In early March, Galoobeth Games first announced Aralon: Sword and Shadow on our forums. It wasn't until two months later that it popped up on our radar when Crescent Moon Games mentioned they were taking the game under their wing to undergo what they described as an "extreme RPG makeover." Since then, there have been some amazing before and after screenshots released, but it wasn't until we saw the new trailer and the original trailer back to back that our jaws really hit the floor. But after nearly 10 months of pre-release excitement, the real question is, does Aralon live up to the hype?

After sinking a stupid amount of time into the game over the last four days, without a doubt, yes, it does. In the world of the App Store, where many games can be described as "casual time wasters", it is beyond refreshing to play a game that has depth on top of depth, a game world that's easily describable as "epic," all with the potential for tons of replay value. Aralon grabs you with a mysterious story beginning with prophecies of shadow and evil, then ropes your character in with the death of Sir Roderick, who expires holding a cryptic letter from your late father.

The game begins with the selection of three difficulty levels ranging from casual to hard. Casual mode reduces all monster health and allows you to level much faster, while hard mode increases all enemy health and slows leveling. Normal is right in the middle. From there, you select one of three races: Human, elf, or troll. The race you choose doesn't seem to make any difference aside from class restrictions and starting stats (as well as the obvious cosmetic differences). Multiple hair, hair color, and face options are included, providing an impressive amount of customization right out of the gate.

So far I haven't focused on powering through the game as much as I have on dabbling in each of the classes: warrior, rogue, ranger, and mage. I've found myself very impressed that not only does each of the four classes play substantially differently, but each class can also be used strategically depending on how you spend your skill points as you level up. Skill points work a lot like a simplified version of World of Warcraft (and similar) skill trees, allowing you to specialize in and beef up various abilities.

For instance, playing as a warrior, you can invest skill points into specializing in using a shield. From there, you gain abilities that allow you to stun enemies by slamming your shield into them. Using a shield, you'll do less damage, but you'll also take substantially less damage by blocking. Alternatively, you can decide to invest points into dual wielding. After that, you can boost your parry rate, and then gain access to stun abilities following a successful parry. Further down the tree yet, there are skills that do bonus damage to stunned enemies, and it's up to you whether you're doing that stunning by whirling two weapons around, or bashing with your shield. Similarly, as a mage you can decide to dump points into powering up your fire elemental which transforms the mage into more of a pet class, or you can say nuts to it and spend points on boosting your sheer damage output instead.

Aralon controls well with multiple camera options including first person, third person, and a third person view with the camera locked behind your character. A bar along the bottom of the screen can be loaded with icons like many RPGs, and casting spells or using abilities is as simple as tapping on them. Aralon boasts an extensive menu system to handle its various functions from a huge inventory, to a map, quest log, the previously mentioned skill trees, and more. Playing through the game involves completing what seems to be tons of quests. Like many similar games, it seems like everyone in the world wants something from you or to do something for them, and there is never a shortage of things to do in game.

The game world is expansive; it's filled with boats crossing oceans, bridges crossing rivers, caves of all kinds filled with all forms of evil and so much more. Crescent Moon Games did a great job reworking the graphics, and it's very easy to just disregard your packed quest log and go exploring to just see what there is to see. There's even a day and night cycle complete with beautiful sunsets that then reveal a sky filled with stars, weather effects, and more.

I'm really not sure how we're even going to begin to truly "review" Aralon: Sword and Shadow. I've spent the better part of four days with Aralon, and I've barely felt like I've scratched the surface of what the game has to offer. Aralon is going to rewrite expectations of RPGs on the App Store, and it's just incredible to think that I'm playing a game like this on my phone. It gets better yet, the initial release of Aralon HD is going to be completely universal, and I've been enjoying the game equally on both my iPhone and iPad. All of the screenshots in this post were taken on the iPad, but it looks just as good (if not better) on the Retina Display of the iPhone 4.

Aralon: Sword & Shadow is scheduled for release on December 16th for $6.99.

