Something to get excited about, folks. Local game developer Altitude Games is releasing a mobile game reminiscent of your favorite Tokusatsu shows from the 80s called Run Run Super V.
The game has three different modes: Run mode which is a side-scrolling runner game mode set in the city, Vehicle mode where you can blast baddies in a shooter type of game and this is where it gets interesting, the Robot Mode where you can all “volt in” to fight a daikaiju (giant monster) and time your attacks to defeat it. The game uses one-touch controls like tapping or swiping so casual gamers can get in on the fun without breaking a sweat.
An interesting social feature is also integrated in the game where you can invite your friends for team missions. Each friend can play one of the sentai guys (or girl!) and play the different game modes together. Special rewards are acquired if your team performs well in each mission, and these are stuff that you cannot get in the single player mode too.
Each ranger is customizable with power ups, vehicles and other stuff and you can do that by getting rewards or buying them in the game’s store.
“Robots, aliens, rangers doing hero poses, and a burning team spirit. That’s what Sentai is all about. It’s flashy, epic, and never gets old,” said Jan Rey Solomon, Product Manager at Altitude Games. “We’re super-psyched to let everyone experience THAT, on the go.”
“We love playing mobile games that combine familiar gameplay with cool and unexpected themes, and that’s what we want to do with Super V,” Luna Cruz, Altitude’s Creative Director added. “We want it to be a game people get excited about, and they can’t wait to form squads with their friends and do missions together. That’s the dream.”
Run Run Super V is set to launch at Q4 of this year for Android and iOS devices and will be free to play. Hopefully we can review it when it comes out!
Look at this abomination. If you consider atrocious “vectorized” graphics, an inconvenient touch UI, and complete Spanish Inquisition-style depredation of your childhood memories hallmarks of a good videogame, then please consider Final Fantasy VI Mobile,out now on Android devices for a paltry sum of $15.99.
If the company’s “remake” of Final Fantasy V was any indicator, you folks are much better off hunting down a cheap Game Boy Micro and a copy of Final Fantasy VI Advance if you want some on-the-go Final Fantasy hijinks. Really, the smoothed-out visuals wouldn’t be such a problem if Square actually put any thought on the UI in these games. Apart from inexorably ugly, it’s probably the least-intuitive user interface I’ve ever seen in a mobile game (and that’s saying a lot).
Let’s see which one of you suckers breaks and puts down money for a copy of this. We’re watching you.
One would be remiss by dismissing Yasumi Matsuno’s (Vagrant Story, Final Fantasy XII) next big project Unsung Story: Tale of the Guardians as yet another example of golden-age videogames talent “slumming it” through the usual channels of Kickstarter and mobile gaming. Co-developers Playdek are no slouches—the team was responsible for Ascension: Chronicle of the Godslayer, in my opinion the premiere trading card game sim out there for mobile devices.
The game is scheduled for release on iOS and Android devices sometime next year, however Matsuno and his development teammates over at Playdek have turned to Kickstarter to drum up funds to not only bring it to more platforms (PCs/Macs, as well as the 3DS and Vita handhelds), but also to help bring in fresh, familiar talent to the project. Stretch goals include adding luminaries such as Alexander O. Smith (responsible for localizing many of Square’s great RPGs), as well as vaunted composer Hitoshi Sakimoto. To reiterate, the Kickstarter isn’t meant to hold the game’s release hostage: “Playdek and Yasumi Matsuno will continue to develop Unsung Story regardless of whether or not funding is met. The main focus on the crowd-sourcing isn’t to create the game but rather to bring the game to the platforms requested by our fans and to help further the immersive world being created by Mr. Matsuno.”
Before getting too excited, remember that Matsuno won’t be exactly as hands-on with the game as he was with prior projects. Speaking out on Twitter, Matsuno echoes, “There was some concept art [for the game] that I’d never seen in the article, but I like that it doesn’t have the typical look of my projects. My involvement in the project is limited to providing the original design plan, the story, and the setting, so I have no idea what the actual game will look like and what the UI will look like.”
The project has a fair chance of meeting its funding goal, with $136,549 already raised as of this writing.
Yep, yet another classic Final Fantasy rehash—with a twist this time. As expected, Square Enix is finally bringing Final Fantasy IV: The After Years to mobile devices, but not in the way we expected. Instead of an up-res’ed port of the 2008 WiiWare release, Matrix Software’s using the Final Fantasy IV engine to give the epilogue to 1991’s Super Nintendo classic a little facelift.
Details are scarce at the moment, but we do know that it’ll be released this Winter in Japan for iOS devices, and sometime 2014 for the Android plebe nation. The game will be released in multiple episodes, much like how it was on WiiWare (and on Japanese feature phones before it).
You all know this game by now, I’ve seen almost every age group (including my uncles who are now grand fathers) play Plants vs Zombies. It’s a very simple and cute game but has elements which surprisingly makes the game pretty deep, at least in the original game’s survival mode. That was pretty much the game for me. Playing the campaign, farming out the zen garden to buy plants, and solving those side puzzles were all for the end-game which was accumulating as many flags as possible in survival mode by experimenting the different combinations of plants. I never really gave too much though about the game’s campaign mode as it was designed to be pretty damn easy but maybe its because I take games a little extra seriously compared to the average Joe and Jane (this is important because girl gamers do exist /sarcasm).
