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Friday

Rambo: The Video Game Review


Rambo is an icon of masculinity. The testosterone-flooded film series that began with First Blood in the '80s has given us the term "going Rambo" anytime someone decides to take on insurmountable challenges in a video game. And for the first time in many years, we have a video game that lets you inhabit the role of John Rambo.
Developer Teyon could have done a lot of things with Rambo: The Video Game. With all of the tools available today, a veritable sandbox could have been made of the jungles of Vietnam and the city of Hope, Washington. But Teyon didn't do that. It made Rambo a rail shooter that leads you through its levels by the nose, letting you instead focus on hovering your targeting reticle over the bad guys and gunning them down. Headshots are worth more, in terms of both damage and point values, and the game encourages you to kill as much as fast as you can. Kill streaks multiply your score and increase the multiplier based off how rapidly you kill. From moment to moment, the action is simple but frantic, inviting you to set aside your expectations of what a Rambo video game should be, and enjoy it for what it is.
Gun 'em down.
"I'm here to talk to you about a man who killed dozens. John Rambo. And it's good that he's dead."
These are the words you hear at the funeral that launches the game. From there, you play a flashback mission as the war hero John Rambo in Vietnam, guns ablazin' as you attempt to escape being a prisoner of war. Here you discover the game's cover system, which allows you to take cover in three different directions at any given time, leaving you exposed to some foes while shielded from others depending on the direction you take. It's a step up from the arcade limitation that typically leaves you with "in cover" or "shooting" as your only options. The mission also introduces you to the wrath bar, and Wrath mode, which enables you to regain your health and get back to going Rambo by killing as many enemies as possible before the bar depletes.
Which is worse, shaving dry or dull quick-time events?
After war, regular life just isn't the same. Rambo is thrown into jail by the sheriff of Hope, Washington. But it's not prison that makes his life hell. It's quick-time events. As the bully deputies attempt to shave Rambo with a straight razor, he rebels and escapes through a series of nothing but properly timed button presses. The quick-time events in the game offer more points if you press them with proper timing, but mostly act as a boring and clichéd way to add interactivity to cinematic events.
Throughout the remainder of the first chapter of story missions, you're encouraged to avoid killing your foes, because simply disarming them gives bonus points. After all, those are American citizens you're shooting at, soldier! By the end of the chapter, you find yourself sympathizing with poor mass-murdering John Rambo, because he really didn't mean to hurt anyone. Well, apart from those Vietcong. After taking down the sheriff standing in your way of a normal life, you finally earn the peace and quiet you wanted all along. Back in prison, again!
The story does follow the movie series' plotlines, with major stages and events hewing as close as possible to the source material while still under the guise of a video game. (Forgetting, of course, that Mr. Rambo was not the killing machine pop culture has made him out to be.) Of course, since Stallone wasn't available to do voice acting for the game, Teyon decided to instead use sound bites directly from the movies. This causes the volume levels of different cinematics to vary wildly. Coupled with the game's atrocious graphics, Rambo is a painful experience for the eyes and ears, with only the limited but excellent soundtrack rising above the ugliness. The somber brass of the main menu and funeral scene, the melodic strings that tie the plot together, and the upbeat tracks that fuel the explosive carnage of combat are perfectly at home and enjoyable to listen to in their own right.
Complete challenges to unlock new guns? I'm in.
In addition to the contextual directional cover system, there are well-placed explosive barrels, good incentives for proper aim over spraying and praying, and enough challenge in (some of) the missions to keep this generally easy game from being a complete cakewalk. Luckily, there's also a higher difficulty setting, and a one- to three-star-based scoring system that encourages you to always do better than the time before. And if that weren't enough, the game offers specific objectives to shoot for in the hopes of earning a brand-new shiny gun to wield as a secondary weapon.
If you're having trouble perfecting your approach to missions or challenges, then it's time to delve into the game's skill and perk system. The game offers perks varying from being unable to fail QTE events (wait, really?) to gaining health back from headshots or disarming opponents, to bonuses to your Wrath mode. With up to three perk slots able to be unlocked, you can customize John Rambo to your own tastes or the task at hand. The skill system gives you the ability to upgrade your damage resistance, light weapons, heavy weapons, miscellaneous weapons, or your Wrath mode, but I didn't find any reason to invest in anything but damage resistance or Wrath mode in lower levels. The perks system reeks of poor balance and the charade of choice. Enemies die in two or three properly-aimed shots, so skills granting bonus damage aren't necessary, and it only takes a few turns of the reload wheel to get the hang of reloading, thus diminishing the usefulness of light- and heavy-weapon expertise.
Rambo: The Video Game does a solid job of breaking potential monotony with various alternate battle methods. Although some of these involve moving from quick-time event to quick-time event, you're also given a helping of helicopter missions and an opportunity to use enemies' own tanks against them. While these segments don't last long, they also are neither overused nor overdone, and offer a breather from the game's gauntlet of gun battles.
Dogfighting with helicopters doesn't sound safe.
The game's initial playthrough doesn't take more than a few hours, but becoming a master of the game can take a bit more investment. You don't have to be a fan of the Rambo franchise to enjoy Rambo: The Video Game, but it helps to have at least spent a bit of time in an arcade as a light-gun-slinger. And this time around, you don't have to stock your pockets full of quarters to prepare to blast your way through screen after screen of Vietcong, Afghan, and Soviet enemies.

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Guess The 90s Answers, Solutions & Cheats - Level 401-410



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Card Wars: Adventure Time Cheats And Tips

If you're a fan of the animated series Adventure Time, which airs on Cartoon Network regularly, you might remember an episode called Card Wars, where Jake and Finn play an elaborate yet enjoyable battle game. D3 Publisher brought this experience to iPhone and iPad, allowing players to recreate its zaniness on their devices of choice.
That said, here are some tips that will help you master Card Wars: Adventure Time. Bring on the Floops!

