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Hyrule Warriors Review
Posted on: Wednesday September 17, 2014 Tags: game reviews Source: Gamespot.com

If you’re looking to form an argument that Hyrule Warriors is “just fan service” as a negative criticism, you’re wasting your breath. However novel this Dynasty Warriors-meets-Legend of Zelda game is conceptually, once you open that first chest and Link thrusts that treasure toward the camera, you realize that this is a Legend of Zelda spin-off worth taking seriously. Sometimes it’s these left-field concepts that make the most sense. There’s a reason why Link was the most well-received character out of the three console-exclusive fighters in Soul Calibur II. And if you know your Legend of Zelda history, seeing the title character herself hold her own in a crowd-based beat-em-up isn’t at all unusual. Hyrule Warriors isn’t “just” fan service: it’s pure fan service.

If linear first-person shooters are fundamentally digital remakes of Whac-a-Mole, then the Warriors games and its spin-offs are the slow-burn iterations. The majority of the games are exercises in tactical map management that also let you become the main contributor to the action at ground level, slicing through crowds of simple foes with an ease that is simultaneously empowering and pedestrian. As you liberate one fortification, another keep is being invaded. The key to winning a typical Dynasty Warriors mission often comes down to simply being faster than your enemy in covering the map with your blue color-coded forces.

Welcome to Hyrule, where we balance giant bags of coins on a single finger!

Like the One Piece: Pirate Warriors crossover series, however, Hyrule Warriors is more focused on objectives than it is on removing the red-coded opposition forces from the map. This keeps in line with the goal-oriented design of most Legend of Zelda games, and thus, makes the game all the more welcoming for Zelda fans new to Warriors. If you wish, you can make the game feel more like a traditional Warriors game by taking over each fort one at a time. Such an approach creates its own challenges, since many of the objectives in Hyrule Warriors have timed deadlines. Like any Dynasty Warriors game, Hyrule Warriors is at its most stimulating when it tests your management of priorities. As a Zelda fan, of course you want to save the Deku tree when it’s being invaded on all sides! But you’re also close to liberating a keep at one of the far corners of the map! And since you’ve just reached 1000 kills, a collectable skulltula has temporarily appeared on the map! Choices!

If you're new to Warriors games, setting priorities isn’t as easy as it might initially appear. The biggest rush comes when you’ve completed all the mid-mission objectives and you’re left racing against the enemy toward the current victory condition. Even if you confront the boss with a full bar of health, the same can’t be said about the health of your home base at the other end of the map. Should you return to your base, or stay and try to defeat the boss to end the mission, thereby saving the base in the process? Choosing wisely in such tight and time-sensitive situations makes victory all the more satisfying.

Say "Aaaaah!"

For all the Legend of Zelda-related items, jingles, and familiar faces that are thrown at you every other second, Hyrule Warriors still manages to be a fine Dynasty Warriors spin-off in its own right. If you have muscle memory devoted to the series, then you know that the first priority when beginning a mission is to leap into the fray, get to work in liberating the nearest fort, and set yourself on a path to at least 1000 kills. Hyrule Warriors is not a shallow reskin, but to Warriors faithful, it does look like a new pair of shoes that has been aptly broken in.

As a Warriors game in 2014, Hyrule Warriors reaps the benefits of the many criticisms leveled at prior games, with the boss lock-on option that was introduced a few years ago standing out as the most vital lesson. Can you remember Dynasty Warriors’ dark ages when all you could do was manually point the camera at a boss? The game-changing boss lock-on not only allows you to wade through the crowds of foot soldiers clogging the path, but also helps maintain your forward momentum as you rack up a body count. The meaty sound of slicing through a dozen foes in a single sword stroke never gets old. It’s a multilayered cycle of bloodless, PG-13-level mass killings: on one layer, you’re constantly motivated to reach 100-kill milestones, while on another layer, you’re always on the lookout for the nearest spot of enemy movement on the map, especially when you’re killing time before the next objective appears. Even after the mission ticker is updated with your next goal, there’s the strong likelihood that you’ll record another 500 or so bodies in your diary of death as you work on that active objective. The drawback is that it’s hard to care when you’re left with only one or two pitiful enemies; killing them feels like a waste of time and a waste of a blade swing.

However novel this Dynasty Warriors-meets-Legend of Zelda game is conceptually, once you open that first chest and Link thrusts that treasure toward the camera, you realize that this is a Legend of Zelda spin-off worth taking seriously.

