
Sometimes enemies will use punches and kicks that can’t be parried. In the first game we tended to rely almost exclusively on the dodge (easier than parrying, and not limited like shield blocks), but dodge too many times here and your character will get exhausted. The fights themselves make more of an effort to encourage you to mix up your techniques. An update has been issued to address these reports, and the spokesperson assured us that more are on the way: “We’re working to support the community as quickly and thoroughly as possible.” We found the game ran like a dream on iPad 2, but we experienced a few crashes on iPhone 4 while some early users have complained of more frequent problems on iPad 1. In practice, A5 devices will be at an obvious advantage.

(A spokesperson for parent company Epic Games told us they would have preferred – but were not permitted – to be able to specify 16GB+ models of the third-gen iPod touch, however.)

But the App Store’s specifications state that as well as the A5-equipped iPad 2 and iPhone 4S, the iPad 1, iPhone 4 and 3GS and two generations of iPod touch can run the game too. It’s a showpiece for what today’s mobile hardware can accomplish, and logically must make great demands on the processor. Infinity Blade II is certainly a magnificent feat of programming, with graphics that surpass even the original game – you have to see the background landscapes to believe them – and fast, responsive gameplay. But can it improve on the beloved original? And in pushing the limits of Apple’s A5 processor in the 4S and iPad 2, has Chair made a game that less fortunate iOS users won’t be able to enjoy? A5 haves and have-nots
