Jared’s 2018 in Review: Some Fun Trips, a Lot of Hard Work, and of Course TONS of Fantastic Mobile Games

As 2018 comes to a close, we can once again look back and marvel at a wild year of mobile gaming. We say this every year but it really is mind blowing how many great games come out on mobile ever year. It’s a shame that so many people can’t look past the many bad games that also get released, as once again this year we compiled a list of what we thought were the best 100 mobile games of 2018 and the variety of titles included on that list has a little something for everyone, even the most staunch anti-mobile gamer. The incredible thing is that that list starts out being three or four times the size, and it’s actually tough to trim it down to “just" 100 games. My wish for 2019 would be that more people realize that mobile gaming doesn’t have to be a replacement to any other gaming platform, and is simply just another avenue for enjoying great gaming experiences. Having tons of fun games to play on my iPhone hasn’t prevented me from also enjoying the heck out of my Switch and Xbox One this year, and when more games are available on all platforms it’s a win for everybody. Maybe wishing for the “mobile sucks" stigma to go away is just asking too much, but year after year of putting together these “Best Of" lists has me questioning how anybody could dismiss the entire platform for gaming.

But I digress. 2018 was a fantastic year of mobile games for me, as well as a year full of several fun adventures that were directly related to running TouchArcade. I feel incredibly lucky to be able to write about video games for a living, but as we detailed in our top 100 post, TouchArcade is really hanging on by a thread nowadays, and I have no idea what will become of us in 2019. If the worst should happen and I’m forced to go out and find “a real job" I’ll continue being interested in mobile games as a hobby, just like I have been for a decade now and just like I was before it became a job to me. I’m a lifelong gamer and mobile gaming will always have a special place in my heart. On that note, I thought for my personal best games list I’d forego the traditional list format (which we pretty much burnt ourselves out on doing the top 100) and would instead recount the year that was 2018 and mention the games that meant a lot to me along the way. Much in the same way hearing an old song can transport you to a specific time and place in your life, certain games were very much a part of my experiences in 2018, and while this won’t include ALL the games I enjoyed throughout the year it will include an eclectic mix and even some games that didn’t quite make it to our best of the year coverage.

The first week of January this year was spent down in Atlanta with Eli while we attended the Hi-Rez Expo 2018. Hi-Rez is mainly in the PC space with their smash hit MOBA Smite and their popular first-person shooter Paladins, but they did have some mobile projects to show off with their already soft-launched Paladins Strike (Free) and the newly-announced lightweight RTS Bot Smashers. This trip was so early in the year I was still reeling from the onslaught of high-profile releases as the end of 2017, and was mildly obsessed with Bennett Foddy’s Getting Over It ($1.99) and was trying my darndest to get into Arena of Valor (Free) to see what all the fuss was about. I also downloaded the soft-launched Paladins Strike, Hi-Rez’s top-down MOBA-lite take on Paladins proper, and enjoyed the heck out of playing that during the expo.

The rest of the month brought some of my favorite games of this year. The iOS port of Super Fancy Pants Adventure ($4.99) brought the series back to life on mobile, and is one of the best platformers around. Unept’s completely wacky “Track and Field but on unicycles" game Unicycle Hero (Free) brought me more smiles than I can count, and Pako 2 ($1.99) from Tree Men Games brought a great new spin to their original endless car chase simulator and plays fantastically well on mobile. Disc Drivin’ 2 (Free) brought a fresh new spin to an old TouchArcade favorite, and while I’m currently on hiatus from playing due to burning out playing so much after it released, it’s only a matter of time before I’ll be back. I always come back.

February brought the deceptively deep roguelite digger Dig Dog – Treasure Hunter ($1.99), which I continued to dip into throughout the year, and it also brought one of the most impactful games I’ve played in my entire life with Studio Mountains’ Florence ($2.99). As someone who has been through several tumultuous relationships in his life, Florence hit home on an extremely personal level, as I’m sure it did for many folks, and it really shows how you can make a story and characters have even more impact by using interactive gaming elements. It’s an absolute work of art.

March is historically our busiest time of year due to covering GDC, and this year we made it even busier by attending Train Jam 2018. Hey, what’s an extra 50+ hours and 2,400 miles of travel on top of the week we spend in San Francisco covering GDC? To be honest, it was absolutely worth it. Train Jam is one of the best experiences I’ve had in my life. For those who don’t know, Train Jam is a yearly event that sees hundreds of game developers meeting up in Chicago to ride the Amtrak Zephyr line all the way to San Francisco just prior to GDC. They use the trip as an opportunity to have a game jam and create a game during the two-ish days of travel. You can see a very condensed look at what Train Jam is like in this feature from Vice News. It was during Train Jam that Fortnite (Free) for iOS launched on an invite-only basis, and both Eli and myself had invite codes for the game. I’m not a Fortnite player at all, but it was downright magical to be playing the game on our phones, with extremely spotty cellular connections no less, while on a moving train. What a time to be alive. Of course there was also the actual GDC event which, as usual, we had tons of coverage from.

April brought the release of our eventual Game of the Year pick, Oddmar ($1.99). Funnily enough, while I was completely blown away in my initial impressions of Oddmar, it wasn’t the game that sucked up most of my free time during this month. That honor goes to Brew Town (Free). An idle clicker based on running your own brewery, Brew Town has one of the most compelling game loops I’ve ever seen in the idle gaming genre, but its star feature was its comprehensive label maker. You get to unlock and design tons of your own beers in Brew Town, from choosing the color of the can or bottle right down to naming and creating the label graphics. I’d be scared to know how much time I’ve spent perfecting my beer labels, but I know for a fact it’s significant. April also brought two other games I spent a ton of time with, the old-school Hang-On inspired motorcycle racer Retro Highway (Free) and Philipp Stollenmayer’s brilliant physics puzzler disguised as a word game Supertype ($1.99).

May was a jam-packed month for games I enjoyed. I became obsessed with Mgaia’s Minesweeper Genius ($0.99) which very cleverly blended Minesweeper mechanics with Sudoku. I simultaneously fell head over heels for Super Hydorah ($1.99), a side-scrolling shoot ’em up that feels like a modern classic in the genre. I also spent a tone of time playing Zach Gage’s Pocket Run Pool (Free), which was a completely unique and interesting spin on a classic billiards game. This was also the time Faraway 3 (Free) launched, the third and supposedly final entry in a surpringly great series of first-person puzzle adventures. However, Faraway 4 (Free) launched earlier this month, so I guess they aren’t done? That’s fine by me! Then there’s Baseball 9 (Free), a game that quietly launched and bowled me over with what has to be the best arcade-style baseball mechanics of any game on the App Store. Why is it so hard to get a good baseball game on mobile? The biggest drawback to Baseball 9 is that it’s free to play out the yin yang, but if you’re ok with that it’s easily the most fun baseball game around. Towards the end of the month two more of my favorites hit. Justice Royale (Free) is a side-scrolling beat ’em up with excellent animations, fantastic controls, RPG mechanics and tons of personality. Space Pioneer (Free) is a top-down arena shooter with tons of cool weaponry and style for days. Phew, what a month.

