Czech development studio Cinemax has recently released a rather unique sort of role-playing game for the iPad. Designed to feel like an oldschool video game machine, Journey of Fortune: Dragon's Fire [App Store] seeks to turn your iPad into a digital board game. And here, it succeeds.

The game, which can be played solo or against up to three other people on the same device, puts you in the role of a mage (or magic user) on a perilous journey to kill the dragon and save the princess. Your journey is marked by an illuminated indicator somewhere among the 67 "lights" that make up the meandering path to victory. The lights are set in an illustrated, vertically scrolling "board" that artfully indicates what perils and actions / bonuses lie where, along the way.

Journey of Fortune is a dice-driven game, but the roll-of-the-die mechanic is handled via an illustrated wheel that spins with a finger-swipe. You progress forward along the board the number of paces indicated by the die face on the indicated wheel segment. You may end up landing on an uneventful spot along the path, but more likely you'll encounter a beastie to contend with, a bonus of some sort, or a teleporter that sends you many paces back whence you came (which, though frustrating, mixes up and extends the gameplay nicely).

When an enemy is encountered along the way, it's time for combat, and that's also handled via the spin-wheel dynamic. In combat mode, artifacts of both offense and defense become illuminated along the wheel, and a spin determines what your next combat move will be. These consist of:

  • Melee Attack: Magical Dagger and Sword
  • Attack Spells: Fireball, Lightning, Wall of Fire and Poison Strike
  • Defense Spells: Heal, Heal II, Shield, Shield II, Mana, Mana II and Fear

In standard RPG fashion, your character has a certain level of Hit Points and Mana at any moment. Sustaining a monster attack drains Hit Points, and casting spells saps your Mana. Both can be recovered by Defense Spells on the wheel and by landing on certain bonus spots on the board. The combat wheel also allows you to indicate how much Mana the next attack should use, the more the mightier your attack, of course.

While I enjoy spending a bit of time with a nice RPG, they're really not my forte. I just don't have the time to put into them. And I've never really spent any time with RPG-style board games. But Journey of Fortune is strangely appealing to me. The single-player game (how I've spent my time here) hits the ground running and moves things along at a pace that seems well suited to play on a mobile device, where you're not really looking for a game consisting of hours upon hours. And, for a title that strives to deliver a digital board game experience, what device is more ideal than the iPad? It's a game that feels quite "right" for the platform, but this first release is not without a few issues.

The game takes a little while to get the hang of, on first approach. The title screen provides a brief list of play rules, but it doesn't send you into the game feeling very well educated. Gameplay is a fairly straightforward affair, however, and a sufficient comfort level shouldn't elude most gamers for very long. The developers, who are active in our forums, indicate that they'd like to improve the help / hint system in a future update, but prefer not to employ any sort of window overlay, which would shatter the board game feel of the title. Another criticism I might raise is the lack of a save feature; when you jump to another app, the game is gone for good. However, the developer indicates this will be remedied in the game's next update. Global leaderboards and a choice of difficulty level for the single-player mode are also on the way.

That said, Journey of Fortune: Dragon's Fire has quite impressed me. I've found it to be surprisingly engrossing to play and a title I would reach for to demonstrate the iPad to a friend unfamiliar. It's an experience I can recommend to any iPad gamer, even if RPG's aren't their thing.

If all this sounds appealing, today would be the day to jump, as Journey of Fortune: Dragon's Fire is on sale (today only) for $.99 � 75% off the standard $3.99 asking price. A brief video of the gameplay can be seen here.

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We've been following Tasty Poison Games' Pocket RPG thread in our forums for quite a while now, and Crescent Moon Games just announced their intent to publish the game. Crescent Moon has quite a bit on its plate right now with a massive list of both recently released games and upcoming titles, but it's hard to not get excited over the potential of Pocket RPG, especially with the Crescent Moon team onboard.

The name of the game in Pocket RPG seems to be complete randomization, and is designed for games to have between 20-30 minutes of randomized dungeon crawling before starting over again. Three classes are included, each with a different play style and user interface. The Blade Master turns the game in to a melee-heavy hack and slash, the Dark Ranger behaves more like a dual stick shooter, and the Battle Mage plays similar to Solomon's Keep [99�]. There's a combo system with damage bonuses that stack as you slay more and more enemies, and I've been told there is tons of looting.

The loot you equip changes your characters stats and weaponry, resulting in tons of different possible combinations. An example we were given includes a Blade Master picking up a fire sword with a vampiric ring, a ring of strength, and a ring of cone damage. After placing a rune of speed on the fire sword you would be swinging like a maniac, spewing fire everywhere, doing extra damage, and sucking hit points with every attack… That is, until you meet up with a fire monster. Then, attacking will heal them.

Pocket RPG, oddly enough, will likely launch first for the iPad. According to the developers, iOS 4 on the iPhone 3G caused too much of a performance hit for them to release the game without further optimization. Regardless, both versions of the game are still in development and they hope to launch before Christmas. I love randomized games like this, and really can't wait for the discussions on our forums regarding which magical effects are best to stack for each class.

