Sunday, June 16, 2013

Injustice: Gods Among Us (the mobile version)


You know, what else can I say about this game. All I know about it is what I've played, and that it's the mobile version of a game I possibly will never play. But then again that has never stopped me from writing a review/guide/ramble-fest before!

Like many of the games I've reviewed/provided guides for, this was one of the fad-games going around school. I can see why, too. All you basically do is either tap or swipe your finger on the screen to punch, slap, and or kick the opposing in the face. Simple, pick up play. Well it would be, if it weren't for the long intro that no one really cared for. Really it's one of those slow panning intros with voice over added, how is that entertaining? The only thing I found enjoyable in the opening was a single quote at the end.



I find this quote very true, being that there is the possibility where someone actually did like the intro it came after. Now then, like this paragraph being an intro, I give you the content in which you actually clicked on this post for.

Basically, you start out with three randomized characters in the tutorial level, and unless you get all the luck and are given a gold card, like Superman or something, you get stuck with two bronze leveled cards and shaved-Grundy. From there, the rest of the game is a bunch of point-and-level-grinding until you can afford the Booster Packs, cause face it unless you REALLY want that Gold-Card-Insurgency-Joker, no one gots time for that much grinding. Plus you get two character upgrade cards, yay profit. Now that I'm done summarizing what you do in the game, here's a quick guide on how to do it with a tad bit more ease! Yay!

Support Cards!:
One word, two syllables: Ripoff. Seriously these things cost points you can be using on getting that booster pack or character card you want, and the changes they offer are minuscule and barely noticeable. Basically, don't buy these, not worth it.

Card Tiers:
There are three types of cards: Bronze, Silver, and Gold. Really, you should just be going for the gold, like in sports, but you may settle for silver if you're in a real pinch. The bronze, don't get the bronze. Like the support cards, the tier three cards seem useful, but soon become obsolite once you get to the second page of missions. So yeah, go for the gold or settle for the silver, and to for bane if you can. Bane is a good tank character, and he can dish out a decent amount of damage, too. Also it's fun to watch his final bar attack.

Battle:
Tap for light, Swipe for heavy, and trouble hold to block. Simple fighting tactics, right? Yes right did you think I was going for something with that? No. But, seeing to how the light attack is just tapping the screen, it gives the opening of the possibility to just rapi-tap the screen until the opponent feints. Which I am sure everyone does, you know until a bar becomes full. And speaking of bars, here's a guide to winning at the mini games present when you preform a bar attack.
Tap-circle: Tap with two fingers, it's faster and easier for most people.
The slidy-bar bit: tap as quickly as you can once it pops up. Chances are that it gets to the near center in the brief second it pops up. 
Tap to fill-bar: same as the circle, just tap with two fingers.

 Well that's it, really all I can tell you about the game. Well I can tell you more actually, but as stated before in one of my post if memory serves, I am lazy. So just settle with what you got. Don't be greedy.

Thursday, June 13, 2013

Kingdom Rush and Kingdom Rush Frontiers. Both similar and different, still a great game.

Because of the recent release of Frontiers, I had revisited the prequel and currently playing through the sequel, and have noticed a number of similarities between the two. Then again they are, as I had said in the previous sentence, the two halves of the kingdom rush series. So there is bound to be similarities, which makes this entire blog a bit redundant... Oh well, doing it anyways.

In the sequel, you play as the same faceless hero, commanding the kings forces against a powerful evil that threatens the land (with a magic hammer).

Demanding invaders:
 Much like the first game, you face enemies with special attributes that require a different approch. But, unlike the first game, it's not just isolated to the use of magic or arrows, no. This time they take things a whole step further, making enemies that require specific settings just to be attacked! For example, the damn "Sand Terrors," they burrow underground, safe from attack, and only come up if you've got a barracks type tower out. They're the only reason why You can't win the "Dunes of Despair" level with just archer towers. I've tried. They're also these underground lizards that, sort of remind me of the Locusts from Gears of War, that require the use of the new Axethrower tower's totem-magic to stop them from turning invisible, teleporting, and summoning more "friends" to the party. They gets really annoying. Oh wait, just mentioned the other feature I meant to cover in the next paragraph. Oops.

Magic Aspect!: (Who do you voodoo b***h!?)
Like I said, totem magic. This time around the enemy troops are starting to use their own twisted brand of magic: magic shields, teleporting, invisibility, reviving the dead, all that complicated-magical rhino dung that make the waves of enemies unbearably difficult. The only way to counter this is using your own tribal-Jamaican (seriously, judging from the audio, the axe throwers are Jamaican) voodoo totems to negate the magic. The problem with that is, though, is the fact that the game has the bad habit to raise the totems in the least populated parts of the roads, meaning you gotta just spam the crabs out of the axe throwers.

