Briefly: I’m unbelievably excited (and terrified) for this, and it’s something I’d never have expected.

After what seems like years of silence, Andreas Wulfila, developer of classic iOS gem Tiny Wings has just revealed that in just a few days time the simple, adorable, laughably simply, scarily addicting one buttoner will be hitting a new platform: tvOS on the fourth generation Apple TV.

I don’t know that I’ve ever been as addicted to another mobile title as I (along with many of my close friends) became to Tiny Wings. I can recall countless nights of groups of friends sitting around, playing their individual games, screaming with frustration when they failed, missed a goal, or messed up a run, and screaming with joy when they’d beat one another’s score. A single player game at heart, it’s one of the few titles that I ever became truly competitive with, which was pretty easy to do using iOS GamevCenter and its challenges.

The tvOS version was announced with a super cute trailer, and Andreas also revealed that the Apple TV version of the game will support split-screen multiplayer with the Siri Remote or with a combination of Siri Remote and MFi controller, and that the Tiny Wings iOS app will also let you use your iOS device as a controller.

I can’t freaking wait.

For now, take a look at the trailer below, get practicing on your iOS device, and let me know the most addicting mobile game you’ve ever played (I’m always looking for new titles)!

I don’t know about you but I sometimes miss notifications on my phone. A good amount of the time, I miss hearing that little ding sound. In theory, I could just change the notification sound (and I have, trust me) but it would definitely be cooler to have a fluffy toy/gadget alert me to updates with witty banter.

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And that is where KiQ comes in. A Kickstarter launched this morning for the wise-cracking feline and over 10 percent of the goal has already been pledged! Here is how the little firecracker works:

KiQ description

Using its own smartphone app, owners can control the frequency and volume of KiQ’s joke/alerts and tailor what kind of humor they want their new buddy to spout. KiQ’s comedic repertoire is updated weekly so you won’t have to hear the same jokes over and over again.

At launch, KiQ’s function centers around social messages, like texts and Facebook updates. But in the future, the critter will be able to be your desk speaker, find your phone, help with smart home devices (I am assuming like Nest and Hue), and perform other nifty features.

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If you want to get your own little kitty, you will need to pledge $69 (there some limited early bird specials as well), which is a steal considering the six-inch tall toy is expected to retail around $99. I should mention that $69 tiers only allow you to choose between the Siamese and Dark Gray breeds. The Red and Peach ones are exclusive to the Kickstarter campaign and cost $280 each.

You can check out the Kickstarter campaign here. You can pledge until Thursday, November 3 at 7:41 AM Pacific Daylight Time.

Nintendo dropped an unexpected bombshell this morning.

No, not the NX (although 9-13 is fastly approaching.) No, what Nintendo announced today wasn’t a new 3DS, or Wii U, or even NX related, but instead, a partnership with Apple. YES! That Apple. Today, during this mornings Apple event, Shigeru Miyamoto and Bill Trinen took to the stage to announce Super Mario Run for IOS. The game uses the New Super Mario Bros. art style, but is not what you think it is.

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Super Mario Run is not an endless runner, but instead an auto runner with a set number of levels, like a normal Mario game would. The game will be free, but will also include additional things to download for a set fee (perhaps extra levels.) The game will also include other modes such as being able to race against other friends and more! While the game will be coming to Android later on, IOS will be getting the game first starting in December.

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That wasn’t the only Nintendo related thing though. They also announced that starting later this year that Pokemon GO will be making it’s way to the Apple Watch. Not much will different from the normal version, but hey!, now you have Pokemon right on your wrist!

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One more small point. Nintendo also announced that a set of Super Mario stickers will be coming to iMessage sometime soon as well. You can find out more about Super Mario Run by checking out it’s website right here. 

What do you think about these new announcements? Are you excited for Nintendo’s partnership? Sound off in the comments below!

Briefly: The next title in Square-Enix’ celebrated Chaos Rings series is finally here!

Except… the game is called Cosmos Rings, and it’s available exclusively for Apple Watch.

Square-Enix notes that the title “features nostalgia-evoking visuals, simple touch screen controls and intuitive gameplay providing a unique experience to the Apple Watch. The time travel system in the game utilizes the device’s Digital Crown and messaging feature that operates according to the number of daily steps taken. The title also features automatic battles supplemented by the Active Chain Skill (A.C.S.) system, allowing players to unleash powerful skill combinations.”

I know that fans of the mobile-only series have been clamouring for a new Chaos Rings game for some time now, and I don’t think that many would have expected this.

Square-Enix mobile titles are typically priced as premium products, and Cosmos Rings is no different. The game is on sale for $5.99 for the first 30 days of availability, and it’ll then jump up to its regular $8.99 price. This makes it one of the priciest Apple Watch games that I’ve seen thus far.

You can take a look at the game’s trailer below, and be sure to let us know if you’ve been a fan of the series thus far. You can give Cosmos Rings a download right here.

Nintendo recently announced a plethora of big news, including details regarding the new My Nintendo account system, as well as their first mobile app Miitomo.  Along with all the breaking news, the company also announced that they will be launching five smart device application by the end of March 2017 (including Miitomo).  This is an absolutely huge move by Nintendo, and it’s always fun to speculate what may be coming next!  So let’s go down the rabbit hole and take a brief look at their history with smart devices, and I’ll try at some guesses as to what we may see next!

I first heard of Nintendo creating an app for smart devices during a Nintendo Direct presentation detailing Wii U functionality in 2012.  During a segment, Iwata goes into details for “Miiverse”, and a part of those details stated, “The social elements of Miiverse are also designed for Wii U, Nintendo 3DS, and future Nintendo devices.”  There was lots of speculation that this was going to be a smartphone app, and after some time, it was launched.  However, contrary to what many had thought, Nintendo had chosen to make it exclusively a web app instead.

