Castle Raid 2 Review

Castle Raid 2 Review

Dec 19, 2013

To say the truth, I’ve only played original Castle Raid for a little while, so my experiences with this sequel aren’t really comparable. I’ve seen enough to suggest that the games aren’t wholly different. Castle Raid 2 is just as fun, has a bit better graphics, more units, and a larger campaign – but the gameplay only differs in details. It’s still a hellish time-sinker, regardless of whether you play it with a friend, or against an AI.

Story in Castle Raid spins in a surprising direction from the original. While human armies are fighting against each other, the whole kingdom and nearby lands get overrun by orcs that drive the humans off their own land. This forces the old enemies to band together, and claim their lands back. This means that the blue units are now people, and the red – orcs, both having distinct armies with different looks – although they’re still completely identical in powers, abilities and costs. Honestly, my biggest – and probably, only – peeve with Castle Raid 2 is that I really wanted to see at least two sides with unique units and abilities. That would turn this fine strategy into an amazing one.

The two sides are resting on different sides of the screen in their castles, protected by two towers. The task is always the same: Castle Raid 2 2to destroy the enemy’s castle, and stop him from doing the same with yours. To do this, the players can summon up to five kinds of units, with a cap of 16 units on the field per kind. This is actually pretty grand, and the battles look pretty impressive, disregarding the relatively small scale of the maps. Also, there’s a lot more unit types available, but the player has to pick five of them, before starting a map. To spawn the units, player has to have enough gold. The gold is slowly dripping from nowhere, and can also be obtained from trees (don’t ask) by workers. Units can be summoned anywhere near the player’s castle, and move by themselves to the enemy side, attacking any enemy they encounter. They can get level-ups either by killing enemies, or if the player spawns three units of the same kind together, making one of them more powerful from the start. There are also two towers on both sides of the field. After a lengthy recharge, one can obliterate a certain area near the player’s castle, and the other can rain fire across the whole map – if the player aims it correctly. Players can’t order units around the map directly, but there’s a couple of small tricks that grant some sort of field control.

Describing Castle Raid 2 in detail requires a substantial amount of writing, so I’ll wrap it up. I didn’t note issues with the game, because frankly, I didn’t have any. Maybe the graphics look a bit simple, and the two sides are identical in properties, but apart from that – it’s an awesome strategy that manages to combine simple, unique rules and easily understandable mechanics with an incredible strategic depth. It contains tons of challenging levels in single-player, each one with three difficulty levels, and with two challenge modes – and when you complete all that, there’s also an ingenious single-device multiplayer. Castle Raid 2 is easily the best mobile strategy I’ve enjoyed playing, in months.

One Epic Knight Review

One Epic Knight Review

Aug 8, 2013

The overabundance of infinite runners on the mobiles has led to the fact that even the best games in this genre can at best be perceived as mediocre, simply because there are so many of them on the market. Still, they keep getting released, and they keep being somewhat interesting, despite their great numbers. One Epic Knight is one such game, but it’s surprising in the way that it actuall manages to be a bit different from its counterparts.

One Epic Knight features a man in shining armor, who is ready to descend into a dungeon of unknown proportions, and start bashing orkish skulls around. At the core, One Epic Knight is a cliché infinite runner, with the camera following behind the hero, quite like Temple Run and dozens of games that are copying it. The hero is running through dungeon corridors and can switch between three available lanes by swiping the finger across the screen. Swiping upwards will make the knight jump up, and swiping it down will prompt him to slide on the floor, escaping monsters and traps.

One Epic Knight 2However, One Epic Knight isn’t satisfied with being just another copy, and features several new mechanics that try and change the game from a clone into an interesting, and even somewhat varied experience. The first novelty is obviously the graphics. It strongly reminded me of Warcraft 3, and it’s definitely a good thing. 3-D graphics and detailed textures are sided with overly simple models and cartoony style, making for a unique visual style.

Another new addition is an ability to pick up shields and swords. First ones can bash through an obstacle, if the player couldn’t change the lane it in time, without hurting the player. Swords can slice through the enemies, which can also be escaped, but bashing the enemies gives a multiplier to the picked up loot, making it helpful to try and slice through the next orc, instead of escaping it. There are also several other mechanics, like magic potions and scrolls, upgrading the weapons and other stats with the loot, and challenges that change with each run.

One Epic Knight has a great quality, and is quite original, which is a difficult task to achieve for an infinite runner. It’s an upbeat, interesting, and unique game. It’s not an amazing game, and it definitely isn’t revolutionizing the genre, but it’s certainly one of the best infinite runners I’ve played for a while.