Tips for the New Towers:
Savor this paragraph, cause this is the only one that I'll be giving actual tips for the game, cause, the game already gives tips in game, so I'd just be restating what they said if I did give more tips. Well, before you had a Mage tower made specifically to weaken the enemy so surrounding towers could wale down onto them. Yeah well now they changed that tower to one that raises the dead and spreads the plague (fun), and have the weakening spells to the axe throwers, and made it an area of effect. So keep that in mind when you decide where to place the totem raisers, try going for an area surrounded by other stronger towers.

They've also added Necromancer towers to the game, too. These guys, you really want to place in highly exposed areas with the most humanoid enemies, cause these guys take those corpses and bring them back as those annoying skeleton warriors from the first game, and make them work for you. This means you could have an entire mob of bones to stall enemies, you can save money and tower space placing a bunch of these guys rather than barracks.

I'll get back to you about the rest of the other towers later, because frankly, I'm still playing through the second game and still trying to figure out the combos myself.

But besides the newer towers and enemy aspects, the rest of the game has remained the same as the first; same tower upgrades, same rule on how you're suppose to upgrade the crabs out of the reinforcement and meteor magic, same ridiculous pop culture references. No seriously, pop culture references. They've got Indiana jones and tusken raiders in the background.

Monday, June 10, 2013

Dead Ahead!.. Get it? Cause, they're dead, and they're ahead - whatever I don't care.

Just to get this stuff out of the way, I am going to be refering to certain objects in the game by a different title in this guide. Here's a key just for you, cause I like your face.


Scooter = Vespa
Banshee = Witch
Volatile Zombie = Boomer


Now that that's out of the way, I can start talking about the game.

Dead Ahead is another one of those endless-running-type games, but not as bad as temple runner. Seriously I don't get the hype for that game, you just tilt the device how is that fun? Anyways, Dead Ahead is much more sophisticated than that; It has buttons. And slidy-bits. It has all the slidy-bits. Anyways, back to why you should play this game, and some tips on how to be awesome at it.

You start out with the Vespa, the default cycle and an awesome vehicle if you're familiar with FLCL (Fooly Cooly), not only because of a quick reference to anime, but because if you fully upgrade it, it has fairly high control.

And since I had so gracefully moved to the topic of control, here's the main gist of it; Control is a GREAT thing to have. The whole point of the game is to travel as far as you can while maintaining a high combo count, and the easiest way to get combos is by leading the undead masses into the many abandoned cars and buses that clutter the road, and as you progress through the levels the road gets even more cluttered, meaning more opportunities for you to direct the sprinters into solid objects, but that goes for yourself, too. That's where the control comes in handy, the more control you got, the faster you can dart out of the way of those cars.

on to the next topic: Guns and Power Ups

The guns are very self explanatory: They're used to shoot zombies. That's what they say in game, but really I've found that they are actually used to string along combos during the zombie-less gaps that plague every level. To do this they offer you a variety of shrapnel-launching boom-sticks. But to make things simple, I'm just going to drop them into three categories: Pistols, Machine Guns, and Shot Guns. the only one that doesn't fall into the three is the grenade launcher.

Basically, you'd want to go with the shot gun in my opinion. I've found from my many hours of play that it is the most useful for combo stringing because of high damage out put, decent magazine size, and the fact that it has an auto lock feature. Basically it hits the three closest targets, as long as the previous one was killed from a single blast. If not then it just deals the round of damage from the next target to the first.

There are three power ups available:
- Nitro (Nytro) - Blue Container
- Infinite Ammunition - Green Container
- Quad Damage - Yellow Container

Really, I'd reccommend avoiding the nitro unless you're going for distance, because during the speed boost you can most likely lose a combo. Which sucks. The other two, you need to try your hardest to get, no matter what they will be useful in combo stringing and generally saving your butt from the horde.

That's basically all I got to say about the game, besides a little bonus I found in game:
If you miss a power up, don't cry, shoot the box. Shooting the box will cause an explosion, taking out the entire horde (Near the power up). So, really you still get to use a power up without getting it, either way. That's it. Long winded, I know. But that's only cause I had a lot to say about this game, cause I love it. Love it to death. Get it? cause, they're zombies, and they're dead? No? Okay...