Showing posts with label industry. Show all posts
Showing posts with label industry. Show all posts

Monday, July 9, 2012

We Have Anarchy Reigns. What Should We Do?




Platinum Games is currently one of Japan’s most beloved developers, and just about everything the studio does these days is carefully tracked by industry enthusiasts. From MadWorld to Infinite Space and from Bayonetta to Vanquish, Platinum Games has created a smorgasbord of titles since its founding in 2006. And two of its future titles – Project P-100 and Metal Gear Rising: Revengeance – have yet to see the light of day.


But one of its recent games has seen the light of day, at least in Japan. It’s there that Anarchy Reigns – known in Japanese as Max Anarchy – was released on July 5th. And we imported a copy to give you guys some coverage. The fact is, publisher SEGA was slated to release the game worldwide in early July, but after revealing the game was delayed back in late May, we found out that Anarchy Reigns wouldn’t be released anywhere outside of Japan until 2013.







The good news is that we’re not going to let that stop us from giving you Anarchy Reigns coverage. But we want input from you, the readers, about what specifically you crave. With the game being so far removed from western release, our goal is to give you the coverage that fits best its status as a long-off product.


So here’s what you need to know. The game is fully localized, and actually defaults to English text and voice acting. The PlayStation 3 version of the game, like virtually all PS3 games, isn’t region-locked, meaning you can import it from Japan and play it no matter where you are. The catch? With shipping and premium costs associated with importing it, you’re looking at dropping around $100. Oh, and online fidelity is likely going to suffer if you want to play multiplayer. After all, you'll be pinging servers in Japan.


So utilize the poll below and let us know what you want us to do with Anarchy Reigns. Keep in mind that you can select more than one option if that best suits you. And then expand on your thoughts in the comments below. Do you want IGN importing more games from Japan for coverage? Do you want us to only import games that will eventually come out here, or is the exact opposite true? We want to get a better idea of how we should approach Japanese coverage moving forward, and the answers can only come from one source: You.








Colin Moriarty is an IGN PlayStation editor. You can follow him on Twitter and IGN and learn just how sad the life of a New York Islanders and New York Jets fan can be.



Source : ign[dot]com

Friday, July 6, 2012

Will One Studio Make All Call of Duty Handheld Games?




New reports suggest that Activision’s recently-founded Leeds studio will develop all future handheld and mobile iterations of the Call of Duty franchise. According to UK games industry expert Andy Payne, Leeds will be developing "all handheld versions [and] iOS versions of Call of Duty" moving forward.


According to Leeds, the various studios developing Call of Duty are collaborative, reusing assets and exchanging them as needed. From this point forward, Leeds will be able to use the same assets for use in mobile games. “The two studios are saying, 'I need a tank, pull it off from the library'. And those assets are also going to be starting to be used by the mobile team, which is going to be based in Leeds,” he said.







We know that Call of Duty: Black Ops Declassified is currently in development for Vita, though it’s still unknown who’s developing that game. Unfortunately, the rumor about Leeds is likely only referring to future games, as Declassified is set to hit stores before the end of the year and Activision Leeds was only created in May, which wouldn’t line up.


Previous Call of Duty handheld and mobile developers include n-space, who developed DS versions of Call of Duty 4, Black Ops, Modern Warfare 2 and World at War. Black Ops Zombies and World at War Zombies on iOS, meanwhile, were developed by Ideaworks.


Source: Videogamer







Andrew Goldfarb is IGN’s associate news editor. Keep up with pictures of the latest food he’s been eating by following him on Twitter or IGN.



Source : ign[dot]com

Friday, June 22, 2012

Livingstone Claims We'll Always Want Single-Player Experiences




Eidos president Ian Livingstone has claimed that gamers will always want high-quality single-player experiences, despite the diversifying industry.


In an interview with MCV Pacific, the man behind Lara Croft said that the increased prominence of social and casual gaming doesn't necessarily threaten demand for core single-player experiences, such as the Tomb Raider reboot.








A game like Tomb Raider has historically been a graphically intensive single player experience, and that’s not simply going to disappear overnight.





He explained, "I think people still want a single player experience. The games industry is diversifying and is making new ways of delivering, new ways of playing games. One is certainly not totally at the expense of each other, and I think games as a product and as a service can live happily alongside each other for a long time to come.


