Posts Tagged ‘Review’

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Stoneshard review – PC

March 14, 2020

 

10 word description (from official site): Challenging turn-based RPG where your tactical skills will be tested.

Every action is turn-based, including all out-of-combat movement and interactions

10 word review: Rogue-like medieval fantasy romp versus agonising start-again deaths.

Body parts can bleed, or sustain injuries requiring medical assistance. Leaving them untended will wreck your ‘pain’ statistic and possibly have long-term repercussions, for example dying and re-loading.

You will like this if you enjoy: Rogue-like games where permadeath is an option. Identikit fantasy medieval-looking environments, weapons, and skill-sets. Re-loading after losing a considerable amount of progress, over and over again. Survival games where you have to manage hunger, thirst, bleeding, broken limbs, pain, intoxication, sanity, all while doing your best to level up high enough to even consider attempting the first quest.

Selecting a skill with a ranged effect draws a functional, if rather clunky looking, box to show the enemies you can hit with it

The good news: Stoneshard is currently in beta (or ‘early access’ to use Steam terminology) so a lot of the issues might possibly be dealt with when (if) it comes out of early access. Right now, it often feels unbalanced and unfair, although the heightened challenge is also a big positive for players looking for this type of die-restart-die-restart game. Getting to the actual ‘good’ part of the good news section, the game does look quite nice, the interface is generic but almost instantly intuitive, weapon choice and skill customisation let you play pretty much any type of generic medieval fantasy class you want to play. Combat doesn’t feel unfair all the time, just when you, for example, get ganked by a virtually unkillable bear after a good run of kills and pelt-collecting.

Here, I am tactically waiting at a safe distance while the totally overpowered bear kills those two ruffians

The bad news: Due to its ‘early access’ status, the game isn’t complete. The option to create your own character isn’t available yet, although the menu option is there so it’s definitely a feature they’re likely to be adding at some point. The game can only be saved at the pub in the starter town, and at various locations out in the wilderness after you discover the locations by heading towards ‘points of interest’ on the map. I didn’t find this as bad as I thought it was going to be, and once you unlock a few of the camps (extra save locations), the fear of wandering far from town is significantly reduced.

Enchanting items is random. Buy an enchant scroll, use it on an item, receive a random enchantment that should, just about, match the item you’re putting it on. Fingers crossed, and I got a fairly decent upgrade on this axe

Permanent turn-based movement adds a veneer of tedium to out-of-combat wandering. You can’t just hold down the left mouse button and have your character follow the cursor around, you have to keep clicking to make the character move. Also, every other character only moves when you move, so it does look a bit weird in town at times.

Animal pelts sell for a decent amount, but they take up a lot of inventory space. The wolf pet takes up six slots, but the moose pelt takes up even more

The inventory fills up very fast, some items take up a massive 3×3 grid of slots, and nothing stacks. Some food and medicine sort of stacks, for example you can get cooked meat with more than one use, so it’s a bit like having it stack but not really. One final bit of bad news, there aren’t multiple character/save slots, so if you want to try a different character you’re going to have to lose your current one. Hopefully that will be sorted out during the early access period.

Arcadelife verdict: Taking into consideration the early access status of the game, and a few moderately frustrating features, I do like Stoneshard and I keep going back to it because I’ve figured out a couple of ways to make money, how to avoid or escape from most certain-death encounters, and I like games with constant incentives to level up and dump points into cool-sounding skills. One thing about the skills – you learn basic skill unlocks and skill trees by buying (possibly finding, although I haven’t yet) skill books and reading them. This isn’t a minor skill-boost type of book, like in Skyrim for example, this is where you can have a sword-and-shield dude buy a magic book, read it, and get a specific school of magic added to their skill-tree choices. That’s pretty cool.

Don’t have natural bow skills on your character? Buy a book and learn!

