Play a huge update full of brand new content!
• Friendly Challenges: Attack clanmates, keep your army!
• Two new troops: Baby Dragon and Miner
• Two new spells: Clone Spell and Skeleton Spell
• New upgrade levels and more!
In an increasingly saturated mobile app market, it is definitely hard to make a name for oneself; having a well-received big brother on the Play Store is definitely a benefit.
Clash Royale, from Supercell — yes, that Supercell — definitely has just that.
The graphics are fun to behold… deliberate, somewhat whimsical characterizations on a colorful background template. The main action is imbibed via a top-down view. The game incorporates animations that help the action along, and they do add visual pop that helps keep one engaged. From fireballs to marching duos, it comes together quite well, and even the side screens feel genially done. there’s detail in the little things — arrows look like arrows, for instance — and even the occasional dragon is easy spot and enjoy.
The sounds are quite appropriate, and all connect with the eye candy component.
If the game feels somewhat familiar — as in, say, Clash of Clans — the similarities are well-intentioned, as both games share creative DNA. This one stands firmly on its own, and the seven-part hands on tutorial helps one understand the flow of the action.
The main idea is to win PVP battles; at the base level, there are three enemy towers, and three home towers. Intuitively, one wants to take out the opponent towers before that person returns the favor.
Like any tower defense game worth its salt, this one has troops (cards) of different abilities, and one has a limited, rechargeable amount of “elixir” which is used to deploy these different pieces. Deployment does two things; they can generally attack enemy installations, and may even be able to take on enemy troops that are attacking one’s home towers. Since each piece has its own attributes, and also because one has to wait for recharging (plus different pieces have different costs), one has to deploy with a semblance of strategy. Each side gets a king’s tower and two sentry towers, and protecting the king is paramount. The cards run the gamut, bringing fantastical fighting personnel to the fore.
It boils down to a timed war of attrition, if time passes without a clearly winner, the game starts a sudden death overtime period.
Cool stuff, really.
There are a lot of other pieces, like chests of goodies, the upgradeability of the cards, the ability to collect other cards and create battle sets, achievements and more. Gems and gold coins make things happen, and can be supplemented by real cash if one wants to expedite processes. Players can level up, and some things (like selecting clans) are based on one’s level.
The game does slow down, creading a faux energy requirement, but it is possible to go rounds and rounds if one is willing to forego some payouts.
Altogether, it’s an engaging caper, if a bit overwhelming; simply put, it has great appeal.
A-and we’re back with the strategies. Storm of Swords, despite its catchy name, has nothing to do with Game Of Thrones universe, and thankfully, doesn’t try to. It’s a cartoony free-to-play strategy game with all the staple elements, and even with a couple more.
The gameplay of Storm of Swords looks a lot like Clash of Clans copycat, but in fact, it’s a bit different than that. There are a lot of similarities, of course. The player needs to maintain a medieval castle, while fighting with roaming bandit hordes, orcs, goblins, and other fantasy cliches. The castle requires a lot of different buildings, serving various purposes. The player can build resource-gathering buildings to haul the needed resources. He can also build castle defenses and barracks, in order to be prepared for the possible invasion, and to maintain his own army. Lastly, the player has a hero that he can equip, improve, as well as hire new ones. They are required for the army to function, and are the most powerful units out there, so they require a lot of preparation. I doubt that any of that is very different for experienced FTP strategy players, though. Oh, also, there’s no actual battle strategy. After two armies start clashing, there seems to be no way for the player to interact with the battle.
The big part of Storm of Swords is a sprawling multiplayer element. The player’s castle is situated on a server that also holds a bunch of different castles, and whenever a player reaches a certain kingdom level, he is able to transfer to another one, with different enemies and similarly powerful players. This keeps the players on a seemingly leveled playing field, at the same time making the game feel fresh. I’d say that this system works great.
Overall, Storm of Swords looks alright. It’s not flashy and doesn’t try to re-imagine things, but it works well as a casual free-to-play strategy. The gameplay emphasizes more of an economic accent, but there’s enough fighting for the aggressive types. I definitely see it becoming a favorite for some players.
It’s really tempting to copy and paste a review I’ve made of another free-to-play gimp of a strategy game earlier. If the developers can’t bother with making new content and release a copycat game after game, then why should I do that? Oh, right, it’s cause I’m not a completely lazy bastard.
