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Friday, 6 February 2015

Touch Arcade











































HandyGames' Upcoming '1942 Pacific Front' Will Deliver More World War II Hex-Grid Turn-Based Strategy


Posted: 06 Feb 2015 11:30 AM PST



HandyGames has a new hex-based strategy game for those of y'all who only play games with six sides or more. 1942 Pacific Front is a turn-based strategy game, a sequel to 1941 Frozen Front [Free] which takes place, naturally, in the Pacific front of World War II, as you command land, sea, and air forces in battles between American and Japanese forces. Check out the trailer for the game:






The game is expected to be universal and will be free-to-play, though HandyGames is promising that the game is not pay-to-win. They've done this exact business model with 1941 Frozen Front, so fans of that game may be well-equipped to comment on whether Handygames can live up to that promise. The game is expected to release "soon," though we have no specific release date yet. If you're interested, there's a forum thread where you can chat about the game, and a HandyGames representative is chatting with users in the thread.




Check Out this Intriguing Footage of the Upcoming Shmup 'Starseed'


Posted: 06 Feb 2015 10:39 AM PST



Developer Shane McCafferty has an intriguing-looking shoot 'em up in the works right now called Starseed. There's a lot of shmups out there, but Starseed's got a unique visual style going for it. It takes place atop a spinning circular space station, kind of like flying around the outside of a Halo, um...halo. You fly in to the station, and then fight enemies on and around it as you lock into orbit, then trying to destroy the station. All the ships have this kind of flat look on top of it, which actually has a cool style, though the combnation may help to make it feel a bit nauseating for some folks. Check out video of a level below:






Color me intrigued. The game is still in the middle of development, but McCafferty is on the Touch Arcade forums, posting footage of the game and answering people's questions, so hop into that forum thread if you're curious and have any questions. This shmup could be something really cool if it all comes together.




TouchArcade Forum Member Hitmanb Argues, "The Best Freemium Mobile Games Are Simply Better than Best Paid Mobile Games"


Posted: 06 Feb 2015 09:08 AM PST



So far today we've got the people talking about what Nintendo should do and a Flappy Bird post. We're missing one more vital reagent in my internet summoning ritual to truly bring about iOS armageddon: A vibrant discussion on whether free to play games are actually better than paid games or not.


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Oh wait, that's happening right now on our forums. Sarcasm aside, TouchArcade forum user Hitmanb actually kicked off a really great discussion on how the world of free to play isn't necessarily filled with idiots like many people like to suggest, but rather it's people doing the best thing you can do when you like something: Vote with your wallet.



Fact: There is not a single paid game on top 100 grossing outside of launch weekends.


Fact: The three games with ads on Superbowl paying millions of dollars were all freemium, mobile games.


Fact: The top rated Touch Arcade games generally have no chance on top grossing charts. 99 cents games and support them with endless contents is a great way to win a Touch Arcade game of the week award, it is a sure fire way to fail your start-up and find a real job.


And it is not because people who vote with their wallets are all idiots. It is because freemium games simply provide a much long lasting, fulfilling, social experience. They are also designed for mobile devices, allows you to play in bite sized time segments, not ports of console games with virtual controls. ...Read More



The rest of his post continues to make a decent argument, although it raises an interesting point brought up by TouchArcade forum member AppUnwrapper. Just because something make the most money, does it mean it's the "best?" Even calling something the "best" is a highly personal and often controversial thing, which we see quite often in our various "best games" posts.


Anyway, it's a really interesting discussion so far filled with TouchArcade forum regulars, moderators, and veteran game developers working on both iOS and other platforms. It's the kind of thing we'd like to see more on our forums, so I figured it was worth a special front page hat tip to.




NOTE: Because this discussion is happening on our forums, comments to this story are closed. If you want to get involved (and I hope you do), dive into the actual thread itself.




'Baldur's Gate: Enhanced Edition' Drops to $4.99, Providing Even More Ridiculous Price to Playtime Ratio


Posted: 06 Feb 2015 08:40 AM PST



Baldur's Gate is an undeniable classic, from an age where it was totally A-OK to release a game with a manual so thick it could function adequately as a doorstop for the heaviest of doors. The iOS port, Baldur's Gate: Enhanced Edition [$4.99] is in a league of its own (Well, I guess Baldur's Gate II [$9.99 (HD)] is in there too) when it comes to depth and complexity in the role playing game arena on iOS.


