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  1. Theme: Animals Vectors: - Effects: - Registration time: until 15 April (Wednesday) Organizer: @Nexy Read the rules and good luck!
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  2. Do you have in your possession a Streaming Service ? We just made a POLL too see your feedback! VOTE!
    5 points
  3. Like + reply = 100 points ! This offer works for 24hours from now ?
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  4. First 5 Reply will get Free Gifts Avatar ?
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  5. All best friend @sK_BOSS @-Dark @-Lord @Cum_o1_Dr@g0n @Ru-gAL. @♛ Max ( ͡° ͜ʖ ͡°) ♛ @Phoenix ™ @Qween ? @KellooKizz ?
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  6. We are waiting for you to sign up for this edition of AOTW! The images must be sent via PM (private message) on the forum to the organizer which is @Nexy
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  7. 1. hello all ,its waste of time by telling your sugestion he is the guy a multi acc user @Me.Ali-. 2. he's been crazy to get admin like a hunter xd his multi acc are @[N]audy. @HeRo- @HoL!GaN- 3. i will find him easily by his words "give me admin" i got so many pm from him ? and hes from same country same ip ... just stop this guy @axelxcapo @myCro ? (im closing this topic as a rejected request) TOPIC CLOSED !
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  8. Nick:kukata Time:now Site:gt.rs Proof:https://imgur.com/a/yzbiteb Contact method:- Daily/Weekly/Monthly boost?:-
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  9. [2:12 AM] Mr.Love @ TS3.CSBLACKDEVIL.COM: bre imi luai pisica azi au venit niste oameni din UK si mi-au dat un pui [2:12 AM] Sethhh. #csblackdevil.com: ce rasa [2:13 AM] Mr.Love @ TS3.CSBLACKDEVIL.COM: plm e neagra dar e faina are ochii cam pe lateral [2:13 AM] Sethhh. #csblackdevil.com: asta e dihor [2:14 AM] Mr.Love @ TS3.CSBLACKDEVIL.COM: aaaaaaaaaaaaaaaaaaaa fute-m-as in el dihor =))))))))))))))))) [2:14 AM] Sethhh. #csblackdevil.com: dar ce e [2:14 AM] Mr.Love @ TS3.CSBLACKDEVIL.COM: dihor ma
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  10. CS.CSBLACKDEVIL.COM - #1 worldwide!
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  11. Do you know photoshop? check out our AOTW with granted voters!
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  12. Accepted. Send me via PM: nick, pw, tag.
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  15. <00:54:01> The server has shut down: Server Shutdown! R.I.P. TS3
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  16. Pro, but further improve your activity on the sv
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  18. In Dior , In Dior , I'm a Sponsor
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  19. > Opponent's nickname: @FearLess > Theme (must be an image): > Work Type: Avatar > Size & Texts: Drake > How many votes?: 10 > Work time: 1 minute
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  20. ACCEPTED Welcome to GFX Designers Team
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  22. as he said above , kindly respect our model request ! < rejected > Topic closeD !!!
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  23. AOTW registration is open until 15 april!!!
    1 point
  24. Game Informations Developers : Cornfox & Bros.. Released : November 14, 2013. Genre : Action-adventure. Platforms : Microsoft Windows - macOS - Playstation 4 - PlayStation Vita - Xbox One - Nintendo Switch -iOS - Android. Wind Waker Light It isn't often here at Destructoid that we don't review a game that has been released for almost four years across seven platforms, but Oceanhorn is one of those cases. This Zelda-like started out as an iOS game way back in the age of Obama in the year 2013, before the dark times we currently live in. The developers at Cornfox & Bros. have managed to combine the setting of The Wind Waker with the multi-layered gameplay found in A Link to the Past in a serviceable game that isn't quite on par with an actual Zelda title. So, basically about what you'd expect from an indie attempting to clone one of Nintendo's biggest franchises. The story of Oceanhorn isn't all that interesting or important. You play as a boy who wakes to find out that his dad has set out to kill Oceanhorn, a mechanical monster that has terrorized the world they live in. You set sail (literally) to find and help him. Thankfully the sailing here is mostly automatic aside from aiming a gun (which you can only use on the boat for some reason) at some enemies, and obstacles; a process that is over in no time but quickly grows tiresome thanks to how often the game forces you to do it. There's a decent amount of islands to discover, all of which can be explored to their fullest in around 12 hours. The islands can consist of repetitive beachy overworlds, caves, dungeons, and, of