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Nintendo continued the web-based application route, with recently releasing another app for Super Mario Maker.  Titled “Super Mario Maker Bookmark“, this app allows you to queue a list of courses you would like to play when you’re on the go, so when you return to your Wii U at home, all of the search-work has already been completed.  It also allows you to add identifier tags to describe your levels, such as “Gimmick,” “Puzzle,” etc.

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When talking about brand new Nintendo gimmicks, there’s no name more popular than “Pokemon!”  There are many times where Pokemon seems to be used as an experimental Intellectual Property for new ideas.  An older example would be the N64 game “Hey You! Pikachu!” where the player can use a microphone to be able to command a virtual Pikachu on screen, and a newer example would be Nintendo’s first Amiibo, which were Pokemon NFC figurines for the Wii U eShop title, “Pokemon Rumble U!”  I feel like Pokémon is always chosen because The Pokemon Company has a lot of wiggle room to work with the IP independently of Nintendo, but that’s still only conjecture on my part.

Many have heard of the Pokemon GO application being released this year, but it may be interesting to note that this isn’t the first Pokemon-based application to hit mobile devices.  True to their pattern, Pokemon was again used in an experimental way.  The very first Pokemon app (that I recall) making it to mobile devices was a virtual encyclopedia (otherwise known as a Pokedex) titled “Pokedex”.  Originally, it only existed as an app on the Nintendo 3DS, but then became available through your smartphone or tablet!  When this first came out, I was totally flabbergasted–I never imagined that The Pokemon Company was allowed to release any software that wasn’t on a Nintendo handheld!  Several other apps were launched as well–an app for viewing “Pokemon TV”, a “Camp Pokemon” game, and a mobile port of the 3DS title “Pokemon Shuffle.”

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This details Nintendo’s short history of utilizing smart devices, however, there is one more question we must ask ourselves before we start speculating:  “Why mobile?”  If Nintendo has been adamant about anything, it’s had always been about creating software that can take full advantage of the hardware that it’s utilizing.  A similar question to ask would be “Why is Miiverse and Super Mario Maker Bookmark simply web apps, while Pokemon Shuffle and others are installable apps?”  First let’s have a look at the cool features that most smartphones have in common, and try to answer these questions:

-Front and rear facing cameras–useful taking photos and AR (Augmented Reality) purposes
-Gyroscope–useful for detecting snappy tilt movements
-Local Hard Drive–useful for holding large amounts of information
-Microphone–useful for voice commands

It wouldn’t have made sense to have had Miiverse or Super Mario Maker Bookmark as local apps simply because large amounts of storage would be required to view all of the data stored on their website, especially since they’re being updated in real time.  Pokedex is a limited encyclopedia so even though it is very large, it still has a maximum limit–totally suitable for a mobile app.  Pokemon Shuffle is a game in and of itself, so it wouldn’t make sense as a web app because you wouldn’t be able to play it while offline.  However, web apps do have an advantage–web apps can usually be accessed not only by smartphones, but by PCs and others as well.  Therefore, Miiverse and Super Mario Maker Bookmark were available to many devices, and not strictly limited to smartphones.

Using all of the above as a backbone, here is a (somewhat) organized list on my thoughts of we will see with upcoming Nintendo apps!

-Miitomo is included in the count, so that technically makes FOUR more apps that Nintendo will build.  Miitomo is also stated as their “first app for mobile devices,” so they’re NOT including Pokemon apps in the count.

-True to the point above, Pokemon GO will not be one of the apps being counted.  It will probably be launched under The Pokemon Company’s name and not Nintendo’s.

-While a Miiverse app seems unlikely, as it really wouldn’t make sense, a “Nintendo Hub” app of sorts that can keep a local copy of all of your friends’ posts, and perhaps even a local database of your friends’ Super Mario Maker levels could be useful.  It would also be cool to be able to draw Miiverse posts with your phone’s screen, something that is not currently possible with the web app.  This “Hub” app will keep together all of the major Nintendo services, extensions, and game offerings, perhaps similar to the Final Fantasy Portal app by Square Enix.

-Miitomo isn’t a game so much as it is a “social interacting tool” with game elements.  I do not expect Nintendo to release full dedicated games–at most, possibly ports of games, such as Pokemon Shuffle.  Out of the four games, I’m guessing at least one will be a port.

-A dedicated companion to Super Mario Maker.  A long time ago, Nintendo created a game called “Warioware D.I.Y.” which allowed players to create Warioware microgames and share with others.  However, this game had a unique feature–players could download an app specific to the Wii just to play the created games, although owners of the app couldn’t create games themselves.  What if you could simply play Super Mario Maker levels on your smartphone–download a bunch and play them on the go, even if you couldn’t make any?  It would be an interesting way for them to advertise Super Mario Maker.

-If Nintendo can master how to work emulation for smartphones, then it’s may be possible to link Virtual Console purchase to a smart device–the emulator could be an app all by itself, or it could be embedded in a different app (like a Nintendo Hub!).

-An Augmented Reality app or game that allows the use of Nintendo Characters in real life scenarios–Nintendo has already tested the AR waters with apps on the 3DS such as AR Games and Photos with Mario!

-Amiibo Catalog–I think it would just be common sense for Nintendo to create an app for users to keep track of their amiibo collection.  Although their website has an extensive database, it would be effective to link Amiibo purchases to your account, and be able to link it to all devices.  This catalog can also be used to gauge interest in previously released figures, so Nintendo can do some guesswork as to how many people are interested in a figure that’s no longer available, perhaps even to manage their restocks.  Even beyond smart devices, this could also simply software with “read-only” amiibo functionality–to a point.  I just couldn’t help but feel exhausted after re-scanning all of my amiibo in Mario Maker to get all of the costumes.

Whichever apps come out, I have no doubt that at least one or two of them will be nothing less than revolutionary!  Do you have your own theories as well?  Please let us know in the comments!

Miitomo

Briefly: I never thought I’d see the day.

Nintendo today announced a partnership with DeNa Co. that will bring Nintendo’s franchises to mobile platforms, and also potentially bring Nintendo’s online services into this decade.

