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It turns out a serious, real-life viral outbreak can be great for business if you’re Plague Inc.

By Joe Robinson 29 Jan 2020

Plague Inc. is a game that’s eight years old now, but like any medical problem worth its DNA it refuses to be eradicated. There’s a very serious health crisis going on in China right now as they struggle with an outbreak of Coronavirus (a large family of related viruses, like the common cold, as opposed to a single disease).

Meanwhile, the residents of the US, Japan, UK, Australia, Germany, Canada, France, Italy, China, Russia, South Korea, Netherlands, Singapore, Spain, and Sweden have all decided that the best way to cope with this is to go and buy Ndemic Creations’ plague simulator.

Plague Inc ios sales

The Plague Inc. app has rocketed back to the top of the iOS paid charts in these fifteen countries. I’d be surprised if it wasn’t doing similarly well on Android although the business model is a little different. There it’s free-to-play, with the option of paying for a ‘premium’ version that enables some quality of life features and you can also purchase various DLC bits.

There are so many people playing Plague Inc. at the moment across PC and mobile, that the studio’s official website was taken offline for a short spell (although it’s back online now). The company also put out an official statement, reminding people that this was a game and not an accurate scientific modelling tool:

We specifically designed the game to be realistic and informative, while not sensationalising serious real-world issues. This has been recognised by the CDC and other leading medical organisations around the world.

However, please remember that Plague Inc. is a game, not a scientific model and that the current coronavirus outbreak is a very real situation which is impacting a huge number of people. We would always recommend that players get their information directly from local and global health authorities.

Are you playing Plague Inc. again (or for the first time) at the moment? Let us know in the comments!

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Pascal’s Wager Review

Pascal’s Wager may sound like a Gallic gambling game, but it is in fact an argument formulated by the French philosopher, Blaise Pascal. The crux of the argument suggests that we should hedge our bets by believing in God and abiding by his rules. Sure, we may have to spend our Sunday mornings sitting on uncomfortable pews in draughty churches. We may have to sacrifice some of life’s little luxuries and abstain from certain unwholesome practices. However, in return, there is the prospect of a pair of wings, a harp and eternal happiness. Then again you could just throw caution to the wind; live the life of a scoundrel and take the chance that you will not have to spend the afterlife stoking the fires of Hell.

You may well ask what has all this to do with mobile games? Well, enter Pascal’s Wager and lead character, Terrence who has been banished from the church for transgressions and is struggling with his theological doubt. Who is Terrence? Imagine tearing The Witcher’s Geralt of Rivia away from yet another round of Gwent and dumping him into an even bleaker and more hostile world, heavily influenced by Dark Souls and Bloodborne. Indeed, the elevator pitch for Pascal’s Wager must have been to replicate Dark Souls’ aesthetics and gameplay on mobile devices. Apple was suitably impressed, being quick to jump on the bandwagon and showcase the game on its latest devices.

Pascals Wager Chat

Talking of horse-drawn conveyances, Pascal’s Wager begins with a cutscene carriage ride. It may not cause the PS4 underneath your telly any sleepless nights, being a bit blurry and choppy (more VHS than UHD). However, for a platform that not that long ago saw controlling an ever-growing snake as the apex of mobile entertainment, it is mightily impressive. Obviously, you are not going to get the lavish detail and extra polish that a triple-A console release allows. Yet, for sheer bloody-minded ambition, the developer, TipsWorks, deserves admiration.

As already touched upon, our hero resembles someone cosplaying Geralt at a comic convention. Indeed, with a name like Terrence you would assume that he would be more at home sifting through stalls of limited edition Funko Pops rather than hacking and slashing his way through monster-ridden landscapes. It is a dark domain, both metaphorically and literally. The sun has long since crashed into the sea, causing a dark fog to enshroud the world. Only the mysterious colossi, who emit sparks of light can keep the fog at bay. But now even these glorified standard lamps are beginning to fail, and it is your job to find out why.

