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TripTrap By Duello Iletisim Hizmetleri A.S.

TripTrap

TripTrap By Duello Iletisim Hizmetleri A.S.

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This app is designed for both iPhone and iPad
  • $0.99
  • Category: Games
  • Released: 23 January 2014
  • Version: 1.1
  • Size: 58.4 MB
  • Languages: English, French, German, Italian, Portuguese, Spanish, Turkish
  • Seller: Duello Iletisim Hizmetleri A.S.
  • © 2013 Duello Games

Compatibility: Requires iOS 5.0 or later. Compatible with iPhone, iPad, and iPod touch. This app is optimized for iPhone 5.

Description

TripTrap is a tasty new puzzler from the creators of iSlash!

Our little friend “Ched” (aka “Cheddar”) is so hungry he could eat a horse. Luckily the cheese on the table will do just fine. But it won’t be an easy trip. Help him flip and flop his way through dangerous paths and get the cheese avoiding the traps!

Key Features
– Single touch flip-flop gameplay
– 4 rooms, 80 well-planned tricky levels
– Casual Mode with limitless freedom
– Puzzle Mode with limited number of jumps
– Global leaderboards & achievements

Join the action and solve a different puzzle on each level!

Screenshots

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Push Panic! By Barry Kostjens

Push Panic!

Push Panic! By Barry Kostjens

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This app is designed for both iPhone and iPad
  • Free
  • Category: Games
  • Updated: 21 January 2014
  • Version: 1.5
  • Size: 26.4 MB
  • Language: English
  • Seller: Barry Kostjens
  • © 2012 Barry Kostjens

Compatibility: Requires iOS 5.0 or later. Compatible with iPhone, iPad, and iPod touch. This app is optimized for iPhone 5.

Description

Push Panic is refreshed! Expect the classic, exciting and colorful puzzle game that introduced four frantically fun game modes and fast-paced gameplay on iOS back in 2010!

Tap the blocks to blast combinations off the screen before the pile of blocks reaches the red panic bar and topples over! Push Panic includes 75 intense levels. Each of the four exhilarating game modes introduces explosive new challenges.

*** WHAT DO THE CRITICS THINK OF PUSH PANIC? ***

*** SO MANY WAYS TO PLAY! ***

● Classic Panic – Tap the blocks to blast combinations off the screen before the pile of blocks reaches the red panic bar and topples over! But there’s a limit of blocks you can remove each level… So watch out!
● Score Panic – Ready for an endless Push Panic experience? This is your mode! Get the highest score possible until your pile of blocks reaches the top of the screen! Go go go!
● Color Panic – Keep you eye on how many blocks of each color there are on your screen! If there are more than 8 blocks on the screen of the same color, you’re game over!
● Time Panic – Don’t have a lot of time to play a game? Don’t worry! You only get 180 seconds to try and get the highest score possible! Compete against the world to get to the top with Game Center!

*** COMPETE & GO FOR THE GOLD! ***

Game Center integration provides tons of achievements and allows for competition in real time on global leaderboards. You can also tweet your scores! Try to achieve olympic-like greatness by completing objectives and earning bronze, silver or gold medals!

*** POWER UP & SCORE COMBOS! ***

Randomly falling power-up blocks include chain-links to combine multiple color strings, point multipliers, time freezes, bombs, and a bar-raising block that gives you more wiggle room! Try to link as many colored blocks together as possible for massive combos and bonuses to earn numerous medals and outrank your friends!

Can you handle the onslaught of blocks without losing your cool?

What’s New in Version 1.5

Hello everyone! We didn’t forget about you, we just wanted to make sure Push Panic! got ready for the new generation of gamers and devices! It took us some work, but we’ve managed to make it work! Here’s what we’ve changed:

* Push Panic! is back and better then ever!
* Full iPhone 5 support (Wooohoo!)
* Push Panic now runs at 60 FPS. You’ll love it!
* Multitouch Enabled! Select multiple blocks at once!
* Dimming of non-selectable blocks!
* Record and share your gameplay videos!
* New Icon!
* Share your score on Twitter (fixed)
* Push Panic will be FREE from now on!

We hope you’ll still enjoy Push Panic! Even after almost 4 years!

…More

Screenshots

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Papa Pear Saga By King.com Limited

Papa Pear Saga

Papa Pear Saga By King.com Limited

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This app is designed for both iPhone and iPad
  • Free
  • Category: Games
  • Updated: 12 December 2013
  • Version: 1.2.0
  • Size: 53.1 MB
  • Language: English
  • Seller: King.com Limited
  • © King.com Limited 2013. All rights reserved.

Compatibility: Requires iOS 4.3 or later. Compatible with iPhone, iPad, and iPod touch. This app is optimized for iPhone 5.

Description

Take aim and unleash Papa Pear to bounce and boing his way through the wonderfully wacky levels of this unique puzzle game.

Please note Papa Pear Saga is completely free to play but some in-game items such as extra moves or lives will require payment. You can turn-off the payment feature by disabling in-app purchases in your device’s settings.

Join Papa Pear on a journey through more than 100 levels filled with fruity pegs, hazelnuts and crazy chillies.
Exciting adventures await you in the Fruity Forest, the Great Pearamids and beyond. So bring your friends and see who can get the highest score! BOING!!

