Archive for tiger style

‘Waking Mars’ Updated to Version 2.0 Director’s Cut, Goes Multi-platform

Tiger Style Games had a lot to live up to with their follow-up release to Spider: The Secret of Bryce Manor [$0.99 / $0.99 (HD)], the critically-acclaimed 2009 puzzle adventure and our own Game of the Year that year, but they pulled it off in tremendous fashion with Waking Mars [$4.99] this past February. It’s a game about exploring Mars, and quite literally waking it up by breathing life into the plant-like lifeforms that dwelled within the cavernous confines of the planet.

Like Spider, Waking Mars leaned heavily on its visual and audio style, as well as a certain amount of mystery and intrigue that compelled you to see things through. In short, its atmosphere was just as important – if not more so – than the actual underlying game mechanics, and Waking Mars nailed it.

We thought it was pretty tops in our original review, and for a game that was so reliant on its visual and aural splendor the updates that came post-release that added support for Retina Display iPads and the widescreen of the iPhone 5/new iPod touch actually enhanced the experience a lot. That’s also why the latest update, released today, is also quite significant.

To celebrate the launch of Waking Mars on desktop and Android, the iOS version has been updated to 2.0, the Director’s Cut. It adds full voice acting for all the dialogue in the game, and for someone who takes great pride in the cheesiness of voice acting typically found in mobile games (and many console and PC games, for that matter) I’m proud to say that the voice work in Waking Mars Director’s Cut is excellent and really adds a lot to the experience.

Another slight change that makes a big impact is in the character artwork that appears during moments of dialogue. Previously they were real photographs of people portraying the characters in the game, but this ultra-realism somewhat clashed with the fantastical nature of the rest of the game’s visuals. It just felt a bit out of place. Now those character pictures are actual illustrations, which still retain almost the same look of the original pictures but fit in with the overall aesthetics of the game much better.

If you’re a proud owner of Waking Mars on iOS, run on over to the App Store and download the version 2.0 Director’s Cut, because it’s pretty sweet. If you haven’t got Waking Mars, well, I just can’t recommend it enough. It’s an amazing experience.

If you’re not keen on the iOS version for some reason, you can grab the Android version as part of the Humble Bundle 4 where you pay what you want for a collection of games, or you can grab the Mac, PC, and Linux version straight from Tiger Style’s website. Oh, and if you want to see the game on Valve’s Steam platform, you’ll have to give your vote for it over at the Waking Mars Steam Greenlight page.

Article source: http://toucharcade.com/2012/11/09/waking-mars-updated-to-version-2-0-directors-cut-goes-multi-platform/

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Indie hit Waking Mars lands on Android, and iOS version gets voice acting

Tiger Style’s atmospheric indie adventure Waking Mars is now available to download on Android. And, as an extra special treat, the iOS version has been updated with full voice acting.

Phobos

Waking Mars takes place deep in the belly of the red planet, and has a jetpack-toting astrobiologist cultivating the alien lifeforms inside. You’ll study the Martian organisms, and hijack their ecosystems in order to produce more plants and animals.

All this, while hunting for a lost robot rover and searching for secret messages hidden inside the fourth rock from the Sun.

In our glowing Gold Award review, we called the game “Captivating, elegant, and fiendishly clever,” and said that “Waking Mars delivers a science-fiction epic that’s a delight to explore, and rewarding to play.”

On Android you can get the game from Google Play for £2.99 / $4.99. Or, as part of the latest Humble Indie Bundle (where you can pay whatever price you like).

Deimos

Oh, and there’s a special “Director’s Cut” update for owners of the iOS version. Those lame stock photography character portraits have been improved, and they’re now fully voiced by a cast of actors. The game is £2.99 / $4.99 on iOS, if you haven’t got it yet.

Article source: http://www.pocketgamer.co.uk/r/Android/Waking+Mars/news.asp?c=46451

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Making Curiosity a Reality With ‘Waking Mars’: Mars Mania helps a locally …

Local game developer Tiger Style Games can brag that they were virtually exploring the red planet before it was cool. Not that they’re rubbing it in or anything.

Before Curiosity was getting intimate photos of the Gale Crater, the small independent team at Tiger Style was digging into Mars scientific history and developing a game that insists you be both an exploration adventurer and interplanetary environmental steward to succeed. That game, released earlier this year, is appropriately titled Waking Mars and set in a decreasingly fantastical world where life exists beneath the planets red surface. Decreasingly because the idea of past water and life on Mars continues to look more plausible with each new hi res image.

