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Classic tactical JRPG franchise Langrisser is coming to mobile for the first time

By Sponsored 12 Dec 2018

There’s a lot of potential in tactical RPGs on mobile, especially the classics from Japan. So far, wholesale premium ports have included gems like Final Fantasy Tactics, but the pricing model of these games can sometimes prove prohibitive to some. This, and the evolving nature of how people play mobile games, has led to an alternative offering via F2P strategy games like Fire Emblem: Heroes.

This is a sponsored article courtesy of Zlongame.

These games attempt to marry the inherent richness of their forebears with the realities of the freemium economy. Some work, some don’t, but if you’re not able to afford something like Tactics at full price these games can offer an alternative experience.

Come next year, another classic will be making a comeback, not only on traditional platforms but on mobile as well. The name Langrisser may not be as well-known as Fire Emblem, but it’s no less as important to the history of Japanese turn-based tactical games. Originally released in 1991, the first Langrisser arrived the year after Fire Emblem’s original incarnation and was actually the first of the two franchises to make it out west. Older readers may recognise the name Warsong, the title of Langrisser I’s official SEGA Genesis translation that was released in North America that same year.

Langrisser Classic

Langrisser and Fire Emblem’s rivalry would continue throughout the 90’s, with Langrisser II coming in 1994, Langrisser III in ’96, Langrisser IV in ’97 and finally Langrisser V in 1998. This year would also see Langrisser I & II ported to PC using a new engine, although the franchise went into hibernation as the original developers parted ways with their parent company to pursue their own projects.

Warsong would was the only game of the ‘classic’ era to get an official western release, but If you knew where to look you could get fan translations of Langrisser II, Der Langrisser (The super Famicom version of L2) and Langrisser IV: the all-time fan favourites amongst those who’ve followed the series since the beginning.

As a franchise, Langrisser was mainly known for offering a large-scale battle system, which stood apart from other similar games that focused more on individual characters and smaller squads. Players could control dozens, if not hundreds of troops on their side, and everyone was organised into platoons or battalions of units led by a singular hero-figure who would have a class and powers of their own. Like most of games of this genre, there was a rudimentary hierarchy in terms of which units were strong against other units, with order changing and evolving as the series progressed.

Langrisser Classic II

Featuring a medieval/Germanic setting with a noticeably Japanese spin, the series was also known for the narrative and story. 1995’s Der Langrisser introduced branching non-linear paths – with the player able to align with either one of three factions or go it alone, something which carried on into later games and remakes. This is now considered an important part of a narrative based tactical game’s DNA, and it’s something Langrisser and contemporaries helped refine. Relationship dynamics also evolved over the course of the series post-Langrisser III, giving the players multiple options for romantic partners depending on in-game choices and dialogue.

Two decades have passed since the ‘classic’ era of Langrisser, which ended with Langrisser V. There have been a few spin-offs and alternative projects since then, but it’s only recently that the series is making a real attempt at a come-back not only in Japan, but in the west as well. A compilation featuring a remaster of both Langrisser I & II is coming to Switch and PS4 next year, and us mobile users are getting our own bespoke Langrisser experience…

Langrisser Mobile

Twenty years on, Langrisser is looking to revive its ancient rivalry with Fire Emblem, and no more is this apparent than with Langrisser Mobile. It launched into open beta in China earlier this year, and now it’s being translated in English, positioning itself as an alternative to Fire Emblem: Heroes in the free-to-play strategy space.

While Langrisser Mobile replicates some of the basic traits of Heroes (given how similar these franchises have always been, not entirely surprising), it’s still carrying over the core identity of Langrisser, offering its own spin as it appeals to both new and old series fans.

Langrisser Banner

Players of Heroes will recognise the dynamic of simplified turn-based combat with a focus on quicker matches, and also the idea of pulling famous characters from across the franchise into one game. But on top of that is many traits that come straight out of the classics.

