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Pick up some board games on the cheap via Humble

Humble does some great work in the sense that not only are they a useful platform to get games on the cheap, but they also help fund charities at the same time.

While it’s mainly all about PC and Steam, every now and then Android users get something relevant to their interests, usually in the form of a ‘Mobile Bundle’ but today’s bundle is a bit of a mixture.

Pocket Tactics is a Humble Affiliate.

Board Games Bundle (Link)

Asmodee are running a Board Games themed bundle, which still has about six days to go before it runs out. Now, it’s not all mobile games sadly – there are PC games mixed in. Considering how cheap everything is I’m sure you won’t mind too much.

At the $1 (minimum) tier, you get:

  • Abalone (Review) (PC & Android)
  • Harald: A Game of Influence (PC & Android)

And then PC-only versions of:

  • Agricola: All Creatures Big and Small
  • Cold Express 
  • Le Havre: the Inland Port

Pay at least $8, and you’ll get:

  • Splendor (Review) (PC & Android)
  • King and Assassins (Review) (PC & Android)
  • Small World 2 (PC & Android)

And then PC-only versions of:

  • Pandemic
  • Pathfinder Adventures
  • Fighting Fantasy Legends
  • Fighting Fantasy Legends Portal
  • Twilight Struggle

It’s a shame about Twilight Struggle – would have been a steal to get it on Android as well, but then it’s such a good quality port if you do do some PC gaming, we’d recommend picking it up all the same.

The total bundle worth is $139, and at the time of writing over 40,000 bundles had been sold.

By default, this bundle has Direct Relief as the chosen charity. They are based in Santa Barbara, California, and are an organisation that tries to improve the health and lives of people affected by poverty. Their current efforts are aimed at helping victims of the California wildfires.

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Review: Command & Conquer: Rivals

A lot has happened since the debut of the Command and Conquer: Rivals teaser a couple of months ago. EA released a blog for the game. There have been tons of videos, both on the merits of the game itself and showing gameplay to the prospective players. Remasters for the original Command and Conquer and Red Alert have been announced. There’s been a lot of movement in Command and Conquer circles over the past couple months.

And now, it’s out in the wild. The whole world can, for better or worse, go out to Google Play or the Apple Store and try out Rivals if they want. To decide if it’s a pay-to-win cash grab (we wrote a bit about the game’s pay model back in November), or if, maybe, something interesting has been created here. Let’s dive in and take a look.

Broad Strokes

First off, what is Command and Conquer: Rivals? There’s been a lot of hot air blown about the internet on the topic of this game, but it still feels right to cover the basics before digging into the details.

02 broadstrokes

Command and Conquer: Rivals is a Real Time Strategy game designed from the ground up to be played on mobile devices: phones, and laptops. It seeks to stand out from the innumerable Clash Royale clones that exist in a couple of key ways. Unlike virtually every game of this genre, Rivals lets players directly control all of their units in real time – most games like this strip gameplay down to just placing units onto a game map and watching their interactions play out. Rivals brings real RTS sensibilities of controlling your own army along to bear.

Another way that Rivals seeks to differentiate itself from other mobile strategy games is actual strategically different map selection. Instead of just re-skinning a single pre-existing arena design, Rivals is again taking a nod from traditional RTS gaming in having a variety of different maps with slightly different Point of Interest configurations that change how the map is approached tactically and strategically.

Players load into one of these game maps, and train units and harvest resources as they attempt to hold more capture points than their enemy in order to be the first to destroy their opponent’s base. You can do this indirectly, by holding the capture points and using them to direct the missile on the map to shoot at the base, or directly, by attacking their base with units.

03 broadstrokes2

That should be enough to get started with. Let’s get down to details.

As hilarious as it might be to leave this section blank, it wouldn’t be true. If you can leave out the “Command and Conquer” part, and just evaluate it based on the gameplay, you find a surprisingly fun strategy game that’s well-suited to mobile formats.

The game’s actual in-match, minute-to-minute gameplay is surprisingly engaging. There’s kind of a modified rock-paper-scissors going on, where the 2 players in the match are jockeying their units around trying to put the units, they’ve trained next to targets they’re good at hurting, while avoiding enemy units that are designed to kill them. As a for-instance: early in a match, you might have fielded a squad of Nod Militants, and a Laser Trooper squad. You’d want to put those Militants next to an enemy GDI Rocket squad, as Militants are an anti-infantry unit, and the Rocket squad is designed to fight vehicles and aircraft.

Likewise, you want to get your tanks firing on enemy vehicles, and your anti-vehicle Orcas to attack tanks, while keeping them away from anti-vehicle and anti-air unit attacks, respectively.

04 thegood

It’s a simple formula that’s made far more interesting with the advent of unit abilities and unique attributes. Hard-hitting GDI units often have ‘ammunition’ – they fire a volley of shells, then can’t attack until the shells reload. Some Nod units have a laser that ramps up damage after they remain focused on one target for a while: their Giga cannon unit’s laser actually splits to multiple targets if allowed to attack one enemy for long enough.

