I used to have so much respect for the Angry Bird franchise. I really and truly did. I'm pretty sure I made that fairly clear in my official, unofficial week of Angry Birds that I did a couple of months ago. That franchise has offered so much to gamers over the years, and for a mere seven dollars, I was able to fulfill an entire week of games, and more importantly, got countless hours of time-wasting, mind-numbing game play out of that seven bucks since the very first Angry Birds game I downloaded.
I've been a pretty vocal supporter of them as well, recommending it to anyone who would listen at one point, touting all the free updates that included free levels upon free levels as proof that the dollar spent on each game was well worth it, and went far beyond the initial purchase price of the game.
Unfortunately, I think the Angry Birds franchise has finally jumped the shark, as it seems far more important to them to make money than to continue it's reputation of rewarding their fans and supporters with not just good games, but making them feel like their money was well spent. Maybe this transition for them happened a while ago and I was just too jaded or naive to notice, but thanks to the newly released Angry Birds Go! game, their current state of business is crystal clear.
A while ago I wrote about Plants vs. Zombies 2, and how PopCap did micro-transactions as well as could possibly be. They allowed you to play and complete the entire game for free, as all it took was some grinding and skill to acquire and unlock everything needed in the game to fully finish it. Of course, the option was always there to throw some real-life currency at the game to make it easier or shorter of a game if you so choose, but it was never forced. There was never a pay wall completely blocking your path, and there was never timed cool-down periods where you simply couldn't play without waiting a designated amount of time, unless you wanted to pay for your impatience. It was a totally free, 100% complete game, and I hoped at the time that all future big-name micro-transaction games would follow suit in how they did business.
Angry Birds Go! is a karting game set in the Angry Birds universe, featuring all your favorite characters from the series (both birds and pigs) as kart racers. There are a few different race modes, different tracks and customizable karts, which is all pretty much exactly what you want from a karting game. The controls are nice and tight, as you can choose between touch-based or tilt controls. For my iPad, tilt controls work great for me, which was surprising because of the usual lag tendencies with those controls. The game is great looking too, which shouldn't come as a surprise to anyone who has played any of the other Angry Birds games.
So why did I have a problem with, you ask? The micro-transactions, obviously.
The game starts out okay, but quickly starts hitting you with micro-transaction options. It stalls pretty quickly, as you have to decide whether or not to give the developers money just to shut them up and let you play the game. There is a cool-down period, where you literally cannot play without spending cash or hard-earned crystals you collected in the game, which if you go that route, means you are going to be replaying the same levels over and over again to grind for the crystals.
Simply put, the game is pretty much unplayable, enjoyable and frustrating if you don't spend money on it, in which case, you probably won't be feeling very good about the game anyway at that point. The thing is, the game does so many different things right as a karting game and an addition to the Angry Birds franchise, I would have gladly spent a dollar or two to straight up buy this game as a whole package and never have to even consider micro-transactions as part of the experience. But instead, they decided they could make a lot more money with this method and way of business, and that's disappointing.
I guess I expected more from them as a company. Or maybe I took for granted all they did for the years leading up to this game. Either way, I'm sad as an Angry Birds fan, but I'm also relieved that I don't have to waste much more time with their games.
So in day one of my off-the-grid-but-still-gaming camping trip. I played Batman: Arkham City Lockdown on my iPad, which I got for free. I enjoyed it, if only because it was Batman and it took place in the Arkham realm. It was a good looking game, and really showed off the iPad's retina display nicely. Unfortunately, the combat got repetitive and bland, and all it did was make me miss playing games with buttons opposed to the touch controls.
Well, in day two, I played a game that many herald as being superior to any mobile game, especially those on iPads. It is the creme dela creme of mobile gaming, and received perfect scores by reviewers, a first for mobile games. Basically, it is the gold standard as far as mobile games is concerned, and all else should strive to be as good as it.
Of course I am talking about Infinity Blade II, which is a sequel to the original game that acted more of a showcase for how good a mobile game can look, rather than an amazing game itself. While I see some validity in all the claims about this game, I still find myself struggling to appreciate mobile games like this as much as I maybe should, or as much as everyone says I should.
Sure, it is far and above breathtaking to see it run on an iPad, as it is console-quality graphics. Not handheld consoles, but home consoles. It is beautiful in every aspect, from the characters to the scenery to the lighting, every pixel is carefully crafted and constructed to make a world so vivid and lively, its impossible to appreciate without seeing it for yourself. That's where my lovefest for this game stops.
