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The Weekender: No Android Edition

What is this nonsense? The Weekender on a Thursday? Where’s the manager!? Oh right, that’s me… Due to some annual leave I’m taking over the next two weeks, you’re getting our usual weekly update on a Thursday.

Hope that doesn’t shatter your world views or anything…

What we’re up to

Following up on the Diablo Immortal announcement, we had Nick whip up a critical analysis on what that game needs to do right in order to compete with the already existing (and thriving) action-RPG genre on mobile. It’s not enough to just turn up with the IP, after all.

We also brought you an in-depth look at C&C Rivals’ beta version, ahead of its launch on December 4th. Only one review this week – Squids Odyssey.

In terms of upcoming projects:

  • A new guide on excellent games like Pokemon Go/Ingress Prime.
  • Reviews of Royal Adviser & Football Manager 2019.
  • Our Black Friday coverage will be continually updated through-out the week.

You’ll also have noticed we’ve been updating our strategy genre ‘Best of Lists’ through-out the week. We’ll probably be updating a few more as well through-out the rest of the month. Tomorrow, we’re kicking off our Black Friday sales coverage, as a few places are already getting a head start on that.

Meanwhile, in the mobile gaming…

Out Now

Only two projects caught our eye this week, and they’re both only on iOS. Sorry Android readers!

Black Paradox (iOS Universal)

Nothing screams science-fiction than time-travel and black holes, and arcade-shooter-roguelite thing Black Paradox is positively belting out its retro sci-fi imagery. You play as a Bounty Hunter who travels around in a space car, which you can upgrade with lots of weapons and power-ups.

You also get to unleash a killer move of the same name, apparently. It’s not our usual fare, but it’s colourful and provides plenty of content at a reasonable price. Pretty sure I played this game on my Commodore 64 as a kid, except you were Santa Claus.

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Endless Archery (iPhone)

Angry Birds may have been one of the early posterchilds for the F2P phenomenon, but it’s core gameplay offering was pretty solid. Throw a bird at a pre-made structure and try to cause as much devastation to get the most points. Endless Archery, while involving neither birds nor structures, feels like it might inspire the same kind of desire to master.

You fire arrows at distant targets by setting the angle and power of each shot, accounting for wind and the procedurally generated terrain. Even in real-life Archery is kind of cool and trying to master your shots in digital form should be no less engaging. It also comes with online leaderboards for never-ending humble brags.

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Updates

Both of this week’s updates actually dropped last week, so apologies for that.

Crashlands (Review) (iOS Universal & Android)

One of our favourite action-RPGs has gotten even better. The update last week added same-screen co-op, where player 2 plays as Juicebox. This works with both players using gamepads or just player 2 using a gamepad, more details on that here. There were a few other minor QoL changes as well.

Templar Battleforce Elite (Review) (iOS Universal & Android)

This was in last week’s Sales update, and from what we can tell it’s still going cheap on iOS if anyone wants to pick it up. The November 8th update added a bunch of new weapons and changed some existing ones, as well as adjusting spawn rates of Xeno enemies.

Sales

We’re not reporting on any sales today as we’ll be kicking off a week-long sales guide to prepare you for Black Friday starting tomorrow. I’ve had a quick look – you’re not missing out on much, other than Icewind Dale being ridiculously cheap on iOS.

There’s not been a lot of Android love this week, but Door Kickers is also having a sale on Google Play, if you haven’t picked that up yet.

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

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Review: Squids Odyssey

An unpleasant sludge is corrupting the ocean, but thankfully a team of likeable heroes is ready to spring into action and save the kingdom. Their mission will be fraught with danger but hopefully they can avoid becoming calamari. Squids Odyssey isn’t actually a new game, but an amalgamation of two previous releases. The original Squids was released way back in 2011 and a Wild West themed sequel was released a year later. The game proved popular enough to warrant a release on a range of Nintendo platforms.

These console versions were entitled Squids Odyssey and merged the two previous releases into one continuous adventure, whilst adding some extra content of its own. Now, this latest version has made its way back to mobile devices. This is great because the well-received original games fell by the wayside and will no longer work on modern devices. What isn’t so great is that at the time of writing the App Store doesn’t make it clear that this is not an original game. In respect to past customers, the publishers really should make this more transparent.

Squid Squad

Squids Odyssey is a light-hearted turn-based strategy game in which you command a squad of squid. The big difference is that instead of using action points to move your guys around the map, you instead catapult them across the screen. This is achieved by dragging their elastic appendages back with your finger before sending them hurtling across the landscape. This landscape in question is usually full of hazards. Care needs to be taken to avoid spiky sea urchins and to ensure that your squid doesn’t end up plunging off a narrow path into an abyss. The environments are also home to a range of crustacean enemies who will be doing their best to bash you into oblivion.

Moving around the screen costs stamina and you can usually squeeze at least two full powered flings from a squid on each turn. When a little more finesse is required you can reduce the power to ensure accurate positioning. Combat is hugely enjoyable; launch your squid into the melee and watch the mayhem ensue.  Squid ricochet around the environment rebounding from enemies whilst inflicting damage or sending them plummeting to their doom. The physics are solid with just the right level of inertia to ensure that the game doesn’t descend into total chaos. Scattered around each map are bonus bottles that contain numerous helpful consumables. These give various buffs such as stamina boosts or protective spiky shells. Public Health Warning: A squid really has to make sure that it chews its food properly, as their epiglottis runs through the middle of their doughnut-shaped brains.

