[Game]WarReign

War Reign is a nicely done Boom Beach-style clash-like. Besides some new ideas, it has 3 fully different races; elves, humans, and undead; completely different buildings, troops, spells and leaders. No one does that. The StarWars clash-like has 2 sides, but it pretty much had to. But 3?

Each race gets one passive defensive building. For undead it’s a pustule that explodes when destroyed. The humans’ is simply very, very tough. The elves’ heals other buildings. For traps, humans do damage, undeads do a percentage of the defender’s health, and elves also slow you (I think). The undead mortar does less damage but creates nasty grubs that love to chew on tough guys. Humans get a slow, hard-hitting cannon; the elves version is machinegun-like thorns; undead instead have an “Eye of Mordor” which slowly ramps up damage on 1 target until it dies.

Undead troops include cheap skeletons and wraiths that gain power as skeletons die. The first offensive undead spell summons more skeletons, while the second allows troops to heal by doing damage. If you want a healer unit or a blast spell, play humans or elves. Elves have the game’s only haste spell. Likewise the undead leaders can summon skeletons and heal through damage. Human leaders aren’t so odd, but have the only area-of-effect attack.

A problem with all this racial variety is the small troop selection for each. I have just 4 troops types unlocked and only use 2. It appears you can separately play as each race, but that seems like a lot of work.

A really clever feature is defensive spells for the now common “defend” mode. Undead have one to weaken attackers, toughen buildings, summon skeletons, and lure nearby invaders to one building. It works great, they recharge as invaders die, turning defending into a much more active game.

You win by killing the HQ – every other building instantly explodes. Attacks come from one side, so the HQ is usually at the rear. At first you can use the Beacon spell to run around for an easy win. But once everyone knows what they’re doing, defenses are extremely tough. And you can’t find easier people to fight — the game presents 5 players a day, at about your level. There’s a prize for 5 wins. That takes me about a week. Mitigating the impossibility of winning is that losers get to keep anything they steal. There’s a special item you only get from attacking other players, which is the main reason to beat your head against that wall (metaphorically – the game has no wall defenses).

The area with computer bases has the same difficulty problem. Boom Beach style, they become more and more difficult. Fine at first, but ramps up fast. Some of them look like misprints — huge interlocking fields of guns larger than you’ve ever seen. If you somehow power through, you need to beat stages 2 and 3 without replacing any of your losses.

Most of that isn’t necessarily bad. It’s a tough game, and there are plenty of attack plans and fast thinking spell use that might beat an impossible opponent.

Lastly, this game is from “SmileGate Megaport”. That doesn’t sound right, but it’s a South Korean computer game company and that’s their real name.

[Game]Clash of Mech

Clash of Glory: Mech War isn’t a great game. You know that from the name. But it’s strange enough to be interesting.

There are no troops. All you have a small preset group of mechs, unlocking another every level or two. Attacks use this same 3 or 4, every time. The first is the only hand-to-hand one. But it’s not especially tough and dies quickly. A usual, the main danger is the enemy’s defending mechs (which are the same as yours).

Damage to your robots sticks around after each battle. They heal 1-at-a-time in their building. There isn’t even a queue — you need to come back an hour later and manually begin repairs on the next. But it’s not that bad since being injured doesn’t stop them from attacking again.

The hand-to-hand mech is your “leader”. I think you’re suppose to spend forever upgrading its levels before doing anything else. Maybe that makes it tough enough. It has 2 weak spells — a brief 10% buff to attack. Yay! There are 10 more but they need gems to unlock. I think you can make your original spells useful by using more gems. A weird rule is the leader can’t attack when it’s injured. But it gets to heal in it’s personal hero-house.

You normal mechs don’t have as much room to upgrade, but they can get 3 pieces of equipment in a funny tournament. A new map with 2 special bases pops up for a single day. You and other players are supposed to fight back-and-forth over them. At the end you get equipment based on how long they were occupied and how many times they were retaken. I had trouble beating it the first time. Luckily, I never met anyone else there.

Then there’s other little bits of weirdness. You get a list of attackable people, which doesn’t seem to change on its own. I attacked one guy several times a day. To build a Clan Castle to join a clan, you need “book pages”. I couldn’t even find out how to get those things.

A Team Battler with IP

IP, intellectual property, has long been a big deal — ScoobyDoo lunch boxes or commercials using Spiderman — but games take it to another level. For one thing, you can theme any type of game with anything. You can make a Marvel superhero-themed Match-3 puzzle game, or a farming game with characters from Speed Racer. Another trick is taking valuable IP from one of your games and reusing it in a completely different genre. Blizzard did this with its popular RTS WarCraft, re-using the setting for MMO World of Warcraft, then much later their WarCraft-themed card game HearthStone.

