( $1.99 )
A news app that covers nineteen different areas of the government
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11 Mar 2010 at 05:29
AppVee - The definitive source for iPhone App reviews
( $1.99 )
A news app that covers nineteen different areas of the government
I just love a good word game. So much so that I will effortlessly bypass an adventure, puzzle, or board game app that has great graphics and scores of 5 star ratings in favor of a word game that I believe to be original and offers a good challenge. And if that word game has an online multiplayer element, then so much the better.
John Daniel Bagwell’s first foray into the world of app creation, Killbo, was a word game that took some time for me to warm up to. Its premise is straightforward: There are 9 tiles that appear in the center of the screen and each tile- generally- has a letter written on it. Surrounding the center tiles are 9 outer tiles, also- generally- with letters written on them. The objective of the game is to form words using available tiles. Each time a letter from a center tile is chosen, the letter on the outer tile closest to the chosen tile moves into its place. For every word formed, points are awarded. Longer words translate into more points and it is the player’s task to rack up as high a score as possible.
Sounds simple, right? But there are twists and turns to this. For starters, the game is timed. After every letter choice, some of the center tiles will randomly turn gray and cannot be chosen. This means words you were attempting to build cannot be because the letters are no longer available. You must then decide whether it’s possible to create a word based on the remaining available tiles or erase the word and start over again. There also exists special point awards for forming predetermined words listed at the top of the screen or for using green or pink-colored tiles in your word formations. There is the option to- when available- select a “wild” tile that can become any letter you wish. And if you’re really struggling to come up with a word, you can shake your iPod or iPhone to get brand new letters. Be careful, though, because doing so will deduct precious seconds from your remaining time.
Killbo will test your ability to think on your feet and adapt to constantly changing circumstances. As I said earlier, it took some time for me to warm up to and get the hang of Killbo. Now that I have, though, I can certainly appreciate its challenge. If you crave word game apps and have a buck burning a hole in your pocket, Killbo is worth adding to your stockpile.
iTunes Link – Killbo
Version 1.2
Tested on an iPod Touch 3.1.3
There are many reasons why I like Quickoffice Connect Mobile Suite and I’ll tell you about them in a moment. First, I have a confession to make.
I own a BlackBerry. I have for a while now, long before anyone knew what an iPod Touch or iPhone was and probably long after as well. Why? Well, although I think my iPod Touch is great for lots of things, writing (something I engage in frequently) is still something I struggle to do on the dang thing. I can type over 90 wpm (seriously) on a desktop or notebook keyboard, so speed and ease are critical factors. Plus, I’m just a physical keyboard kinda guy.
Because I’ve owned various incarnations of BlackBerry smartphones (five different models in all), I’m fairly well acquainted with a few other mobile office suite products. Some are good and some are not so good. Most are not so good at syncing without the umbilical cord (USB) or- in the case of the iPhone or iPod- require a wifi connection to a desktop application. Many of the mobile computing packages out there are getting better, but many still have a ways to go.
Quickoffice Connect Mobile Suite is, of course, compatible with Microsoft Office. More important to me, though, is the fact that this app enables me to access documents I have created and stored on multiple cloud services. Not just Google Docs, but others such as Box.net, Dropbox, and MobileMe, most of which I have been using for some time now. What this means is that I can finally let go of the umbilical since anything I’ve uploaded and stored with those services is easily accessible via Quickoffice. And should I choose to make changes to a Word document or an Excel spreadsheet with my iPod Touch, those changes can quickly be updated. If you are not yet a cloud services user, it is a snap to access and upload files via wifi transfer.
There are some perceived shortcomings to this app that are worth mentioning. Quickoffice cannot yet create or edit PowerPoint presentations, though they can be viewed or emailed. Also, several users have commented on the fact that they had to set up a Quickoffice Connect account before they could establish cloud service accounts with Google Docs or Box.net on their iDevice. I don’t remember having to do that myself, but enough folks have mentioned it that I felt obligated to put that possibility out there.
Quickoffice Connect Mobile Suite is available in the AppStore for $9.99, a justifiable investment given what the app offers in return. If you use your iDevice for writing and spreadsheets, viewing PDFs and documents in multiple formats or want the option to do so, Quickoffice Connect Mobile Suite is worth your consideration.
