iOS

[08.4.15] Review: ‘SongPop 2’

FreshPlanet

FreshPlanet

SongPop 2

Rating:

5 Stars

The original “SongPop” came onto the scene back in 2012 and took the mobile gaming world – as well as Facebook – by storm. Capitalizing on the “Name That Tune™” formula, it was difficult to imagine that anything could go wrong. That is not to say that it did not have its quirks but, then again, nothing is perfect. If success proves anything, it proves that “SongPop” was a fantastic title that people just could not get enough of it. So when the announcement came in mid-February that FreshPlanet was working on a sequel, it did not come as too much of a surprise. However, it did leave the question of: “What exactly could be done to improve the formula?” As it turns out, “Song Pop 2” could be a pretty fantastic answer to that question.

The Fun Stuff:

Everyone loves the “Name That Tune™” gameplay. Whether it be watching one of the incarnations of the television show that spanned nearly half a decade, the rare arcade game, board game, or even just playing with your friends. “SongPop” let you put that game in your pocket and take it anywhere you wanted to go. You could challenge friends via Facebook or even play strangers. It had a lot of popular songs from a wide variety of genres, allowing the music collection to appeal to a diverse audience. All in all, it was a great experience.

“SongPop 2” only builds upon that further by expanding its already massive collection to a staggering 100,000 songs. Better yet, veterans from the original title can carry over the playlists they have purchased and use them in the new game. That is what we like to call “Fan Service 101.” The music library continues to expand with weekly updates ranging from artist-specific playlists to top R&B songs of the 1990s, all of which can be purchased with in-game currency. This means you are not penalized if you do not want to shell out some extra cash.

The standard styles of play have returned and function as expected; but a new Party Mode has been added to the mix. Party Mode is kind of liking playing a standard round of the game, except you are playing against the entire world at the same time. After you finish the ten question quiz, your score gets posted on the weekly leaderboards where you can earn rewards and fight for the top spot. Also, playing daily earns you rewards – including free playlists. You get more game content free just for playing the game. If you feel like your skills are not up to par yet, you can always utilize the new Practice Mode. Practice mode allows you to sharpen your skills while playing against the computer. It also provides an excellent opportunity to brush up on the music collection.

The one thing that did receive a major overhaul is the graphics. Richard Perez, a highly acclaimed author and illustrator who has worked with the likes of Pinterest and Coca-Cola, put his signature style on the game. You may not recognize him by name, but you will instantly recognize his iconic look that every project he has his hands in receives. From top to bottom, the game is adorable, and Perez compliments the game’s addictive and fun gameplay with a perfect presentation.

It also seems safe to assume a lot of behind-the-scenes work has been done to ensure a smoother operation across the board. Most of it cannot and will not be witnessed by players. There is, however, one very subtle, yet very noticeable change that is the perfect cherry on top of this perfectly wrapped-up-game-package of an ice cream sundae. In the original “SongPop,” while taking your music quizzes, the song would start playing, and your four multiple choice options would pop on screen for you to make a choice. At face value, nothing sounds wrong there. The problem is, every once-in-a-while, you would have a bit of lag and this would delay or inhibit your choice. Regardless of the cause, that delay is frustrating in a game with a scoring system centralizing on how quickly you can answer a question. To solve this problem, FreshPlanet has made it, so the song choices pop up just a split second before your audio clue starts playing. This allows for even faster reaction times as you have already had a brief opportunity to survey your options. Now, the original “Song Pop” had already received this tweak, and it is a tiny change, but it has a massive impact that creates a lot of satisfaction while playing.

The Frustrating Stuff:

“SongPop 2” had the advantage of being built from an already solid base product. Sometimes, screws can get loose while you are making an upgrade. Fortunately, that is not the case in the event of this sequel. Structurally speaking, “SongPop 2” is solid and glitches, bugs, or force-close errors are never an issue. The game does have some faults, though.

It has come to be expected with any modern mobile game, but the constant nagging for social media integration is tiresome. While I have no qualms connecting my Facebook account to find people to play with, there are many people out there who just don’t want to do it. Asking them over and over and over again to do it will not solve the problem – it just makes them want to stop playing your game. It is fine to ask, but perhaps add the option to silence and remove those prompts at some point?

It is awesome that “SongPop” and “SongPop 2” are free-to-play. Unfortunately, the sequel takes a step back when it comes to the paid version of the game. With the original title, you can download and play the game entirely for free. If you want, you can buy coins with real world money which you can then use to get more playlists or power-ups, and that is fine.

