When our future selves look back on the time mobile gaming truly earned its place in this industry, there is no doubt that Infinity Blade will be seen as the first major turning point. Its critical acclaim and commercial success, not to mention the quality of graphics and engaging gameplay, stood as the moment where more than just Angry Birds fans took notice of iOS as a legitimate gaming platform.
Few games have really attempted to seize the momentum and continue what Infinity Blade started, so it seems only fitting that ChAIR returns a year later to remind us exactly how ambitious and downright enthralling a mobile title can be. This is Infinity Blade II -- bigger, deeper, and more ready than ever to prove that gaming on your phone isn't just for your mother.
Infinity Blade II(iOS) Developer: ChAIR Entertainment Publisher: Epic Games Released: November 01, 2011 MSRP: $6.99
The first Infinity Blade had a story that was merely hinted at, shrouded in mystery and vague allusions. This time, there is a lot more meat to the plot, but despite fully voiced cutscenes and a cast of actual characters, much is still left to the player's imagination. Infinity Blade II picks up where the first game left off, with the God King defeated and the hero in possession of his titular sword. To go literally any further than that would be to spoil things, but rest assured that things get very shadowy, very quickly.
Cutscenes are now voiced in English, rather than the invented language of ChAIR's fantasy/sci-fi universe. In some ways, this leads to a disappointing loss of mystery, as familiar voices lead to a less exotic and alien world. Nevertheless, the acting is impressively strong, and one particular character (who shall remain nameless) is performed with such delicious pompousness that it makes up for any letdown that might be felt. In any case, there's still plenty of oddness to go around, fake languages or not.
ChAIR has evolved the gameplay to provide a very recognizable base, but expanded in every single way. Infinity Blade II presents another series of one-on-one duels against increasingly challenging monsters, with players blocking, parrying and dodging until breaking the enemy and fighting back with elegant touch-based swipes. This time around, however, the minions of the Deathless have taken off their gloves and put up some real resistance, with punishing new attacks and varied patterns that make them far harder to predict.
The player's defense tactics have been given a bit more balance to ensure that players that safe, familiar routines cannot be depended on. If players dodge too much, the hero can become exhausted and grow far less effective. Opponents will also frequently attack with fists and shields so parrying is no longer completely trustworthy, and many attacks can also break through shields to stop anybody planning to "turtle" their way to victory. The penalty for sticking to one tactic is ever-present, and an impressive job has been done of ensuring that each battle feels less formulaic and more dynamic. Tougher creatures are not afraid to feint at times, perhaps raising a sword and tricking the player into parrying, only to surprise with a sneaky boot to the face. These moments test the player's ability to break free of instinct and muscle memory, yet again keeping would-be heroes on their toes.
The more intense combat is appreciated, but it doesn't come without its share of fresh grievances. For one, the difficulty spikes can become quite a surprise once the first "real" boss has been defeated, and the need to grind increases exponentially as a result. Enemies do far greater damage than usual, even with decent armor, and it's not long before they get access to powerful elemental weapons that sap one's life swiftly. Not to mention, the shield becomes practically useless in the latter stages of the game, as almost every single enemy will attack through it and do major damage. This wouldn't be problem if it didn't happen so quickly, encouraging players early on to start a whole new game while retaining their character progress, just so they can be strong enough the second time around.
Fortunately, players do still keep all their equipment, levels, and boosted skills upon death, respawning into a new "Bloodline" to begin each quest anew. After all, nobody is expected to beat Infinity Blade's bosses on the first encounter, with a potentially infinite cycle of death keeping players going until they're strong enough to conquer the latest challenge. Instead of simply going through a palace and defeating the God King, players must this time go through a castle with multiple paths, taking down over four major Deathless before rescuing a "man" known as the Worker of Secrets. As it was with everybody's favorite God King, the defeat of any one of these Deathless is accompanied by a sense of jubilant satisfaction and a feeling of accomplishment, especially if it's one that's put you in the ground several times running.
