Chaos Rings: an iPhone game review

I’m not a super hardcore gamer. I don’t spend any time in MMORPGs, I’m not on any XBOX Live leaderboards, and I’m able to balance my interest in playing video games with other things like work and family. (When something’s gotta give, that something is, invariably and rightly, playing video games.)

And yet, I guess I’m a pretty serious gamer. I’ve been into video games since I first got an Atari 2600 in 1982. I’ve been collecting both vintage and modern games since I had a resurgence of interest in 2002, and I now count among the game systems I own: Panasonic Tournament 2000 (a mid-’70s Pong-style console), Atari 2600, Atari 5200, Atari 7800, Intellivision, NES, GameCube, XBOX, Wii, XBOX 360, Sega Game Gear, Game Boy Advance and Nintendo DS. And all told, across those systems I own a total of around 500 games. And, oh yeah, there’s the iPhone. But… is the iPhone a game system or not?

I’ve explored this issue before, and come to the conclusion that not only is it a game system, but it’s arguably superior to the Nintendo DS, at least in two key ways: 1) its technical capabilities, and 2) its portability. To paraphrase Chase Jarvis, the best game system is the one you have with you.

The iPhone’s technical capabilities far outshine those of the Nintendo DS (the main strength the DS has working in its favor is its physical controls), and it also has the big advantage of the fact that I’m far more likely to have it with me at any given time than my DS, even considering how much more often I carried the DS with me before I had an iPhone.

Since I got the iPhone, I’ve spent far more time playing games on the iPhone than on all other systems put together. And yet I’ve mostly played casual games like solitaire, Scrabble, or, when I’m feeling particularly… erm… risky, Strategery. But the deeper, more engaging adventure style games I really like, especially games like the ones in Nintendo’s Metroid and Zelda franchises, or Konami’s recent Metroid-esque entries in the Castlevania series, just aren’t there.

Why not?

It’s pretty clear that we’ll never see a Metroid or Zelda game on the iPhone. Frankly I’m a bit surprised Konami hasn’t released a Castlevania game for the iPhone yet — they’ve made a few other iPhone games — although one may be in development and I just don’t know about it.

For the most part the iPhone seems to have become a magnet for casual games. It’s easy to understand why, to some extent. The iPhone is owned by a lot of “non-gamers” and casual games are most appealing to them. I think the iPhone as a gaming platform shares a lot of its audience with the Wii. But the Wii does have Metroid and Zelda and other “hardcore” titles.

To be fair, the types of adventure and action RPG games I enjoy on other systems do exist on the iPhone, but in my experience so far… well… they all kinda suck. I’ve been lured in many times by the promise of “Zelda-like gameplay” and impressive-looking graphics, but although I’ve found a few to be of passable quality, almost all of them are so buggy, or so riddled with grammatical or spelling errors, or just so ill-conceived and sloppily-executed, that I play them once and then delete them off my iPhone, consoling myself in the fact that I only wasted $3 instead of $30 (the going price on new Nintendo DS titles).

As for the big question — why this particular genre of games has never delivered a satisfying experience on the iPhone, that’s the big mystery. There are plenty of casual games on the iPhone that demonstrate a tremendous amount of polish and great execution: apart from the aforementioned Strategery, there’s quite possibly the best casual game ever — Plants vs. Zombies, and of course an assortment of popular card, board and word games.

Up to now, the best 3D adventure game for the iPhone was the Halo-meets-Metroid-Prime clone N.O.V.A. It’s pretty good, but there’s still something I just can’t pinpoint about it that just makes it seem a little rough and just not totally engaging. Still, it’s been the most promising game I’ve seen yet for the platform. Until…

And now, on to the review…

Chaos Rings is a new Japanese-style RPG from Square Enix, developed specifically for the iPhone. It’s not the first Square Enix game for the iPhone — a few of the early Final Fantasy games have been ported, for instance — but it’s their first full-blown, brand new all-out effort on the platform.