The greatest trick Hyrule Warriors pulls off is in making a convincing argument that the game might just belong in the much-debated Legend of Zelda timeline. When you prescribe to an “official” timeline that accepts the notion of multiple Links, it’s not that unreasonable to argue Hyrule Warriors as canon. Although series producer Eiji Aonuma has gone on record stating the contrary, that won’t stop fans from disputing this game’s place in Zelda lore. The impressive cutscenes alone have enough expository weight to make Hyrule Warriors timeline-worthy. Further validating the argument is how the story mode features inter-dimensional journeys to various Legend of Zelda worlds, including lands from Skyward Sword, locales from Twilight Princess, and even the dubiously memorable Water Temple. As an argument for and against the notion of canon-eligibility, Hyrule Warriors even manages to rehash plot key points from the franchise (eg. Sheik’s backstory) that are also significant spoilers to the very, very few who will play this game but have never beaten a Legend of Zelda adventure.

Some of the best moments in Warriors games are those in which agile combos lead to brief, character-specific cutscenes, so I’m not surprised that the studios involved in developing Hyrule Warriors devoted time to giving everyone in the playable roster unique attacks and animations. Watching Link perform spectacular melee attacks only makes one wish such potent moves were available in mainline Legend of Zelda games. It’s never jarring to watch him and his supporting cast let loose against the game’s countless hordes, especially when a single special attack breaks the 50-kill mark.

It’s a multilayered cycle of bloodless, PG-13-level mass killings.

It’s not hard to spot the Dynasty Warriors DNA in Hyrule Warriors. You can see Omega Force’s signature familiarity with Wushu martial arts in some of Impa’s attacks. Newcomer Lana, with her adorned sleeves, exposed midriff, and giant ponytail would not look out of place in a Dynasty Warriors game. And if you’re wondering where you can find the contributions of co-developer Team Ninja, you need only look for the brutal and often juggle-intensive combos, moves that look like they were ripped right out of Ryu Hayabusa’s playbook. Executing the most eye-catching moves takes a little time to memorize, but Hyrule Warriors is also very forgiving should you just prefer to mash buttons and watch the hordes dissipate.

The flow of time is bittersweet. You wake up one day and you realize that there are more Dynasty Warriors spin-offs and crossovers than there are mainline Dynasty Warriors games. Aside from introducing many Legend of Zelda fans to the Warriors franchise, Hyrule Warriors adds little innovation to Koei’s megaseries as a whole, but nevertheless brings an undeniable spark ignited by the crossover cast itself. As one of the more well-produced Warriors games in recent memory, it is easy to see Hyrule Warriors paving the way for more Warriors spin-offs--other properties that have a substantial amount of melee combat. Street Fighter? Dragon Ball? The idea of a Gundam Warriors game, let alone a series, was once an absurd concept, just as Hyrule Warriors was when it was first announced. If the Warriors franchise has proven anything, it’s that most every entertainment property is fair game. And that prospect is both exciting and a bit scary.


Hyrule Warriors Review (Wii U)
Posted on: Wednesday September 17, 2014 Tags: game reviews Source: Videogamer.com

At its core is a series of large maps, home to your foes, with routes being unlocked over time and a boss fight cropping up at the end. Playing as Link, Zelda, Shiek, etc, you usually have to defeat armies, take out zonal leaders to gain territory, progress through a level, and then take on a boss – like Gamoah the spider boss, or King Dodongo from Ocarina of Time.

Despite new characters, movesets, items, and more being unlocked or crafted as you play, the base gameplay changes very little. I found myself feeling like there wasn't much different at four hours in than during the...

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Destiny Review (PS4, Xbox One, Xbox 360, PS3)
Posted on: Wednesday September 17, 2014 Tags: game reviews Source: Videogamer.com

It sounds like a disaster. It isn't. Underneath its thin, repetitive smattering of objectives, its recycled enemies, Destiny's core competency - shooting - has a compulsive, almost hypnotic quality. Bungie may have neglected to vary its missions, or tell a story that's not on par with Alien3's theatrical cut for narrative clarity, but it hasn't forgotten how to craft excellent shooting mechanics.

As in Halo, athletic, risk-taking play is encouraged, and its systems (double-jumping, grenades, specials, etc) all tie in to an experience that's not about who shot first, but who shot...

