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	<title>Gamer Limit &#187; Iphone</title>
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	<link>http://gamerlimit.com</link>
	<description>Gamer Limit</description>
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		<title>Gamer Limit Review: rComplex (iOS)</title>
		<link>http://gamerlimit.com/2012/04/gamer-limit-review-rcomplex-ios/</link>
		<comments>http://gamerlimit.com/2012/04/gamer-limit-review-rcomplex-ios/#comments</comments>
		<pubDate>Mon, 23 Apr 2012 19:00:37 +0000</pubDate>
		<dc:creator>Kyle MacGregor</dc:creator>
				<category><![CDATA[Iphone]]></category>
		<category><![CDATA[Review]]></category>
		<category><![CDATA[auto-run games]]></category>
		<category><![CDATA[auto-run platformer]]></category>
		<category><![CDATA[auto-runner]]></category>
		<category><![CDATA[interwave studios]]></category>
		<category><![CDATA[ios platformer]]></category>
		<category><![CDATA[iphone platformer]]></category>
		<category><![CDATA[like bit.trip runner]]></category>
		<category><![CDATA[like canabalt]]></category>
		<category><![CDATA[like jetpack joyride]]></category>
		<category><![CDATA[rcomplex]]></category>
		<category><![CDATA[rcomplex review]]></category>
		<category><![CDATA[rekahdam]]></category>
		<category><![CDATA[runner games]]></category>

		<guid isPermaLink="false">http://gamerlimit.com/?p=77929</guid>
		<description><![CDATA[It&#8217;s a tale as old as time &#8212; boy meets girl, boy betrays girl, boy gets chased down by a monster intent on boy&#8217;s destruction. Luckily with a trusty shotgun at his side and plenty of persistence on the player&#8217;s part, death at the hands of a swirling mass of tentacles can be avoided long [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-77987" title="rcomplex" src="http://gamerlimit.com/files/2012/04/rcomplex.jpg" alt="" width="590" height="320" /></p>
<p>It&#8217;s a tale as old as time &#8212; boy meets girl, boy betrays girl, boy gets chased down by a monster intent on boy&#8217;s destruction. Luckily with a trusty shotgun at his side and plenty of persistence on the player&#8217;s part, death at the hands of a swirling mass of tentacles can be avoided long enough for <em>rComplex</em>&#8216;s silhouetted protagonist to run, jump and slide his way to safety.</p>
<p>Prepare yourself for visuals as attractive as they are simplistic, a catchy (though repetitive) soundtrack, and some of the most frustrating gameplay to land on the App Store in quite some time.</p>
<p><span id="more-77929"></span></p>
<p><object width="590" height="332" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/cjjONzrOUWs?version=3&amp;hl=en_US" /><param name="allowfullscreen" value="true" /><embed width="590" height="332" type="application/x-shockwave-flash" src="http://www.youtube.com/v/cjjONzrOUWs?version=3&amp;hl=en_US" allowFullScreen="true" allowscriptaccess="always" allowfullscreen="true" /></object></p>
<p>If you&#8217;ve played any of the other many auto-runners on the App Store, you probably already have a pretty good idea about what <em>rComplex</em> is about &#8212; momentum. With a creature hell-bent on ripping you limb from limb at your back and no way to permanently subdue the beast, survival largely comes down to footwork.</p>
<p>That&#8217;s not to say you&#8217;re entirely defenseless, however. A shotgun blast will  cause the creature to retreat for a few moments, and should you run out of ammunition the protagonist is equipped with a one-time use scythe that will release him from the monster&#8217;s tentacled grasp. And while bullets and extra scythes are scattered throughout levels, they&#8217;re really more of an insurance policy to give you some breathing room for platforming than a solution to your troubles.</p>
<p>While vaulting over and sliding under objects, the player is tasked with collecting a set number of &#8221;Memory Cubes.&#8221; These items move the story along, allowing the protagonist to recall a memory and deliver the next ham-fisted line of corny monologue. Upon collecting the required number of cubes, the stage will mercifully end and let you begin the excruciating process of traversing the next level as the game trudges to its conclusion.</p>
<p><img class="aligncenter size-full wp-image-78249" title="rxom" src="http://gamerlimit.com/files/2012/04/rxom.jpg" alt="" width="590" height="320" /></p>
<p>Even after having received updates to address complaints, <em>rComplex </em>still has a number of issues. Thanks to controls that are incredibly slow to respond, I frequently found myself crashing into objects that should have been easily cleared. This combined with the fast pace of the game means that when an obstacle appears, players are only given a split-second to react.</p>
<p>If the controls weren&#8217;t so incredibly sluggish it wouldn&#8217;t be an issue, but <em>rComplex </em>isn&#8217;t only broken, it&#8217;s incredibly unforgiving. Stumbling more than once or twice will almost surely engage the player in a battle of attrition with the monster that will inevitably end in being sent back to the beginning of the level. I frequently found myself in situations where I was forced to fire my last shotgun shell at the monster whilst desperately hoping that last cube would appear and let me escape from the nightmare.</p>
<p>After beating your head against the wall for a few minutes it will become clear that this title doesn&#8217;t have a lot to offer aside from a pretty face and infectious beats. Unlike other games with similar conceits, <em>rComplex</em> isn&#8217;t respectful of your time or difficult in any meaningful way. People unfortunate enough to play <em>rComplex</em> in its current state won&#8217;t be rising to a challenge or improving their skillsets at a genre that requires quick reaction times, but wrestling against a poorly designed game that could have used a little more time in the oven.</p>
<p>Run, run as fast as you can &#8212; away from <em>rComplex</em> if at all possible.</p>
<p><strong>This review is based on v.1.3 of the iOS game <em>rComplex</em>.</strong></p>
<p><img class="size-full wp-image-73397 alignnone" title="Gamer Limit Review Score" src="http://gamerlimit.com/files/2011/06/review-score-4-5.jpg" alt="" width="590" height="100" /><br />
<a title="Metacritic" href="http://www.metacritic.com/" target="_blank"><img class="size-full wp-image-73417 alignnone" style="margin-left: 1px; margin-right: 1px; margin-top: 0px; margin-bottom: 0px; border: 2px solid black;" title="Metacritic" src="http://gamerlimit.com/files/2011/06/metacritic-review-image.jpg" alt="" width="191" height="54" /></a><a title="GameRankings" href="http://www.gamerankings.com/sites/1598-gamer-limit/index.html" target="_blank"><img class="size-full wp-image-73418 alignnone" style="border: 2px solid black;" title="GameRankings" src="http://gamerlimit.com/files/2011/06/gamerankings-review-image.jpg" alt="" width="193" height="54" /></a><a title="Gamer Limit Review Policy" href="http://gamerlimit.com/about/gamer-limit-scoring-system/" target="_blank"><img class="size-full wp-image-73419 alignnone" style="margin-left: 1px; margin-right: 1px; border: 2px solid black;" title="Gamer Limit Review Policy" src="http://gamerlimit.com/files/2011/06/gl-review-policy-img.jpg" alt="" width="191" height="54" /></a></p>
