Tag Archives: iPad

A Gimmicky Peripheral I Can Get Behind

Motion gaming has been and gone, I hope, and it seems like the fad to see us into the next generation has been chosen, and it’s secondary touchscreen inputs. E3 2012 had its fair share of horrors, but I don’t think this is one of them and, oddly, I think Microsoft has the best implementation. The Wii U led the way and the PS3 will shortly gain the ability to use the Vita as a PS3 controller, while Microsoft unveiled a software solution in SmartGlass.

SmartGlass

Some of what SmartGlass will do will depend on what the companion apps support, but assuming it has some kind of 3D capability, it has all the upsides of the other platform holders’ efforts and none of the downsides.

First of all, it works on devices that I and many others already have. I wouldn’t have put it past Microsoft to limit it to Windows Phone or Windows 8 tablets, but putting it on iOS and Android was a masterstroke, meaning pretty much anyone with a penchant for tech already has a piece of SmartGlass-enabled hardware. The Wii U obviously requires a whole new console and the PS3 puts the functionality on an expensive handheld with a questionable future. An iPad or other tablet has a higher cost of entry, true, but they have applications far beyond games and people already own them in huge numbers. I had SmartGlass in the room three years ago without even knowing about it.

The second point applies mainly to Nintendo’s way of doing things. The Wii U GamePad has an increasingly long list of caveats – not least its negative effects on game performance – and isn’t even that technically advanced. It still uses a resistive touch screen, for instance, which was ancient tech when it appeared on the DS back in 2004, while even the cheapest Android tablet will have a multitouch display.

SmartGlass, on the other hand, suffers from none of these. We don’t yet know to what extent it’ll be able to leverage the graphical grunt of its host hardware, but the GPUs in decent tablets aren’t inconsiderable, and if SmartGlass is allowed to use them we could have similar full-fat second-screen functionality to the Wii U. It doesn’t have to be limited to glorified menus, without throttling the main hardware like driving a second screen on Nintendo’s machine seems to do. And my iPad will do this with a ten-hour or more battery life, versus the 3-5 that Nintendo’s official figures present.

Most of all, though, my enthusiasm for the idea of personal gaming screens like this is because it’s another example of how far ahead of its time a certain system was. Never forget.

Digital Board Games

One of the regrettable gaps in my nerdish upbringing is that I never got into board games. By the time I was old enough, Dungeons & Dragons seemed old news and far too much like hard work, and dalliances with Games Workshop productions only lasted as long as it took to spend a couple of weeks’ pocket money on a single figure. My experience with board games beyond Monopoly and Mouse Trap therefore stopped with more accessible options like Hero Quest and Operation Aliens.

Neuroshima Hex

As it seemingly has with so many other media, it was the iPad that’s shaken up board gaming. It doesn’t take long for iOS gamers to get beyond the fool’s hope that [insert favourite PC/console game here] will transfer to touchscreen controls and inevitably get into the gateway drugs like Words With Friends, and from there it’s not a massive leap to the harder stuff. For me it was Neuroshima Hex followed by Ascension: Chronicle of the Godslayer but Ticket To Ride, Catan and Carcassonne all seem to be notably vicious when it comes to digging those claws in. Those are particularly good conversions that show board games and the iPad to be such perfect bedfellows that I’m desperate for some of the more highly regarded big names to make the transition.

Really, it solves all of the problems, mainly logistical, of modern board games. No like-minded friends? Online play solves that. No time to dedicate a few hours to a game? Asynchronous multiplayer with push notifications renders it a non-issue. No shuffling cards. No missing pieces. No setting up and clearing away afterwards. No possibility for mistakes in tracking stats and damage in complicated battles. Purists may decry the lack of physicality, but I’m perfectly happy with a big touchscreen and several games in something the size of a magazine.

Ascension: Chronicle of the Godslayer

I find myself jealously eyeing up games like the well-regarded Battlestar Galactica tie-in or something different like Arkham Horror, hoping for someone to make the effort to adapt them so that I can get the co-operative experience without having to pay £40 for the box and, you know, find real people to play with. I’ll probably end up murdered in a ditch somewhere if I start inviting randoms round to play.

I’m sure physical gaming has as many purists decrying the proliferation of sub-£5 touchscreen downloadables as video gaming does, but they’re just as wrong. It’s another example of how the digital world is broadening the horizons of once-inaccessible corners of gaming, and it’s a very good thing.

Best of 2011 #9: League of Evil

Platform games don’t work on a touch screen, right? Anyone who’s played the numerous shoddy 8-bit and 16-bit conversions will likely concur, as did I until I was lucky enough to cross paths with Ravenous Games’ wonderful little iOS platformer.

I’ll admit now that it’s certainly the least well-known game on this list, looking and playing along the lines of a NES Mega Man, but with bite-sized levels and a time attack element that borders on WarioWare in how quickly some of the levels can be romped through in the pursuit of three stars. It’s a perfect format for playing on a phone and is one of a handful of real-time action games that feels both responsive and actually under control when played with on-screen buttons.

In fairness, it’s unlikely to convince people who are already sniffy about iPhone games, but I had more fun with it than many games that cost several times the asking price. To me, it’s an example of why indie devs are enjoying a resurgence, thanks to things like regular free content and functionality updates, and accessible developers that you just don’t get with the EAs and Capcoms. The fact that it’s seemingly done the impossible in making platforming fun with a touch screen is just icing on the cake.

Best of 2010 #9: Infinity Blade

Infinity BladeSince 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 is, of course, graphically stunning. Ridiculously so, in fact, on an iPhone 4’s screen, and that it was able to make people forget about Rage within days of id’s game’s release says something. But beyond that it’s a great little RPG lite, designed to be played as you might play a game on a phone – that is to say, for a few minutes, which is enough to get in a few fights – and just as at home if you’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’s better suited to a portable. Getting me physically tired is probably the quickest way for me to get bored of it.

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: Shadow Complex), and even if its future is in classy short-form downloadable releases while the parent company does the big jobs, it’s rightly cultivating a reputation that makes people sit up and take notice when it unveils a project.

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’t even close.

Infinity Blade

If you’re an owner of an iOS device who’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 Rage HD is being outdone so quickly, it suggests that iOS gaming is really going somewhere.

But at the same time, if you’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’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’t out of the question.

I’m firmly in the former camp on this one, though. But beyond being a technical showpiece it’s a great little action RPG, ideally suited for playing on a phone and being quite unique in its ability to blend Demon’s Souls with Punch-Out. It’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 similarly impressive Shadow Complex, suggests great talent in that studio.

Rage HD is somewhat disappointing in that, beautiful as it is, it’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 Epic Citadel – and didn’t charge for it. Infinity Blade is a big advert for the engine as well, but it’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 – YES! – online play.