How do I play Card Wars: Adventure Time?

You begin by laying out terrain that covers your land and then putting down characters that will defend it. It's then your job to battle against your opponent's foes while trying to take over their land, using turn-based combat.
To defend and attack enemies, you'll use a spinner, landing in just the right spot to successfully block or initiate an attack. Landing in a special highlighted zone lets you perform a counter or extra damage, though if you enter the "miss" section, your character won't do anything.
Once a player manages to defeat a character, it leaves an open lane to strike the opponent directly. Once they run out of energy, the round is won.
 

How do you select creatures for your deck in Card Wars: Adventure Time?

Selecting creatures depends on a few factors, mainly strength, magic power and type of landscape you can put it on. Landscape is important, mainly because you won't be able to put down a creature if they don't fit into said landscape, so be sure to select those that best fit your areas.
As for magic power and strength, these will be handy when battling opponents, though it still comes down to the timing of when you press the button in the spinning meter.
You can modify and change decks in the Edit Decks option, moving around creatures you don't use to make room for new ones.

How do you use buildings in Card Wars: Adventure Time?

Buildings serve as boosters for your creatures in their respective landscapes, but you'll need to add them to your deck first. You'll be able to earn them by unlocking treasure chests from crucial hits on enemies in the battlefield. Open up the chests separately, then add the cards to your deck.
Once added, you can move buildings onto any part of the landscape you desire when it's your turn. Upon doing so, any creatures in the row will be powered up, depending on the building's perks.
 

How do Floop abilities work in Card Wars: Adventure Time?

Floop, a popular term from the show, enables special skills that can be activated for magic points for each character. If you've got a particularly powerful one, this is useful for wiping out an opponent in one blow. Just hit the Floop button below the character to activate it and give them a turbo-charge for the next turn. Be sure to save magic points for the characters that matter, though. Otherwise, you could run short and leave them hanging when a powerful attack comes their way.

What kind of cars should I invest in with Card Wars: Adventure Time?

There are various characters with special abilities available in the game, but you want to keep an eye on those with good attack strength and magic powers. You can shop around for new ones and add them to your deck at any time.
It's important, however, to keep weaker ones in play, just in case you need a sacrificial card to keep a lane closed so you don't take damage from your opponent. Try to keep at least two or three in your deck, so you can always fill spots when necessary, with a battle line intact.
In addition, make sure you have plenty of landscapes in tow, at least two cornfields if possible. The more damage a landscape takes, the more likely you are to take damage yourself - make sure you refresh it as much as possible along with your characters. It'll pay off in the long run.

How do I use gems in Card Wars: Adventure Time?

Even though you start with a small amount - you can always buy more - gems play a big part in Card Wars. You'll use these to open chests to earn new cards, as well as expand how many cards you can have in a deck. The Algebraic Chest is your best bet, though dabbling in the Cool Chest is a good idea at times. You never know what great cards will come your way unless you try it out.
You also have the option to use gems to refill your heart meter when it runs on empty. Don't bother, though - it refills over time and you can get back into the game.
 

How does crafting work in Card Wars: Adventure Time?

As you unlock recipes for card crafting throughout each battle, you can take cards in your deck and begin crafting for more powerful cards. This comes from merging weaker cards together to form beefier cards. Give it a try once the ability unlocks, and see how much your deck flourishes as a result.

Do I need to pay for anything in Card Wars: Adventure Time?

You can buy gems for additional heart refills or other in-game goodies, ranging from one gem for $0.99 to 85 gems for $49.99. Unless you're a hardcore Adventure Time fan, you should be fine playing the game without opening your wallet.

Mad Skills Motocross 2 Cheats And Tips

If you played games like Excitebike or RedLynx's Trials games, then you should get into Mad Skills Motocross 2. This arcade-style racing game pits you against both AI and human opponents in a race to the finish, where one blundered landing might cost you everything.
Fortunately, that won't happen, because we're here to help. Here are some tips to make you ride like a pro.
 

Don't Fool Around Unless You Have Room

Throughout each race, you'll have the opportunity to show off with back and front flips, as you would in RedLynx's Trials game. However, the real goal for each race is to finish first. You should hesitate showing off unless you have a comfortable lead, with your rival driver being at least 20 or so meters behind you. At that point, if you've got some air, don't be afraid to show off with a flip. Just make sure you've got the leverage to land properly, because a crash can easily cost you the lead.

Landings are Everything

How crucial are landings in Mad Skills Motocross 2? Very. In fact, if you land on a front or back wheel wrong, you could lose just enough momentum to give your opponent the opportunity to pass by. Use the front and back arrows to adjust how you're going to land, and make sure you nail it as perfectly as possible. Doing this will allow you to keep up the current speed you have, so you can continue your racing domination.

Steep Hills? Relax, They Can be Conquered

With steep hills, the important thing is to not freak out. If you see one coming, adjust accordingly, turning your bike so that it'll land on the side of the hill. If you're coming at it with a good speed, you should be able to continue your run without losing speed.
In addition, keep an eye on jumps leading into the hills. Sometimes you'll get enough speed that you won't have to worry about adjusting, and will fly over with ease while your opponent tries to figure out what's going on. Pay attention to the course design, and if necessary, restart a couple of times until you get used to how it's laid out. There's no penalty for doing this, so don't hesitate.

How Does the Brake Work?

