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October 31, 2014

Day of the Discount: Aksys Games puts interactive fiction on sale for Halloween

"Huh, now that you mention it maybe Monica's board game nights *have* gotten a bit extreme..."

“Huh, now that you mention it maybe Monica’s board game nights *have* gotten a bit extreme…”

There’s plenty of well-established horror fodder to gorge on for Halloween in film, television, and games, and just as many pieces of advice floating around about the definitive cultural touchstones that everyone needs to see this time of year. For my money, as someone raised on the old AMC Monsterfest (given an excellent breakdown here, by Jim Vorel writing for Paste), you’re not doing the holiday justice unless you catch something that’s as obscure as it is schlocky. Less Halloween, more Halloween III: Season of the Witch.

To further that end, publisher Aksys Games Localization are putting two iOS thriller/horror titles on sale for 99 cents apiece this Weenmas time, a discount of a couple dollars for each. 999: The Novel is the iOS version of Nintendo DS title 999, and concerns the “Nonary Game,” one of those “kidnap a bunch of individuals who constitute a perfect cross-section of society and lock them in a spooky place” schemes that cults and evil corporations are so fond of. The spooky place is a ship, and the motivation comes from these fly wristwatches linked to bombs planted in every person’s stomach.

Banshee’s Last Cry, meanwhile, is a port which hearkens back all the way to 1994 and the Super Famicon, the when and where for the original “sound novel” (literally just a novel with sound effects) of the same name. It’d be fair to call this one an Agatha Christie-style murder mystery, if Agatha Christie wrote her stories down in Japanese first, then had someone else translate them. Oh, and then sold them with a phonograph and recording of her going “ooooOOOOHHHHHHooooooo.”

Both titles promise interactivity and branching story paths, though it seems that 999: The Novel has none of the puzzles from the DS version. Still, a buck or two for some undoubtedly cheesy Halloween fun is fair enough. You used to have to shell out for expanded basic cable to get Monsterfest. Scary.

999: The Novel is available on iOS for a buck, and Banshee’s Last Cry is free to download, with a one-dollar in-app purchase to unlock the full game. A few screenshots down yonder, living in an shack our heroes think is abandoned.

Gods above, the anime production of Les Misérables is in grave danger! (999: The Novel)

Gods above, the anime production of Les Misérables is in grave danger! (999: The Novel)

Come on monster blood.... come on monster blood... (Banshee's Last Cry)

Come on monster blood…. come on monster blood… (Banshee’s Last Cry)

October 30, 2014

Now hear this : Papa Sangre follow-up lets you hear (and shoot) zombies

How to parley with zombies, step 1.

How to parley with zombies, step 1.

Papa Sangre and its Sean Bean-starring sequel are two of the most unique games on the App Store. They eschew graphics and, instead, exist only in audio. It sounds like a gimmick, but it actually works to create an incredibly deep and immersive experience.

Publisher Somethin’ Else has just released Audio Defence: Zombie Arena for Halloween and it holds true to the Papa Sangre formula of sound-only except, instead of a creepy horror game, here you just blast the hell out of zombies. Audio Defence works using the gyroscope inside your phone, so you can physically turn while listening for zombies. When it sounds like they’re in front of you, shoot. It’s not difficult to figure it out, but my 9 year-old has been playing for over a half hour now and he’s loving it.

If you don’t want to stand in the middle of the room and spin around, there are options for swipe or tilt controls as well. The game offers 20 levels, over a dozen different weapons and power ups as well as a slew of different zombie types. It’s currently available for iOS at $5.

Trailer after the break.

Icewind Delay: Icewind Dale releases for Andoid, iOS version on the way

That dragon is pining for the fjords

That dragon is pining for the fjords

In a reversal of fortune not seen since Randolph and Mortimer Duke bought orange juice futures, Android users can today play the classic Infinity Engine role-playing game Icewind Dale on their devices while iOS users are flat out of luck. It’s almost as if everything I’ve ever believed has been proven to be a lie. It’s as if the sun rose in the west and….okay, you get it. I’ll stop.

The original plan was for Icewind Dale to appear on all platforms simultaneously today, but there were some snags with the Apple submission process requiring Beamdog to resubmit the app yesterday. So, gloat while you can, Android users, it should be available for iOS in a week or two.

If you’ve followed any of Beamdog’s other ports of classic Infinity Engine games, like Baldur’s Gate or Baldur’s Gate 2, you’ll know that this release is an “Enhanced Edition”. In the BG titles, that meant new characters, quests, classes and more. Icewind Dale is pretty much a 40-hour long dungeon crawl consisting of very little story and a whole ton of combat. Also, unlike the BG games where you created one character and NPCs would join your group, here you create a full party of six. So, what’s “enhanced” about this new edition, then? We have new spells and items to find, new kits for different classes, quests that were cut from the original, and it also includes both the Heart of Winter and Trials of the Luremaster expansion packs. Put all that together with the original game, and you’ve got a ton of CRPG goodness here.

Icewind Dale costs $10 on Google Play. Trailer after the break.

Review: Russian Front

"If you're the owner of a grey Kubelwagen parked in Lot B -- you left your lights on."

“If you’re the owner of a grey Kubelwagen parked in Lot B — you left your lights on.”

From the distant vista of the casual fan, WWII wargames might all look more or less the same: you push around some tanks, you compel some infantrymen to butt helmeted heads; somebody wins and writes the history books, someone loses and then reloads a save.

And to be sure, there’s some truth to that. Much like basketball and baseball might look fundamentally similar to uncontacted Amazonian tribesmen made to watch SportsCenter, a lot of the differences between super high-level operational wargames like Drive on Moscow and intimate tactical affairs like Battle Academy can be cosmetic and presentational. But as Michael Jordan reminded us in 1994, you can be pretty damn good at one kind of ballgame and rubbish at another. Those little differences might be pretty important.

Like many modern wargames, Russian Front is in desperate need of an "undo" button.

Like many modern wargames, Russian Front is in desperate need of an “undo” button.

Scottish devs Hunted Cow have carved out a cozy little niche making very decent small-scale tactical wargames like the Tank Battle series for iOS the past couple of years, but their ambition is clearly to branch out and sit at the wargaming big kids’ table alongside Slitherine and Shenandoah. Russian Front is their first effort to make a wargame that features brain-flexing mechanics like logistics and morale — the stuff that makes grognards quiver in their crocheted Tiger tank slippers.

An operational wargame is concerned with fundamentally different stuff than a tactical one is. In a tactical game like Battle Academy, you’re playing as a platoon lieutenant or a company commander, chewing your nails about holding this particular street intersection, or knocking out that specific panzer. Because of this, tactical games often get deep into gear-nerdery, offering you significant choices between marginally different tanks and rifles and what not — because you’re directly in charge of the guy pulling the trigger on that rifle.

