Month: October 2023

Well it happened again. I’m reviewing a game that Jared picked as our Game of the Week. I’d like to believe this is because we see the quality in specific games, but it is also because we both enjoy writing about great games on mobile. That’s where Kingdom Eighties ($4.99), the newest standalone entry in the Kingdom series from Raw Fury comes into the picture. It debuted on PC a few months ago, and finally made its way to mobile and consoles last week. While I’ve enjoyed prior games, the Kingdom Eighties setting had me very interested. Having now played it across iPhone, iPad, Switch, and Steam Deck for this iOS review, I love most aspects of Kingdom Eighties, but it might leave some longtime fans a bit disappointed for one aspect.

Unlike prior games in the series, Kingdom Eighties is a standalone singleplayer expansion that actually has a notable story. When Jared mentioned Stranger Things, he hit the nail on the head. In a lot of ways, Kingdom Eighties feels like a Stranger Things game, but it isn’t, and it is still excellent if you’re after a polished tower defense and building hybrid like the prior games in the series. If you never clicked with those, this isn’t going to change your mind, as it builds on the base (no pun intended) of prior games and plays very similarly.

In Kingdom Eighties, you basically move on a 2D plane, collect coins, explore, interact with NPCs, and build by investing said coins at specific locations or points of interest. You eventually unlock all sorts of wild things to help you against the greed in the different chapters and locations of the campaign. While I feel like these games are very much “learn from experience”, the tutorial does a good job of getting you up to speed with the basics of the game flow.

The narrative or campaign in Kingdom Eighties has you playing a camp counselor recruiting people to build or defend as you face off against the Greed. As this is a Kingdom game, you cannot afford to lose your crown or it is game over. The story here isn’t just some dialogue like a visual novel, but there are actual retro-style animated cut-scenes. Depending on the difficulty you choose, expect to get through Kingdom Eighties in about 6 or 7 hours with the survival mode unlocking after the campaign.

Kingdom Eighties nails its aesthetic and music for the 80s setting, and I love both aspects of the game a lot. The only thing I’d have changed is maybe adding some music from The Midnight, but that’s more of a want than a need for me. I love the reflections in the water, the subtle animations while riding the bike, and the VHS effect on the cut-scenes. I’m all for developers pulling out of left field things like the 80s setting here in their games. This obviously isn’t meant to be the next full Kingdom game, but as a standalone expansion, it is so good.

The lack of co-op might be a dealbreaker for many given the focus it had in Kingdom Two Crowns. I know many folks who loved that aspect of Kingdom Two Crowns, and keep playing that even today. Kingdom Eighties isn’t going to replace that, but it does do things a bit differently with its story and setting. The lower asking price compared to the main games definitely helps as well.

On mobile, I played Kingdom Eighties on my iPhone 11, iPhone 14 Plus, iPhone 15 Pro, and iPad Pro (2020). I tested progress syncing between the iPhone 11, iPhone 15 Pro, and iPad Pro with no issues. The game runs mostly fine, but I noticed some of the similar scrolling issues the Kingdom games have also present here to varying degrees depending on the device. Barring that, they have controller support or touchscreen controls that both are implemented well. On iPhone 15 Pro, performance was great, but that scrolling issue was still present to some degree, though not as bad as on Switch and older iOS devices.

Since I had access to the Switch version and bought Kingdom Eighties on Steam to play on Steam Deck as well, I was curious how it scaled. The Steam version is Steam Deck Verified, and it had the least amount of performance issues across the platforms I played it on barring iPhone 15 Pro. The Switch version while decent, has quite a bit of frame pacing issues in some parts, but it isn’t game breaking. I see no reason to recommend Kingdom Eighties on any platform other than iOS from the ones I own, since you get the full experience here at less than half the asking price of consoles and PC and with a conversion that runs much better than the Switch version. The Switch version also lacks touchscreen support.

Having now played Kingdom Eighties with its latest updates on iOS, Switch, and Steam Deck, it absolutely delivered in its promise of being a story-based expansion to the world of Kingdom. I was interested thanks to the setting, but the team nailed almost everything about this across its aesthetic, music, and story. The lack of co-op will no doubt be disappointing for some though, and I wish it ran without the few scrolling issues I encountered. Barring that, I have no issues recommending Kingdom Eighties at its current asking price. I hope the team builds on this setting for a future mainline game though.