It helps to point out that I played Plants vs Zombies for the PC and not on the iOS and to be honest, I felt perfectly fine with it because the mouse controls are infinitely superior to touch screen controls because you can be more precise with your movements and that’s pretty important when there are tones of zombies about on your lawn. The move to make Plants vs Zombies 2 a mobile exclusive (for now) and free-to-play certainly sucks for me because I knew where this game is going. A few weeks ago, Plants vs Zombies 2 was out in several App stores and you may have read about in-app purchases for plants which were part of the original game (Squash, Jalapeno, , and they’re true along with some upgrades that used to be part of the game (additional plant slots). Not only do you have to pony up more money to enjoy the “full game experience” ($35.93 for all the plants and upgrades) but they added a new “touch death blow” mechanic to induce impulse purchases for people who can’t clear specific stages (who suck at playing these types of games in general) to advance when they run out of in-game money to invoke “the hand of the almighty” (aka themselves) to finish the job they can’t do with plants alone. Some content can be unlocked faster buy paying real money, but all paid content are strictly paid content. There is absolutely no way to grind up for their current paid content offerings.
Having said all that, Plantz vs Zombies 2 still delivers itself as an entertaining game and if you hate the in-app purchases so much (like myself) you can play the game without having to spend a single cent for people who don’t like how they are implementing in-app purchases for a game that was perfectly justifiable for a retail release. On this note, I will blame the jail-breaking and cracking of the original game because going free-to-play solves all your piracy issues while in-app purchases become necessary if you are free-to-play. This is the last rant, I promise (nope). Now on to the game itself!
Plants vs Zombies 2 throws you back in time to look for Crazy Dave’s taco. In the current build of the game you travel through three time periods namely: Ancient Egypt, the Age of Pirates, and the Wild West. Each zone introduces brand new plants and zombies which will ultimately require you to use the new plants in conjunction with the old ones you’ve acquired. Unlike the linear campaign of the original PvZ, the game now sports an “overworld” of sorts where there is a straight progression to the next area and there are side roads which unlock either new plants or power-ups (for free!). These side roads need to be unlocked by keys which seem to appear at random from zombies when you’re playing a stage. The other way is to simply buy access to the side road with real money. You can either grind for keys or just keep progressing normally until you find enough keys to go back to locked areas, I never repeated a stage unless I failed the stage’s objective which does not only mean protecting your brain from the zombies. Much to my annoyance, you are sometimes tasked to protect defenseless plants like Sunflowers which are positioned out in front. There are also objectives which restrict where you can plant, how much “sun” you can use, and even impose a maximum number of plants you can have on the field. While these objectives seem like they could give you a run for your money, they actually limit your choices of plants, these stages are normally completed with just 3-4 plants (Sunflower included).
The “main campaign” which will lead you to the warp portal to the next time period consists of at least 10 stages but upon reaching the warp portal, you find out you can’t access the next stage yet unless you pony up enough “stars” OR… (wait for it) pay real money! (hooray) Thankfully, you will only need to do this if you absolutely suck at the game or justify with lame reasons such as “I don’t have time to grind up stars.” Star missions appear on the “main campaign” stages after you reach the warp gate. There are three star missions on each campaign stage while side road missions have one star each. Accumulating stars is not a grind because each mission has different objectives and strategies to win. It’s not replaying an old stage but rather playing a new and harder stage. This is actually one of the better features of the sequel and since there is the “easy way out” through in-app purchases, finishing the third star of each stage is exceptionally fulfilling knowing that others would just pay (and waste perfectly good dollars) their way to victory. The missions aren’t easy at all, non-paying users will have to choose their battles wisely because some stages require plants from the next time period to beat or at least be marginally easier. I’m beginning to sound like a broken record here but you can pay real money to win these difficult situations again by invoking the “hand of the almighty” or rather, your fingers. Plants vs Zombies 2 introduces new functions which practically destroys the need for strategy and both as you may have guessed can be acquired through in-app purchases.
Plant food is acquired randomly from zombies glowing green. Feeding the plant food to any plant you have on the field hulks them up and they will execute a “super move” for the lack of a better term which all varies. None of them have the same effect but utilizing all plant super moves are not necessary. You need only pick the ones which deal the most damage possible because I found them to be an integral part of beating any stage. Not using plant food seems to be suicide in Plantz vs Zombies 2. Thankfully, there is enough plant food to go around in regular game play but those who can’t get enough of these super moves can opt to buy a plant which generates plant food called the “Power Lily” all for the low-low price of $2.99 (bleh and nope).
Touch Deathblows (not the official term):
This next one is just a travesty. As if plant food and the in-app purchases for the Jalapeno and Squash weren’t enough for panic buttons, EA decided it would be great (for business) to add powers where you can use your fingers to destroy as many zombies as you can in different ways for a limited period of time if you pony up money (coins/gems) to invoke said powers. These powers range from popping off their heads with two fingers in a pinching motion, flinging up zombies in the air with one finger and then knocking them out of the screen, or just holding down on the touch screen to electrocute zombies. You can earn money in the game but you don’t earn enough money to keep using these powers every stage and you will eventually run out as you will come to rely on them one way or the other. By the time you run out of coins, you will be faced with the decision to suck it up and stop relying on powers or pony up real money (again and again) to get coins immediately and begin enjoying your superficial reign of terror once again on animated drawings of zombies who do different kinds of tricks.
Plants vs Zombies cannot be complete without an end game. Which is why I am pretty mad that there is no survival mode in this game. In its stead, a different game mode was sent in place called Challenge Zones. There is one challenge zone per time period where you are dealt three cards per stage containing a plant per card, you then proceed to select one to bring into the next stage. You basically decide how to progress your arsenal as you traverse increasingly difficult maps in what seems to be the new version of the original game’s survival mode. Honestly, I’m not impressed but I’m willing to give it a go again having only finished 4 stages so far with relative ease. One thing that peeves me is the the fact that I can’t seem to access the star missions I already finished. You should be able to revisit old content but what you end up revisiting is the “easy mode” version of the stage which is the campaign mode setting which is absolutely pointless to play again.