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Papa Pear Saga features:

•Pearfect graphics that will have you bouncing for joy
•Easy and fun to play, but a challenge to fully master
•Over 100 amazing levels
•Leaderboards for you and your friends
•Items to unlock by completing levels
•Boosters and Power ups to help with those challenging levels
•Seamless synchronization with the Facebook version

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Last, but not least, a big THANK YOU goes out to everyone who has played Papa Pear Saga!

Already a fan of Papa Pear Saga? Like us on Facebook or follow us on Twitter for the latest news:

facebook.com/PapaPearSaga
twitter.com/PapaPearSaga

From King, the makers of Candy Crush Saga, Pet Rescue Saga and Bubble Witch Saga.

What’s New in Version 1.2.0

Hold on tight, because two new exciting episodes are here!
Stevie the kiwi has a warm welcome for you in Sweet Home Savannah! And get ready to meet the amazing spinning asparagus in the episode, Fuji Pears, as well as some lovely, cheery cherries! Need help? Go to settings and tap on the help button, you’ll find tons of tips and tricks to help you advance in this wacky world!

…More

Screenshots

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Doodle Kingdom™ By JoyBits Ltd.

Doodle Kingdom™

Doodle Kingdom™ By JoyBits Ltd.

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  • $1.99
  • Category: Games
  • Released: 22 January 2014
  • Version: 2.0
  • Size: 45.8 MB
  • Languages: English, Chinese, Dutch, French, German, Italian, Japanese, Korean, Polish, Portuguese, Russian, Spanish, Swedish
  • Seller: JoyBits Co Ltd.
  • © 2013, JoyBits Ltd.
Rated 9+ for the following:

  • Infrequent/Mild Profanity or Crude Humour
  • Infrequent/Mild Cartoon or Fantasy Violence

Compatibility: Requires iOS 4.3 or later. Compatible with iPhone, iPad, and iPod touch. This app is optimized for iPhone 5.

Description

It’s time to get MEDIEVAL!

From the creators of the award winning puzzle games Doodle God & Doodle Devil, comes a new fantasy brain-teaser where you can create your own Kingdom with Castles, Knights, Warlocks and Dragons! Great for gamers of ALL ages.

Daring adventure awaits you in this fantasy world where you can breed and raise four different types of Dragons, return the family castle to prosperity or defile flowering lands as a Necromancer.

New Game Mode: Arm your Knight to fight through the hordes of monsters and mighty bosses in a new runner-style combat game!

The famous Doodle series puzzle game play has been completed re-imagined in this ALL ages fantasy adventure.

Create a New Kingdom Today!

FEATURES

– All ages puzzle game play for the entire family
– Intuitive one-click gameplay encourages thoughtful, creative play.
– Breed and raise four different types of Dragons
– Quest as a fearless Knight, Powerful Warlock or fantasy Dragon
– Play the new “runner” combat mode

******
LIKE: www.facebook.com/doodlegod
FOLLOW on Twitter: www.twitter.com/doodle_god

…More

iPhone Screenshots

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Glyph Quest By Alexander Trowers

Glyph Quest

Glyph Quest By Alexander Trowers

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This app is designed for both iPhone and iPad
  • Free
  • Category: Games
  • Updated: 21 January 2014
  • Version: 1.02
  • Size: 51.5 MB
  • Language: English
  • Seller: Alexander Trowers
  • © 2014 Alex Trowers
Rated 9+ for the following:

  • Infrequent/Mild Cartoon or Fantasy Violence

Compatibility: Requires iOS 4.3 or later. Compatible with iPhone, iPad, and iPod touch. This app is optimized for iPhone 5.

Description

IN A WORLD of fantasy and adventure.

A land of quests and beasts.

Of dungeons and big, fire-breathing lizards.

One man stands alone against the hordes.

YOU can be that man.

In fact, YOU can be that woman, if you’d prefer. A powerful Wizard (or, Witch), well versed in the magic arts. Either way, conjure up elemental powers to smite your foes.

Learn devastating combos to ruthlessly maximise your damage. Show them no mercy!

So yeah. Head out into the wilderness, meet loads of cute, I mean – TERRIFYING, monsters and kill them with Fire. Or Air. Or Earth. Or anything else you can get your grubby little hands on. Bombs, for example. They’re pretty cool. Or Ninja Stars! Then steal their loot and return to the village a hero. No one will judge you because hey – they’re monsters, right?

SIX elements to master.
TWO characters to choose.
ONE epic adventure.

…More

What’s New in Version 1.02

Mastery basic wizard-ing thanks to an improved tutorial
Graphical improvements thanks to some technical wizard-ry
An all-round better wizard-based experience for everyone

Screenshots

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Thief Interview with Game Director Nicolas Cantin

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Spot the Cantin! Hint: practically the only one not looking at the camera

Square Enix started the new year off right by holding a recent showcase for members of the press, where we got to go hands-on with the Final Fantasy X/X-2 HD Remaster, Lightning Returns: Final Fantasy XIII and Tomb Raider: Definitive Edition. In what could be considered the grand finale, we interviewed Thief‘s game director Nicolas Cantin in-between sessions with the game. We sat down for a loose, conversational interview that gave insight into Thief‘s development, its mechanics and balance. We had even more prepared questions, the answers to which were given organically in our, up to that point, 90 minute playthrough and via a 30 minute presentation, and have been incorporated into our hands-on preview.