course, a graveyard. Variety is not Oceanhorn's strong suit as nearly every island consists of the same handful of enemies and textures. Combat is very simple, consisting of swinging your sword, throwing bombs, shooting arrows, and blocking. Thanks to some basic AI most enemies can be taken down quickly just by running up to them and mashing the attack button, which I guess is understandable considering the original version of the game was made for touchscreen devices; that doesn't mean it is all that fun. A few other minor annoyances include having to use a menu to switch items when doing so on the fly could have been easily assigned to the shoulder buttons, and checkpoints right before one of the few bosses that force you to watch their introductions each time you die by their hand. Amateur mistakes, if I do say so myself. Worse is that there is a stamina meter for running, swimming, and eventually jumping and rolling. This meter takes far too long to refill and runs out quickly, and the same can be said for the mana meter which requires you smash pots or kill enemies to refill. Pots respawn whenever you enter and exit an area, allowing you to easily refill your mana, so having the meter at all is pointless and stamina only serves to slow down the player's progress. Two outdated and not at all fun gameplay elements I hope developers stop using, immediately. I don't mind how simple most things in Oceanhorn are except for the puzzles, if you can call them that. Most dungeons will have blocks that need to be pushed to specific spots clearly marked on the ground, or levers to be found and swiped to open gates or reveal chests. Rarely did I ever feel like I needed to think about what I was doing, which is alright if you're looking for a more casual escape from all the hardcore survival and multiplayer-only titles flooding the market these days. Performance-wise, the Nintendo Switch version of Oceanhorn looks a bit dated, but that makes sense considering this is based on the PC version of the game from two years ago. Plus, the Switch isn't exactly known for being a graphical powerhouse. That said, Oceanhorn manages to run at a pretty solid 1080 60fps docked, and 720p 60fps while handheld. Meanwhile, the wonderful soundtrack was composed by Kalle Ylitalo and has a few tracks by Nobuo Uematsu and Kenji Ito who are known for their work on the scores of Final Fantasy and the Mana series, respectively. If you've got a hankering for a game with a stamina meter, sword swinging, and pot smashing, there is at least one other better title on the Nintendo Switch that I can think of, but Oceanhorn is an alright little throwback to retro Zelda titles that could help you bide your time between Nintendo's slow trickle of AAA games.
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  25. Check out this server xD the best in world for basebuilder, you should check out the mod! IP: 51.91.91.194:27020
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  28. I missed you =)) welcome back faze wanted :))
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  29. Most of the C/D crew has been holed up at home for about a month. Because of that, this long-term Cayenne, as well as the rest of our fleet, has not been gathering miles at the usual pace. During this (so far) roughly monthlong containment, our Cayenne accumulated fewer than 1000 miles. (Someone at Porsche reading this just did the mental math, and no, it will not take 30 months more to complete this test.) But we have driven it just enough to break the 10,000-mile seal, triggering an update. Three months into the loan, we were on pace for a 12-month, 40,000-mile test. While that pace has slowed, our professional nit-picking hasn't. Don't get us wrong, this is one fantastic SUV. The first half-dozen comments in the logbook all praise the Cayenne's dynamics—not a huge surprise since the Cayenne is a comparison-test winner. All Porsches are pricey, but a base Cayenne like ours is priced right against its peers. Sure, competitors do come with a longer list of standard features, things that you take for granted such as passive entry. When we ordered our Cayenne, we thought the $940 stand-alone option price was a bit excessive. Our opinion on the cost has not changed, and while we have only just gotten used to pulling the key out to unlock the car, then returning said key to our pocket before starting the car—you don't need to insert the key to start the car—we do find it a bit annoying to have one but not the other, considering our Cayenne is $80K. Staff editor Eric Stafford captured it perfectly in the logbook: "This first-world problem is a first-world pain in the ass."
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  30. Be more active in our channel! Accepted!
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  32. Hello, I posted an new gaming video dont forget to like . subscribe and comment ?