It’s the most expensive game I’ve ever bought for the iPhone. But at $12.99, it’s still less than half the price of a standard new Nintendo DS game. (Most Square Enix games for the DS retail for $39.99.) But there’s a reason for the extra price: the depth, quality and polish is unmatched by anything I’ve yet seen for the iPhone.

The game looks fantastic: the art is highly detailed and is consistent with the established and popular Square Enix style, and it’s technically impressive — the iPhone’s 3D graphics capabilities are stunning. The musical score and sound effects are great, too. Gameplay-wise, Chaos Rings is a traditional 3D RPG dungeon crawl: you explore a diverse variety of worlds, battling monsters with both attacks and magic, and there are also a number of puzzle rooms. The puzzle rooms feel a bit tacked on, although they’re a fun diversion from the level grinding characteristic of the game style.

Something that cannot be underestimated in terms of what makes the gameplay in Chaos Rings engaging in a way that so many other, otherwise good iPhone games (Hero of Sparta and Dungeon Hunter come to mind) lack is the control mechanism. It’s become standard practice for iPhone games that require “traditional” movement schemes to employ a “virtual” (on-screen) direction pad and buttons. Typically, mimicking the controls on traditional handhelds, the D-pad is placed in the lower left corner of the screen, and the buttons in the lower right. The big problem with this approach is that you don’t want to have to look at where you’re placing your fingers: when the D-pad and buttons are physical objects, there’s a tactile experience. You don’t have to look, because you can feel that your thumbs are in the right place. Not so with virtual controls on a glass screen.

But somewhere along the way — N.O.V.A. is the first game I encountered with it — an important advance was made: the D-pad only appears when you touch your finger to the screen, and it appears wherever you touch. So you no longer have to worry about putting your thumb in the right place — just put it down, and it’s always centered on the D-pad. Likewise, there may be “buttons” on screen, but usually just one, and a tap anywhere counts as a button press. This change makes a huge difference in playability and delivering a satisfying experience. As I said, N.O.V.A. uses this kind of control scheme, but that game had other problems that have kept me from really getting into it. But Chaos Rings offers a near-perfect execution of this evolved virtual control scheme, and it may be the single most important factor in my enjoyment of the game.

Chaos Rings is not a masterpiece — it’s not the kind of seamless, immersive world I loved so much in Metroid Prime (my favorite video game of all time), but it’s so far beyond every other iPhone game I’ve seen, in every imaginable way, that it seems to be an introduction to a new era in iPhone gaming… real iPhone gaming. It’s the first adventure/RPG game I’ve seen on the iPhone that I genuinely can’t put down. I’m sure there will be better iPhone games in the future — especially as the platform evolves with the iPad — but I truly believe this game will stand as a milestone in that evolution.

More iPad observations: iBooks

Note: I originally wrote this as a comment on my previous entry, but it seemed substantial enough to warrant its own post.

I admit it. Much to SLP’s chagrin, I’m not a huge reader of books. In the past I typically read 10-15 books per year, although more recently, with the lifestyle changes that have come with young kids and new technology (iPhone, Nintendo DS), my book reading has really fallen off. I’m not sure I’ve read an entire book cover-to-cover since I polished off the Harry Potter series in late 2007.

Anyway… the reason I mention that is to say that I have never been interested in a dedicated e-book reader like the Kindle, partly because I’m just not reading that many books these days. But I’m also not impressed by them technologically. The e-ink displays are cool (in a limited way), but beyond that they’re very unimpressive. I dislike single-function devices on principle. (And remember, the Kindle DX is only ten dollars cheaper than the entry-level iPad.)

Which brings me to iBooks, the e-book reader app for the iPad. I think I could embrace the idea of e-books on a device that also does a lot of other cool stuff, and even though the iPad has certain characteristics that are arguably inferior to the Kindle for the purpose of reading books — namely, a lower-resolution, backlit display, which can be harder on the eyes than the Kindle’s display, and that also doesn’t work so well in bright sunlight — arguments can also certainly be made in favor of the iPad as a superior e-book reader: you don’t need to have a light on to use it (meaning you can read it in bed without disturbing your partner), and the full-color touchscreen display is much more responsive, allowing for not just brilliant color images, but video and other interactive features.