What’s a mobile game without features to draw you into the game again? A Zombie Yeti occasionally appears and you will have to play said stage and kill it to steal its lunch box (how mean) and grab whatever random goodies he carries. I get this crappy diamond most of the time. It’s crappy because all it is used for now is to activate touch death blows( meh).
New plants and zombies involve new strategies and this keeps Plants vs Zombies 2 fresh.
It’s free-to-play and you can actually enjoy the game without spending money.
There are enough challenges to go around to keep you entertained for quite a while depending on how you pace yourselves.
I’m not against micro-transactions but these in-app purchases insult my intelligence so they have almost zero value to me. In other words, I’m not forking over a single cent.
The addition of many “panic button” items tied up to in-app purchases allows EA to get away with imbalanced maps where there are simply too many zombies to deal with (easy, hit them with real money in a tight spot).
There is no survival mode! (This is obviously my own subjective opinion) But I’ll pay real money for a survival mode, make that three survival mode stages: one for each time period.
Things Which Can Swing Either way:
The general notion that everything can be acquired with real money or can be earned by simply playing the game. The only saving grace for this is the fact that earning plants and upgrades by playing is not a grind but rather allows you to explore new challenges and more difficult situations which should be a good point but the people who spend money on in-app purchases obviously disagree with me.
The game as it is, is incomplete with no “final boss” and EA may choose to make the game never end granted that Plants vs Zombies 2 has a business model which supports endless content. This can be good or bad, depending on how it is utilized.
I enjoyed my time with Plants vs Zombies 2 and I will still be playing this game for weeks or months to come especially when I’m anticipating the fourth stage which will probably be the “last” stage of the game for now as Dr. Zomboss (last boss in the fist game) has revealed himself to be in said fourth world. What I am certainly NOT going to do is plunk down any real money for their current offerings of in-app purchases. Nope… nope, nope, nope, and nope. Regardless, EA seems to be making a killing off this game having it in the top twenty over-all grossing games on the App Annie charts. EA is certainly laughing their way to the bank because clearly, people like myself are not the target market for this game.
Perhaps I’m being incredibly obtuse, or expecting too much from a project that has nothing yet to show for itself but a fancy Kickstarter page, but absolutely nothing about “Japan’s Indie RPG”, Project Phoenix excites me. I see it as yet another platform for sly industry vets to namedrop and ride on their past achievements to fund an otherwise-unremarkable project on very suspect terms. Indeed, it follows very closely the standard M.O. of successful Kickstarter ventures: putting forth very successful faces behind proposals that consist of nothing but promises and very vague handwaving. Quite frankly, I’ve been burnt far too many times on Kickstarter projects, and this particular one just raises the “bullshit” flag.
Let’s start with the game’s premise and promise, as presented through the Kickstarter page’s introductory video. Most KS users fail to understand their role in backing a project: most expect their contribution to be a “pre-order” or a guarantee for a finished product, when in reality they are looking at their financial contribution the wrong way. When I back a Kickstarter project, I consider myself an investor, rather than a consumer. I back projects because I believe in the project’s message and its people. Yet nothing in their presentation nor their “project plan” (aka the squiggles that go below the video) convinces me that Project Phoenix has anything of merit that I would personally feel comfortable backing, whether it’s for the cause of their lofty promise of “reviving” the JRPG genre, or the actual, finished product.
Project Phoenix is a sprawling adventure in which you explore a vast, rich land and do battle against formidable enemies. The gameplay eschews micromanagement in favour of a focused Real Time Strategy system enhanced by JRPG elements. You can level your characters and teach them new abilities but at the same time they behave intelligently when you are not controlling them directly.
I’m sorry, but even the game’s main sell sheet sounds incredibly condescending to me, and essentially masks the fact that they are creating what appears to be a MOBA. This is all speculation and conjecture, of course; but let’s call a spade a spade. At this point I’m guessing that this is a DotA clone with excellent concept art and potentially okay music (more on that later). Personal tastes are subjective, so it’s difficult to get excited over a game produced in a genre that I have zero interest in.
Alas, that’s one of the inherent problems in gaming fandom: the influence of name-dropping goes a long way, and nostalgia trumps reality. On paper, I suppose the “cast,” as it were, sounds solid: the project’s game designer worked on LA Noire (I’m one of those nutlords that actually enjoyed that game), its art director tangentially worked on Final Fantasy, and they hired a 3D modeler that worked on Halo and Crysis. In execution, I wholeheartedly wish this team luck: that’s quite an eclectic mix of tastes, and just seems to be a project manager’s worst nightmare. And for anyone expecting Nobuo Uematsu to churn out another classic OST — have you listened to anything the man has produced in the past few years? Dude’s there to collect a paycheck, and be a bulletpoint on the game’s sell page.
I hope our readers out there understand my apprehensions about Project Phoenix. I’m sure it has something of interest going for it, but upon further inspection, I could not find a single thing about the game that’s sold me on it… yet. Please sell me on this game! I really want to understand why people are hyped for an (iPhone-targeted) RTS that’s supposed to “revive” Japanese RPGs.
Blik-0 1946 is a story about a robot named “Blik-0,” created by a reputable artificial intelligence scientist, Dr. Mabuse. Blik-0 is a robot built with functions that let him emulate the human heart and brain. As he experiences life the way humans do, he starts to struggle with feelings and emotions like sadness, heartache, anger, and love.
There are three original tracks included in the iPad version composed by Uematsu entitled “Blik-0 1946”, “Ah, But Why?” and “So Close”. The e-book is also enriched by illustrations made by Hiroki Ogawa who designed and illustrated the EARTHBOUND PAPAS’ official character, which is featured on the jacket of the band’s début album, Octave Theory.