Pascals Wager Combat

The first few combat encounters serve to lure you into a false sense of security. Terrence uses a combination of fast slashes and powerful slices to dispatch a few blissfully unaware snail guys without so much as breaking into a sweat. However, any game inspired by the gothic action role-playing of Dark Souls, which is admired and loathed in equal measure for its unforgiving difficulty, needs to be tough. Thus, any hopes of a walk in the park are laid to rest as soon as you encounter the first boss. This is also the point at which you will also realise that the touch controls will simply not do. It is not enough to just master the art of stabbing and lunging; you will also need to perfect the parry and dodge, and all of this is just too much for touch controls to handle. Now is the time to dust down a trusty console controller and take advantage of Apple’s new pairing feature. Even with a controller, you are still likely to die numerous times, but you will at least stand a chance of working out each boss’s weaknesses. Each move has to be considered, as stamina is limited and mindlessly pummelling away will only get you killed. The game’s influences are obvious and with the right controller, combat works well. Taking down a boss that has been making mincemeat of you feels immensely rewarding.

Pascal’s Wager does try and introduce a few ideas of its own. Exploring such a harrowing world has an impact on Terrence’s reason. If he doesn’t restore his sanity with potions then his mental state can lapse into the abnormal or, worse still, lunatic. A neat touch is the way that Terrence perceives how the world changes as his sanity slips away. The skies redden, enemies become tougher to defeat and our hero’s abilities weaken. On the plus side, defeating enemies whilst non compos mentis will earn extra rewards.

Pascals Wager Gameplay

So far, I have only talked about Terrence, but other adventurers are encountered along the way. There are a total of four characters, each with their own combat styles and related skill trees. You can take two characters into battle and as soon as one is defeated, the other will enter the fray. This adds a welcome extra layer of strategy, as you try and work out which characters are best deployed against a particular boss.

In addition to the unsuitable touch controls the game does have a few other problems. The text translation can sometimes feel awkward and the camera is a bit twitchy. The voice acting is amdram, understandable when taking into account the game’s much lower budget. On the positive side, the music and sound is excellent, creating a wonderfully creepy and bleak atmosphere.

Pascals Wager Opening Scene

Pascal’s Wager replaces free-range roaming with small, self-contained areas. This is a blessing as navigating your way around the levels can become frustrating. The game requires quite a bit of backtracking and with no detailed map or compass, and few landmarks or signposts, travel can become confusing. The latest version includes a jar of ten jellyfish, which can be used to leave waypoints. Even so, a map of your immediate surroundings would really cut down on the frustration, especially since visiting shrines to restore health and save progress also causes defeated enemies to respawn.

There is a lot to admire in Pascal’s Wager, it offers 20 hours of challenging gameplay without resorting to in-app purchases. It shows ambition and scope and although it could be accused of borrowing too much from Dark Souls, it has at least captured the tone and core gameplay of its muse. I just wonder if there is really a market for this type of game on mobile devices. The game pretty much demands that you play with a controller, not the ideal set-up for playing on the bus. Even if you are going to play at home, the chances are that you already have a console where such games feel much more at home.

An Android version is due Q2 2020.

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Star Realms follow-up Epic releases next month – will be free-to-play

By Joe Robinson 27 Jan 2020

As one card game closes its doors, another one sets to throw them wide open. Star Realms is a pretty popular deck-building card game in both physical and digital forms, and the same development company is currently working on a digital successor – Epic. It’s framed more as a traditional TCG than Star Realms ‘build-as-you-go’ mentality but you can see some similarities in terms of the design.

Successfully Kickstarted way back in 2017, this fantasy-style TCG will be releasing on February 18th, 2020.

[youtube https://www.youtube.com/watch?v=b2mpjyMn1ow?controls=0]

What’s more, it will be completely free, up to a point. The principle activities you can do without needing to pay anything are:

  • No cost to download the app.
  • No cost to get new sets.
  • No cost or restrictions on online or offline casual play.
  • Every player will have every card in the game and be able to build any deck, any time.
  • You can own unlimited copies of every card.
  • Casual play vs. the AI and in the campaign.
  • Online matches, including Draft and other formats.

