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- Wolver

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Everything posted by - Wolver

  1. Finally after years seen u in red color congrats me friend ❤️

  2. What a wast of an old Member and the best friend and agood leader .. its their loss .. cant believe whos controlling forum this day's.. 

    1. -Sn!PeR-

      -Sn!PeR-

      fact wellah

    2. S e u o n g

      S e u o n g

      He wanted this... so its easy talks when people dont know

  3. Hg_s cngrts ❤️

    1. Blackfire

      Blackfire

      yo ma bro thanks i miss ya 

  4. Pss msg

    1. Show previous comments  1 more
    2. - Wolver

      - Wolver

      Hna f forum ana masla7lix 

    3. S.S.I

      S.S.I

      3lach briti isla7lik

    4. S.S.I

      S.S.I

      wach wald bodnibe nta?

  5. i apologize my friend its your server § i dont have the right to tell u what to do ❤️

  6. Andoz like ghda bl3xiya asat. Sry home 😁

    1. A.N.R Anouar A.N.R

      A.N.R Anouar A.N.R

      a makankonch fdar

      sir 7tan n3lmk

    2. Marv3Lシ

      Marv3Lシ

      wlity kats3a lkhdamy f csbd yalmikrob

  7. What a wast of a good leader .. see you soon my. Brother ❤️

  8. Asat rak f bouddenib ?

    1. A.N.R Anouar A.N.R
    2. - Wolver

      - Wolver

      @A.N.R Anouar A.N.R at the same place ? bro ma3mri xtk wax makhdamx ?

