You may need a computer to play popular MOBA (multiplayer online battle arena) titles like League of Legends or DotA, but the genre is starting to make inroads on other platforms. The first mobile MOBA of its kind, Heroes of Order & Chaos successfully brings the feel of the genre onto iPhone and iPad without sacrificing too much of what makes the game approach so much fun to begin with.
Originally released on the PC in early 2009, the enhanced Gold Edition of Creative Assembly’s Empire: Total War finally storms the shores of Macs thanks to Feral Interactive, delivering 18th-century conquest strategy action to fans of the longtime series. Your goal: to lead one of 12 empires and control a specified number of territories on the historically accurate maps before each match ends.
I've always found something deliciously epic about giant robots blasting and smashing the hell out of one another. Hunks of scrap metal flying everywhere and the sound of thunderous gunfire go together like peanut butter and jelly in my book. While it's certainly based on the venerable mech battling franchise, MechWarrior: Tactical Command doesn't quite capture the thrill of battling inside the cockpit of a huge death machine. But it does offer a mostly serviceable real-time strategy romp through miniaturized killer robot territory.
The next major title in the beloved Total War franchise, Empire: Total War -- Gold Edition, ventures to the battlefields of the 18th century, with Feral Interactive bringing the massive follow-up to Mac gamers on September 13. What does it take to bring a massive game like Empire: Total War to Mac OS X, and what can Mac players expect from this enhanced Gold Edition? We recently spoke with Edwin Smith, Feral's executive producer, to get the lowdown on this highly anticipated real-time strategy game.
One of the App Store's earliest original sensations returns in Fieldrunners 2, a sequel to the tower defense affair in which you'll place towers across various open battlefields to repel the coming forces. Much like in the original, the myriad Gatling guns and missile turrets can typically be placed in dozens of locations, letting you concoct winding mazes to direct the enemy grunts and tanks through, and it adds an extra layer of strategy to consider as you aim to protect your base.
Over a decade ago, Nintendo brought deep, turn-based strategy to the handheld games market with Advance Wars. The cartoony military battles were a perfect fit for the Game Boy Advance, and in many ways, Rubicon has captured the same spirit on iOS with Great Big War Game. Strategy games generally work splendidly with a touch-screen interface, but it's extremely rare to find an iOS title in the genre with such a massive amount of content.
The Game Bakers cooked up a tasty, well-plated iOS debut with its original twist on critter-flinging combat, and Squids: Wild West sees the gang of adorably stretchy cephalopod protagonists return for another round of crazy gun slinging and squid hurling fun. Deep sea vistas blend with the dusty west in each beautifully designed battlefield, making for a peculiar mix that works so well largely due to the high level of polish and personality woven throughout the presentation. The fact that Squids: Wild West is a real looker is bolstered by accessible gameplay that belies its strategic depth.
Vengeance is sweet. As you cut a path through the battlefield towards your rival’s fortifications, there’s something primal and satisfying about charging through their last line of troop defenses, setting fire to their buildings along the way, and finally running your blade through the treacherous shogun responsible for your father’s death. Though the path to victory follows a familiar trajectory, Sega and The Creative Assembly’s long-running Total War real-time strategy series takes an interesting new direction with its iOS debut.
While pundits have been quick to lay the blame for Research in Motion’s problems at the feet of its co-founders, a new report reveals that one of them actually attempted “a radical shift in strategy” before throwing his hands in the air and walking away.
Used together in the same sentence, terms like "free-to-play" and "browser-based" generate images of the kinds of fluffy, gameplay-light play experiences that often result in rolled eyes and shoulder shrugs. Curiously, MechWarrior Tactics -- coming later this year to browsers on Mac and other platforms via the Unity engine -- hits both of those points and yet still remained on the lips of many writers covering the Game Developers Conference in San Francisco last week. What's different here?