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  33. Sincerely I didn't see you much on Journalists Room, but I give you a chance Pro
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  35. Game Informations : Developer: Crytek Publishers : Crytek , Koch Media Platforms: PS4, Xbox One, Microsoft Windows Initial release date: Feb 22, 2018 Hunt: Showdown wants you to feel panic. There’s the panic that ensues when the echoes of your gunshots ring out in the forest around you, potentially attracting monsters and players. Then there’s the panic of trying to franticly escape a level with a prize before other players track you down. And finally, the panic and frustration of losing one of your hunter characters who’d amassed a hefty stash of gear over multiple successful hunts, all because you were careless around a pack of zombie dogs. It’s an addictive type of panic that, when everything clicks, is wholly unique and exhilarating in a way that no other game can be.Hunt is an Early Access first-person shooter from Crytek with a more nuanced premise than most: You (and your partner, if you bring one) are thrown into a swamp-spattered jungle with minimal supplies and the goal of hunting down and killing a twisted, demonic monster somewhere on a map full of smaller but similarly angry monsters. But it’s not that simple. Not only do you need to kill a monster, you then need to escape while evading other players. It has a very Lovecraftian-meets-Van Helsing setting, which does an excellent job of amping up the tension with some of the most realistic uses of actual darkness I’ve seen in recent memory. Instead of just being a vague, blurry, blueish filter over the screen, nighttime feels like an actual absence of light. With a quality pair of headphones, Hunt delivers the spine-tingling sounds some of the creatures make as they stalk you, and quickly becomes one of the most unnerving games out there. A round of Hunt consists of searching for clues, locating and killing your target, then escaping with your prize – but it’s a lot easier said than done. In its Early Access stage, the only two targets are a giant spider and a lumbering butcher who likes to set things on fire. I’ll never forget the first time I faced the butcher: I was carelessly rounding a corner in the basement of an old farmhouse and got absolutely demolished by his giant, hammer-like weapon in just a couple of smashes.We had to kite the behemoth to take him down, running away and taking quick pot shots whenever possible. The monsters offer up a decent challenge and are fun when when all of the elements work in tandem against you. But, as they stand, the boss monsters’ AI needs a lot of work. The butcher, for example, refuses to walk through doorways, so it’s extremely easy to exploit this by running outside and blasting him in the back as he walks away. Of course, this does then run the risk of exposing you to other players waiting for you to exit the building after this trick. But before you can fight a monster, you’ve got to track them down using your Dark Vision ability, which blacks out the world around you to illuminate a trail that leads to the nearest clue. (Naturally, with so many threats lurking, it’s extremely risky to leave this on longer than you absolutely have to.) Disappointingly, all of the clues are just blackish-blue pits that you hover your hands over for a few seconds before getting the trail for the next clue – effectively a simple pickup. In a sense, the word “clue” is a bit of an overstatement, but each one you find does narrow down the potential location of the monster. Once you locate the target, you have some important decisions to make. You can go in guns blazing if there aren’t too many enemies nearby or if you’ve got enough explosives and ammo to not care. Otherwise you’ll have to use stealth to stay hidden and carefully plan your approach to each encounter. This is where having a partner to help cover you really comes in handy. Few games offer the same sense of exhilaration and panic as a match nears its finale in Hunt. When you’ve finally downed one of the named beasts in a partially glitchy battle, you have to banish it to Hell, a ritual which takes time and notifies everyone on the map exactly where you are. Initiating the ritual will shift other players’ tracking senses to focus on your trail instead of the monster’s, and marks your location with a map marker. It’s a clever mechanic that completely flips around the hunting dynamic. You can no longer hide and you no longer have a target to hunt as you enter full-on escape mode, which totally changes the way you play. Few games offer the same sense of exhilaration and panic as a match nears its finale in Hunt. Whether you’re the hunter or the hunted, teamwork is crucial for covering each others’ backs. That makes playing solo incredibly difficult, to the point where Hunt is one of the few games that I actually preferred playing with a random (and often silent) partner to just going it alone. Loneliness makes Huntmore difficult, but it’s also boring since it can end up feeling like a shallow game of hide and sneak. With a partner, you’re at least emboldened to act more aggressively and decisively. The competitive side comes from the fact that you’re constantly racing against up to 11 other hunters (with a max total of 12 in a game) to find and kill the target. But it’s more than a deathmatch -- the temptation to shoot first and ask questions later is certainly there, but it can be more beneficial to stalk other players and let them do the dirty work of thinning out enemies themselves (and take some hits in the process) before you swoop in to finish off whoever wins. By mixing cooperative and competitive elements together, Hunt creates a frantic “kill or be killed” atmosphere that leads to some truly palpable moments of tension. My first encounter with another player was about as tense as you’d expect. My partner and I were crouched down in waist-deep swamp waters, peering at our enemy as he slowly crept around the backside of a barn. We snuck up behind him and I blasted him in the back of the head with my shotgun, killing him instantly – but we’d neglected to check our surroundings first, or we’d have noticed that the farm was full of horrifying zombie-dog creatures. Though that fight didn’t end well, I didn’t