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  • Kid Tripp has more charm than it has pixels

    by 
    Mike Wehner
    Mike Wehner
    01.17.2014

    As someone who grew up in the 8-bit days, I have a weakness for retro-styled platformers regardless of the platform. So, when I saw Kid Tripp, I snapped it up without hesitation. What I found was a game that not only looks like the vintage titles of yesteryear, but it's also just as difficult as those games ever were. Platformers on the iPhone or iPad -- with virtual touch buttons -- usually suffer from a lack of tactile control. Kid Tripp gets around this by having your character auto-run to the right at all times. Tapping on the left side of the screen lets you jump, while tapping on the right makes you throw a rock. The levels are filled with gaps, pits, spikes and a ton of different enemies that either sit in your path or attack you with projectiles of their own. In short, there are more ways to die in Kid Tripp than you might think. The game gives you 10 lives to start, and you'll burn through those pretty quickly your first time through. A timer is constantly running in the upper-left corner, which means you'll always have a time to beat once you complete a level, and perfecting a run is really where the game turns into an addiction. If you're into speedrunning games -- or the idea of finding the optimal route through a level sounds interesting to you -- you're going to have a lot of fun here. Thanks to the ultra-basic graphical style, the game runs as smooth as can be, which is important when perfectly timed jumps are crucial. Everything is bright and vibrant, and each of the four worlds has a unique flair. The experience is polished further by a retro soundtrack that fits the game perfectly. Oh, and the game has no in-app purchases at all. It's US$0.99, and that's all you have to spend to get the whole experience. That's a rare treat these days, so if you have any interest in old-school platformers, this is the one to buy.

  • Switched On: ­­­Behind enemy lines

    by 
    Ross Rubin
    Ross Rubin
    10.27.2013

    Each week Ross Rubin contributes Switched On, a column about consumer technology. This week marks the ninth anniversary of the column. A decade ago this month, and a year before the debut of Switched On, Apple made the decision to release iTunes for Windows following what was reportedly a profanity-laced debate among Apple's executive team. The decision cemented the iPod's place as the best-selling portable media player and started the company's string of successes beyond the PC.

  • XCOM: Enemy Unknown now available for iOS

    by 
    Mike Schramm
    Mike Schramm
    06.20.2013

    The long-awaited XCOM: Enemy Unknown has finally arrived on the App Store for a premium price of US$19.99. This is Firaxis' turn-based strategy hit from last year (in my opinion, one of the best games of 2012), translated to the iOS platform in full. The controls have been tweaked just a bit to work with the iOS touchscreen, but otherwise this is the full game, featuring a base that you can upgrade at will, soldiers that you can outfit with bleeding-edge technology and terrific turn-based skirmishes against aliens of all kinds. The graphics, I believe, have been slowed down just a bit, and Firaxis does recommend that you use an iPad 4 to play (and they even say to turn off other apps that might take up cycles in the background). So that could be a pain, especially if you have an older device. Still, this is a modern PC game, and we're getting it here in full form on iOS, so it's hard to complain about that. It's nice that this is a full premium release. You spend one price and get all of the game's content with no IAP or freemium twists at all. XCOM is a great game from a company that is well worth supporting.

  • Leaderboard: What's your favorite MMO platform?

    by 
    Jef Reahard
    Jef Reahard
    06.03.2013

    OK, this morning's Daily Grind got me thinking about gaming platforms, and given the rising popularity of smart phones, tablets, laptops and possibly even consoles for MMO playing in recent years, a Leaderboard focused on your favorite MMO platform might be a fun exercise. It might also result in PCs winning by a landslide, but hey. Who can tell until we actually do it, right? So, I'll see you in the voting booth after the cut. Ever wish that you could put to rest a long-standing MMO debate once and for all? Then welcome to the battle royal of Massively's Leaderboard, where two sides enter the pit o' judgment -- and only one leaves. Vote to make your opinion known, and see whether your choice tops the Leaderboard!