Because operational games pull the camera way back to focus on the movements of ten-thousand-man army divisions, individual tanks and equipment become less important. You’ll never fret about upgrading from the Panzer IIIJ to the Panzer IIIM in an operational game, just like the CEO of your company doesn’t care if you’re using a Logitech keyboard or a Belkin. At this level, the problems are totally different.

Why exactly Russian Front has a 3D engine is a very good question -- the unit graphics are dreadful.

Why exactly Russian Front has a 3D graphics engine is a very good question — the unit art is dreadful, the animations worse.

Russian Front appropriately dispenses with rivet-counting over individual dive bombers and sub-machine guns and other marginalia. From your lofty perch it’s your job to maneuver your armies to break through enemy lines and capture strategically vital cities, and as such, your units are more generic and anonymous than the individually modelled riflemen of, say, Close Combat.

The way that operational wargames have typically made this sort of high-level combat interesting is by focusing on two things: terrain and supply. An American tank division in Battle of the Bulge isn’t fundamentally all that different from a German tank division, but where the fight is taking place (across a river, amidst a forest, into a ruined city) is of paramount importance. Every map space in Battle of the Bulge is a unique diorama of tactical problems, forcing you to plan out where you want to fight and where you’d rather not.

Supply is the other great problem of the operational-level leader. The undeniable gold standard of recent operational wargames is the magnificent Unity of Command available (sadly, only) on the PC. In UoC, you’re evaluated not on body-counts but on your ability to take objectives on time. Your boss doesn’t care what you do to get across the Don River, but you better sure as hell do it before next Tuesday — which often means stretching your units deep into enemy territory beyond the reach of your supply sources. Units in Unity of Command are also highly mobile and can cross several map hexes in a single bound. This mechanic lets you encircle vulnerable enemies and cut them off from supply — but it also gives you enough rope to hang yourself by outrunning your own logistical support and getting your own boys cut off. In a good operational game, supply is a way of making other mechanics more interesting, more multi-dimenional.

Which brings us back to Russian Front, a game where — sadly — neither the terrain nor the supply system are remotely interesting.

The enemy AI is weirdly reluctant to defend cities -- and capturing cities is your only objective.

The enemy AI is weirdly reluctant to defend cities — and capturing cities is your only objective.

Russian Front has a logistical system, but it rarely bothers to show its face in the actual gameplay. The scale is monstrously big in this game — the map features hundreds of hexes stretching from Poland to Moscow, representing pretty much every single country where people still watch the Eurovision Song Contest. Because every hex represents approximately one bajillion miles, units rarely move more than one or two hexes at a time, which means trying to encircle the enemy’s troops resembles the steam-roller scene from Austin Powers.

The general lack of mobility (you can’t even order two adjacent units to swap positions) puts a huge damper on the tactics.End-arounds and force remobilisations just don’t happen because they’d take months to execute at Russian Front’s pace. Units behind the lines get a meagre bonus to mobility, but even with that it’s a hell of a long walk from Riga to Stalingrad. Commander: The Great War modelled a much larger venue and still managed to make strategic movement of troops so zippy you’d think that the grunts had been issued Segways compared to this.

The terrain is also a muddle, and part of that is down to Russian Front’s indecisive combat system. It’s rare to see significant damage in combat, even between two mismatched opponents, so a Russian Front frontal assault often feels like a slumber party pillow fight. “Take that Hitler,” giggles Zhukov, as a 14-strength tank division awkward whaps an 8-strength infantry formation for one measly point of damage. Would it have been a nastier confrontation in different terrain? It’s hard to say, as combat results don’t seem any different in swamps or snow or even mountains.

The real pity of the combat is that there’s a potentially neat idea buried in it. In Russian Front, you’re granted armoured and infantry replacements every turn, and you can grant them to any unit you wish. There’s actually something neat to this, as giving an infantry division a few armoured regiments could make for a versatile force — but Russian Front’s UI lets the mechanic down completely. In a scenario with over a hundred units, try to remember which of your dozens of identical stick-figure units is the mixed armor/infantry division when the game doesn’t give you any visual cues at all to that effect. You turn into a militarised Jimmy Saville, stumbling around touching every infantryman in sight until one of them tells you want you want to hear. It is — to put it mildly — inelegant.

AI turns take forever to process, but this is a problem turn-based games have been trying to solve for decades, not a unique flaw of Russian Front's.

AI turns take forever to process, but this is a problem turn-based games have been trying to solve for decades, not a unique flaw of Russian Front’s.

I could go on, but I won’t. In a complex genre where games like Unity of Command and Battle of the Bulge are like precision-engineered Gothic cathedrals, Russian Front comes across like a Las Vegas one-hour wedding chapel. It seems to have the basic form and function of an operational war game down, but it’s missing the nuance and subtlety of a truly good one.

Hunted Cow’s Hex War games have a track record of getting incrementally better with every release, and if the Scots intend to make a serious go at creating operational-scale wargames, then the Russian Front series might be worth checking out in two or three iterations.

October 29, 2014

Out Tonight: New Tin Man book (from last week) and that’s about it

White dragon, guys. It's supposed to be a white dragon.

White dragon, guys. It’s supposed to be a white dragon.

The worst thing about writing an “Out Tonight” post on a day when there doesn’t appear to be any releases is that I know the very first comment will bring up a decent game that I missed and/or forgot. Go ahead. I don’t mind.

I’m going to pretend that you aren’t filling up the comments with great releases and go with what I have, a Tin Man release we missed last week and a match-3-ish puzzler.

We all know and love Tin Man Games, and their huge catalog of interactive fiction on iOS and Android is truly impressive. Last week, it grew a little more when they released the Fighting Fantasy book, Caverns of the Snow Witch. Author Ian Livingstone first released the dead tree version of Caverns back in 1984 and this digital version offers the ability to switch to retro mode which replaces the new artwork with the original drawings from back when Prince was making doves cry. Other than that, it’s your standard high-quality Tin Man release. If you love what Tin Man does, you’re going to love this book as well. It’s for iOS Universal or Android and it will set you back $6.

More releases (okay, 1 more release) after the break.

The only other release I found that was remotely interesting is Twisty Hollow which, well, I don’t know what the hell it is. It looks like a puzzle game where you’re trying to match symbols but they’re on a wheel and you need to match what the villagers are asking for. Easy, right? That said, I like the art style in the game and the wheel mechanic looks like something new and innovative, so I’ll give them the benefit of the doubt. Twisty Hollow is coming tonight for iOS Universal and Android and should cost $3.