Titan Empires plays just as generic as it’s named. The player controls a warmongering kingdom that goes to war with all the neighboring kingdoms, completing genocide after genocide in an endless chase for gold and glory. Not to hold out my point, Titan Empires is a cheap knock-off of Clash Of Clans. Completely and utterly. Not only that, but it’s a pretty crappy knock-off, too. There’s nothing done better, or even differently, than in that game. It’s an ugly, inbred child of Clash Of Clans, without any quality to it. Still, if you’re interested, here’s a rundown.
The “game” consists of two parts. The first and main part is managing your kingdom. Here, the player has to build his defenses, construct resource-gathering mills and mines, and recruit new units. The player has an acre of land that he can fill with various buildings that will bring some value to his kingdom. The buildings can be upgraded to increase their value â€“ of course, all of this eats up resources like crazy, so be prepared to wait for several hours to upgrade anything, later in the game. The second part of Titan Empires is the half-assed strategy, mentioned earlier. The player picks a town he wants to attack â€“ either controlled by AI, or by another player â€“ then selects his hired troops, and a hero that will lead them into battle, then selects where on the map to deploy them, and from then on, watches as they either trample or get trampled on by enemy units. Of course, the outcome of the battle depends mostly on whichever player spent more time and resources â€“ real-life more than in-game â€“ on his army. Different heroes have various abilities that can be activated – at a price, of course – to help the fighting armies, and that’s basically it.
Overall, really, there’s absolutely no reason to ever play Titan Empires. It’s merely another cash-grab that doesn’t even attempt to make itself distinct, both in terms of mechanics, and in quality. If you’re really enjoying this sort of games, just play Clash of Clans instead â€“ better yet, don’t play neither, and spend your time with some better games out there. I’ve played it for an hour, and already feel like my life is wasted.
Red War may look a bit like Clash of Clansbut it is in fact a mobile clone of War Commander, a Facebook game that allows players to build a base and take the fight to other players.
Red War has the player take control of a basically non-existent base. After rebuilding some basic structures and receiving a small force of units the player must build a base, crank out more troops and generally roll over anyone who gets in their way. The game features a pretty familiar set of units. There are the ever useful rifle armed infantry, heavy machine gunners and snipers. Later on vehicles such as tanks and APCs come into play and medics and engineers round out the tactical options.
A nice change from the deluge of CoC copycats is that the player has full control of their units at all times. When hanging out at their base building stuff, players can directly station troops anywhere on their land. When attacking, players can order troops anywhere on the battlefield and to attack anything they want to instead of simply tapping on the field and sitting back as troops do whatever. This is a nice change and actually makes the player feel in control of the battle, something CoC sorely lacks.
Another plus is that players donâ€™t lose troops after a victorious combat. Any forces that survived the fight return to your base to be used again, although they retain any damage so using medics or technicians is important.
As well as combat the game altos features extensive base building. Each building in the base can be upgraded multiple times unlocking new units and buildings. Oil and Metal are the resources here and building a whole bunch of extractors and storage facilities is all but required to field an effective force. Buildings and troops can be moved at any time and organizing your buildings and turrets smartly is essential to defending against enemy attack effectively.
Of course like any other Clash of Clans knockoff Red War is sprinkled liberally with a dose of freemium. Buildings and units both have timers and later upgrades are extremely expensive and require multiple storage upgrades just for the ability to store enough resources to even purchase the upgrade.
Red War is quite fair though as it constantly provides free units and resources every half an hour. A timer counts down and when it expires the player can receive a free card for troops or resources.
Red War doesnâ€™t look good at all. It features primitive 2d graphics with little in the way of eye candy and most units are far too small. Infantry are little more than indistinct blobs. The game doesnâ€™t scale well to phone screens either and thus the gameâ€™s interface is far too small to be read comfortably. There is no excuse for this for a game released in 2014. It looks very similar indeed to War Commander, right down to the building designs and the inability to zoom.
Red War is an interesting game and despite its freemium roots its deeper than average gameplay makes it pretty fun. Its interface problems and poor graphics hold it back however.
Boom Beach has an interesting premise. The player, commanding an unnamed army seeks to liberate a beautiful archipelago from the evil Blackguard, an army that has occupied the area and is using the natives for slave labour and repressing them. Starting off with a tiny base on an island, the player must expand their base, train an army and take back the islands from the Blackguard, one chunk of dirt at a time.
Boom Beach plays a lot like Clash of Clans. The biggest difference is that it uses squads of troops rather than the single soldiers in CoC. This looks a lot more realistic and feels much more like fighting a war. Since Boom Beach takes places on a group of islands units appear on ambitious transports before they storm the beach front, Normandy style. This is a huge improvement on the way armies just pop into existence in similar games.
