The game is a real-time FPS that allows for head-to-head combat, and also features a built-in upgrade mechanism. per the official PR release:
NHN Entertainment, a leading mobile game publisher and developer, announced that its newest game, Top Tank: Last Tank Standing, is now available on Google Play. Top Tank is a military-based FPS game that features a matchmaking system that pits players against each other in real-time, head-to-head shootouts worldwide. Players who master the easy-to-play, intuitive, tilt-control system with their mobile device can declare victory in battle and be crowned the Tank Commander.
Top Tank: Last Tank Standing was selected as â€˜Google Play New & Updated Games of the Weekâ€™ shortly after its Global Launch. Top Tank is designed to engage mobile gamers of all types with its fun and immersive gameplay experience as they pimp their tanks and use them to battle against the strongest tankers around the globe.
The game is available for free (with in-app purchases) on the Play Store.
Word games always have been a great fit for mobile. Simple and fun and good on small screens their bite size gameplay words great for the modern gamer on the go. Word Monsters is a deliciously biscuity new word game
Word Monsters is more about speed than any tricky gameplay. The player is presented with a pile of letter cookies and a theme, say girls names or things found around the house. The idea is to find words fitting in with that theme. Once found, dragging over the word removes it and the letter above fall down and create new words. The gird is very small and each game has a forty second time limit. The key to the big points is moving quickly. Once all the words are found the player is scored which mostly boils down to how fast they were, is awarded a few coins and the other player takes their turn if they havenâ€™t already.
New themes for words can be purchased with in game coins. Coins are gained very slowly, but most of the themes arenâ€™t too expensive and the game is lots of fun and never pushes the player to purchase anything.
Cookies are the gameâ€™s premium currency and they are used to cheat during gameplay. They can be used to provide a hint, slow the timer and so on. Some monster items and themes require coins as well but it never feels like the player must purchase them. Coins are handed out rarely during a minigame on the title screen and as a prize for winning weekly leagues.
Word Monsters has a few quirks. The game wants you to pick words in a certain order, even if that might not be obvious. Eating words in the wrong order leaves random letters over at the end, making it impossible to finish. The game also notifies you that players have quit after a game when they obviously havenâ€™t. This is likely a minor bug.
Word Monsters has a super cute cookie based presentation which works very well. The titular monsters dance and wave as they laugh and giggle. The player can dress them up and customize their features, although most of these cost coins. The music is super catchy as well, especially the tick tocking theme when actually playing a game. Word Monsters feels warm and inviting.
Word Monsters has a pretty robust league system for a game thatâ€™s looks like it is made for kids. Beating players in a league kicks the player up to a higher league while losing moves them down. There are cookie and coins rewards for doing well in a league as well. With no pesky energy system anyone who enjoys Word Monsters will find no shortage of tougher opponents.
Word Monsters is good stuff. It is impossible not to be charmed by its graphics. The price of some themes may annoy and the rather jarring leftover letters mechanic is questionable, but thereâ€™s plenty of wordy fun for puzzle heads here.
The mighty Modern Combat series has long been one of the premiere shooters on mobile. While obviously aping Call of Duty, there is little argument that a series of well-made modern shooters is welcome on Android. Modern Combat 5: Blackout hopes to carry on the series of excellence and make Deathmatch loving gamers hot and bothered all over again.
Modern Combat 5 features a single player campaign but, unlike Modern Combat 4, it simply feels and literally is training for MP. In MC5 the player character is shared over MP and SP, so experience gained for killing enemies and beating missions in SP also boosts the playerâ€™s MP prospects.
The single player campaign is very similar to other modern shooters. There are terrorists, a sinister plot and plenty of turncoats and intrigue. The acting isnâ€™t terrible, but it just pales compared to Modern Combat 4â€™s story.
Modern Combat 5â€™s gameplay is pretty much the same as MC4. There is cover to hide behind lots of enemies to fill full of lead and hostages to save. The biggest difference is that Modern Combat 5 features very short levels that are generally 2-3 minutes long. They are nowhere near as good as the 20-30 minute epics some missions in Modern Combat 4 turned into. Modern Combat 5â€™s missions feel too much like a collection of small rooms and isolated shootouts, rather than one homogeneous battle.
