How Long Do You Feel Entitled to Updates After Buying an iOS Game? Posted: 19 Feb 2015 12:17 PM PST If you talk to a lot of iOS developers like we do, it seems like one thing most of them wrestle with is how to deal with consumer expectations. The early days of the App Store were a brutal mosh pit of developers throwing their elbows in the form of dropping prices, constant update schedules, and doing everything they could to win over a potential fan base. Sales for literally any reason practically became a running joke and games like Pocket God [$0.99] were a big part of what pioneered the whole "Pay us 99¢ and we'll update a game for the rest of your life" mentality that seems to have stuck with a lot of iOS gamers. If you follow our forums, you'll see some of our veteran community members with signatures poking fun at the fact that your game better not cost anything more than a dollar, be infinitely replayable, and have content/compatibility updates for so long they can pass them on to their children. Joke or not, there's a glimmer of truth in that those sorts of expectations. In a way, the iOS market has responded with free to play as a way to meet these demands.
On the App Store, you get your biggest burst of sales when you launch- Particularly if you're lucky enough to get featured. It doesn't take long for the coffers to dry up even with a "successful" 99¢ game if you're committed to supporting it. With rare exception, sales rarely peak again following your launch, and all "premium" priced games will eventually hit their point where it's just not worth it for developers to continue spending time on an old project when they could get that post-launch burst again with a new one. Free to play has "solved" this problem by giving developers lots of different promotional tricks to keep their playerbase constant, and through the wonders of free to play monetization, actually encourages them to meet the demands of iOS gamers with constant content and compatibility updates. In the world of free to play, you need players playing forever, so you've got to give them new content to play through and make sure things work on their new iPhones and iOS updates- Essentially checking all the checkboxes of the iOS gamer expectations sheet and even at a price point that's lower than 99¢. The recent drama surrounding Square Enix's The World Ends With You has brought the update argument to the forefront once again. Originally released in August of 2012 for $17.99, the game has been completely broken by Apple through changes made in iOS 8 two years later in September of 2014. Recently, the game's iTunes description was modified mentioning that they knew it was broken in iOS 8 and were "investigating the matter." Since then, the game has been pulled from the App Store and Square Enix has offered conflicting answers regarding whether or not it would be fixed or if the game was gone for good.
This has people pretty upset, as Square's games are among the most expensive games you can buy on the App Store. Even launching at less than half of the price of the original $39.99 Nintendo DS game, The World Ends With You was in the upper echelon of iOS game pricing at $17.99. What complicates the issue further is that there's a simple Jailbreak tweak that fixes The World Ends With You in iOS 8. The problem with that simple tweak is that the phrase "simple tweak" simply doesn't exist inside of studios the size of Square Enix. They're a company with multi-national offices, layers of middle management, and everything else that comes with an old school Japanese game studio. Additionally, it wouldn't surprise me at all to find out iOS development at Square Enix, like many large studios we work with, is basically treated as an afterthought with a unbelievably small team. A "simple tweak" for them likely involves multiple meetings between layers of the company, budgeting developer time, potentially familiarizing the developers with the existing 2.5 year old source code, an internal QA/playtesting process, and who knows what else. I don't have any specific insider knowledge about Squeenix specifically, but I have been blown away by the kind of things other similarly sized studios do, so nothing would surprise me anymore. But, anyway, to bring this back of the point of this whole post- How long do you feel entitled for updates to iOS games? It almost feels like a lot of this outrage surrounding The World Ends With You is just because people were reminded that the game doesn't work anymore. At the rate iOS games get released, and how long ago TWEWY came out, it seems incredibly safe to assume the overwhelming vast majority of people with the game bought it quite literally years ago, played it, stuffed it in a folder or deleted it, and forgot about it. Looking at how the game was charting prior to its removal, there wasn't any kind of sales surge to speak of. The App Store as a whole largely just seemed to have forgot about The World Ends With You.
