Wednesday, March 28, 2018

10 best free games for your phone or tablet

10 best free games for your phone or tablet
We compile 10 of the most popular titles for phones and tablets running Google’s mobile operating system

1. Hill Climb Racing:

10 best free games for your phone or tablet Hill Climb Racing

Hill Climb Racing may look basic, but what it lacks in eye-popping graphics it makes up for in pure addiction. To start you get a jeep, one level, an accelerator and a brake, but you’ll quickly unlock more cars and levels. Coins – used to upgrade cars and buy new items – are collected by driving over them, reaching checkpoints and performing flips. You’ll find yourself coming back again and again to get further, an upgrade, a new car or level.

2. Temple Run 2:

10 best free games for your phone or tablet Temple Run 2

Temple Run is the cr?me de la cr?me of endless runners and the second version is not only better than the original, but free. Temple Run 2 combines easy controls with a simple objective and a graphically stunning design. You’ll be jumping, dodging and sliding to beat your friends and unlock achievements and new characters. You might not escape with the precious idol, but you’ll defi nitely have fun trying.

3. Bad Piggies:

10 best free games for your phone or tablet Bad Piggies

The first Angry Birds to put the evil green pigs in the spotlight is Bad Piggies, and we love it. Getting your pig (or pigs), from A to B might sound simple, but you’ve got do it by building an increasingly complex contraption out of available parts. Various objectives and the desire to win three stars will keep you coming back for more. Probably the most fun is the sandbox levels, which let you build almost anything you want from a vast inventory of parts.

4. Plants vs Zombies 2:

10 best free games for your phone or tablet Plants vs Zombies 2

The original Plants vs Zombies was a smash-hit and the sequel is a must-have for any Android gamer. This exceptional tower defence game expands on the original, while taking you in new directions. A level structure takes you through themed worlds, complete with new objectives to complete. As you would expect, there are new plants with which to get to grips and, although inapp purchases make an appearance,
you can ignore them.

5. Cut the Rope:

10 best free games for your phone or tablet Cut the Rope

A classic mobile game available in various editions, Cut the Rope has superb level design and makes great use of a touchscreen. Physics-based gameplay lets you interact with many di fferent objects as you try and try again to win three stars in each level. There’s loads of levels to keep you going – and keep you coming back for more. And let’s not forget how adorable is the main character Om Nom.

6. Real Racing 3:

10 best free games for your phone or tablet Real Racing 3

If you find Hill Climb Racing too basic, and have a spare gig of storage on your device, check out Real Racing 3. You’ll be blown away by its highly detailed graphics. Real Racing 3 features real cars, tracks and people. Time Shifted Multiplayer lets you compete against friends, even if they’re o ine. A good selection of race types includes cup races, eliminations, endurance challenges and drag races. All this and, amazingly, it’s free to download.

7. Triple Town:

10 best free games for your phone or tablet Triple Town

Bringing an innovative concept to puzzle games, Triple Town is a great free download and the kind of game you can pick up at any time. The idea is to build the best city you can, and this is done by combining three items to form a better one. Bushes become trees, trees become huts and so on. Some cute but pesky bears will get in the way of your progress. We’re also big fans of the gorgeous and charming graphics and animations.

8. Tetris Blitz:

10 best free games for your phone or tablet Tetris Blitz

This is no ordinary version of Tetris. In Blitz you get just two minutes in which to score as many points as you can. A Frenzy mode adds a fresh element to this classic game. Rather than moving around blocks, you simply tap on the screen where you want them to go. This removes some of the skill, but is in keeping with the game’s fast-paced nature. Although Tetris Blitz tries to tempt you to buy power-ups, you can get high scores without opening your wallet.

9. Candy Crush Saga:

10 best free games for your phone or tablet Candy Crush Saga

Topping the games charts since its release, you’ve probably heard of Candy Crush Saga. It’s a variation on the classic match-three puzzler, whereby gems are swapped with sweets and other tasty treats. The ease with which you can continue your game on multiple devices is a huge plus point. Objectives must be completed before you can progress through the seemingly never-ending supply of levels. In-app purchases are avoidable, but irritating.

