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	<title>GigaOM &#187; Apple</title>
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		<title>GigaOM &#187; Apple</title>
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		<title>Games for the weekend: Run Roo Run</title>
		<link>http://gigaom.com/apple/games-for-the-weekend-run-roo-run/</link>
		<comments>http://gigaom.com/apple/games-for-the-weekend-run-roo-run/#comments</comments>
		<pubDate>Fri, 20 Jan 2012 20:28:00 +0000</pubDate>
		<dc:creator>Geoffrey Goetz</dc:creator>
				<category><![CDATA[@CNN]]></category>
		<category><![CDATA[5th cell]]></category>
		<category><![CDATA[Game]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[scribblenauts]]></category>

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		<description><![CDATA[<em>Run Roo Run</em> is a simple to learn, yet hard to master side-scrolling game that rewards accuracy. If you were a gamer that toiled over Mario to get the timing of jumping from pipe to pipe just right, then this is the game for you.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=471027&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><em>Games for the Weekend is a weekly feature aimed at helping you avoid doing something constructive with your downtime. Each Friday we’ll be recommending a game for Mac, iPhone or iPad that we think is awesome enough to keep you busy until Monday, at least.</em></p>
<p><em><img  title="Run Roo Run" src="http://gigaom2.files.wordpress.com/2012/01/run-roo-run.jpg?w=86&h=84" alt="Run Roo Run" width="86" height="84" class="alignleft  wp-image-473570" />Run Roo Run</em> ($0.99 <a href="http://itunes.apple.com/us/app/run-roo-run/id448710065?mt=8">iPhone</a>, $1.99 <a href="http://itunes.apple.com/us/app/run-roo-run-hd/id485427311?mt=8">iPad</a>) is a simple to learn, yet hard to master side-scrolling game that rewards split-second accuracy. If you were one of those gamers that toiled over Mario to get the timing of jumping from pipe to pipe just right, then this is the game for you. <em>Run Roo Run</em> forgoes complex touch-based controls, yet still delivers that satisfying rush when you make the right moves.</p>
<p><img  title="Run Roo Run" src="http://gigaom2.files.wordpress.com/2012/01/run-roo-run-1.jpg?w=604&h=500" alt="Run Roo Run" width="604" height="500" class="aligncenter size-large wp-image-473590" /></p>
<p>Gameplay is very basic. The main character, Roo, begins running at an even pace across the screen. As Roo approaches an obstacle, you jump by tapping the screen. Jump too soon, and you land on the obstacle. Jump too late, and you run into the obstacle. Each level is timed: How long it takes to beat a level determines your reward, since the timer keeps going every time you run into an obstacle. Between jumping, double jumping, pausing and restarting, you end up driving yourself nuts trying to make it through a given level in record time. The game ends up being about mastering split-second timing and pattern recall.</p>
<p><img  title="Run Roo Run" src="http://gigaom2.files.wordpress.com/2012/01/run-roo-run-2.jpg?w=604&h=455" alt="Run Roo Run" width="604" height="455" class="aligncenter size-large wp-image-473592" /></p>
<p>Each level occupies just a single screen, which combined, add up to Roo&#8217;s journey across Australia. With over four hundred individual screen challenges to overcome, the game seems almost endless. Roo learns new skills along the way to conquer new types of obstacles in order to keep things fresh. The game also keeps its edge by resetting quickly after each failed attempt; Roo is back up and ready to try again almost instantly, with no tedious intermediary screens getting in the way.</p>
<p><img  title="Run Roo Run" src="http://gigaom2.files.wordpress.com/2012/01/run-roo-run-3.jpg?w=604&h=462" alt="Run Roo Run" width="604" height="462" class="aligncenter size-large wp-image-473594" /></p>
<p>You can buy power-ups to slow time down or skip a level entirely via in-app purchase, but it definitely takes some satisfaction out of the game. However, with developer 5th Cell (which also created the celebrated <em><a title="Games for the weekend: Scribblenauts Remix" href="http://gigaom.com/apple/games-for-the-weekend-scribblenauts-remix/">Scribblenauts</a></em>) committed to adding 10 new levels per week, you may need to take advantage of the occasional cheat just to keep up.</p>
<p><strong>Related research and analysis from GigaOM Pro:</strong><br />Subscriber content. <a href="http://pro.gigaom.com/?utm_source=apple&utm_medium=editorial&utm_campaign=auto3&utm_term=471027+games-for-the-weekend-run-roo-run&utm_content=ggeoffre">Sign up for a free trial</a>.</p><ul><li><a href="http://pro.gigaom.com/2012/02/forecasting-the-tablet-market-over-366-million-units-by-2016/?utm_source=apple&amp;utm_medium=editorial&amp;utm_campaign=waterfall?utm_source=apple&utm_medium=editorial&utm_campaign=auto3&utm_term=471027+games-for-the-weekend-run-roo-run&utm_content=ggeoffre">Tablet market to hit over 377 million units by&nbsp;2016</a></li><li><a href="http://pro.gigaom.com/2011/11/connected-world-the-consumer-technology-revolution/?utm_source=apple&amp;utm_medium=editorial&amp;utm_campaign=waterfall?utm_source=apple&utm_medium=editorial&utm_campaign=auto3&utm_term=471027+games-for-the-weekend-run-roo-run&utm_content=ggeoffre">Connected world: the consumer technology&nbsp;revolution</a></li><li><a href="http://pro.gigaom.com/2011/07/mobile-q2-smartphone-growth-surges-ipads-rule-continues/?utm_source=apple&amp;utm_medium=editorial&amp;utm_campaign=waterfall?utm_source=apple&utm_medium=editorial&utm_campaign=auto3&utm_term=471027+games-for-the-weekend-run-roo-run&utm_content=ggeoffre">Mobile Q2: Smartphone growth surges; iPad&#8217;s rule&nbsp;continues</a></li></ul><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=471027&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></content:encoded>
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		<title>Games for the weekend: Trenches II</title>
		<link>http://gigaom.com/apple/games-for-the-weekend-trenches-ii/</link>
		<comments>http://gigaom.com/apple/games-for-the-weekend-trenches-ii/#comments</comments>
		<pubDate>Fri, 13 Jan 2012 23:02:51 +0000</pubDate>
		<dc:creator>Geoffrey Goetz</dc:creator>
				<category><![CDATA[@CNN]]></category>
		<category><![CDATA[app]]></category>
		<category><![CDATA[App Store]]></category>
		<category><![CDATA[apple inc.]]></category>
		<category><![CDATA[computing]]></category>
		<category><![CDATA[Game]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[itunes]]></category>
		<category><![CDATA[multi-touch]]></category>
		<category><![CDATA[Perk]]></category>
		<category><![CDATA[software]]></category>

		<guid isPermaLink="false">http://gigaom.com/?p=467892</guid>
		<description><![CDATA[<em>Trenches II</em> is the latest in a lineup of World War I-themed games from Thunder Game Works. Falling somewhere between <em>Plants vs. Zombies</em> and <em>Flight Control</em>, <em>Trenches II </em>offers slightly more advanced, compelling gameplay, so much so that it approaches the realm of real-time strategy gaming.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=467892&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><em>Games for the Weekend is a weekly feature aimed at helping you avoid doing something constructive with your downtime. Each Friday we’ll be recommending a game for Mac, iPhone or iPad that we think is awesome enough to keep you busy until Monday, at least.</em></p>
<p><img  title="Trenches II" src="http://gigaom2.files.wordpress.com/2012/01/trenches-ii.png?w=86&h=84" alt="Trenches II" width="86" height="84" class="alignleft  wp-image-470138" /><em>Trenches II</em> ($1.99 <a href="http://itunes.apple.com/us/app/trenches-ii/id470423332?mt=8">iPhone</a>, $2.99 <a href="http://itunes.apple.com/us/app/trenches-ii-for-ipad/id470423705?mt=8">iPad</a>) is the latest in a lineup of World War I-themed games from <a href="http://www.ThunderGameWorks.com/">Thunder Game Works</a>. Falling somewhere between <em>Plants vs. Zombies</em>  and <em>Flight Control</em>, <em>Trenches II</em> offers slightly more advanced, compelling gameplay, so much so that it approaches the realm of real-time strategy gaming.</p>