  9. Leaving.. ❤️ See you my friends

  10. Game Informations Developers : Sparkypants Studios، Released : March 9, 2017 Genre : Collectible card game Platforms : Microsoft Windows, iOS, macOS, Android Although Bethesda’s and Dire Wolf Digital’s Collectible Card Game (CCG) The Elder Scrolls: Legends (Free) has been out for a while now, we were waiting for the game to go universal before reviewing it. And now that it’s finally out on iPhones, we can talk about what Legends brings to the table and how it stands apart from a game like Hearthstone, which has pretty much become the golden standard for digital CCGs. Since this is a CCG that’s still growing, especially now with the influx of more players and the recent Skyrim expansion, it’s hard to talk about whether its meta is balanced, whether there are cards that need to be nerfed and haven’t, and so on. That’s why I will mostly focus this review on the ways Legends stands apart from Hearthstone and whether those differences are a good thing or a bad thing overall. Spoiler warning: I think they are good overall. Legends had the benefit of coming out years after Hearthstone, which allowed developers to learn from Blizzard’s behemoth and try to improve the formula. I believe the developers have managed to give us a CCG with some great ideas and fun mechanics that will definitely entertain card players. While the art leaves a bit to be desired, the game’s polish and content should keep you coming back for more. Will Legends draw you away from Hearthstone? I suppose that’s a personal choice, but I’ll try and make it an informed one. Cards, Attributes, Races and Decks Legends splits its cards into five different attributes: Strength, Intelligence, Willpower, Agility, and Endurance (and, of course, Neutrals as well). You can pretty much figure out from the names what kinds of characteristics these attributes have. When building a deck in Legends, you pick two attributes, and the result gives you the game’s different classes. Strength and Endurance gives you a Warrior deck, Endurance and Willpower gives you Spellsword, and so on. Decks can range between 50-70 cards, so there’s more flexibility regarding your deck building. That flexibility in deck size, along with the ability to make decks by combining two classes, definitely offers more opportunities for variety and for more creativity in deck building. I’ve enjoyed building decks in Legends probably more than Hearthstone simply because I have much more freedom when it comes to how I want my deck to look like. Some combinations are, of course, better than others, but it’s still fun to build your own combinations and try out silly ideas. In addition to the attributes, Legends also lets you pick from one of ten Elder Scrolls-inspired races (Argonian, Dark Elf, Nord, Orc, etc). Each race corresponds to two attributes and a specialization; for instance, Dark Elves are all about Intelligence and Ability and have Last Gasp (equivalent to Deathrattle) cards. Your choice of race defines the kinds of cards you unlock as rewards and nudges you towards specific playstyles. I liked the race part because it once more infused more narrative into the game and was also a cool callback to the Elder Scrolls series. As you progress in the game, you get new cards as rewards, and one of the fun parts of that is you often get two choices on how to evolve a card. The two versions will often have different stats and different keywords, so you get to pick the one that better suits the kinds of decks you’re trying to build. I liked this feature of the game because it helped differentiate the base card set and allowed me to have the kinds of cards that worked best for my playstyle. It’s worth noting here that Legends‘ cards don’t have too many RNG-based mechanics, a fact that the game’s marketing department likes to bring up repeatedly. There are, of course, some cards that deal damage to random enemies or summon random creatures, but overall there’s not as much RNG as in Hearthstone, which can be bad or good depending on your preference. I personally don’t mind RNG in my games, so I don’t mind Hearthstone‘s RNG mechanics much. But if you are one of those who really like games that need skill more than luck, Legends might be a better proposition for you. The Skyrim expansion also brought Shout to the game, which have 3 levels of power and are fun to play around with. Other than that, most of the mechanics you’ll find in the cards are the kinds you’d expect in a CCG outside the Prophecy one, which I’ll talk about in a bit. Finally, Legends also has Support cards, which stay in play for a specific amount of time and can either have limited uses (like transforming a creature into a random creature 1 times on 3 different turns) or are ongoing until removed. These support cards offer an additional deck-building dimension to the game and are also a great way to support (pun intended) the game’s narrative. Two-Lane Mechanic Legends‘ entertaining deckbuilding is also aided by the game’s two lane mechanic, which gives plenty of flexibility to the developers to bring some crazy ideas to the table (there are more than 20 different lane mechanics in the game currently). For most matches, the left lane is a regular one, but the right one (the Shadow Lane) gives cover to cards you play there, which means that for one turn they can’t be attacked. They are still vulnerable to spells and actions, though. In many of the campaign scenarios as well as in other special events, the lanes get all kinds of special rules, which are a very easy way for the developers to provide variety but also bring to the game a stronger sense of narrative. There