Lords of Midnight (Apple App Store, $ 6.49, Google Play $ 5.99)
Way back in the dark ages of my gaming past, I played a game on my ZX Spectrum (for those younger readers who have no idea what I’m talking about it was a British-made computer that you loaded games saved on cassette tape using cassette player, and it had rubber keys) called Lords of Midnight made by a guy called Mike Singleton. Honestly, it was a game that was ahead of its time and earned the coveted 10 out of 10 score from influential Speccy magazine Crash. It would also turn out to be one of the best games I played on my Speccy, actually. It was an incredibly deep adventure game where players initially started with four weirdly name lords: Luxor the Moon Prince, Morkin the Moonsprog, Corleth the Fey and Rorthron the Wise as they embark on a quest to destroy Doomdark, the Witchking of Midnight, and it required lots of patience and thought and paper (in those days you had to jot down the map as there wasn’t one in-game). I loved it but sadly my Speccy doesn’t work anymore – but before his untimely death, Singleton and British developer Chris Wild were working on an iOS, Blackberry and Android version which has now been released by Wild as a tribute to Singleton. So, while new Lords of Midnight captures the look of the original game’s graphics, complete with limited colour palette (but with much crisper and brighter visuals to suit HD displays), has no sound, like the original, and is still a tough game that rewards the patient who have hours to spare, it’s brought some new features for the touchscreen gamers, like swiping the screen to change your view point, and a map icon that will display the world map. Lords of Midnight is still an incredibly complex game and won’t find favour with gamers seeking fast-twitch rewards, but for strategy fans of the original it’s a nostalgic trip down memory lane.