When Apple usually shows off a few games for its new iPhone models during phone events, they are either older mobile games or new bespoke ones. For the iPhone 15 Pro and Pro Max, Apple surprised us with the reveal of Capcom’s upcoming ports of Resident Evil 4 Remake and Resident Evil Village (Free) in addition to Kojima Productions’ Death Stranding Director’s Cut and Ubisoft’s Assassin’s Creed Mirage. The first of these four AAA ports to iOS and iPadOS is Resident Evil Village, out now. Both Jared and myself have been playing Resident Evil Village on iPhone 15 Pro Max and iPhone 15 Pro respectively for this review. I also have played a bit of it on my friend’s M1 iPad, but the focus of this review will be the iPhone 15 Pro version.

Resident Evil Village has been available since 2021 on consoles and PC platforms, and I’ve played it on PS5, Xbox Series X, and Steam Deck. I ended up liking the game more than Resident Evil 7, but found it was a lot better with the DLC and updates that arrived post-launch. Capcom has pushed out one major update already fixing a crash on specific devices, and I also wanted to try out the public build of the game more. I bought the in-game unlock and all DLC available to make sure it works fine.

On launching Resident Evil Village, you are prompted to download about 7.92GB, and then can view the options like DLC and the full game unlock if you don’t want to just sample the game for free. In terms of DLC, the Winters’ Expansion, full game unlock, and the Extra Content Shop All Access Voucher are available. These are similar to the main PC and console version DLC. Before getting into a new game, I’d recommend going into the options and customizing the touch controls. While I’m not too pleased with how Resident Evil Village controls purely on touch, Capcom has done a good job with the customization options for the on-screen controls as shown in the screenshot below.

Beyond controls, I was surprised to find a full graphics options menu in Resident Evil Village on iPhone 15 Pro. This is like the PC version where it shows you how much graphics memory is being used as you adjust various settings. This menu also lets you enable Apple’s MetalFX upscaling, change the screen resolution, frame rate target (with support for frame rates above 60fps), and the other options found in the PC version of Resident Evil Village. I didn’t pay much attention to the pre-release coverage for Resident Evil Village on iPhone 15 Pro and iPad M1, but I am impressed with how it looks and runs after some tweaking so far on iPhone 15 Pro. It does however run better on iPad M1 than iPhone 15 Pro.

The load times and visuals are great after tweaking, and it even loads quicker than the Xbox Series X version. When comparing Resident Evil Village on iPhone 15 Pro with the Steam Deck version, the latter is definitely comfier unless you have a controller like the Backbone One or something for your iPhone 15 Pro. Load times are a lot better on iPhone 15 Pro though. I hope a future update for Resident Evil Village on Apple silicon eventually gets full DualSense feature support for triggers and haptic feedback like the PS5 version, because I love how Capcom uses that in its PS5 releases. Right now, it only displays Xbox button prompts which is disappointing.

After spending more time with Resident Evil Village post-launch, I remain convinced that the best version of the game is with the DLC included. This is sold as the Gold Edition on consoles and PC, and on iOS requires the base game and the Winters’ Expansion. This expansion adds in the third person mode, Shadows of Rose expansion which is as good as when I first played it on PS5. It feels wild that this is all running natively on an iPhone, but here we are. I didn’t spend too much time with it on iPad, but I was impressed with it using an external Xbox controller.

I hope Capcom can work on improving the touch controls for the game in future updates. Developers like Feral Interactive have been bringing console games to mobile with optimized touch interfaces while also providing great controller support. While they are the gold standard, this is a good first step for Capcom with its AAA games on iPhone and iPad.