are moments in the game where the two lanes allow for the creation of all kinds of interesting narrative situations. I’ve been enjoying the lane mechanic because of the additional tactical fold it brings to the game. And gameplay variety is never a bad thing in my eyes. Prophecy and Runes Runes and Prophecy (just like the two lanes) add another wrinkle to the gameplay and can help players come from behind, although in my experience they mostly just delay the inevitable. Every time you lose five health, one of the runes around your avatar breaks and you draw a card from your deck. If that card has the keyword Prophecy, you can play it immediately and for free. Prophecy cards offer the opportunity to play a card during your opponent’s turn, something that Hearthstone doesn’t really allow (outside Secrets). At the same time, you don’t get a benefit every time a rune breaks; the card drawn needs to have a Prophecy on it. So, if you expect to be taking a lot of damage with the deck you’re building, you can load it up with Prophecy cards and hope you draw them at the right time. It’s a fun mechanic that forces players to think a bit more before going face because you’ll want to break runes when it’s best for you. And while it does introduce RNG to the game, it’s the kind you can plan for during your deck building. Story and Arenas Legends has a ton of content to play through, with an extensive story campaign (plus the new Skyrim one that you can purchase separately either with gold or actual money) that comes with cutscenes, and two types of Arenas, the Solo and the Versus. And, of course, you also have your Casual and Ranked play. Solo Arena is a very fun mode that has you playing against 9 different decks plus a boss at the end until you beat them all or lose 3 times. You build a deck of 30 from 3 options at a time, but the interesting twist is that every time you beat an opponent, you get to add another card to your deck. I really liked this idea because I got to gradually improve my deck and patch any initial weaknesses. The Versus Arena is pretty similar to Hearthstone‘s Arena, and it works as advertised: pay 150 Gold or a Ticket, draft your deck (no adding cards in this one), and then play until you lose 3 times. UI and Art Legends is a very polished game with pretty intuitive UI and art that will remind you of Elder Scrolls games. Now, that means your typical fantasy art and muted colors, which are a bit lackluster when compared with the vibrant ones found in Hearthstone. While I like the art of the game, I do wish the colors popped out more because the whole screen can feel a bit drab sometimes since there’s a lot of muted brown all around. The UI is well designed, and I especially like how when you hold your finger on a card, you get information about any cards that might be summoned when you play it. In general, Legends is very good at not presupposing that you know all the cards in the game, so it’s good at giving you all the information you need at that moment without having to memorize cards. And if for some reason you don’t remember what a keyword does, you can quickly check the in-game glossary, which is a great tool for those just getting started with Legends. Legends is great at giving you all the info you need within the game itself, and that makes it easier to get into than Hearthstone, despite Hearthstone being overall less complicated to play. And I love that Legends remembers your match history and will tell you who you beat and who defeated you and what decks each of you was piloting. There’s also all kinds of other stats for you to peruse (most damage dealt in one attack, Imperial Grunts Summoned, etc). Finally, you also have Titles you can have underneath your name when you play, and they can be unlocked in different ways. For instance, you could be The Dragonborn, or the Mad, or the College Master Wizard. A small thing, but one that lets you personalize your avatar more. Economy Legends is a pretty generous game in terms of rewards, so it’s easy to start building a good collection without putting any money in it. You have your daily quests, of course, and rewards for beating chapters of the story and beating opponents in ranked and casual. The game is filled with little milestones that reward you with stuff (Soul Gems, which are the equivalent of Hearthstone‘s Dust, packs, and even whole decks). And if you watch The Elder Scrolls: Legends on Twitch, you’ll often get free drops, which is another fun way to build your collection. The game is still a free-to-play CCG, so if you don’t put any money in it, you’ll have to grind more. But overall I’ve been pretty satisfied with the game’s monetization and economy. Closing Remarks The Elder Scrolls: Legends is really good CCG that cleverly milks the Elder Scrolls universe and turns it into an entertaining card game. Legends feels quite different from Hearthstone both because of the Lane mechanics but also the two-attribute deck building that brings more variety to the game. The game’s Magicka (the equivalent of Mana) doesn’t stop at 10 like it does at Hearthstone, so decks that play for the long game can get to play more expensive cards more easily, which can be a lot of fun. I’ve been enjoying playing through the campaign and (being a Skyrim fan) playing with all the Shouts and the Dragons. While I’m not going to desert Hearthstone for Legends, I like jumping from one to the other since they give me different kinds of challenges and tickle different parts of the brain. Overall, Elder Scrolls: Legends is a card game definitely worth your time and one that has a lot of potential to get even better.
  11. Congrats bandar xD <<3

