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The TouchArcade Show - 51 - Fluff. It. Out.

posted May 11th, 2012 8:00 PM EDT by Brad Nicholson in Podcast
 

On this week's episode of The TouchArcade Show, we actually have to turn the car around in order to say something off-topic. At top, we discuss the arrival of the TouchArcade app [ Free ] and touch on its upcoming Universal-ness. Later, we dive into the latest, the best, and the hottest in iOS. From NOVA 3 to Pocket Planes, we've got your steamy games discussion covered. And in our front page section, we spend a good amount of time on Rovio's latest moves and Team Meat's latest stream of gripes.

If you'd like to give us a listen, go ahead and do so. Just hit up one of the handy links below. Additionally, you can subscribe to us on iTunes and Zune to get our latest episodes the second they hit the 'net.


 

iTunes Link: The TouchArcade Show
Zune Marketplace: TouchArcade.com Podcasts
RSS Feed: The TouchArcade Show
Direct Link: TouchArcadeShow-051.mp3, 31.0MB

A couple of house-cleaning notes before the show notes: we fixed our audio issue from last week, so feel free to keep your iPod at a normal volume all the way through. Also, our official Minecraft server is a real thing. E-mail the podcast if you want in, and I'll hit you back.

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Why 'Whale Trail' Is Going Free-To-Play, And How A Flop Is Seen As A Journey

posted May 11th, 2012 5:57 PM EDT by Brad Nicholson in Action, Interview, iPad Games, iPhone games, iPod touch games, Universal, Updates
 

London-based design studio ustwo created a heck of a game in Whale Trail, but it's failing as a commercial entity. It'll never hit the App Store top 10. The face of its bubbly and wide-eyed mascot, Willow, will never grace products like panties or fruit snacks. And at its current pace, it'll be awhile before it generates a decent profit.

The studio has huge expectations that aren't being met, and just based on trends, it's clear that Whale Trail will continue not meeting them. It's a failure in this life. But will it be one in its next? Again, ustwo is spending money on Whale Trail, giving it a second wind via creative mouth-to-mouth. It's retooling and redesigning the oddball flying game as a free-to-play title in a high-bandwidth effort to attract the casual audience that the original version failed to reach, but managed to brush.

The hope is that this model, alongside some fresh content, will finally put the game over the top and onto hundreds of thousands, if not millions, of phones and tablets across the world. It's a crazy plan. Crazy, however, is kinda its project lead's thing.

On Conversion, Failure, And Journeys

I've been speaking with ustwo co-founder Mills about the upcoming transformation. Mills is like a bizarro Clint Eastwood. In the face of adversity he has the same grit and air of determination, but instead of a cowboy hat and a killer squint Mills rocks a long, flowing red wig and eyeglasses with thick, black frames. When he talks to you, even via e-mail, you feel his warmth, energy, and passion. He's funny, too, and you see a lot of his brand of humor in his game. As we talk, he refuses to call the original Whale Trail a failure despite being able to produce evidence indicating as much. Instead, he calls it a "succailure" and the process of making it a F2P title a "journey."

"Whale Trail was our first proper game release," Mills tells TouchArcade. "Full heart, full passion. The launch was a success for our studio, showering loads of eyeballs on us but something didn't quite click. Although we were hitting 12,000 downloads a day at launch, it tailed off pretty quick."

In fact, Whale Trail has just hit over 188,000 total sales, and it shifts around 250 units a day across Android and iPhone and iPad. These kind of numbers would be enough for a lot of studios, but ustwo spent oodles of cash on the game. It needed Whale Trail to be up there with the Angry Birds and Fruit Ninjas and the Cut the Ropes of the world.

How those titles manage to stay up top is a matter of debate. Mills doesn't believe that featuring, reviews, or exposure brings in new downloads. He thinks that word of mouth is now driving sales. As evidence, he notes that the game's trailers still get around 500 new views a day and the music video for the theme used in the game drives interest, too. Riding on a wave of featuring, however, Whale Trail managed to light up the charts for a short period. Mills shot us the following handy chart, for those of you into the numbers:

Learning about why the game didn't keep selling at its initial, breakneck pace is an important component of its upcoming transformation. Mills is soaking up everything he can. He frequently frames this entire ordeal as a learning experience.

"We went back to the drawing board and dove deep into the blue waters to understand why Whale Trail wasn’t quite able to take off. We had made a wonderful experience but there wasn’t enough ‘replay’ value in the current game. The new challenge levels added in iteration release two and three helped, but we needed more. Much more," he adds.