Squids Battle

You can build your party from a range of fifteen different squid, each of which will fall into one of four categories. Scouts can increase their movement and offensive capabilities by employing an extra dash action. Shooters can attack from a distance, whilst troopers have an area attack that can strike multiple enemies. Finally, healers can give a health-restoring hug – I imagine that a hug from a squid is something to remember. Your squid can further improve their abilities by wearing one of a multitude of different hats, or by increasing their overall skill levels. Obtaining hats and level upgrades cost pearls, which can be obtained as you progress through each level. Pearls can also be used to purchase various special items from the shop.

The squid games have always looked great and presentation has further benefited from the extra polish of a console release.  There are some terrific cartoon visuals, cheery music and an engaging comical storyline. It feels like you have stepped into an episode of SpongeBob SquarePants, complete with an array of oddball aquatic characters. Apart from Bikini Bottom style levels, your squad will also battle through levels inspired by ancient Greece, imperial Japan and the Wild West. In total there are over ninety levels, with an estimated playtime of fifteen hours and that is even before you consider the expert mode. Perfectionists can also strive for faultless three-star ratings. A star is awarded for completing the level in a set number of turns, another for keeping all party members alive and the final star is hidden somewhere within the environment.

Squids Turtle

The levels are quite varied, with strong currents and warp gates adding to the challenge. There are even seahorse mounts that you can saddle up and ride into battle. On some levels you will simply be heading for the exit, whilst on others, you will need to survive for a set number of turns. There are also some more arcade-style levels that will have you trying to traverse spiky mazes as quickly as possible. One issue is that the difficulty curve is rather inconsistent.  The first few Wild West levels that actually appear later in the game feel like a return to the initial training levels. As you would expect from a game designed for touchscreen the controls are responsive and smooth. The only problem I had was that triggering special powers sometimes felt unresponsive and on occasion caused the entire game to crash.

Despite the simple premise and cartoony characters, you will find that there is a lot more depth to Squids Odyssey than initial impressions suggest.  Ensuring that your cephalopods are not left isolated, using the environment to your advantage and judging ranges to ensure that you hit with the maximum momentum, all need to be considered. The mix of straightforward tactics and simple arcade gameplay may sound like a bit of a gimmick but the ideas have been implemented really well. These is enough variety to maintain interest and although the challenge will not trouble most players, the game does come with a generous supply of levels without any IAPs in sight.

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C&C Rivals is A Great Mobile RTS with a Monkey on its Back

By Brandon Casteel 13 Nov 2018

Players first thought EA had killed the Command & Conquer franchise in 2010, when they discovered Command & Conquer 4 had made radical departures from the series’ standards and that the campaign was something of a dumpster fire. Players then thought EA had killed C&C in 2012, when Tiberium Alliances took the franchise into the world of the then-popular browser-based grind of ‘MMORTS’.

They for sure thought EA had killed C&C in 2013 when the company announced, then canned, Command & Conquer Generals 2.

But then, in the year of our Lord 2018, we saw Uncanny Valley Kane in the ad for a new… mobile C&C title called ‘Rivals’, and we knew it had finally jumped the shark. This was the end, we were in the darkest timeline.

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Only Command & Conquer Rivals is a surprisingly good game. It’s been in beta since August, and, well, it’s impressed many. The gameplay is deep and responsive, the unit designs are fun; the dev studio has managed to create an accessible and enjoyable strategy game that just so happens to be Command & Conquer flavored.

It’s due to release on December 4th as a Free-to-Play game although mobile developers (especially attached to big publishers) struggle to find pay models that make everyone happy. So far, EA have done admirable work at minimizing the impact of freemium mechanics on the game, but that’s unlikely to convince anyone who fundamentally dislikes loot box economics.

Core Gameplay Experience

Before we look at how EA is hoping to get people to pay for things, let’s look at what it is people are paying for. What is Command & Conquer Rivals and how does it work? When evaluating this title, let’s first leave out the “Command & Conquer” part, and just evaluate it on the game’s own merits.

When you look at the game this way, you find Rivals actually a really solid mobile strategy game. Far from being the 0-dimensional money grab that people often fear (or assume) that mobile games often are, Rivals has a well-considered and solid gameplay structure. It starts with the player choosing one of the game’s factions (either GDI or Nod) and building a ‘deck’ of units to bring into battle.

02 coreexperience

Battle itself starts with the player and their opponent loading into the battlefield. Unlike the vast majority of PC RTS, C&C: Rivals shows you the whole map at once; no panning or zooming is allowed or even necessary. While this might seem off-putting to the PC RTS enthusiast, it works really well on mobile. The reality of panning around while trying to direct your army by tapping on the game space is less than ideal, and plenty other games have fallen fowl of this.

You’ll quickly find that the watchword for Rivals’ design is ‘focus’. Base-building sort-of exists in the game, but it serves more as a mechanism for gating access to certain unit types behind the cost of the structure that unlocks the unit. So, pay 40 Tiberium for the War Factory, and you can instantly access any units any units in your deck that require that structure. The systems are pared down to the most straightforward implementation, with substantial care taken to preserve depth.

Ultimately players are fighting for control over 2 or 3 control points on the map. Own more of them than your opponent and you’ll start working on building up the missile launch timer. Whoever owns the missile when it finally launches, gets a hit on their opponent’s base structure. Two such hits, the base is down and you win.

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So far, I’ve been truly impressed with the unit design and the nuance and control you can get out of the game. Unlike popular mobile RTS-likes Clash Royale and clones, you have full control of your units, which is a wonderful breath of fresh air in the mobile competitive strategy space.