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		<title>Gamer Limit Review: Mass Effect Infiltrator (iOS)</title>
		<link>http://gamerlimit.com/2012/03/gamer-limit-review-mass-effect-infiltrator-ios/</link>
		<comments>http://gamerlimit.com/2012/03/gamer-limit-review-mass-effect-infiltrator-ios/#comments</comments>
		<pubDate>Tue, 13 Mar 2012 13:53:09 +0000</pubDate>
		<dc:creator>Chris Carter</dc:creator>
				<category><![CDATA[Iphone]]></category>
		<category><![CDATA[Review]]></category>

		<guid isPermaLink="false">http://gamerlimit.com/?p=77440</guid>
		<description><![CDATA[Another big name release &#8212; another iOS spinoff. It seems like ever since EA got into the mobile game, no franchise stone is left unturned in terms of tapping a mobile team to create a gaiden for it. This month&#8217;s model is Mass Effect Inflitrator, an iOS game in honor of Mass Effect 3&#8216;s launch. [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://gamerlimit.com/files/2012/03/MEI1.jpg"><img class="alignnone size-large wp-image-77441" title="MEI1" src="http://gamerlimit.com/files/2012/03/MEI1-590x442.jpg" alt="" width="590" height="387" /></a></p>
<p>Another big name release &#8212; another iOS spinoff. It seems like ever since EA got into the mobile game, no franchise stone is left unturned in terms of tapping a mobile team to create a gaiden for it. This month&#8217;s model is <em>Mass Effect Inflitrator</em>, an iOS game in honor of <em>Mass Effect 3</em>&#8216;s launch.</p>
<p>You&#8217;d expect it to be a cash grab, but you know what? <em>Infiltrator</em> isn&#8217;t <em>that</em> bad.<span id="more-77440"></span></p>
<p>Presented by the same team that gave you <em>Dead Space iOS</em>, <em>Infiltrator</em> is a tenous tie-in to <em>Mass Effect 3&#8242;s</em> story. You play as Randall Ezno, a fairly generic Cerberus agent who defects in the name of the galactic alliance. Throughout the game, you&#8217;ll be taking out Cerberus from the inside, as well as uploading intel documents to the cause.</p>
<p>Like <em>Dead Space iOS</em>,  the game is extremely impressive graphically, to the point where a few years ago, no one would have believed games could look like this on a mobile device.</p>
<p>As you can expect, gameplay is entirely touch-oriented. Movement is handled on the left-hand side of the screen, and aiming is done by touching enemies when they are in view. You can enter cover by swiping towards a wall, and switch cover by swiping over towards other cover.</p>
<p><a href="http://gamerlimit.com/files/2012/03/MEI2.jpg"><img class="alignnone size-full wp-image-77444" title="MEI2" src="http://gamerlimit.com/files/2012/03/MEI2.jpg" alt="" width="590" height="387" /></a></p>
<p>Unfortunately, the worst part of the controls <em>is</em> the cover system &#8211; which as you can imagine is a fairly large part of the game. When &#8220;popping out&#8221; to shoot an enemy, your character will stand there like an idiot getting shot, unless you swipe down to get back into cover. The main issue is this doesn&#8217;t always work, and enemies can often gun you down in less than a second. When you feel like you&#8217;ve died because of the controls, it can get pretty maddening &#8211; it also doesn&#8217;t help that some checkpoints are really far apart.</p>
<p>Like <em>Uncharted 3</em>, there are a small number of completely unfair areas with way too many enemies that will instantly dissolve your health bar. The only real way around this is to slowly cloak and take them out one by one. But what seems like just an effective strategy is actually just plain boring.</p>
<p>As a general rule however, encounters are engaging, as are the boss battles (which are probably the most fun part of the game). When the cover system and the aiming mechanic work, they work well. You&#8217;ll be able to pretty easily out-snipe Sniper Cerberus agents, and shotgun down melee troops. The touch interface is excellent in terms of movement and switching out biotics and weapons. The menu screens are also extremely easy to navigate, and are easy on the eyes.</p>
<p><a href="http://gamerlimit.com/files/2012/03/MEI3.jpg"><img class="alignnone size-large wp-image-77447" title="MEI3" src="http://gamerlimit.com/files/2012/03/MEI3-590x387.jpg" alt="" width="590" height="387" /></a></p>
<p>Randall can upgrade pretty much every facet of his combat abilities through the in-game menu at any time &#8211; biotics, weapons, armor &#8211; you name it. Currency is earned through hidden stashes and through completing stages &#8211; and in true EA fashion, you can spend real money via micro-transactions to get ahead (you will NOT need it). Unfortunately, the game doesn&#8217;t support Game Center right now (although <em>Dead Space iOS </em>didn&#8217;t either, but it was patched in).</p>
<p>A lot of people will be buying <em>Infiltrator</em> for the <em>Mass Effect 3</em> connectivity. While small, the interconnectity is two-fold. Provided you link your Origin account to both <em>Mass Effect 3 </em>and <em>Infiltrator</em>, you&#8217;ll earn anywhere from 10-20% readiness for the main game&#8217;s Galaxy at War mode (which helps you earn different endings, and the 100% achievement/trophy).</p>
<p>Also, when you beat the game, you&#8217;ll earn a small amount of war assets. It&#8217;s not huge, but considering your Galaxy at War percentage lowers every day, it&#8217;s a great way to keep your percentage up while you&#8217;re away, or at work.</p>
<p>Unless you&#8217;re looking to get more mileage out of the &#8220;end&#8221; of the <em>Mass Effect</em> franchise (for now), I wouldn&#8217;t recommend picking up <em>Infiltrator</em> for its current price. Although it offers a decent amount of shooting action, it&#8217;s fairly generic, and doesn&#8217;t really do anything other than offer a nice time waster for an afternoon.</p>
<p><strong>This review was based on a digital copy of <em>Mass Effect Infiltrator</em> for the iPhone 4.</strong></p>
<p><img class="size-full wp-image-73397 alignnone" title="Gamer Limit Review Score" src="http://gamerlimit.com/files/2011/06/review-score-6.jpg" alt="" width="590" height="100" /><br />
