What happens when you combine a skateboard, a bucket, two tennis balls and a balloon? If Casey's Contraptions [$2.99] is any indication, you make a surprisingly deep physics puzzler.

Of course, a lot more than that went into this first team up by Snappy Touch and Mystery Coconut Games. 30 different items introduced over 72 levels, a level editor and a creative solution sharing mechanic are all part of what makes Casey's Contraptions so much fun. But to get the most out of it, you'll need to bring something more to the table as well � a child-like desire to play and experiment.

Not because this game is childish or easy � it's just presented through a child's point of view. Eight-year-old Casey guides you through each level, and it's his toys you'll be playing with. You'll need to build contraptions out of these toys, like magnets, slingshots and darts, to help him through play time and chores. Things start out simple and get more and more complicated as you progress. If you're willing to experiment, you'll have a ton of fun. If you just want to get through each level as quickly as possible, however, you won't be nearly as well rewarded.

Nearly every level in Casey's Contraptions can be solved in many different ways. There is no "right" way, although you'll probably want to collect all three stars each time. Other than that, you're welcome to use the toolbox presented to you in each level however you want, as long as it gets you to that level's goal. If you come up with a solution you think is cool, you can share it with your Game Center friends with a single click.

You can also see your friends' published solutions, including Casey's three-star solution. If you want to check them out mid-level, you can. This keeps things from becoming too frustrating if you just can't find a workable answer, but I'd recommend you keep yourself from peeking when you can avoid it. Trying to copy a solution turns Casey's Contraptions from a game of experimentation into a frustrating game of pixel hunting as you try to find someone's precise positioning. It's much more fun to do it yourself and then check out all the crazy solutions your friends found. You shouldn't get completely stuck, anyways, since the game only requires you to complete three out of every four levels to progress.

Technically and visually, Casey's Contraptions is superb. Though the physics are a bit cartoony, things always behave how you'd expect them to once you see them in action. If you drop a ball onto a spring and it bounces a quarter-inch away from your goal, moving the ball and spring that quarter inch will work every time. This is super important, because in later levels you'll be pulling out a lot of trial-and-error solutions. "But what if I did this?" was a common refrain while I played.

As you progress through the game, you unlock the items you work with for use in the game's level editor. I haven't had a chance to play with many friends yet, but I can't wait to create some crazy contraptions for people to solve. In a particularly smart touch, you're required to solve each level you create with all three stars before you can send it out. My only disappointment is that you can't share your creations with the world at large � just with your Game Center friends. A rating system and some public curation would be a fantastic addition to Casey's Contraptions. A few achievements wouldn't hurt, either.

It sounds like there are a lot more levels in the works, and an iPhone release coming down the road. The developers are taking feedback in their thread on our forums, so let them know what you think. And just to head off one question I know is coming: I don't know exactly how similar it is to The Incredible Machine, and its various sequels, because I missed out on those PC classics as a kid. Coming into it fresh, though, I can tell you this � Casey's Contraptions is a joy to play.

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Lava mobiles (Lava International limited) has been awarded�as the Fastest Growing Mobile Phone Indian Brand by�Communications Multimedia and Infrastructure (CMAI) Association of India during the 5th National Telecom Awards 2011 in Delhi.

Lava mobiles has always been keen on bringing cheaper phones with new innovations, like the Lava B5 phone that has ABCD keyboard with the Indian rupee symbol and�Lava A10 with IPS display and gunmetal body.

Press Release below

LAVA Mobile, one of the fast growing brands in Indian mobile industry,
has been awarded as "Fastest Growing Mobile Phone Indian Brand" by
CMAI (Communications Multimedia and Infrastructure) Association of
India during National Telecom Awards ceremony 2011. This award
ceremony was organized by CMAI, an apex non-profit trade promotion
organization based in India.
LAVA received this prestigious award for its significant contribution
to the Indian Mobile industry. On the occasion Mr. SN Rai- Co founder
and Director, LAVA International Limited said, "It's a praiseworthy
recognition for our brand and we are thankful to CMAI for conferring
us with this award"

"The core philosophy of our brand is to empower people with mobile
devices that fulfill unmet needs of Indian consumers. In a short span
of time LAVA has achieved fast growth through strong customer
understanding and providing relevant and superior quality products and
services to its customers." Added Mr. Rai.

