Triple Town

It’s a good long while since I wrote anything on the blog, let alone an app. But Triple Town by Spry Fox has got me hooked.

On the face of it, the game doesn’t look much. In fact, its cartoon graphics and cutesy imagery put off at least two people I introduced the game to. Thankfully, after much persuasion they did have a quick go and now they’re just as hooked as I am.

Triple Town in action.

Looking at the graphics alone, one suspects you’re letting yourself in for the sort of game that Zynga are poisoning the web with. The bears which jump about the screen are indicative of a title which would encourage intermittent gameplay and the emptying of your wallet. Once you dive in though, you soon discover how wrong you’ve been. It’s a puzzler in the best traditions of Tetris; simple at heart, but with enough depth and originality to keep you glued to your phone and your battery running on empty.

The idea is so simple, a reality TV star could figure it out. You place pieces on a board, one at a time. Once you put three similar pieces next to each other, they “level-up” into a different piece. Match three of these pieces and they also level-up, and so it goes on with increasing difficulty. Add a couple of special pieces to speed up the levelling process or remove unwanted pieces from the board and the game becomes an instant winner with me.

It doesn’t soon like much, but for the cost of giving it a go (absolutely nothing), you have nothing to lose. Unfortunately the number of turns you can make in the free game is limited and it’ll cost you £1.99 to enable unlimited play, but that’s a small price to pay for the amount of enjoyment you’re going to get from this. Download it now from the App Store for the iPhone and iPad, and give it a whirl.

The Despicable Rise of Freemium Gaming

Ever played a freemium game before? You know, they’re those titles on iOS (and I’m sure on Android too) which let you download for free, but then hold off with some of the better features until you’ve given them some cash. Or those titles where you progress to a certain level with the expectation that you’re going to be able to continue, but then you run out of coins or something, and you’re forced to hand over real cash in order to go any further.

In my day, those games were called demos. You got a small chunk for free and then you had to pop off to Game if you wanted to get the full thing. And that was absolutely fine. There’s always room for a demo or two. I also believe there is a place in this world for games which only give you a certain number of features before you hand the developer some money. But what I don’t believe is right is the abundance of games which charge an extraordinary amount of money for so very little.

My Country loves your money.

Take, for example, My Country on iOS. It’s a pretty basic city-building game, which is actually quite fun to play when you have a couple of minutes, though it doesn’t really have much of what you’d call longevity. You place buildings, hire employees and continue on until you’ve filled your screen and earned a shed-load of in-world cash. However, the difficulties start pretty soon after you begin the game. In order to hire certain employees, you must collect certain objects whenever you place, upgrade or collect profit from a building. But some of these objects are so few and far between (and placed randomly) that you’re forced to spend real money in order to purchase more in-game currency, allowing you to skip the process of random item dropping and get on with hiring employees. The same goes for expanding into certain territories; mostly you’re fine with the in-game cash, but often the only way to expand is to spend insane amounts of real money.

And let me tell you how insane these amounts get. In order to purchase various amounts of “CountryBucks” which lets you do various things, you’re looking at:

  • £1.49 for 20
  • £4.99 for 70
  • £13.99 for 200
  • £34.99 for 500
  • £69.99 for 1,000

I can’t be the only one who finds this all a little bit excessive, can I? I mean, Modern Warfare 3 is currently less than just £30, so how can a game as tedious and disengaging as My Country possibly warrant charging almost £70 for absolutely nothing?

Worst of all though, is that proper, established game studios have started jumping on the bandwagon. Yes EA, I’m looking at you. EA have recently come out with a spate of titles for absolutely nothing, but which then rely on the freemium strategy of raking in the cash. I’m pleased to say that people aren’t willing to take this lying down when it comes to EA. Smaller companies can get away with it as it’s really become an expectation that their games are funding in this manner. But I think EA have gone off on a tangeant that they really should have steered clear of.

Take, for example, Theme Park. Theme Park is an absolute classic game and I was rather pleased to see it in the App Store. I was also pleased to see that they weren’t going to charge anything for the game. Result! But, of course, there’s always more to it than that and I was extremely disappointed to find it was freemium. As were many other people, which has resulted in the game receiving (at present) 1,897 1* reviews. Lack of freedom of play – and the fact that to do anything at all you have to hand cash over for in-game tickets – have meant a backlash against this title in particular, although it’s by no means alone.

