Friday, October 12, 2007

Kamikaze Robots

It's said that simple ideas are often the best, and that seems to be an adage Digital Chocolate is currently using to its advantage.

You see, while other mobile game publishers clamour to make visually more impressive, feature-packed games, DC is keeping it simple and delivering games that'd give Tetris a run for its money in terms of addictiveness. Its recent Tornado Mania 3D, for instance, was a joyfest of a one-button game. And even if Bumper Car City doesn't match it for long-term thrills, it nevertheless shares the publisher's current game mechanic philosophy. Both titles are perfectly suited to mobile phones and more playable than the majority of more complex alternatives.

Following in the footsteps of the above two examples is Kamikaze Robots. The game is set in a distant future where powerful, sophisticated machines build their own mechanical giants to bounce down hills for entertainment. It'd almost be a sad, bleak thought if the kamikaze robots in question weren't so cute, and if bouncing them down hills wasn't so much fun.

You start the game as the most basic of droids. Like each of the subsequent 28 races, the first begins with you perched at the top of a jagged, bumpy hill, where a large mechanical foot kicks your bot's bot. Your avatar then begins to tumble down the hill, spinning as he does so. Your job consists of making sure his feet always hit the ground when he lands. That's because landing on any other body part damages your robot and if he explodes before you've reached the finish line, you'll lose the race.

GT DRIFT: Untouchable powerslides onto mobile

It's no surprise many of the highest scoring mobile games round Pocket Gamer way are racers. Plenty of clever developers have given us intuitive controls for shooters, RTS games and platformers but not often with the considerable innovation and lateral approach that is needed.

This isn't the case with racing games which, belonging to one of the more action oriented set of genres, are arguably the most naturally suited to the basic interface afforded by the mobile interface.

Well, that and the fact that we can't get enough of them, obviously. Especially when they look as pretty as GT DRIFT: Untouchable.

The game's focus, as you might expect, is on drifting your chosen nuts 'n' bolts steed around the courses, which leads us to believe that this is a rally effort rather than a simulation of the Japan-born art of car sliding. It's hardly a daring assumption, given that most of the courses we've seen so far appear to be caked in mud.

In total, 16 tracks are promised, as well as plenty of cars to choose from, all of which can be customized. Quick Race, Time Trial and Championship modes are also all present and correct.

It's really the visuals, though, that really have us excited about this one. The game looks pretty sweet and comes complete with little touches, such as dust clouds and day/night effects.

CSI: Miami

The CSI series may have legions of fans around the world, but the fact that there are actually three different programmes in the franchise has brought about a slightly strange situation. It's fairly rare for fans to like Miami, New York and Las Vegas equally. If anything, they tend to have a real love for just one of the CSI offshoots, neglecting or even pouring scorn on the rest.

This game is based on the middle sibling from the series, the David Caruso vehicle, CSI: Miami. Some may not appreciate the sauntering monotone of Caruso's acting, but this mobile outing certainly makes the most of its licence. The likeness of leading man Horatio Caine (Caruso) is dead-on, assuring you this isn't some sort of half-hearted cash-in on the TV brand; this really is CSI the mobile game in suitably big, bold, trademark-using fashion.

The first scene opens on a beach where the body of a young woman has been found. She was drowned, but the water in her lungs is chlorinated, not salty. It's up to you, Horatio, to solve this mystery and find her killer. You know the drill: talk to witnesses and suspects; gather information from the scene of the crime; analyse it at your CSI lab; and look for forensic matches to pin the crime on the unsuspecting perp.

Being a pure adventure game, anyone looking for high-speed chases or shoot-outs should investigate other titles. For those that stay, CSI: Miami sees you freely making you way between various locations using the map screen. Each location consists of a static screen you can scroll around using your cursor. When you come across something that needs to be examined more closely – a body, for instance – the view zooms in, and again the cursor is used to sift out evidence.

Footage of Age of Heroes IV: Blood and Twilight for mobile emerges

If there is one universal truth about the world of video games, it's that an orc would not spit on an elf if it was on fire and, similarly, an elf would rather sleep on stinging nettles than hang out with an orc.

In short, they hate one another.

Fantasy games tend to have an extremely involved plot based around this time honored mutual dislike and much like its predecessor, Age of Heroes IV: Blood and Twilight spins a convoluted yarn to set the scene for its turn-based strategy/RPG action.