The new version of the game is, indeed, functionally different. As you collect bubbles and travel, you'll collect an in-game currency called Krill. With Krill, you can buy new powers, "useable treats," costumes for Willow and its five new playable friends. If you want this stuff without the grind, you can buy Krill straight-up.

"The game is so much better. Players are now in full control of their destiny and each play rewards them. This was missing before," he says.

If you've already purchased Whale Trail, Mills says you'll receive a "BIG" bag of Krill when you update to the new version. Additionally, you'll receive a message designed to make you feel "special." Mills worries about how the current install base is going to react to this massive change, since the regular version will essentially die after this update. Perhaps that's why this message to fans will be "like finding a bag of money in your house that you can use to pimp it right up 50 style" or "like finding a bag of candy that is so sweet, yet so sticky."

When I bring up failure, Mills says I have a point, but he describes the experience so far as a "journey." His studio has had opportunities to sell off the IP or actually make money, but ustwo as a whole is more interested in learning at this point.

"You can look at it as a failure, but I see it as journey," Mills says. "Each iteration of Whale Trail has created a new buzz and has engaged the players more. It's been a big lesson for me especially in regards to releasing something I wanted and releasing something that the majority of players want. We were very successful at creating buzz, we were very open about the whole experience and the story of Whale Trail will now be told via Penguin," he tells us. He means the publishing company, not an actual penguin.

"We had two Whale Trail acquisition offers for the game as it currently stands now, but we were not interested in money. We were interested in better understanding what we could do to make the game better. I couldn't walk away from it now, knowing it was not the game we wanted it to be. The game we have since built and are testing now with players is the game we should have released back then but didn’t realize it at the time."

Even though the Whale Trail flopped, Mills notes some positives. It gave his studio new business opportunities, a higher-profile in the development community, and a lot of good will. These things, however, aren't going to make new Whale Trail sail. A balance of IAP and fun mechanics are the only thing that'll save it.

"I want to know more about free-to-play," Mills says. "We are not being aggressive with the monetization potential. Players need never spend, but the joy they feel should allow the game to be pretty viral. We get a small social virility through Twitter right now, but the potential at the higher numbers is unreal. I guess the plan is for Willow to find some real Whales!"

We'll have to see if the new version of Whale Trail hits the heights that Mills thinks it can reach. Regardless if it does or not, it's going to be hard to call this iteration a failure. To Mills, success is all about what you do as you try to succeed.

"We didn't set out to make something generic. Success is about crafting something you believe in and telling that story, granted it may never be a smash hit as the very concept of a little fat flying whale called Willow who lives in a psychedelic land is too far out for many to stomach, but we made something we are so proud of."

We'll have hands-on impressions in the near future.

Hands On With 'Defender Chronicles II'

posted May 11th, 2012 2:25 PM EDT by Nissa Campbell in Exclusives, Featured, Games, Tower Defense, Upcoming Games
 

When you truly adore a game, sequels can be a scary thing. Sure, it's more of what you love—but what if they mess it up? What if they abandon all the things you love for the sake of novelty? Well, Defender Chronicles [$1.99 / $2.99 / $4.99 (HD)] fans, let us put your fears to rest. We've had a chance to spend some time with Defender Chronicles II, and it seems to have everything the original had to offer. And every little bit of it is bigger, better, and sexier.

I spent the summer of 2009 consumed by the original. I had a brand new 3GS and pages of games, but Defender Chronicles - Legend of the Desert King was the one that devoured my time. Its mix of vertical tower defense and RPG conventions was completely irrestistable, and Gimka Entertainment and Menara Games propped it up with massive updates that added to its already substantial content. Defender Chronicles II is looking like it will contain that same potential for time investment, so you might want to clear your schedule in advance.

This game is leagues beyond its predecessor in terms of visual appeal, and that's an achievement—as we pointed out way back in our review, Defender Chronicles was a looker in its time. But now every unit is more detailed and every animation is more fluid. And crisp—Retina support is in for iPhone, though apparently not for iPad. The game lives up to the rose-colored vision you may have of the original, but it's much more refined, more up-to-date.

The gameplay has been similarly preserved. You'll still spend your time turning flags into guilds and upgrading them through tiers of units, archers to rangers, squires to cavaliers. Strategy seems more important than ever before, with enemy units that take advantage of every potential weakness in your defense. Height and range are the biggest considerations as you scroll around massive, multi-tiered 2D maps. There are quite a few of those this time around, and they hit an almost Escher-esque level of complexity pretty quickly.

