Sep 12, 2012
Juggernaut: Revenge of Sovering takes the one-on-one arena combat inflenced by Infinity Blade and deftly adds its own touch to it. The goal for the player, who chooses their class at the start of the game, is to romp their way through the land, making their way to defeat Sovering, a big bad demon doing big bad demon things. Along the way, a creepy little girl comes along who may be possessed and spouts off the kind of dialog that a creepy possessed girl usually would.
The combat is turn-based with timing elements, as players deal out a blow in one of three zones, with an oscillating block zone to avoid. Experience and loot is earned after fights, with level ups allowing for stat upgrades, and coins able to be spent on new weapons and armor. Along the way, players will free up lands, which have coins to collect, and new enemies to fight in order to protect the residents of that area. Scarabs that are collected as loot can be used to find hidden treasure. Completing achievements unlocks new areas. There’s even a puzzle mini-game for collecting additional loot that is unlocked at one point.
Some games do the whole Infinity Blade style of one-on-one combat in a way that is very similar to that, but Juggernaut: Revenge of Sovering goes a long way to feel like its own game. The three zones of combat, with enemies able to block attacks, adds a layer of strategy. Then there’s the addition of magic, the combo abilities that can be powered up, the multiple fury attacks that use up different amounts of the ability, and the interactive tapping elements that pop up in battle. It feels multi-faceted, like there’s legitimate strategies that can be executed instead of just trying to read diversionary tactics from the enemy. It’s absolutely fantastic.
My problem starts with the facat that there’s little that the playercan do to block or dodge normal attacks; fury can be used to reduce the damage on them but otherwise, the player is kind of helpless. The enemy levels accelerat ea t a point where the player gets left behind. While there are spots where enemies closer to the player’s level can be played around the map, this is still something where eventually crystals will be tempting to the player. Now, they can be occasionally gained as post-fight rewards but the odds of winning them are about as often as a crane game. So buying them is the easiest way to obtain them, along with the health potions and powerful items that will turn the tide toward the player.
Hypothetically, through a lot of grinding, everything could be unlocked for free, but it would be a lot of it. Being able to re-fight earlier tiers of enemies would make the grinding problem go away. I don’t have a problem with giving money to this game, something I found rather engrossing and fun (though its instability on the Nexus 7 was aggravating â€“ new areas would often crash, and it is a crapshoot if it will launch after locking the screen). I’m surprised that it was free-to-play, as this could have easily been worth a premium app price. Plus, nothing essential is locked away behind IAP, there’s the option to spend either coins or crystals. It’s fairer than many games have done.
Juggernaut: Revnege of Sovering is overall a great exmaple of how free-to-play can be done. This is a premium app experience that’s a free download, and generally is built around rewarding those players that decide to spend money, even if it throws some encouragement out do so. Still, this is something that I found absolutely fun to play. Love this game.