This is why the mobile game “ArcheAge Begins” astounds and amazes me. It’s a typical hero collecting game, based on IP from their MMO ArcheAge. That sounds reasonable so far, right — common sense re-use of your own IP. MMO’s have lots of countries and NPC heroes and super-evil boss monsters and stuff that people recognize, right? But here’s the thing: ArcheAge is a player-driven game. It may have a plot, but I played it and can’t remember one. I remember a guy in chat who kept talking up how tough his pirate guild was, and others mocking him about how 2 guys in a boat outran them all. I remember ships and barns with player-designed Isis flags and giant wangs. Does that count as IP?

But ArcheAge Begins found a dozen heroes we know and love. That’s a joke. I never heard of any of them. I think they’re from the backstory no one read. Country and region names are the same problem — it turns out I was in the Nuia Alliance but I never did quests for them or engaged in any way. I never saw anything in the new game that was even vaguely familiar.

Well, it had one thing. In the MMO you could grow trees and very rarely got a magical one called a “thunder struck log” (which I assume was a translation error and they meant lightning). Those turned out to be crazy valuable — maximizing the odds was a topic of furious discussion. The new game ArcheAge Begins has that — the tree you tap once a day to get free lumber (hey, it’s a mobile game, that’s how they work) rarely gives you a TSL. Ah, memories.

There’s also an instructive misfire. In the original game you raise and slaughter cows, no big deal. Somehow this was misinterpreted in the new one as a moo-talking cartoon cow jumping around in a milking mini-game. These sorts of mix-ups happen. I’m sure there’s a hidden objects game somewhere with Luke SkyWalker as a bad guy.

The mystery of giants

Giants are the first place where you realize Clash-likes are puzzles. Your first troops are warriors and archers. Those work well as a team. Next come goblins. They have no role in your warrior/archer army, but aren’t supposed to. Goblins are for the alternate “steal more, kill less” strategy. So goblins make sense. Then come giants.

It seems you’re meant to replace 5 warriors with 1 giant. The warrior’s job is to stand in front, sucking up damage. They did that pretty well until the defenders got area of effect mortars. That’s where giants come in. They’re basically mortar-resistant mega-warriors.

But then you notice giants target defensive buildings, which is not helpful. When you try to attack a bunch of gold mines, your giants walk sideways towards a cannon, exposing some of your archers. Possibly worse, giants can walk too deep into enemy territory, needlessly getting shot to ribbons. Defense-targeting is not a helpful ability for your attack strategy. Giants are also slow. Not a little slow; slow-slow. The archers can get ahead of them. It’s almost as if they don’t want you to blindly swap giants for warriors.

After a while, you figure maybe you’re meant to take advantage of giants’ new defense targeting skills. A mass of giants could take out only the cannons, making the area safe for archers. But there’s another problem. Not only are giants slow, they do very low damage. Their toughness makes up for it, but the slowness runs out the clock on your attack. Another problem, giants move to the currently nearest defense, sometimes making a zig-zag path through. When the skip even one cannon, your archers are in trouble.

It’s not that giants are bad. It’s that they don’t have any one thing they’re meant for. You’ve got several clunky attack strategies to choose from. That’s the point. A game that told you which army to make would be boring. Or at least the army part would be.

Almost to mock us, the game eventually hands out the perfect meat-shield. But the Pekka costs a massive 25 warriors. Now it’s too tough and expensive for what we need. Plus, by that point in the game we’re beyond that attack plan. It’s yet another unit that is probably useful, but has no one obvious purpose. That’s what makes the game fun.

Art of Conquest

Right after noticing that every conquer-the-world game is so, so similar, I see Art of Conquest. It adds a bunch of great ideas, but then manages to ruin the entire point of the game.

The best idea, and the worst, is playable battles. Your forces line up across from the enemy; then infantry charges, archers fire, cannons blast, horsemen attempt to flank, heroes carefully target spells and more. The battles are great fun, especially when you recall the old ones are a single text-based report. We even get unique, beautiful troops for the handful of races.

It’s so fun that I hate to point out how it ruins the group part of the game, which is the entire point. In the original version we can group-attack against that overpowered big spender. Guild-mates have hours to see the big arrow and possibly help before an attack on you gets here. Art of Conquest’s much more fun battles also insure every fight is both instant and one-on-one. As terrible as the old way was, it more-or-less equalizes 20 people who spent $100 each against 4 guys at $750 each. In Art of Conquest all those $100 players can do is line up to get demolished.

