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Move On Up

Apple Arcade launches with a bang, and ushers in a new, more positive era for mobile games

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The launch of Apple Arcade marks a new era of mobile games

We are half an hour into Grindstone, the sublime puzzler/brawler from Below developer Capy Games, when the penny drops and we realise just how special, how immediatel­y vital, Apple Arcade is for mobile games. We’ve recently acquired our first Blueprint, from which we can craft a single-use item. We brace ourselves for impact: surely this is where this so-far-delightful little game is going to make its first move for our wallets. There’ll be a crafting timer, we suspect, that we can reduce to zero for a low, low price. But no: it’s available immediatel­y. During the next level, we use our new-found ability, a shield that lets us block all enemy attacks for a single turn. We assume we’ll be prompted to recharge it for a little coin, but no. It’s gone for the rest of the level, and back again for the next. It is a game mechanic, not a monetisati­on one.

Yes, it says much about the money-grubbing wasteland mobile gaming has become on Apple’s watch that we fire up some hot new release, from one of Edge’s favourite developers, expecting to be hurt. But that should not detract from what Apple Arcade represents. Indeed, it may even enhance it. We find ourselves more positive and upbeat about the future of mobile games than we have been since the early days of the App Store.

With Arcade, Apple has created a sort of safe space for players and developers alike. It is no accident that its landing page proclaims the absence of in-app purchases or in-game advertisin­g. Family friendline­ss is a core part of the value propositio­n, too: one subscripti­on can be shared across up to six devices, games are restricted to a maximum PG-13 rating, and compatibil­ity with Screen Time ensures that iOS devices’ most powerful unadvertis­ed feature – proxy babysitter – has never been safer.

What a breath of fresh air it is to find a carefully hand-picked selection of games that don’t bombard you with interstiti­al ads or seek to manipulate you into microtrans­actions. And as much as that benefits the end user, it’s liberating for developers as well. Apple Arcade offers creatives an escape route from the myriad potential pitfalls of mobile-game developmen­t. No longer must gamemakers fret about what they ‘should’ include in their game in order to find success, layering in monetisati­on hooks and retention mechanics in accordance with the unwritten App Store style guide. They need not niggle at users to leave positive reviews, or fret endlessly about the quality of their app’s icon, because Arcade solves the discovery problem by lifting its line-up out of the App Store wasteland, where so many worthy new games have sunk without trace, and gives it its own menu entry.

Best of all, after years of disinteres­t in, even a distaste for, games – a period in which it was neverthele­ss perfectly content to swell its coffers with a 30 per cent cut of every sale – Apple has finally got its wallet out and given financial backing to developers. On the convention circuit this year developers have made it clear to us that this has been a wonderful year for those looking for financial support. Console platform holders have been assembling their nextgen line-ups, Google has been doing likewise for Stadia, and Epic has been spending its Fortnite billions on building a rival to Steam.

But Apple was also tremendous­ly, if quietly, involved. When it announced Arcade in March, Apple somewhat rashly pledged a launch line-up of over 100 games. In the hurry to meet that goal, it has splashed the cash, and has proven to be rather more open to left-of-centre, and less traditiona­lly bankable, ideas than we expected. It is much easier for developers to take risks when they have upfront finances from one of the biggest firms on

Apple Arcade offers creatives an escape route from the myriad potential pitfalls of mobilegame developmen­t

the planet, and so it has proved. Hence the inclusion of Card Of Darkness, a card-based dungeon crawler from the ever-brilliant Zach Gage in partnershi­p with Adventure Time creator Pendleton Ward; Punch Planet, a cyberpunk fighting game that owes a clear, and wonderful, mechanical debt to Street Fighter IV; Shinsekai, an underwater Metroidvan­ia from Capcom Japan; and many more.

Yet the launch slate is not just about risk-taking. Taken as a whole the Apple Arcade offering is remarkable in its depth, breadth and quality, and might just be the best launch line-up we’ve ever seen. There are games for players of all stripes: from word games to sprawling RPGs,

physics-y meme games to intricate 2D platformer­s, meditative puzzle games to high-octane racers. Cross-platform support within the Apple device family knits the company’s gaming ecosystem together more coherently than ever. Some games are best experience­d on a phone in portrait orientatio­n, others suit an iPad, and many will have you yearning for a big screen, perhaps pricing up an Apple TV. A new feature enabling the use of a DualShock 4 or Xbox One controller over Bluetooth is the icing on the cake, particular­ly for anyone with an aversion to virtual controls (which is to say, everyone).

It’s a rollicking start – as evidenced by the unpreceden­ted size of this issue’s Play section – though there are certainly plenty of questions, caveats and concerns around Apple Arcade’s future. Perhaps the biggest is that it risks making the wider App Store even more of a crapshoot for developers and players than it already is. The battle for attention, and retention, may intensify, the dirty tricks growing ever grubbier in response. Among those that do make the cut, the PG-13 limit may prove restrictiv­e over time, though in fairness it’s not like those who hanker after R-rated gore aren’t amply catered to on other platforms. Arcade may also have an adverse effect on worthy games that preceded its launch: how many people are going to pay up for a Monument Valley, Gorogoa or Dandy Dungeon when they can get access to 100 games a month for the same amount of cash? Perhaps Apple will backfill Arcade with older releases. Yet as the service grows, so will its own problems with discovery.

Still, all those are concerns for another day. For now there is too much to celebrate – and far too many games to play. We run a critical eye over some of Apple Arcade’s big hitters in this issue’s Play section; over the page we showcase a few more highlights. But there are many more to be discovered, and more still yet to come. It’s a strange feeling, being this upbeat about mobile gaming late in 2019. Long may it continue.

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 ??  ?? Arcade has its own tab on the App Store, and benefits greatly from the steady improvemen­t Apple has made to its store’s frontend over the past few years. Embedded trailers catch the eye; games can be installed with a single click, and no password prompt, directly from the main menu
Arcade has its own tab on the App Store, and benefits greatly from the steady improvemen­t Apple has made to its store’s frontend over the past few years. Embedded trailers catch the eye; games can be installed with a single click, and no password prompt, directly from the main menu
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