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Hands-on with RGB Express, a tiny little delivery of puzzling loveliness
Posted on: Wednesday September 17, 2014 Tags: game reviews,mobile Source: Appspy.com

Here's the deal: you have various coloured trucks, and each needs to pick up a parcel and deliver it to its destination. The truck can't double back on itself, and if you collide two trucks together then... well... you don't want that.

RGB Express is cute and dinky and delightful, and it's just the right level of challenge to keep you thinking and experimenting, without frustrating.

Here's my hands-on with the game.

Click here to read more.


Hyrule Warriors Review
Posted on: Wednesday September 17, 2014 Tags: game reviews Source: Gametrailers.com

gt_massive_hyrulewarriors_charactervids_640x360

Fan service is at the forefront in Hyrule Warriors, but is this just another Dynasty Warriors game with a Zelda skin?

Lichdom: Battlemage Review
Posted on: Tuesday September 16, 2014 Tags: game reviews Source: Gamespot.com

The song you hear calling from the center of Lichdom: Battlemage is one of ice and fire. A chorus chants from within, urging you to chill your personal demons with the ray of frost you blast from your fingertips, and to burn them with showers of brimstone. Elemental powers aren’t the only ones you command in this magic-driven action game, but they are the two that define the initial hours of Lichdom’s overlong campaign, which hobbles to a close long after it milks the joy out of its excellent but single-minded combat.

Let’s return, however, to those initial hours. Lichdom: Battlemage is built around the most satisfying spellcasting this side of Kingdoms of Amalur, and it’s this one system that drives the adventure from beginning to end. There is no mana bar obstructing your access to deadly magic. The only cooldowns you need consider are the intrinsic casting times of the spells themselves, not additional timers that dole out casting permission at specified intervals. Wizards and skeletons spawn into the level from nowhere, and you fling icicles at them or soften them up with a hive of buzzing parasites that floats above your head.

If you want to keep your distance during rough battles like this, craft shields that give you unlimited access to the short-range teleport called "blink."

Casting these spells from Lichdom’s first-perspective feels oh so good, and they come in three types of magical flavors, called sigils. Each sigil allows for three casting techniques: a focused attack, an area-of-effect attack, and a parry--termed a nova--that typically offers its own kind of offensive enhancement. A focused spell might take the form of a continuous ray of elemental energy or a ball of filth, though I was most taken by homing missiles, which I could fire off in quick succession or charge up for a more thorough display of destruction. To turn an archer into a pile of ash is simple enough with such a missile: hold a mouse button, then release that flaming projectile and watch your target skeleton dissolve into the wind when it hits.

Forgive my focus on fire and ice. It’s easiest to describe these types of magic in light of the more complex sigils, such as kinesis and delirium, which allow you to control the battlefield in various ways, turning enemies against each other or halting them in their tracks. I grew fond of a slaughterous trio comprised of necromancy, corruption, and ice. Necromancy does what it says on the tin, turning fiends into friends when the grim reaper comes to visit, while corruption allows you to spread an epidemic of tumorous growths and ravenous parasites. These sigils often work in tandem with each other, turning a sequence of properly-timed blitzes into a colorful spectacle of frozen sorcerers shattering into a trillion pieces. This may be magic, but I am more than a mere magician: I am a demigod.

Mr. Freeze would have an excellent ice pun to accompany this image.

More specifically, I am a Dragon, capital-D, and a significant figure in Lichdom’s baffling story, which stars you--a battlemage of the gender you choose--and a scout of complementary gender whose role would best be described as "exposition faucet." He or she flits in and out of your travels to share the details of a story that’s never properly established, making every line of Lichdom’s dialogue a mess of white noise. "Here’s a story about something cool you’ll never witness for yourself," says the scout, in essence, and you move on to making your own story. The beautiful environments thankfully have stories of their own to share; twisted tree trunks and tarnished temples rise from a fetid swamp, and you see massive sea vessels encased in ice, as if they were frozen in time before their captains were aware of such an unlikely danger. CryEngine 3, the same graphics technology that humbled many a PC in 2013 in Crysis 3, has returned to remind you that your machine really needs a new graphics card. To be fair, however, the game looks great even with medium-ranged setting activated, though the game’s liberal use of motion blur will have you rushing to tweak its visual options to diminish the discomfort.

