
It was inevitable; they turned Castlevania into a free to play mobile game. But it’s not bad actually!

It was inevitable; they turned Castlevania into a free to play mobile game. But it’s not bad actually!

Halo has a rich universe, and room for many spinoffs. This is the second of two twin-stick shooters that were originally released for smart devices, and it works quite well… probbaly even better if you’re familiar with Halo 4, which I’m not.

It’s always good to have a well-made Picross game. What a pleasant surprise for Konami to put out a competent one that draws on their history!

Time to catch up on my iOS backlog! How does the hotly-anticipated-game-of-2014 hold up today?

WayForward days continue with this remake of a NES classic. I have no nostalgia for the show or game personally, so as far as I’m concerned it’s a perfectly cromulent cartoony retro-style platformer with a fun central gimmick.

Here’s another WayForward puzzle game on mobile. It’s well done, but so light on content that I finished with it much too quickly.

This spinoff removes the platforming component, delivering an enjoyable block-shifting puzzler suited to the platform.

My friend Gibbon got me on to this game, an indie RPG project that publicised the involvement of Chrono Trigger’s scenario writer Masato Kato and composer Yasunori Mitsuda. Turns out the link was strong indeed, with the game taking pains to insinuate itself as an instalment (technically unofficial) in the Chrono series. Apart from that it’s a nice RPG for the smart device platform, and free-to-play but not exploitative.

My mega playthrough of the Rayman series last year has deepened my appreciation for the series. The previous two smart device games, Jungle Run and Fiesta Run, were great and good respectively. My expectations for this game were therefore very high, especially when I found that it would contain new characters and concepts.
The wait after the game had soft-launched in New Zealand was painful. Then, it launched worldwide, but exclusively for the new Apple TV, in a weirdly skewed version of the Rayman Legends release. Turns out that the game can be played as an auto-runner like the last two, but using an Apple TV controller remote thing changed it into a free-moving style. I played it on iPad and got along perfectly fine.
Adventures really pushes the free-to-play model hard, but somehow it comes out less obnoxious than Fiesta Run. It’s been more thoughtfully designed to keep players coming back and with lots of unlockables, rather than just milking them for powerups. I still prefer Jungle Run’s simple and pure model, where I can play as many levels as I choose and perfect them, but Adventures feels fresh, plays well, and isn’t too annoying.
Excitingly, the game has an original plot. There’s something about a magic tree, and these friendly blobby creatures, and an enthusiastic ship captain guy with a flying boat. So it’s not super deep but a game like this introducing new lore is a nice bonus. The nebulous goal is to collect many creatures to restore the tree, which feels like it would require months of constant play to achieve, and I’ve started to see repeated levels so I probably won’t sustain that long.
The game has a strange and restrictive play system: you travel to one of the 5 primary worlds from Legends, do 2 or 3 levels plus an optional harder level, then get an egg and have to wait several hours for it to hatch before you can do more levels. It’s frustrating to adjust to this new “short bursts” play style but that’s what the game demands if you want to enjoy the new levels. These are the highlight of the package, coming in several varieties. For example, you may need to collect Lums, race to the finish, or defeat enemies. But the way the game uses the conventions of Legends and its own tasks to design imaginative and fun (though short) levels is the reason to play.
The blobby thingamajigs help you by scouting secrets, sucking in Lums, or giving you a damage shield. It’s not often necessary to use them; in fact I feel that their usefulness doesn’t live up to their promise. Filling up your collection of them is satisfying though, akin to Legends’ “creatures” but more fleshed out and with an unfortunate “rarity” system. As the big new gameplay mechanic they do a good job building the game around them, but I just don’t feel the need to use them most of the time.
The achievements are a good incentive, the new costumes for the four characters are neat, and the levels have nice variety. But the controls can be finicky with an expanded moveset reduced to taps or swipes. The reuse of Legends material is well done, along with introduction of unused concepts from that game such as Dracula’s Castle, ghosts, and flying pigs. You may get annoyed at the slow trickle of crystals, the game’s premium currency. As you can see, my feelings are a little mixed but my takeaway after some time of playing is positive. I heartily recommend giving it a go for as long as you can stand it.