While I agree that it sucks that something you bought (particularly towards the top-end of the App Store pricing scale) doesn't work on your brand new iPhone, it's not like this is a new phenomenon. Incredibly high profile games get pulled from the App Store, quit getting supported, and stop working all the time. Tony Hawk Pro Skater 2 hit the App Store in 2010, and has been broken and gone for years. Geometry Wars: Touch was my favorite dual stick shooter on iOS, it's also totally broken in recent iOS updates and removed from the App Store. NBA Jam is still on the App Store, but it's been almost unplayably broken for years. Super Crate Box is a similar story in that it's been nearly unplayable due to lack of widescreen support for years with update plans that keep slipping. The problem comes down to the fact that it's really hard to know what to expect on iOS, or be able to realistically expect on iOS, as there has never been a platform like this before. While technically one platform united by the App Store, significant annual upgrades in the form of both software and hardware make comparisons to PC games or console really difficult to make. If you read this far, mention the color green in your comment. Among arguments about why Squeenix needs to fix TWEWY are how this would never happen with a console game, which works as long as you own the console. That's true, but imagine how messy things would get if every fall there was a new Xbox and every summer there was a totally new Xbox dashboard. Personally, I think the only expectation iOS gamers should have is that this game that I'm downloading works right now on the device I plan to play it on. Any more than that is just setting yourself up for disappointment. Digital platforms, particularly ones that move as fast as iOS are horrible for gamers interested in archiving or maintaining some kind of collection. If that's the kind of gamer you are, and you want games that you know for sure will work years from now, you need to buy physical copies of games on the closed platforms that consoles offer. Even that isn't a sure bet anymore, as if you really loved the Halo 2's online multiplayer, that's too bad as the servers have been shut down for years now. Things are only going to get worse as modern console games wander further down the path of tight online integration and connectivity requirements.
It's sad to think of all the classic iOS games which just don't exist anymore, and the ones that can't run on new hardware, but I guess that's just the price of progress with how quickly mobile technology is advancing. |
SNK and DotEmu's 'Garou: Mark of the Wolves' Hits iOS with Online Multiplayer Posted: 19 Feb 2015 11:12 AM PST Another straggler from last night's releases has made its way out worldwide. DotEmu and SNK have collaborated to release another classic Neo-Geo fighting game on to iOS, this time bringing Garou: Mark of the Wolves [ ] on the go. The really exciting feature here is the inclusion of Game Center online multiplayer for the first time in one of these DotEmu ports. Implementing online multiplayer in an emulated game is far from impossible - GGPO started out as an emulation tool for just this, and turned into a key game development tool for those who make fighting games with online play. However, this is one of the first emulated games to have online multiplayer on iOS. The player base is a bit limited at launch, so our forum thread might be a good spot to hit up some matches. Otherwise, there's the standard array of features for a DotEmu SNK port: the entire classic arcade game, with different virtual control options available to use. And if you have an MFi controller, this supports it. Expect challenging and unforgiving gameplay that will likely take a lot of practice to master, especially if you're not well-versed in SNK fighting games. Still, it's well-known for pushing the aging Neo-Geo hardware to the limits, and its animations and visuals look great even today. |
Ultra-Stylish Endless Side-Scroller 'Alto's Adventure' Now Available Posted: 19 Feb 2015 10:00 AM PST If you hit up our weekly new game release post looking for the stylish endless snowboarding game Alto's Adventure [$1.99] and panicked when you didn't see it, fear not: The game is now officially available in the App Store. We've had our eye on Alto's Adventure from developer Snowman, Inc. since they first began teasing the game last fall. It utilizes a very attractive art style that's reminiscent of thatgamecompany's 2012 PlayStation hit Journey, which Snowman has indeed cited as an inspiration. Gameplay-wise, Alto's Adventure is very similar to the excellent Ski Safari [$0.99]. Your character moves to the right automatically, while tapping the screen makes him jump and holding down on the screen while in the air performs a backflip.
