AG Drive (3.99) is a game that demands your attention and focus, a hardcore racer for the hardcore racing fan. Boosts, upgrades, twisting tracks, sharp turns, and stunning visuals will overwhelm your cerebral cortext if you're not ready. As fun as MMX Racing is, AG Drive is the more robust game and spectacular, hands down.
Steeped in the legacy of F-Zero and WipeOut, AG Drive reminds me most of Extreme-G on the N64, due primarily nostalgia and not design choices. Extreme-G is the first and only racing game I've 'beat' - unlocked the all the cars, came in first in ever race, and so on. Sure, it was due to a handy cheat-code and strategy guide and assistance of my friend Brendan, but such is memory.
Like Extreme G on the N64, AG Drive delivers a blistering sense of speed in a futuristic world that exists primarily as an excuse to create elaborate race tracks that violate the laws of physics gleefully. Twists, turns, jumps, boosts, and loops are all present and accounted for.
Those jumps, boosts, and loops come at your eyeballs via a silky-smooth 60 frames per second, with millions of polygons rendered per frame, per second, if the press release is to be believed. Even if you don't, there is no denying the game is a visual marvel, and 100% solid in terms of visual and graphical oomph. If Bungie wanted to buy up this game and release it as a mobile 'Destiny'-branded racer, the only thing you'd need to change is the name - the game is that polished visually.
Handling is a slightly different story. There are options for touch controls and tilt controls. Tilt controls work great, but take quite a bit of time to get comfortable with - but considering AG Drive is a hardcore racer in every sense of the word, getting a handle on the handling (and upgrading your vehicle to have better handling) is part of the challenge. It's not that the controls are bad, it's that you'll feel bad at them for quite some time.
The touch controls are flat-out bad, with the buttons being too small on a typical iPhone screen, resulting in missing turns or under steering or over steering and missing an important boost jump. If you're playing on your phone and don't mind taking a bit of time to learn the tilt controls - you're in for a great time. However, if you're on an iPad and don't want to flail it around like a toy airplane, you'll find the virtual button control scheme occasionally frustrating due to a lack of finesse.
When you toss in upgrades, multiple tracks, time trials, leaderboards, and other bells and whistles, there's no way AG Drive isn't a must-play for hardcore race fans eager for a speed-fix on iOS. It's an evolution and an eye opener for what the platform is capable of if a studio is willing to devote time, resources, and passion to creating a premium product - heck, Zorg Entertainment's founder sold his collection of 1980s Transformers to fund this thing.
While AG Drive isn't more than meets the eye and won't change your mind if you're not already a racing fan, what *does* meet the eye is spectacular, bright, exciting, challenging, and everything a fan of F-Zero or Wipeout HD would hope it to be - nothing more, nothing less.
iOSGameGuy
Great iOS Games from the iOS Game Guy.
Thursday, February 19, 2015
Wednesday, February 18, 2015
BEST IOS GAMESG: Dead Ahead Of The Game.
If you combined the animation of Invader Zim, The gameplay of the NES Classic Excite Bike, a bit of Akira and Terminator 2: Judgement Day, and some classic side-scrolling beat em’ up tropes, you would have the core of Dead Ahead.
Following a fairly haunting cut-scene that plays on start-up, you’re presented with a motorcycle, a weapon, and an endless stretch of road. But Easy Rider this ain’t. That endless road is filled with debris, broken down cars, trucks, buses, potholes, the occasional jump, and, oh yeah, hundreds of sortadorable zombies eager to nom-nom on your face parts.
And I mean sortadorable. Dead Ahead’s anime-influenced art style is an absolute treat, packed chock-full of numerous little details give the game a pungent personality. From the way your character’s shirt flaps in the wind, to the hilarious way in which the hordes of undead will waddle-run after you, flailing their arms in front of them like a toddler eagerly reaching for a bottle, to how each of the different kinds of zombies: Cops, nurses, bikers, construction workers, etc have different little animated nuances, it’s easy to get distracted admiring the game’s ability to mix the endearing and the disgusting with ease.
