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Infinity Blade II has amazing graphics, no doubt about that.

Game-play is very limited, so like some people mentioned: it'll depend on your play style.

If you like turn-based RPG's with a deeper story and a more realistic sense of "roaming the world", I suggest: Eternal Legacy or Final Fantasy III. Both of these are pretty good, for an iOS game.
 
LOL No Offence but not a chance. These games are no more complex then a PSN and XBL download game. :rolleyes:
The Ipad and any "Touch" screen game device is no match for home consoles. In fact they are no match for handhelds like the PSP. You obviously don't own one or you are a Wii owner(which sucks).

I have to believe that people like you are allergic to informing yourselves because just about everything you said is categorically false.

1) A5 is much more powerful than the SoC in the PSP seeing as how the PSP was released in 2005.
2) Mobile SoCs are approaching the current generation of consoles. You only need look at PS Vita game demos to know that. You could put a similar chip in a phone if you so chose.
3) Ad hominem attacks are childish and only hurt your case.
 
Am I missing a setting somewhere? There is only music during the battles, no clashing of swords and battle sounds...is this how it was intended?

And no head to head multiplayer like on IB1 I guess?
 
Do you guys think Chair will lower the price as a little Christmas sale? Or should I just grab it now?
 
Am I missing a setting somewhere? There is only music during the battles, no clashing of swords and battle sounds...is this how it was intended?

And no head to head multiplayer like on IB1 I guess?

Mm I would closed the app and open it again if the doesn't work uninstall and install again
 
That's wrong. Its not drastic yet, but its little by little.

In 10 years time, things will be very different. Your attitude toward it is absolutely identical to how people felt exactly 10 years ago about Touch, that touch-screen devices could not/would not/should not ever replace the traditional PC. Well, it happened, despite the denial.

The most popular game genres require precise controls and a lot of buttons. something an ipad will never have.

The good thing that ipad does for real gaming is it will be the new destination for shovelware and crap games.
 
1) A5 is much more powerful than the SoC in the PSP seeing as how the PSP was released in 2005.

And yet the vast majority of iOS games using an A5 looks like crap compared to a 5 year old PSP.

2) Mobile SoCs are approaching the current generation of consoles. You only need look at PS Vita game demos to know that. You could put a similar chip in a phone if you so chose.

The current console generation is at least 5 years old.

ipad 2: SGXMP543MP2 = 19.2 gflops
PS3: RSX = 255.2 gflops
 
Beyond the enhanced visuals, Infinity Blade 2 also advances the storyline of the original game and expands the combat experience to include more options and less predictable enemies.

Improve the "storyline" isnt that hard to do... :D
IB 1 was more like a graphical show off.
 
Can someone explain how to sync devices ? iCloud isn't workin. Backuped up both devices. No syncing is progressing.


btw iCloud is activated Documents and Data too but I don't know why it's not syncing. At home I'm playin on my iPad 2 on the go I want to hop in and bash villains on my i4. Help would be appeciated!
 
Well that was too easy... I already beat the game. Probably 3.5 hours total gameplay...:cool:

It's not about beating it once. I played around 10 or so hours in the first, as the point is to constantly level up, unlock better gear etc. If it took you 3.5 hours for one playthrough, that is quite amazing, as the first could be finished in 20 minutes.
 
It's not about beating it once. I played around 10 or so hours in the first, as the point is to constantly level up, unlock better gear etc. If it took you 3.5 hours for one playthrough, that is quite amazing, as the first could be finished in 20 minutes.

Right, first playthrough about 20 minutes or less. Looks great so far. Second playthrough on the go, final boss etc. quit playing cuz I was tired. No answers until now but a few questions more haha. Now I'm reading the book.
 
iCloud save use seemed not to work at first, but it eventually worked for me. Now my game is synching across. On the other hand, it doesn't give you great instruction on *when* it syncs. What you may want to do is to completely come out of the game before using it next time on the other device. That is, close it down even in the running task bar. On the other device, it'll still try to start a new game, at first, but then go to character slots in options and you should be able to see the save game of your character.

