Top 5 Upcoming iPhone Games Worthy of Salivation

Every once in a while the giddy jitters of a pre-pubescent Christmas morning come rushing back to me. I can still vividly recall the euphoria I felt when I unwrapped my N64 in the Winter of ‘96. In fact, the experience wasn’t unlike this age-old internet gem. What can I say, I’m a red-blooded American consumer, and the prospect of something fresh and novel in the world of gaming sets me a flutter like a steamy cup of joe.  I’ve recently come across a slew of upcoming iPhone titles with this capacity to enthrall. And seeing as it’s always more fun to share your pre-release gaming glee with others, I present you with a bundle of upcomers that promise to further legitimize the iPhone as a top-notch gaming platform.

1) Freeverse’s Warp Gate

Release Date: TBA (in active development)

Graphics out the heezy, lets just hope the frame rate dont stutter.

Graphics out the heezy, let's just hope the frame rate don't stutter.

Announced at the World Wide Developer conference in early June, Warp Gate is best described as a deep space role-playing, combat and trading simulation title.  In other words, a portable Escape Velocity successor, with a 3D graphics engine. Well, at least I hope Freeverse packs in as much depth as Ambrosia’s Mac-tastic classic. According to TouchArcade they’ve promised six separate organizations to join, a variable commodity market and more than 32 galaxies to explore. The only feature conspicuously absent from conversation surrounding the release is online play – something that EV never managed to implement in spite of fan pressure. But gamers can dream. And I’m sure a little fan feedback wouldn’t help: Freeverse contact info : )

2) Ngmoco’s Killtest

Dutch angle combat for the win!
Dutch angle combat for the win!

Release Date: Summer 09

If you didn’t think the iPhone was capable of handling a fluid first-person shooter with online play, then you probably haven’t seen the trailer for Killtest. Ngmoco’s daftly-named title (previously known as  Livefire) is being hyped as the iPhone’s Halo, and for good reason. With the ability to play over Wi-Fi or 3G, match challenges delivered via push notification, and a complex profile ranking system, it definitely merits the comparison. Those apprehensive about controlling an FPS  title on a button-less device should know that – unlike the control schemes of other shooters in the App Store – Killtest employs a touch anywhere interface. The left side of the screen is dedicated to movement, while the right side handles aiming. Though you can fire manually, your weapon is automatically triggered when a target occupies your crosshairs. Glossing over its horridly uninspired title, Killtest should take the App Store by storm when it drops later this summer.

3) Blacksmithgames’ Plushed

Is this an iPhone game or an 2D translation of Coraline? I said goddamn!
Is this an iPhone game or an 2D translation of Coraline? I said goddamn!

Release Date: 8/09

I normally wouldn’t admit that I follow iPhone game developers on my personal Twitter account, but the folks at BlackSmithGames have been running a pretty clever viral campaign for their upcoming platformer, Plushed. The final price of the game will be proportional to the number of follower’s on Blacksmithgames’ Twitter page. So more followers = a lower price point (it’s $3.99 now if you’re keeping tabs) and you can win one of several iTunes gift cards as well. Promotional strategies aside, the game looks very promising. You’ll play as a knightly bunny rabbit, traversing beautiful hand-painted terrain and interacting with over 20 unique characters through 9 expansive levels. According to the aforementioned twitter account, Plushed will offer mutliple control options – a decision the developers made based on direct follower feedback. If nothing else, the visuals are unlike anything in the App Store, described by the devs as an intersection between the “happy world of childhood fairytales [and] a somewhat macabre twist [of] dark humor.” As a fan of Tim Burton’s haunting work it’s suffice to say that I’ll be keeping a creepily close watch on this title.

4) Gameloft’s Gangstar: West Coast Hustle

This looks unl(awfully) familiar...
This looks (unl)awfully familiar…

Release Date: Summer 2009

Big dog mobile powerhouse Gameloft recently leaked screens and gameplay footage (not to mention a viral media campaign) for their newest iPhone venture, Grand Theft, uh, I mean Gangstar: West Coast Hustle.  Yes it’s as clear as Mr. Wonka’s glass elevator from whence the inspiration for this title came.  But that doesn’t mean it’s an extremely ambitious and potentially incredible project. Gameloft likes to push boundaries, and putting out the first fully-3D, open-world sandbox title for the iPhone is no exception.  I’m sure the App Store censor-police will have fun with this one, but my main concern isn’t as family-oriented. As one of the many iPhone owners who hasn’t upgraded to the 3GS, I’m a little worried about frame rate issues. I can’t even begin to imagine how Gameloft intends to populate an entire city, let alone pack in some decent mission depth. But I certainly admire their efforts to push the hardware.

