
We noted last week that the iPhone version of the Cube FPS engine had finally appeared in the App Store. Since then it’s received a minor upgrade — to version 1.2 — which has fixed some of the original release’s problems, brought a speed increase and generally turned it into a far more polished product. We took a quick look at both it and its big brother from the desktop.
The Cube Engine is an open source FPS engine which has been in development for about six years now. Robert Pointon is the man responsible for the iPhone port, as well as maintaining the Mac OS X version. The iPhone port is based on the Cube (not Cube 2) version of the engine, which is a few years old and thus more suited to OpenGL ES and the phone’s limited 3D capabilities. The game was originally submitted to the App Store at the beginning of October and has taken almost seven weeks to appear. In a post to the Cube forum, Pointon revealed that the delay was in part due to the game being ‘too deep’ for Apple to review thoroughly. So was it worth the wait?
In short, yes it was. Sure, the game has a number of shortcomings, but they are mostly all the fault of the iPhone. Even with an old game engine the feeble 3D GPU struggles at times to produce a playable frame rate — although this has seen a marked improvement in the latest version — but as we’ve commented before, the fact that the iPhone can do 3D at all is likely just a unexpected consequence of Apple wanting accelerated graphics on the device for use by Core Animation, rather than their intending it as a gaming platform. But control is probably the game’s biggest problem, which is only to be expected given the lack of proper buttons and D-pad. However, given that the game is being actively supported by a developer who seems to be listening to feedback and appears to really want to improve things, it can only keep on getting better. And at a price of FREE you should definitely ignore the negative reviews in the App Store and take a look at it.
So, having played with the iPhone version, I was curious to take a look at the full Cube engine on OS X. To my eternal shame I have to admit that I hadn’t heard of it before the iPhone version came along. The first point to note is that on the desktop we now have the updated Cube 2 engine. And while this can be used for any game, the main one it is associated with is Sauerbraten — to the point where the two have become synonymous. Now, I should probably point out here and now that I am about the last person you should ask to review a FPS. The site describes Sauerbraten as an old-school shooter in the style of Doom II or Quake, which is fortunate since these are probably the most recent games of the genre I’ve played. So what follows is entirely non-technical and contains absolutely no comparisons to anything released in the last decade.

Sauerbraten is basically a brilliantly fun, no-brain shooter. The graphics are great, if a little dark — which, yeah, I guess is most of the point — and on my 1st generation MacBook Pro (2Ghz, 2Gb, ATI X1600 with 128Mb and probably far too many other apps running in the background) it ran at playable speeds throughout, despite occasionally dropping into teen frames-per-seconds. The whole game is very well packaged, with a few dozen different single player maps available. (I haven’t got a chance to try multiplayer yet.) There was the occasional glitch with the AI, where monsters would get stuck trying to walk around the scenery, but since this gave me more of a chance to shoot them I’m not going to complain. The sound effects are also good — I particularly like the satisfying thunk your bullets make when they strike those little Rhino gits. Even the cheesy metal soundtrack fits perfectly.
So instead of bemoaning the lack of Far Cry for the Mac you could do much worse than check out Sauerbraten. We here at Æ will also be keeping an eye on the in-development Eisenstern RPG which is being built on the same Cube 2 engine and is already showing some promise.