In the Fall of 2009, developer Godzilab released a new physics puzzler called iBlast Moki into the App Store. Back before the App Store was littered with physics-based puzzle games, iBlast Moki brought fresh gameplay ideas, an intuitive touch interface, clever level designs, and a fantastic visual style that really set the high-water mark for the genre. iBlast Moki drew critical acclaim from practically every outlet that covered it, including our own glowing review.

Back in April of this year, Godzilab started hinting on their Facebook page that they were working on a sequel to the first iBlast Moki. Yesterday, they officially announced that iBlast Moki 2 is on its way to iOS with a tentative release set for July or August.

Nothing is known about the gameplay in this new entry, though I imagine it will build on the foundation of the first game. Also, they've hinted that there is a brand new gameplay component which has to do with the bomb-shaped Moki above, and that the game is running at a rock solid 60 fps, which is an improvement over the original.

If you for some reason missed out on iBlast Moki the first time around, it's definitely worth a download while waiting for the sequel to drop. The game was recently updated with Retina Display support and Game Center, and just a couple of weeks ago the previously iPad-only version was updated to be universal. You can find links to the original iBlast Moki below.

We'll keep our eyes open for more information on iBlast Moki 2 as we get closer to its planned Summer release.

<!-- PHP 5.x -->


Powered By WizardRSS.com | Full Text RSS Feed | Amazon Plugin | Settlement Statement | WordPress Tutorials

If Tetris went out, got trashed, hooked up with an old-school shooter like Space Invaders and then spit out a video game love child, the offspring would resemble MecaPix [$.99 / Lite]. It's a slick combination of two genres that seem like they'd mix no better than oil and water, but what Robotalism managed to make is a fun, sharp pairing that strokes the shooter and the puzzle itch with the same scratcher. I just wish it wasn't tuned for us non-mutant folks.

Think of MecaPix as Tetris with guns, but also in reverse. In Tetris, the object of the game is to stack together a continually descending assortment of blocks in order to create a line. In MecaPix, the object is to create and shoot your own blocks upwards towards falling blocks. When a successful collision is happens, the falling blocks disappear into the ether.�If you miss a block or eighteen, these rogues blocks steal a pip from your overall health bar.

The bottom area of the screen is where all the magic happens � the block creation, the firing, and at the very bottom, the pain you could potentially suffer from letting a block through your defenses. Because this area is relatively small, block anticipation is a key strategic element, as well as a good amount of precision.

Conservation has its place, too. You can't fire willy-nilly because there's a bar for that as well, which recharges slowly as you play.

After a few levels, you get a real sense of the push and pull and the amount of design resources that went into the enemy blocks. These aren't your run-of-the-mill descending puzzle squares, but rather Space Invaders-like baddies. Some blocks, including clusters, stagger from right to left, while still others can shoot blocks or come equipped with armor.

It bears noting that each level in MecaPix adds another layer to the base enemy design in the same kind of satisfying manner in which the best shooters provide change of pace foes. You'll see a lot of different stuff that you'll have to kill in satisfying ways.

Perhaps the most interesting component to the action are the power-ups, which you don't receive directly. Instead, the game's "bombs," and horizontal lasers and other items are embedded inside enemy block formations. Precision, then, is required to set these off for massive damage, and the game reinforces this by presenting crazy situations in which you have to nail these special blocks in order to set off a conga line of reactions.

That's where the puzzle part of the game factors in the most, and for what it's worth, it does feel rewarding, but as a result of the frantic pacing, you'll never feel like Sherlock Holmes . The depth is there, it's just often guarded by momentum.

The visceral thrill of collapsing large block monsters can sometimes quickly turn from merriment to frustration. MecaPix relies on astoundingly fast reaction times, but its worse sin is that it also forces a large amount of rote memorization. It's rare when you can interpret what a new enemy is going to do, how fast its going to go, and then do something about it before you see it. The speed is stupid and the game takes for granted that you know what's coming next.

When you are clicking with the game, however, and aware of the pitfalls, there is a lot to like about MecaPix. It mixes up the action better than most titles on store shelves and it does offer a different style of play that can be as engrossing as it is entertaining. It also offers a decent bevy of content: each of the three themed stages have around ten levels and there's an endurance mode to have a go at. Oh, and if you're having the same kind of troubles I had, you can turn on a baby �mode that has a serious amount of give. Still, though, some of the levels just don't feel balanced correctly.

MecaPix has earned a place among my rotation of phone games, at least. It can be hard, and leans a bit too much on the side of memorization, but it's sharp and entertaining combination of two equally cool games.

<!-- PHP 5.x -->


Powered By WizardRSS.com | Full Text RSS Feed | Amazon Plugin | Settlement Statement | WordPress Tutorials

Remember back in late February when Gameloft announced that they were going to be using the Unreal Engine in future games? Since then, every time Gameloft announces a game rampant speculation has exploded on our forums regarding whether or not it's going to be the first Unreal Engine game. Heck, I'm even guilty of getting in on the speculation game.

According to a tweet this morning, March of Heroes will be Gameloft's first Unreal Engine game, with more details being released next week at E3. That's all we know right now, so feel free to go wild guessing what kind of game it's going to be.

My money is on some kind of military-centric first person shooter, but judging by trends in recent first person shooters for iOS, consoles, and PC, that's pretty much guaranteed.

<!-- PHP 5.x -->


Powered By WizardRSS.com | Full Text RSS Feed | Amazon Plugin | Settlement Statement | WordPress Tutorials

The iOS version of the classic Bitmap Brothers game Speedball 2: Evolution [Link] is currently free for the next few days. Speedball 2 is a sports game of sorts, a mishmash of football and hockey (or fockeyball, as I call it) with arcade elements and a futuristic theme. It's similar to the classic arcade game Cyberball, and originally released for home platforms back in 1990.

The iOS version of Speedball 2 contains a ridiculous number of modes and content to play through, and features improved graphics over the original. All of this and more you can read about in our original review of Speedball 2: Evolution.

If you were a fan of the original Speedball or Speedball 2, and for some reason you�haven't yet picked up this version, then now is your chance to strike. For those with no emotional ties to the original games, Speedball 2 is still a must download while free as it offers satisfying fast-paced arcade action with a retro feel. It's also a universal app with Retina Display support and Game Center integration, so definitely give this freebie a look.

<!-- PHP 5.x -->


Powered By WizardRSS.com | Full Text RSS Feed | Amazon Plugin | Settlement Statement | WordPress Tutorials