5) Mountain Sheep’s Minigore

What a delightfully cute dash of gore.

What a delightfully cute dash of gore.

Release Date: 7/09 (submitted for App Store approval)

Finnish developer Mountain Sheep has teamed up with Chillingo (as publisher) to bring this top-down shooter with “tiny creatures” and “big adventure” to the iPhone gaming community. Don’t get it twisted, this isn’t a re-skinned iDracula (same publisher, but developed by Moregames Entertainment). I mean, yeah, the control scheme is identical and the action (judging by gameplay footage) understandly draws parallels. But the similarities end there. The aesthetic, flaunting beautiful (hand-drawn?) backgrounds with isometrically-angled 3D character models, is friggin’ impressive. It kind of reminds me of the Lego videogame series, especially considering the blocky nature of John Gore, the game’s protagonist. And what say I of the gameplay?  Three types of enemies (which can nest inside eachother), three weapons, special powerups, a self-described “Monkey Island” score and bum Bum BUM . . . co-operative multiplayer with the first free update. Did I mention it’ll retail for $.99? Spiffy.

Honorable Mention: Ice Hill’s Vampire Origins

vampire-origins-screenshot-00127_rt0

Van Helsing pales in comparison to this terrifically rendered badass.

Release Date: Summer 2009

Though I can’t speak for the gameplay, Vampire Origins boasts some of the best graphics I’ve seen on an iDevice. If it plays half as good as it looks then I’m sure it’ll lurk around the top of the App Store charts. However, if it mans up and plays as well as (or better than) it looks it’ll be an epic release of coffin-burning, stake-in-heart-thrusting, garlic wearing, daylight-evading proportions. Let’s pray for the latter.


5 Crucial Features the App Store is Missing

app_store

A feature-less app store is more like a crap store.

We all lurv the app store. Yes, this virtual bazaar is jam-packed with every imaginable goody you could ever want taking up space on your precious iDevice/s. With over 50,000 unique applications to date (acc. to 148Apps.biz) Apple has clearly cornered the mobile app market – and they’re quick to celebrate these figures (see if you can evade their one year anniversary banner ads). But alas, I’m a stickler for perfection, and there are certain aspects of this 21st century flea market that make me want to chuck my iPhone at Timothy Cook’s wholesome mug. So after some considered deliberation, I’ve come up with a shortlist of features for the big wigs in Cupertino to take a sincere crack at.

List Commence!

1) Tiered Customer Reviews

I’m pretty sure I’m not the only one who’s tired of reading grammatically-atrocious app reviews that offer NOTHING of merit to the interested app browser. I’m also pretty sure these reviewers are too young and/or boneheaded to own an iPhone or iPod touch, but hey, such is the result of Apple’s mantra of creating products that “anyone can use.” Fortunately, the quick fix is accordingly simple: allow customers to rate the reviewers, much like offensive/anomalous comments are regulated on Digg or YouTube and customer reviews are arranged by helpfulness on Amazon. I’m pretty sure developers would appreciate this as well, given the dearth of idiots who complain that their app isn’t working when they’ve either misinterpreted the app description or neglected to restart their device following installation. Reading comprehension is your friend, people.

2) Personalized User Recommendations

I’ve already bitten off a fair chunk of Amazon’s infrastructure (for good reason) but a recommendation system based on your purchase history would nestle in comfortably with the intuitive app store vibe. Come to think of it, a customizable home screen would be spiffy too.

3) In-Depth Metrics

Why is it that I have more detailed metrics on the popularity of a particular Pornhub vid than any program in the App Store? I mean seriously, is the Top 25 list sorted by review rating, sales figures or some app-happy Apple employee with too much time on his hands? And what kind of time frame are we working in, days, weeks, months?! Please excuse the incredulity, but I shouldn’t have to outsource my energy talking to a consultant when I’m sure a hefty pack of in-company analysts have these stats on hand. At the very least you should specify your terms of ranking apps. Apple, I guarantee you will earn the loyalty of your customers if you give them information to make informed decisions about their purchases.