Nicolas-Cantin-01First off, I didn’t know that you had worked on Assassin’s Creed, which is funny because I always intended to ask about your inspirations for Thief after you listed some of them alongside Stephane [Roy – producer] during a video interview with GameInformer, accompanying its reveal. One of them was indeed Assassin’s Creed, so I’m just wondering if there was ever a point in pre-production or development where you felt you were following too closely in the footsteps of that game, or any other for that matter?

Not that much, because Garrett was really strong already. The only thing was maybe when I realised… it was funny, because it was not even a question for me that Garrett would have his hoodie. And so when we first presented the character of Garrett to people, they’d say “hey, he has a hoodie like Altaïr” and I was like, “dude, I need to show you the cover of the first game. Look, it’s a white hoodie in 1998… I think, maybe we copied Garrett!” but we didn’t do that because Altaïr was really coming from the Muslim references. But in the end, yes it’s true – I think it’s the edgy aspect of the character. So maybe there is a small percentage of my spirit in this. [Laughs] Overall though, Garrett has always had a strong personality and the main reference for Garrett was Garrett himself. We didn’t want to reinvent him too much as it was really about respecting who he was; the main pillars and the DNA of him, and I think from that we had enough material to create him. I can say, though, that maybe the fluidity of the animation in the game is inspired a little bit by the fluidity of the animation in Assassin’s Creed.

Onto the specifics of the Thief – and some of these questions may be very specific – was the ‘Swoop’ ability ever considered to be tied to the ‘Focus’ meter as a way of balancing the power of the player?

The ‘Swoop’ has been there for a long time as part of the main navigation, and, like we say, the ‘Focus’ is there to outline your thieving skills and ‘Swoop’ is more about your ability to navigate. You always have it, and it just adds some more of that feeling of Garrett being in the shadows; he’s faster than everyone, but we really made sure that it was not too empowered as a tool. It was really important that it feels natural as well, and for me the favourite use if the ‘Swoop’ back; when you’re at the corner and you then see a guard, “*gasp*, oh my God” and you ‘Swoop’ back – the feeling is so great. I’m still impressed by it.

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That’s something that I was immediately impressed by as well, because it is the perfect visual representation of how you as the player feel when you realise you may have just entered into a guard’s eye-line – you want to be able to literally, quietly, dash backwards. I also love the quickness of the ‘Peek’ feature, and how once you let go of the thumbstick, Garrett just snaps back… it really reinforces the dangers of a given situation in a really nuanced way. I think you guys nailed those elements…

Being a first-person game, it was really important for us to feel the emotion of Garrett, to show who he is through his hands, body language, awareness, how he touches things; he really has his own style and it’s all about that. So yeah, the interactions with the world… picking up objects – it’s a Thief game so when you steal an object, you want to look at it, not only press ‘X’ and take it. This is all important considering the density of the world too.

Right, and there’s even balance and pace to be factored in with those moments that people sometimes neglect, such as the length of the animation – you don’t want to take control away from the player to look at a cup you’re stealing for 2 seconds…

Exactly! So what we did was we kept that beautiful animation only for the special loot. Because if you steal a fork to add more money in your economic system, you’re not gonna go “ooh, beautiful fork!”, you’d just *swipe* quickly. But the main, main, main, main special mission loot, you will rewarded for acquiring it. But you’re right, the representation of those emotions juxtaposed with efficient pacing is really important. You don’t want the player to go, “oh no, not another 5 second thing”.

Now, it was mentioned before that the A.I. is very intelligent, to the point of knowing certain potential hiding places. I’m wondering, with success in most stealth games relying somewhat on the ignorance of the A.I., how do you then balance yours to where it doesn’t go the complete opposite direction and frustrate the player, making them feel like perhaps they can’t “catch a break”?

Yeah, we had to think – you know it’s not that you are fully safe because you are in the shadows. One of the biggest things was the credibility of it; are you believing what is happening in front of you as the player? It was a real challenge, especially with all the new graphics and animations, it is so realistic that we needed to ensure it stayed credible. If you always stay in the shadow, they will probably catch you at some point. It was important for us to have that kind of variety, but also to disallow the player to trick the game. The A.I. is strong; they react to a lot of different stimuli, so it’s up to the player to really take care and avoid being caught.

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The thing that struck me when first starting up a campaign on this build was the depth of the options in the ‘Custom’ difficulty setting. You have really provided the player with every possible option to cater to their exact, desired gameplay experience.

We wanted to add a lot of things like that from the beginning, and more and more as we’re advancing, and more and more we’re seeing the feedback from the fans we thought, “okay, this’ll really please them”. We want to make sure that it’s your own experience. We want them to jump in the game and have a cool experience, but we don’t want to force things. We also added all this customisation, in part, as a PC homage.

It’s funny, and this relates to what we were talking about earlier [pre-interview] when people are inclined to jump on anything new; changes, additions… for some, their expectations are for the Thief game that they remember from childhood. They immediately get frazzled or upset, like after the gameplay reveal when some combat was highlighted. I think this ‘Custom’ difficulty setting will go a long way in alleviating those fears and show people how premature they were.

