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Posts tagged with "games"

SketchParty TV 4.0 with New Look, Improved Gameplay

When my family gets together, we like to play games. One game has been a mainstay of our gatherings for the last four years: SketchParty TV.

SketchParty TV is a multiplayer game similar to Pictionary which uses an iOS device as the marker and your Apple TV-connected television as the drawing board. If you have a 2nd or 3rd-gen Apple TV, you can use the iOS version with AirPlay Mirroring. For 4th-gen Apple TV owners, there’s a native Apple TV app that connects to the iOS version.

The 4.0 update to SketchParty TV is a big one, with a visual overhaul for iOS 9+, a redesigned canvas, updated scoring system with speed-based rewards, and full support for the Apple Pencil on iPad Pro devices.

The Team Setup interface was always usable, but it got a lot of special attention in this update. In addition to improved word list settings, entry of team members is easier and now you can drag to reorder and even switch between teams.

If you own a compatible iOS device and a 2nd-gen or higher Apple TV, SketchParty is an excellent game for friends and family gatherings. Right now it’s on sale, too, for $5.99 (normally $9.99). Check it out in the iTunes App Store.


Disney Crossy Road

One of my favorite iOS games in recent years, Crossy Road, has received a Disney tie-in aptly named Disney Crossy Road. It’s out on the App Store today for free, and it features over 100 Disney and Pixar figurines hopping their way through worlds from The Lion King, Toy Story, Inside Out, and more.

It looks like Hipster Whale (creators of the original game) and Disney did a good job in keeping the essence of Crossy Road alive while also enhancing the formula with new gameplay mechanics and world-specific challenges. I’m going to play the game over the weekend – in the meantime, The Verge has a nice behind-the-scenes piece on how the game was created:

Disney Crossy Road goes in a different direction. While the first area is exactly the same as the world from the original game, the rest are all based on different Disney properties and feature new gameplay characteristics to suit them. Some of the changes are just visual — in the Lion King world you’re avoiding charging animals instead of cars — while others are twists on the Crossy Road formula. In the Tangled world you have to avoid barrels falling down a hill, while Inside Out tasks you with collecting colorful memory orbs.

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Improving MFi Controller Support on iOS

Craig Grannell, writing on how Apple could make MFi controller-enabled games more user friendly on iOS:

That’s assuming anyone could find a compatible game in the first place, because Apple oddly broadly ignored controllers in the iTunes Store. You’d think the company would at least flag controller support on game pages (something it does on Apple TV), and also automate an App Store page listing compatible games. Instead, it’s left to third-party sites like Afterpad to pick up the slack, which is baffling.

Today, the MFi ecosystem is fairly mature, with a reasonable range of controllers. (My personal recommendation is the Nimbus, unless you’re desperate for a form-hugging option, in which case grab a Gamevice, in the knowledge it may not fit the next device you buy.) But Apple needs to do more to help.

It is baffling that the iOS App Store still doesn’t display controller support or offer a filter to show games with MFi controller integration. It seems like they’re not taking them too seriously.

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Five Years of Sword & Sworcery

“When I look back after five years, I am most surprised by how such a huge audience was willing to embrace something like Sworcery,” adds Vella. “It’s such a slow, meandering game built to be a music box for Jim’s beautiful soundtrack. You fight shapes, lose health over time, read a book that collects thoughts. You are meant to just stand and look at moody pixel art. All of it seems really damn strange. But millions of people did it. They meandered and fought shapes and stood and looked. They listened to Jim’s music. Thinking about it like that kind of floors me.”

Andrew Webster looks back at five years of one of the seminal indie games for iOS. Sword & Sworcery is still fantastic today – it’s even been updated for iOS 9 – and I can’t wait to see what Superbrothers is working on next.

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Remaster: PlayStation VR Special with Shuhei Yoshida

This week on Remaster, we’re covering all things PlayStation VR. First up Federico and Myke run-through all the news from the GDC presentation, and share their thoughts. Next up Shahid brings us an exclusive interview with Shuhei Yoshida, President of Worlwide Studios at PlayStation. We finish up the episode finding out exactly why Shahid few out to San Francisco for just one night.

This week’s Remaster is a special one. In addition to discussing Sony’s PlayStation VR announcements at GDC, Shahid flew to San Francisco to interview Shuhei Yoshida. It’s a very good discussion, with a lot of useful perspective to understand Sony’s position on VR.

You can listen here.

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Game Center Is Still Broken After Six Months

Craig Grannell, reporting on a Game Center issue that has been around for the past few months:

When iOS 9 hit beta last summer, I heard concerns from developers about Game Center. Never Apple’s most-loved app, it had seemingly fallen into a state of disrepair. In many cases, people were reporting it outright failed to work.

And:

Additionally, some games freeze on start-up, because developers had quite reasonably expected Game Center would at least be functional. This makes for angry users, who can’t directly contact developers through the App Store and therefore leave bad reviews. Developers are now updating their apps to effectively check whether Game Center is broken, flinging up a dialog box accordingly, and at least allowing players access.

I’ve also come across this problem and heard about it from MacStories readers and game developers. There’s a thread on the TouchArcade forums that is over 50 pages long with hundreds of responses. This is bad for everyone – users and developers – and Apple should fix it soon.

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Thumb.Run Review: A Beautiful, Charming Racer

In a world of ever-increasing video game complexity, some games stand out as being ones that can captivate despite high-def graphics and intense gameplay. It’s certainly not easy, of course, and the ones that try have their work cut out for them.

After becoming addicted to Thumb.Run over the past week, the speedy racing game has caught my eye as a fulfillment of what’s mentioned above.

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Where Cards Fall

Andrew Webster, writing on the upcoming game by my friend Sam Rosenthal, who’s collaborating with Ryan Cash and Snowman (makers of Alto’s Adventure):

When he was still a student at the University of Southern California, Sam Rosenthal started working on a game about building a house of cards. It was inspired in part by the Radiohead song “House of Cards,” which Rosenthal felt sounded “like a gentle plea to knock down a structure in favor of something new.” The game let you create structures, then break them down so that you could rebuild them in different ways. Rosenthal wanted the deconstruction and reconstruction to gradually tell a coming of age story about the wistfulness of adolescence, and the way important, sometimes devastating events can impact your life. “The longer the idea sat with me,” he says, “the more it became a lens that I use to see the world.”

After graduation, he worked various industry jobs, designing puzzles for Disney’s mobile hit Where’s My Water? and characters for Activision’s ubiquitous Skylanders series. The idea from school stuck with him, and in his spare time, he continued to tinker with it. A few years later, in 2013, Rosenthal met up with budding game designer Ryan Cash, and the two shared the projects they were working on. Cash had an early version of a snowboarding game, which would go on to become mobile hit Alto’s Adventure. Rosenthal revealed an early version of Where Cards Fall.

No gameplay images or videos yet, but I can already tell this will be worth paying attention to.

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