"A game like Tomb Raider has historically been a graphically intensive single player experience, and that’s not simply going to disappear overnight. What we’re seeing is an emergence and a growth in the digital area and a new consumer which has come along (the casual gamer, which has almost reached ascendancy), but niche gamers are still going to be here and want content delivered specifically for them."


Livingstone suggested that consoles will remain the natural home for that type of experience for the foreseeable future, due to the intense power needed by the dependent system to run it.  He compared this preference to choosing to watch a film at the cinema, rather than view it at a considerably lower quality on YouTube.


"Well, you’ve got to create a game that’s relevant to the platform on which it’s delivered, therefore the graphic-rich interactive experience of console Lara is inevitably going to be different to the experience that you’d expect on a mobile device" he mused.


"The important thing is that they’re all linked by the IP and type of experience you get with that IP will depend on the device."


Given the recent furore surrounding scenes from the Tomb Raider reboot, it's debatable whether the same issues could have been rendered as emotively on a handheld device.


His comments paint a contrasting picture of the diversifying industry when compared with the claim by EA's Peter Moore that the future of games lies entirely in going free-to-play, regardless of content quality.












Luke Karmali is IGN's UK Editorial Assistant.  You too can revel in mediocrity by following him on IGN and on Twitter.



Source : ign[dot]com

Monday, June 4, 2012

Review: Sony's E3 2012 PlayStation 3 Conference





Games industry press conferences aren’t about facts and announcements. They are about emotions and feelings.

Excitement is the absolute minimum emotional level of engagement that E3‘s millions of marketing dollars are required to achieve, thus the flashing lights and blaring drums and whooping celebs.

But the organizers must strive for a higher plane, a place where we the viewers thrum with booming heart-beat and moistening eye.

Big emotion, edge-of-your-seat stuff came from two games, one at the beginning of the presentation and one at the end.

Unfortunately, in between we suffered eons of boredom as Sony trotted through its corporate agenda of keeping Move on the map, and half-heartedly saving Vita's miserable hide.

First, the good stuff.



Beyond: Two Souls a PS3-exclusive from Quantic Dream, offered up taut drama and that rare thing, a central video game character, Jodie Holmes, who knows how to shut the hell up and still be interesting. There was more emotional electricity offered here, in an exchange between cop and quiet girl,  than a horde of hysterical blood-lust buffoons on the rampage, chattering their inanities.

David Cage's work isn't to everyone's taste and accusations that his games lack action will always stick. But for anyone tired of bows and arrows and sliced throats, here was an alternative, a story rooted in human experience. There aren’t many developers who will begin their schtick with, “Death is the biggest mystery of mankind.” And by ‘death’ Cage was referring to the extinction of self, as opposed to a hammer-blow to an NPC’s cranium.

Even so, few games are willing to entirely forgo action. Holmes’ major line came at the end of her appearance, “Tell them to leave me the f*** alone because next time I’ll kill everyone.”



Shown at the very end of Sony’s 1.5 hour presentation, The Last of Us is a fascinating world, our own but broken, post-apocalypse done with colors and authenticity. It's also, it turns out, a game that involves extreme violence. In this demo, main character Joel sneaks around before basically killing everyone who gets in his way. This isn't to disparage what, for many, is top of their most-wanted list. It's a gorgeous game with an interesting relationship at its core, between Joel and a girl called Ellie.



Source : http://www.ign.com

Tuesday, May 22, 2012

The Need for a Nintendo Universe




For months Nintendo fans, and the entire games industry, have speculated about Retro Studios’ next project. With the company laying low since 2010’s Donkey Kong Country Returns, the timing is right for Nintendo’s trusted western developer to unveil its next game. Rumors and theories were running rampant, ranging from Star Fox and Zelda to a return to the Metroid Prime universe.

Yet no one was quite expecting the suggestion that the company was in fact preparing a crossover between the worlds of Fox McCloud and Samus Aran. The notion of these two worlds colliding seemed insane. And yet... not so insane. Rumor or not, the idea that Nintendo’s different universes might interact is plausible. We’ve been seeing this sort of thing for more than a decade - and characters like Mario, Samus and Link fit together better than one might expect. In fact, it’s probably time that Nintendo adopt this practice more formally. It’s time these creations, despite their disparate gameplay experiences, to guest star more often. The only thing more powerful than Nintendo’s vast array of IPs is a scenario in which they can co-exist.