The units you control on the map are still a grouping of a leader-like main character being supported by grunt troops, and each have their own health and attack stats for an extra layer of customisation and tactical utility. There’s even a nod to the series’ roots by asking players to do a quick questionnaire at the beginning, the results of which will determine the main character’s class evolution later in the game.

Beyond that, Langrisser is trying to offer more content to enhance the experience. For example, the maps can be as large as a 24×29 grid, and there’s a lot of them (as a quick comparison, Fire Emblem’s maps only go as large as a 10×8 grid). There’s also a full fleshed out central narrative that touches on key points and markers from the classic games and the tactical sphere even features terrain effects, which add on an extra dimension to fighting battles beyond class and type-trumping.

Langrisser PT Dragon

Japan has a great history of tactical strategy games, and it’s a shame more of them don’t make it out west. Whatever form it takes, it’s good to see forgotten players like Langrisser get revived for a new audience.

Langrisser Mobile is due for release sometime in 2019. You can go to the official website to register for the currently running Closed Beta Test.

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Now Available on Steam – Prey: Typhon Hunter

Prey: Typhon Hunter is Now Available on Steam!

Fight overwhelming odds to escape a secret TranStar moon base where the enemies you encounter, the hazards you face, the goals you complete, and the loot you collect are different each time you play. With changing environments as dangerous as they are dynamic, the Mooncrash campaign for Prey will offer a fun, infinitely replayable challenge to test even the most skilled players.

TranStar VR is a single player VR-only campaign included in the Typhon Hunter update. This campaign puts you in the shoes of various TranStar employees as you complete objectives and solve intricate puzzles on Talos I, just days before the events of Prey.

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Review: Rebel Inc.

By Dick Page 11 Dec 2018

Maybe it says something about how twisted people’s tastes can really be, but Ndemic’s Plague, Inc. was a surprise mega-hit for the one-man developer, hanging out near the top of the paid charts for years and receiving several well-received expansions. You’ve probably played it, and if you haven’t, we highly recommend that you do.

Now, we have a spiritual sequel that takes the same combination of a board-game-style map and branching development trees and applies them to the theme of rebuilding a nation after an international conflict. This time, you’re playing the good guys (hopefully), and Ndemic have put together a game that is just as if not more compelling than their previous effort.

Rebel Inc 2

One level of Rebel, Inc. is enacting initiatives that help build stability in the region, improve your reputation, and enable new ways to deal with problems that crop up. Civilian initiatives like improving hospitals and water systems primarily affect stability directly, while Government initiatives often act as ‘buffs’ that speed the adoption of your other initiatives or mitigate their consequences. Military initiatives are how you get the units you can command on the battlefield, but also support and improve the effectiveness of those units.

Initiatives are rolled out around the region automatically. You give the order, and your subordinates make it happen. At first it can be difficult to understand the effects of your orders, since they are rolled-out piecemeal and sector by sector. However, you’ll definitely appreciate the improved roads you put down when your national army has to run from one end of the map to the other to put down an insurgent group.

Rebel Inc 4

The costs of these initiatives are measured not only in dollars spent, but also in inflation and increasing corruption. Pouring money into an ailing nation sounds like a great idea, but too much at one time will cause prices in the region to rise, meaning you need to instead carefully drip new programs in like an IV. Also, implementing new programs that are supposed to help people means that other potentially less scrupulous people have to be put in charge, which lets them skim some off the top and can lead to more problems later. Balancing budget, inflation, corruption, stability, reputation, and insurgent activity is the core of the game.

The next layer of the game is the military tactical level, which, although it might not appear so at first, is heavily dependent on the policy layer. Here, you move units around the map to deal with insurgents that pop up, which is always at the most inopportune times. If the insurgents manage to control a sector, they will quickly drain your reputation, so it’s a good idea to keep your soldiers in the thick of it. Once defeated, however, they will scurry off into a neighboring sector, which can lead to you chasing them all around the map. To actually eliminate an insurgent group, you have to corner them so that there is no escape. It’s a game of cat and mouse, but one where the cat also has to worry about not antagonizing the local civilians and is subject to being recalled at the end of a tour of duty.