The first week of June was Apple’s WWDC conference in San Jose, CA which Eli and I both attended. This was another busy week covering all the gaming-related Apple news, but it was also good for spending time with co-workers from our sister site MacRumors in real life. Working online 99% of the time is strange, so it’s always nice to hang out with people you know so well over the internet in the meat space of real life. In terms of new releases, there was only a couple that really stuck out for me from June. Castle Pals (Free) is an adorable puzzle platformer from developer Brad Erkkila that features his son and his son’s best friend as playable characters. He promised long ago to include them in a game someday, and Castle Pals ended up being that game. So cute! June also brought the LONG awaited release of 3D platformer Suzy Cube ($3.99), which we had been following closely for several years. Suzy Cube is phenomenal, and featured as our runner up for Game of the Year this year.

Early July saw the release of Best Rally (Free) from one of my favorite developers, Oddrok. It’s a super polished rally racer with bite-sized tracks that are a perfect fit for mobile. We finally saw the release of the forever-in-soft-launch Galak-Z: Variant Mobile (Free), which was a mobile version of the popular desktop shoot ’em up. A lot of people were disappointed that the mobile version was sort of a weird, free to play take on the original, but I found the controls to be fantastic and the gameplay itself to be so much fun it felt like a good match for that typical style of free to play grinding. Teen Titans GO! Figure ($3.99) also launched in July. It’s the sequel to Teeny Titans, one of my absolute all-time favorite games on any platform. The sequel was largely more of the same, which isn’t a bad thing per se, but it also included several pretty significant new features and as of now also includes online multiplayer which should give it legs for a long time to come.

In early August, I had the opportunity to go on a trip of a lifetime. King flew out games writers and content creators from all over the world to Sweden for a big event celebrating their newest game Legend of Solgard (Free). I wrote up an extensive summary of my time in Sweden and what it was like to spend a night in the famous Ice Hotel. In preparing for the long flight to Sweden I made sure to charge up my Nintendo Switch and load up my iPhone with tons of games to keep me busy for the nearly 20 hours of travel that lay ahead of me. In reality, I played just one game during that entire time: Pocket City ($1.99). While this city builder isn’t quite up to the level of the classic SimCity, it’s still one of the most fun city builders around and it’s basically the only premium one on mobile. Beyond the great memories of things I did in actual Sweden, I’ll also always remember all those hours of fun I had on the plane with Pocket City.

Once I’d settled back in from my trip to Sweden, a game called Wonder Blade ($1.99) low-key launched on the App Store and created quite a buzz in our forums. Eager to see what all the fuss was about, I downloaded the game and my jaw hit the floor. This was a side-scrolling beat ’em up with obvious inspiration from the classic Castle Crashers that played like a dream on the touchscreen, and you could feel the love that was poured into making it. I still marvel at how much fun Wonder Blade is to play. Later in August saw the release of Armed Heist (Free), a Payday-like bank heist shooter broken into bite-sized chunks for mobile. It too is super fun. Then came Bendy in Nightmare Run (Free) which was a unique spin on your typical behind-the-back runner with its “from the front" point of view and focus on boss fights. It also has an incredible art style and animation. Golfing Around (Free) from Colin Lane gave us a simplified golf game that is tailor made for mobile touchscreens, and is more fun than you think a golfing game can be. And finally Donut County ($4.99) also arrived in August bringing super enjoyable hole-swallowing gameplay along with a charming story and characters.

The first week of September was PAX West 2018, which both Eli and I attended. Our first day there we were invited to an event at Nintendo’s North American headquarters where we previewed a ton of upcoming Nintendo Switch games. Visiting Nintendo was a childhood dream come true. The actual PAX show floor was filled with more stuff than we possibly had the capacity to cover, but we did our best. We checked out a ton of games that were heading to mobile, as well as a ton of games that weren’t officially announced for mobile but sure seemed like they’d be a good fit on the platform.

September also brought the third game in the Greatest Game Series of All Time: Bacon – The Game (Free). Following in the footsteps of its predecessors Pancake – The Game and Burger – The Game, Bacon – The Game again has you using a frying pan to flip food onto… well, just about anything you can imagine. And not just food, but the ultimate food: bacon. We then saw the release of Cube Escape: Paradox (Free), the latest in the long-running Cube Escape series of creepy adventure games. This one was a step above the rest though as developer Rusty Lake actually created an entire short film to accompany the game’s release, a first as far as I know. The short film is bloody fantastic, and really brings to life the creepy atmosphere and weird characters of the Cube Escape universe. It’s a must watch, and the entire Cube Escape and Rusty Lake series of games are absolute must plays. Then came the iOS port of the 2017 3DS game Monster Hunter Stories ($19.99). I am not a Monster Hunter person, and I am not a Pokemon person, but for whatever reason this Pokemon-esque take on the Monster Hunter series struck ALL the right chords for me. This game has so much content and such a compelling game loop that it would qualify as a “desert island" game for me. It’s pricey as far as mobile games go, but worth every penny and then some.

October saw the release of another of our Game of the Year runners-up, Direlight’s Grimvalor ($6.99). It’s hard to find anything bad to say about Grimvalor, it just does practically everything right. It’s a Metroidvania style action platformer with a style and combat directly inspired by the Dark Souls series. The combat is fluid and effortless, and the dark and gritty environments you fight through are spectacular. Later in the month Fidel Dungeon Rescue ($4.99) came to iOS. I’d never heard of this game before its mobile debut, but it’s a turn-based puzzler that had earned quite a reputation on desktop last year, and translates beautifully to the touchscreen. Definitely one to check out. Siralim 3 ($4.99) also launched at this time and got its hooks in me pretty deep. If you’ve ever wanted an endlessly replayable Pokemon-ish dungeon crawler RPG roguelike crazy mashup, that’s Siralim 3, and it’ll likely never leave my device. Rounding out the month was Help! I’m Haunted ($2.99), a charming homage to an all-time favorite action platformer of mine Kero Blaster. It’s not quite on par with Kero Blaster in terms of design but the action is fun and I absolutely love the Ghostbusters-esque theme.