Also, for sake of your sanity, for any games you want to carry over on iCloud, please rename your character. So while you're playing your main, go into the options and rename your character (which really only makes your save file identify with that name) Makes identifying your save slots (in game) so much easier. You can also more easily make sure that you can see your character data getting updated from the cloud. I also think that having a unique character name for your saves may be the real trick in the ease and consistency of your iCloud saves.
 
iCloud save use seemed not to work at first, but it eventually worked for me. Now my game is synching across. On the other hand, it doesn't give you great instruction on *when* it syncs. What you may want to do is to completely come out of the game before using it next time on the other device. That is, close it down even in the running task bar. On the other device, it'll still try to start a new game, at first, but then go to character slots in options and you should be able to see the save game of your character.

Also, for sake of your sanity, for any games you want to carry over on iCloud, please rename your character. So while you're playing your main, go into the options and rename your character (which really only makes your save file identify with that name) Makes identifying your save slots (in game) so much easier. You can also more easily make sure that you can see your character data getting updated from the cloud. I also think that having a unique character name for your saves may be the real trick in the ease and consistency of your iCloud saves.

I just checked my characters slots in IB2 and my save isn't there. Later I'll try to rename my savegame on iPad and let's see if this works. Would be really nice. THANKS for this information Dude. I'll give feedback to that.
 
Games look great on IOS but I just can't play FPS, Driving or Fighting games with on screen controls, call me old but I need Physical controllers, so for me I'll always go with a console over IOS games, now there are alot of games that work fine on IOS for Casual gaming.
 
And yet the vast majority of iOS games using an A5 looks like crap compared to a 5 year old PSP.

Because the developers don't push them to look like that. IB2 clearly shows the potential is there. There's just no huge drive for killer graphics on "casual" games. That's a feature of "hardcore" games.

The current console generation is at least 5 years old.

6 years old. And looks to go up to two more years.

ipad 2: SGXMP543MP2 = 19.2 gflops
PS3: RSX = 255.2 gflops

Almost as bad as comparing MHz when trying to assess GPU performance. You need to look at pixels/triangles per second, pixel and texture fillrates and things like that to compare GPUs. That also doesn't compare the subjective quality of mobile graphics versus console graphics. You're looking at a smaller display and always driving less pixels. If it looks as good as a current gen game to someone comparing the two, then mobile games have caught up.
 
Because the developers don't push them to look like that. IB2 clearly shows the potential is there. There's just no huge drive for killer graphics on "casual" games. That's a feature of "hardcore" games.



6 years old. And looks to go up to two more years.



Almost as bad as comparing MHz when trying to assess GPU performance. You need to look at pixels/triangles per second, pixel and texture fillrates and things like that to compare GPUs. That also doesn't compare the subjective quality of mobile graphics versus console graphics. You're looking at a smaller display and always driving less pixels. If it looks as good as a current gen game to someone comparing the two, then mobile games have caught up.
I thought the point the person was making was that mobile gaming has caught up to 6 years ago.
If anything it is kinda sad that RSX doesn't even support (unified) shaders line Xenos does.
Code:
    550 MHz on 90 nm process (shrunk to 65 nm in 2008[4] and to 40 nm in 2010[5])
    Based on NV47 Chip previously based on the 7800 but has been upgraded (Nvidia GeForce 7800 Architecture)
        300+ million transistors
        Multi-way programmable parallel floating-point shader pipelines
            Independent pixel/vertex shader architecture
            24 parallel pixel-shader ALU pipes clocked @ 550 MHz
                5 ALU operations per pipeline, per cycle (2 vector4 , 2 scalar/dual/co-issue and fog ALU, 1 Texture ALU)[citation needed]
                27 floating-point operations per pipeline, per cycle[citation needed]
            8 parallel vertex pipelines @550 MHz
                2 ALU operations per pipeline, per cycle (1 vector4 and 1 scalar, dual issue)[citation needed]
                10 FLOPS per pipeline, per cycle[citation needed]
            Floating Point Operations: 400.4 Gigaflops (24 * 27 Flops + 8 * 10 Flops * 550)
                74.8 billion shader operations per second (24 Pixel Shader Pipelines*5 ALUs*550 MHz) + (8 Vertex Shader Pipelines*2 ALUs*550 MHz)
        24 texture filtering units (TF) and 8 vertex texture addressing units (TA)
            24 filtered samples per clock
                Maximum texel fillrate: 13.2 GigaTexels per second (24 textures * 550 MHz)
            32 unfiltered texture samples per clock, ( 8 TA x 4 texture samples )
        8 Render Output units / pixel rendering pipelines
            Peak pixel fillrate (theoretical): 4.4 Gigapixel per second
            Maximum Z sample rate: 8.8 GigaSamples per second (2 Z-samples * 8 ROPs * 550 MHz)
        Maximum Dot product operations: 56 billion per second (combined with Cell CPU)
        128-bit pixel precision offers rendering of scenes with High dynamic range rendering (HDR)
        256 MB GDDR3 RAM at 700 MHz
            128-bit memory bus width
            22.4 GB/s read and write bandwidth
        Cell FlexIO bus interface
            20 GB/s read to the Cell and XDR memory
            15 GB/s write to the Cell and XDR memory
        Support for PSGL (OpenGL ES 1.1 + Nvidia Cg)
        Support for S3TC texture compression [6]