Now, go have fun ridiculing my ignorance in the comments. Just my new-release ignorance, please. Leave my overall ignorance out of it.

End of line : Transmission puzzler comes to mobile

If my actual wireless communication exams in college would have been like this, I might have passed.

If my actual wireless communication exams in college would have been like this, I might have passed.

Transmission: Connect to Communicate is a new puzzle game developed by the Science Museum (it’s in the UK, I checked) that’s supposed to be educational, but I don’t really see it. It is a pretty good puzzler, though, so I’ll cut it some slack. It’s also free without any IAP or ads, so it’s got a few things going for it.

Transmission tells the story of human communication starting with the telegraph and ending…somewhere. I don’t know, I’m only up to the computers level. The goal is to move cubes that represent information from a transmitter to a receiver using things like transceivers and for-loops. The initial telegraph and telephone levels are incredibly straightforward and serve as a decent introduction, but the game gets pretty darn tough as you move forward. I should clarify that, completing the puzzles isn’t too tough, but getting 3-stars by completing all the criteria for that puzzle can be quite tricky.

Transmission: Connect to Communicate is free and is available for both iOS and Android. Trailer after the break.

New deal: Card Dungeon updates on Android, and soon on iOS

"Of course, some people do go both ways."

“Of course, some people do go both ways.”

Sometimes I wonder just how far we’ll go into the recursive, navel-gazing abyss of games concerning–and styled after–older games. “In Merlin’s Adventure of the Schoolyard Heroes you play one of several fantasy archetypes (represented by digital HeroClix miniatures) reliving a game of tag during recess at their childhood village’s daycare–narrative psychotherapy by the great wizard, Merlin. Hiding is accomplished by angrily throwing dice around Merlin’s office. For each other player your character recalls finding, you engage in a dungeon raid with small dolls, both in your memories and with Merlin, using action figures holding other, smaller action figures.”

More often, though, I just think about the promising line-up of reasonably themed digital “tabletop” games we have now (and that I can always call up my local Dungeon Master if I ever get too close to ludic Limbo). Playtap Games have just released their first update for procedurally generated dungeon crawler Card Dungeon, and it looks to fix many of the quibbles that Owen brought up in his review.

Chief among those complaints was a non-existent mid-level save, where players couldn’t tab out during a dungeon run without losing their progress. That’s been rectified.

Features: Game is now saved at every turn. New quick move system. End of level destruction. Lots of bug fixes and tweaks.

— Playtap Games (@playtapgames) October 27, 2014

There’s a new quick movement system as well, which lets players jump immediately to locations of interest like chests and doors instead of tapping along one space at a time; as you’d expect, quick movement is only available outside of combat.

Fredrik Skarstedt, game designer at Playtap, has also provided us with some more details surrounding the end-level lava flow which version 1.2 introduces. “The lava feature came about because we wanted to push the player to move forward instead of hovering up all the loot in the level,” says Skarstedt, via email, adding that it “adds a degree of danger to the end game of each level which we heard players felt was a bit lacking in the original release.” The point, it seems, is to engender a risk-reward scenario where you can either hang around for extra cards (or a heaping helping of deadly molten goo) or just jump right out of a stage.

As far as updates go this one seems to hit almost all the points of contention, which is good news for those who were intrigued by Card Dungeon’s focus on a limited and ever-changing arsenal, but turned off by reports of dropped saves and occasionally tedious navigation. Version 1.2 of Card Dungeon is live for Android and in the approval process for iOS. The video below breaks down the new quick move option.

Some much needed R&R: American Revolution wargame Rebels & Redcoats out on iOS next week

The whites of their hexes.

The whites of their hexes.

Just last month we heard that Hunted Cow Studios were partnering up with tabletop wargaming company Decision Games, and developing some of latter’s numerous titles for iOS. It appears now that we’ll be enjoying the fruits of that union sooner rather than later.

Hunted Cow have informed us that Decision Games’ Rebels & Redcoats will be available for iPad on November 6th. The game promises to be a largely faithful adaptation of the source boardgames, hex-based and with all the period flair one expects of a Hunted Cow joint, with a robust tutorial and two five-mission campaigns playable as either the American colonies or the British Empire.

I say “largely faithful” because Hunted Cow do note some mechanical changes which will set the digital R&R apart from its tabletop counterpart. Troop quality–distinguishing rookies from vets–applies to generals as well, affecting the strength of their leadership benefits and how far the sphere of their command spreads. You’re also looking at some new troop morale modeling, joint artillery-infantry formations, and the addition of a light woods hex which blocks line-of-sight, but not musket and cannon fire.

If the combination of “light woods” and “hex” doesn’t get your juices flowing, then you are in the wrong place my friend. Much as I feel like wargames simulating this colonial war for independence ought to be inundating the App Store, I can’t think of too many standouts, and R&R looks well-positioned to be the dominant American Revolution title if it lives up to the legacy of Decision Games’ tabletop series.

Rebels & Redcoats will be $10 when it’s released next Thursday. Some screens below show off the game’s shiny new aesthetic.

One of the unforeseen consequences of the war, in later years Baum's Redoubt became eBaum's World.

One of the unforeseen consequences of the war, in later years Baum’s Redoubt became eBaum’s World.

Zoom out just far enough to appreciate how screwed the Continental forces are in this open field.

Zoom out just far enough to appreciate how screwed the Continental forces are in this open field.

Ooh. You feel that? Feels like light... woods... hexes. Mmmm.

Ooh. You feel that? Feels like light… woods… hexes. Mmmm.

October 28, 2014

Hungry like the Grey Hunter : Warhammer 40K Space Wolf comes to iOS

My money's on the dude in the big metal suit

My money’s on the dude in the big metal suit

Games Workshop already has a flood of games on iOS, so I guess another one shouldn’t really be a surprise. What is surprising about this latest title, Warhammer 40K: Space Wolf, is that it’s a free-to-play game that offers IAP to buy “coins” to further your in-game progress. Before you run away, screaming, let me give you a couple reasons to stick around: Space Wolf is a turn-based, squad-level tactical game that uses a collectible card engine for combat.

Oh, and it looks pretty damn nice, too.

From what I can gather, IAP isn’t necessary as everything can be gotten through grinding. How much grinding? Not sure at this point. The game features a single player campaign in which you’ll battle the Word Bearers, fanatical worshipers of the Chaos Gods. You select a main hero and several companions can be unlocked during play to accompany you on future missions. Cards are used as weapons and equipment in battle, and you can deckbuild to create a deck to meet the different challenges you’ll find in each mission.

