Etolis: Arena – Dual Stick Shooting In Space

Etolis: Arena – Dual Stick Shooting In Space is a post from: Best Iphone Apps Review Website

Dual stick shooters, like tower defense games, word puzzles, physics puzzles, match-3 puzzles, and line drawing games are a dime a dozen these days. Plop a Rambo-like guy down onto the screen and let him go around killing anything and everything, and there you have it, a winning dual stick shooter. Well, you had a winning dual stick shooter. After the Minigore craze died down, so did the monotonous genre.

Etolis aims to end the monotony by changing the formula: they’re putting the game in a space/Halo-like setting and adding some environmental segments to aid the gameplay. By “environmental segments,” I mean walls, something that not many dual stick shooters go for. Instead of the drab square map with arbitrary borders, the “arenas” in Etolis rope you in with walls and holes and such, making the game seem more like a real shooter than a gimmicky dual stick killfest.

Etolis also offers a Gladiator type of story, where you, the brave UFA (United Frontal Alliance) soldier gets captured while saving escaping civilians. Instead of being killed though, you are assigned to fight in the arena for the Queen’s entertainment.

With the gladiator arena type setting, it is up to you to kill wave upon wave of enemies with a whole slew of weapons and special abilities to work with. Judging on the action in the preview movie, I’d say that that Etolis could possibly be good enough to revive this slumping genre, but we’ll all get to be the judge of that upon launch.

Expect Etolis to launch sometime in mid October to late November.

[ Etolis: Arena – Dual Stick Shooting In Space is a post from 148Apps ]


Coming Soon From Gameloft

Coming Soon From Gameloft is a post from: Best Iphone Apps Review Website

Gangstar: Miami Vindication – Nobody has ever given Gameloft an award for being creative in any way, shape, or form but they do typically put out solid games. Gangstar, the app that out-Grand Theft Auto’d Grand Theft Auto by coming out first in the app store is coming out with a new version called Vice City Miami Vindication.

Expect all sorts of GTA-like mayhem, including gratuitous violence, wild vehicle driving, 75 new levels, and a script that promises to be better than the first Gangstar iteration. Gameloft is calling Miami Vindication “the most ambitious crime simulation ever developed for handheld”, which is a lofty claim considering Rockstar’s solid GTA releases.

Anyways, be sure to check out the newly released screenshots after the break.

Dungeon Hunter 2 – Hello Diablo? Dungeon Hunter 2 is sequel to the superb Dungeon Hunter. I don’t think anyone would deny the similarities between Dungeon Hunter and Diablo, but without an official Diablo app, nobody is complaining.

Expect more of the same formula, with more demons to kill, more quests to complete, and more fancy graphics to look at. Gameloft is also including Game Center integration as well as an auto match up feature for multiplayer gameplay.

While you are patiently awaiting its arrival, enjoy the new game trailer!

[ Coming Soon From Gameloft is a post from 148Apps ]


Gameloft Details Upcoming Gangstar, Dungeon Hunter, Modern Combat Sequels

Gameloft Details Upcoming Gangstar, Dungeon Hunter, Modern Combat Sequels is a post from: Best Iphone Apps Review Website

Gameloft has released a spate of new trailers and screenshots for upcoming sequels to its hit App Store titles Modern Combat: Sandstorm, Dungeon Hunter, and Gangstar: West Coast Hustle.

Gangstar: Miami Vindication, pictured above, takes Gameloft’s Grand Theft Auto-cloning franchise to the streets, beaches, and swamps of Miami. The game is set to launch in the App Store next week, offering players an open-world adventure featuring improved AI, more vehicles, and over 70 missions.

Dungeon Hunter II sets its sights on fans of Blizzard’s Diablo series, boasting similar loot-based dungeon-crawling gameplay. The sequel will include both Game Center and Gameloft Live support for multiplayer dungeon raids upon its release this summer.

Finally, Gameloft’s popular Call of Duty: Modern Warfare-like Modern Combat: Sandstorm is set to see a sequel in Modern Combat 2: Black Pegasus. Few details have been revealed so far, but players can likely expect an updated graphics engine and refined controls when Black Pegasus launches later this year.

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Bram Stoker’s Dracula Coming To iPad

Bram Stoker’s Dracula Coming To iPad is a post from: Best Iphone Apps Review Website

Call me old fashioned, but I typically like to read my books on paper. Maybe it’s my pride in ownership, or maybe it’s just me thinking like an antique, but if I’m going to buy a book, it’s going to be a real one. Unless it has more to offer.

