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	<title>NekoFever.com &#187; Apple</title>
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	<link>http://www.nekofever.com</link>
	<description>My games and other nonsense</description>
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		<title>Best of 2011 #7: Tiny Wings</title>
		<link>http://www.nekofever.com/archives/2012/01/best-of-2011-7-tiny-wings/</link>
		<comments>http://www.nekofever.com/archives/2012/01/best-of-2011-7-tiny-wings/#comments</comments>
		<pubDate>Wed, 04 Jan 2012 21:00:00 +0000</pubDate>
		<dc:creator>Olly</dc:creator>
				<category><![CDATA[Best of 2011]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[GOTY]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[Andreas Illiger]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[Tiny Wings]]></category>

		<guid isPermaLink="false">http://www.nekofever.com/?p=2703</guid>
		<description><![CDATA[The second iPhone game on this list is probably more typical of the kind of thing that gets all the plaudits in indie circles: a solo developer, gorgeous art, and simply a good idea done extremely well. I adore a bit of score-chasing on the phone, and I found myself losing hours to the hypnotic [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright" title="Tiny Wings" src="http://www.nekofever.com/images/bestof2011/tinywings.jpg" alt="" width="175" height="175" />The second iPhone game on this list is probably more typical of the kind of thing that gets all the plaudits in indie circles: a solo developer, gorgeous art, and simply a good idea done extremely well. I adore a bit of score-chasing on the phone, and I found myself losing hours to the hypnotic flow of Tiny Wings, falling into a rhythm that changed with the day&#8217;s randomly generated terrain.</p>
<p>Some of the games below this on my list are undoubtedly more substantial, but, looking back, it wouldn&#8217;t surprise me if I spent more time with Tiny Wings than the one-playthrough-and-you&#8217;re-done action games. It&#8217;s beautiful, and as good a time-waster as it is a game of skill, which is more than can be said for that other bafflingly popular iOS game involving birds with questionable flying ability.</p>
<p>I hope the success of iPhone games that are actually built with a touch interface in mind, like this, Infinity Blade and, yes, Angry Birds, will go some way to convincing developers that the middling results when porting &#8216;proper&#8217; console games aren&#8217;t worth the effort when one guy can make a game as effective as this. The iPhone isn&#8217;t a 3DS or Vita and never will be, but when its original titles are this good, this addictive, this gorgeous, that&#8217;s by no means a criticism.</p>
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		<title>Game Dev Story</title>
		<link>http://www.nekofever.com/archives/2011/01/game-dev-story/</link>
		<comments>http://www.nekofever.com/archives/2011/01/game-dev-story/#comments</comments>
		<pubDate>Mon, 03 Jan 2011 17:08:48 +0000</pubDate>
		<dc:creator>Olly</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Impressions]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[Downloadable Games]]></category>
		<category><![CDATA[Game Dev Story]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[Kairosoft]]></category>
		<category><![CDATA[Phones]]></category>

		<guid isPermaLink="false">http://www.nekofever.com/?p=2305</guid>
		<description><![CDATA[Why has it taken so long for a good game about games to get some recognition?]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-full wp-image-2475" title="Game Dev Story" src="http://www.nekofever.com/wp-content/uploads/gamedevstory.png" alt="Game Dev Story" width="250" height="250" />There are tons of films about films, and plenty of music about making music, but a conspicuous lack of games about games. The mark of an immature medium or a lack of mainstream interest in the actual making of games? Probably both, but nobody who&#8217;s played it can forget the superb gallows humour of <a href="http://en.wikipedia.org/wiki/Segagaga">Segagaga</a>, and the door&#8217;s open for someone to nail it.</p>
<p>So along comes <a href="http://itunes.apple.com/us/app/game-dev-story/id396085661?mt=8">Game Dev Story</a>, an iPhone simulation of the last 25 years of the games industry. You start with a couple of developers, a handful of genres and settings to choose from, and enough money to develop a game. Make it a success and you can plough funds back into new, increasingly complex games, and as you cultivate a following and begin to establish some commercially viable franchises, generating enough money to buy licences to develop for successive consoles that in no way bear a resemblance to the systems of Nintendo, Sega, Sony and Microsoft. Fail to make it, if that&#8217;s possible, and you can bide your time by jobbing on translation projects and porting jobs to make a quick buck.</p>
<p>It&#8217;s extremely addictive, and if you have the same affection for gaming in the 80s and 90s as I do, it&#8217;ll certainly get its claws into you. But what was more interesting is how it forces you to confront some awkward truths about how this industry works.</p>
<p>Follow the game&#8217;s prompts and, sooner or later, you&#8217;ll be some kind of mega publisher, every game provoking queues around the block and employing the in-game equivalents of Aaron Sorkin and Lady Gaga to script and score your latest release. But it quickly becomes apparent that the quickest way to the top is to make a couple of hits and then exploit them &#8211; that sounds somehow familiar &#8211; repeatedly. I&#8217;d love to see the Sorkin/Gaga collaboration, but when it&#8217;s on a game called Dark Ninja XVIII, it&#8217;s not as interesting to me as it could be. And where do you go for the most money after that sells 20 million? Why, Dark Ninja XIX, of course.</p>
