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Nintendo Power Podcast episode 11 available now!

Nintendo Power Podcast episode 11 available now!

’Tis the season for gaming gifts, family co-op and pine-scented Nintendo nostalgia. Bill Trinen from Nintendo Treehouse and Peer Schneider from IGN join host Chris Slate to share their happiest Nintendo holiday memories, plus plenty of heart-warming holiday stories submitted by our listeners. And, of course they take the Warp Zone quiz, discuss their current gaming obsessions and look ahead to big titles coming in December and January. Get cozy by the fire, hit play and enjoy a heaping helping of holiday spirit.

Nintendo Power Podcast is available on Apple Podcasts, YouTube, SoundCloud and Google Play Music and on the Nintendo Switch system in News.

We hope you enjoy the show!

–Your friends at Nintendo

Games Shown:

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Now Available on Steam – Just Cause 4

7.20d:
==

* Melee heroes below 300 base movement speed increased by 5

* Tranquil Boots: Movement speed reduced from +28% to +24%
* Power Treads: Attribute bonus increased from 12 to 14
* Phase Boots: Now has the active again instead of the passive
* Mask of Madness: Movement speed changed from +12% to +25 constant
* Yasha: Movement speed changed from +8% to +25 constant
* Manta Style: Movement speed changed from +8% to +25 constant
* Sange and Yasha: Movement speed changed from +12% to +35 constant
* Yasha and Kaya: Movement speed changed from +12% to +35 constant
* Wraith Band: Recipe cost increased from 220 to 240
* Bracer: Recipe cost increased from 220 to 240
* Null Talisman: Recipe cost increased from 220 to 240

* Axe: Counter Helix damage reduced from 75/110/145/180 to 60/100/140/180
* Axe: Level 15 Talent reduced from +4 Mana Regen to +3
* Brewmaster: Primal Split cooldown increased from 140/120/100 to 140/130/120
* Brewmaster: Level 10 talent reduced from +30 Damage to +20
* Clinkz: Burning Army damage type changed from Pierce to Hero type (50% vs heroes to 100%)
* Clinkz: Burning Army base attack time increased from 1.5/1.35/1.2 to 1.75/1.6/1.45
* Dazzle: Intelligence gain reduced from 3.4 to 3.2
* Dazzle: Bad Juju cooldown reduction reduced from 30/40/50% to 20/35/50%
* Elder Titan: Level 25 Talent changed from Astral Spirit Grants Spell Immunity to +600 Echo Stomp Wake Damage
* Ember Spirit: Base armor increased by 1
* Faceless Void: Time Lock chance reduced from 10/15/20/25% to 10/14/18/22%
* Faceless Void: Level 10 Talent reduced from +20 Damage to +15
* Grimstroke: Ink Swell max damage reduced from 160/240/320/400 to 100/200/300/400
* Grimstroke: Ink Swell max stun duration reduced from 2/2.6/3.2/3.8 to 1.7/2.4/3.1/3.8
* Grimstroke: Soul Bind cooldown increased from 80/65/50 to 90/70/50
* Io: Tether heal/mp transfer rate from 1.2/1.3/1.4/1.5 to 1.05/1.2/1.35/1.5
* Juggernaut: Omnislash now removes debuffs on cast
* Juggernaut: Level 15 Talent reduced from +25 Attack Speed to +20
* Keeper of the Light: Will-o-Wisp now has a 100/125/150 gold bounty
* Keeper of the Light: Will-o-wisp manacost increased from 200/300/400 to 250/350/450
* Lich: Base movement speed reduced from 315 to 310
* Magnus: Empower cleave damage reduced from 30/45/60/75% to 20/38/56/74%
* Magnus: Level 15 Talent reduced from +15 Strength to +12
* Magnus: Level 20 Talent reduced from +12 Armor to +10
* Monkey King: Mischief invulnerability duration reduced from 0.3 to 0.2
* Nature’s Prophet: Agility gain increased from 2.8 to 3.3
* Nature’s Prophet: Wrath of Nature’s max targets increased from 16 to 18
* Phantom Assassin: Phantom Strike attack speed duration reduced from 2.5 to 2.25
* Phantom Assassin: Blur now has a 0.4 second cast point
* Phantom Assassin: Coup de Grace damage reduced from 230/340/450% to 210/330/450%
* Puck: Dream Coil stun duration from 1.5/2.25/3 to 1.8/2.4/3
* Rubick: Telekinesis cooldown increased from 28/26/24/22 to 34/30/26/22
* Rubick: Telekinesis lift duration reduced from 1.1/1.5/1.9/2.3 to 1/1.4/1.8/2.2
* Sand King: Sand Storm cooldown from 40/32/24/16 to 40/34/28/22
* Sand King: Burrow Strike stun duration from 1.9/2/2.1/2.2 to 1.6/1.8/2/2.2
* Sand King: Level 15 Talent reduced from +50 Sand Storm DPS to +40
* Slark: Leash distance increased from 350 to 400
* Slark: Shadow Dance movement speed reduced from 30/40/50% to 20/35/50%
* Slark: Level 25 Talent reduced from +100s Essense Shift Duration to +80s
* Spirit Breaker: Greater Bash damage reduced from 12/20/28/36% to 8/16/24/32%