  • Browser game market in China 'booming'

    by 
    Justin Olivetti
    Justin Olivetti
    05.13.2013

    If you love to hate on browser-based MMOs and feel as though their time has passed, China might like to have a word or two with you. Sales of browser-based titles in the country have risen substantially in the past two years, increasing 46% in 2011 and 35% in 2012 according to a Taiwanese games company president, whereas client-based MMOs only made a 13% increase in growth in 2012. XPEC's Aaron Hsu said that the figures showed that browser games are far from finished in the region: "I'm not sure about the rest of the world, but the browser game market in mainland China is just booming. It's just like the MMORPG market in 2003, for China. I feel like the Chinese developers have created a new business model for browser games there." Due to the success of several lucrative browser games, Chinese developers are actively pursuing the browser -- not mobile -- platform. Hsu recommended that Western developers should concentrate on finding a Chinese publisher or partner to help ease into this different market instead of trying to break in solo.

  • The Daily Grind: Does Steam influence your MMO habits?

    by 
    Bree Royce
    Bree Royce
    04.12.2013

    A few weeks ago, our sister site Joystiq posted a story about Incredipede, an indie game whose slow sales over a four-month period were eclipsed by a single day's worth of sales on Steam. And when I looked back through our coverage of MMOs on Steam, I realized that the platform has quietly become a big deal for our genre, too; MMO publishers clearly believe Steam is a place they need to be. Final Fantasy XI's expansion landed there in recent memory, as did The War Z, Age of Conan, APB Reloaded, and dozens more. My own Steam account shows EVE Online, Champions Online, Lord of the Rings Online, and Spiral Knights, just to name a few. The convenience of Steam and the fact that my friends congregate there is the key draw for me, in spite of my lingering distrust for such services, so today, I'm wondering whether I'm alone. Are you guys more likely to download and try an MMO, F2P or otherwise, if it's on Steam? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • The Daily Grind: Why can't MMOs and consoles be friends?

    by 
    Andrew Ross
    Andrew Ross
    04.05.2013

    I remember once being excited about the idea that Defiance wouldn't just be a game and a TV series but a cross-platform MMO. Though the game is on PC, Xbox 360, and PlayStation 3 and was originally intended to be fully cross-platform, Microsoft's unwillingness to play ball with Sony ensured that gamers on each platform are now playing on totally separate servers. You might think the game is just another victim of the console wars, but this is supposed to be an MMO -- nice big worlds, tons of players, and hey, a third party willing to try to bring everyone together! MMOs and consoles just usually aren't considered a harmonious pairing. Maybe it's because MMOs are seen as PC games, and some PC gamers and console gamers have their own rivalries. Whether it's because of controllers, interfaces, or failed corporate negotiations, we're usually segregated, but I wish we weren't, and I know we don't have to be. The Final Fantasy online games allow for cross-platforming. They may not be perfect, but I personally like the idea of bigger worlds filled with players. That's the point of MMOs, after all. So what about you, Massively readers? Do you think MMOs on consoles should keep us separated, as in DC Universe Online, or should console MMOs take a note from Final Fantasy XI and let us play with our controller-loving allies? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Microsoft fills in more details of rumored Windows Blue upgrade with Fresh Paint (video)

    by 
    Steve Dent
    Steve Dent
    03.21.2013

    More evidence of Microsoft's rumored cross-platform update to Windows 8, codenamed "Blue," has leaked. The latest video obtained by MSFTKitchen has Microsoft's chief technical strategy officer Eric Rudder talking about "extending touch in even more dramatic fashion," as he more or less verifies Blue as the codename for the next Windows 8 update -- which is also rumored to encompass all Windows Phone 8, Services and RT products. As for Fresh Paint, the demo was designed to show a new watercolor option in the app while showcasing Blue's enhanced touch features for artists. There's still no word on when the new platform (not to be confused with Windows 9) or any apps may arrive, but upgrades are rumored to be switching to a yearly cycle -- so you might want to color in late 2013 on the calendar. The video's after the break.

