This form does not yet contain any fields.
    Powered by Squarespace

    Entries in iOS (9)

    Monday
    Jul232012

    The Great, Terrible, Incredibly Useless Kotaku Post

    I was officially linkbaited into reading a Kotaku article today. I’ve provided a link, but you really don’t need to go read it.

    The headline reads: “The great, terrible, incredibly important Dark Knight Rises game”. Despite my distaste for Kotaku, I was curious about their reasoning for calling the Dark Knight Rises game ‘important’. My gut (& the previews I saw on various websites) told me it is a movie cash-in game. Nothing exciting or unusual.

    Stephen Totilo’s article opens strong.

    The official video game for The Dark Knight Rises costs $7, looks amazing on my iPad, is a bit of a mess and is one of the most important video games of the year.

    I’m still not sure what his point is, but OK. It’s super important.

    The Dark Knight Rises game is, really, an astounding mediocrity. It’s an open-world Batman game that plays like a poor man’s Batman: Arkham City, the critically acclaimed $60 open-world Batman game of last year. You’ll notice that this poor man’s version costs nearly a 10th of Arkham City, but is maybe only a quarter as good. What’s astounding is that, for this cheap, on this machine, it runs. (See the video we shot of it, above.)

    Again, I’m not sure how to parse this. If the game is 90% cheaper and runs 25% as good, that doesn’t sound like a bad deal, all things considering. Maybe it isn’t, but I can’t tell.  I also don’t understand what’s astounding about the game running “on this machine”:his iPad 1? 2? 3? we never find out, making this an excercise in futility: if that was running on an original iPad I’d be mildly impressed, but it’s not that good looking. Many iOS games look as good, and some look better, so I’m not “astounded” by this. Maybe I have higher standards than Totilo.

    He goes on to describe the game, sounding astounded by the player’s ability to upgrade Batman’s gear or and beat up villains. Totilo breathlessly ramps up to his grand conclusion:

    This is, in other words, a 2012 version of the so-so officially-licensed movie game that our ancestors had to pay full price for back in the Super Nintendo and PlayStation eras. This is a passable game released in order to officially glom onto the release of a movie. The shock here is that it’s been done for $7 and that, the iPad/iPhone/Android’s lack of buttons notwithstanding, it’s a shockingly attractive and substantial multi-chapter game. 

    So, I should be shocked that there’s a $7 movie tie-in game? I wasn’t aware that it was new. What about The Hunger Games? Iron Man 2? Super 8? Hell, Spider-Man got not one, but two tie-in apps. Warning: these are all App Store links).

    All of these apps have at least a 3 star average review, so they’re at least passable, which is what Totilo calls the Dark Knight Rises (he also calls it great, terrible, and important, but let’s stick with his conclusion). The only interesting thing about the Dark Knight Rises tie-in is the price of $7; this is several dollars more expensive than every other game I’ve listed. 

     

    Based on my own research, as well as Totilo’s near-breathless article, I don’t think the Dark Knight Rises is particularly great, nor terrible. I haven’t played it myself, so I shan’t pass judgment. But the one thing I can conclude with certainty is that it is not important, making Totilo’s article useless. It has no purpose, doesn’t really have a clear statement or thesis, and it is a waste of time.

    Tuesday
    Jan312012

    Steam (iOS) Impressions

    So I got beta access into the Steam iOS app. This is a weird situation: the app is quite good, very functional, and introduces no new functionality, so I really have no idea why this is in beta. Anyways.

    Update (1:14PM): According to Joystiq, the app is out of beta. That was fast.

    Functionality

    The app is highly functional. It does pretty much everything I wanted from Steam on iOS. It lets you chat with friends on Steam, browse their extensive catalog, make purchases, update your wish list, check the specials … the store even includes the warnings that you already own the game and lets you buy DLC. You can see who is online and what they’re playing, and even read the Steam Newsfeed (which is basically a list of daily deals) and some syndicated newsfeeds, such as the TF2 blog and Eurogamer.

    Frankly, the only thing you can do on desktop Steam that you can’t do here is launch games.

    The app is fast and responsive, but it does seem oddly slow for loading images. Thankfully, rather than loading all the screenshots for the game, it hides them behind a “Screenshots” button. For my test game (Sonic Generations) it took over 20 seconds for the first screenshot to appear, with the rest filing in at about one per five seconds after that.