Blik-0 1946 is only available on the US iTunes store so you will not be able to find it on the Asian / Philippine store. If you have a US iTunes account though and some spare credits lying around, be sure not to miss it.
Are you an Android device owner, wistfully staring in disbelief over the amount of good games your iPhone-playing superiors have been enjoying all this time? Then fear not, dirtperson—it is your time to shine, as you can now stick it to the dirty Apple-owning hipsters that at least you can play Mario Kart DS on your phone. Stalwart emulator dev Exophase has released DraStic, an incredibly-optimized emulator that appears to run full-speed on fairly modern hardware.
For science, I purchased the app and tried it out on my previous-gen Nexus 7. I must say, whatever voodoo Exophase has done to optimize this app must work wonders, as I’ve never expected to see full-speed DS emulation (or a close approximation thereof) on Android devices. I threw in Mario Kart, Pokemon Soul Silver and Ouendan on the thing and apart from the fact that the screen scaling works a little funky, the app actually does a really good job. Understandably, the performance is a little sub-par on my Xperia Play, but that is understandable.
DraStic can be downloaded for $7.99 on the Play Store.
I am going to risk my “gamer cred” on the line (hehe) here and actually talk about one of the games I play daily. It’s not something hardcore like the usual stuff on my plate, but it’s something that also appeals to me as a… person? Okay, as a girl. I like avatar games for the simple fact that you can look at all those cute clothes, shoes, accessories and not have to shell out the money to be able to enjoy them. I like The Sims and I spent hundreds of hours on a virtual person, trying to land the perfect job and construct the biggest house in my virtual neighborhood. So when I saw screenshots of LINE Play on Tricia Gosingtian’s blog (one of the few blogs I read daily, surprise surprise), I knew I had to try the game.
LINE Play is an avatar / dress-up game made by Japanese chat app developer LINE. They recently launched a campaign locally with Jessy Mendiola and Matteo Guidicelli and I’ve seen their ads often on local TV featuring Korean celebrities. I got into LINE so I can play Play and their other games (LINE Jelly, I Like Coffee, and others), but nothing stuck to my daily habit of mobile gaming other than Play (and Clash of Clans, but that’s another article altogether). After setting up your LINE account, you can download Play and link it to your app. The game will ask you first what avatar you want to create (boy or girl) and then later customize their looks to your liking. You will be given a house and a bunch of starter furniture. There is no real goal in the game; you just have to earn Gems by watering plants and cleaning stuff in the house to buy items. To earn gems, you can visit 20 people daily and give them Hearts (both you and the recipient will get 10 gems), and water / clean in their homes. There is also a Diary feature where you can write tidbits of personal information you are willing to share to strangers. They can put stickers on your entries or comment as well. Visiting your diary daily will net you +50 gems everyday, plus some bonus gems (100 if I remember correctly) on your fifth straight day. Of course, there’s also the option of buying gems with real money if you want to fast track decorating your avatar or your house. Personally, I’ve never charged gems in my account, but I’ve actually got my house looking pretty decent. There’s a CHAT feature in the game where users can converge in themed chat rooms and talk about whatever. I’ve tried going in some of them, but most are just flooded by users with personal advertisements to go into their rooms, check their blogs or whatever contests they’re running in their own rooms. Another feature that appeals to me is the official celebrity accounts that you can actually visit and interact with. Each celebrity has their own decorated houses and a gachapon machine so you can actually bring some of the items back with you (after spending some of your gems, of course). Some of my favorites are Minho’s and Hello Kitty’s. There’s not a lot to do in LINE Play aside from decorating your house or your avatar. There are no simple side quests like in popular Facebook games (i.e. Farmville) that will net you rewards upon completion or keep you playing everyday. However, there’s already a Version 2.0 in development according to LINE and they are making the game “stickier” with the inclusion of new features which fans have requested. The Good: Cute art style. If you’re into Japanese anime aesthetics, the “super deformed” character design and cute pastel colors will please you. Very simple mechanics. No learning curve at all. Just keep tapping your finger at your screen and you should be able to play. Celebrity cribs. So you can check their diaries and stalk for personal entries and pictures, hee hee. The Bad: Nothing to do, other than earn gems and possibly stalk avatars through their diaries. Things That Could Go Either Way:Item mall! Either you like spending money to virtual items or you don’t. In conclusion:LINE Play is a very simple mobile game that you can spend five to ten minutes to everyday if you have time to kill (commuting or waiting for your coffee), and not be stressed about. It’s a very easy game to get into and the cute art as well as the frequent item updates will have you visiting houses daily to earn gems (to get that Minho poster). LINE Play is available for download in iTunes or Android Market for free, as long as you have a LINE chat app account installed (which is also free).
Facebook has decided to flex its massive marketing muscles in a new bid to reach the mobile world. The social network has officially announced they’re jumping into the mobile game publishing arena with 800M monthly mobile users behind its back.
Facebook’s Mobile Games Publishing division plans on collaborating with smaller, independent developers in creating “high-quality, long-term games” for a dip in the revenue pool. How this revenue is shared is yet to be disclosed. Fortunately though, the team will be focusing mainly on distribution rather than financing and content development.Facebook will act as a shepherd, guiding specific flocks of new games into players who are already into the same genre to ensure that a person’s tastes are properly matched.
According to Dan Morris, formerly from publishing giants EA and DeNa, it has been quite some time now since Facebook has partnered up with eight handpicked developers:
5th Planet, Dawn of the Dragons
Brainbow Dr. Newton: The Great Brain Adventure
Certain Affinity, Age of Booty: Tactics
Dragonplay, Live Hold’Em
Gameloft, Kingdoms & Lords
Outplay Entertainment, Monster Legacy
Space Ape, Samurai Siege
WeMade Entertainment, WIND Runner
Gamevil, Train City
The inclusion of Gameloft and Gamevil doesn’t actually fit into the bill the social network is trying to pave the way for, but it might be a method of enticing the lesser known developers into joining. That said, interested game developers are welcome to fill up application forms found in this cleverly hidden link.