There isn't much that's changed outright, really. Voice actor George Ledoux returns to impress us with his Sean Connery impression, though he also pulls off an impressive lizardman. Heroes Melwen and the General return, but this time they're accompanied by two new friends: Lovell and Elwyn, an archer and priest. The brand-new story of the heroes and their defence of Athelia against the Orcs and Forsaken is told through gorgeous comic-book cutscenes once more.

From our brief time with the game, it really seems like you're going to be able to put in a ludicrous numbers of hours. There's so much here for the player that wants to go deep, with heroes to level up and customize, hundreds of artifacts to locate and five difficulty levels and game modes to work through. The difficulty curve also feels a bit steeper, so if you're already familiar with the game you shouldn't be underwhelmed. If you're feeling particularly cocky, you'll be able to challenge yourself with a huge list of Game Center achievements and leaderboards.

Ultimately, it seems like Defender Chronicles II will be the perfect sort of sequel. It updates already excellent gameplay for a new generation of devices, and brings in all sorts of improvements in the process. It's hard to imagine any Defender Chronicles fans being disappointed, and folks that are new to the series should be in for a treat. We'll be taking a closer look at the game over the next couple weeks, and we'll be back with our review after it hits the App Store on May 24th. In the meantime, the developers are posting regular previews in our discussion thread, so take a peek if your appetite isn't already whetted enough.

New 'WrestleFest' IAP Additions Include Edge And Mr. Perfect

posted May 11th, 2012 1:31 PM EDT by Brad Nicholson in iPad Games, iPhone games, iPod touch games, News, Updates
 

If you're looking to spend at least one more dollar in THQ's so-so wrestling game, WWE WrestleFest [$2.99 / HD], there's no better time than now. A new IAP pack that includes a new arena and former and past crowd-pleasers Sexual Chocolate, Daniel Bryan, Edge, Mr. Perfect, and Eddie Guerrero is available for purchase.

THQ is branding this as the "Champions Pack," which strikes us as kind of funny. Is it even possible to name a popular wrestler who hasn't earned a belt or two over his surely-800 year career? Even Shamrock won championships. Shamrock, man. Anyway, if you're interested in WrestleFest we highly suggest you read some reviews and community thoughts and check out the demo [Free / HD Free] before diving in. It's definitely a mixed bag, and for those of you keep track at home, it still doesn't support iCade for whatever reason.

App Store Links:
    WrestleFest Premium, $2.99
    WrestleFest Lite, Free
    WrestleFest HD Lite, Free (iPad Only)
    WrestleFest HD, $3.99 (iPad Only)

'Ascension' Gets New Cards, Retina Support In Latest Update

posted May 11th, 2012 11:04 AM EDT by Brad Nicholson in Card, iPad 3, iPad Games, iPhone games, iPod touch games, News, Universal, Updates
 

One of the world's best CCGs on mobile, Ascension: Chronicle of the Godslayer [$.99], is now better looking and it's packing more content. In a recent update, developer Incinerator Studios added retina support for iPad, as well as three new IAP card packs -- Return of the Fallen, Storm of Souls, and an aptly named promotional pack called Promo Pack 1. It has also dropped in an "in-app purchase" manager, which allows you to restore, as well as buy, cards from within the app.

If this sounds good, go ahead and update Ascension. You'll notice some new tweaks, too: fast-app switching is now supported and a new 28-day online game timer round out what is sounding like a pretty sweet update for the game's most dedicated fans. It's nice when this happens, right?

'My Little Hero' Review - 'Zelda' Meets Pixar in This Clever Adventure

posted May 11th, 2012 10:00 AM EDT by Colette Bennett in $0.99, 4 stars, Action, Adventure, Games, iPhone games, iPod touch games, Reviews
 

For as many App Store games that I eyeball on a daily basis, I admit that something that has a lot of visual pop or a very distinct style will always catch my eye. Looks don't always equal quality though, and I've been wooed by many an attractive looking title only to be disappointed when the gameplay didn't quite follow through.

This is not the case with My Little Hero [ $0.99 ]. There are many titles out there that feel like iPhone games, but My Little Hero is not one of them. It has that shine that is evocative of games on a larger scale, and you'll notice it from the title screen onward. It drops you into the role of a brave young boy whose friend Pinky (note: Pinky is your favorite stuffed rabbit) is kidnapped by the Boogeyman and spirited away into your bedroom closet. What will you do to save him? Why, don a cape and a helmet and follow him in there, of course.