I'm not joking, if you're not fully committed to learning how to play this game the tutorial will likely scare you off, but once you're in... Well, you probably won't need another game on your iPad.


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Speaking of iPads, while the game is universal and compatible with the iPhone, you've got to be really dedicated to enjoy yourself on the smaller screen. Baldur's Gate really requires the screen space of the iPad, and while it's admirable that they released a universal update, it's definitely not my preferred way to play the game. So, fair warning! But, still, for five bucks, this is an amazing deal considering just how much content is in the game.




In the Face of Continually Falling Profits, Nintendo Aims to Bring Smartphone Games to 3DS


Posted: 06 Feb 2015 07:45 AM PST



New-Nintendo-3DS-XL-Metallic09-Black2014 was the year of everyone having an opinion on what Nintendo should do, and early indications are showing that trend only gaining more steam as we plow through the first quarter of 2015. The reason being, of course, is that Nintendo is more or less having its financial lunch eaten by the rise of smartphone gaming. Or, you could make many other compelling arguments as to why Nintendo hasn't been doing great, like naming confusion between the Wii and Wii U, the dwindling need for a dedicated portable gaming machine, software costs versus free to play games, lunar cycles, or whatever else.


At some point, Nintendo has to do something about it, as shareholders will only put up with falling profits for so long. Per the Nikkei Asian Review from a recent interview with Nintendo President Satoru Iwata, Big N will be shifting towards releasing cheap games based on older titles and recognizable smartphone games:



The Japanese company plans to re-create games for the Nintendo 3DS portable system based on past titles and smartphone offerings. Keeping development costs low will enable it to provide the content at prices as low as several hundred yen.


Free trial versions will also be increased. The idea is to boost the name recognition of new titles and drive purchases of the full versions by letting people play the first stages gratis.



It's a tricky situation, as personally the whole reason I love my 3DS is because the games always feel like (as much as I absolutely hate using this term) "real games" with high production values, sky-high levels of polish, and everything else that makes first party Nintendo games great. There's tons of awesome platformers on iOS, for instance, but all of them lack the certain je ne sais quoi of a Mario game. Similarly, there's tons of rad action RPG's on the App Store, but none come close to comparing to Ocarina of Time.


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It's not just nostalgia that makes these games feel better, even recent Mario or Zelda games have an unmistakable level of quality that put them in a league of their own- And it's something I have no problem paying Nintendo's usual asking price of $39.99 a pop for. The problem is, mobile gaming has now raised an entire generation of gamers who have grown used to a limitless supply of games they can either get for free, or at maximum, a couple dollars. When you've got more games than you even have time to play on your iPhone, iPad or iPod touch that you got for free or nearly free, how appealing does a $199.99 console with $39.99 games feel? The answer, as evident by Nintendo's dismal financials, is "not at all."


It's hard to say how doomy and gloomy we should get over a couple lines out of an interview, but my 3DS is going to collect even more dust than it does normally if it shifts into a platform filled with recycled popular smartphone games and weird re-releases or spinoffs based on old IP- Particularly if those re-releases are specifically built around the idea of being quick to develop and sold at a low price. It's entirely possible there's a huge market for that kind of thing, but it's not why I bought my 3DS.


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Either way, Nintendo was an interesting company to watch throughout 2014, and that trend is proving to continue to be true as they keep struggling to remain relevant and profitable in a world of Clash of Clans and Candy Crush. With that being said, I'm still totally arriving at my local Target before dawn next Friday to attempt to score a Majora's Mask New 3DS XL.




'Dungeon Hunter 5' Preview - Polishing Up the Ol' Dungeon


Posted: 06 Feb 2015 07:42 AM PST



I recently was able to go hands-on with Dungeon Hunter 5 at PAX South, and while I've been sworn to secrecy until now, I can finally reveal some of what you can expect from the next game in Gameloft's long-running hack 'n slash genre. Expect more hack 'n slash action that the series is known for, but with a load of big structural changes that will try and make this series fit in with other free-to-play games in 2015.