LAVA has many unique customer focused innovations to its credit. Be it
its unique Sales & Service Distribution model, its product innovations
like Alpha keypad or latest technology based products like IPS screen
etc are some of the examples of LAVA's customer centric approach of
the company to serve customers.

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Late last month we learned that Square Enix was readying two new entries in the Chaos Rings saga. The following day, we saw the Japanese trailer for one of those games, Chaos Rings Omega, which is a prequel to the well-received iOS exclusive RPG Chaos Rings [$12.99/HD] which released last year. Today, Chaos Rings Omega [$11.99/HD] has officially launched in the App Store.

We'll be bringing you a full review of Chaos Rings Omega once we've worked our way through the game, but chances are that if you really enjoyed the story from the original and want to learn what happened 10,000 years prior then picking up Chaos Rings Omega should be a safe bet.

One nice thing is that an iPad native version is available right now, rather than having to wait months for one to release like the original Chaos Rings. Also, the game supports both Retina Display and iPad resolutions right off the bat, and there is an ambitious update roadmap detailed in the game's description, which should give you something to look forward to post-release.

There are early game impressions rolling into our forums which you can check out, and we'll be back soon with a full review of Chaos Rings Omega.

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It's always surprised me when considering both how many games there are on the App Store combined with just how well the iPhone's tilt controls lend itself to the genre that we haven't seen more combat-oriented flight sims. While we had fun with both Ace Combat Xi and F.A.S.T., it has been nearly 2 years since their respective releases, and it is more than time for something new. Z2Live Games has decided to capitalize both on the recent lack of awesome combat-centric flight sims and how popular freemium gaming has been lately with MetalStorm: Online [Free].

Like most (all?) free to play games, it doesn't take long to get introduced to the in-app purchase system that fuels the whole thing. In the case of MetalStorm: Online, in-game coins and tokens are the name of the game when it comes to buying the jets you'll be flying, as well as tweaking them out with upgrades. You'll start out with enough credits to buy yourself a starter jet, although you're really limited to one of three that you'll be able to afford.

After picking up your first jet, you'll be ready to fly. In its initial release, MetalStorm: Online includes 3 game modes to choose from. You can either fight against continuous waves of AI-controlled opponents in either single player or co-op modes, or take the fight online via Game Center. Each game you play awards experience points as well as tokens which allow you to buy new jets, upgrades, and more.

The game's simple HUD compliments the controls very well, with virtual buttons for the various functions of your jets oriented intelligently on screen. They're both simple enough, and feel standard enough that if you try out MetalStorm: Online and you've played any other iOS combat sim you'll pick things up instantly. Evasion is handled in a clever way in MetalStorm with swipe-based gestures to perform various rolls, dodges, and quick turns.

While the previously mentioned single player mode is a fun way to learn the game, as the title hints, MetalStorm: Online was made to be played online. Game Center matches work well, and aside from a seldom rogue disconnect, connections have been perfect. Online dogfights can feel a little slow at time, as each of you are circling each other, but few games can rival the rush of a great matchup of an opponent with equal gear and skill… Which really leads me to my one major gripe about the game.

Each weapon you purchase with tokens or coins has an ammo count. Once that ammo runs out you'll either have to re-purchase them again using the tokens you've earned or downgrade to the standard weapons, which compared to the upgrade options are far inferior. You can still win matches against bettter equipped opponents using the basic weapons, but it is very difficult and can get quite frustrating. The game's match maker also doesn't seem to take into account the equipment level of your opponent, so it's not out of the ordinary to find yourself substantially outgunned by players who have invested in IAP.

MetalStorm: Online seems to be truly free to play in that you really can get all the important upgrades by earning the various in-game credits just by playing, but doing so would require some serious devotion to the game. Currently, you receive one coin per level up. In the early levels of the game, this takes around half a dozen matches. The best plane right now costs 300 coins, and saving up for that just by playing just seems unrealistic� Especially considering the whole time you'll likely be outgunned by people who are buying upgrades instead of stockpiling coins.