It's an on-rails type of game, with your character moving about the world in predetermined routes, although you can pick different paths to take, which makes you feel like you have some control over the game. I guess that is cool, but it's a world I want to explore, look around. I don't want to just be shuffled through it. Might as well give me a map to select missions from. The game also has strong RPG elements behind it, which is great for a game like this, but somehow it just feels muddled and confusing. I'm sure it makes perfect sense and works well for what it is trying to accomplish, it just didn't click for me.
The combat is based around swiping and taping of course, but the consistency of the touch controls were problematic. Sometimes the touch controls seemed slow and unresponsive, and the next battle they felt loose and overly touchy. I tried shutting the game down and restarting it, and found the same problems. I really just think this is the crux of touch controls, and without buttons, they can't ever be perfect. This again will be the reason mobile games will always have their own market and niche, but won't take over the industry.
I'm just glad to be back in civilization with my consoles and buttons.
Every month for a while now, IGN.com has done something extremely cool for its readers. They have partnered with different publishers of mobile games to give away download codes for free copies of their games, sometimes running all month, sometimes while supplies last. Regardless, there is no catch, nothing you have to sign up for or participate in. Just hit the "get free code" button on the article posting, and it will generate a download code that you type in to the iTunes store or the Android Marketplace, and VIOLA! Free games right to your phone or tablet.
It's actually pretty awesome, as they have yielded some legit, good games, not just any run of the mill games that show up free every other month on their own. Some of them I have already used and wrote about for this blog, but this month, the game came out with perfect timing, as I was able to download it and put it on my iPad just before I left to the beach for the weekend, where any sort of cell service or Wi-Fi was hard to come by. Despite having games on my Vita to play, and since my 3DS is still being held hostage (although it was along for the ride), I planned on playing two games on my iPad specifically for this blog. Both are relatively big games, but both I got for free. Nothing wrong with free, good games, right?
The first game was Batman: Arkham City Lockdown, which I honestly didn't even know existed until I saw it being given away for free by IGN. Anything associated with Batman, however, should be on my radar, especially anything having to do with the Arkham franchise. Arkham Asylum and Arkham City are two superb games that completely redefined how comic books or superheros can make the transition to video games successfully, and are no considered the gold standard for that genre.
I obviously didn't expect Arkham City Lockdown to be as good as those games, or like those games as far as open world exploration goes, but I knew they wouldn't associate the Arkham franchise with this game if it didn't do a serviceable job of upholding the brand that's already established. Well, it definitely isn't like the Arkham games at all, other than it is a prequel to "City", I guess, and the character models are spot-on. There is no exploration, no storyline really. You're just Batman, and you go from mission to mission, beating up different groups of thugs using the touch controls. Taping, swiping and trying combos gets you from enemy to enemy. Pretty straight forward.
Sure, you can unlock different costumes and gadgets to make the fights more interesting, but stripped down and it is just a generic touch-controlled fighter. It looks amazing, and because it's Batman, I have no real complaints. However, this type of game, while impressive on the iPad, is very telling as to why I don't ever foresee tablet or mobile gaming completely eliminating the need for handheld consoles. The inclusion of buttons on handhelds will always keep them relevant to gamers, as they just add so much more functionality and possibilities to games. Sure, touch screen controls can enhance a game, but they can't carry a game as far as gamers would like.
Even if it is Batman.
Evolution is the key to growth, or so I hear. Actually, I don't know if I've ever heard that expression, but it seems like a pretty legit concept as it stands. All year, I have been playing video games, both for this blog and for my own personal enjoyment. I mean, I've been playing video games all my life, but this year especially, obviously. Well, for as much as I love video games, I've never really gotten in to many board games - like the kind you sit around the kitchen table and play with other people kind.
It's not that I had no interest in them, I just have never had an outlet to jump in to them. Sure, I have played all the old, regular, standard board games, but as far as the trickier, geekier European style board games, I've been in the dark. Well, recently I have been shown the way and actually brought in to the board game world, and I am now convert to board games. I'm not saying I'm ditching the video games in lieu of board games, but I am very anxious to continue my exploration through all types of these games.
And yes, I am aware that playing board games involve actually playing with other people, which I am well-known to be adamantly against when it comes to on-line video games. But sitting at a table with a group of friends playing some awesome board games and just having a good time? Yeah, this social introvert can definitely get behind that. A guy has to come out of his shell eventually, right?