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After announcing it during Nokia World 2010, the Nokia C7 gathered a lot of fans, thanks to its slim profile, elegant looks and impressive features. However, I have to admit that I wasn't charmed personally. So when I got the first C7 in my hands, the Charcoal Black one, I was anxious to see how the press release picture would translate into a real device, and it simply left me annoyed. The whole device looked like a black rock that has been squished and smoothed, or a Nokia E66 (which I like) that has been thinned by a rolling pin (which I don't). Plus, the all-black look was so bland with no charm and no character. It's safe to say that I wasn't a fan.

But as luck has it, I got to exchange my review unit and the second one ended up being the Frosty Metal version of the C7. And boy does a simple color change make a difference! I love the "white" C7, absolutely love it. It's classy in all the right ways, and the silver/white mix gives it an incredible icy cool feel. The photo gallery here is to share with you all the beauty of this awesomely crafted device.


The Nokia C7 is part of Nokia's new arsenal of Symbian

Last December we reported that legendary, long-time game developer Jeff Minter of Llamasoft had fixed his sights on the iPhone, adding it to the extensive list of platforms for which he has developed games over the past 30+ years. We recently checked back in with Jeff to see how things are coming along and were pleased to hear that his first App Store release is just weeks away.

In our earlier story, Jeff shared his feelings about working with the iPhone platform.

I enjoy working on the iPhone because it's capable and interesting and the ergonomics make you rethink things a bit. I really don't like games that just try to replicate analog thumbpads on the touch screen � although some of those controls are very well done nonetheless I always feel a bit awkward sliding my thumbs around with no accompanying tactile feedback. Plus there's the added and inevitable disadvantage of having to obscure the screen you're trying to play on. I'm interested in developing stuff that's playable with the accelerometers and uses touches appropriately but sparingly and in a way that doesn't upset the view too much.

At the time, Jeff was working on a Time Pilot-style multidirectional shooter which was serving as a testbed for the general iPhone game engine he was in the process of putting together. Since that time, he has taken his impressive Neon "light synthesizer" engine, which powers the XBOX 360's music visualizer and excellent�Space Giraffe title, and taken it to the next level in the form of the new Neon 2 engine for iOS.

According to Jeff, Neon 2 is much improved as compared to the original, featuring a much cleaner framework and much more bang-for-the-buck in terms of shader usage. (Neon 2 exists for the PC and soon the Mac as well, so let's cross out fingers for Mac App Store goodness from Llamasoft.) And, it is upon this new engine that Solar Minotaur Rescue Frenzy, Llamasoft's first iPhone game release, has been built.

Solar Minotaur Rescue Frenzy can be succinctly and quite accurately described as: Asteroids meets Spacewar! on an Atari VCS. With minotaurs. While seeing trails. I could really stop there, as far as the game's description. Of course, the drippy trails part is pretty standard for Llamasoft games, but the minotaur element � that's a new twist. (It's usually llamas or giraffes.) But, I'll share a bit more detail in the interest of thoroughness.

The game, which is a Universal app that natively supports both the iPhone and the iPad, consists of an active starfield play area with a sun at the center. In its core gameplay mode, you control an ever-firing ship that can fly about this starfield (wrapping at the edges) and is affected by the intense gravitational pull of the aforementioned sun. And so, too, are the asteroids closing in from the edges. Your job is to blast apart these asteroids (as opposed to slamming into them), some of which contain minotaurs that must be rescued before they drift into the sun. The closer to the sun a minotaur gets before you rescue him, the more points you gain for said rescue. The more minotaurs you rescue and the closer you are to the sun, the faster your auto-fire tosses out rounds. The occasional enemy saucer passes through, shooting at you and dropping mines, to mix things up. A touch-anywhere control pad puts you in the pilot's seat.

