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Hogrocket is an indie studio that arose from the ashes of Blur developer Bizarre Creations in March 2011.
Consisting of Ben Ward (ex-Bizarre community manager), Pete Collier (senior level designer on The Club and 007: Blood Stone) and Stephen Cakebread (creator of Geometry Wars), the team has just released their first game on the App Store, entitled Tiny Invaders.
Co-founder Ben Ward was kind enough to answer some questions and tell us a bit about the game, the future of the studio, and why Hogrocket doesn't have bikini Wednesdays.
Firstly, congratulations on the launch of Tiny Invaders, and being named 'Portable Game of the Week' by IncGamers. Your first game is targetted towards the iOS market; what was it in particular about iOS development that led you to decide to release your first game on this platform, rather than on PC or the PlayStation Network, for example?
We're really pleased that so many people have enjoyed Tiny Invaders already, only a few days after launch. Hopefully more and more people will play the game as we continue to tweak and refine it over the coming months.There are plenty of reasons why we picked iOS as our lead platform for Tiny Invaders. Firstly, the audience is huge. There are so many iPhones, iPads and iPods out there, and it's a userbase which is growing larger all the time. The idea of working with a touchscreen device was also interesting, as was being able to update our game quickly and easily.
Finally, as a small, self-funded company, money is a real issue for us. We simply don't have the cash to hire fifty people and become competitive in the console space. And, to be honest, even if had the funds I'm not sure we'd want to be there anyway. iOS allows us to be agile, creative, experimental and have some fun. Almost all of the new and exciting game design concepts are coming out of these new platforms, and that's where we want to be.
Do you have any plans to develop for other platforms, or will you focus purely on iOS development? If plans for other platforms are in the pipeline, will we be seeing ports of Tiny Invaders or any other new IPs?
We're playing it by ear at the moment. iOS is a great platform and we'll certainly be creating more titles for it, but we're also interested in the likes of Android, Windows Mobile, and of course the PC and Mac. As I mentioned though, we're self-funded. We need Tiny Invaders to do well enough initially to fund its own expansion onto other platforms, so if enough people buy it then we'll pump that money straight back into getting the game onto other platforms. If Tiny Invaders can't do it then we'll find another way of spreading out; Hogrocket is a multi-platform company at heart.Tiny Invaders is an action puzzle game. Was it always the plan to choose this as the genre of your first game? If not, how did the decision come about?
Initially, we created several prototype games. We looked at the kind of thing that works well on touch screens: games that involve tapping, sliding, rotating. There were a couple of interesting concepts that came out of that prototype period, but the one that really stuck was a game we called 'trains'. The idea was to create a path-prediction game in which the player used their fingers to alter the path that a projectile travelled along. There are plenty of interesting mechanics that can come from that kind of basic idea, and we started developing some of these in the initial prototype. Over the months we developed 'trains' into a more sophisticated game, and when our art team came on-board it morphed into Tiny Invaders.Are there plans to expand into other genres for future Hogrocket games? Is there any genre in particular you would love to work with?
The nice thing about iOS and other agile platforms is that they don't enforce rigid genres like the console world used to. You can see it in Tiny Invaders; it's a bit puzzley and a bit actioney. It's likely that many of the more interesting games over the next few years will define their own genres, and for me that's what makes it so exciting.If there is one lesson you could take from the development of Tiny Invaders into your next game, what would it be?
Make decisions early. Even though we created the game relatively quickly - seven months from start to finish - we lost a lot of time to bad decisions and loss of focus. For example, we spent about a month of that time working on a 3D version of 'trains'. We interviewed an artist, contracted him to make some meshes, built a 3D engine, tweaked with the graphics endlessly... and then threw it all away. The visuals became too messy, we introduced loading times, it was harder to design level,s and it would have cost a lot more to build the assets. All of these things were obvious from the start, but we got caught up in the chase. On our next game we will lock down all of the fundamentals much sooner so that we don't fall into that trap again.Hogrocket was formed following the closure of Bizarre Creations, a studio which predominately developed for consoles. Were there many challenges in switching focus from consoles to portable devices such as the iPhone?