Anyway, I have started my search to get some cool board games for my iPad, not in place of actually playing board games, but more or less so I can practice and get to know how all these complicated games are played, so when I do eventually play the real versions of them, I'm not totally lost. No one likes to be "that guy" that needs instructions every time a new game is played. I'm just preparing for the future.
Well, in my attempt to find games, I stumbled upon the iPad version of Monopoly. This completely derailed me from my search for other games, quickly, because Monopoly might be my favorite board game of all time. Sure, almost everyone hates playing monopoly, only because it can last for several hours, and really, lots of people don't like to be cut-throat, but for me, it's great. I can play this game any time, with anyone, and love it, whether I win or lose, or everyone just ends up quitting after a couple of hours. I can't remember when exactly I discovered my love for this game, but it goes back to my childhood, for sure.
So of course I jumped on the iPad version without hesitation. I played a match, which took a little bit longer than expected (I figured playing against AI, digitally, would go quicker, but thus this is Monopoly). I dug every single minute of it. From the dice rolling to the animations to the ease in which it is to play. No more having to count out money, arranging property cards or having to remember who's turn it is if you step away for a little while. Sure, this isn't the first time Monopoly has been in digital form, but because of how breathtaking the iPad screen is, it is clearly the best version, hands down. Apparently, you can also sync up to your iPhone and use your phone as just the dice, which is a cool feature, but one I haven't gotten to try yet. Better yet, you can use the iPad as if it was the actual board game, sitting on a table around a group of friends. While I would rather use the actual board game for this, it's a nice option for those who hate setting up the game and playing the legit way.
Yes, I had a good time, and will a lot with this app. And yes, I found some other iPad board games, which I'm sure you'll get to read about as this blog continues. If not, it's probably because I'm having to much fun socializing and stuff. Gasp!
Have I ever explained how easily influenced I am sometimes? Sure, there are readers of this very blog who seem to be influenced by the games I buy, play and enjoy, and sometimes make decisions on buying games themselves based on what I think of a game. Not like I am reviewing games here or anything, which I have tried diligently to avoid doing from the get-go, but sometimes my first impressions of a game are enough to sway someone who is on the fence, or even down-right talk them into one. That's a lot of pressure, when you think about it.
But in reality, I am just as easily influenced as anyone else, if not more in some cases. Maybe it has something to do with this blog, where I am in constant search mode looking for the next game to play. Regardless, it doesn't take much anymore to talk me into checking out a game, as my interest level for all types of games and genres has gone through the roof these past few months especially.
That is where Cook, Serve, Delicious comes in to play.
I heard about this game from a lovely lady I know through Twitter, who is on multiple different podcasts that I listen to. Her name is Elaine, and she from The Mommy Gamers, Some Other Castle Podcast and Hell Yeah! Podcast, and she talks about Cook, Serve Delicious ... a lot. When I say "a lot," I mean it as much as I could possible describe. This woman loves her some Cook, Serve, Delicious. Not only does seem to genuinely love this game, but she might be slightly addicted to it. Oh, and she rocks at it to, if you are to believe her humble bragging, which I am inclined to do.
Anyway, I have her to blame for me playing this game. Not because I became addicted to it, which I went in to sort of worried about, but because I'm flat-out exhausted from playing it. This game feels like work, and that is the absolute last thing I want a video game to feel like, especially on a lazy Sunday. I was playing it on my iPad, watching movies and trying to just kick back and relax. But this game made it impossible for me to not only watch the movie, but relax in any form or fashion. It forces you in a frenzy, from start to finish, which I assume is their attempt to replicate the experience of a restaurant. Well, while I know how to cook a little, the multitasking and perfect planning of time is the main reason why the kitchen is not my room of choice. Because I know my limits just in domestic cooking is the number one reason why working at a high-pressure, high-stress job like a restaurant will never be in my future.
I'm actually getting anxiety just thinking about it.
This is game is a like a complicated, sophisticated mash-up of all the Facebook/Zynga style of games, which if you don't know what I'm talking about, me describing them will do them no justice. Essentially it's a game that revolves around time management, quickness and worrying about several different things at once. Once again, these are the types of games I try to stay away from intentionally, because I really don't feel like my source of entertainment should feel like work or stress me out like a job would.