The only thing you will need to pay for are cosmetics, extras (like extra deck slots) and competitive play.

Existing players will be able to keep their username and any decks they’ve built, but they won’t be able Gold, Gems or Foil cards from their Alpha accounts.

Also, anyone who backed the game during the Kickstarter will be given extra stuff for free as compensation for the game going free-to-play. You can read the full details further down the announcement post here.

Epic Digital will be coming to iOS and Android.

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We’re definitely not getting that Duelyst mobile port

By Joe Robinson 27 Jan 2020

I remember when I first took over Pocket Tactics back in 2016 and was trying to understand the various niches our audience enjoyed; Duelyst came up a lot in the context of CCGs on mobile. Combining elements from both traditional card games and throwing in a tactical battlefield, at the time it seemed like a very welcome breath of fresh air, and one that mobile gamers were very keen to experience for themselves.

A mobile version of Duelyst never formally released, although there were some betas running through 2017 that got suspended. Now, those prototypes will never see the light of day because the game itself is closing up shop. Official servers and services will cease come February 27th, 2020. Duelyst is dead.

Admittedly, despite how much it was a part of the CCG conversation a few years ago, I’d actually forgotten about the game this past year. It launched in 2016, but according to Steam Charts it had dropped to under 1,000 peak concurrent players by the start of 2017, and slowly bled away its playerbase over time.

This is yet another CCG that couldn’t seem to keep up momentum, even with a unique hybrid mechanic. You can read more about what will happen to Duelyst in the last month of its life here.

Did you ever play Duelyst? What do you think could have saved it from oblivion? Let us know in the comments!

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The Weekender: License Holder Edition

I thought this week might turn out to be quite interesting after the explosive news regarding Carcassonne (see below), but things seemed to settle down quite quickly. As you’ll read below though, that wasn’t the only franchise that will be changing the guard!

We’ve also caught up on a few reviews this week and then I had a bit of a moment regarding Black Desert Mobile. I’m sorry.

Meanwhile, in the world of mobile games…

New App Releases

It’s another dud weak in terms of releases, however a couple of things caught our eye…

Retro Bowl (iOS & Android)

We didn’t spot this in time last week, but we wanted to give a quick shout out to Retro Bowl. It’s from the developers of New Star Soccer and is themed around the American NFL. You pick your favourite team and manage all aspects of their existence both on and off the pitch.

It’s a ‘free-to-try’ game in the sense that you get to play five games for free before being prompted to pay for the full game, which costs $0.99/£0.99.

[youtube https://www.youtube.com/watch?v=kf7DIBfD54U]

Tetris is Dead? Long Live Tetris?

Echoing the news we heard about Carcassonne earlier in the week, it seems EA’s stable of mobile Tetris games are also being replaced by a new upstart. The AAA games publisher was responsible for Tetris 2011, Tetris Premium and Tetris Blitz – these games are still available on iOS but have vanished from Google Play.

We’re unsure at this time if Android users are still able to download the game if they’ve had it downloaded previously, or whether existing downloads still work. The developers have stated officially the games will be retired on April 20th, 2020. At this point even iOS users won’t be able to play them, regardless if they’ve got them on a device or not.

This is where the new challenger comes in. A company called N3TWORK INC. has now released a new free Tetris app on both iOS and Android.

Nu Tetris

They’ve only done one game before – a free-to-play fantasy match-3 puzzle/RPG called Legendary: Game of Heroes RPG, as well as an Apple Watch game called Mafia Watch. That’s nice, I guess? It’s a shame this latest shut-down is more draconian than Carcarsonne but it depends on the terms of the license deal they have.

Best App Updates

On the bright side, there’s a couple of cool and interesting app updates to cover this week. Let’s take a look…

Star Traders: Frontiers

Our 2019 GOTY Winner is still proving it’s worth with another sizable update this week. The main focus is improving how Interdictors fare in battles, as well as adding in three new specialist ships that specialise in anti-craft warfare (‘crafts’ are fighters, bombers etc…)

There’s also been some further tweaks to various talents, as well as an overhaul of the Frontier Liner starting ship. Lovely stuff.