10. New Star Soccer:

10 best free games for your phone or tablet New Star Soccer

This footie game puts you in the boots of a penniless up-and-coming footballer. You have to complete flick-based challenges, such as passing, shooting and timing interceptions. The better you get the more money you earn, allowing you to buy vehicles, clothes, property... and a whole string of girlfriends. The more you train your player the better you get. So while you start your career at Torquay United, you can flick your way to the World Cup.

GALLERY OF PUZZLE GAMES

GALLERY OF PUZZLE GAMES
Kami

Kami is a familiar concept, requiring you to tap at squares of a patterned grid to make them one uniform colour. The paper texture of the squares and origami like folding animation as they change hue, make it a fun brainteaser.
? Price: Free

The Room 2
At the other end of the spectrum to Kami, The Room 2 is both devilishly difficult and rendered in photo realistic graphics. Dark and mysterious, this point-and-click adventure is full of puzzles that will require hours to master.
? Price: ?1.99/$2.99

Cut the Rope 2
Don’t be fooled by the bubblegum bright colour scheme and cartoon graphics, this sequel is very smart. Ramping up the physics based puzzles, there’s a lot to consider in helping Om Nom reach his candy.

? Price: Free

Strata
Your goal in Strata is to layer ribbons over a grid and ensure the top layer matches the colours of the grid below. A smooth learning curve helps, but there is no denying this minimalist game is a mind-bending monster to conquer.

? Price: ?1.86/$2.99

Hitman GO
The console game franchise has been reinvented as a villainous version of Cluedo. This approach was great for simplifying the controls for mobile, without sacrifi cing the complexity of the puzzles or the elegant in-game visuals.
? Price: ?2.99/$4.99

Monument Valley
Full of impossible architecture that doesn’t go anywhere, Monument Valley is like an interactive version of M.C. Escher’s surreal paintings. Your job is to figure out which objects to move around so the heroine can move on.
? Price: ?2.49/$3.99

MECHWARRIOR 5: MERCENARIES

MECHWARRIOR 5: MERCENARIES
Piranha Games is taking MechWarrior back to its roots

A kilometre from the harbour in Vancouver, on the second floor of a small shopping centre is the last bastion of the MechWarrior franchise. For six years, Piranha Games’ president Russ Bullock has kept the series alive with MechWarrior Online. But with MechWarrior 5: Mercenaries, he’s ushering in the dawning of a new era of mech warfare.

“There’s a huge contingent of fans that have been wanting a singleplayer MechWarrior 5 for years,” Bullock tells me as we walk through the Piranha Games office. “Of course we wanted to make one, but being a smaller developer we had say, ‘Okay first things first, we need to succeed with MechWarrior Online and that will allow us to make a singleplayer game.’ And it took a while – a lot longer than we thought – but we’re doing it.”

As we pass by the main hub that connects Piranha Games’ various workspaces, I spy a map of the Inner Sphere, the cluster of some 3,000 star systems that make up MechWarrior’s universe. Each one has a name and a history etched into the stone tablets of BattleTech lore. And for those who have grown up living in that universe, it’s these little details that matter. Fortunately, Russ Bullock is all about the little details.

When I first saw MechWarrior 5 announced at MechCon 2016, the trailer sent the fans roaring. But when a dropship descended from the sky they lost their damn minds. At the time, I was a little confused. Then Bullock explained how so much of MechWarrior was caged inside the imaginations of players. They freaked out because that was the first time they had seen a dropship landing in-game and not just in their imagination. Bullock is hoping to make MechWarrior 5 the catalyst that sets those two decades of MechWarrior fantasy free.