The team at Tiger Style took this idea and ran with it. Randy Smith, co-owner of the studio talks about the process of moving from hard science to slightly more fantastical science: “We started with the basis of real Mars science today: the dusty, cold, dry surface, the marks left by flowing water, the real caves that actually have been discovered, and embarked on a giant campaign to research the question that no legit scientific text will come right out and answer: if life might have existed on Mars once, what was it like? How long ago, under what conditions, how much of it, and what was its fate?” All of that research time paid off when the game was released for iPhones and iPads letting players fly around the caves of Mars and discover a lost civilization while attempting to replant the seeds of life and make a balanced ecosystem. All while avoiding malevolent plant life, fiery pits, and dripping acid.

Just when sales of the game would be expected to slow to a crawl, suddenly everyone was talking about Mars and the possibility of landing a vehicle there to snap pics. Well, people were also talking about that mohawked guy in the control room back on Earth, but I don’t think that helped generate interest in Waking Mars. “Space enthusiasts out there had their imaginations sparked by this amazing piece of human technology exploring the red planet on humanity’s behalf, and our game couldn’t satisfy that itch more,” Smith explains,”Heck, the most prominent mission in the game is to track down a robotic explorer that discovered life but then went missing under mysterious circumstances.”

So, did the Curiosity really land on Mars or is the whole thing really just Tiger Style’s faked promotional ploy to sell more copies of their startlingly prescient game? “As far as we know, there really are other planets, including one called Mars, and there really is a group of smart people in California who have managed to fly an SUV-sized, autonomous, robotic, mobile science laboratory to the surface of it through space without breaking anything,” says Smith.

Sounds pretty fishy to us.

Article source: http://www.austinchronicle.com/blogs/screens/2012-08-22/making-curiosity-a-reality-with-waking-mars/

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Are You a Side-scroller?

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By John Moore

The venerable side-scroller goes way back in the history of video games. (Think of the ubiquitous Super Mario Bros.) Now, the genre has found a home in mobile apps. The developers’ challenge? Breathe new life into a time-tested game category.

Tiger Style Games is having a go with Waking Mars, a platformer in which players cultivate life forms to open passages and make discoveries while traversing the Red Planet’s caverns. Randy Smith, Waking Mars’ creative director, recently shared his views on how to innovate in this category.

There’s a familiarity among users when it comes to side-scrolling games. Was that a consideration in developing Waking Mars?

Randy Smith: Definitely. Tiger Style aspires to create innovative gameplay, but we also want to reach a casual audience. We knew Waking Mars was going to challenge some expectations by being a nonviolent “action gardening” sci-fi game, so setting it on a platformer created a strong basis of familiarity and comfort to help ease players into the experience. Obviously, it also helped that Waking Mars is about exploration, discovery and interacting with alien creatures, and platformers are fantastic at handling all of those things.

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Given the long history of side-scrollers, what do you view as the key factors in keeping a game in the category fresh and innovative?

R.S.: Presentation helps, but the key is remembering that you can create nearly any experience on a platformer. It’s important not to get too stuck on the cliches and expectations about platformers from what you’ve already played. We all loved Metroid and Super Mario Bros., but sometimes I worry that their design decisions — shooting, jumping, the world built on a grid — recur so ubiquitously throughout all platformers only because of the strength of those designs. The way to stand out is to provide an experience no one has ever had before.

What were the development challenges in creating Waking Mars?

R.S.: Most of our technology challenges were fairly straightforward. The trickiest part of developing Waking Mars was the design. In particular, we were explicitly pursuing nonviolent action gameplay. We came up with the terms “action gardening” and “ecosystem gameplay,” but they were just words at first. We needed to innovate to invent great gameplay along those lines. This took months — if not years — of experiments, false starts, backtracking and hand-wringing before we wound up with something we were really proud of.

This would have been a challenge starting from any basis, so it’s great that setting Waking Mars on a platformer did nothing to complicate it. In fact, if anything, I would say that platformers make for a great starting point to develop something innovative. Platformers solve many of the representation and control problems without imposing too much on the topic of the game, which leaves you plenty of breathing room to experiment and create something new. We feel like we’ve succeeded at this goal twice now — once with Waking Mars and once with 2009’s iPhone hit Spider: The Secret of Bryce Manor.