Some units can attack 2 tiles away, like the GDI sniper. Some can attack multiple tiles in a line, or an area. Some leave persistent pools of fire or chemical gas that persist on the battlefield, damaging any units that move across them.

There are units that have to set up to fire. Units that move more quickly after attacking, to be able to get away from enemies. With a simple, easy to grok damage/counter system and movement rules, they’ve still managed to put in a lot of variety and, yeah, combat depth.

05 thegood2

It might not be “real” Command and Conquer, but Redwood studios did a good job of paring the RTS down to an experience that’s incredibly rewarding and interesting on mobile. Kudos to them on that.

This is, well. This is the stuff that’s a little harder to accept on the palette, as it were. The stuff outside of the match is what might give more players pause than the actual moment-by-moment gameplay.

Like most free to play games these days, units are acquired in random ‘packs’ like cards. Additionally, you acquire multiple ‘cards’ and spend them (along with in-game currency, which of course can be purchased in the game’s store via another currency that’s mostly generated via real money transactions).

So, units can ‘level up’ when you have enough cards. Each unit has 3 ‘sub levels’ that are accessed purely by in-game cash, which means that if you’re waiting to level up one troop type you like using while waiting for more cards, you can improve its performance incrementally.

06 thebad

I don’t think any game has been objectively improved with the addition of the grind of unit unlocks and card collecting or any of that. This isn’t an ideal pay model. It can get annoying. It can be frustrating and feel unfair and grindy and like it’s asking you to pay into the game in exchange for filthy, pay-to-win rewards. But, I’m a realist about this stuff. You need to monetize your game to be successful, and similar models are widely used all over the mobile space.

The real question, as I see it, is: How and how much does it impact the actual game experience? The answer, of course, is ‘it’s complicated’.

It’s possible to win with lower level units, due to the counter system. An air unit that deals damage to tanks is always going to beat a tank (that can’t shoot back). However, a higher level GDI Jump Trooper squad is going to do higher proportional damage to an enemy harvester, whose level and HP is determined by the level commander the player’s chosen. So, there’s a definite, if often marginal and difficult to notice, benefit to having higher level units. But the counter system is just enough to tip things in favor of a ‘mostly fair’ verdict.

07 thebad2

As new units come out, bundles are released that let players ‘catch up’ with the unit. And the pricing of these, as well as the pay-only random crates, is excessive. $20 for a new unit is a lot, and one had sold briefly for $50 USD.  That sometimes hurts to see in the game store.

It’s always pricing that hurts these games. But it’s entirely possible to spend little if anything on the game and enjoy it, up to a point.

Also, regarding balance: there’s always a counter, but some of these heavy hitters can feel overwhelming the first time you see them. The Brotherhood of Nod’s Inferno bomber is *murder* on ground units, for instance, and the GDI’s Sandstorm is a damage machine against air and enemy vehicles. They’re able to be countered, but some ‘death combos’ may exist if allowed to come out on the field.

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The game has some decent player reward systems. The Bounty system gives you bonus (in game) cash for playing a certain number of matches a day, or for training certain unit types, killing harvesters, and the suchlike. Do 5 of these Bounties, and you get a loot crate. It’s a Skinner box, but for all that it can serve as an adequate incentive.

There’s a decent clan system with the requisite card sharing with clan members. There’s a truly excellent public replays system (though I keep hoping for improvements to the replay UI, I’ll be honest). Competitive, esports style content is apparently on the way. It’s got a good supporting feature set, everything you’d kind of expect from a game of this type.

I like the core gameplay with its depth in simplicity. I love the control you have over your units, and the way that EA has managed to preserve the idea of resource gathering and base building. Many of the units are fun. But Fairplay might be the big clincher for me.

At its core, Fairplay is a band-aid. The card collecting, unit leveling system introduces inherent imbalances: pour enough cash into the system, and you’re going to eventually end up with better stuff than other players. And you’ll eventually go up against players that haven’t done that, and whose stuff is way lower level than you.

Also, the way of the world is, matchmaking systems can make mistakes. They can have a bad match-up where the only person available to play against you is in a higher MMR bracket than you are. Like, by a lot.

09 fairplay

The Fairplay system attempts to address this, and it’s a gesture that I really appreciate (being a realist about the need to monetize this game, and the observation that loot box driven card leveling has worked for a number of games). How does it work? I’m glad you asked.

if you’re put up against a player with units that are significantly higher level than yours, or who have a large MMR gap against, you won’t be able to lose MMR. You’re exempt from that penalty. But, if you win, you gain bonus MMR for the challenge.

It’s not a perfect system. It’s a band aid on top of the game’s monetization system. But it’s also a heck of a lot more than many other mobile games with similar pay models do to make the game less frustrating for free players with less time.

