Showing posts with label new mobile games. Show all posts
Showing posts with label new mobile games. Show all posts

Monday, June 15, 2015

Apple MacBook Pro (15-inch, 2015) review:

le's MacBook Air and Pro lines have remained steadfastly rock-solid in their look and feel for several generations. Each year brings a handful of tweaks and updates, typically only to internal components, from better hard drives to faster Wi-Fi to new processors. It's only because both the Air and Pro designs were so far ahead of the curve when first introduced that these laptops still look so up-to-date.

For 2015, nearly every MacBook has received an update of a some kind, although these have largely been of the blink-and-you'll-miss-it variety. Both the MacBook Air and 13-inch MacBook Pro have moved up to Intel's fifth-generation Core i-series processors, also known by the codename Broadwell, while the 13-inch Pro also added Apple's new Force Touch trackpad.

That clickless touchpad, which uses four sensors and some haptic feedback rather than a traditional hinge, was one of the highlights of the new 12-inch MacBook, a low-power, 2-pound ultraportable that was Apple's sole new laptop design in years.


Compared to all the changes listed above, and the entirely new 12-inch MacBook, the 15-inch MacBook Pro feels like it's been slighted in the update department. The 15-inch Pro gets the Force Touch trackpad, and a faster solid-state hard drive, plus updated graphics in the form of an AMD Radeon R9 M370X GPU. But arguably the most important component upgrade is missing, as the Core i7 CPU here is the same as last year's model (the fifth-gen Core i7 chips from Intel are only starting to trickle out now).

Despite the lack of major changes, the 15-inch MacBook Pro remains Apple's biggest and most powerful laptop, and a great all day, everyday productivity machine, especially if you need the extra GPU power for photo or video work, or the generous screen real estate the 15-inch Retina panel provides.

Prices stay the same, at $1,999 for the base model (£1,599, AU$2,799) and $2,499 (£1,999, AU$3,499) for our upgraded test unit, with a bigger 512GB hard drive and the AMD graphics. That makes this a major investment, especially compared with the 13-inch Pro, which can be had for as little as $1,299 (£999, AU$1,799). Unless you specifically need the size, power or features of the 15-inch MacBook Pro, that 13-inch model is our current pick for the most universally useful all-around MacBook.

Design and features

With only some minor internal changes, this MacBook Pro looks identical to the one we reviewed in mid-2014, and in fact the product design has only slightly changed since 2012.


Aside from being a year older, most of our impressions about the design of the last several iterations of this laptop remain the same.

The 15-inch MacBook Pro is slim, but with a wide desktop footprint. Especially compared with newer, lighter laptops, it feels denser than it looks at first glance, but with that comes a certain sense of indestructibility, thanks to the flex-free aluminum construction. It's not a carry-all-day-every-day package, although one could tote it around to and from work, or on the occasional day trip without much trouble.

The keyboard remains essentially the same as seen on the last several generations of MacBook. Other laptops have matched, but not surpassed, the backlit Apple keyboard, with the possible exception of Lenovo, a company that invests heavily in keyboard design and development.

New for this year, however, is Apple's Force Touch trackpad. Already available in the 12-inch MacBook and the 13-inch MacBook Pro, the Force Touch trackpad eliminates the top hinge that previously required you to physically depress the glass top of the pad, usually from somewhere on the lower half to register properly. Instead, the new pad places four sensors under the pad, one under each corner. This replaces a design some describe as a "diving board" with one that's a simple, flat surface.

The four sensors make it so you can "click" anywhere on the pad's surface with identical results, and the Force Click effect, which combines the sensors with haptic (or "taptic") feedback, allows you to have two levels of perceived clicking within an app or task. That deep click feels to the finger and brain like the trackpad has a stepped physical mechanism, but in fact, the movement you feel is a small tactile haptic tap, which, even when fully explained, still feels like you're depressing the trackpad two levels.

On one hand, it's a brilliant bit of engineering that will help future laptops be thinner, with fewer moving parts. On the other hand, it's so seamlessly done, you might never notice the difference.


Friday, June 12, 2015

Facebook highlights the rising power of Europe’s game industry


Since Facebook first opened its platform to developers in 2006, games have been one of the most critical and successful category of apps on the social network.


But a lot has changed in nine years, both for Facebook and the gaming industry. And two of the latest trends were at the core of the fourth annual CEO Gaming Summit in London last week.

Held at the Ugly Duck meetup space, the event gathered CEOs from more than 150 of the top gaming companies in the Europe, Middle East, and Africa (EMEA) region. And that number, while still smaller than a companion event that Facebook held in the U.S, represents one of those big themes: the growing might and influence of European gaming companies.

“In terms of revenue from Facebook games, EMEA is disproportionately part of that,” said Bob Slinn, Facebook’s head of games partnerships for EMEA, in an interview with VentureBeat.