regret a single second of the overall experience. Matches typically only last for about 20 minutes, which is good because they can get boring if there is a shortage of action. You’ll spend the first five or so minutes sneaking around trying to make as little noise as possible, but that part of it just isn’t as engaging as it is in dedicated stealth games. There aren’t any specific mechanics or features that play to the stealth action -- it’s literally just large spaces with mostly oblivious AI wandering around. The introductory stealth environment felt like artificial padding to the lengthen matches where, in reality, getting straight to the action is where the game is most entertaining. Hunt is full of highs and lows without much in between. Eventually, every round in Hunt turns into a mad dash for the boss and the exit at the very end. Hunt is full of highs and lows without much in between. Part of that is due to the fact that even though it’s thematically consistent with the post-apocalyptic wasteland setting, the single map feels empty thanks to a lack of landmarks and interesting buildings. There’s barely any loot to find during matches other than ammo, which limits the desire to explore and scavenge, and the limited player count decreases the sense of mass desperation. In fact, you could play several games without ever seeing another player. Hunt does a lot of things that add much-needed terror to the genre, but it could stand to include more mechanics to funnel players together more regularly, too. Hunt’s setting may be a wasteland, but its environment and battle dynamics can frequently feel like one, too. Some bigger problems still need solutions, too. Chief among them: there’s nothing stopping players from skipping the hunt phase entirely and camping the extraction points -- which are always in the same location-- and waiting for someone else to kill the monster and try to escape with it. Or, more ambitiously, they can simply follow other players, let them kill the monster, and then pick them off while they’re weak to steal the reward for themselves. Getting the flow of those battles right is going to be a tricky balance to strike, and Crytek hasn’t quite found it yet. It’s simply too easy to get away with this kind of profitable murder. There are more delicate balancing issues at play. Unlike many other games of this nature, Hunt has real, tangible consequences for each death. The named hunter you were using, the guns you bought, the tools you equipped, all of his upgrades/perks, and all of his gear are lost when you die. (It’s sort of like if Escape From Tarkov and Evolve had a twisted, brutal little baby.) The only things that, mercifully, carry over are your experience points and profile level, which Hunt conveys with a bloodline system (suggesting that all of your hunters are from some sort of deranged monster-killing family). As your bloodline level increases, you unlock new tiers of gear -- like better guns, but those guns still cost money to acquire each time, and you also lose a bit of money when you die, so it all feeds back into itself. Getting the flow of those battles right is going to be a tricky balance to strike, and Crytek hasn’t quite found it yet. Thankfully, your persistent account accrues in-game money over the course of playing games and completing contracts that you can use to spend on recruiting new hunters, buying new gear, and purchasing incremental upgrades. Having more than one hunter at a time can be advantageous because it allows you to keep more than one geared up so that you don’t lose all of your progress – kind of like multiple save slots. Hunters are also assigned randomized traits when you recruit them, which could make them bandage faster (with the Physician trait) or sprint at full speed for longer (with the Greyhound trait), adding some variety to each playthrough. You’re never completely screwed: If you’re totally tapped out and can’t afford to recruit a new hunter, you can fall back on a zero-cost stand-in that you can use to try to gain back some funds. It’s a minor, but appreciated failsafe that ensures you won’t hit a brick wall of failure. That said, the first few matches for a new player in Hunt are so difficult, they can feel like a barbed-wire fence of failure. But considering how hard it is to come by new upgrades, it would be nice to have some way to try before you buy. Blowing a bunch of money on a gun only to realize you don’t even like it, or buying a gun and getting killed before you even get a shot off is immensely frustrating. Hunt has real, tangible consequences for each death. All things considered, Hunt is in a good place for an Early Access game, but there are a fair amount of caveats that go along with opting to play it at this stage. Crytek needs to do a lot of optimization work to get it running smoothly (I’ve got a GTX 980Ti, a beefy CPU, and plenty of RAM, but it still chugs and dropped frames at times) and to resolve incessant crashing issues. Matchmaking is hit or miss right now as well, as it sometimes takes upwards of five minutes to even be placed in a match. The controls are also surprisingly unintuitive. This is (for now) a PC-exclusive shooter, so I expected to shoot my gun with the left mouse button and aim down the sights with the right. Instead, by default, left mouse is a melee attack with your equipped weapon. To hip fire (meaning just a minor zoom with the on-screen reticle) you hold the right mouse; to aim down the sights you’ve got to also hold shift. You can tweak these key bindings in the settings to get it closer to the standard scheme, but it’s still a wonky setup to wrestle with at first. Verdict Hunt: Showdown’s clever competitive-cooperative twist makes it a distinctive and promising Early Access game. Between hunting down deadly monsters, creeping through dense forests, and trying not to be killed by rival hunters along the way, winning a match in Hunt feels like a legitimate accomplishment. Losing all of your gear upon death is a harsh consequence, but it’s a system that rewards dedication. Crytek’s managed to craft a palpably tense and terrifying shooter that’s equal parts survival and competition, but it still needs to solve the problems of players exploiting the system by camping on escape routes, an unreliable AI, and other, basic performance issues.