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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.

08 thebad3

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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Can Jin save Monster World Kingdom?

Can Jin save Monster World Kingdom?

As the latest installment in the Wonder Boy in Monster World series, Monster Boy and the Cursed Kingdom brings a colorful new action-adventure game to you!

Help a young hero defeat challenging enemies, discover hidden locations, upgrade powerful equipment, and more. You can also unlock a variety of forms— each with its own distinct skill. Inspired by the original classic, Monster Boy and the Cursed Kingdom delivers a fresh, modern adventure with memorable music and hand-drawn animation.

Features

  • Six forms with distinct combat and platforming abilities to make your adventure exciting from start to finish.
  • Unlock new paths and secrets with special equipment.
  • Explore the new Monster World in a vast interconnected environment— with over 15 hours of gameplay.
  • Characters and enemies come to life with detailed, hand-drawn animations and lively facial expressions.
  • Soundtrack developed by iconic Japanese composers, including Yuzo Koshiro, Motoi Sakuraba, Michiru Yamane, Keiki Kobayashi and Takeshi Yanagawa.
  • Feel the action with high performance HD rumble support.

If you would like to purchase the game, please visit https://www.nintendo.com/games/detail/monster-boy-and-the-cursed-kingdom-switch.


Fantasy Violence
Use of Alcohol

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Daily Deal – Shadow Warrior Franchise, 66% Off

7.20d:
==

* Melee heroes below 300 base movement speed increased by 5

* Tranquil Boots: Movement speed reduced from +28% to +24%
* Power Treads: Attribute bonus increased from 12 to 14
* Phase Boots: Now has the active again instead of the passive
* Mask of Madness: Movement speed changed from +12% to +25 constant
* Yasha: Movement speed changed from +8% to +25 constant
* Manta Style: Movement speed changed from +8% to +25 constant
* Sange and Yasha: Movement speed changed from +12% to +35 constant
* Yasha and Kaya: Movement speed changed from +12% to +35 constant
* Wraith Band: Recipe cost increased from 220 to 240
* Bracer: Recipe cost increased from 220 to 240
* Null Talisman: Recipe cost increased from 220 to 240