And while I may not be giving up my BlackBerry anytime soon, it is no longer the first and only device I reach for when I want to get some writing done, either.
iTunes Link – Quickoffice Connect Mobile Suite
Version 3.0.0
Tested on an iPod Touch 3.1.3
11 Mar 2010 at 01:45
Eli Hodapp
Action, Adventure, Games, Upcoming Games, iPhone games, iPod Touch Games, shooter
I've always been a huge fan of the Resident Evil series, and having likely spent weeks of combined playtime in my life playing and re-playing the games of the Resident Evil universe. It's more than a little weird to me that Gameloft has somehow managed to make a better Resident Evil game than even Capcom, the original creators of the series, has on the iPhone.
If Gameloft's highly "inspired" games make your eyes roll, you should turn back now because when I first saw Zombie Infection today there was little I could do to stop myself from groaning at the first level we were shown– A nearly identical African cityscape to the one found in Resident Evil 5, with an equally similar premise to the game complete with a second character you come across named Shawna who serves as your female sidekick.
Zombie Infection comes loaded with 10 levels, some lifted directly out of Resident Evil games, and others in locations that could either be described as "ridiculous", "awesome", or possibly even "ridiculously awesome". One such locale we were shown was a zoo, filled with zombie zoo animals. After just barely making it out alive after fighting a zombified lion, my play session was brought to an end by some gigantic crocodile that sprung up from the water.

Like other similar Gameloft games, controls work exactly how you would expect. A virtual joystick handles all your movement, while context sensitive buttons appear that do things like open doors, shoot, holster your gun, unleash melee attacks, etc. Speaking of melee attacks, there's also a number of "finisher" moves that you can pull on nearby zombies. For instance, if a zombie is knocked to the ground you can run over to them and a button will activate allowing you to stomp their head. Also, like Resident Evil games, you cannot move and shoot at the same time.
I wasn't able to get a solid answer on the graphics engine powering Zombie Infection, but the polygon count of the character models, scenery, and all the texturing was extremely detailed. On top of that, it was running at an excellent framerate, making the whole package that much more impressive.
Aside from the standard campaign mode, there's also going to be a survival mode Gameloft is calling "Arena Mode" where players fight off endless swarms of zombies. Other details are scarce at the moment, and much like Tom Clancy's Splinter Cell we only had enough time with the game to blow through a few levels. Needless to say, I'll be giving Zombie Infection a thorough play through as soon as its released sometime later this month.
THQ’s dedicated iPhone development studio is no more, but one of the company’s last efforts, De Blob Revolution ($2.99), has made its way to the App Store despite Universomo’s recent and unfortunate closing.
Following up on one of THQ’s early App Store hits, De Blob Revolution scales down the town-painting action of the original title for an altogether different kind of gameplay experience.
De Blob Revolution is a puzzle game in which players must plot a straight path through as many graydians as possible before reaching each level’s exit. Cross your own color path, and the level restarts. Don’t do this.
De Blob Revolution features three gameplay modes and five difficulty levels, giving players the choice between laid-back puzzles and frantic reaction-based challenges.
After playing Street Fighter IV for 30 minutes, I got enough of the game to offer the following. This is about the best old school fighting game that is currently available on the iPhone/Touch system.
At first, I wasn’t really sure about the lack of using a real joystick to move the characters around and properly time and control the sequence for my attacks. I spent a little time in the DoJo initially to go over some practice moves before moving onto Tournament mode.
If you’ve ever played S…Read More
Microtransactions are still considered an emerging business model in the West, but EA Mobile’s Oliver Miao argued that in a couple years, microtransactions could be a necessity for the most successful iPhone games.
“Make microtransactions core to your game,” Miao said at GDC this week. “Going forward, I think most games are going to need to have them.”
Miao is speaking from his own personal experience. Miao and Centerscore’s mobile game, Surviving High School was a hit in 2007, which led EA to acquire the studio in 2008 from Vivendi following the Vivendi/Activision merger. By January 2009, EA wanted to bring Surviving High School to the iPhone’s App Store.
