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App of the Week: Versu

Developer:

Linden Lab

Compatible with:

iPad

Requires:
iOS 5.1 or later

Price:

Free

Available here

As a kid, I was a big fan of choose your own adventure books. Oh sure they were cheap, poorly written, and I cheated like hell at them, but the ability to have a say in the story you were reading and experiencing the consequences of those choices, was a unique literary experience at the time.

Well now developer Linden Lab (creators of the infamous “Second Life”) is hoping the joy of those stories isn’t relegated to youth and nostalgia, as they release their app Versu for the iPad, which lets readers make their own decisions that influence available stories.

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Using the app is very simple, as you choose between three stories (one’s a tutorial, and an additional fourth story can be purchased for $4.99) and select a character of who to “play” as during that story. At certain intervals you are asked to make decisions that can affect the actions of the non-playable characters around you, and the events of the story itself, making each read more of a game (there are even achievements to be earned by unlocking certain actions, and events).

Though done many times before, the most recent comparison to make is with the Telltale Games “Walking Dead” series and, much like that adventure classic, there is a lot of re-playability to be found here as with multiple characters being presented many choices, in a plethora of situations, it’s impossible to see nearly everything in a single read. It is a necessity to go through it from every angle then to truly read the full tale, especially in the case of the mystery story available.

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The app is in a very early stage, and that is evident by the inclusion of only three initial stories (two of which are very short, one of which is based on the high school required reading bore “Pride and Prejudice”), with the promise of more paid ones to come regularly. It’s appeal right now then may be limited more to the younger crowd, or, more appropriately, the parents trying to get them to read.

The technology itself is what gets me excited though, as the design of the choose your own adventure set up is airtight, and provides a nearly flawless combination of e-reader and mobile gaming, which are two of the iPad’s best uses. Add in the potential of the technology with genres like horror, sci-fi, crime, fantasy, and more (as well as the promise of a tool that will allow you to create and share your own stories and scenarios), and this could be the start of something very exciting.

It is that potential and technology of Versu that wins me over more than the product as is, and while time and effort will determine its full abilities, for now it’s a clearer choice than any presented in the stories that this be my app of the week.

  

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App of the Week: Temple Run 2

Developer:

Imangi Studios, LLC

Compatible with:
iPhone 3GS and up (optimized for iPhone 5)

iPod Touch 3rd Gen and up

iPad

*Available for Android on Jan. 24

Requires:
iOS 4.2 or later

Price:

Free

Available here

*Sigh*

Well I tried.

I tried to find a reason to not put “Temple Run 2” as the app of the week. I wanted to find some obscure, must have gem that was released in the same week as one of the biggest app sequels of all time instead, and hope to help it find some time to share in “Temple Run 2′s” considerable spotlight. Try as I might though, it was still “Temple Run 2” that came on top of the heap.

I probably don’t need to elaborate on the concept of “Temple Run” as with 170 million plus downloads, there’s a good chance you’ve played or heard about it. But just for forms sake, “Temple Run 2” has you playing as an adventurer in pursuit of the golden idol. The actual acquiring of it is never an issue, but the escape from the temple is the real challenge, and this is where the player comes in as they try to escape the temple, and it’s fervent defenders, via a series of course changes, jumps, and other simple (but rapid) interactions, all while trying to collect coins to unlock all kinds of goodies. You can’t survive, but the fun is in how long you last, and how much you can collect.

Since it’s a clearly successful formula, “Temple Run 2” doesn’t find much cause for altering it. Instead, this is a “more is better” type sequel, though that doesn’t mean there aren’t noteworthy additions. A particular highlight of “Temple Run 2” is the graphics, which are significantly improved from its predecessor. Everything is so colorful, varied, and detailed that it becomes impossible to look back at the first game without a scoff. It does cause some problems on older systems because of this, but the visual reward is worth the increased hardware recommendations.

Otherwise, it comes back to that more word to tell you what so great about the game. That would include more power ups (that goes along with more characters), more achievements, more collectibles,  more environments, and best of all more obstacles like zip lines and mine carts that help make playing “Temple Run 2” in long sessions a much greater joy thanks to some genuine variety around every bend.