And then there’s the iBooks interface: in particular, the way you turn pages. On the Kindle, you press buttons on the sides of the device, which “turn” the page in the form of a 3-second redraw. On the iPad, you really turn the page with a swipe of your finger, which causes the corner of the on-screen page to curl up and follow your finger movement as you lay it down on the other side of the “book.” It’s a cool effect, and it works incredibly well, but it wasn’t until I used it myself that I realized it wasn’t just a gimmick: you can stop partway through the turn and hold the page there, allowing you to see part of the page before/after the one you’re on. You can move it back and forth.

And that’s when it hit me that I do that a lot when I’m reading a “real” book. I will often be reading a passage and want to refer back to something I just saw on the previous page. On the iPad, you can do that, in exactly the same way that you do it with a physical book. And to me, that goes a much longer way towards making reading a book on the iPad feel like reading a book instead of reading dark gray letters on a light gray screen, and pushing flimsy plastic buttons to move to the next gray screen’s worth of text.

It is this kind of attention to the finer details of the user experience that sets Apple’s product (hardware and software) designs apart from the rest. In my experience no one innovates user experience like Apple. Eventually others catch on, but Apple has consistently led the way, for over a quarter century. And I don’t see that changing anytime soon (regardless of the continued presence of Steve Jobs).

Side note: iBook vs. iBooks. Apple let the iBook moniker for its consumer-level laptops die when it switched to Intel processors a few years ago. Now the name has a whole new meaning. I have yet to see anyone else make note of this, but I’m sure I’m not alone in this observation.

Random observations about the iPad now that I’ve actually used one

Tonight I visited the Apple Store at Mall of America (and, while I was at it, the Best Buy at Mall of America), and here are some things I observed or thought about during the experience:

I expected the Apple Store to have maybe 3 or 4 iPads on display. In fact there were at least a 16, and there were still crowds gathered around them waiting for a turn. The Best Buy had 3 of them, and a proportionately smaller crowd of waiters.

It’s simultaneously smaller and bigger than I expected. The physical form is maybe 80% of the size I envisioned, but the screen seems bigger, and the bezel is less… erm… excessive than it seems in photos.

The screen is just… wow. It’s a thing of beauty. Even though the ppi is lower than on the iPhone, it seems higher. The extra screen real estate makes an incredible difference. I played a round of my favorite iPhone game, Plants vs. Zombies, and was totally amazed at the difference visually.

This is how a touchscreen interface should be. The iPhone was just a warm-up.

When I first lifted it, I was surprised at how light it was, but before long it started to feel heavy. If I were to use one regularly, I’d definitely want to prop it up in some way.

iPhone apps look surprisingly good in double resolution. They’re intelligently anti-aliased in a way that reminds me of the DVD “upconvert” process on a Blu-Ray player.

Both the Apple Store and Best Buy had the demo units displayed on clear, angled, cylindrical acrylic blocks with a white rubberized ring on top. It put the iPad at a perfect angle for viewing at demo stations, and the rubber kept it in place while still allowing it to be lifted easily. They should sell these.

Apple might be singlehandedly responsible for another H1N1 outbreak. Just think about how many hands are touching these things. They should’ve had Purell dispensers at the front door.

This feels like a new beginning. Sure, the iPad has flaws. But this is the first of something new, and I think it’s an order of magnitude bigger than either the iPod or iPhone. (And not just in terms of the physical dimensions.)

I know it’s too early for me to get one — I want a camera, or at the very least 3G (the latter of which is actually coming, in a few weeks). I also don’t want to pay $829 for a 64 GB, 3G model. But I know by now that eventually… eventually… I will own (or have owned) multiple iPads. I can see buying the $499 entry-level model now, and then buying a higher-end model in a year or two, when the features I want are available at a better price, and keeping the old one around the house too. I bought an original iPhone 9 months after it came out, which I passed on to SLP a little over a year later when I upgraded to a 3GS. I can see the iPad following a similar path — but one slightly less painful, since I paid $200 more for the original iPhone than for the 3GS, and I don’t see the iPad following the same rapid price reduction path.

