Call me modest, but if there is one thing in life that I am guilty of it is knowing too much useless information. Whether it be sports, films, or pop culture, you can guarantee that my brain is clogged with a mind numbing amount of information that will never have any practical application short of a stint on Jeopardy. Luckily for me there are several solid trivia apps on the iPhone that can showcase the full power of my intellect. One such title was the original Music Challenge. Pulling tracks from my iTunes library as well as questions from its gigantic encyclopedic memory banks, the game provided hours of entertainment, all from the comfort of my pocket.
Following the trend that is being mimicked by many developers, Rewind Software is porting the game to the iPad in HD. Entitled Music Challenge HD, (original, eh?) the game is an iPad exclusive and has numerous new gameplay elements to add to the mix, including:
Over 3500 original questions
Eight Dedicated iPod Library Game Types based on your own iPad music collection.
Best in class Anti-Repetition Question technology
Three distinct Game Modes: Classic, Pass ‘n’ Play & Blindfold
Easy, Medium & Hard Difficultly Levels
Eleven distinct Question Categories
Fifteen Game Types or ‘mini-games’
Eight different Power-Ups
Local, Global, and Location based Leaderboards for “Music Challenge HD” and across all “Inquizitor” Trivia games
Detailed Game Stats viewer
Amazing new graphics & Stunning sound effects
Automatic Game Save feature keeps your session in progress when you exit
Add new questions with in-app purchases; “Rap” & “Music of 2009″ and many more.
Option to Submit your own questions.
That is an impressive list of features for an app that clocks in at less than thirty megabytes. How they managed to cram all that in there is staggering to say the least. Probably what appeals most about the game is that the trivia and questions are catered to the songs in your own collection; that way at least you stand a fighting chance. Plus, when you have the ability to add in new questions of your own, the game can keep evolving in amazing ways. Lets just hope there is a mechanism for sharing these questions, because it would be a shame to have a fresh batch of trivia stranded on your iPad.
If any of that sounds like it may tickle your fancy, you may want to check out some of the screenshots below. You can purchase the Music Challenge HD in the App Store now or try the lite version for free. Now get out there and study up, because you’re going to need all of the practice you can get!
Audi Auto Group just released an update to their FREE driving/rhythm game, Audi A1 Beat Driver. The app includes tracks from up and coming rock bands, including La Roux, The Rakes , Lo-Fi-Fnk and Torpedo. Artists in this current update include White Lies, Don Diablo, Metric and Spleen United.
New tracks
“Gimme Sympathy” – Performed by Metric
“I’m Not Your Toy – Jack Beats Remix“ – Performed by La Roux
“Love Affair Strapped In Electric Chair” – Performed by Torpedo
“Suburbia” – Performed by Spleen United
“Death” – Performed by White Lies
“Where I Belong (Life Is A Festival)” – Performed by Don Diablo
“Earthquake threat” – Performed by Torpedo
“A Funny Thing (Dan Grech Final Mix)” – Performed by Penguin Prison
Kai Mensing, project manager at AUDI AG, says,
“We were so pleased with the success of the original Audi A1 Beat Driver app in so many markets that we wanted to say thank you to all those users who downloaded the app. We thought the best way to do that was to give them even more great new music to enjoy.”
Steer your Audi A1, collect markers and avoid hazards. Simple, right? Is this more than a glorified commercial? Sounds like it might indeed be. If it sounds like a game, plays like a game and walks like a game, including global leaderboards and facebook/twitter integration, it just might be a game, no? Enjoy the screens, and check out the app. Let us know what you think in the comment section below.
Developer/Publisher: studio radiolaris/Chillingo Genre: Music Shooter Price: $4.99 Review Platform: iPad Acquired: Review Copy Provided Verdict: Still a great game; expanded size and HD graphics worth price of admission Pros: All your favorite things from the iPhone version; TONS of screen real estate; graphics ROCK Cons: It’s the same game for $2 more
Get this — my favorite space music side scrolling shooter, Radio Flare REDUX, is now on the iPad in glorious super extra candy-licious HD. Can you tell I dig this game? There are 33 different levels, based on planets. Each sector of planets has it’s own boss level, which has a big bad spaceship to defeat. Every single sound in the game is synchronized to the music and the beat. In addition to the stunningly accurate and intuitive multi-touch interface, there is a virtual joystick to maneuver with. But to be honest, who uses that? Pansy!