Mercenary culture
MechWarrior 5: Mercenaries isn’t just a sequel to MechWarrior 4. It’s a chance to reestablish the series and give its hordes of hardcore fans something that they’ve always wanted. “A significant part of our design philosophy is asking, ‘What have players always wanted to do in a MechWarrior game?’” Bullock tells me.

That’s why Piranha Games is starting with Mercenaries first rather than a straight numbered sequel. “Traditionally, you’d make MechWarrior and then you’d make the Mercenaries offshoot,” he explains. “The first one is a linear, story-heavy campaign and then Mercenaries is more like a sandbox. But players want to live out the BattleTech lore, and the best way to do that is to own your own mercenary unit, so we’re going with Mercenaries first.”

Instead of a series of linear missions, MechWarrior 5 puts you in command of a mercenary unit and gives you the freedom to either rise to mythic status or crash and burn along the way. Around 300 planets of the Inner Sphere will be open for business, letting you travel between the Great Houses while taking increasingly demanding contracts and building reputation with each faction as you also manage your lances of warriors and supporting technicians.

It’s one part MechWarrior and one part Football Manager, Russ tells me. Every bullet you fire and every mech you lose will have a cost, and it’ll be up to you to make sure you’re bringing in enough dough to keep your mercs on the payroll and their mechs in fighting condition. As you progress in prestige, the timeline also moves forward. Great Houses rise and fall according to the lore, new technologies are invented and sold, and eventually the ominous Clans come rampaging through the Inner Sphere like Genghis Khan and his Mongol horde.

Leveraging an ambitious dynamic free market economy, stunning destructibility, and the kind of freedom and scale that hasn’t been seen since the first MechWarrior in 1989, Bullock is working to make MechWarrior 5 the ultimate realisation of BattleTech lore.

the invisible hand
When you begin a new campaign, your mercenary company is in a sorry state. With only a weak mech at your disposal, you’ll be scraping by and taking low-level missions from the periphery states of the Great Houses to keep money coming in. Little by little your business will grow, but it will be up to you to decide how. “The free market is probably one of the biggest components of MechWarrior 5,”

Bullock tells me. Mechs, pilots, technicians, weapon systems – everything you need to form a mercenary unit will have to be purchased from MechWarrior 5’s market. “The market is totally dynamic based on what year it is. In the year 3015, for example, they didn’t have any pulse lasers or Ferro-Fibrous armour as all of that technology comes in later. And it’s also going to depend where you are in the Inner Sphere. If you are in one Great House’s space, you’ll see mechs common among that house. That’s going to provide a whole level of flavour to your play experience each time you start a new campaign.”

Unlike MechWarrior Online, where players can customise their mech chassis in a variety of ways, MechWarrior 5 will stick to the lore and force players to choose between strictly defined roles.

“It’s great for a PVP game because the level of customisation is huge,” Bullock tells me. “But if we allowed that in MechWarrior 5, you essentially negate the free market. There’s no need to keep your eyes peeled for that Jenner JR7-F that has Ferro-Fibrous armour if you take your JR7-D and just put Ferro-Fibrous armour on it.”

To that end, MechWarrior 5 will feature an unprecedented number of mechs to choose from. “Most Mechwarrior games have had maybe 12 to 15 different mech chassis,” Bullock explains. “We’re looking at having upwards of 60 chassis with 300 to 400 variants. You could probably play the game multiple times within just one Great House’s space and see different combinations on the free market.”

But mechs are only as good as the warriors piloting them. Players will also need to be mindful of their mercs and technicians, who each have their own skills and specialties. Likewise, different manufacturers will make variations of weapon systems, giving players granular control over every aspect of their mechs. Profits made from mercenary contracts will be quickly eaten away by repairs, resupply, and the ever-present cost of replacing slain comrades. It’s a huge amount of freedom but also an equally large responsibility if you’re reckless on the field of battle.