I think we coped with the switch pretty well. Some of us had previous experience on iPhone and other mobile devices, so technically there weren't too many surprises. Design-wise, the team took to the project pretty quickly, and it didn't take long to nail the design fundamentals. We did our tech homework at the start of the project, and kept important restrictions in mind right from the start. For instance, we always kept handy a second-gen iPod Touch, running iOS 3.1.3 (which we termed the 'iShit') for testing our base platform. We also tried as hard as possible to keep our file size down throughout development, as we had to fit the entire game under 20MB for distribution over 3G. Luckily, Tiny Invaders runs great on the iShit and is also under the 20MB limit.The main thing that tripped us up was a silly one. We were lucky enough to be featured on the App Store at launch, achieving a pretty prominent place in 'New & Noteworthy'. However, we didn't realise which of the two icon files we supplied would be chosen for use in the promotion. Unfortunately they used the larger 512-pixel-square icon in places we didn't expect them to, which resulted in a pretty crappy-looking, downsampled image in some locations in the store. Unfortunately, you can't change this icon without patching the game, so the change was delayed for a few days whilst it cleared submission. It's something we'll know to remember next time!
What attracted you to the idea of forming your own company rather than working for another studio after Bizarre Creations closed?
There are plenty of reasons, the main one being the sense of adventure. Even if we mess it all up and make a hash of everything, it'll be our mistakes that caused it and we'll learn from them. Ultimately it'll make us better people, even if we fail. Also, the core team is a pretty flexible bunch so it was great to be able to try things outside of our comfort zone. From my personal point of view, I've got quite a specific vision of how an online-enabled company should be run in this new age of agile platforms, so it's really good fun to try out some ideas and see how things develop.Hogrocket is an independent studio. Did you ever consider getting support from a publisher or another studio?
Of course we considered it, and we've had discussions with most of the big boys in the space. We wouldn't be doing our due diligence if we didn't investigate all avenues. We ultimately decided against having a publisher for Tiny Invaders because we thought we could do a pretty good job of self-publishing ourselves. Looking back on the launch, we were correct in terms of PR; the game has had a good amount of exposure in the press. However, we have failed in terms of cross-promotion within existing apps. It's become obvious to us that this is a very important string in the mobile publishers' bow, so we'll certainly be looking to strengthen our presence here in the future.You all currently work from your own homes and meet up a few times a week as a means of keeping costs down. How successful do you feel this approach has been? Did anything arise that you weren’t expecting?
We decided to work from home as a cost-cutting measure, and in that respect it's largely been successful. Turning a profit whilst renting an expensive office isn't something that we could turn into reality, at least not straight away. Despite this, we've tried hard to maintain a professional outlook despite working out of our bedrooms. As an example, we've stuck to pretty rigid working hours and kept a base level of professionalism - there aren't any bikini Wednesdays.The hardest thing about working from home has been the cabin fever. If you don't leave the house for a couple of days, you definitely start to climb the walls. I've taken to cycling and taking long walks as a way to break up the days, and that's been a pretty good tactic. It'll be great to move Hogrocket into a permanent office space, but realistically we can only do so once we've achieved a decent level of financial success. At the very least it's an incentive to work harder in the meantime!
There’s been much talk over the past year about tax breaks for the video game industry. Do you think such a tax break would benefit smaller companies such as Hogrocket, and if so, in what way?
Of course a tax break would be nice, but realistically it's not going to catapult us back onto the world-wide scene. Ultimately, I think studios should compete in the environment they find themselves a part of. Hogrocket is based in the UK, and being here comes with some inherent costs. However, we also get some great advantages that you might not get in other areas. The games industry isn't so strong right now, but other industries are booming. We've been lucky enough to work with BAFTA-award-winning animators on Tiny Invaders, and a pioneering composer on the music. Both teams are based in the UK, so we see freelancers like those as our competitive advantage.What advice would you give to people who are thinking of setting up their own video game company?
Take it seriously. It isn't all fun and games. You can expect more stress than you've ever experienced in your life. Your game needs to be amazing. Not just good, but amazing. That's the base line. Then you need to take all the business side of things seriously. That includes marketing and PR. If you can't nail all of those things yourself, then find somebody who can. In the meantime, keep an eye on the pennies and don't overspend. It can be a rewarding thing to do, but goddamn there's a lot of hard work that goes with it!Many thanks once again to Ben Ward and Pete Collier for the interview. Hogrocket's debut game, Tiny Invaders, is available for purchase now over on the App Store.
Labels: 2011, Alex Wozniak, Exclusive, Hogrocket, Interview, iOS, iPad, iPhone, iPod Touch, Mobile, Tiny Invaders
- Alex Wozniak