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We all know that Japan is the land of robots and this latest creation shows that Japan is trying to put its robots on a whole new level. Today we have another robot that comes from Japan, that can look and sing like a real human being. We already saw robots from Japan that can mimic our looks, but now robots can sing as well as humans. The robot is known as the HRP-4 diva bot and it will match the sound of an actual singer as well as singer's facial expressions. In order to achieve this, HRP-4 diva bot is using VocaListener program to watch human mouth and to memorize particular notes.

Besides that, this robot is using Vocawatcher algorithm that examines facial tics and motions that follow the each note. We can only say that HRP-4 diva bot looks and works amazing, but it remains a question what future holds for this robot.

[via Ubergizmo]

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This isn't the first time that the soundtracks from iPhone games have been sold on iTunes, but this is the first compilation of indie iPhone music that I've seen that has been sold as an album. Atomicon's 1337 Mobile Game Music! Volume 1, aside from having some seriously awesome album art, also has some pretty great tracks:

  • Rocket Ride from Spazzle II
  • Battle Against the World from StarDunk
  • Galcon Theme from Galcon
  • iBlast Moki Theme 1 from iBlast Moki
  • Abduction from Marblenauts
  • Compression Theme from Compression
  • GeoSpark Theme from GeoSpark
  • iBlast Moki Theme 2 from iBlast Moki
  • Lift Me Up from Super 7
  • Pork Pie In The Sky from Spazzle II
  • Training from StarDunk
  • All too often it seems that we just take the background music of these games for granted (or just flat out play with it off), and it's cool to see the musicians of these indie iPhone games getting a little extra recognition. The whole album is available on iTunes for $9.99 or as individual tracks for 99�.

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    In late August, first time iPhone developer vol-2 released their first game No, Human [$1.99] on the App Store. No, Human is a fun physics-based puzzle game where you harness the power of flaming asteroids to rid the universe of humanity. This clever premise is matched with loads of style and gameplay that kept me playing through the whole game in one marathon session. As I mentioned in our review, really the only down side to No, Human is that it only had 50 levels. An update which just hit the App Store mere moments ago adds an additional 30, making it even easier to recommend.

    Check out the trailer if you haven't seen it before:

    If you've since removed No, Human from your device, sync it back again to give these new levels a try. If you hesitated on purchasing while you waited for additional content, now is the time to slam your finger down on the "Buy Now" button if physics puzzlers are your cup of tea.

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    Back in June we caught up with Venan Entertainment at E3. At the time, they showed an ad-supported free version of Space Miner [$4.99 / Lite] called Space Miner Blast that took the core shooter gameplay of the original and applied it to a fast-paced arcade style mini-game.

    Space Miner Blast will be supported by unobtrusive in-game advertising, with optional DLC which will add features to the game and disable advertisements entirely. Most of the original Space Miner has been stripped out in favor of a quick survival game with a very basic upgrade system. All you do is see how big of a multiplier you can keep going by blasting as much ore as you possibly can (while defending against enemies of course). Here is a few minutes of gameplay:

    Back at E3 they were reluctant to get specific on the release date of Space Miner Blast, but assured me it would be available "soon". Recently Venan posted a bit of an explanation on their blog, and like quite a few projects that were in the works at the time by other developers, both iOS 4 and the iPhone 4 threw Venan a curve ball. Aside from apologies, a few interesting tidbits come out of the blog post. First off, Venan has developed a system to download high resolution assets from within their games while still staying under the 20mb ceiling of over the air downloads. With any luck, their implementation of this system will inspire other developers as how to support the high resolution displays of both the iPhone 4 and iPad while staying under the over the air download limit has been the topic of discussion of quite a few iOS developer threads.

    Venan provided the following high-res screenshots of Space Miner Blast:

    Also, Space Miner will be getting some Retina Display love:

    Space Miner Blast is nearing submission to Apple, and next up is a Space Miner sequel. I loved the original Space Miner, and really can't wait for both Space Miner Blast, and Space Miner turning in to a proper game series.

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    We are mere days away from the release of the sequel to Samurai: Way of the Warrior [$1.99] by Madfinger Games. We thought the original was great in our review, and was one of the most gory games to be released on the App Store when it first hit. The sequel, Samurai II: Vengeance will be available on Thursday of this week (or, more accurately, late Wednesday night) and we can't wait.

    We got the details on all the cool things this sequel will have back in August, and basically Samurai II will be bigger, better, and look even more awesome than the original. Check out the trailer that was released not too long ago:

    The art style of the Samurai games is great, and looks fantastic in motion. I can't wait to see this game running on the Retina Display of my iPhone 4. We'll take a closer look as soon as it is released.