4) Custom App Feeds

I know what you’re going to tell me, there are already third-party apps and established RSS feeds on a variety of iPhone news sites that serve this function. But let a blogga have a pipe dream. In an ideal world, Apple would provide this app store Pac-man with feeds for: recently updated apps, apps on sale, price drops, top-rated free apps, new lite releases, etc. It may be a lot to ask, but there’s no harm in asking, right? I’m glad you agree.

5) Customer Profiles

Okay, so this one’s a little more controversial and much less likely to be adopted by any simple-philosophied Apple Execs, but get with the internet Apple! I mean, you must have some inkling that user interactivity is the future when you purportedly made a $700M bid to buy out social-networking monster Twitter a couple months back. Imagine an App Store buddy list, a customizable feed of your friend’s recent purchases and reviews, what they’re playing now, and what they recommend you try. Can’t you see the potential? Customers would linger in the store longer, app sales would spread like word-of-mouth wildfire, and we would see the emergence of reputable app reviewers much like (you guessed it) Amazon’s system.

As usual, I’ll remind readers that I’m just one man with a tight schedule and a light wallet. If you find any of my assertions to be grossly inaccurate, drop me a line (sles@powso.com) or leave a comment. If I deem your opinions worthy, I’ll post an update and credit you. However, if I deem your attack to be asinine and unwarranted, I reserve the right to publicly shame you. On the internet. And I might even send a picture of my package to your grandma’s AOL account. Watch out.

Dino Smash iPhone Review

A single hammer spammer stands idly in his tree-top resort.

A single hammer spammer idles in his tree-top resort.

I have to face the music. My last Powso piece, a favorable review of Chillingo’s arcade thriller iDracula, was posted to the site over two months ago. My bad people. My bad.

In an effort to make up for lost time, I’ll be posting a string of brief albeit scrupulous reviews in the coming days.

Life post-graduation hasn’t been easy. I’m a jobless wayfarer; a spineless intern. But the one thing that gets me out of bed every morning is a gregarious, glowing rectangle. My iPhone. My pocket companion. And let me tell you, the unemployment train has not derailed my App store consumption habits. Sorry Dad.

Without further ado, I present Dino Smash, Eurocenter’s frenetic multiplayer dino brawler. Dino Smash has racked up stellar reviews on a variety of mobile gaming sites, and drew early comparisons to the original (read: unparalleled) Super Smash Brothers on the N64 for its friendly control scheme and frantic gameplay.

The first incarnation, featuring deathmatch, team deathmatch, and capture the flag play modes invited players to control identical dinos in a one-map death arena of ladders and platforms. Using a virtual joystick and three, colorful action buttons (fire, grappling hook and jump) the player must navigate through a side-scrolling tree-top labyrinth, offing enemy dinos with a well-rounded arsenal of weaponry.

The gameplay is smooth and boasts a speedy frame rate. The controls are simple, but nuanced enough to satisfy hardcore high-score list toppers. For instance, a mastery of grappling allows for momentum-based maneuvers a la Spiderman 2 on the PS2. Those with squatter tendencies can even dangle from a vantage point and pick off unsuspecting noobs. Talk about old-fashioned pwnage.

From an audio standpoint, there’s nothing to complain about. Childish yips and battle grunts properly suit the game aesthetic. And the menu soundtrack, a bouncy affable tune,  is suspiciously reminiscent of Diddy Kong Racing. I like.

Recent updates have added customizable avatars, match-making preferences, additional player ranking information and a couple more maps.

At $.99, there is no reason to gloss over Eurocenter’s charmingly polished offering. Dino Smash is hands down the best online fighting game on the platform.

That being said, I always manage to pick a bone or two. Developers, lend me your ears.

Among a dynamic balance of rifles, grenade launchers, shotguns and katana blades is a debilitating default weapon. The hammer. The noob-approved weapon of choice for imprecise mayhem, the hammer is an unfortunate go-to for anyone looking to up their kill count. Hammer spammers are the bane of my Dino Smash experience. And though only a cursory knowledge of acrobatic evasive tactics is required to avoid these bashing brethren, they are still disproportionately powerful.