<p><img  title="Trenches II" src="http://gigaom2.files.wordpress.com/2012/01/trenches-ii-1.jpg?w=604&h=481" alt="Trenches II" width="604" height="481" class="aligncenter size-large wp-image-470151" /></p>
<p>The game&#8217;s training mode leaves a lot to be desired, with constant, annoying pop-ups, but you can get the hang of things without the tutorial. The basics are as follows: As time passes, you earn money to buy more troops. Troops advance from left to right with the swipe of a finger or two.  You do need to be careful though, as your troops will need to be directed to bunkers and other objects on the battlefield to take cover.</p>
<p>You can lead British, French or German troops into battle. Game strategy comes in the form of which type of troops you buy when. There are sharpshooters, engineers, medics, spies, and flamethrower units to name a few. Along the way, you earn Perk points, which can be used to unlock new troop types and upgrade existing ones. For the impatient, there are in-app purchases to accelerate the earning of Perks.</p>
<p><img  title="Trenches II" src="http://gigaom2.files.wordpress.com/2012/01/trenches-ii-2.jpg?w=604&h=457" alt="Trenches II" width="604" height="457" class="aligncenter size-large wp-image-470152" /></p>
<p>The more rewarding part of the game, and what makes it a great game for a weekend, is definitely the Skirmish play mode.  In it, you need to scope out a battlefield with airships, and then decide how to deploy your troops. The challenge comes from knowing when to invest in an engineer, and when to invest in a rifleman. The resemblance to <em>Flight Control</em> comes in directing different groups of troops to different points on the battlefield.  This adds a lot to the overall feeling you get of being a real-time field commander.</p>
<p>The iPhone can seem a little tight in terms of available screen real estate with <em>Trenches II</em>, so if you have an iPad, that&#8217;s the way to play.</p>
<p><strong>Related research and analysis from GigaOM Pro:</strong><br />Subscriber content. <a href="http://pro.gigaom.com/?utm_source=apple&utm_medium=editorial&utm_campaign=auto3&utm_term=467892+games-for-the-weekend-trenches-ii&utm_content=ggeoffre">Sign up for a free trial</a>.</p><ul><li><a href="http://pro.gigaom.com/2011/12/2012-data-spectrum-and-the-race-to-lte/?utm_source=apple&amp;utm_medium=editorial&amp;utm_campaign=waterfall?utm_source=apple&utm_medium=editorial&utm_campaign=auto3&utm_term=467892+games-for-the-weekend-trenches-ii&utm_content=ggeoffre">2012: Data, spectrum and the race to&nbsp;LTE</a></li><li><a href="http://pro.gigaom.com/2011/11/connected-world-the-consumer-technology-revolution/?utm_source=apple&amp;utm_medium=editorial&amp;utm_campaign=waterfall?utm_source=apple&utm_medium=editorial&utm_campaign=auto3&utm_term=467892+games-for-the-weekend-trenches-ii&utm_content=ggeoffre">Connected world: the consumer technology&nbsp;revolution</a></li><li><a href="http://pro.gigaom.com/2012/02/forecasting-the-tablet-market-over-366-million-units-by-2016/?utm_source=apple&amp;utm_medium=editorial&amp;utm_campaign=waterfall?utm_source=apple&utm_medium=editorial&utm_campaign=auto3&utm_term=467892+games-for-the-weekend-trenches-ii&utm_content=ggeoffre">Tablet market to hit over 377 million units by&nbsp;2016</a></li></ul><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=467892&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></content:encoded>
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		<title>Games for the weekend: Dragons Rage</title>
		<link>http://gigaom.com/apple/games-for-the-weekend-dragons-rage/</link>
		<comments>http://gigaom.com/apple/games-for-the-weekend-dragons-rage/#comments</comments>
		<pubDate>Fri, 11 Nov 2011 22:05:51 +0000</pubDate>
		<dc:creator>Geoffrey Goetz</dc:creator>
				<category><![CDATA[Apple]]></category>
		<category><![CDATA[Apps]]></category>
		<category><![CDATA[Game]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[iPhone]]></category>

		<guid isPermaLink="false">http://gigaom.com/?p=437538</guid>
		<description><![CDATA[For the last two weeks, the game that has captured my attention the most is Prativo Group's <em>Dragons Rage</em>. For just $0.99 (iPad and iPhone), you can submerge yourself into a world where dragons are feared and fought by peasants branding pitchforks.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=437538&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><em>Games for the Weekend is a weekly feature aimed at helping you avoid doing something constructive with your downtime. Each Friday we’ll be recommending a game for Mac, iPhone or iPad that we think is awesome enough to keep you busy until Monday, at least.</em></p>
<p><img  title="Dragons Rage" src="http://gigaom2.files.wordpress.com/2011/11/dragons-rage.jpg?w=86&h=84" alt="Dragons Rage" width="86" height="84" class="alignleft size-thumbnail wp-image-437544" />As an old school D&amp;D player, and a fan of Monty Python&#8217;s Holy Grail, I can&#8217;t help but be drawn to games that feature dragons, swords and sorcery.  For the last two weeks, the game that has captured my attention the most is Prativo Group&#8217;s <em><a href="http://itunes.apple.com/us/app/dragons-rage/id462250633?mt=8">Dragons Rage</a></em>.  For just $0.99, you can submerge yourself into a world where dragons are feared and fought by peasants branding pitchforks.  Not only is the app universal, so it works on both iPhone and iPad, but there&#8217;s also a <a href="http://itunes.apple.com/us/app/dragons-rage/id470634848?mt=12">Mac version</a> in the Mac App Store for the same price of $0.99.</p>
<p><img  title="Dragons Rage" src="http://gigaom2.files.wordpress.com/2011/11/dragons-rage-1.jpg?w=604&h=459" alt="Dragons Rage" width="604" height="459" class="aligncenter size-large wp-image-437781" /></p>
<p>Gameplay is pretty straightforward.  You&#8217;re the dragon and you defend yourself by breathing fire on your attackers. You pivot the dragon&#8217;s head from a central point to fight off attackers from all sides.  Red arrows appear on screen to tell you where attackers will be appearing next.  The tricky part is that you can run out of fire, so you have to be careful how long you keep the flame going.  To keep things interesting, you can pick up bonus items along the way to help boost your score, and you can compete online with your Game Center friends.</p>
<p><img  title="Dragons Rage" src="http://gigaom2.files.wordpress.com/2011/11/dragons-rage-2.jpg?w=604&h=459" alt="Dragons Rage" width="604" height="459" class="aligncenter size-large wp-image-437782" /></p>
<p>Difficulty comes in the form of the number of attackers, the number of attacks from opposite sides, and the amount of fire it takes to defeat each class of attacker.  You also learn early on that archers are your real enemy, as they can start doing damage from a distance.  While the game is not going to keep you engaged for weeks on end, it is a very easy to pick up, and definitely the sort of thing that&#8217;s perfect for sharing with family and friends at various holiday get-togethers.</p>