Rebel Inc 1

Finally, there’s plenty of dilemmas that will appear and require careful judgement. These will spell out the probabilities of different consequences depending on what you choose–typically you trade cost in dollars against a change in reputation or a risk of additional corruption or emboldening insurgents. Do you pay off the warlord, or try to arrest him and risk him joining the insurgency? These dilemmas are also how the game handles issues like civilian casualties from your airstrikes (Do you cover it up, or admit responsibility? It becomes more difficult over time.) They ultimately direct the endgame, as you negotiate with the rebels to bring peace to the region without losing too much face.

There are a lot of systems interacting in the background in Rebel, Inc., which serves to take some of the pressure off the player but also makes some of the game a bit opaque. Key to success are the Government initiatives that control corruption, speed implementation of Civilian initiatives, and make other tools more effective–but you might not realize that at first since those initiatives don’t have as immediate or visual an impact on your situation as a new military unit. Once you get the hang of it though, Rebel Inc offers a lot of challenge and requires careful thought to keep its many plates spinning through its harder difficulty levels and maps. Yet, it’s still a game that you can easily pick up and put down thanks to the high-level of automatic administration that’s taken care of for your governor.

Rebel Inc 3

Some people will question the taste level of this kind of simulation in this day and age. Rebel, Inc. doesn’t have the same problem that Afghanistan ’11 had because its rebels are only elliptically related to the Taliban, so there’s no need to fear Apple removing this new game on the same (incredibly silly) grounds. There are probably valid criticisms to make of Rebel, Inc.‘s portrayal of reconstruction, but only because any simulation is going to have to simplify a massively complex situation in order to shrink it down to our phone screens. This simplification could reasonably make people doubtful of the message the game is sending–if only the idea that it is even possible to “win” a counter-insurgency.

However, in this case I think the material is handled with enough gravity and care, and the developer is engaged-enough with players that any problems that might surface will be considerately dealt with. The game primarily portrays the difficulties in rebuilding a country after a war, the compromises that are made and the ultimate costs, and that overall message is a powerful and necessary one in our recent decades of jingoistic adventures in the Middle East. For that reason alone, we might hope that Rebel, Inc. equals its predecessor’s popularity in the App Store. But it also deserves to make it to the top of the charts on its own, for being a complex but easy-to-play sim game.

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Fire Emblem Heroes version 3.0.0 is now available

Fire Emblem Heroes version 3.0.0 is now available

Version 3.0.0 of the Fire Emblem Heroes game was released! Here are the changes you can expect:

1. Book III of the Story Has Begun
After returning from their fight with Muspell, the order of Heroes is beset by a new enemy from Hel, the realm of the dead. Get 5-star Mythic Hero “Eir: Merciful Death” by clearing Chapter 1: Part 5 of Book III. Those who have not yet completed Book I or Book II can still access Book III. You won’t want to miss the opening movie in Chapter 1: Part 1!

2. Hero Fest
To celebrate the release of Book III, a Hero Fest including Eir: Merciful Death will start 12/10/18 at 11:00 p.m. to 12/17/18 at 10:59 p.m.

During the active period, the initial appearance rate for the 5-star focus Heroes will be set to 5%! What’s more, you can get up to 7 First Summon Tickets as a Hero Fest Log-In Bonus. Please see Fire Emblem Heroes Updates for more details.

3. Mythic Heroes and Mythic Effects Have Been Added
Mythic Heroes, beginning with Eir: Merciful Death, and Mythic Effects have been added. Only godlike characters from the Fire Emblem series can become Mythic Heroes. Mythic Heroes have special powers that manifest in Aether Raids. For more information, see the Mythic Heroes Are Here! notice.