For years now, gamers have associated summer with a lack of quality titles to enjoy on their beloved console, handheld or PC. Occasionally, we might be lucky enough to receive a gem like Batman: Arkham Asylum in August, or a surprise hit like Infamous in June, but for the most part there is a serious drought of triple-A titles to keep us amused.
Since the release of Apple's widely successful iPhone, and the subsequent growth of the App Store, gamers both hardcore and casual have often looked to cheap downloads to keep them entertained when their PS3 and 360 cannot. Fantastic games are released on iOS almost every week, and there's a massive back catalogue of high-quality titles that are addictive, cheap and - most importantly - fun.
To help you through this all-too-familiar summer gaming drought, here are (in no particular order) my Top 10 iPhone Games to get you through the summer.
Editor's note: The prices, publishers and App Store ratings contained in this article are those from the U.K. App Store. Prices, publishers and ratings may vary in other territories, and in some territories some apps may be unavailable to download. Half-stars on the App Store are rounded up to the nearest whole star here, so 4.5 stars equates to five here.
Plants vs Zombies

Without wanting to sound lazy, there's very little I can say about Plants vs Zombies that I didn't say in my full review last year. What I will say is that Popcap's supremely popular PC tower-defence title is even better on iPhone, with the touchscreen controls lending themselves brilliantly to planting seeds and taking down the zombie hordes. The game looks and sounds just as good as it does on the PC, and the recent update - that offers native support for the iPhone 4's stunning Retina display - means that the crispness of the visuals are now pretty much on-par with the HD visuals of the Xbox Live Arcade port. With such addicting gameplay, great presentation and plenty of levels to keep you occupied, Plants vs Zombies is one game that should be on every iPhone owner's home screen.
Price: £1.99
Developer/Publisher: PopCap
Awards: Over 20 Game of the Year awards
App Store Rating: ★★★★★
Cut The Rope

As far as concepts for games go, there's no denying that the level of creativity on offer from App Store developers far surpasses the creativity of developers of console games. I mean, when would anybody else think to base a game around feeding sweets to a little monster?
Cut The Rope is all about - well - cutting ropes. On the end of the ropes are pieces of confectionery, and your job is to cut ropes, pop bubbles, blow balloons, pull back elastics and generally utilise physics and your brain to feed your little green friend. Much like Angry Birds, the excellent physics are what provide most of the fun in this puzzle game, but the way in which new mechanics are constantly introduced keeps it feeling fresh throughout the entire experience. There's a good amount of challenge and an abundance of levels to keep you occupied, and the game is full of charm and cutesiness that make it very hard to resist. Perhaps more than any other game on this list (Angry Birds aside), it has absolute universal appeal.
Price: £0.69 (or free 'Lite' version)
Developer/Publisher: Chillingo Ltd/ZeptoLab UK Ltd
Awards: Best Handheld, BAFTA 2011; Most Innovative, Best Casual/Puzzle, Pocket Gamer Awards 2011; Best Handheld, GDC Awards 2011; Apple Design Award Winner, WWDC 2011
App Store Rating: ★★★★★
ZombieSmash

