Back
when rumblings of the iPhone hadn't even crossed the minds of Apple rumor hounds I rocked various cell phones and always knew Gameloft as "that company with lots of brick breaking games for all
kinds of different phones". With the advent of the iPhone, the debut of the App Store, and Gameloft's first entries into said uncharted digital territory, I half expected this mental image of
mine to persist. It is amazing to me that in the span of barely over a year Gameloft went from simple solitaire and match three games to providing us with one of the most immersive first person
shooter experiences on the iPhone to date.
Modern Combat: Sandstorm [App Store] is by far one of the most impressive gaming experiences I've seen
on the App Store, and easily is able to hold its own when compared to the technical accomplishments of other remarkable efforts in pushing the iPhone to its limits like Real
Racing, Doom Resurrection, and others. Featuring multiple full motion video cut scenes all of standard Gameloft quality, complete in-game voice overs, impressive AI, top notch
graphics, fluid frame rates, and controls that even surprised this skeptic of virtual analog sticks.
The game begins like a lot of console first person shooters where you're put through a "basic training" of sorts that gradually teaches you the different controls, weapons, and techniques of the
game while making you feel like you're playing a game instead of a tutorial. The default control scheme works quite well, a virtual joystick is in the bottom corner that controls your movement,
and swiping anywhere on the screen controls your view. In the bottom right corner is a button to fire, and whenever you can do context sensitive things like jump off a ledge or toss a grenade
back at an enemy another button appears in the bottom center of the screen.
Framing the rest of the screen are buttons that allow you to crouch, zoom in to aim through the sights of your gun, throw grenades, change or reload weapons, and pause the game. Other control
options include splitting the screen in half, touching the left side of the screen controls your movement and the right controls your view. Tapping on the right side of the screen also fires. You
can also use dual analog sticks, then tap anywhere on the screen to fire. The sensitivity can be tweaked and the Y-axis can be inverted regardless of which option you choose.
If
you follow Touch Arcade, you probably know by now that I'm generally not a fan of on-screen virtual controls. They usually feel clunky and often lack the precision required in a lot of games that
come with them. It's completely refreshing, and honestly a little surprising how much Gameloft managed to nail the controls of Sandstorm. It's great to just be able to say the game
is fun to play without the qualifier "…as best as can be expected with on-screen controls".
Sandstorm features the same generous auto-aiming system that appears in other Gameloft shooters. If this assistance grinds your gears, you will be happy to know that there's an
advanced options screen where you can toggle it on and off along with the in-game blood, lefty mode, and screen flip.
The plot of Sandstorm won't be winning any awards for originality, as it's a fairly cookie cutter premise centralized around conflicts in the middle east, evil terrorists, and
the trials and tribulations of your military squad as you fight your way through the various bands of enemy combatants standing between you and the various objectives. The story gets the job
done, and your squad, complete with total voice-overs for all dialog really adds to the overall immersion of the game.
One clever thing Gameloft did with voice-overs is the way the mission briefings work. Between each level, you're given an overview of the situation your squad is in, the objectives, and your
rules of engagement that are all wonderfully narrated. As you're listening to the briefing of the upcoming mission, the next level is loading behind the scenes. When the narration is finished,
you hit next and play the level. These sneaky loading screens make the game feel as if it almost has no load times at all.
The AI in Sandstorm is fairly challenging, with enemies often taking cover, advancing when you take cover, manning nearby stationary machine guns, and even tossing grenades.
This really goes a long way in making Sandstorm actually feel like a game where you need to be intelligent about cover and which enemies you shoot first, as opposed to most
first person shooters on the iPhone that feel a bit like a shooting gallery where you can basically just run and gun your way through most levels without much risk. If you decide to just run out
in to the open, guns-a-blazin' in Sandstorm, you will quickly die.
Gameloft games are
rarely very innovative, and Sandstorm is no different. If it came with the Call of Duty brand name plastered on it, you would be hard time knowing it was
developed by Gameloft instead of Infinity Ward, makers of the Call of Dutyseries. Everything is extremely similar from the objective system to the arrow pointing you where to go
next to the regenerative health system where all you need to do is seek cover for a few seconds to regain your strength to avoid dying. I don't really think this is a bad thing, because
the Call of Duty series consists of excellent games, and Gameloft has really done the series justice in this highly inspired spin-off.