We’ve seen subtle winks and nods to Nintendo’s shared universe for a long time. Mario and Donkey Kong seem to have their own lives and supporting casts, yet frequently interact, particularly when it comes to sports - or jumping over barrels. And we’ve seen plenty of cameos over the years, from R.O.B. in F-Zero GX to Mushroom Kingdom enemies in Link's Awakening to characters that strongly resemble Mario and Luigi in The Legend of Zelda: Ocarina of Time. The references, hints and clever winks could fill a book. Which simply begs the question - why not let the characters interact formally?

This isn’t to say Kirby has to be playable in a Metroid game, or that we simply must see Link piloting a ship in the next installment of Star Fox. These games have specific aesthetics and gameplay ideas, and forcing too much interaction would no doubt corrupt what makes each one unique. Yet there’s nothing saying Nintendo can’t let them interact or acknowledge they’re able to run into each other. Let the fun cameos be bolder. Let the Easter Eggs be more entertaining. Give Nintendo fans, who tend to embrace the publisher’s vast catalog in a fairly comprehensive manner, more of what they crave. Don’t be shy. Have fun with a legacy that has been developed for more than 25 years. It’s not as if we’re dealing with startlingly realistic concepts. The Zelda and Mario universes are insane enough, packed with bizarre characters and ideas. What are a few more in the stack?

That’s why, as insane as the idea of a Star Fox/Metroid crossover might be, it’s not as untenable as you may think. The resistance to such a notion doesn’t seem to focus on the actual concept, but whether the two franchise’s different gameplay styles can accommodate one another. Star Fox is a fast, energetic, third-person aerial shooter, often on rails and often featuring over-the-top action. Metroid is the opposite of just about all of those things. In fact the only thing it has in common with Star Fox is that players need to shoot things, sometimes in space. Samus Aran’s isolated, cold, slow-paced adventures couldn’t be farther from Fox and friend’s quest to stop an evil space monkey.



Yet that reconciliation might be where a considerable amount of innovation can come from. Nintendo is often chastised for leaning on its familiar franchises and strictly operating within those franchise’s boundaries. There is no realistic or sensible way to suggest the company should abandon its iconic characters. They are responsible for billions of dollars in sales, and have single-handedly propelled the publisher’s unique hardware for close to three decades. But, in addition to more traditional installments of Mario and Zelda, what if the company looked to joining and sharing these worlds as ways to explore new ideas, both in terms of franchise and gameplay design?

Sure, it’s insane sounding. But so was the idea that all of Nintendo’s heroes and villains would join together for a fighting game. The thought of Mario’s Mushroom Kingdom banding together to race in go-karts was a little crazy too. Now we’re at the point where Samus Aran and Fox McCloud could team up to save the galaxy, and while we pause at the thought of this, Pikachu is preparing to join forces with Japanese warriors. At this point the barrier to a full, formal, shared Nintendo Universe has about a thousand cracks in it. Nintendo might as well embrace it, allowing developers both internal and external the ability to experiment a bit more, while still giving millions of fans around the world what they want.

And, you know what, if a little hand-wringing and compromise can get us our Zelda/Fire Emblem team-up, we’re not going to complain. Let’s see what one of the world’s greatest game publishers can do when it kicks down a few doors and experiments with some of the greatest game franchises in history.



Source : http://www.ign.com/articles/2012/05/23/the-need-for-a-nintendo-universe

Sunday, May 20, 2012

Warren Ellis “Bored” by the Comic Business




Author Warren Ellis has said he is “bored” by the comic industry and that he finds the restrictions around writing for big, franchise characters frustrating. “You can’t mess around with franchise characters because there’s always a lot more money involved than you think,” he said, during a rare question and answer session at Kapow Comic-con in London.

When asked about whether he thought the comic business was in a good state, he replied, “I’ll give you a clue; I’m not really writing any comics at the moment.  I’m bored by the field in general.” He elaborated by saying he felt comic book stores didn’t want to stock independent comics, preferring Marvel and DC titles because they can offer them better rates.