Outside of combat, there is now a ridiculous amount of new equipment to find, alongside old favorites like the Holiday Helm and Ladyfinger. As before, each piece of equipment collects experience points which are drained into the player characters' XP pool, allowing him to level up until the equipped item is "Mastered" and can gather no more. The balance between collecting powerful gear while collecting experience points remains, and with so much more stuff to grab, dedicated gamers will take a damn long time before having a hero at maximum capacity.
Weapons are now split into three types, with the familiar sword and shield being joined by dual blades and heavy weapons. Dual blades attack more swiftly, allowing for greater combos, and allow the player to duck incoming attacks rather than block them. Heavy weapons include axes and maces, and deal huge amounts of damage. Players won't be able to dodge with heavy weaponry, but can block attacks in multiple directions to better stagger the opponent. Gear now comes with various shaped slots that can be fitted with gems, because we need even more loot to gather. Gems possess extra perks, such as improved item drops, elemental damage, or greater defense bonuses, and can fit into any slot of the corresponding shape. They can also be removed from discarded weapons at the cost of gold.
The inventory has been given a slight overhaul, with items now split into better category menus for easier browsing. More powerful items are bought with in-game gold, which can be purchased for real-world money or earned honestly throughout the course of battle. New "supply" items, such as health regen potions and prize wheels, provide a little more aid and can -- if bought for a very high price -- make the boss fights far less difficult. As if that wasn't enough, there are new locked chests that can be opened by finding keys in the game world. It's a small addition, but the fact it was tossed in just to make things interesting speaks volumes about how serious ChAIR took this sequel.
At first glance, those unfamiliar with the game will think Infinity Blade II is more of the same, but the sheer level of improvements made to every facet of the game is quite staggering. ChAIR could have likely released little more than a glorified Infinity Blade with a few cosmetic changes and gotten away with it, but Infinity Blade II has expanded and deepened to a laudable degree. Battles are tougher, exploration feels less linear, and new items to discover make a game that feels much more like a role-playing adventure then ever before. Few console sequels could claim such consistent and thorough improvement, let alone an iOS one.
Of course, no Infinity Blade II review could be complete without a mention of the graphics, which are more gorgeous than ever. When not played on an iPhone 4-S, it has to be said that the animation can get a little choppy, but rarely does it take away from just how beautiful everything looks. The only time the framerate truly aggravates is when the obnoxious Game Center pop-up welcomes you back to the game in the middle of a fight and completely throws the timing off, otherwise I had few issues on a humble iPod Touch 3G.
Infinity Blade's delightfully bleak artistic style has returned in full force, with a series of wonderfully decrepit environments and a selection of monsters that range from intimidating to utterly bizarre. Weapons and armor are a sight to behold as well, coming in a variety of weird and often ridiculous fashions. It takes a real man to roll up to an immortal demi-god wearing only a metal Santa mask and a loincloth, but players can do it if they so desire.
Gamers who were not sold on the original's "Punch Out!!! with swords" gameplay will likely remain unimpressed with Infinity Blade II, but fans are sure to be completely thrilled by the amount of upgrades and improvements on offer, not to mention the developments of its increasingly enigmatic story. The sudden upshot in difficulty can take one by surprise, but the flexibility allowed when restarting Bloodlines means that it's never a real issue. Otherwise, this is the same kind of great combat found in last year's title, but with absolutely everything ramped up to magnificent degrees.
If Infinity Blade was proof that mobile games could be taken seriously, then Infinity Blade II is that very same proof biting any and all detractors on the genitals.
THE VERDICT - Infinity Blade II
Reviewed by Jim Sterling
9 /10
Superb: A hallmark of excellence. There may be flaws, but they are negligible and won't cause massive damage to what is a supreme title. Check out more reviews or the Destructoid score guide.
May be a stupid question, but whatevs: Are these screen shots stock or are they from your very own ipod Touch? If they're from a 3G Touch, then that's doubly amazing.
Seriously this needs to get out of the iOS only market. So much money could be made with Kinect, Move and or Wii adaptations. And you know putting it on Droid wouldnt hurt either.
On the 3gs for me I have had some crashing problems or it not actually saving my character and having to start over. With that said, as a game though it's exastly what a good sequel should be from what I played.