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  38. Congta manger bro Keep it up xd .
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  39. AMD.CsBlackDevil.com [ Surf - GunXP - FreeVIP ] connect 193.104.68.21:27015
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  40. Pro. But please read the rules !
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  41. Be more active on our channel! ACCEPTED!
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  42. Game Informations: Developer & Publisher: BetaDwarf Genre: Action, Aventure, Gratuit, Indépendant, RPG, Stratégie Platforms: Windows Release date: 24Mai 2019 Being an evil overlord is not without its perks. One of them is having minions willing to sacrifice themselves for the greater good. The other one is a full dental plan… well, probably – I’ll have to get back to you on that one. Minion Masters is a straightforward mix of several genres and further proof that simple designs often work best. An unassuming blend of Tower Defense, MOBA and CCG genres, it was fine-tuned until perfection, turning into an addictive game that grabs you by the throat and never lets go. It’s in the same vein of other hits such as Clash Royale, but it does enough to stand on its own. Despite its deceiving mobile looks, Minion Masters is available on PC and Xbox One and is ideal for short bursts of gameplay. Say Hello to My Little Friends While Minion Masters seems buoyed by a humble core mechanic, there is a lot going on under the hood. Two masters go head to head in a single-screen arena with two bridges, doing so by unleashing an army of minions that aren’t directly under your control. You just choose the minions that you want to deploy on your side of the battlefield and watch as they autonomously attack your rival’s minions, with the destruction of the tower being the ultimate goal. No micro-management is necessary, but that luxury is replaced by the need to plan ahead and counter the opponent’s tactics. There is little to no luck or randomness involved in a battle, it’s mostly about choosing your cards right and waiting for the right time to summon your minions. It all starts with your Master. The starter master is the Stormbringer, but there is a weekly rotation of two Masters, and you can unlock more by spending in-game currency such as Shards or Rubies. Picking your Master is very important as they play a vital role during the match, with strengths and weaknesses that are put to the test every second. Taking the example of the fiery Master Volco, he is terribly effective at dealing with ground minions with his volcanic hammer, but he is utterly helpless against flying creatures, unable to reach them as they eat away at his health. Each player has a deck of 10 cards and using each card requires a certain number of mana points. Mana accrues over time and the secret to success is finding a perfect balance between summoning lowly, speedier creatures to overwhelm your opponent and more powerful minions capable of dealing heavy damage, without neglecting the crucial air units. This is easier said than done, as you must be prepared to face different decks and react to wholly different approaches. Timing is everything, as you need to swiftly respond to your opponent’s moves, summoning whatever minions you have at your disposal – you only have a selection of four cards at any given time. It’s not just about the way the units effectively counter each other and how everything seems to fall into place when you know what you’re doing; it’s a matter of using whatever means you have at your disposal to tip the scale in your favor, including spell cards and, most importantly, capturing the bridges. Bridges are a game-changing factor. When one of your minions crosses a bridge, it will be captured for your team, increasing the rate at which you earn experience points during a match. This experience will gradually unlock perks that are specific to each Master. The ultimate stage of this mechanic is turning any experience points into mana, resulting into frenetic match endings with minions spawning in every corner of the map. Deck The Arena The way that you build your deck is going to make or break your chances in the arena. As you level up you earn chests containing cards of different rarities. Slowly but surely your minion horde will increase, turning the previously simple act of choosing a few cards into a complicated and nail-biting process. Currently offering over 160 cards, this leads to a near infinite amount of combinations and strategies that guarantee you will always find a worthy opponent, no matter how good you think you are. Nothing like a good thrashing to get you back in your place, with the corresponding Battle Rank penalty to boot. Cards are played in the same order as you chose them for the first round, so a bit of remembering goes a long way. You can upgrade the cards’ Glory with Shards, but don’t worry, this doesn’t affect anything concerning game balance – this only translates into the amount of Glory