On the topic of future projects, Ellis talked about his novel Gun Machine due out later this year.  The book follows a New York detective who investigates an apartment only to find a stash of guns, every one of which is linked to a different unsolved murder in Manhattan.  In accidentally reopening the biggest cold case in history, detective John Tallow’s life gets very difficult very fast.

Ellis also shared the story he plans to pursue further down the line, musing, “I’ve been wanting to do something about the assassination of Franz Ferdinand, but it’s finding the time… maybe next year.” The legendary author expressed a desire to cut back on work too, though.  He explained his aspiration was, “to work less and get paid more, or work on bigger projects but fewer of them.  I’ve been talking to people about TV but the challenge is always finding someone to fund your next crazy item.  It’s an art form, but these are also businesses; commerce will always rear its head.”

Ellis was quick to clarify that he doesn’t think TV is a better place to be than comics, stating, “British TV is in a very bad state and the worst that I can remember.  When American TV looks like it is in a better condition than British TV, you know something is wrong.”

He rounded up the session by confirming fan fears that no Spider Jerusalem film is in the works, but said that his project with Joss Whedon, Wastelanders, is due to start up again imminently now The Avengers is out the way.



Source : http://www.ign.com/articles/2012/05/20/warren-ellis-bored-by-the-comic-business

Thursday, May 10, 2012

Gaming Urban Legends - Polybius and the Haunted Pokémon Ads By Google » Blog Tags Today's Most Popular Videos »


Urban legends are prevalent throughout all mediums of popular culture, with dozens dating back to mysterious happenings on movie sets and subliminal messaging worked into popular musical hits, but the gaming industry has somehow managed to debunk or confirm most of these legends rather quickly.

This doesn’t leave much to be shared in terms of legends or tales, but rest assured, there’s a small number of urban legends surrounding videogames that still have players questioning their validity.

Polybius

The Polybius Initiative

In 1981, a small number of mysterious cabinets started making their way into arcades throughout Portland, Oregon. There wasn’t much that was known about these machines, but they gained popularity at an alarming rate before causing extreme problems and disappearing completely.

The internet wasn’t around much in 1981, which meant that most of the information on arcade cabinets came from newsletters or straight from the cabinet distributor themselves. When Polybius started making its way around the Portland suburbs, there wasn’t too much information on it. It has been said that the gameplay was of a tempest-style but could have possibly had mazes and other puzzles built-in, there’s really no way to confirm either way.



This might not seem like all that unusual of a game, but some believe that the game was meant to test experimental behavior modification through subliminal and undetectable methods. The game was said to have had weird side effects as there were reports of the game causing players to suffer from cases of amnesia, night terrors, terrible nightmares, intense stress, seizures, and suicidal tendencies due to the subliminal messaging. It also introduced extreme addiction which cased problems at arcades due to the machine’s popularity. There were more reported cases of these side effects than usual after playing this game specifically, lending some credibility to the fact that the machine might have been the cause.

As if that wasn’t weird enough, the legend states that men in black suits would come to the arcades every week and dump data off of the machine. This could have been them simply dumping high scores off of the machine, but they came back at such a rate that it seemed like they were gathering large information off of the machine for research, citing the lease agreement as a reason to come check on the machine.

The strange behavior surrounding the game started gaining more attention, but all of the machines disappeared before anything could be done; only a month after they first appeared. It isn’t clear what caused them to move so quickly, perhaps they only needed to gather a month’s worth of data or things were escalating too quickly, whatever it was, they didn’t want it found.

Polybius

There isn’t really any official evidence or documentation of the machine’s existence either, we’re mostly running off of secondhand stories from unconfirmed sources but what those sources independently remember of the game stays consistent throughout.

There was a man who posted on Coinop.org back in 2007, claiming that he was involved with the creation of Polybius, but when he was interviewed at a later time, his story started to fall apart. There were several inconsistencies that didn’t fit with what had been established earlier and it just didn’t make that much sense. He attempted to dispel the rumor, saying that it was a bad version of a game that they had been working on in South America that had been recalled, but again, it didn’t fit with the rest of the story; unless its existence was all being made up in the first place.

