men had available to them a variety of leisure and stylish clothes Dress up your hair. Put on a long straggly wig and come as a hippie. The other extreme is to make a beehive out of your hair. I usually always wear eyeliner and mascara because i have blonde lashes so you wouldn't be able to see my eyes. Lmao. As long as im not looking like a homeless person i'm pretty comfortable. Celebrity moms stole the spotlight, with Reese Witherspoon showing off her growing bump in brilliant blue and new mom Aishwarya Rai hitting the red carpet and facing her critics in a glamorous Elie Saab gown. Along the way we also saw Heidi Klum, Naomi Watts, Jennifer Connelly and more. And we can forget Jane Fonda, who made 74 years old look pretty damn good in her stunning sequined dress. Porno
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Anomaly Defenders Review

Anomaly Defenders Review

Aug 27, 2015

And now, we get to Anomaly Defenders.

About time…

While the series got us going on “tower offense” as a gameplay constant, this one takes it back to more of a tower defense scenario. More pertinently, alien invaders are on the ropes in this one, and humans are the aggressors. Thus, the player takes on the job of saving the home planet of the aliens.

Graphically, it is an interesting projection, clearly futuristic, with a Terminator feel to the dark landscapes. The view is top-down in nature, and the play area generally consists of stretches of land interspersed with defined roads on which enemy (human) attack vehicles travel. The animations sizzle, and it looks pretty good overall.

To begin, one soon gleans the objective of the human belligerents is to make their way to rockets, which are crucial to the aliens survival. The humans want to destroy it.

The player’s job is to build defensive units along the path to thwart the effort. The units can be built only at particular spots, and are susceptible to enemy fire themselves. In its essence, it a continual war of attrition, and the overriding goal is to stop the enemy units before they get close enough to to destroy the launch pad.


Carusaurum is the the currency of note; this needs to be harvested to build and upgrade towers. As one successfully finishes levels, there are better opportunities to expend this resource on. In other words, better defense towers.

To make the game more compelling, there are different difficulty levels, and other in-game rules, like the placement of specific pieces. One can manipulate each tower (stuff like repairing) and destroyed enemy units yield crystals which are useful too. Each level ends when the rocket takes off.

The game does a fantastic job of incorporating several elements, almost surreptitiously, which make it a fuller experience. Yes, you have the obvious tower defense, which is quite familiar. There’s also the concept of asset management; knowing when to allocate what where is important. As the levels and enemy waves get trickier to handle, one has to contend with major decisions: what technology to purchase, what to sell, when to pick a piece and more.

Then there is the raw strategy aspect. The gameplay allows for a degree of craftiness. At the risk of being a, uh, “spoiler” sport, players should enjoy the ability to re-route enemy traffic by using particular tower pieces. Plus, one has to learn how to manage technology points. It is self-contained, intuitive and logical when all the segments are put together.

The Anomaly series flipped the script on a genre, and, and for a finale, it flipped it back in an exhilarating way.

Who knew battling humans could be so much fun?

Q*bert Rebooted Free Review

Q*bert Rebooted Free Review

Aug 25, 2015

I first encountered Q*bert years ago; I rocked the heck out of that game on the trusty BlackBerry 8320. Tech eons later, I get to try it out again, this time on Android, presented as Q*bert Rebooted.

Definitely worth a look.

The game is dual-natured, in that the game presents two versions: the classic version, replete with retro graphics and true to the original gameplay. There is also the “rebooted” version, which is a slick, more modern refresh.

The rebooted portion is familiar, but interesting; off the bat, the visual odes to the original are clearly evident, starting from the cubed pyramid and use of color. It does feel refreshed, what with the sharper graphics and smooth animations, and one gets the feeling that it is quite the vibrant experience.

The control mechanism adapts to touch and tapping naturally. The use of one’s hand does cover some of the screen, but it translates well mostly, even with a stylus. The unit to be controlled reacts fluidly to said touch input.


The main idea is to traverse the cubes and change all colors by contact. This entails touching the cubes in such a manner that the Q*bert touches each one. When all the cubes have been touched, the level is completed, and the subsequent level is unlocked for perusal. Easy.

Except it ain’t that easy, at least not for too long.

I just had to check out the newer version, and therein I spent most of my time. The first level serves as an intro of sorts, and then the game gets going as described. After a while, the platforms get trickier, with holes that one has to avoid, dropping balls, and even Coily, that made a name for himself chasing our tapping hero down in the original, and reprises the role in the new. Slick and Sam are two pieces that look to return every cube they touche to their original colors; this one creates a race against time of sorts. There are gems to collect, and there is a limited number of lives, and flying discs that help move our hero to safety and are good for strategy.

