

Infinity Blade was the fastest-grossing app in the history of iOS upon its release.
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The game received four free expansions that added new equipment, endings, and game modes. Infinity Blade was intended to demonstrate the new iOS version of the Unreal Engine, and to combine the swordplay of Karateka and Prince of Persia with the loneliness of Shadow of the Colossus.

The game was developed by a team of twelve people, who took two months to make a playable demo and three more to finish the game. Upon defeat, the player restarts the game as the character's descendant with the same items and experience level. When in battle, players swipe the screen to attack and parry, and tap the screen to dodge and block enemy attacks.

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In the game, the unnamed player character fights a series of one-on-one battles in a derelict castle to face the immortal God King. It was the first iOS video game to run on the Unreal Engine. Infinity Blade II is available from the iTunes App Store for the iPhone 3GS, iPhone 4, and iPhone 4S, as well as for the iPad, iPad 2, and iPod Touch, third-gen or later.Infinity Blade is an action role-playing game developed by Chair Entertainment and Epic Games and released through the Apple App Store on December 9, 2010. I refuse to believe that, and you should, too. I'll gladly accept Infinity Blade II and love it for existing, but I'm feeling a little sad that this is currently being touted as the best that the App Store has to offer. Infinity Blade II is a beefy download, but I think this game's going to live on my iPad for a long time. This sequel has emerged among many games that currently use similar graphics techniques, but it still manages to shine brighter. The original Infinity Blade opened up a doorway to making iOS games using the Unreal Engine. Not only does it look better than nearly any handheld game ever made, it looks awfully close to console quality to the average gamer. Visually, Infinity Blade II is stunning it even surpasses the jaw-dropping good looks of last year's game. I'd be remiss if I didn't discuss the graphics in more detail. Dodging is perfect thumbwork, but the swordplay is a better fit for playing on an iPad on one's lap, what with all the finger-swiping. While I'd like to say it's a better game for the iPhone-its simple controls lend themselves better to the tinier iPhone screen's thumb-friendly layout-it's much easier to make out hard-to-find treasure bags on the iPad 2's larger screen.

Infinity Blade II looks equally impressive on my iPhone 4S and my iPad 2. Infinity Blade II on the iPhone 4S: Practically identical, smaller screen. Add a full-fledged control pad, and what sort of astounding game could Chair make with these types of graphics? Would that even be of interest to anyone? I'm not sure, but I'd love to see it happen. Games like Infinity Blade II keep making me wonder whether the lack of a true control pad is holding back iOS game development, or whether the casual nature of the App Store gaming market-with the limited resources developers are willing to put into a game that costs under $10-is making for these more limited experiences. If you've been hoping for iOS gaming to transcend itself and become the second coming of console gaming, well, that's not what this is. If you liked the first Infinity Blade, you're going to love this. The sequel throws in more voice-overs, tons more boss battles, and branching pathways, along with new ideas like locked treasure chests. My frequent early death point-a branching path to a treasure chest. A sword-and-sorcery version of Fruit Ninja, in a way, but that's hardly a bad thing. Those hoping for a true console-style RPG were let down by the simple, linear-path-based story and Punch-Out-esque gameplay, but most people quickly got over that when they found out how addictive the hack-and-slash/leveling experience was.
