Close Air Support Review

Close Air Support Review

Apr 27, 2015

Close Air Support is a an interesting plane action game that begs to be checked out.

The game flows fairly easily; it is presented in 2D form, and essentially incorporates side-scrolling as the main means of visual movement. The protagonist plane starts off from the left, and the idea is to destroy as many ground vehicles as possible. Easier said than done, because there is a limited amount of ammo, and some of those vehicles are armored, and cheeky enough to fire back.

At the onset, the original plane defines the word “basic” with regard to looks; we’re talking about what look like a crop dusting biplane. It does have the expected retinue of weapons, and using the virtual joystick to the bottom right, it’s possible to guide the perpetually forward flying craft up or down. The bank of weapon on the right control missiles and dropped bombs, and there is also an unlimited range of bullets. Each of these munition type has an efficacy ratings (bullets least, dropped mega bombs most), so a bit of strategy with regard as to when to use what is needed to progress far.


The direction button is useful in creating diving runs, and also to avoid the enemy fire that becomes a real hazard the further one goes. There is only so much damage the player’ craft can take, so, it eventually becomes a game of cat and mouse, diving and ascending. The concept of opportunity costs/risk reward is paramount: does one fly high in relative safety, or cruise low, get the hits but risk incurring lethal damage?

Successful destruction yields gold coins, and these coins can be used to upgrade craft and attributes. Real cash can be used — and I like the unlock tiers provided by the developer — but real cash does not necessarily have to be utilized.

It is a lot of the same; the game does not deviate much from its opening challenge in terms of varying elements, the simplicity which makes it so easy to get into almost hamstrings it a bit. Still, for those that know what it’s about, it can be an enjoyable, time-killing romp that doesn’t make one feel bad for unlocking the whole thing.

Airline Director Review

Airline Director Review

Oct 27, 2014

Simulations usually go one of two ways: engaging or painful. Airline Director looks to be in the former category.

The user interface is fairly basic, with a low-frill information presentation via the navigation screens. the walk-through runs one through the basics of what we are supposed to do: build an airline empire. The globe is shown, with airports as pin dots; clicking on one gives information on the selected port as well as action options.

The player starts out with cash and a couple planes; the game prompts the player to pick a starting airport on the globe, and from there it is necessary to negotiate rights to use that and other airports and (as is necessary early on) to create a hub, as hubs are essential to operations. The gameplay is turn-based, so after actions are taken, one can “play” to advance to the next time quarter.

Going forward, it is then prudent to set routes; routes are true business decisions, as one must weigh factors like aircraft on hand, range, and costs versus profits. Then, expansion requires purchasing aircraft, expanding routes, taking heed of rising costs and more. At all times, it is necessary to keep an eye on the cash hoard, and to understand that not all moves are immediate; for example, ordering a plane can take a turn or two. Financials are presented periodically, and existing routes can be devolved, and planes sold.


I think what makes the game work is the flow of the gameplay. The developer does a better than decent job of tying concepts together, with economic realities that do not allow the game to be too easy. For example, use rights expire, so if one goes into them and isn’t able to start flights after getting them, the rights are lost and money spent wasted. There are tons of planes with different attributes, and even airports need to be researched before expansion.

The game engine is fairly easy to understand too, and this is definitely a plus. The different save slots can allow for different plays to have their own sims going (in theory).

I do think the UI could be spiffier, the game gets the point across with simple screens and basic animations, but I still think a bit more definition could be used to highlight the gameplay. Pricing ($6.90) might cause pause, but I’d take the upfront pricing anyway.

All in all, it plays like full-featured, logical sim, providing plenty of opportunities to explore and create virtual empires.

Sky Gamblers: Air Supremacy Review

Sky Gamblers: Air Supremacy Review

Nov 1, 2013

Sky Gamblers: Air Supremacy is one of those games that brings a lot to the table in many ways. Flight simulation games can sometimes be either overly involved or control-challenged; finding that comfortable middle ground can be tough.

First of all, it is a pretty hefty download; we’re talking about just under 2GB unpacked according to Goog. Off the bat, at first glance, the graphics make it seem worth it… it looks good. From the aircraft themselves to the way the sun reflects off the endless the sea in the background, detail is definitely paid attention to. If you are able to look at the planes and not want to fly one in real life, check for a pulse.

The tutorial does a good job of hitting the spot. It is broken down into several different lessons, each with an air1emphasis on a category of flying. They are fairly thorough, and are a fun way of getting acquainted with the game. And the one teaching controls is definitely appreciated.

Guiding the plane combines monitoring measurables like speed and altitude. Virtual joysticks controls banking in either direction, as well as dives, ascents. and airspeed. Realistic-looking gauges make up a lot of the background, and I like the various views that are and changeable at the tap of a button. Other sections of the tutorial deal with skills like dogfighting, and the finer points of evading the enemy as well as taking them out. Basic skills are taught using understandable terms, and in this, the tutorial is a bona fide, fun part of the game.

The actual gameplay itself comes in single and multiplayer flavors. There are missions, plenty of dogfighting and defensive sets.In some variations, it can get chaotic, with lifelined craft taking up a lot of space on the screen, but for the most part, it is a lot of fun. The IAP system is in place and fully stocked.

It’s intense, but its strength is that the intensity can be controlled by the user. The controls do take a bit of getting used to, but the scenery and gameplay helps overcome that.