I've only spent a little bit of time with Alto's Adventure so far, but there's a lot to like here. I haven't found it the most challenging game, but the overall experience of playing is really enjoyable. The visuals really are incredible, and there's tons of tiny details throughout, like the different lighting depending on the time of day and the excellent animations of the characters. It feels like one of those games that has some hidden tricks up its sleeve, so I'll be diving in and playing some more. Impressions in our forums are highly positive, so if you like the look of Alto's Adventure I'd definitely recommend taking it for a spin. |
'Evil Genius Online' Brings Another Classic PC Game to the Wacky World of Free to Play Posted: 19 Feb 2015 09:54 AM PST We posted about it late last year, and if today's weird news about The World Ends With You isn't enough to get you nice and angry on the internet, this surely will- Remember Dungeon Keeper [Free]? The mobile free to play mutation of one of Peter Molyneux's most beloved games? Well, Evil Genius Online [Free] is basically the same deal, although arguably more emotionally confusing as instead of being a mobile iteration of a similar game with the same title, Evil Genius Online is the PC game Evil Genius decorated like some kind of evil Christmas tree where you decided to use IAP and timers instead of ornaments and lights. It's too bad too, because Evil Genius was a really cool game back in the day. If you've never heard of it, the premise is pretty sweet- As the title suggests, you're an evil genius and you're in charge of building an evil lair. Of course things are never that easy and your evil lair is just under constant bombardment from the forces of good in the world who aren't wild about you setting up shop. So, you need to build your lair with loads of defenses to keep your evil plans secure. On PC, it was awesome. On mobile, with multiple currencies, timers, and all the free to play trimmings... Well, at least it's free.
I don't mean to be too much of a downer on this, I'm sure there are people out there who will be totally stoked to play this as if you can deal with all the gross free to play stuff there still is a neat game hidden in there somewhere. What sucks is I always had hopes and dreams for all these old PC games I loved eventually popping up on the iPad. I'd do terrible filthy things for ports of the original Fallout games, for instance... But if they came to iOS as free to play timer-laden games? Well, to quote the Wachowskis:
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'Swap Heroes 2' Review - Meet the New 'Swap', Same as the old 'Swap' Posted: 19 Feb 2015 09:07 AM PST If it ain't broke, don't fix it. Swap Heroes [$0.99] was a solid game that combined a strategic quick-play focus with plenty of RPG elements. Swap Heroes 2 [$2.99] does pretty much the same thing - it's the same gameplay, where one hero dying means game over. There are a new set of heroes with new abilities to use, but largely balanced in similar ways. The changes here are structural, and that's not a knock on Swap Heroes 2: it's kind of like when a band releases an album a year after their previous one. It's not a huge jump, but you can often tell where refinements and improvements exist, and Swap Heroes 2 is just a better game.
The big change is that the game is now separated into 4 main sets of 2 levels each, with 25 enemies to defeat in each level to beat it. These sets have 3 difficulties to defeat, with two reasons to play on harder difficulties: one, you get bonus stars which can power up your team's stats. Two, you need 10 stars out of the maximum 12 in order to unlock the final boss. So, yeah, it's worth getting those stars. But as the bonuses make it much easier to beat later levels, it's naturally worth replaying earlier levels to get those boosts to health or attack. I enjoy this progression system for two reasons. One, the game allows for a greater feeling of progress versus having to play everything over again and again like in the original. Two, it means that there's a variety of things to do, there's less of a brick wall to hit when you have several options of things to do. You have to do well in order to hit that final boss, but there's multiple ways there.
Really, Swap Heroes 2's star feature and key flaw is that it didn't change much. If you liked the original and just wanted the game to change around the structural experience a bit, which can have a huge impact on how a game is enjoyed, then you'll dig this. If you never played the original, might as well jump straight into this as it's the better game, with its tweaks. It also runs at 60 frames per second where the original didn't until a post-launch update. But if you didn't like the original game, there's nothing here in terms of the gameplay that will really convince you that, hey, you'll like this a lot better.
