In theory, third party publishers should dominate iPhone and iPad.
Companies like Capcom, Electronic Arts and Activision have more resources than the average programmer, the ability to cherry pick talent from the developer pool and some of the most popular franchises in gaming history.
And yet…these same publishers find ways to continuously drop the ball while angering loyal fans.
Here’s the proof.
Electronic Arts: No universal games
These days, almost every iOS release features full screen play on both iPhone and iPad, save titles from Electronic Arts, which see both normal and HD versions, the latter costing (at least) a dollar more than the former.
Really, EA? Can you stop nickel and diming us for five minutes? Is that even possible? Ridiculous.
Square Enix: Overpriced games
The beloved role-playing game, Chrono Trigger, debuted in 1995. Final Fantasy Tactics? 1998 in the U.S.
Prices for these games? $9.99 and $11.99, respectively. That’s how Square Enix rolls. Port 10 plus year old games to iOS under the assumption that fans will stupidly fork over an unacceptably high amount of dough. Corporate greed, personified.
Activision: Not enough content
Call of Duty Black Ops Zombies
Many App Store developers provide feature packed games at budget prices.
Apparently, Activision didn’t get the memo. The publisher had a great chance to wow fans with Call of Duty: Black Ops Zombies, which it did in some respects. Just don’t expect much for your $6.99. The game shipped with a single map, Kino Der Toten. Even worse, online play (at the time) didn’t work. Come on, man.
Capcom: No iPad respect, butchered classics, blatant rip-offs
Mega Man X
Where to begin? Capcom landed in hot (perhaps lukewarm) water January 6, 2011 when it released MaXplosion, a blatant copy of Twisted Pixel’s Xbox Live hit, Splosion Man, for iPhone.
What really irks us, though, is the near total lack of iPad support. To date, Capcom has only one HD game in Resident Evil 4. Everything else, from Monster Hunter to Final Fight, is for the iPhone.
Finally, Capcom refuses to just port games to iOS without doing something to rile its most diehard supporters. Case in point, Mega Man X. Instead of releasing this classic as is, the programmers broke each level into bite-sized chunks while dangling power-ups in our faces through in-app purchase. Lame.