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The combat felt very fast and fluid – I chose to use a character wielding dual-crossbows, one of the five weapons you can choose from the beginning, and was able to swiftly deal out damage and progress quickly through the game, with auto-targeting helping out with the combat. The game is level-based, so Dungeon Hunter 3 [Free] haters have nothing to worry about, they're not going back to the arena-driven gameplay any time soon. The levels have the occasional nook and cranny to find with hidden loot and treasure chests to discover. The game in general is very vibrant and colorful, and in terms of lore, it takes place after the demon war concluded in Dungeon Hunter 4 [Free], so expect a world that's in a bit better shape than it was before.


Structurally, the game is going to do something quite welcome for RPGs, where you don't really get locked down into one particular class. You start out choosing one of five weapons to use, but you aren't locked out of using anything down the road, so if you find you want to change your play style, or just care about using the most powerful weapon you have without regard for fitting into a particular style of play, then go for it. You're not locked in to anything.


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This definitely will feel like a game modernized for 2015 and the current popular free-to-play tropes. You'll pick up large amounts of loot, and can craft together different items in order to level up and eventually evolve weapons. There is a raiding system not unlike Clash of Clans [Free] and The Mighty Quest for Epic Loot, where you build out a dungeon, placing minions and traps, and then have players fight you in order to win loot. The game is still level-driven in its singleplayer, though daily dungeons will also be available.






There's also an asynchronous co-op feature where you can hire friends and other players' characters to fight alongside you as an AI-controlled ally. These are features familiar to other games, for sure, but will all be rolled into one for this. I didn't catch any whiff of synchronous multiplayer, at least in the time I got to demo of the game. The potions system was a remarkably controversial part of Dungeon Hunter 4 , and the Gameloft representatives who demoed the game to me remarked that they took the feedback on that to heart, and are trying to make a fairer potion system here, though obviously time will tell how the tweaks they made to timers and currency-spending on potions will work.






And really, long-term is the thing to look at with Dungeon Hunter 5. There's an intriguing-enough base, and I don't think we're collectively sick of loot-grabbing hack 'n slash games quite yet. But as with this and many other free-to-play games, the question will be over time, will its gameplay and structure be fun after the hours spent playing it, and the days and weeks of interacting and returning to it? We'll hopefully find out soon – Gameloft's not ready to announce a release date, but you shouldn't have to wait too long to play this.




As Requested by Jake7905, Here's Lonnie Playing 'Flappy Bird'


Posted: 06 Feb 2015 06:59 AM PST



We try to keep our finger on the pulse of what our readers want, so yesterday when long-time TouchArcade fan and commenter Jake7905 put in a request for us to post Lonnie playing Flappy Bird, we gathered around the ol' TouchArcade water cooler and decided who the hell are we to not give Jake7905 exactly what he wants? So, Jake7905, buddy, this one's for you:






Speaking of Flappy Bird, I wonder whatever happened to the plans for it's eventual re-release? I'm making a mental note to follow up on that. I miss posting about Flappy Bird. Thanks for reminding me, Jake7905!




'Shark Eaters: Rise Of The Dolphins' Review - Which Is Responsible For More Gamer Fatalities, Sharks Or Poor Controls?


Posted: 06 Feb 2015 06:30 AM PST



In the early months of each year, I like to comb around for anything we might have missed in the rush leading up to the holidays. This extremely intensive effort typically involves heading to the TouchArcade forums and looking for big threads on games we haven't reviewed. Every time I've visited recently, one game keeps surfacing to slap me with its fins: Shark Eaters: Rise Of The Dolphins [Free]. While I had originally passed over the game due to its frankly aggravating controls, I saw it received an update that was supposed to address the problem, so I've given it another solid try. While I have to admit it's better than it was, it's still not doing much for me.