Out There: The Alliance Update

When Out There launched on Nintendo Switch it did so as Out There: Omega The Alliance, an exclusive version of the game that came with goodies like a new ending, new spaceships and achievements. Developer Mi-Clos did reassure everyone though back in November that this content would be coming to other platforms, and now it’s finally out as a free update on mobile. If you haven’t played in a while now might be a great chance to dive back in. We’ve included the Nintendo Switch trailer so you can see what the new edition will look like.

[youtube https://www.youtube.com/watch?v=M14lmV_XEL0?controls=0]

App Sales

  • As a reminder from Monday’s report, TheCodingMonkey’s Carcassonne as well as the other games they’ve made are currently on sale to mark the (upcoming) shutdown of their version of the iOS game. It’s currently half price.
  • To celebrate the big Alliance update (above), Out There is down to just $0.99 on iOS and Android.
  • Football Manager 2020 Mobile & Touch are discounted for the first time since launch – roughly 25% cheaper.
  • Continuing on the sports theme, NBA 2K20 is down to $1.99 on iOS and Android. Not its cheapest price ($0.99) but close enough.
  • We only reviewed it last week, but Dragon Castle: The Board Game is on sale again. The second time since launch and the cheapest price to date.
  • Our 2018 GOTY Winner, Meteorfall, is currently $1.99 again.
  • Everyone’s favourite game XCOM: Enemy Within is also down to $1.99

Seen anything else you liked? Played any of the above? Let us know in the comments!

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End of the Universe Review

There’s two flavors of space fiction. One has the sweet taste of optimism and adventure. The other is bitter and sprinkled with existential fear. Many works dabble in a bit of both. Kyle Barrett’s End of the Universe most certainly doesn’t. His follow up to Immortal Rogue takes a spoonful of the gloom of last year’s vampire slasher, and simmers it down to concentrated grimdark. The game this spooky sauce covers is a curious, if not ultimately disappointing taste.

You wake up in the cockpit of a floating ship. You don’t know how you got there, but you know you need to go. Now. There’s a handful of options to choose from as far as where, but they all take you to a place where you will be shooting whatever is nearby. These options, one being following a blinking light, for example, promise a bit of a mystery. If you survive long enough down a path, you’ll eventually get another set of options, branching you down another path of a loosely knit story.

End of the Universe Ships

Each path doesn’t seem to have any obvious benefits over one another. In fact, the only real significant difference between them is that they seem to determine what sorts of enemies you’ll see the most during the next set of screens. If there are more consequential story elements deeper in space, then I just haven’t found them yet. Some choices seem pretty dramatic, but don’t lead to anything more than just shooting more people.

End of the Universe has shoot-em up in its haunted, black blood. From very early stages, enemies begin to crowd the limited space provided. They mostly either sit stationary and fire like a turret, or swarm you in a constant, relentless dog fight. The amount of ships and bullets on screen can get downright oppressive at times, thanks to the very limited hit points you have to work with. The learning curve for how to identify the best ways to stick and move is steep, and will require many deaths before any feeling of confidence can be gained.

End of the Universe Gameplay

Some design choices seem inconsistent, though. Each arena is surrounded by a yellow box that acts like an electric fence to keep the action in. Well, your action at least. Enemies pass in and out of it at will, while you take damage when colliding into it. The size of this box grows and shrinks per stage, which in and of itself isn’t an issue. Combined with the debris that fills the field, however, and any given stage can feel like an unfair death trap.

Procedural generation is a design concept that is supposed to algorithmically place objects and enemies in a way that still feels winnable by a player. Many maps in End of the Universe feel completely random. This is a problem because it can often create zones that feel boxed off and impossible to traverse safely. Maybe enemies are tucked behind two big chunks of ship debris, meaning you have to slither into a narrow space in order to destroy them, and move on to the next stage. Random encounters shouldn’t feel like Luke blowing up the Death Star.