(For comparison Xenos)
Code:
500 MHz 10 MiB daughter embedded DRAM (@256GB/s) framebuffer on 90 nm process[citation needed].

    NEC designed eDRAM die includes additional logic (192 parallel pixel processors) for color, alpha compositing, Z/stencil buffering, and anti-aliasing called “Intelligent Memory”, giving developers 4-sample anti-aliasing at very little performance cost.
    105 million transistors [2]
    8 Render Output units
        Maximum pixel fillrate: 16 gigasamples per second fillrate using 4X multisample anti aliasing (MSAA), or 32 gigasamples using Z-only operation; 4 gigapixels per second without MSAA (8 ROPs × 500 MHz)
        Maximum Z sample rate: 8 gigasamples per second (2 Z samples × 8 ROPs × 500 MHz), 32 gigasamples per second using 4X anti aliasing (2 Z samples × 8 ROPs × 4X AA × 500 MHz)[1]
        Maximum anti-aliasing sample rate: 16 gigasamples per second (4 AA samples × 8 ROPs × 500 MHz)[1]

500 MHz parent GPU on 90 nm , 65 nm or 45nm TSMC process of total 232 million transistors

    48 floating-point vector processors for shader execution, divided in three dynamically scheduled SIMD groups of 16 processors each. [3]
        Unified shading architecture (each pipeline is capable of running either pixel or vertex shaders)
        10 FP ops per vector processor per cycle (5 fused multiply-add)
        Maximum vertex count: 6 billion vertices per second ( (48 shader vector processors × 2 ops per cycle × 500 MHz) / 8 vector ops per vertex) for simple transformed and lit polygons
        Maximum polygon count: 500 million triangles per second[3]
        Maximum shader operations: 96 Billion shader operations per second (3 shader pipelines*16 processors*4 ALUs*500 MHz)
        240GFLOPS
        MEMEXPORT shader function
    16 texture filtering units (TF) and 16 texture addressing unit (TA)
        16 filtered samples per clock
            Maximum texel fillrate: 8 gigatexel per second (16 textures × 500 MHz)
        16 unfiltered texture samples per clock
    Maximum Dot product operations: 24 billion per second
    Support for a superset of DirectX 9.0c API DirectX Xbox 360, and Shader Model 3.0+
 
I have to believe that people like you are allergic to informing yourselves because just about everything you said is categorically false.

1) A5 is much more powerful than the SoC in the PSP seeing as how the PSP was released in 2005.
2) Mobile SoCs are approaching the current generation of consoles. You only need look at PS Vita game demos to know that. You could put a similar chip in a phone if you so chose.
3) Ad hominem attacks are childish and only hurt your case.

Having more power means NOTHING! The iPad has to run the IOS in the background. I'm a huge gamer and I have over 1000 games on the IOS and spend Hundreds. I also have hundreds of PSP titles as well as over 70 PS3 games and 4 PS3s. So I know about games. Just like the Motion controls on the Wii, PS Move and Kinect the touch screen are too limited and limits the games functionality. As stated by one person here swipe, swipe, swipe, tap, tap. Yawn! I suppose you think Angry Birds is the Best game eva! LOL.