About That Monkey…

Yeah, now it’s time to talk about the ugly bugbear of mobile games: The freemium economy. Clash Royale fans will have a good idea of how this all breaks down. If not, allow me to illuminate you.

You earn loot boxes by playing the game. Some of them come from winning, and some come on a Pavlovian schedule: every 12 hours, you have a new crate of goodies to open. Inside of crates are a couple of things: cash to upgrade your units, Diamonds (sometimes) to do so more cost efficiently.

Diamonds, of course, are mostly acquired via real currency. That is, your hard-earned money.

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You can spend Diamonds to acquire better loot boxes that contain better stuff: more cards, more rare card types, and all of that jazz. Cards themselves, of course, are used in conjunction with cash to upgrade units. There are some differences from the standard system, as there is in every mobile game that’s trying to feel original, but they don’t have a lot of oomph to them.

Cards are the lifeblood of the economy of games like this. You need them to unlock new unit types, which in Rivals are also locked behind your player level. You don’t get access to more complex unit types until you’ve stuck around for a while to prove yourself. That’s not to say that you’re screwed unless you’ve put tons of hours into the game: the most-used units, even in the higher leagues, are quite often the starter units you acquire early. These units, like Nod attack bikes or Flame Troopers, GDI Talon and Titan, the Nod Rockworm… a lot of the starter units are really consistent and well performing.

But, there’s always an exception that proves the rule. There are some really high-impact units that can feel downright unfair to not have. One of the best examples of this is Nod’s Inferno bomber, and the GDI Disruptor vehicle. While not in every deck, these are such high impact units that it can REALLY feel nasty to fight against them without having used them yourself.

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It’s probably intentional, right? You put enough time into the game to see these units, but not enough to earn them. You lose to one and think it’s so unfair that you don’t have it yet. Maybe, you’re tempted to plop some cash down to acquire some of those units, or to level up a unit that is under performing. This stuff probably happens a bit.

Keeping Up with the Joneses

Full disclosure here, I’ve personally spent $30 on the game myself. Not all at once mind: I was in the beta for quite some time before they introduced the store at all, but my purchases can be broken down as follows:

  • I bought a $10 pack when the store launched, mostly just out of gratitude and appreciation for the gameplay experience.
  • I later bought another $10 bundle when the Shockwave Trooper infantry was released, and I really wanted to level mine up after unlocking them. They’re one of my favorite units in the game and having a GDI answer to the Nod flame trooper was a good feeling to me. $10 worth of feelings, apparently.
  • The other $10 I spent on the game was on Diamonds, the game’s premium currency.

Another one of my favorite units is the Nod Tick Tank, which burrows into the ground when it stops moving and takes 50% less damage when burrowed. It had a $40 or $50 USD bundle when it launched, and I flatly refused to purchase the unit cards for that price. Likewise, the $20 bundle for the Nod Chemical Buggy unit when it released. I can’t bring myself to spend more than $10 at a time on a mobile game, and so far, I’ve spent about the equivalent of a full-priced PC game.

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Regarding the Diamonds – I’ve earned a decent amount of them for free, which was then boosted by the $10 exchange I purchased. I spent them on, mostly, the game’s free coin currency, which you spend to level up units. One of the more vaguely frustrating (though well meaning) design choices is the fact that you level up units 3 times with coins for every one time you spend cards to level them. This makes sense to me, as far as it goes: you can still make your units more powerful without having to have acquired the 350 cards or whatever it’d take to level them all the way up to the next big power bracket. 350 cards is the bracket to take a Common type unit to level 9, if you’re wondering.

Skinner’s Box

I will admit I’m probably close to being an ideal customer for this kind of game. I have the liquid funds to spend, so $5 or $10 isn’t that big of a deal if the urge strikes me. Saying that, I don’t obsess over unit level or unlocking absolutely everything. I happily ignored the Nod Stealth Tank, for instance, until I unlocked it naturally, and I’m not sure I’ve ever used it in combat. Ditto the GDI Sniper (though this does seem like a fun unit to play with) or GDI Mammoth Tank. There’s actually a decent percentage of units I don’t bother leveling up or messing with, because they don’t really support how I want to play.

I can be induced into spending $5 here or there on coins to lessen the frustration of earning coins by playing. And that adds up over time. $30 looks like a lot when you see it all at once and is a bit disconcerting when it’s staring me in the face like that. You can spend $20 on AirMech on PC, for instance, and get the core experience. In Rivals, you can just happily shell out $5 or $10 a month as long as you play the game, if you’re not careful.

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And what, after all, did that $30 get me? Perhaps a slight bump to the power level of some of my units? It’s perhaps had a cumulative effect on my ability to win games; being able to get that Shockwave Trooper, which is a really solid choice for combating both early and late game infantry, might’ve won me a match or two. But I haven’t touched the new Drone unit that’s been popular in the game lately: I don’t really care about keeping up with the meta that way. I win about 55-65% of my games, and have won matches against players with higher, and lower, level units than myself. The game has a very strong counter system, so if you’re pointing your units at the right targets and keeping your enemy on the back foot, it can be really hard to pin any particular victory or loss to what the player might’ve spent.

There are outliers of course: I’ve faced people who have probably paid a lot more into the game than I have: maxed out units while I’m running around with some under levelled cards. Some have turned my way, some haven’t.

Something that is both interesting and frustrating about the loot box pay mode is, since it’s random and many of the individual loot items mean so little, it’s really tricky to pinpoint what progress or success can be specifically tied to money spent. There is a measurable impact of course, but it’s obfuscated through randomness and mitigated by the aforementioned counter system.