    But really, functionally speaking, there’s not much else to say. It works really well and does what you’d expect. It’s actually notably more responsive than their website and desktop apps, save for image loading (which is sort of a non-issue).

    Interface Design

    Overall, the app feels and works very much like Steam, ported to iOS. Visually, it’s absolutely unmistakable from Steam, with the dark greys and light blues you’ve come to love and expect. But I have to get really, really nerdy for a minute. Sorry.

    The Steam app is absolutely inspired by the iOS version of Facebook in terms of it’s design. The overall layout is fairly standard and easy to learn, but if you’ve used the Facebook app, you’ll be oddly at home. Take a look:

    For those who aren’t iOS nerds, look at the top of the first two images. Note that button with three horizontal lines. That pulls up the side menu, featured in the bottom two pictures. Note how in each case you can see a small sliver of the first screen on the right; when you do this in the app, the screen “slides” to the right to reveal the menu, as if it’s been sitting here the whole time. It’s a nice effect. So from this screen, we know that the box with three lines means ‘bring up the side menu’.

    Then, Steam iOS pulls something crazy:

    That’s the shop. Where’d the box with the lines go? It’s been replaced with a back arrow labelled ‘Friends’. In terms of iOS interface design, this is relatively egregious. Arrows that look like this are used all across iOS, in Mail, the iTunes Store, the App Store, the Music app … pretty much anywhere you’re likely to go backwards. The label indicates where you were previously, so if I take a look at Dustforce, the back button should be labelled ‘Catalog’. Tapping that arrow slides the screen to the right, revealing the previous screen on the left, as if it had always been there. Unfortunately, Steam breaks this convention in a number of ways:

    • The menu is “on the left”. This is previously established in the Friends screen. This breaks the user’s mental “map” of how the application is laid out.
    • The back button is supposed to bring you back. Always. That’s the point. There’s even an arrow pointing backwards. But we came from the menu. (And it always brings you back to Friends; there’s no way to go from the Wishlist to Catalog to get Wishlist up there. Steam always thinks that ‘Friends’ is the last screen you were on after using the side menu).
    • Weirdly, to get back to the menu, you do have to tap through Friends first. So if you mis-tap Wishlist instead of Catalog, you have to go through Friends to get back to the menu.
    • So your mental map is that you have the Menu, then Friends to the right of that, then Catalog to the right of that, and whenever you use the menu, you sort of pretend Friends isn’t there as the Catalog slides in from the right. Awkward. (The animation actually shows the Friends screen zooming by on your way to Catalog, but that’s tough to see unless you’re looking for it)

    This back arrow gets broken all the time: if this sort of analysis interests you, check out Neven Mrgan’s post on the back button. But I never thought I’d say this: Facebook gets it right. The box with the horizontal lines is on every major section in Facebook, with profile pages and messages “to the right” of it, presenting you with the back arrow when you’re there. But the major sections don’t have the back arrow, they have the menu button.

    Let me be clear: this isn’t a major issue. It doesn’t make Steam unusable, or even difficult to use, at all. But as a nerd who appreciates small details and likes analyzing design decisions, this seems like a weird oversight by Valve’s iOS team. Basically, Valve should change it so major sections (Catalog, Wishlist, Groups, etc) should present you with a menu button instead of a back arrow labelled ‘Friends’. Very simple fix.

     

    Another weird interface issue, although I feel that this is a bug. The app lets you set your date of birth in the settings to skip the DOB warning for mature games (YES), but if you use your iPhone in landscape mode, it ignores how you’re holding it while you set your date of birth. Yep, I have this on video. I’m fairly sure this is a bug, and I did ping the @Steam_Games Twitter account about it.

    I have another minor gripe, but this is so minor I almost didn’t mention it: Steam shouldn’t use different search method on different screens. In the Friends list, scrolling ‘above’ your friends brings up a search menu (just like in iOS Mail, Contacts, etc). In the Catalog, there’s a dedicated Search button (the magnifying glass) in the corner. I think it’s a good habit to pick one.

    Beta Access

    One final note. Gaining beta access is … weird. You have to attempt to login to the Steam iOS app (including Steam Guard authentication, if you have it). Then it informs you that you have to wait for Steam beta access.

    When you get beta access, you don’t get an email or an iOS push notification. In your Steam desktop app, it appears as a message near the top, and it appears in your ‘Steam inventory’. I’m not sure why they structured it this way. I’m honestly not sure how long I’ve had access for, if I’ve had it since the first day or just now. I don’t log into Steam daily.