Then there is the VIP Status. For the original “SongPop,” VIP Status: removes advertisements, bumps your simultaneous game limit to 100 games (unlimited for Facebook friends), gives you longer audio clips, higher sound quality, allows you to challenge from any profile, and see your “best match” (based off of playlist mastering) profiles’ pictures. For “SongPop 2,” you also receive unlimited chat, unlimited “best matches,” the ability to challenge your friends’ friends for free, and the ability to use a power up to challenge on any playlist. Between the two games, it is kind of like a… premium music service and music-based dating app rolled into one. This will cost you $1.99 per week, $4.99 per month, $12.99 for three months (“SongPop 2” only), or $39.99 annually. Now, to be fair, that is about ¼ the price of an annual subscription to Apple MusicZune / Xbox Music / Groove, Google Play Music, or Spotify Premium. That being said, you can also listen to whatever you want, whenever you want with one of those streaming services. Having a subscription service for those things just really doesn’t make sense. Then again, dedicated players will buy it, so it does make sense from a business standpoint. However, the free version of “SongPop” was complimented by “SongPop Plus” which gave you all of those features, minus the profile picture, at the cost of a one-time, $1.99 purchase. “SongPop 2” does not have a comparable option, and that is too bad. But hey, they have instigated four weddings!

One huge missed opportunity is with the power-up system. This carried over from the original title and, sadly, stayed exactly the same. There is but one lone power up for the standard single-player experience. While playing, you have the option to remove two of the choices, resulting in a 50-50 chance. With the addition of Party Mode, it received its own set of power-ups; however, there are still only two from which to choose. You can receive a score boost for answering correctly within 3 seconds or receive an overall XP boost for your match.

These options are not terrible, but it would have been nice to see some more creativity across the board. Adding the score boost power up for speedy answers seems like a no-brainer for the standard single player experience. It might need to be tweaked slightly to keep the game balanced, but it does not seem far-fetched. Why stop there? Perhaps receiving a sneak peek at your answer choices for each question could be negotiated via power-ups. If you find yourself in a playlist you do not know as well, give yourself a slight edge by getting a one-second sneak peek at the audio clue before the scoring system engages. You could throw down a bulk of power-ups to overrule a playlist selection, give yourself the chance to put in two guesses for each question, slow down the song clips and timer to receive a give-and-take style power up, or even fire back at an opponent by distorting their audio or distracting them with a live-audience style feedback applied to the music. The possibilities are endless! You could even offer an additional “game mode” by having a vanilla no-power-up match alongside the all-out gauntlet of power-up-infused gameplay.

Bottom Line:

“SongPop 2” is the perfect example of a sequel done right. You do not always need to be revolutionary; sometimes you just need to focus on what you have going for you and refine that. Then, your product moves from what you actually released to what you had originally envisioned. While it suffers the same bane of micro-transactions that many other games have succumbed to; it is hard to blame any developer for participating in a trend that is becoming almost necessary for survival. Still, they are completely optional and don’t harm or hinder those who wish to avoid them. “SongPop 2” does not have anything “game-breaking” and, while it does have some minor faults, it is nothing that could not be tweaked with future updates. Even if it does not change at all, it will still be a must-have app for music and game show lovers everywhere.

SongPop 2” was developed by FreshPlanet. It was released in North America on July 16 for free to iOS with plans for Facebook and Android versions coming at a later date. This review was based on a copy of the game downloaded on the release date.

[07.01.15] ‘SongPop 2’ launching July 16

FreshPlanet

FreshPlanet

Editor's Note: Shortly after this article was originally published on July 1, FreshPlanet made the decision to push back the release date. "SongPop 2" is being moved from a July 9 launch to a July 16 launch date. The article has been updated accordingly.

 

After originally revealing plans for a sequel to “SongPop” back in mid-February, mobile games publisher FreshPlanet announced yesterday, June 30, the official launch date for “SongPop 2” along with finalizing some exciting details. “SongPop 2” will continue with the popular head-to-head “Name That Tune™” gameplay style while adding in its own twists. The game will also be free to play with the option of in-app purchases to add supplementary content.

“SongPop 2” will have a catalog featuring over one hundred thousand tracks, ranging from modern hits to established classics. This includes a thousand individually curated playlists, which will be followed up consistently with weekly installments of 200 songs each. Within the game, each playlist can also be uniquely customized for each player’s preferences upon startup.

To add some excitement to the new title, “SongPop 2” features a Party Mode to provide an all-new social single-player experience. Users will compete in a ten-question quiz for a top spot on the global leaderboards. The top players will receive prizes, along with bragging rights, for their successes in the Party Mode challenge.

Helping keep things fresh, “SongPop 2” also features a complete graphics overhaul. Acclaimed illustrator and author, Richard Perez, was brought in to add his signature style to the game. It’s a bright and colorful, quirky and cartoonish design which really makes things pop. His style is visible in everything from the logo to the leaderboards and its cuteness will surely keep you enthralled for hours, as if the addictive song trivia wasn’t enough already.

