Gaming on the iPad

The majority of premiere launch titles for the iPad were gaming focused. Partly because this shows off the device's additional processing power with the A4, but also because the majority are only marginally different from the iPhone version, instead offering native resolution.

First is N.O.V.A. HD, an FPS title that is largely unchanged from the iPhone version except for supporting higher resolution. It runs virtually flawlessly on the platform, despite the larger resolution. The only major annoyance here is that the title doesn't appear to work with any landscape orientation you choose, and Apple's iPad/Case accessory chose the complete opposite landscape view by default.


It's insanely hard to take action screenshots, I discovered

The title performs flawlessly performance wise, though playing an FPS title with look, movement, and fire controls all fighting for your two hands and 10 fingers is still challenging.

Next is Flight Control HD, which continues to do what the original title did well.


Bigger maps are "HD" - Old maps still linger around too

Namely, cast the player as an air traffic controller managing exponentially busier and busier airspace in a 2D world. It's the same that we've seen before, just bigger, more complicated, and scaled up. It's a high profile game for sure, but the approach is safe. While it'd be pointless to destroy what made the game good, there just isn't anything new that the iPad's form factor contributes other than a bigger screen.


It's easier on the bigger screen, until it throws even more at you

There's also Real Racing HD, which looks very high resolution on the platform, though it too is ultimately dependent on a control scheme that's at times difficult. Rotating the screen to drive makes an otherwise pretty normal arcade style racing game surprisingly difficult. There are plenty of driving assists, including automatic braking, and these ultimately save the game from being too complicated to play easily.


Tilt to drive - that's for steering and gas

Worms has long been ported to the iPhone platform, and although its control scheme is initially challenging, it's probably the one that best leverages the iPad. I found the title difficult for the first few plays, and it's got a steep control learning curve, but execution is fun and engaging. The title also looks very crisp on the iPad, though there was the occasional framerate stutter.


The holy hand grenade remains my weapon of choice

Probably next on the list of engaging titles that offer unique control schemes is Command and Conquer: Red Alert. The iPad's display is finally large enough to really allow developers to make titles that are rich and immerse, and not mere novelties. The game still has a bit of roughness around the edges - sounds are sometimes a bit low fidelity for my taste, and there's a lot of speech events that are very very redundant. But the title is strong when it comes to user interaction.


That selection box was made with multitouch

For example, selecting a group of users can be accomplished by either clicking a box, and then dragging a selection (this is a mouse convention), or by using a multitouch gesture (Yes! Finally!). Three points define a selection square, and units within the square are automatically selected. It's a gesture that's natural, super fast, and the exact kind of new use scenario I want to see more of on the platform. Developers need to re-think every bit of preconceived interaction notions from the desktop. Erase of all of it.


If you sucked at RTS, you'll still suck at iPad RTS

Is the iPad a gaming platform? Definitely. Even if you argue that it isn't a fully fledged, integrated one, iPhone games remain the platform's top grossing commodity. The iPad's larger screen and increased processing power will only further amplify that trend, but only if developers can create compelling UI leveraging the iPad's multitouch screen and lack of hardware buttons. Some titles are going to be challenging to pull off, others lend themselves entirely.

Reading Rainbow Final Words
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  • Anand Lal Shimpi - Wednesday, April 7, 2010 - link

    I definitely appreciate the corrections :) Fixed!

    Take care,
    Anand
  • odditude - Friday, April 9, 2010 - link

    Bottom of P12: "Most developers just got access to the iPad on " - unfinished fragment
  • afkrotch - Thursday, April 8, 2010 - link

    I found a bunch of errors in the article, but I chalked it up to him trying to use the iPad for actual work. Something it apparently sucks at.
  • strikeback03 - Friday, April 9, 2010 - link

    lol, I thought the article might have been a little rushed, kinda like the iPad. Great insight and content, but could have stood for a little more editing.
  • CyberMonk - Wednesday, April 7, 2010 - link

    According to Apple, you're incorrect about the iPad not having an oleophobic coating. From the iPad's tech specs page: "Fingerprint-resistant oleophobic coating"
  • solipsism - Wednesday, April 7, 2010 - link

    3rd-party accessory are allowed. Bluetooth keyboards already work with it and Apple licenses the iPod Dock Connector port so there is nothing stopping anyone else from selling their own keyboard, dock, or whatever, which I hope they do as the one Apple supplies has no option for folding down for easy travel.

    You can even use a simple USB-A(f)-to-USB-A(f) coupler for syncing your photos instead of paying for Apple's adapters. There are other options that already exist in this arena for USB.
  • Grump642 - Wednesday, April 7, 2010 - link

    Think I will hold on till the HP Slate comes out. It will have most of the things on it that the iPad is missing.
  • afkrotch - Thursday, April 8, 2010 - link

    If the HP Slate runs Win7, I'd be all over it. I picked up a HP TM2, but the touchpad was broken on it. I went for a replacement, but none available. I'm waiting for more to come in stock, hopefully that's before the Slate comes out.

    I tend to jump right into purchases and I'd rather see how the Slate does. If it comes out before the TM2 comes in stock, that might not happen.
  • joe_dude - Wednesday, April 7, 2010 - link

    That was a very detailed review. Only disagree on the gaming aspect. While the touch interface is cool, the CPU, GPU & memory seriously limits its potential. Others have already mention that.

    http://www.gamesradar.com/f/real-gamers-review-the...

    Nothing against retro-gaming, but Worms, C&C, RE4, Scrabble, etc. are netbook quality at best.
  • ekul - Wednesday, April 7, 2010 - link

    Anand,

    An excellent article as usual. While most of the ipad reviews have been quite through you have managed to discuss elements of the device no one else has touched on.

    That said I have to disagree with your plea for a moorestown cpu. Even with moorestown being so much more efficient than regular atom based systems it can't touch a cortex a8 for idle or load power draw. Combine that with smaller packaging for arm, lower costs and true SoC designs and it isn't even a contest. The price is lower performance but I'll take the trade for battery life.

    Keeping ipad the same architecture as existing iphone OS devices is a big bonus as well, lowering development costs for both apple and app developers. ARM is also providing an excellent upgrade path from a8 to the a9 SoCs that are sampling now and should be in devices shortly.

    Once there is a true SoC design based on atom it might be worth considering but for now it's just not ready

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