Facebook is engaged in a fierce battle with rivals to win the hearts and minds of developers. But so far, the company has maintained a competitive edge by creating a range of tools for developers while also cultivating their loyalty at events such as the CEO Summit, where Facebook can offer advice and community.

To understand just how important gaming is to Facebook, consider just a few stats:

More than 445 million people play Facebook-connected games on desktop and mobile every month.
Facebook drives 441 million referrals to games every day.
Developers launched more than 130,000 new Facebook-connected games last year.
Within those numbers, Europe looms increasingly large. The invite list for the London event included King, Supercell, Ketchapp, InnoGames, Miniclip, Pretty Simple, NaturalMotion, Wargaming, Space Ape, and Goodgame Studios.

The first year Facebook held the event, 30 companies attended. Last year, 100 did. “Each year, the scope has only gotten bigger,” Slinn said.

At the event, Facebook held panels on how to raise money and how to build a brand. The latter is increasingly important as developers try to move from being one-hit wonders to creating long-term companies. In addition, developers are finding it tougher and tougher to stand out and be discovered by users. User acquisition was a big topic at the summit, Slinn said.

“That is arguably the big challenge,” he said.

The CEO Summit this year highlighted another big trend: the shift to mobile. Facebook initially had big success getting developers to build for the desktop using its Canvas tool, which let them embed games within Facebook.

These days, though, it’s all about mobile gaming. In some cases, Facebook is trying to help some of those Canvas users make the transition to mobile. But Facebook is also aggressively looking for new, mobile-first (or mobile-only in some cases) developers.

“In the past year or so, we’ve really focused on people who are only focused on mobile,” Slinn said.

A prime example of this new breed of mobile-focused, European gaming company is Scimob, based in Montpellier, France. Founded in 2008 to build apps for other companies, Scimob shifted in 2012 to being a studio that built its own mobile games, according to Gaël Bonnafous, Scimob’s founder.

The first game was called 94 Seconds and was No. 1 on Apple’s App Store in France for several weeks and even topped the U.S. charts for a week. Since then, Scimob has released four games that mix trivia, word play, and puzzles.

Scimob is small, with just nine employees, and entirely self-funded, pulling in $12 million in revenue so far. But it has big plans. It is hiring new teams to build for iOS and Android simultaneously. And perhaps next year, it may go in search of venture capital to expand even faster.

“We are scaling this year, because now we have the experience and we have the knowledge,” Bonnafous said.

While Scimob’s games are on iOS, Android, and Amazon, Bonnafous said the company still relies the most heavily on Facebook. He said Facebook’s mobile analytics tools are still superior to Google’s. And Scimob uses Facebook’s Parse mobile-development platform to build and host its games. The company gets the bulk of its players via Facebook app-install ads.

“When you have a player coming from Facebook, they are really engaged,” Bonnafous said. “They are going to really play your game.”

That’s just the kind of feedback Facebook wants. Maintaining that kind of goodwill will only become more essential for Facebook as Europe’s gaming industry rolls on.

“A lot of these companies in EMEA are global leaders,” Slinn said. “We think we have a lot of the global hotspots for gaming here in Europe now. And the diversity of games is incredible, and we only 

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expect that to increase.”

Monday, June 1, 2015

Why Japan’s lucrative mobile gaming market isn’t great for foreign developers

SINGAPORE — Mobile-game spending is higher in Japan than any other market, but that doesn’t mean you should necessarily do the work to localize your product for that country.

It’s easy to look at Japan and assume that if you’re making a game you should release it in there as well, but the raw data is deceiving, according to Kantan Games analyst Serkan Toto. At the Casual Connect Asia conference in Singapore earlier this week, Toto gave a presentation that highlighted some important points that he would want developers to know before entering the Japanese market. Most notably, he noted that it’s not nearly as easy to make money from gamers in that country as you might think it is.




“Japan is one of the hardest mobile-game markets to break into worldwide,” Toto said during his presentation.

The average revenue per gamer who spends money on in-app purchases (ARPPU) in Japan is about $65 every month. That’s a very high number, but you’re probably not going to capture even a dollar of that if you release your Western game in Japan — historically speaking. The country has long preferred to consume Japanese-made products over foreign releases, and that’s especially true in gaming.

“Whenever I talk to bigger game companies, there’s so much self-confidence going on,” Toto said. “And I’m always trying to tell them that people in Japan will say, ‘Who are you? We don’t care about what you’ve achieved in the U.S. or Europe.'”

This was always true in Japan’s traditional console-gaming market as well. Toto points to an incredible fact to prove his thesis.

“Between 2001 and 2013, the number of [foreign-made video game] titles in the top 100 in Japan was zero,” Toto said. “I think that’s an amazing number.”

But even for Japanese games, the app market is not printing money. Instead, most of the money is going to just two games.

“If you just look at the raw data, you’re on a very dangerous path,” Toto said. “Two apps dominate everything: Puzzle & Dragons and Monster Strike.”