<a title="Metacritic" href="http://www.metacritic.com/" target="_blank"><img class="size-full wp-image-73417 alignnone" style="margin-left: 1px; margin-right: 1px; margin-top: 0px; margin-bottom: 0px; border: 2px solid black;" title="Metacritic" src="http://gamerlimit.com/files/2011/06/metacritic-review-image.jpg" alt="" width="191" height="54" /></a><a title="GameRankings" href="http://www.gamerankings.com/sites/1598-gamer-limit/index.html" target="_blank"><img class="size-full wp-image-73418 alignnone" style="border: 2px solid black;" title="GameRankings" src="http://gamerlimit.com/files/2011/06/gamerankings-review-image.jpg" alt="" width="193" height="54" /></a><a title="Gamer Limit Review Policy" href="http://gamerlimit.com/about/gamer-limit-scoring-system/" target="_blank"><img class="size-full wp-image-73419 alignnone" style="margin-left: 1px; margin-right: 1px; border: 2px solid black;" title="Gamer Limit Review Policy" src="http://gamerlimit.com/files/2011/06/gl-review-policy-img.jpg" alt="" width="191" height="54" /></a></p>
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		<title>Gamer Limit Review: Mighty Fin</title>
		<link>http://gamerlimit.com/2011/09/gamer-limit-review-mighty-fin/</link>
		<comments>http://gamerlimit.com/2011/09/gamer-limit-review-mighty-fin/#comments</comments>
		<pubDate>Sun, 04 Sep 2011 15:00:43 +0000</pubDate>
		<dc:creator>Francisco H. Salanga III</dc:creator>
				<category><![CDATA[iPad]]></category>
		<category><![CDATA[Iphone]]></category>
		<category><![CDATA[Review]]></category>
		<category><![CDATA[app]]></category>
		<category><![CDATA[App Store]]></category>
		<category><![CDATA[apple]]></category>
		<category><![CDATA[application]]></category>
		<category><![CDATA[bubbles]]></category>
		<category><![CDATA[Candy]]></category>
		<category><![CDATA[candy land]]></category>
		<category><![CDATA[cute]]></category>
		<category><![CDATA[fish]]></category>
		<category><![CDATA[future]]></category>
		<category><![CDATA[futuristic]]></category>
		<category><![CDATA[ios]]></category>
		<category><![CDATA[iTunes]]></category>
		<category><![CDATA[Launching Pad Games]]></category>
		<category><![CDATA[Mighty Fin]]></category>
		<category><![CDATA[Mighty Fin review]]></category>
		<category><![CDATA[Ninjas]]></category>
		<category><![CDATA[ocean]]></category>
		<category><![CDATA[Pirates]]></category>

		<guid isPermaLink="false">http://gamerlimit.com/?p=75088</guid>
		<description><![CDATA[Let me tell you a story. It&#8217;s a story about a small gold fish and the wacky world he lives in. Don&#8217;t write off this pint sized piece of aquatic cuteness, however. That&#8217;s what he wants you to do. When your back is turned he&#8217;ll pounce. It&#8217;s what he&#8217;s good at. This a story of [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-75089" title="Lead_MF" src="http://gamerlimit.com/files/2011/08/Lead_MF.jpg" alt="" width="590" height="320" /></p>
<p>Let me tell you a story. It&#8217;s a story about a small gold fish<em></em> and the wacky world he lives in. Don&#8217;t write off this pint sized piece of aquatic cuteness, however. That&#8217;s what he wants you to do. When your back is turned he&#8217;ll pounce. It&#8217;s what he&#8217;s good at.</p>
<p>This a story of deception and rage. This is Launching Pad Games&#8217; <em>Mighty Fin.</em></p>
<p><span id="more-75088"></span>I was a bit of a skeptic when I first picked up this iOS title. Perhaps it was the control scheme and gameplay &#8212; both are extremely simple. You press down to have Fin dive; let go and he&#8217;ll jump; collect bubbles in the water for points to shoot for a high score; if you collide with an object or enemy you&#8217;ll die.</p>
<p>Simplicity couldn&#8217;t be the source of deception, though. When you think about it, the Mario Bros. franchise got its start with a similar simplicity. By that I mean jump, collect coins, repeat. No, simplicity is definitely not a downfall. When done right, it can make a game rather elegant. For all intents and purposes, <em>Mighty Fin</em> is indeed an elegant game.</p>
<p>The deception lied in the first stages.</p>
<p><img class="aligncenter size-full wp-image-75094" title="MF_1" src="http://gamerlimit.com/files/2011/08/MF_1.jpg" alt="" width="590" height="320" /></p>
<p>I can&#8217;t avoid saying this: the first several stages of <em>Mighty Fin</em> toe the line between uneventful and boring. Nothing stopped me from snagging that gold medal rating at the end of the beginning stages. In retrospect, it took every ounce of that sharp, playful art style to keep my attention from drifting. Let&#8217;s save that discussion for later. Right now, I want to talk about how that goldfish lunged for my jugular &#8212; just when my defenses were down.</p>
<p>Before I knew it I was dying and, surprise to me, I was religiously coming back for more. You see, that little fish wants to ease you in and then once you&#8217;re in the water, turns up the heat. Call it a good thing you&#8217;re not diving and jumping blithely unhindered for long. Prepare to die. A lot.</p>
<p>All of a sudden<em> Mighty Fin</em> starts throwing obstacles at you with gusto. You&#8217;re quickly met with narrow passageways and fast coming boulders to which you must react almost by sheer reflex. The slightest hesitation is almost 100% tantamount to death.</p>
<p>Some would call shenanigans &#8212; where there was virtually no challenge in the beginning, without warning you have one of the hardest games you&#8217;ve ever played. That goldfish isn&#8217;t cute and innocent anymore. He&#8217;s calculating, cold. Fin is a downright bastard.</p>
<p><img class="aligncenter size-full wp-image-75127" title="MF_5" src="http://gamerlimit.com/files/2011/08/MF_5.jpg" alt="" width="590" height="320" /><a href="http://gamerlimit.com/2011/09/gamer-limit-review-mighty-fin/mf_3/" rel="attachment wp-att-75125"><br />
</a></p>
<p>I&#8217;m ambivalent in this regard. There is a definite imbalance in difficulty. At the same time, I say it&#8217;s good to have extreme challenge. It can help sharpen one&#8217;s hand-eye coordination.</p>
<p>Albeit, what&#8217;s rather exceptional about <em>Mighty Fin</em> is that when you die, you&#8217;re not restarting the same level again. By that I mean: every time you take another crack at the stage the obstacles and bubble patterns are rearranged. It makes the sadomasochist in me scream out in pleasure.</p>
<p>While we&#8217;re at it, let&#8217;s talk about the obstacles. There are floating boulders and icebergs. Hungry penguins and sharks. Misplaced octopus tentacles. Cyborg robots &#8230; wait &#8230; shurikens &#8230; cake? Yes, if anything can be said about this game, it&#8217;s that once the challenge and creativity kick into high gear they never let up. You do have to wade through some blandness to get there, but you&#8217;re rewarded with an ever increasing difficulty curve and artistic visual stimulus.</p>
<p><img class="aligncenter size-full wp-image-75097" title="MF_6" src="http://gamerlimit.com/files/2011/08/MF_6.jpg" alt="" width="590" height="320" /></p>
<p><em>Mighty Fin</em> offers a variety of different themed levels, from a nondescript ocean to a futuristic utopia with saucer shaped building rising out of the water, a candy land that has Fin swimming through what looks like Kool-Aid, and a play on Katsushika Hokusai&#8217;s famous wood block print <em>The Wave.</em> These themes are all represented through a cardboard on cardboard artstyle, similar to what is seen in <em>LittleBigPlanet</em>. The visuals are really sharp and a treat for the eyes, especially in the later stages.</p>
