Infinity Blade II Improves One The iPad’s Best Games

Infinity Blade II Improves One The iPad’s Best Games

We hear from some quarters that video games that are not played with some use of a button do not count. Wrong. The proof is on the iPad on my desk.

A year ago those buttons-or-bust gamers missed one of the iPad’s best games, Infinity Blade. It was a medieval fantasy riff on a button-pushing classic: the old Nintendo game Mike Tyson’s Punch-Out. Its developers complicated the old formula which involved face-offs with a series of bruisers in one on one, dodge-block-and-counter battles. They added swords, armour and role-playing game character-improving elements, but making their game for iOS, they subtracted buttons. The game was controlled with carefully-timed swipes and taps, a scheme that suited the sword-swings of our hero knight perfectly.

The developers of Infinity Blade, Chair Entertainment, are back a year later with Infinity Blade II. They have not added buttons, but they have dared to bulge their game with many more things for the player to control. Like the first game, this one is on a loop, lasting about 20 minutes on a play-through before you will face down an end boss, bring your accumulated armour and ability upgrades back to a restart and play through again. But so much has changed.

We’re not playing successive generations of a warrior family each trying to storm the same castle this time. We’re going through a branching, altering environment, unlocking new doors and planning new paths. We’re not just swinging better and better swords. We now can dual-wield some blades or use heavy weapons, both of which enable new defensive techniques and offensive combos. We can now specialise our weapons by adding gems that induce special effects like poison or health re-generation that is triggered during combos. We even get a story worth caring about, as your first death introduces a twist to what these Infinity Blade games are really about. I re-played the game’s introductory level once and its main loop three times, and each time, the changes in the enemies and/or pathways made the experience feel new.

In screenshots, Infinity Blade II might look indistinguishable from its year-old predecessor, but the new game, which I played until my level 9 hero got obliterated by a level 75 boss, offers much more player choice. It’s now as much a role-playing game than it is a Punch-Out. It most certainly is a satisfyingly complex video game with great graphics. And it uses no buttons.

The game will be out on December 1 for iPhone 3GS, iPhone 4, iPhone 4S, iPad, iPad 2, iPod Touch 3 (16GB+) and iPod touch 4. Skipping it because it is, essentially, gesture-controlled, is not recommended.

Infinity Blade II for iOS [$7.49, iTunes]


  • Sat next to a guy playing this on a plane, looked like he’d sussed the mechanics to the point where every fight was trivial which made the game look rather boring. He’d use the exact same tactics to easily beat every enemy, the only change being the spell he’d use to end the fight.

    The graphics were pretty, though.

    • Are you referring to IB1 or 2? I was under the impression 2 only came out today. If you were on a plane this morning then ignore this post =P

      1 was definitely trivial and got boring quickly, so I’m hesitiate to pick this one up straight away.

  • Still a light disc game. But I’ll say it now, I’m never going to hear the end of “how good UDK is” because of this. PVS people, this is not a game, this thing… is a cutscene with buttons.

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