Thursday, April 5, 2012

iPhone: Why Flight Control Rocket Sputters While Angry Birds Space Soars

iPhone
Why Flight Control Rocket Sputters While Angry Birds Space Soars
Apr 5th 2012, 16:06

It's tough to pinpoint exactly why two of the App Store's biggest original sensations recently embarked on outer space-set new releases, but within the last few weeks, both Flight Control Rocket and Angry Birds Space were released for iPhone and iPad. Despite the obvious parallels in setting, the two apps couldn't be more different in the way they approached this fresh terrain, and it has nothing to do specifically with galaxies, spaceships, or colorful fowl. It's all about business.

To be fair, neither game is that dramatic a leap from earlier iterations. Flight Control Rocket shakes up the initial offering's core experience by swapping terrestrial airplanes and helicopters for a wider variety of ships -- including squad formations and those that drop drones as they fly. But ultimately, the game is all about drawing paths between vehicles and landing spots. Meanwhile, Angry Birds Space adds gravitational pull on circular planets, along with new birds with altered abilities. But in the end, you're still pulling back a slingshot and aiming for pigs housed within well-fortified structures. And both still capture much of the core pick-up-and-play appeal of earlier entries that made them such iconic iOS experiences.

But there's a marked difference in how each evolves its formula, and it's the main reason why my review of Angry Birds Space carries a 4.0 (Great) score, while Flight Control Rocket only eked out a 3.0 (Solid), despite what I would consider a similarly excellent level of quality for their predecessors.

Though Angry Birds Space lightly irritates by offering a bonus episode of 30 levels out of the gate for $0.99, you still feel like you're buying a complete app and getting something in return. You pay your dollar, and in return, you get 60 stages, with more expected down the line. The sense of satisfaction you get for paying a small sum of money in exchange for a fully-functioning game isn't diminished by the fact that additional gameplay can be purchased from the outset, much as you'd like it for free.

Sadly, that's not the case with Flight Control Rocket. I don't have an issue with games adding in micro-transactions, so long as it doesn't come at the expense of the core experience -- but that's exactly the problem with Firemint's latest. Flight Control succeeded in part because the game became increasingly hectic as you played through each attempt, and the high score earned at the end represented your skill and tenacity. In Rocket, when you run out of lives, you can simply buy more with in-game coins -- which can naturally be purchased with real cash. The high-score chase ceases to matter when the size of one's wallet can impact what goes up on the leaderboard, and it really kills whatever momentum Rocket had with its futuristic gameplay alterations.

Beyond the lack of motivation to keep playing for higher scores, the $0.99 universal app doesn't feel like a complete offering out of the gate. Rocket does its best to keep features held behind coin barriers, seemingly in the hopes that you'll eventually give up on trying to earn them the hard way (though long, continuous play) and just spend a few more bucks. The secondary wave-based game mode requires a solid hour of play just to gain access, while the helpful bots -- which can increase your score multiplier or give you extra lives -- require digital batteries to keep running for any notable streak of play attempts, which means more coins. Expectedly, the game is very stingy with handing out coins for common play. Flight Control Rocket might be very cheaply priced, but its disingenuous free-to-play impression creates a disconnect between what you're paying and what you actually get.

Firemint has shown its brilliance in the past with the likes of Real Racing 2 and the original Flight Control, but Flight Control Rocket is a rare misfire in that its attempts to alter the business model muddle the fundamental essence of the experience. Elements of what fans loved about Flight Control are still there, which is why it's not a total bust -- there's still a lot to love about that franchise's mechanics. But barring notable changes or content additions, I can't imagine playing much more beyond the time I spent reviewing it. Many people seemed surprised that Rovio pulled off Angry Birds Space without mucking up the formula or rubbing people the wrong way. But for me, EA and Firemint's lack of understanding of what made their winning property tick is the more shocking development.

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