But hey, I tried the game. I know what Elaine and her podcasting partners are talking about from here on out, so at least I have some context going forward. I just wonder how much she really likes this game, or if it's just the addiction talking so highly about it. A woman that bust can't possibly like working in a game that much, can she?
Weekends with any of my kids over usually means that my gaming time is limited, for the most part. Sure, I get to play some games, but depending on what we actually do while I have them obviously determines which games I play and for how long. And yeah, I play games still that I don't write about while the kids are over here, but there are also games I play with them that I wouldn't normally play unless they were over, so I figure I might as well write about those games. Makes sense, right?
Well, one of those games is Skylanders Cloud Patrol, which I played with my daughter. When she comes over, her favorite thing to do is play on my iPad, as I have filled that thing with kid games specifically for her, in hopes of keeping her slightly entertained. One of the games I have on there, which I first had on my phone back when it was first released last year, was this game, and to be completely honest, I can't say I only put this game on the iPad for her. Truth is, I actually enjoy this game quite a bit.
Of course, that might have a lot to do with my somewhat-secret affinity for the Skylanders franchise as a whole. I freaking love Skylanders. I love the idea behind it, I really enjoy the simplicity yet still difficult nature of the games, and more than anything else, I love collecting all the figurines, despite how expensive it gets. Collecting them reaches down deep into my soul, back to my childhood with baseball cards. Collecting things is an addiction I've never learned how to kick or even handle, and while I'm no where near a hoarder, I have the tendencies to be one. Thankfully, I don't compile or keep around trash and junk. I just have a problem when there is a full series of something to collect, especially when it is difficult to obtain them all (because of limited quantities, especially).
So when Skylanders came out with this mobile game, which was based in the Skylanders universe, but its own stand alone game, I bit at it like a starving shark in an aquarium full of guppies. And I'm glad I did then, as my youngest boy (the big Skylanders fan of the children) and I had a lot of fun playing it together back then. Now, with having it on the iPad, I have the same sort of enjoyment with my daughter, albeit less skilled and more silly.
The game itself is simple. You tap on the screen to shoot trolls as they pop up from behind barrels and boxes. Blast all the trolls in the level to move on to the next. Get hit by their attacks or accidentally shoot a bomb, and your game is over. Throughout each run, you aim for specific challenges, either round-specific ones or cumulative ones, which give you bonus points and that sort of thing. All in all, the main goal is just to aim to beat your high score and make better runs each time you play. You can get bonuses by using Skylanders with the matching element for the day as well, which is a cool way to keep the game somewhat fresh on a regular basis. It doesn't matter which Skylander you choose to play as, since they don't have any specific attacks or traits, but you can unlock different ones in-game or by using the online codes that come with each actual Skylanders figure for the regular game. Basically, it is a neat way to merge the two together, even if it's in a small way.
My daughter likes just shooting stuff as they pop up, just as any four year old should. I worry about combos and bonuses and challenges and high scores, because well, I'm neurotic like that. If I can take anything away from playing games with her, it would be trying to learn how to just have fun with games, enjoying the journey and not worrying about the destination.
I also realized how much I am looking forward to Disney Infinity being released. Oh man...
It's about time. No, literally, it's about freaking time. And no, I'm not just talking about the sub-title for this game, I'm actually saying that it's about time we see a follow up to one of the most popular, well-liked and recognizable games of the last few years: Plants vs. Zombies.
Finally, Plants vs. Zombies 2 was released world wide, and I couldn't be happier.
While it's essentially the same type of game as the first smash-hit, there are several very noticeable differences in this follow up, some of which will take those who haven't been following too closely to the development of this game, by surprise. All in all, it's still Plants vs. Zombies, through and through, and that's a good thing. A really good thing.
First of all, the game is free. No, not just because it's a limited-time promotion or something, as if they were giving it away for the first couple of weeks to gain momentum and hype for the game. It's actually a free game, now and going forward to the foreseeable future. It is one hundred percent free, with a small caveat of course. You see, it is technically a free-to-play game, with the difference being that you don't actually ever have to pay a dime to play this game, continue this game, or complete this game. The entire game - every single bit of it that is available as of launch - can be unlocked in-game, for free. Sure, you can pay money if you so choose, for power-ups, in-game currency or to unlock new levels, but you honestly don't have to. The pay wall is essentially in place for people who are either impatient and don't want to put in the work to unlock everything, or for people who just aren't very good at the game.