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    Here's a geeky video for fans of the Rubik's cube. This is a fully functional 10mm Rubik's Cube designed by Evgeniy Grigoriev. Evgeniy Grigoriev beat his own previous record of a 12mm cube by creating this homemade fully functioning (10mm across) Rubik's Cube. It does take alot longer than the normal sized ones but it works nonetheless, check it out in the video below.

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    HTC have launched today a new Android full touchscreen which will soon and only be hitting the European market in November. Its not a groundbreaking device but rather a neat, small and compact mobile with adequate hardware on board.

    It will be relatively thin (11.7 mm) and lightweight (115 g), running on Android 2.2 (Froyo) along side HTC Sense, the Gratia will have a 3.2-inch 320 x 480 touchscreen display, and will include a 600Mhz processor, 512MB ROM and 384MB RAM, and has a 5 megapixel camera on the back, with a VGA cam on the front there.

    Its got the usual connectivity features too, bluetooth, WiFi, a g-sensor, digital compass, proximity sensor, ambient light sensor, and microSD card slot. What's different is that HTC looks to roll out up to three different colours for the mobile, rather unusual for the Taiwanese firm, but its most welcomed and feels abit like when Apple rolls out iPods (except they produce +10 colours), we'd love to see HTC do more in the way of colours.

    Full press release below…

    LONDON, UK � 18 October, 2010 � HTC Corporation, a global designer of smartphones, today announced the European launch of HTC Gratia, a rich and elegant addition to Android's smartphone portfolio.

    Combining style and functionality, the sleek and compact HTC Gratia features a seamless wrap-around soft-cover that eliminates hard edges and a five megapixel colour camera with auto focus. At just over four inches in length and weighing 4.06 ounces, it packs power thanks to Android 2.2 � the latest version of Android.

    HTC Gratia also embodies the acclaimed HTC Sense™ experience, which places you at the centre, by making your phone work in a more personal and natural way, while providing unexpected features that put a smile on your face. It also offers you more ways to stay connected with Friend Stream � an application that brings all of your Facebook, Twitter and Flickr updates into a single, organized flow of updates � making keeping in touch with friends on social networks even easier.

    "HTC's mantra is to provide a unique mix of experience and choice to people using our phones," said Florian Seiche, President of HTC Europe, Middle East and Africa. "HTC Gratia offers something completely different. Its compact size, beautiful design and power with Android 2.2, combined with its personalised experience through HTC Sense, is uniquely compelling. We can't wait to bring HTC Gratia to our customers in Europe."

    We're yet to find out the pricing for the new Gratia and which network providers will be selling it, we'll keep everyone posted.

    Many thanks to Mark for the tip!

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    Many browsers have support for extensions that add additional features giving its users customised web browsing experience, and in order to compete with its competitors, developers of Opera have decided to add support for extensions in the next version of its popular browser.�Other major browsers, such as Firefox and Google Chrome have had extensions support for a long time and this is one of the reasons for their popularity. Extensions for Opera 11 will be created using a variety of different Web standards such as HTML5 and JavaScript and it will use Opera-specific APIs , or application programming interfaces.

    This is great news for all Opera users because Opera 11 will be the first version of the browser that will have extensions support. As for the release date of Opera 11, we don't have any information about it just yet, but we know that alpha version is in the works.

    Extension support is just what Opera users have been waiting, and as for Opera 11, we'll get the chance to try the alpha preview soon.

    [via Ubergizmo]

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    In a somewhat surprising move, Gameloft released its space combat game Star Battalion [$6.99] to the App Store earlier today. While Sunday releases aren't generally common, another interesting thing about Star Battalion is that it is the first game that I know of to offer online co-op using either Apple's Game Center or Gameloft's own Gameloft Live! service. Strangely, the local and online multiplayer options only extend to co-op play, as there is no option for head-to-head battles in Star Battalion.

    The single player campaign features multiple missions of interstellar conflict, all of which can be played online with another player. When playing by yourself, two AI controlled wingmen play through the game with you. The usual gamut of Gameloft features have made their way into Star Battalion, including Retina Display graphics and gyroscope-enabled controls for 4th generation devices. Onscreen gestures perform barrel rolls and backflips while in the midst of battle, and there is an option for virtual control stick controls if you're not a big fan of tilting.

    This lengthy preview video of the Japanese version of the game from AppBank gives you a great idea of the kind of gameplay found in Star Battalion:

    Lots of player impressions have been pouring into our forums throughout the day. So far the major points covered are that the actual combat in the game is really fun and feels a little bit like Starfox (though not on-rails); the online co-op is cool but the lack of a versus mode is disappointing; the voice acting is painfully bad; and the overall game is fairly short clocking in at about 3.5 hours in one gamer's experience. However, the replayability is naturally a bit higher than this due to the online multiplayer, achievements, and leaderboards. If you're in the mood for a new space combat game with impressive graphics, and an interesting online cooperative component, then take a look at Star Battalion and be sure to share your thoughts in our forums.

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