Last week I made a post about a Tekken Card game being officially available in Datablitz. The card game was originally all digital on the iOS, Android, and PC (web) platform when launched back in April 2013 while Namco announced that physical cards would be released this July. I certainly wouldn’t imagine fighting game fans, Tekken fighting game fans or even core gamers to give a damn about this card game because it has the killer combination of features that scream “money sink” but In spite of everything that would make us go “meh”, I felt Tekken Card Tournament is a game worth exploring because: a.) it’s a card game (I used to be card flopper a long time ago so there is some appeal and novelty to me) and b.) mobile games are short pick me-up games which are designed to be played over an extended period of time in bursts of short game sessions. Despite the notions of “core gamers” that mobile games do nothing for people but suck them dry of money, these games actually serve the purpose of entertaining people and giving them that instant gratification (of kicking ass) in ways even handheld console can’t. Tell me, when was the last time you fired up your handheld console, got into a game anytime, anywhere, and finished a match online against a real person in under five (5) minutes? Mobile games provide you with that entertainment during the shortest downtime and what better way to enjoy a mobile game with familiar characters from a familiar franchise with sound game mechanics? Mobile games certainly won’t replace core games but they’re here to stay so we might as well enjoy them too whenever we can.
This is a review of Tekken Card Tournament on how the physical cards function to complement the game itself. I will not treat the physical cards (which you can theoretically play without the mobile app) separately because the focus of the game in general still lies within the digital realm of the game.
Here’s what you need to know about the game for starters:
You need a deck of fifteen (15) cards to play the game. You will be given enough cards to fill out a deck if you play the mobile/web game where you need to make an online account. Otherwise, you will have to buy a lot of booster packs to play the game. There are no starter decks to my knowledge.
You can choose from the following characters: Kazuya, Lili, Paul, Nina, Xiaoyu, Panda, Yoshimitsu, and Law while Heihachi is a physical booster pack exclusive.
Speaking of online, the Tekken Card Tournament app requires you to be connected to the internet to play. #dealwithit
The game is cross platform so you can log in your account on any supported device (iOS/Android/PC).
You can play against computer opponents with three levels of difficulty (easy, medium, and hard) which are unlocked at certain levels or face-off against other players online around the world in the Free Fight (where you can battle people from your friend list or random strangers) or Online World Wide Tournament (ranked matches where winning earns you points and losing decreases said points.)
The goal of the game is to reduce your opponent’s HP to zero and to do that you have three simple commands to choose from every turn:
Focus: This command allows you to draw a card from your deck (both players start with zero card in their hand)
Attack: Choosing this will expend all your cards and deal damage to your opponent. The damage is calculated based on the sum of all the cards’ attack value.
Block: While self explanatory, the block command can only nullify attack values of the first two cards of your opponent while the maximum hand size is five (5) cards. Against a full hand, you can only block two out of three strikes.
Tekken Card Tournament stays true to its fighting game roots. The action is fast with each player’s turn having a ten (10) second time limit, players are forced to think on their toes and matches will last from 3 to 5 minutes only and that’s pushing it.The gameshines when you are able to assemble a proper deck. However, there hurdles to building your deck. Like any collectible/trading card game, buying cards will cost a lot of money. While most cards can be purchased with gold (the game’s in-game currency you can acquire by playing in matches) they are extremely expensive and popular cards are normally unavailable for purchase as singles in the online card market. This is why there are booster packs available in the digital store and the release of physical cards which you can trade with other Tekken Card Tournament players. If you’re not particularly interested in the physical cards, you can trade QR codes of each card with players around the world (in an ideal setup where people don’t scam you) without having to ship cards to each other or just find like minded people locally and trade cards with them.
There are three types of digital booster packs in Tekken Card Tournament:
First Pack: The only booster pack you can buy with gold. This pack contains three cards and a chance for one to be an elite card: an upgraded basic card with silver borders. Cards from all seven (7) characters will appear randomly. This pack costs 3,000 Gold
Themed Packs: These are sold for credits (real money) and contain three cards where you are guaranteed one (1) elite card and a chance to get a rare card (the next level card after elite, it has a gold foil border). Theme packs focus on four (4) specific characters depending on the set. These packs cost 150 credits.
Ultra Pack: The most expensive booster pack sold for credits contains five (5) cards and guarantees you one rare card, a chance at an elite card, and also a chance to get a super-rare card. This pack costs 400 credits.
You cannot trade digital cards with players but you can sell cards you don’t need at the card market place for as low as ten times the card’s value, check out the simple list below:
Basic cards (bronze boarders) cost 5,000 gold to buy and sell for 500 gold.
Elite cards (silver boarders) cost 20,000 gold to buy and sell for 5,000 gold.
Rare cards (gold foil) cost 80,000 gold to buy and sell for 40,000 gold.
Super Rare Cards (marked “SR” with a special gold stamp boarders) cost 640,000 gold to buy and sell for 320,000 gold.
While it looks like you will be compelled to spend money to enjoy the game, you can take the long route of grinding for gold AND credits to complete your deck. That’s right, you can earn credits through ranking up, rolling it as a match bonus reward, unlocking simple achievements (such as playing in matches X times), and participating in the online world-wide tournament (all rankers no matter what position will receive credits).