Either way, if you have patience and skill and want to put in the time, everything is available without payment. Rejoice and breathe easy, people. This game isn't a cash grab, at least for the most part.
Honestly though, it deserves some money, because you can tell a lot of work and love went in to the making of this game. For what the game is, the graphics are absolutely gorgeous and crisp looking, and make the older game look completely dated, in comparison. On the iPhone 5, it is fantastic, but on the iPad with the retina display? Holy cow, does it show off details I never noticed before, much less thought would have been important until I saw them in this game.
Oh, and by the way, this is iOS exclusive. Sorry, Android users!
So you're probably curious about the whole unlocking thing, right? Well, you do so by collecting stars, and using the stars to unlock secret paths and new levels that lead to all the power-ups and unlockables that you could essentially buy if you wanted to. You collect the stars by going back to previously-beaten levels and completely new and unique challenges in each level, like beating the level with only specific plants, or not allowing the oncoming zombie hoard past a specific place on the map. Collect enough stars from challenges, and viola! No payment necessary.
Speaking of zombies, the many different types of new zombies they added makes the game feel fresh and something you have to figure out all over again. There is also Plant Food in the game, which you can give to any of your plants to give them a boost, aiding your attempt to defeat the zombies. You can buy plant food if you want, or you can just collect it in-game from defeating the glowing zombies that drop the plant food when they fall victim to your horticulture barrage.
Overall, it is fantastic follow up to a game I own on more platforms than I can count. It took far too long for the game to come out, but I'm glad it finally did. And I'm glad they took the free-to-play model and did it their own way, by thanking the die-hard PVZ fans with a ridiculously awesome, completely free game. I hope this is the start of a revolution for this gaming model.
First of all, I want to explain the reason for the little, lesser-known handheld games I have been playing and writing about the last couple of days. I really don't need to explain them, but I feel having some context is something I owe my wonderful readers. I don't know why I feel like that, I guess I just don't want anyone to feel like I am cutting corners or being untrue to the nature of this blog, especially any new readers who haven't been there from the beginning.
I had a weekend vacation up in Seattle, Washington, and while I was trying to enjoy myself and my company as much as possible, I did have some time to play some games. Mainly, that time included the drive up to Seattle, and the drive back, where I was the passenger due to car sickness of my partner-in-crime from not driving. So with that, I got to go along for the ride, as they say, and play games while I was at it.
I had my 3DS with me, but somehow managed to forget to pack it after I was done playing Dokuro Friday afternoon. I of course had my phone, but I also managed to remember my iPad, which I haven't spent as much time on as I would like. But hey, it's been fun when I do manage to squeeze in play time with it.
With that, I decided to play a game on my iPad that I downloaded a few days ago, but had yet to try. Amateur Surgeon 3: Tag Team Trauma was free, for some reason, on the iOS store, and seeing as how much I have enjoyed Adult Swim games as of late, figured it was at least worth a try. I had never played an Amateur Surgeon game before hand, so I had no real context for what I was getting in to. With a game like this, it actually makes it a more fun experience now that I think about it.
In case you are like me, and have never played one of these games before, the premise is simple. You are an amateur surgeon, and you're asked to perform wacky and zany "operations" in order to save a wide variety of characters that come to see you for some strange reason, seeing as how the instruments you use aren't exactly the most sterile or most appropriate tools for the job. A pizza cutter is a serviceable item when slicing an assortment of things, but making incisions on a human body in place of a scalpel isn't exactly standard practice, as far as I know.
You are scored based on how well you perform precise actions (think of the board game, Operation), and lose bonus multipliers for each wrong or sloppy maneuver. There is also a time limit in each level, topped off with the looming presence of the heart rate monitor, because no matter how bizarre the game is, you still don't want to let your trusting patients die, now do you? At the end of the level you get 1-3 stars for completing it, after which you can go back and play it again, picking between one of two bonus stars to go after for completing bonus challenges, like finishing the surgery in a minute or less, or doing the entire process without one mishap. The more stars you unlock, the more levels you can advance to, which makes replayability a must if you want to advance the game. Luckily, the further into the game you go, the better you get at it, so playing the earlier levels again seems a lot easier the second and third times around.
Overall, I got through a lot more levels than I really thought I would, as it had that "just one more level" feel to it. Any game that can get me to worry about scores and rankings and stars has done something good in my book. Adult Swim, keep it up. You're doing it right.
