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Entries in Apple (6)

Monday
Feb282011

The Great iOS Game Search: Tiny Wings

I am simply convinced that Apple’s iOS platform has a lot of potential for great gaming experiences. The powerful hardware, responsive touchscreens, and gorgeous displays of the iPhone, iPad, and iPod Touch are brimming with possibility. Unfortunately, the App Store is filled with shovelware and games that don’t do the OS justice. As such, I have decided to go on a search to find those digital diamonds in the rough that are not only great games, but are designed for the platform as well. 

Tiny Wings

Developer: Andreas Illiger

Current Price: $0.99

Platforms: iPhone/iPod Touch

I firmly believe that there is a place for games on iOS that attempt to challenge dedicated handhelds like the PSP and DS in terms of depth and quality. Why not aim for such lofty goals, after all?

Even I must admit, however, that the games that most often feel “right” for the platform, those that capture my attention and bring a smile to my face and leave me thinking to myself “Yes, this is what mobile gaming is all about” are those games that embrace the simplicity of the device. They find ways to build mechanics around minimalism while including enough depth to retain challenge and ensure practice is needed to master the game.

These games often require only one input, touching, tapping, or holding the screen at a certain time, but can have an addictive quality than can rival their more complex console brethren. They come in bite sizes with prices to match, costing as little as a dollar and are perfectly suited to gaming on a mobile device, able to give you a satisfying experience in just minutes.

They may be small, they may be disposable, but the best of the iOS crop is densely packed with creativity. It’s simply delightful to see how much experimentation is being done with graphics and gameplay in this sector and how much success it is bringing some developers. I’ve felt on more than one occasion that more creative thought has been put into a game I bought for $0.99 and thought would be a throwaway experience than a game I bought for $60 in a retail store.

Tiny Wings is one of these delightful little surprises. I bought it on a whim, having never heard of it before, after a writer I follow on Twitter recommended it. I didn’t even know what to expect, but for $0.99 I took the gamble and bought it sight unseen. When was the last time you did that with a console game?

Click to read more ...

Tuesday
Feb082011

Daily Contemplation: Dragon Age II on Macs on day one

The Mac version of Dragon Age II will be available right along with the PC version on the game's release date, March 8. Not only that, but it will come on a hybrid disc that includes both the PC and Mac versions.

This probably isn't news, but it's the first I've heard of it. I do wish more developers would do this. Blizzard in particular has long been good about supporting the forlorn Mac gamer, but few other studios have been. I realize those that play games on OS X are a small percentage of a PC game market that's not terrifically healthy to begin with these days, but Apple fans are a loyal bunch and certainly appreciate when they're thrown a juicy bone like this.

Plus, as Macs run on Intel processors these days, it's easier than ever to create a Mac version of a game. I'm sure it's still no cakewalk, but the OS X gaming situation is certainly better than it used to be. Apple is putting passable graphics cards in even lower end machines and, with the advent of Steam for Mac and other digital download services, it's easier than ever for Mac gamers to purchase games for their OS of choice.

Strangely, there's no sign of a Steam version of Dragon Age II for the Mac yet. This is especially disappointing as, in today's increasingly multiplatform, digital world, it's a pain to be forced to purchase separate versions of the same game just to use it on all of your capable devices. Steam's terrific service allows you to purchase a game and not only easily install it on any computer you own, but also gain access to either the PC or Mac versions of anything you buy. It's one of the most consumer-friendly places to purchase games, and it's sad that Dragon Age II won't be taking advantage of that on the Mac side, at least at first.

In any case, good on Bioware for throwing Mac users a bone. Hopefully they'll respond in kind and actually purchase the game so this kind of thing will continue to become more prevalent. 

Tuesday
May042010

Street Fighter IV iPhone Review

Street Fighter on the iPhone is something that by all rights should not even exist, much less in any form that actually resembles what a normal human being would consider a playable game. It should be a cheap cash in. It should be an abomination. It should have no redeeming value whatsoever.

I mean, come on. It's Street Fighter! On the iPhone! We are talking about a fighting game that represents the ultimate in precision controls, precise timing, and skillful input. Slapping a game like that onto a portable device with no physical buttons should be nothing short of blasphemous.

But yet, here we are. Street Fighter has been released for Apple's touchscreen device, and it doesn't suck. Color me surprised.

Click to read more ...

Monday
Dec072009

A Windows Realization

Recently, as part of an effort to kick-start my PC gaming after a nice, long lull, I decided it was time to finally reinstall Windows on the iMac that serves as my meager but serviceable gaming computer.

Faced with the prospect of reinstalling and dealing with Windows XP again, I almost ended the project before it started.

Thankfully, I pressed onward.

Click to read more ...

Sunday
Jul192009

iPhone Game Review: Eliss

If you have approximately an infinite amount of patience, Eliss will be one of the most original, unique, and addicting games you can add to your iPhone game library.