Last, but certainly not least, FreshPlanet has confirmed backwards compatibility for all legacy gamers. This rewards returning users for their time on the musical battlefields of the first title while helping bolster the already massive song library with a few more tracks. All that players need to do is sync their accounts from “SongPop” and they will find all unlocked and purchased playlists waiting for them.

Mathieu Nouzareth, CEO of Fresh Planet had this to say about the launch:

“’SongPop 2’ was made with our community in mind. We created a bigger, louder and better SongPop experience that lets players enjoy the musical quiz fun on their own or with their friends – plus a slew of brand new features to fit each user’s own musical tastes.”

“SongPop 2” will be available July 16 only on iOS, with plans for an Android and Facebook Canvas version coming very soon. You can check out the official trailer here.

[06.06.15] Mattel brings ‘Apples to Apples’ to mobile

Mattel

Mattel

It’s a staple of many a family gathering and party since 1999, selling over 15 million copies, which has also garnered countless imitators. While many of them are fantastic, originals always have a unique appeal to them. “Apples to Apples” has been out for 15 years, which means it’s probably due up for a serious overhaul. As it turns out, Mattel thought so too. What better way is there to bring “Apples to Apples” up to speed than with an official iPad, iPhone, and iPod Touch app? Best of all, it’s already available, after being announced on Jun 4, 2015.

“Apples to Apples has been bringing fun and laughter to friends and families for many years,” said PJ Lewis, Senior Director, Global Brand Marketing and Design of Mattel. “With more players utilizing their smartphones to play games, this is a great time to re-imagine the game.”

The mobile app still features the classic card-matching gameplay that players are already familiar with; however, it also has many new great features which cater to the modern, mobile world. The original gameplay has been optimized for a mobile device with beautiful and colorful graphics. Players can simultaneously challenge up to four other friends or family in real time. “Apples to Apples” also features Facebook integration, allowing players to send each other gifts, easily find friends to play with, or even share their favorite silly card combinations. To add to the social aspect, the community can vote on their favorite card combinations, and the top trending sets will be featured on the main menu of the game. Much like the real world game, players will have the option to customize their experience with a wide variety of card packs and categories, including geography, animals, desserts, and more.

“Apples to Apples” has already won awards and entertained millions of families in its physical form. Now that it has been brought to mobile platforms, it’s unlikely the momentum will slow down.

Download “Apples to Apples” for free from the App Store, find out more on Mattel’s website, or follow them on Facebook and Twitter.

[03.29.15] Review - ‘Cooking Fever’

Nordcurrent

Nordcurrent

Cooking Fever

Rating:

3 Stars

It has been a very long time since I've reviewed a game; although, I’m not entirely sure that this is even a review, a public service announcement, a blog, or what. I stopped writing reviews on principle. I don’t really believe most of what is put out is “bad,” and you can see that based off of the review scores I would attach to my early reviews. A lot of gamers and developers have gone a long way to argue that video games are art, and – assuming that is so – art is a subjective matter. So if these games are going to be viewed as art, then quality is really in the eye of the creator. That’s not to say that things can’t be bad, but very few things, at least until this past year, are released completely broken. In reality, it all comes down to a difference in opinions on what people find fun, and I respect that. Just because I don’t particularly enjoy MMORPG’s doesn't instantly make all of them bad. I think there’s pleasure to be found in most any game, evidenced by my review of “Duke Nukem Forever” which was absolutely obliterated by other reviewers everywhere. “Duke Nukem Forever” might be an extreme example, but sets an important precedence. Sometimes things don’t meet expectations, other times they just might be of very little interest to you, but neither of these things make a game terrible.

In the current day where studios pump out annual titles which all try to match the financial success of “Call of Duty,” there has spawned a belief that every title released has to be the number one seller or it’s a piece of garbage. Despite the iconic words of Ricky Bobby, there is – in fact – a whole spectrum of bad to good in which things can land. Companies gauge their success on Metacritic scores, but most review sites treat a scale of 1 to 10 as a scale of 1 or 10. That’s why I dropped the scoring system in favor of simply explaining what I enjoyed and what I didn't enjoy. That same belief is what later led me to drop reviews overall. Really, what authority am I on what you think is fun? We may have similar tastes, but I would rather you experience it for yourself and make your own decision. If you’re interested in knowing what games I do like (I’m flattered, and thank you for reading!), I generally prefer to cover the things that interest me. If I don’t like it, I probably won’t talk about it as much, and what better endorsement is there than free advertising?

