April 26, 2011

From Downtown!

There are few one dollar iOS games I will not buy for a dollar with a recommendation. Lobst tweeted that NBA Jam was on sale over the Easter weekend, and so I immediately bought it. That is all it takes. iOS game makers, take note.

In any case, I’m not a sports fan or sports game fan, if you exclude golf games. I mean, I played NBA Jam back in the day. Didn’t everyone? And it was pretty fun, so I was willing to give the game another try for a dollar.

This new version is still fantastically fun. It’s ridiculous and unrealistic and that is exactly why it is enjoyable to play, even to people who don’t give a shit about sports like me. I mean, I assume a sports fan who likes crazy arcade action would like it. It has specific players, and sports teams, you know? So you can be your favorite. I just pick the team I feel is the silliest, but, you know, you could pick based on team allegiance. If you wanted. Or you can just pick the quick action option and the game will even pick the teams for you!

Even better, it controls extremely well. The virtual gamepad is fine. You can move around with no issue. What really works, though, are the virtual buttons. They smartly decided that the actions normally done with multiple simultaneous button presses would be done with slides. So if you want to turbo dunk, you hold down turbo, the just slide your finger up to the “shoot” button. To take a normal shot, you instead lift your finger and tap. This works flawlessly. It is a very smart adaptation to the interface and it plays very well.

The game doesn’t have all the features the console versions have, I don’t think. You can basically just play matches, and there is a very basic campaign mode where you take a team through beating every single team in the game. Still, for the sort of gaming you’d be having on an iPhone, that’s really all you need, and the base gameplay is intact and fun. It was totally worth a buck, and if you like Jam, this is a great version and worth your time.

April 23, 2011

Have I Mentioned I Love You Don’t Know Jack?

An episode of You Don’t Know Jack is a precious thing. It’s funny. It’s entertaining. It’s interesting. The last thing I want to do is waste it by only experiencing it alone. Thus, I never play games of Jack on the 360 or otherwise without friends about. This, of course, limits my consumption considerably.

Because of this, in a way, I’m kind of glad that You Don’t Know Jack for iOS is a single-player affair. Finally, I can feel good about enjoying all the Jack I want without feeling like I’m ruining some theoretical future fun time with my friends on the couch. Sure, it would be better if it had some sort of multiplayer. For example, on the iPad only version, I don’t understand why two people couldn’t hold the sides of the iPad and buzz in by tapping on one side of the screen. And, sure, 20 episodes isn’t a huge amount of content, especially considering the ridiculous amount of game you can get on iOS for a buck nowadays. Still, it’s a blast, like Jack always is.

While iOS Jack uses all the same animations and question types (such as Who’s the Dummy? and Funky Trash) as the latest console and PC version of the game, the questions are all new. Cookie has recorded new jokes, dialog, and quips for every single episode, and thus every single one is a hilarious time. The demo calls the game “engorged with humor” and if you’ve ever played a Jack game before, you know that to be true. (Well, or you don’t like the game’s sense of humor, I guess, and already know you wouldn’t like this version.) The game plays just fine, of course. You’re simply tapping on answers instead of selecting them with a controller, and areas of the screen are denoted for situations like Dis or Dats. It’s not the sort of game you’re going to play without sitting down to commit to it, of course, because it just doesn’t work without being able to hear Cookie, but for a car ride, or just fucking around on your iDevice like I do, the game is fantastic.

I bought the HD version, which probably was a mistake. The leaderboards aren’t shared with the non-HD version, so I can’t compare scores with everyone else on Talking Time who’s playing, and let’s face it: Jack is just showing text, so it’s not really a better experience being slightly higher in definition. It also cost $2 more, but I don’t mind that, as Jellyvision deserves all my money forever, and I’m glad to pay them a bit extra. Still, if you’re going to get the game, grab the iPhone version. Not worth the premium if you aren’t out to support a favorite developer like I was.

I know Jellyvision is going to do this version of the game right. They’ll probably have paid and free episode updates, and I’m all for that. Hell, they already had a little “stealth” DLC update by having the demo have completely different questions than the full version. (So play the demo, if nothing else, dammit!) But basically, if you like trivia at all, buy this app. Then buy a second copy of the console reboot of the franchise. Then buy a copy on Steam. Do everything you can to get more Jack into the world. Because more Jack is a wonderful thing.

April 15, 2011

I Will Advertise To Pastry Chefs, Fortune Tellers, and Antique Dealers.