But I still love the core gameplay of Swap Heroes 2, I love the fact that it's such a pick-up-and-play friendly RPG-style experience with plenty of strategy to it. I love the pixel art and chiptunes art aesthetic that this game has. This sequel is just a small step forward, not a huge leap. And considering that it's less than a year later, that's far from a bad thing! |
Classic iOS Puzzler 'Drop7' Updated Four Years Later Posted: 19 Feb 2015 08:06 AM PST Originally released all the way back in 2009, Drop7 [Free] was among the first batch of truly unique puzzlers to hit the App Store. It's so old it's amusing to go back and look at our original coverage of the game here on TouchArcade, before I seized control and whipped this place into shape. This was our original review of Drop7. Anyway, back in 2011-ish, Zynga had tons of cash and was buying up anything they could to make their big splash into the world of mobile gaming. A few dump trucks full of money later and Drop7 was officially a Zynga title. ...Then it sat largely undisturbed for four years until recently when it was unexpectedly updated.
What's in the update? Essentially, nothing major, they just brought the game up to speed with what you'd expect out of a mobile puzzler in 2015. According to the "What's New" text on iTunes, this is through the utilization of brand new technology, which seems like a real odd way to phrase it- Like someone has been working in the sub-basements of the Zynga laboratories for years and finally cracked the technology needed to update such an ancient iOS game. Anyway, given how old Drop7 is now, I'd say there's a very good chance a lot of people around here haven't played it yet. Don't let the Zynga dog scare you away, this is a supremely solid puzzle game that has seen a stupid amount of critical acclaim. It's an original classic of iOS, and I'm thankful for the new technology that allowed them to keep the game technically relevant all these years later. |
Posted: 19 Feb 2015 07:23 AM PST Okay, this is getting to be one twist too many even for an RPG fan like me. Last night, we brought you word that The World Ends With You seemed to be officially binned, leaving it broken from iOS 8 forward. Both the North American and Japanese support sites for Square Enix seem to state rather clearly that the game is off the App Store, not to return. That's that. Except wait, something doesn't fit. Square Enix's European support site is saying that the game is only suspended rather than discontinued, and the wording seems to suggest that an update will still be coming, at which point service will resume? Interestingly, this notice seems to be newer than that on the other sites, ruling out that this is simply reflecting last week's story. Friends, your guess is as good as mine at this stage.
So I guess we can't fully count The World Ends With You out yet. I would suggest continuing to civilly let Square Enix know how you feel and keep watching TouchArcade for updates on TWEWY's status when the wind changes direction again. |
Five Alarm Freebie Alert: 'Frozen Synapse' Goes Free For The First Time Posted: 19 Feb 2015 07:00 AM PST Hello, friends. Do you like strategy games? Have you somehow avoided playing the excellent Frozen Synapse from Mode 7? Are you in favor of saving some money? If you answered yes to all of those questions, today is your day! Both the iPad version [Free (HD)] and the iPhone version [Free] have dropped from their regular prices of $9.99 and $2.99 respectively. Frozen Synapse is a very deep, very fun strategy game that originally released on PC in May 2011. It made its way to the iPad in 2013, followed by the iPhone version just last month. Though there are separate apps for each version, cross-play is supported between them and the PC version. This is a great opportunity to pick up whichever versions you might have missed out on so that you can play the game on all of your devices.