It’s great. I think if they have the ability to customise it as a plus, they will really enjoy the game as an old fan. Also, for the newcomer, I think it’s important for them to feel comfortable to jump in the game – it’s a new story, but they’ll all have that complete Thief experience, I’m sure.

And I think once they do play it as well, they will realise that the combat is not an easy way out of a sticky situation. That blackjack doesn’t do insane damage, not by a long shot.

Exactly. Garrett is not a fighter; he’s not a killer; he’s not an assassin. You really need to avoid confrontation. Yes, if you’re caught in a situation we give you all the tools to defend yourself – I saw last week that was just good. He was not using ‘Focus’ and he got rid of three guards… I have difficulty myself doing that! [Laughs] It will depend on the player, but the core of the gameplay is avoidance. The blackjack itself is a little bit stronger than before, but again, we push for that stealthy approach. For me, the combat at some point was called ‘hit-and-run’. You don’t want to stay there and fight; you’re not an Irish fighter. It was really important for us to give those windows of opportunity to flee every time.

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I don’t know how much you can tell us, but what exactly happened in that story trailer? The supernatural elements, the ritual, the cultists…

They are attempting to use the ‘Keystone’ to funnel ‘primal energy’. The overarching story is about who is going to control that energy, or who is managing it in fact. The ‘Focus’ abilities of Garrett – you saw the accident – is part of that. Thief is still a world where lots of things happen and it doesn’t exist. So we had some freedom to add some mystical elements. It’s not something we want to spotlight that much, but it’s still ever-present.

Finally, I’d just like to touch upon the companion app actually, and how much that can add to the gamers’ experience on a whole… of course, it’s never a surprise these days to see people freak out at priced companion apps too. It’s optional!

Yeah, you don’t need to buy an iPad! [Laughs] If it was integral to the gameplay itself, then it should be free on all accounts. It was more about giving fans a little extra if they want to learn more about the story details and background. If you want to know more about the world, about the city… if you discover certain buildings and want to know the history behind it, the app will allow you to. It’s just an added layer of immersion.

Cool, well thanks so much for your time!


Thanks again to Square Enix for the previews, and to Nicolas Cantin for making the long trip to Australia. Thief releases for Xbox One, Xbox 360, PlayStation 4, PlayStation 3 and PC on February 27. Look for our full review closer to that date.

Thief: Hands-on with First Three Hours

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It’s been a decade since we last delved into the thieving world of Garrett, Master Thief. After successfully revitalising the Deus Ex franchise, Eidos Montreal hopes to do the same with Thief. With time comes change, and with change comes trepidation and fear. So we were beyond interested in getting our hands on the game and experiencing the developers’ vision for ourselves, which we did… three hours worth of the PlayStation 4 version, in fact. We also received the opportunity to interview the game director, Nicolas Cantin, all as part of a recent Square Enix Showcase.

Right off the bat, I was introduced to a feature that you may or may not have heard about, and that is the “Custom” difficulty setting. Remember those fears you had that this wouldn’t be anything like the Thief you knew and loved? Let’s quell those this instant. Eidos Montreal have gone to every length imaginable to appropriately update this IP, whilst allowing the gamer to play how they please, with whichever conditions they desire – including a set of “Classic Thief” mods. Here you’ll find the options to toggle on or off ‘Chapter Saves Only’, ‘No Focus’, ‘Stealth Takedowns Only’ and ‘No Reticle’, essentially transforming the rule-set of this modern Thief entry into that of the 1998 original. A second set under “Legendary Thief Mods” allows the choice of having on ‘Specialty Arrows Only’, ‘No Resources’, ‘It Hurts Not’ (take damage and mission is failed), ‘Expensive Tools’ and ‘Slowed Movement’. And finally, the third and most extreme “Ultimate Thief Mods”. These are for the hardest of hardcore, and include ‘Iron Man’ (permadeath), ‘No Upgrades’, ‘No Kills or Knockouts’ and ‘No Alerts’. They are mostly self-explanatory, but if anybody requires some clarification, don’t be afraid to ask in the comments section.

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Tying into the aforementioned conditions is a multiplier, as Eidos Montreal are integrating a competitive leaderboard into the title (a possible retooling of the scrapped XP system). So, depending on what you’ve got toggled on or off, your multiplier will raise or lower accordingly. The best comparison is to that found in Forza Motorsport – turn off driving assists and your multiplier increases to reflect the additional challenge. To settle any potential ties, the player who finishes the game first will attain top position. Keep in mind, with all of that said, you’ve still got your usual Easy, Medium and Hard difficulty settings. You’re also able to switch off visual cues and user interface elements, ranging from ‘navigation prompts’ to ‘object highlights’ and everything in between, regardless of what difficulty setting you decide on. Before moving onto the campaign, there is another mode that wasn’t playable, but is definitely worth mentioning – “Challenge Mode”. From what we gather, there will be three types of challenge sets to tackle across different maps. Think of it as something similar to the “Challenge Maps” implemented in the Batman: Arkham series or Hitman: Absolution‘s “Contracts” mode. As you can tell, although this is a story-centric game, there is much to entice those with a decidedly competitive nature.