Warhammer40K: Space Wolf is currently out for iOS Universal. Trailer after the break.

It’s not just a job : Pro Strategy Football’s career mode explained

You'll need that blocking to protect...Colt McCoy?

You’ll need that blocking to protect…Colt McCoy?

Kerry Batts is a busy guy. Last week saw the release of his Pro Strategy Football 2014 but he’s been busy at work getting the promised career mode update ready to go. It’s still a work in progress, but we did get a chance to pick his brain and see where career mode is headed.

PSF career mode is going to allow you to coach the same team for multiple years and each year will be broken into four phases: offseason, draft, preseason, and season. The season part is what we’ve already come to know and love about the PSF series, so lets delve into those new phases. During the offseason players will all age 1 year which can lead to them leaving the league or having their ratings change as they get older. During this time, you can also set your funding to focus on scouting, coaching, conditioning or training to increase your team’s skills in different areas. Draft will allow you to tell the front office what your needs are and then see who they can pick up based on what you’re looking for and Preseason will allow you to see how the offseason and draft phases have come together before the season starts.

All of this is on top of the ability to drill down into individual and team stats over the years that you simulate. You’ll be able to look at career and annual stats for each player as well as overall team stats. Currently, when you begin career mode, you’ll start in 2014 and proceed from there. Kerry is hoping, someday, to have the ability to head back and take the reins of some of the best teams of the past like the ’72 Dolphins or the ’85 Bears.

Career mode is still being worked on and there is no ETA right now for the update to go live. That said, Kerry made a video for us to highlight what he’s working on. Check it out after the break.

October 27, 2014

Getting a free pass : King of Dragon Pass celebrates 15 years with a sale

Varsens is the Gloranthan word for "hawk".

Varsens is the Gloranthan word for “hawk”.

My iPad is one of the 64GB models which, at the time, seemed like more than enough memory. Turns out it wasn’t and every time I want to get a new game on my iPad I have to do “the shuffle”. Delete apps I haven’t used in awhile, delete Police Academy 5, move those Starfleet uniform/green screen selfies to Dropbox, etc. You’ve all been there, I’m sure. In all the shuffles one game has never been removed from my iPad: King of Dragon Pass.

The more I think about that, it’s pretty odd because I’ve never completed a full game of King of Dragon Pass. I’ve tried, but I always find that I’ve botched things up beyond repair, or can’t figure out how to get something done, so I end up quitting. Despite my failings, I always go back and try again, so KoDP is staying right where I need it to be.

For those who have no idea what I’m talking about (hi, Mom!) King of Dragon Pass is a game unlike anything else you’ve played. It’s a storytelling game that’s part choose-your-own-adventure part civilization game and part raw genius. You control a tribe and they, as well as your neighbors, react to your decisions and commands but it’s all done with still photographs, great writing, and screens and screens of stats and sliders to control everything about your tribe.

If you’re one of the few to have not picked it up yet, now’s your chance. A Sharp is putting King of Dragon Pass on sale for all platforms starting on October 29th. For 5 days you can pick the game up for 50% off the regular price, which means you can snag it on iOS for $5 or on Android where it already appears to be $5.

For those of you who love KoDP, A Sharp has also told us that they’re working on a spiritual successor to KoDP called Six Ages. Like KoDP, it will be a storytelling game set in the world of Glorantha, but it’s looking like a 2016 release so we’re still quite a ways from any solid news.

King of Dragon Pass trailer after the break.

Get shmup with the getshdown: Bullet Hell Infinite coming to iOS

"Hello boys! I'm... back!"

“Hello boys! I’m… back!”

The panic-inducing bullet hell (or danmaku) shooter is–despite apparent successes like Danmaku Unlimited 2–bound to be a tough sell on mobile devices. Bullet hell games scoff at the structural integrity of both human fingers and joystick controllers, and at their most difficult require of players zen-like focus–perfect coordination of mind and body hands. Just how well that hardest of hardcore twitch-shooting can work on a touchscreen is unclear.

None of that prevailing apprehension is going to stop Bullet Hell Infinite from trying, of course. With mucho club kid wubs this danmaku by developer Nicolas Bevillard (NB Games) is set to arrive on iOS soon.

Can’t wait this weekend to release #myfirstgame! Thanks to all my followers to support my #indiedev project!

— Bullet Hell Infinite (@BHInfinite) October 27, 2014

It looks as colorful and manic as one would expect, though the preview video doesn’t ever show anything that approaches true bullet hell insanity. Maybe that’s a sign the game will be more accommodating towards those who don’t plan on playing with an iCade joystick (the sort of device we tend to look down upon but, hey, some must enjoy them). Or it’s a sign, just as likely, that Bullet Hell Infinite will have the courtesy to suck you in with few easy sections before it breaks you, and leaves you crying alone in the arcade-adjacent food court of the ’90s mall that is your life.

Bevillard tells us the first level, with all features enabled, will be free when the game drops, with three other stages unlocked via a $1.99 IAP. And, while iCade support is a touted feature, Bevillard is also confident touch controls will work fine for those without a compatible peripheral.

Video below has the bullets, beats.

October 24, 2014

Beowulf in first round, to Vikings: Epic Manager launches Kickstarter drive

We live in a cynical world. And we work in a business of tough, often magical, competitors.

We live in a cynical world. And we work in a business of tough, often magical, competitors.

So, here’s the thing: nobody actually likes heroes. I don’t mean the real sort who extinguish fires and provide stable infrastructure for a community–I’m talking about sword-slinging, spell-blasting a-holes that occupy much of fantasy gaming. “Hey, dude, thanks and all for killing that ghoul in the crypt, but… did you really need to crack open each and every coffin to check for spare change? And, like, you’re just sort of going around asking every person you meet if they have a quest. Is this a moral obligation thing for you or- oh he’s left for the next dungeon.”

Epic Manager, from developers ManaVoid Entertainment, looks to be the next in an increasingly long line of management sims which take a wider look at the high-fantasy adventuring lifestyle. Unlike obvious contemporary Adventurer Manager, Epic Manager casts you as more of a sports agent looking for prime talent, rather than a bureaucrat contracting out to some heroes in order to focus on balancing your hamlet’s budget. Scouts find warriors, thieves, and mages you can bring onto your team, and who can then in turn raid dungeons and add to the agency’s coffers. The developers promise a fairly dynamic world, and combat affected by the composition and temperament of your line-up (though if the battles end up not quite as engaging as your managerial tasks, well, that’s the point).

The Epic Manager Kickstarter goes live on October 27th. Take heed, this one is still early on, and iOS and Android versions are stretch goals, which means they may as well be written in invisible ink on a ghost’s skin.