Lego Star Wars kicked off the Lego games, and it’s still one of the best. It even seems to have become its own sub-franchise, with several runs of short animated movies. This is a game based on one of those movie series, or tying into it somehow, I don’t know it’s confusing what they’re doing with these cross-media initiatives.
I was eager to see if this attempt went anywhere towards capturing that addictive gameplay of the other Lego games. There was a previous Yoda Chronicles game for iOS but it got boring quickly because of its half-assed execution on simplistic strategy gameplay. Turns out this one uses no more ass but at least switches up what you’re doing between levels.
There’s very basic autorunning 3D combat levels, quite basic free-falling levels, boringly basic space combat levels… I began to get a picture of who this game is for. Small children with no standards. Of course, they also want to make it simple so it can run in web browsers. It’s just that the game is not really very fun to play and so imprecise.
Half the time you don’t know when your attacks are going to land, or if you’re going to be hurt by falling into a bridge. And if you do, then there’s very little impact communicated. The level ends when you collect enough holocrons, which in this interpretation of the universe are strewn around everywhere, the most common object in the galaxy. Handfuls just fall out of crates. But this end can come at any time, resulting in a feeling of anticlimax.
To cut a long story short, this game is nothing like Traveller’s Tales’s (now that’s a confusing possessive) Lego games. It’s a quick and dirty cash-in for a mediocre kids’ cartoon series. Happy belated Life Day!

I suddenly realised the other day that I’d played nothing but Angry Birds on my phone for ages and that I should play one of the games that were languishing in folders on my third screen. I booted up Infinity Blade II and pretty quickly got back into the swing of quick swiping to slash dudes and monsters.
It’s pretty much just the first game again. They added two new weapon types; one better (dual) and one worse (heavy). Blocks always seem to get broken so I never used them, hence my reliance on dual, plus they can combo better. The other thing they changed was adding a slightly more coherent plot and goal. The first game was quite vague and mysterious, which contributed to the atmosphere, but this one still maintains that while also giving you something to work towards and names for the characters. There’s also the new gem mechanic which I didn’t use at all.
I found myself sucked into the game; retrying fights several times until I’d got them perfect (I never quite got there but it was good enough). It’s quite challenging but mastering the fights and improving your skills along with your stat points is quite satisfying. I found it maybe more challenging that the first one, but I also had basically finished it before getting any of the really good weapons, so either the balance is off or I did it too quickly. I’m only halfway to the money requirement to get the actual Infinity Blade, and after getting to the credits it got a whole lot harder for a second playthrough, so I decided to stop. So I don’t have the sense of completion either from when I explored all the secret stuff in the first game.
I should mention the “clashmob” thing which is a new system in this game. There’s global progress bars that players can collectively contribute to by doing fights outside the story, from a menu. So sort of like Noby Noby Boy. The problem is, by getting into it now everyone’s played the game and moved on, so although there are new goals all the time they never get achieved. Or so it seemed from my brief foray. Bit of a dud then.
So, compared to the original: the interface is certainly cleaner, but in the process of adding bells and whistles with the social element, keys, prize wheels, new weapon types, and all that, it has diluted the pure gameplay, which is the game’s strength. Well, that and the pretty graphics; arguably it’s a showcase for the effects the iPhone is capable of. It certainly achieves that but it’s not a huge selling point for me. Still, going back is hard; I just opened Infinity Blade 1 for comparison and the menus are super ugly, and it hasn’t even been updated for iPhone 5 screens. The fidelity of the lighting doesn’t affect me but that stuff sure does. So onwards to the future I suppose. Next time it’s on sale I guess I’ll try Infinity Blade III…

