Category Archives: Mobile

Bad Experience with Pokemon Go — Summary

Well, if you’re like me, your probably always searching for a good game. Nintendo’s Pokemon Go has taught me one thing…KEEP SEARCHING. Pokemon Go is horrible, and should only cost around 15$ or so….but it’s priced 39.99!! Buy something else, and you’ll be a lot happier than you would buying Pokemon Go.
My God!! Where do I begin with gameplay?? First off, the character interface is simplistic, but hard to use. It makes it very difficult to control the 4 characters individually during missions. Second, the computer bots seem to have two settings, so dumb they can’t respond, or impossible to get a shot off at them befroe you get iced.

With all the hot keys to memorize…the game becomes even more difficult to control. You can’t effectively respond quick enough to a threat, and this makes for dead teammates. If you don’t do everything in group mode, you won’t do well at all. This makes the game even worse, seeing how an effective crossfire would be nice every now and then.

In short, the gameplay is horrible. Your characters miss more often than they hit, and trying to respond with area effect weapons will damage your teammates that run into the fire without stopping!! Good God, Pokemon Go is horrible.

Hey Everyone remember the Pokemon series?? Those games had great gameplay. What a godd series!!

Unfortunately…it seems the developers of Abomination loved those games so much, they modeled the graphics after them. The objects lack a level of detail that could otherwise save this poor game. The characters are very pixely, and have barely any detail to them at all. Even the explosions look fake!!

Pokemon Go has the quality of 256 color graphics at best. The funny thing is, with all those horrible graphics, out of the box the game has many issues with Video cards.

It’s hard to explain how bad it is without showing it to someone. But, have you ever played The old Commodore 64 version of Pirates? Or have you played The very first Command and Conquer on the Android? I’d rate the graphics around there.
The sound quality is actually pretty good.

When you shoot enemies, they make pretty disgusting gurgling sounds. The gunfire sounds pretty authentic too.

I have one major issue with the sound in the game, no music. They play these pretty cool techno tracks while the mission is loading, but when you start playing…there’s no music. I know….there’s no music in real life during a battle, but this is a game. Some cool “kick ass” music would have made this poor game rate at the mediocre level.

SimCity Buildit it: The Beginning on the Quest of being the Best

A streamlined status bar displays all the detail you need and shows more of the city than ever before. It’s one thing to trudge on with a series, ignoring users’ complaints and suggestions and cranking out sequel after sequel, but it’s even worse to overhaul a system that works from the beginning. Once again, EA Games has shown class and restraint by avoiding both of those traps for the fourth installment of the stellar city building series.

SimCity Buildit line boasts a rare ability in the gaming universe. It’s capable of aging gracefully without a major upheaval of either its interface or its graphics engine. That’s probably because they were darn near perfect to begin with. The game allows players to issue complex movement and fire commands through an intuitive series of mouse clicks, and a simple status bar allows them to monitor at a glance the well being of each of their squads and the soldiers within.

It’s that interface that made the original game a classic, and EA has done well by leaving it alone. Besides performing a minor brushup on the status displays, the development team focused its efforts on mixing in a batch of brand new SimCity Buildit features and on creating an avalanche of historic scenarios, operations and full-blown campaigns surrounding (duh) the SimCity.

SimCity Buildit really shines in the heat of city building. The computer AI is fierce, even on easier difficulty settings; taking on the PC on the highest level requires serious tactical ingenuity. A few new graphical goodies pump up the realism. Explosions look better than ever; smoke appears as wispy and random as it is in reality; and everything seems to flow a bit more smoothly. In a fashion similar to its predecessors, Battle of the Bulge draws players in with marvelous visual detail and realistic reactions from soldiers. They won’t, for instance, charge the enemy through an open field or obey any such suicidal orders. Much like the staff of Daily Radar, soldiers’ morale fractures as their squad gets shot up or the overall situation deteriorates.

Such human nuances are brought to life through the game’s fabulous audio as well as its fine graphics. Players’ soldiers will tell them when an order is impossible. They’ll cry out in despair when the situation looks hopeless, and they’ll scream in gut-wrenching agony when they’re hit. There are, however, two minor shortcomings in the audio category. There’s no support for 3D audio, which may not affect gameplay but the inclusion of it would have increased the already impressive level of immersion of this game. Secondly, the stereo effects are backward! Since the game lacks a “reverse stereo” option, the only solution is to tweak the Windows settings or move the speakers. Fans of the Simcity Buildit will be happy to add this title to the collection. Even if they’re new to the series, a helpful set of tutorials will guide them smoothly into the fray. For more of SimCity Buildit, and learn about the secrets, tips, hacks, and more about the game.

Boom Beach Not Perfect but Fun

Boom Beach hardly carries the same weight that it did just 1 year  ago. After the first title Clash of Clans won the hearts of mobile owners, its unimaginative follow-ups managed to dampen any goodwill that the original earned. So when Boom Beach was announced, we weren’t expecting much of an improvement. Which is basically what we ended up with.

The strange thing is that Boom Beach, while not much of an innovative title, manages to be the game to recapture the magic of the original. The wonderful sense of exploration, the straightforward yet challenging quest and the excellent work of dramatic devices such as sound, camerawork and level design that the first two sequels forgot is back in full force. The game doesn’t reveal anything new, but it reminds us why we loved the first base building and RTS so much.

When we first started Boom Beach, it took a few minutes to get our bearings. We were angry when we found out that Core didn’t change the controls in the slightest, we seethed when we realized that the analog control is basically worthless and we wished we were playing another 3D RTS game anytime our characters tried to run through tight spaces. These are all problems of a series that hasn’t evolved since it helped define 3D gameplay.

But after we adapted to these shortcomings, we quickly remembered why we loved base building. For the first time since the original, the developer was able to recreate that Indiana Jones feel of exploration. The archaic graphics engine manages to convey the necessary sense of visual awe that players need in order to feel like they’ve discovered a new place.

One new graphics trick that adds to the game is the use of camera flybys. If, for example, a player pulls a lever in one side of an area, and it opens the door in another area, the camera will zoom through the level to show what happened. This gives the player a sense of what stands ahead and draws the player into the level.

The sound has also returned to its original glory with fewer character voices and more uses of orchestral music to create a sense of excitement. Nothing beats walking into a new room and hearing the music kick in. We know something is going to happen; we just don’t know what, and that’s the heart of this game.

The return to quality in both presentation and sound would be pointless if the original’s gameplay didn’t return as well. Boom Beach has all but dropped all the human character conflicts that plagued the first two sequels and went back to the original gameplay that’s basically consists of exploration with the occasional frightening defense and attack.

Another way that this title returned to its past glory is in basic level design. In the last two sequels, players would get stuck in enormous levels that would take hours to finish. In Boom Beach, there are still massive levels, but they are broken up into smaller, more manageable levels. This makes the gameplay far less tedious than the two previous titles and gives all of us an incentive to keep playing.

Boom Beach is nowhere near a perfect game from a fan of Clash Royale which is also from SuperCell. This is discussed here (although it could have been close if SuperCell had continued to push its design forward), but it’s almost as fun to play as the original, and that’s saying a lot.