that you earn for your Battle Pass rewards. Don’t be afraid of change. Experiment often, learn all the ins and outs of each card and dismiss those that feel redundant or too similar to other cards that you have. You can create several predefined decks, but this option is lacking as you have no way to study your opponent’s deck pre-match and choose your starting hand accordingly. You can still create different decks by peeking at the leaderboards in the hopes of striking gold, but if that were easy, everyone would be doing it. Minion Masters isn’t just about 1v1 battles, either; you can indulge in 2v2 matches as well with a random companion, doubling the units, the chaos and the fun as well. Other game modes exist but, personally speaking, they aren’t strictly necessary, as Minion Masters has such a simple and sound core mechanic that it works flawlessly without extra flourishes. The Expeditions mode turns the game on its head by placing you in a tabletop game environment, with a map to explore, enemies to fight and rewards to collect. Draft mode is about selecting your Master and deck from a small selection on offer, and you have a couple other modes such as Mayhem and Challenges. Essentially, Minion Masters offers a few variations of the standard gameplay, but some of them feel unnecessary or convoluted. They also contribute to spreading the player base even further, something that isn’t an issue right now but could eventually become a problem when there aren’t many players online. GamePlay 9/10 The simple yet addictive gameplay of Minion Masters has very few rivals. Clash Royale immediately comes to mind but BetaDwarf’s game has more depth to it. The almost unlimited possibilities and infinite outcomes ensure that you’ll always be on your toes, and the addition of new cards will frequently make you rethink your strategies. Minion Masters is suited for short gameplay sessions that eventually will transform into dozens of hours spent trying to find the best cards for your style. This is the definition of addictive and challenging, not quite easy to learn since you have tons of cards to evaluate, but certainly hard to master, in an entertaining kind of way. Give it time and it will steal it from you, battle after battle. Innovation: 6/10 Sometimes the best ideas are the simplest ones. Obviously, Minion Masters isn’t entirely original, taking hints from a broad range of games including Plants vs Zombies and Clash Royale. It’s not the most groundbreaking idea ever, far from it, but it has the merit of doing the best that it can with its sources of inspiration. Learning Curve: 8/10 It’s incredibly easy to delve into Minion Masters and have fun, thanks to the accomplished UI and deceptively simple controls during the battles – on the other hand, the main menu quickly becomes cluttered beyond belief. You won’t find any issues with the game’s design, being only a matter of mastering the mechanics and having fun. Graphics / Sound: 6/10 Under the guise of a mobile game lies a fully functional beating heart. It’s not a matter of graphics, but what there is is enough to convey the necessary visual info. It’s colorful and cartoonish, with several fireworks moments that never get in the way of your understanding of the events. Music is ominous and sprinkled with war drums, aptly suited to the barrage of shots and demises taking place in each battle. The announcer isn’t shy about commenting some of the key moments, but his weird pitch tends to get on my nerves. Value for Money: 8/10 Judging by the endless number of hours that you’re going to spend on Minion Masters, it feels like a steal. You should feel bad for playing such an addictive and well-rounded game without spending some pocket money now and then to support ongoing development. Don’t be that guy. Minion Masters is proof that free-to-play doesn’t necessarily equal pay-to-win. Sure, luck comes into play to unlock new cards, but these remain with the same stats from the moment you earn them, so there is no advantage to paying players. You can purchase Masters’ skins, new arenas and the like, but you can’t purchase addictive gameplay – fact. Minion Masters is proof that free-to-play doesn’t necessarily equal pay-to-win. Sure, luck comes into play to unlock new cards, but these remain with the same stats from the moment you earn them, so there is no advantage to paying players. You can purchase Masters’ skins, new arenas and the like, but you can’t purchase addictive gameplay – fact. Overall: 8/10 It’s not by chance that Minion Masters offers some tremendous and exciting gameplay. A couple of years in Early Access were put to great use to give it some serious spit and polish, until it was deemed ready for unleashing into an unsuspecting crowd. Don’t judge Minion Masters for its simple looks; It will spellbind you with its fast-paced and challenging battles before the first couple of battles are over. -----------------------------------------------------------
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