Well this has been a crazy day. Infinity Blade 2 madness all over the place, a surprise Call of Duty announcement, Where's My Water went free with Facebook hijinx, and a ton of other stuff I never expected when I rolled out of bed this morning. I figured things would be slow, since Chair essentially claimed today as their day at the last keynote. But NO!
So, this is less of a "coming tonight" and more of an "out now." I have a feeling things are only going to get crazier as we get close to the iTunes freeze in late December.
The Bard's Tale, $5.99 - Forum Thread - Embarrassingly enough, the first time I heard about this comedic RPG was when new hit that it was coming to iOS. I was then shamelessly ridiculed for not having played it when it was first released on other platforms. That seems appropriate.

BigBot Smash, 99� - Forum Thread - I'm not really sure what to say about this game, since the graphics seem pretty lo-fi but I love the premise of just playing as a giant upgradable robot blowing stuff up.

Call of Duty: Black Ops Zombies, $6.99 - Forum Thread - Surprise! It's a pseudo-sequel to Call of Duty: Zombies! Online multiplayer is the name of the game here, and we've got a great thread if you're looking for someone to play with.

Catball Eats It All, Free - Forum Thread - This incredibly descriptive title basically says it all. I'm sure you'll hear more about this game on Jared's Kitty Korner.

Egg Punch, Free - Forum Thread - I'm liking the looks of this not-quite-mini-golf egg-rolling game. The premise is a bit of a stretch, but I'm such a sucker for cel shaded graphics.

Green Farm 2, Free - Forum Thread - What's better than a Gameloft clone of Farmville? How about a sequel?

Horror Vacui 2, $1.99 - Forum Thread - I'm totally unfamiliar with Horror Vacui, but it's by the creator of The Last Rocket, which I absolutely loved… So I'm excited to try this!

Infinity Blade 2, $6.99 - Forum Thread - Read our review, and download this game. Now.

Last War, Free - Forum Thread - I'm not sure what to think of this as it looks a lot like those old Mafia Wars games, but it's from… Gamevil?

McGyro, 99� - Forum Thread - A, err, gyroscope controlled shooting gallery game published by Chillingo.

Mr.Oops!!, Free - Forum Thread - We're massive fans of Ponos, and I have a dedicated folder on my phone to all the "Mr." games. Tonight, I add another.

Sparky vs Glutters, 99� - Forum Thread - Clickgamer pulled out all the stops to compete with Infinity Blade 2 this week with this Zuma-style marble shooting game.

Zen Pinball, Free - Forum Thread - An awesome pinball game with one free table and others available via IAP.

Disney Mobile's fairly well-received puzzle game, Where's My Water [$.99], has received another big content update. This latest chapter, which is available now for $0, adds a new steam mechanic, more collectibles, and a total of 20 new puzzles. With this added into the overall level tally, the game can safely boast 120 different levels.
Let's focus on that steam mechanic for a second since it ties into the chapter's name, the "Boiling Point." In the chapter's puzzles, you'll guide water into hot things, which converts the liquid into a gaseous cloud. Steam eats away at very specific pieces of a puzzle's environment, revealing opportunities to keep the game's Rube Golberg-ian action moving and Swampy the Alligator happy.

Here's the new trailer:
Eli Note: Just as I was about to unleash this story to the wild, I discovered that Where's My Water is the latest game to be available for free via Apple's crazy Facebook promo code promotion. You might remember this from when we did the legendary 9,999 Alarm Freebie Alert for Halfbrick's Jetpack Joyride [99�]. This works the same way, either mash this link or the image below, follow the instructions, and claim your free copy of Where's My Water.

Seriously, jump on it.

