Nokia is still the leading mobile phone company in the world, but they are losing their market shares rapidly. Last year, Stephen Elop joined Nokia as their CEO and he showed Nokia a new light of hope. Earlier this year, Nokia and Microsoft made a deal that Nokia will launch WP7 powered devices and hopefully they will launch it this year. Well, Nokia is now holding an event next week in Athens, Greece, and Nokia want us to save the date. It looks like Nokia is bringing something special on May 17th, and I think they are finally planning to announce their first ever WP7 device. At the moment, nothing is set on stone so just take it as a rumor. I hope that whatever Nokia is announcing, it's good enough to impress their sad and happy fans.

Well folks, stay tuned with us because we will keep you updated. Anyway, what do you think Nokia is up to? Tell us!

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Alright, so here's a weird one for you- Our forums are filled with all walks of life, including people who apparently read every last detail of end the user license agreements that 99.999% of the planet just scroll through as quickly as humanly possible before clicking "I Agree". Forum member Starjimstar just tipped us off to the following Duke Nukem Forever info-nugget that's got me scratching my chin.

If you check out the Duke Nukem Forever page on Steam, you can scroll all the way down to the view the manual link. Like most modern PC games, there's basically nothing in there aside from a list of system requirements, and a whole bunch of legal text. Reading this legalese to the bottom gets you to the "Apple App Store Additional License Terms."

Strange, right? The original Duke Nukem [99�] is already on the App Store, but could Gearbox potentially be planning an iOS release of Forever as well? What reason could there possibly be to include App Store licensing terms in a document for a PC game? Here's where things really get crazy- Per the FAQ, Gearbox isn't specifically stating which engine they're using, but it wouldn't be much of a leap to suggest they're using the Unreal Engine. …Which also is available for iOS.

Alternatively, they could be referring to the Mac App Store, which is newsworthy as well as the previously mentioned FAQ specifically states the lack of announcements for a Mac version. …But then there's the line that specifically states:

The license to the Software is a non-transferable license to use the Software only on an iPhone or iPod touch that you own or control.

At this point in the development of Duke Nukem Forever, absolutely nothing would surprise me. Conspiracy theorists, start your engines!

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We just told you that HTC is making an Android tablet which will hit AT&T later this summer. Now it looks like both HTC and AT&T are on a roll and they are planning to launch several devices this year. PocketNow now got their hands on a render image of an Android powered HTC phone and its codename is HTC Holiday and it's bounded for AT&T. The design of the phone is similar to Aria, but it looks stronger than it. Most probably, the device will come with a front-facing camera and it will be compatible with AT&T 4G LTE network, sounds good. It is possible that this device is successor to Inspire 4G which was recently launched. About the launch, it looks like it will be out later this summer, maybe in July-August timeframe.

Well HTC fans, is this device good enough for you?

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I walked into an Apple Store this morning to get a glimpse of the finally launched White Apple iPhone 4. Here are some photos of the White iPhone 4 which has taken almost a year to hit stores since it was announced.But it certainly looks very attractive.

It does have a small black portion on the top which seems like a proximity sensor. You also have the earpiece and the front facing camera.

The back looks pretty similar to the black one except that it's white.

Here is the right side

And here is the left side.

Here is the black iPhone 4 next to the white iPhone 4

Are you impressed by the White iPhone 4 ?

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HTC recently announced their first ever Android tablet which is known as HTC Flyer, and we also heard that Flyer will receive Honeycomb soon. We recently told you that HTC is saying that they will launch Honeycomb powered tablets later this year. It looks like the time is near when we will see HTC's first ever pure Honeycomb tablet. Our friends over at PocketNow got their hands on leak shot of HTC Puccini. Well, that's an awkward name and it's actually a codename, and if you are thinking what Puccini means, then let me tell you that it's actually an Italian last name. Well, as you can see AT&T branding on it, it means that it will hit AT&T first and it will be compatible with AT&T 4G LTE network. It will run Honeycomb and it will also support HTC Scribe pen technology.

That doesn't make any sense, if this tablet is coming with Scribe technology, then I think this tablet will run customized version of Honeycomb. What I think is that Honeycomb in this tablet will also come with some Sense UI touch. My personal guess is that this tablet will also feature 3D display; anyway HTC will clear the air soon. It's expected that HTC will start shipping this tablet in June, so start saving some money if you want a HTC tablet this summer.

So Android lovers, are you looking forward to this leaked tablet or happy with your XOOM?