According to the release, “both companies will develop and operate new game apps based on Nintendo’s IP, including its iconic game characters, for smart devices. The alliance is intended to complement Nintendo’s dedicated video game systems business and extend Nintendo’s reach into the vast market of smart device users worldwide. Under the alliance, DeNA will also be able to strengthen its gaming business at a global scale by leveraging Nintendo’s IP. To ensure the quality of game experience that consumers expect from this alliance of Nintendo and DeNA, only new original games optimized for smart device functionality will be created, rather than porting games created specifically for the Wii U home console or the Nintendo 3DS portable system.”

Insane. INSANE. And great to see that both companies will be focussing only on new experiences rather than porting over (and selling us) the same ol’ Nintendo titles that we’ve been buying for years and years. It’ll be very interesting to see just how different these games end up, since if, for instance, you’ve tried to play a platformer on your phone, it typically doesn’t go very well.

The release continues, and arguably gets even more interesting, stating that “Nintendo and DeNA also plan to develop an online membership service that is accessible from smart devices, PC and Nintendo systems, such as the Nintendo 3DS portable system and the Wii U home console. The membership service, which is targeted to launch in the fall of 2015, will be built on DeNA’s extensive experience and capabilities in online membership services.”

Could this be the much asked for and long awaited account services that we’ve been asking for for years? You know, the type that other consoles have had since the last generation? We can only hope! I can barely imagine being able to log into my Nintendo account and redownload titles purchases on another unit… which is really sad as it’s 2015.

What do you think of the announcement? Are you looking forward to playing Nintendo titles on your iPhone? Or will you be sticking with your 3DS? Sound out below!

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I spoke to Brian Burger two years ago when he started filming Jennifer Help Us. Now his film (shot entirely on an iPhone) is playing festivals and getting lots of great press. This is literally an hour of two strangers becoming best friends as we realize we love the same movies, music and both dreamed making a film version of Zombies Ate My Neighbors.

Check out the trailer for Jennifer Help Us

The song during the intro is Chorus1 (Demo) by Rosetta.

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Briefly: Monster Hunter is making the jump to iOS!

Capcom revealed its E3 lineup today, and among the games included is Monster Hunter Freedom Unite for iPhone, iPad, and iPod touch. Details on the port are still fairly scarce, but the trailer (watch it below) states that the game will include touch controls for optimized hunting (which actually look quite usable), automatic monster tracking, pop-up icons for easy gathering, optimized visuals, online co-op for up to four players, and more.

I jumped into Monster Hunter 3 Ultimate on the Wii U earlier this year, and while the game has a steep learning curve, it’s an absolute blast. The game is addicting as hell, and I can’t wait to play it on the go (for those times that I don’t have my 3DS on me).

Take a look at the trailer below, and let us know what you think! We’ll be sure to let you know as soon as we hear more!

Briefly: Hey hey hey, it’s time to save some craaaaazzy money.

That’s right, iOS and Android users: Crazy Taxi is currently FREE on the App Store and Google Play. I picked it up when it first released for a cool $4.99, and it remains one of my most played iPhone/iPad games to date. I had a ton of fun with the title back on my Sega Dreamcast (which I still own and play every once in a while), and it’s every bit as addictive on the iPhone and iPad (and the Android version should be just as good).

Plus, it has features this classic tune:

Brings you back, doesn’t it?

The game has gone free in order to promote Crazy Taxi: City Rush, which is a free to play mobile title that’s still somewhat mysterious, but is set to launch soon. Until that time comes, download the original here (iOS), and here (Android, the link is down at the moment, but check back shortly), and let us know your high score!

Apps are quickly becoming a huge staple of the gaming industry. With more and more apps breaking away from mobile devices and finding their way onto consoles, app developers have a lot of importance on the future of the gaming industry. Being intrigued by this, I decided to contact an app company for an interview to better understand how apps are made and how they will affect gaming in the future. I chose to get in touch with Metaversal Studios. Being a company that continuously creates popular, witty games for both iOS and Android, they seemed like a good choice. Matt Sughrue, VP of Product Development, was nice enough to give me his time to answer a few questions.

Geekscape: So, Matt, tell me about yourself.

Matt Sughrue: I started working in the game industry in 1992. Prior to that I worked in marketing and advertising in the computer business, but I’ve been a gamer since there were games to play and wanted very badly to make games. When I saw an ad in the Boston Globe for a game designer position at a small developer called Animation Magic, I went for it. I had zero qualifications other than good writing skills, boundless enthusiasm and rugged good looks. They hired me anyway, although it was as Marketing Director, not designer. I spent six months in that role before moving into design. Since we were so small (half a dozen developers in Boston), all of our roles overlapped and I was able to learn the ins and outs of game development by actually doing the work.

http://youtu.be/gcJPfb1GI3U

I loved being a designer and made a half dozen PC games, mostly for kids, during my first few years at the company. Animation Magic grew considerably during my time there, up to about a dozen people in Boston and 150 artists and animators at our studio in St. Petersburg, Russia. I had the opportunity to travel to Russia many times over the next 8 years and work with some extraordinarily talented people there.

As we grew, we had a need for someone to manage the client relationships and fill the producer role, so I shifted gears and became first a producer, then production director, then executive producer for the company. By the time we were purchased by Davidson & Associates (who had also purchased Sierra Online and Blizzard around the same time), our studio was developing multiple titles for multiple clients non-stop. It was kind of crazy, but I learned a lot about implementing best practices, juggling priorities and the importance of good planning.

After Animation Magic, I served as General Manager for Papyrus Design Group, the top PC racing simulation developer at the time, then went a social MMO startup that never got off the ground due to a lack of funding.

Over the next ten years I worked for developers and publishers running projects, teams and business units making games across just about every platform, from GBA to PS3.

I joined Metaversal Studios in 2010 as VP of Product Development, and have been here ever since.

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Geekscape: Impressive! Could you tell me about Metaversal Studios?