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TouchArcade Rating:

'Frenzy Pop' Review - This Soda-Fueled Platformer Has a Lot to Love, Minus a Few Belches

posted May 11th, 2012 8:00 AM EDT by David Craddock in $0.99, 3.5 stars, Game Center, Games, iPad Games, iPhone games, iPod touch games, Platform, Reviews
 

Like most 2D platformer stars, Mr. Pop of Frenzy Pop [$0.99 / $0.99 (HD)] enjoys long walks on the beach, scouring levels for hidden items, and running and jumping through a series of trap-infested environments. Fortunately, the orange soda bottle's bag of tricks distinguishes itself by extending quite a bit deeper than just running and jumping.

Throwing in elements from other popular platformers like League of Evil along with a fizzy maneuver all his own, Mr. Pop can wall-jump his way to greater heights, grind down walls to safety, and roll under spinning buzz saws and other hazards. The shades-wearing orange soda bottle also comes equipped with Pop Power. By holding the PP button in the lower right corner of the screen, Mr. Pop flips his top and fires fizzy bubbles, rocketing upward at super speed.

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TouchArcade Rating:

A Selection of Entries from the 'Sword & Sworcery' A/V Jam

posted May 10th, 2012 10:58 PM EDT by Jared Nelson in News
 

Over the weekend we told you about the Sword & Sworcery A/V Jam, a project put forth by Superbrothers as a way to curate and promote art and music that has been inspired by their groundbreaking adventure game Superbrothers: Sword & Sworcery EP [$4.99 / $2.99 ]. The official date of this event is actually this coming weekend, but plenty of submissions have been finding their way to the #Sworcery Tumblr page where it's all being displayed. We thought it would be fun to showcase some of these works, as there's some absolutely fantastic entries already.

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'Shark Dash' Review - You'll Believe a Shark Can Fly

posted May 10th, 2012 5:00 PM EDT by David Craddock in $0.99, 4 stars, Free, Games, iPad Games, iPhone games, iPod touch games, Puzzle, Reviews, Strategy, Universal
 

Shark Dash [$0.99 / Free ] features all the trappings of a classic love story. At the tale's outset, we meet our protagonist, a toy shark enjoying a romantic swim around the tub with his gal. Suddenly rubber ducks, the most vicious of water fowl, come splashing onto the scene and restrain our hero, who flails about while the diabolical ducks spirit his fair maiden away. Rather than flexing his fins, the shark sets off on his quest to save his lady love by solving a series of physics puzzles.

Swapping hungry sharks for Angry Birds [ $0.99 ] and googly-eyed ducks for slovenly hogs, Shark Dash oozes personality. Each level takes place in a tub filled with a mix of bath-time implements: Salts, soap bars, plastic rings, beach balls, and several unique props like explosive mines and inflatable blocks that burst at a touch.

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TouchArcade Rating:

Freebie Alert: 'Beyond Ynth', 'Braveheart', 'Escape the Ape', 'Fish Tycoon' 'Swordigo' and More

posted May 10th, 2012 3:08 PM EDT by Eli Hodapp in Featured, Free, Games, Sales
 

It's a Thursday on the App Store which is as just as good of a reason as any to set your games' prices to free if you're an iOS developer, or, at least, so it would seem. It sort of goes without saying, but due to the volatile nature of pricing on the App Store, you better grab these games now if you're interested in them. Few things are more annoying in the world of iOS gaming than missing a killer freebie.

Get your downloading finger ready:

Beyond Ynth

Beyond Ynth, $0.99 - [Review] - [Forum Thread] - An absolutely fantastic puzzle game where you play as a little ladybug doing your best to survive each level, often by rotating curiously sectioned off boxes. Do not miss this game while it's free. If you want to give it a go on your iPad, there's Beyond Ynth HD [ $2.99 (HD)], too.

Braveheart

Braveheart, Free - [Forum Thread] - You probably have a lot of games on your iPhone, but how many of those games have you searching for the Holy Grail? (Not many, I'd guess.) You'll hack and slash your way through all sorts of normal monsters, boss monsters, and other monsters. If you're looking for the iPad version, Braveheart HD [ Free (HD)] is what you seek.

Escape The Ape

Escape The Ape, Free - [Review] - [Forum Thread] - This jumping game puts you to the task of drawing lines to create trampolines for JoJo the monkey to bounce on. While it looks simple, gameplay is deceptively deep especially when you start reaching higher altitudes and need to work harder to collect power ups.

