Here is my debut episode for my video series that will walk new players through strategies for playing the mobile game, Terra Battle. I've been playing Terra Battle for over 2 years, and the game has changed a lot over that period of time. Many of those changes have added complexity and breadth to the kinds of things you can do in the game. As such, I imagine new Terra Battle players might be a little overwhelmed with the onslaught of modes pulling their attention and precious stamina points in all directions. My first episode here just focuses on the basics of the battle system: how to move characters, arrange pincer attacks, and trigger chain combos that fire unique skills. Look for more episodes in the coming weeks.
Showing posts with label ios. Show all posts
Showing posts with label ios. Show all posts
Tuesday, October 18, 2016
Terra Battle Basics - Part 1
Here is my debut episode for my video series that will walk new players through strategies for playing the mobile game, Terra Battle. I've been playing Terra Battle for over 2 years, and the game has changed a lot over that period of time. Many of those changes have added complexity and breadth to the kinds of things you can do in the game. As such, I imagine new Terra Battle players might be a little overwhelmed with the onslaught of modes pulling their attention and precious stamina points in all directions. My first episode here just focuses on the basics of the battle system: how to move characters, arrange pincer attacks, and trigger chain combos that fire unique skills. Look for more episodes in the coming weeks.
Wednesday, January 15, 2014
Blips: Gaming the System
Source: The strange, shady world of $1,000 iOS apps
Author: Mike Wehner
Site: Tuaw
It's rough out there in the App Store world, to the extent that some game developers are attempting to pull one over on the system through some price fluctuation trickery. In a report by Mike Wehner for The Unofficial Apple Weblog, it is revealed why a simple game like The Fleas, made by Vhlamlab, would retail for $999.99. Turns out it's part of a scheme to get some eyeballs on the game by having it show up on the App Store's "Top Grossing" list. So how do they earn enough money in sales to rank on such a list? Well, that's the trick of it.
There is some back door money handling going on that results in, say, $10,000 being loaned for purchasing the game across 10 accounts. Once Apple takes their 30%, the developers have spent $3,000 to get their game on a very visible list for a few hours. At this point, the price is dropped back down to $1 to try and capitalize on legitimate sales and attempt to recoup that $3,000. It seems like an incredibly risky and shady thing to do for such a potentially small payoff, but it does happen. In fact, as Wehner notes, The Fleas is still selling for $1,000. Apparently, some people have actually bought it at that price. Madness, I say.
Labels:
apple,
blips,
ios,
marketplace,
mike wehner,
pricing,
scam,
the fleas,
tuaw
Wednesday, August 7, 2013
Blips: Apple Bans Again
Source: Apple bans Joyful Executions iOS game that satirizes North Korea
Author: Stuart Dredge
Site: The Guardian
I can't say this is much of a surprise. Apple has rejected Joyful Executions, a satirical game where you play the leader of a North Korean execution squad, from sale in its App Store. Seeing as games like Phone Story and Sweatshop didn't pass Apple's archaic test, it was likely that Joyful Executions would be turned down as well. I really have to wonder how long Apple is going to go before changing this policy of viewing games as less appropriate venue for personal expression than other forms of media on its digital shelves. I'm sure it's burning through some goodwill from the development community even if it's not currently impacting the corporation's bottom line.
Though I assume developer 8-Bit Underpants would have loved to see their game available to the vast iOS market, these days, being rejected from the App Store brings it's own kind of publicity as well. I mean, I might not have heard of the game had it otherwise just been released quietly into a crowded marketplace. Who's to say, though as this kind of news becomes more frequent, I'm curious how perception of banned games will change. I think I smell a banned games Android Humble Bundle in the works...
Friday, July 19, 2013
Meta-Mega-Retro: Kavinsky (Mac/iOS) Review
There is no shortage of nostalgia-mining, 80s-pop-culture-referencing, neon-soaked video games these days. From Far Cry 3: Blood Dragon to Hotline Miami to Double Dragon Neon, many new games are taking their cues from 1980s film, music, and games themselves and repackaging those design choices into new experiences of varying quality and originality. Now, French electro music producer Kavinsky has entered the fray with his own self-titled game, featuring a mixture of brawling and driving segments, largely composed of the same "80s" tropes that have come before.