In Shark Eaters, you play as a dolphin with an odd penchant for eating sharks. While you might be imagining something like SEGA's Ecco The Dolphin [$0.99], the game is more like a dogfighting sim held underwater. In each stage, you have to maneuver your agile dolphin around in 3D space and eat all the opposing sea life before they take you down themselves. To eat them, you just need to collide with them face-first. This will reduce their health by a portion, and if they're on their last bit of health, you'll happily gulp them down. Once the last bit of food is down the hatch, the stage is over and you can collect your rewards. As you progress through the stages, the enemies get stronger and more aggressive, forcing you to step up your skills if you want to come out on top.


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There are a lot of things I think are very well done in Shark Eaters. The animation is top-notch, part of an overall impressive presentation. The water looks nice, and while the sea isn't very detailed, it's still quite beautiful in its own way. I also enjoy how well the music can shift from tranquil to tense and back again. The enemy AI is also very nicely done. You really need to play cautiously and make the most of your opportunities unless you want to end up on the wrong end of the food chain. The game also provides a clever way of helping you overcome challenges you get stuck on in the form of more powerful dolphins you can use once every day or so. There are consequences for losing a stage once you reach a certain point, which adds to the excitement. Winning a stage will earn you pearls while failing will lose you some. Since you can always go back to earlier stages to farm more pearls, it's not overly punishing. I also give the game full points for innovation, since I can honestly say I've never played a dolphin fighting game before.


There are two issues I have with Shark Eaters, however. One is a small one, but the other is pretty big, and they kind of clump together into a really big problem. The first is that I feel the camera is zoomed in a little too closely on your dolphin. You can't see much around you, and while that's realistic in a sense, it can be very frustrating if you lose track of an errant fish. That tends to happen a lot, because the controls are an absolute disaster. I'm an advocate for touch controls more strongly than most, but I'm not sure if there's any way to properly control a speedy, highly-maneuverable avatar in a fully 3D environment with just a single virtual stick and a couple of virtual buttons. Your dolphin is highly prone to getting turned around and blasting off in the wrong direction, and given the fast pace of the game, you don't have time to fiddle around trying to make fine movements. On top of that, it's really hard to gauge exactly where an enemy is in relation to your character. The vertical and horizontal are easy enough to eyeball, but how far or near they are relative to the camera is a whole other ball of wax.


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The result is that you'll often ending up scooting behind or in front of a target you thought you had a bead on, leaving your tail exposed. You'll want to get turned around in a hurry, but half the time it feels like your dolphin has other ideas. The developer compensated for this in an update by adding a special tail bolt move that fires a little shock out from your rear. It has a limited number of uses but you can refill it by buying more with pearls or by playing a mini-game stage, so you can make extensive use of it if you're willing to grind occasionally. It's an interesting bandage for the problem. The tail bolt is very effective, especially against early enemies, but it's not very fun to win the battle that way. It's an empty victory at best. So you're left with the choice of wrestling with awkward controls for the sake of the good times when things are working, or grinding to abuse a technique that isn't fun at all but will get you through. Well, it's a bandage, not a cure.


If you really like dolphins, then you might have enough love in your heart to fumble around with the controls enough to enjoy the spectacle and oddity of Shark Eaters. It's an interesting idea, lovingly crafted, and there are certainly quite a few members in our forums who have enjoyed it. Ultimately, I think the controls aren't even close to properly supporting the concept, making this a hard recommendation for all but the biggest fans of Flipper and company, but I encourage you to read the thread in our forums if you'd like some counterpoints.




TA Plays: 'Radiation Island' - You Want Depth? Here's an Endless Rabbit Hole


Posted: 06 Feb 2015 06:00 AM PST



The tricky part about games like Radiation Island [$2.99] is it's super difficult to convey the level of depth a game like this has in a ten minute video. So, instead we focus on the mysterious intro and the game's brief tutorial to give you guys an idea how the game is played and what it's all about. The name of the game is survival, crafting, and hopefully living long enough to figure out why you're there.






If you're the kind of person who finds themselves complaining about depth and difficulty in game, Radiation Island is just what the doctor ordered. A few minutes into the video we go delving into the game's submenus and crafting systems, and, yeah. Oh, just don't forget to eat, because you'll starve.