Here’s a little adventure game/roguelike built entirely using iOS system interface elements and text. I say roguelike but not because you have to try n’ die many times, but because half of the game is walking around a map represented by Ascii art, which is what Rogue means to me (although I only spent a short time playing Angband). In fact, it’s only superficially roguelike. In fact, forget I said anything.
A Dark Room shows how you can tell a story and present a compelling gameplay experience in a very minimalistic way. There are no pictures, I don’t think there’s any music; it’s all progress bars, text, standard iOS buttons, and occasionally varying the screen brightness for effect. What you get is a strangely engrossing town management sim/turn-based RPG in a post-apocalyptic setting.
It’s about man’s inhumanity to man, to borrow a phrase from high school English. It’s about the protagonist’s loss of humanity in their search for answers and power in a ruined world. It’s also about loot and progress bars, which I love, having had a phase of playing Progress Quest (and I had to use a Windows emulator to do it, too).
Like I say, it’s impressive how much can be communicated and accomplished with so little. But I also like games with pictures. This one was, however, short, sweet, and memorable.

I feel I have a history with the Final Fantasy series. We never actually owned any RPGs on the SNES or 64, but when we got our GBA, we apparently stocked up. I really connected with the series, it’s quite well-made and just gets more ambitious and interesting as it goes on. So, having played 1& 2, 4, 5, and 6, I felt something was missing. Going beyond into the 3D-era ones would be crossing a line I can’t come back from. But finishing out the hexology, I can get on board with.
Of course, that makes this the first FF game I’ve played that’s not sprite-based. The NES original never left Japan, even when they remade a whole bunch for GBA. It took until the DS to redo it, and in doing so they made a lot of big changes. The main characters were faceless cyphers, much like FF1, but now they had names and personalities. On the other hand, sacrifices had to be made as the engine was seemingly not optimised enough, meaning less monsters per battle.
Of course, being released so late like this, inevitably I and many others had played another 3 sequels which had built upon it. The result is a feeling of taking a step back. The plot is more basic, with few interesting revelations. The job system is less fleshed out than 5, with less abilities and the necessity to grind when switching to overcome an adjustment phase. On top of that you have basic problems of old RPGs like this, like additional grinding, a lack of direction, samey towns and environments.
I may have had trouble engaging with this game as much as I did the others. The factors I mentioned are partly to blame, the control scheme (a passable but still unwieldy touch interface) didn’t help matters. The characters weren’t too appealing either; maybe I’ve seen it all before at this point, or maybe I wasn’t taking the game as seriously as when I was a young'un. I don’t know. Maybe I was expecting more, but why? I’ve seen the 3 improvements on what this game had to offer, especially FF5.
It had its unique aspects that helped it stand out from the classic FF crowd. An array of airships with different properties is new. Guest party members following you around is new, although they don’t pop into battle as often as you’d like. Getting letters from different characters is nice. The magic system (which was also used in FF1 NES, but not the remake) is refreshingly different, with charges of different tiered spells. The floating continent is a cool way to start the game and get the reveal of a larger ruined world, although FF6 uses these tropes differently. That particular fact doesn’t have much consequence though, and the latter half of the game is a bit of a jumbled mess. If I hadn’t been using a walkthrough I don’t know if I’d stick with it.
Things just sort of happen in this game. There’s a backstory of warriors of darkness to balance the cycle, much as your protagonists are now the warriors of light (as usual). But the cycle stuff isn’t really developed and I was expecting a reveal of some characters I knew being said warriors, but they turned out to just be 4 generic dudes in the final dungeon. And then in true old JRPG fashion, the bad guy who’s been built up is replaced at the last minute with a cosmic thing, then you kill it. Then credits.
In the end the game doesn’t leave much of an impression. Luneth, Ingus, Refia, and Arc are no Bartz, Lenna, Faris, and Galuf. Xande is no Golbez. Unei and Cid are cool but they don’t do much. And those four old guys just fail as comic relief. The 3D models too, somehow end up seeming less expressive than the sprites I remember.
Unfortunately, I can’t recommend FF3. It seems important to play it as the last remaining piece of the “classic FF” era, but it sticks out being the one that’s not simply improved from the original. And so much of what it’s trying to do has been done much better by the other games. The plot is unremarkable, the combat is slow, the 3D update and added gimmicks are unnecessary. But at least now I can do the list thing. Let’s see… 6<5<4<1<2<3. That’ll do.
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