Enough about me, though. The reason I’m writing all of this is because of a recent experience I had with a game which was an absolute blast, until it destroyed its own experience for me. There is a parasite that has infected the gaming industry to the frightening extent in which we’ve come to accept that this is “just how things are now.” Micro-transactions have infiltrated every kind of game and have hurt or even completely destroyed many promising titles. Obviously, from a financial standpoint, micro-transactions offer unmatched benefits, but at what cost? Some games can pull it off, such as “Grand Theft Auto V.” The micro-transactions are there, but they are unobtrusive and have minimal effect on those who chose not to use them. Other games are playable, such as “Plants vs. Zombies 2: It’s About Time,” but created a very frustrating environment where you’re constantly pestered and feel penalized if you don’t buy in. Then there are games, such as the one I’m reviewing, which essentially render themselves useless you shell out some cash.

The jarring end to my playtime in “Cooking Fever” is what ultimately inspired me to write this review. I was so disappointed that I was barred from progressing through the game without grinding tirelessly or shelling out some cash. I would have happily spent a few dollars to purchase this game or even put up with intermittent advertisements since the game was a free download. What I refuse to do, however, is pay into this unhealthy ecosystem created by micro-transactions, just so I can continue to play this one game. There are other experiences out there which I would rather spend my time on, and this is why my time with “Cooking Fever” has come to an end. This is why I’m writing my first (and possibly last) review in years.

The Fun Stuff:

“Cooking Fever” follows a similar formula to the one perfected by “Diner Dash.” Serve customers, do it correctly, and do it quickly. In return, you earn some money, customize or upgrade your restaurant, then do it some more. “Cooking Fever” takes it one step further by packing in multiple restaurants with many different foods to serve while negating the seating of the customers and color matching in favor of the actual assembly of their orders. You can then upgrade your kitchen, your restaurant, and eventually buy additional restaurants to get new levels.

When you begin each restaurant, you start with simple orders. As you beat levels, you gain additional dishes to serve or different toppings and sides for the foods, such as lettuce and tomatoes for burgers, bowls of rice and soup, or fruit toppings for cakes. Meals become more complex and the number of orders increases as well. You also unlock the ability to upgrade your food and ingredients. Eventually, it becomes necessary to upgrade your food as well as your restaurant in order to earn enough money to 3-star levels, as it uses the same grading system popularized in “Angry Birds.” As you beat levels, you earn XP which allow you to level up, earn bonuses, and unlock additional restaurants. Customization is always a nice touch, so letting you pick and choose which restaurants you want to play, as well as customize your interior and kitchen via upgrades, is fantastic.

“Cooking Fever” is also very pretty, with a detailed-yet-cartoony graphic palette, reminiscent of early “Roller Coaster Tycoon” games. The restaurant environments are fun and feel like they belong in a Saturday morning cartoon. The foods themselves actually look delicious and make you want to go out and buy something similar in real life. Menus are laid out nicely, are easy to follow and understand, but are just on the verge of packing in too much information.

The Frustrating Stuff:

This style of game benefits greatly from a touch screen control scheme. On a 5” screen, however, it can be rather problematic at times. The game looks pretty, but over half of the screen real-estate is wasted on displaying the backdrop, customers, and their orders. This severely limits the playable area and makes everything very cramped. Combine that with opacity of a human finger and you’ll find there’s going to be the occasional misstep combining ingredients, which can’t be undone. It’s not game-breaking by any means, but it’s most definitely frustrating when it happens. If you have the hardware, opt into a tablet experience for this game.

That point may be moot, as there is one glaring issue with this game: the premium currency, or rather, the lack of readily available premium currency. After 3-staring every level in the first restaurant and about half the levels in the second restaurant, my progress came to a grinding halt. Even with virtually perfect runs, I could only 2-star the remaining levels in the restaurant. After burning through all of my gems (premium currency) to upgrade the restaurant and food, I bought every single upgrade possible that only required coins (base currency). Still, I could not earn enough to 3-star a level. There is a casino available in which players can gamble coins in hopes of earning gems, but after spending over 450,000 coins max-bidding at 500 and only winning gems once, I gave up.

The only other way to earn gems was to level up, which would require playing the same levels over and over again numerous times, or to earn them from the daily bonus. Gems, however, were not awarded until the 7th consecutive day played and I was only on my 3rd. The reward is also only 2 gems, and the lowest upgrade cost 10. This means I’m left with three options: hours of grinding, waiting it out for a week and a half, or buying gems. This is where my playtime came to an end, as I lost interest for having to wait days to really be able to play and progress. Perhaps it was so jarring because the game presented itself as a “play at your pace” kind of game and has the “Diner Dash” model, which traditionally would let you play as much or little as you wanted. It also could be because the currency system is set up similar to games like “Tiny Tower,” but completely bars progress instead of just slowing it like in those games. Either way, this is where the game ultimately ruined itself for me.

