In the upcoming Deadlings from Artifex Mundi, the Grim Reaper has decided to make nice with the living world once and for all. After all, he's always getting such a bad rep from humans, but it's not his fault that people sometimes die! So to make it up to them, the Reaper drafts a genius plan to raise the dead and get them on their way. The result, of course, is hoards and hoards of brain-loving zombies.I recently had some time to go hands-on with an early build of the game, and believe it or not, Deadlings actually plays out like an awesome cross between tough-as-nails platformer Super Meat Boy, and a more strategic zombie affair like Plants vs. Zombies. At the start of each level, you'll be presented with a digital overview of the level layout, where you can scope out the location of each brain collectable and plan your most efficient path. Once you have your bearings all set, you tap on the starting point and choose which type of zombie you'd like to unleash, and which direction you'd like them to start running in."At this point the game switches over to its Super Meat Boy inspiration, with your selected zombie automatically running forward in the direction you've chosen, and your new task being to make them jump over spikes and other obstacles by quickly tapping on the screen. If you mess up the timing, your zombie will splatter against the environment and remain a bloody mess there until you either finish the level or use a special power-up to resurrect him. But not to worry though! Each level will give you a fixed number of the undead to go through, so you have a little breathing room on your endless quest for brains.
Charlie loves B-movies, and who can blame him? There's a level of camp and cheese that catapults poorly made cinema into the world of endearingly awful. So when our good ol' Charlie happens upon a drive-in boasting a classic B-movie marathon, he pulls in right away to partake in the terrible goodness. But all that flick-watchin' is serious business, and Charlie soon succumbs to sleep, whereupon he is whisked away into the very films he loves in the role of the hero. Armed with a trusty baseball bat, proximity traps, and any number of firearms, Charlie must make it through the benchmarks of less-than-mainstream film, lest he be Nightmare on Elm Street-ed (killed in his sleep) by the very cinematic villains and monsters he has come to love. Tragic.There's a cartoony style to Clash of Puppets that blends with a mostly linear take on classic 3D platformers. Putting elements like mechanics and gameplay aside for the moment, it's important to note that this is a good-looking game, especially for its light-hearted, kid-friendly style. No, it isn't the most beautifully developed experience in the history of mobile gaming, but there are enough subtle touches, clever lighting, and immersive additions (why is fog so spooky, anyway?) that you'll probably take note. Charlie is pretty damned cute, and as far as heroes go, he's likable."Really, he falls under the strong and silent type that developers seem to like so much, but there is a lot to be said for the star of the show being an everyman. Even if it isn't a major plot point and even if we are talking about a game where cute puppets beat up other cute puppets, there's something about an ordinary person thrust into extraordinary circumstances and rising to a challenge. On some level, no matter how small, we tend to see ourselves like this - to view the world of the character through our own eyes. Or maybe I'm just reading waaaay too much into it and it's little more than a silly distraction. Either way, the means to think this way is apparently something that can happen.
Before we get into this, a disclaimer: This reviewer has never played Castle of Illusion Starring Mickey Mouse in its original release for the SEGA Genesis/Mega Drive. As such, no comparisons to the original game are to be found in this review, and it will only be judged on its own merits. That said, this iOS port of the Xbox 360/PlayStation 3/PC remake is good. Quite good, in fact, and perhaps surprisingly so. Platformers can be hit or miss on the iPhone, especially when they weren't originally made with the system in mind; and when they fall, they can fall hard.Such is not the case here, though. While not perfect, Castle of Illusion still works well in the palm of your hand, and almost feels like it's been optimized to compensate for its shortcomings. The biggest issue we had was with the controls, which feel a bit sticky when you try to move in just about any direction except to the right. This provides a bit of a problem when you need to duck, or worse, when the left-right portions change to full-on 3D movement, which the game does seamlessly otherwise."Even so, the game doesn't seem to have a standard lives system, as such games from the era of the original typically did. On occasion, including near the start, you might run into a situation where it feels like a checkpoint would be handy, but for the most part, they're frequent and the lack of lives means you can continue trying as much as you need to in order to get it right.
Rayman Fiesta Run is a level-based running game created by Ubisoft. You guide Rayman and his pals as they run through several food-themed levels and nab Lums that go towards freeing the ninja-like Teensies trapped on each level. Gamezebo's quick start strategy guide will provide you with detailed images, tips, information, and hints on how to run your best race."