In its current state, I absolutely recommend getting Resident Evil Village on iPhone 15 Pro / Pro Max if you have a controller like the Backbone One USB-C edition or use an external bluetooth controller and play on iPad. The touchscreen interface even with its customization options is not good. Capcom has done a fantastic job so far in bringing this AAA survival horror experience to Apple platforms, and I hope we see more RE Engine games make their way in the future after Resident Evil 4 Remake releases next month. Resident Evil Village is a free download with an in app purchase to unlock the full game, so I definitely recommend downloading it if you have a supported device to see how good the conversion is. Right now, it is a great start for Capcom on modern iOS devices, but I hope we see more optimized ports in the future.

Check out the official website for Capcom’s new Apple silicon ports here. Resident Evil Village releases on October 30th for iOS and iPadOS with pre-orders available here.

Resident Evil Village iPhone 15 Pro Review Score: 4/5

Update: Added review score after testing the game on iPhone 15 Pro after its first major update and also impressions from the M1 iPad Pro version.

You know that Vince McMahon reaction meme? That is almost how I reacted when I saw the email notification for grapefrukt games’ subpar pool ($4.99). You see, I love golf games, pool mini-games, and games by grapefrukt like rymdkapsel, so having all three of those together felt like a game that was literally made for me. About 15 minutes after I started playing subpar pool, I bought it on Steam and gifted it to a friend. It is that good. In fact, I like it so much, I almost did this entire review in lowercase, just like grapefrukt intended.

So what is subpar pool? It is a blend of pool, mini golf, procedurally generated levels, different kinds of balls, gorgeous visuals, superb sound design, and more. You start off with subpar pool feeling like a pleasing pool and golf hybrid, but slowly start to see the genius unfold. Not only is this one of the most well-designed games I’ve played in 2023, it might actually have surpassed rymdkapsel for me from grapefrukt, which I’m shocked to even think about.

After a few rounds, you start unlocking different modifiers through cards. These let you augment your runs to try and complete more challenges and progress. You can pick and choose cards based on what you’ve unlocked, but things can get difficult very quickly. There are multiple areas and ball types you can mix and match as well, but the humor and gorgeous visuals are constants. The different ball types in particular dramatically change how things go in a run. If you somehow fail to pocket every ball in a stage, the game hilariously starts moving into a scary or anxious state where your ball starts sweating and such. Any ball you miss pocketing becomes a black color ball that remains for the next table.

subpar pool’s game flow and structure combine to be very addictive, but the controls were a big surprise. You see, I initially was puzzled at the lack of the slingshot-style control for aiming the ball as we see in most golf or pool mini-games. It turns out, the level design, screen size on mobile, and general structure made it so that the slingshot control scheme wouldn’t work. Instead you have the ability to place the ball, drag to aim, and then double tap to shoot. The touch controls on both iOS and Switch feel great, but there is full controller support on mobile if you prefer that. I used my Kishi V2 and it played great, just like it does on Switch with Joy-Cons.

In terms of accessibility, you can reduce shaking, toggle haptics, enable a left handed mode, and even unlock everything. These are all available in the options menu at any time. You can also reset progress if you’d like. I’m not sure if this is by design, but I couldn’t get my progress to sync across iPhone and iPad. I verified this in a few other games where it did work, so I’m not sure if subpar pool doesn’t support iCloud saves, or that it was just bugged. I hope this can be resolved or clarified in the future.

Visually, I’m not sure how subpar pool managed to pull off a blend of cozy designs for the balls, subtle yet whimsical animations, and some superb patterns for the environments around the actual stages. This is all complemented by stunning typography and iconography throughout. subpar pool feels like a game Apple would’ve funded on Apple Arcade a few years ago. Thankfully, it is a premium purchase and available on Switch and Steam as well as mobile from day one.

While a lot of the music in subpar pool is very chilled out, I ended up liking all the tracks used a lot. I even left the game idling on Switch docked to listen to the music while writing this review. Barring the music, the sound effects are just lovely. The sounds accompanied by different animations and changes based on how close you are to a game over are also worth highlighting. The team thought of *everything* here.

subpar pool also excels in how it dangles unlocks and challenges making you feel like you’re always close to the next major part of the game. Getting a game over in subpar pool never feels bad. Working towards more unlocks remains fun, and each run feels different.