I’m all like, “Shit, I want to play more games on this expensive tablet I bought for games.” So I went looking for an excuse to buy a game. Hot Springs Story was on sale. Thus, I bought it.

As you might guess from the name, Hot Springs Story is another simulation game from the people who made the obscenely amazing Game Dev Story. Thus, when you look at the game, it looks pretty well exactly the same, and controls similarly, too. That’s a good thing, but it does force comparisons to the previous game, so I figure I’ll start there.

Game Dev Story is a much more fun premise to a western audience, I think. Running a Hot Springs Resort is fun enough, but not nearly as fun as creating your own ridiculously-named video games. With just a silly name on your games that you come up with, you really get to own your experience a bit more in Game Dev Story, and reliving the history of gaming, as consoles come out, is just a lot of fun.
That said, Game Dev Story was very static. Your office was your office. Hot Springs Story lets you build your facilities more like other sim games on PC. I don’t have a huge history with these games, but it reminds me of my short time with Roller Coaster Tycoon, where you are laying out facilities in a way to make customers walk past them, use them, and enjoy them. It feels like you are doing more in Hot Springs Story. I suppose that’s the main difference between the two games. Game Dev Story has a cooler premise and more ownership, while Hot Springs Story has meatier mechanics.

There are two main stats that every facility has in Hot Springs Story: Price and Popularity. Popularity rates how many people want to use your facilities, while Price rates how much money you get when they get used. Obviously, raising either raises your profits. Popularity can go up by placing other facilities near a place that work together. For example, putting a pachinko machine next to a hotel room is a bad idea, because it is very noisy and bothers your guests. However, putting a beautiful tree to give the room a better view, or a vending machine to have easy access to soda and snacks, makes the popularity of a hotel room go up. Price can go up by purchasing enhancement items. Buy some green tea to stock in your Vending Machine, and you can charge a premium for it, raising the price.

Similarly, your guests fall into many different categories, and want different things. Older customers like having easy access to a massage chair, while students enjoy access to a manga library to relax and read at. Every time a customer type is happy, they earn “XP.” Whenever a type of customer levels up, that type of customer is more likely to come and stay at your resort, and will bring more money to spend on extra activities, like eating at your restaurants. Some customer types must be unlocked by investing in local facilities outside of your resort. For example, if you want hikers to come and stay at your resort, you need to fund the city putting in a local hiking trail. (In a nice easter egg, you can even fund a local Game Development studio, and bring in programmers from Game Dev Story.) There are even VIP guests that you will have to impress to unlock new facilities. Impress the famous Beautician, for example, and she’ll let you open a branch of her famous Salon and Spa in your resort.

What I really think is the best part of the game, though, and gives it some legs, are the various tourism guides you can apply to. These work almost like special scenarios, and work to keep the game interesting after you’ve mastered how not to go bankrupt. Each guide prioritizes different things. For example, “Glamor Springs” caters to a female audience, so you have to adjust your resort to really please women in order to succeed there. Similarly, “Scenic Springs” wants only resorts with the best scenery, and you need to make sure your resort focuses on beauty more than function if you want to succeed there. In Game Dev Story, once you had the strategy, you had it: it was just a matter of grinding levels on your employees in order to succeed. These various guides give you alternate goals that give some replay value to the game, which is much appreciated.

While Game Dev Story is much more charming and draws you in more, Hot Springs Story really is a better game. It’s deeper, and has a level of replay value that Game Dev Story doesn’t. It’s a really fitting sequel to a great game. Game Dev Story may be the easy sell, but if you enjoy these sorts of business sim games, this is a really solid one, as far as I can tell. Give it a try.

April 8, 2011

On The Edge of a Mirror.

Running games like Canabalt just work good on iOS. The interaction can be simple, because the character will move with no input, and it’s great for little pick up and play sessions. However, unless you have a Hook Champ, they tend to be just that. Just a little something you do for a little while, and then put down.

Mirror’s Edge manages to keep from being that, and be a pretty solid game, one I probably had more fun with than with the full-blown console version.