<p>Alas, what else can I say about this iOS game that looks like a pipsqueak on the outside, but acts like a serious game? How about the replay value?</p>
<p>While there are only 16 levels, <em>Mighty Fin</em> offers three modes: Campaign, Survival and Endless Zen. If the Campaign challenges weren&#8217;t enough, try Survival mode where instead of having to beat the clock or reach benchmarks like other games, you have to navigate through the level at constantly increasing speed. Endless Zen, which is basically a play-till-you-die affair, is the least stressful of the three game modes.</p>
<p><img class="aligncenter size-full wp-image-75104" title="MF_2" src="http://gamerlimit.com/files/2011/08/MF_2.jpg" alt="" width="590" height="320" /></p>
<p>There are also 60 costumes to collect through special bubbles and achieving high scores. It can be fun to see a fish with an eye patch and an unflinching bird on its back jump in and out of Kool-Aid-like water through a candy land. My favorite is the Hulk Hogan costume &#8212; &#8220;Mean, blond, and ready to wrestle&#8221; says the caption. These costumes are purely cosmetic, though, no special power ups which leaves something to be desired.</p>
<p>Overall, <em>Mighty Fin</em> is a competent game that airs on the side of simplicity to deliver addicting, challenging arcade game play. Some may find the difficulty curve rather steep, but, in the end, I will be surprised if anyone regrets paying 99 cents for this iOS title which can be played on both the iPhone and iPad.</p>
<p><img class="size-full wp-image-73397 alignnone" title="Gamer Limit Review Score" src="http://gamerlimit.com/files/2011/06/review-score-7.jpg" alt="" width="590" height="100" /><br />
<a title="Metacritic" href="http://www.metacritic.com/" target="_blank"><img class="size-full wp-image-73417 alignnone" style="margin-left: 1px; margin-right: 1px; margin-top: 0px; margin-bottom: 0px; border: 2px solid black;" title="Metacritic" src="http://gamerlimit.com/files/2011/06/metacritic-review-image.jpg" alt="" width="191" height="54" /></a><a title="GameRankings" href="http://www.gamerankings.com/sites/1598-gamer-limit/index.html" target="_blank"><img class="size-full wp-image-73418 alignnone" style="border: 2px solid black;" title="GameRankings" src="http://gamerlimit.com/files/2011/06/gamerankings-review-image.jpg" alt="" width="193" height="54" /></a><a title="Gamer Limit Review Policy" href="http://gamerlimit.com/about/gamer-limit-scoring-system/" target="_blank"><img class="size-full wp-image-73419 alignnone" style="margin-left: 1px; margin-right: 1px; border: 2px solid black;" title="Gamer Limit Review Policy" src="http://gamerlimit.com/files/2011/06/gl-review-policy-img.jpg" alt="" width="191" height="54" /></a></p>
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		<title>iOS Zero Buck Alert: Spirits</title>
		<link>http://gamerlimit.com/2011/05/ios-zero-buck-alert/</link>
		<comments>http://gamerlimit.com/2011/05/ios-zero-buck-alert/#comments</comments>
		<pubDate>Fri, 13 May 2011 01:51:30 +0000</pubDate>
		<dc:creator>Chris Carter</dc:creator>
				<category><![CDATA[Iphone]]></category>
		<category><![CDATA[Zero Bucks]]></category>

		<guid isPermaLink="false">http://gamerlimit.com/?p=71803</guid>
		<description><![CDATA[The iOS marketplace is highly known for their plentiful free app days, and today is no exception. Fire up your favorite iOS device to pick up the highly popular Spirits for zero bucks. Spirits tasks you with blowing the cousins of the little critters from Princess Mononoke to and fro in a whimsical fashion throughout [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://gamerlimit.com/files/2011/05/spirits_detail_em_slide.jpg"><img class="alignnone size-large wp-image-71806" title="spirits_detail_em_slide" src="http://gamerlimit.com/files/2011/05/spirits_detail_em_slide-590x356.jpg" alt="" width="590" height="356" /></a></p>
<p>The iOS marketplace is highly known for their plentiful free app days, and today is no exception. Fire up your favorite iOS device to pick up the highly popular <em>Spirits</em> for zero bucks. <em>Spirits</em> tasks you with blowing the cousins of the little critters from <em><a href="http://thefashionwarrior.com/wp-content/uploads/2010/11/princess_mononoke_033.jpg">Princess Mononoke</a> </em>to and fro in a whimsical fashion throughout beautiful hand-drawn landscapes. If you&#8217;re on the fence, think &#8220;Artsy <em>Lemmings&#8221;</em>, and just go download it right now.</p>
<p>As usual, this sale probably won&#8217;t last often, so at the very least, get on iTunes and pick this one up immediately so it&#8217;s locked to your account forever.</p>
<p>[<a href="http://itunes.apple.com/app/spirits/id392492258?mt=8">Standard</a>/<a href="http://itunes.apple.com/app/spirits-for-ipad/id388636935?mt=8">iPad</a>]</p>
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		<title>Gamer Limit Review: One Single Life</title>
		<link>http://gamerlimit.com/2011/04/gamer-limit-ios-review-one-single-life/</link>
		<comments>http://gamerlimit.com/2011/04/gamer-limit-ios-review-one-single-life/#comments</comments>
		<pubDate>Wed, 20 Apr 2011 21:59:58 +0000</pubDate>
		<dc:creator>Chris Carter</dc:creator>
				<category><![CDATA[Iphone]]></category>
		<category><![CDATA[Review]]></category>

		<guid isPermaLink="false">http://gamerlimit.com/?p=71221</guid>
		<description><![CDATA[We all only have One Single Life: unless of course, we&#8217;re talking about our favorite fantasy nether realm - the video game world. Often times we&#8217;ll run into buildings in Call of Duty without thinking, or jumping over a gap in Mario without surveying the other side first &#8211; recklessness is just one of gamer&#8217;s many idiosyncrasies. [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-71565" title="Gamer Limit Review: One Single Life" src="http://gamerlimit.com/files/2011/04/one-single-life-review-header.jpg" alt="" width="590" height="320" /></p>
<p>We all only have <em>One Single Life: </em>unless of course, we&#8217;re talking about our favorite fantasy nether realm - the video game world. Often times we&#8217;ll run into buildings in <em>Call of Duty</em> without thinking, or jumping over a gap in <em>Mario</em> without surveying the other side first &#8211; recklessness is just one of gamer&#8217;s many idiosyncrasies. While you still have your various consequences, some games, such as <em>Prince of Persia</em>, go a step further, and remove the element of death entirely.</p>
<p>But what would happen if, after you died one time, even by mistake, the game was completely over?<br />