I cannot put into words just how much it pains me that I walked out of Best Buy, not with an iPad under my arm, but with DVDs of High School Musical 3: Senior Year and Alvin and the Chipmunks: The Squeakquel along with two reams of printer paper. These are the sacrifices we make as parents. (Granted, if I were really being a good parent I’d refuse to let them watch this tripe — the Chipmunks movie, anyway; I have to admit I actually kind of like the HSM trilogy — but… well, OK, I won’t try to justify it.)

More to come…

iPokédex update

Back in early 2008, I set up an iPhone-optimized Pokédex web app. I pulled information from some of the usual suspects in the online world of Pokémon compendia.

A few people have asked me why I didn’t build it as a native app I could then sell in the App Store for boatloads of cash (because, you know, there’s a huge untapped market for… this).

Well, that’s a good question. A few answers:

  1. The App Store didn’t exist at the time I created it, and I had no interest in either jailbreaking my iPhone nor in supporting the jailbreak “community.”
  2. I didn’t (and so far, still don’t) have a developer account with Apple, and I didn’t (and so far, still don’t) know how to build a native iPhone app. Web apps, though, are second nature to me.
  3. It seemed clear to me that Apple wouldn’t (or, more accurately, shouldn’t) approve such an app. The entire contents of the app would be in violation of copyright, and there’s no way (that I could see) that Nintendo would license the content under the circumstances.

As far as I was concerned, that was pretty much it. The only way a Pokédex could live on the iPhone was as a web app. I’ve since learned that, whatever criteria they do employ in approving apps, copyrighted content does not appear to be a “dealbreaker” for Apple. I think it’s safe to say that Apple wouldn’t approve an unauthorized Pokémon game for the iPhone, but there are currently four Pokédex apps in the App Store.

Anyway… my iPokédex web app lives on. I just finished some updates: mostly some minor bug fixes, but also some visual refinements. Overall the improvements are slight, but I’m still pretty pleased with how well it works and how useful it is, especially considering that I essentially created it in an evening.

If you haven’t checked it out (ever, or lately), take a look now… especially on an iPhone!

http://pokemon.room34.com

Some more thoughts on the iPad from someone without one

I’m a joke maker

Did you hear the one about the guy who bought a Kindle on the day the iPad was released? Of course you didn’t, because no one is buying a Kindle today!

Well, I’m sure someone’s buying a Kindle. I’m not sure why.

Waiting for the second generation

I can understand why some people wouldn’t want an iPad. I’m not buying one today. I didn’t buy an iPhone until 9 months after it was released. I probably will own an iPad eventually. I would definitely wait until the 3G models are out; I would probably wait until a future version is available with a built-in camera, and after prices come down so at least 32 GB of storage is available for the same price as 16 GB today.

Common complaints

Most of the critics (including Walt Mossberg and David Carr on last night’s episode of Charlie Rose), while generally lavishing high praise on the device, cite a common (small) set of complaints: lack of a camera for video chat, the awkwardness of holding it for long periods, and no support for Flash tend to be at the top of the list.

I can certainly agree on the first two points: a camera (or two — one on each side) seems like such an obviously necessary feature that I can’t believe it won’t be added to the second generation model; and although I’ve yet to touch an iPad, much less hold one, I can already imagine that I would quickly tire of propping it up and that two-handed typing while balancing it on my lap would be frustrating. But it comes with a nice case with a built-in prop (as demonstrated by David Carr last night on Charlie Rose), and more accessories will certainly be coming soon from third-party manufacturers.

There was an inadvertent demonstration of the potential physical awkwardness of the device last night on Late Night with Jimmy Fallon when the host and Joshua Topolsky attempted to play a game of air hockey with the iPad placed flat on Jimmy’s desk: with its curved aluminum back, the iPad was prone to skating around on the desk as the two slid their virtual paddles around on-screen.