And of course it all works. “Temple Run” only came out in 2011, and while the novelty of it has long worn off, the fun never really did. “Temple Run 2” celebrates that fact by maintaining the simple joy of the gameplay, and sacrificing none of the addictiveness, but it also knows where to nip and tuck, and where to enhance, so that at least for the first few play-throughs, the game feels new again.

I think the reason that I was hesitant to write about “Temple Run 2” here is because it is such a big, bold, headline grabbing release, it seems almost lazy to join the masses of appraisers and admirers in covering it. Yet after spending some time with the game, I’m reminded that it’s not always about what’s new, what’s bold, and what’s unsung, but that rather sometimes it’s as simple as good is good. Well “Temple Run 2” is certainly good, and it’s also my app of the week.

  

App of the Week: Super Monsters Ate My Condo

Developer:
PikPok

Compatible with:
iPhone (3GS Minimum)

iPod Touch (3rd Gen. Minimum)

iPad

Requires:
iOS 4.3 or later

Price:
$0.99

Available here

Wild man, just wild.

It’s about the only way to describe the original “Monsters Ate My Condo” released by Adult Swim and PikPok. It was a fury of colors, crazy designs, and lightning quick reaction times that was impossible to not get swept up in, and more than worth its $1.00 asking price. Now it’s back in the form of an appropriately titled sequel, “Super Monsters Ate My Condo”.

The basic idea behind the game is that you have to build a towering condo made up of multi-colored pieces, and keep it from toppling. To do so, you have to match three of the same colored leveled pieces to create a stronger bronze level. Three combined bronzes make a silver, three silvers a gold, and three golds a diamond.

Of course, to match level colors, you’ll have to discard those in the way. This is where the monsters come in. The monsters are intent on destroying your already shaking condo, and the only way to appease them is to swipe levels that match the monsters color their way for their consumption, and to get them out of your way. If you swipe too many levels of the wrong color, or neglect to feed one of a levels two monsters for too long, they get to smashing. Also when you match three of a same color, the monster on the level that shares that color goes away and is replaced by another.

That’s the general idea of the gameplay, but it only gets nuts from there. Because there’s also things like special blocks that can aid a player if used correctly, or cause some real damage if they aren’t disposed of quickly. The monsters also carry different super powers which aid the player and are activated by feeding the monsters special combo floors (the stronger the floor, the more effective the power). The trade off is you lose a strong level, but the payoff yields attributes like more time on the clock or preventing harmful blocks from falling while in use, so it’s almost always worth it.

New to the sequel is the game’s increased (and addictive) focus on objectives. You’re given three goals on the outset of every level, and completing all three unlocks a new set of objectives and also new elements within the game (such as special level blocks). You also unlock booster abilities and coins as you go along. The boosters provide a wide range of in game aids, while draining coins upon each use. In a nice little nod to ‘Team Fortress 2,” the coins can also be used to purchase a variety of hats for the monsters, which create permanent ability boosters, but cost way more. Also worth noting is the absence of the original game’s endless play mode, and instead the only game option is a timed two minute run.

To play “Super Monsters Ate My Condo” is to love it. You’ve played this basic type of game a million times before, and “Super Monsters” knows it. That’s why it goes out of its way to make sure that every intangible element of the game that isn’t just matching similar colored blocks is exceedingly well done. Level and character drawings, sound design, and the enticing mission based system all make “Super Monsters” already addictive gameplay become irresistible.

It’s not easy to play this game for just two minutes at a time, as you constantly challenge yourself to meet your own personal objectives, or those of the game. The core concept would be addictive enough on its own, but the way you are constantly rewarded for  diving into it deeper makes it impossible to put down. You’ll start to measure your life in two minute intervals, and catch yourself with the game’s images of dancing monsters in lederhosen and endless streams of blocks clouding your thoughts when you try to step away from it.

I not only don’t mind that “Super Monsters” continue to eat my condos, but gladly let them eat my dollar as well. This is the “One More Game” effect at its best, and makes for a clear app of the week.

  

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