That being said, I do greatly enjoy the game. I don’t mind tipping a nod to the developers every now and again, if their prices suit my spending requirements.

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But even though C&C Rivals is a surprisingly good game, it doesn’t really excuse the pay model. The loot box system popularized by Clash Royale is still one of the friendlier ones out there, but it can definitely put a bad taste in the mouth of even someone who doesn’t have a conceptual problem with free to play systems.

Like everything else with the game, the pay model has been trending in the right direction. The developers are learning and seem to really care about keeping their players happy. Hopefully they’ll continue to move in that direction and launch and beyond will see them able to iterate their way to a point where non-paying players are happy.

We’ll be back with our official thoughts when Command & Conquer Rivals launches worldwide (for iOS and Android) on December 4th.

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Five Things Diablo Immortal Needs to Get Right

The buzz going into BlizzCon—the annual convention where Blizzard reveals what’s to come in its slate of games—was that exciting Diablo news was coming. Diablo is one of the biggest RPG franchises in gaming history and launched the action-RPG genre, so news about a new game is always hotly anticipated. The conventional wisdom held the long-awaited announcement of Diablo 4 was upon us. As it turned out, the conventional wisdom was wrong. Instead Blizzard revealed plans for the franchise’s first mobile game, Diablo Immortal.

A mobile Diablo game is, perhaps, even bigger news for mobile-gaming enthusiasts than Diablo 4 would have been. We’ve long had to look elsewhere for titles that evoke one or more characteristics of Diablo on our phones and tablets. Luckily, we’ve had a great deal of success and many Diablo-like mobile games are excellent in their own right. With so many worthy substitutes Blizzard can’t just throw out any old game, slap the Diablo name on it, and expect to claim the title of top mobile ARPG.

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What will it take for Blizzard and their development partner NetEase to win us over?

Story Matters

Role-playing games, even action-centric ones, need a good story. The Diablo games all feature an epic good-versus-evil tale that is interesting and serves as a great wrapper for combat and character progression. Diablo Immortal will need to deliver the same type of story with a compelling main quest line and plenty of side quests to keep players busy, expand single-player content, and provide opportunities for more XP and loot.

A great example of this already on mobile is action-RPG-crafting-survival game Crashlands. It centers on a central quest line that moves through three distinct zones and works in new aspects of the game as it progresses, but also has a ton of side quests you can play if desired. We don’t know much about the story, and it’s quite possible given the early stage of things that Blizzard and NetEase don’t either, but something similar with that tasty Diablo flavor will be important for the game’s success. 

diabli immortal story

Combat Matters More

Story is important but in an action-RPG combat is even more important. Diablo is known for fast-paced, non-stop, and hazardous-to-your-health-bar combat. Nailing this is absolutely critical for Diablo: Immortal. It shouldn’t feel like every other ARPG on mobile it should feel faster, more challenging, and more exciting. It should feel like Diablo III. High expectations? Certainly, but hey, if Blizzard wants to be the best on mobile that’s what it’ll take.

Things look pretty good on this front from what we’ve seen so far…

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Combat in Diablo Immortal certainly looks fast, fun, and exciting in the trailer. It will make use of a virtual joystick on the left side of the screen and ability buttons on the right. A virtual joystick is not ideal in a touch-screen environment and is in fact a straight-up deal-breaker for a lot of mobile gamers. It has, however, become standard for isometric, action-RPGs on mobile given how much is going on in combat. NetEase uses the same type of layout in its existing ARPGs Crusaders of Light and Endless of God, so perhaps it was too much to hope Diablo Immortal would try something new.  Hopefully there is some customization possible, like in Barbearian where you can choose where you want the virtual joystick and various ability buttons.

Part of making combat compelling and fun is providing a variety of ways to play. This means lots of interesting character-class options, preferably featuring different ways to play each. This is a huge reason for the seemingly unending success of Diablo III. Blizzard did a great job making sure each class could be played a few different ways and felt different from each other. Blizzard confirmed the existence of six of the franchise’s classes: Barbarian, Crusader, Demon Hunter, Monk, Necromancer, and Wizard and hopefully there’s enough powers to offer some nice customization.

Fat Loot

The Diablo games are well known for including a metric-ton of loot. Diablo III is the best example and is full to bursting with different sets—with more coming all the time—of gear that conveys a wide assortment of bonuses. What’s more, there are ways to alter and optimize your gear as you seek the best-possible kit for a character. It’s this variety of stuff that contributes the most to the huge number of character-customization options that makes it a min-maxers paradise.

diablo immortal loot

Having a similar loot setup will be a requirement for Diablo Immortal to rise to the top of mobile options. There are several existing games that do a nice job with loot. Rogue Wizards, a turn-based mobile RPG, offers a very similar gear and loot-dropping system to Diablo III including options to optimize dropped loot and the ever-elusive Treasure Goblin. Eternium offers a bunch of different gear slots and sets to seek out as well. I’d expect Diablo Immortal to surpass what these games have done since Blizzard has the very best model from which to work: Diablo III itself.

End Game

Diablo III came out over six years ago and remains one of Blizzard’s most-popular games for one reason: end-game content. Once you finish the main-quest line the game isn’t over, far from it, it’s just beginning. Story gives way to optimization and pushing more and more difficult content in Adventure Mode. There are bosses to defeat, dungeons to clear, events to complete, and places to explore. There are also Nephalim Rifts, effectively speed-based killing sprees complete with leaderboards.

diablo immortal endgame

Including sufficient content to keep players coming back and not moving on to other games is a big part of mobile games these days. Diablo Immortal will need to recreate the amazing replay-ability of Diablo III to keep fickle mobile gamers from bouncing to the next thing. Again, Blizzard has the benefit of knowing exactly what works to keep players engaged so there’s no reason not to expect them to get it right.