$5 worth of coins let me get a new plane and some missile upgrades which allowed me to absolutely dominate the matches I've played since, even going three in a row without dying once. Sadly, it seems buying IAP is basically required if you're at all interested in playing competitively online. Comparatively, before I bought my upgrades, I basically just joined games and got owned. I don't feel like I got substantially better in the skill department between the pre-IAP and post-IAP games, and the vast difference in performance feels directly related to dropping five bucks.

This alone would be annoying enough, but you never really feel like you even can save up your freebie tokens earned by playing because you have ton constantly be buying ammo for your weapon upgrades. This ammo system makes it feel like every time you make two steps forward in saving up for something cool without paying, you need to take a step back and buy some ammo to remain vaguely competitive.

The good news is, the whole in-game economy and how games are matched can be completely rebalanced, likely without even issuing an update to the game itself if MetalStorm: Online is running on a similar infrastructure as other freemium games. If that happens, MetalStorm would be an entirely effortless recommendation. Gameplay (when you're not getting totally smoked by people who bought better equipment) is a ton of fun, the graphics are great, and the controls work incredibly well.

Since it's free, you don't have much to lose by trying MetalStorm: Online. You might really enjoy grinding away in the game while slowly earning coins, making most of my IAP-related complaints a non-issue. I just can't escape the feeling that I'm being nickel and dimed for upgrades, ammo, and IAP doesn't seem anywhere near as optional as it should be in a PvP-driven online game where investing real-world dollars can make such a difference, essentially making the game less about skill and more about who has either spent more money or invested more time grinding up coins.

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Here we have it folks, the leaked video below not only shows "Screen Stream" controllers but also Nintendo's second generation Wii or Wii 2 console lurking in the background. Unsurprisingly, there appears to be a docking accessory at the end of the short, silent clip, most likely for controller recharging.

[via Slashgear]

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Nintendo's latest handheld console isn't doing that well in the US, so its no wonder that Nintendo have decided to team up with major store Best Buy to boost sales.

According to latest reports, Nintendo and Best Buy will work together to turn Best Buy stores into 3DS hangouts. Starting from June, 3DS owners inside any of Best Buy's 1000 stores will have free wireless access, and thanks to the 3DS's SpotPass feature, all 3DS owners can use free WiFi to download movie trailers, additional gaming content and exclusive offers. Besides free WiFi, Best Buy will allow its potential customers to try out the 3DS firsthand, so it's obvious that Nintendo wants Best Buy to put a special focus on 3DS in the near future.

[via Ubergizmo]

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Ever since the inception of the App Store, gamers have been crying out for an iOS entry in the ridiculously popular Monster Hunter franchise from Capcom. Indeed, the elements of exploring a huge world, hunting and fighting tons of different monsters, and crafting and collecting an assortment of loot to build up your character would be a great fit for an iOS game. Well, Capcom has officially announced that the series is appearing on iOS in the form of Monster Hunter Dynamic Hunting, reports Andriasang via Famitsu.

While this is definitely great news, die-hard Monster Hunter fans shouldn't get too excited just yet. Monster Hunter Dynamic Hunting appears to be a fairly stripped-down version of what you would typically expect from the series. It focuses on one-on-one battles against the many popular monsters that have appeared in the game over the years, but based on the hands-on video from Famitsu it doesn't look like it contains much of the exploration and RPG elements that the series is known for. Have a look:

At the end of the day, I can't be mad to see that Monster Hunter is coming to the App Store, but it seems strange that Capcom is taking a watered-down approach to the game seeing as it's been proven time and time again that a full-blown experience would be completely possible on iOS devices. Still, limited exploration one-on-one battling proved to be a great combination for Infinity Blade [$5.99], which Monster Hunter Dynamic Hunting looks very similar to. If it's well done, then it may be a fun way to give fans a taste of the franchise while on the go.

Monster Hunter Dynamic Hunting is set to launch in Japan in June, and while there's no official word of a US release I'd imagine it will make its way here sooner or later. The lack of some of the fundamental elements of a Monster Hunter game is disappointing, but we'll reserve full judgment until we're actually able to play the game ourselves. Until then you can stop by the upcoming thread in our forums to voice your own opinion about the game.