* Axe: Counter Helix damage reduced from 75/110/145/180 to 60/100/140/180
* Axe: Level 15 Talent reduced from +4 Mana Regen to +3
* Brewmaster: Primal Split cooldown increased from 140/120/100 to 140/130/120
* Brewmaster: Level 10 talent reduced from +30 Damage to +20
* Clinkz: Burning Army damage type changed from Pierce to Hero type (50% vs heroes to 100%)
* Clinkz: Burning Army base attack time increased from 1.5/1.35/1.2 to 1.75/1.6/1.45
* Dazzle: Intelligence gain reduced from 3.4 to 3.2
* Dazzle: Bad Juju cooldown reduction reduced from 30/40/50% to 20/35/50%
* Elder Titan: Level 25 Talent changed from Astral Spirit Grants Spell Immunity to +600 Echo Stomp Wake Damage
* Ember Spirit: Base armor increased by 1
* Faceless Void: Time Lock chance reduced from 10/15/20/25% to 10/14/18/22%
* Faceless Void: Level 10 Talent reduced from +20 Damage to +15
* Grimstroke: Ink Swell max damage reduced from 160/240/320/400 to 100/200/300/400
* Grimstroke: Ink Swell max stun duration reduced from 2/2.6/3.2/3.8 to 1.7/2.4/3.1/3.8
* Grimstroke: Soul Bind cooldown increased from 80/65/50 to 90/70/50
* Io: Tether heal/mp transfer rate from 1.2/1.3/1.4/1.5 to 1.05/1.2/1.35/1.5
* Juggernaut: Omnislash now removes debuffs on cast
* Juggernaut: Level 15 Talent reduced from +25 Attack Speed to +20
* Keeper of the Light: Will-o-Wisp now has a 100/125/150 gold bounty
* Keeper of the Light: Will-o-wisp manacost increased from 200/300/400 to 250/350/450
* Lich: Base movement speed reduced from 315 to 310
* Magnus: Empower cleave damage reduced from 30/45/60/75% to 20/38/56/74%
* Magnus: Level 15 Talent reduced from +15 Strength to +12
* Magnus: Level 20 Talent reduced from +12 Armor to +10
* Monkey King: Mischief invulnerability duration reduced from 0.3 to 0.2
* Nature’s Prophet: Agility gain increased from 2.8 to 3.3
* Nature’s Prophet: Wrath of Nature’s max targets increased from 16 to 18
* Phantom Assassin: Phantom Strike attack speed duration reduced from 2.5 to 2.25
* Phantom Assassin: Blur now has a 0.4 second cast point
* Phantom Assassin: Coup de Grace damage reduced from 230/340/450% to 210/330/450%
* Puck: Dream Coil stun duration from 1.5/2.25/3 to 1.8/2.4/3
* Rubick: Telekinesis cooldown increased from 28/26/24/22 to 34/30/26/22
* Rubick: Telekinesis lift duration reduced from 1.1/1.5/1.9/2.3 to 1/1.4/1.8/2.2
* Sand King: Sand Storm cooldown from 40/32/24/16 to 40/34/28/22
* Sand King: Burrow Strike stun duration from 1.9/2/2.1/2.2 to 1.6/1.8/2/2.2
* Sand King: Level 15 Talent reduced from +50 Sand Storm DPS to +40
* Slark: Leash distance increased from 350 to 400
* Slark: Shadow Dance movement speed reduced from 30/40/50% to 20/35/50%
* Slark: Level 25 Talent reduced from +100s Essense Shift Duration to +80s
* Spirit Breaker: Greater Bash damage reduced from 12/20/28/36% to 8/16/24/32%

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Daily Deal – Angels of Death, 50% Off

In celebration of Killing Floor 2’s Twisted Christmas update, play Killing Floor 2 for FREE starting now through Monday at 10AM Pacific Time. You can also pickup Killing Floor 2 at 67% off the regular price!*

The update includes new maps, 4 new weapons, play as Badass Santa and much more!

If you already have Steam installed, click here to install or play Killing Floor 2. If you don’t have Steam, you can download it here.

*Offer ends Monday at 10AM Pacific Time

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Daily Deal – For The King, 50% Off

7.20d:
==

* Melee heroes below 300 base movement speed increased by 5

* Tranquil Boots: Movement speed reduced from +28% to +24%
* Power Treads: Attribute bonus increased from 12 to 14
* Phase Boots: Now has the active again instead of the passive
* Mask of Madness: Movement speed changed from +12% to +25 constant
* Yasha: Movement speed changed from +8% to +25 constant
* Manta Style: Movement speed changed from +8% to +25 constant
* Sange and Yasha: Movement speed changed from +12% to +35 constant
* Yasha and Kaya: Movement speed changed from +12% to +35 constant
* Wraith Band: Recipe cost increased from 220 to 240
* Bracer: Recipe cost increased from 220 to 240
* Null Talisman: Recipe cost increased from 220 to 240