Thrust into the campaign, the ‘Prologue’ begins with Garrett embarking on his latest thievery mission, as assigned by a familiar personality – Basso the Boxman, the arsonist Garrett saves from prison in The Dark Project (with ulterior motives, nonetheless). As he makes his way towards the objective, Garrett runs into another “child of the streets”, and former protégé, Erin. The two had gone their separate paths after Garrett grew tired of her methodology. He tried to instil in her a code – never initiate open conflict, no unnecessary killing and only steal from the undeservedly rich. She broke that code. Realising Basso’s plan all along was to trick the duo into reuniting, Garrett hesitantly races Erin across the rooftops to the marked location. It’s here that the player learns the basics of traversal and light vs dark. Erin unveils her creation – ‘the claw’. It allows her to attach to grates and climb walls, but unfortunately, Erin is too quick to use the tool as a weapon, killing a young guard who posed no immediate threat. As they near their destination, the player must steal the claw from her belt, which proves as easy as walking behind her and simply grabbing it. She has truly lost her natural instincts, now resembling an assassin more than anything else.

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Eventually, the player encounters the Keystone ritual highlighted in the previously released ‘story trailer‘. Atop the glass dome, Garrett expresses his frustrations. Following a brief struggle for possession of ‘the claw’, the glass cracks and shatters as Erin was reaching for her invention. Garrett fails in his attempt to save her, witnessing her fall into the conjured pool of primal energy. He too follows suite, knocked unconscious by the crumbling building. The next time we embody Garrett, he is hidden inside a cart, being pulled through checkpoints in ‘the City’, which is now on lockdown. His unnamed accomplices panic when members of ‘the Watch’ threaten inspection and bolt. A chase ensues, and amidst the commotion Garrett hops out, slinking into the shadows towards the Clocktower – his hideout and central hub of the Stonemarket district. His road back, however, is not without obstacles. As mentioned (and reflected in the Chapter 1 title – Lockdown) Watchmen are patrolling the streets, all but enforcing a city-wide curfew. Why? Because of a plague so depressingly known as ‘the Gloom’. The city is literally sick, and no one knows why. Civilians are blindly placing blame on the Baron, creating a widespread backlash against the mayor-like figure.

Garrett has no memory of recent events leading up to this point… everything beyond the ritual is foggy. He just recognises the need to retreat to home-base and clear his mind. This section takes the opportunity to acquaint the player with the more intermediate sneaking skills. The fundamentals of breaking eye-lines, staying quiet, and taking out light sources is explored. ‘The Swoop’ ability enables Garrett to quickly dash in any direction, rarely drawing the attention of nearby enemies. It may sound like an invulnerable, over-powered manoeuvre, but the player must be wary of his surroundings, as swooping over water or any other loud surface will still alert those in the vicinity. I learnt that the hard way. As a matter of fact, you must watch your step constantly – broken glass litters the alleyways. Even stepping on wood palettes or ropes, and knocking objects with your shin can invite peering eyes. If you’ve caught the ire of a singular enemy, standing and fighting may suffice, but with multiple enemies, your best bet is to run, escape their vision and hide. Later in the game, when you accrue enough gold from stealing everyday items from drawers, tabletops, chests or wherever else people lazily store their valuables, you can purchase flash bombs to get you out of sticky situations.

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Another thing I learnt the hard way (and by not taking the time to read its description) is that choke arrows supposedly only put animals to sleep. The gas emitted upon impact will send any pesky, persistent, vociferous dog or bird to la-la land. This would have come in handy during the opening sequence, where the player is tasked with carefully navigating a room full of bird cages in order to reach a wall safe. For humans, not so much… and you don’t want to waste your ammunition in Thief, as the more unique items can cost a pretty penny to restock. Merchants also carry tools or charms that are significantly more expensive. They serve many purposes; for example, the basic wrench will allow you to unscrew collectible plaques around the city and access vents for shortcuts, while some charms will extend your maximum health or focus bar. Thankfully, a merchant can be found not so far away from the Clocktower, which you will be transported to after each successful mission. It’s therefore easy to re-arm yourself before undertaking another. But before embarking on another dangerous quest, take the time to admire your takings at the hideout. Garrett collects the most unique of collectibles – of which there are 81 in total – in displays. There is also a ‘stash supply’ at the safe house, so aforementioned trips to the merchant may not even be necessary.

The City is an open world, and Garrett can take side jobs to make more money; in the earliest case, the player is asked to meet Basso at his pub, the Crippled Burrick. Garrett’s amoral friend proceeds to reveal the amount of time he’s been gone. It’s been a whole year since the ritualistic event that took Erin’s life, put him out of commission and seemingly infused him with potent powers of above-normal concentration and ‘focus’. Garrett wants to understand what exactly is going on, but accepts the mission at hand. Bringing up the mini-map by pressing down on the D-Pad, we head off in the direction of the objective. Entering a new area means sitting through a loading screen, which is more frequent than you’d like, especially on a next-gen title. Chapters are also initiated by doing so. So once you’ve completed the included mission, you can trek back to that gate and enter the zone, triggering a replay of that chapter. In that respect, the world is actually semi-open, as you can not practically traverse portions of the map freely with intentions other than. Chapters can also be replayed following completion via a summary screen, which also displays your successes and failures in finding all possible loot, and achieving certain criteria to earn either a ‘Ghost’, ‘Opportunist’ or ‘Predator’ designation.