Faith is a lady who has to run about. You do this with a set of fairly logical and completely functional gestures on the touch screen. Swipe left or right to change direction, swipe up to jump, swipe down to slide. Simple. You can do a few more “complex” moves, but it’s mostly just about doing that at the right time. Not having buttons on the screen works really well, and I never had trouble getting it to recognize a swipe when I did it. The only problem I had was being very confused about how to pause at first. (It’s swiping two fingers up.) Other than that, it’s a really solid control scheme.
Obstacles are colored red with “Runner’s Vision” like in the console game, but unlike in the console game, because this game is 2D, Runner’s Vision is actually useful. It lets them make the backgrounds a bit more interesting than they would be able to otherwise, because you can always tell what’s something you will have to deal with as you approach it. Sure, following that path will keep you from getting all the collectible bags on each level, but at least you always know how to get to the finish line. I appreciate always knowing how to proceed.

Levels slowly ramp up in difficulty, but don’t vary too too much. Eventually they will start throwing gunners and other obstacles that could kill Faith, but the basic gameplay doesn’t really change up. It played almost like a very relaxing Super Quick Hook. Though you’re encouraged to go fast, rarely do you feel rushed and against the clock. Succeeding requires a level of precision, but nothing near the level of skill required to successfully grapplehook. It hits a nice point, and I really enjoyed it. It’s a game worth playing.
Of course, the game ends weakly with a stupid “boss battle.” There’s another dude running around the screen, and you have to trip him three times. However, he’s just as fast as Faith and annoying as fuck to actually catch. That sequence was no fun, and then it just kind of unceremoniously said “you win” and dumped me back to the menu. It was kind of a letdown, but so it goes. Didn’t make the rest of the game less fun.

I do feel like I have to mention the price, though. I bought this on a sale for a buck, but it’s normally ten dollars. This really isn’t a ten dollar game by any stretch. It’s a bargain at a dollar, and is worth more, but if you compare it to an XBLA game or indie game on Steam, which is what it’s competing with, you are not getting enough game for that. I can’t really suggest it at full price, but it’s the app store. It’ll go on sale again. When it does, do consider it. It is one of the flashier action games I’ve played on iOS, and is a solid amount of fun while it lasts.

April 5, 2011

An Adventure of Trial and Error Tasks

I love Telltale. This is not hidden knowledge. Way back in the day, when they announced Nelson Tethers, Puzzle Agent, I was super excited. I love me some Layton, and nobody had really tried to do Layton. It seemed like a great idea. A long time later, after buying a copy on the iPhone and the PC, I finally played through it on my iPad. I love giving Telltale money, but I have to say that I’m glad I only paid like 2 or 3 bucks total on this game.

Tethers is a likable character, to be sure. He’s just as much of a loser as an FBI agent who focuses in puzzle solving should be. The world of Scoggins, while small, is also weird and interesting. There’s some intrigue, and some silliness. The plot is, certainly, something like what I expected, and has the charm I expect from a Telltale game. Sure, it ends randomly on a cliffhanger, but it did it in a way I bought. Tethers is a guy who solves puzzles. He doesn’t get to be the hero. I am fine with that.

The puzzles, however, are another story.

Telltale has never had the strongest puzzles, but in most of their adventure games, I am okay with that. They have the funny dialog and situations to carry the action forward, and there’s only so much puzzling you can do without breaking believability, even in a wacky cartoon kind of scenario like a Sam and Max episode. However, Layton solved this problem by having the puzzles almost completely separate from the story, and therefore able go be whatever brain teasers they could come up with. Puzzle Agent could have done this as well, but completely fails at it. The vast majority of the puzzles are actual jigsaw puzzles or grids of tiles you have to spin into a particular organization. These are extremely trial and error. The jigsaw puzzles will stick permanently together when you make a correct match, rewarding you for sliding pieces about at random until they click together by luck. The rotating piece puzzles use art that only matches up if it’s rotated correctly. Incorrect paths never seem remotely right. You just rotate until the art looks okay.
On top of all this, what good puzzles they have they reuse with small tweaks. This works in Layton, where you have close to 200 puzzles in the game, and thus a series of three puzzles of increasing difficulty doesn’t bother one much, but Puzzle Agent only has maybe, what 25? 30? It’s not enough to handle that repetition.

I was a bit disappointed, yes. Hopefully the announced sequel will be better. It’s still a fantastic idea and Telltale is still a great company. It just wasn’t yet ready for prime time.

April 2, 2011

And Seriously, Who Wouldn’t Want Kitty?

It is a well-known fact that Robots desire companionship in order to help them better understand the hu-mon concept of emotion. However, the problem is that all potential feline companions are always stored behind a complex series of doors and platforming challenges. This is why most robots decide to, instead, go on killing rampages instead of actually loving a kitty.