RPG Reload File 024 - 'Adventure Bar Story'


Posted: 05 Feb 2015 05:15 PM PST



Hello, gentle readers, and welcome to the RPG Reload, the weekly feature where we serve only the finest wolf-ham sandwiches. Each week, we take a look at an RPG from the App Store's past to see how it's doing these days. It's a chance to step out of the hustle and bustle of weekly releases and instead, think back to some of the great games we've left behind in our hungry search for the next bite of entertainment. I always strive to provide you with a balanced diet of RPGs, but to help me cover any blind spots, I've got the best sous-chef around: you. Once per month, the task of choosing the game falls to you, my appreciated readers. All you have to do is say the name of the game you'd like to see me feature in the comments below, in the Official RPG Reload Club thread in the forums, or in a tweet to @RPGReload. I'll randomly choose one winner each month, and plenty of fun will be had by all. The article you're reading right now is the result of one such suggestion, in fact. That means the next reader's choice Reload will be in the first week of March, so get those suggestions in now. February's a short month, after all.


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This week's selection is an interesting one because it's definitely something I wouldn't have gotten around to for a long while if you guys hadn't picked it. Adventure Bar Story [$0.99] is a game that is more interesting in its concept than its execution, and even its concept may not be all that novel to you if you've played some of the games that informed it. Imagine a Kemco RPG mashed up with certain aspects of a Kairosoft simulation, and you won't be far from Adventure Bar Story. You play as a young woman named Siela who is trying to save her restaurant, and home, from the grips of a rich jerk who wants the land for himself. To do that, you need to make your restaurant the most famous in the land by creating tasty dishes and winning cooking competitions. To make the finest foods, you need the best ingredients. You can buy some of them from shops, but most of them have to be picked by hand or taken off of monsters. To survive the increasingly dangerous locations where ingredients are found, you need to strengthen your characters. However, unlike most RPGs, you don't gain experience in Adventure Bar Story by fighting, but rather by eating. You have to find a steady balance between supplying food to your restaurant and eating it yourself to win.


Adventure Bar Story released in English on the App Store back in February of 2012, around a year after its debut in Japan. It's one of only two self-published Western releases from publisher Rideon Japan, a highly prolific supporter of mobile games in Japan for around 10 years now. Their best-known in the West is probably the What Have I Done To Deserve This, My Lord? series of games for Sony's PlayStation Portable. While Adventure Bar Story is their only English iPhone release, their Japanese output is far greater, with several games released every year. With that knowledge in mind, it might not surprise you to find out that Adventure Bar Story is actually the fifth of a long-running franchise of games titled Series Of Wonderland in Japan. Right from the start, the series was about mashing up sim elements with RPGs. The first game, Adventure Director Of Wonderland, was released in 2005 for Japanese feature phones. It cast you as the leader of a guild of heroes, giving you the responsibility of training and equipping them before sending them into battle.


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The following year saw the release of the first restaurant simulation in the line, Adventure Bar Of Wonderland. Although it tells a different story, it's structurally identical to Adventure Bar Story. You have to improve your restaurant's rank by winning cooking competitions, which requires you to gather better ingredients and recipes from increasingly dangerous locations. The graphics are a bit shabbier, but it's instantly recognizable to anyone familiar with Adventure Bar Story. The next game in the line, Blacksmith Of Wonderland, had you playing the job of an apprentice blacksmith, but apart from the career change, it was very similar to the previous game. After that, Rideon Japan went back to make as sequel to the first game in the series, capping off 2007 with the release of Director Of Wonderland 2.


They spent the next couple of years porting the existing games around to the various carriers in Japan, returning to the series in 2009 with the feature phone version of Adventure Bar Of Wonderland 2, which is the game we know as Adventure Bar Story. It must have been a pretty good success for Rideon, because it's easily their most-ported title, eventually releasing not only on smartphones but also on PSP and Nintendo's 3DS. The game was followed by Adventure Bar Labyrinth, a free-to-play roguelike for PlayStation Mobile, and the recently-released Blacksmith Of Wonderland 2 on iOS and Android. Adventure Bar Labyrinth even got an English release, which makes me think Blacksmith 2 might have a chance in spite of the fact that none of Rideon's other iOS games have been translated.