But can any of you do color commentary on ESPN?

But can any of you do color commentary on ESPN?

Alea iacta est: Rubicon Development breaks free

Things not going well for blue

Things not going well for blue

It’s not uncommon for an established developer to put their digital catalog on sale, in fact it happens all the time. What I can’t remember happening, however, is what Rubicon Development is doing this weekend: free. You heard me right, everything they have on the App Store is completely and unequivocally free.

If you’re unfamiliar with Rubicon, you might be thinking that this isn’t a big deal. Let me tell you just how badly you’re embarrassing yourself. Rubicon is the developer of some of the best turn-based, strategy war games ever made for the iDevice: Great Little War Game, Great Big War Game, and Great Little War Game 2. Okay, so they can’t name games worth a damn, but I guarantee that if you are remotely interested in turn-based strategy, any of these will fit the bill and keep you happy for a long, long time. Getting them for free is, cliché be damned, a steal.

Much of their other content, like the excellent card battler Combat Monsters, has always been free.

The sale will only last through the weekend, so if you haven’t picked up the Rubicon apps, now your chance to do it on Rubicon’s dime.

Need to see what you’re missing? Little War Game 2 trailer after the break.

October 23, 2014

Of beanstalks, frost, and lanterns: Junk Jack X goes full Halloween

Well, at least this neighborhood is well lit.

Well, at least this neighborhood is well lit.

The Terraria-inspired mine-a-lot Junk Jack X was one of our runners-up for Action Game of the Year 2013 (losing out to Tilt to Live 2), and it looks like the game’s still going relatively strong with the recent version 2.2.3 update. It’s all Halloween-y, naturally.

Though they’ve clearly a missed opportunity in not calling this the “Jack-O’-Lantern X” update (or at least the “Junk-O-Ween” update), developer Pixbits have put together all the requisite spooky bits of digital bric-a-brac which are basically expected from games of Junk Jack’s stripe this time of year (and some bug fixes, too). Sure, witches and zombies are overused fantasy tropes, but now Junk Jack X has “Witch Zombies,” which one assumes are less Sabrina, more Henrietta. Acid pits are in too, so you can get your House on Haunted Hill… on. And–direct pull from the announcement–a “new rare placeable hanging skull,” which for some reason is a felony when I advertise on Craigslist but a plus here, so go figure.

Even having not played the game, holiday theming like this makes me grin. It’s extra work for, what, about a week or so of relevance? That’s some festive dedication right there. At the same time, I can’t imagine many jumping into the game for the first time on the strength of a holiday update alone–rather, this sort of decoration seems primarily a bonus for the faithful.

Junk Jack X is $4.99 on the App Store. Wholly unseasonal video after the jump.

Hit me: Hitman GO gets new levels and new price

If this were real, I would totally be one of those dads who wouldn't let their kids play with it.

If this were real, I would totally be one of those dads who wouldn’t let their kids play with it.

It’s not often that a game will make me pause with just a screenshot. Personally, graphics aren’t everything. In the case of Hitman GO, however, it’s not that it has realistic or cutting edge graphics, it’s just that the screenshots look so damn cool. Seriously, every picture of the game looks like a toy, and not just any toy, but one that you want to get in there and explore every nook and cranny. It’s the Castle Grayskull of apps.

Since its release in April, Hitman GO has already spawned one expansion, dropping you into an immaculately rendered airport, and now they’ve released another. This time it’s frosty St. Petersburg with 8 new levels based on some chapters from Hitman 2. In a cool twist, you can access the new levels via two methods: pay for the damn thing ($1) or unlock the new levels by completing mission objectives.

If that’s not enough, Square Enix has also put the game on sale for a limited time. You can grab it for iOS or Android now for only $2.

Trailer after the break.

October 22, 2014

Out Tonight: More Tilt to Live, Peninsular Battles, Heavy Metal On Android and Battle Academy 2 (maybe?)

That should keep the crows away

That should keep the crows away

The big release this week is from Slitherine and the sequel to the fantastic Battle Academy, Battle Academy 2: Eastern Front. The only problem is that we’re not entirely sure if it’s coming tonight or tomorrow. I’ve been searching all over and can’t find a definitive answer. Time to make that New Zealand App Store account, I guess.

If Battle Academy 2 doesn’t hit tonight, we have plenty of other options to keep you occupied. Check out the full list after the break.

First on the list is a sequel to the best Action Game of 2013 from the developers of Outwitters, Tilt to Live: Gauntlet’s Revenge. It’s basically a puzzle game in which you use the accelerometer in your phone to maneuver your pawn through an obstacle course. It sounds a lot like the old wooden labyrinths we used to play with back before there was electricity but with a little more complexity. It’s coming for iOS Universal and costs $3.

Next is one we talked about last week, Peninsular War Battles from Hunted Cow. It’s the prodigious war game developer’s first foray into the Napoleonic era, so it’s probably worth checking it out just for that. It will be for iOS Universal and costs $10.

Why do you think we have the outrageous accents?

Pro Strategy Football 2014 is the best version of Pro Strategy Football yet. All the teams and players (although not by name, of course) as well as game modes to make it deep for the football junkie and accessible for newbs. There is also a Career mode this year, but it won’t be in the initial release. Look for that in an update down the road.

I really kind of loved Heavy Metal Thunder from Cubus Games when I reviewed it a couple weeks ago. It’s a bit rough, and I think the audience it would appeal to isn’t as big as something like Sorcery!, but it tells a great, visceral story that’s just far enough out there to be a ton of fun. It’s now available for Android for $3. If you’re looking for a fun ride, give it a shot.

No one can hear you think: Sci-fi puzzler, Nexionode, out for mobile

Seriously? I'm getting stuck on 4 and 5 node puzzles.

Seriously? I’m getting stuck on 4 and 5 node puzzles.

As a puzzler, Nexionode has more going for it than a name which I’ll misspell at least 4 times in the next hundred words, it also has a plot. You can’t say that about most puzzle games, which are simply high-score or 3-star affairs. Nexionode tells the story of a starship facing destruction with the puzzles being the knitting that holds the story together.

Puzzles consist of nodes, each with a certain number of markings on them. You need to connect all the nodes together, ensuring that each node has as many connections as indicated by the markings. The trick is that you have to do them in a continuous path which bumps up the difficulty. It’s complex enough to become very difficult, but simple enough to have that “one more try” feel. As you complete puzzles, you select different sections of the ship to repair you’re rewarded with story segments allowing you to piece together what’s happening upon the Nexio Colony Spaceship.

On top of being a solid puzzler, there’s also no IAP or ads to deal with. Nexionode is avaialble for iOS Universal, Android, as well as PC and Mac.