I'd be lying if I told you the App Store wasn't full to the brim with games featuring zombies, and I'd also be lying if I said that there weren't already hundreds of tower-defence-esque titles available too. But, even though ZombieSmash unashamedly combines these two rather contrived ideals, it does it so well that it's rather impossible to ignore. The biggest weapon at your disposal in ZombieSmash is your fingers, as you grab your attackers and fling them around at will, in an attempt to defend your home. As you progress, weapons become available as well, and - just as in all tower-defence games - the more goodies that you unlock, the more fun there is to be had. You earn stars as you play, and you use these to unlock more weapons, ammo slots, barricades and the like. It's all very much what you'd expect, but the way in which you can just fling the zombies around if you so wish does give it a unique edge. The game also looks fantastic, with its cute art style juxtaposed against blood and gore, to great effect. The wonderfully squishy sound effects as zombies are killed, coupled with a surprisingly brilliant music score, mean that this game goes above and beyond most App Store production values as well. ZombieSmash definitely gives the brilliant Plants vs Zombies a run for its money, so buying it is an absolute no-brainer.
Price: £0.69
Developer/Publisher: gamedoctors UG
Awards: N/A
App Store Rating: ★★★★★
Angry Birds

What else is there to say about Angry Birds? It's the king of the App Store; the game that everyone goes to download first when they purchase a new iOS device. And all this success, for a game that sees you flinging chickens at pigs who are bunkered down in a series of increasingly well-defended structures? It seems utterly absurd that something so ridiculous could be so successful, but brilliantly fun physics and its wide array and variety of levels means that people just keep coming back for more. There isn't much strategy involved, and luck can also play a large part in how you do, but there's something incredibly satisfying about killing pigs with poultry.
Price: £0.69 (or free 'Angry Birds Lite' version)
Developer/Publisher: Clickgamer.com/Rovio Mobile Ltd.
Awards: N/A
App Store Rating: ★★★★★
Chop Chop Runner

As another simple concept with the 'just one more go' appeal, it's easy to see why Chop Chop Runner has become one of the most successful games on the App Store to date. You play as a ninja, and all that ninja wants to do is run from left to right. And he will stop at nothing.
You tap the screen to hop, hold the screen to leap and double tap the screen to attack enemies, as you make your way along the right of the screen. That's all there is to it. The landscapes and enemy placements are totally random, though, as it's all randomly generated each time you play, ensuring an unpredictable and reasonably fresh experience each time you boot it up to have a go. Like many popular games on the App Store, the game has a cute art style, with colourful backgrounds and detailed, hand-drawn characters. It's a charming little package, and has kept me occupied many a time on trains, buses and planes.
Price: £1.49
Developer/Publisher: Gamerizon
Awards: N/A
App Store Rating: ★★★★
Infinity Blade

Possibly the most high-profile game on the App Store amongst those in the hardcore gaming community, Infinity Blade is brought to us by Epic Games and Chair Entertainment, the developer behind the utterly brilliant Xbox Live Arcade title Shadow Complex, back in 2009. There is a sort of story to Infinity Blade's proceedings, but in all honesty, it's basically typical fantasy fare; there's a big bad guy with a powerful sword, and you have to kill him.
The headline feature (if you can call it that) of Infinity Blade is no doubt the visual prowess. On an iPhone 4 using the Retina display, this game looks absolutely phenomenal. Without wanting to anger the Nintendo fanboys of the world, I really do think that, on a technical level, this is better than the very best Wii titles. The sound effects, graphics and music wouldn't be out of place on a home console, so to see it on a phone is an incredible testament to just how far these devices have come, in such a short space of time.
In terms of its gameplay, though, Infinity Blade doesn't even try and act like a console game. There are no onscreen buttons, or the sort of awkward joysticks that Gameloft seem intent on using in every single one of their console-wannabe iPhone games. In fact, everything outside the combat is scripted. The combat is great, though, and also very satisfying as it can get bloody difficult as the game wears on, or if you attempt multiple playthroughs. Swiping at enemies to attack and defend works very well, and unlike other mobile games with this level of production value, you don't have to be ambidextrous to play. The game also has a levelling system and loot to collect to keep you going, and overall this is probably the most impressive game on the entire App Store. It might not have the addictive mobile characteristics of other games on this list, but you owe it to yourself to check it out if you have an iPhone.
Price: £1.99
Developer/Publisher: Chair Entertainment Group
Awards: Apple Design Award Winner, WWDC 2011; more than 20 'Game of the Year' and 'Top App' awards
App Store Rating: ★★★★★
Mega Jump