The first game to really grab me in November was See/Saw ($2.99), another gem from Philipp Stollenmayer. This is a single screen physics platformer similar to the N+ games but completely controlled using just two buttons. It’s a super fun challenge with tons of levels to keep you busy. In the middle of the month I was treated to two excellent shooters. The first was Hyper Sentinel ($1.99), a modern homage to the classic top-down shooter Uridium. It features completely over the top action and unique goal-oriented progression, as opposed to just being a blast-a-thon. Not that there’s anything WRONG with blast-a-thons, which brings me to the next game Black Paradox ($3.99). This is a side-scrolling shooter with roguelike elements and obvious inspirations from the sublime Steredenn. Black Paradox features super cool boss fights, tons of wacky weaponry to try and figure out how to effectively use, and copious amounts of ’80s nostalgia all wrapped up in a tight little package. I love it.

That brings us to December. I previously mentioned Faraway 4, and I’ll mention it again because it’s just such a good series that everyone should play, and it’s completely free to check out all the games in the series. I also got hooked on Crossgrams (Free) this month. I don’t typically love word games because I spend way too much time trying to find the absolute “perfect" word. You would not like playing Scrabble with me. But with Crossgrams it’s more of a puzzle to figure out that’s based around words, and I find it both highly enjoyable and highly challenging. It’s the perfect thing to pull out of my pocket and poke around with for a few minutes at a time. And last but not least the mobile port of the full Bendy game, Bendy and the Ink Machine ($6.99), totally blew me away this month. I hadn’t been in on the Bendy phenomenon but after playing Bendy an the Ink Machine I can totally see why it’s so popular. It’s a super creepy survival adventure game with clever puzzles to solve and a lovely Golden Age of Cartoons art style.

And there you have an (accidentally super exhaustive) look at my life of mobile gaming in 2018. If you’ve read this far, well, thank you very much. I didn’t intend for this to ramble on so long. And especially if you’re a regular reader of TouchArcade, I can’t thank you enough for caring about the mobile gaming news and reviews we work so hard to put out. It means so much to me to know there are people who truly enjoy what we do, and makes all the hard work worth it. As I said in the beginning, I’m not sure where TouchArcade will be in 2019 but I hope to be doing what I’ve been doing here for nearly 9 years for as long as I possibly can, and whether our little website is still around to cover it or not I have no doubt that 2019 will be an even more incredible year for mobile gaming than 2018 has been. Take care, I love you all, and have a Happy New Year!



from TouchArcade http://bit.ly/2F3eJGP

Eli’s 2018 in Review: Wiener Dogs, Mobile Esports, and Pirates- OH MY.

Eli Hodapp2018 was one heck of a year for me, both personally and professionally. Most of my time outside of TouchArcade has gone to wrangling a new dog that we rescued this year which has been an interesting experience to say the least. I’ve always been more of a cat person, and dogs I’ve had in my life we always got as puppies, so you I’ve never needed to unravel the mysteries of behavioral patterns and problems that likely came from growing up in what we can only assume was an abusive household. It’s been surprising how rewarding earning a scared dog’s trust is turning out to be. Also, in the photo, Bruno is on the left, and our slightly older dog, Steve, is on the right. They’re both smooth haired red dachshunds that are related to each other. Steve is Bruno’s uncle, which is pretty neat. I officially had a mid-life crisis, buying a 2018 Miata when Mazda was practically giving them away ahead of the 2019 mid-model refresh. It’s weird driving a car that actually is fun to drive, versus my positively ancient Prius which I kept as a daily driver. Amusingly enough, I bought this car quite literally days before Apple killed the App Store affiliate program, which is yet another decision I made which turned out to be hilariously poorly timed through no fault of my own. At least I got really, really good promotional financing terms?

As mentioned in our best games of 2018 post, things on the overall health of TouchArcade front really couldn’t be worse. We’re only a few months away from it being ten years since my first story on TouchArcade was published, and you won’t find anyone who will say I haven’t fought the good fight to keep this place around. Looking back on my first few stories I wrote for TouchArcade is a real blast from the past, as believe it or not, that was a time where we were super concerned that TouchArcade might not come out on top with how much competition there was in the iPhone game editorial space.

I think that’s why I’ve been so hopelessly dedicated to fixing TouchArcade’s business model, as I’ve been on the front lines of fighting so many battles through the last decade. I can’t just give up now, although I do often find myself wondering where I’d be if I had taken any of the many random mobile game industry job offers that have came my way over the years. But, as a indie punk rock kind of dude, moving to the bay area to work for some huge company has always felt like selling out, and still does. After all, in the words of the Notorious B.I.G., mo’ money, mo’ problems- Except when it comes to the TouchArcade Patreon, in that case, mo’ money would very much not be a problem. Without a serious surge in support I’m not sure how much of a runway we really have left. Apple killing the affiliate program really took us by surprise, likely dealing the final deathblow to the site.

Another less than awesome thing this year was when Carter left us to go get a real job with luxurious things like… health insurance. Mikhail has done a fabulous job of filling Carter’s shoes when it comes to posting news, but is has been supremely difficult to find a true Carter replacement. Getting new writers onboard isn’t that difficult, but finding people who want to actually be a part of the TouchArcade team on a deeper level than just writing some stuff and getting paid for it is easier said than done. It’s hard to really articulate, but if you’re a regular TouchArcade reader you probably know what I’m talking about. Carter had a unique voice, and was one of us, appearing on Twitch streams, podcasts, and everywhere else. A regular pillar of the proverbial community, if you will. I just hope the PR company he works for now realizes what a f*ckin’ awesome dude they’ve got.

In more positive news, 2018 has been a super rad year for the growth and maturation mobile games in a general sense. We saw a huge surge in mobile esports, and I was lucky enough to be invited to an awful lot of mobile esports events. A few years ago the idea of a mobile game being played as an esport would likely be the punchline of some joke, but we’re actually getting there to where it’s a real thing. While there’s a lot of companies out there doing really cool stuff, I think I’m the most excited for the future of Guns of Boom (Free) as an esport. They flew me out for their first full-blown championship event, and Game Insight is so close to cracking the code to having all the ingredients to have a mainstream esports success on their hand.

Their secret sauce all comes down to the augmented reality spectator mode. The biggest problem with all esports is that in order for it to be an actual esport people care about there has to be a strong spectator component, and following along with a first person shooter as someone watching a stream with multiple players is stupidly difficult. I find things like The Overwatch League to be borderline unwatchable, as they primarily just rapidly flip between the first person view of different players. Imagine how absurd watching football (American football or soccer) would be if the way you watched it was by someone flipping in between the first person view of players. Sure, the novelty might be cool initially, but no one would prefer to watch it that way.