    1. XZoro™

      XZoro™

      hahahha Thanks dude ❤️ 

  12. Game Informations Developers : Just Add Water Released : 25 February 2015 Genre : Cinematic platformer Platforms : Linux - Microsoft Windows - OS X - Android - PlayStation 3 - PlayStation 4[3] - PlayStation Vita - Wii U - Xbox One[4] - iOS Now this is how you do a remake. Oddworld: New ‘n’ Tasty! ($4.99) is a rebuild of the original Oddworld game, Abe’s Oddysee, and it doesn’t do any of it by half-measures. The graphical improvements are obvious, but there’s also a ton of new content and even some expanded mechanics in the game. While it’s always a risky move to change things in a classic, you can tell the developers had a good sense of what worked and what didn’t in the 1997 original. New ‘n’ Tasty! has almost all of the strengths of Abe’s Oddysee and very few of its weaknesses, and its theme is (sadly) just as relevant today as it was two decades ago. This remake originally debuted on PlayStation 4 in 2014. It made its way to a variety of platforms over the following couple of years, and with all of the other recent Oddworld projects on mobile, it was only a matter of time before this one followed. I suspect the toughest nut to crack was with the controls. New ‘n’ Tasty! is a PlayStation 4 remake of a PlayStation 1 game, and both the new and the old make extensive use of the many buttons on the PlayStation controller. Controls were a sticking point for many players with the other Oddworld mobile ports, and given the added precision required by a game played from a 2D perspective, it was probably even more important to get them right here. Personally, I think they did as good a job as they could have. Abe moves left and right by swiping on the left-hand side of the screen. Swiping up makes up jump straight up to grab a ledge or whatever, while swiping down makes him crouch or moves him down a platform where possible. An assortment of buttons is scattered across the right side of the screen, and some of those buttons have sub-buttons that will open up when you tap on them. You can arrange all of those buttons as you like, but I won’t tell fibs to you: it’s a lot of buttons. If you’re averse to virtual-button controls, you’re going to have a bad time here. That said, if you are that type of person, I’d hope you would have an MFi controller. If you do, you’re in luck! New ‘n’ Tasty! supports MFi controllers, and it’s a great way to play the game. That disclaimer in place, I really have to stick up for the touch controls a bit. I more or less just went through this entire game in a couple of sittings and I don’t think I felt any frustrations with the touch controls that I wouldn’t have also had on a controller. New ‘n’ Tasty! is a puzzle-platformer, descended from games like Prince of Persia, Another World, and Flashback. As in those games, there’s a fair bit of trial and error at play here, and your character can be a little clunky to control at times. The original game’s often-frustrating difficulty has been mitigated somewhat here, however. First, there are a few difficulty settings that will affect a variety of things like enemy behavior, Abe’s health, and so on. The hard mode here is probably the closest match to the original game’s difficulty level, leaving a couple of nice options for those who want a less aggravating experience. Better still is the presence of buttons for quick saving and quick loading. So long as you’re making judicious use of that quick save button, any mistake is just one little tap away from being undone. I’m pretty sure the game has more checkpoints than it did in the original PlayStation 1 version as well. It’s up to you how much you want to lean on these options. I think the game presents a reasonable challenge even on its lighter settings, but if you want to relive the glory days of getting pummeled by a random rock to the head and having to do a sequence all over again, you can definitely choose to do so. Just keep in mind that the difficulty curve spikes up after you get past the first level. One of the things that made the original game so interesting is in Abe’s actions. He’s hardly a normal video game character. Sure, he can jump and climb, and he has a mean pitching arm if you find some grenades. But most of the things Abe does are a bit more indirect. He’s able to interact with a variety of environmental objects like switches and buttons, but his greatest power comes from his ability to communicate. Abe can greet his fellow Mudokans and give them a few different commands. He can also whistle a couple of tunes, laugh, fart, and chant. That last ability is a crucial one. While the main goal is to get through the levels, you’ll also need to rescue most of your fellow Mudokans if you want to get the good ending. You’ll have to escort them to the nearest portal and chant to send them on their way. Chanting can also be used to possess certain enemies called Sligs. You won’t always be able to do this as there is often an anti-chanting field in effect, but making good use of this ability is crucial to solving some of the game’s puzzles and just generally making an easier time of things for yourself. There are a couple of other cool abilities that open up as you make your way through the game, but it’s best to leave some surprises for those who are new to it all. Suffice it to say, you need to think differently about how to deal with enemies and traps in this game compared to what you may be used to. Abe’s more of a lover than a fighter. But just remember that while he may not kill you, he doesn’t have to save you, either. Oddworld: New ‘n’ Tasty! is a faithful port of an excellent classic remake. If you game with an MFi controller, it’s a ridiculously easy title to recommend. In the absence of that option, you need only ask yourself how well you can cope with what is a relatively complex layout of virtual buttons. If nothing else, the controls are better here than they were in the other mobile Oddworld titles. If you were okay with those games, you’ll be more than fine here. If not, you may want to skip this one. But I really do suggest giving them a solid go. The game is fantastic, and if you have to spend a little time adjusting to the controls to experience it, you’ll still find the effort worth it in the end.