<p>Is Game Dev Story some kind of secret Activision PR job, then, intended to get us to see things from the dark side? Or, sadly, just an accurate demonstration of how the games industry really works? I think a look at 2011&#8242;s lineup of annual sequels and reboots should answer that.</p>
<p>Depressing as it may be, though, it&#8217;s a bloody good little game.</p>
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		<title>Best of 2010 #9: Infinity Blade</title>
		<link>http://www.nekofever.com/archives/2010/12/best-of-2010-9-infinity-blade/</link>
		<comments>http://www.nekofever.com/archives/2010/12/best-of-2010-9-infinity-blade/#comments</comments>
		<pubDate>Thu, 23 Dec 2010 21:00:18 +0000</pubDate>
		<dc:creator>Olly</dc:creator>
				<category><![CDATA[Best of 2010]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[GOTY]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[Chair Entertainment]]></category>
		<category><![CDATA[Epic Games]]></category>
		<category><![CDATA[Infinity Blade]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[iPhone]]></category>

		<guid isPermaLink="false">http://www.nekofever.com/?p=2406</guid>
		<description><![CDATA[Since the App Store launched, it was only a matter of time before someone got their act together to create the perfect confluence of handheld hardware power and touchscreen-focused game design. Truth be told, there have been a few contenders on iOS this year, but I think this really deserves to be the first. It [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright" title="Infinity Blade" src="http://www.nekofever.com/images/bestof2010/infinityblade.jpg" alt="Infinity Blade" width="175" height="175" />Since the App Store launched, it was only a matter of time before someone got their act together to create the perfect confluence of handheld hardware power and touchscreen-focused game design. Truth be told, there have been a few contenders on iOS this year, but I think this really deserves to be the first.</p>
<p>It is, of course, graphically stunning. Ridiculously so, in fact, on an iPhone 4&#8242;s screen, and that it was able to make people forget about Rage within days of id&#8217;s game&#8217;s release says something. But beyond that it&#8217;s a great little RPG lite, designed to be played as you might play a game on a phone &#8211; that is to say, for a few minutes, which is enough to get in a few fights &#8211; and just as at home if you&#8217;re pumping a couple of hours into grinding and mastering every item. Word is that it started out as a concept for Kinect, and although I can see that working, it&#8217;s better suited to a portable. Getting me physically tired is probably the quickest way for me to get bored of it.</p>
<p>With more content already arriving and some significant expansions promised, I fully anticipate this being a mainstay of my iPhone for some time, and for more than a graphical showpiece for when I want to show off. Chair has also batted two for two as far as my lists go since the beginning of its relationship with Epic (see: <a href="http://www.nekofever.com/archives/2009/12/best-of-2009-5-shadow-complex/">Shadow Complex</a>), and even if its future is in classy short-form downloadable releases while the parent company does the big jobs, it&#8217;s rightly cultivating a reputation that makes people sit up and take notice when it unveils a project.</p>
<p>Maybe this year will be the one where iOS devices start getting taken seriously as portable gaming systems, because when put next to my DS and PSP in 2010, in terms of play time it wasn&#8217;t even close.</p>
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		<title>Infinity Blade</title>
		<link>http://www.nekofever.com/archives/2010/12/infinity-blade/</link>
		<comments>http://www.nekofever.com/archives/2010/12/infinity-blade/#comments</comments>
		<pubDate>Mon, 13 Dec 2010 20:27:48 +0000</pubDate>
		<dc:creator>Olly</dc:creator>
				<category><![CDATA[Gadgets]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Impressions]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[Chair Entertainment]]></category>
		<category><![CDATA[Epic Games]]></category>
		<category><![CDATA[Infinity Blade]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[Unreal Engine]]></category>

		<guid isPermaLink="false">http://www.nekofever.com/?p=2392</guid>
		<description><![CDATA[A large dish of crow for people who insist that phones can't be gaming systems.]]></description>
			<content:encoded><![CDATA[<p>If you&#8217;re an owner of an iOS device who&#8217;s looking for a way to show off your hardware, Infinity Blade is the obvious choice. It looks simply gorgeous, and on the high-res iPhone 4 screen the image quality is astounding, giving many 360 and PS3 games a run for their money. When something as good-looking as <a href="http://itunes.apple.com/gb/app/rage-hd/id400707675?mt=8">Rage HD</a> is being outdone so quickly, it suggests that iOS gaming is really going somewhere.</p>
<p><img class="aligncenter size-medium wp-image-2393" title="Infinity Blade" src="http://www.nekofever.com/wp-content/uploads/infinityblade-500x304.jpg" alt="" width="500" height="304" /></p>
<p>But at the same time, if you&#8217;re of the opinion that gaming on a phone is no substitute for buttons and a D-pad, it could qualify as your Exhibit A as well. It&#8217;s limited, largely on rails, consists mostly of the same 20 minutes or so of gameplay repeated infinitely, and the occasional death because you missed the on-screen dodge button isn&#8217;t out of the question.</p>
<p>I&#8217;m firmly in the former camp on this one, though. But beyond being a technical showpiece it&#8217;s a great little action RPG, ideally suited for playing on a phone and being quite unique in its ability to blend Demon&#8217;s Souls with Punch-Out. It&#8217;s also nice to have a game from Epic that looks so different to what we now expect from Unreal Engine games, and the fact that this was developed by Chair, the team behind the <a href="http://www.nekofever.com/archives/2009/12/best-of-2009-5-shadow-complex/">similarly impressive</a> Shadow Complex, suggests great talent in that studio.</p>