Kavinsky's music and the fictional character of Kavinsky, a Ferrari-driving zombie from 1986, already pull heavily from 80s aesthetics, so adapting that premise into video game form makes a certain kind of logical sense. Kavinsky the game has a handful of levels (it's available for free) that alternate between Stretts of Rage-style beat 'em up stages and timed driving segments where you're outrunning thugs or cops. In fact, the Kavinksy mythos already draws so heavily from decades-old material that as a game, it's difficult to distinguish original ideas from all the well-worn references.
Before the Kavinsky game existed, the producer's music videos shed some light on his character's backstory through short vignettes of dramatic action: a car accident, a chase, a staredown, an escape, a revival. In the game, those individual shots are drawn out into levels that mostly just reinforce the original thrills through repetition, which in turn makes them less thrilling over time. Kavinsky the game is also sillier than the music videos which portray themselves with the self-seriousness that actual 80s action movies and games did. Is it impossible to use tropes from the 80s in earnest without a wink and nod to make fun of their own premise? I don't know, but that said, my favorite thing about Kavinsky is one of the sillier parts of the game: cigarettes and beer are health pick-ups and they look an awful lot like Marlboros and Budweisers for which official licenses have certainly not been acquired. Smoking to gain health is funny because it's ironic and also stereotypically French. It's a gag about Kavinsky the character, not a joke told in reference to a bygone decade.
To enjoy your time with Kavinsky is to seek out those small touches, because everything else only adds up to a reskinned version of the games it's referencing. The brawler levels are basically Final Fight stages, down to the named mohawk-donning street toughs. Unfortunately Kavinsky does not control as well as Cody did back in '89. Each punch slides Kavinsky forward, often forcing you to gradually turn as you go to keep him in line. There is also no blocking, jumping, or any real strategy needed beyond mashing the punch button until the bad guys fall down. There's no reason to use the slower kick move at all except in tandem with "punch" to trigger a furious supermove when you have a full combo meter.
The driving levels are typical point-to-point time challenges in the vein of Rad Racer, right down to the red Ferrari and the Grand Canyon track. The difference is, Kavinsky isn't about racing, it's just about going. There's very little to detrimentally crash into and no need to acknowledge the brake pedal. In fact, Kavinsky's car auto-accelerates by default, making it feel less like you're "one with the car" and more like you're trying your best to keep a possessed, squirrelly vehicle pointing in the right direction. The Ferrari's neon blue trim and streaking tail lights end up looking way more badass than you actually feel behind the wheel.
Ultimately, even if Kavinsky comes off a bit loose, disjointed, and indebted to it's 80s callbacks, it succeeds at evoking the spirit of its namesake in video game form. In 2010, another French producer, Danger, released a trailer for his latest EP, showing the intro to a 16-bit video game created just for the promotion. As far as I know, that game does not actually exist, but that didn't stop me from guessing how it would play and wishing I could get my hands on it. The fact that a playable Kavinsky game exists is a cool thing in and of itself. Kavinsky may not be a standout example of fighting or driving mechanics, but it is a fun concept carried out to thorough execution.
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Notes on the iOS version of Kavinsky: The brawling portions of the game use an on-screen joystick and buttons, and the driving levels use tilt controls by default. Both of these control schemes are less than ideal and make simple movements in the game frustrating. There are also two additional levels in the touchscreen versions of the game where you defend your parked Ferrari from waves of thugs. These stages use augmented reality, pulling the live images from your mobile device's camera to create the "ground" for the level to take place upon. Unfortunately my iPhone requires me to hold it in the bottom corners in order to use the on-screen joystick, putting my left hand's fingers in front of the camera. When the game looses sight of the original "ground" image, it stops the game and waits for you to find it again. Maybe these levels would work on devices that have a different location for their camera, but in my case, they were more-or-less unplayable. If possible, I'd recommend playing Kavinsky on a computer instead.
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