Between single player missions, the player is forced to grind though pointless side missions that must also be beaten to continue. These range from just killing all enemies, to killing all enemies and defusing a bomb. These missions are boring and simply serve as filler and experience fodder to gain levels.
Multiplayer is largely the same as Modern Combat 4, but since weapons unlock based on kills itâ€™s much easier to focus on gaining a few weapons the player likes, rather than having to level up and arbitrarily be awarded new equipment. The wonky controls really make multiplayer feel like a crapshoot however. The matchmaking is fatally flawed. Level 5 players will be paired with any enemy at all, even lv 32 players who will effortlessly cap them.
Modern Combat 5 fails majority in the controls department. With no external controller support on release and loose, awkward touch controls, actually playing Modern Combat 5 with any kind of grace is exceedingly difficult. Things like sweeping your aim over to an enemy that just appeared takes a very long time and MP seems more luck based since the player canâ€™t react very quickly without precise controls. MOGA support will likely improve the game a great deal.
Weapons in Modern Combat 5 just arenâ€™t punchy or fun to use. Assault rifles have no recoil to speak off and sound very tinny and unimpressive. Shotguns lack a satisfying boom.
Modern Combat 5 is a competent, but unpolished entrant in the venerable Modern Combat series and for the price is tenuously worth a buy. Its issues will likely be tightened up with post release patches.
The racing environment is set up in 2D fashion, with the avian creatures racing from left to right. The runway is somewhat platformed, with plenty of colorful graphical elements tossed in. There are collectible goodies that line this area, on the ground and in the air, and the platforms are positioned to encourage fast decisions that border on twitch reactions. There are even rope structures and overall, the coloring is sharp and relatively eye-pleasing throughout. The animations are quite stilted, but the developer is able to effect the presence of multiple running and jumping chickens in an interesting way.
It’s a communal race, so each race has multiple chickens on the same track; the chickens start off, and are almost immediately presented with obstacles that, as noted, test the reflexes. To control one’s chicken, there are simple (but fairly intuitive) controls: tapping and double tapping to jump and double jump respectively, and then there is the tap and hold which causes the chicken to barrel roll underneath low lying obstacles. The aforementioned goodies are great tempters, and getting them can be rewarding and taxing at the same time, especially since a missed move or over-exuberant jump can cause a delay that allows rivals to speed by. The obstacles are varied in nature, with spikey stuff and solid barriers being examples.
There are power-ups, and they serve to give the game a cool arcade feel in the same vein as, say, Mario Kart. The one allows a player to fire arrows on competitors in front and attempt to slow them down. Such boosts are rechargeable and upgradeable; it’s pertinent to note that other racers can use them as well.
The collectibles allow one to purchase more boosts, upgrades, clothing and eqiupment; each generally have attributes that can contribute to success. XP points are also generated, and players can level up as well as advance on the leveled course.
It isn’t a boring game by any means; there is in-app purchasing available, but it does no feel necessary to enjoy. The game’s core is challenging without being too infuriating, and the escalating challenge of the courses is a welcome element.
All in all, it packs a lot of fun into a tight, tidy intuitive package.
Red Bull is releasing a new racing game for Android. Red Bull Racers is going to be an arcade racing game, where the players will compete against bots or each other in four different modes: Elimination, Domination, Cup, and Endurance, across three different car types: Formula, Off-road, and Street. There’s already a hundred different tracks and lots of licensed cars announced. The game will be free-to-play and feature IAPs.
King of Party isn’t a game itself, but rather a collection of four-player mini-games, unified by a single multiplayer component, and some general mechanics. Every mini-game spawns golden coins that have to be picked up, and that can be spent on various character outfits. By the way, it seems that its design team time-travelled from the nineties, because just look at it. I am now also afraid of looking in the mirror, in fear of seeing one of the characters’ faces, stuck in its grim, wooden smile. I’ve played the mini-games in succession, and here’s a quick rundown on the first three.
First game was skateboarding, where my unblinking, eternally happy shell of a human being was riding along with four other troglodytes on skateboards, in an elimination game, where the winner wasn’t defined by his score, but by outliving his opponents. All the mini-games are like that in King of Party, by the way. The task was to evade all of upcoming obstacles, either jumping over them by swiping up, or ducking beneath them by swiping down.