Also just because it can handle good graphics doesn't mean the games are fun. They also limit iPad games to play in the iPod touch and iPhone.

Also I didn't "attack" anyone. I simply disagreed with your opinion.

I said "no offence" for a reason. I'm sorry if it came off as an attack. I'm just tired of people saying the ISO is going to put the home consoles out of business.


Edit:
Don’t get me wrong I like Infinity Blade but it’s too repetitive and not in the same league as the PSP and home consoles. Maybe the DS. ;)
 
Having more power means NOTHING! The iPad has to run the IOS in the background. I'm a huge gamer and I have over 1000 games on the IOS and spend Hundreds. I also have hundreds of PSP titles as well as over 70 PS3 games and 4 PS3s. So I know about games. Just like the Motion controls on the Wii, PS Move and Kinect the touch screen are too limited and limits the games functionality. As stated by one person here swipe, swipe, swipe, tap, tap. Yawn! I suppose you think Angry Birds is the Best game eva! LOL.

Also just because it can handle good graphics doesn't mean the games are fun. They also limit iPad games to play in the iPod touch and iPhone.

Also I didn't "attack" anyone. I simply disagreed with your opinion.

I said "no offence" for a reason. I'm sorry if it came off as an attack. I'm just tired of people saying the ISO is going to put the home consoles out of business.


Edit:
Don’t get me wrong I like Infinity Blade but it’s too repetitive and not in the same league as the PSP and home consoles. Maybe the DS. ;)

You having 19,000 games doesn't qualify you as an expert. You need to demonstrate an understanding of how graphics work and how the market responds to different types of games, not make some appeal to authority argument.

That's all irrelevant to the point. You asserted that PSP games look better than iPhone games (this is implicit as it was my original point about how iOS games are establishing the pace in terms of graphical capabilities). IB and IB2 are what I would argue objectively better looking than any PSP game out there. Graphics, however short-sighted the judgment is, are used as a metric for the progress of games. By that standard, the PSP has been surpassed and iOS games are at least setting one standard for the entire mobile industry.

If touch based controls were something to completely dismiss, sony wouldn't be including them in the Vita. There's no argument to not add more controls unless it somehow hampers the usability of the device or unnecessarily increases cost.

I thought the point the person was making was that mobile gaming has caught up to 6 years ago.
If anything it is kinda sad that RSX doesn't even support (unified) shaders line Xenos does.

I don't think so. I took it as he was saying that iOS games are still far behind because they "look like crap" compared to PSP and then he quote peak theoretical floating point performance of the 543MP2 versus RSX showing the disparity.

I don't see unified shaders as a huge disadvantage because it's just an efficiency thing, but it does mean that theoretical max is even harder to hit.

Nevertheless, I am excited to see what the Vita will bring to the table. It should have double the A5's graphical capabilities (twice the cores and at higher clocks), plus the developers will be writing directly to the GPU and not some intermediate layer.

They say to approximate mobile games as one hardware generation behind handheld games given equal hardware, so we should theoretically have to see a second generation Rogue core in a mobile SoC to equal what the Vita can do. I'm hopeful the A6 carries some version of the Rogue series.
 
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iCloud save use seemed not to work at first, but it eventually worked for me. Now my game is synching across. On the other hand, it doesn't give you great instruction on *when* it syncs. What you may want to do is to completely come out of the game before using it next time on the other device. That is, close it down even in the running task bar. On the other device, it'll still try to start a new game, at first, but then go to character slots in options and you should be able to see the save game of your character.

Also, for sake of your sanity, for any games you want to carry over on iCloud, please rename your character. So while you're playing your main, go into the options and rename your character (which really only makes your save file identify with that name) Makes identifying your save slots (in game) so much easier. You can also more easily make sure that you can see your character data getting updated from the cloud. I also think that having a unique character name for your saves may be the real trick in the ease and consistency of your iCloud saves.

I tried to rename my char and see, it didn't work. I rly don't know how to solve it. U got a step by step manual ?

I'm using iCloud every day I definitely know how it works. But this won't work.
 
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