The concept of Mega Jump is one that has been well established on the App Store since its inception. The aim of the game is simply to soar as high as you can, by tilting the device to direct your little sprite, as he collects coins and power-ups to surge him through the sky and into the stars. What makes Mega Jump stand out amongst a plethora of similar titles, though, is its attention to detail; with bright, vibrant backgrounds and overall fantastic presentation, it's a game that's very easy to fall in love with. Leaderboards and achievements give you reason to keep coming back, as do the constant updates provided by the developers. Oh, and did I mention that it's free?
Price: FREE
Developer/Publisher: Get Set Games Inc.
Awards: N/A
App Store Rating: ★★★★
Flick Kick Football

The concept of Flick Kick Football could not be more simple; you're presented with a shot at goal, which - as you progress - will become more difficult to score, thanks to the presence of defenders and a moving goalkeeper. You just take shots at goal, over and over again. And how do you do this? You flick.
That's it.
As so many of the best iOS games are, this is incredibly simple, but just so addicting and oddly engaging that you could spend hours at a time playing it. Perhaps more than any other game on this list, it has that 'just one more go' appeal that makes it very difficult to stop playing. There isn't much variation between game modes, although turn-based online multiplayer is a nice touch that gives proceedings a competitive edge. The presentation is decidedly old school, with menus and loading screens that look like they've been pulled out of a 1970s football magazine. At only 69 of your English pennies, you really can't go wrong, regardless of whether or not you even like football.
Price: £0.69
Developer/Publisher: Prodigy Design Limited
Awards: N/A
App Store Rating: ★★★★★
Stick Cricket

For years now, Stick Cricket has been one of the most popular internet Flash games in the world, and so it seemed like only a matter of time before it made the jump to the App Store. The free version of the iOS game is rather limited in terms of modes, but for the relatively low cost of £1.79 you can enjoy pretty much all the trimmings that you enjoy on the flash version, including wireless multiplayer. The concept of Stick Cricket has always been simple, and so translates perfectly well to the iPhone; you simply tap left or right on the screen to swing your bat in that direction, and try to score as many runs as possible. I know many people (myself included) who have sunk hours and hours into the web version of this game, so being able to take it wherever you go is only going to increase the number of hours of your day in which your productivity levels remain at zero.
Unless, of course, you consider winning the Ashes in virtual stick form productive. In which case, carry on.
Price: FREE
Developer/Publisher: Stick Sports Ltd
Awards: N/A
App Store Rating: ★★★★★
Call of Mini: Zombies
There's no prizes for guessing which popular franchise the developers of Call of Mini: Zombies are ripping off with their little game, but there's no denying that this cutesy third-person shooter succeeds in being both addicting and fun. The variety is certainly there too, as although there are only two maps, there are thirteen unique weapons and twelve different types of zombie to shoot at. Whilst the weapons are fairly standard, and many of the enemy types seem to have been pulled straight out of Left 4 Dead, the game performs well overall, despite the use of touchscreen joysticks which have so often failed in the past. Here, they work well; the gameplay experience is smooth and enjoyable, although the lack of co-op does seem like somewhat of a missed opportunity. Like many of the games on this list, however, Call of Mini: Zombies is chock-full of charm and - much like Zombie Smash - the mix of cutesy characters, moody environments and horrific gore all come together to create a very pleasing aesthetic. Call of Mini: Zombies certainly won't win any awards for originality, but the concept has been executed tremendously well overall and for its nominal cost, you really can't go wrong.
Price: £0.69 (or FREE version)
Developer/Publisher: Triniti Interactive Limited
Awards: N/A
App Store Rating: ★★★★★
Labels: 2011, Feature, iOS, iPhone, Mobile, summer drought, Tom Acres, Top 10
- Unknown