PadWorx Digital Media is releasing an interactive version of Bram Stoker’s Dracula to the iPad just in time for people to read for Halloween. The interactive eBook will feature, according to the developer, “300 pages of text, animation, gameplay, and touch screen technology that creates the definitive interactive, user-driven experience”. The pages will have all sorts of interactive elements, from leaves that need to be swept off pages to lanterns that need to be used to uncover words.

“Our new interactive version of Dracula is unlike anything I’ve ever seen on the iPad,” said Jeffery Alan Schechter, director and producer at PadWorx Digital Media, Inc. “From fans of the original classic tale, to the blood and romance fans of the Twilight books and movies, to tech savvy enthusiasts, there are plenty of elements to keep everyone reading for hours. We’ve created original illustrations, animation, sounds and touch screen elements that work together with the text on each page, drawing readers in and allowing them to uncover a new tale worth telling.”

I’ll have to spend some time with the book/app to see if I really like it, but I do like that it offers more than the simple book experience. If I’m going to buy a book on an iPad, I think that it should do something more than my paperback copy. This one looks like it does a lot more.

[ Bram Stoker’s Dracula Coming To iPad is a post from 148Apps ]


iSwifter Streams Flash To You – For Better Or Worse

iSwifter Streams Flash To You – For Better Or Worse is a post from: Best Iphone Apps Review Website

For better or worse, Apple’s App Store submission policies became much more lax last week. In Apple’s own words, “In particular, we are relaxing all restrictions on the development tools used to create iOS apps, as long as the resulting apps do not download any code. This should give developers the flexibility they want, while preserving the security we need.”

So while Apple’s policy on using Flash to make a game hasn’t changed, they are allowing streaming Flash and code conversion technologies that will let Flash games run on the iOS.

After just a few days of development, given that the announcement was only seven short days ago, iSwifter, from Peter Relan’s YouWeb, is launching today. iSwifter is using cloud computing to stream various Flash portals, such as Kongregate, Yahoo! Games, and AOL Games, to your iDevice, unaltered.

“iSwifter represents a game-changer for smaller Flash game developers that don’t have the resources to port their games to multiple mobile platforms like iOS and Android,” says Net Jacobsson, a former Facebook executive, advisor to King.com, and founder & CEO of Playhopper, a Flash-based social gaming start-up.

The big question here is what this means for fans of the App Store. You can really look at it one of two ways, one being extremely optimistic and one being, well, Apple’s stance.

If everything works out for streaming services like iSwifter, gamers could enter a sort of renaissance of free gaming options. I’m not exactly sure how the online services will work within things like, say, Yahoo! Games, but I would be pretty happy to play Yahoo! Pool in some of my downtime. Sure, Flash games can be silly, but there are a ton of them out there, and many of them are far better than some of the free offerings in the App Store.

Take Johnny Two Shoes (Plunderland) for example. As much as I love Plunderland, I think I spent more time playing their Flash title, Heist 2, than I’ll ever spend on their hit App Store title. Nothing against their iPhone games, but they were originally a Flash game outfit, and they made some quality titles.

The down side of all this is highlighted in a John Gruber quote on Daring Fireball. “As for Flash games, isn’t it utterly obvious that existing Flash games, which work via keyboard and mouse, wouldn’t work at all on devices which lack both keyboard and mouse?”

I guess that kills my dream of playing Yahoo! Pool. I’m not really sure how you would accomplish the click and drag necessary to hit a shot, but the resulting mess doesn’t sound pretty. I suppose Flash devs could start coding in anticipation of iDevice usage, but as Steve Jobs said himself, “If developers need to rewrite their Flash websites, why not use modern technologies like HTML5, CSS and JavaScript?”

Regardless of technical limitations, be sure to check out the iSwifter video below. It further explains the mission of the app, and shows a live demo of iSwifter playing Screw the Nut, “one of Kongregate’s biggest games,” on the iPad.

[ iSwifter Streams Flash To You – For Better Or Worse is a post from 148Apps ]


More from Sega: Kingdom Conquest, Altered Beast, Gunstar Heroes

More from Sega: Kingdom Conquest, Altered Beast, Gunstar Heroes is a post from: Best Iphone Apps Review Website

In addition to detailing its upcoming iPhone and iPad port of Chu Chu Rocket yesterday, Sega also revealed its upcoming iOS-exclusive MMORPG Kingdom Conquest, along with emulated versions of the Sega Genesis classics Altered Beast and Gunstar Heroes.

Kingdom Conquest is an ambitious title that aims to combine elements from the real-time strategy and role-playing genres, with gameplay that features a mix of brawling, dungeon exploration, and card battling.