Monetization

Blizzard and NetEase can nail all the above and create an amazing game and still fail if one last thing doesn’t work: monetization. The Apple and Google Play stores are littered with good games bogged down by oppressive freemium mechanics. It’s too much to hope for a premium game here and there will be micro-transactions. Blizzard owns Hearthstone, Overwatch, and Heroes of the Storm. They clearly understand the value of in-app purchases to the bottom line.

Ideally, they figure out how to make the game wildly profitable without going the route of exploitative energy timers and random loot crates. We have very little information on how monetization will work, and probably won’t for some time. Games like Fortnite have shown you can be free-to-play without resorting to terrible tactics, and still earn boat-loads of money in the process. Would you pay for new character skins? Weapon and/or outfit skins?

If Blizzard and NetEase can distill the elements that has made the franchise great—compelling story, great combat, lots of loot, and a fun endgame—and bring them to life on mobile devices Diablo: Immortal could be one of the biggest games on any platform. It would take its spot as the best action-RPG mobile-gaming has to offer and would be a win for gamers. A win, that is, unless the game is riddled with annoying and exploitive freemium mechanics. Only time will tell whether Blizzard and NetEase can make it happen.

You can find out more about Diablo Immortal, including where to pre-register, from the official website.

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Pocket Tactics Presents: Ok Maybe The Weekender

Ok, so maybe the Weekender will stick around a bit longer. I’ve been able to make enough time to take care of it myself (more or less), and this is definitely a worthwhile thing that we enjoy doing. I guess it depends if we should come up with a new name to note the changing of the guard.

Something to ponder over the weekend, perhaps…

What We’re Up To

So… how about that Diablo Immortal announcement, huh? That proved… divisive. The backlash seems reminiscent of the one that followed in the wake of C&C Rival’s announcement, only magnified because this was Blizzcon and everyone wanted Diablo 4 instead.

This week also saw some great announcements – Rome: Total War for Android, as well as Carrier Battles hopefully making it over to Android, assuming the Kickstarter gets funded. We also reviewed the digital port of Love Letter, and RTS newcomer Element.

What’s on the horizon?

  • That C&C Rivals article is still coming, it’s just been delayed to next week.
  • We’ll also have more to say on Diablo: Immortal
  • Not as many reviews – Royal Advisor seems likely, but the rest are due later in the month.
  • More guide updates – definitely more than this week, as there’s been a few games that have earned themselves top spots.

Meanwhile, In mobile games…

Out Now

There aren’t really many high-profile releases this week, especially on Android, but a couple of interesting titles caught our eye:

Cat Lady – The Card Game (iOS Universal & Android)

I actually managed to get some play-time in with this one. Cat Lady is a digital port of a card game of the same name that sees you collecting cards from a 3×3 grid. You need to acquire cats to fill your ‘cattery’, but you also need to collect food for them to eat (so you can earn the points they’re worth), costumes for them to wear, as well as toys. There are plenty of other bonus and special cards as well to offer a variety of tactical choices and routes to victory.

This is a set collection game, and there’s a single, central deck. Once that runs out the game ends you total up the points – person with the most wins. The app itself is very slick and nicely animated, without going overboard. There’s a good tutorial, challenges and a challenge mode, and you can play against up to four AI or four local cat owners in pass-and-play. This is a fun quick game for all ages.

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Alphaputt (iOS Universal)

Ok, so it’s crazy golf, but the courses are in the shape of letters. What’s not to love? Local pass-and-play for up to four people, with 26 levels and several different game modes made this an intriguing pick for this week. We especially like the fact that you can type out words which then form the courses you will be playing, adding a touch of personalisation to proceedings. The trailer is a bit much though…

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Pangolin’s Puzzle (iOS Universal)

There have been a few puzzle releases this week, but this one caught our eye the most. It’s got a great, painted-effect art style, is mainly based around logic-puzzles (an excellent type of puzzle), and seems to have a very rich visual identity.

It’s although worth noting that developer Hero Factor are donating half of their profits from any IAPs to charities and organisations that look after real-life Pangolins (a type of Anteater). This is a premium game, but we’ve been unable to determine if there are any IAPS currently present, or what they may be. It’s possible they won’t come till later, but the developer says they won’t charge more than $6 for an unlock. Gameplay is estimated at 3 – 6 hours, with bonus unlocks and GameCenter achievements.

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Honourable Mention: Persephone (iOS/Android) (Puzzle), Teslagrad (iOS/Android) (Puzzle/Platformer)

Updates

There’s only one update of note this week, but it’s a good’un:

Galaxy of Pen & Paper (iOS Universal & Android) (Review)

The sci-fi spin-off of the charming Knights of Pen & Paper, Galaxy was a fun new take on developer Behold’s premise, but it fell a bit short of expectations. Now, nearly a year after release (and plenty of updates in the interim), there’s a new free content job called the “+1” update.

There’s a lot here for fans of the game, including six new classes, new planets and biomes, lots of new quests, skills, items etc… and a better event system, to name just a few things. If you haven’t played this in a while, might be worth giving it another look.