<p><strong>Related research and analysis from GigaOM Pro:</strong><br />Subscriber content. <a href="http://pro.gigaom.com/?utm_source=apple&utm_medium=editorial&utm_campaign=auto3&utm_term=437538+games-for-the-weekend-dragons-rage&utm_content=ggeoffre">Sign up for a free trial</a>.</p><ul><li><a href="http://pro.gigaom.com/2012/04/survey-enterprise-mobility-perceptions-among-it-decision-makers/?utm_source=apple&amp;utm_medium=editorial&amp;utm_campaign=waterfall?utm_source=apple&utm_medium=editorial&utm_campaign=auto3&utm_term=437538+games-for-the-weekend-dragons-rage&utm_content=ggeoffre">Survey: the next wave of enterprise&nbsp;mobility</a></li><li><a href="http://pro.gigaom.com/2011/11/connected-world-the-consumer-technology-revolution/?utm_source=apple&amp;utm_medium=editorial&amp;utm_campaign=waterfall?utm_source=apple&utm_medium=editorial&utm_campaign=auto3&utm_term=437538+games-for-the-weekend-dragons-rage&utm_content=ggeoffre">Connected world: the consumer technology&nbsp;revolution</a></li><li><a href="http://pro.gigaom.com/2011/07/mobile-q2-smartphone-growth-surges-ipads-rule-continues/?utm_source=apple&amp;utm_medium=editorial&amp;utm_campaign=waterfall?utm_source=apple&utm_medium=editorial&utm_campaign=auto3&utm_term=437538+games-for-the-weekend-dragons-rage&utm_content=ggeoffre">Mobile Q2: Smartphone growth surges; iPad&#8217;s rule&nbsp;continues</a></li></ul><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=437538&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></content:encoded>
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		<title>Games for the weekend: Modern Combat 3</title>
		<link>http://gigaom.com/apple/games-for-the-weekend-modern-combat-3/</link>
		<comments>http://gigaom.com/apple/games-for-the-weekend-modern-combat-3/#comments</comments>
		<pubDate>Fri, 04 Nov 2011 19:55:12 +0000</pubDate>
		<dc:creator>Mark Crump</dc:creator>
				<category><![CDATA[@CNN]]></category>
		<category><![CDATA[Game]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[modern combat]]></category>
		<category><![CDATA[shooter]]></category>

		<guid isPermaLink="false">http://gigaom.com/?p=433016</guid>
		<description><![CDATA[I'm starting to think there's a union rule: In every shooter, the helicopter, plane, train, or automobile you use to arrive will be destroyed. <em>Modern Combat 3: Fallen Nation</em> for iOS is no exception, but that's not necessarily a bad thing.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=433016&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><em><img  title="crump-moderncombat3-icon" src="http://gigaom2.files.wordpress.com/2011/11/crump-moderncombat3-icon.png?w=604" alt=""   class="size-full wp-image-433037 alignleft" />Games for the Weekend is a weekly feature aimed at helping you avoid doing something constructive with your downtime. Each Friday we’ll be recommending a game for Mac, iPhone or iPad that we think is awesome enough to keep you busy until Monday, at least.</em></p>
<p>I&#8217;m starting to think there&#8217;s a union rule: In every shooter, the helicopter, plane, train, or automobile you use to arrive will be destroyed. <em>Modern Combat 3: Fallen Nation</em> ($6.99, Universal) for iOS is no exception. Combined forces of Very Bad People doing Very Bad Things have taken over some cities in America. Even though the American Armed Forces number over a million soldiers, apparently it&#8217;s up to just you to solve this problem.</p>
<p>Well, not just you alone. As in most of the <em>Modern Combat</em> series, there are various NPCs that accompany you through the 13-mission campaign that spans Los Angeles to Pakistan. I&#8217;d say they help you, but most of their support so far seems to involve yelling encouraging things and laying down random covering fire.</p>
<p><img  title="IMG_0006" src="http://gigaom2.files.wordpress.com/2011/11/img_0006.png?w=604&h=453" alt="" width="604" height="453" class="aligncenter size-large wp-image-433035" /></p>
<p>Games like <em>Modern Combat 3</em> are starting to make me question my decision to pass on the iPad 2. Not so much for the increased graphics performance &#8212; when I did a test restore of a friend&#8217;s iPad 2 a while back to check it out, I didn&#8217;t notice a huge difference in games &#8212; but for the AirPlay Mirroring. I&#8217;m rapidly coming around to the idea of sitting on my couch playing a shooter on my iPad and TV. <em>MC3</em>&#8216;s graphics are quite good. I&#8217;m starting to get as much value from a $7 iPad app as I am from $60 Xbox games.</p>
<p>The only problem I had with this game was with controls. When I <a href="http://gigaom.com/apple/games-for-the-weekend-shadowgun/">wrote about <em>Shadowgun</em></a>, I raved about how customizable the controls were. In <em>MC3,</em> I didn&#8217;t have that flexibility. As a result, I&#8217;d end up shooting when I wanted to look around. With <em>Shadowgun</em>, I could move individual controls around; in <em>MC3</em> I could only choose between three presets I was never fully happy with.</p>
<p>Even so, with 13 single player missions and 6 multiplayer maps for the low cost of seven bucks, <em>Modern Combat 3</em> is this week&#8217;s Game for the Weekend.</p>
<p><strong>Related research and analysis from GigaOM Pro:</strong><br />Subscriber content. <a href="http://pro.gigaom.com/?utm_source=apple&utm_medium=editorial&utm_campaign=auto3&utm_term=433016+games-for-the-weekend-modern-combat-3&utm_content=markcrump">Sign up for a free trial</a>.</p><ul><li><a href="http://pro.gigaom.com/2012/02/forecasting-the-tablet-market-over-366-million-units-by-2016/?utm_source=apple&amp;utm_medium=editorial&amp;utm_campaign=waterfall?utm_source=apple&utm_medium=editorial&utm_campaign=auto3&utm_term=433016+games-for-the-weekend-modern-combat-3&utm_content=markcrump">Tablet market to hit over 377 million units by&nbsp;2016</a></li><li><a href="http://pro.gigaom.com/2011/07/mobile-q2-smartphone-growth-surges-ipads-rule-continues/?utm_source=apple&amp;utm_medium=editorial&amp;utm_campaign=waterfall?utm_source=apple&utm_medium=editorial&utm_campaign=auto3&utm_term=433016+games-for-the-weekend-modern-combat-3&utm_content=markcrump">Mobile Q2: Smartphone growth surges; iPad&#8217;s rule&nbsp;continues</a></li><li><a href="http://pro.gigaom.com/2012/04/connected-consumer-q1-controversy-courtrooms-and-the-cloud/?utm_source=apple&amp;utm_medium=editorial&amp;utm_campaign=waterfall?utm_source=apple&utm_medium=editorial&utm_campaign=auto3&utm_term=433016+games-for-the-weekend-modern-combat-3&utm_content=markcrump">Controversy, courtrooms and the cloud in&nbsp;Q1</a></li></ul><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=433016&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></content:encoded>
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		<slash:comments>13</slash:comments>
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			<media:title type="html">Mark Crump</media:title>
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		<title>Please Stay Calm thinks location is key to mobile MMOs</title>
		<link>http://gigaom.com/apple/please-stay-calm-thinks-location-is-key-to-mobile-mmos/</link>
		<comments>http://gigaom.com/apple/please-stay-calm-thinks-location-is-key-to-mobile-mmos/#comments</comments>
		<pubDate>Thu, 08 Sep 2011 14:25:26 +0000</pubDate>
		<dc:creator>Darrell Etherington</dc:creator>
				<category><![CDATA[@CNN]]></category>
		<category><![CDATA[app]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[freemium]]></category>
		<category><![CDATA[Game]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[in-app purchase]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[location-based gaming]]></category>
		<category><![CDATA[MMORPG]]></category>
		<category><![CDATA[social]]></category>
		<category><![CDATA[social gaming]]></category>

		<guid isPermaLink="false">http://gigaom.com/?p=402793</guid>