Overall, playing the ass-hat’s advocate card, I could say there’s absolutely nothing in Stoneshard that we haven’t seen before in one or more fantasy-themed role-playing games. Does Stoneshard present these tropes in a stunningly new and exciting way? Nope, it doesn’t. Does it feel old and tired? No, not really. In fact, it feels like it could end up being a compulsive little time-sink if they polish it a bit, maybe let some items stack in the inventory (or give us more inventory pages to unlock), and turn off turn-based out-of-combat movement and actions.

Lots and lots of skill trees. This is the axe skill tree, see the list of others on the left…that’s some character customisation right there. Note the grey ones – read books to unlock those, or don’t. It’s up to you.

As it is, Stoneshard is well worth picking up while it’s in early access, but don’t expect an easy time!

Arcadelife rating

Presentation – 7/10
Visuals – 7.5/10
Controls – 9/10
Content – 6/10
Fun – 6/10
Final rating – 7.5/10

GO ROGUE!

 

This review was written on a dasKeyboard Model S Professional.
I also write novels – JW Tapper website
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Marbloid review – iOS Universal

December 8, 2018

10 word description (from official site): Marbloid is a 3D marble runner for iPhone and iPad.

10 word review: Incredibly good-looking, incredibly annoying. Prepare for extreme frustration.

You will like this if you enjoy: Failing due to deliberately perverse game design choices, losing everything you collected when you crash and fail due to those wacky design choices, being told “FAIL” by an annoying voice every time you fail and lose everything you collected due to those oh-so amusing game design choices.

The good news: Graphics are very nice. Performance is good – I didn’t get any slowdown or lag on my iPhone 8+. Concept is sound – guide a rolling ball through some areas collecting stuff and levelling up skills. No IAPs.

The bad news: Oh boy, where to start… The first few minutes with Marbloid are pretty good. But then you realise you lose everything you collected when you FAIL, so it’s different in this respect from other endless runner type games, you know, where you collect coins or whatever and they add to your stockpile every time you play. In Marbloid, the currency is emojis, which to be honest should have been a massive clue as to how annoying this game was going to be. Unlike the way you would expect this emoji-collecting to work, if you FAIL before reaching an exit point you lose all the emojis you have collected in that run, and you also lose any quest-related progress. This means you have to play the game a couple of different ways: One, grind on short, wimpy-but-safe(ish) runs to the first or second exit while collecting as many emojis as you can. This method can also be used to complete quests where you have to collect a total number of whatever in as many runs as it takes. The other way you have to play is enforced by quests to complete whatever in a single run – these are horrible because FAILING in this game is hard to avoid due to appallingly sadistic level design, specific level features which catch you out by being hidden around corners or just unavoidable, and the stupid tilt-only control, and the fact that you have to jump using a screen-tap but the bottom of the screen (where there’s a quest status bar) doesn’t register the screen taps and aaaarggghhhh! Trust me, it’s bloody annoying.

One thing which would remove the massive frustration of failing on a long, profitable run, would be if the stupid game let you keep what you had collected. You can even complete a quest – you get the screen prompt and everything – but if you don’t exit cleanly through an EXIT, and you FAIL, you lose that quest completion. It’s just stupid. I had to turn the volume off completely because the voice shouting “FAIL” every time you fail (which feels like every ten seconds) is ANNOYING. AS. HELL.

Arcadelife verdict: This is not so much a wasted opportunity as an excellent opportunity repeatedly slaughtered at the unholy altar of player-FAIL as part of some kind of evil, Groundhog Day experiment in phone-smashing frustration. This game’s annoyance could be mostly fixed by removing the unnecessarily cruel progress loss and the “FAIL” voiceover which purely serves to express just how much the designers don’t want you to enjoy playing their game.