If you have anything less than an infinite amount of patience, Eliss will be the most sadistically frustrating game that you ever really, really wanted to like.


Sadly, I fall into the latter camp.

Still, with that said, I would recommend giving the game a try (especially as it seems to be on sale for $0.99 for a short time as of this writing - making this, frustrations aside, an absolute steal). I will now attempt to explain these contradicting emotions of mine.

The actual gameplay in Eliss is remarkably hard to describe. Nothing short of playing it for yourself will really tell you what’s going on (and there is, thankfully, a Lite version so you can try it before you purchase). Stated simply, however, the game is set in a stylized universe where you guide differently colored planets around the screen with your finger. Touching similarly colored planets to one another combines them into a bigger planet, while touching differently colored planets makes you lose health (quickly).

The goal is to match these planets to similarly sized receptacles, called squeesars, in order to form supernovas which make the planets disappear. You must form a certain number of supernovas in order to finish each level. Combining planets to form bigger ones and splitting them apart with a pinching motion is key to matching planet size with that of the squeesars.


The challenge, and I must again stress that there is a lot of it, comes from juggling supernova creation with elements like adding more colors of planets, a faster rate of new planets appearing on the screen, vortexes that pull planets toward them forcing you to hold your planets in place lest you lose them, and black holes that erode your health when planets collide with them.

Upon clicking Eliss’s icon on your iPhone and watching the game start up, you can often hear the game sigh with contempt at having to actually interface with the user. You get the distinct feeling it would rather be hanging on the wall in an art gallery with a pretentious tour guide explaining to eager visitors what statement it makes about humanity.

Eliss makes absolutely no attempt at user friendliness in any aspect of its design. The “how-to” section is almost comically cryptic and useless. There is no sort of tutorial whatsoever, and nothing short of trial and error will introduce you to the game’s concepts. Once you get acclimated, the difficulty curve will kick you to the curb within an alarmingly short number of levels unless you have a truly respectable amount of patience.


As I understand it, an update released before I purchased the game gave it a gentler difficulty curve than it had originally. I don’t even want to fathom what that must have been like.

All that said, if you go into the experience with an open mind and a willingness to put up with the game’s shortcomings and maddening difficulty, you will experience a game unlike anything else you’ve ever played and one that is only possible on the iPhone platform, making it a terrific showcase for what Apple’s device is truly capable of bringing to the gaming scene.

If you can put up with it, that is.


The most striking thing about the game initially is its visuals. They are highly stylized and minimalist, unlike anything else on the App Store (or elsewhere, for that matter). The planets and vortexes and black holes aren’t exactly what you’d call visually stunning, but they’re both pleasing and creative. Coupled with a great, soothing soundtrack (that makes for a suitably ironic backdrop to the absolutely frantic, challenging gameplay) and the presentation is decidedly one of the game’s strengths.

Once you’ve actually managed to figure out what’s going on, however, the thing that will keep you coming back despite the frustration is the multi-touch gameplay. Only eight or so levels in and you’ll be placing your iPhone on a flat stable surface and controlling the game using at least four fingers at once if you want to stand any hope of surviving. You’ll be flicking the planets all over, holding them in place, and trying to keep track of a whole lot at once and it really is absolutely frantic and fun. At least, until you’ve lost for the hundredth time.

It is, yet again, a frighteningly challenging experience, but one that just might keep you coming back because of how truly original it is. Eliss could literally not exist on any other gaming platform to date because of these multi-touch controls, not to mention that its niche nature means commercial failure on any more “mainstream” platform would be all but guaranteed.


The 25 levels included with the game may seem like a low number, but length probably won’t be an issue here as the sheer challenge will keep you occupied for many an hour unless you’re truly skilled. For reference, I got stuck, and hard, on the eighth level after only twenty or thirty minutes of play.

I desperately wish that Eliss were easier because I would love to add it to my list of must have games for iPhone gamers. Its pure originality almost gets it there even now. As it stands though, I simply can’t recommend Eliss to a general audience because the difficulty curve is far too much of a barrier for most.

For the hardcore set, for those that love a challenge, or for those that are simply willing to shell out what is still a relatively small fee (only $3.99 even after it goes back up to its regular price - still a steal) to experience one of the best showpieces of a truly iPhone-exclusive experience, Eliss might still be worth a look.


Despite my harsh criticism of the difficulty, however, I do want to stress that I did keep coming back to the game. The game has a draw, an addictive quality, due to its unique nature that might just hook you even if you’re normally not the challenge-seeking type. So download the Lite version and if it intrigues you at all and you’ve got a few dollars to spare, give it a shot. Even if it’s too hard for you, you’ve at least gotten a taste of the qualities only an iPhone can bring to gaming and you’ve supported a truly unique title while you’re at it.