"There are immortal legends and stories – but heroes are mortal," begins the press release. "Death always tells, and only bones of great armies will remain on the battlefields, and the tombs of great lords will be covered with weed. All are equal in the end, killers will join their victims, and lions will lie near the lambs."

Quite.

So, on this occasion an army of undead is thrown into the mix for good measure. But there are plenty of other changes, too.

The game appears to have undergone a considerable overhaul with the addition of new races to play as, each with unique abilities and special characteristics. There is also the option to choose the sex and class of your chosen hero; a must for any self-respecting RPG these days.

Meanwhile, magic is set to play a much bigger role than in the previous game and you're able to take an enemy's troops under control, as well as make your own troops invisible. But what we're most pleased to hear about is that the interface has undergone a much needed evolution and an interactive cursor has been added.

Tower Defense

We've all been wowed by some massive structure that's sprung up in our local city centre. There's just something so strangely appealing about an enormous building, particularly those lofty skyscrapers, thanks to their insistence on changing the landscape you once knew, forever.

Back in 'ye olde' times, these structures weren't built to house a multitude of different brands of lawyers, a handful of internet start-up companies, and other, similarly wealthy buggers who can afford to splash out (pun intended) on a huge swimming pool on the roof.

Nope, back then it was all about aerial defence. Finding yourself a good 20 metres above the battlefield offers a significant advantage over the poor folk scrambling around on the ground. Particularly when you're packing a huge bundle of arrows, and standard-issue pots of boiling oil to drop down on their evil behinds.

Tower Defense harks back to those simple times, when bloody battle occupied almost every field. Based on the much-loved web game of the same name, it tasks you with building towers and traps to keep your citizens safe from the oncoming hordes of beastly monsters eager to cause no end of destruction and death.

There are numerous brands of both tower and trap to choose from, each upgradeable by a handful of levels, and with many more waiting to be unlocked the further you progress through the game. Often, you'll find yourself pondering whether to upgrade your current defences, or simply purchase a brand new tower and a few extra early level traps to keep your side on top.

Making the wrong decision isn't fatal, because in effect errors can be fixed – all defences can be flogged on for an extra bit of cash in order to avoid having money tied up in useless items. This proves particularly helpful when, say, you realise that your towers are focussed entirely on ground assaults, and are therefore ineffective against flying enemies.

In terms of how the game plays, there are no major differences between this and the huge number of online versions that currently populate the world wide web. But in addition to the extra levels and the new varieties of defences available here, there's a bundled story to peruse as a way of enticing players towards the ultimate prize of finishing the game in its entirety. Mind you, it's standard fantasy fare, and getting the lowdown on the events via shallow text entries isn't exactly enough to keep you progressing through the levels.

The game's addictive qualities, on the other hand, will.

We should also mention that, visually, Tower Defense raises the standard of 2D strategy. The colourful aesthetics on offer are both detailed and imposing, and certainly welcome.

But when a game plays as well as this, even graphical treats take a second row seat. The context sensitive onscreen icon that you move around the map is prompted into action solely by the '5' button, enabling you to keep your focus on the defence placement, rather than worry about handling some complex control method.

This also helps ensure Tower Defense is a fast-paced title, as well as one that encourages players to dip in and out at will. And you'll inevitably dip back in – the title's excellent addictive nature guarantees you'll be eager to return just moments after you've left. Which is always the sign of a towering game experience.

Might and Magic II

It happens to every hero. They go and save the world from demons and dark forces – at quite a bit of personal risk to themselves – and then the devilish fiends simply come back for more at a later date. In hindsight, you can see how using the intervening period to train up an army and invest in a handful of nuclear weapons might be a good idea, but that never seems to be an option in your average RPG.

Not that Might and Magic II is your average RPG in most other respects, though.

It's the kind of game that makes it easy to forget you're playing on a mobile. By that we mean that with its richly detailed environments, graphically it could be a DS game, for instance, while comprehensive combat mechanics and an inventory full of items and magic add more bulk to its handheld console title appearance.