Arcadelife rating

Presentation – 8/10
Visuals – 8.5/10
Controls – 6/10
Content – 6/10
Fun – -1/10
Final rating – 3/10

SMASH YOUR PHONE, THEN YOURSELF. IT’S WHAT THEY WANT YOU TO DO

 

 

This review was written on a dasKeyboard Model S Professional.
I also write novels – JW Tapper website
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Battle Princess Madelyn review – PC (Steam)

December 6, 2018

Game blurb, aka how the game is described on Steam and the Causal Bits BPM web page:
“You’re the princess! Battle Princess Madelyn to be precise, in this pixel perfect retro side-scroller, as you set off to defeat evil with your ghostly canine companion, Fritzy. Do you have what it takes to save your family, avenge your furry friend and become the ultimate battle princess?” “10 levels, each of which include up to 5 stages – including 1 or 2 branching hidden stages.”

What is it?
Battle Princess Madelyn is 2018’s indirect, unofficial descendant of Capcom’s thirty-year-old hard-as-nails scrolling platformer, Ghouls ‘n Ghosts and its even older ancestor, Ghosts ‘n Goblins. Unlike those games, or any of their five later incarnations, the protagonist of BPM is Madelyn The (kind of) Princess instead of Arthur the knight. There are two modes: story and arcade. In story mode, a short cutscene sets up the premise that Madelyn needs/wants to go fight a bunch of bad guys and you’re almost immediately dropped into the action after some standard ‘talk to people in village to hear about the bad guys and the profit to be made and items to be gained from their wholesale slaughter’ conversations. The arcade mode just has the “Oh no, they killed my dog!” scene, which replaces the “Oh no, they stole the Princess!” scene from most of the classic side-scrolling undead-fighting platformers mentioned above.

What does it look like?
BPM is full-on retro pixel art and proud of it. I could probably witter on for several paragraphs about the satisfyingly lo-res homage to 80’s arcade games, but you can see for yourself from the screen images in this review. If you hadn’t seen this game but you heard it described as a modern take on Ghouls ‘n Ghosts with retro pixel art graphics, this is how you would probably imagine it looking. Bosses are big (see pic of first boss below), nicely drawn and animated, and take a lot of pummelling.

Is it worth turning the sound up?
Sort of. The music is great, and there’s an option to select an ‘orchestral’ or ‘arcade’ soundtrack. Sadly, the sound effects are very quiet (at least as far as I could tell on my system) and there’s no option to adjust the music/effects volumes independently.

How are the controls?
Keyboard works okay, you pretty much just have directional controls, jump and attack, however you can’t change the allocated keys. I played mostly using an XBox 360 gamepad plugged into the PC and it was fine, although the inventory button is only assigned to a PC key (Tab) which seems a bit weird because there are plenty of spare buttons on a gamepad for this. Response to input is consistent and immediate – I never felt like I was dying or falling to my doom due to controller issues.

Final opinion
I’m old, I played Ghouls ‘n Ghosts when it was in the arcades, and I played Super Ghouls ‘n Ghosts on a SNES way back when that was new and exciting, and laggy as heck of course. A modern spin on the side-scrolling action platformer, as well as being a game I would really want to try out, is always going to be facing some serious competition from my (arguably rose-tinted) memories of those original games. Battle Princess Madelyn gets it mostly right. While I play the game, I keep running through a list in my head of what I’d like different, or better. I prefer the arcade mode over the story mode, but that’s just something irredeemably screwed up in my gamer DNA due to living through the Golden Age – I love high scores. And, of course, there’s no high-score table in this game, so I have to mark it down for that. Other things that irritated me included the quick-travel which doesn’t seem to include the hub village as a travel option – I honestly can’t figure out how to get back there to cash in quests, find the dude who offers upgrades, etc.

 

Other details, like the inability to change key mappings, or separately adjust music and volume controls make this feel just a tiny bit unpolished.

The core gameplay is spot on, the game looks really nice and controls work well. I’ll keep going back to play it long after this review has been published, but it would be great to have some of these issues sorted out – they honestly would not be difficult to fix.