Sales

Quite a few sales that might interest you this week, although mainly on iOS. Asmodee Digital, Klei Entertainment and the Trese Brothers all offer discounts on some of their games:

Don’t Starve: Shipwrecked (Review) (iOS Universal & Android) – $0.99 on iOS
Don’t Starve: Pocket Edition (Review) (iOS Universal & Android) – $0.99 on iOS

Klei have slashed the price on both the original and the Shipwrecked version of their iconic survival/sim Don’t Starve. Both are equally as good, although the variations in Shipwrecked are potentially lost if you haven’t played the original. Bear in mind this can be a frustrating and gruelling experience at times as well. The last time the games were at this price was back in February, so while there’s a chance there may be a Christmas sale, I wouldn’t dally if you’ve yet to try this out.

Templar Battleforce Elite (Review) (iOS Universal & Android) – $4.99 on iOS

Last week the Trese Brothers discounted Heroes of Steel, this week it’s the premium version of Templar Battleforce (there is a free version, if you want to try it out). The Trese Brothers have been a dependable staple in premium mobile games, so their work is always worth checking out. This represents a 50% discount and it’s never been cheaper – that being said, the Brothers seem to run this discount fairly regularly so you can always wait for the next instance.

Twilight Struggle (Review) (iOS Universal & Android) – $4.99 
Splendor: The Board Game (Review) (iOS Universal & Android) – $4.99
Jaipur: The Board Game (Review) (iOS Universal & Android) – $2.99

Asmodee Digital have discounted a few of their boardgames this week – Jaipur & Splendor by a buck, with Twilight Struggle getting a discount of a couple of dollars. All of these games pretty much speak for themselves – especially Twilight Struggle – but do check out our review for more information. It’s also worth nothing that all of these games have been cheaper in 2018, so this isn’t the best discount – might be worth seeing if they go cheaper for Black Friday or at Christmas.

Also Spotted: The Quest & The Quest: Fire & Ice is 50% off on Android.

That’s all for this week’s update – seen anything else you liked? Played any of the above? Let us know in the comments!

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Review: Element RTS

At last, another mobile RTS enters the field. Element has been a PC game for a long time, undergoing playtesting in Steam’s Early Access program, so the version we’ve got on iOS now (sorry Android), is fat-free and beautiful.

Element‘s design is simple and incredibly refined. One might even be tempted to call it… elemental. Everything fits into overlapping matrices of three. There are three unit types: attack units shoot at other structures, defense units shoot at incoming bullets, and resource units generate energy. Each of these can be either a land, water, or air unit, depending on where it is placed, with a rock/paper/scissors strength relationship between them. Each can also be one of three strengths, being more effective for a higher energy cost. So in the end you have 36 different units, but so tightly organised they feel like far fewer. In addition, you have your base unit, mines, drones that can directly heal damaged structures, and missiles that directly attack the enemy.

Elements Rev 1

This highly-structured approach to units is welcomed because the actual real-time strategy gameplay is very unique and very intense. First of all, the game is played not on a two dimensional map, but on a sphere that can be rotated and constructed upon all over. That means there may be something horrible happening on the dark side of the planet, attacks come from six directions, and you will probably lose your bearings on a regular basis. This is compounded by each side’s ability to place units almost anywhere they want, which means you may find the enemy on your doorstep in a heartbeat. Rather than the traditional base buildings and mobile attack units, you will contend with sudden sprouts of enemy turrets and attack satellites that orbit the planet to regularly harass your bases. Because attacks can happen so suddenly, it becomes incredibly important to carefully manage your economy, balancing your energy expenditures. Each planet has a slightly different challenge. One will be mostly water, another will be tiny, another will have an extremely well-established enemy base you need to destroy.

Furthermore, you have a two-pronged goal for each level. Not only do you have to destroy the enemy base (mercifully, not every enemy unit) but also mine more than half of the planet’s limited elemental resource before the enemy does. The AI often starts ahead of you, with several mines already pumping out whatever element is under dispute, so you have to work quickly, efficiently, and ruthlessly to destroy their ability to mine, build up your own, and defend your territory before you can finally destroy their base. It’s impossible to simply rush to attack because you’ll fail the mission if you haven’t mined at least half the element, so each round is a delicate five-minute balancing act with orbital lasers.

Elements Rev 2

The AI is ruthless on later levels, taking advantage of any weakness in your defenses and pouncing if you overextend yourself. It can sometimes feel unfair when the AI starts with an advantage as well but the game’s difficulty curves well. Early missions are simple and straightforward, maybe even too easy. At the halfway point, you might be ready to throw your phone against the wall… but you won’t, because trying again will just take you five more minutes.

Not only are matches short and intense, they control beautifully on mobile. Swipes rotate the map, and a targeting reticule in the center selects a territory. Thanks to the organized units, it’s easy and fast to build the structure you want from the left-side menu. The right-side menus keep you up-to-date on all the necessary information you need to win.

Elements Rev 3

While the game design is incredibly tight, other parts of the game are not as thoughtful. Even at larger sizes, the units and buildings are very similar-looking. Everything is a grey or black tower with neon lighting, and while over time you can learn to recognize each one, the similarity definitely hinders comprehension. They could be more architecturally distinctive, for instance, by making defensive structures dome-shaped and attacking structures thornier. Even your own units can be mistaken for the enemy when you are spinning the planet quickly.

Despite the emphasis on quick battles, a lot of the game takes on a slow-motion 2001: A Space Odyssey aesthetic. This works well when you’re trying to handle a half dozen attack satellites and missiles, but other times becomes irritating. With everything moving so slowly, yet so inexorably, it would be nice if the game speed controls were a little more accessible, rather than behind the pause menu. Likewise, the opening menu pace is too leisurely, delaying your entry into a match while you slowly watch the camera pan over outer space. It’s pretty, but not necessary.