<p>Rage HD is somewhat disappointing in that, beautiful as it is, it&#8217;s largely a tech demo with some on-rails score-chasing shooting, whereas Unreal Engine 3 has had its iOS tech demo in the awesome <a href="http://itunes.apple.com/gb/app/epic-citadel/id388888815?mt=8">Epic Citadel</a> &#8211; and didn&#8217;t charge for it. Infinity Blade is a big advert for the engine as well, but it&#8217;s also a brilliant little game that would still be worth buying had it looked like a PS1 game. Having put hours numbering well into double fingers into this already, I eagerly await the promised updates with new loot, new areas and &#8211; YES! &#8211; online play.</p>
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		<title>Apple’s Game Center</title>
		<link>http://www.nekofever.com/archives/2010/09/apples-game-center/</link>
		<comments>http://www.nekofever.com/archives/2010/09/apples-game-center/#comments</comments>
		<pubDate>Thu, 09 Sep 2010 20:27:15 +0000</pubDate>
		<dc:creator>Olly</dc:creator>
				<category><![CDATA[Editorials]]></category>
		<category><![CDATA[Gadgets]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Impressions]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[Game Center]]></category>
		<category><![CDATA[Handhelds]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[Social Networking]]></category>

		<guid isPermaLink="false">http://www.nekofever.com/?p=2281</guid>
		<description><![CDATA[Don't laugh at Apple's graphs...]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s become a fixture of any Apple conference involving the iOS devices that there will be some chart explaining how it&#8217;s a bigger portable gaming platform than anything from Nintendo or Sony, and more often than not it&#8217;s laughed off. Just because a phone and/or MP3 player plays games, that doesn&#8217;t make it a games console, after all, no matter how <a href="http://www.mcvuk.com/news/40704/iPod-outsells-DS-and-PSP-combined">impressive</a> the numbers might be.</p>
<p><img class="aligncenter size-full wp-image-2288" title="Game Center" src="http://www.nekofever.com/wp-content/uploads/gamecenter.jpg" alt="" width="470" height="345" /></p>
<p>With yesterday&#8217;s release of iOS 4.1 and with it <a href="http://www.apple.com/game-center/">Game Center</a>, Apple&#8217;s made quite a significant move, issuing an admittedly limited but still promising gaming network, and the first on a portable gaming system that comes close to the ubiquity of Xbox Live and PSN. It&#8217;s arguably even more so, given that you have an essentially permanent connection through which to manage your friends and achievements &#8211; the current PSP and DS hardware wouldn&#8217;t be able to equal it in that respect even if they tried.</p>
<p>At this early stage Game Center is pretty bare bones, below even existing third-party attempts like OpenFeint and Plus+ in features and support, but it&#8217;s the ubiquity that makes it a big deal. That and the fact that it&#8217;s really Apple&#8217;s first ever move into the gaming market. Now every one of those <a href="http://www.pocketgamer.biz/r/PG.Biz/Apple+news/news.asp?c=23205">230,000 new iOS devices activated each day</a> has a bona fide gaming network built in, and although not everyone will use them for games, the 120 million iOS devices sold since 2007 shits all over the records of any console ever &#8211; going by <a href="http://en.wikipedia.org/wiki/List_of_best-selling_game_consoles#Worldwide">these figures</a>, only two consoles have ever exceeded that mark, and both of those did it with more than a decade on the market.</p>
<p>Many gamers will, of course, never take it that seriously. Gaming on iOS is a secondary feature, and it&#8217;s a secondary feature on a portable, which some stubbornly refuse to give the credit of the &#8216;real&#8217; consoles no matter what huge franchises turn up on them. I can definitely see that perspective for iPhone games, as many attempts to cram existing games onto the touch controls make early attempts at putting an FPS on the PSP feel like a mouse and keyboard, but it&#8217;s still the first go-anywhere system with an always-on Internet connection and a proven digital distribution model &#8211; it&#8217;s the kind of thing that only a few years ago we&#8217;d fantasise about future consoles doing, and it got in by the back door.</p>
<p>Is the iPhone going to kill the 3DS before it even gets to market? No, of course not. It&#8217;s going to be a serious player, though; I&#8217;m sure of it. It&#8217;s already everywhere, it&#8217;s been shown to be a <a href="http://www.eurogamer.net/articles/2010-08-12-carmack-shows-60fps-rage-iphone-game">graphical</a> <a href="http://www.eurogamer.net/articles/digitalfoundry-epic-citadel-ue3-ios-blog-entry">powerhouse</a>, and games are dirt cheap. You won&#8217;t see its impact in the charts, which makes it something of an oddity, but expect impressive graphs when Steve Jobs steps out on stage in January.</p>
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		<title>The iPhone 4 Reception Issue</title>
		<link>http://www.nekofever.com/archives/2010/07/the-iphone-4-reception-issue/</link>
		<comments>http://www.nekofever.com/archives/2010/07/the-iphone-4-reception-issue/#comments</comments>
		<pubDate>Sat, 03 Jul 2010 00:17:09 +0000</pubDate>
		<dc:creator>Olly</dc:creator>
				<category><![CDATA[Editorials]]></category>
		<category><![CDATA[Gadgets]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[Phones]]></category>

		<guid isPermaLink="false">http://www.nekofever.com/?p=2220</guid>
		<description><![CDATA[I'm an Apple fan, but I'm not drinking the Kool-Aid on this one.]]></description>