Scores – because we love scores.
Dem retro graphics – 9
Music – 8.5
Sound FX – 4 (make ’em louder or give us a volume control)
Controls – 9
Gameplay (difficulty) – 8
Gameplay (fun) – 7.5
Menu options / customisation – 4

Overall score – 8 (I rounded it up with some rose-tinted memories)

This review was written on a dasKeyboard Model S Professional.
I also write novels – JW Tapper website
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Danmaku Unlimited 3 review (iOS / Universal)

August 10, 2017

10 word description: Bullet hell sequel. New modes. Unlockable firing methods. Beginner-friendly.

10 word review: Beautiful, intense, and tough as you want it to be.

You will like this if you enjoy: Bullet hell shooters. Seeing a screen full of gorgeous geometric shapes moving very, very fast.

The good news: A truly beautiful experience, both visually and the way it sounds. The controls are as intuitive and unobtrusive as possible, with no on-screen buttons, and minimal swipe controls that are virtually impossible to get wrong. Even the menus are crisp, clear and as gorgeous as the rest of the game.

The bad news: The game is hardly original, but then how could anyone genuinely expect a totally original gaming experience from the third game in a series within a genre that is as niche as bullet hell shooters? 

Arcadelife verdict: While it doesn’t really attempt anything groundbreaking, there’s a deeply compelling purity to the style, intensity and gameplay of DU3. The minor tweaks and improvements to what has gone before in this series are well-considered and definitely improve the overall experience. For bullet-hell fans, particularly fans of the genre on mobile devices, DU3 is an easy recommendation, with the very minor caveat that it isn’t going to blow your mind with its originality… only with its stunning beauty.

Arcadelife rating

Presentation – 9.5/10
Visuals – 9.5/10
Controls – 9/10
Content – 8/10
Fun – 8/10
Final rating – 9/10

PURE

Rating categories explained here.
Version reviewed by Arcadelife is 1.0.4
iTunes link
Arcadelife played and reviewed this game on:
iPhone 6 (iOS 10.3.2)
iPad Pro (iOS 10.3.2)
This review was typed on a Das Keyboard Model S mechanical keyboard – check them out, they’re really rather groovy.
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Aliens vs. Pinball review (iOS / Universal)

April 27, 2016

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The first two Alien movies are easily in my top 10 favourites of all time, probably top 5 if I ever bothered to give the list any serious thought. AVP and the other sequels, well, not so much. The three tables in Aliens vs. Pinball are very good. The Aliens table is my favourite, and it also seems to be the most forgiving after a few games on each.

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It’s worth playing these tables while wearing headphones because a lot of effort has been put into the audio. The ambient sound effects are extremely atmospheric, and there are plenty of samples from the movies (and the game on the Alien Isolation table). A few of the Aliens samples did make me smile, because they were not the same ones that have been worn out through years of overuse, although the predictability of Hudson’s ‘Game Over’ line almost made it feel like a lazy inclusion. Note – almost, because it is a true classic, right up there with ‘I’ll be back’ in my opinion, and I would have been shocked if it had been left out.

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The AVP table is arguably more fun than the film. I can’t rate the Isolation table against the original game because I haven’t played Alien Isolation. I know I should have, but I’ve had to really cut down on gaming (and posting on Arcadelife, which you probably noticed) as I am using the majority of my free time for writing novels.

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Overall, Aliens vs. Pinball is a great addition to the already substantial mountain of Alien games, movies and other media. I didn’t hesitate in paying for the full unlock (less than five quid) and I am having a good time with all three tables.

aliens vs pinball img_3955

 

Arcadelife rating

Presentation – 9.5/10
Visuals – 9/10
Controls – 10/10
Content – 9/10
Fun – 9/10
Final rating – 9/10

Rating categories explained here.
Version reviewed by Arcadelife is 1.0
iTunes link

Arcadelife played and reviewed this game on:
iPhone 6
4th gen iPad

This review was typed on a Das Keyboard Model S mechanical keyboard – check them out, they’re really rather groovy.

I also write novels. Find out more: jwtapper.co.uk

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PewDiePie: Legend of the Brofist review (iOS / Universal)

September 28, 2015

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10 word description: Retro style 2D action platformer. Bosses, unlockables, humour, No IAPs.

brofist img_3850

10 word review: The most essential ‘for gamers – by gamers‘ iOS release this year.