Trailer after the break.

So runs Bartertown: This Is Not a Test patching iPad play, going freemium

Wow, an analog watch? This must be the end of the world.

Wow, an analog watch? This must be the end of the world.

Owen first mentioned doomsday gamebook This Is Not a Test just over a year ago, making special note of its zombie-free end of the world, Sorcery!-like blend of RPG elements with branching story paths, and its trailer’s, hmmm, questionable music. The thing looks–and plays, possibly–like it was pulled straight out of an old EC Comics horror title, enough that I’m close to breaking a self-imposed ban on Crypt Keeper puns.

Now, in the harsh light of the new world’s brutal economy of blood–wait, sorry, it’s just the App Store–developer Robot Monster Productions are changing This Is Not a Test’s pricing from upfront payments to free, with an in-app purchase to unlock the “premium” upgrade.

According to this IndieDB post, the soon-to-be free base game will include banner ads and, shudder to think, timers for life regeneration. Disturbing even in the most saccharine bits of gaming fluff, imagine how intrusive these free-to-play tropes will be when you’re mulling over what brand of dog food to eat as the world crumbles around you.

Hold off on the pitchforks though. The developer is pretty forthright about the nature of this pricing change, jokingly calling it “evil.” Premium removes the ads and timed lives, and unlocks color art. Plus the update, which Robot Monster Productions estimates will be out by October 24th, includes fixes for image proportions on big ol’ tablet screens (why you’d want to play a looker like this on anything smaller is beyond me).

This Is Not a Test is available now on the App Store, though maybe hold off until the new pricing kicks in. Jon Richardson of Robot Monster tells us that those who’ve already paid for the base game will still need the $2.99 premium upgrade in order to ditch ads and timers. (If you’ve already got premium you’re grandfathered for this update.)

For what it’s worth, that trailer (with goreious, ahem, glorious sound) below.

October 21, 2014

Recreate the magic : Magic 2015 getting new pricing scheme

Not to mention, awe.

Not to mention, awe.

Magic 2015 launched earlier this year for iPad and Android and was hailed as pretty much just like last year’s version. Pretty much. One thing that changed was the ability to finally build open decks as well as a new pricing scheme that turned out wasn’t very user friendly. Turns out that not only did you need to pay to unlock the full game, but then you couldn’t get all the cards without shelling out more money. Turns out some of the best cards were locked in premium booster packs that could only be gotten through IAP.

On November 5th that should change. Wizards of the Coast is pushing through a new update to the game that will make it possible to get every card in the game without having to spend extra money on those boosters. I doubt they’ll be easy to get, but if you want to save your $2 a crack, grinding might be a better option. What if you’ve already dropped a ton of cash into the game to get those fancy cards? Wizards will make it up to you, somehow.

That’s not all. Also releasing on November 5th is an expansion called Garruk’s Revenge which add a new campaign as well as a new set of cards.

Trailer after the break.

1.13, the number of the beasts: Major patch for monster-bumping Auro

Story of my life, kid.

Story of my life, kid.

You’d think with all the digital ink we spilled over action-puzzle darling Hoplite, we’d have weighed in more definitively on Auro, Keith Burgun’s latest. Like Hoplite, Auro looks to be similarly focused on movement as the primary means of engaging enemies, with an aesthetic that’s equal parts weird fantasy and board game. Again, though, without an official spin through the Pocket Tactics Review and Candyfloss Centrifuge we’re not necessarily the ones to say.

You can lay part of the blame for that missing verdict on the fact that Auro still isn’t available on iOS, and part on the fact that, perhaps, a definitive version of the game hasn’t existed until recently. The version 1.13 patch is one of those great, everything-but-the-kitchen-sink patches which hazards to completely tear down a game in attempt to better highlight some core experience. Replacement of main abilities, matchmaking tweaks, all the way down to modification of AI movement code to remove randomness.

Regardless of whether or not you’re already playing Auro, or plan on it, you should check out Burgun’s detailed explanation for these recent changes on the Dinofarm Games blog. His breakdown is equal parts patch notes and design philosophy, and in describing not just what changes were made, but how those changes serve to make Auro more coherent, Burgun does an excellent job of communicating just what the game’s, like, about, man.

Here’s hoping Auro will make the jump to iOS soon. In the meantime: video after the jump.

October 20, 2014

Natural election: Election Manager 2016 coming to iOS

It looks like WOPR is hitting New England again.

It looks like WOPR is hitting New England again.

I’m sure I’m not completely alone when I lay out my distaste for politics. Or, I guess I should qualify that as distaste for politicians. Politics, and elections in general, can be full of strategy and nuance that isn’t apparent when you’re watching TV and some jackanapes is trying to convince you their opponent is an incompetent clown. It’s not surprising that there have been many games focusing on the election process from the epic German election board game, Die Macher, to lighter iOS fare like Campaign Manager.

Continuing in this vein is Election Manager 2016 from Lensflare, the same team behind Tactical Space Command. Unlike most campaign games that hit the market every 4 years, EM2016 doesn’t focus on a single, historical campaign. Instead EM2016 is a sandbox that will let you run any 2-4 candidate election for President of the US. You can run with Democrats and Republicans or mix it up and include only independent tickets.

EM2016 will allow control over many core aspects of the campaign: advertising, fundraising, polling and more. It will have a single player mode, or you can play the game multiplayer via pass-and-play.

EM2016 should be arriving by the first Tuesday of November for iOS Universal and Mac but, even if they miss that date, November is a lock.

Check out more screens of Election Manager 2016 after the break.

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Jack Johnson is right!

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Who is the Don Draper of Spokane?

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Numbers….so many numbers.

screenshot-ipad04

I’m not voting for Gary because of that smirk. Keep it real, Gary.

And so it grues : Zork-like interactive fiction, Hadean Lands due on iOS

Where is the small mailbox?

Where is the small mailbox?

I’ve reviewed a lot of interactive fiction here at Pocket Tactics. We’re talking tons. Maybe more than I should have? Maybe not enough? At the end of the day, however, I’ve never played interactive fiction like Hadean Lands before. That’s not totally true. I remember playing games much like Hadean Lands between cutting notches in my floppy disks, but I haven’t played games like this on an iOS device.

Hadean Lands tells the story of a lone survivor of a crashed starship who also happens to be an alchemist. It’s like peanut butter and chocolate from where I’m sitting. Instead of the choose-your-own-adventure style of IF you may be used to, Hadean Lands goes the route of games like Zork and other Infocom classics of yesteryear. You are given an environment usually littered with tools and items you can interact with and then you tell the game what you want to do. We used to call these “text adventures” and solving puzzles while “talking” to your PC was as close to solo D&D as a pimply 13 year-old could have hoped for.

