This is interesting for a few reasons: first, most iPhone offerings tend towards the casual. Little pick-up-and-play games often seem to be the norm on the iPhone, as the vast majority of developers seem to be searching for one little interesting gameplay idea and running with it. But Archetype seems to hint that if the experience is done well enough, there's definitely a large audience of "hardcore" gamers on the iPhone.
And it's worth mentioning that Archetype doesn't have a lite version and sells for $2.99. Before this game, the most high profile FPS on the store was probably Ngmoco's Eliminate, which went with a free-to-play model in the hopes of garnering a larger audience. But Archetype's success seems to show that (again, if the experience is good enough), there's room at higher price points for a solid player base. We'll have to see where Villian goes with this in the future -- we've heard from other developers that quick and free updates can really make an app grow even bigger, so if they can pull that off with Archetype, they'll really have an iOS juggernaut.