Like any RPG worth its leather boots, your quest begins in your home town, a tiny section of the world of Erathia. Your adventure kicks off properly after finding the mayor, who informs you that the Orb of Might and Magic is in danger. Some sword and magic lessons later, you head off to save the world.

fifa 2008

Football fever shows no sign of abating this autumn, with three big-name mobile games battling for supremacy. We've already raved about Gameloft's Real Football 2008, while Konami's Pro Evolution Soccer is heading phone-wards next month.

But the biggest brand of the lot is EA Mobile's FIFA 08.

It's the most fully licensed of the three, so you get proper player and team names, so it's Arsenal and Everton instead of London Reds and Merseyside Blues. Leagues included are England, Spain, France, Italy and Germany, along with a range of international teams.

What's more, the game uses player stats from the console FIFA games, and has the signature TV-style presentation, complete with Sky pundit Andy Gray popping up with comments during matches.

Tactical options are good, enabling you to change formation and style (the latter includes Defence, Attacking, Neutral, Wide and Counter), while switching players in and out, checking their stats in Speed, Shooting, Passing and Tackling. A new feature is the 'in-form' star which appears for up to three players before every match, giving them a performance boost and encouraging your Benitez-style rotation policy.

But if you've played FIFA 07, you'll immediately notice the biggest change when you get into a match. EA Mobile has taken FIFA back to its isometric roots, rather than the multiple camera angle fest of last year's game. In other words, you're playing bottom-left to top-right (or vice versa), rather than having the option of a console-style left-to-right perspective.

EA says this is because gamers wanted a more fluid and faster-paced game, rather than multiple camera angles. And it's true that FIFA 08 runs at an impressive pace on our N73. However, if you liked the more considered gameplay and multiple camera angles of last year's edition – and we did – FIFA 08 will feel like a backwards step compared to Real Football 2008's visual wizardry.

There's a bonus, however. FIFA 08 includes a landscape mode that enables you to turn your phone on its side and play in widescreen. It's perfect for a football game, giving you a greater view of the pitch to plot your slick passing moves (or hoofy long balls). On our N73, this quickly became our default mode for playing the game, and is a hugely welcome inclusion.

EA Mobile has made a clear design decision to keep FIFA 08's controls simple and stripped-down. You move using the directional buttons, and press '5' to pass short or long, while using the right soft-key to shoot or slide tackle, and '#' to sprint.

A quick note on using the right soft-key: it can be frustrating if your handset has it jammed right up against the Call-End key, as our N73 does. One slightly misplaced thumb, and instead of shooting, you've quit the game. We'd rather EA had used the '0' or '*' key.

Basic tackles are automated, and there's no through-ball or one-two option, in stark contrast to Real Football 2008. Instead, through-balls are kind of automatic, too, in that players run onto your passes rather than just wait to receive them.

It's a clear distinction from Gameloft's approach with Real Football 2008, then, which is the serious simulation to FIFA 08's more playful arcade game.

On console, that might be a stick to beat EA with, but on mobile, there are arguments for both methods. We'd qualify as hardcore football gamers, so we prefer having more control in Real Football 2008, but there are many football fans at the more casual end of the gaming spectrum who'll prefer FIFA 08.

What's clear is that FIFA 08 is a satisfying experience, making it easy to ping passes around and crack long shots into the back of the net. The controls aren't fiddly, the presentation is good, and you soon find yourself adapting your tactics according to your players' skills.

There are other noticeable improvements, too, such as goalkeepers who can actually save the ball, and the way bookings and injuries carry over between games in Season mode. The ability to sprint, meanwhile, is balanced out by a fatigue bar to make you use it sparingly.

Niggles? The replays aren't much cop in terms of their duration, and we've encountered the baffling offside decision when deep in our own half. The game could also do with some tournaments alongside the Season mode: why no Euro 2008 at least?

But the real question is whether FIFA 08 is better than Real Football 2008? And in our opinion, no, it's not.

We thought we'd seen the back of the isometric perspective, which we don't enjoy, and there's no doubt that if you're a more hardcore football gamer, you'll prefer having greater control over your players' actions in Gameloft's title (and likely Pro Evo when it arrives, too).

However, we're not being snobbish or faint-praisey when we say FIFA 08 will have a strong appeal to a much wider base of mobile users, who'll appreciate the context-sensitive controls, stripped-down gameplay and official licences.

It's a really good game, in short. We prefer the competition, but we can see plenty of reasons why you might disagree. Never has the cliché about horses and courses seemed so appropriate.