The man behind Hadean Lands is Andrew Plotkin who’s no stranger to this type of thing. He’s written several other award-winning interactive text adventures such as Shade and The Dreamhold, as well as being a major force in keeping interactive fiction relevant today. Oh, and he’s also the guy responsible for creating an entire genre of game with Werewolf.

Hadean Lands successfully Kickstarted nearly 4 years ago, but was just submitted to the App Store and should be arriving on October 30.

Kickstarter video after the break.

October 17, 2014

Better than a jazz odyssey? : Outcast Odyssey is new, different CCG

I don't know who or what a Bovak is, but it's getting its ass kicked

I don’t know who or what a Bovak is, but it’s getting its ass kicked

Yes, I still play Hearthstone. No, I don’t expect to start playing another CCG on my iPad anytime soon. That said, Outcast Odyssey from Bandai Namco was just released and it looks to offer something a little different than your average CCG. It looks like a role-playing game.

On the outside, it looks like your standard digital CCG: free to play with IAP to buy more cards, but when you watch the video it looks bonkers. You explore dungeons and other maps and conflict is handled with card play. Not like Naxxramas where you’re facing creatures with their own decks, this looks like you’re actually attacking the monsters with your cards. Or something. I don’t know what I’m looking at. My eyes!

It’s not just the gameplay that looks different, though. There’s a lengthy single-player campaign as well as competitive online multiplayer, but there is also the ability to form guilds and trade cards with your friends which is nice considering that there are over 600 cards in this initial set.

Outcast Odyssey is available for both iOS Universal and Android. Trailer after the break.

Clay anniversary: Golem Arcana hits one year since Kickstarter funding, grows

Prague has never had it so good.

Prague has never had it so good.

It was just over one year ago that Harebrained Schemes successfully reached and surpassed a $500,000 funding target for their ambitious, app-driven miniatures game Golem Arcana. While normally this wouldn’t be cause for any special alarm, Arcana stands out because A) it’s actually playable, now, with a box and everything, unlike far too many other ostensible KS successes, and B) the game is set for further scenario expansions which promise to deliver on the much-touted notion of a “living” Golem Arcana world.

Owen gave us a breakdown of how Arcana’s meant to work back when the Kickstarter went live. To recap: it’s an army-building game about big ol’ magic war machines (real figurines on a physical battle map) piloted by mages with special buffs (that exist only on the companion app), which aims to cut down on laborious in-game math-crunching and rules checks while still preserving what makes tabletop gaming special–pained expressions and an eventual attempt to flip the gaming table, basically.

In a recent blog post the team discuss rolling out new scenarios based on the outcomes of games played at GenCon. The goal, it seems, is to offer players choices during battles which can affect Arcana lore, not just the results of any one battle–though you’re right to be skeptical if hand-crafted scenarios based on a few specific matches isn’t quite as dynamic as the “Living World” pitch suggests. (Harebrained admits these scenarios are an “Alpha” for what one hopes is a greatly expanded system.) Still, even thinking about this sort of player-generated expansion–for a tabletop game–is tenable only because of the heavy-lifting that app is doing. For more on mixed-media board games, check out Neumann’s thoughts on the upcoming XCOM and Alchemists.

The Golem Arcana app is free on iOS and Android, naturally, with the base game running for $80 via the Harebrained Schemes store. Video after the break about 60/40 on “complicated story setup” vs. “how the game actually looks and plays”.

October 16, 2014

Close encounter: Cosmic Encounter Connector now on Kickstarter

Cosmically awesome

Cosmically awesome

Cosmic Encounter is a board game from 1977 that has been republished and recreated many times in the past 35 years. It’s truly one of the most influential board games ever made, introducing mechanisms like individual player powers, free-form negotiation and the concept of expansions. Lots and lots of expansions. Of all the games I wouldn’t think would transfer well to a digital version, Cosmic Encounter is near the top due to the fact that the entire game involves talking, bluffing, and the making and breaking of deals. It just wouldn’t work without the face-to-face element.

Apparently the designers agree, but they’ve come up with a clever way to still get Cosmic onto an iPad. It’s called Cosmic Encounter Connector and consists of apps that will allow you to use real-time voice chat with the other players as well as all the bits you’ll find inside the current Fantasy Flight Games version of Cosmic Encounter. From what I can tell, it appears to be more of a sandbox that will allow you to play Cosmic Encounter with all the pieces you’d normally play with. It’s like VASSAL for iPad, only with voice chat and focusing on one title.

While the app isn’t backed by Fantasy Flight at all, it appears that they will allow all the art and bits from their version to be used in the app and they’re even talking about using the Connector system to port other Fantasy Flight titles to the system.

Cosmic Encounter Connector is currently on Kickstarter. They’re looking for $128K and are only at about $2.5K now, but they still have 29 days to fund. The initial goal of $128K includes iPad support, but there are stretch goals for other platforms as well as including different expansions and player-created content.

If you’re a Cosmic Encounter fan, you need to check the Kickstarter out. If you’ve never played before, check it out and realize what this could mean for board gaming in the future.

Kickstarter trailer after the break.

Hat tip: TheDukester

We doodled this city: Doodle City arrives on iOS

Houses and hotels totally not copied from Monopoly

Houses and hotels totally not copied from Monopoly

If you follow board games at all, you’ll know that this week is Spiel’14 which is an annual convention that takes place in Essen, Germany. It’s the largest board game event in the world, and every year thousands of new games are released there. One of the publishers there, Aporta Games, just released a board game called Doodle City. How do I know this? Because they also released a digital version of the game and the app has no qualms about constantly reminding you of its cardboard cousin’s release. It’s a bit obnoxious, but doesn’t ruin what ends up being a pretty decent board game conversion.

Doddle City gives each player a grid that has symbols for hotels, shops, taxi stand and houses on it. Your job is connect these icons by drawing roads on the grid, but you’re limited to where you can draw based on dice rolls. As you connect icons, you will gain points based on what your roads connect. It’s actually quite a fun little puzzle game, but it’s also what we would call “multiplayer solitaire”. There’s no real interaction between players at all. None. Sure, everyone works off the same die roll, but that’s about it. As such, the game has no AI. You can play solo or multiplayer via pass-and-play or online asynchronous. Normally, I’d crush a non-cooperative game that didn’t have AI, but Doodle City doesn’t suffer from it. It works great as a solo puzzle game. Maybe even better than multiplayer, to be honest.

Doodle City is a fun little game and you can pick it up for free through October 20th. Trailer after the break.