You can also earn gold in a similar fashion through match bonus rewards, achievements, and a daily log in reward where each consecutive day you log in ads a +1 to the multiplier of the gold bonus you get for just logging in. As of this moment, I am on my 8th consecutive day logged in so I have a x8 multiplier on my gold reward. (Update: the maximum multiplier is apparently x10)
While I spent money to fast-track my game, for those who would like to grind up, I suggest that you keep your gold for purchasing cards directly, fusing cards (combining 3 cards of the same kind to upgrade it to the next level) and save up your credits for Ultra Packs to be guaranteed 40,000 gold and potentially earn 320,000 gold if you score a Super Rare Card when you pick up a card you don’t need, better if you get the cards you need from the booster pack but that rarely happens, especially to me. I strongly suggest you don’t buy First Packs because your end-game will be to acquire Rare Cards above all, these gold-only booster packs only give you a chance for Elite Cards not even a guarantee. First Packs are pretty much traps to make you spend your gold and get frustrated at not getting anything you need which may in turn compel you to spend real money to get cards to sell for gold.
Even with all the generous bonuses you get, completing a deck without spending money will take a lot of time. We’re talking several weeks of dedicated playing and possibly getting your ass kicked every so often until you can build a decent deck to fight with other players online. You also have to deal with stamina issues when grinding. Borrowing a title familiar to people, if you know Mafia Wars, you know what stamina/energy/or something does for you. You need stamina to fight in battles whether it is against the computer or other people and you’ve got only five (5) bars of that. You recover one (1) stamina bar every twenty-five (25) minutes so that’s only five (5) battles every hundred hours or so. You could purchase a full stamina bar for 25 credits but you’re better off saving that for booster packs. While you need stamina to earn XP to level-up and get gold, you can still challenge your friends or fight with other people online in Free Battle mode to familiarize yourself with your deck, you will gain no XP, Gold, or bonus rewards if you participate in a battle without stamina.
Decks consisting of rare cards are impossible to beat if your deck is just composed of random cards slapped together because that’s all you have. You’ll be stuck fighting the computer opponent mostly on easy until you are able to fill out your deck with decent basic or elite cards including a power card, which increase your character’s HP and give you special buffs or perks during the start of a match or for the duration of the entire match. You need at least a basic power card to thrive in any game mode. You should aim to stock your deck with Elite Cards and Rare Cards with the proper abilities depending on what type of game play style you want.
For example, I prefer suppressing my opponent’s ability to strike and to accumulate cards so I’m using Lili whose abilities consist of damage modifiers and free parries which cancels the attack value of an opponent’s card when their cards in play (or their hand) consists of 3 cards or more to make dual exchanges (when both players use the strike command) extremely unfavorable to force them to limit the cards on hand, or to be afraid and lose their hands in fear of getting damaged. One nice rule in this game is when both players use the block command three times in a row, it forces everyone to discard their hand so turtles get penalized hard but this rules can also be used as a strategy to get out of a stalemates where you can’t attack because it will leave you open to a finishing blow if your opponent blocks your strike.
Each character has a unique playing style described by the game when you are selecting your first character and deck and just to give another example of varying play styles, Paul Phoenix’s attack value on cards are extremely high, some of them gain exorbitant amounts of bonus damage when activated under certain conditions. He can beat you in one strike if you’re unlucky or your opponent manages to setup his attack perfectly but the draw back with this deck is the fact that most of his powerful cards either deal damage in some way so if you are able to suppress his attacks by allowing no damage to go through, a Paul user can beat himself without you having to strike him at all from taking too much damage from his own cards.
There is little need to mention the physical cards unless you are invested in the game like I am. While seemingly having a higher rate of acquiring Super Rare Cards, physical booster packs also guarantee you a Rare Card in ever pack but also includes a collectible artwork card which does nothing for you in the game. I got four (4) artwork cards out of the five (5) packs I bought so out of the twenty cards (each booster pack contains five cards) I got, four of them are completely useless where it matters, the card game. It’s worth noting that I have opened more than ten Ultra Packs from the in-game store from spending real cash and using the credits I earned in-game and did not get a single Super Rare (SR) Card. My assumption is that there is probably a guarantee of a few SR Cards in every box. On top of that, you can always trade cards you don’t need for cards that you actually need with other players and the fact that you can acquire cards for your in-app deck by scanning QR Codes means you can trade cards without having to exchange them physically if the person you’re dealing with isn’t a douchebag who will scan your card and block you from whatever form of communication you use to broker the deal.
Deep game play mechanics with a fast pace makes matches quick and satisfying, that’s pretty good for a card game.
The game allows you to earn credits just by playing the game regularly so you don’t have to bust open your wallet every time you need new cards or a booster pack.
Regular card updates keep characters interesting and also balances out overpowered decks.
The graphics are good for a mobile game and while the maps and songs are limited, they stay true to the Tekken style.
AR Cards only have one pose regardless of card rarity. They quickly lose their novelty, as in right after you realize you cannot pose your AR character.
Artwork cards shouldn’t be part of the five (5) card booster pack. Come on, people buying these booster packs want to play a game more than they want to collect nice looking cards that do absolutely nothing.
Online play can sometimes be disrupted for unknown reasons. You can win or lose matches by default depending on whose internet gives out first.
The matchmaking system may need some tweaks to be able to accommodate and encourage new players to continue playing by adding match ladders based on deck quality (they are ranked from D to A++). The current system can pit my B rank deck against puny D rank decks. While that’s fun and all with an instant win, I don’t see new players enjoying that very much.
While Heihachi is a physical card edition exclusive, Namco Bandai does Tekken Card Tournament players no favors by not including a starter deck for Heihachi. You’ll have to buy A LOT of booster packs to get enough cards to complete a Heihachi deck. I only have three (3) Heihachi cards while one of them is a Power Card so that’s 13 more cards to go (hooray…)
This Heihachi card will gather dust or get sold/traded to someone because I have no intention of chasing a Heihachi deck with the way it is implemented.