Very seldom do you need to use the brake in Mad Skills Motocross 2. Speed is the name of the game, so don't even worry about tapping it. Instead, let your foot off the accelerator if you need to slow down a bit, then gun it again when you're in the clear and back on the road.
There are also sections with small speed bumps chained together where you might be tempted to slow down. Don't bother. Instead, try to turn your front wheel up a little bit, and you'll coast over these sections with ease. Make sure you adjust to being back on two wheels once you pass through these sections, though.
 

Perform a Wheelie Only When You Need to

The wheelie can be a nice little speed boost when you're racing against someone, as you don't have to worry about dragging your front wheel. However, keep in mind that you can lose balance rather easily, especially if you're coming up on a hill. Only use your wheelie if you've got a good straight piece of track to drive on. Even then, proceed with caution, because if you lean too far back, you could eat road.

Don't Worry About Paying for Bikes or Boosts

Mad Skills Motocross 2 provides the option to buy bikes and rockets to help give you a speed burst for anywhere between $0.99 to $5.99 through in-app purchases, but you really don't need to spend money. Your bike gets enough speed as it is, and rockets could easily send you careening out of control. Stick with your current model.
As for unlocking bikes, you'll be able to do this while progressing through each race. Just keep at it and you'll have a full garage in no time.

Sites for Android Betting Apps

When it comes to mobile gambling, William Hill is one of the best providers to utilize when looking for quality entertainment and the opportunity for substantial rewards.
The brand has been a household name in the UK for decades and as mobile becomes increasingly more popular among users, William Hill is bolstering their mobile content to keep customers satisfied. Several products are made available at their website which offers an unprecedented level of convenience for players looking to get an easy bit of entertainment and rewards.
entertainment with android gaming apps and online games that rock
Users can access gambling entertainment across the board, including sports, bingo and casino products with just a tap of the finger. Check out William Hill's android betting app and download it to your mobile by visiting the William Hill mobile website in your mobile browser, scan a game's unique QR code, or retrieve apps from the Apple App Store and Android Marketplace. Just like it is supposed to be, William Hill makes it easy to enjoy mobile entertainment every day.

Mobile Sports

Covering a huge spectrum of sports matches, players and events, punters can find just what they are looking for with the William Hill Mobile Sports product. Get the most current and in-play coverage, make your picks and odds easily as well. Punters can use their original William Hill account on mobile devices and get some great offers, there are even exclusive mobile promotions when accessing the sports betting app on smartphones and tablet devices.

Mobile Bingo

The Thrill of calling out bingo never felt as good as on a mobile device with William Hill's Mobile Bingo app. Now you can enjoy a game of online bingo with all your friends while you sit together at a café or in the mall.Users receive a premium selection of lively bingo rooms to choose from and an exclusive New Player Bonus offer of £40 when playing on a mobile device.

Mobile Casino

The William Hill Mobile Casino is an impressive venue of top-notch entertainment and rewards. Players receive access to the mobile casino using the same William Hill username and password as the dedicated online venue. Playing your favourite games on the move has never been easier. There is a great selection of incredible games along with an exclusive £150 first deposit offer available for mobile users. Loyalty rewards and generous incentives for returning players are available to enjoy the great entertainment that's on hand.
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Rating: 9.5/10 (2 votes cast)

Thursday

ACR Drift Cheats And Tips

If you're a fan of racing games, ACR Drift is up to speed. In this free-to-play iPhone and iPad game, you'll compete against different racers throughout the world, timing your drifts and boosts perfectly to beat them to the finish line. What the game lacks in real-time steering, it makes up for with simplistic controls and plenty of cool unlockables.
Hit the gas and dominate the racing world with these beginner's tips.

How do I achieve a perfect start in ACR Drift?

Before starting a race, you'll have the ability to rev down on a gas pedal to intimidate your opponent and get a perfect start coming out of the gate, with just the right amount of speed.
To get the perfect start, simply rev enough so the arrow goes into the blue sections of the odometer. You'll know you're in the right area as a green light will appear. Just don't go into the red, or you'll end up getting a poor start.
Try to rev enough so that you balance within the blue area, and once the countdown ends, you'll be on your way.
 

How do I drift in ACR Drift?

It's all about timing. You'll see arrows pointing which way you need to swipe, with a solid white line appearing before them. Try to wait for the front wheels of your car to pass over this line before you perform the drift. The closer you are to this point, the better the drift will be, and the more speed you'll be able to retain in the process.
For good measure, keep in mind you can also chain drifts together. If you're drifting and cross over another point with arrows and a solid white line, you can swipe and keep the drift going. Again, watch for when your tires pass over the line, then perform the action.

How do I avoid cars in ACR Drift?

During some races - the Limited Events in particular - you'll see other traffic on the road, which could spell trouble if you run into it. Thankfully, these cars are easy to avoid. Just swipe left or right on the screen to change lanes and let them pass. However, keep an eye on your opponent. If he or she occupies a lane, they won't budge, and you'll have to move to the other open lane. Trying to ram them will result in an accident.

How do I earn three stars in ACR Drift?

Stars are awarded when you meet certain conditions for each race. Mainly, these boil down to completing the race in a certain time frame, avoiding crashes and not using any nitros. The more stars you earn, the more events you unlock. If you fail to unlock all three on your first run, you can always go back and try them again.

When's the best time to use nitro in ACR Drift?

You can activate nitro at any time by swiping upward on the screen, which will give you a temporary speed burst - just enough to win the race in some cases. It's best to save boosts for the tail end of a race, when the finish line is in your sights and you want to gain leverage on your opponent. However, if you're running behind or you just want to get it out of the way early, you can set it off beforehand.
Try to save it, though. You'll earn an extra star in the process, and most of the early opponents are easy to beat if you time your drifts just right.