		<description><![CDATA[New iPhone MMORPG <em>Please Stay Calm</em> takes a lot of what makes freemium gaming titles successful on the App Store, and adds in a dash of zombies, and a heaping helping of location services. It's social survival horror in your backyard -- and it's pretty awesome.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=402793&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><img  title="psc_logo_512px-300x300" src="http://gigaom2.files.wordpress.com/2011/09/psc_logo_512px-300x300.png?w=604" alt=""   class="alignright size-full wp-image-402818" />The iPhone offers a wealth of zombie-related games, and for good reason; zombies are so popular the <a href="http://rlbrody.com/2011/05/24/getting-the-internet-the-cdc-and-the-zombie-apocalypse/">U.S. government recently tried to use them</a> to raise awareness around the CDC and emergency preparedness. So while it makes sense that developer <a href="http://massdmg.com/">Massive Damage</a> based its first game around a zombie infestation, it also stands to reason that they&#8217;d have to add in something unique to make sure their effort stood out from the crowd. That&#8217;s where location comes into play.</p>
<p>The game, a mobile massively multiplayer online role-playing game (MMORPG) called <em><a href="http://itunes.apple.com/ca/app/please-stay-calm/id431638774?mt=8">Please Stay Calm</a></em>, makes its debut today in the App Store, though only in Canada for now; Massive Damage is cutting its teeth in the Canadian market in preparation for an October U.S. launch. But the new game is worth a look no matter where you happen to live, because it uniquely combines location and personalization with tried and tested models of iPhone gaming success.</p>
<h2>A unique twist on success</h2>
<p>At its core, <em>Please Stay Calm</em> bears some strong similarities to games such as <em>World War</em> and <em>Crime City</em>. All the games use a store of energy that refreshes over time and can be spent to accomplish things or take action, like engage in combat, for example.</p>
<p><em>Please Stay Calm</em> tweaks this, making it much more social through global in-game chat and a clever system whereby players (who take on the role of zombie apocalypse survivors) work together to fight off the undead threat. Also unique to <em>Please Stay Calm</em> is a strong focus on location; the game detects your real-life surroundings using the iPhone&#8217;s geolocation services, allowing you to set up a defensive bunker in your local Starbucks, for instance.</p>
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<p>Massive Damage CEO and Co-Founder Ken Seto told me that the &#8220;core of [the] game is centered on providing a truly local social experience.&#8221; He says that &#8220;people have an affinity for their favorite spots like cafes, bars and even their offices.&#8221;</p>
<p>The major appeal of <em>Please Stay Calm</em>, according to Seto, is that &#8220;being able to upgrade a real-life location like your office as the biggest baddest safehouse in your city is quite the feeling.&#8221; In this way, the location-based elements of <em>Please Stay Calm</em> sound a bit like Foursquare&#8217;s mayor mechanism, except that you invest virtual resources, as well as time in a specific place in order to take control of it.</p>
<h2>Location: more than just background</h2>
<p>Location is about more than just where you do your zombie-fighting in <em>Please Stay Calm</em>. Seto also points out that &#8220;characters you run into in the game are local, and you&#8217;ll see them in-game time and time again.&#8221; City- and safehouse-specific chat will also soon be added, in addition to the global chat option that currently exists. Also, players near your location, and even &#8220;non-player Foursquare users automatically help you out if you&#8217;re fighting off the zombie hordes in the same location as them,&#8221; Seto says.</p>
<p>It&#8217;s exactly the kind of <a title="No more fun and games: Location grows up" href="http://gigaom.com/2011/08/25/no-more-fun-and-games-location-grows-up/">rich use of location mechanics</a> that Ryan Kim recently suggested might be the way forward for mobile location services, but in this case, those added value features are extending, rather than replacing the gaming paradigm.</p>
<h2>Blended revenue models to suit different tastes</h2>
<p><img  style="border-style: initial; border-color: initial;" title="psc_zombies" src="http://gigaom2.files.wordpress.com/2011/09/psc_zombies.jpg?w=225&h=300" alt="" width="225" height="300" class="alignleft size-medium wp-image-402819" /></p>
<p><em>Please Stay Calm</em> is free to play, but uses in-app purchases to allow players to enhance their experience if they wish. The freemium model employed by Massive Damage for this game is designed to &#8220;allow people to spend as little or as much as they like,&#8221; according to Seto.</p>
<p>The game&#8217;s in-app purchases allow you to buy credits, which can then be used to upgrade items and locations. You can also earn credits in other ways, too, and the game does a good job of striking the right balance so that players don&#8217;t feel obligated to spend money. There&#8217;s also a clever secondary means of earning credits; players can opt to view 10-second videos (essentially advertisements) in exchange for free credits. Seto says they went with this approach because it keeps the app ad-free, while also providing a way for those unwilling to spend on in-app purchases to experience some of the advantages of the game&#8217;s freemium model.</p>
<p>For mobile gamers looking for something that takes advantage of the unique abilities of smartphone devices, instead of just making compromises regarding what iOS lacks, <em>Please Stay Calm</em> is an ideal title. Massive Damage also promises episodic content packages, with more cinematics, missions, zombies and weapons coming in at least 10 free chapter upgrades, so the action shouldn&#8217;t get stale. Also, the game features tons of great-looking original artwork that gives <em>Please Stay Calm</em> its own unique feel. If you&#8217;re Canadian, check it out now. If you&#8217;re not, mark your calendars for October and try to be patient.</p>
<p><strong>Related research and analysis from GigaOM Pro:</strong><br />Subscriber content. <a href="http://pro.gigaom.com/?utm_source=apple&utm_medium=editorial&utm_campaign=auto3&utm_term=402793+please-stay-calm-thinks-location-is-key-to-mobile-mmos&utm_content=etherin">Sign up for a free trial</a>.</p><ul><li><a href="http://pro.gigaom.com/2011/08/flash-analysis-steve-jobs/?utm_source=apple&amp;utm_medium=editorial&amp;utm_campaign=waterfall?utm_source=apple&utm_medium=editorial&utm_campaign=auto3&utm_term=402793+please-stay-calm-thinks-location-is-key-to-mobile-mmos&utm_content=etherin">Flash analysis: Steve&nbsp;Jobs</a></li><li><a href="?utm_source=apple&utm_medium=editorial&utm_campaign=auto3&utm_term=402793+please-stay-calm-thinks-location-is-key-to-mobile-mmos&utm_content=etherin"></a></li><li><a href="http://pro.gigaom.com/2011/08/mobile-payments-forecasts-technologies-and-opportunities/?utm_source=apple&amp;utm_medium=editorial&amp;utm_campaign=waterfall?utm_source=apple&utm_medium=editorial&utm_campaign=auto3&utm_term=402793+please-stay-calm-thinks-location-is-key-to-mobile-mmos&utm_content=etherin">Mobile payments: forecasts, technologies and&nbsp;opportunities</a></li></ul><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=402793&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></content:encoded>
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		<title>The Secret to The Heist&#8217;s Success</title>
		<link>http://gigaom.com/apple/the-secret-to-the-heists-success/</link>
		<comments>http://gigaom.com/apple/the-secret-to-the-heists-success/#comments</comments>
		<pubDate>Wed, 25 May 2011 17:24:51 +0000</pubDate>
		<dc:creator>Darrell Etherington</dc:creator>
				<category><![CDATA[@CNN]]></category>
		<category><![CDATA[app]]></category>
		<category><![CDATA[deals]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[Game]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[MacHeist]]></category>
		<category><![CDATA[puzzle]]></category>

		<guid isPermaLink="false">http://gigaom.com/?p=350388</guid>