<span id="more-71221"></span><em>One Single Life</em> is a free version of those &#8220;endless runner&#8221; games you&#8217;ve played, well, endless amounts of, except it has one twist: once you&#8217;re dead, it&#8217;s game over entirely. The levels themselves are presented beautifully, with very unique visuals and animation. Each level will begin with an ominous billboard that states &#8220;Warning (x) %) of players will die here&#8221; &#8211; my guess is that they&#8217;re there to justify your death, by saying &#8220;well, a ton of other people died here, so it&#8217;s ok!&#8221; Either way, it&#8217;s a nice little feature that helps differentiate it from the pack.</p>
<p>Each level contains a jump that must be completed with pinpoint accuracy, or it&#8217;s lights out (although if you <em>just</em> make it you&#8217;ll be able to pull yourself up from the ledge). When you actually make the jump, the view will zoom out, and either have you cheering or gasping depending on your character&#8217;s mid-leap status: it also doesn&#8217;t help that the game dramatically presents each jump in slow-motion. If you miss the jump &#8211; well, that&#8217;s it. Your character plummets to the ground, and the game is over. I can&#8217;t stress enough how nerve racking each jump is, and how much you&#8217;ll lament failure the more you progress.</p>
<p><img class="alignnone size-full wp-image-71387" title="photo" src="http://gamerlimit.com/files/2011/04/photo-e1302827309576.png" alt="" width="590" height="320" /></p>
<p>There is a secret way to get an extra life, but honestly, it doesn&#8217;t really interest me that much &#8211; my final resting place was the lowly level four, and I&#8217;m happy to leave it be. My guess is that the development team put this feature in so that they could quell the many gamers who would rate it low on iTunes, but at the asking price of &#8220;$0&#8243;, it&#8217;s hard to complain about something that&#8217;s basically the entire crux of the game.</p>
<p><em>One Single Life</em> is the perfect embodiment of a quick iPhone game: you pick it up for free, without any guilt, experience it, and move on. While the game can&#8217;t guarantee instant spiritual enlightenment, it can guarantee a pretty fun game session.</p>
<p><strong>Gamer Limit gives One Single Life an 8.5/10.<br />
</strong><strong><a href="http://itunes.apple.com/us/app/one-single-life/id417890518?mt=8">You can pick it up here</a></strong></p>
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		<title>Gamer Limit iOS Review: Angry Birds Rio</title>
		<link>http://gamerlimit.com/2011/04/gamer-limit-review-angry-birds-rio/</link>
		<comments>http://gamerlimit.com/2011/04/gamer-limit-review-angry-birds-rio/#comments</comments>
		<pubDate>Mon, 11 Apr 2011 21:56:55 +0000</pubDate>
		<dc:creator>Chris Carter</dc:creator>
				<category><![CDATA[Iphone]]></category>
		<category><![CDATA[Review]]></category>

		<guid isPermaLink="false">http://gamerlimit.com/?p=71224</guid>
		<description><![CDATA[I feel obligated to preface this review with a bold statement: I&#8217;m not a fan of vanilla Angry Birds. The original Angry Birds leaves a lot to be desired, and while AB: Seasons tried to mix things up a bit, it ultimately felt the same. Other than the designs for the titular adorable feathered fiends, there [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://gamerlimit.com/files/2011/04/rioheader.jpg"><img class="alignnone size-full wp-image-71226" title="rioheader" src="http://gamerlimit.com/files/2011/04/rioheader.jpg" alt="" width="590" height="320" /></a></p>
<p>I feel obligated to preface this review with a bold statement: I&#8217;m not a fan of vanilla <em>Angry Birds</em>. The original <em>Angry Bird</em>s leaves a lot to be desired, and while <em>AB: Seasons</em> tried to mix things up a bit, it ultimately felt the same. Other than the designs for the titular adorable feathered fiends, there really isn&#8217;t a whole lot there to justify all of the hype it&#8217;s receieved over the past year.</p>
<p>Thankfully, <em>Angry Birds Rio</em> proves that Rovio has a few tricks up their sleeve.<span id="more-71224"></span><em></em></p>
<p><em>Angry Birds Rio</em> follows the same &#8220;bite sized level based&#8221; scheme of the <em>Angry Birds</em> series, albeit with a few twists. <em>Rio</em> features sixty levels spanning [currently, pre-updates] two &#8220;acts&#8221;, both of which are markedly different than Angry Bird&#8217;s typical pallette swap during level transitions. Act One tasks the birds with freeing the star of the feature film, Blu, and friends from the evil Cockatoo Nigel. While it isn&#8217;t a completely new concept, it is refreshing to not see the same monotonous green pig enemy over and over.</p>
<p>In addition to the new setup, unlike the original Angry Birds, the level designs are much more solid this time around, and never really feel impossible or luck based. You&#8217;ll have pretty much all of the different types of birds at the very beginning as well, instead of slowly ramping up with the same types, which helps vary the gameplay a bit.</p>
<p><img class="alignnone size-large wp-image-71228" title="rio2" src="http://gamerlimit.com/files/2011/04/rio2-590x393.jpg" alt="" width="590" height="393" /></p>
<p>Act Two features villanous monkeys instead of cages, and even culminates in a boss battle against Nigel himself. While the boss mechanic is only on one level, it really demonstrates the versatility of the Angry Birds engine &#8211; in other words, it&#8217;s not just for for flinging pixels at static targets for hours on end: an entire adventure style game could easily be on the horizon from Rovio. While the main game will only last you two to three hours, with listed updates in May, July, October, and November on the horizon, there&#8217;s bound to be more gameplay variations. There are also more trophies to earn, and a few hidden secrets that are a bit more robust than the original.</p>
<p>If you absolutely hated the original Angry Birds, AB: Rio isn&#8217;t really going to sway you into becoming a fan; but if you at least had *some* fun with the original, you should most definately come back for more, especially at the .99 price point.</p>
<p><strong>Gamer Limit gives Angry Birds Rio a 9.0/10</strong><strong><br />
</strong><strong><a href="http://itunes.apple.com/us/app/angry-birds-rio/id420635506?mt=8"> You can buy it here </a></strong></p>
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		<title>Gamer Limit iOS Review: Mos Speedrun</title>
		<link>http://gamerlimit.com/2011/04/gamer-limit-ios-review-mos-speedrun/</link>
		<comments>http://gamerlimit.com/2011/04/gamer-limit-ios-review-mos-speedrun/#comments</comments>
		<pubDate>Sun, 10 Apr 2011 00:29:51 +0000</pubDate>
		<dc:creator>Chris Carter</dc:creator>
				<category><![CDATA[Iphone]]></category>
		<category><![CDATA[Review]]></category>

		<guid isPermaLink="false">http://gamerlimit.com/?p=71201</guid>
