MARCA Cap

MARCA Cap is a post from: Best Iphone Apps Review Website

Generations of kids in Spain and Latin America have enjoyed playing soccer with bottle caps, the so called “fútbol de chapas”. Now, this experience comes to the iPhone with MARCA Liga Cap. With this new version of the game, you will be able to enjoy the magic of the Spanish Liga, also known as the Liga de las Estrellas. You don´t need to carry the bottle caps in your pockets anymore. Everything fits in your iPhone. With the sponsorship of MARCA, Spain´s top sports newspaper, MARCA Liga Cap is a revival of that traditional game.

Features:
- Three players per team
- Three play modes: Player vs. Machine, Two players in the same iPhone, Two players in different iPhones using Bluetooth
- Duration: 5, 7, 9, or 11 goals
- 20 Spanish League teams with full rosters


Gameloft Beats This Year’s Madden to the App Store with NFL 2011

Gameloft Beats This Year’s Madden to the App Store with NFL 2011 is a post from: Best Iphone Apps Review Website

After being the first publisher to launch an NFL-licensed football sim in the App Store last year, Gameloft has upgraded its flagship sports franchise in advance of any updated offerings from rival EA Sports.

NFL 2011 ($6.99) features over 2,000 players from all 32 official NFL teams, and boasts an improved graphics engine with motion-captured player animations.

Gameloft has additionally beefed up the AI, ensuring tougher opponents and smarter decisions among computer-controlled teammates. Accelerometer-controlled speed boosts have also been added to this year’s game, and the included playbook has been expanded with more than 200 plays and a new play editor.


Review: Pro Zombie Soccer

Review: Pro Zombie Soccer is a post from: Best Iphone Apps Review Website

Rating: 3 out of 5 stars

It’s hard to blame George Romero for the current glut of zombie games, even if they’ve all been influenced by him. Computers were steel hulks that resembled washing machines when he shot the first modern zombie movie. It’s likely he had never even heard of video games back then.

How could he have known his apocalyptic vision aligned so perfectly with video game conventions-to-be that his zombies would eventually become the poster children for legions of uninspired gamers?

Then again, that’s always been the in-joke with zombie flicks, hasn’t it? Pop culture would eat itself, and this act of cannibalism would give rise to an epidemic. It was only a matter of time before the infection spread into video games.

Pro Zombie Soccer is among the latest of the Zombie-come-latelys, joining the ever-growing horde of the zombie apocalypse. The thing is, Pro Zombie Soccer didn’t have to be about zombies. It didn’t have to be about soccer, either. It could be about throwing hypercubes at American folk artists and no one would be the wiser.

It’s obvious why they went with zombies and soccer though.

Further broadening its popular appeal, a vaguely emo art style envelops the game. There’s even touches of juvenile humor such as getting credit for nailing zombies in the crotch with your soccer ball. It’s not just the zombies who groaned.

Fortunately, angsty teens in big-zippered jackets are merely cardboard cut-outs atop a fairly unique set of pulleys and levers. The off-putting demographic-targeting is offset by the game’s interesting departures from other Defend Your (insert your word of choice here) style games.

Zombie Pro Soccer is a peculiar mash-up of Missile Command, Arkanoid, and billiards games. At its core, it’s a battle reenactment  in which you defend a castle under siege.

It’s a game where you line up shots to ricochet bullets into the enemy’s soft spot. It’s a game about using an underpowered soccer ball to trigger overpowering power-ups, letting you mow through the throngs like wind cutting through your stylish yet not-so-well insulated hoodie.

The game does a good job of keeping things fresh all the while. Stage-specific set pieces constantly surprise and, together with the power-ups, add a great deal of variety to the drone of a zombie work week. These wrinkles range from slightly annoying to simply awesome — and some are so unexpected that I’d feel bad for spoiling them here.

It’s the occasional touch of absurdity that, in the end, swings my opinion of Pro Zombie Soccer from meh to Yeah. It evokes just enough curiosity in the workmanlike mechanics to keep them from becoming day-by-day. Likewise, it adds a splash of strangeness to the otherwise trite tropes of the game world.