Players can cooperatively explore dungeons and share loot with up to four friends over a Wi-Fi, Edge, or 3G connection.

Kingdom Conquest boasts the following feature set:

  • Compete or form alliances with other players from around the world.
  • Earn new Items and powerful weapons by defeating beasts in the dungeon-crawling Action Mode, and use these spoils to defeat other players in the strategy-focused Simulation Mode.
  • Unlock more than 100 types of collectible monsters like Crimson Gargoyles, Ice Golems, and Dark Steam Knights.
  • Synthesize new monsters with skills that can turn the tide in a crucial battle.
  • Trade weapons and monsters with other players via the integrated auction house.
  • Communicate with alliance members by using the in-game forums.
  • Improve chances of success by purchasing resource stones via Apple’s micro-payment system.

Originally packaged with the Sega Genesis console upon its U.S. launch in 1989, Altered Beast was an impressively faithful port of what was, at best, a serviceable arcade beat-’em-up. The App Store edition aims to bring all the beast-transforming, goat-kicking action of the original game to the iPhone, iPod Touch, and iPad later this year.

Gunstar Heroes, on the other hand, is a genuine classic, and ranks among the best games to be released during the 16-bit era. Developed by Ikaruga and Sin & Punishment creator Treasure, Gunstar Heroes is a side-scrolling run-and-gun shooter featuring numerous weapon combinations and some of gaming’s most memorable boss battles.

Both Altered Beast and Gunstar Heroes will support cooperative two-player gameplay over a Bluetooth connection when they launch in the App Store this Fall.


Cave Announces Mushihimesama Bug Panic for Fall Release

Cave Announces Mushihimesama Bug Panic for Fall Release is a post from: Best Iphone Apps Review Website

Hot on the heels of the release of its well-received shooter Dodonpachi Resurrection, Cave revealed that its action-puzzler Mushihimesama Bug Panic is on its way to the iPhone and iPod Touch this Fall.

It’s been a long while since Cave made any mention of the project. Bug Panic was announced as the company’s first App Store effort back in January, and no updates regarding its development have been issued since then.

Bug Panic is a unique combo-based action game starring Reco from Cave’s Mushihimesama arcade shooter series. Players must chain together strings of exploding bugs using a limited number of regenerating bombs, avoiding contact with hazards while collecting score-boosting gems.

As with all of Cave’s App Store releases, Mushihimesama: Bug Panic will only be compatible with iPhone 3GS, iPhone 4, iPad, and third- and fourth-generation iPod Touch devices when it launches in the App Store in the next few weeks. A gameplay trailer is below.


New Games from Namco: Hands-On Preview

New Games from Namco: Hands-On Preview is a post from: Best Iphone Apps Review Website

I had the pleasure of talking with the folks at Namco today, and got a sneak peak at three of their upcoming games. They assure me that there are TONS of new gaming announcements for the iOS platform in the coming weeks, so stay tuned here and at The Portable Gamer to get the full scoop as the details filter in.

For now, though, here’s what I got to take a look at:

Mishap: An Accidental Haunting is, of all things, a hidden object game. Wait wait, don’t leave yet. This is a visually stunning, fully animated and voiced hidden object game with some seriously fun mini games thrown in for good measure.

Bit.trip Beat is the first musical chiptune game from Namco, originally developed by Gaijin Games for the Wiiware service. Namco took the game in house to develop the iOS port, multiplayer and DLC content, and is currently polishing up the final game for release soon.

Read about all three new games at The Portable Gamer.

$6.99

iPad Only App – Designed for the iPad
Released: 2010-09-02 :: Category: Games / Adventure

[ New Games from Namco: Hands-On Preview is a post from 148Apps ]


Grand Theft Auto: Chinatown Wars Gets HD iPad Version

Grand Theft Auto: Chinatown Wars Gets HD iPad Version is a post from: Best Iphone Apps Review Website

The multiplatform journey of Rockstar’s Grand Theft Auto: Chinatown Wars continues with the announcement of an HD version for Apple’s iPad. It promises new and “updated” graphics, 50 missions, sidequests and the ability to play one’s own music for the soundtrack.

Chinatown Wars was GTA‘s first outing on Nintendo DS, and by all critics’ accounts, was remarkably successful even alongside the work of experienced DS developers. It received overwhelmingly positive reviews — but sold only 90,000 units in its debut month, shining a spotlight on whether Mature-rated content is viable on Nintendo’s handheld.

Although neither Rockstar nor publisher Take-Two has disclosed life-to-date sales for Chinatown Wars on DS, Take-Two CEO Ben Feder has said the company’s “very proud” of the game, and cited an achievement: it’s accounted for half of M-rated sales on the DS platform.