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Late last year when TurboGrafx-16 GameBox [Free] first hit the App Store, I was beyond excited our review. I'd still list the TurboGrafx-16 as one of my favorite game systems of all time, and the potential that an officially sanctioned emulator has is still something I'm still glad to have, I just wish it had more games. Hudson has slowly been leaking out updates to the emulator with new packs of games included, but like most other official emulators, it's sorely lacking in the classics department. Not to say that Bonk isn't a classic, but come on, where is Blazing Lazers, Keith Courage, and other phenomenal TG16 games?!

Anyway, the newly included games are Bonk's Big Adventure, Image Fight, Break In, Devil's Crush and Nekketsu Koukou Dodgeball-bu PC Bangaihen (say that one three times fast). Payment still works the same way in that there's a daily rotating free game, or individual titles can be permanently unlocked for $2.99 a piece. Devil's Crush is worth checking out, I'm not so sure about the other four.

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Microsoft launched Windows Phone 7�last year and its successor to Windows Mobile 6.5. WP7 is a totally refreshed and a different OS as compared to others, and it brings a lot of good features to users but it's also missing some. Microsoft recently launched copy-past NoDo update for WP7, but users are expecting some more stuff. We are hearing it from a long time that Microsoft will launch a major update for WP7 which will bring new features to it and its codename is Mango. First we heard that it will be out at CES, but you know rumors are not always true. Now it looks like Microsoft is unveiling the next version of WP7 on May 24th, Microsoft will show the world their next version of WP7 with new features. It's actually VIP preview of the WP7 and Microsoft want you to be the first to see it.

Mango will feature HTML5 powered IE9 browser, Twitter and Windows Live Messenger integration, and many more features. Well, just like you WP7 fans out there, I can't also wait for the day when Microsoft will officially unveil the next version of WP7. Devices with new version of WP7 will be out later this summer, and I am pretty sure that all current WP7 devices will receive the update. So WP7 owners and fans, are you looking forward to the Mango update?

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Those of us who grew up with the likes of�X-Com and�Jagged Alliance have long been waiting for something � no ��anything in that vein to come up in the App Store since its inception. We've seen plenty of turn-based strategy games come and go, but nothing has captured the RPG-centric squad-based tactical combat we've been yearning for (save, perhaps for the recent release of�Tactical Soldier � Undead Rising).�Hunters: Episode One [Free / HD] wants to scratch that slow-moving turn-based itch and does so by offering you a few maps for free.

Hunters uses the same in-app purchase style of recent Gameloft games, you'll get a tutorial and a couple of levels for free and you can decide from there if you'd like to purchase the game. That's not the only quirk, it also has a 24-hour mission cycle � so every day Rodeo Games drops new maps into the cloud for you play through. This is a great idea in theory, but that "always connected" feature also happens to mean there will be ads on the mission select screen, which is a weird thing more than an annoyance. If you're passionate about checking the ads, you'll get some snazzy loot.

Being a turn-based strategy game, the goal is generally to either kill everything on the screen in a nice bloody mess or to retrieve an object and wander away. To accomplish those tasks you upgrade, unlock and beef up your soldiers in a variety of ways. Each move takes away action points and is done through an intuitive and easy to grasp system that works remarkably well on the touch interface. Because of the increased screen real estate, it feels better on the iPad, but it works well enough on the iPhone. You'll wander blindly (and often straight into fire) through a fog of war, trying to gain an understanding of each levels layout without dying. Most gestures you've grown used to work here, including swiping and pinching to slide the map around. You'll double-tap to select your soldiers, which can cause some frustrating moments, but not being in real-time keeps it from causing your teeth to grind.

As you move along, you'll gather up soldiers and weapons and you'll be able to customize them to your liking. Different weapon and skill upgrades allows you to build a relatively diverse crew of killers and the fact you can replay missions ad-infinitum during the 24-hour cycle means you can farm XP and gold as much as you'd like. Since there isn't a linear story-mode, difficulty is shoddy at best. It seems to cater enemy type and variety according to your current level, but at no point is the game particularly difficult � especially when you factor in the lack of perma-death among characters, a feature sure to ruffle the feathers of a few long-term strategy fans.

Why are you doing all this, you ask? Well, because shooting things is fun, apparently. There is some ramshackle backstory here dealing with a world of mercenaries and contract-for-hire nonsense, but it doesn't get much deeper than "you've been hired to clear the screen." For most people, that's all well and good, but at the same time, the lack of a narrative of any kind also comes at the price of a cohesive world environment. From a technical standpoint, the graphics are rendered well and function perfectly fine, but there isn't much soul poured into the universe itself. For most people that probably won't matter, but many might find the cookie-cutter science fiction universe and bland, toned-down color scheme a bit of a drag � or at least a disappointment. That's not to say the level design isn't solid, because it is, but the generic art style is a bit underwhelming.