4. First Summon Tickets Have Been Added
A First Summon Ticket is a special item that replaces the 5 Orbs you spend during the first round of summoning. We will gift players with First Summon Tickets for use in the Hero Fest that starts on 12/10/18 at 11:00 p.m. Please see Fire Emblem Heroes Updates for more details.

5. Aether Raids
A new structure, Escape Ladder (O), can be built in Aether Raids. If you build an Escape Ladder (O) and are defeated or surrender in battle, the battle’s Aether cost will be refunded. Escape Ladder (O) can be used up to three times per season.

Please see Fire Emblem Heroes Updates for more details.

6. Additional Heroes Can Be Summoned Using Heroic Grails
The following Heroes can now be summoned using Heroic Grails:

  • Dorcas: Pumpkin Smasher
  • Aversa: Dark One

With a Log-In Bonus to celebrate the release of Ver. 3.0.0, you can receive Orbs up to 10 times between 12/10/18 at 11:00 p.m. and 12/31/18 at 10:59 p.m.!

We hope you continue to enjoy the Fire Emblem Heroes game! For more information about Fire Emblem Heroes, please visit the official site.


Fantasy Violence
Suggestive Themes
Partial Nudity
Digital Purchases

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Pocket Tactics Presents: The Reader’s Choice Game of the Year Award 2018

By Admin 10 Dec 2018

While we’re always experimenting with how best to handle the GOTY awards, one thing we will never change is giving you guys the opportunity to speak your own minds. After all, everything we do here is for you, the readers, and so the ‘Reader’s Choice’ award is your opportunity to have the final say on mobile gaming in 2018.

We’re keeping things simple this year: We’re only including games that we’ve reviewed that got five stars that released in 2018. We’ll include the full list below so you can pick which game you feel is best of the best.

But we also recognise that we don’t get a chance to review every release in a year, and that sometimes many of you disagree with how we score games. That’s why we’re also bringing back the ‘Wildcard’ vote – your chance to nominate any mobile game released for recognition.

The rules for the Wildcard nomination are:

  • The mobile game had to have had its first/initial release on iOS or Android between January 1st and December 31st 2018.
  • Games that were released on additional platforms in 2018, but had their initial release prior to January 1st 2018 are NOT eligible.
  • To assist in data collection, please use the name of the game as it is displayed on the iTunes store. If it’s an Android-only game or you’re unable to access the iTunes store, you may use the Google Play store name (sometimes they can differ). We’d recommend copying and pasting, if you can.
  • Any genre is allowed, as well as any type of game – F2P, Premium etc…
  • You also have the option of telling us the reason for your nomination, if you wish it, in a follow-up text box.

The form is embedded below, voting will be open from today till Friday, December 21st 2018, and we’ll publish the results over the Christmas break.

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Review: Morels

Every time we visit our local supermarket my wife always bemoans the limited choice of mushrooms. If we are especially lucky, lurking at the back of the shelf there may be a sweaty packet of shitakes but that is usually as good as it gets. I guess that you could always buy a kit and attempt to cultivate your own crop or you could go out foraging.

Unfortunately, the first option requires patience and the latter one is not without risks. Munch on the wrong mushroom and you could either find yourself tripping out of your head or on the mortician’s slab. It seems a lot more prudent to stick to playing a game or two of Morels.

Morels is a pretty straightforward card game in which the aim is to collect sets of mushrooms. There are two decks of cards, a large deck of day cards and a much smaller deck of night cards. The beautifully illustrated day cards depict the various types of mushrooms that you can collect. These range from the fairly common honey fungus to the ultra-rare and highly sought after morel. Be warned, because also lurking in this pack is the deadly Destroying Angel, which you obviously want to steer well clear of.

Morels 1

Also in the day deck are some items that will help you cook your fungi, these include frying pans and butter. Finally, there are eight moon cards; take one of these and you will be able to draw a card from the night deck. This introduces a push your luck element. The night cards consist of an extra copy of all eight types of edible mushrooms but you have no idea which one you will draw. The big advantage is that each night card counts as two mushrooms.