Things That Swing Either Way:
Micro-transactions are necessary but I know people will not welcome the idea in general because there is the potential to spend more money on these cards than on a retail game but then again, the question you have to ask yourself is how long does one play a game exactly? PVP-centric games like Tekken Card Tournament can be played for far longer than any retail game but it all depends on how the game developers implemented new content to keep the game refreshing.
The game is always online so people with mobile phones will still need a data plan or a mobile connection to the internet to take the game anywhere and in places with bad reception (I’m looking at Globe), you won’t be able to play your game properly.
Tekken Card Tournament requires a lot of patience and dedication to build a decent deck to enjoy the game properly. While the in-game rewards can help you gain cards without spending money, buying booster packs are not that big of a cash grab as you can be smart about your purchases to manage your in-game and real money funds to yield the most cards out of what you spend. The physical cards definitely opens more doors for players to acquire the cards they need without having to grind or rely on booster packs. The fast paced game play (matches finish under five minutes) allows you to enjoy a match anytime anywhere which is great if you’re out a lot or too busy to play games which require you to invest an hour or so in playing to actually enjoy a playing session. The great thing about integrating a card game with an online system is the fact that you can actually get something out of a match with another person to acquire more cards with. When was the last time you played a game of Magic: The Gathering with other people and got a new card out of it? Never, unless you place cards up as ante. I’ll continue playing Tekken Card Tournament for now and I’ll even spend money on it again eventually but in the meantime, I’ll be content with the cards I got and grind up for the the rest. If you’re playing the game now, you can look me up: mrslash.
Tekken Card Tournament physical cards are solely distributed by Datablitz. They are sold at P249 which isn’t far from the $5.55 SRP placed on it. You should call a branch near you to inquire and reserve booster packs if you’re interested in buying some.
Last Monday, a weird item in the front display of Datablitz Glorietta caught my attention in the form of Heihachi printed on a foil pack. Going in with zero knowledge of what it is, I bought a booster pack to satisfy my curiosity of what apparently is a Tekken Card game launched earlier this year on iOS, Android, Kindle (apparently) platforms, and can even be played on your web browser. The feature image above is basically from an in-game announcement from the Tekken Card Tournament app officially announcing Datablitz as the distributor of the physical booster packs. I’m still exploring the mechanics of Tekken Card Tournament which seems to have mixed reactions from its players granted that mobile games tend to bring out heated debates on micro-transactions and pay-to-win paradigms. Although my first impressions of the game tells me you can actually play the card game without having to spend money if you are extremely patient.Gold (in-game currency) and Credits (cash currency( can be acquired by simply playing the game regularly and most if not all cards can be purchased with Gold except for the new addition to the game’s roster: Heihachi. His cards can only be acquired through the physical booster packs.
Each pack contains five (5) cards of which four (4) will always be game cards with QR and serial codes which allows you to add the physical cards you acquire to your deck in the Tekken Card Tournament mobile game. The fifth card can either be a game card or a collectible card which doesn’t have anything to do with the card game.
Each booster pack also comes with very simple instructions on how to play the game with the cards (less the mobile app) which is odd for a card game: where are the starter decks? The cards also feature AR character cards which can be used in the card game to boost stats and gain perks or take your favorite Tekken character around for photo shoots and what-not.
I’m still exploring the game so I’ll be discussing the game in-depth soon but in the meantime here is a quick explanation on how the mobile card game works:
Each player selects a character: you will be given enough cards to start a deck for one character.
Each deck must consist of 15 cards.
In the start of play, you choose from three commands: Focus (to draw cards), Strike (to attack with your cards), Defend (to nullify the first two strikes from an opponent’s hand).
All card have attack values and special properties which trigger upon certain conditions.
The main point of the game is of course to reduce your opponent’s health to zero. The default HP of each character is 90 points and can be modified with power cards which can be acquired in the game.
Winning or losing matches in the game gives you gold and xp which are used to buy cards or digital booster packs. You can even earn gold, credit or card rewards just by playing so there is that option not to spend real money. You can also unlock achievement reward just by playing against the computer in arcade mode for additional rewards.
If you like NISA titles and playing games on your iPhone, iPad or iPod Touch, then you’ve probably heard of Character Chowdown. If not, well, you can acquaint yourself by downloading it here as it’s FREE. This game is actually a puzzle game that will help you learn how to read Katakana, Hiragana and Kanji (Japanese characters). What’s great about this app is that it gauges your mastery and will adjust accordingly to help you focus on the things you need more work on.
Disgaea characters have entered the fray as downloadable content in Character Chowdown in this latest update. Now you can play as Raspberyl for free when you update, plus four other characters that you can separately purchase. Aside from that, new language packs are now available at $0.99 each so you can learn more.
Another nifty feature is that you can stream your iTunes playlist to play as the background music in the game so you know, you can listen to Lord Laharl’s theme while learning!
I will try the game out today and write up a review within the week so you folks don’t have to! Amazing.
While most of the world celebrated the App Store’s fifth year—along with the slew of classic games they gave away—I was happily making my way down the underground levels of Torchlight (you don’t have to judge me… okay, maybe you should). So, having spent nearly two weeks in the mines of ember, it was an incredible surprise to find out that homebrew developers have found a way to distribute GBA emulators to the iOS market without the need of jailbreaking the devices.
Because of Apple’s Developer Enterprise Program, testers, creators, and the media are allowed to download apps without registering UDIDs and other necessary provisions. This very program technically allowed applications like GBA emulators to gleefully run wild on purist, un-jailbroken iDevices. GBA4IOS is downloadable in three easy steps in your Safari web browser. There literally is a big “Install App” button that pushes the app to your device.