		<description><![CDATA[Retro themed games are really starting to find their center on the iOS platform. While they aren&#8217;t exactly flooding the marketplace, gems like Karoshi, Forget Me Not, Kami Retro, and League of Evil are gracing iTunes more and more these days. The latest entry to the iOS retro family is &#8220;Mos Speedrun&#8220;: an old school [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://gamerlimit.com/files/2011/04/mosheader.jpg"><img class="alignnone size-full wp-image-71219" title="mosheader" src="http://gamerlimit.com/files/2011/04/mosheader.jpg" alt="" width="590" height="320" /></a></p>
<p>Retro themed games are really starting to find their center on the iOS platform. While they aren&#8217;t exactly flooding the marketplace, gems like<a href="http://itunes.apple.com/us/app/karoshi/id406650835?mt=8"> <em>Karoshi</em></a>, <em><a href="http://itunes.apple.com/us/app/forget-me-not/id419572408?mt=8">Forget Me Not</a></em>, <a href="http://itunes.apple.com/us/app/kami-retro/id424188363?mt=8">Kami Retro</a>, and <em><a href="http://itunes.apple.com/us/app/league-of-evil/id405552598?mt=8">League of Evil</a></em> are gracing iTunes more and more these days. The latest entry to the iOS retro family is &#8220;<em>Mos Speedrun</em>&#8220;: an old school platformer with an adorable lady bug mascot.</p>
<p><em>Speedrun&#8217;s</em> premise is simple: get to the end of the level without falling onto spikes, or becoming an insidious enemies&#8217; lunch. While it all sounds well and fun, is it worth the $1.99 asking price? Read on to find out.<span id="more-71201"></span></p>
<p>Like most touch screen retro games, <em>Mos Speedrun</em> gives you two options: classic style arrows with a jump button, and a &#8220;two finger&#8221; iOS scheme. Essentially, each side of the screen signifies a direction, and pressing both sides at once will cause your hero to jump. Unfortunately, both of these schemes have their own problems. The classic style is problematic if you have fat fingers, as a lot of your real estate is going to be blocked by your chubby nubs. A quick fix for this would be an update that separates the control interface and the game itself, but as it stands, you&#8217;ll have to make due. The iOS style is incredibly hard to navigate, and in my opinion, isn&#8217;t really usable on the later levels (at least in comparison to the classic style). Because of this, purists may want to avoid the game if they can&#8217;t handle the classic control scheme.</p>
<p>As previously mentioned, getting to the end of the game&#8217;s twenty levels isn&#8217;t your sole goal. One medal each is earned for completion, grabbing all the coins in a level, stealing the hidden skull treasure, and going under the par time limit. Along the way, you&#8217;ll encounter enemy bugs, zombies, jumping fireballs, and of course, every platform protagonist&#8217;s worst nightmare: giant spikes of doom. <em>Speedrun</em> has a lot of homages to past games such as <em>Sonic</em> and <em>Mario 3, </em>but at the same time, it feels inherently unique. There&#8217;s plenty of variation in terms of the setting and enemy selection to keep you going, and like most iOS titles, it isn&#8217;t unrealistic to expect an update with more levels in the future.</p>
<p><a href="http://gamerlimit.com/files/2011/04/speedrun2.jpg"><img class="alignnone size-large wp-image-71208" title="speedrun2" src="http://gamerlimit.com/files/2011/04/speedrun2-590x393.jpg" alt="" width="590" height="393" /></a></p>
<p>Thankfully, the fact that there&#8217;s that additional medal awarded for a speed run really adds to the game&#8217;s replay value. In all likelihood, you&#8217;re not going to get the speed medal in any level you&#8217;re playing for the first time, provided that you&#8217;re going coin and/or treasure hunting. While it may seem like a cheap trick to force players to beat a level twice, it really helps add to the overall package: when you go back to a level the second time, you&#8217;re likely to see it in a whole new light, given how robust the designs are. Achievement lovers will also no doubt rejoice at full Gamer Center support.</p>
<p><em>Mos Speedrun </em>doesn&#8217;t really do anything above and beyond the call of duty, but retro fans craving a challenge are sure to find yet another hidden gem in this title. While it isn&#8217;t as good as, say, <em>League of Evil</em>, it&#8217;s a pretty solid companion game for any retronauts out there.</p>
<p><strong>Gamer Limit gives Mos Speedrun an 8/10</strong><strong><br />
</strong><strong> </strong><strong><a href="http://itunes.apple.com/us/app/mos-speedrun/id419215811?mt=8">You can buy it here</a></strong></p>
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		<title>Grasshopper Manufacture&#8217;s Frog Minutes lands on iOS Platforms today</title>
		<link>http://gamerlimit.com/2011/03/grasshopper-manufactures-frog-minutes-lands-on-ios-platforms-today/</link>
		<comments>http://gamerlimit.com/2011/03/grasshopper-manufactures-frog-minutes-lands-on-ios-platforms-today/#comments</comments>
		<pubDate>Thu, 31 Mar 2011 07:00:43 +0000</pubDate>
		<dc:creator>Kyle MacGregor</dc:creator>
				<category><![CDATA[Iphone]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[frog minutes]]></category>
		<category><![CDATA[grasshopper manufacture]]></category>
		<category><![CDATA[suda 51]]></category>
		<category><![CDATA[suda 51 charity game]]></category>

		<guid isPermaLink="false">http://gamerlimit.com/?p=70967</guid>
		<description><![CDATA[Grasshopper Manufacture, the guys behind No More Heroes and Killer 7, released a game called Frog Minutes for iOS devices earlier today. Our Editor-in-Chief, Chris Carter, was nice enough to forward us the image above from his iPhone. While it appears to be some sort of nature documentary meets arcade game, Frog Minutes boils down [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-70968" title="punkisdead" src="http://gamerlimit.com/files/2011/03/punkisdead.jpg" alt="" width="590" height="320" /></p>
<p>Grasshopper Manufacture, the guys behind <em>No More Heroes </em>and <em>Killer 7</em>, released a game called <em>Frog Minutes</em> for iOS devices earlier today. Our Editor-in-Chief, Chris Carter, was nice enough to forward us the image above from his iPhone.</p>
<p>While it appears to be some sort of nature documentary meets arcade game, <em>Frog Minutes</em> boils down to collecting and feeding  different types of bugs to, yes you guessed it, frogs in effort to catch them. Not necessarily the punk rock style we usually see from Suda 51, but its definitely a little off the wall.</p>
<p><em>Frog Minutes </em>only costs $0.99 and proceeds go towards Japanese disaster relief.</p>
<p><span id="more-70967"></span></p>
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		<title>The Weinstein Company gets into the games biz</title>
		<link>http://gamerlimit.com/2011/03/the-weinstein-company-gets-into-the-games-biz/</link>
		<comments>http://gamerlimit.com/2011/03/the-weinstein-company-gets-into-the-games-biz/#comments</comments>
		<pubDate>Fri, 25 Mar 2011 20:15:22 +0000</pubDate>
		<dc:creator>Alex Yue</dc:creator>
				<category><![CDATA[Industry Developments]]></category>