We've been waiting to see some solid evidence of a Mass Effect 3 companion app for some time, and while we haven't heard anything new since series producer Casey Hudson let the cat ever-so-slightly out of its proverbial bag, we've been re-energized about the prospect �courtesy the latest public comments from the studio's brass.
In an interview with BeefJack, Dr. Ray Muzyka praised mobile platforms and said that the idea of bringing what BioWare does best to them is an exciting idea. He also laid out a general plan. "So, we're trying to adapt what we build and tune it to the needs of and desires of our fans across whatever platform they're intending to play it on," he said. "And always leave them with the feeling that they're playing something that's awesome, really high quality."
Let's just... forget about this one.
Mass Effect 3 for consoles and PC is shipping with a cooperative, but almost RISK-like online component. "This is a concept that has never been done before in games, ever," Hudson said to CVG in October. "Not simply a story device, it's fundamental to the game. For the first time, wherever you go -- online, mobile, on social networks -- you'll be able to follow your progress. You'll never have to leave the Mass Effect experience."
Here's to hoping the mobile hint is what we think it is -- and hopefully it won't end up stinking like Galaxy [$.99]. Seems like it won't, if BioWare is taking mobile as seriously as it seems to be implying.

The Bearded One attended a somewhat clandestine Activision event a while back to see a very mysterious game. We didn't know anything about it at the time other than it rhymed with "Mall of Beauty," and we were especially not allowed to say anything about it. We weren't sure when it was coming, so we've spent the time since waiting for the high sign that we can let the cat out of the bag on the whole thing.
Well, apparently it is coming tonight. Call of Duty: Black Ops Zombies is the $6.99 sequel to Call of Duty: Zombies [$4.99 / HD] which as you may recall similarly just appeared on the App Store randomly one day. Kotaku has the skinny on all sorts of details on the game, and mirrors our experiences in that it plays like an updated version of its predecessor. The biggest improvement are in the controls, making the game feel a lot more playable. Oh, and there's voice chat too, so you can scream at your teammates in true Call of Duty fashion.
Just like the original, Activision plans on supporting Black Ops Zombies with additional map packs and updates. Awesome, right?

Yesterday, EA Mobile, err sorry, I mean EA Interactive held their annual winter preview event for the various titles they have slated for release through the end of this year and into early next year. At this event last December, the star of the show was the excellent Dead Space [$6.99/HD] for iOS. This year there wasn't really any jaw dropping titles of that caliber, but EA and Chillingo do have a solid stable of new games coming out that are worth getting excited about.


Battlefield 3: Aftershock - Following the success of last December's Battlefield: Bad Company 2 [$2.99/HD] on iOS, EA is currently in the midst of bringing a mobile version of its Battlefield 3 title to the App Store. Officially called Battlefield 3: Aftershock, the version I was able to try out at EA's event was in an incredibly early pre-alpha state, thus making it hard to judge at this point. But, it already feels good control-wise and shows plenty of promise for improvement over the previous installment.�Pricing and release are currently TBA but for now feast your eyes on these lovely new screens until more solid information is available.


Trenches 2 - We already took a look at Trenches 2 a couple of weeks back, but I was finally able to get my hands on the game to try it myself at EA's event yesterday. And, not surprisingly, my impressions are positive. The original Trenches was an incredibly solid strategy/defense game, and the sequel follows really closely in the footsteps of its predecessor. There are plenty of new goodies built onto this foundation though, and you'll get to see for yourself pretty soon as Trenches 2 is set on its new launch date of December 15th.


Need for Speed: The Run - Complementing the recent release of Need For Speed: The Run on consoles comes a mobile version of the game for iPhone and iPad. Being that this is the fifty billionth Need for Speed game to hit the App Store (that's an approximate guess) then you probably already have a pretty good idea of what to expect from The Run. Race from San Francisco to New York using 30 different vehicles across more than 60 races.


Tetris - Basically everybody on the planet knows the falling blocks puzzle game Tetris, and we've had an iOS version of the game almost since the very beginning of the App Store. While that is a fun and totally decent version of the game, the touch screen controls left a bit to be desired. That's where the new One-Touch mode comes in. Here, when blocks appear at the top of the screen you're given an assortment of spots to automatically place the block at the bottom of the screen, represented by outlines of the block's shape.

This seemed like a weird idea to me at first, but after actually playing this mode I was a believer. It's such a simple change but it dramatically changes how you would typically play Tetris, almost transforming it into a different game and bypassing any imprecise control issues from the touch screen. There's regular Marathon mode as well as a progressive level-based Rush mode in addition to One-Touch, so this version of Tetris should appeal to purists as well as those looking for a fresh take on the classic gameplay.