Matt Sughrue: Metaversal started as a group of Northeastern University graduates making Flash games for fun and for web clients. When Apple launched the iPod and iPhone, Metaversal started making games for those devices. The founder of the company sold Metaversal to a New York-based game distributor called Alliance in 2009, and Alliance hired me in 2010 to run the studio. When I came on board I discovered a lot of raw talent and potential but no discipline or structure. There was no one who could tell the new owners of the company when a game would be done or how it would generate any revenues.

I applied the best practices I had learned over the years to the studio and the development team jumped on board without hesitation. They quickly understood the value of good design documentation, source control, bug ticketing, peer review and clearly defined milestones, and we had our first successful app (a novelty app called Shave Me) in April of that year. Shave Me went to the top of the charts and continues to stay strong 3 years later, with well over 8 million downloads and many, many updates and enhancements. We’ve developed many other games since then for both iOS and Android devices, and along with our parent company have recently become PlayStation, Xbox and Nintendo developers and publishers.

http://youtu.be/kxvKeAQg0Zc

Geekscape: I downloaded Shave Me and it is honestly one of the most unique apps I’ve ever used. How did Metaversal come up with that idea?

Matt Sughrue: It was the winner in a “weirdest app idea” studio competition. Weird can work in the App Store!

Geekscape: I guess it can! So, what are you working on now?

Matt Sughrue: Can’t give you details on that since we haven’t announced it yet, but we’re building a new iOS and Android game, as well as working with other developers to publish their titles for iOS, PS4 and Xbox One.

Geekscape: I’ll keep a lookout for it! So how many people work at Metaversal and what are the different responsibilities that they have?

Matt Sughrue: We have seven people here in our Massachusetts office, and our parent company has offices in New York, Miami and San Francisco.

Here in our studio we have design, art, engineering, marketing and project management staff. We’re all gamers, and the chemistry between our devs is excellent. Most of the team are people whom I’ve worked with at other jobs in the past, so there is a level of trust and efficiency that lets us achieve a lot more than developers our size normally would be able to pull off.

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Geekscape: Will any of your current apps be available on consoles?

Matt Sughrue: Probably nothing that’s already in the market, but we are looking at consoles for everything we do going forward.

Geekscape: So what goes into creating an app?

Matt Sughrue: App development is very different from making console games in that you have a very short dev cycle (1-4 months, depending on the game) and a very small team. We start with a group brainstorm session to get some potential ideas down on the board, then pare the list down by asking things like “Does this have staying power and can it be the start of a line of games?” “Can we bring this to other platforms easily?” “Does this take advantage of the development pipeline we’ve created, or do we need to change our process to make it?” “Can it be done in X months?” And on and on until the strongest idea remains. Everyone is thick-skinned here, which is good because we are also all extremely blunt with each other about the viability of a game concept.

http://youtu.be/Agt1cbPCa50

Geekscape: Finally- what platforms do you make apps for?

Matt Sughrue: We make games for iOS, Android, PC/Mac, and now PlayStation, Xbox and Nintendo.

You can follow Metaversal Studios on twitter here! What’s your favourite Metaversal title? Sound out below!

http://youtu.be/GkkqUf7DgQ8

Briefly: I’m about to go get in line for possibly one of the most anticipated video games of all time (GTAV… duh), and I simply had to share this awesome new trailer for an anticipated mobile game before I left.

The beautiful-looking Infinity Blade III is just a few days away from release, and the fine folks over at GameTrailers have debuted an exclusive new trailer/interview for the title. It features interviews with the game’s developers at Chair, and shows off some cool new features that we didn’t see in the announcement trailer.

I’m beyond excited for Infinity Blade III… it might just make next week’s conference calls somewhat bearable. I’m still disappointed about the cancellation of Infinity Blade: Dungeons, but we’ll see if this one can begin to make up for it. Take a look at the trailer below, and let us know if you’re looking forward to the game!

 


Source: GameTrailers

Briefly: During today’s iPhone announcementInfinity Blade developer Chair took to the stage and revealed the next title in the mega-popular mobile franchise.

Unsurprisingly, it’s titled Infinity Blade III, and unsurprisingly, it looks absolutely gorgeous, especially running on that new Apple hardware. The game is set to hit the App Store on September 18th for a more-than-reasonable $6.99. Infinity Blade III will be compatible with the iPhone 5S, iPhone 5C, iPhone 5, iPhone 4S, iPhone 4, iPad 4, iPad 3, iPad 2, iPad mini, iPod touch 5, and iPod touch 4.

I can’t wait to pick the game up, even though I’m still a little bit angry about the cancellation of Infinity Blade: Dungeons earlier this year. Take a look at the trailer for Infinity Blade III, and let us know just how excited you are!

Briefly: It’s Christmas in September for Apple fans (though everyone peeked and saw their presents early due to the ever-flowing stream of leaks).

The revered tech company today announced their yearly smartphone, and it’s pretty much everything that we imagined it would be. The iPhone 5S is faster (like, a lot faster) than last year’s iPhone 5, boasting an impressive 64-bit (which really doesn’t mean a lot now, but will definitely come into play in the future) A7 chip, a much improved, gorgeous-looking camera system, a unique fingerprint-unlocking feature (that looks much better implemented than anything we’ve seen before), and much more. The unit also added a third colour option to the mix, with a fancy gold/white combination. It looks just as sleek and sexy as last year’s iPhone 5 (which is arguably still the best looking smartphone on the market), and will be available for pre-order on September 13th for a September 20th launch. Take a look at the iPhone 5S product video (in low-res for now) below.

http://youtu.be/wGCetsl-srk

Here’s a video detail the features of the new camera:

Instead of simply make last year’s model a cheaper option, Apple has instead put the insides into some funky, colorful new casing that should be a huge hit with the younger crowds. It’s called the iPhone 5C, and is available in a variety of different, plastic colors that are said to still feel excellent. Take a look at the 5C product video below.

http://youtu.be/gyarolYre3M

Now, let’s try to avoid a flame-war. Everyone has different preferences and opinions when it comes to mobile devices, tech companies, and game consoles, and you know what, that’s totally cool.