As tempting as it is to compare Lichdom: Battlemage to Skyrim, what with the early snowy environments and all that magic, this is no role-playing game--at least, not in the traditional sense. Lichdom does, however, grant you plenty of agency over how you exercise your magical talents. Your spells are not assigned to you as if they are medicines prescribed by a doctor (burn two brutes to a crisp with this bog-standard fireball and call me in the morning). Instead, you drive your own destiny by designing your spells using the various materials that occasionally rush to your body after a kill as if drawn to your magnetic personality.

Elemental powers aren’t the only ones you command in this magic-driven action game, but they are the two that define the initial hours of Lichdom’s overlong campaign, which hobbles to a close long after it milks the joy out of its excellent but single-minded combat.

I couldn’t possibly begin to detail Lichdom’s convoluted spell creation, which isn’t ungraspable, but requires that you make sense of various terms--mastery, control, critical effect multiplier, apocalyptical chance--and interpret the results of each step of the crafting process. At first, it’s difficult to tell why spells behave as they do, especially when there are countless statistical minutiae differentiating one spell from the next. ("These two spells are the same except one offers a slightly larger attack radius and the other does slightly more damage. Is it worth spending time on a decision that won’t likely matter much on the field of battle?") It’s both empowering and somewhat tedious to have so much control over so many magical attributes, but whether or not you fall in love with this system, you’ll spend plenty of time attending to it: more powerful demons shall arrive, and you will have to create higher-level spells to destroy them.

After several hours of winding your way through Lichdom’s linear levels, it becomes clear that developer Xaviant relied on this combat system to the detriment of other basic aspects of game design. One by one, combat scenarios appear, each one exactly like the last. Enemies spawn into being out of nowhere--and should you die and have to relive the battle, they always materialize in the same locations with no concern for your position relative to their spawn points. You wave your hands about, spreading disease and death, until every demon has fallen--or until you are wholly annihilated. You then interact with a floating sphere that generates a purple hologram depicting two or three characters talking about apparently vital story events you never get to witness for yourself. And then you repeat this scenario, with only boss fights and the occasional appearance of your opposite-gendered exposition vessel to disrupt the flow. Necromancy, ice bolt, ice bolt, fiery aura--once more, with feeling.

Click above for more Lichdom: Battlemage images.

To be fair, the flow is also disrupted by frequent deaths, an annoyance that’s sure to hound you when you enter new areas with spells that no longer adequately protect you, but without the components that would allow you to create stronger magic. Some battles are teeth-gnashingly, hair-pullingly grueling, particularly those with enemies that enjoy freezing you in place, and Lichdom almost takes a perverse delight in how far apart its checkpoints occur. And so you take part in a tedious video game version of Groundhog Day in which you perform the same amazing supernatural feats so often, and in the same repetitive scenarios, that those feats become as boring as collecting Gandalf the Grey’s dry cleaning.

That isn’t to say that I don’t appreciate the inherent diversity of Lichdom’s spellcrafting; a ray of focused flame behaves differently than the necromantic conversion of dead demons, after all. But the game's general approach takes the burden off the design and transfers the impetus of creating variety to me--and without innate structural variety, Lichdom stretches its one excellent idea to the point of tearing. The game’s inordinate length only reinforces the monotony. I hesitate to suggest a game should be shorter than it already is, but Lichdom itself makes an excellent argument for brevity. Xaviant miscalculated the formula. (Great spellcasting) - (mana bar) + (meaningless story) + (unvaried battles) is not, in fact, equal to 15 or 16 hours of consistent enjoyment and $39.99 of your money.

The most important consequence of Lichdom's impenetrable story is that you always know when it's safe to go make a sandwich.

While Lichdom makes a strong case for a shorter game, it also makes the case for another Lichdom game. If there is any game this year deserving of a sequel, it’s this one. With a steely backbone of meaningful world-building, sensible storytelling, and proper pacing, a Lichdom 2 could have an unassailable place to hang its best asset. The game at hand is concerned only with the magic. A few hours in, I was convinced that it might be enough. The love affair didn't last, but I’ll always have those golden memories.


Minimum Review
Posted on: Tuesday September 16, 2014 Tags: game reviews Source: Gamespot.com

As the shooter genre aged, it began to reach toward other genres for inspiration. Bending shooting with the statistics and upgrades of a role playing game became a popular option, but what would happen if a third-person shooter was merged with a multiplayer online battle arena, or MOBA, spiced up with a dash of striking minimalistic graphics? The result would be Minimum, a multiplayer shooter that takes cues from the MOBA playbook without copying the design outright. Minimum features impressive maps, charming and clean aesthetics, and superb, high-octane gameplay that manages to keep your pulse pounding after many hours. However, a host of glitches constantly pester, threatening to replace any moment of joy with sheer frustration.