Mech on Mech
During my visit, I played an early build of MechWarrior 5. None of the overarching strategy of managing a mercenary outfit was available, but my demo did make it easy to see how the various systems will complement each other. Equally as important, I also got an intimate look at the technology Piranha Games is using to generate the hundreds of battlefields players will fight on.

From the very first blast of my torso-mounted lasers, it was clear that MechWarrior 5 benefits from Piranha Games’ extensive work on MechWarrior Online. I could immediately feel the heft as my 30-odd ton mech stomped through a forest, knocking trees down left and right like some mechanical Godzilla. Everything from the rhythmic thud of PPC cannons to the highly-specific location-based damage modelling feels fantastically heavy. But this isn’t just singleplayer MechWarrior Online, either. With the Unreal 4 engine under the hood, MechWarrior 5 has plenty more horsepower to put to work.

One thing MechWarrior fans will love is that damage modelling has been taken to a whole new level over MechWarrior Online. Each component now has multiple stages of disrepair, making brawls even more visceral as armour peels back after barrages to reveal the delicate mechanical skeletons underneath.

“Mechs aren’t just these paper tigers,” Bullock says. “You don’t just one-shot things. It’s all about a battle of attrition, of using the hills, rocks, and trees for cover and making sure that when you get your chance to shoot, you make it count. You manage your heat, your ammo, and your positioning and you win that battle.”

Enemy mechs won’t be the only thing melting under your alpha-strikes either. MechWarrior 5’s battles will feature combined arms of infantry, artillery, and both land and air vehicles. During my demo, flyers swarmed above me, whittling away my armour while I focused down the more dangerous mechs. Meanwhile stationary turrets tracked me as I trudged through a copse of trees, their shots quickly obliterating my cover with each salvo. When you consider that your own lance of mechs will accompany you into battle, I’m excited to see how MechWarrior 5’s missions will turn into frenetic firefights as both sides whittle away the other.

land grab
Any veteran MechWarrior player knows that it isn’t just about how well you’re able to shoot, but also how you use the terrain to your advantage. And with 300 planets, each needing their own battlefield that feels distinct, Bullock says finding a way to generate fun but unique terrain was easily one of Piranha Games’ biggest challenges. “We needed to create a level generator system that wouldn’t be overly complex,” Bullock explains, adding that since MW5’s announcement the team has dedicated much of its time to solving this one complex riddle.

What they devised is an elegant system that takes ingredients, like different military bases, and places them together with various groupings of terrain. It’s like playing an instrument: you have several notes to work with, but how you arrange them can create vastly different songs. After my demo, Piranha Games’ senior game designer David Forsey give me an opportunity to peek behind the curtain at the development back end of MechWarrior 5 to toy around with making different kinds of maps.

Similar to creating a new map in Civilization, MechWarrior 5’s map tool lets you dictate the density of foliage, terrain patterns, weather, time of day and more. Now, all of these might not sound like they matter, but in the brutally strategic world of MechWarrior, they absolutely do. Wind storms on a Mars-like planet might blind you, forcing you to rely purely on thermal vision to see enemy mechs through the tempest. Likewise, dense forests can now cover the battlefield since Piranha Games doesn’t have to account for all the challenges of syncing up 24 different players over the internet like in MechWarrior Online.

Another big feature that Bullock can’t wait for players to experience is the destructible environment. “Of course, plenty of games have had destructible environments,” he says. “But this is the first time it’ll be in a MechWarrior game, and that’s going to be awesome.” Players can stomp full speed into buildings and tear them down with all the force of a 35-ton walking tank. During my demo, it was so satisfying to cleave through walls and airplane hangars like they were butter.

“We really wanted players to walk anywhere they want,” Bullock elaborates, adding that destructible environments will also present new strategic options. “You can imagine plenty of scenarios where an enemy mech is hiding behind a building and you just take it down to get rid of their cover.”

back to the beginning
With such an emphasis on freedom, MechWarrior 5 is harkening back to the first MechWarrior, before the series became entrenched in the linear stories of Great Houses and their political games. But 15 years is a long time, and MechWarrior 5 will undoubtedly be many players’ first robot rodeo. “It’s important for us to try and be as mindful as we can about a new generation of PC gamers,” Bullock says. “But we understand who our community is and who we’re making the game for.”

