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  • EA/Chillingo's E3 2013 offerings: Plants vs Zombies 2, Fightback and more

    by 
    Mike Schramm
    Mike Schramm
    06.17.2013

    Chillingo, unfortunately, wasn't mentioned at all during EA's press conference last week. I thought the big publisher would at least give a little nod to its extremely successful mobile publishing arm, but no such luck. I did, however, go and see the team gathered in their annual suite near the LA Convention Center, and got a nice look at their upcoming slate for the next few months. Here's a quick title-by-title rundown of what Chillingo and parent company EA were showing off. Plants vs. Zombies 2 This is technically not a Chillingo title, as it's being developed by Popcap and published by EA. But it was probably what will turn out to be the biggest title in the suite for sure. Plants vs. Zombies was a huge hit on mobile, and so Popcap is bringing it first to iOS later on this month. In addition to new plant types and lots of new stages, the title has a time traveling theme. Crazy Dave will take you and your plants back through time to fight zombies in Ancient Egypt, the Wild West, and the pirate-infested seas, with one more (probably a future) level coming soon after launch. This time around, the game is based on that series of worlds, so each world will have its own core levels, challenge levels, and then endless levels to play through. Levels are unlocked as you open them up with keys that you collect, and you'll need to earn a certain number of stars to open up "star gates" and move to the next world. Gameplay is as colorful and fun as ever in the very popular Plants vs. Zombies series, though there are a few new elements, like the ability to drag across the screen and pick up sunlight, rather than having to tap on each sun separately. There are also new touchscreen-based powerups to play with, and this is where the game's biggest issue comes in: It's a freemium title. The original Plants vs. Zombies was very much a premium game, in that you paid once and played forever. But Popcap has elected to go freemium with PvZ2, so it'll be free to download, and then various currencies and items will be available via in-app purchase. Popcap's reps were very clear to say that players would be able to see the whole game for free, and that's true, but even in my short playthrough, I saw no end of reminders that I could spend real money on in-game items. Powerups cost currency to use, which you can earn in-game, or you can spend real money on them if needed. And a special item called plant food provides your plants with a big boost, and can be collected from certain zombies or purchased directly. The jury's out on this one for now -- we'll have to wait and see if the changes bother Popcap's audience at all. Popcap believes there's more money to be made with a freemium scheme, and that's almost certainly true. But the freemium elements may turn off a sizable part of the audience that doesn't want to be continuously bothered for cash, and could taint the series' otherwise sterling reputation for quality. Plants vs. Zombies 2 is due out very soon. Fightback Fightback is a Chillingo-published title being developed by Ninja Theory, the talented folks behind the great Enslaved: Odyssey to the West and the recent DmC: Devil May Cry, both for traditional consoles. Fightback is a much simpler action game with an '80s feel, as you play a muscle-headed thug fighting through floor after floor of various towers, trying to save his oft-kidnapped sister. The game features a simple control scheme (tap to punch, swipe to kick or duck), and challenges the player to keep an attack combo going and defeat all of the baddies within a certain time limit. Fightback seems simple but fun -- one level takes place in an arcade, and the neon signage and fictional arcade cabinets add a nice bit of fun to the fisticuffs happening in the foreground. It too is a freemium title, and in addition to upgrading weapons and equipment, the hero can also get tattoos, which provide special buffs and abilities. Fightback should be an excellent but simple action title, and a nice entry into iOS for the veterans at Ninja Theory. It's set to arrive sometime this summer. Zya Zya is the product of a company called Music Mastermind, and it has already picked up 300,000 users courtesy of a PC-based beta last year. It's a music creation app, though while most music creation tools are buried under complicated UIs and science, Zya instead goes with cute characters and flashy graphics, and turns the process of creating and mixing a song into a game, of sorts. You start by choosing a series of music tracks (including a bass line and a rhythm section), either picking from the original pieces provided, or using licensed music from artists like Kelly Clarkson or Madonna. You can then add a melody, again from a licensed piece, or simply by singing your own into the iPad or iPhone's microphone. The game will then mix all of your tracks together (courtesy of a cute cartoony dog hitting a big green "Mix" button), and then reward you various points and achievements based on the mix you chose. You can then share that mix via YouTube or other social networks, with friends or online with the public. Zya seems like a great idea -- it combines some really impressive music creation and mixdown tools with cute characters and a very clear interface. There are only 20 licensed songs to start, but of course the company is ready to add more, if the app sees the popularity it needs. Zya will be out later this year, on iOS first, with an Android version to follow. Icycle Icycle was my favorite game at GDC this year, and we chatted with creator Reece Millidge just a while ago. The good news about Icycle is that it's just as beautiful, charming, and well-made as it was at GDC, and it's even closer to release (though obviously Chillingo is putting the time in to get it right). The bad news, however, is that some freemium elements are creeping into the gorgeous gameplay. Now, when your character dies, you're presented with a button to retry right from where you started, with a small cost of currency to pay (undoubtedly available via in-app purchase). There are also various boosts and other items buy, and unfortunately the menus for those items just appear garish and commercial when overlaid on the spectacular game itself. Icycle has to make money, of course, but it's a little depressing to see commerce invade what should really be held up as pure art. We'll have to see how that balance plays out -- it would be a shame for Chillingo to ruin such an excellent experience with a few overly crass sales pitches. Icycle is almost done, I'm told, and we should see it on the App Store soon. Ultima Forever Finally, Ultima Forever was on display yet again. I saw this in action at GDC for the first time, and it was and impressive retake on the old Ultima RPGs, made directly for iPhone. Unfortunately, it too suffers a little bit from the freemium focus that Chillingo has had lately, using a relatively annoying scheme of requiring keys of various qualities to do RPG-standard things like open chests and repair damaged equipment. Fortunately, senior producer Carrie Gouskos seems particularly sensitive to the freemium concerns, especially after what sounds like a very enlightening Canadian beta. She told me that she's very dedicated to not only making sure there's a free-to-play path through the game that's fun and rewarding, but has also been lowering prices lately, trying to get the in-app purchases to a place where they're both profitable (for Chillingo's sake), and tolerable (for the audience's). We'll be able to see the game soon -- it's set for a worldwide release sometime in July. Chillingo is one of my favorite publishers on the App Store -- the staff over there has made some terrific decisions in partnering up with quality developers, and all of these titles seem like great, well-polished experiences. Freemium is turning into a bad word with these titles, however, even when it doesn't have to be. We've seen in the past that audiences on iOS are more than willing to pay for high-quality experiences, and while the constant ask may make Chillingo more money in the end, it could sully the company's reputation, especially as there are more and more great experiences on the App Store that don't constantly pester for cash. Hopefully this company can find a good balance between profitable and fun, and keep publishing these great titles without having to cram them full of controversial freemium pitches.

