
It seems that the touchscreen analogue stick may not have been to blame, after all.Įven so, the scenery's stickiness is not so frequent or stubborn as to prove fatal, and movement is generally reasonably fluid using the analogue nub. Scenery is prone to stickiness, an issue that the iPhone’s ill-fitting and occasionally unruly interface appeared to be responsible for. Though the build we played was an early one, the inclusion of buttons does highlight some issues that were perhaps masked in the iPhone version. It’s hardly unexpected that the game benefits hugely from the satisfying tactile feedback of real buttons. It’s not like Gameloft’s effort really had a chance of replicating the depth and quality of Sony’s prize thug, but it established that the iPhone was no shrinking violet when it came to throwing down.Ĭut to a year later and we are sat comfortably within the confines of Gameloft’s booth in the business centre at GamesCom in Cologne, happily playing through the first level of Hero of Sparta on a PSPgo.

Hero of Sparta is one of many Gameloft titles that was lumbered with the unenviable task of blowing raspberries at the PSP’s graphical prowess when it was released.

Sony may have set the pace for Greek mythology-based hack and slash-'em-ups with God of War, but the iPhone has hardly been lounging around in a toga during it’s meteoric rise to the status of handheld gaming darling.