    Overall

    Overall, it is a really solid app. I’ve spent the better part of 1200+ words whining about a minor interface issue, but it’s highly functional, responsive, and nice looking. I’m really happy with it, and honestly, I would’ve been happy with just a chat client. Nice to see that we got much more than that. Thanks, Valve!

    Friday
    Dec162011

    Linked List: EA's New Theme Park Game Is A Rotten Scam

    Jim Sterling, over at Destructoid:

    Sixty dollars. It costs $60 for a single in-game roller coaster. And that’s one of the cheaper rides.

    But it’s free to download!

    P.S.: I’m aware that this is old, but it was sitting in my Instapaper queue and I had to share it. Enjoy your weekend.

    Wednesday
    Dec072011

    Missed Opportunities

    One last thing about Assassin's Creed Recollections: while the game is played "in real time", that's hardly accurate. As far as I can tell (I don't own all the cards, nor have I actually timed anything), every card in the game takes half a "day" to play, and has half a "day" cool down. The only exception to this is the "Surprise" class of cards, which are effectively instantaneous.

    In other words, it may be real time, but no cards take advantage of this. If you're fast with playing them and don't dally, the game basically becomes turn-based. It's a missed opportunity, really; why not have some fast attack cards? Some slow ones? That's the big advantage of a digital, real-time game, isn't it?

    Friday
    Oct072011

    King of Dragon Pass

    Who says you can’t play deep games on iOS? I just tried out “King of Dragon Pass”, and it fits nearly all of my prerequisites for being a great iOS game.

    Basically, you play the leader of a clan in the titular Dragon Pass. The entire game plays out as a strange combination Civilization and a choose-your-own-adventure book. Gameplay involves you keeping an eye on your food levels and ensuring your clan is fortified and all sorts of simulation-esque aspects, with random interruptions where you are asked to make some sort of critical decision. This can range from enemy villagers trying to RAID YOUR HARD EARNED CATTLE to one of your farmers having an illicit affair, with you being the judge as to whether or not she should be forced to marry her original groom. Decisions you make can have ramifications both immediate and long-term (the girl becomes pregnant, etc). Those are two of the more pedestrian decisions; I don’t want to spoil the crazy ones!

    Of course, in true Civilization style, you have advisors who provide you with advice on every decision, although your advisors are inherently just citizens in your clan; one of my advisors slew all the heirs of another clan just because he can (I chose to compose a poem in their honour, which was deemed an insufficient response, and they declared war on me). They can die or be killed, you can replace them with advisors who fit your worldview, whatever.

    Now, while I make all these Civilization comparisons, it’s not a simulation, and you don’t need to micro-manage. There’s no “city” screen, no looking at what tiles are near your clan, etc. You have just one city, and building within it is limited to defensive structures and shrines. At it’s heart, King of Dragon Pass is a diplomacy-and-war centric game, a true role-playing game where you take on the role of this clan leader and must make appropriate decisions. Being the leader of a warlike clan and making peace offerings will not curry you much favour.

    If you can’t tell, I’m totally enthralled with this game, even though I still don’t completely understand everything available to me. But that’s OK; it has a manual, but I’m enjoying just figuring it all out. But in addition to being a great game, this is an awesome iOS game, because it scratches a few specific itches I had:

    • It has absolutely zero “active gameplay moments”, requiring precise and rapid input. Thus, I can play this game while relaxing, while on the bus, whatever. If the phone rings, or Fringe comes back up on the TV, or if someone jostles me on the bus, I just lock my phone. I don’t have to worry about “being in the middle of a fight!”, or mis-tracing a line and blowing up a plane, or whatever.
    • The game is full of amazing little touches, both funny and heartfelt. One of my advisors passed away, with the note “His grandchildren are stricken with grief”, which was surprisingly sad. Then another advisor died, with the last words of “Bless my clan and curse the elves”
    • It’s deep. Like, crazy deep. I really have no idea what I’m doing, and it’s pretty awesome.
    • It’s also a great iPad game. It’s not Universal, so playing it on the iPad gives you the option to either play with it in it’s original iPhone size or blow it up. It looks great blown up.

    It’s ten dollars in the App Store, and if you’re looking for a deep roleplaying game without having to worry about grinding, building a party, or combat (but want to go to war!), I can’t recommend King of Dragon Pass enough. I’m told this game is a classic revived, but as far as I’m concerned, it’s a great new game too!