End of the Universe Choices

Sometimes, enemies spawn under obstacles. Sometimes that seems deliberate. Big purple chomping aliens pop out from asteroids you’ve gotten too close to and take you by surprise. The overwhelming occasion features ships that would be moving around if they could clip through the walls that spawned on top of them, but instead just kind of spin aimlessly until you put them out of their misery. Some creatures will spawn, but linger just outside of the aforementioned yellow box, which means you have to make several fly bys in hopes to hit with some long range shots. These out of place enemies sometimes self-reset if you let them linger off screen for awhile. Count yourself lucky when they do.

The controls can be tough to navigate, as well. With one touch, you can change directions, slow down, and dash forward. Time, and possible experimentation with the sensitivity controls, will be enough to make you at least a serviceable pilot. Even now, with hours under my belt, I clip debris and passing hostiles accidentally. It feels like slipping accidentally is just a part of playing any given round.

The stages seem well suited for dropping in and playing a small chunk quickly. Ironically, for a game that fills every available space with things that will kill you, moment to moment gameplay is pretty passive. This is because light weapons auto fire, and heavy weapons take time to charge. You spend much of the game just watching your ship do things while you attempt to navigate it around obstacles. It’s an interesting undercutting of the Gradius-like button mash/hold designs that you see all over the genre already.

End of the Universe Combat

But it doesn’t always make for an interesting session. Once you start unlocking new ships and new potential weapons, the sort of combinations you can slap on your moving space turret really ties the whole thing together. It just requires real dedication to push through the initial hump to get to the gameplay loop you can really get behind.

Aesthetically, End of the Universe is also pretty inconsistent. On one hand, many of the enemy sprites are well designed and animated. Especially the bug/tentacle beast space aliens and the metro cyber cops. Some of the other space enemies just look and feel generic. Even though two sets of enemies look remarkably different, they’re identities don’t hold up past ‘blue space guys’ and ‘orange space guys’ when next to the really inspired stuff.

End of the Universe Customisation

The backgrounds are often just washed out and hard to see with all the bigger obstacles on top. Some of this space junk is also pretty cool. The Broken World and Spaceway sections are particular standouts. The rest never really pop. The Hive Worlds are interesting the first time, but they don’t really stay with you.

Immortal Rogue fans will need to temper their expectations when approaching End of the Universe. They feature some similarities – rogue-like nature, some visual elements and decision tree concepts – but these are wholly different games. Like Rogue, Universe is better than the sum of its parts, but this space adventure is far tougher to get into early on. Dedication may reveal a game you can sink your teeth into. You wouldn’t be faulted for finding the mostly passive-feeling combat, mixed with the limited progression and unsatisfying narrative, to be too dark a frontier to travel.

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One For All: Mario Kart Tour Multiplayer Beta is Live for Everyone

By Joe Robinson 23 Jan 2020

The developers of Mario Kart Tour have been testing out a ‘true’ multiplayer system where players can race against each other in real-time. Since launch, all you’ve been able to do is race ‘ghosts’ of other players and the AI, which alters the dynamics of a competitive race.

The first beta test was only available to Gold Pass subscribers, but now everyone can get involved:

All you need to have done is unlocked at least one cup within the game, then you can go to the menu area and switch over to multiplayer. You can either race against people around the world, or share your location with the app and race against people in your local area by creating a lobby.

mario kart tour multiplayer beta menu

The beta test is due to run until Tuesday, January 28th. Any saved data generated during this test won’t be carried over when the mode gets its general release.

Are you still playing Mario Kart Tour? What do you think so far? Let us know in the comments!

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Maze Machina Review

A tinkerer once made a maze. To test it, he sent a little mouse to work their way out. You are that mouse, and Maze Machina is quite a clever, vexing little contraption: simultaneously stressful and accessible. The design is brilliant and such fun to play, but the margins of error are also pretty tight, at least in the modes with turn pressure.

Tinytouchtales has been a quality outfit for years now, with the games it produces being basically guaranteed day-one purchases from myself and quite a few others. In this respect the latest is also certifiably good, but it should additionally be praised for its juxtaposition of incredible simplicity and unflinching difficulty. It’s even more pared-down than you’d think, yet chock-full of interactions and interesting edge cases.