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You will like this if you enjoy: Platform games. Hard platform games. Platform games with some side-scrolling shooter levels. Parodious style gaming humour. Retro 16-bit graphics. Flatulent dogs.

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The good news: Controls, visuals, effects, level design, fun… it’s all here, all good, and it all works well together. Add in three difficulty levels, loads of unlockable stuff (characters, power-ups), no IAPS, and cloud-syncing, and you have one of the best platform/action games on iOS. 

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The bad news: The only problem I have with this game is understanding why some gamers are refusing to play a really good game because they don’t like the extremely popular YouTube gamer PewDiePie. Whatever next, refusing to play Call of Duty because you don’t like war? Hang on…

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Arcadelife verdict: This is a great game.

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Arcadelife rating

Presentation – 9/10
Visuals – 9/10
Controls – 9/5/10
Content – 8.5/10
Fun – 8.5/10
Final rating – 9/10

GREAT

Rating categories explained here.
Version reviewed by Arcadelife is 1.0.0
iTunes link

Outerminds website link

Arcadelife played and reviewed this game on:
iPhone 6 (iOS 9.0.1)
4th gen iPad (iOS 8.4)
This review was typed on a Das Keyboard Model S mechanical keyboard – check them out, they’re really rather groovy.
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This War of Mine review (iPad)

July 20, 2015

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10 word description: Party-based real-time war-themed survival game. Scavenge. Craft.

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10 word review: Depressingly realistic. Think: The Sims – Holocaust Edition. Great PC port.

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You will like this if you enjoy: Base-defence games. Stealth games. Party-based RPGs. Realistic war games. Helplessly watching your friends starve to death and then hanging yourself as a final, desperate attempt to escape the appalling horrors of war.

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The good news: Utterly engrossing. Thought-provoking in ways few other games can ever be. Visuals are suitably colourless and depressing. Decisions feel heavy, and frequently go horribly wrong. This is a game you will remember long after you finally give up and go back to far more lightweight and entertaining distractions. No IAPs. Very good touch-control system, particularly for a port of a PC game.

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The bad news: It’s really grim, relentlessly downbeat, not exactly a casual mobile game. Autosave only occurs at the start of each day, meaning that you have to complete a full day/night cycle or you will lose all progress since the start of the current day; not a perfect system for a mobile game.

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Arcadelife verdict: This is about as far as you want to go, where divisive games are concerned. I can’t imagine anyone feeling indifference after playing this. You’re either going to be entranced by the brutal, harsh, and relentlessly sad gameplay or you’re going to dislike it intensely and drop it like a burnt, severed limb.

Where some other survival games give you the promise of looting and levelling your way to a point where you can stride around the post-apocalyptic wasteland in a mech suit, dispensing your own brand of justice with a plasma mini-gun, “This War of Mine” challenges you to find enough bits of wood to block the holes in your wrecked home to hopefully prevent armed looters stealing your food and hurting your friends. And you’re probably going to fail. One thing is for certain: you’re never going to laugh.

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It’s a different kind of game, a different way of thinking. There’s no humour, no parodying, no cute pets or collectables, just sickness, hunger, lack of sleep and the constant threat of losing everything. Victories are small and relatively meaningless: you have a good night scavenging and come home with a bandage and some empty shell cases, or maybe you manage to make a stove and cook enough food that two out of your three survivors are less hungry for a day.

If you’re after a hard game, a hardcore game, a challenge to your morality as much as your gaming prowess, this is what you need to be playing.

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Arcadelife rating

Presentation – 9/10
Visuals – 8.5/10
Controls – 9/10
Content – 9/10
Fun – Not applicable
Final rating – 8.5/10

GREY

Rating categories explained here.
Version reviewed by Arcadelife is 1.2

iTunes link

This War of Mine website link

Arcadelife played and reviewed this game on:
4th gen iPad (iOS 8.3)
This review was typed on a Das Keyboard Model S mechanical keyboard – check them out, they’re really rather groovy.
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Xenowerk review (iOS / Universal)

June 23, 2015

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10 word description: Alien-blasting twin-stick shooter. 50 levels. Lots of guns.