While there are collectors out there who claim to have ROMs of Polybius, none have come forward to show any proof or release it to the public. However, in July of 2007, a version of the game and cabinet art made its way online, hosted at www. sinnesloschen.com, which is actually significant, but was most likely a fan site rather than anything connecting to the original release.

It is believed that Polybius was by Atari in collaboration with the US Government under the code name Sinneslöschen, meaning sense-deletion in German. This makes it somewhat more believable that it was either an internal name for the title or a term that was mixed in as the name of the development studio throughout the years. If it was the name of the company, it would appear in the German corporation registry or the US corporation registry through the Secretary of State, but shows up in neither.

There’s no way for any of this to really be confirmed either, as the only real proof of the cabinet’s existence is a black-and-white photograph and a recreation of the game’s title screen. That is what makes it a great urban legend though, landing it references in popular shows like The Simpsons. It is entirely possible that something like this existed though, with the rise of videogames in the early ‘80s and the Cold War raging on, the military was doing whatever they could with new technologies. If the cabinet did exist, I’m hoping that more information will emerge in the next few years.

Ghost Pokemon

Haunted GHOST Pokémon Black Cartridge

Now, this legend supposedly originated on 4chan, so that should be kept in mind when discussing it. The original post can’t be found, but it was republished on tinycartridge.com back in 2011, so that’s where the credibility of this legend comes from.

As the legend goes, a collector of Pokémon bootlegs was scouring a local flea market and came across a Gameboy cartridge that showed the typical Pokémon cart label, but everything was in black. When booted up, it showed the title ‘Pokémon Black Version”. This was well before the DS version and appears to be based off of the source of Pokémon Red Version.

Things seemed normal from the start, but when the player is presented with the option of choosing a starting Pokémon, there is an extra choice. Along side Charmander, Squirtle and Bulbasaur is GHOST. Nothing seems especially out of the ordinary with GHOST, until he enters his first battle, that is. He starts at level 1, but only has one attack, Curse. (It has been noted that while Curse is a real Pokémon attack, it wasn’t introduced until the 2nd Generation, meaning that it isn’t in typical Red, Yellow, or Blue) The attack doesn’t work as it normally does though.

According to the original poster, when it is used, the screen turns back and the defending Pokémon lets out a warped and disturbing scream. When the battle returns, the enemy is gone and it is heavily implied that they have been killed. This is completely different than how the battles work normally, where the enemies only feint and can be revived later; no one dies.

What if the enemy was faster? They were too scared of GHOST to attack. This meant that it didn’t really matter if the enemy was better, they couldn’t attack and were too scared to run. Every battle was a guaranteed win.

This wasn’t the end of Curse’s effect though. Unlike the standard versions of the game, the battle commands would stay up after a battle was completed. If the player chose RUN, then things ended like they normally would. But if they chose Curse, GHOST would attack the trainer and kill them. When the player left the battle, there was a tombstone where the character had been standing prior. This definitely wasn’t normal.

Players could apparently get through the entire game using this one strategy, only capturing other Pokémon for the purpose of equipping HMs and defeating Ghost-type enemies. The person who found the cart claimed that they played through the game this way, but after they beat the Final Four and was touring the Hall of Fame, something even weirder happened.

The screen cut to black. Instead of ending, a dialogue prompt popped up with ‘many years later...’. The camera follows a much older version of your character, looking at a group of tombstones throughout Lavender Town. As the player is given control, they realize that they have no Pokémon, no items, and no restrictions on where to go. They have no direction though either. Once they make their way back to Pallet Town and to the starting point inside their house, the screen cuts to black again.

Haunted Pokémon

This time is different though. The sound warps and photos of Pokémon begin to flash across the screen. These are the Pokémon and rivals that the player killed using Curse. A message then appears.. “GHOST wants to fight” and enters the player into a battle against GHOST with nothing to attack or defend themselves with. GHOST attacks and kills the player. Once killed, the screen cuts to black. And it stays there. That’s the end.

Only a reset can get anything but the black screen. When booted back up, NEW GAME is the only option available. After GHOST killed the player, it erased the save. It’s not clear whether this mysterious version is real or not, as the original poster claims to have lost it in a move a few years back. Assuming that this version is real, it’s unclear where this Black Version came from. It could be a version that was modded by a fan and distributed in small numbers, but it could also have been put out in a more organized fashion by someone who was in a position to have access to the tool necessary to do this. Either way, I want nothing to do with it.