But the process of bringing the game to the iPhone was fraught with difficulties. EA wanted Miao’s team to create the game as fast as possible in order to beat the oncoming rush of competition on the platform. At the time, the App Store dominated by 99 cent-games, with a few bigger brands coming up the ranks.
“There was this fear that as all these larger brands started coming in, it’d be harder for a smaller game like Surviving High School would succeed,” said Miao.
The game-changer for Miao was when in March 2009, Apple said it was bringing microtransactions to the App Store. Exactly how the team would incorporate the model – while appeasing EA Mobile execs – would prove to be a challenge.
For one, the App Store only allows for 99 cent microtransactions. If EA sold Surviving High School for 99 cents or $1.99 as originally planned, it’d be difficult to justify a “microtransaction” that costs as much or almost as much as the game itself.
Eventually, the development team thought of offering free episodes of Surviving High School, then charge for exclusive content. “We were rejected” by EA execs, said Miao. His bosses thought that the dev team wanted to give away too much content for free.
On the other hand, EA execs wanted to sell each episode for 99 cents each – they were completely at odds. “We thought by giving this content away, we could sell so many units of our game, it will more than make up for it.”
But after that rejection, Miao thought that the dev team found a compromise with a TV-like model. The studio would release free weekly episodes of Surviving High School, but each episode would only be free for one week. If people wanted to download past episodes, they’d have to pay.
“We thought, this should be a really good compromise solution,” he said. “But again, we were rejected. … This is my opinion – EA Mobile makes mistakes too,” Miao said, tongue-in-cheek.
By May 2009, EA execs were planning to make a trip to visit the team’s studio – never a good sign, said Miao. The execs were not happy with the game’s progress, and gave the studio a few days to come up with a new design. “So our studio was in a panic,” Miao said. “People think that big companies don’t care about quality, but obviously [these] execs did.”
The Surviving High School team re-pitched the game in 2009 with another tweak. This time, EA would release episodes for free initially, and call it a “promotion.” Meanwhile, the publisher would look at the game’s progress over the first two months – if the TV model worked, then they’d continue with it. If not, then they’d sell episodes under a traditional model.
EA execs accepted the new pitch. The game eventually launched in November 2009, but it debuted at the bottom of the charts, and stayed there on the first day. But it gradually did move upward, and made it as high as number 16 on the top-grossing apps rankings. Since then, it’s been seeing peaks and valleys, driven by new microtransaction content.
“It’s pretty rare to see games that have been out on the marketplace for a while to have these up and down movements,” Miao said. “But if you have microtransactions built in, you can control the place on the charts.”
And just this week, the company released a “megapack” that added new content to the game, most of which was developed in response to fan feedback and reviews. In a day, the game went from 68 to 30 on the top-grossing ranks.
A final bit of advice from Miao: “Don’t go head to head with EA.” Going up against the mega-corporation is extremely difficult. “Instead find your own green pastures” on the iPhone.
[This news item was written by Kris Graft and originally appeared at FingerGaming sister site Gamasutra.]
Graphics / Sound Rating: 4.5 out of 5 stars
Game Controls Rating: 3.5 out of 5 stars
Gameplay Rating: 4.5 out of 5 stars
iPhone Integration Rating: 4.5 out of 5 stars
User Interface Rating: 4.5 out of 5 stars
Re-use / Replay Value Rating: 4.5 out of 5 stars
Overall Rating: 4.33 out of 5 stars
If Street Fighter IV’s loading time is any indication of how good it is, playing it should summon unicorns, pixies and rainbows to my living room and my wife should exhibit an uncontrollable urge to hand-feed me cocktail sausages while I “labor” through the game’s levels. It took 55 minutes to download the game. Will it live up to the hype?
CAPCOM boasts that Street Fighter 4 is the iPhone/iTouch’s first true fighting game, featuring the same beautiful graphics and visceral game play the series is infamous for. Long-time fans (at the time I downloaded it [a $9.99 game mind you], it already had 73 User Ratings Reviews) can jump right into the action, while casual players can focus on training, using 1 of several settings and tutorials to hone their fighting skills.