How can I upgrade cars in ACR Drift?

Stop by the upgrade shop and you'll be able to get new parts, such as improvements to your transmission, spring, turbo and engine. These usually cost a lot of silver coins, which you earn over the course of the race, but you can also use gold coins to buy them, earned by leveling up or unlocked via in-app purchase. Shop around and find the parts that work best for you.
 

How do I buy new cars in ACR Drift?

Stop by the dealer. He'll have a variety of cars to offer from different auto makers, including Ford, Mini, Hyundai and others. Some will unlock as you level up in the game, but some of the early offerings, like the VW Beetle 2.0 TSI and Mini Cooper '06, aren't bad. Note: you'll need a lot of gold coins to get the premium rides, so expect to pay a pretty penny in real cash.

Do I need to pay for anything in ACR Drift?

Eventually. You'll earn silver and gold coins throughout, but costlier cars and upgrades will require an in-app purchase. Gold coins vary, ranging from $2.99 for 300 to $99.99 for 16,500. It's optional, but will save you some time if you want the sleeker rides.
With each race you complete, you take a notch off a gas meter at the top of the screen. You can either pay 100 gold coins to refill it right away - a rip-off, if you ask us - or log in to Facebook to earn a free fill-up. The best option, though, is to just wait it out. It refills over time, and you'll be able to get back in the race.

Hoppy Frog Cheats And Tips

While Flappy Bird clones continue to dominate the mobile scene, we found a decent alternative worth your time. In Hoppy Frog, you guide a hungry little amphibian across a series of clouds, collecting flies while avoiding the wrath of a hungry shark below. If you miss one of your platforms or wait around for too long, it's game over!
Don't become a shark's lunch. Hop your way to success with these Hoppy Frog tips.
1

Never Stop Moving in Hoppy Frog

The goal of Hoppy Frog is to catch flies perched on clouds. To do this, you'll hop from platform to platform. There are times where you'll need to perfect your jump so you land safely on the cloud ahead of you, but you should always keep moving. Otherwise, the shark lurking below will dive upward and turn you into a snack.
One of the best things you can do is watch for the shark's fin as it appears to the left of the screen. He'll pop up when he's right below your frog. Time your jump so you just narrowly avoid him, and you'll add precious seconds to plan your next move. Be quick, or become dinner.

The Parachute is Your Friend

We're not sure how Hoppy Frog acquired a parachute - perhaps from his nearby "frog shop" - but it's nice to have on hand. This allows you to get a little extra distance with your jumps, even for a second. Once you're in the air, tap the screen a second time to activate the parachute. You'll need to keep your finger held down if you to continue using it, however.
This parachute doesn't perform miracles. It'll only hold you in the air so long before you sink back to Earth. Use it to get across wider gaps, or if you need to move out of the shark's wrath. Once you use it over the first few jumps, you'll get a better idea of what it can do, and use it more often.

Use the Clouds to Your Advantage

You know how the collision detection is somewhat iffy in the Flappy Bird games? Well, in Hoppy Frog, you can use this to your advantage. Even if Hoppy manages to brush the left side of a cloud, he'll land on its surface and continue. The key is to get your legs close enough to the cloud when you're jumping towards it. Anything less and you'll head to a watery grave.

Don't Remain on Grey Clouds for too Long

As you proceed through Hoppy Frog, you'll come across grey clouds. These will sink quickly once Hoppy jumps onto them, so despite where the next cloud is located, you'll need to move or risk becoming shark bait.
In some cases, you'll see the edge of the next cloud that's ahead of any grey ones. Use this to plan ahead of time and jump onto a moving one with ease. Otherwise, if you go too fast, you're done for. Don't forget to use your parachute to gain extra leverage if you need it.

Free-of-Charge, Complete with Leaderboards

Finally, don't worry about paying for anything in Hoppy Frog. It's free-to-play, and even comes with leaderboards so you can compare your best scores with others. Just be warned - some of the best scorers are really tough to beat. Put your hops to good use.

Earth Defense Force 2025 Review

When will the aliens learn? It doesn't matter how much more advanced their technology is than ours, or whether they attack us from the stars or from deep under the surface of our own planet. They can never hope to defeat us, because we have one weapon whose sheer might they can never overcome: the indomitable human spirit. As it turns out, though, all those assault rifles, rocket launchers, and other weapons we have lying around come in pretty handy, too. Like its predecessors, Earth Defense Force 2025 is a gleefully destructive romp in which you use powerful weaponry to kill aliens and to lay waste to city blocks, all in the name of saving humanity.
 
Those city blocks don't look the way we expect environments in games to look in this era of sophistication and refinement; like the laughable special effects in many of the alien invasion movies that clearly served as EDF's inspiration, everything seems cheap. Appendages of giant insects poke through level geometry, and trees, once knocked over, blink out of existence. But then, there's absolutely nothing sophisticated or refined about Earth Defense Force 2025. You can't say that its chintzy graphics are an asset, but they're not quite the detriment that they'd be in many games, because every aspect of EDF 2025 wholeheartedly embraces the series' B-movie inspirations. The giant insects and massive enemy spacecraft recall the low-budget monster movies and sci-fi flicks of the 1950s, so when you hear the voice actors hamming it up with every cheesy line, their goofy delivery works to support everything else about the game.