As for zombie games, I doubt they’ll be going away any time soon. But hey, look on the bright side. It’s better than seeing Planet of the Apes games everywhere you look.


Interview: Gamevil USA President Kyu Lee on Zenonia, Upcoming Hybrid 2

Interview: Gamevil USA President Kyu Lee on Zenonia, Upcoming Hybrid 2 is a post from: Best Iphone Apps Review Website

[While Korea-based mobile publisher Gamevil is a major player overseas, the company only recently made an impression stateside, thanks to its success in the iTunes App Store. Within the last two years, Gamevil has released several hit titles for the iPhone and iPod Touch, including the popular Baseball Superstars and the action-RPGs Zenonia and Hybrid: Eternal Whisper.

At E3 last week, Game Developer Magazine editor in chief Brandon Sheffield caught up with Gamevil USA president Kyu Lee, discussing the recent Zenonia 2 and other Gamevil projects, including the upcoming Hybrid 2.]

How do you think that the mobile market has changed in the last two years?

Kyu Lee: Two years ago, our focus was on traditional mobile phones, or “feature phones.” With over 100 million iOS devices out since the introduction of the iPhone almost three years ago — and with over 65,000 Android devices being shipped every day — most of our high-data consumers have been switching over to smartphones.

For that reason, we thought it was a logical move for game developers to move into that space. Before, we had to work with a lot of different carriers. Even in the U.S., we had to work with 15 to 20 different carriers to get our titles out. But now, with one submission to the App Store, you can get distribution to 84 countries around the world.

The tough part for a game developer like us was that we didn’t want to spend so much time getting deals done for distribution. We wanted to concentrate on creating better games. So it’s been great. The changes have been great for us.

Percentage-wise, how much are you doing for smartphones versus feature phones?

KL: In the overseas market, it’s getting close to 100 percent.

How about in Korea?

KL: In Korea, smartphone penetration is less than 20 percent. It’s still early, but the pace is really fast. Within the last six months, KTF — which is the iPhone’s exclusive distributor in Korea — sold 700,000 devices. That’s almost the fastest rate ever for a single device.

And if you combine all the iPod Touch devices with that, we’re also getting into the MP3 player market. It’s not just the phone market alone. And SK Telecom announced that they’re going to launch 13 Android devices by the end of the year. That’s going to be really interesting, to see how the market will be changing. Our development will adapt to the market changes.

You guys have been taking the tactic of making larger games that offer a much longer play experience. How has that been working out?

KL: I think it’s been working out pretty well for us. Putting in larger production costs makes it easier to compete in the App Store, and the RPG genre itself is very underserved. I think it has to do with the budget RPGs need.

I think in the RPG category right now, five games in the top ten are from Gamevil. Our only other competitor right now is Square Enix. As for other traditional large console players, I don’t think they’ve explored the RPG sector much. It’s an open opportunity for us, so why not take advantage of it?

Do you not consider [Korean mobile publisher] Com2uS as a competitor in that area?

KL: They’re a great competitor. They’ve put out a lot of good quality products. It’s just like when you run a marathon — you need a pace runner to get better records. I think in that sense, Com2Us has been a great competitor for us in the local market. They make us a better company.

We might be a straight-up competitor in the domestic market, but the opportunity globally is so huge that I think we end up sharing more information with them, rather than competing with them in a traditional sense.

One thing that I noticed is that it almost feels like the recent Zenonia 2 was launched the way that an MMO might be. It seemed like it was launched in a beta form, and there were a bunch of fixes that came right after. Was that intentional — the tactic of getting it out faster, rather than checking everything before release?

KL: I think that sticking with our release dates is an important promise that we must keep with the end users. Of course, we should have ensured the best quality while at the same time keeping that promise, but I don’t think we did a good job in doing that.

It actually taught us a lot of things, and we’ll be reviewing the project to see if there were better ways to improve the process in general. I wouldn’t say it was a perfect launch, but the iPhone enables you to continuously update. We’re still getting a lot of feedback from customers, and we’re preparing another update pretty soon. You’ll probably see it within the next month.

One thing that I noticed is that the animation is really excellent, and some of the system design is good. But it feels like some of the level design is not all the way there.