At the beginning of the game, each player is dealt three cards from the deck of day cards and a further eight cards are placed in a line. These cards represent the forest trail where you will commence your foraging.  The most basic action is to take one of the two cards at the start of the trail. There is a limit to how many cards can be held at once but playing a basket card can permanently extend this.

After each turn, the card left at the start of the trail is removed and placed in the decay pile.  Think of it as the bargain section of your local supermarket, for all those products about to pass their sell-by dates, which are often surrounded by a gaggle of old ladies with sharp elbows. This decay pile can hold up to four cards, after which the pile is emptied and the cards removed from the game. Instead of taking a card from the trail players can instead take all of the cards in the decay pile.

Morels 3

This is a good way of filling your hand, although the choice of cards on offer may not always be ideal. If neither the cards at the start of the trail or those in the decay pile are of interest to you, then you may wish to consider making preparations to delve deeper into the forest. You can trade in two or more matching mushrooms for some foraging sticks. On a later turn, you can use these sticks to take cards from further along the trail.

Gathering mushrooms is only half the fun. Next, comes the most important part where you actually sample the fruits of your labour and earn some points into the bargain. To commence cooking you need at least three mushrooms of the same type and a frying pan. You can enhance the flavour and points scored by adding some butter or a splash of cider. However, you are not a very adventurous cook and can never mix mushrooms of different types. Throw your chosen ingredients into the pan and with a delicious sizzling sound, your dish will be complete. Yum.

Instead of taking inspiration from a dusty Victorian botanical textbook, the artist has taken an altogether more whimsical approach. Hence, the cards are illustrated with some old-fashioned and quirky artwork in keeping with the weird and wonderful names of the mushrooms in the game. I doubt whether you will find a packet of Hen of the woods or Lawyers wig in your local Tesco’s. It is just a shame that the cards aren’t bigger. There seems to be a lot of dead space and I’m fairly certain that the screen could have been used more effectively. Furthermore, the background graphics are really basic and sit uneasily alongside the beautiful cards.

Morels 2

There are the usual options; you can take part in an online match or play offline against a computer opponent or a fellow human. It is a nice touch that the developers have bothered to add a range of different game variants. You can ditch the baskets in exchange for a larger hand limit, remove the moon cards or even add a load of extra morels to the deck. The chief advantage of playing this digital version is that you do not have to constantly shift cards around to refresh the trail.

Morels is a rather laid back and relaxing pastime. This probably explains why the original card game proved to be very popular with couples. The only things to beware of are those poisonous mushrooms. Thankfully, Destroying Angels do not kill you, but they do temporarily reduce your hand limit, which may also force you to discard cards. They are pretty easy to avoid, which means that their presence is only a minor inconvenience.

Overall, Morels is a fast-playing light game with a unique theme. In spite of its simplicity, there are still enough interesting decisions to keep players involved. It doesn’t attempt to introduce anything groundbreaking, but it does feel nicely balanced, requiring a satisfying mix of timing and luck.

Yes, I made it to the end of the review without a single fungus or mushroom related joke (congratulations -ED).

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Dota 2 Update – December 9th, 2018

7.20e:
==
* Wraith Band: Bonus agility reduced from +8 to +6 (cost reduced by 25)
* Bracer: Bonus strength reduced from +8 to +6 (cost reduced by 25)
* Null Talisman: Bonus intelligence reduced from +8 to +6 (cost reduced by 25)
* Power Treads: Bonus damage reduced from 16 to 12