With the industry as secretive as it is, it wouldn’t surprise me to know of more games like these existing, known only of by player accounts, with no real evidence around to support it. But with the availability of the tools required to mod games, it is certainly harder to follow up on the validity of a situation like this. There are plenty more gaming urban legends out there to find and uncover. What are your favorite legends like these that people may not have heard of?


Source : http://www.g4tv.com/thefeed/blog/post/723678/gaming-urban-legends-polybius-and-the-haunted-pokmon/

Monday, May 7, 2012

A Complete Guide to iOS Pinball



The pinball industry began dying a slow death in 1996, when the first of the major manufacturer closed its doors. Pinball machines are large, require a lot of maintenance, and simply don't bring in as many quarters as an arcade machine or pool table occupying the same space.

Thankfully for pinball-enjoying gamers everywhere that don't want to plunk quarter after quarter in the movie theater game room or drop $4,000 for a table of their own, the quality of digital pinball has been steadily improving year after year.

But which ones to buy? IGN has sifted through the dozens of pinball titles on the App Store to give you the full scoop on which pinball games are the real deal, and which apps are imposters with funky ball physics.


A note on physics 

As it stands now, true pinball fanatics don't feel digital pinball physics are up to snuff. They complain about "floaty" balls and other elements that "just don't feel right." As a more casual pinball player growing up, I have no complaints about the current state of digital pinball physics. It's an issue unlikely to effect anyone but the most hardcore.


There are currently two pinball apps that any self-respecting iPhone or iPad owner must have on their device: Pinball Arcade &
Zen Pinball. Both feature solid ball physics, several top-notch tables, and online leaderboards to see who among your friends is the true pinball wizard. Both apps also have fundamentally different approaches to the digital pinball market.

Pinball Arcade - FarSight Studios

FarSight Studios has been making digital pinball for nearly a decade, and Pinball Arcade is the culmination of that effort and experience. The app offers up painstakingly accurate digital recreations of real-world pinball tables originally manufactured by Williams, Bally, Stern and Gottlieb.

Pinball Arcade costs $0.99, and for that price gamers get full access to one free table, rotating monthly. Other tables can be individually purchased for $1.99 - $3.99. Right now six tables are available in total, although FarSight has announced its intention to support the app for years, eventually offering up the majority of the top 40 tables of all-time.



What makes Pinball Arcade a must-own is simple: the app offers up faithful recreations of
. Theater of Magic, Medieval Madness and Tales of the Arabian Nights are all universally loved for good reason. They are incredibly complex, with intricate requirements for "progressing" through each table's various rules and stages. They also flow incredibly well, allowing casual fans to have fun hitting ramps and activating accidental multiballs.

If you sit down for a lengthy session with any of these tables to slowly ferret out its secrets and intricacies and then go back to a pinball machine of a lesser design, the difference will be obvious.

Paying $2.99 or more for a single digital pinball table may seem like a lot in an App Store economy where incredible values can be had for $0.99, but these pinball experiences are worth the price.



Zen Pinball - Zen Studios

Zen Pinball is the other pillar at the top tier of portable pinball bliss. Unlike FarSight, Zen Studios is producing a collection of brand-new, digital-only tables. This allows Zen's tables to include features that simply aren't possible when slavishly recreating real world pinball experiences.

Zen Pinball is available as a free download, and includes Sorcerer's Lair directly out of the box. Five more machines are available for purchase – three licensed Marvel tables for $1.99, and two original tables for $0.99, making Zen Pinball marginally more affordable than Pinball Arcade.



Zen's original designs are both a blessing and a curse. In terms of pure quality and fun factor they simply can't go toe-to-toe with Pinball Arcade's best-of-all-time collection. But Zen Studio's original tables Epic Quest and Sorcerer's Lair show that digital-only tables have a lot of potential.

Sorcerer's Lair features several creative pinball mini games. At specific times the player's ball will be transported to a special mini-table to squish spiders or complete another simple objective. The newer Epic Quest is even more elaborate. As players progress they fight monsters and outfit an adventurer, RPG style. There's even pieces of purple epic loot to collect. Hopefully Zen has more tricks up its sleeve to further increase the complexity of their pinball offerings, while still keeping a solid foundation of ramps, bumpers and flippers.