How you feel about C&C Rivals will probably, ultimately, come down to how you feel about mobile gaming in general. If the idea of free-play models with loot boxes or card levels is a turn off, this is one of many games you’ll want to avoid, even though EA is actually taking steps to mitigate the impact of the system on the gameplay.

10 conclusion

How you feel about C&C Rivals will probably also come down to how you feel about RTS games. If you’re looking for a deep campaign with FMV cutscenes and Joe Kucan in a black robe, with an extensive tech tree and huge maps covered with Tiberium, this is also probably not a game that’s going to fit your needs.

But if you’re looking for a satisfying RTS you can play on the toilet at work or getting your kids to sleep (I do this almost every night) and still feel like you’re executing some goddamn tactics and actual strategy, Rivals is definitely worth a look.

But I’ve made my case. All I can do now is ask that you give it a try. It might just surprise you.

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The Weekender: Back to Regular Programming Edition

Now that the chaos of Black Friday is over, we can return to our usual programming in the run-up to Christmas. It’s been a quieter week – we reviewed Royal Adviser and Farabel, but then nothing else aside from some news. On the horizon we’ve got reviews coming in for a few new projects, including C & C Rivals, but we’ll mainly be looking towards Christmas now for the big push.

Out Now

The Elder Scrolls: Bla-

Oh never mind. As you may have heard by now, Bethesda has officially pushed back the launch of The Elder Scrolls: Blades, until Match 31st, 2019 (at least). There hasn’t really been anything official from Bethesda on this, we’ve just got the iOS pre-order entry to go by.

We’re expecting preview code sometime soon, so if they do follow through with that at least we might be able to report back some early impressions before the year is up, but don’t get your hopes up.

Kingdom Rush: Vengeance (iOS Universal & Android) – Full Review Coming Soon!

This one was actually out last week but we didn’t do a Weekender update because of Black Friday. Still, it exists, and Richard’s reviewing it as we speak to expect the formal PT verdict to land sometime soon.

Vengeance is the next entry in Ironhide’s Kingdom Rush Tower-Defence/RTS games, featuring new towers, upgrades heroes and countless other bits as the devs continue to try and innovate their brand of strategy. It’s also fully playable offline, which is nice.

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

Morels (iOS Universal & Android) – Full Review Coming Soon!

Another card game port, Morels won a bunch of card game awards in 2012 and 2014 when it was originally release and depending what version you’ve seen you might also know it as ‘Fungi’. It’s finally made the jump to digital platforms.

This is a two-player game where you must forage mushrooms and acquire other ingredients and accessories to cook meals for yourself. The more and better quality meals you cook, the more victory points you gets. I’ve played the physical version – it’s a very easy, casual game for two people (although it needed a fair amount of room), but it wasn’t quite exciting enough for prolonged exposure. It’s not one you’d have busted out a lot.

The app seems to be ticking all the boxes though – a colourful design, a tutorial and in-app rulebook, new ways to play the game, and more importantly, plenty of different options. Solo player vs. an AI (with 3 difficulty levels), local pass & play and then online asynchronous or real-time versus another player.

[youtube https://www.youtube.com/watch?v=s8T0bb_kspI?controls=0]

Marching Order (iOS Universal  & Android)

Finishing off this segment with another quirky logic puzzle, Marching Order sees you as a rather stressed out band manager trying to get their troupe in order. It may not sound like a challenge, but every animal you’re trying to sort has a specific set of preferences to keep them happy.

The trick of the game is to put the animals in the correct/optimum order, so that all animals are as happy as possible and the music is good when you eventually go on your march. The presentation and theme makes me think this one might be a good one for kids, but we haven’t had a chance to try it out yet. If anyone does, do let us know what you think!

[youtube https://www.youtube.com/watch?v=UtTG35zljKA?controls=0]

Sales & Updates

I would have thought you’d all be sale’d-out from last week, so I’ve not looked this week to see if anything’s going cheap – most of the good ones were part of Black Friday and Cyber Monday anyway.

On the update front there’s been no recent things that we can see worthy highlight, but we will use this as an excuse to drop in another bit of news that we know is relevant to your readers.

You’ll remember 2012’s Plague Inc.? Well developer Ndemic Creations are finally releasing a brand new game – Rebel Inc. It’s a bit of a departure – you’re not the insurgency itself, but you’re having the balance military and civilian priorities within your region to win the hearts of the people and stamp out the rebels.

Rebel Inc 3 1

The official feature list is:

  • Stabilise five different, richly modelled regions
  • Innovative representation of counter insurgency tactics
  • Use realistic initiatives to empower the local government
  • Highly detailed, hyper-realistic world based on extensive research
  • Intelligent strategic and tactical AI
  • Sophisticated narrative algorithms shaped by your decisions
  • Five unique governors with radically different abilities
  • Comprehensive in-game help and tutorial system
  • Full Save/Load functionality
  • Internet connectivity not required

It’s worth nothing that this appears to be trying to treat the subject matter seriously, even though it’s a fictional game. It’s already available for pre-order via iTunes if you’re interested, and it will be releasing on December 6th.