Fish Tycoon

Fish Tycoon, Free - [Forum Thread] - I'm including this game in the list because these dumb Tycoon games are responsible for soaking up countless hours of my time, going all the way back to my Palm Treo 650 days. Or, before that, now that I think about it. …And now, fair reader, I place this curse upon you.

Highway Rider

Highway Rider, Free - [Forum Thread] - Have you ever been sitting in traffic when some dude on a motorcycle recklessly lane splits you at what seems like a million miles an hour? Well, in Highway Rider, you can be that jerk. The point system even encourages it, in fact.

Swordigo

Swordigo, Free - [Review] - [Forum Thread] - A side scrolling action RPG that is just fantastic. Imagine if you took something like Zelda II and released it in 2012, that'd be Swordigo. Download it. Play it. Love it. Trust me.

Towers N' Trolls

Towers N' Trolls, Free - [Forum Thread] - I love tower defense games, you love tower defense games, and this is a tower defense game. It's a pretty good one too, so if you haven't scratched that whole laying out towers and murdering creeps itch in a while, here's your chance.

Trigonon

Trigonon, $0.99 - [Forum Thread] - The gimmick of this puzzle game is that it takes place in the factory of your mind. Your thoughts are represented by steel spheres, and you've got to get them out. Seems reasonable, and looks cool.

Vermes on Mars

Vermes on Mars, Free - [Review] - [Forum Thread] - An interesting shooter where you control a small squad of robots (which are all upgradeable). You position them, and tap to target. It takes place on Mars, and your enemies are worms. The control scheme is worth giving this game a try.

App Store Links:
    Beyond Ynth, $0.99
    Beyond Ynth HD, $2.99 (iPad Only)
    Braveheart, Free
    Braveheart HD, Free (iPad Only)
    Escape The Ape, Free (Universal)
    Fish Tycoon, Free
    Highway Rider, Free (Universal)
    Swordigo, Free (Universal)
    Towers N' Trolls, Free (Universal)
    Trigonon, $0.99
    Vermes on Mars, Free (Universal)

'Death Worm' Celebrates 5 Million Downloads with a New Content Update

posted May 10th, 2012 2:51 PM EDT by Jared Nelson in $0.99, Arcade, Free, Game Center, Games, iPad Games, iPhone games, iPod touch games, Universal, Updates
 

Way back in November of 2010, Playcreek released Death Worm [$0.99 / Free ], an official enhanced remake of the popular Flash game of the same name. By that point, we had already been enjoying a retro-inspired version of the "giant killer worm" formula for a few months with the excellent Super Mega Worm [$1.99 / Free ], but in our review for Death Worm we noted that both games offered decidedly different experiences and could happily coexist together.

Other people seemed to like Death Worm too, as this week Playcreek is celebrating hitting the 5 million download mark by releasing a big content update. The first new item on tap is a new ice-themed stage for the campaign, and more than 20 new enemies have been added to the game including a Mega Boss battle. A new trailer showcases the different features found in the latest Death Worm update.

The other big addition in this update is a brand new mini-game called Countdown. It tasks you with collecting lizards underground within a certain time limit and while avoiding hazards, with each lizard collected resetting the clock to allow you to keep going. Finally, there are a set of new achievements and some new in-game music to rock out to.

Death Worm is a game I thoroughly enjoyed when it came out in 2010, and the new update has reignited my interest once again. Definitely check it out if you’re into playing as a giant killer worm and enjoy challenging arcade games.

App Store Links:
    Death Worm, $0.99 (Universal)
    Death Worm Lite, Free (Universal)

New Trailer for 'Defender Chronicles II', Releasing May 24th

posted May 10th, 2012 2:13 PM EDT by Jared Nelson in News, Upcoming Games
 

Last week we updated you on the status of Defender Chronicles II, the long-awaited sequel to the hit 2009 strategy defense game Defender Chronicles [$1.99 / $4.99 (HD)]. Today, we’ve learned the release date for the new game and it’s set to hit in just a couple of weeks, on May 24th. In addition, a new trailer has been released.

We’ve been playing an early build of Defender Chronicles II and will have a hand-on preview for you shortly, but without spoiling too much if you were a fan of the original then we think you’ll be in for a treat. And if you missed out on Defender Chronicles the first time around, this new release will be a great time to jump on board.

Stick around for our preview of Defender Chronicles II and mark your calendars down for a May 24th release.