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Given its pre-established lineage in Japan, it's not that shocking that Adventure Bar Story did well there, but it is a little weird that English gamers took to it as well as they did. It's hardly a looker, with the kind of graphics you would expect from a port of a feature phone game. It also has a hilariously poor localization, both in terms of writing quality and technical issues. Lines of dialogue will sometimes coast right out of the text box and off the screen, the bottom of each line of text seems to get shaved off from time to time, and the dialogue reads awkwardly at the best of times. It's also an incredibly tedious game over the long haul, as once you've established the basic rhythm of the game, it's just a matter of running dungeons over and over again, grinding food and cash.


I'm going to chalk it up to being the right game in the right place at the right time. Mobile gamers seem more open than the average gamer to simulation games, as seen by Kairosoft's success and, I suppose, most of the top-grossing games in the App Store. The game's concept, born and bred on mobile phones, was naturally a good fit for the way many people seem to play on their devices. You weren't meant to sit down and play it from start to finish, but rather to take it in chunks here and there, a style of play that greatly mitigates the repetitive nature of the game. Still, it can be a tough grind at times. The basic set-up is that the game is broken up into days. Each day you can venture out to one location only to gather ingredients. You then return to your restaurant, prepare your dishes and menu for the day, then open up the shop and see how things go. There are actually quite a few places to visit, but they open up slowly according to your bar rank. You can only rank up by winning cooking competitions, which are held every ten days.


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In the early going, it's very rough. You have a lot of time to kill but only a few different places to do it. You'll end up hitting the same areas again and again, with each one offering some of the ingredients you want but missing several others. Trips can also be very risky at this stage, since your characters aren't very strong and medicine is relatively expensive. You'll often spend as much on healing items as you make from selling your food. Things are a bit easier once you whip together an apple pie, since the smell will pull in your first optional party member, who has a healing spell. Siela will also soon learn some magic that will help you, and if you're a wise chef, you'll likely stumble over the crispy bacon recipe pretty quickly. It's cheap to make and will boost your levels very quickly. Combined with a stack of cabbage juice to take the edge off of your full stomach, you'll level up fast. Your bar rank won't move up as quickly, unfortunately, leaving you to revisit dungeons that pose no threat at all for a couple of hours of game time.


The battle system is boiler-plate JRPG turn-based stuff, and as long as you don't mind that it's the same old thing, it's not bad. You'll learn plenty of skills and there's an emphasis on finishing enemies off with certain moves to reap greater rewards from them. You'll also want to steal diligently to make sure you get all of the rare goodies, especially from bosses. The encounter rate is a bit high and the balance in any given area is pretty poor, so you'll be constantly jumped by groups of enemies that pose no threat at all or gangs of roving beasts that will beat the stuffing right out of your turkeys. Save often, I guess. The bosses also tend to be disproportionately difficult, but I think you aren't usually meant to beat them the first time through any given area. After you've made the most of your day, simply exit the dungeon area and head back to the castle to get back to the more enjoyable part of the game.


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If nothing else, the cooking is fun. You can come by recipes in several ways. Shops will often directly sell them to you, but that's not a terribly good use of funds that could otherwise be allocated to buying the daily allotment of rare ingredients. You'll also be given hints once you have some of the ingredients towards certain dishes, but it's up to you to fill in the blanks. Some recipes are also found on shelves around the towns. By far the most interesting way to fill out your recipe book is to experiment and find them yourself, though. You can put any ingredients together with any tool to see what comes out. The list of possible dishes is massive, with over 400 in total, and they're often quite logical in their construction. Once you've hit on a particular dish, you can often churn out variants of it quite easily, too. As soon as you've figured out that apple plus blender equals apple juice, it's not hard to make the jump to just about every other kind of juice. Does it blend? In this game, the answer is usually 'yes'.


Putting together the menu is interesting, as well. Certain combinations go well together, and these also tend to make sense. Of course, you have to make hard decisions sometimes. Do you want to eat that awesome food you just made for the experience points, or do you want to sell it to make some cash? If it's particularly good, you might want to save it for the next cooking competition. Once you get the principles down, it's a thrill to find any new ingredient just for the sheer possibilities that will flow through your mind. Each new item brings a whole bunch of new dishes, which gives you even more potential combos for your restaurant's menu. This part of the game works so well that the buzz will carry you through the first several days before the next competition. If only the pacing were a bit tighter, the game would be a lot better. As it is, you'll typically hit a slump a few days before any given contest and have to drag yourself through. Given the game is a surprisingly lengthy 30 hours or so, depending on how thorough you are, that's a whole lot of slow stretches.