That’s all for this week’s update, enjoy your weekends!

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Review: Farabel

Here is a game with a novel and interesting twist. At first glance, Farabel may appear to be a fairly standard turn-based fantasy strategy game. However, start playing, and you immediately realise that, in a Memento-style plot twist, you actually begin at the end of the story and finish at the beginning. The upshot is that Farabel commences at the climax of a long and bloody conflict between humans and orcs. Play through to the end of the thirteen scenarios and you will travel right back to the beginning of the conflict, discovering why the two races got so cross with each other in the first place.

You play as human leader Cendor, and each time that you manage to lead your army to victory, you will be pushed back a little further in time. The problem with this temporal regression is that it causes poor Cendor’s battle experience to diminish. Consequently, Cendor’s skills will actually decrease as the game progresses. This is a bit of a bummer, but manipulating time does also have its advantages. During the course of each battle, Cendor has the power to reverse time. He first chooses a unit that has already completed its actions, said unit will then rewind to its original position as of the start of the round. This allows the unit to recover from any damage or ill effects that they may have recently suffered. Better still, the unit can move, attack and use abilities for a second time. It is a powerful ability and consequently, Cendor can only call upon this power a maximum of three times during each battle.

Battle9

The action is portrayed in a low-key style, the unit graphics being quite simplistic and the map rather sparse without much visual appeal. It can be difficult to differentiate between certain units and the lack of an option to zoom in close or rotate the battlefield doesn’t help matters. The interface follows a similar minimalist philosophy but actually works really well. All of the actions only take two or three taps to execute, without any sub-menus or extra options to worry about. Each round, small coloured indicators will dim when a unit has used its movement or offensive actions, which makes issuing commands a breeze. This means that after a look at the brief tutorial, even inexperienced players will be ready to jump right into the thick of the action.

The bleak landscapes do not really present many opportunities for tactical manoeuvring, but the interplay between the various troop types certainly does. Battles rarely involve more than a dozen units, so the focus is on skirmishing. The units have a nice range of abilities: mounted troops can boost their attacks by charging into the heart of the battle, whilst scouts can teleport around the outskirts, peppering enemy units with crossbow bolts. You will also always have your healer on hand to dispense any necessary first aid. Enemies are similarly well designed, having a range of different powers, ensuring that the game remains challenging. The scenarios are also nicely varied, with an assortment of different goals. One level may see you trying to flood an enemy occupied village, whilst another will see you placed underground battling hordes of goblins, whilst simultaneously trying to destroy their points of entry. Some scenarios also have powerful boss creatures to overcome.

Battle 2

Sometimes these levels rely a little too much upon trial and error. Hidden enemies often ambush your troops leaving them vulnerable. Often, the only option is to restart the scenario with the only consolation being that forewarned is forearmed. When planning your manoeuvres it would have been useful to have some graphical representation of enemy movement and attack zones, rather than being forced to count hexes. There is a satisfying difficulty curve to these battles, but with no mid-point save options, defeat will mean that you will have to restart the current level from scratch.

The variety in the abilities of units on both sides and the range of different scenario goals means that you constantly have to tinker with your strategy. The time manipulation mechanic requires a further layer of tactical thinking. Deciding when to use your leader’s ability to reverse a unit’s turn so that they can take a second action is a key consideration. Furthermore, having to reduce your leader’s abilities initially feels very counterintuitive, but turns out to actually be a very effective part of the game’s design. It can be really tricky to decide which of Cendor’s five abilities to reduce. The inevitable decline in your leader’s prowess means that you will inevitably have to switch from a gung-ho approach to a much more considered one.

Level Down

Once you have battled your way through to the end, or rather the beginning, of the main story, there are a few other options to keep you occupied. You can earn prestige in the daily challenges, or use gold to build an army from scratch. This army can then be used to either play through a series of different battles or to survive as long as possible against a never-ending stream of enemies. It would have been the icing on the cake to have a player versus player option but there is certainly plenty of content here. The whole package represents excellent value for money.

Build Army

Farabel is a game that doesn’t take itself too seriously; the bickering characters and humorous unit descriptions regularly poke fun at fantasy stereotypes. Even the rousing but clichéd music seems to be a bit of a parody. The background story is presented in short amusing sequences that do not outstay their welcome. The game itself manages to be both entertaining and challenging. The time travel mechanic could have been just a cheap gimmick but in fact, it turns out to be a clever and thought-provoking addition. Some may find Farabel’s straightforward approach too simplistic, but for anyone looking for something a little different, this is well worth considering.

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Meteorfall: Journey to get new content this December

Meteorfall: Journey quickly became one of our favourite card games after it was released in February this year. Since then it’s had countless patches and two major content updates, the most recent of which was in September.