		<category><![CDATA[Iphone]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Wii]]></category>
		<category><![CDATA[X360]]></category>

		<guid isPermaLink="false">http://gamerlimit.com/?p=70776</guid>
		<description><![CDATA[Today independent film studio The Weinstein Company announced that it is launching its own videogame label. Dubbed TWC Games, the new division will work closely with developers and publisher to help create mobile, social, and console games based off of intellectual properties owned by The Weinstein Company and its subsidiarity Dimension Films. While the press [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="size-full wp-image-70777 aligncenter" title="the-weinstein-company-logo_17521.nphd" src="http://gamerlimit.com/files/2011/03/the-weinstein-company-logo_17521.nphd_.jpg" alt="" width="590" height="320" /></p>
<p>Today independent film studio The Weinstein Company announced that it is launching its own videogame label. Dubbed TWC Games, the new division will work closely with developers and publisher to help create mobile, social, and console games based off of intellectual properties owned by The Weinstein Company and its subsidiarity Dimension Films.</p>
<p>While the press release did not mention any specific titles that TWC has in the works, it did make a point to list off some of it&#8217;s popular IPs, such as: Scream, Hellraiser, Scary Movie, and Children of the Corn.<span id="more-70776"></span><br />
I don&#8217;t know about you guys, but Hellraiser 1 and 2 are two of my favorite movies. I can imagine how cool it would be if there was a game like <em>Amnesia: The Dark Descent</em> set in the Hellraiser universe. You&#8217;d have to run around the Hell dimension looking for the puzzle box before the Cenobite find you. Just thinking about it is getting me excited. Hopefully The Weinstein Company is a fan of Gamer Limit and will make my horror game dreams come true.</p>
<p>What do you guys think about this? What Weinstein Company IP do you think would make a good game and why? Let us know what you think with a comment below.</p>
<p>Source: <a href="http://www.shacknews.com/article/67922/weinstein-company-announces-game-division" target="_blank">Shacknews</a></p>
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		<title>Insomniac creates a social gaming division called Insomniac Click</title>
		<link>http://gamerlimit.com/2011/03/insomniac-creates-a-social-gaming-division-called-insomniac-click/</link>
		<comments>http://gamerlimit.com/2011/03/insomniac-creates-a-social-gaming-division-called-insomniac-click/#comments</comments>
		<pubDate>Mon, 14 Mar 2011 19:37:10 +0000</pubDate>
		<dc:creator>Alex Yue</dc:creator>
				<category><![CDATA[Industry Developments]]></category>
		<category><![CDATA[Iphone]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[PC]]></category>

		<guid isPermaLink="false">http://gamerlimit.com/?p=70553</guid>
		<description><![CDATA[Exactly one week ago I wrote up a little news story about how Rebellion Games was opening up a new social games division. At the end of the article I asked you guys if you thought more game developers were going to follow in Rebellion&#8217;s footsteps. Well, those of you who said yes were correct. [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="size-full wp-image-70554 aligncenter" title="129999315556154_17350.nphd" src="http://gamerlimit.com/files/2011/03/129999315556154_17350.nphd_.jpg" alt="" width="590" height="320" /></p>
<p>Exactly one week ago I wrote up a little news story about how <a href="http://gamerlimit.com/2011/03/rebellion-games-opens-up-a-social-games-division/" target="_blank">Rebellion Games was opening up a new social games division</a>. At the end of the article I asked you guys if you thought more game developers were going to follow in Rebellion&#8217;s footsteps. Well, those of you who said yes were correct.</p>
<p>Today, developer Insomniac (best known for<em> Resistance</em> and <em>Ratchet &amp; Clank</em>) announced that it has opened up a new social gaming division. Dubbed Insomniac Click, the new development studio will focus on creating games for the web and mobile devices. <span id="more-70553"></span></p>
<p>Brian Hastings, Chief creative officer at Insomniac Games, made <a href="http://www.insomniacgames.com/blogcast/blog/all_categories/152568803/preview_36522" target="_blank">a lengthy blog post</a> outlining the types of games the new studio would be working on. In this blog post, he makes five promises to gamers. They are: &#8220;1. Social interaction must be mutually enjoyable&#8221; &#8220;2. Game tuning must benefit the player experience&#8221; &#8220;3. Gameplay Depth&#8221; &#8220;4. Easy to Learn, Hard to Master&#8221; &#8220;5. Make It Fun First.&#8221;</p>
<p>Hastings also criticised current social games stating, &#8220;Many social games out there are more activities than games&#8211;that is, a set of tools but no problem. For instance, you plant crops and then harvest them to make more money so you can plant more crops. Your tools are: pick a crop, plant it somewhere, harvest a ripened crop. But what problem are you solving? There really isn&#8217;t one. You can&#8217;t succeed and you can&#8217;t fail and that&#8217;s part of the fun. But at the same time, without having a problem to solve, it&#8217;s less of an actual game than Tic-Tac-Toe.&#8221;</p>
<p>I don&#8217;t know about you guys, but I have the feeling that Insomniac Click is going to make some pretty cool games. Maybe I&#8217;m just out of touch or whatever, but the current generation of social and mobile games just don&#8217;t do it for me. Hopefully Insomniac Click will be able to keep those five promises and come out with some gnarly games.</p>
<p>Source: <a href="http://www.shacknews.com/article/67803/insomniac-launches-social-gaming-division" target="_blank">Shacknews.com</a></p>
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		<title>Pirates vs Ninjas vs Zombies vs Pandas: Puzzle Wars available now</title>
		<link>http://gamerlimit.com/2011/03/pirates-vs-ninjas-vs-zombies-vs-pandas-puzzle-wars-available-now/</link>
		<comments>http://gamerlimit.com/2011/03/pirates-vs-ninjas-vs-zombies-vs-pandas-puzzle-wars-available-now/#comments</comments>
		<pubDate>Fri, 04 Mar 2011 14:13:13 +0000</pubDate>
		<dc:creator>Bobby Hunter</dc:creator>
				<category><![CDATA[Iphone]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[ios]]></category>
		<category><![CDATA[iPhone games]]></category>
		<category><![CDATA[iTouch]]></category>
		<category><![CDATA[puzzle games]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://gamerlimit.com/?p=70047</guid>
		<description><![CDATA[Swedish publisher Pan Vision announced that their iOS title Pirates vs Ninjas vs Zombies vs Pandas: Puzzle Wars is now available for download from the App Store. It looks like the developers took a kitchen sink approach judging by how many pop culture memes they appropriated for this game. Hit the jump for more details [...]]]></description>