What’s your advice for beginning developers who are interested in creating side-scrollers?

R.S.: Use your imagination and question those “Metroidvania” assumptions about what platformers must be. Don’t follow the template in every regard. Most of my favorite platformer experiences since the ’80s have turned one if not many of those old chestnuts on their heads. I don’t ever need to play another platformer where all that’s going on is that I’m ducking bullets and timing my jumps over gaps to avoid swinging pendulums. Personally, I am not going to care if you design a cool-looking world with a wild story — unless you are also giving me some new gameplay to experience.

Copyright (c) 2012 Studio One Networks. All rights reserved.


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Article source: http://www.consumerelectronicsnet.com/article/Are-You-a-Side-scroller-2023802

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Zadzooks: Waking Mars review (iPad)

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Apple’s magical tablet takes a junior researcher to the caverns of the Red Planet on a mysterious mission of discovery in Waking Mars (Tiger Style, reviewed on iPad 2, rated 9+, $4.99).

Set in 2097, this side-scrolling science-fiction adventure ties puzzle and platforming elements to controlling Global Space Agency’s astronaut Liang Qi as he explores Mars’ subterranean ecosystem.

After a quake causes a cave-in, a player must help Liang escape from below with some assistance from a computer (that’s suffering from language problems) and base-camp team member, Amani, while relying on problem-solving skills and logical interactions with indigenous species.

What’s odd is how this group of supposed scientists demonstrates such disregard for maintaining the purity of the environment and dives right into messing with its creatures. (It certainly doesn’t imitate “Star Trek’s” Prime Directive, which prohibited interfering with the internal development of alien civilizations.)

Although not quite the lesson I want to teach my tween, it’s riveting for the player as he gets to uncover some dazzling plant life called Zoa and use a variety of its seeds to build life-sustaining environments.

Liang Qi and Amani discuss a new discovery in the iPad game Waking Mars.Liang Qi and Amani discuss a new discovery in the iPad game Waking Mars.

First, to maneuver among the beautiful Lethe Cavern of mazes, simply touch the screen while tiny Liang follows your finger.

Our space-suited researcher also wears a jetpack and will rise and fall depending whether the player moves his finger up or down or sweeps around to look at some glorious, often amber-tinted, structures, including magma rivers, acid pools, water pockets, eroded rock formations and crumbling stalactites.

Navigating through the caverns ultimately will require collecting the correct type of seeds and replanting them to increase biomass in an area (denoted as a number), causing biological reactions.

For example, when a tubelike structure called a Cerebrane blocks a path, a player needs to find patches of fertile terrain to reproduce Zoa such as Halids and Hydrons to generate higher levels of nutrients in the air. The Cerebrane digest the nutrients and will retract in later stages of its growth cycle, clearing the clear the path.

Planting feels like using a slingshot as, with Liang holding a seed, the player pulls an arrow toward an area and launches the seed.

Tiger Style has done a great job of creating a complex assortment of bizarre, bulbous and tentacled life forms that look as if they were plucked from a H.R. Giger sketchbook.

Data is slowly acquired on each life form as the player experiments on their reactions to stimuli, including food or touch. An encyclopedic Rolodex is built with an informative abstract breaking down topics, including vulnerabilities, healing properties and water response.

The player even can automatically tweet reports on any of his findings to pals back on Earth.

Heck, if it were a real ecosystem, it would be quite educational.

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Article source: http://www.washingtontimes.com/news/2012/mar/6/zadzooks-waking-mars-review-ipad/

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‘Waking Mars’ Review – Tiger Style Has Done It Again, This Time With Botany

There are many ways to envision Mars. It could be a barren world, perhaps host to life once but certainly no longer. It could be a thing out of science fiction, teeming with hostile life we haven’t yet met. Or it could be the future of our species, our best hope to leave a planet growing ever-smaller.

Tiger Style imagines a future that brings us to Mars to discover the truth. As the developers of Spider, The Secret of Bryce Manor [$2.99], the company has a lot to live up to, but they don’t falter. In creating Waking Mars [$4.99], they have crafted another game built around storytelling. It is a brave game, one that is willing to think the best of us: that we could discover new life and seek to learn from it, not exploit it.