Bullock says his hope is that by digging deeper into the series roots than ever before, newcomers will begin to understand why so many care so deeply for this universe – why the names of those 300 planets of the Inner Sphere matter. “This isn’t going to be some watered-down MechAssault made partially for consoles,” Bullock says. “It’s going to be the same kind of action simulator that people have been wanting for 15 years.”

That’s not just because Bullock thinks it’s what MechWarrior fans want, but because it’s what they deserve. “We’re dedicated to the core MechWarrior fanbase. They’re the ones that supported us with MechWarrior Online and now we’re making a game for them.”

Steven Messner

LEGO Marvel Super Heroes: Universe in Peril

LEGO Marvel Super Heroes: Universe in Peril
Loosely based on the 2013 PC/console game, the Android version drops the open world aspect and splits the levels into shorter stages to suit the mobile form. It’s still a huge download though, mainly due to the large number of cut-scenes featuring trademark LEGO humour. While the character roster isn’t as colossal as the original, you still get to play as over 91 characters.

Ranging from fan-favourite superheroes to minor characters, these are unlocked during play or earlier via IAP bundles. Naturally, they all bring their unique powers to the table and while the main character for each stage is preset, you get to choose a tag partner. During play you can switch characters at any point, or hit the tag button to use both Starting off with Iron Man and The Hulk, we soon got used to the touch controls, although there’s an option for on screen buttons as well. You simply drag your finger around to move, tap on enemies to attack, swipe to dodge and flick up with two fingers to fly. You can also throw heavy objects and once the super meter is charged, unleash a mega attack on your opposition.

Each of the 45 missions features ten special challenges, such as beating a time limit, collecting enough studs and defeating all enemies. There’s plenty of replay value here, particularly as some feats can only be achieved using certain characters, so you’ll need to return to stages later once they have been unlocked. Red bricks can also be found, or bought, to increase your powers and enable cheat modes during your gameplay.

LEGO Marvel Super Heroes is well presented, fun to play, features nice boss battles and offers plenty of content to keep you returning.

?Price ?3.30/$4.99 + IAPs
?Designed for Phone and tablet
?Requires Android 4.0.3

Land of the Pharaohs

Land of the Pharaohs
The start of the Assassins

2013 saw the release of Assassin’s Creed IV: Black Flag, and it brought a lot of freshness to the franchise. See, up until that point, Assassin’s Creed had started treading familiar territory a little too much. The original game was something of a breath of fresh air when it first arrived, despite complaints about repetitive game play.

The second game – arguably the best in the franchise – took the series to fantastic new heights, spawning two great expansions as well. But by the time the third title came out, things were feeling a little stale. It didn’t help that, until the release of Assassin’s Creed: Unity (with its many, many bugs and issues) Assassin’s Creed 3, despite a strong story and a whole new setting, was considered by a great many to be the series’ lowest point. It lacked the depth of the second game, and the uniqueness of the first.

So when Black Flag hit shelves and afforded players to take on the pirate life, it made something of a splash. The hero wasn’t the noble Assassin that we had seen three times before, and the focus of the game was somewhat different. It was something of a triumph for a franchise that was becoming long in the tooth far too quickly.

This was perhaps also due to the fact that Assassin’s Creed had become a regular feature in the video game calendar. Other than a gap between the first two games, released in 2007 and 2009 respectively, the series has seen a major release in every year. 2010 brought Assassin’s Creed: Brotherhood, 2011 Assassin’s Creed: Revelations, 2012 Assassin’s Creed III and 2013 Assassin’s Creed IV: Black Flag. In fact, the trend continued after Black Flag, too; 2014 brought Assassin’s Creed: Rogue and the lamentable Assassin’s Creed: Unity, and 2015 Assassin’s Creed: Syndicate. And then, in a surprising move, Ubisoft announced that there would be no game in the franchise in 2016, opting rather to release a remastered version of Assassin’s Creed II.

