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Death Stranding Director’s Cut for iPhone delayed, after Apple shoutout

Death Stranding Director's Cut for iPhone | Promo image

Death Stranding Director’s Cut was one of the games highlighted by Apple during the iPhone 15 launch, noting that it would take advantage of the hardware-accelerated ray tracing of the two Pro models.

That was due to be released before the end of the year, but the developer has now said that it needs “just a little more time” …

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Osmo for iPad combines physical puzzles and games with interactive apps

Screen Shot 2014-05-22 at 11.21.41 AM

Parents who share their iPads with their kids for playing games and other entertainment will want to check out this novel idea from the startup company Tangible Play. The product is a combination of iPad game apps and iPad accessories that use the front-facing camera to connect real world gameplay and interactions with what is happening within the compatible apps. At launch, three apps will be available: Tangram, Newton, and Words.

As TechCrunch points out, the company behind Osmo is founded by former Google employees:

The company was founded by ex-Googlers, including Pramod Sharma, who had earlier seen the the intersection of physical and digital when he helped build Google’s book-scanning machine, and Jérôme Scholler, who had worked on Chrome for Android.

For parents and iPad owners interested in Osmo, the game set is currently available for pre-order in a crowdsourcing campaign to raise funds for development. Early backers can join in on the fun at $49 and the final product is expected to ship later this fall. Osmo will be regularly priced at $99 starting June 22nd, so interested backers will want to jump in soon.

[youtube https://www.youtube.com/watch?v=CbwIJMz9PAQ]

 

Infinity Blade 2 hits the App Store: This is your killer game to brag about the power of Apple’s A5 chip

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[youtube=http://www.youtube.com/watch?v=po95N9oC_OA]

Infinity Blade is to the iPad what the Halo series is to the Xbox 360 (or the Gran Turismo franchise to the PlayStation 3). That is, a killer game – a title so compelling that not only does it showcases what’s possible on a platform, but is also so impressive that folks go out and buy the hardware just to be able to play that particular game. A killer title for iPad gamers has to be Chair Entertainment’s Infinity Blade.

Classed as the first iOS game to run on the Unreal Engine, Infinity Blade went on to become the fastest-grossing app in the history of iOS, selling $1.6 million in four days. Three major updates later, Chair Entertainment launches Infinity Blade 2, a sequel to the elegiac action masterpiece. Here’s the blurb:

Journey into the world of the Deathless tyrants and their legion of Titans. Build skills and upgrade characters… all while delving deeper into this mysterious, timeless adventure.

Expect forty new locations (up from ten in the original title), many new hit points, weapons and spells, plus a bunch of other nuances and nice-to-haves. Chair is already thinking post-launch, teasing an update with the Clash Mobs feature where a bunch of other players attack a monster with millions of hit points. In case you were wondering, IGN gave Infinity Blade 2 a 10. A cornerstone of the sequel is, of course, graphics.

[slideshow]
The game features console-quality lighting effects.

The game runs fine on the original iPad, iPhone 3GS, iPhone 4 and third- and fourth-generation iPod touch. However, you’ll want to enjoy it on your iPad 2 or iPhone 4S due to optimizations that really push the envelope of what’s possible on Apple’s A5 chip, especially in the lighting and shading department. Make no mistake, this is one game that you’ll want to show off to your Android-toting friends.

More information is available at the official site. The game hit the New Zealand App Store this morning. You should expect it in the U.S. store around 11pm Eastern time tonight at this URL, priced at $9.99 (a 941MB universal binary download). To celebrate the launch of Infinity Blade 2, Chair slashed the original Infinity Blade to just six bucks for a limited time. Release notes and more clips after the break, including Donald Mustard (creative director), Adam Ford (artistic director) and Geremy Mustard (technical director) talking the visuals.

More videos below:


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