Minimum's central feature, and where you spend the majority of your time, is its fantastic Titan mode. Here, two teams of five players do battle while aiding and protecting their titan, an enormous mechanical colossus. In Titan mode, your team's goal is to guide your metal friend all the way to the enemy's lair to destroy their power core, all the while tearing through two defensive walls, the opposing players, and, of course, the enemy titan itself.

Battles rage as titans clash.

Battles have a satisfying ebb and flow as players either fight a titan-charged onslaught or work together to gather precious materials. Eventually, the titans meet and clash in the center of the arena, and both teams simultaneously fight off the opposing side while helping their titan by chipping away the health of its equally massive adversary. As one titan is defeated, the other continues its steady march toward the enemy stronghold until victory--or defeat at the hands of the opposing team.

When both titans meet their doom, the game enters a temporary creep phase that continues until the titans respawn. In this phase, you hunt small, neutral AI-controlled creatures, which drop power-ups that charge the fallen titan. The more power-ups gathered, the stronger your titan becomes when revived, and its chances of winning the next titan clash are greatly improved--so long as your team works together to prevent your enemies from attacking your empowered titan and protecting their weaker allies.

Battles have a satisfying ebb and flow as players either fight a titan-charged onslaught or work together to gather precious materials.

Team deathmatch takes you back to basics.

The constantly changing battlefield, along with smart level design, makes every battle in Titan mode a thrilling joyride. Snipers take aim and fire bright, colorful shots between the shuffling metal legs of titans. Grenades pop, sending blocky bodies flying, and warriors brandishing swords wreathed in red or green flame slam head-on in a whirlwind of multihued fire. These chaotic fights erupt in all corners of Minimum's imaginative maps. Each extensive level features elevators, sniper perches and, if you know how to be sneaky, plenty of pathways that either lead you to a fight where you're needed or allow you to sneak up behind unsuspecting foes. If you find yourself in the thick of a battle that is turning against you, there is always cover nearby. I found myself falling in love with every map I played. My favorite, however, goes to Path of Lanterns, a horseshoe-shaped level adorned by ancient Japanese castles.

Weapons and armor grant powerful abilities that aid you in battle. Your character isn't exactly a powerful hero to be chosen among many as in typical MOBAs. After all, as per Minimum's fundamental art direction, everyone starts as a character made of white or red rectangles in humanoid form. Abilities, instead, come from your equipment, where personalized loadouts allow you to create your own ultimate warrior. You can become a walking tank, sacrificing movement speed for more health and increased weapon damage, or perhaps a crafty ninja, dual-wielding katanas while receiving speed boosts for every foe you cut down.

The constantly changing battlefield, along with smart level design, makes every battle in Titan mode a thrilling joyride.

Maps are huge and meticulously detailed.

Picking up building materials in-game allows you to upgrade your armor up to three levels on the fly, increasing the effectiveness of the abilities. Gathering glowing blue blocks dropped by defeated enemies empower weapons by up to five levels, undergoing an impressive visual metamorphosis. But keep in mind, a death resets your weapon's level back to zero; however, your armor level stays the same. At the end of a match you are awarded in crafting materials, split into blocks and polyhedrons, which you spend in the armory to craft even more powerful weapons and armor.

Minimum offers a few, more familiar, multiplayer modes in Team Deathmatch and Horde. They share a list of smaller, arena-style maps, ranging from an ancient Japanese garden lit with paper lanterns to a gleaming space station, complete with a docking spaceship and antigravity areas. Team Deathmatch pits you in a five-on-five match where the first team to hit 50 kills wins. Removing titans from the equation does lessen the excitement somewhat, but the gunplay is competent enough for team deathmatch to be fun in bursts. Building material for armor is also more of a trickle than the shower seen in titan mode, which adds a flare of challenge, keeping you not only on the offense, but also on the lookout for rare crafting material while dodging plasma missiles and avoiding turrets.