The original portion is mostly faithful to the original, with the elements listed above (of course), but a bit more self contained with less of the leveled pieces in the other.

All in all, it’s more than a trip to the past, or a glitzy futuristic romp.

It’s both.

Dexter: Hidden Darkness Review

Dexter: Hidden Darkness Review

Aug 24, 2015

Weirdly enough, I was one of those that picked up on Dexter fairly late in the show’s life. The series about a serial killer that gets his rocks off by hunting gruesome murders is quite a draw. Now, after the series wrap-up, it’s possible to relive it — somewhat — with Dexter: Hidden Darkness.

The gameplay starts out with cutscene images and text boxes; Debra summons Dexter to check out a body, and we get right into it. During cutscenes, it allows the player to pick scenarios, and then leads to its biggest element: finding hidden objects.

The hidden object sequences are interesting, not overly logical, and generate a point system that leads to energy gains, leveling and more. One basic idea is to gain enough energy to keep on going; if one fails, one can use real cash or allow time to run its replenishment course.

The game does get credit for going beyond being Just Another Hidden Object Game, as it packs in other elements that help create a full-fledged mystery that needs solving. It lands on the source series heavily, and as such, will be fun for fans of the franchise. Within the game itself, one gets to really do research, and the mini-games are fairly creative, if far and few between. The characters are familiar, and one does have to give a shout-out to Harry’s Code.


In some aspects though, the gameplay feels like it trips over itself. The cutscenes do feel a bit, well, rigid after a while, and the navigation feels suspiciously unneeded. While the hidden object sets are interesting, they are repetitive. The dialogue is salty in places, but hey… this is a serial killer’s killer here.

Then there is the energy requirement. The cash/credits/energy/leveling up relationship send convoluted, but to be fair, it isn’t too difficult to keep going for a good while. At points, the energy will be consumed faster than one can replenish through action, and it’s cool that time can be used in lieu of real money.

It’s a relatively self-contained experience that has the advantage of being sourced from a hit show. It doesn’t get boring soon, and is only really slowed by the energy requirement.

Fans of lovable psychopaths can do much, much worse.

Fallout Shelter Review

Fallout Shelter Review

Aug 20, 2015

At last, Bethesda has released Fallout Shelter on the Android, and personally, I couldn’t be happier. Fallout series is almost as famous as Mario nowadays, so I don’t think I should describe it in-depth. Basically, it’s an RPG, set in a post nuclear apocalypse America, with a distinct cheerful 50-s style mashed together with a very dark atmosphere. Fallout Shelter is a minigame that’s set in one of the numerous iconic shelters that are scattered across America, some of them working as the only safe havens across the radioactive wasteland. The player is tasked with sustaining and expanding one of them, fighting off the horrors of the wasteland, while making his citizens happy, well-fed, and working their sorry asses off.

Fallout Shelter is a shining example of why the “economic simulators”, or, simply, Farmville clones, deserve every bit of criticism. It’s not in the genre. It’s all in Fallout Shelter 2how you treat it. From the mechanic point of view, Fallout Shelter is just an economic sim with a slight dash of action and RPG thrown in. But the game has all the right elements, and hits just the right balance, to the point where you don’t want to put it away, even if you don’t actually have to do anything. Maybe it’s because I’m a fan of Fallout, but there’s no doubt that this game is crafted with much care, and actually attempts to be engaging – with great results.

The general mechanics of Fallout Shelter aren’t that unique. The player needs to construct various rooms that provide the shelter with everything, starting from the basic needs like power, water, and food, to medkits, weapons, and a lot more. The trick is that each room needs to have at least one human operator to function, so the player needs to manage his residents, assigning them to the room that best suits their abilities. The residents themselves can be acquired either by wandering randomly from the wasteland, or by being born from one of the female residents. The residents can also explore the wasteland and scavenge for various goods, including the main currency – bottlecaps, clothes, weapons, and more. But the shelter also has to be protected on its own, as it often gets assaulted by radioactive roaches, raiders, and even more deadly things, roaming around the wasteland.

All in all, this game is almost frustratingly catchy. It catches with its style, actually challenging and intelligent gameplay, and with its nods to the other games from the Fallout universe. So, I’m sure that both fans of the mobile economic strategies, and the fans of the Fallout games, are going to find Fallout Shelter equally pleasing.

Cube Jump Review

Cube Jump Review

Aug 19, 2015

“Simple does it” might as well be the Cube Jump mantra.