  13. Game Informations Developers : Fantastic, yes Released : 11 April 2018 Genre : Action Platforms : Android - Microsoft Windows - macOS My interest was piqued pretty hard as I was perusing the app store a couple weeks ago, only to see a puzzle game that involved exploring an alien ship and solving the puzzles of its technology and the fate of mankind after encountering them. That premise, for a sci-fi junkie like me, along with those drop dead gorgeous screen shots immediately had my attention. And while I was expecting something more akin to Myst ($4.99), what I received was closer to The Room ($0.99) series, but with several areas of puzzles (The Rooms?) and a more cinematic piecemeal mystery story interspersed throughout. And it was pretty darn great. This is Returner 77 ($4.99). You are the 77th and final Returner, a group of astronauts who have been cryo-sleeping in orbit, waiting for the day they could re-activate a sleeping group of humans to resume human civilization and re-po[CENSORED]tion after being absolutely decimated by an alien species. The fight seemed pretty one sided based on the aftermath. Like, pimply middle school kid vs Brock Lesnar one sided. And in addition to that, 75 of the returners are kaput. Done-zo. It’s just you and Colonel Ling, number 76. Colonel Ling was the first to wake up and headed off to the ship ahead of you, but dangerously leaves floating video diaries strewn about the ship to give you context and story. Considering the first one you find is right next to an open void and could have easily floated out to space, her planning gives me pause, but that’s just the start of it, and kind of beside the point. The real reason we’re here is puzzles. Lots of puzzles. So I wasn’t kidding when I likened this game to The Room. Mechanically it is pretty much the same, as you explore an on rails set of points with the freedom to look around and touch stuff from those fixed spots. Some would call this The Room in Space, but I don’t want to diminish it with that comparison. The Room may have been a giant inspiration, but the games keep very separate identities. For one, the puzzles here are far more abstract. Rather than building on previous puzzles in an intricately linked series, they’re more disconnected, and made up of line drawing, pattern matching, block sliding, rotating, etc. All in the guise of alien tech. Even the very first door, which is a kind of tutorial door, seems too ludicrously convoluted to actually be a functional piece of a ship, so it’s best not to think about all that very much. It’s all just dressing for puzzles, in the end, and doesn’t make much sense. The puzzles are good. Not great, but good. Something like 20 percent were challenging with the rest falling between easy and adequate. You can activate helmet AI hints, but I turned them off at the start. Honestly, the real star of the show here is the environment. The graphics are jaw dropping at times. Great lighting and particle work supported by decent sound design and a soundtrack that was vaguely reminiscent of FTL ($9.99) at times. It’s weird for the star of a puzzle game to be the graphics, but it’s the one aspect that continually impressed me throughout. I just barely made the minimum requirements with my iPad Air 2, though our forums report some earlier devices working as long as iOS 11 is installed. Anyway, the puzzles come in a pretty wide variety, as you power-up consoles, doors, bridges, and other ridiculously advanced devices. The aliens here and their tech are photonic and crystalline in nature. Basically everything is light and crystals. I don’t know if being one of these aliens lets you bypass all these puzzles, because honestly, even though I said not to think about it too hard, I can’t help it. Making people solve intricate pattern puzzles to just turn something on makes me chuckle with how silly it is. Speaking of that, the story in its current state is a bit disappointing. For one, there seems to be no good justification so far for Colonel Ling to have gone on so far without you, solving all these puzzles only to disable them because something starts following her. I don’t know if she actually woke up weeks ago or what. The aliens themselves are the main point of intrigue and interest. How they work, what they want, how they build this tech, and so on. The last room of the game seems to build up to a major reveal, and kind of does, but then it just ends on a total cliffhanger with a black screen thanking you for playing and telling you that more content is on the way. So hopefully when the story is finished it will be great, but right now it’s all promises and little to no delivery, which is mildly worrying. As an aside, the voice acting of Ling was just a bit too wooden for an ‘amazed and shocked’ scientist. I don’t know if it was second language barriers or what. All that said, I am game to keep playing. If I wasn’t a sci-fi lover expecting more of a story, I probably wouldn’t have been disappointed by the story and just enjoyed the solid puzzles and fantastic visuals. And the game does a wonderful job of planting those seeds of wonder and inquisitiveness. As you explore this alien ship and get hints of their culture and even their biology, it creates a genuine sense of awe and intrigue for those players like me who are highly susceptible to that kind of content and in that frame of mind. This is the debut game of the creative Copenhagen based Fantastic, (yes, actual studio name), and what a debut it is. I’m looking forward to seeing this game completed, and whatever else they put out in the future.
  14. Minutes Played: 61 .. really ? Contra!!
  15. fink azebi ila rj3ti siftli msg fts