			<content:encoded><![CDATA[<p>I queued up early in the morning of its release to get my iPhone 4 on day one &#8211; the first time I&#8217;ve done that for anything. Let that be a measure of how much I wanted this phone, the proper successor to the iPhone 3G that&#8217;s become an extension of me over the last two years. I&#8217;m an Apple fan in general, typing this on my faithful old MacBook Pro that will probably be replaced with a newer model of the same thing later this year, but I&#8217;m not big enough of a fan to drink the Kool-Aid on this one.</p>
<p>There is clearly an issue with the iPhone 4&#8242;s antenna design when it comes into contact with human skin, and while it has a negligible effect in places with a strong 3G signal, anywhere that doesn&#8217;t show up the full five bars &#8211; like, say, my flat, or anywhere that isn&#8217;t <a href="http://en.wikipedia.org/wiki/Infinite_Loop_(street)">Cupertino</a> &#8211; runs a serious risk of dropping the signal completely.</p>
<p>I was willing to wait on a firmware update that could mitigate the problem somehow, even as the possibility of that looked more remote with each controlled test that demonstrated the problem, and I would have accepted an admission that the design was flawed and a free bumper, but Apple&#8217;s head-in-the-sand attitude was taking the piss, and the recent <a href="http://www.apple.com/pr/library/2010/07/02appleletter.html">press release</a> on the matter was a joke too far.</p>
<blockquote><p>Users observing a drop of several bars when they grip their iPhone in a certain way are most likely in an area with very weak signal strength, but they don’t know it because we are erroneously displaying 4 or 5 bars. Their big drop in bars is because their high bars were never real in the first place.</p>
<p>To fix this, we are adopting AT&amp;T’s recently recommended formula for calculating how many bars to display for a given signal strength. The real signal strength remains the same, but the iPhone’s bars will report it far more accurately, providing users a much better indication of the reception they will get in a given area.</p></blockquote>
<p>Obi-Wan Kenobi would be proud of Apple&#8217;s attempt to <a href="http://www.youtube.com/watch?v=vzcWPKAv2Ow">hand-wave</a> the issue away there. It&#8217;s admitting that there&#8217;s a problem with the iPhone&#8217;s reception and promising a software fix, but ignoring the fact that holding the iPhone 4 in the &#8216;wrong&#8217; way will still drop the connection if you&#8217;re in less than ideal conditions. <strong>Whether I&#8217;m going from four bars to none or a more accurate two bars to none, I still end up with none.</strong> That means no calls, no texts, no email, no Internet, and a pretty crap phone.</p>
<p>But hey! Spend £25 on a <a href="http://arstechnica.com/apple/reviews/2010/07/iphone-4-bumper-case-review-solution-or-rip-off.ars">ring of plastic</a> &#8211; already a significant hike on the $30 US price &#8211; and Apple will solve the issue for you. Brilliant&#8230;</p>
<p>I know it&#8217;s embarrassing, and I know it&#8217;s potentially expensive, but this is an unacceptable design flaw that could have been solved without any aesthetic ill-effects with something as simple as a coating of nail polish on the metal parts &#8211; and I&#8217;m sure that Apple could come up with a less kludgy solution. I like Apple&#8217;s products, but I hope that one of the <a href="http://arstechnica.com/apple/news/2010/07/multiple-class-action-suits-filed-over-iphone-4-antenna-flaw.ars">inevitable lawsuits</a> forces it into addressing the fundamental problem with its new phone. The handling of this debacle has been nothing short of appalling, and when word of mouth gets around about how bad the iPhone 4 is at sustaining a workable signal because you had the temerity to touch the outer casing, I hope it does some damage to the iPhone brand. Tough love is apparently the only way that corporations will learn.</p>
<p>I&#8217;m going to wait and see for now. It&#8217;s under warranty and if there&#8217;s a fundamental problem it will come out soon enough. Let&#8217;s just hope that it doesn&#8217;t take as long to be solved as the red ring of death did.</p>
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		<title>Mac Steam is a Great Thing</title>
		<link>http://www.nekofever.com/archives/2010/03/mac-steam-is-a-great-thing/</link>
		<comments>http://www.nekofever.com/archives/2010/03/mac-steam-is-a-great-thing/#comments</comments>
		<pubDate>Wed, 10 Mar 2010 13:57:54 +0000</pubDate>
		<dc:creator>Olly</dc:creator>
				<category><![CDATA[Editorials]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PC Games]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[Half-Life]]></category>
		<category><![CDATA[Left 4 Dead]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[Mac OS X]]></category>
		<category><![CDATA[Portal]]></category>
		<category><![CDATA[Steam]]></category>
		<category><![CDATA[Team Fortress]]></category>
		<category><![CDATA[Valve]]></category>

		<guid isPermaLink="false">http://www.nekofever.com/?p=2055</guid>
		<description><![CDATA[Valve simultaneously revives Mac gaming, conquers a new market, and makes me question the future of the games industry.]]></description>
			<content:encoded><![CDATA[<p>There are a lot of myths about the Mac, and a lot of them are pretty much bollocks, but if there&#8217;s one that I, as a Mac-only user, find it hard to argue with, it&#8217;s that the platform is rubbish for games. Warcraft III, Tales of Monkey Island, World of Goo, DEFCON, and a large ScummVM library is as far as my Mac&#8217;s current selection goes, and all but one of those was either long after its Windows counterpart or emulated.</p>
<p>It&#8217;s not something I miss, to be honest, because I consider myself predominantly a console gamer, but the <a href="http://store.steampowered.com/news/3569/">announcement</a> of the Mac version of Steam is a great thing, and the biggest shot in the arm for Mac gaming since&#8230; well, ever.</p>
<p><img class="aligncenter size-medium wp-image-2065" title="Steam Logo" src="http://www.nekofever.com/wp-content/uploads/steam-500x127.png" alt="" width="500" height="127" /></p>