Which can be problematic since the actual game part of Dead Ahead is excellent in it’s own right. It’s a capital V, capital G, Video Game that would have been right at home in a 1990’s arcade cabinet, perfectly content to nom-nom-nom on quarter after quarter like the zombies on screen. The mechanics are tight, with your main controls being the ability to move vertically on a 2D plane by moving your finger up and down on the right hand side of your iOS device, and a shoot and boost button on the left. You’ll use these buttons quite frantically, shooting the zombies that come up behind you, then hammering the zoom button to plow through zombies ahead of you as your boomstick reloads, all the while navigating around road obstructions across 5 seemingly endless levels.
These three elements: shooting zombies, plowing through them, and avoiding roadblocks would probably make for a decent free-to-play game, something to be played for twenty minutes and forgotten. But the beauty of Dead Ahead is in the way it combines these perfectly serviceable elements into an addicting sort of poetry, thanks in part to an objective system that ties directly into how you progress through the game. Being challenged to make it 1500 meters without using boost, or score 20 kills with a pistol before dying in order to go up a level extends the replay value exponentially.
When you toss in boss zombies, a hefty selection of weapons, and a few upgradable bikes to try out, it’s easy to drink Dead Ahead’s Kool-Aid. But, surely there must be a catch. Is this Kool-aid loaded with the empty calories of pay-to-win carbs and IAP sugary-substitute nonsense? No. It seems developer Mobirate has gone the noble route with Dead Ahead, literally providing the entire game free of charge, and hoping that the gaming community will choose to buy something as a show of support. I’ve put about five hours into Dead Ahead, and outside of a few advertisements, I’ve advanced in the game completely unabated. The game’s only currency is coins, and you’ll earn plenty just from playing - though you can buy some with real cash-money if you’d like. Similarly, a wicked cool looking Akira style bike, along with the two most powerful weapons in the game (who are actually additional riders on your bike), are only available via in-app purchase - which is perfectly fine considering the karma Dead Ahead earns in every other facet of the game. A guy’s gotta make a living, right?
Ultimately, Dead Ahead scratches an increasingly elusive itch that arcadeish classics like NARC, Mega Man, Teenage Mutant Ninja Turtles, Battletoads, and X-men used to pinpoint like the fingernails of a goddess. The addicting, I know I can do better nature of the difficulty, the power-ups, the style, and a certain simplicity of design that did a few things excellently, instead of many different things decently - created some truly exquisite games.
But, for better or worse, gaming has evolved in complexity. Simple pinpoint back-scratches became antiquated in favor of more elaborate, but ultimately less satisfying massages. Even the re-releases of those arcade classics lost something in the translation, so it’s kinda of profound that Dead Ahead nails it so flawlessly. I’m tempted to use a cliche about how Dead Ahead is greater than the sum of its parts, but in truth, the parts are excellent on their own, and the fact they fit together so well is gravy.
Following a fairly haunting cut-scene that plays on start-up, you’re presented with a motorcycle, a weapon, and an endless stretch of road. But Easy Rider this ain’t. That endless road is filled with debris, broken down cars, trucks, buses, potholes, the occasional jump, and, oh yeah, hundreds of sortadorable zombies eager to nom-nom on your face parts.
And I mean sortadorable. Dead Ahead’s anime-influenced art style is an absolute treat, packed chock-full of numerous little details give the game a pungent personality. From the way your character’s shirt flaps in the wind, to the hilarious way in which the hordes of undead will waddle-run after you, flailing their arms in front of them like a toddler eagerly reaching for a bottle, to how each of the different kinds of zombies: Cops, nurses, bikers, construction workers, etc have different little animated nuances, it’s easy to get distracted admiring the game’s ability to mix the endearing and the disgusting with ease.
Which can be problematic since the actual game part of Dead Ahead is excellent in it’s own right. It’s a capital V, capital G, Video Game that would have been right at home in a 1990’s arcade cabinet, perfectly content to nom-nom-nom on quarter after quarter like the zombies on screen. The mechanics are tight, with your main controls being the ability to move vertically on a 2D plane by moving your finger up and down on the right hand side of your iOS device, and a shoot and boost button on the left. You’ll use these buttons quite frantically, shooting the zombies that come up behind you, then hammering the zoom button to plow through zombies ahead of you as your boomstick reloads, all the while navigating around road obstructions across 5 seemingly endless levels.