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Points of entry are many for the dwelling that is housing the piece of jewellery Basso is after. This variety in approach encourages experimentation with the verticality of the level design. Rope arrows can be shot at wooden posts wrapped, itself, in rope (the signifier) to improvise a method of fast vertical movement. Windows are a common avenue of infiltration, and are usually the proverbial gateway to a remarkable number of missions. In this particular instance, we come in through what appears to be the basement after lock-picking the door. And just our luck, as the prize is right there on the table, but a man is standing in our way. In Thief, you are never forced to kill or even incapacitate, but we didn’t have the comfort of taking our sweet time with every single thing in the game, so sorry bud… you’re going night-night. We were surprised that bodies could not be hidden in these cabinets that Garrett himself can hide within (à la Siren: Blood Curse), although they can be thrown or dropped in the shadows. We then snatched the jewel before attempting an exit through the open window on the top floor (why not go back out through the basement door?).

Of course, there are guards roaming upstairs… and sleeping too. We had to take that opportunity to sneak past him and steal some more belongings, just to rub it in. Imagine when he wakes up and realises! Oh, the quiet satisfaction. Although the A.I. is quite intelligent, and will notice drawers and the like that are left open, they do all have fixed patrol routes. So no matter the mischief you partake in, you need not worry that a guard from another room will deviate from his stomping grounds to investigate, unless you make a loud enough racket. Alerted guards will attract their buddies though, as will snitches on the streets. Once we vanish, it’s time for a visit to the Queen of Beggars. Taking refuge in a dilapidated chapel, the elderly mystic explains that it was her people who found Garrett amongst the rubble and brought him back to health. The Queen does more than shed light on your current situation, as she also provides you with the chance donate your hard-stolen cash in return for ‘focus point’, which can then be spent on upgrading numerous ‘focus abilities’. Each has two stages of upgrades and will run you 150G. One specific enhancement grants you the capability to lift more than a lone item from an oblivious target.

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Throughout your adventure, jewellery won’t be all you steal. Food items and Poppies are also extremely valuable, with the former rejuvenating a portion of your health, and the latter regenerating part of your ‘focus’. They don’t automatically take effect upon pickup, instead going into your inventory for use at your convenience. The PlayStation 4 version of Thief utilises the touchpad for inventory access, whereas all others feature a recognisable radial wheel. The tactile nature of the touchpad means that you can not only touch and drag to highlight the wanted arrow type/restorative item, but you can develop a muscle memory for their individual locations, soon enough being able to intuitively click in on their corresponding spot without searching first. Speaking of platform exclusive capabilities, the light bar on the Dualshock 4 reflects the ‘light gem’ indicator on-screen. So, when the ‘light gem’ is glowing white, indicating that you are visible, the light bar will also glow bright white. When you are safely in the shadows, the light bar will stay the default blue, with the ‘light gem’ devoid of colour.

Chapter 2 – Dust to Dust begins with Basso requiring the retrieval of a precious ring. However, the man who was last in possession of it is deceased. His corpse has been taken to the Old Vale Street Ironworks, with the Foundry within crawling with the Baron’s men, as well as the imposing Thief-Taker General. This is a very tense slice of the game, with the high number of adversaries proving an intimidating challenge. The blunt arrow is especially effective here as a distractionary device; hitting light and machinery switches, or just striking a plain surface is almost crucial. The Thief-Taker General has taken a liking to the ring in question and, to make matters harder, has locked it inside a newfangled lockbox inside his office. To even reach it, you need to take a ride on the empty hooks that transport the dead bodies, deftly pinch the key from the man’s own belt, and then complete a puzzle on the face of the lockbox that entails rotating pieces to form a fully realised image. Then is the escape, naturally. After a confrontation, Garrett locks the Thief-Taker General out and then takes off into the night. It should be noted how fluid the running is in Thief, as all forward motion is carried out by holding ‘L2’, even climbing.

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“5 Days Later…”, back within the secure walls of the Clocktower, Garrett gets a message via carrier crow to meet Basso at a disclosed location. I did a little exploring on my way there and met a man named Ector, who owned a store. Turns out he had a secondary quest for me to retrieve something from Alfonso’s Attire. I accepted, but couldn’t find a way into the shop (could see it on the map, but was unsuccessful in discovering any paths to), so I continued to rendezvous with Basso. This time, he tasks me with acquiring a special book that may be tied to the cultists responsible for tapping into the primal energy. It is located at a whorehouse called ‘House of Blossoms”, and needless to say, this part of the game gets raunchy… nudity and simulated sex acts abound. Antecedently, Garrett needs to learn how to gain admittance, and the only person amongst his peers who had any personal knowledge of the establishment was Erin. Her Mill hideout lies in the South District, with a hidden switch opening a camouflaged entrance. Booby-traps of pressure-sensitive floor-tiles ward off intruders, but we press on, nimble as a cat. Getting what we wanted, we progress towards the brothel.