Most people aren't going to care about that little niggling complaint because the gameplay is solid and works well. There isn't a huge layer of strategy depth here, you're only offered a few weapon varieties and soldier types and you can't prone, kneel or sneak, but as an entry-level strategy title it should tickle your fancy enough to keep you coming back. The mission structure is interesting and as an immersive technique does make you sort of feel like you're really a mercenary with daily updated objectives. Once you've figured out the systems and upgraded your soldiers you might find things a bit on the easy end, with the tactical aspect borked down to something like, "eh, I'll just wander in here and shoot some stuff," but don't let that shy you away from checking out the first few levels. It's a good title, but its lack of innovation in anything except its content delivery keeps it from being great.

One thing worth noting is the possibility of multiplayer in the future. Currently, the game is set up as a single-player only experience, but Rodeo Games assures that multiplayer is in the works down the line. They're also claiming a more cohesive story mode is coming soon as well, which might fix a few of the complaints listed above. Either way, you'll be able to spend a reasonable amount of time with it for free and it's most certainly worth that much.

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Let's start by making one thing clear, MaxNick's Spider Jack [99� / HD] is Cut the Rope [99� / HD] reimagined slightly enough that it will appeal to the rope-cutting fans out there who've been dying for new levels, but certainly won't convert anyone who isn't a fan of physics based puzzlers. It's also impossible to get through this review without comparing them to each other every step of the way.

It's probably easiest to look at the few differences between the two games first before moving onto the similarities. Where Cut the Rope tasks you with delivering a piece of candy to little Om Nom's mouth, Spider Jack wants you to deliver Jack the spider to his dinner. To do this you'll be spinning you spider web out to knobs, using physics to swing around and eventually cutting the web to capture your dinner. The main difference is that you have to create the ropes before they're cut here. Other than that, you'll find a remarkably similar experience.

Spider Jack's commonalities with Cut the Rope don't just lay in its gameplay. The visuals are remarkably close, albeit not nearly as polished and the music is the same, quirky and upbeat style. There are also differently themed rooms where you're tasked with completing puzzles by grabbing up to three stars scattered across the level. Before anyone cries out that it's a clone, consider that Chillingo published both games, so clearly someone out there seemed to think the differences were strong enough, or maybe just didn't care if they weren't.

Unfortunately, the one thing the two don't share is solid level design. Cut the Rope was imaginative and capable of introducing new techniques to keep the game interesting. Spider Jack's 75 levels are considerably easier, which for anyone who struggled with Cut the Rope might be good news, but if you've already three-starred everything and are looking for more, you'll be able to blaze through Spider Jack in around an hour with little trouble. That's partially due to the lack of multi-touch puzzles � no two-finger swipes are necessary here and that alone makes it a considerably easier experience. Of course, in Chillingo style, more levels are supposedly incoming shortly.

If you played Cut the Rope, you're not going to be surprised by the puzzle variety. Blowing air, electricity, timers, portals � they're all here. The tutorial portions are nearly identical too. That said, it has some annoyances with its mechanics. Since you're controlling a spider and not a falling ball of candy, some puzzles rely on you climbing up the web, but Jack moves so slowly and unpredictably it's harder than it needs to be to get your timing right and it ends up feeling like luck more than skill when you do.

For those looking to show off their skills, there is full Game Center and Crystal support as well as the ability to gift levels to friends. This means you'll be able to unlock five levels per stage for your friends if you're in the giving mood.

All this is to say that Spider Jack does get the job done and if you find yourself itching for more slicing, cutting physics-based games, it won't be a disappointment. The final chapter introduces the portal mechanic and even though it's similar to Portal and Cut the Rope's magic-hats, it's probably the strongest part of the game. Hopefully in future updates MaxNick will take the unique portions and expand on them to create something wholly their own.

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Laser Dolphin [.99 / HD] is a criminally under-produced game plagued by issues that wouldn't be permissible if Laser Dolphin was anything else but a mindlessly fun game about a dolphin with a laser gun strapped to its back.

It's obvious that Laser Dolphin is a game built on a tight budget or the end product of a rookie game development team. Its animations are stiff, while the story presentation is even stiffer; the assets are endlessly regurgitated, the level design is haphazard, and the action is loose, unpolished, and lacking substance, control, and refinement.