These three elements: shooting zombies, plowing through them, and avoiding roadblocks would probably make for a decent free-to-play game, something to be played for twenty minutes and forgotten. But the beauty of Dead Ahead is in the way it combines these perfectly serviceable elements into an addicting sort of poetry, thanks in part to an objective system that ties directly into how you progress through the game. Being challenged to make it 1500 meters without using boost, or score 20 kills with a pistol before dying in order to go up a level extends the replay value exponentially.
When you toss in boss zombies, a hefty selection of weapons, and a few upgradable bikes to try out, it’s easy to drink Dead Ahead’s Kool-Aid. But, surely there must be a catch. Is this Kool-aid loaded with the empty calories of pay-to-win carbs and IAP sugary-substitute nonsense? No. It seems developer Mobirate has gone the noble route with Dead Ahead, literally providing the entire game free of charge, and hoping that the gaming community will choose to buy something as a show of support. I’ve put about five hours into Dead Ahead, and outside of a few advertisements, I’ve advanced in the game completely unabated. The game’s only currency is coins, and you’ll earn plenty just from playing - though you can buy some with real cash-money if you’d like. Similarly, a wicked cool looking Akira style bike, along with the two most powerful weapons in the game (who are actually additional riders on your bike), are only available via in-app purchase - which is perfectly fine considering the karma Dead Ahead earns in every other facet of the game. A guy’s gotta make a living, right?
Ultimately, Dead Ahead scratches an increasingly elusive itch that arcadeish classics like NARC, Mega Man, Teenage Mutant Ninja Turtles, Battletoads, and X-men used to pinpoint like the fingernails of a goddess. The addicting, I know I can do better nature of the difficulty, the power-ups, the style, and a certain simplicity of design that did a few things excellently, instead of many different things decently - created some truly exquisite games.
But, for better or worse, gaming has evolved in complexity. Simple pinpoint back-scratches became antiquated in favor of more elaborate, but ultimately less satisfying massages. Even the re-releases of those arcade classics lost something in the translation, so it’s kinda of profound that Dead Ahead nails it so flawlessly. I’m tempted to use a cliche about how Dead Ahead is greater than the sum of its parts, but in truth, the parts are excellent on their own, and the fact they fit together so well is gravy.
Tuesday, February 17, 2015
Freebie: Galaxy on Fire 2 HD for iPhone and iPads
I’m a Trekkie, tried and true. While not as obsessed as some, I enjoy the sciencey bits, the theoretical discussions between space and time, and the way “Star Trek: The Next Generation” employs real scientific consultants to fact check all sorts of data
and concepts that were subtly inserted into the show. So as a kid I was always a Jean-Luc Picard kind of guy in a Han Solo world.
Of course, it became a tough choice as time went on. Classic space games like “Elite 2” and “X3: Reunion” with almost-limitless-as-space depth whisked past my peripheral vision - too obtuse to truly dive into.
Which brings us to the completely free “Galaxy On Fire 2”, the first game in the space pirate/trader genre that I’ve truly sunk my teeth into since the Sega Genesis’s “WarpSpeed”, and I’ve enjoyed it quite a great deal.
The name of game here is accessibility. While “Eve: Online”, and the aforementioned “X3: Reunion” are teeming with content, options, and hundreds of little bells and whistles, those games are fairly intimidating - literally hours of learning and acclimating to the nuances of ship control are needed to even have a fair shot at success. To quote Sweet Brown, (most) ain’t nobody got time for that.
By comparison, “Galaxy On Fire 2” does what the best IOS games do, and boils down the genre to its essence, refines it, and mostly delivers where it counts. The setup is pretty standard pulpy space-adventure faire. You are the quasi-british sounding Keith T. Maxwell, space-pilot extraordinaire, and on a routine journey find yourself flung deep into space and time. Light-years away from home, and decades away from his own time, with the help of some friendly aliens, Maxwell eventually gets a ship and finds himself in a fight for the Galaxy as the not-at-all-like-the-Mass-Effect-Reapers “Void” threaten to take over the universe.
Truth be told, this setup is a little cheesy, and I doubt the story-line of the game is going to keep anyone white-knuckled glued to their iPad or iPhone. Though to be fair, “Galaxy On Fire 2”’s cast and voice acting is reasonably assembled and contains one or two genuinely funny moments.
