Posted by James Trew | Filed under Techie Stuff
"Appcessories" is probably one of the more abrasive, yet devilishly descriptive, portmanteaus we've heard in recent years. But, if you're still not sure what it means, consider the Rhythm pulse monitor from Scosche a perfect example. The forearm-mounted device is a pulse / heart rate monitor with an iOS companion app. Working with some of your phone's inner smarts (like GPS), along with a dedicated accelerometer, the hardware / software combo logs vital data from your work out, which you can then share with the world, or enjoy broken down into detailed statistical analysis. If you've ever gone jogging with your iPhone, you'll know how fiddly it can be to change music tracks on the hop, so you'll be pleased to know the Rhythm covers that too. If this sounds like what your workout is missing, you can strap-up right away from any Apple or AT&T store (real or online) for $99, with other outlets, including Best-Buy stocking in time for Christmas.Permalink | | Email this | Comments
Posted by Jessica Conditt | Filed under gAmINg
KickBeat, for example, is a music-based crossover action title for Vita that throws a brilliant twist into the tired rhythm genre. It combines the quick dexterity of classic rhythm games with a few of the industry's favorite tropes and trends: fighting and ninjas.
The most noticeable fad that Zen Studios doesn't integrate in KickBeat also happens to be the game's best feature: It has absolutely no touchscreen or rear touchpad functions.Permalink | Email this | Comments
Posted by Rowan Kaiser | Filed under gAmINgweekly column from freelancer Rowan Kaiser, which focuses on "Western" role-playing games: their stories, their histories, their mechanics, their insanity, and their inanity.
The most impressive class system I've seen in an RPG is in 1992's Wizardry VII: Crusaders of the Dark Savant (as well as its less well-known predecessor, Bane Of The Cosmic Forge). What initially appears to be a straightforward, rigid D&D-style system is given massive depth by two things: the importance of racial base stats in determining class, and a dynamic system that allows for both massive improvement and possible disaster. It's possibly the most in-depth system I've seen in any RPG, and one that I wish was more well-known.Permalink | Email this | Comments
Posted by Jordan Mallory | Filed under gAmINg
Move over Theatrhythm, there's a new absurdly titled and unpronounceable handheld rhythm game in town: Orgarhythm. Developed by Acquire (in association with Neilo) and set to be published in North America by XSEED sometime this year, Orgarhythm is a hybrid rhythm/strategy game for the Vita.
Acting as the God of Light, players do battle against the diametrically named God of Darkness by commanding armies of elementally-themed soldiers. The game's soundtrack, described as "a hypnotic mix of rock, club and tribal music," affects how and when your units attack, with the beat of the music acting as a quantifiable resource to be spent on stronger attacks. The music also dynamically alters itself depending on the circumstances of the battle, adding additional layers of complexity as more troops enter the fray.
As implied by the rather artsy trailer above, commanding your army is handled entirely by the Vita's touchscreen - tapping to select troops, swiping to direct them towards the desired target, etc. Said troops also have a Pokemon-esque relationship with the enemy, due to the fact that every unit is either an Earth, water or fire-type, with all the inferred weaknesses and strengths you'd expect from such a system.
Eventual DLC is mentioned by the press release tucked away after the break, but no specific plans are actually outlined. If you're an aspiring musician, however, take note: XSEED will be looking for independent artists sometime in the near future to bolstier Orgarhythm's aural catalog.
Gallery: Orgarhythm (Announcement)
Posted by Sharif Sakr | Filed under Techie Stuffface unlock when you could just tap out a private ditty on your smartphone? Maybe you'd risk giving away your credentials to any vaguely rhythmic phone thief within ten feet, but RIM's engineers have a patent-approved answer to that: Rather than just sensing rhythm, they reckon a phone's accelerometer could also detect the magnitude and location of each tap, which would make it harder for eavesdroppers to mimic. Just don't pick something too syncopated -- not unless you're this guy.Permalink | | Email this | Comments
Posted by Ben Gilbert | Filed under gAmINg
The still nascent Krew Studios isn't doing much to distinguish itself from the developer of the fictional CUBE, if you ask us. This week, the studio announced intentions to create an Xbox 360 title for release this year, currently named "Project Orb," and frankly, we can't help but draw comparisons to the faux game trailer of yore.
For starters, we don't know a damn thing about Project Orb, other than some unbelievably ambiguous screens and a mention in the company's announce PR that the project "will indeed be a music title."
That's not exactly surprising, given the pedigree behind Krew Studios -- co-founder Michael Yum was an executive producer at PM Studios, whose last project was DJ Max Fever. Even more importantly, however, is the other half of that duo: famed music industry exec Clarence Avant.
"Clarence and I really wanted to start with something that could revolutionize the music industry as well as help rebuild a market that was considered sinking as of late 2010," Yum notes in the announcement. We'll get our first chance to see exactly what Yum means in the not so distant future it seems, as he also said that "further announcements will be made shortly." For now, gaze upon the orbs above and below ... if you dare.
Gallery: Project Orb
Posted by Rowan Kaiser | Filed under gAmINgweekly column focusing on "Western" role-playing games: their stories, their histories, their mechanics, their insanity, and their inanity.