Click here to see the video from Late Night with Jimmy Fallon. I’m so mad at NBC for their stupid embed code just embedding an SNL promo instead of the proper video clip that I’ve actually resorted to using the phrase “click here.” So, spare me further agony and just… click here.

Flash? We don’t need no stinkin’ Flash!

But the complaint about the iPad that is most divisive is its lack of Flash support. I’ve already made my feelings on the matter known (1, 2). I think there are a very limited number of circumstances where Flash is useful (or at least grudgingly necessary), but it has been an overused crutch for far too long, and the more the iPad/iPhone ecosystem promotes movement away from Flash and to web standards, both well-established (CSS, JavaScript) and emerging (HTML5, H.264 video), the better. I know different people use the web in different ways: I rarely never play Flash-based games online; major video sites like YouTube and Vimeo are moving to supporting H.264 alternatives to Flash video (and I can live without the ones that aren’t). But I would challenge just about any user of the Internet to make the case that their experience, overall, is improved by these positive uses of Flash more than it is hindered by obnoxious Flash-based advertisements and non-standard Flash-based website UI.

Game changer

Charlie Rose loves the iPad. He called it a “game changer” at least 3 or 4 times last night. There’s been some dispute over the iPad’s potential impact, but I think those who are criticizing it on its technical specifics — the lack of whatever they deem it to be lacking — are completely missing the point. I read something recently (which I’ll link to if I manage to track it down again) that was talking about how the upcoming Windows Phone 7 interface would have been just as revolutionary if it had come sooner; the implication being that the major factor in Apple’s success was timing. To me, this so profoundly misses the mark that it’s hard to even take seriously. As much as I hate to use the word “paradigm,” Apple changed the paradigm with the iPhone interface. There wouldn’t be a Windows Phone 7 without the iPhone, nor a Droid, nor any of the other major advancements we’ve seen in “smartphones” since the iPhone was released in the summer of 2007. Yes, there were smartphones before the iPhone and they did a lot of the same things. Yes, Android was being developed for a number of years before the iPhone was released. But the iPhone changed both the perception and the reality of what a smartphone can do.

This is what the iPad will do, for a market — netbooks, or whatever fills the void between phones and laptops — that is even more anemic than the cellphone market was a few years ago. The hardware physically fills that niche perfectly, but the UI is what’s really revolutionary, creating a whole new, far more intuitive, natural, and fun way for people to interact with a technology device, with an underlying system that is more stable and worry-free — it just works — than any computer before it. And just think about the amazing things the 150,000-plus iPhone apps can do today: not even Apple envisioned all of the ways the iPhone would so quickly come to be used by people of all ages, for just about everything. This is what the iPad will do.

I didn’t want one, until I did

Most people see the iPad primarily as a device for consuming media, and to a large extent that’s true. The most strident complaints about its limitations seem to be coming from those who create media, and I can understand where they’re coming from… to an extent. But the iPhone has become a powerful tool for creating media, with its camera and photo manipulation apps; with creative drawing tools (good enough to have produced several New Yorker covers to date); and with a vast array of music creation apps, turning the pocket device… the freaking cell phone into both a musical instrument and a recording studio. Just imagine what the same kinds of innovative thinking can do with a more powerful processor and a much larger screen. You might never find Adobe Creative Suite or Pro Tools on the iPad, but that’s old world thinking. If you let go of the familiar (and far less intuitive to non-techies) trappings of mice and windows, of plugging in peripherals and navigating hierarchical file systems, and embrace the potential of a new way of interacting with a computer, a new world will open up to you.

Over the past several years, I’ve read numerous articles lamenting the fact that for all of the advances in computer hardware technology we’ve witnessed in the last quarter century, the basic GUI concepts have not evolved one bit from the first Macintosh Apple unleashed on the world in 1984 — and its concepts were largely the same as those developed experimentally at Xerox PARC in the late 1960s. When will we finally have a new way of interacting with computers? And where will it come from? It’s not much of a surprise that it came from Apple, and it’s here today.