Game of Browser of Clans

Remember the old Super Bowl Ad with Kate Upton ordering her generals from a hot-tub? Then there was Arnold Schwarzenegger walking through a realistic battleground giving orders. Another showed an epic live-action tale of a tank being killed by a guy with a bazooka, who was killed by a sniper, who was killed by a bomb. One Ad had two young men playing the game at a coffee shop with a realistic holograph on their table, destroyed by a missile launched by two flirtatious girls across the room. The most recent is a young woman in a glued-on chiton watching a massive fantasy battle, complete with dragon, while she holds her cell-phone at the ready. So many network television Ads for cell-phone games.

It turns out they’re all pretty much the same game — conquer the world. And despite the Ads’ epic graphics, they’re text-based slow-play. You declare an attack, an arrow with “4 hours to go” appears on the map, maybe someone sends reinforcements, and you all finally get a text report of how many troops on each side died. I’m sure it’s exciting to read about how you crushed them, but not fully-3D dragon exciting.

The TV Ads are because these games are huge money-makers. Matches last several months and allow unlimited spending. Experienced players start off paying to get a fast start and spend more and more as the game tightens up. Near the end, after a big loss, players are so invested they rage-spend even more.

The best part is probably how reviewers never play them long enough to figure out what they are. New players start deep the game world’s boondocks where the only thing to do is upgrade your castle using easily obtainable wood. Oh, it’s a relaxing building game, they say. They don’t know everyone else spent $5 to skip that part, teleported (your castle can teleport) to the advanced and more violent area, quit after having their army pummelled into oblivion 2 months later, and resolved to do even more early spending next time.

[Game]Star Squad

“Pixel Starships” from about 2016 is a slug-a-thon between fully customizable space ships. You’ll mostly be designing your ship with however many lasers and missiles and such. It has a small clash-like component — builders, generating gold and energy, stealing, upgradable vaults — but the game is old-style 1-on-1 spaceship battles.

Star Squad seems to be inspired by that, but is more clashy. You get a limited amount of rooms, unlocking in clash-like Town Hall style, with plenty of space to arrange them on your spaceship. You have an even more limited number of crew, and only they can fire weapons. Suppose you have 2 lasers rooms and 1 crew. One laser can fire. But when it’s destroyed, the crew member walks to the other. That’s more interesting than it sounds since missiles have an area effect. Fighting another player is still just a 1-on-1 spaceship battle, but it’s more active.

It borrowed the map idea from Boom Beach, as so many other games did. You upgrade a radar, which allows you to see more spaces around you, which have more and stronger enemies and special stuff. They did a nice job copying the computer bases. These are allowed to completely break the rules, since it’s fun. One of my favorites computer ships has only weak lasers and 2 crew to fire them, but there are 12 laser rooms. Every time you blow up a laser, you get a break as she walks to the next. If you can arrange it, a very long walk.

May I watch an Ad?

In WarHammer 40K: Drop Assault, I look forward to watching the Ads.

If you haven’t had the pleasure, in the last year it became possible to put 30-second watchable video Ads on a mobile game. By possible I mean it’s now simple for a game-maker to get paid for them. Several services do all the work of contacting advertisers, handling the money and giving you a few simple commands to play Ads in your game. They even check whether the entire thing plays. It’s a real Ad, too – takes over your screen and can even show a “Download now” App Store button.

These days, a completely free game doesn’t need to sell you anything. It can play an Ad every 30 seconds or make you watch one before every round. Even higher quality freemium games often have you watch an Ad to get the daily bonus, or use “you’re out of energy – watch an Ad for more?” It’s all pretty clumsy.

Clash-like WH40K:DA does Ads brilliantly. It has: limited Ads, two clever ways to use them, lets you decide whether it’s worth it, and puts them in a place they make sense.

Ad method one is to reduce a build time. This is great since it’s rare and can’t be abused. You can watch 1 Ad/building and the reduction is a percent of the total build time. For a 15-minute build time you can watch 1 Ad to reduce it by 2 minutes. For a 16-hour build it’s 2 hours. The genius is how usually there’s no point, so it doesn’t feel mandatory. But rarely you open the game, see your long build is close to done and spending 30 seconds to finish it off seems like a good deal.