The hero of Robot Wants Kitty has decided that it would rather do a bite-sized Metroidvania instead of getting it’s cold, metallic gripping appendages bloody with the fluids of dead humans.

I am apparently a really easy sell. I received an e-mail from the guy who makes Galcon and it said that I should buy this game by a friend of his on the app store, and I totally did immediately. It was that simple to convince me. If you want me to buy your app, send me a mass e-mail, apparently.

Still, I bought it because I could have sworn I had heard of Robot Wants Kitty before. I do know it’s based on a flash game of the same name. I may have heard the name, though when I got into the game, it was clear I hadn’t actually seen it. Having taken a look at it now, the presentation and such has been really ratchet up for this iPod release, which is nice. Robot Wants Kitty is a fun time, and totally worth the dollar I paid for it.

The game is a Metroidvania in miniature. Each level is like a full Metroidvania game. You collect powerups that give you different abilities that unlock new paths that take you to new powerups until, eventually, you find the Kitty and win the game. Your first task is almost always to get the jump and the laser gun, so you can fight and maneuver, but after that, it varies. There are keycards, double jumps, extra hits, and such you can pick up. Some levels use all of them, and some do not. Some levels have bosses, and some don’t. Still, they all follow the same formula.

The game is a bit limited like that. There are only three enemies (and boss versions of those enemies), and a limited number of powerups and pickups. Still, the game makes that work. You’re never confused by how to solve a situation, but simply must learn the new level. Even someone who sucks like me can complete a level in, oh, 20 minutes or so. The game records times for every level for speedrun kind of situations: I’m sure someone who didn’t suck could go much faster.

The game has 6 levels, one of which is the original Flash game remade. If each one takes you 20ish minutes, like they have for me so far, that’s a pretty decent amount of content for your buck. However, the game also has something called “Kitty Connect.” This isn’t up and running yet, but this is basically going to be user-generated levels. There’s already a level editor in the game where you can build your own stages with the items and enemies in the game. This is a fantastic game, and the editor works really well on my iPad, as you’d expect. Of course, I can’t design worth shit, so I will never make a level worth anything, but the idea of eventually going back into the app and having some top user-created levels in that Kitty Connect menu is pretty sweet.

The only bad thing about this app is the music. I didn’t use to give a shit about music in iOS games because I’d always been playing a podcast on my iPod while I played them. Now that I’m gaming on this shiny iPad, I find I leave the music on really quietly and play the podcast through my computer or iPod. Thus, the music is a thing. It’s okay for a little bit, but there’s basically one song, and it’s repetitive and annoying. Still, you can just turn it off, so no big deal.

Basically, if you like a little Metroid with your Vania, pay your buck for this. It controls fine, and I’ve really enjoyed it so far.

March 17, 2011

No, Seriously, I Did A Dragon Punch On It.

Today I realized that I was sitting within arm’s reach of an arcade stick, and I had a copy of Super Street Fighter IV sitting on the table over there, and yet I was playing Street Fighter IV on my iPod instead.

I bought Street Fighter IV for my iPod because it was on sale for a buck, and Capcom was donating all proceeds for it towards the relief effort from the earthquake. I had heard surprisingly good things about it, so I thought I’d give it a try. If nothing else, I’d get this blog post out of it. I wasn’t expected it to be as good as it is. It is a really quality game, and completely worth your dollar.

There are several omissions from this version of the game. One is some of the characters. Apparently for awhile they slowly added characters, but they’ve basically stopped now. While I’ll miss personal favorites like Sakura and Dan, I understand why they weren’t priorities, and you still have a pretty decent selection of SFIV fighters in there, including all the required ones like Ryu, Guile, and Chun-Li.

The other omission is no Indestructible. Oh nooooooooo. But at least it still has Guile’s Theme. And the “fight over” theme, which is kind of the best music in the game, as far as I’m concerned. Always makes you feel badass after a round.

Anyway, onto how the game plays.
I don’t know what dark sorcery Capcom employed to make the virtual joystick in this game so good, but all iPhone developers who want to try to have a virtual stick or pad really need to employ it. Every single time I pulled off a dragon punch motion on this thing, I was blown away, but I can do it with a lot of consistency. Fireball motions are never any problem. The stick is fantastic, and that’s the whole reason why the game is playable.
Though not a one-for-one recreation, the game is very, very similar to actual SFIV. All the characters they included have the same moves you remember, and can employ them the same way. I picked Abel, for instance, and was using a lot of the same techniques I use in the actual game. You don’t have quite the same range of moves, though, simply because they have reduced the game down to four buttons: a punch button, a kick button, a “special move” button which you use to pull off your EX moves, Supers, and Hypers, and a Focus Attack button. This means you don’t have as much variety of normals, really, but it still does a fairly good job with what it has.