Unlike Clash of Clans, only one building can be built or upgraded at once both building and upgrading buildings take a long time. Even the most basic unit of troops takes 5 minutes to create and resource acquisition is even slower. It is hard to really play Boom Beach for more than a few minutes at a time.
Boom Beachâ€™s combat is likely to be very familiar. Troops are largely independent once deployed, attacking enemies and buildings as they seem fit. For the first time in this style of game a flare can be used to order units where to move to. The units will either move to the flareâ€™s position or attack the building the flare is over. This is very useful for getting troops to attack guard towers or other dangerous foes if theyâ€™re distracted with attacking less threatening targets.
However, Boom Beach is just not compelling. There are just too many limiting factors. Combat is quite dull because there is very limited unit variety and it lacks the unique, interesting forces that were available in Clash of Clans.
Boom Beach lacks any kind of guild or clan system, which makes the game as a whole feel pretty lonesome. There is just not a lot to do, expect tap on buildings and attack the AI.
At least Boom Beach looks very nice. The lush, tropical isles, white sandy beaches and turquoise water are a great change for the genre and units looks good and animate well. The sound is very good as well. Some great ambient music suits the isle atmosphere very well and sound effects get the job done. The game is overall very polished.
Boom Beach is not a great game, but it really could be. With faster progression, shorter timers and more community features, Boom Beach could be something special. As it is though there are better games of this type on Android.
Good news for everyone hooked on Clash of Clans, looking for a respite: Supercell’s newest game is soon on its way to Android. Boom Beach has soft-launched in Germany and Finland on Android. The game has been out on iOS for a few weeks now after a soft-launch period of several months there, so hopefully this one releases to the general public in not too long. Expect more of the strategic gameplay that will find a way to suck out a ton of money that Clash of Clans has become known for.
Arcane Battlegrounds is a new base building game based on the well-known MMORPG Arcane Legends. Does it live up to its pedigree?
Arcane Battlegrounds is, unfortunately, little more than a Clash of Clans clone with an Arcane Legends style coat of paint. It features the now all too familiar cycle of building a few buildings, waiting while resources tick up, training an army and then unleashing them in battles where the player is limited to simply deploying their soldiers and watching the show. Deploying troops in the right spot and the right order is important, as otherwise swordsmen might get distracted by buildings while cannons pick them off, or slow, powerful siege troops might get swamped by foes before they reach the walls. Troops that are expended in a battle are lost, so armies must generally be replaced after each battle.
As players work though the game, buildings must be upgraded constantly to unlock new and stronger troops and increase the rate of resource acquisition. There is a long single player campaign, but it lacks any kind of story or any drive to push though it, so generally it is simply a way to grab resources quick and beef the base and army up enough to compete in multiplayer.
Multiplayer consists of attacking randomly selected players that are roughly matched to the playerâ€™s level. A Guild system is available and players can help each other with building and send reinforcements to guildmates. This is one of the few bright sparks in Arcane Battlegrounds. This is the first time I have seen a game of this type where players can help each other with building their base. Considering the enormity of the timers in the game this is a welcome addition.
Arcane Battlegrounds features the same ho-hum freemium tropes that have been seen in pretty much every CoC type game. There are timers for building and upgrading buildings and timers for training troops. These timers are just as frustrating as ever. The game also takes quite a long time to start up, even if it was running in the background, which isnâ€™t really conductive to the short bursts of gameplay that freemium often demands.
Arcane Battlegrounds is not a very good looking game. Its drab buildings and dull coloured troops really pale compared to older games like Samurai Siege and even Clash of Clans. The buildings are not much better, with plenty of muted brown and grey involved. For a mobile game in 2014 it is poor. There are a few oddities as well like placeholders appearing in game.
The sound falls into the same not so great category. Dull fantasy music drones on the background and never really changes and combat is just a bit too quiet and subdued for a game of this style.
Arcane Battlegrounds is no different from the overload of Clash of Clans games that exist on Android and there is no reason to even look in its direction when far superior games like Samurai Siege are available. With poor graphics, long timers and overly familiar gameplay it is worth a miss.
Galaxy Factions takes the CoC clone genre to space. With lotsa lasers and guns does it have an edge over its sword sporting brethren?
Galaxy Factions sets the player up with a command center, a transport ship and little else. As is common with this genre, Galaxy Factions is all about constructing a base, mining resources and taking the fight to pirates and rival mining bases in single player or to other players in multiplayer.