  16. @Aveyro ? I see that you do it without watching them ?
  17. Game Informations Developers : Dark-1 Released : 11 may 2018 Genre : Action Adventure Mode : Solo Platforms : Nintendo Switch - Xbox One - Microsoft Windows - Lunix - macOS Although indie developer Dark-1 calls their game a music-based rhythm title, in reality it is more of a hardcore maze-platformer hybrid with some rhythm thrown in for good measure. The music is really there to add to its intensity and challenge. Odium To the Core (Free) is challenging to say the least, and it may surprise some of you given how easy it is to control. This is one of the more intense and interesting games to hit the App Store recently. From the second I turned on Odium To the Core, it reminded me of an older title called Tentacles: Enter the Dolphin ($2.99). Like Tentacles, it is an arcade game at heart with the goal of navigating a series of tunnel-like levels from one side to the other through various twists, turns and surprises. Also like Tentacles, it has a very surrealistic art style with objects moving around in both the foreground and background with parallax scrolling and it offers pretty good music to go along with the ride. One big difference between this game and Tentacles is that unlike in the latter title, you do not have hit points to absorb damage with. All it will take is one hit and you die. And you will die a lot. And no the game doesn’t have a story explaining much of what or who you are and what you’re trying to do. It just throws you right in the mix of things. You will be navigating across techno-futuristic landscapes with machines moving around and getting in your way to the next checkpoint, marked by a red outline. These checkpoints could not come soon enough as you will realize while going through various challenges and still waiting for it to appear only to die and have to restart the section. The game controls very well on the touchscreen because it has a very bare minimum control scheme that works. You tap to stay afloat or hold your finger longer to allow your character to float upwards. The more you tap the less overall points you earn, but in order to keep the character leveled, you will be tapping a lot. There are also various orbs to collect for added points, however they are not necessary to finish a level. To do that, you will need to reach the exit. The levels are quite long and there is a descent amount of them, thus even hardcore tapping gurus will get their money’s worth I would not worry about points, however, as you will soon find out that surviving and reaching the exit will be most paramount. The game’s levels vary and even in-between levels the scenery and rhythm changes. The game will slow down in sections and then really quickly speed up, thus keeping you always on your toes. There will also be water sections to dive into and navigate as well as narrow tunnels to squeeze through as the camera zooms in or out of view. It is a pretty nifty and cool experience, although it is easy to get frustrated and quit due to the game’s difficulty. I almost did that at the second level where for the love of me I could not pass a single section in the middle of the level where you are quickly diving above a cave slope to quickly have to tap in order to avoid a low hanging ceiling and machinery. It is worth persevering though as things only get interesting from there. Every level seems hand-crafted and unique with new layouts, background effects and hues from the previous ones. The aesthetics are as varied as the gameplay tricks each level will throw at you. There are things moving in the background and the environments themselves become obstacles. For instance, in the latest level I actually made it to, I see some water flowing downwards from a pipe you have to navigate across and it actually affects your velocity, slowing you down. There are various hazards and obstacles to overcome in this game and it will test even the most hardcore of players. Your thumb or forefinger will be quite soar during some of your play sessions, particularly in any level past 4-5. This is not all though. The game will keep surprising you if you keep with it. For instance, the sixth level introduces another long-tailed creature to navigate the world alongside you. These kinds of gameplay surprises will keep coming the farther you get. Odium To the Core is not for everyone. Some players will not have the patience to even pass level two. It is not your typical mobile title by any stretch of the imagination. If you are up for the challenge, however, give it a try. For anyone else, the game is worth having on your mobile device for the art style and aesthetics if nothing else. It is really a great demonstration of parallax scrolling and cool graphics to take in and chill to.
  18. * uploaders project Help us to add or modify our servers With all the safety and security From the viruses Thanks to VirusTotal -https://www.virustotal.com/gui/home/upload * And about vGame review it help us Finding Our favorite kind of games - Action-adventure Games - Battle Royale Games - Sport Games - Simulator Games * And many types of games With the right price