The entirety of the main campaign is voiced, and Maxwell and friends are at least pleasant, if not three dimensional. Character names are introduced and forgotten, and you’ll come to refer to folks as “this dude” or “that chick” or “Some a-hole” if you’re feeling particularly sour. This is okay though, while a gripping narrative is always welcome, “Galaxy on Fire” embraces this pulpy, Flash-gordon-meets-Han-Solo vibe, where nothing is taken particularly seriously, and the dialog is there mostly to move you along to the next mission.
Speaking of the missions (and that’s probably what you’re here for in the first place). They are disappointingly unvaried. You can spend hours taking on escort missions, flying cargo from one planet to another, clear out asteroids, and escort ships, yet there hasn’t been much in the way of a harrowing experience. No tight quarters to fly through, no boss-battles…per say, but this could be because I saved up all my credits for an expensive laser weapon that made every battle I took part in the intergalactic version of duck hunt. Occasionally a mission will require you to disable an enemy ship with an EMP blast, or fight through hordes on your way to a wormhole, disable the guns on a capital ship, and there are momentary distractions like asteroid mining, but alas, so far anyway, nothing has felt climatically different to separate “big” missions from smaller ones.
Don’t get me wrong though, the gameplay is certainly of quality, and far exceeds any expectations of what you’d have an IOS game - and if this game sounds like it’s up your alley, it will consume your soul for about 3-4 hours before things start to feel a touch repetitive.
There’s a bevy of upgrades to buy, weapon diagrams to craft, seemingly endless side-missions, and the ability to purchase and sell goods for hefty profits depending on what part of the galaxy you’re in makes for a thoroughly compelling experience, but I guess the problem is, you’ve seen one space battle, you’ve seen em all.
Control also plays a big factor in making “Galaxy On Fire 2” a quality experience. It’s actually the first game I’ve played on an IOS device that uses the tilt controls expertly. As a longingly jealous youth who spent his adolescence envying people who played games like “Free Space 2” and “Wing Commander” with fancy, 80 dollar joysticks, only to come of age when that sort of thing was passe, to finally experience that sort of control was simply thrilling. And while you’ll look and (possibly feel) like an idiot as you sit on your couch, or a bus, or at work, tilting and twisting and dipping your device as you pilot your spaceship of choice, it’s intuitive and deeply immersive.
The other commands available compliment this control scheme. Both fire, auto-pilot, and speed boost are all located on the bottom left, and right of the screen, within perfect reach of your average thumb that’s pulling double duty stabilizing your iPad that’s currently being winged around at all sorts of angles. really the only foible here comes when trying to reduce your speed (which requires swiping downward), as inevitably the pressure from your thumb will move the ipad at an angle that will directly affect your ship’s trajectory.
By the way, “Galaxy On Fire 2” is completely free, which is astounding. Not only does it feel like a premium product, it feels like a premium console product. It’s graphically beautiful, there’s tons of (somewhat samey) content to explore, and the audio is top-notch as well. So, while “Galaxy On Fire”’s flame may dim after a few hours of gameplay, it’s still an exceptional product, and one you’ll always find yourself jumping back into, eager to stoke the flames.
Follow @MeekinOnMovies

Of course, it became a tough choice as time went on. Classic space games like “Elite 2” and “X3: Reunion” with almost-limitless-as-space depth whisked past my peripheral vision - too obtuse to truly dive into.
Which brings us to the completely free “Galaxy On Fire 2”, the first game in the space pirate/trader genre that I’ve truly sunk my teeth into since the Sega Genesis’s “WarpSpeed”, and I’ve enjoyed it quite a great deal.
The name of game here is accessibility. While “Eve: Online”, and the aforementioned “X3: Reunion” are teeming with content, options, and hundreds of little bells and whistles, those games are fairly intimidating - literally hours of learning and acclimating to the nuances of ship control are needed to even have a fair shot at success. To quote Sweet Brown, (most) ain’t nobody got time for that.