The dull Horde mode is even less likely to keep your attention. In Horde, you and your team defend against an onslaught of enemies such as astronauts, ninjas, and dinosaurs--yes, dinosaurs. Minimum’s bots, however, are too dumb to even make fighting blocky raptors all that engaging. Enemies spawn in random locations throughout the map and proceed to take you out either by dancing in place while shooting, or by charging, blades drawn, into your stream of fire. Horde is a yawn-inducing affair, where most of the challenge comes from surviving against bullet sponges while watching out for dinosaurs that nip at you from behind. You get one life per round, but dying in Horde allows you to keep up with the action as a camera floating behind your allies’ backs. Trying to move to different angles, however, is nauseating. Instead of weaving with the changing environment, the camera smacks into objects while occasionally vibrating in protest to your attempt to get a clearer picture. Warning your buddies of impending dinosaur attacks isn’t easy when your view is stuck inside a wall.

Purchase new weapons in the armory.

Minimum is still far from finished, and it shows. Menu screens flicker, and occasionally you load into a match frozen for several seconds as environmental objects pop into view. Horde mode's follow cam is nauseating, as it smacks into objects surrounding the player in focus. Worst of all, however, are the shockingly frequent game crashes. During my first four hours into the game, Minimum crashed once per hour, forcing me to restart my computer. Oddly, the crashes only seemed to occur while I was either trying to quit the game or navigate the menu; the problem never cropped up while I was in a game. Minimum is due to receive updates in the forms of new weapons, armor pieces, and maps, but given its current state, I'd rather see the glitches and game-ending bugs ironed out before getting a new toy or two.

Build and upgrade armor during the game, but watch your back!

Minimum is a game of incredible moments. Watching an enormous titan, its form taking after a sumo wrestler, lifting another titan, designed after a samurai, straight into the night sky and tossing it into a cliff is awe-inspiring. More than a dozen hours in and my heart still flutters at the sight enemy titan marching along to a slow, thumping soundtrack. Titan mode manages to be both recognizable and fresh, while featuring some incredible maps in which to blow your opponents away. Minimum can be something special, but the unfortunate distractions, such as watching your computer boot up for the umpteenth time thanks to another crash, keep it from reaching its goals. With a few tweaks and perhaps some extra building blocks, Minimum can, like the imposing titans that call it home, stand tall among its peers.


CounterSpy™ Review (5/5)
Posted on: Tuesday September 16, 2014 Tags: game reviews,mobile Source: Appspy.com

Whether you're crawing around under a cardbox box in Metal Gear Solid, or straddling a hallway while an unsuspecting guard strolls beneath your crotch in Splinter Cell, there's nothing quite like a good stealth game.

Counterspy is a cartoon love letter to espionage thrillers and cold war unease. This side-scrolling roguelike casts you as a secret agent trying to infiltrate a military base and prevent the imminent launch of a Soviet nuke.

As Pocket Gamer's Giles Armstrong found, the iOS port does a great job of recreating the PSN hit on a touchscreen device. If you want to find out why, just watch the video above.

Watch the video above to hear the full review.

Read the review transcript over on Pocket Gamer.

Click here to read more.


Gemini Strike Review (4/5)
Posted on: Tuesday September 16, 2014 Tags: game reviews,mobile Source: Appspy.com

While developer Cave has got the vertically-scrolling shooter market pretty much sewn up, games like Dodonpachi come with a fairly stiff price tag.

Enter Gemini Stike, an arcade-inspired blaster with lots of lasers, big bosses, but zero barrier to entry.

But can a free-to-play shmup really hold its own against the premium powerhouses already available on iOS? Jon Munday from Pocket Gamer thinks shooter fans may find room in their heart for Gemini Stike's old-skool charms, albeit with one or two reservations.

Watch the video above to hear the full review.

Read the review transcript over on Pocket Gamer.

Click here to read more.


Battle Riders Review (4/5)
Posted on: Tuesday September 16, 2014 Tags: game reviews,mobile Source: Appspy.com

Racing sims can be a bit clinical. You'll often get endless menus filled with gear ratio sliders and engine tuning options, when all you really want to do is slam your figurative foot to the floor and burn some rubber.

Battle Riders is an antidote to the serious-headed racers of the world, so much so that the Deathrace 3000-inspired vehicles you drive also have massive guns slapped on the side of them. 

Question is, does it deliver the high octane, armour plated goods? Watch the video above to hear Pocket Gamer reviewer Craig Grannell's take on the action.

Watch the video above to hear the full review.

Read the review transcript over on Pocket Gamer.

Click here to read more.


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