I’m a fan, and I can’t wait to get my hands on the iPhone 5S.

Briefly: It’s the 5th anniversary (wow, already?) of the iOS App Store, and to celebrate, some incredible, regularly premium apps have gone free for a limited time.

A bunch of great apps and games are up for grabs, and seeing as I’ve already purchased most of them, trust me when I say that they’re worth the download. Check out the full list of titles and links below, and let us know what you pick up!

Games
Infinity Blade II (Universal)
Superbrothers: Sword & Sworcery EP (Universal)
Tiny Wings and Tiny Wings HD
Badland (Universal)
Where’s My Water? (Universal)

Apps
– Traktor DJ for iPhone, iPad
How to Cook Everything
Day One
Barefoot World Atlas
Over

Again, these are all premium titles that have never been free before, so get ’em while they’re hot, as there’s no sign of how long these deals will last. See anything not listed? Let me know, and I’ll be sure to update the list!

Source: The Verge

Well, this is unexpected.

We’re just a few weeks away from the release of NetherRealm Studios latest console brawler, Injustice: Gods Among Us. Yesterday, a playable demo for the game was released, showcasing just a few of the action-packed battles you’ll be able to partake in once the full featured edition hits shelves. Today, the studio released a mobile version.

Injustice: Gods Among Us hit the iOS app store earlier this evening for the wonderful price of $0.00. I had the opportunity to play a few matches, and just like NetherRealm’s last iOS title (Batman: Arkham City Lockdown), Injustice looks great, plays smoothly, and maintains simple, understandable, nigh-perfect controls. The mechanics of the game are also a little different from its console sibling, the mobile edition mixing the classic fighter with a neat card-battling system.

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Sure, it’s not the console version, and that’s one of the best things about it. With a few exceptions, direct console ports simply don’t work well on touchscreen devices. NetherRealm knows that, and both of their iOS titles have been excellent, both as standalone and companion games.

Did I mention that it’s free, AND that you can unlock items for the console version? Download Injustice: Gods Among Us on the App Store, and let us know what you think! Not quite sold? Check out an overview of the title, courtesy of IGN!

If you like your mobile games simple, addicting, and stylish, then Jason Pickering and Forest Moon Games have a very fresh (yet retro looking) treat for you.

 

Relic Rush has joined the multitude of auto-runner titles available on the iPhone today; it does however bring a new look and feel to the genre, giving it a distinct advantage over its current competitors. Check out the launch trailer for Relic Rush below and see what I mean!

 

 

That’s right, Relic Rush is filled to the brim with delightful pixel art and catchy chiptunes. It’s really incredible just how gorgeous and colourful this game manages to be, all while maintaining an extremely retro style. The vibrant and quirky soundtrack adds to the old school feeling, regardless of the fact that it’s something your Atari 2600 would never have been able to pull off. Relic Rush is one of the first titles featuring pixel art that I’ve ever had the pleasure to experience, and I now know just how effective it can be.

 

Gameplay could not be simpler. Relic Rush is an auto-runner, meaning that without any input from the player, the character will constantly head for his/her goal. Without your help however, they don’t stand a chance of getting there. There’s just one control for you to master in Relic Rush; if you’re finger is on the screen, the character will stop, as soon as you let go, they’ll start to run again. Simple, right? Sure, but it’s not as easy as you might think.

 

It looks easy, but even this level took me quite a few attempts.
It looks easy, but even this level took me quite a few attempts.

Timing is key. The path to your goal (an idol crafted from gold, silver, or bronze depending on how quickly you can get there) will not be an easy one. Murderous creatures, seemingly endless gaps, frictionless ice, and more all stand between you and the sweet, sweet taste of victory.

 

Relic Rush features 160 unique levels, and with timing being so important, you’ll be seeing some of them a lot. Each unique stage is well crafted, and while certain levels can be frustrating, once you finally complete them you’ll feel perplexed that you ever had trouble.

 

Four different environments await you, all with different obstacles.
Four different environments await you, all with different obstacles.

Relic Rush is a universal app; purchasing just once nets you an optimized version for iPods, iPhones, and iPads alike. The main feature I hope a future version of the game includes is iCloud syncing; I can play Relic Rush on both my iPad and iPhone, but any progress that I make on one device is independent of the other. iCloud syncing would allow me to start the game on any iDevice, and continue my game on any other.

 

I had an absolute blast with Relic Rush; the fantastic retro style coupled with the insanely addictive, absurdly simple gameplay means that I’ll be going back to this one for some time. Mobile gamers, you’re in for a treat with Relic Rush.

 

Relic Rush scores a cool 4.5/5. It’s currently available on the iOS App Store for just $.99. The soundtrack is also available for download on BandCamp.

As far as touchscreen friendly mobile games go, the Infinity Blade series is one of the best. The gorgeous graphics coupled with the smooth controls and simple, addicting gameplay means that once you’re in, you’re almost stuck playing until your battery runs dry.

At the third generation iPad unveiling in March 2012, Epic revealed Infinity Blade: Dungeons. This new title took the tried and true gameplay and style of the previous two games, and turned it on its head. Rather than being on rails, you would have the ability to roam wherever you wanted, and rather than adventuring alone, you could bring up to three friends with you.

http://youtu.be/4Rp-TTtpU0I

Looks awesome, right? Well, it appears as though it was too good to be true. During the development of the game, a group of Epic employees formed Impossible Studios; the team largely consisted of ex-employees of Big Huge Games (which closed in May 2012). Just six months after the studio became official, Epic has closed its doors and put its game on hold.

Here is the statement from Epic founder Tim Sweeny:

 We’re closing Impossible Studios.
When former members of Big Huge Games approached Epic last year, we saw the opportunity to help a great group of people while putting them to work on a project that needed a team. It was a bold initiative and the Impossible folks made a gallant effort, but ultimately it wasn’t working out for Epic.