As for the occasion, I can only speculate that it's for one of two reasons. There's a good chance this is part of the amazing celebrations leading up to the coming birthday of TouchArcade's Evil Wizard Behind The Curtain, Eli Hodapp. I suppose it might also be that developer Mode 7 is launching their newest game, Frozen Cortex, on PC and Mac tomorrow, but really, how likely is that? I'm definitely going with the former. Either way, grab the version of your choice and have some fun! |
Posted: 18 Feb 2015 09:26 PM PST In what is turning into a bigger set of mind-games than the one that plays out in the game itself, Square Enix has announced on both its English and Japanese support pages that service for The World Ends With You: Solo Remix has come to an end. They go on to say that although the game will still work if you have it downloaded (unless you're on iOS 8 or higher, I suppose), it will no longer be able to be downloaded from here on out. I'm guessing they mean no new purchases, since it's still showing up in purchase histories, but it might be wise to back it up at this point if you haven't already. This whole affair is starting to become a soap opera. The World Ends With You was one of Square Enix's many games that didn't work with iOS 8 due to certain file system changes. A few weeks ago, some fans who were tired of waiting for Square Enix to update the game sent in emails asking what the status was, only to be told by a representative from the North American branch that the game would not be getting updated at all. People were understandably upset, as the game isn't very old, carried a premium price, and from the sounds of things, restoring compatibility involves a relatively minor fix that the jailbreak community has already figured out. I decided to follow up with Square Enix Japan, and was told a few days later that an update was definitely coming, but it was uncertain when it would be finished. Some other members of the community received similar emails in the following days from the English side of Square Enix, and it looked like all was well in the kingdom once again.
The game was pulled from the App Store late last week, which I had assumed was a temporary measure to prevent anyone from buying it while it was broken, a procedure we often see with companies like id Software when compatibility breaks. Instead, if this week's story is to be believed, this is going to be permanent, leaving The World Ends With You: Solo Remix forever broken from iOS 8 forward. It's a pretty crummy thing to do given the circumstances, so I guess we'll have to hope the story changes again. In the mean time, it couldn't hurt to politely let Square Enix know what you think about the situation via Twitter, Facebook, or whatever other means you have at your disposal. Remember, be polite. Don't make me take off my belt. |
Posted: 18 Feb 2015 08:15 PM PST Lots of new iOS games have just hit the US App Store, and it's one of those weeks where there's eclectic mix of game types. I was a fan of the original Swap Heroes, so it's neat to see a sequel out, and World Zombination has my attention just for the sheer scope of zombie carnage onscreen all at once. Alto's Adventure is another highly-anticipated game launching tonight, but it's marching to the beat of its own drummer and will release in a few hours. Finally, don't forget about the big Space Miner update, which is basically like getting an awesome new game. Let us know what you'll be playing in the comments below! AERENA - Masters Edition
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'Checkpoint Champion' Ice Lake Update Available Now Posted: 18 Feb 2015 04:56 PM PST Last month, Protostar Games promised an update for their debut title Checkpoint Champion [Free], a game which I gave a five-star review to back at launch. Today, the game has gotten this promised update, adding a bunch of new content to the game. There's the new ice level, which is the third in the game, bringing with it a total of 24 new challenges in that arena. As well, once you pick up 90 stars in the game, you can play the level in the arena mode.
Along with the new level comes a new car: the Brittania Micro. This car is slow with a slower turning speed than other vehicles, but it comes with the fastest turbo boost of the 4 cars. The cars statistics have been changed to better show off the differences between each car. High-resolution devices should have better graphics quality, and download size has been reduced in an act of witchery. Burn Protostar at the stake! |
Noodlecake's Publishing Challenging Tilt Game 'Tiltagon' Next Month Posted: 18 Feb 2015 02:00 PM PST I previewed Tiltagon, a game from Super Line Rush [Free] developers Jyri and Piia Kilpeläinen a few months ago. While the game was initially planned to release in January, a bunch of additional work has gone into it, and the developer has teamed up with Noodlecake Games to release the game sometime next March. Yes, we realize this announcement is ironic given just yesterday we were questioning the role of publishers on mobile. Tiltagon has seen a lot of work be put into the game since it was first revealed. Check out the new trailer for the game, as it shows off the spiffier visual look compared to the original screenshot.
It's really come leaps and bounds from the original, as the colors and visual effects add a lot of flourish and life to the game that weren't quite there before. The controls have come a long way since what I've played in earlier builds, too. Expect this promising tilting challenge sometime next month after everyone's recovered from GDC. |
Thursday, 19 February 2015
Touch Arcade
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