In Guns of Boom, you just load up the AR viewer and you can see the whole map, where all the players are, and you can move around to see other angles of the action. It was real, real weird being at the actual championship event, able to watch the players live, and having the in-app AR experience be better. I know it’s easy to look at the numbers of people watching the streams of these events and consider them failures compared to “real" esports, but I remain ultra bullish because viewer numbers have really skewed what people think of having a huge audience. You might look at the 5,000ish people watching Guns of Boom (or any other mobile esport) and be like, “Pfft, Ninja has 20x more people watching him eat Doritos right now." However, consider venues like the Chicago Theater, which is one of the premiere venues in my area, only seats 3,600. In real-world terms, the Guns of Boom championship would be a sold out Chicago Theater plus over a thousand people watching on a jumbotron standing in the street outside. I don’t know how anyone would ever suggest something like that would be a failure, or anything short of super impressive.

Arena of Valor (Free), PUBG Mobile (Free), Summoners War (Free), Hearthstone (Free), and many other games are also doing super cool stuff in the esports space, so it’s not just Guns of Boom I’m excited for. Hopefully I keep getting invited to these events, as covering them is a ton of fun. Overall, 2018 feels like it was the year where “mobile esports" went from a weird buzz word (buzz phrase?) we see in press releases and actually is starting to mean something. That’s really cool.

My favorite trend in mobile this year is games like Fortnite normalizing totally cross-platform gameplay. The App Store has seen a bunch of really good AAA ports (like Civilization VI (Free) last year and Tropico ($11.99) this year, among many others) but they all come along with the “baggage" of just being a mobile game that’s released long after the “real" version on PC (or other platforms, in the case of other ports). In the case of Fortnite, it’s a complete cross-platform game that you keep all your friends, progress, purchases, and everything else. Heck, if you’re crazy enough to want to be matched with PC players on mobile, you can totally do that too. I don’t think many people appreciate what a complete game changer the precedent that this sets is. Fortnite has been super popular with kids, who now are growing up thinking that this kind of feature is just a normal thing all games should have. Particularly as mobile devices get faster year over year, I really don’t think we’re that far away from the line being blurred even further between what is a mobile game, as games just get released on everything and it’s up to you where you play them.

Another good example of this is Old School RuneScape (Free), which finally delivers on what we’ve been looking for in an MMORPG for the longest time: The ability to just log in and play on anything. As far as I know Jagex hasn’t released any numbers yet on the number of new players the mobile version has brought in, but it would not surprise me if it was tons, and once that news starts spreading this is going to be another normal thing for MMORPG developers to do. Why would you want to limit where your players can play your game? Fighting against this trend just doesn’t make sense for developers, although it will be interesting to see where the platforms like the App Store and Google Play end up fitting into the equation. I think the only thing that’s going to slow (or stop) this progress is the gatekeepers of the platforms demanding their 30% tax.

I don’t think many folks realize just how disruptive Epic starting their own mobile app store is going to be for distributing Fortnite to Android. Back in the day, games lived or died based on their featuring on the App Store or Google Play, but (particularly with the redesigned App Store) the impact that these features have are greatly diminished. I think we’re in for some seriously interesting times ahead, particularly with cases like Apple v. Pepper brewing. If Apple fails to maintain a monopoly over app distribution with the App Store, it’s entirely possible it could be a massive win for consumers, and potentially even sites like TouchArcade as maybe a third party app store will pop up that’s not only gamer-centric without all the garbage of the App Store but also has an affiliate program we can take advantage of. From a developer perspective, if featuring doesn’t do much, and you can save any of that 30% cut, why wouldn’t you distribute your game somewhere else?

As exciting as that all is, nearly ten years into covering mobile, I’m more concerned than ever on what’s going to happen with any sort of push for the historical preservation of games on the platform. I got a lot of heat on Twitter for comparing writing about the removal of the Infinity Blade to writing my father’s obituary, but I stand by that. While obviously on a totally different magnitude, it was a completely baffling event that I never expected to be in a position to need to write about. It’s still hard to put into words how unbelievably messed up it is that the Infinity Blade games are just …gone. Randomly pulling them from sale on the App Store is the strangest way Epic could have handled that too, as I’m still at a loss as to why they didn’t make some announcement that was something along the lines of, “Hey we’re not supporting these games anymore, we’re making them free so everyone can grab them, but when they break in a future iOS update that’s it." I even reached out to Epic to see if they were interested in me trying to raise funds to buy the rights for the games off of them for another studio to maintain, but of course, that went nowhere.

Looking back at the early days of the App Store, I remember the brutal war developers fought with the jailbreak pirates. We’ve published a bunch of stories on this over the years, but it was totally normal for developers selling paid games to see 90% or more of their players just stealing their games instead. Things got even worse when developers built games with online server infrastructure requirements, as in the case of games like Battle Dungeon, the developers pulled the game because pirates were causing such high server load they couldn’t keep afford to keep the servers up with sales from legit players. I really think we’re pretty close to the Black Mirror-style twist of these App Store pirates actually being the saviors of the history of iOS gaming with these huge third party repositories of stolen games. If back in the early 2010’s you would’ve told me, “Yeah you’re all mad at these pirates now, but Apple will bungle the App Store so hard that if you want to play an old game, this will be the only way," I’d probably have thought you had a screw loose. But, that’s sort of the reality with the Infinity Blade games right now if you didn’t already have them purchased in your iTunes account.

From a community perspective, it’s been interesting watching our forums community migrate over to our Discord server. Discord (Free) is turning into the new normal thing for everyone to be on, which I couldn’t be more excited for. I’m an old school chat guy, with IRC channels I’ve been a member of for quite literally decades. (If you’re looking for a modern IRC solution, check out IRC Cloud.) It’s real cool following along with what people are talking about in real time, and this year our Discord server saw a massive explosion of popularity surrounding the Fortnite invite code thing where you needed to get a code to unlock the ability to play the game on your iPhone. We had thousands of new people join, and while most of them bugged out after they got their code, a few have stuck around to grow the community even more. I’m @Eli#1337 on there, if you ever want to hit me up. I try to be reasonably responsive.

I think my favorite piece of mobile drama this year was the announcement of Diablo on mobile. We’ve been on the sidelines for years now scratching our heads while we watch “real" game sites just continually dump on mobile, which really has just brainwashed people into thinking mobile games are garbage. Back in 2015, IGN “jokingly" said mobile is for babies, but honestly, it just plays directly into this narrative that all mobile games are bad and the people who like them are idiots. While that may have been a “joke," it certainly wasn’t a joke to the people who watch things like that. This reached its climax when we saw the wholesale rejection of Diablo Immortal, despite it being a pretty cool game. I argued in an editorial that Blizzard’s main mistake was not letting people think it was a PC game that also happened to be on mobile like Hearthstone, and the response to said article was hilarious: A lot of Real Gamers getting even more mad, and every developer who read it being like, “Shhhhhhh…"

I’m willing to commit to the incredibly brave prediction that Diablo Immortal will be the most popular and most successful Diablo title of all time. The scale that mobile allows for is simply ridiculous, and really, the game has to be fun to play without paying any money. That’s how the economy of free to play game work. The Real Gamers will dump all over it, as will the general games media, but everyone has a smartphone in their pocket, and they’ll all check out this game. Many will stick with it, I’m not sure how Real Gamers will mentally cope with that, but, I suppose we’ll just have to wait and see.