By comparison, “Galaxy On Fire 2” does what the best IOS games do, and boils down the genre to its essence, refines it, and mostly delivers where it counts. The setup is pretty standard pulpy space-adventure faire. You are the quasi-british sounding Keith T. Maxwell, space-pilot extraordinaire, and on a routine journey find yourself flung deep into space and time. Light-years away from home, and decades away from his own time, with the help of some friendly aliens, Maxwell eventually gets a ship and finds himself in a fight for the Galaxy as the not-at-all-like-the-Mass-Effect-Reapers “Void” threaten to take over the universe.
![]() Galaxy on Fire 2 Photo credit: FishLabs |
The entirety of the main campaign is voiced, and Maxwell and friends are at least pleasant, if not three dimensional. Character names are introduced and forgotten, and you’ll come to refer to folks as “this dude” or “that chick” or “Some a-hole” if you’re feeling particularly sour. This is okay though, while a gripping narrative is always welcome, “Galaxy on Fire” embraces this pulpy, Flash-gordon-meets-Han-Solo vibe, where nothing is taken particularly seriously, and the dialog is there mostly to move you along to the next mission.
Speaking of the missions (and that’s probably what you’re here for in the first place). They are disappointingly unvaried. You can spend hours taking on escort missions, flying cargo from one planet to another, clear out asteroids, and escort ships, yet there hasn’t been much in the way of a harrowing experience. No tight quarters to fly through, no boss-battles…per say, but this could be because I saved up all my credits for an expensive laser weapon that made every battle I took part in the intergalactic version of duck hunt. Occasionally a mission will require you to disable an enemy ship with an EMP blast, or fight through hordes on your way to a wormhole, disable the guns on a capital ship, and there are momentary distractions like asteroid mining, but alas, so far anyway, nothing has felt climatically different to separate “big” missions from smaller ones.
![]() Galaxy on Fire 2 Photo credit: FishLabs |
There’s a bevy of upgrades to buy, weapon diagrams to craft, seemingly endless side-missions, and the ability to purchase and sell goods for hefty profits depending on what part of the galaxy you’re in makes for a thoroughly compelling experience, but I guess the problem is, you’ve seen one space battle, you’ve seen em all.
Control also plays a big factor in making “Galaxy On Fire 2” a quality experience. It’s actually the first game I’ve played on an IOS device that uses the tilt controls expertly. As a longingly jealous youth who spent his adolescence envying people who played games like “Free Space 2” and “Wing Commander” with fancy, 80 dollar joysticks, only to come of age when that sort of thing was passe, to finally experience that sort of control was simply thrilling. And while you’ll look and (possibly feel) like an idiot as you sit on your couch, or a bus, or at work, tilting and twisting and dipping your device as you pilot your spaceship of choice, it’s intuitive and deeply immersive.
The other commands available compliment this control scheme. Both fire, auto-pilot, and speed boost are all located on the bottom left, and right of the screen, within perfect reach of your average thumb that’s pulling double duty stabilizing your iPad that’s currently being winged around at all sorts of angles. really the only foible here comes when trying to reduce your speed (which requires swiping downward), as inevitably the pressure from your thumb will move the ipad at an angle that will directly affect your ship’s trajectory.
By the way, “Galaxy On Fire 2” is completely free, which is astounding. Not only does it feel like a premium product, it feels like a premium console product. It’s graphically beautiful, there’s tons of (somewhat samey) content to explore, and the audio is top-notch as well. So, while “Galaxy On Fire”’s flame may dim after a few hours of gameplay, it’s still an exceptional product, and one you’ll always find yourself jumping back into, eager to stoke the flames.
Follow @MeekinOnMovies
MMX Racing is Toy Trucks for Big Kids
Remember Monster Jam? With Big Foot and Grave Digger and all those poor, soon-to-be-crushed-and-re-crushed junk cars and crazy over-the-top pro wrestling-esque promos? Yes? Good.
No? No biggie. Monster Jam's essence, if not brand name, has found its way into MMX Racing, a monster-truck racing game that loses the steering and gains a whole lot of fun and accessibility in the process.
Clocking in at just under half a gigabyte, a great deal of that install size goes to MMX Racing's intense, high-res visuals. Tire treads, paint jobs, the sunshine, and even the asphalt are spectacularly rendered and mighty impressive - and the audio compliments this - the revving of the engines sounding suitably beefy.