    Tuesday
    Apr122011

    Asynchronous Gaming

    I’ve become addicted to asynchronous Carcassonne.

    One of the biggest downsides of board games is their bothersome habit to take time. It’s easy to squeeze in a few quick Pokémon battles on the bus or some Marvel vs Capcom battles in the space of 10 minutes (long DLC checks notwithstanding; I cannot believe they haven’t gotten around to fixing this yet!) but board games typically take much longer. Enter asynchronous online play.

    The easiest analogy for asynchronous play is that chat is live and email is asynchronous; it’s the same game, just spread out. You don’t have to sit and wait for the other player’s turn, you can do something else. Watch TV. Study. It doesn’t actually matter, because asynchronous online games don’t require your input until after the other player, and ideally, there’s no time limit at all. Words With Friends (essentially Scrabble) is totally amazing because I can put down my word, and I’ll just see a little (1) on the Words With Friends icon when I have a game to play. I can have several on the go simultaneously. If me and my buddy are both on at the same time, great, we might throw down an entire game within the space of 20 minutes. If not, who cares if it takes him two days to put down his next word. I’ll just be notified when it’s my turn and I can take it at my leisure.

    Of course, asynchronous gaming is nothing new. The most obvious asynchronous game prior to online gaming is chess by mail, but not a lot of people have experience with that. What about scoreboards? Back when arcades were popular, if I walked into an arcade and saw that someone had beaten by high score on DDR, I’d be compelled to beat their score myself. I’m not really competing with DDR or with the songs; I’m competing with A514Nd4NC3R, asynchronously. Any type of scoreboard competition is asynchronous, when you think about; even sports, where people are constantly trying to beat each other’s world records, even if they aren’t directly facing each other. 

     

    But the internet makes things a whole new ballgame. In a world where we’re increasingly connected to each other, asynchronous gaming becomes more than just an odd way to look at many sports, it represents a whole new way to play games and keep in touch with people. I love it, and I hope that we see tons of excellent asynchronous games in the future! 

    My favorite asynchronous games right now are Words With Friends (iTunes link) & Carcassonne (link to official website). Both are iOS apps where I can start or continue games on either my iPhone or my iPad, and both are games I’d like to play more in person, but just don’t always have the chance to. Now, I do!

    Postscript: If you have no idea what Carcassonne is, I discuss it in my post about board games. You can also check out the Carcassonne link above. 

    Tuesday
    Apr052011

    A surprisingly useful pen & paper tool . . . with no pen or paper

    So I found what might be my favourite DM tool for D&D since my dry-erase battlemat; an iPad.

    I know, I know, calm down. I’m not suggesting we remove books or imagination from D&D or that we all sit around staring at screens rather than at each other. But I was playing around with Numbers, the iPad’s official spreadsheet app, and something clicked: it’s actually really useful for running battles, and in some ways, better than a pencil & paper! I’ve just written a tutorial on using Numbers for your D&D game, and afterwards I’ve got a few brainstormed ideas on other ways you could use iPad or another tablet to level up your D&D game. So, without further ado, let’s roll!

     

     

    First, set up a simple table featuring the stats of your PCs. Toss in maximum HP, basic stats that you’d want to reference (AC, Fortitude, etc). Make the first non-header row a row of checkboxes, and label that row “Turn”.

    DnDiPad01.PNGSomething sexy like that. You can see that I named the chart “PCs”, and the sheet it’s on “Fellowship” to indicate that this is the base sheet for my party. Had I spent more time preparing this idea (I literally created this 5 minutes before I started writing this post) I’d include a second table listing skill bonuses and other things about the PCs you’d like to reference, especially stuff you want to reference without them knowing, like Passive Insight scores. But it’s key that those things should be in a second table, especially if you’re going to be detailed, because we’re going to copy this simple stat table.

    So, copy the first table into a new sheet. If you’re planning an adventure and you know the PCs will be getting into three fights, make three new sheets and paste that simple stats table into each sheet. Then go ahead and add in the monsters that the PCs will be fighting, each with their own stat column, although you could condense 1 HP minions. You don’t need to have Initiative filled in, we’ll be entering that later. Then tap the new sheet tab at the top, and choose ‘New Form’. Set the form to be for the table you just created with the PCs & monsters. You should end up with a setup like the following:

    DnDiPad02.PNG

    Note how I’ve named my sheets. Weathertop has all the core stats I’ll need for the Weathertop fight, Weatherform is my form entry for Weathertop, and Fellowship is the sheet I created earlier that has all the standard stats. So you can quickly see your different fights and move from one to another, like Weathertop, then Balin’s Tomb, etc. Our preparation is essentially done!