In addition to the core gameplay mode,�Minotaur Rescue features three other playmodes, as well. There's Deep Space Minotaur Madness which is like the above, but with only the Asteroids elements in place (plus minotaurs) � no sun and associated gravity. And, perhaps oddly, there's also the Tanks! and Jets! modes, which are like the simple, core playmodes of the pack-in Atari VCS cartridge Combat. But, of course, with minotaurs to pick up along the way.

I've spent quite a bit of time with the ad hoc build Jeff provided us and have been loving it. But that's in solo play. The iPhone version also offers a two-player mode (on the same device) while the iPad version allows four people to get in on the action at once. If only I had four friends.

As mentioned previously, graphically, everything looks (and sounds) like an Atari VCS game. And that's by design. In fact, Jeff has rather strong feelings about the modern-retro aesthetic, and had this (and a lot more, actually) to say about it in the game's About screens.

The goal of the Minotaur project is to make new games in the style of the old hardware, but with none of the limitations of the original platforms and a thoroughly modern heart inside giving gameplay sufficiently rewarding and involving for today's players.

We've begun in the VCS-era and this first game is presented on the entirely fictional 'Ataurus TVC 2605' which uses primitive graphics shapes but allows for an effectively unlimited number of them on screen, and also for some fullscreen feedback effects. Things that would have been entirely impossible back in the day.

The fact that so many games try to look like Geometry Wars, a game whose look was designed specifically to evoke the sparsely abstract games of old vector systems, shows that there is still a desire of players to play once more in that pure, symbolic space, deliberately far from any though of realism.

As suggested, Llamasoft's intention is to develop and release numerous titles featuring retro gameplay, progressing forward from the Atari VCS aesthetic to the VIC 20, Commodore 64, and beyond. Future games would be based on the Neon 2 engine, as well, but offer perhaps more dynamic graphical effects, as Jeff indicates that they took it fairly easy on the eye-candy in this first iOS release out the gate. A forthcoming iPhone 4-specific, Neon 2-based "toy" that Llamasoft will shortly be releasing will go a long way towards showing us what this new visualization engine is capable of. It's all basically a dream come true for retro junkies like myself.

Have a look at Jeff demonstrating Solar Minotaur Rescue Frenzy on an iPad, an iPhone, and a big-screen PC in an interview with Retro Gamer magazine's Darran Jones.

The developer indicates that there's about a week of work left before Minotaur Rescue gets submitted to Apple. In that time, online leaderboards will be added and there's a chance that a one-ship survival mode will make its way into the game. Minotaur Rescue should be available for download just about at the turn of the year.

Now, while what I've presented here is a somewhat longwinded song of praise for Llamasoft's first iPhone release, it's true that it will likely only appeal to those who can appreciate the retro aesthetic. And that's certainly worth noting. But, I would encourage causal gamers who might be curious as to why I would run on so about a game that looks 30 years old to try and appreciate what the developer was going for in designing this title. There is a purity and a distillation of enjoyable gameplay to be found here and also, I expect, in the forthcoming titles we should be seeing from Jeff Minter in the coming months.

And as for the Time Pilot-like game we saw demoed a year ago? A Neon 2-based rework of it should be among the coming Llamasoft titles. Stay tuned.

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Mac App Store will be launched soon and all of us are well aware of this fact but nobody is sure about the exact launch of Mac App store other than Steve Jobs probably. If the inside sources of AppleTell are to be believed then Apple is working hard to launch the AppStore for Mac by 13th December so as to tap into the Christmas Holiday period although they have already missed out on the well famous black Friday.

An inside source has just told us that Apple is targeting a Monday, December 13th launch of the Mac App Store. The company apparently told developers to have their software prepared for a launch as early as Monday the 6th of this month, but our contact would be shocked if that happened at this point. Apple has made no official announcements regarding this, and delays could always happen, but there's a push to be launched before Christmas, well ahead of the previously estimated January release.

Mac OS X 10.6.6 will be the minimum requirement for end users so as to use the Mac App Store and Apple is pushing it hard to have this up and running as soon as possible.

[via MacRumors]

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