'Spellsword' Update Adds Control Options, New Level Teased

posted May 10th, 2012 12:50 PM EDT by Jared Nelson in $0.99, Action, Arcade, Game Center, Games, iPad Games, iPhone games, iPod touch games, Platform, Universal, Updates
 

Late last month Everplay and FruitFireForge released Spellsword [ $0.99 ], a game we really enjoyed in our review. It took the arena-style action platforming of Super Crate Box [ $1.99 ] and added a ton of variety in the form of RPG-like upgradeable items and abilities. Even though the two titles shared a core idea, Spellsword really stood on its own as a different experience.

However, one of the main problems we had with the game had to do with the controls. They worked well on the smaller screen of the iPhone and iPod touch, but failed to scale very well to the iPad’s big screen. Today’s update addresses this very problem by allowing you to move the virtual buttons to wherever you feel is most comfortable. Also, an new option for “Pro Swipe Controls” has been added that makes the movement controls center on wherever you place down your thumb.

Speaking of options, there’s an actual Options screen you can access from the main menu. It’s here you can configure the controls and also some basic stuff like volume sliders, an option for disabling hints, and a new option to reset your current character if you want to start over.

In addition to all the new options, Everplay has also sent over a teaser for a new upcoming level which you can see above. This new stage will contain new enemies as well as new items for your character to unlock. No word on just when this new level will hit, but it shouldn’t be too far off. In the meantime enjoy the latest update which tightened up an already great overall package in Spellsword.

App Store Link: Spellsword, $0.99 (Universal)

Rovio Confirms That It Has Acquired 'Casey's Contraptions'

posted May 10th, 2012 11:29 AM EDT by Brad Nicholson in iPad Games, iPhone games, iPod touch games, News, Upcoming Games
 

Yesterday, a not-so-subtle tease at the end of Rovio Mobile's "One Billion Angry Birds Downloaded" celebratory video suggested that the Finnish studio had acquired and planned to release a new version of Casey's Contraptions. This morning, Rovio has confirmed that it has indeed acquired the rights to Snappy Touch's and Mystery Coconut Games' so-so physics-based puzzler, and a new enhanced version is expected to drop "this summer."

Gamasutra obtained the confirmation from Rovio VP Ville Heijari. He had this to say:

"Working with Noel [Llopis, Snappy Touch founder] and Miguel [A. Friginal, Mystery Coconut founder] has been fantastic, and this is a game that we all fell in love with from the first play," Heijari told Gamasutra.

"The gameplay is a perfect fit in our arsenal with its approachable, fun and highly addictive take on the physics puzzler genre. We are currently reworking the title to enhance it, and getting ready to re-introduce it in a true 'expect the unexpected' Rovio style launch to an even larger audience."

Casey's Contraptions has been removed from the App Store, so back up your .IPA if you'd like to compare and contrast whenever the new version hits.

It's funny: when we blogged about Rovio's "non-Angry Birds themed" IP back in February, we expected that it was going to actually be a new thing, since the studio has a ton of creative talent and oodles of resources to work with. Re-tooling someone else's idea seems like a weak move from a company that has as much going for it as Rovio does. But, hey, who knows, maybe this new version of Casey's Contraptions will blow our collective minds.

[via Gamasutra]

'Sam & Max Beyond Time and Space Ep 5' Review - To Hell and Back

posted May 10th, 2012 9:00 AM EDT by Joseph Leray in $4.99, 4.5 stars, Adventure, Games, iPad Games, iPhone games, iPod touch games, Puzzle, Reviews, Universal
 

Season finales are undeniably difficult to pull off: they need to pull the disparate plots of the story together in a way that feels satisfying but not hackneyed, while still maintaining a sense of self-contained narrative. A serialized game like Sam & Max Beyond Time and Space carries the added weight of presenting us with the highest expression of the puzzles and mechanics its introduced thus far.

I've come to realize that the second half of Sam & Max Beyond Time and Space -- say, starting with "Night of the Raving Dead," [$4.99] and continuing through the finale, "What's New Beelzebub?" [$4.99] -- are funnier and generally better than the first two episodes. This is largely because the last three episodes are more tightly connected, with each cliffhanger transitioning smoothly into the next episode. They feel cohesive, and that makes me feel invested.

But it's also because, in contrast to the procedural feel of the first two entries in the series "Ice Station Santa" and "Moai Better Blues," these latter episodes are a perfect fit for the point-and-click adventure genre.

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TouchArcade Rating:

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