     

    Let’s fast-forward to the battle. “Roll initiative!” I cry. And as players start shouting out their initiative numbers, I can fill them in on Weatherform. I don’t need to worry about ordering them or making sure I write the Initiative down somewhere where I won’t lose it, this bad boy keeps track of it all for me.

    C’mon Aragorn, stop texting your girlfriend and give me your Initiative roll, or else you miss the first round!

    And when I swap back to the actual table, my initiative will be all filled in. I can just tap on the header and drag the various columns around, so now I have this:

    DnDiPad04.PNG

    And now the fight can begin (man, these players are screwed, look at that HP). I’ve got all the stats I need right here, so I don’t need to constantly ask Frodo what his AC is. The different columns indicate turn order, so in this case, the Nazgul King is going first. Aragorn’s pitiful Initiative result puts him in dead last, even behind the generic Nazgul A & B. The check boxes allow for easy tracking of who has taken their turn and who hasn’t; great if you’ve got a pile of mobs to keep track of, or if your players tend to let their minds wander (I recommend using form entry to check the boxes). After a while, your sheet might look like this:

    DnDiPad06.PNG

    Note how I’ve been using the Turn checkboxes (so it’s Aragorn’s turn) and how poor Frodo has already slipped down to -9 hit points. But there’s a little surprise I never mentioned yet. If you take a bit more time to prepare, you can really turn this up to eleven. Check this out:

    I am fully aware that at no point in the Lord of the Rings is a Displacer Beast relevant.

    Now i’ve got images of the minis down there. Imagine putting art of weird monsters down there, or even in another sheet. If players ask “What the hell does a Nazgul even look like?” you can either zoom in and show them the art, or describe it to them. Also, imagine putting a mini underneath each column so I know exactly which mini corresponds to which stat-column. This is great if you don’t have a huge selection of minis, so you might have a Skeleton Archer representing Nazgul A and a Bandit representing Nazgul B. You can drop quick images of those minis beneath the columns to remind yourself of which is which.

    I even have a stat block down there, so I have all their attacks and traits and things also at my grasp, but with the super-key information like HP really easy to reference and change. I also imagine you could put a picture of what you want the battlemap to look like, to help you arrange your Dungeon Tiles and get everything set up. And it’s all on the same sheet!

    And the best part? This is all doable/changable on the fly. If a character’s initiative changes, you can re-order the columns in about five seconds. If you realize that Aragorn is blowing the Nazgul away and the players need a trickier fight, duplicate the Nazgul column twice and suddenly reinforcements climb up the side of the mountain! And with the Turn checkboxes, you’ll never miss a turn or forget whose turn it is if you all go out to grab some pizza before continuing the fight. No awkward erasing and quickly writing things down, the paper getting more and more difficult to read as the battle wears on, no more losing where you wrote down the Nazgul King’s HP, no more accidentally writing on your Monster Manual when you meant to write on your scratch paper but you’re juggling 3 books at once …

     

    There are some other sweet uses of the iPad for games like D&D. I won’t go into detail here like I did above; consider this section just a bunch of ideas I’m throwing out.

    Obviously, having a Safari tab open to the Rules Compendium would be fantastic, and if you’re running a home-written adventure of a Dungeon Magazine adventure, having that sitting in iBooks as a PDF would be invaluable. Being able to look up art on the fly would be pretty killer too; imagine a player asking what the hell a Barghast is (seriously, what the hell is a Barghast?).

    And if the players are all carrying smartphones, firing off an email or text with a secret message (“Boromir, the Ring has taken control of your mind. Try to take the Ring from Frodo when the two of you are alone.”) can help keep truly secret info secret, without passing around a giant note or calling a player aside. Or imagine if the guy playing the Wizard couldn’t make this week’s session due to exam studying; maybe he could send a message to the party warning them of danger via Skype or FaceTime, or provide buffs via Twitter (@Wizards_DnD style). It’d be silly, sure, but I bet it’d also be pretty awesome. And if your group isn’t too distractible, turn on some generic fantasy music to set the tone.

