iHandy: Infinity Blade












Welcome to iHandy, where we talk about games on the iOS platform.  I figured I would attempt to be clever while being equally perverse in the process.  Get it? Good.  I'm almost becoming just as vehement a supporter of the app store as John Carmack.  His quote from the telegraph speaks volumes.

You don’t have to cut deals with publishers,” he says. “It’s almost completely egalitarian on there. It’s great to see all the small teams that wind up making these breakout hit games for the Apple devices. The fact is; on this platform, we can go ahead deal with fifteen-a-day feedback on there and directly interact with the consumers, make changes and get things out.”  John Carmack interview with Telegraph
The Apple app store is the standard for delivering affordable and digestible gaming experiences to the palms of our hands.  As of right now, the app store provides an opportunity for developers to deliver their product with minimal cost and potential for maximizing profits. Over the past year we have seen larger publishers and development studios get involved such as Id Software with Rage HD, and now Epic Games with its action RPG title Infinity Blade.  It's a unique and visually impressive title that offers quite a bit for a mere $5.99.  Infinity Blade is damn near perfect, however, its repetitive nature hinders it in some ways.

AGP Episode 16: Pole Position

Danjah ZONE!  This episode is all about high-octane action all up in ya grill.   We cover Need for Speed: Hot Pursuit, Gran Turismo 5, and the delightfully inexpensive iPhone game RAGE HD.  We also talk holiday game deals with Black Friday Vs. Cyber Monday and answer your Twitter questions.

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News: Quake 3 Arena for iPad

As reported on Gizmodo, one can now play Quake III Arena on their iPad. Of course there is a catch as the iPad will have be be Jailbroken first, which is apparently legal now. I can only imagine how difficult it would be to play any game that has "free look" as an integral part without a mouse or some kind of controller.

I'd check it out if I had an iPad, but I absolutely do not. However, in my searching I stumbled across a nice little gem for myself: Quake III can be played on an Android phone. I may just have to investigate further and report on what I find.

Read Chris' Quake III Blast From the Past post.

Blast From the Past: Quake III (1999)

Quake III ArenaQuake III Arena is the follow up to the wildly successful Quake and Quake II games.

The game makes a departure from the single-player game play of its predecessors, instead shifting gears and focusing heavily on multi-player gaming so much so that playing the single-player game is simply playing a multi-player campaign against computer controlled bots.

The technology behind the game play was a step up in PC gaming. The id Tech 3 engine was fast, and detailed. Return to Castle Wolfenstein, Star Trek: Voyager Elite Force and Star Trek: Elite Force II are just a few games that used the engine.

Blast From the Past: Quake (1996)

QuakeI'm new here. Thanks for having me aboard.

It only took me 14 years, but I finally played Quake. It comes to some surprise to me that I had never played the original Quake before, which makes it all the more interesting that Quake II was and still is one of my favorite games. I wasted hundreds of hours of my life playing this game. Did I say wasted? No. Enhanced. Bettered. Some out there may not like the painfully simple first-person shooter video games – the kind where you hit some buttons, switches or levers spread around a map and kill a bunch of bad guys, but hey - they're my action film in video game form.

Taking Wikipedia's word for granted, Quake first reared its head with the first Commander Keen game in 1990. Originally titled The Fight for Justice, it would follow a character named Quake, "the strongest, most dangerous person on the continent." Quake in its final form is an odd mix of fantasy addled middle-ages to futuristic space-age building. It is literally Heretic meets Doom. The clash apparently comes from John Romero wanting to make a fantasy hand-to-hand combat game, while level designers Tim Willits and American McGee wanted a Doom-like game. Or so the story supposedly goes. That would make a lot of sense since the designs seem to really clash that way.