The game also looks pretty great, while running without lag on my second gen iPod Touch. It seems to be using techniques similar to Killer Instinct, which is smart. The fighters are actually sprites that have been ripped from taking pictures of the fighters in 3D. Still, it looks great. The animation is sometimes jerky when doing things like throws, since the game is trying to figure out how to get the two sprites to connect in a good way, but overall it looks very fluid, too. It’s certainly not enough to throw off someone of my skill level, and let’s face it, you’re never going to be super serious on your iPhone anyway.

The game has multiplayer over Bluetooth, which is nice, seeing as it’s a fighting game at all. It even has “Fight Requests” like the actual game, though the concept of someone noticing you playing SFIV on your phone, booting up their copy, and both of you having Bluetooth on for them to join you in the middle of your arcade session is a bit unbelievable as a scenario. Still, they tried. There’s no online play, because, well, let’s face it, fighters have a hard time dealing with lag on a console, much less over 3G. It’s good they have something.

Seriously, if you like Street Fighter IV, or fighters in general, this is totally fun to fuck around with. The AI is about what you’d expect from fighting games (I can beat everyone on normal but Zangief, who gives me lots of trouble, just like normal SFIV) and they intelligently set the game up as leaderboard-based as a race to get through tournament mode and beat all the fighters in the fastest time. It even saves your progress between matches, if you just want to play one round and then go back to something else. It’s totally fun to fuck around with for a dollar, and completely playable. It’s pretty fantastic like that.

March 3, 2011

Yes, My Monk Looks Like Krillin. Is There A Problem?

Sure, Tiny Wings is all well and good, but the game I’ve seriously been putting a long time into on my iPod is Battleheart.

This is a game you have to buy.

Battleheart is a strange mix of brawler and RTS that works perfectly on the iPod. You build a party of 4 different characters, and equip them with gear and so on. Then you run into battle scenarios that are kind of like one screen of a brawler. Your party members have a very low level of autonomy. They will attack enemies that attack them, but that’s about it. You issue commands by dragging the characters to what you want them to do. Drag your knight to a goblin, and he starts attacking the goblin. Drag your healer to another party member, and they start healing the party member. Drag your thief to an open area? They move there. While this keeps the number of moves each character can do pretty limited, it’s also fantastically intuitive.

Tapping on a character brings up icons of that character’s special abilities at the top of the screen. These icons stay until you tap another character: you can give drag commands and not change what icons you have up top. There’s no MP or anything, but these abilities have cooldowns you have to manage. You simply tap the icon to activate them. All the character classes have different abilities, and even within the same character classes, you can spec out your character’s skill tree in different ways. For example, my cleric has an attack buff spell, but I could have, instead, taken a defensive buff spell, if I wanted. You can respec a character at any time at no cost, and you can have plenty of characters in reserve that you can swap in and out of your four person party, so you can even tailor the loadout to the type of enemies in the battle you are fighting, if you’d like.

The game really does a fantastic job of being hectic, and keeping you on your toes, but not feeling so crazy as to feel unfair. You are constantly juggling healing targets, pulling enemies away from your magic users, and activating buffs at useful times. It’s a game that requires complete concentration, and it is a ton of fun for it.

If there’s one downside, its that it can sometimes be hard to select the character you want if you bunch them up. If your Monk and your Knight are in the same place, sometimes it’s hard to pick the character in the back. However, this doesn’t really bother me much. The game is good at staggering characters attacking the same enemy, or putting one in front and one in back, and it is rarely an issue on most levels. If nothing else, it’s just another thing you have to plan for as you manipulate the battlefield.

I don’t know how long the game is, but I have put multiple hours into it already and it has not gotten old. Plus, I’ve only used maybe 5 of the 8 or so classes in the game, so if I wanted some variety, I could try switching in classes like Bard and Barbarian that I haven’t tried yet. It’s a fine value. What’s more, it’s a game perfectly suited to the platform that is a ton of fun. If you like gaming on your iDevice, I highly recommend the game. I doubt you will regret your purchase.