All of this has been for free, and developer Slothwerk is getting ready to add yet more content in a new update coming this December.

Titled ‘The Queen of Shadow’, this new patch is modest but adds some interesting twists to keep the game fresh. Firstly, it adds a new skin ‘Rose, Queen of Shadow’. Not just cosmetic, this new visage also comes with a changed start deck, with 10 new cards added to Rose’s loot table:

  • Corruption
  • Bewitch
  • Acolyte’s Hood
  • Enfeeble
  • Helm of the Bat King
  • Devil’s Bargain
  • Soul Chalice
  • Feedback
  • Amulet of Cosmic Horrors
  • Dark Presence

The update also comes with tweaks – a big-fix for Mining Pick and an few UI revisions. The full patch-notes (for all the patches to the game to date, as it happens) can be read here, such as they are.

Are you still enjoying Meteorfall? Will this update make you go back? Let us know!

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Review: Royal Adviser

The kingdom weathers a period of transition, and the time is ripe for a savvy council member to consolidate their power and make a play for the throne. This is the setup of Royal Adviser, which wants to give you the world, wants to provide an occasion of droll social bonding while running a demanding, skilful contest of numbers and wits.

Not for nothing have games like these, now clustered under the big-tent genre of ‘social deduction’, become rather popular in the past few years. They’re a smart hybrid, difficult to design and playtest thoroughly but immensely satisfying when done just right. Which Royal Adviser, does, mostly. Advisedly.

First, a little background on similar games. In social deduction, the game’s goals and stages are bolstered by secret teams, individual win conditions, betrayal mechanics and a voting system. So there’s that tension between the outward facts of the game and the inward truth: who’s a werewolf, who’s a fascist, who’s the hidden baddie, etc. And the meat of the experience comes from guessing individually & arguing publicly what these social secrets are.

RA2

So is Royal Adviser any good? The app itself is easy to use, and the game quite nuanced and fairly well-made. It’s loads better than most similar apps and, but at the same time makes a poor showing when compared to the tabletop giants which preceded it.

That’s putting the horse before the cart, though. Forget how it feels, how does Royal Adviser play? Well, everyone starts with a hidden objective, like raising the happiness or military stat of the kingdom past a certain threshold. Each round is split into a series of small, subtle player actions clustered around a big vote. Most actions are private and hidden, subtly adjusting the kingdom stats or peeking ahead at future voting decisions. So most of the game’s conflict revolves around this subtle game of cat-and-mouse.

RA3

Just like in Reigns, the overall status and well-being of the kingdom is divided into Happiness, Military, Wealth and Religion. And also like in Reigns, the decisions made by the adviser are by-and-large stat trade-offs, shifting strength from one area to the next while creating pockets of inequality. But while the voting in public and alliances are encouraged, each court member has a different endgame.

To make this vote possible, the players each have an ‘influence’ stat which quantifies the exact degree they can sway the proceedings. My favorite twist, though, is the very powerful, (sometimes self-destructive), j’accuse option. If you believe another player is acting obviously and has thereby revealed what their ultimate goal is, they can declare what agenda another player has. If the guesser is correct, they take half of the target’s influence. In the reverse case, the opposite happens. Most games don’t have such an open-ended nuclear option, never mind put it so readily in the player’s hands. Scorched earth, baby.

RA4

90% of the game is subtle, granular and slow-moving. Alliances are proposed and rejected, manipulations raise and lower stats by a single point. It’s a pass-and-play game, so this pace of play means there’s time for snacks and little side talk. Not much, though, because savvy players need to keep track of pretty much everything going on. The small actions add up to patterns which point to specific player strategies and goals. Unlike, say, Avalon, Resistance or Werewolf, the game isn’t broken up into teams of goodies and baddies, red vs. blue. Instead, from the get-go everyone is a rogue agent looking out for number one. In a way this sidesteps the greatest drawback of social deduction games: sometimes they become a very specific, very narrow type of puzzle. Hunt for the outlier, cluster around the normies. It becomes a race to construct a maximally coherent logical account, and people’s testimony, the whole social atmosphere just gets ‘mechanized’ as part of the game’s normal decision space.

Royal Adviser, thanks to its free-for-all format, doesn’t fall prey to this at all. It has individual moments of betrayal and confrontation but in general plays more like a long bout of public policy than an extended village (witch) trial. It reminds me of a more complex Candy Chaser: you win by advancing your agenda in a race against the other players but must balance the need for speed against the need for secrecy. The ‘social’ component is side-lined. No shouting matches based on who wiggled their chair or ‘looks suspiciously’ a fun but loaded phrase which has launched many a dispute.

RA5

The game is a little too ponderous for its own good, having stripped out too much of the dynamism and discussion the social brings to pass-and-play. It’s not quite Werewolf and not quite Castles of Burgundy and suffers from being betwixt. The influence-ranking is a nice way of qualifying votes, and it can get redistributed to other players through slander and accusations. Still, this is actually a better game than its digital format allows: the fluency of play and turn turnover (yes, really) obscure some of its best moments.

