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ThinkGeek :: iCade 8-Bitty – Retro Wireless Game Controller for iPhone/iPad/Android

February 13, 2012 Comments off

ThinkGeek :: iCade 8-Bitty – Retro Wireless Game Controller for iPhone/iPad/Android.

I’m not one for retro but I sure would like a D-Pad controller for the iPad that’s supported by the majority of game app devs.  If this gets popular enough then all the better.

I’ve seen and been tempted by the “large” iCade…

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Categories: games, iOS Apps

Mass Effect Datapad ties iPad into Mass Effect 3 | Joystiq

February 9, 2012 Comments off

Mass Effect Datapad ties iPad into Mass Effect 3 | Joystiq.

Been waiting hard for ME3.  Looks like BioWare/EA is pulling out all the stops with iPad integration.

It’s going to be a little weird playing ME3 under bootcamp and connected the iPad as an auxiliary data pad.  Maybe they’ll move all the mini-games there like the data hacks, unlocking doors, etc.

Categories: games

NASA – Sector 33 App for iOS

February 2, 2012 Comments off

NASA – Sector 33 App for iOS.

On the geek cool app list comes NASA’s Sector 33.  Okay, aerospace geek cool list.

Have you ever wondered what it’s like to be an Air Traffic Controller? Imagine it’s a stormy Friday in Northern California as the evening rush of air traffic fast approaches the San Francisco Bay Area from the East. All flights going to San Francisco airport pass through “Sector 33” – your sector of airspace. As the lead air traffic controller, your job is to guide the planes safely through Sector 33 as quickly as possible. To do this, you must choose the most efficient route and make strategic speed changes. Can you handle Sector 33?

Categories: games, iOS Apps

Distant Star 2nd Take

December 30, 2011 Comments off

Despite lambasting Distant Star for the lack of documentation (and other issues) I’ve been playing it a bit on the iPad.  I just like space 4X games and honestly, with a little bit more stuff Distant Star will be a pretty good one.

So I’ve been fooling around with it and thinking of ways I’d change the game aside from the obvious improvements (larger tech tree, more races, planetary governors, etc).  I’ll assume that Trevor (who sent me a nice note I hadn’t respond to…so I’ll say something nice in this blog post instead…like I’m enjoying the game 🙂 ) is busily working on.

More on the lines of actual game design changes that affect game play.  There are two aspects of classic 4X space games that annoy me.  First is the usual management of a huge empire and many many fleets.  This can be somewhat minimized with better game features to help the player out.  Build lists, planetary governors, fleet rally points, etc. but it’s still a massive pain.

The second is somewhat related…the lack of terrain.  Pretty much by the late game you have the technology to fly directly anywhere.  Which also means that if you’re winning and trying to stomp out the last few colonies you need to picket or colonize every system so new colonies don’t popup on systems that you’ve already stomped.  On huge boards this is a pain in the rear.

The other aspect of lack of terrain is the lack of choke points and the nebulous nature of where your empire’s borders really are.  The enemy can always fly past your “frontier” systems and hit your “core” systems.  There are no critical systems, they’re pretty much all equally critical in the end game since most will have all the planetary improvements and generate the same general amount of ships and money.

So what would I do different?  I think I would play with the concept of ship maintenance to limit fleet sizes.  Then I’d move to a “warp lines” based game map.  I might also consider using the concept of critical materials (warp crystals or whatever) so that some systems have great value either from geography (choke point) or material wealth that conveys significant strategic advantage.   I’d probably make every homeworld have this material by default.

Then I’d playtest the hell out of it to see if these were positive or negative changes to gameplay.

Dang, I wonder if he’d license me the engine.

Categories: games, iOS Apps

Games with no documentation – Distant Star

October 20, 2011 Comments off

Distant Star is an iOS “old-school 4x (eXplore, eXpand, eXploit, eXterminate) space game”. The gold standard of which is Masters Of Orion 2 (MOO2).

This is kind of the game that is on the opposite end of the spectrum from the last game I played (Robotek HD). It’s an empire building game that lasts hundreds of turns where each move builds your (or not) star empire into the dominant behemoth it was always meant to be.

So game play is a bit deeper than a game where you randomly get robots based on what comes up on a slot machine. There was no documentation that I remember in Robotek HD…just a little tutorial and that’s good enough. Everything else you learn as you go.  Perfect.

When it’s a 4x game it’s not so perfect when there’s no documentation. Tutorials that show you how to build ships or move or whatever is only a portion of what you’d like to know.

Take, for example, combat. Getting into combat is easy enough…just move your fleet somewhere that someone else has a fleet. Say you win. Great!  But you now have a bunch of ships that are damaged to some degree or another.  Can you repair them? Don’t know. The tutorial didn’t cover that. Will they repair themselves? No idea. So you have to try a few things to discover game mechanics…like waiting. Then moving to a shipyard. Then exploring shipyard options. Then waiting some more because, hey they might self-repair only at a shipyard.

As it turns out you can’t repair them…or at least I never discovered a way to do so. More interesting is that shields never repair. Which makes you wonder what the difference was between shields and armor. Something a manual might mention.

It’s even worse when the user interface is more glitzy than useful. Take this screen shot.

Distant Star Planets

These planets are different sizes (how many slots of improvements you can build) and habitability (how well you can grow folks on them).In the previous version this information was listed below the planets once you’ve explored them. Now they are (poorly) indicated by the planet icon. Can you tell the difference?  I can’t for size and not reliably for habitability. Not to worry though, the manual will clue you into the subtle differences.