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Adventure Bar Story has been fairly well maintained over the last few years. It's had regular bug fixes and got itself a lovely pair of borders when the iPhone 5 released. The last update was in April of 2014, but nothing broke in iOS 8, so it's hard to say when or if they'll update it again. Rideon was most likely pretty busy with the 3DS port for most of 2014, so now that it's been released, owners of newer iPhones might catch a break. I should also mention that the game has IAP that you can buy if you want to spoil the best part of the game. Basically, you can use jewels to unlock any given recipe instead of figuring it out yourself. I think you might also be able to buy items with them, but I'm not sure. I never felt the need to investigate. As for the graphics, audio, and translation, well, Kemco still gets away with stuff of this quality most months of the year, so it's actually not that bad if you're used to those standards.


If nothing else, Adventure Bar Story is still a fairly unusual RPG in the iOS landscape. It's also goofy and charming enough to massage you through its less enjoyable parts most of the time. For the price, it's hard to beat, but I'd at least like to see more efforts in a similar vein that build on its ideas and cut some of the fat. Perhaps Blacksmith Of Wonderland 2 might scratch the itch? Let's hope we haven't seen the last of Rideon Japan on App Stores outside of their home country, because they certainly have some fun and interesting ideas, even if they're not the most polished of games.


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That's my opinion of Adventure Bar Story, but what do you think? Were you able to get over the grindier bits of the game for the sake of the cooking fun? Did the first sight of that all-too-familiar JRPG feature phone template send you running for the hills? I want to know your thoughts on the game, so please leave a comment below, post in the Official RPG Reload Club thread, or send me a tweet at @RPGReload. Oh, and I have to apologize about the RPG Reload Podcast being a little late. I forgot that the USA was enjoying its favorite turn-based strategy game event last weekend, so we couldn't get it recorded. It will be soon, though, I promise! As for me, I'll be back next week with another RPG from times long forgotten. Thanks for reading!


Next Week's Reload Hint: Final Quest 1




Check Out the Latest Screenshots from Hotly-Anticipated Wilderness Survival Game 'The Wild'


Posted: 05 Feb 2015 04:01 PM PST



One of the most anticipated games among the Touch Arcade forums community is The Wild, from the two-person indie studio Toonuva Games in Vermont. The Wild is promising to be an original wilderness and zombie survival game in the style of Rust or DayZ for mobile. While Radiation Island [$2.99] has ensured that The Wild won't be the first to market in terms of bringing this popular PC genre to mobile, there's still plenty of folks hoping that this game could be the one for them. Toonuva has been running Testflight betas for the game, and they're about to submit a second one for their testers, and along with it, comes some improved visuals:


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The Wild is still going to be a mammoth undertaking for this small team, but it's certainly not an impossible bet to make a first-person survival game work on mobile. If the game intrigues you, there is a very active forum thread to check out that's been going on for months now. It may be worth keeping an eye on this one, if only because our forums are gonna go...wild...when it releases.




Watch This Trailer for Upcoming Puzzler 'In Churning Seas'


Posted: 05 Feb 2015 03:00 PM PST



TA Plays: 'Crossy Road - Endless Arcade Hopper' - Fair and Fun Free to Play


Posted: 05 Feb 2015 01:15 PM PST



We've talked about it a bunch on the podcast, and in subsequent news articles, but Crossy Road [Free] is hotter than Hansel. It's got great single-hand gameplay, a fantastic free to play setup, and perfectly nails that whole "Just one more try..." element that makes games like this stuck in your mind.






If for whatever reason you're not playing Crossy Road yet, well, the game is flippin' free and basically universally adored by everyone. You're really running out of reasons to not at least give it 30 seconds of your time- Just beware, that 30 seconds will quickly turn into 30 minutes if you're not careful.





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