Really well-made from both a gameplay and app-perspective, the actual experience falls a little short. Add to that the fact that there is no play-vs-AI and no real tutorial and the game’s good points start looking a little inconvenient, even downright shabby. It’s a good game for pregaming main events, like before a movie, meal or some other gathering, and it avails itself well of these opportunities, but the limited functionality and longer playtime make it more suited to online or AI play, both of which do not exist in the game’s current form. Taken on its strengths and merits from a design and game hobbyist perspective, Royal Adviser is stellar. The reality is less intriguing, though still worth a try for its divergent take on social deduction & betrayal-style games.

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Review: Battle for Korsun

Battle for Korsun is a turn-based ‘lite’ strategy wargame set during the Eastern Front of World War 2. Specifically, it covers the events of the Korsun-Shevchenkovsky Offensive between Jan/Feb 1944 which led to what is known as the Battle of the Korsun-Cherkasy Pocket. A surrounded German Army Group failed to breakout and find relief, causing massive casualties.

The game is developed by Yobowargames, or Lance Craner as he is also known, and is a more simplistic wargame that acts as a great gateway experience for casual enthusiasts or those looking to get into that particular niche. Key features include:

  • Hotseat or German v AI
  • Large Map
  • Units represent Divisions/Regiments or Battalions
  • Variable weather conditions

At the time of writing, Pocket Tactics has yet to do it’s own dedicated review on Battle for Korsun, however our sister website Wargamer.com has a review of the PC version if you’re interested in some broad impressions.

Once we do a dedicated review on iOS, this text will be replaced by the official PT verdict.

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Review: Football Manager 2019 Touch

Living in the south of England, just outside London, I’m naturally a Manchester United fan. Supporting this Red Devils in the post-Fergie era is not easy. The current manager is world-class, they’ve got plenty of high-calibre international players at the club and at times they still play some excellent football, but at the same time their style of play can be very frustrating to watch, their form is inconsistent and they keep failing to seriously challenge for the major honours again. It hasn’t yet started getting any better from one season to the next.

Football Manager Touch has followed a similar pattern in the few years that it’s been around. Like with watching Man United these days, Sports Interactive’s sports simulation for tablets has a lot of quality running through it and is truly great at times but it leaves you feeling slightly underwhelmed and wanting more. This year’s edition, FM19 Touch, leaves the same impression.

I’ll return to this later for my conclusion – but for now, let’s go over some basics and some positives.

fm19touch 6

Football Manager Touch is the more advanced, and expensive at £20, of the two handheld versions of the premier football management sim. It’s somewhere in-between the streamlined Mobile game and the full-blooded PC game. This is the fifth tablet instalment of FM Touch, which started in 2015 as FM Classic in reference to how it offered a retro-inspired, stripped-back and speedier experience compared to the desktop game while still offering a good amount of the depth and complexity.

I’m not going to go all the way back to the beginning and explain what type of game Football Manager is because I’m going to assume you know already. If you are here reading this and don’t know what it’s all about then that’s weirder than Paul Pogba’s penalty run-ups. Suffice to say, in the main career mode you take charge of a real-world football club and then manage them through seasons as you pick the team, sign new players, choose tactics for matches and hopefully lead them to glory rather than get the sack from your virtual employer.

fm19touch 7

FM Touch is designed to give wannabe bosses who are ‘bursting with ambition but short on time’ an on-the-go management experience that dispenses of distractions like the ‘media circus’ and offers instant results on match days to help blast through fixtures. It’s a streamlined format with less micro-managing compared to the bigger, bulkier main title but it still provides a weighty, immersive and addictive game.
Sports Interactive has settled into a routine of annual releases of its three Football Manager, including Touch. Like with other franchises, players are expected to pay out again for the ‘new’ game which is basically the same as the previous year save for updated rules and rosters along with a few tweaks and added features.

One change for this year is the presentation has been given a bit of a revamp, with a fresher and brighter new look. Like when your team unveils a new kit, this doesn’t make much difference to how the game plays but it looks nice. The user interface and screen layout are much the same as before, being intuitive and easy to use for the most part. It can occasionally be slightly fiddly to tap on the correct part of the screen and there’s a minor new annoyance this time in how information in certain text boxes is cut short.

fm19 Tactics

A more significant addition for FM19 is tactical styles which put another layer on top of the already immense range of option for setting up your team. You can now choose from a selection of pre-set systems such as high-intensity gegenpress, the Spanish-flavoured tiki-taka or the more rudimentary route one, which serve as the overall philosophy for how your team plays. There is a vast amount of customisations for each of these structures as you put plans in place across the three phases of possession, transition and not-in-possession. Then on top of this you can choose from numerous formations, or create your own, while also assigning roles and detailed instructions to individual players. 