In addition to providing Impossible Studios employees with 3 months of severance pay, we’ll be giving the team the opportunity to form a new company with the Impossible Studios name and the awesome Impossibear logo.

This means that Infinity Blade: Dungeons is now on hold as we figure out the future of the project.

-Tim Sweeney, Founder, Epic Games
It’s a sad day, both for Impossible Studios employees, and Infinity Blade fans. We wish them all the best in their future endeavours.

Are you an Infinity Blade  player? How much were you looking forward to the game?

 

 

By now, each and every one of you will have played Telltale’s incredible rendition of The Walking Dead. Here at Geekscape, we’ve been swooning over the title since the release of its first chapter all the way back in April. How could you have ignored us for that long?

Oh, you haven’t played it? Really? Even after it won Game of the Year at the VGA‘s and received universal praise from every single person who touched it? Okay then…

If you own an iPhone, iPad, iPad mini, or iPod touch, you now have no excuse. The kind souls over at Telltale Games has put the first episode of the game on sale, for nothing. Zilch. Zero. Like it’s free. This won’t last forever though, so get on it. IT’S FREE!

I already thought the game was too cheap. The $20 I paid for it has given me more breathtaking moments than any full priced title in a very, very long time.

Of course, after you finish this first episode, you simply won’t be able to stop!

Download the app here! The rest of the episodes can be unlocked from within the game. Telltale has also put the rest of there iOS lineup on sale for next to nothing, so if you like adventure, take a look!

As always, let us know what you think!

All the way back in September, Marvel and Wideload Games released a funky little game for mobile devices (well, iOS and Android anyways) called Avengers Initiative. We reviewed the title just a day after it released, and while it definitely had (and continues to have) room for improvements, it was a decent title at the right price.

Upon release, Wideload stated that subsequent DLC packs would be released for the game, furthering the plot while adding Avengers and other goodies. Today the first pack is available, all for the low, low price of free (as long as you’ve already purchased the game of course).

Captain America is now a playable character, but he isn’t the only thing that’s new. The change log points out plenty of other additions too:

– Optimized for iPad mini and iPad Retina display
– Added support for iPhone 5 resolution
– Captain America now fully playable, improve your skills with Captain America’s agile takedowns and tactical shield attacks
– Fight aboard the Hydracarrier against Taskmaster and the forces of Hydra.
– Go up against Hydra War Drones, Skrull, Hydra Brutes, and Taskmaster himself.
– Added new Hulk costumes, including Mr. Fixit
– Added new Captain America costumes, including WWII Super Soldier
– Added Russian language support
– Unlock new Marvel XP audio logs including Mockingbird’s undercover mission and new Captain America Awards
– Fixed Verizon iPhone 4 framerate bug
– General bug fixes

Sadly, the one feature that I really wanted is still strangely absent: iCloud Support. $6.99 puts the game on both my iPad and iPhone, but SAVES DON’T TRANSFER!

In any case, the update is free for existing players. If you’re interested in the game, you can try the lite version for free, and then get the paid version if you deem it worthy!

Played the Captain America update? What do you think?

It appears that Mojang is taking an interesting step towards the mobile market. Instead of getting vanilla Minecraft working on iOS, they’ve decided to bring Minecraft to the real world. Check out the trailer for “Minecraft Reality” below.

So let me break it down for you. This app lets you take objects and models from the game, ones you’ve or others have created, and put them into the real world. With some pretty clever Augmented Reality and GPS tagging you can place the object with your iPhone and others with the App can run into your creation in the real world!

So check out the iTunes appstore and buy it yourself HERE.

Check out the developers (13th Lab) page HERE.

So for two bucks I think it a pretty interesting and fun concept. I just wonder how long until giant penises plague downtown L.A.

Whether you live in LA, or are just a fan of video games, you’ve likely heard the term Carmageddon. The former of course (I hear), is a crappy closure on a huge highway that TONS of people take daily. The latter was a well received (and highly controversial) racing game from 1997.  Here we’re talking about the one that sounds more fun.

You may have also heard news this past year that Carmageddon developer Stainless Games had plans to reboot the series. A successful Kickstarter was launched back in May, and the company will now be bringing a new vision of the series to modern machines. One of the cool bonuses for the crowd-funding going so well: an iOS port of the original title.

The game launched in the App Store (iTunes link to the game) just a couple of hours ago, and as a thank you to everyone who helped out, the game will be FREE for its first 24 hours of availability.

I never had an opportunity to play the game when it originally released (I was 7 and Mario Kart 64 was the only racing game I cared about), but from what I’ve read, the game is a rather faithful port of the 1997 title. Stainless Games did a fantastic job a supporting all of what iOS has to offer too: the game features full support for the newly released iPhone 5, will sync saves automatically via iCloud (THANK YOU), and more!

If you were a fan of the game, or are just looking for a neat piece of nostalgia (or want to see what all the bloody controversy that caused the game to be banned from many countries) was about! The price is right, and the port is excellent (though again, the game is from 1997, so feels rather clunky today).

I received an interesting email in my inbox this morning: the subject was simply “Get Hairy Balls Now!” I thought it was simply Jonathan being Jonathan, but not this time.

Turns out there’s a new game available on the iOS App Store, aptly titled Hairy Balls. 

The game comes from Australian developer Redtribe, and after putting a couple hours into it, I’m actually having a lot of fun. Thankfully, the game has nothing to do with testicles. Instead, the “Hairy Balls” are simply hairy, spherical creatures. These hairy balls are hungry, and it’s up to you to get them to the appropriate food source! Check out the trailer and gameplay video below to get a better idea of the game:

 The developer is obviously playing around with the title a lot, as I found myself immaturely laughing more than once during that trailer. 

Basically, you need to get each ball onto the appropriately colored mushroom in a set amount of turns for each stage. It sounds simple, but the difficulty ramps up rather quickly. You can of course play each stage as many times as you need to solve it, and you also have hints available to you, which is where the developers introduced a really genius element.