Bottom Line:

“Cooking Fever” was an absolute blast, while it lasted. As a free download, I highly recommend you pick it up to at least enjoy as much as you can. With the right pacing of upgrades, it might be possible to prevent getting locked up as quickly as I did; however, you will inevitably hit a brick wall at some point. If you so choose, you can always buy gems… although I strongly encourage you to vote with your money and refuse to give in to the temptations. While micro-transactions will never go away, hopefully we can fight this current trend in which they have infiltrated virtually every game released today. While I wholeheartedly believe developers deserve money for the work they have done, I don’t believe it should be paid out in a way that compromises the quality of the game.

“Cooking Fever” was developed by Nordcurrent and is available on Google Play for Android and the App Store for iPhone and iPad.

 

[02.18.15] FreshPlanet reveals plans for ‘SongPop 2’

FreshPlanet

FreshPlanet

Following the success of popular mobile game “SongPop,” FreshPlanet announced yesterday, Feb 17, they are currently working on the follow-up sequel, “SongPop 2.” The title follows the Name That Tune™ style of gameplay that made the original so loved, but has upgraded the interface and added new content as well. In addition to the visual upgrade, “SongPop 2” will feature new game modes, tens of thousands of new songs, and a new award system. Most importantly, avid players of the first game can sync their accounts and transfer all previously purchased content for use in “SongPop 2.”

FreshPlanet has also committed to updating the game, promising to release a new pack of six playlists every week, free to try, that will include 200 songs each. Any new users will begin with six personalized playlists and can then expand upon their collection with the updates.

The biggest addition to “SongPop 2” is the Party Mode, which allows multiple players to compete in a tournament-style game without the need to wait for other player’s progression. It also allows users to engage with songs outside of their own playlists and it will award prizes – including coins, power-ups, and VIP badges – to the top players.

Mathieu Nouzareth, CEO of FreshPlanet, said:

“We were thrilled to see how many people were playing SongPop over the years. I think of SongPop 2 as a love letter to our community. We listened to their feedback, and now we're using it to design a game that expands on everything they loved about the original - plus a fresh new look and a ton of extra surprises."

Speaking of surprises, FreshPlanet is also working on a rock ‘n’ roll themed spin-off titled, “Rock On – A SongPop Adventure,” which will be an entirely single player experience. Players answer trivia questions to progress through a virtual tour with a band. All of the questions will focus on the greatest hits of the rock ‘n’ roll throughout the years. It will also be an iOS exclusive title.

“SongPop 2” will be available in the Apple App Store, Facebook, and Google Play sometime this spring. An exact release date has not been given for either title.

[02.08.14] Today is your last chance to download ‘Flappy Bird’

GEARS Studio

GEARS Studio

Some people just aren’t equipped to handle the spotlight, and it looks like that’s the case for “Flappy Bird” creator Dong Nguyen. According to a Twitter conversation he had with earlier today with Luke Ryan Herbert, Nguyen said he “cannot take this anymore” and intends to take the game down from both Android and iOS marketplaces tomorrow, February 8.

Nguyen insisted “It’s not anything related to legal issues. I just cannot keep it anymore.” When asked if his decision to pull the game had anything to do with the constant scrutinization of his artwork choices, Nguyen responded with “I didn’t directly stole something. It is quite an art thing to do that :-)

As of right now, Nguyen is adamant that the reason he’s going to remove the game from the market is not because of the success but in spite of it. He’s concerned about the addictiveness and touts that people are “overusing it”. Because of the intoxicating gameplay, “Flappy Bird” will be forever gone tomorrow, so today is your last chance to grab it. Once you download it, it’s yours to keep, but don’t expect any updates or bug fixes. To grab your piece of dissolving gaming history, check out the links below.

iOS

Android

Anthony Ortale writes news and reviews on behalf of Examiner.com. He does so much gaming in his spare time, it’s practically a full time job! If you like what you read here, please subscribe to his articles! You can also follow Tony on Twitter, or become a fan on Facebook! If you ever have any questions, comments, or concerns, feel free to email Tony any time at ortale.anthony@gmail.com, he’d love to hear from you!

[11.22.13] Scopely giving away Skee-Ball® Machine to commemorate new app

Scopely

Scopely

Not even two days out from the Nov 20 launch of Scopely’s newest title, “Skee-Ball Arcade”, the game has reached #1 status in 6 countries. Climbing to the top of both of the “Free Game” and “Free App” categories in the App Store, this marks the fourth game coming out of their network to reach #1 spot. In celebration of the launch, the developers Big Cave Games and Scopely are giving away an actual Skee-Ball machine to one lucky fan.