Day 193, Game 193 - Tiny WingsRead Now
It's not secret - well, it shouldn't be at least - that I'm not a huge fan of mobile games. For the most part, I don't seem to find the same type of gaming experience or enjoyment that I normally would with console or handheld gaming. The substance is lacking immersion into the game, and usually it just feels like I'm playing the mobile games just to kill time, when other forms of gaming aren't readily available.
Well, I wish I could say that playing Tiny Wings was a different experience and completely changed how I looked at mobile gaming. Unfortunately that's just not the case.
I had my iPad with me for work, for no other reason than to combat possible boredom on a slow Friday at the end of a busy work week. Thanks to the 5 year anniversary celebration of the iTunes App Store, and the free games that they gave away to thank all those loyal to the brand, I got Tiny Wings for free on the iPad. I had purchased the regular version a couple years ago when it first came out, but the iPad version (like most games) has an upgraded HD version to coincide with the big, beautiful retina display of the newest iPad. While the normal game is quite sufficient, it's always nice to take advantage of the upgraded awesomeness of HD games.
So, Tiny Wings. It's a serviceable game. It does it job as fulfilling the credentials of being a mobile game, and does it quite well. It's a one-touch game, where tapping anywhere on the screen sends your bird dive-bombing to the bumpy landscape below, in which you utilize gravity and momentum to propel yourself forward as you let go of your touch to launch your bird back in the air. Your goal is to pick up coins, gobble up speed boosts and basically get as far as you can before the sun completely sets for the day. High scores are the main reason for playing over and over again, while completing challenges throughout your play sessions adds to your success rate.
That's about it, really. It's short, quick games fueled by the drive to get higher scores and basically, just kill free time. Sure, it's a very aesthetically pleasing game, but let's not beat around the bush. It's still a mobile game, and that's all that it will ever be.
The Apple App Store is celebrating it's five year anniversary, which is crazy to think about. On one hand, it seems like only yesterday that we stepped into this new, digital age. But on the other hand, doesn't it seem like smartphones - more specifically the iPhone - has been around much, much longer than five measly years?
Anyway, in celebration of the five year anniversary, Apple selected five games to give away for free (five apps, as well), to showcase the growth of the store, as well as the variety of games that they offer, and have for years. They didn't necessarily pick out the most popular or best selling games (sorry, Angry Birds fans), but they did pull out five games that are unique, creative and superbly showcase what mobile gaming is, and can be, all about.
One of those five games is Superbrothers: Sword and Sworcery EP. To be completely honest, I had never heard of this game before ever, so when I downloaded it (free games aren't anything to shrug at kids, especially when you're writing a blog like I am), I went in to it completely blind and unknowing as to what I was about to experience.
When I booted it up, I was prompted to pug in headphones. Right off the bat, I knew this would be more than your average game. It is an adventure game, designed in gorgeous pixel art and utilizing amazing ambient noise and a superb soundtrack. You control your adventurer pointing on the screen where you want him to walk, you double-tap to interact with objects, people or prompts, and you pinch to zoom in and out. Basically, it's your standard mobile game, designed to play without the use of buttons. For console gamers, this is hard barrier to break through, but with practice, it becomes second nature just like any other controller scheme.
The combat in the game is initiated by turning your device, bringing you into a 1-on-1 battle, where two on-screen buttons for attack and defend are used to attempt to conquer your foe. It would have been simple to just add on-screen buttons to the normal game without any flipping, but it's those kinds of small details that usually make certain mobile games stand out in the crowd of junk.
Noises - and to a lesser degree, music - play an important role to the gaming experience, especially when wearing headphones. The noise and music is ambient, subtly immersing you into the universe that you are traveling in. Without jaw-dropping graphics to rely on, the sound becomes that much more important, much like numerous successful NES games figured out back in the day. Sure, you could play this game without paying much attention to the sound, but that would be like eating gourmet cooking with a severe cold - just won't taste the same.
Unfortunately, while there are many aspects to this game I enjoy, I just don't know how much time I can consciously sink in to it. I have it downloaded to my iPad, so I assume I can get back to it while traveling or when other forms of gaming isn't readily available, but I can't justify spending my precious free time with this game, or any other mobile game, when I have other choices.
I just don't see that changing for mobile gaming for me in the near future at all. No matter how cool and awesome the game is.
Unless it's Angry Birds, of course.
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Games played for project : 365