How to destroy a classic.

There’s also Tetris. Now, how could you take Tetris and screw it up? Tetris is the greatest puzzle game there has ever been, it’s also one of the most addictive and it’s the reason why there is still an original GameBoy sat somewhere in a drawer in my parents’ house. But what did EA do to it? They went and offered a subscription service for £20.99 per annum, which gives you in-games coins to boost your score. Which effectively means, if you have the money, you can cheat the game. Where is the fun in that?

You know what I want? I want to spend £5 on a game like My Country. Or Theme Park. Or Tetris. I want to spend £5 and then play the game whenever I want to, without having to fork out extra for it. A game should be fun. It should be relaxing. It shouldn’t mean the stress of having to work extra hours in order to pay for additional content. Which, let’s face it, means absolutely nothing at the end of the day. It shouldn’t mean giving kids a game and then charging their parents a fortune for extra bits, or making them go out to buy an iTunes voucher with their pocket money. There needs to be an end to this disgraceful act of money-grabbing on the part of all developers, but especially the larger studios. We all know you need to make money, but there are alternative methods. Charging people for the game in the first place is the obvious one, but what about in-game advertising. There are options here which don’t involve ripping people off. Developers, please choose them.

Importing Christmas Tracks

I’ve just spent a little bit of time importing a Christmas CD to iTunes which had been compiled by a friend. Although the songs are very easily recognised, I was slightly worried by the fact that there was no indication at all as to the artist. The tracks had been re-recorded and re-released by so many people of the years that I was concerned about getting them all right. Especially now that iTunes Match would be attempting to track down a copy once I’d added it.

It seems that I need not have feared. I used SoundHound, which is currently free on iTunes and one of the pressies Apple are giving us this year with their 12 Days of Christmas promotion.

SoundHound listens to the song you’re playing at it tells you what it is and who’s singing it. And it got every single one absolutely correct. The only issue it had was with a random Christmas song by Alvin & The Chipmunks, although after skipping ahead to later in the track it was able to pick up the chorus.

Obviously, one set of songs is not enough to determine whether it would get anything you could through at it right, but for absolutely nothing this app has saved me what could have amounted to hours of searching.

Everything You Need to Know About iTunes Match

If, like me, you’ve just signed up to the iTunes Match service in the UK, you may have a number of niggling little questions which you’d like answering. I’ve had a scout around myself and found a couple of sites which may be of interest.

Firstly, Macworld offer a pretty in-depth FAQ on the subject, which can be found here:
http://www.macworld.com/article/163658/

Secondly, if you’re wondering what the little icons mean in your iTunes music library, the Apple Support article below is very useful:
http://support.apple.com/kb/ts4124

Grand Theft Auto III for iPhone

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It was only released this morning and I’ve barely had chance to play it, but I can tell right now that Grand Theft Auto III on the iPhone and iPad is going to be something special.

Obviously, I’m fully aware that the game is a classic. I played it a decade ago and it’ll forever remain one of the greatest and most influential games there has ever been. It created a genre and set a standard for open-ended game play that titles such as Skyrim rely on to this day. I even remember some of the radio stations, which is good going for a mind like mine which tends to remember nothing at all!

The game seems to be an almost identical port, with the much-welcome additional feature of auto-saves. What it also does, which the entire series has always seemed to do very well, is to allow effortless game play. I’ve never been a huge gamer, with controls and options like those of Modern Warfare seeming far too complicated to me. I don’t really like playing games on a touchscreen either, as fingers seem to block the screen and you never really know what you’re pressing. With GTA you get simplicity, but not of a kind that at all detracts from the game. In fact, it adds to it. It allows those of us who exist merely on the periphery of the gaming world to play with absolute ease. And these controls seem to have translated extremely well.

By default, the left finger controller switches from simulated analogue stick to left+right buttons as you go from walking to driving. It works perfectly. Within a few seconds I was back to driving the cars as I always had on consoles; skidding around corners with the dedicated handbrake button, and slamming on the accelerator as I exited the turn. It works a charm.

Having had a quick go on both the iPhone and iPad editions (it’s a universal app), I do have to say that it does play slightly better on an iPad 2 than it does on an iPhone 4, though perhaps that has more to do with the size of the screen than anything else. However, it is great to be able to play one of the greatest games of them all during a break at work.

And what a bargain at only £2.99! Get it now.