Here is where we ended our playthrough, but during loading screens (don’t worry, they aren’t that long) we occasionally peeked at the gamer on the station next to us, who was further along. House of Blossoms is a tough zone to stay unseen, with little verticality, cramped, open spaces and a substantial number of witnesses. Succeeding it is the official start of Chapter 3 – Dirty Secrets, which appears to examine the ritualistic/supernatural elements of the story, as Garrett matches ruins on a stone tablet with rotating rings and engages some suspicious, robed men. All in all, I have got to say that Thief impressed me and I actually came away wanting to play more. The tone, the world, and the polished mechanics really appealed to me and conveyed a grand sense of self and place. You are the Master Thief. Eidos Montreal may have just reinvigorated another fan-favourite franchise. Keep a look out for our full review closer to its release date of February 27. And again, if you have any inquiries, ask away in the comments section below.

Pocket Lab By Eduardas Klenauskis

Pocket Lab

Pocket Lab By Eduardas Klenauskis

Open iTunes to buy and download apps.

View In iTunes

This app is designed for both iPhone and iPad
  • $0.99
  • Category: Games
  • Released: Jan 23, 2014
  • Version: 1.0
  • Size: 15.4 MB
  • Language: English
  • Seller: EDUARDAS KLENAUSKIS
  • © 2013 E2applets

Compatibility: Requires iOS 4.3 or later. Compatible with iPhone, iPad, and iPod touch. This app is optimized for iPhone 5.

Description

Have you ever wondered, what is happening around as in micro world? Have you ever tried to look through the microscope to explore bacteria world? If not – Pocket Lab is for you! As soon as you start playing Pocket Lab you get addicted in a positive way. Connect bacteria of the same color and simply splash them. The longer combination of joint bacteria you make, the more points you get. Compare your score with other players in all over the world. Score points, complete levels, play endless mode for more action.

Features:
-42 different levels
-Easy, medium, hard endless modes
-Global highscore table

…More

Screenshots

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Grandpa and the Zombies – Take care of your brain! By Tivola Publishing GmbH

 

Grandpa and the Zombies - Take care of your brain!

Grandpa and the Zombies – Take care of your brain! By Tivola Publishing GmbH

Open iTunes to buy and download apps.

View In iTunes

This app is designed for both iPhone and iPad
  • $0.99
  • Category: Games
  • Released: 23 January 2014
  • Version: 1.0
  • Size: 70.4 MB
  • Languages: English, French, German, Italian, Japanese, Portuguese, Russian, Simplified Chinese, Spanish
  • Seller: Tivola Publishing GmbH
  • © Tivola Publishing GmbH
Rated 9+ for the following:

  • Infrequent/Mild Cartoon or Fantasy Violence
  • Infrequent/Mild Gambling or Simulated Gambling

Compatibility: Requires iOS 5.0 or later. Compatible with iPhone, iPad, and iPod touch. This app is optimized for iPhone 5.

Description

Grandpa Willy’s brain might not be the freshest anymore, but he’s not ready to surrender it to the zombies anytime soon! If only the brakes would function on his wheelchair… Brace yourself for crazy puzzle fun and help Willy to safely navigate through the zombie apocalypse.

90 LEVELS FULL OF UNDEAD

Just after waking up in a hospital, Grandpa Willy quickly realizes that there’s something fishy going on and that the world has changed. There’s no time to ask questions though since the zombies are already pounding on the door.

“Grandpa and the Zombies” is a fast-paced trip through 90 levels and three different worlds, which shows that you can also survive a zombie invasion in a wheelchair. The levels are filled to the brim with the craziest undead that make Grandpa Willy’s escape that much harder including stinky Halitosis Jack or the Forklift of Evil. Some of the undead can even be really helpful if you know how to interact with them.

THE PUZZLE FOR THE FEARLESS FROM 8-88:

A cool head, logic and vision are called for in order to reach the saving elevator move-by-move in every level while collecting as many candies as possible. Grandpa Willy is not in the mood for zombies but he loves candy more than anything and is willing to make a detour for this.

Steer Grandpa Willy’s wheelchair through the various levels. Grandpa Willy will roll only as far as he can until reaching an obstacle. And this better not be a zombie! Use obstacles, light declines and hazards cleverly and disorient the zombies. This is how you reach the saving elevator.

AN OVERVIEW OF THE FEATURES

# Satisfying gameplay thanks to three different worlds and a total of 90 levels
# Horrible zombies – flee from Halitosis Jack, Bevil and Revil or the Forklift of Death!
# A new challenge in every level
# The apocalypse has never been this funny: ingenious comic-style for adults and children
# The zombie apocalypse! Challenge your friends on Facebook or Twitter

…More

Screenshots

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Kill la Kill Episode 15 Impressions

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I hear it makes the world go round

Kill la Kill
Episode 15: Don’t Stop Me Now

Alrighty, let’s take a page from Kill la Kill’s book and cut the intro short. Last episode stuff got crazy. This week stuff also got crazy. There, wasn’t that simple?