March 2, 2011

I Must Admit, They Are Pretty Tiny.

The carpet in the upstairs is being replaced! That means you get reviews of iPhone games! That makes sense right? I think so? Something like that.

Anyway, the game that is currently ALL THE RAGE is Tiny Wings, and because I am perfectly weak to cute, as much as anyone else, I did pick it up.

Tiny Wings has a lot of similarities to something like a Canabalt or a Hook Worlds. You’re a tiny cute bird with, appropriately, tiny wings, and you have to try to move forward as fast as possible while navigating obstacles, and get as far as you can before “night falls,” which is really just something chasing you. The only real way to interact is tapping on the screen anywhere.

However, I do have to admit that, besides the cuteness charm, which the game does have, it also adds a different twist to the game. You score points by being in the air (because the little birdy wants to fly, you see) but you can only get in the air by ramping yourself off of hills. Not having a finger pressed to the screen makes the little bird flap his wings like crazy, making him light, and able to float. Pressing on the screen makes him press into himself, and he falls like a rock downward and, somehow, has a ton more weight.
Instead of jumping over things, then, you’re instead trying to get the maximum amount of speed off of each hill by pressing down while going down a hill, to pick up speed, but then letting go at the right moment so the little birdy ramps off and flies into the air. It’s actually kind of like doing proper jumps in a Tony Hawk, now that I think about it. If you release “perfectly,” the little bird does a little chirp, and you get more points. You can also collect coins to increase your score, and sometimes it’s better to do a worse jump that gets you back on the ground to collect coins than to really get soaring off of a hill.

It’s accessible and fun, and I understand why it’s gotten all the attention it’s gotten. However, like many of these sorts of games, if you don’t have friends to chase after scores with, or don’t get into a high score mood, Tiny Wings will quickly get old, as mastery is all that it offers. They set up goals to complete to “upgrade your nest” on the main menu, which is nice, but they’re mostly just “do better” so I haven’t really felt compelled to really chase after them. Still, I, honestly, had more fun with it than with Angry Birds, so…

February 15, 2011

Most Clever Category: DVD Chapters

Essner decided we should go to Lambert’s for no reason, and I decided eh, why not? That meant we had a very long wait ahead of us, so I busted out an app I had grabbed for free awhile back: Movie Cat.

Basically, Movie Cat is a movie trivia game. You get 9 “lives,” which represent how many incorrect answers you can get. The different difficulties make you lose different amounts for a wrong answer. On medium, for example, you get one “grace” wrong answer before losing a life, though it does cost you points. The idea is to play all five rounds without losing all your lives, and score as high as possible. Fairly straightforward.

They’ve got a pretty solid mix of categories here. There are several standard trivia categories, like “Award-Winners” and “Chick Flicks,” but there are also categories like “Cat Chat,” which shows you a section of a script from a film, “Dressing Room,” which shows you cat-ized versions of costumes from a movie, and the one I thought was the most clever, “DVD Chapters,” where you have to guess what the movie is by the titles of the chapters on the DVD release. You have to complete 5 random questions to move on to the next round, but you have three “shuffles” per game, where you can draw different categories for that round, if you don’t like what’s up there.

Essner, the movie buff, seemed to think the questions were fairly easy. For me, though, who doesn’t have a mind like IMDB, I thought the questions were of a fairly good difficulty level, having both fairly easy questions and fairly hard ones. I have had trouble getting through all five rounds sometimes. Essner, of course, could breeze through them, no problem.

The only flaw I can find with this app is that it’s single player trivia. I find trivia to be a multiplayer event. That’s why I liked QRank so much: it made it multiplayer by having all your friend compete on the same set of questions. Even if you wanted to compare Movie Cat scores (you can upload your results to Facebook, if you’re that kind of person) you can’t compare them in a meaningful way, because the questions are always randomized. Still, if you like movie trivia on the go, this is by far the slickest and most complete product I’ve enjoyed on iOS. Of course, my only comparison has been the Cash Cab game, which is alright, I guess, but the interface is kind of shitty and it isn’t great. Movie Cat oozes polish. It has that going for it.

Would I pay $2 for it? I’m not sure. I don’t think I would play it a lot alone, which makes that 2 dollars something probably better spent on another iOS game or two. That’s completely personal, though. If you want a trivia experience on your iPhone, especially movie trivia, this is one of the best I’ve seen by far. It’s a quality product that I have certainly had some fun with.