The easiest way to conceptualize Cube Jump is probably to play it; one will find a set-up of moving pieces. Think of, say, parallel conveyor belts, with every other belt moving in the same direction. Now, also consider that he “conveyor belts” are not continuous; oh no… there are gaps, such that there are sections of differing length sliding in either direction, in essence a line of irregular rectangular platforms with gaps in-between them.

Further to this, the sections have different colors. This creates a visual challenge that makes more sense when the task at hand is understood.

Now, does it make sense? There’s more.cj3

The basic idea is to “jump” a single cube across the line of platforms by tapping the screen, trying to go as long as possible. Remember, adjacent lines go in the opposite directions, so one has to jump before the box goes off-screen. Some of the moving platforms are one unit across — the same as the jumping cube — so timing is everything. Jumping to early or late can cause the cube to fall into nothingness, which ends the run, the same as allowing the cube to go too far without jumping.

Longer platforms yield less points, so it does pay to be daring.

Each jump gets at least one point, but there is another wrinkle. There are collectible tiny cubes too, there is a major opportunity cost associated with going for one of these, as it can be riskier than just going with whatever presents itself to the player at a given time. Jumping quickly acivates multipliers, so, again, it pays to be daring.

In the end, it is a game of high scores; one can break one’s score by going further in the game, and by even using a bit of daring strategy. Collected mini-cubes can be used to unlock special jumping cubes.

The end result is a game with shades of twitch play that requires a good degree of timing and enviable hand-to-eye coordination. It’s not the most unique of concepts, but it’s hard to deny that it is fun.

And we’re okay with that.

Stickman Tennis Review

Stickman Tennis Review

Aug 18, 2015

Stickmen? Tennis? Nah, I don’t mind giving Stickman Tennis a shot. We are talking about a tennis sim with stickman, right?

The gameplay utilizes a tennis court — of course — with a lengthwise view, much like one would watch a real tennis match on TV. The stickman populate the whole thing, from the players to the personnel to the spectators; the graphics are subdued, and the sound feels familiar.

The game incorporates a bunch of virtual buttons — three for specific shots: lobs, slices, and strokes with topspin. In the training module, one learns that timing is of essence, and the power of a shot can be affected by how long one “holds” the button down. To the left, there is a directional joystick that the player can use to control the direction of the shot.

For the movement of the player, one can toggle the game to control the movement, or one can selct “Pro” and control the player movement him/herself.

The rest of the training module is hands on training; one gets to return balls and otherwise get acquainted with the entire control mechanism. This is especially useful in understanding how to do what.


With regards to gameplay, there are several options which help one customize the playing experience, such as the amount and length of sets and the difficulty of opponents, in addition to the aforementioned running style. Then, one can choose to do a quick match, or do a more career-defining “Tour” track.

The latter involves taking part in several tournaments in different cities, and (hopefully) doing well enough to move on and unlock ones further down the line. The tourneys have different status levels and expertise requirements, and they will be familiar to tennis fans, ranging from Winston-Salem to Wimbledon… and then some.

The action involves stickmen, obviously, and the animations work well. The game does progress well, and the difficulty levels allow one to experience a lot of gaming.

It is a simple game, a worthy of a look, and maybe much more, if one so chooses.

Oddwings Escape Review

Oddwings Escape Review

Aug 17, 2015

Oddwings Escape gives players the opportunity to take on the persona of birds looking to escape from a lab in which evil experiments are being performed upon them.

Graphically, the game is a visual feast, with liberal use of colors that –at first — reflect a jungle-ish motif. The game consists of travel ways, and mostly boils down to a timed, rated race that requires the player to get from point A to Point B; there is a distance challenge to start it all up.

The control mechanism makes it interesting. The bird character flies roughly from left to right; the bird “flies” on its own, but to guide it, the player holds down on the screen and drags a virtual path that the bird follows. In this way, one is able to guide the bird through the caverns and irregular areas, and to then pick up any and all gold, keys and such, while avoiding the obstacles that can end a run. The bird can fly in circles, and even double back to, say, pick up something missed, but this can be a dangerous proposition because of the energy requirement detailed later.

At the onset, the game gently introduces one to it; the aforementioned distance challenge requires the player to go a particular length to unlock subsequent levels. To do this, the bird has to continually replenish its energy reserves by collecting hearts, much like a car with a small tank. This is why tarrying around can be non-optimal, as running out of energy before hitting the finish line leads to failure.


Collected gold can be used to improve the flier’s attributes, such as a bigger energy reserve, or the speed; improving such (and leveling up) are key to continued advancement, because the tasks get harder, and the travel area get trickier.