  19. Game Informations Developers : Treasure Released : May 3, 2012 Genre : Platforming Mode : Solo Platforms : Sega Genesis, Game Gear, Master System , iOS A few releases back, SEGA added Gunstar Heroes to the SEGA Forever line-up. It’s an awesome game, one that put the name of its developer Treasure on the map. Even if it’s not ideal when experienced with touch controls, I’m sure many SEGA fans who own iOS devices are glad to have it. At the same time, however, it is a game that was previously released on iOS several years ago. That version of the app had long since been broken by iOS version updates, but the fact remains that Gunstar Heroes isn’t exactly new to the platform. Treasure’s other great 16-bit games, on the other hand, represent fresh ground for mobile devices. As luck would have it, SEGA has opted to resume their SEGA Forever releases with one of those titles, the imaginative platformer Dynamite Headdy (Free). The iOS version follows the pattern of other SEGA Forever releases. The emulation is decent enough, with a few inaccuracies that shouldn’t be a big deal for most players. You can use an MFi controller if you have one, or you can try to make do with customizable virtual controls. You can download and play the game free if you don’t mind ads popping up now and then, or you can pay for an IAP that removes all non-SEGA ads. Extra options include save states (very handy for this game), a few filter choices, and a special rewind feature that allows you to take back the last fifteen seconds of gameplay if you make a mistake. If Gunstar Heroes was a little tricky with virtual buttons, Dynamite Headdy is a nightmare. It’s not the poorest fit in the SEGA Forever line-up (Revenge of Shinobi is nigh-impossible), but if you’re not a legitimate ace with touch controls, you’re not going to get very far. Headdy can shoot his head in eight directions, and regularly needs to jump and shoot at the same time. Both of these scenarios would have some issues with some of the best virtual controls, and these aren’t the best by any means. Any part of the game that requires you to quickly launch Headdy’s head in different directions rapidly becomes an exercise in irritation Even with an MFi controller, you’re going to find this one to be quite the challenge. Dynamite Headdy was one of those games that had its difficulty adjusted upwards for its Western release, making it a bit of a tough nut to crack. It’s nothing insurmountable, but this game rightfully earned its reputation among Western gamers back in the day. If you’re stuck with the virtual controls, you can definitely still have some fun with this game. But you’ll certainly want to give it a try before you plunk any money down, if only to make sure that you’re getting into fun rather than frustration. It shouldn’t take you more than a couple of stages to suss out whether you can deal with the game’s challenges or not. Dynamite Headdy was released in 1994 and was Treasure’s third game, following up on Gunstar Heroes and McDonald’s Treasure Land Adventure. It’s a rather inventive side-scrolling platformer with some amazing set pieces and impressive bosses, as you would expect from this developer. It uses effects rarely seen on SEGA’s 16-bit hardware, but its clever nature isn’t simply limited to its visuals. Just about every level has you doing something new, making for quite the roller coaster ride through its nine worlds. Treasure didn’t hit a home run every time it stepped up to the plate, but even its worst platformers tended to be well-stocked with interesting concepts. Dynamite Headdy sits somewhere in the middle of the developer’s catalogue, which isn’t a bad place to be at all. The hero, Headdy, is a puppet who can jump and toss his head. Yes, this is the second Genesis release in the SEGA Forever line-up that involves throwing your head at enemies. This one is the better one, to be honest. Headdy can throw his head in eight directions, using it to attack foes, activate various machines, and climb up onto ledges. Occasionally, you’ll come across a power-up that will swap out Headdy’s head for another one, granting you temporary access to some interesting powers. Some of these are integral to solving light puzzles within the stages, while others are just there for a little extra fire power. There are seventeen in total, and almost all of them are beneficial in one way or another. Unfortunately, the overseas version of the game was made a lot more difficult than the original Japanese version. This manifests in the form of things as trifling as adding a few extra enemies on screen, to more serious alterations like adding extra projectiles to boss attacks and doubling their life bars. Dynamite Headdy wasn’t a particularly easy game in its original form, and in my opinion, all of these changes are without question worse for the overall experience. It changed the game from a relatively accessible albeit challenging action-platformer to something that demands serious skills. While I’ve mentioned before that I wish SEGA would include the option to play the various regions’ version of each game, I really wish we had it here. Mobile gamers have enough challenge ahead of them thanks to the virtual controls, so having the Japanese version’s relatively easier arrangement would really help make it less frustrating If you’re patient, Dynamite Headdy pays off in spades. Every world is an amazing ride through wild backdrops and locations that come alive thanks to elaborate animations and props. The absurd amount of power-ups are used to great effect, often presenting the player with alternate routes through levels if the player has the right head at the moment. The bosses are naturally outstanding. Many of them are huge multi-part constructs that you have to disassemble piece by piece. The excellent visuals are backed by a great soundtrack that uses the Genesis sound synthesizer to its fullest extent. This game was released relatively late in the system’s life span, and it truly shows.