Speaking of bonafide Real Games, I’m still sort of figuring out what to do with Nintendo Switch coverage around here. We’ve got the daily SwitchArcade feature, but whether or not to delve deeper into the Switch mines is a topic of constant internal debate. It still blows me away just how successfully (whether inadvertently or not) Nintendo delivered on the promise it seemed like early iPhone gaming was starting to make. When Apple added the ability to do video out through the iPhone dock connector and we saw the announcement of things like the GameDock, I was certain this was the future of mobile. Why bother having anything else when you can just play games on your iPhone, then if you want a “full" experience, just plug it into your TV? Unfortunately, right around the same time developers were seriously considering that as a reality, free to play took over and Apple seemed to stop caring about games (even less than they did before). Years later, we have that with the Switch, and it has turned into my favorite game console of all time. Regardless, it has been real neat having so much Switch coverage on the site, particularly as the torch for the SwitchArcade series has been passed from Carter to Phil, and now Shaun who is doing an awesome job.

The truly wild thing about the Switch is that there’s no reason Apple couldn’t have done this. If you strip the Switch down to its essence, it’s an Android tablet with some controllers that attach to it. Every time I play a game like Zelda on my Switch, it’s inevitable that I find myself thinking, “All this thing is, is a tablet. My iPad is more powerful than this thing. There’s no reason this game couldn’t similarly be running on the ARM Apple Ax series processor." Well, that is if we disregard the primary difference between the Switch and iOS device: Nintendo’s vested interest in maintaining quality and value in its software versus, well, the App Store. The ebb and flow of this industry, when you’ve been in it as long as we have, it’s pretty ridiculous. It wasn’t that long ago that we were on our podcast wondering if Apple wasn’t going to kill Nintendo as early mobile games were exploding in popularity, drawing everyone away from their Nintendo DS. I would love to see a parallel universe where Apple had done, literally anything, to act closer to a game platform holder like Microsoft, Sony, or Nintendo. Would the Switch exist, and if it did, would anyone care? Maybe, maybe not. But, I guess if we want to get into debating parallel universes there’s probably more interesting ones than that.

Looking forward to 2019, I think what I’m most excited for is seeing what happens in emerging markets as more and more people who have never owned a computer or played a video game become smartphone owners. I’m particularly captivated by what it’s doing to countries like India, as the most fascinating book I read this year was India Connected: How the Smartphone is Transforming the World’s Largest Democracy. The arrival of mobile technology to these markets is nothing short of monumental, particularly when you consider that modern smartphones are also empowering people who can’t even read to interact with technology using voice commands and having their smartphone talk back. It feels like we’re only a few years away from practically every person on the planet not only being connected, but having a device in their pocket that’s ultimately connected to the sum of all human knowledge (and Candy Crush).

What will these people do with this connectivity? What games are they going to end up playing? What will be the first true global mega-hit that everyone from someone with the lowest of low-end phones in Africa will be playing along side someone with a brand new iPhone 11 in the United States? I can’t wait to find out. It feels cliche to say mobile devices have changed everything, but I’d argue we ain’t seen nothin’ yet. I just hope TouchArcade survives long enough so I can cover whatever happens, or at minimum, we can make it to March 15th so I can officially say I’ve been writing about mobile games for a decade.

Anyway, I’ll close this out with a seriously heartfelt thank you to everyone in the TouchArcade community that have stuck with us for this long. I know I’m not great about email, and fleeing Twitter for a tiny Mastodon presence has led to me interacting with our community a bit less than I have in the past, but just know that I appreciate everyone who takes the time out of their day to read the things I (and the rest of the team) write around here. We may have had our disagreements on pay models, review scores, and other dumb things in the past, but if you’re reading TouchArcade we’re all on the same team of people who really care about mobile gaming. If you haven’t yet, swing by our Discord and let’s play some games together.

Have a great 2019,



from TouchArcade http://bit.ly/2SzCfz6

Mikhail’s Year in Review: 2018’s Best Games and More for iOS and Nintendo Switch

Looking back at how iOS gaming has evolved since December 2017 where we suddenly had a plethora of console and PC ports has been interesting. I didn’t think 2018 would top 2017 but mobile now has two of the biggest games in the world and one of them is more polished on mobile than it is on PC and consoles. 2018 has also been an interesting year for the Switch and for indie developers who make games for multiple platforms. Instead of doing a top 10 list of games for 2018, here are 10 things I liked about 2018. If you want just a list of the best iOS games, read our huge list of the best games in 2018 here.

Donut County, $4.99 Donut County releasing on iOS alongside the PS4 version was great because it looked like a game that would work best on touch. Having bought it everywhere (I do this with a few games) and playing it, this is best on iPad. Annapurna Interactive might be my favourite publisher of 2018 alongside Capcom and Donut County is an excellent and relaxing experience. Be a hole and get this. It is like a modern indie take on Katamari Damacy.

Monster Hunter Stories, $19.99 Monster Hunter Stories hitting iOS and Android in English is a huge deal for a variety of reasons. Capcom’s spinoff to the super popular Monster Hunter series in the form of a turn based JRPG with Pokemon like mechanics was great. It also is quite the tech showcase on the 3DS with its gorgeous visuals that put other monster collecting games on that platform to shame. It was published by Nintendo in USA and Europe so I assumed it would likely not see a mobile release. Thankfully I was wrong and Capcom brought it out in English and the port is great. When the game was originally shown off, people assumed the high resolution footage was from the next Nintendo console version but it turned out to be the mobile version.

Florence, $2.99 Florence is another Annapurna Interactive release that is a must play game on mobile. I love visual novels and interactive novels but Florence is on a whole other level. This is what I imagine the future of comics will be with gorgeous visuals and great interactions to tell a story. Florence also has a very nice soundtrack. I love how Simogo games play on iOS and Florence from Annapurna Interactive is as close as it gets to perfectly using the touchscreen.

Dragalia Lost, Free While I’m still annoyed that Dragalia Lost is only available in a handful of countries, Nintendo and Cygames’ mobile exclusive IP has been interesting to see in its infancy. They are also pretty generous with bonuses and rewards for players and the story has been very interesting so far. It feels like a 3DS RPG in temrs of visuals and story for me and I mean that in the best way. My favourite aspect is definitely DAOKO’s music in game. I hope 2019 sees this expand to more regions.

PUBG MOBILE, Free PUBG Mobile basically becoming the more popular version of PUBG compared to the PC and console version is also hilarious to me. PUBG‘s PC version is what made the brand what it is but the mobile version is definitely the more popular one right now. While PUBG hit Xbox and eventually PS4, neither of those versions are as polished as the mobile version. PUBG Mobile being treated brilliantly by Tencent has been great to see.