You see, Hairy Balls is a free download. If you’re extremely logical (or persistent), you’ll be able to play through all 66 stages without paying a penny. If you need to use hints to progress, that’s where Hairy Balls will cost you. You start the game with a few free hints to get you going, and after that you’ll be buying hint packs through in-app purchases. Genius, and extremely fair in my opinion.

Redtribe states that the game is addicting, and I would definitely have to agree with them. I downloaded the title this morning to give it a quick try before work, but found myself returning many times throughout the day, eager to get through another stage or two. I managed my way through nearly 20 before I needed to use my hints.

The game looks and sounds great on both the iPhone and iPad. The game is bright and colorful, with high resolution, detailed sprites and a catchy upbeat soundtrack. I must commend Redtribe for including iCloud support in the game as well: progress is synced quickly and automatically between my iPhone and iPad, so I can play on whatever device I choose.

The only technical complaint I have with Hairy Balls is that the game doesn’t support the larger screen of the iPhone 5 or 5th Generation iPod Touch, an issue that I’m sure Redtribe will quickly resolve. It would simply work better and give you a closer view of the action if the game were to take up the whole screen.

Hairy Balls is a title that I can see people coming back to again and again. Whether you’ve only got a few minutes or an hour, you’re going to have enough time to make some progress. The cute visuals and upbeat audio also make the game a great learning tool for kids – the game gets hard, but could teach youngsters logical and critical thinking like few others can.

I have no problem recommending that you give Hairy Balls a download. It’s free and it’s fun, even with the awkward title. Just make sure that if someone asks what you’re doing, you tell them you’re playing Hairy Balls.

Hairy Balls scores a fuzzy 3.5/5. It’s not the best puzzle game available right now, but the price is right, and it’s nearly as addicting as they claim!

You can download Hairy Balls here!

I’m a huge fan of mobile games. More often than not I find myself away from home with nothing but my mobile phone.

Five years ago, that was a bad situation unless you were lucky enough to have a portable console with you. Oh how things change: I can now have dozens of AAA titles in my pocket, on a device that I always have with me anyways.

Hulk

Today Marvel gave us a look at Avengers Initiative. It’s a pretty smooth looking new title that takes Telltale’s approach to gaming – the game will be episodic. You purchase the title for $6.99, and later episodes will be delivered to you free of charge.

Tomorrow, us iOS and Android owners will step into the Hulk’s shoes. From the trailer (posted below) it appears as though a lot of villains are causing a lot of havoc. Nick Fury has made it your responsibility to stop them.

At first glance, Avengers Initiative looks remarkably similar to Epic Games’ Infinity Blade. While I’m a sucker for originality, I’m also a huge fan of that title. It’s perfectly suited for a touch screen, and rather than have to use a virtual joystick and fake buttons, you swipe and tap around, which leads to a much better and more natural experience. If Avengers Initiative can offer the same quality story and addicting gameplay that the Infinity Blade series does, Epic Games’ will have some serious competition on their hands.

The graphics look great, the sound seems solid, and the gameplay is tried and true. Check out Avengers Initiative on your mobile devices tomorrow, and look for our review in the upcoming days.

 

I sit down with actor, writer, social media philosopher John Cabrera to talk about his new web series H+, from producer Bryan Singer. What is H+? What is post-humanism? Is it already happening? Are we becoming too dependent on our social media and digital tools? What is the cost of progress? Will Bryan Singer ever give John an X-Mans? These are just some of the many topics explored with my new friend on this episode of Geekscape!

Subscribe to the show on iTunes!

For over a year, Mega Man fans have been demanding something… anything that has to do with the blue bomber, but their cries to Capcom have seemingly fallen on deaf ears. Well, unless you count the bad box art Mega Man being added to Street Fighter X Tekken, but most see that as more mocking the internet outcry rather than embracing it.

But fret not Mega fans, your angry emails, blogs and forum posts have finally been addressed, kind of.

Rockman Xover, or cross over since in Japan “X” equals “+”, will be a social RPG headed to iOS devices. Featuring characters from the various Mega Man series’ throughout the years including Star Force, Zero, Battle Network and X amongst others, players will build their own robot and gather abilities on their favorite iDevice.

While this is better than no Mega Man, it’s still funny that they’re giving us something no one asked for as opposed to what over 100,00 people have been begging for, but I guess mysterious grudges are more important than fanbases and money.

Mega Man Xover will hit Japan in the fall with a North American release following suit sometime in 201x. You know, unless it gets cancelled.

SOURCE: 4gamer (via Mega Man Network)

Sorry to all about missing last week. I had a family emergency that prevented me doing any kind of writing all weekend. With the recommendations this week, I wish I had some of these when I had no access to any gaming devices but my iPhone.

Spy Vs. Spy – iPhone, iPod Touch, iPad

Ahh, the good old days of playing Spy Vs. Spy on my Commodore 64. I had more fun trying to find all the different ways to set traps for my opponent than I did looking for the items I needed to escape. Thankfully, Robots and Pencils put a “retro” mode in the iOS version so people old as I can relive those fun times in front of their C64’s. There is also a slew of new features and modes as well as multiplayer so you can grief your Game Center friends. Get the mobile reboot of Spy Vs. Spy on iTunes for $1.99 here

 

Party Wave – iPhone, iPod Touch, iPad

While it’s no Kelly Slater’s Pro Surfer, the latest game from Mistwalker can hold its own with the rest of the surfing games. A little off the beaten path for the creator of the beloved Final Fantasy series, Hironobu Sakaguchi’s love for surfing translates into a fun, arcade-like experience on the go. Put on some sunscreen, wax your board and head on over to the iTunes store to pick up Party Wave for $1.99

 

I Wanna Be The Guy: Gaiden – PC

The only explanation you need for this game is this video (Skip to the 8:30 mark):

 

If you feel like you are man enough for this game, then point your browser to GameJolt.com and download I Wanna Be The Guy: Gaiden for free.