Helidroid 3D Review

Android-action-helidroid3d-02If you've ever messed around with a remote-controlled helicopter, you know that it's no walk in the park. The tiny remote is far too simplistic for the aerial control required to coast your copter effectively. So when an indie-developed RC-copter simulation game came across my desk, it brought back memories of my Christmas morning frustration and breaking that fancy new helicopter on the floor after its first flight. Add that to the simplistic-looking screenshots from Helidroid 3D, and you'll see why I came into this review with my own prejudices. I assumed this game was going to be glitchy, repetitive and ultimately unentertaining. But boy, was I wrong!
While the game's controls are pretty simple, unlike the real-life RC version, they are more than enough to effectively control the helicopter. At default, you steer by tilting the screen in all directions, gyro-style. You adjust the height of the copter with a slider bar on the left side of the screen, and you have a firing mechanism on the right side of the screen in some levels. You can also opt for a D-pad steering method but I found this overcomplicated. The tilt controls felt really intuitive and it freed up your hands for the other stuff, like elevation and firing missiles.
The levels—and in turn, the overall narrative of the game—seem really basic on the surface. Some levels require you to fly intricate patterns around a typical bedroom through hoops, navigating tricky landings. Other levels require you to launch missiles at soda cans or toy cars. Still others ask you to traverse more physical obstacles in the room in a simple flying exercise. At a certain point it reminded me a lot of the old Toy Story games on Nintendo. You have to  solve everyday-object problems as if you're a tiny shrunken hero. And I loved it.
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The graphics and colors are nothing to write home about, as you can see by the screenshots. After all, MH Production is a basic indie developer delving into a pretty simplistic 3D world. But while some of these sorts of games come off as half-cooked, this one was charming. The music worked well with the 8-bit sounds, though it does feel repetitive when you're asked to replay the same level over and over again.
In fact, the game's simplicity is probably what I liked most. It wasn't trying to be something it wasn't. The developer didn't bother with corny, tacked-on plot transitions. You just select your level and complete a specific task (a la Angry Birds). The quickness and flawlessness of your play dictates whether you're awarded 1, 2 or 3 stars. What most surprised me is that each level is so starkly different from the last that it doesn't get boring—I usually get really bored with games like Angry Birds.
With that said, I am at a bit of a loss for rating this game. There are details that the deelopers clearly neglected.For example, the pre-level descriptions are riddled with grammar errors and frankly look really lame (Like I'm pretty sure they used Microsoft Paint). And as I mentioned, the music was repetitive and annoying enough that I didn't want to hear it for the entire level. In other words, there were a lot of elements of this game that seemed like afterthoughts. So I'm deducting some points for the game's lack of polish and effort.
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At the end of the day, if you go into this game with low expectations you will certainly be pleasantly surprised. The game is fun, the challenges are appropriately difficult and the satisfaction of landing your helicopter on a speeding train is simply beyond anything you'll ever hope to achieve with a real life RC copter. But the simplistic graphics, while fitting for the game, don't really warrant a perfect rating here. Add that to the just-good-enough sounds and the corny level instructions and you'll see why I docked points from a game that entertained me as much as it did.
Firing up this simulator is a lot like a classic bout of web gaming. It reminded me of a 3D version of the classic Helicopter Game (courtesy of AddictingGames.com). And with 30 distinct challenges, plus a potential for even more, you're getting your money's worth. If you want a story and an immersive experience , look elsewhere (and pay more). But if you're like me and you just want to take your helicopter for a spin, give this one a try.

Plants vs. Zombies: Garden Warfare Review


Competitive shooters are serious business. They depict epic battles between modern-day soldiers and insurgents in war-torn cities, or conflicts between space marines and aliens on distant worlds, or skirmishes between battle-hardened men and subterranean creatures who try to slice each other to bits with rifle-mounted chainsaws. There's nothing wrong with any of that, but there's also no reason the broadly appealing mechanics of multiplayer shooters always need to be married to grim scenarios.
That's what makes Plants vs. Zombies: Garden Warfare so enticing. Mechanically, it's solid, if unsurprising. It distinguishes itself from other shooters not through its gameplay, but by successfully couching familiar shooter action in the bright and playful world of the Plants vs. Zombies games. Still, the package is a bit thin, even at the $40 asking price that the game carries on the Xbox One.
Garden Warfare is primarily a team-based multiplayer game. (The Garden Ops mode can be played solo or split-screen locally with one other player, but all other modes require you to hop online.) Each mode has you siding with either the plants or the zombies as the age-old...er, four-year-old conflict between them rages on. As in so many competitive shooters, gameplay is class-based. There are four basic units on each side; among the plants, there's the well-rounded peashooter, whose pea cannon does splash damage, and the sunflower, whose heal beam can give allies the extra vitality they need to survive a shootout. The zombie army includes the engineer, who can call in a drone to attack enemies from the air and rain down explosive, traffic-cone-shaped death on those pesky plants. They've also got the all-star, a zombie in a football getup whose pigskin-shooting cannon takes a second to spin up but does lots of damage once it gets going.
The game does a good job of balancing out the abilities on each side. The chomper can burrow underground, get under an enemy, and burst forth to swallow him whole--a wonderfully satisfying move to pull off--but nearby zombie engineers can use their sonic grenades to stun all nearby plants, forcing burrowed chompers out of the ground in the process. And the game makes defensive abilities just as important as offensive ones. The cactus's potato mines can fortify a location against zombies who are too reckless to look where they're going, and the all-star's dummy shield can absorb enemy fire. In Garden Warfare, as in most of the better competitive shooters on the market these days, you're not always focused on killing members of the other team; you're trying to use the variety of abilities at your disposal to most effectively support your team.
Look into the face of the flower that vanquished you and despair.
In Team Vanquish games, the best way to support your team is, in fact, to kill members of the other team. This playlist pits teams of up to 12 against each other in a race to 50 kills (though the game never uses that violent word, opting for "vanquishes" instead), and encourages you to revive fallen teammates, which subtracts the point the opposing team earned for killing your buddy from its tally. More dynamic are the battles of the Gardens & Graveyards playlist, in which plants work together to prevent zombies from capturing key points on the map.
Only one point is contested at any time, so battles for those points are heated, and if the zombies succeed in pushing the plants back to the last battleground on a map, there's an enjoyable endgame goal the undead have to accomplish. On one map, zombies launch themselves through a cannon to an island to assault the megaflower, and on another, they have to assault Crazy Dave's mansion, which is defended by cannons that launch massive nuts that roll down the driveway like bowling balls.
There's also the cooperative Garden Ops game type, in which up to four players defend a garden from waves of AI-controlled zombies. If you survive all the waves, there's a Left 4 Dead-style escape attempt that some players may survive while others may not, making for some exciting and desperate final moments. But the AI zombie hordes aren't as clever, or as enjoyable to mow down, as player-controlled opponents, so Garden Ops lacks the liveliness of the competitive modes. Whatever mode you play, the maps give you plenty of opportunity to try using the terrain to your advantage. The zombie foot soldier can use his rocket jump to launch onto rooftops, and the cactus's long-range spike shot makes her a good choice when you'd rather try to stay back from the front lines and pick off enemies from afar.
The ability to put defensive plants in flower pots gives Garden Warfare's gameplay the slightest whiff of classic Plants vs. Zombies tower defense.
There are tons of unlockables in Garden Warfare. Coins you earn as you play (and that, at least for now, cannot be purchased with real money) can be spent to purchase sticker packs that contain everything from accessories like sunglasses for your sunflower to character variations, like the dapper agent pea, who sacrifices the standard peashooter's splash damage for a damage bonus on critical hits. It's frustrating that you can't influence which class variant you work toward unlocking next, though. Even if you buy the 40,000-coin sticker pack that guarantees you a character unlock, it could be any character; you can't improve your chances of getting that specific class variant you've seen other players using and really want to try out.
While the unlockables fit right in with the whimsical spirit of the Plants vs. Zombies franchise, you're left feeling like Garden Warfare needed a little something more to make it a meal rather than a side salad. Still, it's that rare shooter whose world and characters might put a smile on your face, making it a refreshing entry in a genre that usually takes itself really seriously.

