Tag Archives: iPhone

Game Dev Story

Game Dev StoryThere are tons of films about films, and plenty of music about making music, but a conspicuous lack of games about games. The mark of an immature medium or a lack of mainstream interest in the actual making of games? Probably both, but nobody who’s played it can forget the superb gallows humour of Segagaga, and the door’s open for someone to nail it.

So along comes Game Dev Story, an iPhone simulation of the last 25 years of the games industry. You start with a couple of developers, a handful of genres and settings to choose from, and enough money to develop a game. Make it a success and you can plough funds back into new, increasingly complex games, and as you cultivate a following and begin to establish some commercially viable franchises, generating enough money to buy licences to develop for successive consoles that in no way bear a resemblance to the systems of Nintendo, Sega, Sony and Microsoft. Fail to make it, if that’s possible, and you can bide your time by jobbing on translation projects and porting jobs to make a quick buck.

It’s extremely addictive, and if you have the same affection for gaming in the 80s and 90s as I do, it’ll certainly get its claws into you. But what was more interesting is how it forces you to confront some awkward truths about how this industry works.

Follow the game’s prompts and, sooner or later, you’ll be some kind of mega publisher, every game provoking queues around the block and employing the in-game equivalents of Aaron Sorkin and Lady Gaga to script and score your latest release. But it quickly becomes apparent that the quickest way to the top is to make a couple of hits and then exploit them – that sounds somehow familiar – repeatedly. I’d love to see the Sorkin/Gaga collaboration, but when it’s on a game called Dark Ninja XVIII, it’s not as interesting to me as it could be. And where do you go for the most money after that sells 20 million? Why, Dark Ninja XIX, of course.

Is Game Dev Story some kind of secret Activision PR job, then, intended to get us to see things from the dark side? Or, sadly, just an accurate demonstration of how the games industry really works? I think a look at 2011’s lineup of annual sequels and reboots should answer that.

Depressing as it may be, though, it’s a bloody good little game.

Best of 2010 #9: Infinity Blade

Infinity BladeSince the App Store launched, it was only a matter of time before someone got their act together to create the perfect confluence of handheld hardware power and touchscreen-focused game design. Truth be told, there have been a few contenders on iOS this year, but I think this really deserves to be the first.

It is, of course, graphically stunning. Ridiculously so, in fact, on an iPhone 4’s screen, and that it was able to make people forget about Rage within days of id’s game’s release says something. But beyond that it’s a great little RPG lite, designed to be played as you might play a game on a phone – that is to say, for a few minutes, which is enough to get in a few fights – and just as at home if you’re pumping a couple of hours into grinding and mastering every item. Word is that it started out as a concept for Kinect, and although I can see that working, it’s better suited to a portable. Getting me physically tired is probably the quickest way for me to get bored of it.

With more content already arriving and some significant expansions promised, I fully anticipate this being a mainstay of my iPhone for some time, and for more than a graphical showpiece for when I want to show off. Chair has also batted two for two as far as my lists go since the beginning of its relationship with Epic (see: Shadow Complex), and even if its future is in classy short-form downloadable releases while the parent company does the big jobs, it’s rightly cultivating a reputation that makes people sit up and take notice when it unveils a project.

Maybe this year will be the one where iOS devices start getting taken seriously as portable gaming systems, because when put next to my DS and PSP in 2010, in terms of play time it wasn’t even close.

Infinity Blade

If you’re an owner of an iOS device who’s looking for a way to show off your hardware, Infinity Blade is the obvious choice. It looks simply gorgeous, and on the high-res iPhone 4 screen the image quality is astounding, giving many 360 and PS3 games a run for their money. When something as good-looking as Rage HD is being outdone so quickly, it suggests that iOS gaming is really going somewhere.

But at the same time, if you’re of the opinion that gaming on a phone is no substitute for buttons and a D-pad, it could qualify as your Exhibit A as well. It’s limited, largely on rails, consists mostly of the same 20 minutes or so of gameplay repeated infinitely, and the occasional death because you missed the on-screen dodge button isn’t out of the question.

I’m firmly in the former camp on this one, though. But beyond being a technical showpiece it’s a great little action RPG, ideally suited for playing on a phone and being quite unique in its ability to blend Demon’s Souls with Punch-Out. It’s also nice to have a game from Epic that looks so different to what we now expect from Unreal Engine games, and the fact that this was developed by Chair, the team behind the similarly impressive Shadow Complex, suggests great talent in that studio.

Rage HD is somewhat disappointing in that, beautiful as it is, it’s largely a tech demo with some on-rails score-chasing shooting, whereas Unreal Engine 3 has had its iOS tech demo in the awesome Epic Citadel – and didn’t charge for it. Infinity Blade is a big advert for the engine as well, but it’s also a brilliant little game that would still be worth buying had it looked like a PS1 game. Having put hours numbering well into double fingers into this already, I eagerly await the promised updates with new loot, new areas and – YES! – online play.

Apple’s Game Center

It’s become a fixture of any Apple conference involving the iOS devices that there will be some chart explaining how it’s a bigger portable gaming platform than anything from Nintendo or Sony, and more often than not it’s laughed off. Just because a phone and/or MP3 player plays games, that doesn’t make it a games console, after all, no matter how impressive the numbers might be.

With yesterday’s release of iOS 4.1 and with it Game Center, Apple’s made quite a significant move, issuing an admittedly limited but still promising gaming network, and the first on a portable gaming system that comes close to the ubiquity of Xbox Live and PSN. It’s arguably even more so, given that you have an essentially permanent connection through which to manage your friends and achievements – the current PSP and DS hardware wouldn’t be able to equal it in that respect even if they tried.