Fortnite, Free Fortnite ditching Google Play (and also the Epic Games Store on PC) is a highlight for 2018. While PUBG Mobile is no doubt more popular on Android, Epic has done a lot of good stuff in 2018 with iOS optimisations like 60fps and the Switch release of Fortnite. It remains to be seen how this all plays out for them in 2019. Making Sony finally allow cross play when something like Minecraft couldn’t manage it speaks volumes.

Subset Games’ Into the Breach debuted on PC earlier this year and I skipped that release in the hopes of an iPad release. FTL is a better experience on iPad and Into the Breach felt like something that would work best on a portable. We didn’t get an iPad release but the Switch version is superb. If you’ve ever wanted Chess with Mechs, this is the most polished and well designed version of that you will ever be able to imagine.

The final thing I liked a lot about 2018 is how both Switch and iOS as platforms helped indie developers. Both platforms saw ports from the other and many developers launch first on one before hitting the other. Civilization VI on Switch is basically a port of the iOS version. Games like 7 Billion Humans launched on Switch first and then hit iOS with similar control options. I’m glad indie developers have another avenue to make some revenue and the fact that Switch is so similar to mobile has helped more games come to both platforms.



from TouchArcade http://bit.ly/2AmBi68

How 2018 Empowered Minorities To Star In Movie Blockbusters

Back in 2016, when Scarlett Johansson was cast as the lead in the live-action Ghost in the Shell remake, critics balked, lamenting that such a prominent blockbuster role, which should have been performed by an Asian woman, was instead given to a white woman. It was part of a larger Hollywood trend, of Asian roles being performed by white leads, that began all the way back in the silent film era, when Mary Pickford performed as Cho-Cho-San in Madam Butterfly. Beyond that, the practice was common in theater as well.

Defenders and justifiers of this practice make their argument upon "pragmatic" concerns -- a rhetorical trick that dismisses the more complex, difficult-to-solve dynamics at play. For example: "Hollywood would create a film with Asian leads," they reasoned, "if those movies made money." "The films would not even be in production," they claimed, "unless a white lead actor signed on in the first place."

This argument, at its core, absolves the studios, the actors, and filmmakers of blame, and instead, places the onus upon the paying audience. But this is a self-defeating, self-serving proposition. The major Hollywood studios are at least complicit in this "whitewashing" effect; they determine what the public consumes, and they help to establish the norms. It's not worthwhile to play "chicken or the egg" over how things got this way; it is worthwhile to break a cycle that was created.

And 2018 will be remembered as the year that the lie--about minority leads and their lack of bankability--got exposed. The hit, minority-helmed films of 2018 were not "niche" interest, making a killing on the awards circuit but nowhere else; they were multi-million dollar blockbusters. Black Panther, released in February 2018, grossed over $1.3 billion at the global box office. It is the highest grossing solo superhero movie, to date, and it is only behind the Avengers films for superhero films overall. That's more than PR talking; that's money talking.

And in what has since become known as "Asian August," Asian-led films led the global box office in August 2018. Crazy Rich Asians, starring Constance Wu, raked in close to $240 million, while low budget indie film Searching, starring John Cho did close to $74 million against a $1 million budget. These actors are not A-List, instant-hit movie stars like Tom Cruise or George Clooney. But backed by a solid script and solid camera work, they shone on their own merits.

Black Panther, Crazy Rich Asians, and Searching were all written and directed by people of color; even writer/director Spike Lee, who is normally minimized as a niche filmmaker, had his biggest hit in 12 years with BlacKKKlansman. All of this raises another key point; it is not enough to cast minorities haphazardly, in a bid for token diversity and the appearance of progressivism. Minorities need to be in control of their own stories and narratives. And audiences need to demand it, rather than accept co-option as a necessary reality to doing business.

There is still work to be done. Minority filmmakers, writers, and actors are empowered and have their foot in the door, but that is all it is; it takes a sustained push over years, not a single month, to move the needle. And one day, these filmmakers should not bear the burden of being THE film that carries an entire group's hopes and expectations. Writer/director Jordan Peele had to clarify that his new horror/thriller film Us, (due out on March 15, 2019) does not make race its main issue. One looks forward to a time, hopefully sooner rather than later, that this is no longer a necessary point of clarification.



from GameSpot - All Content http://bit.ly/2VnnG35

How 2018 Empowered Minorities To Star In Movie Blockbusters

Back in 2016, when Scarlett Johansson was cast as the lead in the live-action Ghost in the Shell remake, critics balked, lamenting that such a prominent blockbuster role, which should have been performed by an Asian woman, was instead given to a white woman. It was part of a larger Hollywood trend, of Asian roles being performed by white leads, that began all the way back in the silent film era, when Mary Pickford performed as Cho-Cho-San in Madam Butterfly. Beyond that, the practice was common in theater as well.

Defenders and justifiers of this practice make their argument upon "pragmatic" concerns -- a rhetorical trick that dismisses the more complex, difficult-to-solve dynamics at play. For example: "Hollywood would create a film with Asian leads," they reasoned, "if those movies made money." "The films would not even be in production," they claimed, "unless a white lead actor signed on in the first place."

This argument, at its core, absolves the studios, the actors, and filmmakers of blame, and instead, places the onus upon the paying audience. But this is a self-defeating, self-serving proposition. The major Hollywood studios are at least complicit in this "whitewashing" effect; they determine what the public consumes, and they help to establish the norms. It's not worthwhile to play "chicken or the egg" over how things got this way; it is worthwhile to break a cycle that was created.

And 2018 will be remembered as the year that the lie--about minority leads and their lack of bankability--got exposed. The hit, minority-helmed films of 2018 were not "niche" interest, making a killing on the awards circuit but nowhere else; they were multi-million dollar blockbusters. Black Panther, released in February 2018, grossed over $1.3 billion at the global box office. It is the highest grossing solo superhero movie, to date, and it is only behind the Avengers films for superhero films overall. That's more than PR talking; that's money talking.

And in what has since become known as "Asian August," Asian-led films led the global box office in August 2018. Crazy Rich Asians, starring Constance Wu, raked in close to $240 million, while low budget indie film Searching, starring John Cho did close to $74 million against a $1 million budget. These actors are not A-List, instant-hit movie stars like Tom Cruise or George Clooney. But backed by a solid script and solid camera work, they shone on their own merits.

Black Panther, Crazy Rich Asians, and Searching were all written and directed by people of color; even writer/director Spike Lee, who is normally minimized as a niche filmmaker, had his biggest hit in 12 years with BlacKKKlansman. All of this raises another key point; it is not enough to cast minorities haphazardly, in a bid for token diversity and the appearance of progressivism. Minorities need to be in control of their own stories and narratives. And audiences need to demand it, rather than accept co-option as a necessary reality to doing business.