Wednesday

Brand New Boy Review

Android_RPG_Brand_New_Boy_00Music has always been a huge part of my life so I find myself naturally attracted to anything involving rhythm as a part of its gameplay. I went through my requisite Guitar Hero/Rockband phase and I was extremely excited to get started on Brand New Boy. Stylistically the game feels like you took a variety of bizarre anime and blended them with electronic icons Daft Punk. Overall the game emphasizes style over substance; despite the various customization options the combat is extremely simple, but in those moments when you've amassed a high combo chain and the music is pumping away it makes you feel invincible.
Amnesia is such an overused plot device that I find myself groaning internally when someone employs it. Unfortunately such is the beginning of the game's story. You're accompanied by a semi-helpful companion that takes the form of an ambulatory television set. The writing and dialogue are so bizarre that I wasn't sure if it was intended to be some sort of tongue-in-cheek parody or simply the unusual semi-logical ramblings that often results from sloppy translations.
Regardless, the game is simple which is both a great starting point and its ultimate downfall. You attack by tapping the screen and dodge by swiping. Utilizing items and special abilities is as simple as tapping their icons. The story mode of the game usually proceeds in the same manner; a few lines of bizarre dialogue and then you set forth to battle. A few defense missions and boss battles mix things up a bit, but there's little tangible difference between the battles. Since most of the battles take place in identical settings you can understand why things get stale fairly quickly.
 Android_RPG_Brand_New_Boy_02
The enemies are fun to look at; initially your foes are strange egg-shaped creatures and just as you start to wonder if that's all the game has in store they begin to vary it up. Some have ranged attacks; some have shields that must be broken down before they can be assailed. While I largely agree with some of the musings of Oscar Wilde in regards to style being extremely important, when you've nailed the style, you can't just stop there. The creatures look fun and varied but don't really deliver a challenge. There's a lot of customization given to your character. You can play a protagonist of either gender and there are various weapons and accessories to purchase, all of which have a visual impact as well as a statistical boost. Some are the expected profusion of blades and sharp edges while others are silly animal mittens, further muddling the sense of whether I was supposed to be flat-out laughing or not.
Completing the story mode alternates between laughably easy and vexingly difficult. There are multiple stats to manage and upgrades for skills and weapons alike. I found a fairly familiar pattern emerging where I would clear a few missions and then hit a wall where making more than one or two mistakes meant defeat. Usually the solution was simply to grind through earlier missions to gain enough gold and experience points to upgrade my abilities. Simply getting better at the game only takes you so far as the screen sometimes becomes over-cluttered with the UI, your character and whatever you're fighting. Enemies that aren't immediately in your field of vision have floating icons that flash red when an attack is incoming but sometimes they're stacked on top of one another or tucked into a corner, meaning that unless you're shifting focus to every corner of the screen constantly, luck will determine the outcome of a battle rather than strategy or skill. Making a customizable UI or changing the size of the icons might help in this regard.
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The supposedly rhythm based gameplay is nothing more complex than tapping your finger to a beat. It's not even truly essential to keep great time as you'll do damage regardless of how off your timing is. Don't get me wrong, the game is still fun; between its looks, sounds and robust stat system it manages to draw you in, but adding some greater depth to the rhythmic scheme inherent in the combat would have made this a truly stellar game. As it is, the combat interface feels like a minigame in a different title. I don't want to make it sound too easy however; the game presents a robust challenge and bosses in particular require care and precision.
Now we have to turn to the ugliest part of mobile gaming and consider the freemium nature of the game. As you churn through missions you'll accumulate coins but as you may suspect the highest tiered items are absurdly expensive and would require an extensive amount of grinding to obtain. To be fair, the only items that were exclusively available to those willing to shell out real cash are costumes and other purely cosmetic upgrades and there are still plenty of cool options available for free. If you've got the time and energy it's possible to obtain almost everything in the game without spending more than the initial price of download so in terms of Hardcore Droid's stance against freemium games, Brand New Boy is committing the freemium equivalent of jaywalking.
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Overall there's a lot of charm in this package for the right person. We've all had that game or franchise where we loved it out of proportion to the rest of the world. This feels like one of those games that could absorb a lot of time for the right gamer and deliver boundless joy. If it's your cup of tea there's a lot to conquer with each level having a time goal and an infinite mode. Despite some issues with repetitiveness and an oversimplified mechanic, Brand New Boy showed to me why it's been sitting so high on the charts for Android downloads.