[Via Andriasang]

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The folks from PocketNow pits the latest Samsung Galaxy S2 flagship up against the 'gold standard' iPhone 4. When I review mobiles, the first feature I look at is the screen quality. Many think the iPhone 4's retina display is unbeatable but I personal think the new Samsung's WVGA still puts up a decent fight though with less PPI. Check it out below…

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You might just lose yourself in the caverns of Spoing [99� / HD] Chillingo's newest platformer is a moody affair that sees you playing the titular Spoing, a spiky ball with a lot on his mind. Someone's stolen all the rainbow diamonds on his watch, and he needs to gather them up and find the thief.

To solve this mystery, Spoing travels through long, dark caverns and seeks out friends to guide him. He travels by bouncing from one elastic platform to the next, with your help to aim him (similar to the mechanic in Parachute Ninja [99�], among others). You can also collect green gems that let you create your own platforms. Sometimes the path will be laid out for you, other times you'll be forging your own way through the caverns. Occasionally you'll need to choose the best path from a few different options.

You'll need to choose wisely, because your performance is rated by how long it takes you to reach the rainbow diamond at the end of each level. You earn Level Points based on your speed. Getting one or two is pretty simple, but the third is often a serious challenge. To master a level you'll need to earn three Level Points and make it through the level without hitting a wall or a monster. You'll be well-rewarded for your success � each level has its own Crystal/Game Center leaderboard and an achievement for mastery.

If gameplay alone isn't enough to keep you going, the lonely environments and minimalistic music might draw you in. While the game offers four built-in music tracks and the option to play your own tunes, you'll be missing out if you don't plug in your headphones and play with the ambient track. There's no rhythm integration, but the music blends beautifully with the sparse piano-note sound effects. It's the perfect soundtrack to accompany your journey through the deep, dark caves of Spoing.

Despite all that, I can't help but feel that games2be, Spoing's developers, spent a too much time on building levels, giving us 50 to explore, while spending too little time differentiating them. The difficulty goes up and down by the level so there's no feel of steady progression. And the environments hardly change at all. This wouldn't be too bad, but you may find yourself grinding to hit experience and Level Point milestones to progress at times. Replaying levels only to unlock the next group of near-identical levels is disheartening

Spoing also suffers from a bit of a clumsy story. The dialog is clunky, so it's probably for the best that there's very little of it. Mysteriously, I also couldn't find the ending. Despite the long set up for a climactic showdown with the rainbow diamond thief, I finished all 50 levels and found nothing. No ending scene, no indication of what to do next, just an open invitation to keep playing. I played a bit longer, hoping to reach whatever milestone the game expected me to have hit, but I never found it. I don't know if this is a bug or if I just needed to keep replaying levels, but it was pretty disappointing.

When it comes down to it though, it's not story that will keep you progressing through Spoing's 50 levels, but solid gameplay and enticing (if repetitive) atmosphere. While I'd love to see more variety in the level dressing, I can't really complain. Spoing gave me hours of fun that always stayed challenging, and that's the core of a great gaming experience. Hopefully games2be will have the chance to improve the game around that core in future updates.

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This massive bundle of Wednesday release bundles has so many awesome games in it that I'm just going to order them alphabetically since I'm not even sure which game I'd want to list first if I were ordering them in order of which I want to play first. I think I want to play Bumpy Road the most, which works out well, because it's also first when sorting these games alphabetically!

If this is your first Wednesday as an iOS gamer, here's how this all works: Developers can either set their games and apps to be released the moment they're approved by Apple, or they can set a future release date. Since the App Store is a global market, games with a release date of 5/19 are released first in the first place in the world where it's the 19th. In this case, that's the New Zealand App Store. All of these games will slowly be available as it becomes the 19th in your area of the world, or, if you're in the USA, 11:00 PM Eastern tonight.

Bumpy Road, $2.99Forum Thread � Every now and again a developer comes along with gameplay that centralizes around a control method that makes you say to yourself, "Why didn't someone think of this before?" Bumpy Road is a platformer of sorts that is controlled by touching the screen which manipulates the ground which, as the title suggests, creates a bumpy road for a car to travel down. By creating these bumps, you're able to make the car bounce to other platforms. It looks really clever, and I can't wait to give it a try. Oh, and to make things better, it's even universal.