The Sims Freeplay - The popular simulation series is making another appearance on iOS with The Sims Freeplay, and as the name implies this time around EA is employing a freemium business model to the game. Much of the progression of your sims and the items you can unlock will be tied to timers, which can of course be conveniently sped up using a premium currency available as IAP. Don't fret though, once your various timers are ready your experience will just sit there and wait for you, rather than expiring which is usually the big thing that deters me from freemium games.

Other than the freemium model, everything else about this new Sims game looks absolutely top notch. It was built from the ground up for iOS and it shows. The visuals look great, panning and moving around the environment is extremely fluid, and the entire user interface is really well designed. I haven't been very excited about a Sims game for some time, but I'm really looking forward to The Sims Freeplay, and keeping my fingers crossed that the choice of business model won't hamper the experience.



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The Samsung Galaxy Neus volume bug is getting fixed through an Over the Air (OTA) firmware update that is rolling out in UK. Some of the Galaxy Nexus owners have been facing volume bug that mutes their device�automatically�and then becomes unresponsive�while keeping their phone in 2G mode. Google has�already said�that they are working on an update to fix this issue.�Clove UK�has confirmed through their�UK distributors that the update had already been completed on the new stocks and would be available very soon for new and existing customers.

Some new customers would be prompted to install the update upon powering up their device for the first time and it would be available�Over the Air (OTA) for existing customers.

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Idea Cellular has launched new voice calling vouchers for prepaid subscribers in Kolkata and West Bengal. This would offer free local on-net (Idea to Idea) minutes and also off-net minutes for both existing and new customers.

The new Rs. 101 would offer free 1000 minutes of free local on-net (Idea to Idea) calls and 300 minutes of free Local calls to any other mobile network for new Idea subscribers in Kolkata. The new Rs. 201 would offer 2000 minutes of free local Idea to Idea calls, and 700 minutes of free Local calls to other mobile networks across Kolkata for new Idea subscribers. Existing Idea prepaid subscribers in Kolkata can recharge with Rs. 97 and Rs. 197, respectively to avail this offer.

For West Bengal customers Rs. 101 would offer free 1000 minutes of free local on-net (Idea to Idea) calls and 300 minutes of free Local calls to any other mobile network for new Idea subscribers and Rs. 201 would offer 2000 minutes of free local Idea to Idea calls, and 500 minutes of free Local calls to other mobile networks. Existing West Bengal Idea customers can avail the same benefits with Rs. 97 and Rs. 197 recharge vouchers .

All these voucher comes with 30 days validity and are available at all retail outlets, My Idea Showrooms and Idea Points in Kolkata and West Bengal.

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We put incredibly powerful devices in our pockets and on our laps daily, but rarely do we see games that utterly embrace this like Infinity Blade has. It's a showcase piece; a technically and visually gifted game that consistently delivers eye-popping stuff.
Infinity Blade 2 is a step a step or two beyond what was accomplished in the original, adding in layers and layers of next-level environmental and character texture detail on top of a ton of fantastic ambient touches -- sharper shadows, stronger lighting, and a glut of atmospheric effects bolster what's already a visual delight, especially on iPad 2 and iPhone 4S.
In the game's opening, you'll be whisked to a Japanese garden where pink petals tenderly fall into a pond filled with koi. Later, you'll find a fountain with gurgling water creeping over two titanic figures, a crypt filled with gigantic, ragged rocks with glowing glyphs imbued into them, and you'll even observe plenty of nature again, as the game's new fortress has plenty of aerial life and environmental effects to share.
The added oomph of the presentation is a convenient parallel to what's going on under the hood. Design-wise, this is more Infinity Blade, except expanded. Beautiful vistas and artfully designed and detailed hallways compose that game's more expansive fortress; the "guided" walking scenes are always punctuated with many more items to loot and fights to be had against increasingly bigger and more complex opponents; also, the mystery as to who you are and why you're undying is unraveled more coherently, as the writing is now presented with confidence -- it actually wants to tell you a good story.
The story element in particular makes Infinity Blade 2 a more cohesive game. As in the first, you'll be once again stuck in a cyclical play loop, forever walking the halls of this new fortress as you puzzle out what it has to offer. But now the protagonist is as aware of his plight as you are, and you'll be doing things in this new place with this knowledge in tow. There's a sense of momentum and honest-to-Crom progression since not every re-birth is a simple game "reset;" plus, not just battle death triggers these this time around.
Combat has been expanded, too, and its constituent parts tweaked. Dodging, for example, is now monitored by an endurance bar. Dodge too many times in succession, and you'll take tick damage from narrowly avoided blows. Parries seem much more accurate, now, as well, and are much more encouraged by virtue of the dodge nerf. Oh! And say "hi" to weapon gems. In most cases, they act as weapon modifiers that add elemental damage to attacks. In others cases, they add bonus effects like, say, increased Titan Damage Upon Blocking. Gems can be found or purchased and attached to weapons with matching slots.