Thief Review


Sometimes, Thief makes you feel...well, like a thief. The stars align, you've gathered some courage, and you swoop in to snatch a patrolling guard's coin purse unseen, and then swipe a goblet from under his nose. You sneak away, grin, and silently congratulate yourself for your unquestionable skill. Emphasis on the "silently" part, of course; any good thief knows it's best not to trumpet your accomplishments.
Other times, the illusion is shattered. You hide in the shadows while watching an alerted guard walk continuously in place against a pillar, or staring as he pirouettes with several of his comrades. You trigger loading screens so frequently you could be forgiven for thinking you weren't exploring an entire city as much as you were crisscrossing a series of walk-in closets. And so you growl your disapproval without caring who might hear you. You are no longer a thief; you're just playing one in a clumsy video game.
This house of ill-repute believes in providing only the most opulent kind of services.
Such is the turbulent nature of Thief, a clunky, intriguing, slapdash, atmospheric stealth game that leashes you to its inconsistencies and gives you no choice but to submit to its whims. The resulting suffocation is at the very least an appropriate circumstance given the heavy aura of The City. This is indeed not just any city, but "The City," and while you play as Garrett, the master thief who starred in the previous Thief games, The City is the game's central character. It's an imposing and claustrophobic community, perpetually cloaked in darkness, from which gothic clock towers and grand cathedrals rise. As you navigate its narrow streets and scramble onto rooftops, you pass vagrants huddled around fires for warmth, and overhear couples express their fear of the sickness that has wafted into their city.
This is a place where the rich plunder and the poor seek refuge, so it's no wonder that a populist named Orion has come forth to champion the meek who suffer under the baron's rule. This sickness--chillingly called "the gloom"--does not distinguish between the wealthy and the destitute, and Thief occasionally dabbles in the class warfare themes that naturally result from this scenario. Unfortunately, the socioeconomic conflict is relegated to window-dressing status in favor of the mystical occurrences that drive the game's second half.
I guess that lasik surgery didn't go according to plan.
That's a shame, because Thief's main story ultimately goes nowhere. The game kicks off with an introductory chapter that shows Garrett's protégé, Erin, inadvertently falling to her doom at the hands of a cult in the midst of a magical ritual. As you push closer to the truth over the game's eight story chapters, the narrative loses all focus, the mystical mumbo jumbo takes over, and you're left with no real sense of closure. It doesn't help that the final, irritating, wrongheaded boss fight transitions into a final cutscene that offers no emotional payoff.
Thief is about where, and not about what. As you pursue side missions and main story objectives, you crouch and skim through the shadows, letting The City swallow you, and avoiding the eyes of the city watch. Everywhere you go, you see trinkets on barrels, coins on banisters, and locked boxes likely to contain wondrous jewels within. The objects you snatch are immediately converted to currency, and there's something deliciously nefarious about grabbing everything you can that isn't nailed down. When you first take a hairbrush from a nightstand or a ring lying on the pavement next to a corpse, you sense that this is an item of real value, both financial and emotional. Eventually, the very act of stealing becomes second nature, and in that sense, Thief does an excellent job of immersing you in Garrett's selfish indifference. He steals from the rich, from the dead, and from the downtrodden to give to...himself.
The minimap can come in handy, but the game keeps it turned off by default. In fact, the game removes it each time you load a new area.
As you navigate its narrow streets and scramble onto rooftops, you pass vagrants huddled around fires for warmth, and overhear couples express their fear of the sickness that has wafted into their city.
Taking in the sights of The City is rewarding; moving around in it is not. The first time I emerged from the clock tower that serves as Garrett's home base, I looked upon the industrial tableau and imagined all of the adventure waiting for me there. Exploratory freedom, however, is not Thief's style. Sure, you do find hidey-holes to investigate, and missions often feature carefully structured architecture that provides you multiple routes of infiltration. But going about your business in the hub world has you hitting one loading screen after another when you transition into a new area, often without warning. You might simply sneak into an abode when you force a window open--or you might have to endure a loading screen first. Squeezing between some fallen lumber might reveal a hidden nook, or it might initiate--you guessed it--a loading screen. Thief is frustratingly segmented in unintuitive ways, and it keeps The City from being fun to navigate. Even the limited wall-climbing afforded by your new claw gadget can't free the game from its self-imposed claustrophobia.
Be vewwy, vewwy quiet.
The goal, of course, is to navigate The City as quietly as you can; if you're busted, you're not much of a thief. Many of the stealth mechanics have a great feel to them, starting with the quick dash known as the swoop. Swooping may not be part of the series' legacy, but there's no doubting its appeal: you rush forward a few feet with a gratifying "whoosh," gliding over broken glass that would raise a nearby guard's suspicions if you trod upon it, or quickly snuffing out a candle so you can slink away in protective darkness. Pressing against cover and peeking from behind isn't a typical Thief series mechanic (and unlike in Thief: Deadly Shadows, you don't flatten your back against walls), but has a nice tactile quality to it. This is due in no small part to how you see Garrett's hands grasp the sides of the crate you're hiding behind, so that the peeking move feels more like a human motion and less like an unnatural tilt.
Actually putting these moves to good use reveals Thief's oft-ridiculous AI flaws. Unrealistic enemy behavior is hardly new to the series, or to stealth games in general, but given how seriously Thief takes itself, the silly AI becomes a distraction. A guard might get stuck running in place against a scaffold, or several guards will chase you into a corner, only to let you off scot-free because they can't navigate around each other. At times, it doesn't feel as though you are outwitting your foes as much as you are exploiting their inability to climb; sometimes you can just drop down from a ledge and your pursuer will give up simply because he can't see you or follow you.
As you push closer to the truth over the game's eight story chapters, the narrative loses all focus, the mystical mumbo jumbo takes over, and you're left with no real sense of closure.