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10 word review: Great looking and cathartic, but repetitive and way too easy. 

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You will like this if you enjoy: High-score chasing blast-fests. Killing aliens. A top-down Dead Space without the story, variety or challenge.

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The good news: Presentation is top-tier. Visuals, sounds and effects create a great atmosphere. Controls are reliable, responsive, and can be customised. Loads of impressive weapons. The IAPs are purely there for the terminally impatient weapon-shoppers – there is absolutely no need to spend more money on this game in order to play it and enjoy it.

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The bad news: Challenge is completely unbalanced in the player’s favour, which I’ll explain in the verdict section. Gameplay is repetitive, despite cosmetic attempts to make it seem like it isn’t. Missed opportunity for massive boss fights.

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Arcadelife verdict: I like Xenowerk, but I also loved Space Invaders, Asteroids, and Smash TV. Xenowerk feels very much like the most recent version of Alien Breed, or an isometric Dead Space with the same lived-in space station vibe and darkly amusing messages and warnings scrawled on the walls by former inhabitants.

The first few levels introduce a game that could be the perfect touch-screen sci-fi shooter. There are weird, shambling organic aliens, a decent pair of starter weapons, a very helpful map, and a great, if not altogether original atmosphere. “Cool,” you think, as you back away from a lumbering blobby monstrosity, seeing it quivering under your concentrated fire before bursting apart in a shower of green alien guts.

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A few more levels further in, and you begin to suspect that you have seen everything that Xenowork has to offer. Corridors, aliens, explosions, terminals to tap, and an elevator to reach to end the level. And that’s pretty much it. It’s fun, and tugs compulsively in a way that the old-school shoot-everything-that-moves arcade games did, but it is very simple and very repetitive. It’s also extremely easy, which isn’t blindingly apparent during the first few levels.

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The main problem, as far as I can figure out, is caused by the fact that the weapons and armour can be bought at any time, in any order, if you have enough cash. The cash comes in quickly enough that you can buy a game-changing super-weapon by the time you have played most of the way through the first set of ten levels. Up to that point, the starter weapons and armour are more than adequate. Once I had bought what I like to call “The Gun That Makes This Game Too Easy” (purely because I liked the look of it), it didn’t take long to earn enough cash to go straight from the starter armour to the best armour in the game. Completing levels became a sequence of risk-free speed-runs, which is arguably what the high-score chasing is all about. I know I could have stuck with weaker weapons and armour, but the player shouldn’t have to gimp his own gear in order to keep the game challenging – that’s the job of the game developers and testers. If the available weapons were restricted based on level progres, that would go a long way towards fixing the balance issue.

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Ultimately, Xenowerk is an addictive, flashy looking shooter with a couple of gameplay flaws that are not critical or impossible to resolve. Blasting corridors full of slimy alien blobs is a lot of fun. If you enjoy doing it with overpowered weapons in what feels like a cheat-mode then this may just be the game you’ve been waiting for.

Arcadelife rating

Presentation – 9.5/10
Visuals – 9/10
Controls – 9/10
Content – 7/10
Fun – 8/10
Final rating – 8/10

GAME OVER, MAN

Rating categories explained here.
Version reviewed by Arcadelife is 1.2.1
iTunes link

Pixelbite website link

Arcadelife played and reviewed this game on:
4th gen iPad (iOS 8.3)
This review was typed on a Das Keyboard Model S mechanical keyboard – check them out, they’re really rather groovy.
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Hitman: Sniper review (iOS / Universal)

June 11, 2015

hitman sniper img_025810 word description: Fixed position Hitman shooting game. 150 Missions, 13 rifles, upgrades.  