Mirror’s Edge is one of my most favourite games of all time. It’s a game of simplicity; a sublime experience where all excess between you and the the game environment is thrown out the window. It’s defenestration of the superfluous in favour of immersion, and that’s a wholly unique concept for video games.
Mirror’s Edge for iPhone is not this, but it is worthwhile in its own right. While the console iteration of Mirror’s Edge was a first-person experience, the iPhone iteration is a side-scrolling platformer among the lines of Canabalt. As a game about fluid momentum, Mirror’s Edge translates extremely well to this type of gameplay, and the iPhone is a great place to execute it.
On consoles, Mirror’s Edge was somewhat difficult to control, but Mirror’s Edge on iPhone - we'll refer to it from now on as 'ME iOS', for simplicity's sake - is smooth and intuitive. To make Faith run in a given direction you swipe either left or right, to make her jump you swipe up, and swiping down makes her slide. It’s a pretty simple set of commands, but the game achieves that desirable zen-like sensation of fluidity by churning these variables together, and adding a handful of micro-gestures that increase how quickly Faith can traverse. It’s a little more complicated than Canabalt, for instance, where your only control is when and how long to jump, but ME iOS not so complex that it’s frustrating.

ME iOS is a short experience, and no single level is completely satisfying either, as each is short and typically littered with a few enemy encounters. Similarly to the console version, the enemy encounters are the game’s weakest aspect: combat in ME iOS is frustrating, a nasty road-bump on an otherwise calming experience. Faith can slide, jump kick and disarm enemies she meets by swiping either down, up, or left and right, but each option will either follow lethal gunfire, slow Faith down, or eventually kill her and end a run if failed. None of these consequences enhance the game experience; rather, they detract from it. Like the Mirror’s Edge on consoles, ME iOS would benefit from either retooling the role of combat or doing away with it altogether, especially as it interrupts the more satisfying fluidity of the gameplay.
Since this mobile version of Mirror’s Edge succeeds so well in delivering a calming, zen-like experience, I would have appreciated some longer levels, or perhaps a mode of infinite level generation where I could just keep running and navigating. As it is, I probably won’t return to ME iOS, simply because the levels aren’t worth returning to once you’ve mastered them. There are collectible runner bags, akin to Mirror’s Edge on consoles, but they are frustrating to reach and don’t really exemplify the game’s controls and what kind of gameplay they can achieve. Still, if you liked Mirror’s Edge and can find enjoyment in spurts of fluid platforming, Mirror’s Edge on iPhone is definitely worth checking out.
7/10 [?]
Labels: 2011, App, DICE, EA, iOS, iPad, iPhone, Mirror's Edge, Parker Scott Mortensen, Review
- Parker Scott Mortensen

Rarely do I burst out laughing while playing a games tutorial. 4th and Battery's Unpleasant Horse, however, makes me do just that. It's a simple enough premise: you direct an 'unpleasant horse' as it flies through a mountainous realm filled with Strauss' Blue Danube, 'Pritty Ponies', pleasant clouds and small birds. Your job, as an unpleasant horse, is to turn the clouds stormy, to hit small birds and to force the Pritty Ponies to the ground where running circular saws await.
What ensues is a game full of storm clouds, sweet music and eviscerated pony parts.
Unpleasant Horse is the first game from Popcap-owned developer 4th and Battery. Whilst Unpleasant Horse is far from Popcap's normally family-friendly games, it does has a distinctive Popcap quality and style; the artwork is superb and the and the gameplay is highly polished.
Unpleasant Horse is extremely entertaining and you will soon find your time fly by, as you try and try to break your own high score. So far, I have only reached 226,960 points, and my fingers are itching to get back to the game, in order to bring more unpleasantness to Pritty Ponies.

One thing must be made clear though. Popcap's games have a reputation for cutesy, family-suitable content. Unpleasant Horse is a definite departure from said reputation; it is not a family friendly game, and I do not recommend that young children play it.
Unpleasant Horse has the potential to become the next Angry Birds or Doodle Jump, but at the moment it is still in its early stages. The game currently lacks Game Center integration, and whilst it does have a scoring system, there is no way to share or compare scores with your friends. That aside, this is a fantastic game that will have you returning time and time again, for more and more unpleasantness.
Unpleasant Horse is a game you pick up to pass five minutes, but inadvertently spend an hour on.
Unpleasant Horse is currently available on the iPad and the iPhone for free for a limited time only.
7/10 [?]
Labels: 2011, 4th and Battery, Cathal Geoghegan, iOS, iPad, iPhone, Mobile, Popcap, Review, Unpleasant Horse
- Cathal Geoghegan
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