Maze Machina Premise

So far, Arnold Rauers’ niche has always been single-player turned-based solitaire games, with the other big ticket games (Card Crawl, Card Thief, Miracle Merchant) utilizing cards. Well, Maze Machina is solitaire all right, but it uses a randomized board of items, not cards. The goal is straightforward: grab the key, make your way to the level exit, as quick as you can. To accomplish this, you have to use items. The tile is the effect, the location is the device, just as with Michael Brough’s Imbroglio. If the mousy protagonist is on a dagger tile, then the dagger can stab enemies. That’s the game’s first key proposition: position is everything.

Movement is the other proposition. By swiping in any of the four cardinal directions, every figure on the board that can move, will move in that direction with a few minor exceptions. (The game credits Threes! for this mechanic). The figures that don’t move will use an item on their space, if possible. That means you, of course, but all of the automatons standing in your way as well. It’s fiendish how often this mechanic is difficult to manipulate to a specific end. Early levels only have a few enemies, but the later ones have five, and they stay true to their automaton nature: when destroyed they come back often (though not always?). The game wants you to find an elegant solution and not just browbeat your robot foes into submission. On that note, it has an energy system, with each move costing one stamina and a hunk of cheese replenishing said stamina every third level. ‘Elegance’ forever means the fewest moves, prioritising repositioning effects over direct battle.

Maze Machina Items

The full variety of items is a doozy. Quite a few of them are weapons, with various hit ranges, priority effects and other quirks. Some are for repositioning enemies or items. There are trap helmets, thieving masks and mirror items which actually want to provoke a fracas. Most difficult of all are the random or hidden effects, because although they are difficult to discern they must nevertheless be factored in. Each level feels like an elaborate multivariate deathtrap where one false swipe can mean your poor heroic mouse is stuck spending twenty turns or more getting out.

In this way the game is closer to the type of Solitaire you’d read about in Hoyle’s book of games and bust out a pack of Penguin cards to play. In solitaires of old, fail states abound. The state of play can get wretched very quickly. Maze Machina has quite a few combo effects and unusual timing structures, so it requires very clear-sighted forecasting and strategic planning. The difference between a good plan and a sloppy one is not numerical, it’s binary. You will fail, as I have, if you play haphazardly relying on a few favorite tricks or stacking combos to bail you out. Excellent play here means minding the boring elements every bit as much as the flashy ones.

Maze Machina Gameplay

Modern videogames have gamed human psychology by attaching numerical values to anything and everything: health, rarity, currency, even free time itself, are all conventionally made fungible by rendering them as numbers. Not so with Maze Machina, which cares about effects more than numbers. A single hit destroys almost any object or entity, there are no additional unlocks or grind and the whole game is available to play without extra investment or progression.

It’s refreshing and hardcore, and to this reviewer the most fun game to fail at repeatedly. Normally I’d bounce off a game after having so little success, but I can clearly see what it wants from me: deliberate, total consideration of every possibility. My normal pattern is just to brutally find the cleanest, best path from A to B but that approach is such a bad fit for Maze Machina.

Maze Machina Modifiers

It has quite a few play modes, so to relax and practice my technique I switch from the standard mode to Limit, which puts a hard cap of 250 turns. Draft is also a refreshing twist, giving a choice between new rules which take effect every few floors. The mechanical theme is present in the art, animations, sound effects and music throughout. It’s cohesive and slick. There is a richness, both in the number of ways to play and artistic vision that… enriches the play experience. The automaton theme also emphasis how heavily turns revolve around programmed series of actions, like a Rube Goldberg Machine.

I must again reiterate how bad I am at this game. I can recognise good plays with 100% benefit of hindsight, and occasionally even set them up in advance, but I cannot for the life of me get to that mythical fifteenth level. This is fine! Great, even! I’m shocked that none of my previous puzzle experience is proving very useful, and grateful for the chance to learn a new system from scratch. I do suspect some of the variance can genuinely ruin a run, but without a more perfect understanding I’d be rightfully accused of sour grapes (a.k.a. mad because bad). I hate this game! I can’t escape it!  5/5 would embark on this embarrassing, compelling learning spree again.