The tactical possibilities are insane and overwhelming, but they are also a big part of the game’s appeal. One small gripe is there is sometimes a lack of information easily available in the game to explain what all the options mean. The new inductions (tutorials on certain parts of the job) are useful, but having a more easily accessible glossary at your fingertip on particular screens would be handy.

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As well as enhancements to the tactical side of the game, training has also been given something of a revamp. You now get a rating of 1 to 10 for each player showing well are they performing in training, and you can also set several aspects of each player’s training routine. You can dictate which position, role and duty each player trains on, which areas they will have additional focus on, such as strength or speed, and what intensity they will train at. Beyond this, you can encourage certain traits in players across various categories including movement, passing and technique.

I suspect most people will still leave the training to their in-game assistant manager because it does remain one of drier more number-driven parts of the game, but it does provide plenty of scope to get hands-on with the development of your squad should you want to. The rest of the game remains much the same as last year, and the year before. Further changes are either unnoticeable or insignificant.

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I called the 2018 version of FM Touch a “magnificent game in many ways” and the 2019 edition is every bit as worthy of this description. There is still so much to like about it and it continues to be a huge, absorbing and generally enjoyable game, with the new features I’ve described only adding to its authenticity and complexity. But … there has to be a but as I swing back around to my opening when I compared FM Touch to Man United and said it can leave you feeling slightly underwhelmed and wanting more.

Another thing I said in my review of last year’s game was that it needed to deliver more next time to stop the series going stale. Sadly, it hasn’t really delivered more, and the series is starting to go stale. The game hasn’t evolved very far from when it first arrived in 2015. There have been improvements around the edges, including this year’s tactics and training alterations, but none of these have been very big steps forward.

Whether through picking a new coach and plotting a different direction or signing players who bring extra quality, football teams are constantly looking to better themselves – at least those teams that want to get to the top or stay there. This is what Sports Interactive should be doing with FM Touch; always looking to make each new game distinct and distinctly superior to the previous one. But they don’t seem to do that – each new game is at best an incremental improvement on the previous year.

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Whether it’s a lack of ambition (perhaps evidenced by the addition of the German league being one of the main new features this year – big whoop), a lack of resource or just not prioritising this version, it feels like the effort is rather half-hearted. The two big things I’ve been calling for are media work such as press conferences and staff interactions such as being able to talk to your players. Both of these features are again absent in FM19 Touch, and that’s to the game’s detriment. It means there is no opportunity to show any personality or stamp your identity on anything.

Sports Interactive continues to boast that its games “skips the pre-match proceedings and media circus to focus your attention on the best bits – squad building and match day”. I respectfully disagree with them about these being the best bits and about leaving out the other bits. I don’t want the Touch game to become as bloated and time-consuming as the PC version, but there needs to be something better than a few adjustments to justify charging people £20 (a massive amount in mobile game terms) for essentially the same game again next year.

For now, FM19 Touch is easily top of the league because there are no other similar games that even come close to it – but, like my Old Trafford outfit, you feel it could and possibly should be doing better.

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The Best Location-based Games on iOS and Android

Pokemon Go was a sensation when it first launched, and for many people it may have been their first brush with the idea that the GPS locator in your phone could be used for gaming. But Pokemon Go is not the only location-based augmented reality game out there, and it’s definitely not the one offering the deepest experience.

Here are several other strategy, puzzle and RPG games that will challenge your mind and the soles of your shoes.

Geocaching

Platforms: iOS & Android

Best location geocaching

First of all, why not go back in time to the very first GPS game? Geocaching goes back to the age when GPS units were expensive contraptions primarily of use to forest rangers, not something we forget is built into our phones and constantly monitoring us like SKYNET. It’s a straightforward game of going to a specific GPS location and finding a hidden package … at first.

Each geocache is hidden by another player, and some of them like to set up puzzles first. Unlike most GPS games, geocaching is a curated tour of your surroundings. The standard app is Geocaching, based on geocaching.com. The game has a freemium model where a lot of caches are free to find, but some you’ll need a subscription for. More so than other games on this list, though, Geocaching is the way to really explore your surroundings. It must be noted that there are plenty of different apps that plug into the geocache database, however

Ingress Prime

Developer: Niantic
Platforms:  iOS Universal, Android

best location ignress prime

If you like Pokemon Go, you should try Niantic’s first GPS game Ingress, which has recently been rebooted as Ingress Prime. In what is a common theme for augmented reality games, there is a secret world hidden behind our everyday lives, with Exotic Matter spewing into our reality at various hotspots. In a clever bit of post hoc justification, these hotspots show up at cultural markers in major population centres because humans are naturally attracted to them.

Also attracted are two rivals conspiracies that will recruit you to use your phone as a scanner to control fields of influence. The old guard is not happy with the new changes to Ingress, but for a brand new player, they may be welcome. The interface is smoother and a bit flashier (at the cost of data usage). Plus, it’s about to be an anime on Netflix!