The game's currency system is still tied integrally to the combat. Buying new weapons is the key to leveling up, and you'll need to keep pumping your quarters into the virtual machine in order to compete since each re-birth sees the addition of more powerful enemies. Since you can straight-up buy gold via IAP, this element might turn you off, but in our play, we've yet to feel like IAP was anything more than optional.
More importantly, dual weapon and heavy weapon wielding have been added to the combat model and they do meaningfully change your combat approach. Two swords eliminates blocking from the equation and rely on your ability to chain together combinations flawlessly. Heavy weapons trade speed for power, but require a sure-hand. I'm not much of a fan of either of these new styles, but they work as they should.
The enemies you'll bludgeon not only look fantastic, but also boast, in most cases, more sophisticated routines and trickier blows to block, dodge, or parry. Just as an example here, let's talk about the monstrous dog-like thing you'll meet. Its heavy and blinded by the spiked cap covering its head, but its sluggish attacks are consistently hard to peg, as it feints with the aplomb of the nimblest creatures. Also, it has vicious quick-time-y attack where it attempts to swallow your dude whole. In order to stop this, you'll need to tap frantically to keep his vice-like maw from impaling your meaty bits.
Sometimes I'm tempted to see what'll happen if I let it take my dude, simply because of how awesome Infinity Blade 2 looks. Does your guy's head and torso explode into a plume of blood and bone? Probably not (for a variety of reasons), but what I'm absolutely certain of is that Infinity Blade 2 is awesome.
It's a consistently well put together visual feast that shows off what Unreal 3, and now your new devices, can do. And it's great that the core gameplay structure and action model still deliver. Basically everything that�Infinity Blade does has been expanded on for�Infinity Blade 2. There's so much more to do -- so much more to explore and see and learn as you hack-and-slash like a champ through a winding and much more complex environment. Straight-up, it's a great game.
As a side-bar here, while nothing is confirmed, the UI elements and Chair's track record with the original hint at many updates to come including a cool social twist to battle. We'll be keeping our thumbs and fingers at the ready for some time.
International App Store Link: Infinity Blade 2, $6.99
Infinity Blade 2 will be available in the US App Store at 11:00 PM Eastern.
TouchArcade Rating:

Easily one of my favorite platforming games (and just plain favorite games period, really) is this past February's League of Evil [$1.99/Lite] from Ravenous Games and WoblyWare. The game featured bite-sized levels of increasingly difficult platforming challenges in a similar vein to Super Meat Boy, with a great 3 star rating system for each level that begged you to replay over and over until you've perfected every one.

League of Evil became known as one of the top examples of tight virtual controls on iOS as well, and during the past year numerous content updates have added tons of new levels for more than 160 total along with new features like ghost replays and iCade support. In short, League of Evil owns, and is one of the best platforming games on the App Store.

With the positive reception and success of League of Evil, it's no surprise that a sequel would be in the works and the developers have began to tease the first screens for League of Evil 2 in our forums. Ravenous Games and WoblyWare are once again at the helm for this new entry in the series, but this time have enlisted the help of Bulletproof Outlaws to completely overhaul the visuals, or "kick the graphics up to 11!" as Derek from Ravenous puts it. Eleven. It's one louder. Think about it.

Now, first of all, I'm a big pixel art geek and I absolutely loved the pixel graphics in the first League of Evil. However, after seeing these gorgeous new screens for League of Evil 2 I have to admit that I'm really looking forward to this new visual style. Plus, the developers are talking up how silky smooth the new character animations are, and I really can't wait to see this new game in motion.

