nintendo is showing around their (lukewarm) DSiWare service for the DS, with bite sized games to download as well.

Did Apple get it right? While I can't see consoles committing to this route (or transitioning as smoothly to it over time), I think it's perfect for the portable space.

This was meant to be a small piece, but I couldn't help but think these things when I was arranging the icons this morning. Through the iPhone--and by extension the iPod Touch--Apple not only manged to create a great portable system that can stand tall next to Nintendo and Sony, but in some ways, outdoes their competitors where it counts. It has the base functionality of the DS with the graphical horsepower of the PSP, and its distribution model is fast, easier to manage, and vastly cheaper than the competition while offering practically the same experience.

Color me impressed.

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