The other way to watch an Ad is to get 50% more stuff after winning a battle. This is extra-genius. You’re in a good mood after a win plus you could use a 30-second break. You feel like you earned the Ad. It doesn’t feel like a task because there’s a limit. You want to save the Ads for the bases with really big pay-offs. Even if you make only 1 attack you can look at how much you got and decide if 50% more is worth it (the game is still a clash-like – many bases have no loot and you just wanted to clear it off your map).

There is one more thing to use Ads for – the thing everyone does. On the world map you can watch an Ad once/day to get gems. That’s boring, but limited Ads still makes it a little interesting. Maybe you have 3 big attacks you want to increase, but you also want the gems – oh, the dilemma.

Star Squad Heroes uses the same Ad-after-a-battle trick, but it’s for a bonus chest, which isn’t the same at all. You just need to quickly win any three battles to get them all. The fun part, which is gone, is deciding how to spend your Ads.

 

A funny thing is that we had Ads in free games, back on the internet. Then they want away with mobile games — we didn’t know how to add them. And now they’re here again. Way back in 2000 free browser game ArchAge had a stat called “Luck”, which you gained by clicking on Ad links. They were just banners to read; I think the page got a few pennies per click, but it felt very much the same.

Deadworld

Deadworld is another one that looks like an Urban Fantasy Detective Romance, but is clearly just a Romance, borrowing from the UFDR genre. I like it since it so clearly shows that however much you borrow, you have to decide whether you’re a Romance or not, and there’s a big difference.

The cover is a woman with leather pants and a halter top posing with a gun in an alley. No men, but I’m sure the next printing will add one. So that wasn’t a clue, but maybe the acknowledgement to the local RWA (Romance Writers of America) should have clued me in.

The borrowed elements are checked off pretty quickly: the main character works for the FBI with a semi-psychic partner on X-Files type cases. She has serious personal problems making her incapable of having a stable relationship wih a man. The secret supernatural stuff is, well:

The villian is a vampire, sort of. These vampires don’t have fangs – they get the blood out with mundane means. But they can teleport at will, and the mind-control is jacked-up to be instant and irresistable (but don’t worry – they forget to use it during the big fight scene.) They also have no weakness to sunlight, holy ground, stakes to the heart and so on. And they actually get more energy feeding on ghosts. But sure, they’re vampires and not the necromancers which they clearly are.

The male lead is a good vampire who only drinks artificial blood. Real blood is pretty easy to get, but whatever. He was also a sheriff in the old West. And a quirky private investigator with a sexy psychic assistant and bombshell vampire best friend. He’s also rich, owning the company that makes the fake blood. You’d think he sells it to all the other good vampires, but that would be overthinking things.

He also owns a 5-star Italian restaurant, and is an execellent cook himself. In case you were wondering, the book explicitly describes how hot this makes her. I just want to see him on an episode of Kitchen Nightmares. Chef Ramsay can ask him “do you feel employees are afraid to come to you with problems, you being a vampire?” and “answer honestly, how many customers have you mind-controlled into not bothering you about undercooked linguine?”

In case you haven’t put it together, the book does it for you. He’s referred to only as one of: cowboy vampire, sheriff, vampire PI or vampire cowboy sheriff. I was going to be impressed, except a quick search on “Vampire Cowboy” shows a book written a month later, May 2011, named “The Zillionare vampire cowboy’s secret werewolf babies.”

 

One way you can tell its a Romance is the sheer amount of pointless small talk. When she questions the leading man as her murder suspect, we learn what kind of coffee they all drink, who brings it, how good they thought it was and what types of pastry they all like. The millionare cowboy vampire likes “very strong” coffee. That sounds cooler than saying he likes French Press, which is how you’d actually order it. The FBI women like their coffee the same way they did in the previous two scenes. Later on, she accepts tea (from the FBI psychologist who warns she can’t outrun her personal demons, but allows her to stay on the case.)

After the questioning, we get more small talk with her partner about how hot the guy was, how hot his assistant was (the main character’s now lesbian assistant psychic partner gets to have sex once before being killed. No! You murdered my partner, just when she came out to me!!) But it’s fine, since dead psychics always come back as helpful ghosts. This sounds like the origin story of “FBI agent with ghost partner,” but I assume the author’s dog ate those pages.

It’s a pretty typical romance: lonely, incomplete heroine meets mysterious man; is suspicious at first, but slowly sees how studly he is and comes to rely on him. She’s tricked into spilling her deepest secrets (as he shows her how powerful vampire hynotism is,) but he accepts and appreciates her flaws. He has to put her to bed and fantasizes about taking advantage, but doesn’t. Then her love helps him overcome his greatest weakness (he doesn’t think he can beat the bad guy. Yes, her role in killing the bad guy is only to inspire her man. Evil vampire even dies off-camera, his purpose accomplished.)