Since League of Evil 2 is being built off of the same engine as the first game, you can expect the same type of bite-sized level design and tight controls that you've come to know and love. All of the original enemies and hazards will be making another appearance along with about a half a dozen new ones. Right at launch the game will feature more than 100 levels spanning 5 different environments, and more than likely it will receive post-release update love with new features and content similar to what happened with the first game.

Sadly, there is no word on a release date for League of Evil 2 just yet, but all I know is it can't come soon enough. We'll be pestering the developers for more details in the near future, and until then check out the thread in our forums for discussion of the game.



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Over the past few months, Google has introduced several visual changes to its popular services, and you have probably noticed new and revamped Gmail, and now, Google is preparing another major visual change.


Google bar has been present on Google for a long time, and it has been the key element for navigation, but since it is taking too much screen space, officials from Google decided to remove it. Instead of black horizontal bar that is located at the top of the screen, now we have a Google logo that shows a vertical menu with links to all Google's services when you roll your mouse over it. As for the Google+ notifications, they are aligned with the Google logo as well, so you can keep track of them at all times.
New Google bar looks refreshing and visually appealing, and as for the availability, new Google bar should become available to all users worldwide soon enough.

Stories are hard to come by on the App Store. Most games don't bother with even a pretense of a story, and those that do tend to be crammed in rather painfully. It's understandable -- most iOS games are created by tiny teams, often just a programmer and an artist, so there's not much room or budget for writing.
Sometimes, though, a game comes by that shows that you don't need to sacrifice to tell a good tale. Some stories are as simple and eternal as boy meets girl, and they can be told over and over in brand new ways. These Robotic Hearts of Mine [$1.99] is one of those games. It's small, simple and charming, and it does an admirable job of bringing narrative to that least-storied of genres, the puzzle game.
Better still, the puzzles in These Robotic Hearts of Mine are successful and interesting. Games that really experiment with narrative sometimes tend to end up a little light on enjoyable gameplay, but this game does not. It plays out over 36 levels of Rubik's Cube-inspired puzzling that boast a reasonable difficulty curve, entertainment and even a smidgen of replayability.

The puzzles are straightforward. Each level has a field of hearts and gears. You can turn the gears by tapping them, and they take adjacent hearts with them when they rotate. The goal is to rotate the hearts until all are right-side-up, sometimes moving them from one gear to another in the process.
Each level gives you a minimum number of taps to try to achieve, but you can keep going as long as you'd like without penalty. There are the usual controls -- buttons to take you back or forward a move, buttons to reset the level, and so on. You'll never find yourself frustrated by an inability to proceed.
After each level is completed, you're shown your progress compared to that of others, whether you hit the par score or fell within the average or worse. Then you're treated to a single screen of narrative, one sentence of the story.
To avoid spoilers, I won't get into the story. It's so short and sweet that there isn't much to be said that won't give it all away. Suffice it to say that it's emotionally charged, if not especially original, and that it's quite successful.
As to how it merges with the gameplay, my feelings are mixed. I like the slow reveal of the story, the way you need to work through each level. As the levels get longer and more difficult, the story feels similarly halting. Needing to work for it feels quite appropriate. But some mechanical choices get in the way. For one, that score page you're presented with on ending each level if quite an intrusion into the game's atmosphere. It's a distraction to start thinking numbers and strategies when the story is presented so briefly.
A more serious problem presents itself: you can freely skip your way through the entire game if you want to, reading the story panels and then skipping the level. It's hard to take the combination of the two seriously when they can be ripped apart like that. If the goal is that people will play for their narrative, letting them skip the game undermines the experience, and frankly the story isn't quite enough on its own.
In the end, These Robot Hearts of Mine is good, but it isn't great. As a game, it doesn't go quite far enough to reward players for pushing through or to encourage them to play well. As a narrative, too many of the game elements get in the way of the presentation. A bit more commitment could strengthen the game, hopefully in the direction of its narrative. There are plenty of great puzzle games out there, but never enough strong stories.
Still, it's a lovely game, and for the most part it works quite well. I consider my time with it well spent, even if a few tweaks could have made These Robotic Hearts of Mine much more atmospheric. Give it a look for yourself, and let us know what you think in the discussion thread.