Tag: Freemium »
[Wondering if it's worth dramatically pushing the swinging doors open on this saloon? Check out our review]
You’ve got a lot of work ahead of you if you want to turn your little patch of dirt into a bonafide frontier town, and Orville Driller and his cronies aren’t exactly rolling out the welcome mat. But don’t worry, even the toughest hombres need help every now and then (okay I’m done with the old west jokes, I swear).
- Be mindful of Gold and Goods limits - Starting out, you’ll only be able to hold a maximum of 2,000 of either resource. It sounds like a lot, but it’ll fill up quickly. Try not to let your earnings go to waste.
- If you’re about to exceed the limit, spend it - Successful attacks on Orville’s occupied territories will always yield Gold and Goods, so if you’re really close to the maximum you should try to spend some of either (or both) before continuing on. Build or upgrade stuff if you can, but if that’s not an option you can also clear out trees and rocks.
- Watch videos when able - There’s a covered wagon with a film strip icon over it that sometimes appears on the road. Tap it and you’ll be prompted to watch a video. You definitely want to watch, as once you’re finished you’ll be able to pick a random card from a group of four. These can include diamonds (used to speed things up), sidekicks, workers, or even piles of resources.
- Use Jakob Ammann to keep things moving - The basic version of his card will take up to 15 minutes off of one upgrade, which is great for when you’re starting out and things don’t take hours to finish.
- Use William Wealth when you need a cash boost - The basic form of William nets you 500 Gold, so use it if you’re a little short. Make sure you remember that resource limit, though!
X-Mercs: Invasion is a game about saving the world from evil aliens. And from evil mercenaries. You shoot lots of evil stuff in the face, really. You’ll slowly start to unlock new things to do as you progress, but your activities are mostly divided between four tasks: sending squads on missions, researching new technologies, manufacturing items and equipment, and building up your base of operations. If you’re looking around and thinking this sounds like a free-to-play XCOM, well, you’re not wrong. That’s totally what it is. Don’t write it off yet, however.
What really struck me is how much thought was put into these tasks and wait timers - yes, there are wait timers. Manufacturing items takes varying amounts of time, resources, and money, depending on what you’re putting together. Research follows a similar pattern, although you can only ever research something once so the initial cost is a bit higher. Of course building new structures and clearing out space also takes a certain amount of real time to finish, and should be familiar to anyone who’s played a free town builder before. Lastly there are the soldiers, who will take time to heal up if they’re wounded in combat.
I found that I really didn’t mind the waiting in this case. It’s not all that far removed from having to wait for wounded soldiers to heal or for new tech to be researched in XCOM, and in an weird way it actually works really well on a thematic level. I mean, if my shotgunner was inches from death when I extracted the team, it kind of makes sense that he’d need some time to get back into fighting shape. Severity is a factor, but in my experience heal times can take anywhere from a minute to 20. Fortunately you can also have soldiers waiting in the barracks, then put them on the team to fill any gaps and get back to fighting.
The tactical combat is also reminiscent of that other game I keep referencing, however there are only three main soldier classes and you won’t have to deal with figuring out what the rookies will eventually specialize in (although there’s technically a fourth class since any soldiers that have been KIA can be brought back as a cyborg, complete with a unique skill tree). Another key difference is that the items (just items, not equipment) you manufacture are consumable, so any one of your soldiers can chuck a grenade or two during a mission but you’ll need to remember to make more. Or you could just stockpile them like I tend to do, sine they’re really cheap to make. What’s also really interesting is that the items you need to speed up production (nanites) can be purchased using in-game currency. I’m curious to see how people will respond to such an approach.
I do have a few concerns about repetitive missions, PvP elements (I haven’t been able to try it out yet), tiny text, having trouble telling what can be tapped on in the menu and what’s just set dressing (it took me days to figure out what to tap on to access the Shop), and the ridiculous outfits and physical dimensions of the female characters, but I am currently messing around with a beta build. So who knows how much any of that may change for the final release?
New Update Features:
- 8 NEW Spiders including Spider-Punk, Anya Corazon, Classic Spider-Woman, and Earth X Spider-Man!
- Make the ultimate subway run! Experience the all-new realistic subway environment straight from New York City.
- Jennix and Daemos are the latest Inheritors to enter the dimension! They join their brothers, Morlun and Karn, as the brain and brawn of the family and look to devour every Spider-Man ever!
- Go deeper into the Spider-Verse comics than ever before, featuring a new rivalry between two Spider-Men in new narrative events!
- Another upcoming Community Vote lets the fans decide which new Spider will make an appearance. Coming soon!
We had an opportunity to review Spider-Man Unlimited last year, and mostly liked it. The game is available for free (with optional in-app purchases) on the App Store.
Fans of Star Wars: Commander are in for some good news: Disney and Lucasfilm are updating the game with a time-limited campaign called "Secret Alliances."
The new campaign brings a host of new units and features; per the press release:
Campaign Reward units include:
· Johhar Kessen Hero Unit: Former senator Kessen's custom sniper blaster, "Karina," deals extreme damage to soft targets. While he can out-range many static defenses, his ability to damage them is low.
· A-Wing Starship Strike: The Rebel Alliance uses A-Wing starfighters to support ground forces. Their powerful weaponry employs an advanced targeting system, concentrating firepower to dispatch particle shields. (Requires Starship Command)
· HWK-290 Starship Strike: Originally manufactured without weapons, this HWK-290 freighter was outfitted to drop incendiary bombs. The bomb blast affects a moderate area, making it most effective against infantry, but also very capable for attacking enemy HQs.
· TIE Advanced Starship Strike: A newly developed advanced prototype of the TIE Starfighter line, these starships are equipped with a highly sophisticated target tracking system, making them extremely useful against shields. (Requires Starship Command)
· VT-49 Decimator Starship Strike: Receiving command of a VT-49 Decimator is considered an honor in the Imperial Navy. Used as a raiding vessel, this ship drops firebombs which burn a moderate area. It is most effective against infantry, but also very capable for attacking enemy HQs.
· Contraband: A new currency called "Contraband" will be introduced with this build. Players will be able to unlock a new, powerful unit that can only be leveled up using this currency.
· Traps: Players will be able to place three new traps around their base as a defense mechanic. Traps will have to be 'reloaded' using currency once they have been used to defend a base in battle.
We had an opportunity to formally review Star Wars: Commander last year. It's available for free (with optional in-app purchases) on the App Store now.