There are some lovely touches, such as the way guards notice that a door has opened, and the ribald conversations they have with each other when they aren't alerted to your presence. But these details are hardly new to stealth games--or to other genres for that matter--and so their impact is significantly lessened given Thief's AI glitches and endlessly repeated ambient dialogue. In turn, the tension so important to successful stealthing is diminished. In the best sneaking games, making your way to your objective while maximizing your effectiveness feels like maneuvering through a giant deadly trap. Thief rarely captures the right sense of risk, however, which in turn reduces the sense of reward. There are all sorts of ways to make the game more (or less) difficult; if you're inclined to pooh-pooh Thief for not being hardcore enough for you, you can tailor the heads-up display to your liking, turning options on and off as you see fit. Yet making the game harder isn't a magic solution to the aberrant AI.
The game is at its best when you minimize or fully remove the effects of its most obvious nod to modern game design: focus. Focus is a catchall mechanic that changes its effects based on context. If you're just wandering around, activating focus reveals interactive objects like loot to snatch and locks to pick. If you're in trouble and need to beat down a persistent guard, it slows down time and lets you target the guard for maximum damage. Focus is the kind of mechanic that gets old-school Thief series enthusiasts in a tizzy, though again, you can simply turn focus off if you don't like it. The problem with focus isn't that it makes the game too easy. The problem is that it does so by dulling the world around you rather than making you feel like a more effective, more knowledgeable thief.
What valuables might be inside? A brooch? A coin? A trinket of no monetary value but with deep personal meaning to its owner?
It's nice, for instance, that you can get the additional help when you're forced into melee combat against a sword-wielding guard. But it doesn't make the combat enjoyable or even unlock cool new fighting animations: you still just swing the blackjack with the aplomb of a three-year-old flailing a stick. Sometimes having the additional time to pick locks that focus affords you is welcome, but picking locks doesn't suddenly become more entertaining as a result--you just finish faster. You can upgrade these skills by spending some money or by stumbling across upgrade shards during your travels, but I quickly found that applying those upgrades never made me feel more agile or more effective--they just sapped the tension from missions. I soon relegated focus to a single use: illuminating interactive objects around me. My funds instead went toward tools like the socket wrench and wire cutters--tools that actually made me feel like a potent Thief by giving me access to new areas and allowing me to disarm deadly traps.
In spite of focus's questionable value, some of the tricks Garrett holds up his tight-fitting sleeves are a blast to pull off, and a bow might be the most vital tool he carries. You can loose water arrows at flaming sconces to spread the darkness, attach rope arrows to prescribed grapple points and climb to new areas, and launch sawtooth arrows into pesky guards' skulls. The fire arrow is another standout, in no small part because of how you can use one to set alight a standing puddle of oil. Enemies standing in such an oil puddle are burned to a crisp, and you can only cackle at their fiery misfortune. This method of extermination is put to particularly good use in Thief's requisite asylum level (didn't we just do this in Deadly Shadows?), where you encounter blind subhuman foes that burn up real good.
Anyone know the time?
The asylum mission is one of Thief's better ones, in part because it heightens the ambient anxiety and dabbles in horror elements. However, this atmospheric terror is not matched by a sense of real danger; until the mission's later moments, there's little to be afraid of. My favorite mission, however, was an optional one in which you lead a drunkard through the level by clearing away the obstacles that inhibit his progress. It's a cheekily wicked process with a few dark laughs in store. Most side missions are quickly accomplished and forgotten, however, with the story missions providing most of the intrigue. While the iffy enemy behavior often tempers the fun, stumbling upon a previously unnoticed avenue of entry brings a nice feeling of accomplishment along with it.
As Thief seesawed up and down, my enjoyment of it followed suit. Each time I thought I might fall in love, the game doused my passions with a new annoyance. There was the bug that had me swimming in place on top of some boards I'd leapt to. (Thank goodness for reloadable checkpoints!) There were the times I scratched my head wondering why I couldn't take cover behind one crate but could behind an identical one. (The rules of locomotion are never absolutely clear.) But then the love affair was rekindled the moment I pinched out a candle's flame and yanked a dowager's earrings from her lobes unnoticed. (Unrealistic, certainly, but joyful nonetheless.) Whether you are new to the series or cut your teeth on Thief's particular brand of stealth when it was still novel, I'd wager your feelings will waver as often as mine did. The Thief-franchise-inspired Dishonored waves the stealth flag far more confidently than this reboot does. Garrett is not yet on his way out, but he's been shown the door.