There is still work to be done. Minority filmmakers, writers, and actors are empowered and have their foot in the door, but that is all it is; it takes a sustained push over years, not a single month, to move the needle. And one day, these filmmakers should not bear the burden of being THE film that carries an entire group's hopes and expectations. Writer/director Jordan Peele had to clarify that his new horror/thriller film Us, (due out on March 15, 2019) does not make race its main issue. One looks forward to a time, hopefully sooner rather than later, that this is no longer a necessary point of clarification.



Aquaman: Every Comic Book Easter Egg And Reference


Of course, the year's most bonkers superhero movie had to be jam packed with equally bonkers references and comic book shout-outs--what would you expect from a movie with a battle drum-playing, bejeweled octopus?

Though they might not be as many direct comics winks and nods as you could find in something from the MCU, the DCEU does a fantastic job of adapting its often densely packed source material for the screen, and Aquaman is no different. Adapting Arthur's myriad stories and origins into one cohesive, two and a half hour movie meant the movie took plenty of cues from the source material, and in the process managed to sneak in some off-kilter Easter Eggs along the way.

In our review, we highlighted just how absolutely over the top a movie Aquaman really was--and why that wound up being a perfect decision for both tone and aesthetic for the DCEU. "Aquaman is creatively bonkers--the insanity in the movie is a choice that was made, over and over, in every aspect of the film's creation. Atlantean battle armor looks like something the invading Martians would wear in campy mid-century science fiction, while Jason Momoa's Arthur Curry and Patrick Wilson's King Orm battle to the death in an underwater stadium that seems to hold millions and millions of people. These are elements that would have probably been toned down and reduced to something less heightened in another superhero movie, but with Aquaman, director James Wan has declared the DCEU the place where comic books movies can just be comic book movies."


1.) Dr. Shin


Randal Park made a surprise cameo as Dr. Stephen Shin, a character from the New 52 era of Aquaman comics who, much like his on-screen incarnation, is a human obsessed with finding Atlantis. It's hugely apparent that we haven't seen the last of Dr. Shin in the live action universe, so it would be best to keep an eye out for him in the future.


2.) Topo


Did you catch that octopus absolutely wailing on the drum set during Orm and Arthur's big arena fight? That was a wink to Topo, the musically talented aqua-pet who, yes, really did exist in the comics.


3.) Arthur's Seahorse


During the final battle, Arthur rides into the fray on a giant war-seahorse., This is a nod to yet another one of his aqua-pets, Storm the seahorse, Aquaman's trusty steed.


4.) The Trench


The terrifying deep sea monsters Arthur and Mera encountered on their way to the final resting place of the trident were The Trench, an offshoot race of Atlantis who, after being sent deep into the Marianas Trench eons ago, evolved into monstrous humanoids able to survive without light or much food.


5.) Leigh Whannell


The pilot of the plane that (literally) drops Mera and Arthur off in the Sahara is Leigh Whannell, director James Wan's long time collaborator and occasional leading man--you can spot him in Wan's other projects like Saw, Insidious, and The Conjuring.


6.) Dinosaur Island


The strange, dinosaur infested dimension that Arthur and Mera find Atlanna trapped in along with the trident is never specifically named in the movie but is a clear nod to one of the weirdest locations on DC's Earth: Dinosaur Island, a magically cloaked Land of the Lost style island where dinosaurs reign supreme.


7.) Orm and Manta


While Orm and Manta's respective comic book origins have been updated and revised dozens of times over, their inherent mutual hatred and shared goal of destroying Aquaman is pretty consistent. In the New 52 era, Orm and Manta even teamed up, much like they do in the movie. The the comic book collabo Orm hired Manta to try and steal Atlan's trident--a plot you'll probably recognize as being used in the film too.


8.) Arthur vs. Orm


Arthur and Orm's bad blood wasn't invented just for the movie--their relationship has always been dicy, even dating back to the pre-1980s comics where Orm was actually Arthur's fully human half-brother named Orm Curry, rather than a full blooded Atlantean. Orm's story was revised after Crisis on Infinite Earths to make him half-Atlantean, and then revised again in The New 52 to make him a full blooded Atlantean war lord.


9.) Mom and Dad


Much like Orm, Arthur's origin story has been updated and revised time and time again, but the version we see on the big screen is actually part of the comic book canon. Arthur's connection to his mother, Atlanna, and his father, Tom Curry, was largely solidified during the New 52 era of DC. Prior to that, Arthur was largely considered to be the son of Atlan The Wizard, an Atlantean magician--he even had a brief period of being raised by dolphins the same way Tarzan was raised by apes. Best not to ask about that one.


10.) Amnesty Bay


Arthur's hometown of Amnesty Bay is also a major component lifted from the comics--but it's not as vintage as you might assume. Amnesty Bay was first named in 2009, during the Brightest Day event which featured Aquaman returning to his father's lighthouse on the water.


11.) Murk


Orm's trusted right hand man, Murk, is another blink-and-you'll-miss-it comic book cameo. A recent addition to the Aquaman pantheon, Murk was first introduced in 2013 as the captain of the Atlantean army, the Men-of-War.. His loyalty to Orm and his hatred of the surface dwellers have been a major part of his character since then, making his role in the movie a very close translation.


12.) Africa by Toto


Where would we be without memes in superhero movies? Of all the completely buckwild audio stingers in Aquaman, perhaps the most buckwild of all was the Pitbull remix of Africa by Toto, the internet's favorite power ballad about blessing the rains and traveling to, well, Africa.


13.) Talking to Fish


Don't lie--even if you've never picked up an Aquaman comic in your life, chances are you know his name and can recall that part of his powers include "talking to fish." Of course, the truth is a little bit more complicated than that--but the movie does a great job of streamline Arthur's weird communication abilities into an easy on-screen representation. It manifests in the movie when he sends a psychic wave through the water and summons a whole army of creatures to fight with him against Orm.




from GameSpot - All Content http://bit.ly/2GOMUV4

Aquaman: Every Comic Book Easter Egg And Reference


Of course, the year's most bonkers superhero movie had to be jam packed with equally bonkers references and comic book shout-outs--what would you expect from a movie with a battle drum-playing, bejeweled octopus?

Though they might not be as many direct comics winks and nods as you could find in something from the MCU, the DCEU does a fantastic job of adapting its often densely packed source material for the screen, and Aquaman is no different. Adapting Arthur's myriad stories and origins into one cohesive, two and a half hour movie meant the movie took plenty of cues from the source material, and in the process managed to sneak in some off-kilter Easter Eggs along the way.