Among it’s feature-set, Street Fighter 4 advertises multi-player/head-to-head play via Bluetooth (not WiFi), eight Street Fighter characters in seven different environments, new move sets including Unique Attacks, Special Moves, Focus Attacks, Super Combos and Ultra Combos, a robust “Dojo” boot camp which transforms neophytes into Street Fighter masters in five in-depth lessons, customizable controls for your style of play (players can move the virtual buttons/joystick anywhere they want on the screen and set their level of transparency), the ability to unleash “super moves” with a tap of the “SP” button, or toggle it off from the “Options” menu if you want to enter the button combo manually and four levels of difficulty: Beginner, Normal, Hard and Grueling.
Street Fighter IV’s animations, graphics and art-style are simply beautiful. To ensure the game’s performance integrity, CAPCOM reduced the original game’s impressive 3D models to sprites, a transition which is practically impossible to differentiate on the iPhone’s screen. While a tad clunky at times, the animations are visually fluid and the game features the same art style, visual style and character move sets seen in the console and arcade versions. When starting the game, its cinematic intro is extraordinary, inter-weaving gorgeous hues of color and animation against a gorgeous, animated, black-and-white backdrop.
Street Fighter IV’s Title Screen offers Solo Play (Tournament, Free-Sparring, Dojo and Training Room), Versus (Head-to-Head Bluetooth play), Stats (Stats), Invite A Friend (via email), Get More (opens Capcom iPhone webpage in Safari) and Special (Special Movie Footage). There are also Settings and Help icons:

For those of you who have the memory of a gerbil, like me, you can access the (moves) Command List for instructions on how to do moves by pressing “pause” from anywhere within the game.
Game play is fluid, but the “virtual touch” control scheme can take some getting used to, proving tricky to pull off moves/strikes requiring complicated thumb-stick/button-combo motions (CAPCOM claims ten months alone went into the unique virtual control system). After practicing in “Dojo” mode, I was able to navigate the game’s virtual controls problem-free.
As stated earlier, the controls are customizable. Players can move the buttons anywhere they want on the screen and set/adjust their level of transparency, enabling them to adjust the controls in a manner which works best for him/her:

This was a very smart move/feature on CAPCOM’S part, because everyone responds to/uses touch controls differently, especially while engaged in a fast-paced duel to the death, so proper placement and comfort are key issues. While the touch controls may take some getting used to, I was able to navigate, i.e. pwn other fighters in no time, although I was playing on Beginner in the Dojo. Advanced controls will take some practice, especially during high/advanced levels of competition requiring precision. That said, my only concern regarding Street Fighter IV for the iPhone is a major one: its capability of offering the same game play depth as its console counterparts. Players able to master the game’s virtual controls will reap the fruits of their labor, while those unable to will be exposed to restricted game play. There is hope, however, in the form of the Dojo mode, which allows players to practice/train until they gain the skills needed for advanced game play.
Multiplayer support is currently restricted to “Head-to-Head” battle, via Bluetooth. Hopefully, multiplayer via WiFi is on CAPCOM’S future update agenda.
Speaking of “restrictions,” Street Fighter IV’s current line-up consists of only eight fighters: Abel, Blanka, Chun-Li, Ryu, M. Bison, Dhalsim, Guile and Ken, all of whom possess different fighting styles, “special” moves and abilities. Hopefully, future updates will introduce additional fighters, whether as “unlockables,” or in-app purchases (preferably the former).
All aside, I love this game. CAPCOM spent a lot of time developing it and it shows. Street Fighter IV for the iPhone/iTouch is a complete, quality port of its console counterpart that will appeal to both hardcore veterans and newcomers. It features a slew of extra/additional content and although the game currently features only eight fighters, as opposed to its console brethren, these fighters (with the exception of newcomer, Abel) are classic CAPCOM characters who have retained their classic moves/abilities.
Street Fighter IV’s $9.99 price tag is indicative of its superlative quality and, considering you’ll have Street Fighter IV at your disposal to play anytime, anywhere, it is money well spent. I highly recommend this game to any/all lovers of the Street Fighter franchise or anyone who enjoys a quality 2-D fighter.