These two games now run a duopoly on Japanese mobile-game spending. That’s not even a tiny bit of an exaggeration. Puzzle & Dragons accounted for approximately 51 percent of all mobile-game spending in Japan in 2013 on its own. These days, between Puzzle & Dragons and Monster Strike, the two games probably make up around 70 percent to 80 percent of the entire market’s spending, according to Toto.

So, yes, Japanese gamers are racking up huge charges in their smartphone games, but most of that is going to the same two places.

This prompted me to ask Toto if he would advise a developer to even try to bring a game into Japan.

“I shouldn’t do this as a consultant, but I spend a lot of time trying to convince developers out of the idea of getting into the Japanese market,” he told GamesBeat. “But, generally speaking, you should consider Japan only if you have met certain criteria or completely saturated the rest of the major markets in the world.”

Toto specified that the “certain criteria” includes having an enormous marketing budget. This has worked for publishers like Supercell, King, and Machine Zone with their games Clash of Clans, Candy Crush Saga, and Game of War, respectively. Though, even while those games are in the top 30 highest-grossing charts for iOS and Android in Japan, they aren’t performing nearly as well as they do in other countries.

If you don’t have a huge budget for TV ads, Toto suggests that you should have at least one if not all of the following:

A game with an innovative concept, high production values, and/or targeting a specific niche.
A local publisher.
Mechanics that generate decent levels of revenue even with very few players.
If your game doesn’t match any of that, Japan probably isn’t worth your time.

The Bubble Boy

Download this fun game. Android Phones: https://www.youtube.com/watch?v=xDp-pYXtxMs

Fun and Addictive Bubble Pop game! Get it free on Play Store.
Ø The Bubble Boy is an entertaining game for kids and all age groups.
Pop the maximum amount of bubbles without losing lives.
Soothing visuals and engaging sounds for immersive game play.
Choose between two difficulty settings. Easy and Hard.
Pop the power up bubbles to earn additional points.
No Ads while playing.





Sunday, May 31, 2015

Two New Mobile Games Worth Checking Out



I’m on the go frequently, so I spend a lot of time mashing the screen on my phone or iPad. The mobile market often comes under fire for aggressive free-to-play models or lack of meaningful content, but there are always awesome new entries that keep me going back to the App Store to see what’s fresh and interesting. Here are two titles that have taken up some of my travel time as of late that you may find interesting!

Dragon Blaze

It’s an MMO on the go! This super-popular Korean title has come to North America, and it’s fairly easy to see why it’s so popular after playing for a few hours. While the game doesn’t break the mold as far as typical collect-and-combine creatures go (Something similar in this regard to Puzzle & Dragons or Brave Frontier), you get a lot of playtime for your “stamina bar” equivalent, and you get to spend it in a variety of ways, from standard maps where you watch your mixes of healers, warriors, rogues, mages, and your main character plow through hordes of enemies with stylish area-of-effect attacks and disables to real-time raids where your allies stay at home and your main character teams up with other players.




It’s not so much new systems and features, but serious refinement and interesting implementation. The game features an art style that can be likened to Vanillaware’s Odin Sphere, and while the cash shop is pretty pricey, progress is definitely doable (and I daresay, enjoyable and fun) if you choose to play for free. Trust me, give this one a try.

Earthcore: Shattered Elements

The mobile market is flooded with digital trading card games, from SolForge to Hearthstone to BlazBlue: Battle Cards. Tequila Games’ Earthcore is a newcomer that seems incredibly simple at first, with a paper-rock-scissors wheel of three elements determining victories: Fire beats Earth, Earth beats Water, Water beats Fire. Instead of using something like mana for resources, players essentially tie card power to “risk” involved with playing them – if your 22 risk fire card loses because when all is said and done it’s up against even a risk 2 water card, you’re looking at taking 22 points of damage!




There’s a ton of skill involved in selecting abilities that will allow your cards to make the most of their victories, whether they allow you to shift to an element that will destroy an opposing card or using abilities that will allow you to turn an elemental card to the “dust” element – which will lose to any of the regular elements.

Card swapping, shapeshifting, and many other effects come into play and all tie into the element of risk, making the battles a true cerebral conundrum much of the time. Another interesting aspect to the game is the player construction and modification of hero cards that allow you to place skills from cards on others. You’ll increase the risk cost of your new hero, but have more opportunities to turn the tide of battle with your new skills. This is one of the more interesting DCGs that I’ve played in recent memory, and something well worth checking out if you’re a fan of the genre.

The Bubble Boy

Download this fun game. Android Phones: https://www.youtube.com/watch?v=xDp-pYXtxMs
Fun and Addictive Bubble Pop game! Get it free on Play Store.
Ø The Bubble Boy is an entertaining game for kids and all age groups.
Pop the maximum amount of bubbles without losing lives.
Soothing visuals and engaging sounds for immersive game play.
Choose between two difficulty settings. Easy and Hard.
Pop the power up bubbles to earn additional points.
Beware of the naughty bubble. When you pop it you lose a life.
No Ads while playing.