Skee-Ball is an arcade staple that has been entertaining millions of people for over 100 years, and this isn’t the first time it’s been brought to the mobile platform. So, outside of the fact that it soared to the top of the charts, what makes this particular version so spectacular? It puts a modern spin on the classic attraction by allowing users to play anywhere, anytime, and do it against their friends. It’s also the only app on the market to be officially licensed by the makers of Skee-Ball themselves.

“Skee-Ball Arcade” launched with five uniquely themed machines, including Classic, Galaxy, Basketball, Candy, and Pinball, each with their own set of powerups, such as:

·       Straight Shot - Rocket the ball straight down the lane

·       Lane Changer - Activates all 4x point multipliers on the lanes

·       Cluster Ball - Ball explodes into three more balls for optimal point-scoring

·       Sweet Shot - Activates all 4x point multipliers on all cups

·       Slow Time - Activates a slow-motion camera for maximum ball control

·       Triple Ball - Roll three balls at once for triple scoring

·       Multi Ball - Splits ball for double the score

Each month, Scopely will continue to add new tables and powerups.

Players can compete in daily in-game tournaments and challenge their friends via Facebook, SMS, or match up against a random player from around the world. In addition, anyone who logs into “Skee-Ball Arcade” and plays a game by Jan 17, 2014 will automatically be entered into the sweepstakes for there very own authentic Skee-Ball Machine.

“Skee-Ball Arcade” is available now as a free download on iOS (App Store) and Android (Google Play|Amazon App Store).

Anthony Ortale writes news and reviews on behalf of Examiner.com. He does so much gaming in his spare time, it’s practically a full time job! If you like what you read here, please subscribe to his articles! You can also follow Tony on Twitter, or become a fan on Facebook! If you ever have any questions, comments, or concerns, feel free to email Tony any time at ortale.anthony@gmail.com, he’d love to hear from you

[11.21.13] Hidden Variable launches sophomore effort, ‘Tic Tactics’

Hidden Variable

Hidden Variable

Award winning studio Hidden Variable, masterminds behind the mobile hit “Bag It!”, put their own spin on one of the oldest games known to man. Launching today, Nov 21, “Tic Tactics” is the classic game Tic-Tac-Toe raised to a whole new level and it utilizes the infrastructure of the popular “With Friends” series. The idea is to create a relatable yet original game that players over the age of 10 will actually want to partake in. “Tic Tactics” blends instantly-familiar gameplay with strategic, in-depth, turn-based multiplayer all presented in a very modern and sleek interface.

If you know how to play Tic-Tac-Toe, you’re already familiar with the basics of “Tic Tactics”. The twist is that your move determines where your opponent can play next. The game board consists of a 3x3 grid of Tic-Tac-Toe games on which you play traditional Tic-Tac-Toe. The catch is, when you place your move, it now requires your opponent to play their next move on the board that matches the respective location of that move. In other words, if you place your “X” in the bottom left corner of your current Tic-Tac-Toe board, it now mandates that your competition pics one of the possible moves on the Tic-Tac-Toe board that occupies the bottom left corner of the 3x3 grid of Tic-Tac-Toe boards.

“Tic Tactics” has three gameplay options to choose between so you can play how and when you want. The first option is the classic couch multiplayer. Grab a friend, a comfy seat, and select the “Pass and Play” option. Now you can play a quick game all at once while you’re waiting for your food to be served at a restaurant or waiting for your name to be called in the doctor’s office. The second option allows for shorter periods of play over a long period of time. “Random Opponent” does just what you would have guessed – it matches you up with a random opponent online to play at your own pace turn by turn against each other. This works best for playing on your breaks at work or between rounds of “Call of Duty”. The last option takes it to a slightly more personal level and allows you to play online against friends. It does this by linking with your Facebook account and allowing you to choose from your list of friends who also have the game.

“Tic Tactics” is available now on iOS and Android as a free download and is coming soon to Kindle Fire.

Anthony Ortale writes news and reviews on behalf of Examiner.com. He does so much gaming in his spare time, it’s practically a full time job! If you like what you read here, please subscribe to his articles! You can also follow Tony on Twitter, or become a fan on Facebook! If you ever have any questions, comments, or concerns, feel free to email Tony any time at ortale.anthony@gmail.com, he’d love to hear from you

[11.09.13] LucasArts and Nimblebit announce ‘Star Wars: Tiny Death Star’

Disney, LucasArts, NimbleBit

Disney, LucasArts, NimbleBit

 

Yesterday, Lucas Arts in collaboration with Nimblebit announced their brand new title, “Star Wars: Tiny Death Star”. It’s a spin on their immensely successful 2012 hit, “Tiny Tower”. Fortunately, it’s more than just a reskin. The game has been completely revamped and updated to make it more fun. Your mission is to fully fund the completion of the Death Star by turning it into one gigantic shopping center and leasing out space to Galactic bitizens.