<p>Valve has a deserved reputation for going above and beyond for fans, with seemingly endless support and free updates for its games, but what has been announced for the Mac version is a phenomenal move. Not only will the Steam Cloud allow settings and saves to be continued across different computers running different operating systems, but Steam Play means that if you own the Windows version, you own the Mac one too. Blizzard&#8217;s done this on disc for years, and Telltale allows you to download either version of <a href="http://www.telltalegames.com/store/talesofmonkeyisland">Tales of Monkey Island</a> once you&#8217;ve bought it, but I can&#8217;t remember it being done retrospectively on such a scale before.</p>
<p>It&#8217;s also an extremely astute business move for Valve. The Mac gaming scene has been moribund for a while now, but OS X has been gaining market share, particularly among groups like students &#8211; not many gamers there, obviously &#8211; and, with Steam, Valve will not only encourage growth but be in on the ground floor to take a huge chunk of the market as it expands. Steam is already the de facto standard for digital distribution of gaming on Windows, and that&#8217;s with competition from the likes of Direct2Drive. With Steam Play, Valve will go from a Windows-only studio to the most prolific developer on my Mac, at no cost to me and with no real competition, and that&#8217;s smart.</p>
<p>Steam genuinely is a gaming platform in itself now. It bridges two separate operating systems and allows complete integration between them: stop playing Half-Life 2 on your Windows PC and pick it up where you left off on your MacBook, with all your saves just <em>there</em>; do the same with Team Fortress 2 or Counter-Strike and your custom key bindings will make the transition transparently.</p>
<p>That sort of interoperability has been promised for years, such as between the GameCube and GBA or PS3 and PSP, and now it&#8217;s available on two rival computer platforms. Not every publisher is Valve, admittedly &#8211; I woudn&#8217;t expect to see &#8216;free&#8217; other versions of Activision games, for example &#8211; but Newell&#8217;s company has shown the way. It&#8217;s down to the others to follow it.</p>
<p>One console future? Could this be how it happens? How long before we get a Steam box under the TV? I&#8217;m intrigued already&#8230;</p>
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		<title>iPhone Game Showcase</title>
		<link>http://www.nekofever.com/archives/2009/07/iphone-game-showcase/</link>
		<comments>http://www.nekofever.com/archives/2009/07/iphone-game-showcase/#comments</comments>
		<pubDate>Wed, 22 Jul 2009 21:18:31 +0000</pubDate>
		<dc:creator>Olly</dc:creator>
				<category><![CDATA[Gadgets]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Impressions]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[Downloadable Games]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[ngmoco]]></category>
		<category><![CDATA[Phones]]></category>
		<category><![CDATA[Rolando]]></category>

		<guid isPermaLink="false">http://www.nekofever.com/?p=1433</guid>
		<description><![CDATA[Some of my favourites for the platform where it's at for independent gaming.]]></description>
			<content:encoded><![CDATA[<p>I wouldn&#8217;t be the first to say that I do a lot of my best thinking on the toilet, and it was in this situation that I found myself convinced of how good the iPhone&#8217;s distribution model is. In the time that I was in there, I was able to find a new game, download it, and play a couple of rounds. It&#8217;s proper, ubiquitous digital distribution and, I think, a glimpse at how all handheld gaming will be done over the next couple of generations.</p>
<p>But as with anything like this, there&#8217;s some real crap on iTunes. For this reason, here are a handful of iPhone games that I think do a particularly good job of playing to the format&#8217;s strengths, without trying to shoehorn in traditional, button-reliant gameplay.</p>
<ul>
<li><strong>Airport Mania: First Flight</strong> (<a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=306440575&amp;mt=8">£0.59</a>; Lite version available) &#8211; This is a representative of the popular &#8216;time management&#8217; genre, this time casting you as an air traffic controller. Handle queuing up the aircraft for runways, terminals, repairs and refuelling, making sure not to keep them waiting too long, lest they give up and leave for another airport. It&#8217;s fast, makes intuitive use of the touch screen, and it&#8217;s only 59p. Quite a reasonable amount of content, too.</li>
</ul>
<ul>
<li><strong>Flight Control</strong> (<a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=306220440&amp;mt=8">£0.59</a>) &#8211; Another air traffic controller game? Don&#8217;t be fooled. They&#8217;re not really that similar. Flight Control is more of an old-school arcade game where you try to land as many aircraft as possible by managing their flight paths so that they don&#8217;t collide, drawing them with your finger. It gets more complicated as the screen fills with jets of different speeds, and has a nifty leaderboard system that actually uses the phone&#8217;s GPS to put you in a local leaderboard. I thought that my high score of 48 was fairly respectable, but someone within a mile of me has somehow managed 194. I&#8217;ve got work to do. Oh, and it&#8217;s 59p again and has a pretty nice age of flight theme.</li>
</ul>
<ul>
<li><strong>MotionX Poker</strong> (<a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=284265799&amp;mt=8">£1.79</a>; Lite version available) &#8211; One of the earliest hit iPhone games and now actually has two versions: MotionX Poker and MotionX Poker Quest &#8211; they have pretty much identical gameplay, so it&#8217;s all down to whether or not you prefer the Chinese or ancient Egypt theming. Use the accelerometer to shake up your dice and aim to create dice poker hands against the computer. It&#8217;s got a pile of unlockable dice and achievements, and it&#8217;s maddeningly addictive &#8211; I&#8217;ve clocked up 12 hours across both versions.</li>
