Hello Hero has recently been updated with the massive Season Five, which adds a brand new fusion system, an updated levelling system, and a higher tier of heroes amongst much more.
Those higher tier heroes are particularly exciting, as they give fans the chance to play as some of their favourite characters in the Hello Hero universe.
To learn more about this brand new update, as well as Hello Hero in general, we reached out to Emilio Villarruel, Global Community Manager at Fincon, to discuss the exciting new features, strategy tips, and what the team would change if they could start over.
Angel Stone's enormous 3.0 update is now live on iOS and Android, and adds a new virtual pad, game mode, ultimate skills, and tons of systems to the game.
That new virtual pad allows for more precise control of your character than before, which improves combat considerably.
And that's a good thing, as there's a challenging new game mode, Heaven's Tower, which provides time-limited search and destroy missions. You can repeat this as many times as you wish, and earn more rewards if you complete higher level stages.
BattleHand is a brand new mobile action RPG card battler that just launched on iOS and Android. It challenges you to build a party of typical fantasy heroes and a powerful deck of combat cards for each of them before setting out on an adventure full of turn-based battles.
ThoughBattleHanddoes a pretty good job of easing you into its unique brand of deck and character building, it can still feel a little overwhelming at first - particularly for genre newcomers. With that in mind, we've compiled a few tips and tricks to help you get started.
Eternal Arenais a blend of MOBA and action RPG that challenges you to take control of one of 35 playable characters and head out into a variety of single player missions to destroy all foes in your path.
You won't be alone though. You can unlock new heroes and bring up to two of them into battle with you, upgrading all of their equipment to ensure they're as powerful as can be.
But combat is actually fairly challenging here - unlike most other iOS action RPGs. But don't worry yourself too much - we at148Appsare here to help train you up into the most devastating hero the world has ever seen.
Zenonia is back with an epic sixth installment that takes the action RPG franchise online MMO-style.
You'll still create a character and spend most of your time focusing on battling monsters, leveling up, equipping gear, and choosing the best stat and skill combinations to help you destroy monsters faster while getting hurt less.
To help you in this endevour,148Appshas spent a bit of time with the game to bring you this guide to levelling up faster and more efficiently.
Angel Stone launched three months ago and has amassed 6.5 million downloads globally, been featured in the App Store, and made the top five most downloaded RPG chart in over 70 different countries since.
This week Angel Stone's enormous 2.0 update greatly expands PvP with two brand new game modes: Team Deathmatch and Coliseum, hinting at eSports aspirations.
Kabam has released their newest action RPG,Spirit Lords. It is a massive four-person multiplayer game with a battle system that has you summoning Spirit allies to come to your aid. You get a lot of options for customization of your character as well as enjoying hundreds of combat abilities, thousands of pieces of gear, and tons of spirits to collect and upgrade.
I had the chance to chat with Daniel Erickson, Senior Director of Design and Michael Dashow, Art Director, about this exciting new game.
148Apps: Hi Daniel! Thanks for taking some time to chat with 148Apps about your game. Spirit Lords looks absolutely huge! What first drew your to the idea of making such a massive ARPG?
Daniel Erickson: I've always loved doing massive RPGs and I've always loved action RPGs. Getting to combine the two on a platform that I truly believe is the future of where RPGs are going was too good a chance to pass up. Mobile enables us to do more content without the backbreaking graphic budget concerns of consoles and reach more people than any other platform.
148Apps: What was the most challenging part of bringing Spirit Lords to life?
The mobile platform is a huge opportunity but also has its own set of challenges. Creating action-packed combat that is driven entirely through gesture controls was a massive undertaking but the results made all the investment of time and resources worth it.
148Apps: You worked as Design and Creative lead on Star Wars: The Old Republic and part of the team for Dragon Age: Origins. Are there any things you learned working on those games that you have integrated into Spirit Lords?
Daniel Erickson: Working on expansive RPGs taught me the joys of creating an epic story for players to uncover and leading design on an MMO taught me how important it is to have a direct channel to your players. There were, however, countless things on both games I would have loved to explore that were impossible due to the complexity of the platforms and the huge budgets involved with every task. On Spirit Lords, we've been able to talk the grand scale and scope of epic console RPGs and MMOs and attempt to recreate that feel on the mobile platform while still having room to experiment.
148Apps: What is your favorite part of Spirit Lords?
Daniel Erickson: The Spirit and combat system. Every Spirit is its own character but also has its own magic ability you can equip and then use in the fantastic gesture-based combat system that Jay Ambrosini, our lead designer, created. So my Spirit sets tend to be a mix of characters I love for their design, ones I love for the ability they provide, and ones that are just great raw power.
148Apps: Michael, thanks for talking with us. I took a look through Kabam's artbook for the game and the design is gorgeous! What originally drew you to the project?
Michael Dashow: Thank you! Spirit Lords's Executive Producer Phil Shenk and I worked together at Blizzard, and we brought the game Diablo II to life together. When Kabam decided that they wanted to create a fantastic action RPG in that style, Phil was the first person they tapped and I joined shortly after. We - and the entire team - were really excited for the opportunity to make an action RPG that played really smoothly on mobile devices, that felt like it was made for that platform and took advantage of the touch-screen controls to be really fun to play.
