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Posts tagged with "games"

Rainbrow, a Game Controlled by the iPhone X’s TrueDepth Camera

Joe Rossignol, writing for MacRumors about Rainbrow, a free arcade game for the iPhone X that requires you to raise your eyebrows or frown to move the character on screen:

Simply raise your eyebrows to move the emoji up, frown to move the emoji down, or make a neutral expression and the emoji stays still. Note that if you raise your eyebrows, and keep them raised, the emoji will continue to move in an upwards direction, and vice verse when maintaining a frowning expression.

While there are no levels, the game gets increasingly difficult as more obstacles appear. The goal is simply to get the highest score possible, but players can only compete against themselves right now. Gitter told us that he plans to integrate Apple’s Game Center for multiplayer competition in a future update.

Here’s a video of the game in action:

I played this for 20 minutes last night. It’s genius. Using the TrueDepth camera on the iPhone X, Rainbrow can detect the movements of muscles around your eyes and thus ask you to raise or lower your eyebrows to move an emoji up and down to collect points. What makes this game feel like magic – as if the iPhone is reading your mind – is that there’s no camera preview on screen and no buttons to press: you don’t see your face in a corner; the game simply reacts to your expressions in real-time without an interface separating you from the actual gameplay. It’s fun, and it’s a good demonstration of the accuracy of the TrueDepth system.

Here’s what I wrote two weeks ago in the TrueDepth section of my iPhone X story:

I’ve been asking myself which parts of iOS and the iPhone experience could be influenced by attention awareness and redesigned to intelligently fit our context and needs. I don’t think this idea will be limited to Face ID, timers, and auto-lock in the future. What happens, for example, if we take attention awareness farther and imagine how an iPhone X could capture user emotions and reactions? TrueDepth could turn into an attention and context layer that might be able to suggest certain emoji if we’re smiling or shaking our heads, or perhaps automatically zoom into parts of a game if we’re squinting and getting closer to the screen. A future, more sophisticated TrueDepth camera system might even be able to guess which region of the display we’re focusing on, and display contextual controls around it. Siri might decide in a fraction of a second to talk more or less if we’re looking at the screen or not. Lyrics might automatically appear in the Music app if we keep staring at the Now Playing view while listening to a song.

It might be a silly game, but Rainbrow is the kind of different application of TrueDepth I had in mind. The same goes for Nose Zone, a game that uses ARKit’s TrueDepth-based face tracking to turn your nose into a cannon to shoot squares (I’m serious). While these first TrueDepth games are fun gimmicks, I believe we’re going to see invisible, persistent attention awareness and expression tracking become embedded into more types of apps over the next year.

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The State of Nintendo’s Smartphone Games

Great overview by Bryan Finch, writing for Nintendo Wire, on the state of Nintendo’s high-profile mobile titles:

With the recent release of Animal Crossing: Pocket Camp, Nintendo has now delivered all of its previously announced smartphone games. The shocking change in company policy that lead to the development of these titles was one of the final projects that Nintendo’s former president, Satoru Iwata, managed before his untimely passing.

These games have been a mixed bag of success for Nintendo, both in terms of quality and profits, and since all of the known games are now out in the wild, it’s a good time to check in and see where each Nintendo mobile game stands at the end of 2017.

My goal here is to examine what the games set out to achieve, how successful they were with those goals on launch, where they are today and where they can go from here.

Finch is spot-on about Super Mario Run and what went wrong with the game, and I agree with his assessment of Animal Crossing’s future potential. I wonder what Nintendo could do with a future mobile Zelda game.

See also: rumors of Nintendo looking for another mobile development partner, and Pocket Camp’s performance thus far.

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Animal Crossing Debuts on iOS a Day Earlier Than Expected

This past Friday, Nintendo America announced via Twitter that Animal Crossing: Pocket Camp would be available on iOS worldwide on November 22nd.

Instead, the game showed up unexpectedly early on November 21st. This isn’t the first time Nintendo has surprised fans with an early release. In September, after announcing a release date for a major update to Super Mario Run on the App Store, Nintendo released that game a day early too.

In a move that may be in response to complaints that some levels of Super Mario Run required an in-app purchase, Animal Crossing is up front about its pricing, imposing a popup during the setup process that explains that Leaf Tickets, which are an in-game currency, can be purchased, but are optional. Before you can get started, there are also other instructions and a 99 MB update to download. It’s a laborious process but doesn’t take long if you have a good Internet connection.