All put together, Oddwings Escape is an extremely fun experience. It doesn’t necessarily re-write the genre, but it adds enough pieces to make it a fuller ride. It even manages to take the energy requirement and make it a veritable, mostly non-infuriating part of the continual adventure.

The way the developer uses performance in early sections to unlock further levels is great. In this, the game is mostly self-sufficient; real cash can be used, but it can be traversed free.

Leveling up, challenges, gold coins, three-star rankings, unlockable characters, changing locales and yes, freeing birds.

What’s not to like?

Cartel Legend: Crime Overkill Review

Cartel Legend: Crime Overkill Review

Aug 16, 2015

If AL Pacino’s Scarface played a mobile game, he’d probably spend more than just a few minutes with Cartel Legend: Crime Overkill.

Some of it might look familiar.

The locations are enjoyably stereotypical for the type of game this is, from storied casinos to expansive mansions that would make even Tony Montana do a double take. On their own, the scenes look nice and visual perspective is adhered to fairly well. The player takes on the persona of a deadly assassin, and a major task is to get from the beginning point to an endpoint, designated by a green overlay.

One thing common to all areas is the presence of armed heavies; these guys look to dispatch our protagonist via gunfire. He’s packing himself though, and the controlling player has to use the virtual controls with the mapping mechanism to get through each level.

The sighting mechanism allows one to get a red-highlighted bead on an enemy, and one wants to shoot them before they reduce our dude’s life bar — again, while making one’s way to the endpoint. It’s all about looking around, taking out baddies, collecting the occasional alternate weapon, and moving on.


A level is ranked on performance, and game cash earned. Cash can be used to upgrade gear, and some of said gear is flamboyant indeed. Bonuses tasks include stuff like time trials and taking out every enemy person.

While it is great to roam around and catch the bad guys napping, the lack of complexity might grind the gears a bit. The music is almost too stately, and the staccato of weaponry does not deviate too far from its own standard throughout the game. The panning function could be tightened a tab, as it isn’t unusual to here gunshots and not see the person doing the damage, even with the help of the mapping utility. The bad guys are not the smartest, either; this gives the game a bit of fish in a barrel feel early on. Also, there were graphical glitches that popped up.

All in all, it’s simple, which is nice, but also feels like it can be built upon a great deal, which is even nicer, in theory.

Army Helicopter – Relief Cargo Review

Army Helicopter – Relief Cargo Review

Aug 13, 2015

Army Helicopter – Relief Cargo is a game that makes heroes out of players.

It’s a simple game, really, so the lack of any pointers probably shouldn’t hurt it in the eyes of prospective players too much. The first scene runs right into it; one uses a truck to load a heavy duty chopper with gear, and there is a bit of skill required to direct the truck in there, what with virtual steering wheel, brakes, gas and gearbox. In addition, one has a time limit to contend with, so errors can be costly.

The end game, at first, is to get the trucks in position. As this is the first level, it is easy enough. Next, one gets a bank of controls and a new task: get the helicopter from the home pad to a way point some distance away. This part is trickier, and the lack of instructions does jar a teeny bit, especially as this portion is timed as well, but it isn’t too hard to feel one’s way through it. If one makes it through in time, the next level is opened up, which is to offload the chopper. Quickly.

So on and so forth, with the tasks getting tougher as the game progresses.


For a simple game, it does have its charms. A chopper game without weapons? Quite the opposite here, and that is pretty cool. The simple leveling makes sense, as do the progressions.

The visuals seem to hold the game back a bit. There are some graphical idiosyncracies that make it a bit tough to get into, such as an interesting sky cover. The controls feel a bit muted in the flying sections. And while I’m loathe to complain about developers monetizing, I do wish there was a way to turn off the ads, which pop off before the game begins.

In a word though, there’s much more good than bad, and this is a game that feels like it still has more to attain to.

Angry Birds 2 Review

Angry Birds 2 Review

Aug 12, 2015

Angry Birds dropped on the mobile gaming scene and all but created a new genre of game. An entire generation of folks got lost in the infinite charm of bringing avian justice to wayward pigs.

What followed the original is an entire stable of spin-offs and branded versions: Star Wars, Rio, Go! and more.

Now, we get a “true” sequel to original blockbuster in Angry Birds 2. The pigs are just as insolent, the birds as, uh, angry and the game begs to be played.

While it is pretty much impossible to play this and not compare t to the original, we’re going to pretend to try. Visually, it looks familiar, with rich graphics and fluid animations. One can zoom in and zoom out to a degree, and the animated structure build-ups are a nice touch.