Rayman has always been one of gaming's true platforming greats, and not only has he managed to help define the genre of running and jumping in its early console days, but he's also been able to perfectly adapt to every change of the times along the way. Last year's wonderful Rayman Jungle Run was a brilliant adaptation of a platform-runner on mobile, and is easily one of my personal favorite handheld games even to this day. I think many others would also agree: which is why it's so amazing to find that its incredible sequel, Rayman Fiesta Run, is pretty much better in every single way.For one thing, the graphics in Rayman Fiesta Run are a huge step up from the last game, if you can even believe that, since Rayman Jungle Run already looked so good to begin with. The influence of the recently released Rayman Legends on home consoles is immediately apparent, and every character design and environment has a gorgeous painted feel to it. The namesake Fiesta theme is in full force here as well, with many levels alternating between spicy fire and chilly ice environments, and a smorgasbord of food-based elements for Rayman and friends to interact with. Prepare to be bouncing off of lime wedges and plump little sausages, swinging along vines made up of countless chili peppers, and running through a level that's made entirely of cheese. The fiery soundtrack is just as lively as ever, and serves as the perfect background for you to dance with your disembodied feet."The different level designs in Rayman Fiesta Run are absolutely top-notch, and the variety between them will always keep you platforming in exciting new ways. Most levels will have you running to the right and jumping over gaps as per the usual, but then other ones will throw a monkey wrench into the mix by making you run left the entire time, shrinking you down in size and pitting you against a vastly enlarged and grotesque obstacle course, and even fleeing from a boss monster that's constantly nipping at your heels. While things start out simply enough (Rayman will always run forward automatically, and a simple tap on the screen will cause him to jump), it won't be long before you begin to unlock new move sets that should be familiar to fans of Rayman Jungle Run, including Rayman's punch attack, air gliding, and the ability to run up walls.
Mimpi is a gorgeous and whimsical platform-adventure with touchscreen controls about a little white dog who discovers one morning that his master has gone missing. So like any good dog, he decides to venture out past his peaceful home and scour the dangerous lands of the earth to find out just where his master went off to.The story and presentation are some of the biggest strengths here in Mimpi, as everything gets told completely without dialogue, and actually gives you a deeper sense of engagement in both the characters and the narrative than most text-heavy games do these days. The graphics are wonderfully bright, with an almost paper-like quality to them at times, and Mimpi's animations are especially fluid and adorable as he hops and platforms along hills, logs, sleepy fish heads, and everything else you can think of in between!But the big twist here is that a lot of objects in the game environment can actually be moved and manipulated by the touch of your finger: something you'll be needing to do a lot of if you want to traverse most of the game's trickier platforming sections and puzzle scenes (not to mention the odd and rather out-of-place hidden object scenes you'll be asked to complete at the end of each larger level).The visuals and world design are the true shining stars here in Mimpi, as everything feels like one enormous and interconnected sidescrolling stage, that takes you through all sorts of different environments from hillsides and forests, to beaches and underwater caves (Mimpi gets to ride around in a giant air bubble during these sections). It's true that you'll never see the same location twice in the game, and the optional bone collectables provide an extra splash of challenge, which unlock cute comic strip stories in the gallery; in addition to the rarer light bulb collectables, which give you an extra hint when you need some help on how to proceed.
In the gravity-defying world of Ring Run Circus, motion and precision are key. Performers Nina, Ned, and Nelson have perfected the art of wheeling along their circus's myriad of interconnected rings, performing acrobatic stunts to wow the crowds present only in the mind of big top dreamer Ringo. Ringo's ideal circus takes place high above the ground on dozens of metallic circles, and it's the player's job to maneuver his star performers along these rings to the exit gate that marks the end of each standalone show and stage.Our three acrobats share the ability to roll around the stage and switch between rings by simply tapping at their intersections. However, each character also boasts a personal skill that allows them to perform a talent unique to them alone: Nina can jump over obstacles, Ned can slap other characters that get in his way, and Nelson can activate switches by tugging them with his cane. While every level demands the same goal—collect the key located somewhere in the stage and use it to exit the gate—the challenges and design of the stage will differ depending on the character being featured. Nina is pitted against bouncy blockages, Ned's levels are filled with circus lions and strong men that will knock him down if not smacked first, and Nelson's stages are more puzzle-like, requiring levers to be pulled in order and rings moved to open paths to the key and gate.The stages are separated into four worlds, with each performer soloing a series of 13 levels and sharing the stage in the final set, which features changing stations that allow players to swap between characters when needed. In order to move on to the next world and performer, you'll need to collect at least 16 flowers total for a given character; flower pieces are scattered about each stage in tricky-to-reach places, with three complete flowers available per level. A fourth flower is attained by perfecting the level within a specific time, but strangely, this flower does not count toward the required total and acts merely as a personal challenge gauge.
It's surprising just how massively unsettling Knock-Knock becomes. Despite the artsy, comic-like visuals and 2D-on-3D animations, I could feel a knot in the pit of my stomach throughout my entire playthrough. I didn't think that I'd be roped into the game's dark world as much as I was; yet I felt on edge within moments of booting the game up.You can give the "gets horror right" box a great big tick, then - although other elements of the game aren't so well established, thanks to repetitive gameplay mechanics, dialogue that is touch-and-go, and some incredibly odd level inclusions. Knock-Knock is an extremely unique experience, and as with many unique games, it stumbles as much as it innovates."You are an unnamed crazy guy living in the woods. Said crazy man has a touch of the old insomnia, and chooses to wander the halls of his house at night instead of going to sleep. The problem is that every time he wakes up he's in a completely different house. Oh, and there are horrible monsters roaming the halls, and creaking and knocking coming from every direction.The aim of Knock-Knock is simple - survive each night until the sun comes up. As you tiptoe around each house, the clock in the corner of the screen will keep ticking away, and you can find special machines that will advance time more quickly. However, the further that time progresses, the more dangerous the monsters in the house will become. If one gives chase and touches you, the clock will rewind and you'll have to survive for even longer. If you touch too many monsters, you'll have to start all over again.