</ul>
<ul>
<li><strong>Rolando 2</strong> (<a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=321084051&amp;mt=8">£5.99</a>) &#8211; It&#8217;s a couple of quid more than its still-excellent predecessor, but I think it&#8217;s worth it. The original was more than slightly &#8216;inspired by&#8217; Sony&#8217;s LocoRoco, adding in the tilt controls that that game was really crying out for, but this one outdoes it with 3D environments, a much better difficulty curve, more innovative uses of the iPhone controls, and a lot of game for your money. The original is still getting free updates with bonus levels, so expect to get plenty for your money here.</li>
</ul>
<ul>
<li><strong>Star Defense</strong> (<a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=317173412&amp;mt=8">£3.49</a>) &#8211; My favourite of the popular tower defence genre, with cutting-edge graphics and connectivity, including day one use of push notifications and ngmoco&#8217;s new Xbox Live-esque Plus+ network for challenges. It really does look gorgeous, and it&#8217;s a great example of the genre, whether you&#8217;re a beginner like I was or an experienced tower defender. Did I mention that it&#8217;s really, really pretty?</li>
</ul>
<ul>
<li><strong>UniWar</strong> (<a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=311456818&amp;mt=8">£1.79</a>) &#8211; It&#8217;s described as a cross between StarCraft and Advance Wars, and that pretty much sums it up. It plays very similarly to Nintendo&#8217;s turn-based strategy series, with three factions/races that bear more than a resemblance in looks and style to Blizzard&#8217;s series. What impressed me the most, however, was the suite of multiplayer options, from the obvious system-sharing style that suits the portable format to the 21st Century equivalent of correspondence chess, where you are notified of a remote opponent&#8217;s turn via email, with a link that&#8217;ll take you straight back into the game. It&#8217;s more expensive than what I paid when it came out, but I still think it&#8217;s worth it.</li>
</ul>
<ul>
<li><strong>WordFu</strong> (<a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=306251124&amp;mt=8">£0.59</a>) &#8211; The third and final ngmoco game on the list, which combines MotionX Poker and Boggle to decent effect. Set out your dice in a world with a slightly incongruous kung-fu theme, and make as many words as you can in 45 seconds. Ideal fare for bite-size gaming on the bus or when you find yourself at a loose end for a few minutes, which is what the iPhone is great for.</li>
</ul>
<ul>
<li><strong>WordJong</strong> (<a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=301295390&amp;mt=8">£1.79</a>; Lite version available) &#8211; Another word game, but this one is slightly more involved. Create words to clear a board and get a high score, but it gets tricky when you have to completely clear it without any leftovers. There&#8217;s a new puzzle every day &#8211; not to mention a massive backlog of them by now &#8211; so comparing scores is easy if you have friends with the game. But what is it with word games and martial arts themes on the iPhone?</li>
</ul>
<ul>
<li><strong>Zen Bound</strong> (<a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=305199856&amp;mt=8">£2.99</a>; Lite version available) &#8211; This is probably the most arty game here, but it&#8217;s a great demonstration of both the iPhone&#8217;s graphics and up there with Star Defense as an example of how multitouch controls work. Wrap a tethered rope around a wooden carving to paint it, getting higher scores for using less rope or covering more of the shape. No time limits or anything like that means it&#8217;s a great game to chill out with, boasting a brilliantly mellow soundtrack &#8211; free to download when you buy the game, incidentally &#8211; that, as one of the opening splash screens suggests, is best experienced with headphones.</li>
</ul>
<p>All prices are correct at the time of posting. Feel free to let me know any of your recommendations that I might not have spotted and I&#8217;ll do a follow-up at some point, because, judging by the variety on offer after only a year, what we have in 12 months could be very exciting.</p>
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		<title>Rolando: When iPhone Games Came Good?</title>
		<link>http://www.nekofever.com/archives/2009/01/rolando-when-iphone-games-came-good/</link>
		<comments>http://www.nekofever.com/archives/2009/01/rolando-when-iphone-games-came-good/#comments</comments>
		<pubDate>Thu, 22 Jan 2009 20:18:59 +0000</pubDate>
		<dc:creator>Olly</dc:creator>
				<category><![CDATA[Gadgets]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Impressions]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[Downloadable Games]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[ngmoco]]></category>
		<category><![CDATA[Phones]]></category>
		<category><![CDATA[Rolando]]></category>

		<guid isPermaLink="false">http://www.nekofever.com/?p=1308</guid>
		<description><![CDATA[Step inside for an infusion of hyperbole on how mobile games are the future. Just kidding, but I saw that eye roll.]]></description>
			<content:encoded><![CDATA[<p><img class="size-full wp-image-1325 alignright" title="Rolando" src="http://www.nekofever.com/wp-content/uploads/rolando.png" alt="Rolando" width="200" height="187" /></p>
<p>Let&#8217;s face it: phone games have, generally speaking, been completely gash. If you asked me to list the good ones I&#8217;d start struggling after Snake and Doom RPG, and as phone hardware has become vastly more capable the quality of the software hasn&#8217;t risen at all.</p>