Liang, the star of the piece, is a Chinese astrobiologist who is part of a tiny team responsible for researching the red planet. This is done from a safe distance, with the help of rovers and computers. When the rover goes missing, it’s up to Liang to recover it.

This means descending into Lethe Cavern, a Martian cave system that has only barely been explored. What should be a brief jetpack jaunt becomes an incredible journey. Liang encounters the Zoa, and begins to bring Mars to life.

The Zoa are Martian lifeforms, essentially plants. Tiger Style has researched and weighed every aspect of the Zoa ecosystem: each plant has its own dietary needs, soil pH requirements, vulnerabilities and biomass. Each contributes to the system in some way: one’s seeds feed another, one releases spores that prepare the soil of others, one predatorily dines on lesser types. A careful balance is required at all times.

The caverns are protected by cerebranes, Zoa that react to nearby biomass. Just as many plants need to be pollinated or processed by other species to reproduce, the Zoa need Liang’s help, and the cerebranes ensure he must give it. By raising the biomass in each cave, he can keep progressing deeper.

In practice, this means collecting seeds and planting them appropriately. ART, Liang’s A.I. companion, keeps track of biomass, tracking it with a five star system. Three is often enough to pass through a cavern, but five is better for reasons that will become clear as you play.

As Liang travels deeper into the caves, a larger story unfolds. It’s the story of the Zoa, and of Mars. It is not the story of Liang. He is stoic, quiet. He rarely discusses his own experiences. He is here to learn, to explore, and to complete his mission.

Aside from ART’s occasional interjections, Liang has one more companion: Amani. She stays back at Base Camp, reaching out to Liang with encouragement and information.

If I have one complaint about Waking Mars, it is this: Amani’s portraits don’t feel appropriate. Where the art is otherwise excellent, Amani’s is bold and out of place. Her portraits look a little too much like a series of stock photos. This is a small problem, but a jarring one.

But Amani herself is a welcome distraction. Early in the game, ART and Amani interrupt Liang’s journey near-constantly, walking him through all the basics. As time passes, they pop in less and less. The solitude of the caverns is a wonderful thing, enhanced by the game’s gorgeous soundtrack, but it’s also lonely in there, deep below the surface of Mars. On those occasions when Amani’s signals break through, it usually begins a much-needed moment of human connection.

Otherwise, Liang is alone with the Zoa, working to build enough biomass to continue his journey. Each discovery he makes is noted in a research journal, each cave he visits is marked on a map. The only thing left to remember is the composition of each cave. At first, resources are plentiful. Later, you’ll need to revisit caves to find the seeds you need. 

Waking Mars is never truly difficult. Some of the Zoa are carnivorous and must be avoided, but there’s no real penalty to letting Liang’s health drop. Similarly, some of the Zoa are very vulnerable, and can be killed. Keeping them alive is rarely completely necessary, however, as most caverns can eventually be brute-forced into growing sufficiently with enough persistence.

In place of difficulty, Waking Mars has intelligence. A clever game, it pushes players to contemplate its mysteries while they solve its smaller puzzles of ecosystem and biomass. Most of your questions will be answered by the time the curtain falls; in fact, I’d consider this one of the most satisfying gaming experiences I’ve had on this platform. Most of that satisfaction is down to the story and its presentation.

In the end, you’ll be left to decide the fate of the Zoa. Though the story can play out in multiple ways, there isn’t a wrong answer among them. You can always reload your final save to try things out differently. This is a blessing, one that lets you find every answer before putting the game down for the last time. This isn’t a game that will stand up to being replayed for most people, but at 6 to 10 hours it should provide entertainment enough.

Waking Mars has everything: a compelling story, beautiful environments, a gorgeous soundtrack and gameplay worth playing. Though it is, in some ways, less risky than Tiger Style’s last game (though I’d argue a game about a Chinese astrobiologist studying Martian botany is not completely risk free), it’s a worthy successor. Spider was an amazing experiment in storytelling; Waking Mars raises the bar on quality in long-form iOS games. Neither should be missed under any circumstances. Get this game. Whether you adore it as I do or not, it’s worth experiencing.