Elements Rev 4

The last big missing piece is multiplayer, which is totally absent. That’s a big shame, because Element‘s chess-like perfectly balanced design, dual objectives, and three-dimensional playing field deserve to be the object of some serious strategizing by some obsessive expert players. I’d love to see what kind of bluffs and counter-bluffs they come up with. If Element adds multiplayer in the future, I think it will be a must-buy for mobile strategy gamers.

For now, Element is a tight, unique design that works perfectly on mobile. If you are looking for a real strategic challenge, or just something not quite like anything you’ve never played before, Element is your game.

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Rejoice! Rome Total War is finally coming to Android!

By Joe Robinson 07 Nov 2018

Feral Interactive have announced today that their highly successful iOS port of Rome: Total War will be coming to Android this winter, nearly two years after the iPad version was released.

We’ve not been given anything more beyond that – so we may not see it till early 2019, but it’s good to see this iconic strategy franchise finally being made available for Android users. And if they’re able to do this, I imagine Barbarian Invasion and Alexander may be on the cards as well (unless they don’t think it’d be financially worth it, I suppose).

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While the android release is going to be premium as well, Feral are also being quite conservative with their roll-out plans. The press release we received mentions:

ROME: Total War for Android will be released in North America, Europe, Australia and some Asian territories, and supported on a limited range of devices. More information on territories and devices will be available closer to release.

As well as the Google Play Store, you’ll also be able to purchase Rome: Total War from the Samsung Galaxy Apps store as well.

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Review: Love Letter – Strategy Card Game

Love Letter is a game of courtly intrigue in which two to four players seek to gain the affections of Princess Annette. However, the Princess is locked away in the palace and not accepting visitors, which means that her suitors have to rely on occupants of the palace to deliver their letters of undying love.  I guess a trip to the local post office is not an option.

Love Letter was originally a Japanese game designed by Seiji Kanai. Its potential was quickly recognised and a version with a new theme and redesigned artwork was released for the Western market. The game proved to be hugely successful and triggered a trend for microgames. Typically, these games come in a tiny box, with simple rules and only take a few minutes to play. Not only did the original inspire a host of similar games but also led to a range of re-themes, which include Adventure Time, Star Wars and The Hobbit.

The game consists of a deck of just sixteen cards, only eight of which are unique. At the start of the game, to add a little unpredictability, one card is removed from the already skinny deck. Players are dealt a single card and then are good to go. On a turn, players simply draw a card and then play either of the two cards in their hand. Used cards remain in front of the player for the rest of the game to aid deduction and break ties. Each card represents a member of the royal household, from lowly guards to the princess herself. The world of romance can be brutal and unforgiving, which means that to ensure that your letter gets delivered to the princess, you must do your best to eliminate the opposition. You do this by enlisting the help of members of the palace, each of who have a special skill.

Love Letter In Game

A round ends when there is only one suitor left standing or the deck of cards is exhausted. If more than one player is still in the game then the one with the highest ranked card in their hand wins. If more than one player has the same ranked card then the tie is resolved by adding up the ranks of the cards that they have played during the course of the game. The winner is awarded a point, with the amount of points required to claim victory dependant on the number of players.

To get a feel of how Love Letter actually plays we will need to take a look at the cards. Each character card has a ranking, with the highest being the princess. Having her in your hand is risky because if a player is ever forced to discard the princess then they lose. The King demands that two players exchange their cards, whilst the Prince forces a suitor to discard their card and draw a new one. The countess doesn’t have a special power and must be discarded if you also have the Prince or King. The Baron favours a no-nonsense approach, giving the owner the chance to challenge another player. Both reveal their cards and the player with the lower rank is eliminated. The handmaiden protects you from the effects of other cards for an entire turn, whilst the busybody priest will let you take a peek at another player’s card. Lowest ranked and most numerous are the guards. These give you a chance to guess an opponent’s card and if correct, then the unfortunate target is eliminated.

Love Letter Prince

Love Letter is a wonder of minimalist design; it is incredible how just a few cards can conjure up such a delicious feeling of court intrigue. Deducing the cards in your opponents’ hands is obviously the key to success, There are obvious ways, such as playing a guard but also other subtler ways, which usually involve trying to read between the lines. However, beware because a smart opponent will be actively trying to distract you, leading you up the garden path, only to be waiting in the bushes to whack you over the head with a garden gnome. A shrewd player will keep a check on the cards played and those that possibly remain. They will try and put others off the scent by, for instance, using a guard to issue a challenge when they know very well that the target doesn’t have that particular card because it is already nestling in their own hand.

Each round plays so quickly that it never gets dull, even getting eliminated will not have you sitting on the sidelines for too long. The simple nature of Love Letter means that you never take it too seriously. Because the time investment is so short you are encouraged to be reckless, which makes the game so enjoyable.

The digital version looks the part, sticking closely to the art design of the original, complete with heaving bosoms and fluttering fans.  Each card uses stars to provide up to date information regarding how many copies of each card remain in play, which makes things even easier. Options are pretty limited, you can play offline against AI opponents or online in public or private multiplayer matches. Playing the app also eliminates any potential cheating but there again why would you play with cheats in the first place?

Love Letter Tutorial

The big question is why you would want to play this over the original card game? The physical version is cheap and portable and comes in a cool velvet bag. I guess the big draw is that you can play online whenever you want. However, transfer the game to a clinical online environment and the game’s shortcomings are thrown into stark relief. A lucky guess can have the game ending before it has even begun, whilst a lot of the time the game feels like it is playing itself with no real input from the player.