Infinity blade is one of the few games that I actually consider a game (in the mobile space), and not some stand in line time waster. Glad to hear it's great, will be picking this up.
Andy, Stealth happens to have scientific proof that any game is better if it's on the 3DS or PSP. Also, movies become better written and music becomes more emotional when played back on such devices.
I played the first Infinity Blade at a phone store the first time two weeks ago and it was pretty great. If I had an iPhone I would buy this. But I don't.
@Andy: I heard that sitting on the toilet for a long period of time gives you rings around the pucker. Won't that ruin your gay porn career? Sure you can just get it bleached, but it's never the same...
It's even better on ipad too, not just because of the upscaled graphics but using the ui/controls is a greater experience with the larger screen, either way the game's money well spent!
I played the first one, it was okay. Not as good as everyone says it is. Mobile games still have a long way to go. I don't see how this can possibly be better than MK7.
@caraleo: Yes, Nintendo put a tablet sized touch screen on the controller of their new console. They also kept all the buttons. Analog sticks (or circle pads), d pad, face buttons, and shoulder buttons. Nintendo knows button-less games are not the future. Touch screens and motion controls are good when complimenting buttons.
"Nintendo knows button-less games are not the future."
Nobody says they are.
Doesn't mean they can't be part of the future, though.
Just as you say the buttons on the Wii U compliment the touch screen, so too can all-touch games compliment traditionally controlled games. Variety. It's cool.
This game would be awesome if it kept my saves and stopped crashing. A lot of people are having this problem on 3gs, ipod touch, and ipad. A quick fix is supposedly in the works.
From what I've played, I like it a lot. Just wish I didn't have to start at level 1 each time.
You hear that! It's an insult! I'm going to shout "Infinity Blade II" at my PSP and see how long it takes for it to get so offended it takes a swing at me.
@Stealth I'm with you. Infinity Blade was fun for an hour or two but I can't wrap my brain around the repeated critical assertions that games like this and Dark Meadow are what's making people take mobile gaming seriously. They look pretty, that's it. I was glad I waited to get Dark Meadow for $1 because I was sick of it within 30 minutes. Infinity Blade was at least worth the $1.99 or so I paid for it. Mostly it just made me wish it was a real game.
In 5 years we'll be looking back at these games the same way we look back at SegaCD FMV games. Or Dragon's Lair is probably a better analogy.
@Caraleo and Jim Sterling: That's true. I wasn't trying to bash you guys there. I do believe smart phone and tablet games are here to stay, I just don't believe they will be the only way to game in the future. I know neither of you said that, but I get tired of hearing it everywhere on the internet. Dedicated handhelds, and smart phones will both exist, and neither one is going to get rid of the other. NUFF SAID.
Never quite got what was so amusing about someone backing up their opinions.
El Conrado:
I think the distinction comes from the fact that the 3DS and Vita are dedicated gaming handhelds on systems designed primarily to take advantage of that. A mobile device -- phones and tablets -- are multipurpose gadgets. Gaming has taken up a big chunk of the market for those devices, but the systems were not designed for games. Hence, the games that appear on a phone or tablet has a unique set of challenges to overcome not present on a traditional gaming handheld.
Everyone knows Jim will jump all over any decent iOS game and shout from the mountain tops the validation of iOS gaming. I just don't see it. I'll be downloading this on my 4S to see what the hooplah is all about...but it better be good or I'll be calling you out Jimster--especially after all this dram-ah over MK7/Skyrim/MW3/BF3.
I am giving my opinion like jim did. Unlike some of you. I have no issue with him reviewing the game the way he did. But I am allowed to propose a counter opinion
"nintendo put a tablet in the middle of their new videogame
mobile is a valid platformget over itno one is forcing you to play it"
Nintendo put a big screen in the middle of there videogame system. Similar to what the dreamcast had. This is taking it to the next level.
looks good I might need to pick it up for my phone
but I am tired of people saying because it works on the phone and has good graphics that are like consoles. I am tired of people saying that it means the future is on smart phones. this game works on the phones because its more on rails in combat but I don't want all games to be like that.
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