My favorite part is when they meet the ghost of his dead wife. She gives him permission to move on to a new woman, and adds that she and the other ghosts approve of his new girlfriend, then disolves into spirit power.

Ah, let me explain. The final showdown is where the bad guy has trapped the ghosts of his victims, drinking them as needed for power (but he’s a vampire, not a necromancer, dammit.) I guess they could break a window to let the ghosts out, but whatever. The bad guy very, very slowly calls one ghost at a time to suck from (I guess mind-control works on dead people.) The good guys watch, since it’s just rude to attack people before they’re fully powered-up. Then the ghost best friend and the cowboy PI’s ghost best friend (who isn’t dead, but we’re long past asking questions like that) help him to accept the help of all the ghosts who believe in him, saving the day.

 

As far as an UFDR, this fails in a lot of ways. No one cares about the secret history of these vampires (in fact, the teaser for the next book involves an opiate-addicted cop possessed by some new type of vengeful ghost.) The book teases at “how would an ancient vampire survive in a modern world,” but then just drops it – evil vampire is apparently also rich, and has an evil chauffer, but that’s all we get. Ghosts can’t affect the physical world unless the plot requires it.

The heroine doesn’t drive the plot, doesn’t grow except to realize she can love the leading man, and there are no subplots involving consoling her best friend who got dumped that also affect the main plot. There’s no approaching problems the way a woman would, with empathy and sudden rage at being treated like a helpless chikita.

The plot just moves ahead, having them react to evil guy. Vampire PI has been locked in a recurring struggle with him for 100+ years, but just dribbles out things during a chase which he happened to remember. This is all fine for a Romance – the plot is supposed to be bland and generic enough so you can focus on their burgeoning desire. But it’s the opposite of a world-building, character-driven “finding her way” woman-led story.

The spine says “Kensington Urban Fantasy.” Wikipedia says Kensington also has a Romance line, but doesn’t mention the Urban Fantasy one, and Kensington’s web site doesn’t mention lines at all. Even so, someone is probably getting fired over this mix-up. I feel bad, but if an editor couldn’t tell this was a Romance, maybe they should change jobs.

[Game]Clash of Zombies

I enjoy Clash of Zombies for its incoherence. Clearly it has a zombie theme. It’s also science fiction — your base is a crashed spaceship which the upgrades are repairing. It also has comic book superheroes. If you’re looking for the eloquent way they combine, you can stop. Mechanics-wise, you might assume it’s a boring clone, but it tries some new things, including a new idea for monetizing.

As for the zombie theme, your 3rd resource is Survivors. The generator is a radio tower calling people fleeing from zombies to come towards your camp. That’s cool, but it means you’ll later be spending humans. In the mini-game where you defend your base, the computer attackers are zombies. You can capture some of them for 1-time use later. That’s the only way to use zombies in your attacks. Out of all the heroes, only 5 are zombies. Except 1 is really a mutant from Resident Evil, another is Stitches the blobby hulk from World of Warcraft, and the last is zombie president Trump. The cut-scene at the start shows a base being overrun with zombies and tells you to rescue some guy from it. I never saw anything more about that.

Sci-Fi-wise, the whole base is futuristic. Defenses are blasters and lasers. One troop have an energy blade and one is a robot. The dragon is a huge anti-grav pod.

Idea-wise, it’s a mixed bag. Some seem pointless. “Arena” mode has you attack one base it picks, for Arena points. They give weekly prizes. I don’t think that adds much to the game. You can attack a computer base where the HQ has about ten million health, using all your heroes but no troops, and the damage you inflict stays. There’s a second defense mode where you’re attacked by only heroes, not troops. Nothing wrong those things, but they’re not all that fun.

As for good ideas, defense mode allows you to assign builders to repair buildings under attack. It’s somewhat fun, it gives you something to do while you watch.

The defensive buildings have customizations, unique to each type: a stun chance, damage over time, power-up nearby defenses, and so on. That’s some nice extra effort. But they can only be bought with special currency which can only be bought with cash. That’s pretty much the worst thing to do in a Freemium game — a big, obvious “I bought this and am better than you”.

I suppose once you have superman fighting zombies on an alien planet in the year 2300, you’re not expecting the rest of the game to be a well-crafted masterpiece.