Included in the initial launch version of Sandstorm are 10 levels, and I've been averaging anywhere between 15 to 20 minutes per level as I make my way through the game on
normal difficulty. Each level comes with a variety of checkpoints so if you die you never lose too much progress. What is quite confusing to me is that the game apparently only saves your
progress as you complete levels. If you're 10 minutes into a mission and have passed multiple checkpoints, quitting the game to take a phone call or answer a text message forces you to start back
at the beginning. This seems like a big oversight to me, and I hope that this would be fixed in an update.
Speaking of updates, Gameloft has promised a free future update to add online multiplayer to Sandstorm. We don't have any more details than that currently, but the game does give me
some serious Counter-Strike 1.6 vibes. I have no doubt it would makes the dreams of countless gamers come true if the upcoming multiplayer update included squad-based objectives instead of simple
deathmatch. After all, they've already practically got the texture and model set required for a fairly accurate reproduction of the Counter-Strike map de_dust in game already!
Hands on gameplay video (on easy, and with multiple takes):
Modern Combat: Sandstorm is an excellent game that raises the bar of what is to be expected of future first person shooters on the iPhone, as well as being added to the short list
of games with fantastic on-screen controls. The three included difficulty levels should provide a fun experience for first person shooter veterans and newcomers alike, and while I'm not entirely
sure how much replay value the game has, there is massive potential in the future multiplayer update.
If you're at all interested in shooters, or are just looking for a great game to flex the muscles of your iPhone, look no further than Modern Combat: Sandstorm.
Following the surprising early accidental release of Resident Evil 4 [App Store] in Japan a few weeks ago, iPhone owningResident
Evil fanatics have been anxiously anticipating its official release. The wait is over, but it will likely take a true Resident Evil fan to appreciate the mobile
edition of the game (or, ironically, one who has never played the original).
An on-screen D-Pad controls your movement along with a array of buttons lining the right hand side of the screen that control all of your actions. Resident Evil 4features a slight
improvement to the control scheme in Resident Evil: Degeneration[App Store] that we reviewed previously. It seems like Leon moves a little bit faster, and double tapping on the D-Pad
while aiming makes you take a step in that direction.
Since in a game like this controls are everything, I highly recommend givingResident Evil: Degeneration Lite [App Store] a try before picking up Resident Evil 4. They
take a lot of getting used to, and the inability to run and aim at the same time doesn't translate particularly well to the virtual D-Pad either.
The thing that gets me about this version of the game is that the console and PC versions of Resident Evil 4 are such amazing games. In fact, RE 4 saw so
much critical acclaim that it a "Reception" section summarizing its awards in the Resident Evil 4 Wikipedia
article. Many publications listed it as the 2005 game of the year, and Resident Evil 4 even ranked number 1 on the "IGN Readers' Top 99 Games Of All Time" list.
Unfortunately, the iPhone version of the game (ported from BREW) seems so watered down that it's barely even recognizable as Resident Evil 4. All of the amazing plot elements and
cut scenes are replaced by brief text introductions to each of the twelve levels, all of the voice overs are gone, and overall this just really feels like what you would expect a cell phone
game to be-- which needless to say does not do justice to the original at all.
If you're interested in the series or enjoyed Resident Evil: Degeneration, chances are you will still have fun with Resident Evil 4 despite its shortfalls. If
you're brand new to the game, however, I'd recommend starting with one of the other console versions if you can, but then again, you can't exactly play your GameCube while sitting on the
bus.
A preacher wanted to raise money for his church and on being told that there was a fortune in horse racing, decided to purchase a horse and enter it in the races. However, at the local auction, the
going price for horses was so high that he ended up buying a donkey instead. He figured that since he had it, he might as well go ahead and enter it in the races. To his surprise, the donkey came
in third! The next day the local paper carried this headline: PREACHER'S ASS SHOWS. The preacher was so pleased with the donkey that he entered it in the race again, and this time it won. The paper
read: PREACHER'S ASS OUT IN FRONT. The Bishop was so upset with this kind of publicity that he ordered the preacher not to enter the donkey in another race. The paper headline read: BISHOP
SCRATCHES PREACHER'S ASS. This was too much for the Bishop, so he ordered the preacher to get rid of the donkey. The preacher decided to give it to a nun in a nearby convent. The paper headline the
next day read: NUN HAS BEST ASS IN TOWN. The Bishop fainted. He informed the nun that she would have to get rid of the donkey, so she sold it to a farmer for $10.00. The next day the headline read:
NUN SELLS ASS FOR $10.00. This was too much for the Bishop, so he ordered the nun to buy back the donkey, lead it to the plains, and let it go. Next day, the headline in the paper read: NUN
ANNOUNCES HER ASS IS WILD AND FREE. The Bishop was buried the next day.