More than many other games, Love Letter relies on the human touch. The Princess Bride style bluffing just doesn’t work without that immediate interaction with other players. It is not a shortcoming of the game but a shortcoming of the digital medium that makes it an odd choice for conversion to the digital format.

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Carrier Battles is coming to Android (hopefully)

Earlier in the year we (finally) reviewed Carrier Battles 4 Quadacanal, a rare ‘serious’ iOS wargame that throws players into tWW2’s Pacific theatre, with gameplay and an aesthetic reminiscent of classic hex-and-counter wargames.

It’s a game that’s gone from strength to strength since releasing in 2016, and it recently went ‘Universal’ by being made available on iPhones. Now the game is making another big leap – Android!

cb 4 pc KS

Technically, it’s main focus is the jump to PC, but Carrier Battles latest Kickstarter seems to want to offer a wholly revamped experience across all platforms – PC, Android AND iOS. It’s going to have an improved AI, a new snazzy looking map, and you’ll even be able to play a Japanese campaign.

There will also be plenty of new scenarios plucked from the Pacific Theatre between 1941 – 44, including Wake Island and a new ‘What if’ campaign in the Hebrides.

We suggest checking out the Kickstarter page in full if you’re interested in supporting the game, and there’s also our review. At the time of writing, the project was at £4,300 out of a goal of £17,500, with 32 days to go.

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Diablo is coming to Mobile – But is this what you wanted?

By Joe Robinson 05 Nov 2018

Do you know which article does surprisingly well for us? The one where we talk about the best games like Diablo on iOS and Android. Diablo is THE defining action/RPG, and a game that mobile users at least would love to see on their phone or tablet devices (I’d say ‘handheld’, but you’ve got that Switch version coming now).

So, it’s interesting to observe how… mixed, the reaction was to Diablo: Immortal. To recap, this is a new action-RPG game designed in the same vein as Diablo 3, and designed for mobile… it’s just not Diablo III, and so far, that’s the game’s biggest and only sin in the eyes of many.

But while there’s been a lot of fan backlash to Immortal over the weekend, but we’re now starting to see some actual gameplay and more in-depth discussions emerging. For starters, take a look at the official gameplay trailer, as well as this hour-long gameplay demo wuith commentary from YouTube user Kraxell:

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As far as controls go, you see to have a virtual joystick on the left hand-side, with the quick-access attack powers on the right hand side. Much like Diablo 3, gameplay is about keeping yourself mobile (for long-range classes, at least), but also firing off those abilities as often as possible. TouchArcade notes the controls are a lot like MOBA Arena of Valor, and they (along with Kraxell and a few other commentators) seem to agree that Immortal plays a lot like Diablo III.

Loot has always been central to the identity of Diablo games, and specifically, the near-totally random system of “loot fountains” that beget slaying big-groups of mobs as quickly as possible to get what you need. According to Polygon at least, Blizzard seem to be using Immortal as a change to try something different. There will boss-specific loot, emulating games like Warframe or Destiny 2, but Blizzard maintain the old system will be there in some form as well.

It’s also probably wishful thinking you could port Diablo III whole-sale to mobile – changes will (and should) be made to account for the differing control scheme and player mentality. But to be honest, the basic gameplay interaction/loop of Diablo 3 is something we’ve already seen in other successful ARPG titles, and considering the game wasn’t that graphically demanding to begin with, what will really set Immortal apart from being just D3 on mobile is the supporting mechanics, the window dressing, and more importantly, monetisation.

diablo immortal

Speaking of which, the involvement of Chinese company NetEase may have some people concerned – China’s mobile market seems exclusively geared towards freemium business models, and what games do make it out West don’t do much to change this perception. Putting the company aside for a moment, C&C Rivals and The Elder Scrolls: Blades are also indicative of where western publishers see the value of mobile products.

But you might be surprised to learn that NetEase have worked closely with Blizzard and others on a number of licensed properties. They’re credited with launching Hearthstone in the PRC, as well as being involved in Overwatch, Heroes of the Storm and Diablo III itself in this territory. They took over publishing duties for EVE Online in the Chinese market last month, and they’ve even licensed Minecraft: Pocket Edition for China. In this context is makes a lot more sense to have them involved in a game like Immortal.

Ultimately there’s been no word on monetisation – but given the precedents that have been set, freemium seems likely. But where a company like EA has a terrible reputation when it comes to freemium design, Blizzard have largely kept their heads above the water – there are few horror stories of “Blizzard F2P”, so I imagine they’ll be riding that good will as much as possible as more details are revealed over monetisation.

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So what do we know about Diablo: Immortal at this point?

  • The narrative is set between the events of Diablo II: Lord of Destruction & the start of Diablo III.
  • You can choose from six classes, Barbarian, Monk, Wizard, Crusader, Demon Hunter, Necromancer.
  • It’s being billed as an ‘MMO’, although we’re not entirely sure as to how far this extends.
    • Social hubs areas are mentioned, as is the ability to group-up on the fly to tackle levels and bosses. We’re not sure what the maximum group-size is, or how else you interact with other players.
  • Uses Directional controls via a virtual joystick and quick-access buttons. You choose a skill, aim it, and release.
  • Doesn’t seem to use ‘Mana’ or skill resources, just has cool-downs.
  • There will be both a traditional Diablo loot system, as well as a contemporary boss-specific loot system.
    • There is also an auto-upgrade prompt that tells you when you have better loot to equip, and allows you to auto-equip via the prompt.
  • It’s still very much “in development”, so a lot is subject to change

Diablo: Immortal’s is due to release “when it’s done”, but you can pre-register on both iOS and Android via the official website.