But MMX Racing becomes a must-play because of what it doesn't do. By removing the need to steer, your focus is on the sounds, the sights, timing your acceleration just right, and most importantly, feel. In real life I've never been able to tap into this "feel" thing when it comes to cars - it turns on, it moves forward, and if it makes a funny noise I ignore it or ask someone smarter than I am.But in MMX Racing, I got that feel all right.
How your tires leave a jump, how your massive vehicle sails through the air, and how it lands all have roots in gameplay choices that begin and end with how you handle the gas pedal, and becoming one with your truck's various idiosyncrasies.
Currently multiplayer races are just rolling out and are a struggle if you're a newbie, and the developers promise car-crushing challenges, more cars, more customization options - so basically more of everything. The business model is microtransaction based, but I've yet to be forced into buying 'race tickets', and even if I was, a few bucks for a lot more racing, or simply waiting for them to refill, is a small price to pay for such an elaborate and dare-I-say-eloquent package.
Yes, eloquent. In much the same way a great pro wrestling match resembles a stellar dance number, MMX Racing delivers the sights, sounds, and above-all-else thrills of monster truck racing by streamlining these massively complicated beasts into a single button and a stretch of track with epic jumps as far as the eye can see.
No? No biggie. Monster Jam's essence, if not brand name, has found its way into MMX Racing, a monster-truck racing game that loses the steering and gains a whole lot of fun and accessibility in the process.
Clocking in at just under half a gigabyte, a great deal of that install size goes to MMX Racing's intense, high-res visuals. Tire treads, paint jobs, the sunshine, and even the asphalt are spectacularly rendered and mighty impressive - and the audio compliments this - the revving of the engines sounding suitably beefy.
But MMX Racing becomes a must-play because of what it doesn't do. By removing the need to steer, your focus is on the sounds, the sights, timing your acceleration just right, and most importantly, feel. In real life I've never been able to tap into this "feel" thing when it comes to cars - it turns on, it moves forward, and if it makes a funny noise I ignore it or ask someone smarter than I am.But in MMX Racing, I got that feel all right.
How your tires leave a jump, how your massive vehicle sails through the air, and how it lands all have roots in gameplay choices that begin and end with how you handle the gas pedal, and becoming one with your truck's various idiosyncrasies.
![]() |
Also, Dune Buggies! |
Currently multiplayer races are just rolling out and are a struggle if you're a newbie, and the developers promise car-crushing challenges, more cars, more customization options - so basically more of everything. The business model is microtransaction based, but I've yet to be forced into buying 'race tickets', and even if I was, a few bucks for a lot more racing, or simply waiting for them to refill, is a small price to pay for such an elaborate and dare-I-say-eloquent package.
Yes, eloquent. In much the same way a great pro wrestling match resembles a stellar dance number, MMX Racing delivers the sights, sounds, and above-all-else thrills of monster truck racing by streamlining these massively complicated beasts into a single button and a stretch of track with epic jumps as far as the eye can see.
Monday, February 16, 2015
Tapping Dead a DK Barrel of Challenge
The Tapping Dead, a retro, free-to-play, one button platformer with a passing resemblance to classic arcade games like Donkey Kong and Burger Time Boasts 150 levels, five playable characters, and a steep difficulty. The Tapping Dead hopes to separate itself from similar games with its unique aesthetics. Does it?
Well, yes, actually. The description for the The Tapping Dead on the app store claims that it’s easy to use, easy to learn, and easy to die (followed by a mwahahahaha) - and they ain’t kidding. This game is tough.
In a given level you’re presented with a complex room filled with zombies in mine carts, zombies tossing rotten flesh, and zombies doing all sorts of other dastardly things that you need to avoid...by waiting. The Tapping Dead’s one button namesake stops your character in his tracks. Going down a ladder, in between the blast radius of falling projectiles, or right in front of a shopping cart if you’re feeling suicidal, you push and hold that button, you’re not going anywhere.

The focus on proper timing is all the more important thanks to The Tapping Dead’s freemium model. Each of The Tapping Dead’s 150 levels feature a coin that be collected by making it through a level speedily. If you spend too much time stopped, the coin disappears until you restart the level - and these coins are needed to buy hearts. Hearts correspond to your lives, and seeing as how each level has a literal buffet of misanthropic creatures waiting to say hi teeth first, you will die and you will run out of hearts pretty frequently. Once you’re out, you can buy more with coins, or wait for your lives to replenish to the tune of one every twenty minutes. If you simply can’t wait, you can buy a coin pack for a dollar or two.