But, again, this is a game about dolphins with laser beams on their heads, meaning that you control a dolphin with a gun attached to its spine.�I can't quit pushing this point because it's the sole reason why I keep being drawn back to Laser Dolphin and see it in a positive light. It embraces its humorous title in both style and tone, and expresses these two defining characteristics with its mechanics.

Presented in 2D, Laser Dolphin puts you in control of a dolphin in search of an undersea void that leads to the next area and then the next. The hook is within the gun strapped to its head, which can, of course, be powered up with a variety of explosive-laced pick-ups that dot the game's minimalistic landscapes.

With a flick of a virtual stick, you can rotate and move the dolphin wherever the level's borders allow you. A troubled physics engine gives you a measure of momentum as you progress, which in turn, can give you the speed needed to hop out of the ocean for tricks or even traversal when the waves meet the horizon.

While moving, you can also shoot lasers with taps from your opposite hand, which makes Laser Dolphin something of a dual-stick shooter, minus a true second stick. This is where the game suffers. Often Laser Dolphin isn't quick to understand your secondary input, so it's hard to shoot and move at the same time � a requirement, I should add.

In the worst cases, the dolphin will refuse to turn towards where you want it to shoot. In the best of cases, you'll fumble with the movement stick while your right hand hovers over all the game's action, obscuring the field of view.

And it's important to see a level; each one is laced with enemies, most of which shoot back at your dolphin.

The good news is, I suppose, that your health meter is rather generous and the game doesn't require absolute enemy domination. If you're good at moving, you can simply push through the groupings of vicious sharks, spore-spitting flora, and rocket-equipped fish and bomb-dropping pelicans.

Of course, pretending that the enemies don't exist isn't the most satisfactory way to play through the game. If anything, these monsters are the expression of the game's over-the-top style and tone, and as the laser-equipped dolphin, you want to be able to destroy them with your lasers, bullets, and rockets. That's kind of what's promised. And when the game is cooperating and you're hitting on all cylinders, it does feel great. Just don't go into it expecting perfection or polish � you'll get neither.

Laser Dolphin tries to conjure Adult Swim's Robot Unicorn Attack [.99 / HD]. The hilarious titling and embracing of the laser dolphin vision is definitely its strongest hooks, just like Robot Unicorn Attack's are its unicorn and jumping, but Laser Dolphin is missing some key components that could make it truly, truly good. As it is, it's unpolished, dull in places, and the action doesn't feel right.

But… dude, it has a dolphin with a laser strapped to its back.

I know! Anyway, give this a spin if you're looking for some mindless fun. If you require complexity or depth, or solid mechanics, this definitely won't be up your alley. As a side note, steer clear of the "HD" version, it upscales poorly.

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It seems like any time I hear of a new iOS game being built with the Unreal Engine development kit, I'm immediately interested. Such is the case with�The First Attempt from Turkish developer Wish Game Studio. They recently released a video of their upcoming game and, despite not having any idea what type of game it is, the video has piqued my curiosity.

Take a look for yourself at the video for The First Attempt, which shows some character renders, some vague story description, and some fly-throughs of a few of the levels:

Unfortunately, there is no other information about the game, and the developer's blog and Facebook page don't offer many clues either, though they do have additional screenshots if you're interested. My best guess is that The First Attempt will be some sort of first-person shooter, as the level designs appear to be laid out like a single-player campaign of a typical FPS. It's really anybody's guess, though, and there is plenty of speculation going on in our forums.

The video states that The First Attempt is set to launch sometime this month, and we'll bring you any new information on this title as we get it.

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Back in March Rovio Mobile released Angry Birds Rio, a version of their incredibly popular bird-themed physics game Angry Birds that tied into the also bird-themed movie Rio.

Normally movie tie-in games aren't very good, but we were pleasantly surprised with Angry Birds Rio in our review, even awarding the game 5 stars. More than just a Rio re-skin of the original game, it actually contained a few new elements and improvements that made it almost feel like a full-fledged sequel.

In following with Rovio's practice of adding plenty of new levels to the original Angry Birds and Angry Birds Seasons, they have released a trailer for the first update that is set to hit for Angry Birds Rio, subtitled "Beach Volleyball":

Rovio has stated on their Facebook page that this new update is set to hit sometime this week. If you've been enjoying Angry Birds Rio as much as we have, then keep your eyes peeled for an App Store update badge these next few days to check out the new Beach Volleyball levels.

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