  • Disney reaches into the Toy Box with the new Infinity platform

    by 
    Mike Schramm
    Mike Schramm
    01.16.2013

    The signs were all there in the rumors leading up to yesterday's big Disney Infinity reveal in Los Angeles. Disney's been working on a new gaming "platform," designed to bring all of its properties together in one IP spanning across multiple consoles and outlets. But the one note we missed was the most important: this game is connected to a series of real toys that interact with Disney's digital worlds, Skylanders-style.There are a few important differences, but the similarities between Activision's enormously popular toys-into-games platform and Disney's new Infinity initiative are quite striking. Both are inspired by smaller developers with big ideas: Toys for Bob on the Activision side, and Avalanche Software on Disney's, which developed the "Toy Box" idea in a much smaller form as part of the Toy Story 3 game. Both are big, expandable product lines with lots of options for console (and eventually mobile) titles, and both take retail-friendly physical toys and tie them directly into engagement-friendly video game experiences.Oh, and both franchises are probably going to make their owners lots and lots of money.%Gallery-176450%

  • Pathfinder Online will be released for Windows and Mac

    by 
    Elisabeth
    Elisabeth
    01.07.2013

    Goblinworks, the development team behind the upcoming Pathfinder Online MMO, has just announced that Pathfinder will be available for both Windows and Mac users. Because the team has decided to work in UNITY, there will be a minimal amount of platform-specific development. Think this is a wonderful/horrible idea that will be industry-changing/a sure sign of failure and that more people need to embrace it/scorn the very notion of it? The team is inviting feedback and questions on the Paizo forums. This announcement is timely, as the game has almost $400,000 left to raise in the final week of its Kickstarter campaign. Perhaps a flood support from all eight Mac-only gamers will clinch the deal.

  • Sony Playstation Mobile store now live, offers cross-platform games and apps from $0.80

    by 
    Sharif Sakr
    Sharif Sakr
    10.03.2012

    After what feels like a mighty long time since it was first announced, Sony's cross-platform PlayStation Mobile store is now up and running with an initial line-up of games (plus one lonely-looking app) for the PlayStation Vita and PlayStation Certified Android devices. That hardware category currently includes Sony's latest tablets and Xperias, plus HTC One-branded handsets -- check the source link for a full list and installation instructions. So far, we can access PSM on the Vita via a new tab on the PlayStation Store, and we know that readers are having luck on devices in the US -- including the Xperia Play -- but the One X (both global and AT&T) has only given us error messages. If you succeed or fail, please post your results below and we'll update accordingly. Update: Okay, there are definitely teething problems on HTC devices and we're reaching out for an explanation. Meanwhile, owners of the Nexus 7 and the Xperia Ion on AT&T bring happier tidings. Update: Depending on which Sony page you visit, you may or may not see the statement below, which HTC has confirmed to us is true: ""HTC mobile device owners cannot access PlayStation®Mobile for the moment. However, we are working with HTC to ensure PlayStation®Mobile launches as soon as possible. We will update you soon." [Thanks to Paul and all who've commented]

  • Google Play services arrives for Android 2.2 and above, the eager can download directly

    by 
    James Trew
    James Trew
    09.27.2012

    Google recently announced to developers the availability of a new "Services" platform, to allow better integration of its core products in 3rd party apps. The update comes in the form of an APK that will automatically find its way to handsets with Android 2.2 and above. But, for the impatient amongst you, it's available for download directly from the Play store now. This first release centers around better integration for Google+ (for account sign-in / Plus buttons etc) and providing OAuth 2.0 functionality, but it's expected that deeper functionality with the Google universe will take root soon. Most handily, as Mountain View decided to deliver this in the form of an app / APK, there's no pesky waiting around for networks to get it to you. Read up on the benefits via the more coverage links, or head to the source to make sure you're on-board.

  • Tesco recruits Andy McNab's e-book firm Mobcast to help win the Supermarket content war

    by 
    Daniel Cooper
    Daniel Cooper
    09.04.2012

    Hot on the heels of purchasing Blinkbox and Peter Gabriel's WE7, Tesco has purchased Andy McNab's e-book publishers, Mobcast. It seems clear that the British supermarket heavyweight is currently engaged in a phony war with rival Sainsburys, which snapped up Rovi, Global Media Vault and Anobii for its competing online content service. McNab's company is rather small, only offering around 130,000 titles in the UK, but like the earlier purchases, its infrastructure and resources will most likely be cannibalized to boost the company's forthcoming digital platform.