And this feels mostly fair. Like the arcade games of old, the better you are at The Tapping Dead, the less likely your need to spend cash money on it will be (a point echoed in the most recent TA Podcast). During my first two days with the game, I found myself consistently out of lives and constantly tempted to drop a dollar on a coin pack so I could keep going - but as I earned more coins and kept playing, I found myself running completely out of lives less frequently, and a bit more confident in my Tapping Deadabilities, too.
As the first release from Crazy Cricket Games, it’s refreshing to see a new studio hit a pretty good balance between freemium and free-to-play. As a for-profit company releasing a free-to-play game, it’s understandable to put the monetization elements at the forefront - as they do. Every time you run out of hearts the ability to buy a coin pack pops up before you can pop back to the main menu, but by and large I never felt like I had to spend any money on The Tapping Dead at all. Which is great for players, but perhaps not the best thing in the world for the developers. If you're one of those socially conscious gamers who like to support
The Tapping Dead is pretty compelling stuff. This is the kind of game that’s wonderful to have on your phone for a bathroom break, short bus ride, or a conversation you don’t particularly want to pay attention to - something you spark up when you don’t have time to tackle some of the more in-depth experiences offered on iOS, but still want something challenging. That said, The Tapping Dead is a surprisingly high-in-quality diversion. The one-button mechanics are solid, the graphics are charming and may even dust up some nostalgia from the back of your mind, and you get a lot of undead bang for literally zero bucks.
Sunday, February 15, 2015
You Don't Know Jack Mobile: The Game That Got Me Laid.
I fondly refer to the 'old' You Don't Know Jack as the game that got me laid.
If you took Rolf the Muppet’s personality and overall vibe and put it into a sexy possibly Latina chick, it would be a girl I dated years ago, whom I wooed with a trip to the Dave & Buster’s trivia wheel, the sly maneuver of giving my prize tickets away to a kid (after getting her an adorable stuffed penguin - Gerald), and not much else.
On a second date, trivia came up again, I mentioned owning “You Don’t Know Jack”, and her eyes lit. Suddenly a girl was coming back to my place to play video games. She was serious about this too. A competitive spirit that had eluded all my friends and most of my acquaintances was present in this angel of a woman. I needed to win, and she did too and that was fucking sexy.
If you took Rolf the Muppet’s personality and overall vibe and put it into a sexy possibly Latina chick, it would be a girl I dated years ago, whom I wooed with a trip to the Dave & Buster’s trivia wheel, the sly maneuver of giving my prize tickets away to a kid (after getting her an adorable stuffed penguin - Gerald), and not much else.
On a second date, trivia came up again, I mentioned owning “You Don’t Know Jack”, and her eyes lit. Suddenly a girl was coming back to my place to play video games. She was serious about this too. A competitive spirit that had eluded all my friends and most of my acquaintances was present in this angel of a woman. I needed to win, and she did too and that was fucking sexy.
So years later when I saw that very same girl’s Facebook page
light up with stats and updates about her “You Don’t Know Jack” scores,
I was intrigued. Turns out a mini phenomenon had swept
the nation. You Don’t Know Jack was mobile! There were
people, all across the country, playing this game? And they wanted to
win? And they liked the jokes? And I can play DIRECTLY against people on FB
whom I base my entire life worth upon my sense of superiority over?
At this rate You Don’t Know Jack is going to be the best man at my wedding.
At this rate You Don’t Know Jack is going to be the best man at my wedding.
You Don’t Know Jack presents itself as an irreverent trivia show. There are fake sponsors like “The Warehouse Supply Warehouse” (with all your warehouse supply, supply needs), and Nacho-pedic Beds (and pillows). The writing of the questions and associated jokes is strong, and while there are a few groaners, the quality of writing is superb considering the bone crushing amount of content Jellyvision has pumped out - including celebrity hosted episodes, holiday ones,and more.