For instance, the first dungeon is an ice dungeon in which it’s hard to control your character. And it’s already hard to control your character because you’re still getting used to the d-pad.

KL: For controls, we’re doing a d-pad on a touch device, and I think that’s one of the biggest reasons why it can be frustrating from time to time.

I don’t know if you noticed it, but we’ve been working on controls and the user interface year-over-year. If you compare it to Zenonia 1, we changed the whole user interface to touch control, where it was totally d-pad-controlled before. We may not hit perfection within a year, but year-over-year, we’re constantly trying to improve ourselves.

Yeah, the touch screen control within the UI was good. Unfortunately, I can’t really beat the first dungeon boss, so I kind of stopped playing. [laughs]

KL: Are you leveling up?

Yeah, but I don’t want to grind forever.

KL: We got a lot of feedback on the grinding part. I think Korean users are a little more used to grinding. In Zenonia 2, we tried to reduce the amount of grinding and put in more story or even mini-quests so that we could lead the users to do the quests and not feel like they’re grinding in situations where they actually are grinding. I think that as the sequels continue, you’ll see more and more improvement on that side, too.

Indeed. So what’s next for you guys?

KL: We just launched Soccer Superstars. It’s a sports title, but it’s also a role-playing game. Just like in Baseball Superstars, you continuously raise your own character and totally customize it and do super shots. It’s a role-playing experience in a sports game. That’s what we were trying to bring with Baseball Superstars and our new Soccer Superstars franchise.

Our next game is going to be Hybrid 2, the sequel to Hybrid: Eternal Whisper. Opinion was split with the original Hybrid; some people liked it, and some people didn’t. We’re trying to make it have more of a general appeal, so that everybody can like it. That’s one part that we’ve been focusing on.

The other part that we’ve been focusing on is brightening up all of the sprites. Hybrid was a little bit dark, while Zenonia was more approachable. It was more feel-good than serious. But that was one of the decisions that we’ve made for Hybrid 2. Brightening up the sprites is one of the things that we’ll do. We haven’t disclosed much about the game yet, but you’ll see screenshots and more details pretty soon.

Is NOM creator Bong Koo Shin still creating games?

KL: Yeah. He’s still doing a lot of interesting stuff — stuff that hasn’t been announced here in the U.S. yet. He’s made some fun games that are solely for touch-based UI. He thought, “There’s no rubbing games,” so he made a game where you have to rub the screen. After NOM 1, 2, and 3, he went back to NOM Zero, and NOM 4 just launched. NOM is continuously going on, and he’s still trying to do something that’s very unique for the mobile market.


EA Debuts iPhone 4-Optimized NCAA Football

EA Debuts iPhone 4-Optimized NCAA Football is a post from: Best Iphone Apps Review Website

EA’s college football franchise NCAA Football arrives in the App Store today in two different flavors: NCAA Football ($6.99) for the iPhone and iPod Touch, and an enhanced NCAA Football HD ($7.99) specifically tailored for the iPhone 4.

The iPhone 4-optimized version of NCAA Football boasts high-resolution graphics suited for the device’s Retina display, eliminating many of the graphical flaws that would be apparent with pixel doubling.

Both versions of the game feature 55 collegiate teams, a season-long single-player mode that simulates all major Bowl games, a fully-featured Team Editor (allowing players to customize everything from jersey colors to fight songs selected from an iTunes playlist), and a multiplayer mode playable over a Bluetooth connection.


Illusion Labs Launches Foosball HD for iPad

Illusion Labs Launches Foosball HD for iPad is a post from: Best Iphone Apps Review Website

Touchgrind and Labyrinth creator Illusion Labs has debuted its latest App Store effort — the table-top soccer sim Foosball HD ($2.99).

Foosball HD’s key gameplay component is its head-to-head multiplayer mode, which allows up to four players to compete using a single iPad. One or two players control a series of levers on each side of the table, with the object being to spin the characters on the game board so that they knock a ball into the opponent’s goal.

Illusion Labs claims that Foosball HD offers a great way to show off your iPad, as the game features realistic physics and graphics that use the OpenGL ES 2 shaders “to the max” (righteous bro, tubular). Foosball HD also includes a single-player mode that pits players against an AI opponent.