At this early stage Game Center is pretty bare bones, below even existing third-party attempts like OpenFeint and Plus+ in features and support, but it’s the ubiquity that makes it a big deal. That and the fact that it’s really Apple’s first ever move into the gaming market. Now every one of those 230,000 new iOS devices activated each day has a bona fide gaming network built in, and although not everyone will use them for games, the 120 million iOS devices sold since 2007 shits all over the records of any console ever – going by these figures, only two consoles have ever exceeded that mark, and both of those did it with more than a decade on the market.

Many gamers will, of course, never take it that seriously. Gaming on iOS is a secondary feature, and it’s a secondary feature on a portable, which some stubbornly refuse to give the credit of the ‘real’ consoles no matter what huge franchises turn up on them. I can definitely see that perspective for iPhone games, as many attempts to cram existing games onto the touch controls make early attempts at putting an FPS on the PSP feel like a mouse and keyboard, but it’s still the first go-anywhere system with an always-on Internet connection and a proven digital distribution model – it’s the kind of thing that only a few years ago we’d fantasise about future consoles doing, and it got in by the back door.

Is the iPhone going to kill the 3DS before it even gets to market? No, of course not. It’s going to be a serious player, though; I’m sure of it. It’s already everywhere, it’s been shown to be a graphical powerhouse, and games are dirt cheap. You won’t see its impact in the charts, which makes it something of an oddity, but expect impressive graphs when Steve Jobs steps out on stage in January.

DoDonPachi Resurrection

Although I’ve got a handful in my collection, I’m far from a shmup maven like some of my friends are. It’s one of those things that I just don’t ‘get’. Things like Radiant Silvergun are at least fair, but shooters of the bullet hell variety – check out this example from Mushihime-sama – are pure masochism. I can’t see where the fun comes from in something like that.

Nonetheless, I picked up DoDonPachi Resurrection at its special launch price for the iPhone version, having been impressed with the demo of Espgaluda II, and I must say it’s blown me away. This is a relatively recent arcade game that’s due for an Xbox 360 port later in the year, and the kind of thing that hardcore players would have complained that fairly recent systems couldn’t duplicate, and I’m playing a fine version with online leaderboards and assorted playing modes on my phone. I’ve made such an exclamation whenever the iPhone does something remotely impressive, but it still keeps managing to surprise me.

Even at its new price of £5.49, I have to recommend this as one of my favourite iPhone games. It’s a wonderful conversion of a really brilliant game, and even at that price, this is a game that’s good enough to justify a full-price 360 release in November. Even for people who find bullet hell shooters impenetrable, this version manages to be extremely accessible thanks to the 1:1 touch controls, making fine movements easier and your ship capable of much faster motion than will be possible with a joystick. Purists might complain that this makes it something of a Fisher-Price version, but as someone who, you know, plays games to have a good time, you’ll get no such grievances from me.

Look me up on the OpenFeint leaderboards if you’re a fan – the name is, as always, NekoFever.

The iPhone 4 Reception Issue

I queued up early in the morning of its release to get my iPhone 4 on day one – the first time I’ve done that for anything. Let that be a measure of how much I wanted this phone, the proper successor to the iPhone 3G that’s become an extension of me over the last two years. I’m an Apple fan in general, typing this on my faithful old MacBook Pro that will probably be replaced with a newer model of the same thing later this year, but I’m not big enough of a fan to drink the Kool-Aid on this one.

There is clearly an issue with the iPhone 4’s antenna design when it comes into contact with human skin, and while it has a negligible effect in places with a strong 3G signal, anywhere that doesn’t show up the full five bars – like, say, my flat, or anywhere that isn’t Cupertino – runs a serious risk of dropping the signal completely.

I was willing to wait on a firmware update that could mitigate the problem somehow, even as the possibility of that looked more remote with each controlled test that demonstrated the problem, and I would have accepted an admission that the design was flawed and a free bumper, but Apple’s head-in-the-sand attitude was taking the piss, and the recent press release on the matter was a joke too far.

Users observing a drop of several bars when they grip their iPhone in a certain way are most likely in an area with very weak signal strength, but they don’t know it because we are erroneously displaying 4 or 5 bars. Their big drop in bars is because their high bars were never real in the first place.

To fix this, we are adopting AT&T’s recently recommended formula for calculating how many bars to display for a given signal strength. The real signal strength remains the same, but the iPhone’s bars will report it far more accurately, providing users a much better indication of the reception they will get in a given area.

Obi-Wan Kenobi would be proud of Apple’s attempt to hand-wave the issue away there. It’s admitting that there’s a problem with the iPhone’s reception and promising a software fix, but ignoring the fact that holding the iPhone 4 in the ‘wrong’ way will still drop the connection if you’re in less than ideal conditions. Whether I’m going from four bars to none or a more accurate two bars to none, I still end up with none. That means no calls, no texts, no email, no Internet, and a pretty crap phone.

But hey! Spend £25 on a ring of plastic – already a significant hike on the $30 US price – and Apple will solve the issue for you. Brilliant…

I know it’s embarrassing, and I know it’s potentially expensive, but this is an unacceptable design flaw that could have been solved without any aesthetic ill-effects with something as simple as a coating of nail polish on the metal parts – and I’m sure that Apple could come up with a less kludgy solution. I like Apple’s products, but I hope that one of the inevitable lawsuits forces it into addressing the fundamental problem with its new phone. The handling of this debacle has been nothing short of appalling, and when word of mouth gets around about how bad the iPhone 4 is at sustaining a workable signal because you had the temerity to touch the outer casing, I hope it does some damage to the iPhone brand. Tough love is apparently the only way that corporations will learn.

I’m going to wait and see for now. It’s under warranty and if there’s a fundamental problem it will come out soon enough. Let’s just hope that it doesn’t take as long to be solved as the red ring of death did.