Maguss

Developer: Mawa
Platforms: iOS Universal, Android

Best location maguss

Another recent GPS MMO is Maguss, which is definitely not trying to make the player feel like they are in the world of Harry Potter. This is a very polished RPG with unique combat and potion-brewing systems. You pick spells like cards and have a limited number of slots for each round, which happen in a timed-turn-based fashion. Then, you use your finger to draw the spells you want to cast.

The devs are apparently working on a magic wand peripheral for when you want to stop just playing games and really go LARPing. Maguss is also unique in having real PvP combat. However, it is definitely not a Harry Potter game. We cannot stress this enough. Maguss may be about a secret world of magic, and have four rival schools, and magic wands, but it is not a way to live out your Hogwarts fantasies in the real world … at least until Niantic’s third game comes out.

Orna

Developer: Cutless
Platform:  Android

Best location orna

A new kid on the block is Orna, which basically takes your classic SNES JRPG gameplay and plops it into a map of your actual neighborhood. It’s Dragon Warrior, but instead of wearing out your thumbs stomping around looking for random encounters you’ll wear out your actual feet. There’s also some multiplayer aspects where characters can grow strong enough to become Duke of their area and be challenged by other players, and the ability to form parties to cooperate.

This one is only available on Android for now, but hopefully it will gain enough attention to make the jump to iOS. IAPs get you class specializations for more options but aren’t necessary to play the game.

CodeRunner

Developer: Robot Chicken Interactive
Platform: iPhone
Price: $1.99

best location coderunner

A much stronger story is found in this AR game, which puts you in the shoes of a secret agent tasked with hacking suspicious citizens for the state by solving puzzles around town, some left by other players. CodeRunner really goes all-in on the augmented reality through its awesome audio, asking you to plug in headphones to play and giving you immersive spy ‘dialogue’ like instructions to keep your head down and don’t look behind you.

The game demands that you move around a lot as well, which is great if you’re trying to exercise more. It hasn’t updated in a while, and you won’t find many other players, but it’s a lot of fun while it lasts. Best of all, CodeRunner is a premium app, with no questionable IAP nonsense.

Resources

Developer: UN3X
Platform: Android

best location resources

This Android game puts you in the middle of a war of tycoons. The real-world map gives you various resources to exploit, but after that advancing in the game is mostly up to you. After building mines, you can refine the raw materials with factories and sell them on a standard or black market. Plus lots of other economic trickery, including attacking the facilities of nearby players.

That said, you don’t need too many people playing in your area thanks to the global trading layer that keeps things interesting. If you’re interested in tycooning and walking, give Resources a shot. It’s free to play, and the IAP are more for early boosts or developer tips than for late-game domination.

DominAnt

Developer: Erik Melkersson
Platform: Android

Best location dominant

Speaking of domination, this is another one-man-developed location-based game on Android. Here, you’ve got a great ant-based theme with three teams to ally yourself with. Build up your anthills anywhere you like, and they’ll expand on their own, gradually overrunning your whole town. Not only this, but the game is truly free-to-play, with IAP only for donations to the developer!

Do you have a favourite GPS/Location-based game or experience? Let us know in the comments!

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Pocket Tactics Presents: Black Friday 2018

It’s November, and Thanksgiving is nearly here. You know what that means… Black Friday! If you’re in the States this might mean turkey, pie, awkward family interactions, and football. But even if you’re not in the US, wherever you live it means lots and lots of mobile game sales.

This list will be updated through-out the week as more Black Friday deals go live – keep checking back!

We see some of the biggest sales this time of year and since they get rolling early so will we. Feast your eyes and devices on this bevy of discounted games… 

60 Seconds! Atomic Adventure (iOS Universal and Android): $.99

Nuclear war is coming and in 60 Seconds! Atomic Adventure your goal is to collect supplies and gather your family before it hits. There’s dark comedy and hard choices, and it’s just a buck for now.

Weapon Shop Fantasy (iOS Universal): $.99

One buck gets you RPG/simulation game Weapon Shop Fantasy where you build and enchant weapons and send adventurers off to defeat monsters with them.

Icewind Dale (iOS Universal and Android): $1.99 on iOS

Classic RPG port Icewind Dale is down to $2 from $10. This is the cheapest it ever gets so it is a great time to pick up a new, old RPG.

Star Traders 4X Empires Elite (iOS Universal and Android): $1.99 on iOS

Turn-based empire-builder Star Traders 4x Empires Elite is down from $5 on iOS (and has a free trial version on Android). It’s worth a look for fans of turn-based strategy.

Crashlands (Review) (iOS Universal and Android): $3.99 on Android

Crashlands might be my favorite mobile game. It’s certainly my favorite explore/craft/survive game on mobile. It’s been recently updated with co-op features, and is also very rarely on sale. $4 is a steal for this one.

Let us know if you spot any more deals, and we’ll update the list!