My remaining significant criticism lies with the dismal map selection. I have a feeling if Eurocenter released some-sort of complementary level editor the dedicated dino fan base would throw up their hands in reverence.

Finally, the online-only aspect is bound to turn off shooter veterans who prefer to refine their skills against the A.I. before entering live play. And 3G connections will inevitably welcome lag.

All in all, these criticisms (though warranted) are minor. Dino Smash is a smashing good time and I highly recommend it to anyone itching for some killer mobile multiplayer action.

iDracula Review

idracula_preview112

 

 

 

 

 

 

 

 

 

 

Alright folks, I think I speak for all of us at PowerOnSoundOff when I say that these past weeks have seen a shitstorm of papers, tests and other equally time-consuming perils of academia. Nevertheless, we made a promise to you, POWSO readers, to update the site on a regular basis. Thus, you wont catch us pants-down-procrastinating any further. This week I present to you iDracula, a chart-topping title developed by MoreGames Entertainment and published by Chillingo.

Title: iDracula.

Developer: MoreGames Entertainment

Publisher: Chillingo

Price: $0.99

Graphics: 10 Isometric goodness.

Gameplay: 9 Sick execution but arguably repetitive.

Sound: 9 Scarier than a werewolf Bar Mitzvah.

Value: 8 Not quite the incentive-driven-addiction that Blizzard offers.

Overall: 9

Let’s start with the juicy bits. iDracula is an action-arcade thriller with groundbreaking Diablo II-quality visuals and a control scheme that you can really sink your teeth into. Frenetic mayhem sums up the gameplay, which depending on your scale of comparison is either varied enough (for the casual gamer) or just hors d oeuvres for those seeking a true RPG experience.

Using two 360 degree-directional thumb pads (in the vein of arcade classic Robotron) you control a nameless badass struggling to fend off hordes of werewolves, ghosts and other ghastly adversaries. The controls are ace, smooth and responsive, and it feels GOOD to spray bullets into the masses.

If you last long enough, the baddies will start to drop goodies: crossbows, machine guns, grenade launchers, etc. And you can choose from a variety of powerups – from health boosts to weapon upgrades. I commend the developers for packing in so much nuance – few arcade games permit any strategizing, let alone allow you to switch between weapons or choose from variable list of upgrades. 

iDracula’s soundtrack is aptly characterized (if I don’t say so myself) as vampire metal. The shit is intense, and it suits the gameplay like hipster-wear suits Gerry:

Gerry is much hipper than your average POWSO submitter.

Gerry is much hipper than your average POWSO submitter.

The map is moderately sized, but I’d appreciate a little more diversity on this front. The folks at MoreGames Entertainment have apparently bugged my computer because they’ve just promised more mappage with their next update: http://www.youtube.com/watch?v=8wh3SVv1WCw

Awesome. Unfortunately they’ve also promised to raise the price, so get it while you can you penny-countin’ cheapsters! Before you fire up your fingers for a purchase, however, consider the following thorns in this rose:

  • Slow, unimaginative loading screens.
  • Repetitive gameplay.
  • Questionable replay value.

Oh yea, and the name. I’m admittedly nitpicking on a superficial level here, but icarumba! I’ve had enough with the pedestrian practice of prefixing every fucking title with a lowercase i. This does not add any legitimacy to your app. It just makes you look like a tool.

My REAL (substitute insightful) criticism is with iDracula’s scope. At the end of the day this “game” feels like little more than an engine demonstration for a larger and soon-to-be explosive project – the first hack-and-slash iPhone RPG that doesn’t have the suck. If the developers pushed this project a little bit further they might just REVOLUTIONIZE the platform. Can you imagine a Battle.net scenario in your pants pocket? Scary right?

At this point, though, it’s hard to argue with the price tag. At $.099, you should grab iDracula while you can and see to it that the developers are vigilant with their updates.  Sles out.

Real Soccer 2009 Review










Gameloft is pushing the boundaries of mobile gaming. Real Soccer 2009 is not a waiting-in-line-at-Starbucks kind of game. It sucks you in. You will look like a dork (and an incompetent employee) when you shout “Goal” in your workplace. But it’s worth it. Soooo worth it.

Title: Real Soccer 2009.

Developer: Gameloft

Price: $5.99

Graphics: 8

Playstation quality, nothing to complain about.

Gameplay: 9

Enough diversity to satisfy a karma-sutra enthusiast.