* Axe: Counter Helix damage reduced from 75/110/145/180 to 60/100/140/180
* Axe: Level 15 Talent reduced from +4 Mana Regen to +3
* Brewmaster: Primal Split cooldown increased from 140/120/100 to 140/130/120
* Brewmaster: Level 10 talent reduced from +30 Damage to +20
* Clinkz: Burning Army damage type changed from Pierce to Hero type (50% vs heroes to 100%)
* Clinkz: Burning Army base attack time increased from 1.5/1.35/1.2 to 1.75/1.6/1.45
* Dazzle: Intelligence gain reduced from 3.4 to 3.2
* Dazzle: Bad Juju cooldown reduction reduced from 30/40/50% to 20/35/50%
* Elder Titan: Level 25 Talent changed from Astral Spirit Grants Spell Immunity to +600 Echo Stomp Wake Damage
* Ember Spirit: Base armor increased by 1
* Faceless Void: Time Lock chance reduced from 10/15/20/25% to 10/14/18/22%
* Faceless Void: Level 10 Talent reduced from +20 Damage to +15
* Grimstroke: Ink Swell max damage reduced from 160/240/320/400 to 100/200/300/400
* Grimstroke: Ink Swell max stun duration reduced from 2/2.6/3.2/3.8 to 1.7/2.4/3.1/3.8
* Grimstroke: Soul Bind cooldown increased from 80/65/50 to 90/70/50
* Io: Tether heal/mp transfer rate from 1.2/1.3/1.4/1.5 to 1.05/1.2/1.35/1.5
* Juggernaut: Omnislash now removes debuffs on cast
* Juggernaut: Level 15 Talent reduced from +25 Attack Speed to +20
* Keeper of the Light: Will-o-Wisp now has a 100/125/150 gold bounty
* Keeper of the Light: Will-o-wisp manacost increased from 200/300/400 to 250/350/450
* Lich: Base movement speed reduced from 315 to 310
* Magnus: Empower cleave damage reduced from 30/45/60/75% to 20/38/56/74%
* Magnus: Level 15 Talent reduced from +15 Strength to +12
* Magnus: Level 20 Talent reduced from +12 Armor to +10
* Monkey King: Mischief invulnerability duration reduced from 0.3 to 0.2
* Nature’s Prophet: Agility gain increased from 2.8 to 3.3
* Nature’s Prophet: Wrath of Nature’s max targets increased from 16 to 18
* Phantom Assassin: Phantom Strike attack speed duration reduced from 2.5 to 2.25
* Phantom Assassin: Blur now has a 0.4 second cast point
* Phantom Assassin: Coup de Grace damage reduced from 230/340/450% to 210/330/450%
* Puck: Dream Coil stun duration from 1.5/2.25/3 to 1.8/2.4/3
* Rubick: Telekinesis cooldown increased from 28/26/24/22 to 34/30/26/22
* Rubick: Telekinesis lift duration reduced from 1.1/1.5/1.9/2.3 to 1/1.4/1.8/2.2
* Sand King: Sand Storm cooldown from 40/32/24/16 to 40/34/28/22
* Sand King: Burrow Strike stun duration from 1.9/2/2.1/2.2 to 1.6/1.8/2/2.2
* Sand King: Level 15 Talent reduced from +50 Sand Storm DPS to +40
* Slark: Leash distance increased from 350 to 400
* Slark: Shadow Dance movement speed reduced from 30/40/50% to 20/35/50%
* Slark: Level 25 Talent reduced from +100s Essense Shift Duration to +80s
* Spirit Breaker: Greater Bash damage reduced from 12/20/28/36% to 8/16/24/32%

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Dota 2 Update – November 30th, 2018