  • Ultima Forever spotted on the Canadian App Store

    by 
    Mike Schramm
    Mike Schramm
    05.23.2013

    If you've been waiting for Ultima Forever, the new iOS version of Ultima from EA, then it's here for you (kind of). The app has been spotted over on the Canadian App Store, and if you have an account over there, you can go and download it right now. The Canadian App Store is often used as a beta testing ground for iOS apps, especially by EA, so the company is likely testing out the game and its services before releasing it worldwide soon (probably in the next few weeks). So it's not completely done yet, but if you want to go get it, you can. To switch your iTunes install over to Canada, you just need to go down and click on little flag located on the bottom right of each App Store page in iTunes. You can switch your client to any of the world's regions there, and I believe that you can download apps for free from any of those regions (including Ultima Forever). You can also switch your App Store region on the iPhone or iPad by going to settings, and then tweaking your Apple ID to match the region you want to browse. That's more of a hassle, however -- if you can be patient for another week or two, it might be better to wait for the official, worldwide release, undoubtedly coming soon. [via Ultima Codex]

  • Ultima Forever looks impressive, but may have some freemium problems

    by 
    Mike Schramm
    Mike Schramm
    04.03.2013

    Ultima Forever is one of the weirdest brand experiments I've seen pop up on iOS so far. Ultima is, of course, one of the oldest and best-loved RPG series in video games, with over a dozen different variations and versions. And EA has decided to bring the Ultima series to iOS with Ultima Forever, which is sort of a remake or reimagining of Ultima IV, one of the most popular versions of Ultima. "Remake or reimagining" is still sort of a simplification of exactly what this game is, and even after having seen and played it at GDC last week, it's still kind of tough to put down exactly how this game is related to Ultima IV and the rest of the series. There are some quests and storylines from the old game, and the graphics are related. But some of the quests are set years in the future, as if it's a sequel to the old title. And some of the gameplay ideas are taken directly from the old game (it's a fantasy action RPG that has to do with you as a character questing up to try and become the Avatar while honing your various values like Honesty and Honor), but others are very new: There are some freemium elements to this title, and it's an MMO, so you'll see other players questing around you as you play, and you'll be able to team up with friends while taking down dungeons. In other words, Ultima Forever is a weird one. It is fun -- the game offers up a lot of really interesting content, and while the combat is tight and fun, there's also some interesting questlines to follow, and stories to discover around the world that should appeal to both old and new Ultima players. There's a nice amount of complexity in the leveling as well, with new gear to discover and equip and plenty of reputations and attributes to grind out and grow more powerful in. At the same time, however, EA has integrated some freemium elements into the game, which can get annoying very quickly. As you play through the dungeon, you earn keys, which can then be used at various points to open chests and give you a random chance at some loot. The lowest quality keys can be easy to find, and they will award you some (relatively cheap) loot. But higher quality keys are rarer, and some will need to be purchased with real money, and then used to unlock ability slots or better gear. Even in the few minutes I had to play through the game at GDC, dealing with the keys was an annoying pain, and it's frustrating that EA here isn't willing to just let players play with the game directly, instead inserting this currency mechanic at every turn. It's still too early to pass judgment on the finished title, but the keys seem like a bad mark on an otherwise very impressive game. Older Ultima players, especially, might be really disappointed to see their old memories tarnished with constant, cheap attempts to sell in-app currency. Perhaps that's too harsh, though -- the game's not done yet, and it's going to go through a thorough beta period before it finally arrives worldwide later on this summer. Hopefully, EA will tune it right, so that those who fondly remember Ultima can enjoy this celebration of it without being constantly pestered with freemium nonsense.