Candy Train, FreeForum Thread � What's better than a PopCap game? How about a free PopCap game? Candy Train seems to have similar gameplay to a lot of other train routing games on the App Store, but if there's anything PopCap is good at, it's taking established gameplay and making it impossible to put down with a thick payer of… PopCap magic. PopCap has had such a great track record of awesomely fun games that I'd blindly download this game even if it weren't free.

Casey's Contraptions for iPad, $2.99Forum Thread � I've been anxiously anticipating this game since we first got a look at it at GDC. Since then, it's been a difficult wait as my Twitter feed has been filled with horribly teasing tweets from beta testers. Casey's Contraptions is a cartoony physics puzzle game that asks you to complete various puzzles with elaborate Rube Goldberg contraptions. Aside from a level creator, you can also see how your friends solved puzzles, as there doesn't seem to be a single solution for any of the included 70 levels.

CHAOS RINGS O, $11.99 / HDForum Thread � Square Enix's continuation of the iOS-exclusive game Chaos Rings. Aside from the irritating to type "O" character in the title, Chaos Rings O also comes packed with a whole new story which actually takes place 10,000 years before the previous game. Squeenix has a whole array of updates planned too, which are all outlined in the iTunes text. 7 monthly updates are scheduled, most of which add a "secret boss" and up the level cap.

Draw Jump, 99� / HDForum Thread � A jumping game by EA, which according to the iTunes description, is totally green. Instead of your character being powered by fossil fuels, he's apparently completely carbon neutral since he jumps using trampolines that you draw on screen. It seems like a weird angle, but I can still sink a stupid amount of time into jumping games.

Ink Ball, 99�Forum Thread � The art style of this puzzle game is really cool, and I can't wait to see it in motion. Gameplay revolves around funneling the ink on screen back into a inkwell. It seems like you're able to draw lines on screen to modify the flow of ink on screen, and doing well involves using as few of these as possible.

iQuarterback 2, FreeForum Thread � A free game that revolves around tossing footballs, as you might have guessed from the game's title. By earning fame in-game you can unlock a ridiculous amount of things ranging from items for your character all the way to full stadiums. A bunch of different game modes are included too.

Kung Fu Panda 2: Be The Master, 99�Forum Thread � So what do you do if you've got what will likely be a mediocre sequel to a movie and you want to release a mobile game based on it? Apparently incorporate both Fruit Ninja and Mega Jump. Two shockingly familiar mini-games are included in the initial release, and it looks like two more will be coming with updates. I wonder what Jack Black thinks of all this.

Orions 2: The Deckmasters $2.99 / LiteForum Thread � The sequel to the original Orions is here. The first game had a considerable following on our forums, and it will be interesting to see how much of that transfers over since as many thought a significant amount of the changes and additions in the sequel were going to be updates to the initial game. Regardless, Orions 2 is a similar card-based battle game. There's full online multiplayer, hundreds of cards, and even a full single player campaign.

Storm in a Teacup, 99�Forum Thread � Sure, there might be a lot of platformers on the App Store, but how many of them have you piloting a magical teacup around? None that I can think of! I'm digging the art style of this game, I just hope it controls well.

TNA Wrestling iMPACT, $4.99Forum Thread � To say that wrestling games on the App Store haven't been that great would be a bit of an understatement, but there's always time to turn things around, and TNA Wrestling iMPACT could be the wrestling game that fans have been craving. It's got the ability to create your own wrestler, and then enter a career mode with that wrestler… but why would you do that when you can just play as Hulk Hogan doing these crazy kicks like the above screenshot!?

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Back in March, experienced iOS pinball developer Gameprom released their newest pinball offering into the App Store called War Pinball [99�/HD]. Like their previous games, War Pinball contained gorgeous 3D graphics, complex table designs, and a decent physics simulation, at least as far as video pinball games go. The game featured 3 different tables that were each themed after a popular war movie � Navy Seals, Missing in Action, and Platoon.

We really liked War Pinball in our review, and today a new update is available that adds a couple of interesting features to the game. First off, it now has Game Center integration with leaderboards for each table (as well as one for the Platoon mini-game) and more than 50 achievements to earn.