With her decision to walk the front lines, Satsuki comes face to face with the final opponent left standing in the Tri-City School Raid Trip: Osaka…like the whole city of Osaka. Led by the wealthy Kaneo Takarada and fuelled by greed, a fact which disgusts Satsuki, the town leaps at the President. They are of course immediately halted by the domineering Dictator and subsequently flee. Just in case you hadn’t realised by this point, not sure how that’d be possible, Satsuki cuts an intimidating figure. Anywhat, Rich Boy Gold decides to reveal his ultimate weapon: a big, gold crab robot thing. It’s more imposing than it sounds…I think. Looks aside, the crab-bot does a rather impressive job of dispatching the lowly One Stars in rapid succession. So I guess if there’s one thing to take away from this episode, it’s that money is the key to everything (Note: That was a joke. Money’s cool but remember friendship and love and stuff too. I heard it from an anime, so the info’s legit).

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Elite Four Assemble!

Borrowing classically good guy moves, the Elite Four turns up just in time to protect their precious President and dole out some old school Hannouji justice. Rockin’ some stylish new threads, Sanageyama unleashes a new power: Blade Regalia MK III. Some flashy dodges, the old Men-Dou-Kote and the last, creepy hope of Osaka falls. I gotta say, this had to be one of the weirdest fights in the series thus far and that’s saying something, you’ve seen the show. From the inclusion of crab paste, to the very aggressive and incredibly suggestive method by which Takarada is dispatched, it’s definitely not a fight you’ll forget…no matter how hard you try.

Anyway, with that unpleasantry behind us, it’s time for the main event. Continuing her trend, Ryuko blazes into frame, motorcycle revving and trumpets blaring. What was interesting to note was that, at Ryuko’s appearance, Satsuki was briefly, though quite visibly, shocked. A trend that continues throughout their fight. It would seem that the little Princess is not too happy when she learns that, not only has Ryuko retained Senketsu, but that she has also grown stronger, able to go toe-to-toe with her without even transforming. Maybe she shouldn’t have let Ryuko live when she found her unconscious in the slums? I mean, I’m glad she did…wouldn’t be much of a show without her.

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Guess who’s back

It is also during their clash that we learn some new information about the Kamui themselves. During their transformation, Senkestsu and Junketsu exude large amounts of Bio-Energy. This power courses through the Life Fibres of each and, as such, if a piece is missing, the energy is disrupted. Without her gauntlet, Ryuko cannot unleash her true power…unless of course she was the protagonist, a headstrong one at that. Hmm? She is? Oh well, that’s fine then. Substituting the gauntlet, Ryuko uses her own flesh to complete the Bio-Energy circuit, allowing her to transform. However, the sheer power released threatens to burn away her hand in around a minute. Dangerous stuff. The high stakes of this risk are of course agreed upon during a heartfelt moment between the two, with Senkestsu still coming to terms with just how much Ryuko cares for him. With true friendship empowering them, the duo lunge at Satsuki and steal away the final piece of Senketsu. Now the fight really begins.

Finally revealing themselves, in more ways than one, Nudist Beach takes the stage and provides some much appreciated back-up for Ryuko. It would seem that Mikisugi’s talk was not all bravado and that he really does have an organisation behind him. It also serves to show that the compassion he developed for Ryuko since their meeting has led him to ally with the one true enemy of his cause: Life Fibres. This is a nice act that, coinciding with his ditching of his cover identity, he no longer hides his belief that Ryuko is different from Satsuki, regardless of their similar powers. Following suit, the Elite Four also reveal their own new powers: MK II Three Star Uniforms. Apart from the combat enhancements, the new Regalia are considerably different visually. The new forms opt for a slightly more compact style, taking the best elements from their previous iterations. However, the unfiorms did not get the chance to fully reveal the limits of their new power, I’m sure it won’t be too long until we do.

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It would seem we have reached an impasse

This episode was quite an important one in the grand scheme of things. We got to see Ryuko visibly shake Satsuki, more so than ever before. More than anger. More than confusion. Satsuki felt surprise. And what a sweet moment it was. Bearing witness to Ryuko’s determination finally putting her on par with Satsuki, ending their fight in a complete draw. Not only that, it was nice to see that Ryuko has leaned from her past experiences emotionally, as well as physically. Her mid battle rant showcases how she wishes to never succumb to rage again. Not that she’s letting go of it, she just will never let is twist Senketsu again. Which is good…because that was a horrible moment for everybody. Her mental focus also allowed her to summon the true power of her Kamui, creating some awesome action sequences that saw the Senjin and Shippu forms get some more screen time. Which was totally awesome.

On a lighter note, the odd relationship between Mako and Gamagoori also saw a little bit more attention. The Disciplinary Head’s strange respect for the girl consistently leads him to try and help her stay out of trouble. Mako’s overall…Mako-ness also makes her the one person other than Satsuki who can stand against the titan on equal terms. It’s as funny as it is heartwarming really.

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Quite the heroic line up wouldn’t you say?

With their fight concluded, Satsuki agrees to retreat to Hannouji. The Tri-City School Raid Trip is over! Unfortunately for everyone, Satsuki is a rather smart cookie, having already achieved her goal and crippled Nudist Beach. Damn. Amidst planning to regroup and recover, Mikisugi decides to keep his word to Ryuko and reveal the truth about her father. I wonder what secrets that old man kept? I guess we’ll find out soon enough.

Check out more Kill la Kill Impressions HERE.