I’m not a fan of iPhone games. There, I said it. Despite several shining examples that utilize this platform in an innovative fashion, the majority of the marketplace feels like developers are cashing in on the iPhone’s popularity by releasing subpar remakes of classics or slipshod adaptations of current PC titles. The result is a bloated market that’s too large for most outlets to comprehensively analyze in order to educate consumers on their potential purchases. Is anyone else reminded of the video game crash of 1983? It is for this reason that us at The Mac Gamer choose to only review a select few titles that have gotten lost in the mire; it’s an effort to spare you from hearing the same reviews over and over. My topic of discussion today is Cogs, an iPhone adaptation of the critically-acclaimed puzzle game.
Cogs was the first release from Lazy 8 Studios, and it quickly became one of the few indie titles to bridge the gap into mainstream success, much like Braid and World of Goo. Its popularity is well-justified because the game is a triumph of art and puzzle design. In the PC version, the player completes a variety of steampunk-themed 2D- and 3D-puzzles with a gradually increasing difficulty curve, beginning with cupcake-easy and ending with pull-your-hair-out impossible. Gameplay revolves solely around puzzle solving, which is a rarity in the industry as most games will usually incorporate aspects like platforming or point-and-click to aid the player’s immersion. However, the makers of Cogs knew what they do well and didn’t outstep their scope. Though it suffered from a lack of replay, and it can be tricky in some of the speed runs, Cogs was hailed for providing a much-needed breath of fresh air to the stale puzzle genre.
So does the iPhone version of Cogs maintain everything that was great with the original? Well, I can proudly say: almost. The gameplay is just as addictive as the PC version, and the puzzles retain a perfect level of challenge despite the transition to a smaller screen with new controls. In fact, the iPhone controls work well with the game because they provide a hands-on feel with each puzzle box, a feature I found quite immersive. I did find it a tad unresponsive during high intensity moments, but that’s probably more due to my frantic fingers rather than the controls themselves.
The PC version’s shortcoming are also present in its iPhone counterpart because it lacks replay once you find the solution to each puzzle, but that’s a fault of puzzles games in general rather than just Cogs. I also found the challenge mode levels unforgiving on the iPhone, since being swift and sure within a short time just encourages my fingers to spasm uncontrollably, ultimately pushing the iPhone’s touch tracking to its limit. Despite these minor complaints, I found the game immersive and exciting. I just wanted to keep playing level after level. But then, disaster struck. Cogs exposed itself as a nickel-and-dime scheme.
The PC version of Cogs contains 50 levels with an ever-increasing difficulty curve, and the player derives pleasure from scaling that curve in an effort to reach the peak. This is how the game was originally designed, and, in my opinion, this is how it should be played. Cogs for the iPhone, though, decided to segment the game into five, separate puzzle packs, and I abhor this decision. Why break up the ebb and flow of the game by forcing me to plunk an extra dollar when I want to continue? Plus, since purchasing every puzzle pack will only set you back $5, why not just release the entire game with a $5 price tag, or release a Lite and Full version of the title instead of breaking it up?
To me, Cogs for the iPhone is a prime example of a developer adversely hampering the player’s interaction with the game in an effort to keep their app in the $1 butter zone. While I understand the marketing strategy involved with such a move, I simply can’t condone an action that alters any piece of the developer’s original vision. Game developers should be able to price their products what they deem fit without the fear of being lost in a market of awful yet cheaper titles, but this is unfortunately the mindset the app market generates.
In spite of my negative feelings on the iPhone market, I genuinely enjoyed Cogs. It’s addictive as ever and is a great app to have if you’re looking to puzzle-solve for a few minutes. Just remember that it’ll set you back $5 if you want the full and originally-intended Cogs experience.