    The non-DM uses are pretty nifty too. Get a drawing or sketching app and suddenly dungeon cartography isn’t so bad! Running up against the edge of paper and finding out that the Mines of Moria keep going is a total pain, but with a tablet, you can just zoom out and keep drawing. Keep all of your power cards on one small screen (I’d recommend a smartphone over a tablet for that purpose), and write down your loot digitally so the scrap of paper won’t be lost. Send messages to fellow players if you’re planning something secret that you don’t want your DM metagaming about, or send him a message if you want to investigate a fellow party member without arousing suspicion (“Boromir is acting odd, can I use Insight without letting him know?”)

     

    Now, those are just ideas. Maybe they’ll be totally useless for your game. I know that adding technology to this inherently non-electronic game is often viewed as something dangerous. And sometimes the appeal of D&D is that you aren’t playing around with touchscreens and sending emails, and I’d never want to take that appeal away.

    I’m not presenting any of this as the way you should be playing, but I do enjoy experimenting with new ideas, and I think some of these would be a lot of fun, depending on you and your group. Feel free to experiment with them, and if you ever do try anything along these lines, let me know in the comments! Or if I’m missing some really sweet idea, feel free to sound off as well. Do you use technology in your game at all?

    Thursday
    Mar102011

    Linked List: Why Angry Birds is so successful and popular: a cognitive teardown of the user experience

    By Charles L. Mauro, over at the Pulse>UX blog:

    It is engaging, in fact addictive, due to the carefully scripted expansion of the user’s mental model of the strategy component and incremental increases in problem/solution methodology. These little birds are packed with clever behaviors that expand the user’s mental model at just the point when game-level complexity is increased.

    Great article analyzing Angry Birds from top-to-bottom, looking at the sound, animations, tap response time, everything. Highly recommended.

    Wednesday
    Feb162011

    Parental Controls

    I know I’m behind the times with this, but this is just idiotic. Head to the Washington Post for the full story, but these quotes should give you the gist of things:

    Over the winter break from school, 8-year-old Madison worked to dress up her simple mushroom home on the iPhone game Smurfs’ Village. In doing so, she also amassed a $1,400 bill from Apple.

    “I thought the app preyed on children”, she [the mother of the child] said. “Note that the Smurf app states it is for ages 4-plus”

    Apple said it tries to prevent episodes like Madison’s by requesting a password when making in-app purchases. And parents can change settings on Apple’s gadgets to restrict downloading and transactions, Apple spokeswoman Trudy Muller said.

    But parents say changing those settings isn’t easy or obvious.

    Yes, the settings are easy and obvious. It takes four taps to reach the parental restrictions on an iOS device. It’s a bit more complicated on a console, but it’s still fairly easy. The parental restrictions are in no way hard or complicated, assuming you actually try to find them. I didn’t find those links above by my encyclopaedic knowledge of my console operating systems, I found them by Google searching for them.

    Children, for many reasons, don’t always completely understand what they do. Even giving an older sister your iTunes password (which is what happened above) is asking for this sort of stuff, because your iTunes password can be used to buy things from your credit card without your consent. When I put it that way, it looks like such a horrible idea. So why do kids know their parents’ passwords? Because these parents are lazy. It’s much easier to say “Just type in ‘password’, I’m trying to watch American Idol!” and assume your kid won’t buy anything stupid because he’s such a good boy. My message to anybody affected by this is the following: blaming Apple, or Capcom (the developer of the Smurf game), or Microsoft or Sony or Nintendo or anyone but yourself is just passing the blame because you’re too lazy to get hands-on with parenting. You wouldn’t give your kid your credit card at the mall because he might run amok, why would you give it to him when he’s in a digital store full of things to run amok with?

     

    Are the “Smurfberries” a scam? Not at all. A scam is defined as fraudulent or deceptive, and there is nothing fraudulent or deceptive here. It’s certainly not the best thing you can buy with your money, but Capcom is completely up-front about the cost, and your credit card is protected behind your iTunes password, PSN profile password, or Xbox profile password. To say that the app “preys on children” is more deceptive than this app; at least the poor app isn’t using fear-inducing buzzphrases to make a news article. Supermarkets “prey on children” by putting candy bars at the checkout aisle too, and kids sneaking candy bars into shopping carts is something parents have dealt with for ages. And they deal with it by not giving their kid their credit card. Because while the app might be for kids who are 4+, your credit card isn’t.

     

    Am I too harsh? Or do you readers agree with me?