Animal Crossing is based on Nintendo’s 3DS title Animal Crossing: New Leaf - Welcome amiibo and includes some of the same characters. You play as the manager of a campground, building your campsite and interacting with animals you meet. As you play, you collect items and complete tasks for the animals you meet. The materials you collect are used to craft items to decorate your campsite. Leaf Tickets, which you can earn in-game or purchase as an In-App Purchase can be used to purchase accessories for your campsite or speed up the construction of items.

I have only just scratched the surface of Animal Crossing, but it looks great, especially on an iPhone X. The game’s colors are vivid, and it takes full advantage of the iPhone X’s display. While not as deep as the Animal Crossing games available on Nintendo’s hardware, Pocket Camp looks like a fun way to spend some time over the long Thanksgiving weekend in the US. I’m also looking forward to connecting with friends who have Nintendo accounts to see what kinds of campsites they build.

Animal Crossing: Pocket Camp is available on the App Store as a free download.



The High Stakes Secret Release of Monument Valley 2

Monument Valley 2 was announced and released during the WWDC keynote this past June. Andrew Webster at The Verge talked to the team behind the game about keeping the sequel a secret and the success the game has enjoyed in the subsequent months.

Since WWDC, the follow-on to one of the biggest App Store hits in recent years is selling well, including in China where sales are greater than in the US. Still, it remains to be seen whether ustwo’s latest release can match the original, which did even better in its second year on the App Store. Asked about how that kind of success can be replicated, ustwo head Dan Gray said:

“Your game needs to operate on a number of levels — at least that’s how we work,” he says. “When we think about how kids interact with Monument Valley, they treat it like a toy. There are these amazing structures, and it’s very tactile, there’s a lot of audiovisual feedback. That’s the most simple form of interaction. And then there are the people who understand the basic premise. In Monument Valley 2, that is a mother and child trying to solve problems together. Then there are the people who talk on internet forums and Twitter, and have really high-level, deep discussion.”

The Verge’s profile coincides with the release of a behind-the-scenes video created by ustwo that follows its team as they fly to San Jose and reveal Monument Valley 2 to the world.

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Nintendo Disappointed by Super Mario Run Profits

As part of its earnings report, Nintendo announced today that its iOS game, Super Mario Run, has not yet reached ‘acceptable profits.’ At this point, nearly a year after the game’s debut, it’s hard to imagine when, if ever, that point will be reached barring a major shift in the game’s business model.

Super Mario Run took the App Store by storm in December 2016 breaking download records and topping the charts around the globe. But the game, which is free to download costs $9.99 to unlock all the levels. That’s a steep price by App Store standards for games. About a month later, the Wall Street Journal reported that Super Mario Run had been downloaded 78 million times and earned $53 million in revenue.

In contrast, Nintendo says that Fire Emblem, which was released in February and features a free-to-play model, has met its profit objectives. The same in-game consumables model has been adopted for Animal Crossing: Pocket Park, which is available in Australia and New Zealand but won’t debut in the rest of the world until late November.

I’m not a fan of free-to-play games in general, although they can be done tastefully. Perhaps Nintendo’s profit expectations for Super Mario Run were too optimistic from the start, but it’s hard to argue against free-to-play for a company like Nintendo when even its most beloved franchise is perceived a failure on mobile platforms.


Motherboard Reviews Animal Crossing: Pocket Camp

Most of the world has to wait until late November for Animal Crossing: Pocket Camp to arrive on iOS, but if you live in Australia or New Zealand, you can play the game now. Jed Whitaker has an early review at Motherboard where he provides additional details about the game’s free-to-play mechanic and stacks it up against Animal Crossing: New Leaf, a 3DS game on which Pocket Camp is based.

According to Whitaker:

One major change to the Animal Crossing formula here is that almost all items must be crafted instead of simply purchased, and the time it takes to craft something passes in real time. The game starts out by having every item only take one minute to craft, but three hours in, wait times get much longer, and you can pay real world money to purchase the premium currency, Leaf Tickets. These can be used to craft items instantly and to basically speed up every facet of the game.

Wait times in Pocket Camp are three hours. By comparison, New Leaf wait times are three days, which Whitaker points out should make Pocket Camp more tolerable to fans of the franchise. Still, if you simply must have an item right away and can’t wait a few hours, you can buy Leaf Tickets as an In-App Purchase.

Fans of the Animal Crossing series may also need to lower their expectations a little. At launch, there are only 40 animals to befriend in Pocket Camp, a small number compared to the over 300 available in New Leaf. Still, even if it’s not as deep as other incarnations of the series, Pocket Camp looks as though it strikes a good balance that should make the free-to-play aspects of it tolerable.

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