Hosted by the tastily named Cookie Masterson, each game is broken down into 5 questions (and five associated wisecracks by Cookie). The topics range in variety from pop culture to movies, to sports, to science, to english and grammar, and a variety of others. The faster you answer the question, the more money you earn, and you lose more money for a wrong answer if you buzz in quickly, too. There are a few other trivia formats that occur occasionally through a game, as well, such as a “Dis or Dat” which has you associating a phrase with one thing or another, and the accurately titled “put the choices into order and buzz in and see if you are right….Question”.
The person with the most money at the end of the game wins coins (used for purchasing more “episodes”) and bragging rights. Yes, you can *actually* brag on your friends Facebook walls if you enjoy the taste of victory with a side of petulance.
On the subject of petulance, it’s entirely possible you’ll hate this game for the reasons I like it. The so-bad-they’re-good jokes tickle my fancy, while it may grind yours like sandpaper. The graphic heavy A/V presentation could tax older devices and lead to lower scores, and folks can buy ‘Point Boosters’ for a round that allow them to get 3x, 5x, or 10x the points for a correct answer.
Hosted by the tastily named Cookie Masterson, each game is broken down into 5 questions (and five associated wisecracks by Cookie). The topics range in variety from pop culture to movies, to sports, to science, to english and grammar, and a variety of others. The faster you answer the question, the more money you earn, and you lose more money for a wrong answer if you buzz in quickly, too. There are a few other trivia formats that occur occasionally through a game, as well, such as a “Dis or Dat” which has you associating a phrase with one thing or another, and the accurately titled “put the choices into order and buzz in and see if you are right….Question”.
The person with the most money at the end of the game wins coins (used for purchasing more “episodes”) and bragging rights. Yes, you can *actually* brag on your friends Facebook walls if you enjoy the taste of victory with a side of petulance.
On the subject of petulance, it’s entirely possible you’ll hate this game for the reasons I like it. The so-bad-they’re-good jokes tickle my fancy, while it may grind yours like sandpaper. The graphic heavy A/V presentation could tax older devices and lead to lower scores, and folks can buy ‘Point Boosters’ for a round that allow them to get 3x, 5x, or 10x the points for a correct answer.
Look, if fancy yourself a trivia hound, you owe it to
yourself to give “You Don’t Know Jack” a spin. It’s completely
free and playing your first few games will cost you absolutely zero
dollars, and barely 10 minutes of your time. It’s engaging, it’s funny
(to me), and hell, you may even get laid .
-Rating-
Saturday, February 14, 2015
The Respawnables Is Your Handheld "Battlefield"
Shooters on iOS hedge their bets when it comes to control. Simulating the dual stick scheme that's standard on consoles is a tough due to the lack of tactile feedback and slippery nature of touch controls. With attention spans growing ever shorter and patience growing thinner by the moment, making a game that doesn't require much twitch-based movement is a safe way to prevent a new player from jumping off the learning curve.
This has two advantages - firstly it's easier and less resource intensive to deliver great cartoony visuals then it is to do mediocre photo-realistic ones, and secondly it gives the carnage a G.I Joe vibe.
A vibe that gets a bit offset by roughly two zillion armor, weapon, clothing, and projectile upgrades. If you're obsessed with tricking out a character's build - this is the shooter for you. You earn exp, cash, and gold from single and multiplayer combat and turn around and use that cash on upgrades, etc - it's classic hamster wheel gaming, and you'll play until your next weapon unlock...then play a little longer just to see how it works.
This all plays wonderfully without a hitch single-player, and over WiFi against other real opponents, there was a little lag, but nothing severe enough to inhibit the fun. Of course going up against real players is a bigger challenge, so expect to die more often then against AI robots.
Then there's also the strange fact this game features...well...The Terminator. And Men in Black. And...Elysium?! Yeah! Within moments of my match online I was blasted to pieced by a Noisy Cricket of all things. How you get these weapons and avatars naturally revolves around premium currency that takes quite a while to earn... or you can pony up real cash.
Is it worth the cash? Well, like anything, that depends on your outlook. I am of the mind that if you love shooters and can't get enough CS: Go or Team Fortress 2, dropping two or three bucks for some premium upgrades would be a mitzvah for the developers who released this dang thing for free, and give you some sick new duds.
Speaking of duds, The Respawnables is anything but. Exciting and accessible and mercilessly deep, much like the title suggests, you'll keep coming back to it over and over again.
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