The only part of subpar pool that might not work for some folks, is in its structure with how you mix and match to try new runs. I adore the freedom to tweak my playstyle and runs here, but those who prefer a more guided experience might not like it. If you aren’t a fan of golf or pool mechanics at all, this might not be for you. I love all of that, so subpar pool is one of my favorite games of 2023, and I feel like I’ve said that a lot recently, but 2023 remains a crazy good year for game releases on all platforms.

Subpar Pool is out on iOS, Android, Nintendo Switch, and Steam right now. I’ve played it on iPhone 11, iPhone 14 Plus, iPad Pro (2020 11″), Nintendo Switch docked, Nintendo Switch handheld, and Steam Deck. I like the game a lot, but it definitely shines on Switch in handheld and on iOS. Both offer touch and controller support, and run the game very well. If you aren’t sure where to buy it, I would get subpar pool on iOS above other platforms. The one more run style gameplay, amazing portrait and landscape support, lovely use of haptics, and gorgeous visuals on modern screens makes it really feel at home on iOS and iPadOS devices.

If you enjoy mini-golf, pool, and have liked grapefrukt games’ past releases, this should be the easiest purchase you make all year. Even if you’ve never played a game by the developer, subpar pool is the perfect entry point into an amazing catalog of lovely games. I would like some sort of an in-game glossary for specific terms though, because a few challenges seem a bit vague requiring trial and error.

I’ve wondered if and when this would happen, but now the day has come. For those who haven’t followed the state of SNK on mobile over the years, the Arcade Archives aren’t the first time the former arcade giant has reissued its classics on iOS. Around a decade ago, it did several releases with Dotemu. Each one was hand-tailored to an extent and as such there were only a handful of titles released. Mainly the big hits. That of course included one of the more popular entries in the King of Fighters series, The King of Fighters ’98 ($2.99). Hamster has up until now intentionally been steering clear of those titles, but we finally have our first overlap with KOF ’98 ($3.99). So how does the new compared with the old? Let’s find out!

I actually wrote the TouchArcade review for The King of Fighters ’98 (Dotemu version) nine years ago. I’m going to borrow a bit from myself to introduce the game before we start making comparisons. Shaun of 2014, take it away!

The King of Fighters ’98 represents the first “Dream Match” installment of the series, where the story is set aside so that old and new characters can appear alongside each other, even if they’re dead or it doesn’t fit the plot. As such, with a few notable exceptions, this game has every character from King of Fighters ’94 through King of Fighters ’97, rounding out the roster to an impressive 38 characters. If that’s not enough for you, nine of the characters even have alternate versions that reflect an earlier incarnation. What makes that number of characters even more impressive is how well-balanced the game is. While some characters, like Iori or Kyo, definitely outshine others, such as Andy or Billy, the gap between the best and the worst is smaller than just about any other fighting game with such a large list of playables.

As usual for the series, you pick a team of three characters and fight it out against other teams of three. This installment was from the era where you couldn’t tag in and out freely, instead choosing the order in which your fighters will appear. If you finish off your opponent, your character’s health will get restored a little and the next fresh opponent will face you in the next round. Eliminate the whole opposing team and you win. KOF ’98 carries forward the Advanced and Extra modes from KOF ’97, offering different styles of building and using your super meter. Aside from the roster changes and balancing, the gameplay isn’t much different from the previous year’s version, but that’s pretty typical for a fighting game sequel. There’s no story, and the boss this time around is Omega Rugal, an SNK boss if there ever was one.”

Alright, that seems adequate. Odds are good that if you’re reading this, you probably already have a decent idea of what The King of Fighters ’98 is. You might even own that previous version. So let’s get to the proper meat and see how Hamster’s KOF ’98 fares against Dotemu’s The King of Fighters ’98. First, I will say that the emulation quality is excellent on both. Once you’re in the game and playing, there’s very little to distinguish the two. The sound is a bit better on Hamster’s version to my ear, but only a bit. Dotemu’s version skips the attract mode and title screen, so Hamster’s version does offer a more authentic arcade experience. Both versions support external controllers, and that is the recommended way to play.