  • Developer won't patch XBLA game because Microsoft would charge 'tens of thousands' of dollars

    by 
    Sharif Sakr
    Sharif Sakr
    07.19.2012

    Seeing as how so much software is moving to online distribution, the significance of this controversy might extend far beyond gaming and XBLA. For now, however, the spotlight is firmly on Microsoft and the way it charges developers for testing their games and patches, after a well-known developer made an unusually public complaint. In a post on its official blog, Polytron said it would not patch a rare game-saving bug in its popular title Fez, because Microsoft would charge it "tens of thousands of dollars to re-certify the game." It added that "had Fez been released on Steam instead of XBLA," the problem would have been fixed "right away" and at no cost to the developer, which strongly hints that it'll jump to another platform as soon as its XBLA exclusivity expires. Responses to the story over at our sister site Joystiq are decidedly mixed, with some folks outraged that Microsoft's high maintenance attitude could hold back improvements in this way while others suspect Polytron of blame-shifting.

  • Line messaging and VoIP app adds 'timeline' and 'home' features, throws in new platform for app integration

    by 
    Mat Smith
    Mat Smith
    07.03.2012

    With now over 45 million users, while you may not use Line yourself, someone you know (or at least someone they know) probably does. The Asia-centric Skype rival has decided to roll-out some extra functionality and is looking to go a few rounds with even bigger competition. 'Home' offers up a base for sharing photos and other content, as well as your own status updates, while the 'timeline' feature will throw together a familiar-sounding chronological breakdown of your latest adventures to show your friends, adding in the ability to comment on each other's posts. Its 'Line channel' sounds even more nebulous and aims to use the existing app as a foundation for integrating and linking to yet more programs and services. The screenshots hint at camera, gaming and (yes) horoscope integration, while Line is gearing up for both HTML5 and native applications. Hit up the company's notions on a heavily connected messaging service in two servings of press release, right after the break.

  • Foursquare Connected App platform lets other apps interact with check ins

    by 
    Richard Lawler
    Richard Lawler
    06.29.2012

    It turns out Foursquare's massive 5.0 revamp was just the start of the changes, as the location sharing app unveiled a new twist with the launch its Connected Apps platform. Available as a developer preview, it lets the makers of apps like Untappd, Instagram or The Weather Channel connect directly with the Foursquare app. Many apps were already connected via the API, and once users upgrade to the latest version on Android or iOS their checkins pull information from those apps into Foursquare itself. That means they get things like the weather forecast on their first check in of the day from The Weather Channel, see what songs their friends have shared at a particular location via Soundtracking or beer recommendations from Untappd. Developers can get all the info on how it works at the overview, the rest of us can see the list of enabled apps on the official blog post.

  • Ideum unveils speedy Platform and Pro multi-touch tables, says PixelSense ain't got nothin' (video)

    by 
    Jon Fingas
    Jon Fingas
    06.28.2012

    Who knew giant multi-touch tables would trigger the next big speed race? Ideum clearly thinks that the PixelSense-based Samsung SUR40 is lagging with that AMD Athlon II X2, because it just rolled out a pair of speed demon 55-inch, 40-point touch surfaces (but not Surfaces) in the Platform and Pro. The Platform has a respectable dual 2.2GHz Core i7 and 8GB of RAM, but it also carries a pair of 256GB solid-state drives in case that museum exhibit app won't load quickly enough. Hopping to the Pro switches to two not quite as speedy 500GB hard drives in standard trim. It more than makes up for this with a quad 3.4GHz Core i7 and NVIDIA's Quadro 600 for the truly stressful projects -- the combination can juggle multiple users and tasks even more smoothly than its MT55 Pro ancestor. Outside of raw speed, picking a table depends mostly on svelteness versus expansion: the Pro has a full-fledged HP tower inside that can drop in SSDs and other upgrades you might fancy, while the Platform is half as thick as a SUR40 (at two inches) and sleeker overall than its big brother. We're working to get price quotes, but the early five-digit figures we've seen in the past likely rule out upgrading the family coffee table. You can convince yourself with a video after the break.