On the right path: Latest info on Pathfinder Adventure Card Game

Just a tad more immersive than the card game

Just a tad more immersive than the card game

One of the most anticipated titles announced at Gen Con was Obsidian Entertainment porting over Paizo‘s card-based RPG, Pathfinder Adventure Card Game. Since the announcement, however, things have been dark on the Pathfinder front. In fact, we didn’t even have any official screenshots, just some pictures of the game on a monitor. Yesterday the darkness began to fade away when I spoke with Shane DeFreest and Nathan Davis of Obsidian Entertainment.

Right now the Obsidian team is still working on getting all the card interactions working the way they’re supposed to as well as working on the interface to ensure it works for a digital version of the game, and isn’t just a copy of the physical card game. Based on the screenshots, they definitely want the RPG elements at the forefront, and the card mechanics to simply help tell the story. They’re also tweaking the interface to make it easier for players to remember what’s in a certain deck or which phase of the turn it currently is.

Instead of decks of cards, locations are shown in a bit more thematic style

Instead of decks of cards, locations are shown in a bit more thematic style

The cardboard version of PACG plays like an Adventure Path in the actual Pathfinder RPG. The story is told in an episodic fashion, with new content arriving every month or so. As such, the Rise of the Runelords adventure path that is being implemented by Obsidian consists of 6 adventures, each consisting of a new stack of cards. The game will ship with a tutorial adventure as well as the first part of the Rise of the Runelords adventure path called Burnt Offerings.  I would assume that the other decks in the Rise of the Runelords adventure path would be released later as IAP, but Obsidian wasn’t ready to talk about what happens after the initial game is released.

Come, let me clutch thee.

Come, let me clutch thee.

Like any good RPG, a good portion of gameplay comes from working as a team. In PACG it’s no different. Players have powers and can play cards on other player’s turns to help them succeed at whatever challenges they face. From a digital point of view, this would appear to make multiplayer a nightmare. Consider that, after each phase on your turn you would need to wait for every other player to possibly do something to interrupt your turn. Because of this, the game will ship with single-player and pass-and-play multiplayer only. That said, the amount of interruptions that can happen each turn in PACG would make even pass-and-play a chore. Imagine having to pass the iPad around to all other players every time you need to make a decision. To combat this the team at Obsidian is looking at changing the way that interrupts are played to make pass-and-play, and possibly even asynchronous online multiplayer, something that works. For example, automatically applying powers and card effects from other players if there is no detriment to the other player or having each player indicate what they are willing to help with so there is no need to focus gameplay back on that player when someone else is taking their turn.

Lastly, we talked about release. They’re currently targeting Q1 of 2015 and are developing for both iPad and Android tablets.

October 15, 2014

Out Tonight: Sentinels of the Multiverse (maybe), Hail to the King, and more

I'm guessing Handelabra's had a few of these today.

I’m guessing Handelabra’s had a few of these today.

Today’s big release is Sentinels of the Multiverse which, unfortunately, isn’t released for everybody. The original plan was to simultaneously launch the app for Android tablets and iPad this morning and everything pretty much went according to plan. Sentinels has been available on Google Play and Amazon Appstore all day. It’s the iPad release that’s causing problems. Turns out that the US App Store isn’t allowing people to purchase the game. It doesn’t appear to be a problem anywhere else, so if you’re outside the US, have at it. For those of us in the US, we’ll have to wait until tomorrow. Handelabra isn’t sure what’s going on, other than it’s all on Apple’s heads.

UPDATE: Right after I posted this (of course), I found out that the US link for Sentinels is starting to work for many people. Perhaps the issue has been completely solved? If you haven’t been able to get it on your iPad all day, give it another try.

If you’re in the US and were hoping on getting Sentinels today, don’t worry! We have a couple of other releases that…oh, who am I kidding? Other than a new gamebook, the other releases today are mostly pretty weak fodder. I picked one because it’s weird and the other because the title has a pun and I know those make Owen happy. Seriously, that was this week’s criteria. That gamebook I mentioned is from Cubus Games, the guys who did a great job with their last effort, Heavy Metal Thunder, so there’s hope for that one.

Other releases after the break.

Our first runner-up today is an action RPG called Hail to the King: Deathbat. If that’s not enough to get you excited, I don’t know what else I can do. It comes from the minds of Avenged Sevenfold which, apparently is a band or something. Something you young people would probably understand. GET OFF MY LAWN! Anyway, it looks like a pretty cool Diablo-like hack and slash game and it just happens to have the benefit of a wacky name. It’s will be available for both Android and iOS Universal and cost $5.

Next is a cutesy shepherding puzzler, Hey Ewe. It doesn’t look like anything we’d normally post about on Pocket Tactics, but it has that damned pun in the title and, as we all know, Owen is a sucker for puns. Consider this post my wedding present, Owen! It’s a typical 3-star puzzle game in which you’re trying to collect your sheeplings to safety from milk squirting cows, angry bulls, and everyone’s favorite barnyard animal, polar bears. The app is for iOS Universal and costs $5. Incredibly, it has 60 levels and apparently no IAP. Crazy.

Our last game tonight is from Cubus Games and is a gamebook titled Necklace of Skulls, which delves into Mayan myths and folklore and looks about as bonkers as their last title, Heavy Metal Thunder. I really liked that sci-fi jaunt, so I’m hopeful that this one will be a good read as well. It’s coming for iOS Universal and will cost $3.

Treating a Spanish ulcer: Hunted Cow tackles the Peninsular War

I know it's hell, but it sure is pretty.

I know it’s hell, but it sure is pretty.

Hunted Cow has plopped us into battles ranging from ancient Rome to the Civil War to the Eastern Front, but never before have they put us in the shoes of Napoleon or his adversaries. Next week that will change as they launch Peninsular War Battles which details the march of the Grande Armée onto the Iberian peninsula.

Like all of Hunted Cow’s war games, this one will have multiple campaigns. One of them is a tutorial campaign, but the other five are full campaigns dealing with different aspects of the Peninsular War, and all of those can be played from either side of the conflict. There are also dozens of different units for you to control comprised of 12 different troop classes such as infantry, light infantry, hussars, lancers and dragoons.

The expected release date for Peninsular War Battles is next Thursday, the 23rd.

That’s not all Hunted Cow has cooking, though. There is a Gettysburg game that’s nearly done and the port of Decision Games’ war game, Rebels & Redcoats is being submitted next week as well.

More screenshots after the break.

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Strategic map view.

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Infantry has 4 different classes: Raw, Average, Veteran and Elite

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A detailed combat analysis system assists in planning attacks.

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Infantry can be ordered to form line, column or square formations in combat.