That will bring us to the first major difference: the touch controls. Dotemu’s version is customized to an extent, with context-specific touch buttons, an SP button for easy activation of special moves, and a choice between the standard four button layout or six buttons with some button combos. You can adjust the size and opacity of these controls, but since this is a fairly old app even the maximum size is a bit on the small side. You can’t move them around, either. Hamster’s version uses the same stock touch controls seen in its other Arcade Archives releases. There are no special buttons or combo buttons here, but you can move around the existing virtual buttons, chance their opacity and size, adjust the diagonal sensitivity, and even choose whether the input on the stick will be digital or analog. I’m not going to lie: Dotemu’s SP button makes it easier to bust out moves with touch controls, but Hamster wins in every other regard.

Indeed, broadly speaking, Hamster gets the win in options. Hamster’s version allows you to tweak a few specific gameplay settings where Dotemu’s just allows you change the difficulty level. Hamster allows you to fully remap controls; Dotemu’s does not. In terms of video settings, Hamster allows you to change the screen layout and orientation, turn the wallpaper on or off, whether you want to display “off-screen” graphics (things that the bezel of most displays would have hidden back in the day, and gives you a wild degree of customizability in terms of applying filters to the visuals. Dotemu lets you choose whether you want a smoothing filter on or off, and if you want scanlines. Hamster offers sound setting options; Dotemu does not. You can make a save state and resume later in Hamster’s version, but in Dotemu’s you have to start over every time. Hamster is the clear winner here.

The extras are where things get a little messier. Hamster offers its usual selection. You can pick between the Japanese and International versions in standard mode, and the standard Score Attack and timed Caravan modes are here. Each mode has its own online leaderboard to compete on. Multiplayer is available, but only on the same device using multiple external controllers. Over on Dotemu’s side, you have a standard single-player mode using the International version of the game, a training mode that gives you a CPU dummy to beat up on, and support for multiplayer via local wireless. That last feature is a welcome one, as I personally feel it’s easier to set up matches with another person that way. Neither one supports online multiplayer, unfortunately. I’d give Dotemu the edge here, though it’s not a dramatic win.

The last difference is the price. This new version costs a dollar more than Dotemu’s old one. It’s just a dollar, but it’s still a dollar. That will get you at least a couple of slices of bread these days. Looking at the overall picture, which version is best is going to depend on your situation. The small virtual controls on Dotemu’s version really hurt its value if you’re not playing with an external controller. The training mode and more convenient multiplayer are great extras, and the game runs just as well. Hamster’s standard Arcade Archives features certainly give you more to play around with, but things like the Caravan mode aren’t as well-suited to fighters as they are to, say, shoot-em-ups. Multiplayer is pretty awkward to get going here, too.

If you already own the Dotemu version of The King of Fighters ’98, this new version doesn’t make a very compelling case for itself. If you don’t have either of them and are trying to choose, it’s a hard call. This one costs more and has more options and extras, but the Dotemu one has a couple of nice features you won’t find in this Arcade Archives release. I’d probably recommend this new one simply because it has a lower chance of being deprecated, but I think it’s otherwise a hard call. KOF ’98 is a great game that, like other arcade fighters, isn’t necessarily the best fit for mobile. It was dicey to recommend once, and I’m not sure I can muster much enthusiasm for a second dip.

I reviewed the ACA NEOGEO version of Baseball Stars Professional a while back and had some folks disagreeing with my assessment of the game. I can respect people who like it, but it’s never been a game I thought was terribly good and the effective loss of multiplayer on mobile didn’t do it any favors. So how about Baseball Stars 2 ($3.99)? Well, I can tell you right away that I like this game a lot better than the previous title in their original forms, so we’re already off on a better foot. But how much better? Let’s find out.

Baseball Stars 2 released a couple of years after Baseball Stars Professional, which was among the launch titles for the NEOGEO hardware. SNK had clearly learned a lot of lessons in those two years, some of them the hard way. Truth be told, some of the team members from Baseball Stars Professional had already shown some improvements with 1991’s Super Baseball 2020, so it wasn’t just a straight jump from the first Baseball Stars on NEOGEO to this second one. Some of the improvements come from being more comfortable with the hardware, knowing when and where to use things like scaling in service of the game rather than simply to try to wow people with graphical tricks. Some of it was down to some of the team members stepping up to bat for a baseball game for the third time in as many years. I also think the sheer pace at which SNK was churning out games, a necessary pace for a hardware manufacturer in its position, led to a lot of iterative progress in terms of quality.