That two year gap may be important, if trends are to be believed (and considering there was a two year gap before the release of the excellent Assassin’s Creed II). Because this year – two years after the release of Syndicate – Ubisoft have announced Assassin’s Creed: Origins.

Just before E3 2017, rumours started spreading about the game, and that it would be set in Ancient Egypt (a setting many fans have believed would be explored by the franchise sooner or later). And those rumours proved founded in truth - Assassin’s Creed: Origins will take place in Ptolemaic Egypt (a period that lasted from 323BC until 30BC). And it will also explore the origins of the shadowy Assassins, which there has been quite a bit of speculation about.

In Assassin’s Creed: Origins players will take on the role of Bayek, who is a Medjay (basically an Ancient Egyptian paramilitary force who had sweeping policing and protection duties). The players will use Bayek to protect his people from threats, although whether the Templars will be the main bad guys this time around (the order was established in 1129AD) remains to be seen. What we do know, however, is that taking out bad guys in Assassin’s Creed: Origins will be a little different.

Missions will build towards something that has been missing from the franchise – boss fights. And each boss fight will be different, forcing players to consider loadouts and tactics with each and every one, rather than just taking to the mission with their favourite kit. Additionally, mission completion will be freer than before… this time around, targets won’t just stroll around areas where players will expect to find them. Rather, they will have lives, meaning that they will travel between different locations at different times of day.

This means that the player will need to strategies and choose the best time to strike, adding a new level of freedom to mission completion. That, all on its own, is reason to get excited; this freedom will enable players to take advantage of differing conditions, and make each hit their own, rather than being shoe-horned into tighter situations.

Players will also be able to undertake missions at their own pace, which is a good thing when one considers that Assassin’s Creed: Origins offers an entire country to explore. There will be varied environments, ranging from lush, overgrown oases right through to desert landscapes. In addition, players will be able to discover and explore tombs and more, meaning that there is going to be a lot to do in Assassin’s Creed: Origins… just like there was in Black Flag.

And at the core of the action – in addition to great graphics and a number of expected new mechanics – will be an overhauled reactive combat system, as well as a host of new weapons that all have their own characteristics.

It is all rather exciting, particularly for fans of the franchise who have seen chinks appearing in its armour. But possibly one of the most exciting factors is one that is happening behind the scenes… and is the reason why Black Flag has been mentioned so often here. The team behind Assassin’s Creed: Origins is the same team that created Black Flag, an undeniable high point in the franchise’s history. That team brings with it not only the know-how that went into creating Black Flag, complete with its enormous playing area, but also the time that they have put in; Assassin’s Creed: Origins’ development started in 2014, not long after Black Flag was released.

Many Assassin’s Creed fans are suffering from “once bitten, twice shy”. The franchise’s misstep with Unity left a sour taste in many mouths, which many feel Syndicate did not do enough to change. But initial reports for Assassin’s Creed: Origins seem hopeful that the franchise will be aking a long overdue return to the heights achieved by Assassin’s Creed II and Black Flag… all we can do is hope that our upcoming adventures in Ancient Egypt will be what the franchise needs to return to its former glories.

Mirror’s Edge Catalyst

Mirror’s Edge Catalyst
It’s shaping up to be the sequel I always wanted

I ’m at a presentation of a Catalyst mission and I’ve lost count of how many times the word ‘fluid’ has been used. The movement? Fluid. The combat? Fluid. The mission structure? Fluid. The way the engine can seamlessly transition from the outside world into a building’s interior? Also fluid. It’s subtle hints like this that convey DICE’s intent for its game.

