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Posts tagged with "games"

Take to the Course with OK Golf

I’ve never had much interest in real golf, a sport that requires more money, patience, and dedication than I will allocate to anything besides my significant other and Apple products. I have to admit, though, that I’m a sucker for anything on the videogame golf spectrum, from the ultra-simplistic Desert Golfing to Wii Sports’ golf.

Much of what I enjoy about golf videogames appears in OK Golf, a zen, bite-sized take on the genre. It’s no mini-golf simulator, though, and its distinction will leave you immersed in a tiny world of varying terrain and challenging gameplay.

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Release Details Unveiled for Where Cards Fall, a Game from the Publishers of Alto’s Adventure

Where Cards Fall is the newest title coming from Snowman, publishers of the beloved Alto’s Adventure. Today the company announced a fall 2017 release date for the game and confirmed its release platforms: iPhone, iPad, Apple TV, Mac, and PC.

Snowman also shared a new trailer today that contains the most revealing look at the game so far.

A blog post from Snowman breaks down the trailer and provides additional details about the core of the game:

In Where Cards Fall, you’ll build houses of cards to form and shape the world around you. These houses not only help you move through imaginative puzzles, but also bring to life vivid memories of adolescence.

This particular memory [from the trailer] is of teenagehood in the suburbs. Filled with far more cacophonous uncertainty than the playful magic of the forests, the suburbs are home to a crucial question: who will you become? Would you rather remain comfortable at home, or venture into the world outside?

At its core, Where Cards Fall is an exploration [of] these questions, and a look at the way our most fragile memories of the past can become the strongest foundations of our future.

On the heels of the success Snowman found with Alto’s Adventure, it’s exciting to see the company continue to push themselves to explore new and unique ideas in their next game. Where Cards Fall looks like it will be a highlight of the gaming scene when it hits later this year.

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Hidden Folks: A Whimsical Game of Exploration

Hidden Folks, by game developer Adriaan de Jongh and illustrator Sylvain Tegroeg, is a relaxing diversion into beautifully-detailed, hand-drawn worlds. The object of the game is simple: find people, animals, and objects in huge illustrated landscapes. After you’ve found enough items in each area, the next one is unlocked and ready to explore.

The comparison that comes to mind immediately is the Where’s Waldo book series for kids. But there’s a lot more going on here than that suggests, and this is not a game that’s just for children. Hidden Folks comes alive with whimsical animations and over 960 silly mouth-generated sound effects. Each of the fourteen hand-drawn, black-and-white scenes is vast and full of minute details that make finding each item challenging.

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Stagehand Review: Living Platforms

One of my first memories of a portable platform game takes place in the summer of 1996 and it involves Super Mario Land 2 for the original Game Boy. I was 8, and until that point, my only console experience had been with a Super Nintendo my parents bought me for Christmas. I could play with it a few hours each week, which didn’t satiate my infinite curiosity for videogames. When I saw Super Mario Land 2 on a friend’s Game Boy, I was taken aback by two distinct aspects: the contagious fun of a platformer (my only SNES game was Stunt Race FX – don’t ask) and its ubiquitous availability – provided you had enough daylight and 4 AA batteries.

Later that year, I convinced my mom to buy me a Game Boy. A couple of years later, I got a Game Boy Color. For the past 20 years, portable consoles and Nintendo’s Mario games have shaped my taste in videogames and defined my moments of quiet downtime. From Super Mario Advance 1 and 3 (both remakes of games I had never played) to New Super Mario Bros and, to an extent, the recent Super Mario Run for iOS, all my favorite 2D platform games agreed on a basic idea: you control a surprisingly athletic plumber who runs and jumps from left to right.

Conversely, Stagehand, the latest creation by Big Bucket (makers of The Incident and Space Age), upends decades of platformer conventions by turning the genre on its head. You don’t maneuver a character with meticulously timed jumps across retro-styled stages filled with floating platforms and spikes; rather, you sloppily modify the stage itself with touch, dragging platforms to accomodate the hero’s run and making sure he doesn’t run headfirst into cliffs, fall into pits, or get eaten by the inexorable advance of the left side of the stage.

Stagehand is an endless runner combined with a dynamic platform game, only you don’t control the character – you facilitate his run by reshaping the stage around him.

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Flappy Bird Creator Releases New Ninja-Themed Game

Ninja Spinki Challenges!! is the new game from Flappy Bird’s famed creator, Dong Nguyen. The game puts players in the role of a ninja who must face a variety of mini-game-like challenges.

There are six types of challenges in total, ranging from avoiding a bouncing cat to throwing shuriken at creatures. Though six challenges don’t seem like many, beating one unlocks a more difficult version of that mini-game. In total there are five levels to each mini-game, so there are several opportunities to replay challenges.

The aspect of Ninja Spinki that aids replayability the most is Endless mode. Every time you beat each of the six main challenges, it unlocks the Endless mode for that mini-game. Endless mode is where the addictive, competitive element that made Flappy Bird famous comes in; it’s all about surviving as long as you can to obtain the highest score possible.