Sound: 7

I can practically smell the riotous fans. Too bad the music is repetitive.

Value: 9

I now frequent Real Soccer more than internet porn. This game is GOOD.

Overall: 8.25

Hey folks. I greet you today with a tinge of sadness. I haven’t kept my promise of once-a-week postings, and for all of you (does anyone actually read my posts?) who rely on my wisdom to duly patronize the appstore, I apologize. Christian Bale would probably be calling me a “fucking amateur” at this point.

At any rate, my crosshairs are poised on Gameloft’s Real Soccer 2009, the iPhone’s first fully featured soccer title. I know, I know, this game is ancient as far as appstore titles go (which is kind of an absurd statement given the hyperactive release schedule of mobile apps) but nevertheless it deserves protracted attention.

Hands down, this is my FAVORITE application for the device. It’s got Playstation-esque graphics, console caliber depth and replay value to boot.

Partial feature list:

• Exhibition, League, Cup and Training game modes
• 198 clubs to choose from
• Real players courtesy of the FIFPRO license
• 6 different stadiums
• Wi-Fi multiplayer
• Customizable formations, substitutions, weather/time patterns and difficulty level
• iPod music library compatibility
• Instant Replay!
• Etc., etc., etc.,

I know what you’re saying: what about the gameplay you pathetic fucking brownnoser? Well, let me address you, callous and impatient asshole. This game is NOT easy. Real Soccer has a considerable learning curve, and if you want to play on hard mode, then you’ll need to MASTER the control scheme.

Which brings me to my next point: Real Soccer 2009 was one of the first apps to pioneer the virtual button interface on the iPhone. Basically, you have a D-Pad and A and B buttons which function like any old Game Boy.

I harbor much nostalgia for this ugly mug : )

I harbor much nostalgia for this ugly mug : )

There is however, an iPhone-exclusive innovation. Applying gestures to the A and B buttons as well as making use of the fully-touchable iPhone display, you can pull off deliciously nuanced moves; one-two passes, lob shots and even Marseille Roulettes. The diversity of moves makes for a very gratifying playing experience.

The control scheme is not without it’s quirks, though. You really have to accustom yourself to lightly tapping and sliding your fingers on the D-Pad to fine-tune movement (This may be especially hard for Game Boy button-mashers). And the most FRUSTRATING aspect of the control scheme is the D-Pad double tap required to sprint in a direction. In my first couple dozen matches this handicapped me significantly. I wonder why it was necessary to even incorporate two movement cycles when I only sprint anyway.

Still, you get used to it, along with a few other quirks of play:

• When your thumb slides a few millimeters off of the D-Pad your player grinds to a halt and the ball is immediately picked off
• Switching players is mostly automated by the computer, causing you to run in the wrong direction when there are several players in close proximity to the ball
• Rarely (and comically) your passes will go unheeded by players on both teams and you’ll have to run up to the ball to wake up the comatose A.I.

It must be understood that my nomenclature is purposefully chosen. These are quirks, at most, and so they DO NOT detract from the full experience of the game. Still, because I warrant the title of critic with some gravitas, I have some suggestions for Gameloft:

• Expand the musical score. As far as I can tell, there is one piece that introduces every match.
• Make a multi-player interface that is searchable by host and doesn’t require close device proximity for connection.
• Give a little more leniency to the D-Pad’s range, to prevent thumb slippage.

I also pose a question to the developers: You seriously couldn’t come up with a better title? Real Soccer 2009? How real is this shit? It’s an iPhone game. Lolz.

To wrap up, I think it’s Visine clear that I recommend a purchase here. This game is ill, and it wouldn’t hurt to support the developers, they clearly believe in the power of a strong product:

“To be a leader in any industry, a company must provide a high quality product to its consumers…Only those companies with talent in design, combined with strong marketing & management to foster the necessary relationships with partners are able to sustain growth and profitability over the long haul. Gameloft has been successful in this and as such has become the preeminent developer of mobile games in the world.”

Yea, these guys are serious about mobile gaming. You might just want to check them out — I hear they’ve put out a couple other monster titles (see Brothers in Arms and Hero of Sparta). Now if they would consider basketball, football and the great American pastime that is Major League Baseball I might just soil myself….in a good way.

See you peeps next week.

Next Page »