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Black Desert Mobile Is the Best Place to Play Flappy Bird

By Joe Robinson 21 Jan 2020

Do you guys remember Flappy Bird? Now that was definitely a craze… I only dabbled in it a bit, but you could see what made it a weird success – simple controls, high skill barriers but low barrier for entry. Getting attention from popular YouTubers helped, of course, but it’s often the simpler titles that are most susceptible to that kind of attention.

I remember when Flappy Bird was pulled from the app store, people were selling their phones and other devices that had the game installed still. Crazy stuff.

If you’re pining for those halcyon days, I’ve got some great news for you – the spirit of Flappy Bird is alive and well within Black Desert Mobile.

Whenever the game needs to download an additional update, you get presented with this screen:

Black Desert Mobile Mini Game

Tapping the button will send you to a download screen with a mini-game embedded within it. You have to guide the Black Spirit through the side-scrolling environment, avoiding obstacles as you go. Hitting certain distance milestones nets you some minor in-game rewards, and if you managed to collect enough gems you gain extra lives. Naturally, the further you go, the quicker the game gets.

Black Desert Mobile Mini Game 2

I’ve tried a number of control tactics – constant presses, tapping, a mix of both… but I’m as good at this mini-game as I was the original Flappy Bird (that is, not great).

You get to play this mini-game every time there’s an update, and judging by the email I just got another sizable one has just landed. This latest update adds Siege Wars for guilds (a new type of PvP activity), as well as the Asura’s Den mini-game. A new class called the Sorceress is also on her way.

Now, that’s not to detract from the fact that BDM is also a pretty impressive mobile MMORPG in its own right, but there are worse reasons to try it out than just because there’s also an addictive mini-game embedded in the download screen.

Don’t forget to check out our Black Desert Mobile tips guide to deal with your most pressing questions.

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Carcassonne is Dead, Long Live Carcassonne

Digital board game ports are a wonderful thing, but they can be at times confusing. As an inherently license’-based activity (with one or two exceptions), it can create weird situations like what happened with the digital adaptation of Carcassonne.

There in fact two different versions of Carcassonne you can buy on the market right now, one developed by The Coding Monkeys that’s only available on iOS, and then a slightly shinier version that came later developed by Asmodee Digital, which is only available on Steam and Android. That’s about to change come March 1st, 2020.

The Coding Monkeys Carcassonne

The Coding Monkeys announced over the weekend that their deal with the Carcassonne license holder, Hans im Glück, is coming to an end and won’t be renewed. Their version of the game will be removed from the App store come March, and you won’t be able to buy it again. Here’s what you need to bear in mind:

  • If you already own the game and it’s installed on your device, you’ll be able to play it beyond March 1st, 2020.
  • If you already own the game but it’s not installed, in theory you should still be able to download it regardless but this can be an inconsistent principle at times – best to put it on a device for safe keeping.
  • TCM have said they will keep their servers running for at least a year, so multiplayer will still work for a time. What happens after that will depend on whether the studio can afford to keep them running.
  • Even if they turn off the servers, as far as we know the game didn’t need to connect to an online server to play so solo/pass-and-play should still work.

iOS users need not fear that they’ll lose access to Carcassonne forever – Asmodee Digital’s own port will finally be coming to the Apple App Store come March. I imagine this is something they’ve been wanting ever since they made their own version of the game a couple of years ago.

asmodee digital carcassonne

The Coding Monkey’s version of the game is held in pretty high esteem and is a poster-child example of board game ports on mobile. Asmodee’s version is fine and is in 3D, giving it more appealing visuals, but i’d be hard-pressed to say it was the ‘better’ version. Still, it’s probably better to have a single, unified app for things like this.

As a final farewell, The Coding Monkeys are running a sale on their version of the game plus everything else they’ve made to date, so be sure to check it out.

What are your thoughts on this and the two versions of Carcassonne? Let us know in the comments!