		<description><![CDATA[MacHeist and tap tap tap Tuesday released The Heist, an iPhone puzzle app that provides a real-world reward. The app is a huge success so far, topping the U.S. paid charts. So how did the app come about, and why is it doing so well?<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=350388&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><a title="The Heist App Does Deals Differently" href="http://gigaom.com/apple/the-heist-app-does-deals-differently/"><img  title="theheist-vault" src="http://gigaom2.files.wordpress.com/2011/05/theheist-vault.jpg?w=300&h=200" alt="" width="300" height="200" class="alignright size-medium wp-image-350498" />MacHeist and developer tap tap tap Tuesday released The Heist</a>, an iPhone (a aapl) puzzle app that provides a real-world reward upon completion. The <a href="http://itunes.apple.com/us/app/the-heist/id424724418?mt=8">$0.99 app</a> is a huge success so far, topping the U.S. paid charts just 20 hours after its release. So how did the app come about, and why is it doing so well?</p>
<p>I talked to MacHeist Directorate Members and tap tap tap Principals Phill Ryu and John Casasanta to find out more about the idea behind The Heist, and what why it seems to have struck such a positive note with app buyers. Note that MacHeist and tap tap tap, while technically separate entities, share the same founders and most staff. MacHeist is a software bundle deals provider that also happens to develop apps in the process of designing its deals packages.</p>
<p>Beginning in 2006, MacHeist ran series of challenges that consumers could follow in order to gain access to a software bundle deal that offered multiple Mac applications for one low price. In 2009, with MacHeist 3, it brought coder Corwin Derkatch (who was also instrumental in the development of this iOS app) on board to create Flash minigames.</p>
<p>Casasanta came up with the idea of packaging minigames for the iPhone later that year, says Ryu. While the &#8220;games looked nice enough,&#8221; Ryu wanted to go bigger than simply repackaging what they already had, so he ended up suggesting &#8220;a much more involved take that featured a giant looming safe to crack, a prize at the end, and mysterious phone calls from Sophia, to try to port the spirit of MacHeist over [to the iPhone].&#8221; The MacHeist team had already invested considerable time and effort into a straightforward port of its flash games (six months worth, according to Ryu), but &#8220;everyone was on the same page about taking the time to make something truly cool.&#8221;</p>
<p>The result of their efforts is definitely cool, as well as addictive. And I&#8217;m not the only one to think so, either. Ryu reports that the app has seen more than 25,000 sales so far in just its first day on the App Store. It&#8217;s the single best launch tap tap tap has seen for any of its apps so far. Those players are eager to crack the safe, too. So far, 10 percent of buyers have already beaten the game, which is no small feat, speaking as someone who probably slept less than he should have last night in an effort to claim my prize from The Heist.</p>
<p>The addictive quality of the puzzles found in The Heist is due to a simple formula, according to Casasanta: &#8220;take a classic puzzle and throw an interesting twist into it.&#8221;</p>
<p>For example, Casasanta points out that the wires puzzles in The Heist &#8220;are basically <a href="http://en.wikipedia.org/wiki/Fifteen_puzzle">traditional 15-puzzles</a> (8-puzzles for the easy levels),&#8221; with the additional element of having to &#8220;figure out how the wire segments on the tiles need to be arranged to connect the various circuits.&#8221; Same with the stone/sand/glyph puzzles, which borrow <a href="http://en.wikipedia.org/wiki/Sudoku">elements from Sudoku</a>, but use &#8220;sections [that] are much more irregular&#8221; than the traditional simple 3&#215;3 grid within a 9&#215;9 larger grid arrangement used in Sudoku puzzles. Also, the Sudoku-style puzzles in The Heist employ &#8220;color to add another dimension,&#8221; and &#8220;various abstract glyphs instead of numbers&#8221; to &#8220;breathe a bit of new life into a familiar puzzle,&#8221; says Casasanta.</p>
<p>Of course, the careful attention paid to the look, feel and sound of each puzzle experience is also a key factor. Casasanta notes the development team tried &#8220;very hard to make them look great and also have nice background soundtracks to set just the right mood for the player.&#8221;</p>
<p>I also talked to Ryu about the business model behind The Heist. MacHeist charges $0.99 for The Heist in Apple&#8217;s App Store, but upon completion of the game, users are rewarded with a code for a $9.99 game called Eets in the Steam marketplace, which sells games for Mac and Windows computers. Ryu and his team negotiated a promotional deal with <a href="http://kleientertainment.com/">Klei Entertainment</a>, the studio behind Eets, in which MacHeist pays Klei a licensing fee in exchange for the rights to distribute Steam codes to The Heist players for one year. Klei is looking for a bump in sales thanks to the exposure promotional downloads will provide its game through Steam and other sources as a result of increased download volume.</p>
<p>Finally, I asked Ryu about his plans for the future of The Heist and the potential of the iOS platform. He admitted that there were potentially plans in the works for both the introduction of new content to the existing Heist app, and also plans to expand with additional apps and iPad support, but he wouldn&#8217;t make any guarantees about either. Judging by the response so far, I think it&#8217;s a safe bet that we&#8217;ll see something new and exciting from the MacHeist/tap tap tap team on iOS down the road.</p>
<p><strong>Related research and analysis from GigaOM Pro:</strong><br />Subscriber content. <a href="http://pro.gigaom.com/?utm_source=apple&utm_medium=editorial&utm_campaign=auto3&utm_term=350388+the-secret-to-the-heists-success&utm_content=etherin">Sign up for a free trial</a>.</p><ul><li><a href="http://pro.gigaom.com/2011/04/a-media-tablet-forecast-2011-2015/?utm_source=apple&amp;utm_medium=editorial&amp;utm_campaign=waterfall?utm_source=apple&utm_medium=editorial&utm_campaign=auto3&utm_term=350388+the-secret-to-the-heists-success&utm_content=etherin">A Media Tablet Forecast, 2011 &#8211;&nbsp;2015</a></li><li><a href="http://pro.gigaom.com/2011/04/a-global-mobile-handset-platforms-forecast-2011-2015/?utm_source=apple&amp;utm_medium=editorial&amp;utm_campaign=waterfall?utm_source=apple&utm_medium=editorial&utm_campaign=auto3&utm_term=350388+the-secret-to-the-heists-success&utm_content=etherin">A Global Mobile Handset Platform Forecast, 2011 &#8211;&nbsp;2015</a></li><li><a href="http://pro.gigaom.com/2011/03/the-future-of-workplaces/?utm_source=apple&amp;utm_medium=editorial&amp;utm_campaign=waterfall?utm_source=apple&utm_medium=editorial&utm_campaign=auto3&utm_term=350388+the-secret-to-the-heists-success&utm_content=etherin">The Future of&nbsp;Workplaces</a></li></ul><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=350388&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></content:encoded>
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		<title>Infinity Blade Review: Simple Gameplay, Cleverly Packaged</title>
		<link>http://gigaom.com/apple/infinity-blade-review-simple-gameplay-cleverly-packaged/</link>
		<comments>http://gigaom.com/apple/infinity-blade-review-simple-gameplay-cleverly-packaged/#comments</comments>
		<pubDate>Thu, 09 Dec 2010 22:00:59 +0000</pubDate>
		<dc:creator>Darrell Etherington</dc:creator>
