Walking Dead: Road to Survival Review

Walking Dead: Road to Survival Review

Sep 7, 2015

Here’s to Walking Dead: Road to Survival. It’s based on the original The Walking Dead comics, it definitely pays homage with the grim feeling and apocalyptic look, with stills and gritty transitions.

One major part of the game is the building and crafting. The home compound serves as an enclave of sorts which protects the untainted inhabitants against the undead and other human enemies. Part of the game involves learning how to craft, using materials made on site. One can upgrade and add more resources like farms and living quarters, some upgrades depend on the level of other units. Thus, a bit of strategy is involved to grow.

A good portion of this combat segment has to do with turn-based action. It usually consists of the player’s crew facing (or surrounded by) a set of zombies or other human opponents.

In the case of the human battling, the action is more clear cut; the player selects an enemy, and selects one of his people to attack. In this way, one cycles through their player one time per round, at which point the enemy humans cycle through their hits, and so on. It’s a war of attrition now, until one side has its combatants drained of life source. It’s similar for zombie hordes, except that instead of dealing blows or shooting, the zombies creep ever so ominously closer on their turn, such that if they are not dispatched with quickly enough, they’ll come into lethal contact with the player’s team.


It goes on like this, with wave after wave, until the player is able to complete the mission, which opens up a new section to explore.

The combat section involves a lot of RPG elements: improving players, picking the best team for the mission, equipping players with the best weapons and so on. It blends fairly well with the crafting/building aspects, as the one generally requires a degree of proficiency in the other.

The developer uses cutscenes to advance the gameplay, underscored by some interesting scenarios that the player has to choose from: kill the survivor? Overthrow the current leadership? Each decision has consequences.

In some portions, the game feels a bit convoluted. The weapon and training ends are a bit busy, but for the most part, the self-contained nature makes up for these ends. It works well as an RPG, and it doesn’t overly rely on real cash to move stuff forward. When you add in the other elements (PvP, raids, etc) it seems well worth a look.

Mini Golf Matchup Review

Mini Golf Matchup Review

May 24, 2013

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 mini1game 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.