Everything from the menus to the bitizens themselves have been beautifully adorned with a Star Wars theme. Not only are the floors Star Wars themed – such as The Cantina or Rebo’s Karaoke – but there’s an entire new floor type, the Imperial levels, which are built in the basement and used to craft special items. Missions are now a variety of activities assigned to you directly from Emperor Palpatine which range from building specific floor types to taking a look at Holonet, the intergalactic version of BitBook. Upgrading your elevators do more than just increase the speed now. Each new elevator adds a multiplier which applies to the tips received from delivering bitizens to floors. This adds more incentive to taking time away to transport them, especially when you start getting a really tall tower. There’s also chiptune versions of the soundtrack, goofy little 8-bit animated scenes staring your favorite characters to collect, and a whole heap of achievements to unlock through the new Google+ integration.

It’s still suffering from a few bugs, but nothing completely game-breaking. Occasionally elevators get stuck, sounds run in the background, and every time an achievement is unlocked, the game disconnects and has to reload. Thankfully, it’s nothing other than a mild annoyance and a few seconds of lost time. The game is also frequently being updated to squash as many bugs as possible. If you’re a fan of Star Wars or a fan of Nimblebit’s other classics, such as “Pocket Planes”, it’s definitely worth the download.

“Star Wars: Tiny Death Star” is available now as a free download on AndroidiOSWindows 8, and Windows Phone.

Anthony Ortale writes news and reviews on behalf of Examiner.com. He does so much gaming in his spare time, it’s practically a full time job! If you like what you read here, please subscribe to his articles! You can also follow Tony on Twitter, or become a fan on Facebook! If you ever have any questions, comments, or concerns, feel free to email Tony any time at ortale.anthony@gmail.com, he’d love to hear from you

[09.27.13] ‘Hill Bill’ now available on Android

Balloon 27

Balloon 27

After a successful launch on iOS, Balloon 27 announced yesterday they are bringing their addictive motorcycle game “Hill Bill” to Android. In this quirky motorcycle trick game, Bill takes his third-hand-garage-sale bike and sets out on his adventure to become the world’s greatest motorcycle stunt man. After practicing on his own home made ramps, he hits the road to take on bigger, more shocking, and death-defying stunts. As players progress through the game, they will unlock bigger and better bikes, crazier tricks, and more locations.

To commemorate the Android launch, users will be receiving two free level packs, totaling 20 free levels. There are currently 6 packs available and more are coming, including the upcoming “Vegas” pack which will be made free for users to add to the fun. The “Vegas” pack will include new costumes and some stunning Vegas backdrops featuring some of the city’s most famous locations.

“Hill Bill” is available now on both iOS and Android as a free download. The free “Vegas” level pack will be dropping in a few weeks.

Anthony Ortale writes news and reviews on behalf of Examiner.com. He does so much gaming in his spare time, it’s practically a full time job! If you like what you read here, please subscribe to his articles! You can also follow Tony on Twitter, or become a fan on Facebook! If you ever have any questions, comments, or concerns, feel free to email Tony any time at ortale.anthony@gmail.com, he’d love to hear from you

[03.31.13] Review: ‘Pocket Planes’

NimbleBit LLC

NimbleBit LLC

In 2012, NimbleBit stole our hearts with the adorable game, “Tiny Tower”. After its immense success, they took the formula and applied to a much larger venue: an airline company. In “Pocket Planes”, instead of managing the day-to-day operations of a tower, you’re in full control of an entire fleet of airplanes. You buy your planes, choose your airport locations, pick your passengers, and schedule your flights. It’s a simple enough process of push some buttons and wait, utilizing the same inherently addicting formula that made “Tiny Tower” a hit; but does the fun carry over when you massively upgrade the scale?

The Fun Stuff:

“Tiny Tower” posed the question, what could possibly be more fun than owning the next Trump Tower? Well, NimbleBit found the answer: having an armada of aircrafts at your disposure! You start small with one or two passenger planes, but as you progress, you can purchase significantly larger planes, and larger airports in distant cities. There’s also the joy of mild customization, choosing each airplane’s call sign, paint scheme, and even the outfit of your pilot. There’s also the option of upgrading both your planes and airports.

Once again, NimbleBit draws from the pristine combination of micromanagement, real-time strategy, and fine-tuned wait times that allow you to play on your own time in small increments. Once again, there’s no requirement to play, but your efforts are increasingly rewarded the more you check back. If you do have a chunk of time to play, you’re not stranded if all your planes are mid-flight. You can follow your planes and collect in-game currency that flies past your airships as an extra reward, however you’re in no way required to participate in this mini-game to be able to play. Enough money is awarded by simply managing flights properly.

