If you're a Nokia fan, you'll be pleased to hear Pocketnow have revealed leaked ads of what seems like the first of Windows Phone 7 powered the Nokia smartphones soon to be launched later this month. According to the ad, the Nokia 800 is equipped with an 8-megapixel camera, although other specifications are still unknown.

There is a blue Nokia 800 in the second image, which implies the phone will be, in typical Nokia fashion, available in several different colours. Might Nokia also decide to bring over their aluminum unibody design from the N8? Unfortunately we haven't got any more info apart from the above, but the wait will soon be over for Nokia fans on Oct 26th when Nokia World kicks off in London.

[via Pocketnow]

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I used to love strategy RPGs but as age has warped my enthusiasm so has it stolen my patience for all the genre's clutter, meandering UI constructs, same-y production values, punishingly difficult fights, and oftentimes tedious leveling systems. The Game Bakers' Squids [99�] is a great change of pace. It's a kinetic, clean, charming, and particularly streamlined entry in the aging genre that has a ton of character, fun, and unique constructs to share. If it wasn't for the weird payment model, it'd be just about perfect.

Squids' setup goes a little something like this: in a troublesome period of squid life, you'll be tasked with stopping an evil black ooze that threatens to destroy civilization with its ooziness. To accomplish this great deed, you'll need to assemble a team of eclectic and multiple-armed things, all with different abilities and varying degrees of awesome, and take the fight to the core of the conflict.

There are four classes in total � the scout, the healer, the brawler-dude, and the gun-guy who can hit enemies at massive range. It's a pretty uninspired setup saved by Squids' inventive, grid-less, and active combat mechanic. Instead of moving space by space, you'll be flinging your squids into enemies and areas of interest in the environment that contain goodies. When you connect with a foe, you'll do damage according to a bottom-line. A stamina bar keeps you from endlessly flinging around the map to and fro and allows for turns. Enemies do the same.

Combat manages to remain consistently interesting throughout the experience, as the maps have a ton of surface area and even the more modest flings cover a lot of ground. Positioning your characters takes as much style and touch as it does thought, and you've got an entire map to work with, as opposed to constricted and designated kill zones featured in other similar games. You'll also need to contend with the lack of level borders. Squids is fond of holes as much as it is of its pinball-like physics engine. When you make contact with an enemy, there are physical repercussions as the two (or more) of you spin off. Knocking foes off the ledge-less levels is a valid play strategy, but same goes for the enemies.

All blended together, Squid's combat ends up being delightfully action-heavy, while still remaining a strategy game at its core. Individual fights never dance with monotony because you're always moving around the breadth of a map, frantically avoiding edges and attempting to position yourself for rounds that'll hopefully swing in your favor. The level design in particular is huge for the combat: Squids boasts a ton of colorful and intricate environments with not-so-subtle zones you can "capture" and control, as well as traps you can exploit.

Keeping true with conventions, invisible dice-rolls and statistics provide the groundwork for the damage dealt and taken. The currency for leveling up is the pearl, which you'll receive for every downed opponent and find scattered around in the game's world.

This currency rubs me the wrong way: it's monetized and the balance of the game often reflects that. At some point, you'll be aching for parity in conflicts, and the only way to get it in a reasonable way is to spend real-world coin on the fake-world currency. You'll also be asked to buy the things you find in levels, including new party members, with Pearls as well, which ratchets up the need to always have more. It's hard to agree with this kind of approach considering that the game asks for money from the get-go and then doesn't give you some sort of exclusion from the profiteering systems in the process.

While Squids might suffer for its off-kilter payment model, it doesn't make any sacrifices on the visual front. It's a delicious, warmly crafted game that has an indescribable charm and whimsy that springs from its painterly look. It's gorgeous, and all of its constituent parts, including the animations, the cutesy writing, and the sound production, support its style and tone spectacularly well. It's an impressive feat.

The strategy RPG is, like, my arch-nemesis. I want them until I actually play them and start remembering why I dislike them while wading through their overbearing setups. Squids is remarkable in that it cooly throws out a lot of the garbage I associate with the genre and turns it on its head with a kinetic combat mechanic that keeps you in control without sacrificing any strategy. If it wasn't for a wonky layer of in-app currency, I'd be screaming about its greatness. Instead, I can only tell that it's definitely a good game with a fresh approach, but it's a little rough around the RPG edges. I think you'll like it, though, model be darned.

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Remember WAAYYYYYY back, oh I don't know, like, 9 hours ago when we told you that the Unreal Engine powered first-person shooter Warm Gun was hitting the New Zealand App Store and slowly worming its way throughout the world? Well, those sentiments have just a bit more meaning now for those of us in the good ol' US of A as Warm Gun [$4.99] and its free spinoff Carnival of Bullets [Free] are now available in our little neck of the woods.

In fact, the release has hit a few bumps in the road, as a representative from the game's developer Emotional Robots has explained in our forums that an old version of Warm Gun was accidentally loaded up into iTunes Connect and for a good chunk of its international release customers had been unknowingly buying this incomplete early version. Emotional Robots took swift action and have replaced that pre-release build with the proper one, so things should be all good with downloading the correct game going forward. If you happen to be one of those who downloaded the improper version earlier, you might benefit from deleting the game entirely and re-downloading the new version which is up in the App Store right now.

In case you've missed it before, here's the trailer for Warm Gun followed by the trailer for the free Carnival of Bullets single player demo:

As we've said previously, we'll be hopping online in the next few days to dig into the multiplayer-centric gameplay of Warm Gun and will bring you a full review of our findings soon. The reaction to the game in our forums has been decidedly mixed. Some players are having a blast, with the game performing well technically and matches online being mostly lag free. A larger group of players are feeling the opposite of that. Many are complaining of performance issues on their devices, with laggy framerates plaguing both online and offline matches. These issues could be due to Emotional Robots having to make some pretty extensive last minute changes to the game right before release, and they have already committed to addressing all feedback and updating the game frequently to make sure it can be the best that it can be.

While the negative issues are troublesome, they also aren't completely unheard of when dealing with such a technically intensive game like Warm Gun. However, I feel confident in Emotional Robots' pledge to give the game plenty of tender lovin' in the coming weeks. If you find yourself intrigued by Warm Gun but aren't sure how your particular device will handle the load, your best bet is to check out the free Carnival of Bullets to gauge performance.

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On this week's bonus episode of The TouchArcade Show, The Bearded One joins me in a delightful conversation with Simutronics' David Whatley and Nathan Lutz. At the top of the show, we dig into the past of the St. Louis-based studio and look forward as it embraces iOS and expands its inaugural App Store game, Tiny Heroes [$1.99]. We also have a hearty discussion about free-to-play models before we dig into a very special TouchArcade-themed unlock in Tiny Heroes.

This was a really, really fun interview and we think you guys will like it. If you'd like to listen, go ahead via direct download or in-browser streaming below. If you're feeling froggy, go ahead and subscribe to us on iTunes and the Zune Marketplace.

iTunes Link: The TouchArcade Show
Zune Marketplace: TouchArcade.com Podcasts
RSS Feed: The TouchArcade Show
Direct Link: TouchArcadeShow-Bonus-020.mp3, 25MB

We'll be back in your earholes this Friday for another regular episode of the show. Also, be prepared for another bonus next week on top of yet another regular show. Content! Oh! And hey, send us your e-mails: podcast@toucharcade.com.

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