7.20d:
==

* Melee heroes below 300 base movement speed increased by 5

* Tranquil Boots: Movement speed reduced from +28% to +24%
* Power Treads: Attribute bonus increased from 12 to 14
* Phase Boots: Now has the active again instead of the passive
* Mask of Madness: Movement speed changed from +12% to +25 constant
* Yasha: Movement speed changed from +8% to +25 constant
* Manta Style: Movement speed changed from +8% to +25 constant
* Sange and Yasha: Movement speed changed from +12% to +35 constant
* Yasha and Kaya: Movement speed changed from +12% to +35 constant
* Wraith Band: Recipe cost increased from 220 to 240
* Bracer: Recipe cost increased from 220 to 240
* Null Talisman: Recipe cost increased from 220 to 240

* Axe: Counter Helix damage reduced from 75/110/145/180 to 60/100/140/180
* Axe: Level 15 Talent reduced from +4 Mana Regen to +3
* Brewmaster: Primal Split cooldown increased from 140/120/100 to 140/130/120
* Brewmaster: Level 10 talent reduced from +30 Damage to +20
* Clinkz: Burning Army damage type changed from Pierce to Hero type (50% vs heroes to 100%)
* Clinkz: Burning Army base attack time increased from 1.5/1.35/1.2 to 1.75/1.6/1.45
* Dazzle: Intelligence gain reduced from 3.4 to 3.2
* Dazzle: Bad Juju cooldown reduction reduced from 30/40/50% to 20/35/50%
* Elder Titan: Level 25 Talent changed from Astral Spirit Grants Spell Immunity to +600 Echo Stomp Wake Damage
* Ember Spirit: Base armor increased by 1
* Faceless Void: Time Lock chance reduced from 10/15/20/25% to 10/14/18/22%
* Faceless Void: Level 10 Talent reduced from +20 Damage to +15
* Grimstroke: Ink Swell max damage reduced from 160/240/320/400 to 100/200/300/400
* Grimstroke: Ink Swell max stun duration reduced from 2/2.6/3.2/3.8 to 1.7/2.4/3.1/3.8
* Grimstroke: Soul Bind cooldown increased from 80/65/50 to 90/70/50
* Io: Tether heal/mp transfer rate from 1.2/1.3/1.4/1.5 to 1.05/1.2/1.35/1.5
* Juggernaut: Omnislash now removes debuffs on cast
* Juggernaut: Level 15 Talent reduced from +25 Attack Speed to +20
* Keeper of the Light: Will-o-Wisp now has a 100/125/150 gold bounty
* Keeper of the Light: Will-o-wisp manacost increased from 200/300/400 to 250/350/450
* Lich: Base movement speed reduced from 315 to 310
* Magnus: Empower cleave damage reduced from 30/45/60/75% to 20/38/56/74%
* Magnus: Level 15 Talent reduced from +15 Strength to +12
* Magnus: Level 20 Talent reduced from +12 Armor to +10
* Monkey King: Mischief invulnerability duration reduced from 0.3 to 0.2
* Nature’s Prophet: Agility gain increased from 2.8 to 3.3
* Nature’s Prophet: Wrath of Nature’s max targets increased from 16 to 18
* Phantom Assassin: Phantom Strike attack speed duration reduced from 2.5 to 2.25
* Phantom Assassin: Blur now has a 0.4 second cast point
* Phantom Assassin: Coup de Grace damage reduced from 230/340/450% to 210/330/450%
* Puck: Dream Coil stun duration from 1.5/2.25/3 to 1.8/2.4/3
* Rubick: Telekinesis cooldown increased from 28/26/24/22 to 34/30/26/22
* Rubick: Telekinesis lift duration reduced from 1.1/1.5/1.9/2.3 to 1/1.4/1.8/2.2
* Sand King: Sand Storm cooldown from 40/32/24/16 to 40/34/28/22
* Sand King: Burrow Strike stun duration from 1.9/2/2.1/2.2 to 1.6/1.8/2/2.2
* Sand King: Level 15 Talent reduced from +50 Sand Storm DPS to +40
* Slark: Leash distance increased from 350 to 400
* Slark: Shadow Dance movement speed reduced from 30/40/50% to 20/35/50%
* Slark: Level 25 Talent reduced from +100s Essense Shift Duration to +80s
* Spirit Breaker: Greater Bash damage reduced from 12/20/28/36% to 8/16/24/32%

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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!