In our review, we highlighted just how absolutely over the top a movie Aquaman really was--and why that wound up being a perfect decision for both tone and aesthetic for the DCEU. "Aquaman is creatively bonkers--the insanity in the movie is a choice that was made, over and over, in every aspect of the film's creation. Atlantean battle armor looks like something the invading Martians would wear in campy mid-century science fiction, while Jason Momoa's Arthur Curry and Patrick Wilson's King Orm battle to the death in an underwater stadium that seems to hold millions and millions of people. These are elements that would have probably been toned down and reduced to something less heightened in another superhero movie, but with Aquaman, director James Wan has declared the DCEU the place where comic books movies can just be comic book movies."


1.) Dr. Shin


Randal Park made a surprise cameo as Dr. Stephen Shin, a character from the New 52 era of Aquaman comics who, much like his on-screen incarnation, is a human obsessed with finding Atlantis. It's hugely apparent that we haven't seen the last of Dr. Shin in the live action universe, so it would be best to keep an eye out for him in the future.


2.) Topo


Did you catch that octopus absolutely wailing on the drum set during Orm and Arthur's big arena fight? That was a wink to Topo, the musically talented aqua-pet who, yes, really did exist in the comics.


3.) Arthur's Seahorse


During the final battle, Arthur rides into the fray on a giant war-seahorse., This is a nod to yet another one of his aqua-pets, Storm the seahorse, Aquaman's trusty steed.


4.) The Trench


The terrifying deep sea monsters Arthur and Mera encountered on their way to the final resting place of the trident were The Trench, an offshoot race of Atlantis who, after being sent deep into the Marianas Trench eons ago, evolved into monstrous humanoids able to survive without light or much food.


5.) Leigh Whannell


The pilot of the plane that (literally) drops Mera and Arthur off in the Sahara is Leigh Whannell, director James Wan's long time collaborator and occasional leading man--you can spot him in Wan's other projects like Saw, Insidious, and The Conjuring.


6.) Dinosaur Island


The strange, dinosaur infested dimension that Arthur and Mera find Atlanna trapped in along with the trident is never specifically named in the movie but is a clear nod to one of the weirdest locations on DC's Earth: Dinosaur Island, a magically cloaked Land of the Lost style island where dinosaurs reign supreme.


7.) Orm and Manta


While Orm and Manta's respective comic book origins have been updated and revised dozens of times over, their inherent mutual hatred and shared goal of destroying Aquaman is pretty consistent. In the New 52 era, Orm and Manta even teamed up, much like they do in the movie. The the comic book collabo Orm hired Manta to try and steal Atlan's trident--a plot you'll probably recognize as being used in the film too.


8.) Arthur vs. Orm


Arthur and Orm's bad blood wasn't invented just for the movie--their relationship has always been dicy, even dating back to the pre-1980s comics where Orm was actually Arthur's fully human half-brother named Orm Curry, rather than a full blooded Atlantean. Orm's story was revised after Crisis on Infinite Earths to make him half-Atlantean, and then revised again in The New 52 to make him a full blooded Atlantean war lord.


9.) Mom and Dad


Much like Orm, Arthur's origin story has been updated and revised time and time again, but the version we see on the big screen is actually part of the comic book canon. Arthur's connection to his mother, Atlanna, and his father, Tom Curry, was largely solidified during the New 52 era of DC. Prior to that, Arthur was largely considered to be the son of Atlan The Wizard, an Atlantean magician--he even had a brief period of being raised by dolphins the same way Tarzan was raised by apes. Best not to ask about that one.


10.) Amnesty Bay


Arthur's hometown of Amnesty Bay is also a major component lifted from the comics--but it's not as vintage as you might assume. Amnesty Bay was first named in 2009, during the Brightest Day event which featured Aquaman returning to his father's lighthouse on the water.


11.) Murk


Orm's trusted right hand man, Murk, is another blink-and-you'll-miss-it comic book cameo. A recent addition to the Aquaman pantheon, Murk was first introduced in 2013 as the captain of the Atlantean army, the Men-of-War.. His loyalty to Orm and his hatred of the surface dwellers have been a major part of his character since then, making his role in the movie a very close translation.


12.) Africa by Toto


Where would we be without memes in superhero movies? Of all the completely buckwild audio stingers in Aquaman, perhaps the most buckwild of all was the Pitbull remix of Africa by Toto, the internet's favorite power ballad about blessing the rains and traveling to, well, Africa.


13.) Talking to Fish


Don't lie--even if you've never picked up an Aquaman comic in your life, chances are you know his name and can recall that part of his powers include "talking to fish." Of course, the truth is a little bit more complicated than that--but the movie does a great job of streamline Arthur's weird communication abilities into an easy on-screen representation. It manifests in the movie when he sends a psychic wave through the water and summons a whole army of creatures to fight with him against Orm.




Best Buy's PS4, Xbox One, And Nintendo Switch Deals This Week

Best Buy's PS4, Xbox One, And Nintendo Switch Deals This Week

TouchArcade’s Top Stories of 2018 – ‘PUBG Mobile’, ‘Final Fantasy XV’, and ‘The Sims Mobile’

With 2019 almost upon us, let’s look back at what some of our top stories of the year were. When we posted this back in 2017, Pokemon Go (Free) was still going strong, and it seemed like we couldn’t post a story about Brawl Stars (Free) that didn’t generate loads of traffic. You’d think 2018 would be all about Fortnite (Free), but in actuality it would seem that PUBG Mobile (Free) consistently had way more people reading about it. (Although that isn’t really reflected here as a few Fortnite stories did exceedingly well versus PUBG stories doing consistently great.) Interpreting site statistics is always weird though, as that could just mean people read about Fortnite stuff other places, and not that it’s necessarily actually less popular than PUBG. Another theory is that the Fortnite playerbase is younger, and as such, they’re more apt to consume the sort of stories we’d post about as YouTube videos instead of written articles. It’s all really hard to say, and one of the major challenges that come from figuring out the content direction when running a web site like TouchArcade! One thing is for sure, we could basically just not bother posting anything that isn’t a guide for a free to play game, and we’d probably be better off for it. Pretty depressing, but, it is what it is!

News

Reviews / Previews

Guides

Anyone want to make some guesses as to what the top stories for 2019 are going to be, aside from the obvious free to play guide content that everyone loves to complain about when we post it? Personally, I’m super curious to see if/when Fortnite and PUBG are going to run out of steam. I think they’ve got a lot of legs left, but all it’s going to take is an even more viral hit to happen and the players will migrate to the cool new thing. I guess we’ll just have to see!



from TouchArcade http://bit.ly/2QcWBw0

Final Fantasy VII Remake PC Requirements Released Ahead Of Launch

Final Fantasy VII Remake is making its way to PC, with the Intergrade version including both the base game and the additional Intermission ...