An online magazine called Develop has published an interview with Peter Molyneux. One of the more interesting pronouncements concerns the iPhone, where Molyneux predicts Triple-A games will eventually replace all the low-budget indie games currently raging on the device:
They will nibble away at the market. My advice for anyone doing iPhone games is to be original, think about the things the big companies won’t try.
What do you think? Is the current explosion of creativity witnessed on the iPhone and iPad soon to give way to insipid licensed-titles by the big boys?
The Secret of Monkey Island is my favorite game of all time for any platform. It is a bold statement, but it is true. We've seen a lot of news and product in the world of Monkey Island over this past year, and this latest bit of news concerning MI2:SI is exciting.
When SOMI was remade and released last year, the artwork and music were updated. In addition to this, the voice actors from the later games in the series were brought in to dub the original game. What put the word "special" in "Special Edition" was the fact that you could toggle between the old graphics and the new graphics to balance a need for updated art with that of nostalgia. That said, I believe that the original artwork to SOMI and MI2 still looks great.
The second entry in the franchise is getting a remake, and this time it has in-game audio commentary from the creators. Yes. That's right. In. Game. Commentary. Ron Gilbert, Tim Schafer, and Dave Grossman have provided commentary for an update to a classic adventure game, and it will be included in this summer's MI2 release on PC, X-box 360, Playstation 3, Mac, iPhone, and iPod Touch.
Commentary? For an adventure game? What took so long? Why hasn't this been done before?
Today, I will be taking a look at Aeropack, from Micah Lee (who generously provided a review copy) and his company, Insurgent Games, which follows my previous reviews of his four star [ (x)(x)(x)(x)( ) ] shooter, teh internets (2009), and puzzle game, Skeleton Key (2009). Lee again gets bonus points for coming out with something completely different in Aeropak, which is best described as a platform puzzle game, and is officially described as "A Steampunk Retro Platformer". The premise? Using your fuel hungry jetpack, walk, jump, fly, and climb to collect all of the gems in a level (and extra fuel whenever possible), and avoid anything that moves.
Ciro Continisio of ENHANCED PRE$$ group has asked us to pass along the following press release for this interesting initiative for the iPhone and iPod Touch that needs English-speaking beta testers:
Pigs VS Wolves (2010), featured on the iPho Game Development Website, is Digiarty Software's recently released tower defense game, available on iTunes, for the iPod Touch/iPhone. Pigs VS Wolves comes out hot on the heels of powerhouse PopCap Games strikingly similar, but higher profile, Plants vs Zombies, which, besides being available on the iPod Touch/iPhone, also has versions available for the PC, Mac, and Web. Not having played Plants vs Zombies, besides the obvious visual differences, the only other major distinction that I can see is the price. Plants vs Zombies runs $2.99, while Pigs VS Wolves is just $.99--at least for a limited time. Therefore, without a true basis for comparison, I will only review Pigs VS Wolves on its own merits, keeping in mind the existence of the prior product from a much larger developer/publisher.
Tower defense games are considered a sub-genre of real-time strategy games, with the most basic goal to stop enemies from reaching a particular point. Wikipedia points to Atari's Rampart, a 1990 arcade game from Atari, as forming the foundation of this sub-genre's roots. While I think that simplifies history a bit and minimizes the truly hybrid nature of Rampart - which I argue is part Tetris - it's ultimately a fair assertion. One of my personal favorites in this sub-genre is PixelJunk Monsters (Q-Games, 2008; Sony PlayStation 3 (PSN)), though I've certainly played my share of others, including South Park Let's Go Tower Defense Play! (Doublesix, 2009; Microsoft Xbox 360 (Xbox Live Arcade)), that I've tended to like much less. Major distinctions between the tower defense games include how much real-time elements there are and of course the overall imagination and cohesiveness that goes into all of the defensive and board designs. The vast majority of these games feature levels that start out simple but progressively add more playing pieces to the mix, requiring an increasing amount of thought in both defensive selection and asset allocation, as well as an increasing amount of trial and error to both learn new capabilities and properly utilize them to fight off the hoards of enemies.
The developer describes Pigs VS Wolves as follows (and we must at least partially forgive their non-native English):
In a surprise to no one, Apple announced the iPad, their long rumored and hoped for tablet-style device. Despite being saddled with what in my opinion is the worst name for a new product since the Wii, it will surely be lapped up by Apple fans. Unlike the Wii, though, I don't think the name will eventually become catchy or memorable, particularly since a single letter separates it from Apple's own iPod. Basically an upsized iPhone and compatible with all existing apps for that platform, the major revelation thus far about the new device is the companion iBooks store, which I imagine would be a subset of iTunes. While iBooks is an important step for the eReader market and digital books in general - shockingly Apple is supporting the industry's ePub standard - it remains to be seen even with a no doubt beautiful 10inch color screen whether it will have any of the gentle-to-the-eye qualities of eInk displays. (Owners of recent gen eBook readers will know what I'm talking about, i.e., eInk is as paper like as we have at this point, and it's a huge distinction for electronic reading from traditional displays.)