Gameplay involves using a bird with special abilities to take out a structure with pigs; the more damage to pigs and the structure, the better one scores. Using less birds is optimal as well. In this iteration of the game, there are elements like “rooms” within levels, a card meter, daily quests and more. One interesting piece is the presence of an energy requirement; burning up too many attempts causes one to run out of lives, and hey can be replenished over time or with real money via in-app purchase.


So, it brings a lot of the stuff from the original, with a few nice extra touches here and there, helping the experience to be familiar without being a rehash. The birds are familiar in their abilities, and how they can generally be powered by tapping: speed, telekinesis, multiplication, explosion and such. There are boss pigs too.

The energy requirement is a bit of a drag, but such is the nature of free-to-play games, and it’s hard to begrudge developers a viable means of monetizing. There’s also offers to watch stuff to double rewards.

All in all, it’s a fun refresh, full of some surprises — and mostly of the good kind.

Deadlock: Online Review

Deadlock: Online Review

Aug 11, 2015

Folks play mobile games for a variety of reasons.

Hang time with the friends. Bragging rights with family. Down time at school. Reviewing apps for a living (hello!).

One thing is for sure, we all come upon those days when taking on a game like Deadlock: Online is needed by of stress relief, and maybe even profound enjoyment beyond that.

It opens up easily enough, and feels like virtual battle of attrition; the player mans a combatant in an urban landscape, and the basic premise is to knock out your enemies and stay alive. To achieve this feel, the developer uses a top-down perspective. The control system is dual in nature, and, as noted, involved moving around and shooting enemy fighters.

The best part of the game has to be the options. There are different modes, including ones that help prepare one for the main event. One can go online or stay off, and there are quite a few weapons to upgrade to. Real money can be used, but isn’t mandatory.


It’s a straightforward affair, with intuitive pieces that bring it all together. One gets an experienced akin to a virtual paintball match and arcade trimmings. The online aspect is great, and the capture the flag option is especially poignant.

For a game of its potential, my biggest gripe is the control system. Usually, dual stick controls appeal to me, but the movement-aiming mechanism left something to be desired for my taste. I found it relatively easy to move, but the ability to direct fire did not feel as intuitive, and I think the virtual controls could be a bit more forgiving with regards to active area.


Also, the game would probably flow a lot better with more defensive elements like perches, or even the ability to use high risk/reward shots from distance. It is possible to sorta, kinda create a defensive stance, but if one is caught in the open, running seems like the only viable option.

It does create a fast-paced environment, and such does cover up a host of perceived ills. Add in the different modes and the basic concepts, and this one is easier to get into.

And to enjoy.

Mission: Berlin Review

Mission: Berlin Review

Aug 10, 2015

If cloak and dagger escapades are your thing, Mission: Berlin just might be an option.

For inspiration, one need not too much further than the upcoming Warner Brothers flick Man from U.N.C.L.E. which is due out soon; the movie itself is based on the iconic TV series from the ’60s.

The game starts quietly, almost surreptitiously; one gets to pick from two agents from rival agencies with different character traits and backgrounds. After selecting the preferred character, one gets right into the game proper.

The first “mission” serves as a tutorial of sorts, leading players through the virtual controls and giving an idea of how the action unfolds. The perspective is an adjustable third person, and the dual controls manage swinging the protagonist view, as well as movement and attack. Movement involves being able to run, crouch and walk.

The game, as hinted at, is mission-based, and the content is decidedly Cold War-ish: taking out targets, collecting information, dead drops and such. Different tasks require different skills, and the game even hints at when stealth might be good to use.

And yes, there are enemy folks, and these do not seem to be reluctant about shooting when spooked. One can select weapons to use, or use hands in a melee-style approach when possible; the idea is to finish quickly and efficiently and move on.


If a mission is completed successfully, the player gets points based on criteria like use of weapons, time used and enemies defeated. Skill points are also awarded, and these can be used to improve the agent’s skills. If a misson is not completed, one gets to restart from a checkpoint.

It comes together nicely, if a bit haphazardly; the graphics are expressive, but there are some visual aspects that feel like they could be a bit sharper; sometimes objects pop up right n front. Literally. The car sequences are a glorious touch, but I do feel the steering mechanism could be a bit tighter. It allows for a degree of choice with regards to allowing the player to figure out how to complete a mission, but doesn’t allow for too much rope which could cause confusion.

Put together, it is hard to dislike. Espionage is almost always in, and the action sequences make this one right at home.