<p>Rolando, however, the first &#8216;big&#8217; release from dedicated iPhone game developer <a href="http://www.ngmoco.com/">ngmoco</a>, has blown me away. It doesn&#8217;t have the flashy 3D graphics that you&#8217;d expect a killer app to have, but it arguably looks better for it. Trying to cram PSP-quality games onto the iPhone is as effective as porting PS2-quality games to the PSP has been, just showing the limitations of the hardware rather than working around them. Rolando doesn&#8217;t push the iPhone&#8217;s modest 3D capabilities, but you&#8217;re not going to be hitting the walls of what it can do and remind yourself that you&#8217;re playing on a phone.</p>
<p>This does make it slightly ironic that the game that shouldn&#8217;t look like a PSP game does, in fact, look very much like a certain PSP game, but, unlike most knock-offs, this does it better. My main complaint about LocoRoco was that it was crying out for motion controls, and this essentially does it with that and plenty of other gameplay mechanics made possible by the touch screen.</p>
<p>LocoRoco still has the presentational edge, it must be said, with its <a href="http://uk.youtube.com/watch?v=kDakVC96hcM">infectious music</a> and active, multilayered graphics, but when comparing this 25MB download to a pretty full UMD it&#8217;s a damn good attempt to imitate it. I have to say that I believe Rolando to be the better game, however. LocoRoco got repetitive fairly early on, but Rolando is constantly throwing new gameplay systems at you all the way through, from bonus levels that require you to rotate the iPhone &#8211; or iPod touch, as it works on that as well &#8211; through 360 degrees to touch-activated bomb dispensers and &#8216;draw-bridges&#8217;: bridges that you literally <em>draw</em> &#8211; get it? &#8211; with your finger.<span id="more-1308"></span></p>
<p>It&#8217;s an odd comparison, but for some of the game I was reminded of Braid, in that if you&#8217;re trying to pass a sticking point by luck or brute force you&#8217;re probably doing it wrong. The time attack times are often under two minutes, which is an indication that if you&#8217;re trying to painstakingly edge your way up a steep hill or complete some inhuman feat of fast reactions there must be a faster way. In that way it&#8217;s been very well designed, albeit without the brilliantly original design of Jonathan Blow&#8217;s game.</p>
<p>As I <a href="http://www.nekofever.com/archives/2009/01/2008s-honourable-mentions/">mentioned before</a>, Rolando was in consideration for my top ten of the year. Well&#8230; in truth it was never going to make it because there are more than ten games from 2008 that I both liked more and played more, but it was more a statement on the potential that phone games could finally be fulfilling. We have a popular, powerful phone with an open distribution model &#8211; in the sense that anyone can do it without huge investment and a publishing deal &#8211; and the support of a number of big publishers, that&#8217;s actually making money for developers big and small and doesn&#8217;t charge £3 for a two-minute movie-licensed Java game.</p>
<p>So am I getting carried away with the hyperbole about gaming&#8217;s Next Big Thing™  or is it simply evidence that &#8211; *gasp* &#8211; designing a game around the unique capabilities of the hardware will give better results than a game designed by the marketing department? It&#8217;s cheap enough to pay the <a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=299461156&amp;mt=8">£3.49</a> and see for yourself, because I&#8217;m not the only one <a href="http://uk.wireless.ign.com/articles/939/939902p1.html">impressed</a> by Rolando.</p>
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		<title>iPhone 3G Impressions</title>
		<link>http://www.nekofever.com/archives/2008/07/iphone-3g-impressions/</link>
		<comments>http://www.nekofever.com/archives/2008/07/iphone-3g-impressions/#comments</comments>
		<pubDate>Thu, 24 Jul 2008 20:36:45 +0000</pubDate>
		<dc:creator>Olly</dc:creator>
				<category><![CDATA[Gadgets]]></category>
		<category><![CDATA[Impressions]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[Phones]]></category>

		<guid isPermaLink="false">http://www.nekofever.com/?p=757</guid>
		<description><![CDATA[Did I mention that I had an iPhone?]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-full wp-image-770" title="iPhone Home Screen" src="http://www.nekofever.com/wp-content/uploads/iphone.jpg" alt="" width="250" height="375" />After a bit over a week spent unlearning eight years of bad phone habits &#8211; like having to press buttons to do things &#8211; I think I&#8217;ve got a pretty good handle on what the iPhone 3G is all about. It&#8217;s far from perfect and thankfully all of my issues can be fixed in firmware updates, but overall it&#8217;s a fantastic device and I love it. Here are my observations and suggestions.</p>
<p>First, a few criticisms and suggestions for the thousands of daily visits I get from Apple&#8217;s iPhone team:</p>
<p><strong>Expand the Bluetooth functions.</strong> I understand the need to lock down certain aspects of the hardware, but why can&#8217;t I send files to and from it over Bluetooth to use the phone as a portable drive? Almost every phone on the market allows that and they have nowhere near 16GB or storage. Also: I can understand the battery concerns of syncing iTunes, but being able to sync my contacts and calendars wirelessly would be nice.</p>
<p><strong>Let me use my own ringtones.</strong> Kindly allowing me to pay extra to turn one of a selection of songs on iTunes into a tone is frankly rubbish. Yes, it&#8217;s cheaper than the £3 extortion that some official services provide, but very rarely will I have a song as a ringtone that&#8217;s ever likely to be on iTunes, and other phones let me stick any old MP3 on there. And what about when the tone I want isn&#8217;t actually music, like the codec sound from MGS? Don&#8217;t assume that I&#8217;m pirating a song for the purposes of a ringtone. Thankfully there&#8217;s <a href="http://www.ambrosiasw.com/utilities/iToner/">iToner</a> to avoid this problem, but I shouldn&#8217;t need a third-party app to give me such basic functionality.</p>