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		<description><![CDATA[Infinity Blade is possibly the most-hyped iOS game release to date. The title, developed by Epic Games' ChAIR Entertainment studio, uses the Unreal Engine 3, and delivers amazing graphics unlike any yet seen on the iPhone. But does it also deliver great gameplay?<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=270176&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><a href="http://itunes.apple.com/us/app/infinity-blade/id387428400?mt=8"><img title="01-infinity-blade" src="http://gigaom2.files.wordpress.com/2010/12/01-infinity-blade.png?w=604&h=402" alt="" width="604" height="402" class="aligncenter size-large wp-image-270286">Infinity Blade</a> is possibly the most-hyped iOS game release to date. The title, developed by Epic Games’ ChAIR Entertainment studio, got a lot of attention thanks to an early demo of its graphics engine in the app <a href="http://itunes.apple.com/us/app/epic-citadel/id388888815?mt=8">Epic Citadel</a>. Now that it’s actually arrived as a game you can play, how does it stack up? Be warned, there be spoilers below, but also know that story is not what Infinity Blade is about.</p>
<h3>Definitely a Looker</h3>
<p>Let me make something abundantly clear: This is a gorgeous game. It’s the best-looking game I’ve seen on my iPhone 4′s Retina Display, and the best on the iPad, too. I haven’t had the chance to see how it works on an iPhone 3GS or iPod touch, but it runs very smoothly on Apple’s latest phone and tablet hardware. You can see many pretty pictures of just how nice Infinity Blade looks in the gallery at the end of this post.</p>
<h3>Gameplay</h3>
<p>Gameplay initially held some disappointment for me. Unlike in Epic Citadel, you aren’t free to move about the game world in Infinity Blade. It’s an on-rails experience, with pulsing circles directing your attention to places you can travel to. Generally speaking, you have one choice. Sometimes, you have two. Along the way, you can tap gold, potions or chests to get items, and you can change the camera angle, but there is no exploration or open world environment.</p>
<p>When you start the game, you’re presented with an opponent barring your way. Tapping on that enemy puts you into combat, or you can tap a circular blue “i” icon to get more information about him. You can block, dodge or parry attacks in order to get opponents to drop their guard, and then attack with your weapon. If you attack without first breaking an enemy’s defence, you’ll only do minor damage. You can also use a special power attack when fully charged, which automatically breaks an enemy’s guard. Finally, you can also use magic to cast spells with gestures you draw on the screen, which can be either offensive or defensive.</p>
<p>Fighting opponents earns you (surprise!) experience, and money, which you can spend on equipment. You “master” equipment by using it in battle, which grants you skill point upgrades. Levelling up also nabs you new skill points which you can assign to your attributes as you like.</p>
<h3>Story</h3>
<p>You’ll probably be amazed at how fast you burn through the various battles with the castle’s guardians and wind up facing the God King, the game’s boss. I know I was. And you’ll probably be even more surprised when the God King kills you incredibly quickly. But death isn’t the end. When the God King kills you, you start again, with all your weapons, equipment, gold and experience intact. Because you’re the previous hero’s son. Enemies are tougher, but you earn more defeating them. The cycle repeats as you gain experience and better equipment, getting killed by the God King until you’re strong enough to take him down. It took me four runs (or generations) to get to that point.</p>
<h3>Verdict</h3>
<p>Infinity Blade is short, and repetitive. Even within the individual “lives” of the hero, the enemies you face have repetitive fighting styles and character model designs. Despite its brevity and repetition, though, Infinity Blade is a good game. Why? Because I still want to keep playing it, even after having seen both possible endings to the game.</p>
<p>When the credits first rolled, I admit I felt betrayed. The game does cost $6.99 after all, and I expected something completely different after playing Epic Citadel. But then I just started playing again, and didn’t stop for a long time after. Collecting and upgrading items feels so rewarding, as does refining your combat abilities and identifying enemy patterns. In fact, in that regard, it feels very much like old-school games where you have to know the boss patterns by heart to win. GigaOM colleague Kevin Tofel noted that Infinity Blade reminded him of gaming classic <em>Dragon’s Lair</em>, which is another pretty good comparison.</p>
<p>Infinity Blade is a great tech demo. It shows that Apple’s iOS devices can run games made with the Unreal Engine 3, and the level of detail put into armor, weapon and environment design is amazing. But more than that, it’s a really fun experience based around RPG fundamentals, yet light enough that it remains a great casual game: one you can pick up and put down at your leisure without feeling like you’re breaking the mood as you might with, say, a <em>Final Fantasy</em> title.</p>
<p>Here’s what you might want to think about before making a purchase:</p>
<ul><li><strong>Highs</strong>: Gorgeous graphics, fun gameplay with solid controls. Addictive RPG elements.</li>
<li><strong>Lows</strong>: Short on story, repetitive.</li>
</ul><p>It’s also good to keep in mind that Infinity Blade’s developers have promised more content to come, including a multiplayer mode. I can see player-vs-player combat being really fun using the mechanics already in place. The promise of future updates doesn’t affect my overall opinion of the game, though. I’d gladly recommend it either way.</p>
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		<title>Firemint Announces Flight Control for Mac</title>
		<link>http://gigaom.com/apple/firemint-announces-flight-control-for-mac/</link>
		<comments>http://gigaom.com/apple/firemint-announces-flight-control-for-mac/#comments</comments>
		<pubDate>Thu, 21 Oct 2010 14:00:37 +0000</pubDate>
		<dc:creator>Josh Sunshine</dc:creator>
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		<description><![CDATA[The Mac App Store was only announced a little less than a day ago, but we've already had one developer announce it's planning on developing software for it. Firemint, the studio behind Flight Control for iOS, has already started work on Flight Control for Mac.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=174750&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>The <a href="http://gigaom.com/apple/back-to-the-mac-the-app-store-for-mac/">Mac App Store</a> was <a href="http://gigaom.com/apple/back-to-the-mac-the-app-store-for-mac/">only announced</a> a little less than a day ago, but we’ve already had one developer announce it’s planning on developing software for it. Firemint, the studio behind Flight Control and Real Racing, has already started work on <a href="http://firemint.com/?page_id=2512">Flight Control for Mac</a>.</p>
<p><img title="Flight Control Mac" src="http://gigapple.files.wordpress.com/2010/10/flight-control-mac.png?w=604" alt=""   class="aligncenter size-full wp-image-54377"></p>
<p>Clearly, the Mac App Store is something Mac developers are excited about, as it should bring more publicity, and therefore more revenue, than other distribution means. However, if the <a href="http://www.tuaw.com/2010/10/20/apple-posts-guidelines-for-mac-app-store-and-we-have-highlights/">list of restrictions</a> on what can actually be sold through the App Store is anything to go by, there will definitely be many who decide they’d rather carry on as before.</p>
<p>As for the game itself, I don’t see myself buying Flight Control for the Mac. The game’s appealing if I’m drawing the flight paths with my finger, but using a mouse seems like it’d be too much of a hindrance. Of course, you could use a Magic Trackpad, but having to keep it clicked in while you draw a line sounds difficult. Then again, perhaps Firemint has thought of that already, and is working on an innovative control solution. iOS device as wireless controller, perhaps? We’ll have to see.</p>