I’m not saying that SNK in 1992 had everything on the ball, but it was a smarter company with a clearer focus and more experience in delivering punchy arcade hits that pleased the crowds. And indeed, I think that’s what Baseball Stars 2 is. There aren’t a ton of truly great arcade baseball games. Even companies like Midway or Konami couldn’t quite get a proper handle on it the way they did with other sports. SNK pulled it off with Baseball Stars 2. It’s a terrific arcade game, with great graphics and sound, snappy gameplay, and just the right amount of over-the-top silliness to make it feel like a spectacle.

It’s a ton of fun against another human player, but you can also have a rather decent time going up against the CPU. That’s a good thing, because as usual unless you have some extra controllers and a display to crowd around, you won’t be playing multiplayer here. That leaves you with a fifteen-game pennant race against the computer, plus the usual extra modes Hamster puts in the ACA NEOGEO releases, complete with leaderboards. The CPU is still a bit of a rude boy here, as this is still an SNK game. Rubber banding is in full effect, so woe be it to you if you get too far ahead in a game. Still, it’s more manageable here than it was in Professional because it’s a more level playing field.

Specifically, the fielding in this game is a lot better than it was in Professional. The scaling and zooming doesn’t obstruct your view in the same way, so it’s a lot easier to do what you need to. You can also choose automatic fielding if you don’t want to deal with that end of things, but I think the game is lot more enjoyable if you have full control of things. You can beat that silly computer! You have all the coins in the world to buy giant bats with! That fifteen game sprint to the championship offers a fairly meaty challenge for an arcade sports game, and the chase is worth the few bucks you’ll pay for Baseball Stars 2.

Just keep in mind that this is an arcade baseball game. You won’t get anything even remotely resembling sim elements here. No team management, no roster editing, nothing. You step up, you play baseball, you go home. Enjoy the extremely colorful and well-detailed graphics, marvel at all the funny animations, laugh at the repetitive yet charming commentary, and… I don’t know, goggle? Let’s say goggle at the crisp sound effects. I’ll give SNK this: even when the games didn’t play the best they could, they usually looked and sounded fantastic. That was harder and harder to pull off on the NEOGEO hardware as the years passed, but SNK knew how to make that hardware sing. Anyway, this is the best looking baseball game on NEOGEO. Yes, out of all three of them.

Baseball Stars 2 plays a bit better with a controller if you have access to one. The Backbone or Kishi will work a treat, but use your weapon of choice. It was originally designed around physical controls, after all. But the virtual buttons get the job done here quite well thanks to the nature of baseball. It almost helps a little with fielding since it’s less likely you’ll be tilting in any directions when the camera cuts away, ensuring you won’t be marching your little fielder in the wrong direction for a second. These kinds of pick and play sports games usually fare well with touch controls, so I suppose it isn’t a surprise they work well here.

I’ve already gone over the usual ACA NEOGEO bits, but as a quick recap. You can use an external controller. You can only play multiplayer via a single device using extra external controllers, and you both have to look off the same screen. No online or local wireless multiplayer. You can play the Japanese or international version of the game, and there is a score attack and timed Caravan mode available. Each of these modes has its own online leaderboard that will probably have about ten people on it. Good luck and godspeed. You have access to a number of options, including gameplay tweaks and graphical options. You can save your progress whenever and load it later, at least in the main modes. The emulation is top-notch, like having the arcade machine in the palm of your hand. You’re a real hot dog!

If you were waiting for the best NEOGEO baseball game to arrive in the ACA NEOGEO mobile line, congratulations! The wait is over, Baseball Stars 2 is here. This is a very fun arcade baseball game that still holds up really well and has survived the transition to mobile intact. There’s no easy access to multiplayer, and I’m always going to harp on that in these reviews, but otherwise it’s really hard to find much to complain about with this particular release.