The interface needs a little more tweaking, but it’s pretty forgivable because you can toggle between orientations without affecting gameplay whatsoever. Also, this emulator can either look like a Gameboy SP or a Nintendo Wii, whichever suits your fancy.
All in all, the GBA4IOS is definitely worth a try, especially for those itching to play with their Pokeymans on their iDevices. Although it isn’t right to pirate ROMs, this particular emulator is another story altogether.
I admit it. I’m an Angry Birds nut. I played the game since Day 1, back when it was “niche”. I own a lot of official licensed merchandise, including a plethora of shirts, hoodies and toys, including the giant Big Brother Bird. The game has come a long way since then, tying up with product and movie endorsements (here in the Philippines, Sunkist has the license for releasing Angry Birds juice drinks).
Last Friday, Angry Birds developer Rovio Mobile released the image you see above, claiming a big announcement on July 15th (as if the picture doesn’t already tell you what it is). Well, today is July 15th, and 30 minutes ago on the official Angry Birds Facebook page it was officially outed as Angry Birds Star Wars II. Yes, this is a true sequel, and its predecessor was just released last November 9th.
The new game will feature scenarios from the universally “loved-hated” Star Wars prequels, prominently Episode 1: The Phantom Menace. For the first time you get to choose which side to play, so yes you may join The Pork Side (evil), as the video itself shows a playable Darth Maul Pig (or is it a bird?).
What interests me more are the Telepods and their optional gameplay function. I have never seen them before, and I’ll prolly be getting several if my budget permits. On a regular side-note, Rovio Mobile announced that those who are still playing the original Angry Birds Star Wars can look forward to something big: an update containing story/plot from Return of The Jedi.
Angry Birds Star Wars II will be available on app stores worldwide September 19th.
I like ragging on the App Store and its cavalcade of borderline shovelware because it’s such an easy target, but in reality I’m pretty much locked in to the Apple ecosystem. The bastards have me by the balls, and I’m engaging on two year hardware upgrade loops like a true sucker. Oh well, at least the games are cheap—or free, in this case. To celebrate five years of Apple revolutionizing/ruining (depending on how much of a jaded miscreant you are) mobile/handheld gaming by introducing the App Store, a whole bunch of publishers have pooled together bringing you a smorgasbord of FREE stuff. What’s good? Read on.
The true highlight of the sale is Epic/Chair Software’s Infinity Blade II, an Unreal Engine-powered showcase of what iOS devices can really do; if not a very shallow Punch-Out!! variant. Also noteworthy is the adventure game Superbrothers: Sword & Sorcery (or #sworcery as the game is wont to call itself), a fairly decent pixel art adventure game with some particularly punchy tracks. You may own this on other platforms, but what the hell—condensed digital heroin a.k.a. Peggleis also free, alongside the equally-addicting winner of my personal 2011 mobile GOTY, Tiny Wings. And to wrap this list up nicely, quirky indie puzzler BADLAND has also gone free as part of the sale—good timing as I’ve been meaning to check it out for the longest time.
Not a game but worth mentioning is Traktor, a fun DJ application from Native Instruments (who make the excellent FM8, a wonderful FM-based software synthesizer for gear sluts like myself). It’s a fun little app that at least teaches you the basics of DJing if little else; however I’m sure people with more experience than myself would be able to harness its latent abilities far more than I could. And finally, for dirty hipsters like myself, the journaling/diary app Day One has also gone free, which probably means I can finally retire my Moleskine diary and save some trees. Heck, maybe I can up the annoyance factor and put in cute little captions on my Instagram photos with Over.
And because I’m lazy, here’s a list of other apps that have gone free, but aren’t really worth mentioning:
Marvelous AQL’s newest RPG is now available for download.
Cross Horizon is a mobile role-playing game that has dungeons and online multiplayer. Combat is swipe-based similar to that of Infinity Blade. You can customize your character with numerous kinds of armors, accessories and weapons.
As this is a free-to-play release, micro-transactions are the way to get you to give the publisher your monies. You wouldn’t want that other player to have better equips than you, would you? Thought so. Credit card number, please.
This bit of news probably sounds more scary than it actually is. According to Bluebox Security CTO Jeff Foristal there is an APK code loophole which will allow malware to be loaded undetected under the guise of an authentic app. This issues apparently dates back to the Android 1.6 (Donut) firmware which according to Forristal could affect 900 million devices. This said exploit if abused by hackers could mine data from messages, emails, to stored passwords and other sorts of data to the point of hijacking devices to create a mobile botnet.
While this all sounds so scary, the fact that the exploit has been around for four years and nothing major has happened with Android devices so far may mean this exploit is being panned out to be a bigger issue than it actually is, or maybe not. Our Android devices could all be slaves in a great botnet that we are not aware of. Forristal will reveal more details publicly at the 2013 Black Hat security convention later this year. In the meantime, you will probably want to steer away from downloading all the apps you can find on Google Play (hooray for an open market, eh?). Actually, with or without the exploit, you should be careful with the apps you download.
Award-winning action RPG Bastion is now on sale for only 99c (PHP 40-ish)!
For those who actually know the game, it’s important to stop reading now and download the iOS port immediately. For those sporting a curious look, Bastion was first published in 2011 for the Xbox. It then made its way through various ports, the last of which was the iOS in August 2012.
The game revolves around the narrated story of “the Kid” who is one of the few survivors of The Calamity that destroyed the land and turned everyone against each other. The kid’s goal is to power the eponymous Bastion to bring back harmony to his world.
Set in a floating, fantasy-themed environment, the Kid travels around, collecting Cores to recharge the Bastion. With award-winning visuals, soundtracks, gameplay, and narrative, this is a port worth spending a few bucks on (or less, for that matter).