The other big feature in this update is a TV-Out capability for both the iPhone and iPad versions of the game. Retina Display devices will output the game in a scaled back HD resolution when played on a TV, but iPad 2 owners can run the game in full screen HD resolution. The TV-Out feature has been a welcome addition to other games like Real Racing 2 HD [$9.99], Chopper 2 [$2.99], and various other games we tried. It's certainly a cool function to now have in one of my favorite iOS pinball games, and to be honest I wish every game offered this option.

The following trailer was actually recorded straight from a television running War Pinball HD from an iPad 2:

Owners of Gameprom's Pinball HD [99�/HD], the collection of their 4 previous pinball games contained in one app, can look forward to getting the Game Center and TV-Out treatment in the very near future as well. For fans of pinball games I can easily recommend War Pinball as it's definitely my favorite of the Gameprom titles so far, and now you can earn you Game Center achievements and compete on the leaderboards on the big screen in your living room.

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It's been some time since i last had a Sony Ericsson smartphone in my hand. After the desaster named Sony Ericsson Xperia X10, i was almost frightened to go back to SE again. Sony sure had it's qualities, but they kinda missed it with the X10. big time.�Fast forward into 2011, Sony Ericsson seemed to have learned from their mistakes and CES was a first sign of things to come, with the introduction of the Sony Ericsson Xperia Arc. Slim, sexy and Gingerbread under the hood. A recipe, i thought, could breath new life into SE's Smartphone division.

Impressed with SE's latest try, I was eager to get my hands on the Arc. It attracted me in many ways. Even more so, when i had my hands on one shortly at the Sony Ericsson on Ice event some time ago! The time has come, when the fine folks of Sony Ericsson's PR agency (thanks Marlene!) thankfully sent a review unit over.

So did it live up to it's hype? Read on, once again divided into hits and misses (which will follow up later on):

Sony Ericsson Xperia Hits:

Form Factor: Although I'm no fan of the material choice (more on that later on), i gotta say that the 8,7mm body (on the thinnest spot) is really hitting one of my weak spots. I've always been a big fan of slim, sexy devices, and the Arc is definitely that. With only 117g it's very light, and features a good size, 125 x 63 mm. SE made sure to not waste a lot of space above and below the display, so the phone was not made unneccessarily big. Yes, big fan there.

The Battery: Yes, i know there's the Samsung Galaxy S 2 too, but cramming a 1.500mAh battery in such a slim device deserves a mention. The battery is ridiculously thin, yet a very powerful solution, compared to devices with a desperate need of some extra juice. Yes, i'm looking at my own HTC Desire HD right now. Battery life was decent, and without Juice Defender, i was able to get through a whole day. i like, a lot.

Display: Sony Ericsson has equipped the Arc with yet another next step in technology, the so called Reality Display, powered by the mobile Bravia engine. Promising less noise, enhanced colours and richer contrasts, SE really went into town here. The 4,2? 854�480 pixels LCD-screen does indeed promise a lot � did it deliver? Yes, partly. For once, i gotta say that this has to be one of the best LCD-screens around. Mind you, things are different when coming from more extreme viewing angles, which just happens if the screen is backlit, but in normal situations, the display was very, very good. Colours and even black tones are very good, readability in sunny weather conditions equally good. It's difficult to see big differences when the Bravia Engine is on and off (which apparently happens when looking at pictures and videos), but still, i am impressed here.

Camera: Ladies and Gentlemen, what you are looking at, is undoubtedly the best camera I have seen so far on an Android Device. The 8 MP, Exmor R sensor-equipped camera comes with a single LED flash (no dual solution, for reasons unknown) and some neat little software features. Pictures in daylight turn out to be very good, although sometimes a bit oversaturated pictures. If you compare the Nokia N8 with the Sony Ericsson Arc, you will notice that the N8 is producing the pictures in a more realistic color tone, while the Arc gives each picture a more vibrant color. Don't get me wrong here, the Nokia N8 obviously remains king of camera phones, but compared to some of cr*p I have seen on other Android devices, the Arc is a very, VERY welcome change here.

