I’m a typography geek. I’ve written about it before, I’ve agonized over it before, and I’ve dreamt about if before. I’ve spent money on it (more than I’d maybe like to admit), and I’ve attended tours of old library vaults just to take a look at some print type from the Gutenberg days. Tonight, I was out at a family dinner at a restaurant and spent an inordinate amount of time staring at the menu because I thought it was written with Memphis Std Medium. (I think I ended up being wrong, but it was a close call.)
As a game, then, Type:Rider really excites me. The game is focused on a visual history of typography that’s reminiscent of some of my favourite iOS games to date — games like Rayman: Jungle Run and BADLAND. Its unique visual style and accessible gameplay makes it a winner for typography geeks and their normal friends. Read on to find out what makes Type:Rider an unforgettable experience.
I was a huge fan of Rayman: Jungle Run last year when it came out. In fact, I loved it so much that I gave it a near-perfect review, praising its gameplay, visually-arresting art design, and unique twist on the platforming genre. With Rayman: Fiesta Run, Ubisoft is trying to raise the bar again.
The sequel brings a ton of new elements to the game, including swimming and, perhaps regrettably, in-app purchases. This review is a unique opportunity for me to reflect on what worked with the original, what still works, and what the formula is like a year later. Is a sequel necessary? Did the first game need little refinements? Read on to find out.
Whether you play it or not, Call of Duty is a franchise every gamer knows about. For the last few years, the annual November release of the series — this year being Infinity Ward’s Ghosts — is one of the biggest launches of the year and sparks the regular debate on the franchise’s innovation and gameplay depth.
In between the release of 2012′s Black Ops 2 and this year’s Ghosts, Call of Duty once again hit iOS with Strike Team. Joining two iOS versions of the game’s popular Zombies survival mode, Strike Team claims to offer an enticing first and third-person action experience. Let’s see whether it lives up to that avowal. (more…)
With the convergence of technologies in the living room, it was only a matter of time before games consoles and mobile devices, such as the iPad, collided. This Second screen experience has been around for a while with apps of varying degrees of quality and functionality. Wether it’s Sony’s BEYOND Touch, an app that lets you use your iOS device as a control device for Beyond: Two Souls, or Microsoft’s Halo Waypoint, that provided a real-time map of the matchmaking game you were currently playing in Halo: Reach, the purpose was always to add a new level of interaction and replay value to games, providing an enhanced experience for gamers.
With the launch of Assassin’s Creed IV: Black Flag, the latest in the long-running franchise, Ubisoft has also released Assassin’s Creed IV: Black Flag Companion on the iPad that offers a great experience and genuinely adds to the game, not detract from it.
Let’s face it: the App Store teems with fast-paced games packed with action and suspense, especially on the iPad end of the spectrum because developers have so much space to use to their advantage. It’s all about the next new zombie game, or the arcade game that brings a new twist on an old classic. However, there are only so many of these games you can try out before they become stale.
KAMI gives a breath of fresh air to the gaming department by stripping away all the action and creating a laid-back, meditative gaming environment that can’t be found in many games these days. Does it compete with its action-packed competitors? Find out after the jump.
Terraria for PC has long been a favorite of mine, but the kick in the pants is that I don’t actually own a PC. You can imagine my excitement, then, when Terraria for iOS was finally launched and I got a chance to play it. I’ll let you know how well Terraria transfers from PC to mobile and whether it stands up against the original. (more…)
I’ve been playing the Infinity Blade games since they were first released a couple years ago. Looking back, it’s stunning how far the iPhone has come since the first one was announced for the iPhone 4. At the time, I hadn’t purchased an iPhone yet and was playing the thing on my trusted third-generation iPod Touch. Then, Infinity Blade was a show-stopping demo. Friends and family were shocked at how incredibly good-looking the game I held in my hand was.
Of course, Infinity Blade has evolved a lot since then. Infinity Blade II tried to ratchet up the storytelling and added some non-linear “choose your own adventure” moments. Much of Infinity Blade III, the most recent instalment in the series, follows the same route, but it also brings some major enhancements to the table. And while we’ve always been talking about Infinity Blade like it was a console game, I’d argue this entry is the first real console game in the series. Except, like always, you can play it on your iOS device. Read on to find out whether or not Infinity Blade III is worth your hard-earned cash.
I’m a sucker for a great iPad game. I like games I can pick up and play really quickly, since my time is often short and since I’ve got a bit of a short attention span. (Coincidentally, we can probably blame the iPad itself for that.) A great game, though, needs to reward me enough to make me keep coming back. It needs to surprise me. It needs to make me serious.
These days, I’m fortunate to be living in an era where great games like that are often found on the App Store. Pivvot is one of those games that rewards me for coming back. It surprises me. It makes me jump. I feel like it exercises my brain. But at the same time, it’s also an insanely cool concept. Let me tell you what there is to love about this.
Sometimes, I play video games. And sometimes, when I play video games, I play RPGs. I wasted more hours on Skyrim than I care to admit (not-so-curiously, the money I spent on ordering in pizza skyrocketed after that game’s release). I went to a university where our idea of fun on a Friday was playing Borderlands together. People on my floor still loved the old Pokemon games on Game Boy. And yes, we spent many a night re-watching Star Wars.
Despite that, though, I’d never played Star Wars: Knights of the Old Republic (which I’m hereon shortening as KOTOR). It wasn’t because I had something against RPGs or Star Wars, clearly. I had simply never had the opportunity. When KOTOR celebrated its tenth anniversary with an iPad version of the now-classic game, I took note and picked up a copy. Read on to find out if it translates well to the iPad and if it’s worth laying down hard-earned cash for.