Galaxy Factions plays almost exactly like Clash of Clans, the most well-known example of the genre. Units are built in the Training Facility and occupy a building in your base until they are used. When in combat the player simply selects where the soldiers will appear from. Once they are on the field they cannot be controlled and attack different foes depending on the soldier type. Some soldiers prefer attacking base defences while others fire on economy buildings. Destroying a majority of the enemy base wins the battle and awards a large amount of resources. Soldiers that are left at the end of the battle are lost so a new army must be built for each attack.
Galaxy Factions sticks to this formula except that unlike other games it is set in the future. Thus the player gets to play with lasers, assault rifle wielding infantry, mobile artillery suits and armoured vehicles.
Unfortunately, as is common in this genre of games Galaxy Factionâ€™s freemium elements really ruin the gameplay. While buildings begin with modest 5-15min timers this quickly balloons to an hour to upgrade a single base defence and up to six hours or more to upgrade structures like your transport ship. Because of the constant need to upgrade buddings to new, more advanced versions “gameplay” in Galaxy Factions often consists of logging in once every few hours, tapping on two buildings to upgrade them and them closing the app. Repeat ad infinitum.
The transport ship upgrade time is extremely annoying since several upgrades of it are all but necessary to have the forces required to fight properly and 4 or 5 upgrades of 6+ hours each time is extremely off putting.
Battle also has little real strategy besides picking a good spot for your units to deploy at. The gameâ€™s hero units are little more than extra powerful normal soldiers since; unlike a game like Sensei Wars they are not customizable with different skills or directly controllable.
Lastly, Galaxy Factions is very derivative. There have been a lot of Clash of Clans clones released lately and Galaxy Factionâ€™s space theme is its only real innovation. Sensei Wars with its fun gameplay and controllable heroes is much more fun than this game and more innovative. Galaxy Factionâ€™s extremely long timers and copycat gameplay just isnâ€™t a worthy addition to the genre.
Galaxy Factions is a novel, but ultimately shallow CoC clone with annoying freemium features. Its wait times are far too long and its gameplay is not worth the pain. Check out Sensei Wars instead for a deeper, more interesting game.
Ho ho ho, merry bathtub! Clash of Clans is celebrating Christmas and the holiday season by introducing some limited-time holiday-themed settings and items, including one particularly jolly defense: the Santa Strike. Those enemies attacking your base better hope they were nice this year, because they might get more than coal when they try to attack. Clash of Clans hasn’t been out on Android for long, but it’s gotten this holiday update concurrent with the iOS version! Supercell bless us, every one! The game with festive update is available now.
Clash of Clans, the mighty city building combat game hit has finally made its way to Android. Did it make the journey intact?
Clash of Clans plonks the player down with a Town Hall and not much else. From there the player builds (and upgrades) resource buildings to support the base, military buildings, base defenses and an army of hairy, sword wielding barbarians to destroy their enemies. Many kinds of troops are on offer. Archers, while less hairy are great for picking off enemies behind walls and Giants work well to soak up hits while other warriors tear the enemy apart.
Clash of Clans features both a single player campaign about crushing the ever evil goblins and earning resources along the way and a major multiplayer element.
The single player campaign missions are decent enough, presenting a greater challenge with every mission. They work well to familiarize the player with the troops on offer and give them a resource boost.
Of course the main focus of Clash of Clans is multiplayer. Any one of thousands of online clans can be joined. Joining a clan gains valuable allies that can send troops to aid the base. Clans compete to earn the most trophies and these are ranked on a global clan leaderboard. Trophies signify status and are earned by fighting and winning multiplayer battles or successfully defending the base.
Actual combat in Clash of Clans is easy to learn but there are so many things to master. At a basic level itâ€™s as simple as just tapping and holding to deploy troops and they will automatically move to attack a nearby enemy or building. Of course the enemy has troops and defences too and itâ€™s important to match the correct kind of troop to the situation, such as having tough giants taking hits from enemy defences, while the swordsmen bust though their wall and archers shoot at enemies behind the wall to stop them killing off Barbarians. Battles are short, but sharp and very enjoyable.
Clash of Clans is a freemium game and there are quite a lot of timers involved. This is more of an issue early in the game when there is little to do other than upgrade a lot of buildings and slowly wait for the base to construct. As usual, a premium currency can be used to speed things up and CoC hands out currency for completing achievements pretty often so there is usually enough to get by.
Clash of Clans looks great. Troops and buildings are full of personality and they even change as they are upgraded. Battles are great fun to watch.
Soundwise, Clash of Clans is excellent. Battles are suitably loud and clangy and base construction sounds like it should. Some pleasant music helps the game along as well.
Clash of Clans is a premier game that has made the move from iOS completely intact. It’s good fun and should be a lot of fun to any RTS fan.