Tag Archive | "strategy game"

‘Time of Heroes’ Review – Time to Sharpen Your Tactical Skills

We previously covered smuttlewerk interactive when we took a look at Companions [$4.99/Lite], a well-done top-down role playing/strategy title. Now the developers are back with Time of Heroes [$0.99], another great addition to the genre. Ditching the top-down sprite visuals for a 3D-look, Time of Heroes still maintains smulttlewerk’s reputation for gameplay depth while successfully transitioning to a classic turn-based strategy game.

If you’ve ever played the likes of Final Fantasy Tactics, you’ll feel right at home with Time of Heroes. The game takes place on a series of maps, with players choosing heroes, units and their placements at the beginning of the battle. The game then plays out via turn-based gameplay with the goal being to accomplish all the objectives of the map (typically kill the opposing heroes while keeping your own alive). Time of Heroes is classic turn-based strategy, and I think it gets a lot of things right.

By far, the most successful element that Time of Heroes captures is its very deep gameplay. In addition to the standard rock-paper-scissors type of unit matchup advantages, Time of Heroes also features terrain bonuses (and weaknesses) and aura influence (bestowed by being close to a hero). Considering all these bonuses apply to both your units as well as the enemy, these all lead to every move potentially being very important in the great scheme of winning each battle.

While I absolutely loved the depth, I can imagine that the large amount of variables might seem overwhelming for the novice tactician. This is especially true since the game loves to throw out scripted mini-cutscenes during battles that end up with even more baddies joining the scene. Some of the maps can become downright disheartening when you’ve used up the brunt of your forces, think you’re on your way to killing the final monsters, and then more show up. Thankfully, Time of Heroes also includes a good difficulty system, ensuring that most folks should be able to tailor the game to their own skill.

In addition, Time of Heroes does a great job making your actual heroes stand out stat-wise. Most missions will force you to keep them alive via objectives, but your characters also have a very robust experience system with a large amount of talents that can be picked up via the collection of skill points (which you earn by leveling up). When you add in the fact that each hero can equip various items that can either boost their stats or the stats of the units they command, you’ll find that there’s a lot of choices in how you choose to win each battle. Even the spell system deserves some praise, as most spells offer area of effect bonuses that can be the difference between victory and defeat (your enemies have access to these spells too, so watch your positioning).

Another aspect of Time of Heroes that deserves kudos is its use of IAP. Yes, the game does feature an in-game shop that lets you spend real money, but they are all for items that only offer a small advantage in battle. Furthermore, these items are really only useful in the hands of folks that already possess some modicum of strategy, making them simply supplemental additions rather than ‘Win Game’ super items. Some may argue that IAP should in fact be limited to items that make the game very easy, but I appreciate the fact that Time Of Heroes tried to balance incorporating the option to provide some advantages via IAP while preserving the integrity of the game as a whole.

One thing you’ll notice about Time of Heroes is its pacing. It’s pretty slow, especially at the default settings with full movement and battles on. The game features extended battle scenes that do a decent job showing the various advantages of opposing units, but it can add a decent amount of time to each turn. Granted, the developers have put in plenty of options to skip most of the battle and movement animations, making the game much faster (I highly recommend using them). Despite this, even with the quick options turned on, the game can still be a little slow. However, in all reality this is a minor issue since I’m assuming that anyone that’s a fan of these types of deep strategy games should have more patience than the average gamer.

There are also some UI issues that I’d like addressed. For example, the way in which a unit’s movement becomes permanent as soon as you select another character is confusing at first, and seems counter-intuitive. Even though it would add another step, I thought a ‘Wait’ button would have made more sense. I understand it was done for the purposes of streamlining, but it still feels odd to me. Also, due to the "3D" view of the battle field, it can occasionally be difficult to tap exactly where you want your character to move (especially if the place you want to go is surrounded by units to begin with). Thankfully, a quick undo button is always there in case you have to try again (just don’t tap another unit beforehand).

Finally, I also would have liked more of an interactive tutorial. While the game does a good job getting you going with the basics, an advanced tutorial giving more in-depth lessons on terrain and unit advantages would have been a lot better for me instead of simply telling me to go to those screens and attempt to decipher the large block of percentages. It’s always tough balancing heavy gameplay depth with approachability, and while I think Time of Heroes mostly succeeds, this is one aspect that I think they could have improved upon.

While the concerns mentioned above somewhat detract from the overall experience, Time of Heroes nails the most important elements of a good strategy game. When you combine the large amount of depth on the gameplay side with a good narrative tale and a fairly decent control scheme, Time of Heroes is well worth a recommendation for any fan of strategic turn-based games.