The game seems well-polished, and each of the mini-games is plenty of fun, particularly as you reach more challenging levels of each one.

Ninja Spinki Challenges!! is available on the App Store as a free download for iPhone and iPad.


Gamevice Launches New iPhone and iPad Game Controllers with Lightning Charging

Nice announcements from Gamevice today: the company is rolling out updated MFi controllers across the entire line-up that are lighter, add Lightning charging, and have better analog sticks. Jordan Kahn, writing for 9to5Mac:

Today the company is introducing a new version of the controller specifically designed for iPhone 7 and 7 Plus with a built-in headphone jack and a Lightning port for charging. It also has second-generation controllers launching today and later this month for iPads.

While the new headphone jack and Lightning port for charging are the standout features of the new iPhone 7 and 7 Plus controller, the company notes that it also upgraded the thumb sticks and made the controller lighter by removing the battery and using the iPhone to draw power.

I’ve been using my original Gamevice for the iPhone 6s Plus (which also works with the 7 Plus) to play the majority of console-type games I have on my iPhone (I’m about to start a new playthrough of Final Fantasy VII and I’ve played a few Super Nintendo games with Provenance). I like the device a lot and Lightning charging seems like a convenient addition. I’m going to consider the second-generation version for the 12.9-inch iPad Pro whenever it becomes available in Italy, too.

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Pokémon Duel Release Expanded to the US and Other Countries

The Pokémon Company has released another Pokémon game for the iPhone and iPad: Pokémon Duel. First released in Japan, Duel is now available in the US App Store and many other countries. Duel is a strategic board game the object of which is to maneuver your Pokémon to a goal in your opponent’s territory. According to The Pokémon Company:

Selecting the six Pokémon for your team is an important part of Pokémon Duel. Each Pokémon figure has different strengths and a set number of steps it can take, so you’ll have to plan your moves strategically. Send your Pokémon along different routes in a rush to the goal, or block your opponent’s Pokémon from advancing.

When you get next to one of your foe’s Pokémon along your route, you’ll need to engage in battle to advance. Battles are determined by Attacks on each Pokémon’s Data Disk—spin the disk to see which Attack each Pokémon will use.

Pokémon Duel is available on the App Store as a free download. The game includes an in-game shop to purchase items with gems, which are collected by playing the game, but which can also be bought with In-App Purchases.

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Nintendo Announces Fire Emblem Heroes for Mobile Devices

Update: After publication of this story, Nintendo of America tweeted that Fire Emblem Heroes will launch on February 2nd on both iOS and Android.

During a Nintendo Direct event today, Nintendo demonstrated its next iOS title, Fire Emblem Heroes, featuring characters from throughout the classic game series. In a somewhat surprising move, however, Nintendo said the game will launch first on Android, February 2nd. No release date was given for the game’s iOS launch; only that it will be ‘available soon.’

According to a Nintendo press release:

Fire Emblem Heroes is an original strategy RPG about two warring kingdoms in a bitter clash. As a summoner, players build their army by calling upon popular Fire Emblem heroes from worlds that span the breadth of the series. Players will wage tactical battles streamlined for on-the-go play and level up a mix of new combatants and legendary heroes. Some familiar hero characters will become allies, while others will become enemy generals. Players can enjoy the full majesty of tactical role playing on bite-sized maps designed to fit nicely on a smartphone screen, even when playing in short bursts. Players lead their armies with easy touch-and-drag controls, including the ability to attack by simply swiping an ally hero over an enemy.

Fire Emblem Heroes will be available as a free download with In-App Purchases. At the same event, Nintendo announced additional Fire Emblem titles that will be released in the future for its 3DS family of devices and the soon-to-be-released Nintendo Switch.


Super Mario Run Is a Defense of Craftsmanship

Excellent point by Sam Rosenthal on Super Mario Run:

Borrowing a staple from modern console Mario games, each level in Super Mario Run has multiple tiers of coins to collect. The coins fundamentally change the way you navigate the space, and sometimes the space itself changes to accommodate them. A just out of reach coin reminds you about the spin jump’s utility. Former obstacles are recontextualized as potential platforms.

If the game’s initial tutorial feels like a concession to a broader audience, the coins remind us why Nintendo’s game design deserves to be treasured. Even on another company’s platform, in a genre they didn’t invent, they unearth an astonishing amount of surprise and delight.

Collecting all the coins shows how Super Mario Run isn’t just “a runner game for iOS” – it’s a classic Nintendo game. There’s an ingenuity to each level that can only be appreciated by playing to get the harder coins. Seriously – if you think you’ve completed Super Mario Run by clearing all the stages, go back and try to collect all the coins. The game changes quite deeply.

Unfortunately, most people won’t even see the fourth stage. And that’s a shame, because I think Nintendo delivered a lesson in iOS game design that everyone should experience.

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