The greatest improvement “Pocket Planes” makes is the implementation of the “Flight Crew”. This allows you to join up with other friends who play and fight your way up the leaderboards to earn prizes that range from more in-game currency to full on planes. There’s also a new marketplace feature where you can purchase planes or just parts of planes to construct them yourself. Buying a plane piece by piece takes longer, as not all pieces are available at all times, however if you win a piece during a competition (which run every few days), it allows you to purchase the remainder of the pieces you need, and ultimately, you can get a plane for much cheaper than buying it outright.

The Frustrating Stuff:

The biggest complaint about “Pocket Planes” comes from its greatest asset: the Flight Crews. While their implementation goes a long way to extend the life of the game, it also adds an unparalleled level of frustration. There’s no rules or restrictions to who can join flight crews, which means anybody can join up with anybody, which allows for the creation of one “master crew” who always wins. In fact, that’s not just a possibility, but the reality thanks to the online community at TouchArcade. The members there banded together to create the largest flight crew in “Pocket Planes” by a long shot, with which they dominate the competition day in and day out. While the collaboration is awesome, the problem comes from the lack of restrictions granting anyone access to the flight crew. That privilege is abused and many with no connection to the community have latched on purely to reap the rewards. Because of this, the glamor of climbing the leaderboards wears off significantly faster.

The excitement wears off quick too, as the addition of new planes nowhere near matches the excitement of new floors in “Tiny Tower” due to the lack in variety in comparison. To counteract that, there’s more than just realistic planes, which are occasionally given out as rewards. You can collect everything from a starship to a hot air balloon, which are fun, although not as effective as other airplanes available on a regular basis.

Bottom Line:

“Pocket Planes” drastically improved upon the success of “Tiny Tower” and breathed new life into the formula with its exciting improvements. If you were a fan of the latter, it’s highly recommended you give their new game a try, as you’ll delight in the fresh new take. If you have yet to join the millions addicted to this style of game, “Pocket Planes” is a perfect entry point because of its simplicity and entertainment value. No matter where you stand, it’s absolutely worth the download at the appealing price of free.

“Pocket Planes” for iOS

“Pocket Planes” for Android

Pocket Planes was initially developed by NimbleBit LLC and was optimized for Android by Mobage. It was released in North America on June 14, 2012 (iOS) and September 22, 2012 (Android) and is not rated by the ESRB. This review was based on an Android copy of the game.

Anthony Ortale writes news and reviews on behalf of Examiner.com. He does so much gaming in his spare time, it’s practically a full time job! If you like what you read here, please subscribe to his articles! You can also follow Tony on Twitter, or become a fan on Facebook! If you ever have any questions, comments, or concerns, feel free to email Tony any time at ortale.anthony@gmail.com, he’d love to hear from you

[08.23.12] ‘Bag It!’ gets second free update packed with content

Hidden Variable

Hidden Variable

Earlier this year, a little studio by the name of “Hidden Variable” released a masterpiece which could easily be a contender for mobile game of the year. Since then, “Bag It!” has had immense success with an Amazon Free App of the Day promotion and its first free update which introduced us to a new character, Fizzy. The studio is at it again with another free update and sale to celebrate their accomplishment of achieving the 5 million download mark.

This time around, the game is getting a brand new challenge mode themed all around everyone’s favorite pirate watermelon, Seedy! “Seedy’s Booty” is an endless matching mode featuring plenty of power-ups, explosive 3D graphics, and Facebook or GameCenter leaderboards, depending on your platform of choice.

As you race against the clock to match as many groceries as possible, you’ll earn coins which can be spent on new power-ups to help boost your scores. It’s also likely you might have a visit from a sea monster or find a few other pirate-related surprises along the way. After you achieve a dominating high score, you can link with your Facebook profile on Android or the GameCenter on iOS to boast your superiority and rub it in all your friends’ faces!

If you’re not in the boat who have already downloaded the game, or you’ve just restricted yourself to the ‘lite version’, now is the time to take the leap of faith and by the full version. It’s on sale through tomorrow both on Android and iOS. For iPad users, the HD version is $1.99 and for anything Android, the regular version is $0.99 until Friday, Aug. 23 at midnight.

Hold on just a minute though, because there’s a way you can get a copy completely free! That’s right; I’ve got a few promo codes for a select number of lucky individuals. If you want a chance at a free copy of the game, all you have to do is like my Facebook Page. Tomorrow, 5 people will be selected at random to receive a promo code for a completely free copy of Bag It!

Anthony Ortale writes news and reviews on behalf of Examiner.com. He does so much gaming in his spare time, it’s practically a full time job! If you like what you read here, please subscribe to his articles! You can also follow Tony on Twitter, or become a fan on Facebook! If you ever have any questions, comments, or concerns, feel free to email Tony any time at ortale.anthony@gmail.com, he’d love to hear from you