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10 word review: Only one zone, but a hugely entertaining and atmospheric game.

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You will like this if you enjoy: Hitman games. Sniper games. Target shooting. Blowing stuff up and watching ragdoll bodies fly through the air.

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The good news: Great theme and style that fit perfectly into the Hitman universe. Control method is flawless enough to feel far more natural than using a mouse/keyboard for the same type of game on PC. Very nice graphics, sounds and effects create a compelling and believable atmosphere. Target and guard behaviour and AI, while not completely realistic, are plausible within the constraints of a video game about creative assassinations, and consistent enough to be used as a reliable mechanism in a variety of set-pieces and hit set-ups. New weapons and upgrades are acquired using in-game currency which can only be obtained in-game, meaning no currency IAPs. The IAP guns are completely optional, not necessary for playing or enjoying the game. 

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The bad news: Only one map/zone. Action is arguably repetitive: shoot things from a single sniping location. IAP guns – does the game need them? No. Do they spoil the game? No, but I would argue that all weapons should be unlockable without spending more real money on a premium price game.

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Arcadelife verdict: 

I can overlook all the bad points (above) purely because the game is so much fun, so utterly addictive, a fantastic touch-screen game, and just a very cool example of how to take a basic video game concept, keep it simple, and build an immersive and stylish experience out of it.

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It’s initially a bit disappointing that there is only one map, with a single sniping location, but any doubts about the depth and entertainment value of the game quickly dissipate when you start to discover the amusing subtleties of gameplay and the attention to detail and opportunities for lethal pranking in the environment.

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Hitman Sniper’s “one more go” capacity is unquestionable. What does have to be questioned is whether shooting the same blissfully unaware victims in the head, over and over again, is appropriate content for a game. Who am I kidding? Of course it is.

Arcadelife rating

Presentation – 10/10
Visuals – 9/10
Controls – 9.5/10
Content – 7/10
Fun – 9/10
Final rating – 9/10

A HIT, MAN.

Rating categories explained here.
Version reviewed by Arcadelife is 1.2.0
iTunes link

hitman.com website link

Arcadelife played and reviewed this game on:
iPhone 6 (iOS 8.3)
4th gen iPad (iOS 8.3)
This review was typed on a Das Keyboard Model S mechanical keyboard – check them out, they’re really rather groovy.
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Sword of Xolan review (iOS / Universal)

May 21, 2015

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10 word description: Retro styled action platformer. Adventure and speed-run levels.

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10 word review: Probably the best iOS game I’ll play this year. Probably.

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You will like this if you enjoy: Touch-screen action platformers done really, really well. Goblin Sword. 

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The good news: Gameplay has that magical “familiar yet fabulous” quality that doesn’t come around that often, particularly on mobile touch-screen devices. Visuals are wonderful. Controls are as responsive and reliable as anyone could wish for. No in-app purchases. 

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The bad news: No cloud sync.

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Arcadelife verdict: This is pretty much a perfect touch-screen action platformer. I’m not saying it’s a perfect game, or that the iOS devices can finally rival PCs or consoles with this game, just read the sentence and understand it for what it is. There are 30 adventure levels, 3 bosses and 9 speed-run challenge levels. There are permanent upgrades that you buy (with in-game gold) by paying to turn over random cards in the card shop. It’s more fun than you deserve, particularly at the low price point.

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I’ve scored it 10/10 and I rarely do that. All you have to do is buy it.

Arcadelife rating

Presentation – 9.5/10
Visuals – 9.5/10
Controls – 10/10
Content – 10/10
Fun – 10/10
Final rating – 10/10

PROBABLY AS GOOD AS IT GETS

Rating categories explained here.
Version reviewed by Arcadelife is 1.0.4
iTunes link

Sword of Xolan website link

Arcadelife played and reviewed this game on:
iPhone 6 (iOS 8.3)
4th gen iPad (iOS 8.3)
This review was typed on a Das Keyboard Model S mechanical keyboard – check them out, they’re really rather groovy.