  • Sword and Sworcery's Nathan Vella on returning to iOS: 'Absolutely'

    by 
    Mike Schramm
    Mike Schramm
    06.18.2012

    Nathan Vella is the co-founder of Capybara Games, the company that worked with musician Jim Guthrie and the artist Superbrothers to put together the extremely popular and critically acclaimed Sword and Sworcery EP, originally released on iOS. Capy, as it's sometimes called, is a Toronto-based game developer that started out making puzzle games, including Critter Crunch and the Ubisoft-published Might and Magic: Clash of Heroes. But Vella told me during a quick conversation at WWDC last week that Capy "had no plans whatsoever of being a puzzle game studio." Capy's developers followed their own interests into puzzle games early on. It was that interest that led to collaboration with Guthrie and Superbrothers and, ultimately, success on the App Store. Vella said that he and the S&S EP team didn't anticipate the success they'd eventually have on iOS, but as the development time went on, the team got more and more feedback from players and critics that showed them they had something good happening. The IGF Mobile Award for the game was a big bonus, says Vella. "That helped instill some confidence." In the end, however, the real reason Vella says Sword and Sworcery did so well was because the team decided to "make stupid decisions" during development, like add in crazy systems or try really wild approaches to storytelling. "Those were the decisions that made it a success," says Vella. In fact, his advice to any iOS developer out there would be to "make those dumb calls," he says. "If you're making safe, easy decisions on iOS, I give you a 50/50 chance of success," he told me. But for developers who break the rules and try something new on the App Store, "your chances will go up for success, and you'll at least have more interesting failures." These days, Capy is hard at work on Super Time Force, a console title that, because of the way it works, probably won't transition to iOS. But when asked if his company will return to iOS in the future, Vella says that "absolutely" will happen. The studio really just chases its passions. "If everybody really believes in [a game], we'll try to make it," says Vella. Capy routinely hosts internal game jams, and Super Time Force actually came from an event like that. "We will not be ignoring iOS" in the future, says Vella. Between Capy's earlier work on the platform, and its enormous success with Sword and Sworcery, we can't wait to see what they're going to do next on Apple's devices.

  • Leaderboard: Gaming on desktops vs. laptops

    by 
    Justin Olivetti
    Justin Olivetti
    05.07.2012

    I have both a desktop and laptop computer that I use regularly. My desktop is my mainstay; a gaming fortress with loads of power and storage space with a 22" screen. My laptop is the best portable gaming machine that $650 could buy, which was surprisingly quite a lot. While it doesn't have the muscle of my desktop, it will run most everything just fine -- and let me do so while I'm reclining on the couch, in bed, or in line at the DMV (their wifi is awesome). It strikes me that there's no gold standard when it comes to gaming platforms for MMOs. Excluding mobile and console devices for the moment, I'm vastly curious how many of you prefer to game on a desktop or a laptop. Do you enjoy the extra bang for the buck that desktop machines give you, or is your trusty laptop with its size and portability all the technology you'll ever need? Let's hash it out on the Leaderboard today: Is it better to go with a gaming desktop or laptop? Vote after the jump and then back up your opinion in the comments!

  • Google Wave reaches zero amplitude

    by 
    Sarah Silbert
    Sarah Silbert
    04.30.2012

    We knew it was coming, but alas, the loss of Google Wave hits us anew now that the execution date has finally come. To say we fully grokked this platform would be untrue, but as we dug through its history to gather our thoughts, we realized what a misunderstood creature Wave really was. Released in 2009 with great fanfare and no shortage of Firefly references, the program meant well with its collaboration-friendly interface, emphasis on multimedia sharing and raft of third-party extensions such as real-time Swedish Chef translation. But while its heart was in the right place, the service sacrificed accessibility for intrigue, a distinct online identity for an early adopter sensibility. Thus, after the invite-only mystique wore off and talk of a Wave app store began to sound downright foolish, the program's future looked anything but rosy. But even a product this short-lived can have a legacy: in Wave's case, it could be making Google Plus seem downright approachable by comparison. And though this may be little consolation to those hardcore wavers -- few and far between as they may be -- the project's spirit will live on in the equally perplexing Apache Wave. RIP, Google Wave, we really hardly knew you.