eliminate

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  • Early iOS free-to-play title Eliminate shutting down this month

    by 
    Mike Schramm
    Mike Schramm
    05.02.2012

    Here's a weird signpost for iOS gaming. Eliminate was one of the first big free-to-play titles on iOS: It was a core title for Ngmoco when first announced a few weeks after in-app purchases were allowed and helped pave the way to the current freemium-as-standard situation on Apple's App Store. But that part of history is coming to an end, as Ngmoco has announced that Eliminate's servers are being turned off for good. The app is already gone from the App Store, and an in-game message says that the game's servers are going offline on May 25. That means after that, not only will players no longer be able to play the game, but any money or time put into the title will be gone for good. That's a shame for Eliminate fans, though it's unclear just how many of those there still are. And it means you can go ahead and put another mark on the timeline for iOS gaming: A freemium app that helped kick off the platform to begin with has reached the end of its lifetime.

  • Gyroscope gunning on the iPhone 4 with Eliminate: Gun Range (video)

    by 
    Nilay Patel
    Nilay Patel
    06.25.2010

    We'd heard earlier that ngmoco's new game Eliminate: Gun Range was one of the first apps to really take advantage of the iPhone 4's gyroscope, and now that we've had a chance to play with it, we've got say there's a ton of potential here. E:GR is itself just a simple shooter, but the gyroscope adds what seems like nearly 1:1 motion control to the proceedings -- and since you're moving the display itself, it almost feels like augmented reality. It's hard to explain, since it's so unlike any mobile UI experience we've encountered before, but as soon as we tried it our brains pretty much exploded with possibilities -- we're thinking drastic improvements to actual augmented reality apps like Layar, all kinds of crazy flight simulator games, much more refined GPS apps, you name it. Video after the break.

  • GDC 2010: Ngmoco explains how Eliminate was built

    by 
    Mike Schramm
    Mike Schramm
    03.09.2010

    As they explained during the presentation, they had a heck of a goal with this project: they wanted to put together "the definitive FPS for iPhone," complete with all of the functions of a standard console deathmatch-style FPS, in just five months with just three engineers. And they started with the toughest nut of all: the networking code.

  • Eliminate now available on the App Store

    by 
    Mike Schramm
    Mike Schramm
    11.03.2009

    Ngmoco's Eliminate has been building up buzz ever since it was announced, and now the first-person shooter is out on the App Store to try for yourself. As you can see above, it offers some relatively basic FPS gameplay when compared to shooters on other platforms (I've been having a lot of fun with Borderlands lately), but given that this is the iPhone we're talking about, this kind of twitch 3D gameplay is actually pretty impressive. You can play online over 3G or Wi-Fi, and as you play, you can earn credits and level up, which gives you access to more weapons and better gear. The game itself is free, but it's all based around a microtransaction system where you buy "energy" which allows you to earn those aforementioned resources. You get a certain amount of energy per day on your own, and if you use it up, you can't progress any further unless you get out the wallet or wait another day. And the game uses ngmoco's own Plus+ social interface to track leaderboards and accounts. Interesting plan, and we'll have to see if players vibe with it or not. Some have already voiced strong concerns about the in-game pay-to-play microtransaction system. If that doesn't vibe with you, and you'd rather play some old-school (and old business model) FPS gameplay instead, id's Doom Classic also got released on the App Store last weekend. That game comes at a cost of $6.99, but then again, with old-school Doom, you know exactly what you're getting into. And you won't have to buy any extra energy to charge your BFG and slay any demons you happen to come across.

  • Devs quickly move to new models after in-app purchase change

    by 
    Mike Schramm
    Mike Schramm
    10.17.2009

    It was just yesterday that Apple announced they would allow free apps to enable in-app purchases, and developers are already jumping on the "get the app for free, buy the content later" business model as quickly as they can. ngmoco came out swinging, as Touch Arcade reports, with both a free intro version of Rolando 2 out for purchase, with later chapters of the game as add-ons. They've also been working on a shooter called Eliminate, and we're now told that title will be free as well, with extra content to buy later. The creators of Urban Rivals, an app that is based on a virtual trading card game, have let us know that they too plan to go the free-with-microtransactions model as soon as their app is released, and though we haven't actually heard from Tapulous, Andrew Lacy told us outright that the only reason Tap Tap Revenge 3 had a 99 cent price tag on it was because of Apple's limitation, so we'll expect that app to go free as soon as it can. Clearly, there's a drive for this model on the developer side, but the question will be just how much this echoes with consumers -- certainly the "download a trial, buy more later" model has worked well on other platforms, so we can expect it to work here on the App Store as well. But on the other hand, just as when the App Store first opened for business, it's a very "wild west" moment -- everybody and their brother is offering up in-app transactions, and they're all of varying prices and quality. My guess is that we'll see a few "hits" -- a few free apps that everybody buys content for (Tap Tap Revenge 3 is a good guess; considering that because you know most of those songs, there's much less guessing on what the quality of the transactions will give you). At the same time, there will likely be apps that everyone agrees aren't worth the in-app purchase (it's the old story of "horse armor" when Xbox Live started doing microtransactions). Until we find a good balance, where quality meets price, odds are that it'll be tough for consumers to know just what's worth it, and thus tough for developers to convince them that their content is.