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<p>Swedish publisher Pan Vision announced that their iOS title <em>Pirates vs Ninjas vs Zombies vs Pandas: Puzzle Wars</em> is now available for download from the App Store.</p>
<p>It looks like the developers took a kitchen sink approach judging by how many pop culture memes they appropriated for this game. Hit the jump for more details about <em>PvNvZvP: Puzzle Wars. </em>(I refuse to type out the full title again)<span id="more-70047"></span></p>
<p><a rel="attachment wp-att-70052" href="http://gamerlimit.com/2011/03/pirates-vs-ninjas-vs-zombies-vs-pandas-puzzle-wars-available-now/background_image/"><img class="alignnone size-full wp-image-70052" title="background_image" src="http://gamerlimit.com/files/2011/03/background_image.png" alt="" width="590" height="320" /></a></p>
<p>According to the official press release, <em>PvNvZvP: Puzzle Wars</em> is &#8220;a humorous action puzzle game featuring more feuds and battles between the popular Pirate, Ninja, Zombie and Panda characters.&#8221; Gameplay appears to be a similar to the match 3 style perfected by the <em>Bejeweled </em>series.</p>
<p>&#8220;In this new game, players must rearrange and match the individual characters in an 8 x 10 matrix , triggering explosions that clear the grid and rack up high scores.&#8221;</p>
<p>The game also takes advantage of the iPhone and iTouch&#8217;s accelerometer to enhance gameplay. Apparently if you rotate your device, gravity will rotate with it, changing the way the puzzle pieces act. Though to be perfectly honest, what really caught my attention was the game&#8217;s horrendous brilliant title. How can anything that&#8217;s trying to cash in on the popularity of pirates, ninjas, zombies, <em>and pandas?! </em>be bad?</p>
<p><em>PvNvZvP: Puzzle Wars</em> costs $.99 and the iPad version is coming soon.</p>
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		<title>Gamer Limit Review: Blimp: The Flying Adventures</title>
		<link>http://gamerlimit.com/2011/01/gamer-limit-review-blimp-the-flying-adventures/</link>
		<comments>http://gamerlimit.com/2011/01/gamer-limit-review-blimp-the-flying-adventures/#comments</comments>
		<pubDate>Wed, 12 Jan 2011 18:35:26 +0000</pubDate>
		<dc:creator>Kyle MacGregor</dc:creator>
				<category><![CDATA[DLC]]></category>
		<category><![CDATA[Indie]]></category>
		<category><![CDATA[Iphone]]></category>
		<category><![CDATA[PSP]]></category>
		<category><![CDATA[PSP Minis]]></category>
		<category><![CDATA[Review]]></category>
		<category><![CDATA[blimp]]></category>
		<category><![CDATA[blimp flying adventures]]></category>
		<category><![CDATA[ios]]></category>

		<guid isPermaLink="false">http://gamerlimit.com/?p=68384</guid>
		<description><![CDATA[Blimp: The Flying Adventures is not a terribly deep or substantial game. It’s a twenty level downloadable Steampunk 2D version of Crazy Taxi with bombs available for the PS3, PSP and iOS devices. If that sounds like your cup of tea hit the jump for the full review. In Blimp, you take control of hardened [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-68395" title="b6" src="http://gamerlimit.com/files/2010/12/b6.jpg" alt="" width="590" height="320" /></p>
<p><em>Blimp: The Flying Adventures</em> is not a terribly deep or substantial game. It’s a twenty level downloadable Steampunk 2D version of <em>Crazy Taxi</em> with bombs available for the PS3, PSP and iOS devices. If that sounds like your cup of tea hit the jump for the full review.</p>
<p><span id="more-68384"></span></p>
<p><img class="aligncenter size-full wp-image-68388" title="b3" src="http://gamerlimit.com/files/2010/12/b3.jpg" alt="" width="590" height="320" /></p>
<p>In Blimp, you take control of hardened war veteran, Zed Pelin, who is forced back into service when his small planet is attacked by a big evil empire. The story is told through text and still images before missions. It’s there if you want it, but for the most part it’s neither terribly gripping nor consequential – merely servicing as a backbone for the real meat of the game: the gameplay.</p>
<p>In <em>Blimp</em>, you control…a blimp. While there is a war going on, instead of being out there on the front lines you’ll be more like the resistance’s taxi service. You’ll spend your time be picking things up from one point and dropping them off somewhere else. At first you’ll literally be a taxi service shuttling people around, but before long you’ll be dropping reinforcements off into combat zones, planting explosives and bombing enemy airships.</p>
<p>Everything controls well, as well as you would expect a blimp to anyway. Just don’t expect to have pin-point accuracy. A little bit of realism here is actually nice. I imagine it would be a little disconcerting to be looking at a blimp that controls like the Ikaruga.</p>
<p>It starts off fairly easy and you may even think you’ll be able to beat the game in a half hour. While I imagine that is possible, and the game encourages it since you&#8217;re constantly playing against the clock,  the difficulty begins to increase steadily and ramps up a lot towards the end of the game. The last level is particularly challenging and definitely involves quite a bit of strategy, finesse and luck to successfully complete.</p>
<p><img class="aligncenter size-full wp-image-68387" title="b2" src="http://gamerlimit.com/files/2010/12/b2.jpg" alt="" width="590" height="320" /></p>
<p>The visuals are all really nice and I really love the Steampunk vibe.  Everything is animated smoothly and is really crisp. The art style is bright, colourful and looks really good. The landscapes are particularly notable, looking like something out of a well-illustrated children’s book.</p>
<p>I played the PSP Minis version of the game, and the entire time I played it <em>Blimp</em> came across like something you could find on the AppStore for a dollar or two. In fact, it is on the AppStore for $0.99. Now compare that with <em>Blimp</em>’s $4.99 price-tag on the PlayStation Network and you run into my only real criticism of the title.</p>
<p>As horrendous as most touch screen controls are, the ability to use real buttons isn’t really worth an extra four dollars. If Sony wants to be competitive in the portable gaming market, they are really going to need to figure out how to be smarter with pricing. For the most part, people just aren’t going to be willing to pay five, ten, fifteen dollars for an experience they can get elsewhere for a buck or two just so they can play it on a Sony.</p>
<p>The sad thing is, there’s nothing wrong with <em>Blimp </em>as an experience. There are just much deeper, more enjoyable downloadable titles out there for the price. While I haven’t played the phone version myself (it’s not available on the Droid Market) if you’re at all interested, for a dollar, I would definitely recommend picking up iOS version.</p>
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