The electronic music soundtrack is still fantastic, club-like and includes tracks I can just sit and listen to. The DJ mixes add such a layer of polish to this intensely musical game that it’s no wonder you would want it on your iPhone and your iPad. Let’s talk about that for a minute – why spend the cash on a new version? The game is basically the same on each device, being high resolution and bigger screen-tastic (that’s a scientific term) on the iPad. That’s really about it. The iPad version has a screen capture / send to friends system, but so does the iPad and the iPhone; this isn’t a killer reason to get the iPad version. What is? The size of the screen. At first, it’s like moving from a tiny studio apartment into that huge new house where all your belongings seem to fit in one room. The screen size difference is immense, and it felt a bit awkward at first. With a few minutes of play, though, the extra room to move around, being able to see what was happening onscreen at all times was like finally putting your stuff where it best fits in that new house, thrilled with the elegance of your clever feng-shui-fu.
As Carter said in his original iPhone review, it’s a shame that you can’t just sit back and watch and listen to this game. As the levels get harder and harder, the twisting and turning of your fingers and hands will not let you fully experience all the amazing non-game elements this game has. I constantly try and get my friends to play while I watch (keep your mind out of the gutter, perv) so I can just simply bask in the glory of audiovisual nirvana that is Radio Flare REDUX HD. Combine all that with social-media friendly achievements, Crystal online leader boards, and un-lockable rewards (such as the wonderfully fun music sampler sequencer), and you have a game that begs to be played, experienced, and shared, like all the finer things in life
Well, it’s come to my attention that I have all of one week to play as much of this game as I can and give a thorough and well-reasoned review. So, I’d like to focus on a couple of things here in the second and last installment of my preview of this fascinating and unlike-many-other-games-I’ve-played PSP title, Shin Megami Tensei: Persona.
Like I said in part one, the Persona series is one of a larger franchise by publisher Atlus, originally based on a book written in Japan. The storyline follows a group of teens in a private school, St. Hamelin, in a Tokyo overrun by demons.
As in many RPGs I’ve played, I’ve finally hit the sweet spot. About 3 hours in, my characters are leveled up enough to make short work of the demons they encounter, and only rarely do battles take much longer than a minute or two, even with multiple foes. Battle takes place on an isometric playing field with your team and the demons layed out in opposition, facing each other. Some weapons and Skills are only viable within certain areas on the board, and if your character’s Skill or Weapon reach isn’t able to hit an opponent, you’ll need to just have them Guard or use an item to help the rest of the team.
I’m enjoying two things in the battle system, both just right for a non-hardcore player like myself. One, the Skip ability, is accessed by hitting the Select button and not having to watch all the little Persona and Magic effect animations that can eat up a lot of time in battle. The second feature is my favorite, “Auto.” This allows you to choose how your characters will act during battle, and it’s fairly extensive. You can, for example, have all your characters use guns, or all use weapons, or all guard. You can have it Replay the last actions each character took – a valuable time saver when you’ve figured out the right balance of gun/weapon/Skill usage for a particular set of demons.
Another fine feature is the Analyze option, in which you can check to see what each Demon you are facing is weak against, or what their personality is. Different Demon personalities will react differently to your Contact moves, so choosing the right conversational gambit will depend on your close analysis of each Demon type. One time, I made a certain Demon so happy, that it gave me a special card that I’ll be able to use later to create a new Persona. w00t!
That’s all I want to say now, as my review will be coming out sometime in the next week or so, and I want to spend as much time playing the game, rather than writing about it. While you wait for your pre-order to show up, or the retail version to arrive in stores, make sure you visit the official site. There are videos, musci previews, forums, and game info that you won’t find anywhere else. Well, except for here.
Developer/Publisher: Studio Radiolaris/Clickgamer Genre: Music/Rhythm Game Price:$2.99 Verdict: Great game with the most unique genre I have ever played Pros: Well designed, and great controls Cons: Needs better description of game mechanics and more power-ups
Radio Flare has to be the most unique style of game ever created. The main objective is to keep the rhythm of the music progressing by collecting red flares from destroyed enemies.
The controls are rather simple. The player uses the left thumb to move the ship, and the right thumb to lock-on target as many as four enemies at a time. Radio Flare, however, is not as simple as that. One will notice that as the player destroys the onslaught of objects his actions directly impact the flow of the music, consequently, impacting the score at the end or each round. When the player targets an enemy it adds a beat to the music. As that targeted enemy is destroyed another unique beat is added, and the more enemies killed the more musical flare acquired, then causing the music to speed up and the barrage of enemies to increase.
Radio Flare implements a form of cel-shading within its art form. From the angles of the ship to the shadow of the asteroids found in level four, this cel-shading enhances the difficulty of dodging the enemy. When hit some of the enemy has the ability to change color and then make a dive bomb attack toward the player. Even in it’s simple design I am impressed at how beautifully unique this game is and how much fun it is to play.