Next was fitness, where I lifted weights, repeating after Mr. T’s evil twin. I had to press a button with my left, or right thumbs, so my character would lift the corresponding hand. It seemed like a bit of a repetitive workout, but whenever I made a mistake, Mr. T’s evil twin dropped a weight on my head, so I’d remember to not oppose him. Again, the winner was the one who didn’t get his skull smashed in, like a fool.
Third game was balance, where the puppets stood on upright logs, and had to maintain their balance, while the wind blew on them. Of course, in it, accelerometer is used to tilt the angle of the players, so their bodies, probably filled with helium, don’t get blown away by the gusts of wind.
There are also three other mini-games that can be unlocked for fifty gems, which are, obviously, quite hard to obtain, unless you spend some real-world golden equivalent. All of the games are very simple, and not one of them would be worthy a review, but when put together, make for a nice little collection. Overall, although none of the mini-games are that interesting, or varied, King of Party is good enough to waste a couple of minutes here and there, competing with friends or strangers, over the Internet.
A digital board game about traveling around the world is getting a big update. Among the new features are Pass and Play multiplayer mode, and various optimizations that allow the game to run on a bigger number of devices. Ticket to Ride is available on Google Play: Ticket To Ride on Google Play.
All infinitely cool, but I dare anyone to show me a guy who hasn’t wanted to rock a tank at least once. Go ahead. I’ll wait.
For folks who can’t or won’t do a 4-year bid just to do some infantry driving, Tanktastic is a relatively safe alternative that brings team combat, tactics and good old speed of accurate firing to bear.
Jumping into a random group battle mostly describes the gameplay in all its muscled glory. The task is dropped into a terrain with different types of structured obstacles, and several other manned tanks. It’s a shameless free for all that measures speed, accuracy and cunning. The controls are straightforward, and encourage quick movement and shooting; I felt most comfortable with dual thumb controls.
It felt like a virtual form of paintball, only this game plays out with heavy machinery. There is a mapping feature that aired a view of my tank in relation to nearby tanks; the home tank is one color, bogeys are a different color. It’s possible to zoom in and swing the turret around, and shooting is effected my tapping the weapon button. After that, the biggest things are moving around and watching one’s six. Special packages (like health bonuses) appear and have to be “run into” with the tank so as to be collected.
Experience and action yields game coinage that can be used to unlock tanks. Beyond the “basic” one at the beginning, there are plenty that have impressive attributes that can be purchased. Without real cash, it seems like it does take a while to garner enough game cash “naturally.”
My biggest gripe has to do with the playability. The direction control acted a bit iffy, which is not optimal when an enemy combatant is bearing down on the tank. I found it to easier to keep my left thumb pressed down on the direction toggle permanently.
All in all, the multiplayer functionality makes this one a winner. I like that you can play with friends, or play randomly with built-in text chat.
UNO & Friends is a re-polished take on the classic shedding-type card game that tosses in some interesting new features and multiplayer functionality.
The standard gameplay applies. Play commences against three other players, each player being dealt seven shuffled and random cards from a deck of four colors (yellow, green, blue and red). The rest of the cards, face down for surprise chance effect, make up the deck and the topmost deck card is turned over and becomes the starter card. The first player then places a card that matches the color or rank of the starter card; each succeeding player then takes a turn in clockwise fashion, also trying to play a card that matches the last card played. If a player does not have a card to play can take it from the bank; if it is playable, it has to be played immediately. The first player to play all his/her cards wins.
What this game does well is to present the cool parts of the game (the wild and action cards) in an enhanced state. In “real” UNO, there a special cards which can alter the gameplay significantly. They can force detrimental actions from other players, like drawing extra cards or reversing direction of the play. In this game, it is possible to enhance these actions with power-ups.
The feature I liked the most was the multiplayer functionality. Linking was a bit temperamental, but when it was connected, it was a lot of fun, even though I was not a fan of the linking to Facebook that is required to play mulitplayer. It is possible to jump into a random game, or invite friends to table or join one that has been extended. I did think this part of the game was a bit clunky.