As both an iPhone 3G owner and an enthusiast of and user of graphics tablets (a Gateway Tablet PC is my primary personal laptop these days), I'll be curious if there is any stylus support, as that would make this device much more useful for sketching and note taking than standard finger input. If it's missing that feature AND it has a high price tag, I fail to see the niche such a device could ultimately fill, particularly with netbooks being fully functional mini computers with keyboards and similar 10 hour battery life.
Further news, updates and discussions will take place in the comments to this blog post. Let us know what YOU think!
Released earlier this month, Sword of Fargoal for the iPod Touch and iPhone ("iTouch") has had no shortage of pre-release buzz and anticipation, and, once gamers got their hands on the game, nearly universal praise. Well, it looks like now I have to heap on some more.
The original commercial versions of Sword of Fargoal, released for the Commodore VIC-20 and 64 in the early 1980s (review here), came towards the end of the former system's short, but successful commercial lifespan, and early on in the latter system's long and successful commercial lifespan. While generally considered a critical and commercial success (with the caveat that it was also successfully pirated), its release timing in each case caused it to have a bit more mainstream obscurity than it likely would have had otherwise. Nevertheless, the strength of the game - which is essentially a simplified, randomized dungeon crawl, very much in the tradition of Rogue (though with more real-time elements) - allowed it to have enough impact in the minds of gamers to be mentioned often on "best of" lists and receive several unofficial conversions and updates over the years, even making it as one of the games on the popular Commodore 30-in-1 from a few years back. This brings us to the latest release of the game, and the first official new commercial release since the Commodore 64 version. Matt Barton had the pleasure of speaking with original author Jeff McCord not too long ago, and it was McCord and the rest of the Fargoal LLC team who were kind enough to send me a review code for this version for my iPhone 3G.
Upon starting the game, you're greeted with an all too uncommon occurrence in iTouch games--an opening cinematic. Normally, this would be a mere distraction to quickly skip past, but in this case - no doubt due to the skills of Emmy-winning animator, Charlie Canfield - it's a pleasure to behold and a great scene setter for the stylized visuals of the game within. This quality is carried through to the occasional in-game cut scenes. While this is nothing to get the game over all by itself, this is but the first of many examples of the type of TLC that went into this game's creation. Not to be outdone, British composer Daniel Pemberton created a musical score to be reckoned with. Combined with the mix of classic in-game sound effects, aurally the game does not disappoint.
As their follow-up to the previously reviewed [(x)(x)(x)(x)( )] puzzler, Skeleton Key, Insurgent Games' teh internets, couldn't be more different. While Skeleton Key relied strictly on brainpower, teh internets relies strictly on your reflexes, attempting to tickle your funny bone along the way. What teh internets sets out to be is a tongue-in-cheek side scrolling shooter with more in common with classic era games in its gameplay than today's "bullet hell" variety, the latter of which is a decidely acquired and commercially niche taste. Not only is going the classic route a good choice since it's likely more appealing to a broader audience (and a personal preference of mine), but also because it's a better fit for the platform in general (in this case I used an iPhone 3G for the review).
Having a knowledge of classic Internet memes goes a long way to enjoying the game's humor, which pays proper homage to the momentary pop culture icons (check here for both South Park's take on classic memes and the original memes themselves). From the Dramatic Gopher who is your host during the tutorial, to your ASCII-inspired ROFL- and LOL-rotored helicopter, there are no shortage of winks and nods to not only the World Wide Web, but computing in general. Nevertheless, all the humor in the world couldn't salvage a game deficient in gameplay, but luckily, teh internets delivers. While the gameplay is hardly ambitous - this is a pure shooter through and through - the execution works. Of course, though the descriptor is a convenient one, calling it a "shooter" is not entirely correct, because you don't actually get to shoot anything, you just attempt to collect lolcats and try to avoid nearly everything else, like popup windows and a variety of trolls.
I'll be doing a review of both teh internets - Attack of the Memes and classic CRPG remake, Sword of Fargoal, for the Apple iPhone/iPod Touch soon, and the rest of the Armchair Arcade team will be doing special feature(s) TBA in conjunction with Sword of Fargoal creator and legendary programmer Jeff McCord, but for now I just wanted to give a heads-up that teh internets - Attack of the Memes is in Apple's "Hot New Games" section of iTunes and Sword of Fargoal was quickly approved after author submittal and is now available. If you can't wait for the reviews/features, now is a great time to snatch these games up.