There are three different types of play modes. First, the Arcade mode can be thought of as the main game mode. Second, the Bomb Run mode allows the player to acquire bomb power-ups from destroyed enemies. This will allow one to target all the objects on the screen and explode them all simultaneously instead of the standard four normally allowed. Third is Flow mode. In this mode the screen is cleared of all HUD information. The player is then allowed to choose to repeat playing individual stages or he may play again from the start. Only those stages unlocked in the Arcade mode can be replayed, however.
In playing Radio Flare one will find and entrancing flow of melodic beats and exhilarating rhythms combined with adrenaline rushing decisions requiring split second timing to avoid trouble. Put your headphones on, turn down the lights, and get ready for a surreal experience like none other. Music is my life. I use it in every aspect of my day, and Radio Flare has definitely enhanced my love for gaming on the iPhone platform. “Always have a beat to live by.”
The Nintendo DS has always been the place for one-off titles that don’t easily fit into standard gaming genres. Now SouthPeak Games has announced that they will be publishing Music for the Nintendo DS.
Rather than a type of Rock Band or Guitar Hero title, Music is a direct translation of the lessons from composer Shiro Tsuji. Along with being a composer, Tsuji is a conductor, teacher, and author of “Anybody Can Read Music.” Music takes Tsuji’s lessons and translates them for the Nintendo DS. A pioneering music activity title, Music will feature mini-games, sound quizzes, and a complete encyclopedia of 400 plus musical terms.
By playing the title, gamers will challenge their talents through a variety of lessons, taught through the mini-games and quizzes. Like Brain Age’s Dr. Kawashima, Music will contain a conductor to guide gamers through the title. Gamers will also be able to create their own compositions and save them for playback.
Music is releasing this fall and it may be possible that the DSi will gain some additional functionality for the title.
We’ve been jawing about dis here “game” since it hit us tween the teef with indie music, GTA-dev cred and colorful graphics and gameplay. Below are the articles we’ve posted:
Obviously, we’ve been excited for this new iPhone gaming era to begin. Well, it starts tomorrow. Check out the home page of Car Jack Streets, including trailers and screenshots, and stay tuned here at TPG for a full review ASAP.
[This article was originally published at our sister site, GamesAreEvil.com, and edited for relevancy by those long winded editor-types here at TPG]
Pictured: X360/PS3 Version
Warner Bros’ Interactive and TT Games are joining forces to bring fans of LEGO and Rock Band a match made in heaven. This “family-friendly” music experience is currently in development by TT Games in partnership with Harmonix, and is to be published by Warner Bros. Interactive Entertainment. The game will allow families to “Build a Band and Rock the Universe,” sending gamers of all ages on a wild ride to rock stardom.
LEGO Rock Band will combine the multiplayer music experience of Rock Band with the fun and customization of the LEGO videogame franchise. Not much is known about the set list as of this moment, but Harmonix promises it will be packed with “brilliant chart-topping songs and classic favorites suitable for younger audiences.”
The Set List So Far
Blur: “Song 2?
Carl Douglas: “Kung Fu Fighting”
Europe: “The Final Countdown”
Good Charlotte: “Boys and Girls”
Pink: “So What”
“LEGO Rock Band combines two compelling properties and creates an experience that family members of all ages will enjoy playing together as a group,” said Tom Stone, Managing Director, TT Games. “Harmonix and MTV Games are the world experts in music gameplay, and we’re genuinely thrilled to bring the unique and humour-filled LEGO experience to their Rock Band universe.”
Now, we’re all excited for more Rock Band, yet at the same time we’re equally excited for another installment in the LEGO franchise. Some of the best games out there have come from these two franchises and this is shaping up to be a promising marriage in the gaming universe. Oh, but you didn’t think this was ALL brown-nosing did you?
Curiously absent from the release line-up is the PSP, for reasons we can’t honestly fathom. True, Sony’s portable is getting Amplitude 2Rock Band Unplugged around the same timeframe, but this is, in essence, an entirely separate franchise with different gameplay and different music. The DS version is being developed in partnership with Backbone Entertainment, a quality studio entrusted with the porting of dozens of renowned franchises. But, the DS doesn’t exactly conjure images of LOUD ROCKING, now does it?
Time will tell, but until then you tell us: Will you be picking this up?
Game Couch turned us on to this artist, via their interview with her. What a talented and self-reflective artist. This song in particular has spoilers about the game, treated with care and love. Take some time to read the interview, and watch the video, then check out Rebecca’s other stuff here, including this a capella song about Peggle. Be sure to read the commentary she put up along with the audio. It’s a fascinating glimpse into the mind of not only a songwriter, but a critical thinker.