TouchArcade Rating:

Article source: http://toucharcade.com/2012/03/04/waking-mars-review-tiger-style-has-done-it-again-this-time-with-botany/

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Lost Mars preview: Red planet meets green thumb


I experienced the first segment of Tiger Style’s new iPhone/iPad adventure Lost Mars in what might have been my most unintentionally auspicious demo ever: after the developers finished their presentation at Juegos Rancheros, and set out iPads for demos, I took the only available system: the one on stage, hooked up to the projector. So everyone in attendance got to watch me jetpack through a network of caves, and learn the science of xenobotany.

Lost Mars

Lost Mars is a side-scrolling action-adventure game in which an astronaut named Liang descends into the lava tubes beneath the surface of Mars, searching for lost predecessors while also carrying on their mission of discovering life. Yes, in this game, there is life on Mars — and it’s all plant-like. An AI companion (who helps you out by telling you about your surroundings) informs Liang early on that the lifeforms aren’t exactly classifiable as plants, but they’re all certainly plant-ish. They might move around, or take insect-like forms, but they also grow out of grassy patches in the cave walls and spit out seeds that you can plant by throwing them into said patches.

This is the central mechanic of Lost Mars — what Tiger Style called “action gardening.” In order to pass gates within each level, you must achieve a certain amount of “biomass” by planting seeds, which grow instantly. The first plant you encounter does nothing but grow; later, you find plants that produce water, causing other plants nearby to produce more seeds.

Other plants act more “creature”-like, and were shown to grab seeds out of the air to eat, or even eat other plants nearby. There’s a puzzle aspect to generating enough of the right kind of seeds to produce enough biomass. But there’s also a pseudo-platforming element to Lost Mars, as you have to jetpack your way through the winding caves, doing your best not to fall too far and hurt yourself, or land in a pool of lava. Movement is extremely streamlined: you just touch the screen to point to where you want Liang to go, and there’s no limit on your jetpacking. So it’s not a very technical platformer. It’s more of a platformer feel.

Despite claims that some of the art in use was placeholder, Lost Mars was already stunning, with an effective foreground parallax effect that saw rocks scrolling by in the “front” of the screen; it looked eerily like staring into a deep cave. The art must at least be close to complete, as during the Juegos stage presentation, lead programmer David Kalina said that Tiger Style was “trying to get the game out the door by Halloween.”

Article source: http://www.joystiq.com/2011/09/05/lost-mars-preview-red-planet-meets-green-thumb/

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Tiger Style Reveals New Game: ‘Lost Mars’

If you needed one more reason to be jealous of folks who live in Austin, TX, aside from having nearly unlimited access to the best barbecue on the planet, try this on for size: This weekend, Tiger Style’s new game will be playable at Juegos Rancheros at The Highball. If that sentence doesn’t hold much weight for you, allow me to explain.

Tiger Style is the team of guys behind Spider: The Secret of Bryce Manor [$2.99 / HD], which not only was our 2009 iPhone Game of the Year but also took home several other awards such as the Independent Games Festival’s best iPhone game. Juegos Rancheros is an equally awesome monthly gathering of independent game developers that started as a casual thing and since turned into an event that even has attracted the attention of Adventure Time creator Pendleton Ward.

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Tiger Style Reveals New Game: ‘Lost Mars’

If you needed one more reason to be jealous of folks who live in Austin, TX, aside from having nearly unlimited access to the best barbecue on the planet, try this on for size: This weekend, Tiger Style’s new game will be playable at Juegos Rancheros at The Highball. If that sentence doesn’t hold much weight for you, allow me to explain.

Tiger Style is the team of guys behind Spider: The Secret of Bryce Manor [$2.99 / HD], which not only was our 2009 iPhone Game of the Year but also took home several other awards such as the Independent Games Festival’s best iPhone game. Juegos Rancheros is an equally awesome monthly gathering of independent game developers that started as a casual thing and since turned into an event that even has attracted the attention of Adventure Time creator Pendleton Ward.

Details on what Lost Mars is all about will likely be incredibly limited until the event this weekend, but the Juegos Rancheros site offers this tidbit:

What do you get when you mix one part METROID, one part 1970′s-era sci-fi film, and one part… gardening?!

I don’t know what you get when you mix those three things, but I do know I couldn’t possibly be more excited about it. The second we get more details we’ll post ‘em.

Article source: http://toucharcade.com/2011/08/30/tiger-style-reveals-new-game-lost-mars/

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