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		<title>Ravensword: Why Birds and Blades Don&#8217;t Mix</title>
		<link>http://gigaom.com/apple/ravensword-why-birds-and-blades-dont-mix/</link>
		<comments>http://gigaom.com/apple/ravensword-why-birds-and-blades-dont-mix/#comments</comments>
		<pubDate>Tue, 01 Dec 2009 23:00:04 +0000</pubDate>
		<dc:creator>Darrell Etherington</dc:creator>
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		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[nomadesk]]></category>
		<category><![CDATA[ravensword]]></category>
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		<description><![CDATA[Chillingo&#8217;s Ravensword ($6.99, iTunes link) is being touted as a Morrowind-type experience for the iPhone. That&#8217;s a lot to live up to. A full-fledged action RPG on my diminutive Apple portable seems like a dream come true, if it can actually hold a candle to its [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=173638&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p class="excerpt"><img  title="ravensword" src="http://gigapple.files.wordpress.com/2009/11/ravensword.png?w=100&h=100" alt="" width="100" height="100" class=" alignleft" />Chillingo&#8217;s Ravensword ($6.99, <a href="http://itunes.apple.com/ca/app/ravensword-the-fallen-king/id335594384?mt=8" target="_self">iTunes link</a>) is being touted as a Morrowind-type experience for the iPhone. That&#8217;s a lot to live up to. A full-fledged action RPG on my diminutive Apple portable seems like a dream come true, if it can actually hold a candle to its console counterparts. That&#8217;s a big <em>if</em>.</p>
<p>The iPhone faces control issues and what seems like a natural reticence towards developing lengthy, in-depth game experiences on the iPhone. I say natural because most users still game only casually on the device, since that&#8217;s what a phone lends itself to. So does Ravensword manage to pull off an in-depth action RPG gaming experience? Read on to find out. <span id="more-173638"></span></p>
<h3>Graphics and Audio</h3>
<p>At least superficially, Ravensword looks like the console and PC games from which it so clearly takes its inspiration. By default, you operate your character from a third-person perspective, and you can switch to first-person. That&#8217;s a standard borrowed from the Morrowind series, among others.</p>
<p>It&#8217;s a little jarring to see some of the visual effects the game has in store. For example, everyone&#8217;s eyes are plastered open all the time, and look painted on and terrifying. Every time your character wakes up after having fallen in battle, I have to suppress a little scream.</p>
<p><img  title="ravensword2" src="http://gigapple.files.wordpress.com/2009/11/ravensword2.jpg?w=480&h=320" alt="" width="480" height="320" class=" alignleft" />Ravensword&#8217;s soundtrack and effects sound a little pre-packaged and stock, but they don&#8217;t really hurt the experience, and you can always flick the silent switch is the soundtrack becomes too repetitive, as it did for me.</p>
<h3>Gameplay</h3>
<p>If you&#8217;ve ever played any kind of RPG before, the game mechanics of Ravensword will be familiar to you. Basically, you run around killing monsters and get experience for doing so. In most cases, the RPG mechanics are a little more structured and complex than that. In most cases. In Ravensword they are not.</p>
<p>As soon as you venture out beyond the city walls, bad guys appear, and you hit them with whatever you happen to be wielding, then they die and you get experience, or you die and wake up in town. If you kill enough critters, you gain a level, and your stats are increased by a pre-determined amount. No level customization, no skill selection, nothing. To make matters worse, you don&#8217;t choose a class/race/gender etc., so you&#8217;re stuck as a human warrior whether you like it or not.</p>
<p><img  title="ravensword1" src="http://gigapple.files.wordpress.com/2009/11/ravensword1.jpg?w=480&h=320" alt="" width="480" height="320" class=" alignleft" />Nor is combat challenging. The most you can do is switch between your bow and your sword when killing animals and forest creatures. Otherwise, you just hit the attack button like it&#8217;s going out of style. Also, you die a lot early on, since the game design is unbalanced.</p>
<h3>Plot</h3>
<p>It&#8217;s a bad sign when the first thing I have to say about a game&#8217;s plot design is to question whether or not it actually has one. To be fair, there is a story lurking somewhere in the background, about a kingdom in denial and a king who&#8217;s been missing for three years. Presumably, you&#8217;re meant to find out exactly what&#8217;s up with all of that nonsense at some point, but after spending quite a bit of time killing rats and warthogs, I just wasn&#8217;t convinced that finding out would be worth it.</p>
<h3>Verdict</h3>
<p>I was perhaps too excited to pick up Ravensword, since it seemed to have a lot of promise as an action RPG for the iPhone, but even if you aren&#8217;t expecting much, I&#8217;d definitely take a pass on this offering from Chillingo. <a href="http://gigaom.com/apple/dungeon-hunter-gameloft-continues-its-homage-hit-parade/">Dungeon Hunter</a> is a much better experience, and if you&#8217;re looking for a Morrowind clone, I&#8217;d suggest just waiting a few months since I&#8217;m sure Gameloft will get to copying it, too, in due course.</p>
<p><strong>Related research and analysis from GigaOM Pro:</strong><br />Subscriber content. <a href="http://pro.gigaom.com/?utm_source=apple&utm_medium=editorial&utm_campaign=auto3&utm_term=173638+ravensword-why-birds-and-blades-dont-mix&utm_content=etherin">Sign up for a free trial</a>.</p><ul><li><a href="http://pro.gigaom.com/2011/01/mobile-q4-all-eyes-were-on-android-4g-and-the-rising-tablet-tide/?utm_source=apple&amp;utm_medium=editorial&amp;utm_campaign=waterfall?utm_source=apple&utm_medium=editorial&utm_campaign=auto3&utm_term=173638+ravensword-why-birds-and-blades-dont-mix&utm_content=etherin">Mobile Q4: All Eyes Were on Android, 4G and the Rising Tablet&nbsp;Tide</a></li><li><a href="http://pro.gigaom.com/2010/12/report-a-mobile-video-market-overview/?utm_source=apple&amp;utm_medium=editorial&amp;utm_campaign=waterfall?utm_source=apple&utm_medium=editorial&utm_campaign=auto3&utm_term=173638+ravensword-why-birds-and-blades-dont-mix&utm_content=etherin">Report: A Mobile Video Market&nbsp;Overview</a></li><li><a href="http://pro.gigaom.com/2010/10/in-q3-the-tablet-and-4g-were-the-big-stories/?utm_source=apple&amp;utm_medium=editorial&amp;utm_campaign=waterfall?utm_source=apple&utm_medium=editorial&utm_campaign=auto3&utm_term=173638+ravensword-why-birds-and-blades-dont-mix&utm_content=etherin">In Q3, the Tablet and 4G Were the Big&nbsp;Stories</a></li></ul><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=173638&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></content:encoded>
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		<title>Star Wars: Trench Run Brings the Force to the iPhone</title>
		<link>http://gigaom.com/apple/star-wars-trench-run-brings-the-force-to-the-iphone/</link>
		<comments>http://gigaom.com/apple/star-wars-trench-run-brings-the-force-to-the-iphone/#comments</comments>
		<pubDate>Tue, 24 Nov 2009 15:00:52 +0000</pubDate>
		<dc:creator>Liam Cassidy</dc:creator>
				<category><![CDATA[Game Reviews]]></category>
		<category><![CDATA[news]]></category>
		<category><![CDATA[Game]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[lucasfilm]]></category>
		<category><![CDATA[Star Wars]]></category>
		<category><![CDATA[trench]]></category>

		<guid isPermaLink="false">http://theappleblog.com/?p=35907</guid>