App Store Link: Time of Heroes, $2.99 (Universal)

TouchArcade Rating:

Posted in iPhone GamesComments Off

‘Battle Nations’ Review – A Free Strategic Sim from the Creators of Trade Nations

The very first time most people play a freemium sim, they reach a point where they think "that's it?" After all, you've put time and possibly money into growing your crops, building your tower or expanding your kingdom, and then you want to, you know, do something with them. It's a feeling that passes, but it's always a bit of a letdown.

Battle Nations [Free] blasts that letdown into bits, because while you build up your military base you're also building up an army, and that army gets to fight. It's part freemium builder, part turn-based strategy game. You use the money you earn from the crops you grow to build your army and keep it in tip-top shape. Then you bring the hammer down on friends and foes alike.

That's "friends," not "allies" -- there is a multiplayer component to Battle Nations, and there are people actively playing it. You fight AI opponents during the campaign, but you can also fight friends (through the Z2 network) or strangers whenever you like. In my experience, the game has effective matchmaking. I was always paired with an opponent quickly, and they were always around my level.

The battles are far more interactive than most freemium war sims. Each battle presents a small grid for placement and all your available units. You choose which units to bring out for the fight and you choose where to place them. Then, turn by turn, you pick a unit to fire with and a target. The units all have their own strengths and weaknesses - some are stronger versus humans or machines, some have large areas of effect, some have more health or do more damage -- all the basics you'd expect from a strategy game.

This doesn't add up to a lot of depth, and the battles are brief. But they're fun, and quite dependent on your choices. Turns versus players are limited to 20 seconds, so waits are short and sweet, and the rewards for combat are huge. And there's another interesting thing at work in the background -- losing a unit in battle has a real cost that might be counted in time or money. This makes every decision much weightier. Do you bring out your best units, knowing if they get killed you're in for a long haul to bring them back?

This is where the farming sim meets the strategy game. Units have a cost to build and to heal. Between battles, you need to build up your military base, seek out and farm resources, and feed and house your army, all with the typical build, wait and tap setup. Resources -- money, stone, wood, oil and iron -- are needed to buy units, and they take time to train. Healing them after battle also takes time, and can be brutally expensive. It's a balance that works surprisingly well and left me itching to get back to the fight on a regular basis.

Nanopods, the premium currency, are pushed at every turn. Purchases are never strictly required, but the sales pitch is stronger and more compelling than I'm entirely comfortable with. You can speed up any action with Nanopods, and many things can only be purchased with them. Never necessary things, but some strong units and useful buildings are locked behind the pay wall. Nanopods can also be used to heal in battle, but only versus AI. Battle Nations provides many compelling reasons to make a purchase, and meters free Nanopods out at a glacial pace.

But I found that I didn't particularly mind. I haven't bought Nanopods yet, but I might -- since they let me get back to the fight quicker, there's an actual reward for using them. They also let players move through the story a little faster, which means leveling up faster and getting access to better troops and new things to build. Speaking of the story, Battle Nations actually has one, and it's extremely tongue-in-cheek. It makes a great accompaniment for your time in the game, giving you a good reason to keep moving forward.

The only thing holding me back was the loading. Battle Nations sits on the excessive side of the loading scale, with long waits not only whenever you load the game but also whenever you move from area to area. Granted, the game's primary mechanic involves waiting out the clock over and over, but waiting through the loading only to see that I then need to wait to do anything interesting is a pain.

Otherwise, Battle Nations is freemium done well, offering more entertainment for your download than most of its competition. Z2Live seems to have gone in to this game without a hint of contempt for its players or model, and as a result they created something fun, strategic and occasionally funny. So I'd recommend giving it a try if you enjoy the occasional war game, and reporting back once you've scouted it out.

App Store Link: Battle Nations, Free (Universal)

TouchArcade Rating:

Posted in iPhone GamesComments Off

‘Rebuild’ Update Will Roll In iPad Support, Game Center

My new favorite thing on iOS is Rebuild [$2.99]. It's a fantastic strategy game that has the capability of ruining your life like only a Civilization can, but it also has this great touch that makes it exceedingly accessible and much more interactive. Its biggest flaw is the fact that it can only be played on iPad 2. Awesomely, that's going to change pretty soon.

In an e-mail exchange with us, Northway Games confirmed that iPad support is on the way in an update that has already been submitted to Apple. This update will also pack in Game Center support, which presumably will add achievements, too. Explaining why the game wasn't release for both platforms at once, Northway said that its technology simply wasn't playing nice with the original iPad. It is now!

If you're interested on checking this out on smaller iOS devices like the iPhone or iPod Touch, the wait might be a while. Northway is open to the platform, but a port isn't in the works just yet.

Posted in iPhone GamesComments Off


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