The colors are very reminiscent of the original game; I like that that was not tinkered with, but I am not blown away; blame Gameloft itself for creating high expectations. The pre-game music takes some getting used to as well. A lot of stuff is customizable… for a prize (game coins or real).
All in all, I think the game has a lot of potential. It could be much more with a few tweaks (again, “independent” multiplayer), and I hope Gameloft soups up more with updates.
For boxing feens, Monkey Boxing may be close to a must-see. And why not? Monkeys in the boxing ring… it doesn’t get much better.
In this game, lower primates get to be pugilists with flair. It has the feel of Wii’s generic boxing game, decked out in eye-catching 3D detail. The developer really works color into the customization options by giving a great selection of clothing and gear, plus whimsical vanity items and hair pieces. The animations were okay, avoiding the overzealous gruesomeness that sometimes plagues games of this time. In fact, I’d go so far as to say I appreciated the zany touches. It’s much easier to justify knocking out your 6-yr-old when bananas are floating over the prone body of his character.
The game has a few different modes. It is possible to play in a single ladder type of progression, or two players locally on the same device. There is also the option of playing against an opponent who is on another device on the same wi-fi network. Single player entails fighting, training and completing challenges; progress unlocks more features and customization options, and the game does a good job of compiling stats. The boxing matches themselves were simple affairs, with fights going about four rounds. Each fighter has a life bar, and the winner is the fighter with the most life at the end of the fight, or the one who is still standing. Controls were minimalist in nature, with two virtual buttons (punch and block) being the primary ones; other special power buttons flashed when earned or invoked.
The multiplayer multi-device play is pretty fantastic. As noted, it involves playing over local wi-fi. I think it’s the best part of the game, but then again, I’m a sucker for multiplayer functionality.
My biggest gripes were the ease of play in the single player mode and the finicky connectivity for the multiplayer portion. With the former, I just wanted a bit more of a challenge. The latter was a frustrating experience; I hope it isn’t a widespread issue and that it was mostly user error.
All in all, Monkey Boxing is a great time waster with plenty of upside and expandability.
Mini Golf Matchup is a pleasant putt putt sim that puts a major emphasis on social interaction.
The multiplayer format really encourages playing with friends. I can play with people in my email contacts, or random strangers. Upon finding an opponent, it comes down to turn-by-turn play on the same course. I love the fact that I could have games going against numerous people simultaneously, and at my own pace. For the random games, I simply waited for the game to do the matching, and waited for my turn.
The courses had different looks, different levels of difficulty/hazards and different scenery. To get the ball into play, I simply long-pressed and pulled… sort of like creating the virtual motion that mimics how a pinball machine game is started. In true real-life fashion, the shortest distance between tee and chip was rarely a straight line; thus, using the boundaries as bumpers was almost a needed skill.
The game incorporated gems in the playing area, as well as at least one big gem. The more I hit, the more points I was able to procure. Five (5) shots make par, and basic golf terms apply. To score points, I tried to make the hole in as few shots as possible while getting bonuses for clearing gems and the big bonus diamond. Holes in one are always celebrated, and a bonus carries over to the next hole.
I think the developer made a good choice by working in achievements into the game. The achievements range from using do-overs (a feature allowing players to redo a shot) to skimming shots over water. I could use coins to skip them, but I thought the ones I tried were fun. Graphically, it was bright and rich, exhibiting a whimsical artistic style I almost expected in a game like this. The animations are brash in a good way.
I think the game could use better notifications. The ads are not too irritating, and in an case, it is possible to get rid of them via in-app purchase.
I think MGM is a sleeper that must be played to be appreciated.
I saw many, many Android controllers at GDC, all with different particular hooks to them. However, Green Throttle’s angle is particularly interesting: they want to promote mutliplayer gameplay.
That’s because by connecting to the Green Throttle app (available for both Gogle Play and Amazon Appstore), up to 4 controllers can connect to a device via Bluetooth, and the individual controller will show which player number it is, similar to an Xbox 360 controller, of which the design is practically identical.
To help promote this, Green Throttle is actually self-publishing some games that feature multiplayer support like Crystal Storm, a dual-stick shooter that also works with touch controls, but is at its best when taking on monsters with players together. Other third-party games like Gunslugs will also support the controller
The controllers do not support HID at the moment but this functionality could be coming down the road.