* Anti-Mage: Counterspell duration reduced from 1.4 to 1.2
* Anti-Mage: Counterspell manacost increased from 40 to 45/50/55/60
* Beastmaster: Level 25 Talent reduced from +40 Inner Beast Attack Speed to +30
* Brewmaster: Drunken Brawler critical damage reduced from 200/220/240/260% to 170/200/230/260%
* Brewmaster: Drunken Brawler cooldown increased from 20/19/18/17 to 23/21/19/17
* Bristleback: Strength gain increased from 2.2 to 2.5
* Bristleback: Bristleback now considers damage from towers as valid
* Chaos Knight: Chaos Strike lifesteal increased from 35/45/55/65% to 50/55/60/65%
* Dark Seer: Surge speed reduced from 36/54/72/90% to 30/45/60/75%
* Dazzle: Poison Touch cast range reduced from 600/700/800/900 to 500/600/700/800
* Dazzle: Poison Touch manacost increased from 80/100/120/140 to 95/110/125/140
* Dazzle: Shallow Grave cooldown increased from 60/45/30/15 to 60/46/32/18
* Death Prophet: Spirit Siphon charge replenish time reduced from 60/55/50/45 to 60/52/44/36
* Death Prophet: Exorcism damage increased from 56-61 to 59-64
* Ember Spirit: Strength increased from 20 + 2.4 to 21 + 2.6
* Grimstroke: Ink Swell max stun duration reduced from 1.7/2.4/3.1/3.8 to 1.4/2.2/3/3.8
* Grimstroke: Soulbind cooldown increased from 90/70/50 to 100/75/50
* Gyrocopter: Agility gain increased from 2.8 to 3.1
* Huskar: Level 10 Talent reduced from +20 Damage to +15
* Juggernaut: Omnislash bonus damage from 30/45/60 to 30/40/50
* Keeper of the Light: Will-O-Wisp off period increased from 1.75 to 1.85
* Keeper of the Light: Will-O-Wisp AoE increased from 650 to 675
* Lifestealer: Agility gain increased from 1.9 to 2.4
* Lina: Base armor increased by 1
* Lone Druid: Base movement speed reduced from 340 to 330
* Lone Druid: Spirit Bear movement speed increased from 340/350/360/370 to 340/355/370/385
* Lone Druid: Level 10 Talent reduced from +150 Attack Range to +125
* Lone Druid: Level 20 Talent improved from -0.2 Spirit Bear Base Attack Time to -0.3
* Magnus: Empower bonus damage reduced from 20/30/40/50 to 10/20/30/40%
* Magnus: Empower cleave reduced from 20/38/56/74% to 14/34/54/74%
* Magnus: Reverse Polarity cooldown increased from 120 to 130
* Night Stalker: Dark Ascension cooldown reduced from 160/140/120 to 140/130/120
* Outworld Devourer: Equilibrium mana restore from 80/100/120/140% to 65/90/115/140%
* Phantom Assassin: Phantom Strike duration reduced from 2.25 to 2
* Phantom Assassin: Stifling Dagger manacost increased from 30/25/20/15 to 30
* Phantom Assassin: Coup de Grace critical damage reduced from 210/330/450% to 200/325/450%
* Phantom Assassin: Blur manacost increased from 30 to 50
* Puck: Base armor increased by 1
* Puck: Illusory Orb cooldown reduced from 14/13/12/11 to 13/12/11/10
* Queen of Pain: Agility increased from 18 + 2 to 22 + 2.2
* Queen of Pain: Scream of Pain manacost reduced from 110/120/130/140 to 95/110/125/140
* Riki: Base damage increased by 3
* Sand King: Sand Storm damage reduced from 25/50/75/100 to 20/40/60/80
* Shadow Fiend: Base armor increased by 1
* Slark: Level 20 talent reduced from +1.5s Pounce Leash to +1.25s
* Spectre: Haunt illusion damage increased from 40/55/70% to 40/60/80%
* Storm Spirit: Base damage increased by 2
* Sven: Base movement speed increased from 290 to 295
* Sven: Warcry shield health is 25% stronger on your hero
* Terrorblade: Metamorphosis movement speed loss increased from 25 to 30
* Undying: Flesh Golem cooldown increased from 110 to 125
* Undying: Level 10 Talent reduced from +10 Health Regen to +8
* Ursa: Base movement speed increased from 305 to 315
* Venomancer: Poison Nova damage increased from 30/55/80 to 40/65/90