148Apps:The characters are a great middle ground between realistic and chibi. How did you decide on the design style for Spirit Lords?
Michael Dashow: We set out to make a game that would appeal to a wide variety of players. Easy controls with a lot of gameplay depth were core elements of the game design, and the visual style supported that goal as well. We all agreed from the start that we wanted a look that was a nice balance between casual and core. We knew what the camera angle would be for the gameplay from the start, so I aimed for characters with large, exaggerated proportions that would read really clearly from that perspective. We went through a lot of character iteration to get just the right proportions that looked great both when running around levels and when you viewed them in your Inventory screen and in cut-scenes. In the end, we all really loved the proportions that combined some cartoony exaggeration but still looked tough and able to dish out some punishment to the monsters in the game. And for the monsters themselves, we had a lot more freedom to come up with some really fun, exaggerated designs that all had a lot of personality.
148Apps:Some of the spirits and creatures are adorable like the Grubbins and some are really badass like the fire elemental. Which is your favorite?
Michael Dashow: There are a lot of them that I love - asking me to name a favorite is like asking someone which of their 400 children they love best! But if I had to pick one, it would be Titanic Lord Wampafu Immortal Mountain, a giant warrior Urshin with a big name and an even bigger spiked golden hammer. It's funny you should ask because just a few days ago, I put the same question to the entire Spirit Lords development team and asked them what their favorites were. The long list included Wanpafu, the Grubbins, the Ramm spirit Beneficent SkyShield Marche, the Master of Chains, the Master of the Shield, the Buja, the Prismatic Cephalopop, the Gorgant, and Faragul of the Frozen Heart (the final evolution of Highland Assassin, the first spirit that you get in the game.)
Thanks for the kind notes about the art of Spirit Lords. Glad you like it, and enjoy the game!
Thank you so much to Daniel and Michael. The game looks like a fantastic time. You can pick up your own copy of Spirit Lords on the App Store for free and join the fun.
[Trying to decide if Implosion is worth buying? Check out our review.]
Fighting your way through Implosion’s many, many levels isn’t difficult to figure out - by which I mean it won’t take long to learn the ropes - but the Ark System it uses to manage your upgrades never really gets a proper explanation. So rather than trying to feel your way around, how about you let us show you the ropes?
The Ark System is split into four sections where you can equip different systems you find or purchase - Alpha, Beta, Gamma, and Lambda. All systems can affect your power or endurance, along with other systems unique to their category.
Alpha - 2 slots. Tends to focus on passive attack bonuses like critical rates and ballistics damage. Some upgrades also affect your shield power and can increase item drop rates.
Beta - 2 slots. More defense-oriented with upgrades that increase amor, agility, and shield repair.
Gamma - 2 slots. Emphasizes things like HP recovery, “Rage,” and restorative powers. Some upgrades can also include the Hack ability, which will be necessary to access certain locked rooms in various levels.
Lambda - 1 slot. These upgrades grant entirely new special abilities, such as creating a temporary shield or triggering an area-effect attack.
Figuring out how to best preview Beast Quest, the upcoming action RPG from Miniclip, proved to be surprisingly difficulty. This isn’t a judgment on the game’s quality, but it really does feel like a bunch of pieces from other, more famous games stitched together. So in this edition of It Came From Canada!, I’m just going to describe those pieces and how they find a way to fit together.
Beast Quest's general structure resembles any other casual RPG on the App Store. Players complete various short quests like gathering X amount of treasures or killing X amounts of enemies to level-up and take on the next major story mission. Those story missions revolve around the overarching goal of killing the elusive boss monster, giving the game a Monster Hunter or even a Shadow of the Colossus vibe. The combat is straight out of Infinity Blade, except players just tap a button instead of swiping to attack. However, while that control choice is nicely streamlined, holding a run button and moving the camera to steer the character feels even clunkier by comparison. The impressively large, dense, and snowy initial open world is a like a very, very light version of Skyrim, and by climbing “eagle peaks,” players gain a cinematic panoramic view of the landscape to flesh out their map, Assassin’s Creed-style.
That’s a lot of disparate influences. So how well do they fit together? Let’s put it this way: while the game is full of many beastly creatures, Beast Quest itself most resembles is a successful Frankenstein's Monster. By taking all of these proven ideas and applying them in the places where they make the most sense, few parts of the game feel lazy or weaker than each other. The individually strong parts strengthen the whole. Even the vague fantasy setting is generic and receptive enough to include these nakedly obvious inspirations without suffering any kind of tonal or mechanical whiplash.
Beast Quest is currently in a soft launch phase and will be launching everywhere soon. So it won’t be too long before you can decide whether or not this surprisingly seamless hodgepodge works for you.
KEMCO has just released their newest action RPG, Seven Sacred Beasts. In the game you play as Mattie, a summoner who uses monsters to fight in competitions for money. His next big goal? To win the Summoners Rex - a competition to determine the world's most powerful summoner - and claim the prize of 100 million gold.
Seven Sacred Beasts has over 100 monsters to collect and level-up. You can form strategies based on how you level your monsters and control how they use their powers in battle. And if you prefer a more hands-off approach, the monsters can also battle automatically.
Right now you can download Seven Sacred Beasts for a special introductory price of $3.99 (50% off).