The Exmor R sensor helps when the light isn't that great anymore, and while most cameras struggle in poor light situations, the Arc did a surprisingly good job. It's no thing of wonder, but still works decently. The LED flash is not exactly powerful, but with the addition of the new sensor, things usually turn out very nice. The camera app has been overhauled by Sony Ericsson, equipping it with features like an auto-scene mode, touch-to focus, etc. The auto-scene mode is especially nice, given that it even chooses between normal or macro mode! Videos are shot in 720p HD resolution at 720p, complete with continuous autofocus.

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(For more camera shots of the Sony Ericsson Xperia Arc, click one of the pics or this link to get to my Flickr Set: Sony Ericsson Xperia Arc cam shots)

Android 2.3 aka Gingerbread: Everyone who follows the mobile scene a bit, may remember the desaster of the Sony Ericsson X10. SE decided to overhaul the UI heavily, instead of being up to date. With the Arc, SE has learned from past mistakes, equipping it with Android 2.3.2 out of the box, with all it's goodness and apart from that, promising faster updates for their devices. Alongside some of the new features, like for example an overview about all used homescreen widgets via pinch to zoom, Gingerbread gives every Android phone a notably better battery life, which is always appreciated when using one of those powerhungry Androids. Another new feature I've found out, is a new E-Mail preview function (which does not work in the Gmail App). This can be brought up using the menu button while at your mail list, in either portrait and landscape, or landscape only and gives you a very cool drag down preview of the selected E-mail. I'll show you what I mean in a video in the next couple of days.

Now let me make one thing perfectly clear: The UI definitely looks pretty. Everything is animated nicely, and it's fun to use, HOWEVER, it's certainly not as functional as f.e. Sense UI from HTC, which is by far my favourite Android experience. Therefore yes, having Gingerbread is great and even though it's working almost flawless and fluid, you will find the software part also in the second part 2 of my Arc review, which covers everything I wasn't so happy about.

Sony Ericsson life.contacts: This is more an app than a feature, but since this one comes from SE, I definitely wanted to mention it here! life.contacts is a simple contacts widget, bringing up your frequently used contacts. The contacts will get resorted once you talk more to other people, so you always get your latest displayed. The widget comes now in 3 sizes (small, large and XXL), and gives you every possible connectivity feature for those contacts. Another gimmick is the notification email, which drops by, whenever you missed a call or received a SMS. Might come in handy for some people, but I found it rather annoying after some time, so thankfully this can be switched off. This widget comes from Sony Ericsson, but works on all Android devices (or at least on everyone I've had my hands on lately!)

As you can see, there is a lot of things to like about the Sony Ericsson Xperia Arc. I certainly love the slim package, the very good camera, and even the Display which performs nicely even if it's no AMOLED unit. But, as usual for my reviews, there are things I was not happy about, so make sure to check back in a few days, when I'll show you what I didn't really like about the Arc!

Find my picture gallery of the Sony Ericsson Xperia Arc over at my Flickr page: Sony Ericsson Xperia Arc Gallery

Find a constantly updated Flickr set with camera shots by the 8MP camera of the Arc here: Sony Ericsson Xperia Arc Camshots

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Ok, I know what you're thinking, and yes the zombie thing has been really played out already. But the fact remains that the walking dead make perfect cannon fodder for shooters. And in the case of the upcoming Call of Mini: Zombies from Triniti Games, the theme is pulled off with just enough style that I might actually be able to tolerate yet another zombie game.

Call of Mini is a 3rd-person dual-stick shooter. I think our forum members said it best, noting that the gameplay looked like Battle Bears -1 [99�/Lite] mixed with Minigore [Free/HD] with a little bit of the upcoming game Deadlock peppered in by way of upgradeable weapons and gear. Take a look at the trailer to judge for yourself:

According to the developer, there will be 13 different weapons in Call of Mini, 8 playable character types each with their own distinct traits, and 12 types of zombie breeds to blast away at. It will also contain full Game Center support with leaderboards and achievements as well as Retina Display and universal iPad support.

No other details are known regarding single player modes or the inclusion of multiplayer, but Call of Mini is set to release sometime this month so we won't have to wait too long to find out more. Based on the trailer it looks like it could be pretty cool, and players in our forums seem to agree. We'll keep an eye out for Call of Mini: Zombies and take a closer look once it hits the App Store later this month.

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