I sympathize with the repetition, because Mirror’s Edge Catalyst isn’t dramatically different from its predecessor. Yes, there’s an open world now, but the basic tenets of what made Mirror’s Edge so good are all present in the demo. It looks gorgeous, just as Mirror’s Edge did. Its freerunning seems responsive and satisfying, just as Mirror’s Edge’s was. When Catalyst was announced, DICE claimed it wasn’t a sequel. Here it looks like the most typical of sequels, improving the first game’s best features and tweaking its worst. In short, it’s Mirror’s Edge but more fluid. It’s pretty much exactly as I was hoping for. Opening the map screen, Faith places a marker to the mission’s starting point.

This activates Runner Vision, which in Mirror’s Edge showed players the optimum route. In Catalyst, it does the same thing, but is applied on-the-fly based on where your waypoint is  set. As in the first game, it’s also optional.

Approaching the looming building of Elysium, Faith passes a ‘Gridleak’—just one of a number of collectibles that will be hidden around the city. Generally, I’m not a fan of hunting down trinkets through a large open world. But Mirror’s Edge is a series about the joy of movement. Done well and the collectibles could be fun mini-challenges that break up the more involved missions and sidequests. Faith reaches the marker, triggering a cutscene. Yes, there are still cutscenes— but now they’re in-engine. It introduces a new character: a swaggering jerk whose impotent, macho smack-talk accompanies Faith throughout the mission. Catalyst is a reboot of Faith’s origin. Once again, it’s about the figures on the edge of a dystopian society—the ‘runners’ who deliver secretive documents and the sense of competition between them. You’ll see much more of life as a runner in Catalyst, where Faith will operate as a cat burglar, data courier or spy.

Moving on up
Infiltrating the building, Faith shows off her new and improved moveset. With enough momentum, she can again chain between wallrunning, sliding and clambering around with ease. Additional skills are part of an upgrade system that lives in Faith’s glove. In the demo, she has a Mag Rope. It’s basically a grappling hook-style device that lets her swing between large gaps. For Catalyst, the combat has also been incorporated into the flow of movement so that it’s less stop-and-start. A UI element shows the location of any surrounding enemies that might block your way. It’s a matter of finding the gaps in their positioning and taking out anybody who gets too close.

In the demo, this is all performed flawlessly. It will no doubt be more clumsy in the hands of someone less skilled but DICE has tweaked the difficulty to remove some of the frustrations of a poor performance. “I wouldn’t say it’s easier, because it’s not easy,” says senior producer Sara Jansson after the demo. “It’s still a skill-based game. But we’ve worked on different systems that help you if you’re slightly off timing. If you jump a little bit too early into a wall run or jump you’ll get help to still make it, depending on how much momentum you have.” Get it right, and you’ll keep more of your momentum. “If you’re a skilled player, you’ll just be a lot more fluid.”

Phil Savage

top 5 brain boggling puzzles

top 5 brain boggling puzzles
The Room Two
?1.99/$2.99
Improving on the award winning original, the more expansive sequel soon draws you into its dark, atmospheric world. Fiendish, multilayered puzzles require lots of poking, prodding and lever pulling.

Monument
Valley ?2.99/$3.99
Inspired by MC Escher’s famous ‘impossible reality’ art, this isometric 3D puzzler forces you to think laterally as you visually ‘connect’ pathways so that your character can move between them.

Trainyard
?1.99/$2.99
This classic brain boggler sees you placing tracks to guide trains to colour-coded stations, sometimes needing to merge them or blend their colours. The tougher levels may well end up driving you loco!

World of Goo
?2.99/$4.99
A golden oldie to tax your logic and patience, it has you building bridges and other structures from gooey balls – some with special properties – to get enough of them to each level exit.

Tiny Thief
Free + IAPs
Rovio’s Robin Hood concept sees the eponymous hero stealing treasure from the rich. You’ll definitely need all your cunning to outsmart enemies, solve fiendish puzzles and unlock all the tasty bonus rewards.