		<description><![CDATA[Star Wars: Trench Run is finally here and this thing is utterly beautiful, packed with authentic audio and video from Star Wars Episode IV: A New Hope and boasting impressive gameplay visuals. Trench Run is based around the Rebel assault on the Death Star at the [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=173641&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p class="excerpt"><a href="http://itunes.apple.com/gb/app/star-wars-trench-run/id335685707?mt=8">Star Wars: Trench Run</a> is finally here and this thing is utterly beautiful, packed with authentic audio and video from Star Wars Episode IV: A New Hope and boasting impressive gameplay visuals.</p>
<p><img  title="Star Wars Trench Run Title" src="http://gigapple.files.wordpress.com/2009/11/star-wars-trench-run-title.jpg?w=480&h=320" alt="" width="480" height="320" class=" alignleft" /></p>
<p>Trench Run is based around the Rebel assault on the Death Star at the end of George Lucas’ classic 1977 movie. Piloting an X-Wing fighter, you begin the game high above the Empire’s dreaded Death Star in an aggressive dogfight with TIE fighters. Once you’ve dispatched them, it’s time to descend into that famous trench and make your approach to a small (two meter wide) thermal exhaust port, which, if memory serves, you’ll find right below the main port.</p>
<p>Oh, and, the shaft is ray-shielded so you’ll need to hit it directly with proton torpedoes. The doubting Dodonna’s amongst you might think that impossible &#8212; even for an iPhone &#8212; but, y’know, womp rats, T-16’s and all that. <span id="more-173641"></span></p>
<div id="attachment_35933" class="wp-caption aligncenter" style="width: 490px"><a rel="attachment wp-att-35933" href="http://gigaom.com/apple/star-wars-trench-run-brings-the-force-to-the-iphone/star-wars-trench-run-dogfight-03-2/"><img  title="Star Wars Trench Run Dogfight 03" src="http://gigapple.files.wordpress.com/2009/11/star-wars-trench-run-dogfight-031.jpg?w=480&h=320" alt="" width="480" height="320" class=" alignleft" /></a><p class="wp-caption-text">The game starts with a fierce dogfight with TIE fighters above the dreaded Death Star…</p></div>
<div id="attachment_35934" class="wp-caption aligncenter" style="width: 490px"><a rel="attachment wp-att-35934" href="http://gigaom.com/apple/star-wars-trench-run-brings-the-force-to-the-iphone/star-wars-trench-run-port-approach-05/"><img  title="Star Wars Trench Run Port Approach 05" src="http://gigapple.files.wordpress.com/2009/11/star-wars-trench-run-port-approach-05.jpg?w=480&h=320" alt="" width="480" height="320" class=" alignleft" /></a><p class="wp-caption-text">…and culminates in the famous trench run.</p></div>
<p>Trench Run uses the iPhone’s accelerometers to great effect. I’m usually wary of extensive tilt-control. That might be because I’m just rubbish, or because developers sometimes use accelerometers unnecessarily. In Trench Run it’s not too bad, and there are options for adjusting pitch and sensitivity.</p>
<p>The on-screen controls are cleverly implemented; there are no virtual buttons cluttering the screen. Instead, the two main controls (Force Power for slow motion and, of course, Fire) are activated by pressing the left or right hand sides of the screen. Easy.</p>
<div id="attachment_35935" class="wp-caption aligncenter" style="width: 490px"><a rel="attachment wp-att-35935" href="http://gigaom.com/apple/star-wars-trench-run-brings-the-force-to-the-iphone/star-wars-trench-run-controls/"><img  title="Star Wars Trench Run Controls" src="http://gigapple.files.wordpress.com/2009/11/star-wars-trench-run-controls.jpg?w=480&h=320" alt="" width="480" height="320" class=" alignleft" /></a><p class="wp-caption-text">The few controls are activated by hitting large areas of the screen</p></div>
<p>Video sequences of the X-Wings approaching the Death Star (S-foils in attack position, naturally) and the spectacular explosion of the Death Star itself (the 1997 bang, by the way) really help set the scene. But it’s John Williams’ breathtaking score that puts you slap bang in the middle of the action.</p>
<div id="attachment_35937" class="wp-caption aligncenter" style="width: 490px"><a rel="attachment wp-att-35937" href="http://gigaom.com/apple/star-wars-trench-run-brings-the-force-to-the-iphone/star-wars-trench-run-video-04/"><img  title="Star Wars Trench Run Video 04" src="http://gigapple.files.wordpress.com/2009/11/star-wars-trench-run-video-04.png?w=480&h=320" alt="" width="480" height="320" class=" alignleft" /></a><p class="wp-caption-text">All Wings report in…</p></div>
<p>One quibble; the difficulty levels are a bit… odd. The easiest level was selected for me at installation so I bumped it up a level (usually labeled “Normal” but Trench Run goes directly from Easy to Medium.) So, with Medium selected, I dove in… and failed. I’m normally <em>good</em> at this type of thing but after 15 minutes of failure I was starting to <em>hate</em> this game. So I tried again on “Easy.”</p>
<p><a rel="attachment wp-att-35938" href="http://gigaom.com/apple/star-wars-trench-run-brings-the-force-to-the-iphone/star-wars-trench-run-settings/"><img  title="Star Wars Trench Run Settings" src="http://gigapple.files.wordpress.com/2009/11/star-wars-trench-run-settings.jpg?w=480&h=320" alt="" width="480" height="320" class=" alignleft" /></a></p>
<p>10 minutes later I had destroyed the Death Star and defeated the evil Empire. I had finished the whole game. See, once the dogfight&#8217;s over, the actual trench run is <em>appallingly</em> easy. THQ Wireless say the game has “tons of replay value” but when the difference between “Easy” and “Medium” is actually “Pointless” and “Practically Impossible” I don’t see myself playing this again any time soon. (Now in your best Yoda voice, croak “That is why you fail.”)</p>
<p>THQ also says there are hidden features in the game. You could always stretch out with your fingers and ask Google what they are, but that’s probably the path to the Dark Side.</p>
<p>If you love Star Wars, this is a game you should own. I doubt it’s worth the $4.99 asking price, but hey, there’s profit to be had, and Lucasfilm ain&#8217;t finished beating this Tauntaun just yet.</p>
<p>Star Wars Trench Run is out now. <a href="http://itunes.apple.com/gb/app/star-wars-trench-run/id335685707?mt=8">Go buy it </a>– and may the Force be with you.</p>
<p><strong>Related research and analysis from GigaOM Pro:</strong><br />Subscriber content. <a href="http://pro.gigaom.com/?utm_source=apple&utm_medium=editorial&utm_campaign=auto3&utm_term=173641+star-wars-trench-run-brings-the-force-to-the-iphone&utm_content=limalicas">Sign up for a free trial</a>.</p><ul><li><a href="http://pro.gigaom.com/2011/01/mobile-q4-all-eyes-were-on-android-4g-and-the-rising-tablet-tide/?utm_source=apple&amp;utm_medium=editorial&amp;utm_campaign=waterfall?utm_source=apple&utm_medium=editorial&utm_campaign=auto3&utm_term=173641+star-wars-trench-run-brings-the-force-to-the-iphone&utm_content=limalicas">Mobile Q4: All Eyes Were on Android, 4G and the Rising Tablet&nbsp;Tide</a></li><li><a href="http://pro.gigaom.com/2010/12/report-a-mobile-video-market-overview/?utm_source=apple&amp;utm_medium=editorial&amp;utm_campaign=waterfall?utm_source=apple&utm_medium=editorial&utm_campaign=auto3&utm_term=173641+star-wars-trench-run-brings-the-force-to-the-iphone&utm_content=limalicas">Report: A Mobile Video Market&nbsp;Overview</a></li><li><a href="http://pro.gigaom.com/2010/10/in-q3-the-tablet-and-4g-were-the-big-stories/?utm_source=apple&amp;utm_medium=editorial&amp;utm_campaign=waterfall?utm_source=apple&utm_medium=editorial&utm_campaign=auto3&utm_term=173641+star-wars-trench-run-brings-the-force-to-the-iphone&utm_content=limalicas">In Q3, the Tablet and 4G Were the Big&nbsp;Stories</a></li></ul><img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=gigaom.com&#038;blog=14960843&#038;post=173641&#038;subd=gigaom2&#038;ref=&#038;feed=1" width="1" height="1" />]]></content:encoded>
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