The company has been bringing Chinatown Wars to other platforms since; it launched a PSP edition that was widely-acclaimed (consumer site GameSpot called it ‘even better than the DS original‘) — but it failed to chart in the U.S. monthly NPD nor the UK top 40 charts within its release period.

When it released on iPhone in January of this year, it consistently made the App Store’s top 10 for numerous weeks following its release, and a free “Lite” version of the game regularly appeared among the top-downloaded free apps. The iPad version of the game arrives September 9, and will be priced at $9.99/£5.99.


Interview: Epic’s Capps On Bringing Hardcore Flavor To iOS

Interview: Epic’s Capps On Bringing Hardcore Flavor To iOS is a post from: Best Iphone Apps Review Website

Epic Games is best known as the hardcore developer behind games like Unreal Tournament and Gears of War, but in formally moving its popular Unreal Engine 3 to Apple’s iOS devices, the studio hopes to bring hardcore flavor to iPhones, iPads and iPods.

The developer on Wednesday was front and center at Apple’s latest media event, showing off a sharp-looking UE3 demo dubbed Epic Citadel (available free) on an iPhone. Also on hand was Epic subsidiary and Shadow Complex developer Chair Entertainment, which revealed Project Sword, an iOS action adventure RPG that uses UE3.

The projects could be the beginning of a significant change at Epic. Here, studio president Mike Capps talks about how porting large games to an Apple iOS device can be done, gives details on licensing plans, and why “It would not be smart for us to try to get in and compete with the Bejeweleds and Angry Birds of the world on the iPhone.”

You put the Citadel Demo out now, and it represents a full game that’s coming down the road for you guys?

Yeah, and this is basically the environment, the castle space and everything which you saw there, it’s basically a “no, this isn’t fake, this really is real, it really does look this good” kind of thing, because the game won’t be out until later this season.

So Chair is developing the game?

Exactly. They’re the primary developers on the game side, and then Epic of course we’re working a lot on the tech with the Unreal Engine team.

Does Unreal Engine 3 now, for external developers, have iOS tools in it?

Well, we’ve got them internally, and we’re just starting to work with a few guys now, but yeah, absolutely, we’ll be putting them out to all of our Unreal Engine developers.

Do you use all of the exact same back-end tools, like Kismet and everything?

Yes. Everything’s supported. The difference of course is that it’s not quite as powerful a graphics processor as on the Xbox 360, so you’ll probably do some custom content work, but you’re using the same tool chain of UnrealEd and Kismet and the same physics tools and everything.

The Citadel demo is for 3GS and up. Is that also the specs for the engine, or is that up to developers?

That’s the current plan, because of the various shaders and things we have support for, that’s what we need a 3GS for.

Is there anything in the tool chain about scaling down products that are developed on console platforms, or is that something that people are going to have to do manually?

I think it’s going to depend on the title. I mean, if you’re really pushing the PS3 to the limits, then you’re going to need to do some rework.

But we’ve got some automated tools to help customize how draw calls are met for iPhone, but I think it’s probably going to be a mix of the two. Some people’s games are going to work just fine, and other games you’re going to need to do some custom work.

Obviously, art, particularly seems like it would be an issue. I mean, the character models for Gears of War, specifically, seem like they’d be very hard to translate.

It actually turns out that we get really high-resolution textures, which is the first thing you’d think about how “we’re going to have to dumb that down.” But you don’t, because you’ve got so much memory on an iPhone.

You’ve got 16 gigs of flash memory, which is way better, faster memory than what most people have generally on a home PC. So that stuff works really well. It’s the big environments that get really complicated on the rendering tools for iPhone. But yeah, we’ve got some tricks for it.

Do you see this as becoming a big area for the use of your engine? Do you see it becoming a big new space?

I do. I mean, with the expansion of the Unreal Development Kit, we’ve got hundreds of thousands of folks who are messing around with the tools doing smaller projects. So we’re not really just about giant triple-A console games anymore. Those are the ones — Mass Effect gets press, but there are lots of small hobby groups or casual gamers using Unreal Engine.

I think it’s perfect for them. It’s what they’ve been missing. It doesn’t take a whole lot of leaps of faith to say, “Right now, I can display from my iPad to my Apple TV on a big screen TV.” How far away are we from “that’s my game console, and it’s displaying wirelessly to my television set? It’s not far away.”

Yeah, I think that’s an obvious question for our space, when I was watching the Apple TV demo [on stage]. Is there going to be any game application? So far not, but like you say, it’s easy to imagine.