<p><strong>Interface standardisation?</strong> Apple is usually good about creating interface guidelines and it&#8217;s a major reason why OS X is so nice to use, but why aren&#8217;t the built-in apps on my iPhone uniform? Why is the button to compose a new email in the bottom-right, but the one to compose a new text message is in the top-right? Why can I turn the phone and type on a landscape keyboard for when I occasionally need to enter text on a web page while email has no support for landscape orientation? Just be consistent.</p>
<p><strong>Give me options for how my contacts work.</strong> I like the Address Book integration, and the ability to pick someone&#8217;s name and have all their contact information &#8211; home phone, work phone, mobile, email addresses, etc &#8211; available with one tap. However, why doesn&#8217;t searching for &#8216;dad&#8217; bring up my dad&#8217;s details when his nickname field is filled in as &#8216;Dad&#8217;? And why does a call from home not just say &#8216;Home&#8217; &#8211; it&#8217;s the home number on my personal Address Book entry, after all &#8211; rather than &#8216;Home to Olly Dean and three others&#8217;? Wouldn&#8217;t that make more sense?</p>
<p><strong>Let me charge from my USB hub.</strong> I have a hub plugged into the back of my 360, which powers several devices like my HDMI switch. You&#8217;d think, given that the iPhone is generally charged over USB, that I could charge it from that without having to leave my laptop on or go hunting for <span style="text-decoration: line-through;">hen&#8217;s teeth</span> a free power socket, but no. I&#8217;m not entirely sure why, either. Even if it&#8217;s slower than sucking the full power from an active computer, at least let me do it. I don&#8217;t care if it takes all night rather than an hour, because I&#8217;m not using it overnight.</p>
<p>And now, with that out the way, let the gushing begin&#8230;<span id="more-757"></span></p>
<p><strong>I don&#8217;t want no stinkin&#8217; buttons.</strong> It would kind of be a deal-breaker if I didn&#8217;t like the touch screen, I suppose, but it&#8217;s a fantastic interface for a phone. It&#8217;s intuitive, it&#8217;s quick, and it means that your phone isn&#8217;t saddled with extra buttons that you rarely use. Even the keyboard is bad, because it has excellent error correction that means you can type quickly without having to be too careful (&#8216;goude&#8217; is corrected to &#8216;house&#8217;, for example, because the wrong characters are next to the correct ones) and apostrophes are added in automatically (&#8216;cant&#8217; becomes &#8216;can&#8217;t'). Put this on all phones and we&#8217;ve finally defeated &#8211; or at least removed the excuse for &#8211; the evil that is text speak.</p>
<p><strong>Apps are awesome.</strong> The quality might range dramatically, but I can&#8217;t wait to see what we get in a few months and years. My iPhone can upload images directly to Facebook, imitate a motion-sensitive Lightsaber, read my RSS feeds (synced over the Internet with my computer, no less), control iTunes, grab IGN reviews and video reviews in iPhone-formatted form, stream Internet radio, play Colossal Cave Adventure, and use GPS to bring up photos on Flickr that were taken near to my current location. And all of those are first-gen, day one apps.</p>
<p><strong>Maybe I was wrong about convergence.</strong> I&#8217;ve always been a stickler for my phone being a phone, my MP3 player being an MP3 player, etc. My old Samsung phone was perfectly capable of playing MP3s, but I still carried my iPod because I&#8217;d prefer two masters to one jack. By eliminating the line between phone and iPod, this is one of the rare occasions where I&#8217;m happy to have the one device, because I don&#8217;t lose iTunes, which I couldn&#8217;t live without. Although the crap camera hasn&#8217;t convinced me not to take a &#8216;proper&#8217; camera when I want to take more than quick snaps.</p>
<p><strong>The battery isn&#8217;t an issue for me.</strong> Making and receiving a few calls a day, sending the occasional text, listening to podcasts on my way to and from work, web browsing here and there, and having it check my emails every 15 minutes, all with 3G on, and I can get two days use without hitting the 20% battery warning. I can see heavy users having to charge it daily, but if you&#8217;re anything like me you plug your iPod into your computer every day to sync your music and podcasts anyway, and you&#8217;ll certainly want to do that if you&#8217;re fiddling with calendars all the time. You have to expect to sacrifice battery life for carrying what is essentially a baby computer &#8211; with great power comes great battery consumption.</p>
<p><strong>I&#8217;d feel naked without it.</strong> People have been saying this about their Blackberries and PDAs for years, but I see what they mean now. All my electronic communication with the exception of IM &#8211; although that <a href="http://adiumx.com/blog/2008/03/adium-and-the-iphone/">could change</a> &#8211; is with me everywhere, as is my music, my calendars, and all my contact information. Oh, and a little thing called the Internet. No more eyeing up a DVD in a shop while that little voice in my head is telling me how much cheaper it would be on Play.com or how much cheaper Amazon would have that book, because I can check. And sod paying money for a newspaper when I can read all of them online, free. Ubiquitous Internet access is the future.</p>
<p>Those are my initial thoughts, then. Most of the complaints are niggling at worst and can all be fixed in future firmware updates, and otherwise it really is a fantastic little device. I just need O2 to expand its 3G coverage around here (great in town; not so great at home) and I&#8217;ll be completely happy with it.</p>
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