Feb 6, 2016
As we fast approach SuperBowl season, I thought it’d be as good a time as any to take a look at Boom Boom Football. A fairly simple title that asks you to build a team by collecting cards, Boom Boom Football doesn’t do too much that’s new but for what it’s worth it’s a polished title that should scratch that footballing itch.
The set-up is straightforward. Your team is made up of 7 players and each one has a ‘skill’ value attached to them. The idea is that you want to have 7 players with high numbers as the higher the number the more likely you are to win the game.
Each game is made up of 7 moments where one of your players will go up against an opponent and they’ll either win or lose the moment. These moments will be familiar to anyone that’s watched a game of American Football as you’ll see a linebacker tackle a running back, a QB throw over a CB.
During these animated moments, which look very nice by the way, you’re tasked with pressing circles that randomly appear on the screen. The bigger circle stays on screen for the longest time and the smallest is on for the shortest time with the benefit of hitting smaller circles being that you have a higher chance of ‘winning’ the moment. ‘Winning’ the moment consists of a spin of a virtual wheel with the ‘winning’ are being larger if you pressed a smaller circle. If you don’t tap any circle then you lose straight away.
It’s really simple and even if you are particularly sharp and hit all the tiny circles that appear during the game you might still lose. This is because the factor that affects the outcome of the wheel spin is the player’s skill values. If you have a player that’s 20 or 30 skill points worse than their opponent, then it’s next to useless even trying to win.
So with the game boiling down to numbers Vs numbers, the veneer of this being a game of skill soon fades away. Luckily, the game keeps the carrot within view at all times as each game played rewards you with new player cards and some cash. You can then put the new player cards into your starting line-up or feed the card to other cards to level them up. Feeding cards to each other costs in-game cash, which is where IAPs come into play.
On top of in-game cash there’s also in-game gold. Gold is used to buy ‘booster’ packs that contain players cards much better than anything you’d ever get by playing the game. This is a slightly convoluted system, with 2 in-game currencies muddying the waters but it’s made even worse when you take into consideration there’s also a 2 tier energy system too.
Energy, in the form of lightning bolts, is used to play season games. Season games are against the AI and culminate in cup games for bigger rewards. Then there’s the energy system made up of raffle tickets. These raffle tickets are used to buy entry into special event leagues that take place every now and then and also offer rewards for having the most points. Naturally, players willing to buy more raffle tickets and therefore play more games, will likely win the best cards.
So the game is extremely simple, very nicely presented but then has a too convoluted system of currencies, energy tokens and card boosting, evolving and leveling up – all with the aim of squeezing some cash out of the player. It doesn’t make the game unplayable, but it certainly gets in the way of enjoying what is a good diversion for football fans.