I wish I could say we knew, but this one was a surprise to us, too. It’s what we wanted to see happen, so I can’t wait to throw our engineers at it and see if we can get the latency we need to be able to play a game interactively over that wireless link to the Apple TV. I sure hope so.

Have you guys done a lot of messing around with Game Center so far?

Oh, yes. Absolutely. That was a big part of our demo today.

What do you think about it?

Well it’s enabling tech, right? I don’t have to worry about friends lists, I don’t have to worry about “How do I make achievements work, and how do I share them between titles?” I don’t have to worry about the interface. Which, as a developer, is huge, right? That’s something Xbox Live gave us. You don’t need to skin it. It’s good, it’s there, and it’s done, and you don’t have to do that part of the job.

And for us, that’s what Game Center does. It solves all of those problems. Basically, they got the benefit of seeing what everyone else did with the social networking space on game consoles, and they took all the best ideas and re-implemented them better, so I’m very happy with it.

How closely have you been working with Apple on getting Unreal Engine into the device?

We’ve been working with Apple for years, back-and-forth, on “How can we do something together?” But the hardware just wasn’t there for what we were doing with DirectX9-based graphics, that sort of thing. So, it’s only recently, since the 3GS, that we really started to take it seriously. It kind of surprised us how fast the iPhone tech moved, really, so when we saw what it could do, we’ve been moving ever since.

Obviously [Project Sword] is a very “Epic looking” game. It’s got a characteristic Epic feel.

It’s a role playing game, right?

I don’t know what it is.

It’s a “role playing action adventure,” I think is the phrase we used, so it’s a little different than our normal shooter-chainsaw game.

That’s true, but it’s definitely a high-power, high-3D kind of experience.

Yeah. It’s a game for guys. Or folks who enjoy it.

People who like Xbox.

Yeah, exactly. Yeah, it’s a core gamer game, right?

Do you see that as a new direction of this market?

I hope so. It would not be smart for us to try to get in and compete with the Bejeweleds and Angry Birds of the world on the iPhone. They’re doing a great job. For me it’s about, can we take the gaming experiences — not just Gears, but like Shadow Complex that we’ve done on other platforms, and bring that kind of quality to the mobile devices, and right now I feel like we can.

And you feel like, right now, the mobile devices have caught up with what you need to do that.

Absolutely. We can make a really solid, fun experience. The one thing we’re still working out is that your fingers are in the way of our beautiful game all the time. So if we can figure out a way to do mental interfaces, then we’ll be happy.

Have you guys thought of bringing Unreal Engine to 3DS or other competing platforms?

Well, I guess the right way to say it is that I’m at an Apple press event, so right now, all I’m thinking about is Apple.

Yeah, I know. And I guess the same would go for Android, and stuff like that as well, right?

Yeah, I mean, of course we pay attention to where the other tech is going and we have support for Tegra-based devices, and a lot of Androids are Tegra-based. But I just shook hands with Steve Jobs, so right now, I’m pretty high on Apple! (laughs)

Are you going to soft roll out the iOS tools into Unreal Engine?

That’s the plan. We’ve got a few of our licensees using it now, who’ve been testing it with us. So we’ll roll it out to existing licensees and then start opening up. I think [Epic VP] Mark Rein has a big plan for how they’re going to roll it out and make sure everybody’s using it.

Have you gotten a lot of demand and stuff from people you’ve talked to? Some of the publishers that have worked with it?

Oh, really, really, absolutely, yeah. It kind of surprised us honestly, that we’d be talking to one of the big-tier publishers, I don’t need to say who, and they’re porting games and they’re making tens of millions of dollars making fantastic games on iPhone. We had no idea that business was growing so fast, and they were so excited to be taking existing IPs built on our engine over to the mobile space, so we were like, “Gosh, we really need to get on this right away.” That’s really how we’re looking at it.

This is really a Mark [Rein] question, but I’ll ask you since he’s not here at the moment. For people who are interested in doing something smaller, more phone-oriented games launching at a 99 cent price, are you going to have licensing plans?

I think generally we’re going to be in the same range as the UDK, for folks who are just doing mobile — where, we don’t even want to know about until you start making money, because I don’t need 2,000 business relationships where I make 38 cents. It’s not worth it. But once folks get successful, we take a percentage off of that.

Because the UDK is targeted to a certain audience. I had a feeling this would be like that.

Yeah, free up front. If I could convince the Mortal Kombat guys to give me no money up front and 20 percent on the back-end, I’d do it, right? So that’s an absolutely fine deal. I think it’ll probably be royalty-based, so that it makes it easier for folks to get in and start using the tools and not worry about some big sticker price.