Rescued the princess in Tales of the Arabian Nights? Defeated the entire cadre of enemies in Epic Quest? There's even more quality pinball to be had on iOS. The titles below might not be quite as polished as Pinball Arcade or Zen Pinball, but they're also no slouches either, and offer up more hours silver ball-slinging fun.

Pinball HD Collection

Pinball HD from Russian studio Gameprom ruled the iOS pinball roost when it was originally released over two years ago. The tables aren't quite as complex and don't flow quite as smoothly as the best of the best, but Pinball HD still has a lot to like. The only reason this collection isn't in the must-own pile is because it got muscled out by the near-perfect efforts from Zen and Farsight. The free download includes one table, with nine more available for $0.99 - $2.99. The highlights from the purchasable tables include The Deep and Da Vinci Pinball.




Gameprom Standalone Releases


Note: Gameprom's tables that have been collected in its Pinball HD Collection are also available for individual purchase. Instead of cluttering up your iDevice by nabbing the indivual apps, buy them via In-App Purchase from Gameprom's Pinball Collection app linked above.


Frogger Pinball is not to be ignored. Konami's "pinball adventure" is sure to make pinball purists roll their eyes, but the title offers up a huge amount of content including a story mode, several unique stages, boss battles, power-ups and more. The game was developed by Fuse Games, makers of the excellent 2005 DS pinball release Metroid Prime Pinball.





Sonic Spinball isn't a very good pinball experience in any objective sense, but for $0.99 the title is an excellent nostalgia-trip for 20 and 30-something gamers. The title was originally released for the Genesis in 1993, only to resurface on the App Store in 2010.






Can't get enough? Fill your pinball app folder with some of these off-the-wall choices:
Pinball Destruction

Destroy elements from the pinball table itself to progress. It's oddly compelling!

 


Undead Attack! Pinball

Assault roving zombies and buy power-ups in this gate defense/pinball hybrid.

 




At one point these titles may have been worth considering, or may get hyped up for other reasons, but they can safely be skipped in favor of the higher quality options outlined above.

Pinball Dreaming / Pinball Dreams HD

Pinball Dreams hit the Amiga way back in 1992, making it one of the very first digital pinball sims. Deveoper
Cowboy Rodeo initially released Pinball Dreaming, a faithful iOS port of four classic tables. Later, Pinball Dreams HD offered up remade versions of the original Amiga tables. Pinball Dreams isn't offensively bad or low quality – the pinball gameplay just feels dated and clunky compared to more modern efforts. The title doesn't have the Sonic the Hedgehog nostalgia to fall back on, to boot.


Ice Road Pinball

Ice Road Pinball pops up across the net as a pinball release gamers should consider, but this is largely because developer Matmi was one of the first out the door with an original iPhone pinball game, first releasing Ice Road Pinball in 2009. The title has long since been outclassed by better releases. Matmi's pinball follow-up Multiball Pinball is better, and is worth a look for gamers that just can't get enough pinball on-the-go. But it is still far from being one of the greats.


ESPN Pinball

ESPN Pinball is a bit of an oddity. It contains three sports-themed tables and is surprisingly feature-rich, but it simply doesn't play very well.


Pinball Tristan

Lots of gamers have fond memories of Pinball Tristan from the 90s, but the hard truth is that the game simply isn't that good. Especially in the face of better nostalgic options. If you enjoyed Tristan 20 years ago this is a solid port to relive those memories, but gamers looking for excellent mobile pinball can safely skip it.


Retro Pinball

Epic Pinball (retitled Retro Pinball for its iOS port) was originally published in 1993 by Epic. Yes, Epic. Small world! Like many of the other retro titles now on the App Store, Retro Pinball is best enjoyed as an old school diversion rather than a genuine representation of what digital pinball can now do.


Lesser Indie Efforts

There are literally dozens of other individual digital pinball tables on sale from indie sources – Hyperspace Pinball, Dino Madness Pinball, Pinball Massacre… the list goes on and on. All can safely be ignored in favor of the better-designed and more full-featured tables from larger studios.



Source : http://wireless.ign.com/articles/122/1224463p1.html