![]() Because they're over so quickly, they're overloaded with the combat stuff, with nary a second dedicated to anything that doesn't involve killing things. Because free-to-play monetisation relies on you spending a lot of time in menus and outside of the gameplay itself (because that's where they can offer you cool stuff in exchange for cash), levels are over in just a couple of minutes. The first issue is how short these levels are. Put that boss down and you can move to the next level. You'll run through a gauntlet of basic enemy battles, before getting to a boss. ![]() ![]() In principle this is a brawler, and something of a mix between Diablo and the earlier God of War titles. The problem with Blade II - and far too many other mobile titles, is the way that it has been designed. If anything it makes it worse, because now all the elements in Blade II that were designed around the monetisation model exist without any context whatsoever. Removing the microtransactions and free-to-play monetisation and instead asking people to drop money on it up-front doesn't fix things, either. It's a shallow, vapid, and completely pointless waste of time to play. Blade II is a good example of everything wrong with the mobile gaming space. ![]()
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