  20. Game Informations Developers : Dotoyou Games Released : 26 nov. 2018 Genre : Adventure Platforms : Microsoft Windows - Nintendo Switch - Playstation 4 Incredible Mandy ($2.99) is an adventure through dreams searching for memories lost, people forgotten, and experiences once treasured. It is a third person platformer with a little bit of combat and a whole lot of environmental puzzles in a semi-open world, sprinkled with collectibles to fill in the story. It, in short, looks really, really interesting. As a fan of platformers, puzzlers, and games featuring minimalist art in general, my interest was immediately piqued. An interesting story? Great art? Solid level design? Altogether, it’s a recipe for absolute success and I’m all for it. Unfortunately, my enthusiasm was quickly dampened after only a little play, as I quickly found that many things were not as I expected. Before we talk about what could have been better, though, let’s go over what Incredible Mandy does well: Level design. Right off the bat, levels are built to impress with sweeping vistas of far-off places, puzzles yet to be solved, and puzzles you’ve already solved. The puzzles themselves require engaging with the environment, shifting levers and objects this way and that to clamber over them, across ledges, and over chasms. It’s something that has been done before, but that doesn’t make it any less enjoyable here. As a rule, puzzle games are pretty relaxing and this is no exception. That said, it can certainly be a little frustrating at times with a few time sensitive segments. Boss fights are a big part of this, although even they don’t really punish players beyond a little lost health for being too slow or taking a little too long to figure ’em out, and even then they’re pretty generous. On the whole, between the piano in the background, the near constant search for both health and story collectibles, and numerous opportunities to sit back and think about the puzzles, the vast majority of Incredible Mandy is a very laidback game. Speaking of story, the way it is delivered is rather interesting. At the end of each dream, players are given a short (maybe five or six panels, at most) comic, illuminating a day, an event, or perhaps just a feeling or brief exchange between the player character (the brother) and his sister. Additional comics can be found in chests scattered throughout the levels, adding little details that would otherwise be missed. Personally, I like it, although it does irk me that there isn’t really a way to track what you’ve collected in any given area, and whether or not there’s more you haven’t found. It makes sense to keep the hidden objectives hidden, but that doesn’t make searching every last corner for something that may or may not be there any less tedious. While the basic gameplay is pretty good, that doesn’t mean there aren’t things that could have been done better. Notably, the controls feel a bit sluggish (especially with a controller), combat feels almost like an afterthought, and the visuals are… bare and poorly optimized, to say the least. While none of these things break the experience on their own, they do make it less enjoyable. Put together, it sometimes becomes downright cumbersome to get through parts of the game. The touch controls work about as well as can be expected of a virtual joystick & buttons, but the camera sensitivity is a little high, especially when aiming the bow. Why didn’t I just change it, you ask? Great question! While there is a sensitivity slider in the settings, it seems to be universal, determining both the aiming sensitivity and the camera sensitivity. While annoying, it’s bearable with touch controls with the help of the very, very aggressive aim assist’s strong preference for placed swords (this is a good thing). If you use a controller, though, it’s a little more problematic. See, the camera problems apply to controllers as well, but there’s also no controller-specific sensitivity… meaning if you need to use a high sensitivity with your controller and a low sensitivity with touch controls, you’ll have to change them manually every time swap inputs. Combat, on the other hand, is a little more questionable. The only time, as far as I can tell, it ever makes an appearance is during the boss fights at the end of each Dream. Moreover, it isn’t especially satisfying combat, instead seeming to be a blend of puzzle mechanics and hack & slash gameplay focused on boss stages. While it sounds interesting, it could be just as interesting (or perhaps even more so) without combat by turning each boss encounter into an actual puzzle that requires mani[CENSORED]ting boulders, lava, or other environmental effects to beat. As it stands, though, calling Incredible Mandy an action adventure game is akin to calling Tomb Raider or an Uncharted game a puzzle game: Not entirely wrong, but definitely misleading. Visually, Incredible Mandy is pretty. I would even go so far as to say that, at times, it is very pretty. That said, it does have one giant, glaring weakness: Detail. There is both too little and too much detail. Throughout most of the game, the environments are bare, lacking the little embellishments that would really stand out and make the game feel complete, the little additions that add character to even the most basic features. Most notably, the player character is missing a face. While I suspect this is was an intentional decision, it stands out pretty starkly in comparison to his well detailed clothes. On the other side of the scale, the game slows to a crawl in some fights with over the top particle effects, or during a few especially particle heavy puzzles. It’s very jarring in an otherwise buttery smooth game, and not something I expect to find on my iPad Pro. Ultimately, Incredible Mandy is a long ways from being the game I thought it would be. Despite that, and despite the controls, the combat, the overly-taxing particle effects and bare environments, it is a fun game. While the overall experience was not what it could have been, I still enjoyed running around the varied landscapes, solving puzzles, and admiring many an expansive view. While I have a hard time recommending it, if you happen to enjoy adventures, puzzles, and have also exhausted your backlog, it’s worth a shot.

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