Oh wait.

Now there are some planet icons that are larger than the others but they don’t seem to have more slots than the 5 slot planets in this screen shot. And the 5 slot planet (Uriel top middle) is no bigger than the 1 slot planet (Dragon – bottom right) depicted. Likewise the “Useless” planet (Athos – top left) looks about the same as the “Idyllic” planets (Uriel, Milokeenia, Dragon, Venom) and the “Habitable” planet (Azeroth). If you look closely, it’s a little grayer than “Habitable” planet which is a little less green than “Idyllic” ones.

Not that it seems to matter much. My medium sized “Useless” planet has more people and more slots than the tiny “Idyllic” one.

When I first started playing the game I actually thought my version was broken. It’s even harder to tell these apart on the iPhone than the iPad. I had played the previous version for a short bit before upgrading so I thought the missing planet stats was a bug (they existed before). Evidently it’s as intended. Of course, without a manual I couldn’t tell.

There are other little gotchas in this game, like the fact you can’t unbuild an improvement in a planetary slot once you built it. Things that would be easily solved with a one page manual but instead require trial and error to discover.

That’s not the kind of trial and error you want to have in a 4x game.

Worse is when the UI forces the player to play trial and error on which planets to colonize. You can’t clearly see habitability and slots until after you spend the money and time to colonize it. Then you get a nice big icon you can press and see what the values are. Not a big deal near the end of the game but a huge deal with your first colony. I ended up saving and then restoring if I accidentally picked a bad choice.  I could tell what were the really bad ones…they were brown (worse than useless? dunno), but the in between ones were pure guesses on size.

It’s a prettier game than the previous version and there are improvements to the UI. I assume that gameplay wise it’s better but the tech tree is far too short for a 4x game which leads to building stacks of the best cruisers and stomping on planets until you win or the computer wins. I’d guess you can have the best ship in the game by turn 200 or so. That’s actually really fast in a 4x game…you hit next turn pretty quickly in the early game and it typically will take 10-20 turns to go from star to a star close by.

Still I eventually figured most things out as there’s not that much to the game. Most of it was figuring out couldn’t be done that exists in more mature 4x games other than the planet icon problem. Even the simplest like Spaceward Ho! has more complexity and richness.  I understand it’s based on the strategy part of Sword of the Stars…who’s primary claim to fame was the real time tactical ship combat.

So I can’t give it more than 2 stars out of 5 in the current state. And it’s version 1.7 with a large set of improvements. It’s still more of a $0.99 game rather than a $2.99 game. That might make it a 1 star game in comparison to others.  Especially given that the lack of manual is compounded by the semi-dead support link and a lack of player forums on their website where I could have asked stupid questions.

It does have potential. Getting to and surpassing the Spaceward Ho! level really only requires some tech tree expansion but it has a long way to go to equal the richness of the original Masters of Orion much less MOO2.

Not surprisingly it also lacks any payout (which both MOO and MOO2 had) beyond a “you win” popup. But documentation is far more needed than that kind of refinement/eyecandy.  A simple FAQ would do really.

Categories: games

Games with no payout – Robotek HD

October 19, 2011 1 comment
Robotek HD

Robotek HD

I like strategy games…especially lite strategy games since I have no time for long games anymore.

So I’ve been filling extra moments here and there with a short game of Robotek HD (Android, iOS and WebOS).  A robot “fighting” game using a slot machine mechanism to battle each other with rays, shields, hacks, etc.

It’s a quick game with simple strategy that’s pretty to look at, easy to learn and fun when it’s not hair pullingly frustrating (from bad luck, not bad design).  There’s also a little RPGish backstory with funny commentary about the computer nodes you’re fighting.  When you first fight you get little popups of encouragement.  I recall getting a little popup when I cleared all the Canadian nodes or something.  There are 200 nodes and 30 levels…so it takes a while to play through, which is nice.  Each session is short, which is ideal unless you get caught up in the “just one more game” mode.  Which I did once or twice and is good sign for any game.

Level’s don’t mean much to me anymore as a reward (too many MMORPGs in my past).  Neither do points.  I do like the popup messages with funny commentary.  And when I finish a game I expect…something more than a popup that tells you “‘Grats!…Now here are two infinite nodes to grind against for MORE POINTS!”.

Ah…no.  Now I’m not expecting an epic ending like in Homeworld for this kind of game but a little more would be nice.  Heck, I’d even like all the robots doing the hamster dance which would fit in with the quirky humor.  It’d be funny and be a nice little payout for finishing a game based on slot machine mechanics…

I hate to pick on Robotek given I like the game a lot but I’ve played a few games lately without much payout beyond a “You Win!” popup.  Robotek stands out because it’s based on slot machine mechanics and carefully metered out payout is key to that game.  It’s not that critical a factor but it does show attention to detail and refinement for a game.  Done well it makes the game a lot more memorable.

Despite this small shortfall I’d give the game 4 stars out of 5.  If it had kept the progress popups through the whole game and provided a nice ending I’d probably rank it 5 stars for this genre.  As it is, the last few nodes felt like grinding it out just to see the ending that didn’t exist.

Prompting this post.

Note:  I played the WebOS version and didn’t hit any long stretches where the random number generator favored the computer.  I saw quite a few stretches where it favored me quite a bit then a few games here and there where there was nothing I could do to win.  If the slots favored the computer it wasn’t apparent over 200+ games.  This was probably the #1 complaint on the iTunes reviews.

Categories: games