 

Can’t get enough of The Walking Dead? Telltale Games and Skybound Entertainment are now releasing all five episodes of the critically acclaimed and award-winning game to iOS! However it will only be compatible with iPad 2 and up, and iPhone 4 and up. Earlier devices? Out of luck!

The Walking Dead is a five-part episodic game series set in the same universe as Robert Kirkman’s award-winning comic books featuring Deputy Sheriff Rick Grimes.  Episode one, and the following four episodes deliver an experience tailored by the decisions that each player makes, leading to multiple paths through the story. Players take on the role of Lee Everett, a man convicted of murder, now given newfound freedom and a chance at redemption in a world devastated by the undead.  Intense life or death situations will force the player to explore the darker sides of human nature, and they will meet familiar characters and visit locations from the world created by Robert Kirkman, foreshadowing the story of Deputy Sheriff Rick Grimes in The Walking Dead comics.

‘Episode 1: A New Day’ is available now on the app store for $4.99; Episodes 2-5 will be released periodically and available via in-app purchase. Pre-order the remaining episodes in  The Walking Dead game series by purchasing the Multi-Pack [Episode 2-5 Bundle] for $14.99 via in-app purchase and save 25%!

Game Features:

•Based on Robert Kirkman’s award-winning comic book series: The Walking Dead allows gamers to experience the true horror of the zombie apocalypse, with artwork inspired by the original comic books. Live out events, meet people and visit locations from The Walking Dead lore.

•A tailored game experience: Live with the profound and lasting consequences of the decisions you make in each episode. Your actions and choices will affect how your story plays out across the entire series.

•Act fast: You’ll be forced to make decisions that are not only difficult, but require you to make an almost immediate choice. There’s no time to ponder when the undead are pounding down the door.

•Adventure horror spanning across five episodes: Gameplay involves meaningful decision-making, exploration, problem-solving and a constant fight for survival in a world overrun by the undead.

Source: Apple

A new image from the Spy vs Spy game Robot & Pencils is working on arrived in my inbox today.

It seems like there is some sort of code at the bottom of the image and since I don’t drink Ovaltine, I never got my secret decoder ring. Maybe someone in the Geekscape community can figure out the coded message?

UPDATE: Looks like Geekscape community member Shu solved the riddle. It reads:

WHITE AND BLACK SPIES RESURFACE -(STOP)- IPAD -(STOP)- IPHONE -(STOP)- IPOD TOUCH -(STOP)- ONLINE TWO PLAYERS -(STOP)- THIS SUMMER -(STOP)- THIS MESSAGE WILL SELF DESTRUCT IN FIVE SECONDS -(STOP)

Thanks Shu!

Video game legend, Hironobu Sakaguchi is announcing his next game to be released from his Mistwalker studios. PARTY WAVE, on iOS devices!

The game features two modes. A “paddling” mode and a “Party Wave” mode. The first one puts players in a top down view where they control their surfer past obstacles in order to get to the perfect spot to catch the wave.

Anyone who remembers T&C Surf Design on the NES should automatically be stoked, especially with the Party Wave portion of gameplay.

Party Wave is slated to be released on the Apple App Store sometime Mid July

Deadline has some excellent coverage of CinemaCon, which is currently taking place in Las Vegas (April 23-26). One of today’s panels titled “An Industry Think Tank: Meeting the Expectations of Today’s Savvy Moviegoer” had a subject that particularly struck a chord in me. That subject being texting and cellphone use in a movie theater, it would appear that some theater chains have actually begun discussing and might even begin to be more lenient on people who use cellphones during a movie.

Regal Entertainment CEO Amy Miles says that her chain currently discourages cell phone use “but if we had a movie that appealed to a younger demographic, we could test some of these concepts.” For example, she says that the chain talked about being more flexible about cell phone use at some screens that showed 21 Jump Street. “You’re trying to figure out if there’s something you can offer in the theater that I would not find appealing but my 18 year old son” might. 

Someone needs to slap Amy Miles upside her head for making such a dumb-ass statement.  I don’t give a shit what demographic a movie has, allowing texting in a movie is just a stupid idea. Too many people today, kids/teens in particular, feel a sense of entitlement towards life and I think that letting some stupid tween text in a movie theater will only add to that sense of entitlement. Listen, junior, just because you entered the science project with your solar system diorama (which still has Pluto listed as a planet) doesn’t mean you should get a ribbon for it. If you’re on a baseball team and finish in last should you really get a damn trophy?! Oh hells no! Alas, I digress…

Tim League, CEO of Alamo Drafthouse knows what I’m talking about though (sorta). He had this to say regarding the subject: 

“Over my dead body will I introduce texting into the movie theater,” he says. “I love the idea of playing around with a new concept. But that is the scourge of our industry….It’s our job to understand that this is a sacred space and we have to teach manners.” He says it should be “magical” to come to the cinema. But Miles shot back that “one person’s opinion of magical isn’t the other’s.”

He’s totally right, seeing a movie in a theater is a magical thing. When I see a movie in theaters I become immersed in that movie, regardless of what the movie is, and nothing breaks that moment like some douche bag in the next row texting on his brightly lit smartphone texting away. It’s bad enough paying $11-16 and hearing people feel the need to talk during a movie but then you add texting into the mix and I “hulk out” and want to smash. For myself and throngs of others the movie-going experience is like going to a place of worship. The movie theater is my temple, the Cinerama Dome is my Sistine Chapel. Would you text in your god’s house, no, I didn’t think so. So please…please…please don’t text in my god’s house, okay?

The movies are the last place that contain that sense of wonder and magic that make many of us feel like kids again, well in my case I will forever be one of Peter Pan’s lost boys, but with the advent of new technology that magic is in danger of fading away fast. I go to the movies to escape reality and be taken to another world, one where super-heroes exist, wars are wagged in a galaxy far far away, and hope forever springs eternal. Let’s leave our phones on silent and put them away for a few hours and get lost in the wonder of the cinema together. Our tweets and Facebook posts can wait until we get out….unless of course the Apocalypse happens during the movie, in which case I’d like a refund.


Hulk no like texting during movie