Hardcore Droid http://www.hardcoredroid.com Hardcore Gaming on the Android OS Sun, 24 May 2015 04:49:05 +0000 en-US hourly 1 http://wordpress.org/?v=4.0.5 Enchanted Cave 2 http://www.hardcoredroid.com/enchanted-cave-2/ http://www.hardcoredroid.com/enchanted-cave-2/#comments Sun, 24 May 2015 04:48:25 +0000 http://www.hardcoredroid.com/?p=34282 icon enchanted caveEnchanted Cave 2 opens in a typical RPG town, full of townspeople sharing the requisite warnings about the boundless dangers and wonderful treasures found in the nearby cursed cave, but this is not quite an RPG.  I quickly discovered that the cursed cave is a randomly-generated dungeon of treasure and death, perfect for roguelike exploration. Adventurers battle their way through, looting bags of cash, weapons, armor, and crafting ingredients (like unicorn poop or exploding limes).  If you let your adventurer run out of health, he’ll die in the cave, never to be seen again. More importantly, you’ll lose all the gold, loot, and skills you’ve acquired in that dungeon run, so keep an eye on the all-important health bar. This gives a great tension to battles, and makes those healing potions incredibly precious.

 

 

One does not simply walk out of the Enchanted Cave, though. If you’ve maximized your treasure, are almost out of health, and want to get out, you’ll need to find a set of Escape Wings, hidden in a chest somewhere, and use them to flee the cave safely.  Artifacts, identified by a yellow border, can be removed from the cave, along with gold, skills and experience gained…. unless your adventurer meets a tragic end in the caves. Everything in your inventory besides artifacts turns to dust, so it’s goodbye to all those regular weapons, armor, potions, and crafting supplies that you collected.

Monsters don’t move or give chase, and even the scariest, toughest monsters won’t react to adventurers looting chests right beside them. I enjoyed the variety of mythical monsters, from bats to wyverns, frost giants to trolls. On each level, players need to decide whether to kill everything in sight, or plan the easiest path to the next level. Now, I rarely notice UI unless it’s awful, so it’s worth mentioning that in Enchanted Cave 2, my hero can automatically loot a sack of gold as he paths through it on the way to killing a monster, but it’s hard to accidentally engage a monster when looting treasure. Well done.

Enchanted Cave 2 is very well-balanced. Each run, my adventurer gained experience from battling enemies, which I spent improving my stats on the skill tree, and turned to more powerful armor and weapons, for the next run. And each run, I got a little bit further than before, keeping an even challenge throughout the game. No boring grinding, no punishingly difficult monsters, just balanced challenges in randomly-generated dungeons.

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Every ten levels down, there’s a shop. Now, I’m not entirely sure about the economic good sense of opening a supply shop in a deadly dungeon, but I was glad to sell off my junk and buy new healing potions at regular intervals. Shops also act as checkpoints: after fleeing with the Escape Wings, adventurers can pick up their exploration from any shop they’ve previously passed. (Or start from zero again and get all the loot. I’m just saying.)

The crafting and enchanting system is surprisingly robust for a mobile game, with a variety of ingredients offering enchantment bonuses to attack, defense, hitpoints, health regeneration, and a variety of magical schools. Everything’s a meaningful choice, too. Should I spend my high-impact crafting supplies, like fractal cabbages or explosive limes, immediately? What if I waste them on making an awesome sword, only to find a better one in a moment? What if I hang on to them too long and they turn to dust when I leave the cave?

The challenge comes from balancing the need to escape the cave with your adventurer’s loot and skills intact, with the risks of going just a little further to see what’s around the next corner.

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This roguelike crams a lot of world building crammed into a few snippets of text. On some levels, a glint in the cave wall would encourage me to investigate, and that glimmering wall would open into a secret, treasure-filled study. (Don’t we all have one of those? I’m sitting next to my chest of potions, sack of gold, and priceless artifacts right now.) Each desk contains a different diary snippet, written by the evil mage who lives deep in the cave. The Epic Diary of Plot Exposition is usually an overused and underwhelming device, causing massive eyerolls in players, but in Enchanted Cave 2, each diary fragment is just a couple sentences, with a wonderful mixture of metasnark and intriguing tidbits. The very evil mage is gathering souls for very evil reasons, and players get plenty of warning that the big boss is waiting on level 100. The mage also notes that an entire town sprang up outside the cave, that greedy, would-be heroes keep sacrificing their lives and souls for a couple gold pieces, and – my personal favorite – that he often dresses up as a helpless wanderer and asks adventurers for their Escape Wings.

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Overall, Enchanted Cave 2 offers loads of loot, dungeon strategies, and the tensions of a roguelike, without the punishing forced replaying found in many roguelike games. The boss battles, both against the mage’s minions throughout the game, and the culminating fight against the mage himself on level 100, added a little to the narrative, but were secondary to the simple, fun mechanics of exploring and looting the randomly-generated cave levels.

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Mortal Kombat X Review http://www.hardcoredroid.com/mortal-kombat-x-review/ http://www.hardcoredroid.com/mortal-kombat-x-review/#comments Sat, 23 May 2015 13:44:48 +0000 http://www.hardcoredroid.com/?p=34232 Android - Fighting - Mortal Kombat X - 05Coming fresh off of my experience with WWE 2K, I was a little weary about jumping right into another 3-D fighting game for a mobile platform. However, I was pleasantly surprised by the undeniably smooth animation and addictive nature of Mortal Kombat X’s game play and structure.

First off, the single player is a series of battles, building your three-fighter team of bad-asses. With each battle you win, you get loot and possible fighters in order to bolster your team for future battles. Team-building is a large part of the game, and fighters level-up and their precious metal-rating also factors in. The nature of this team-building experience (not to mention the allure of unlocking the canon characters) is an incentive to keep playing. The fighting is done mainly by tapping, and tapping a whole hell of a lot. There are prompts given by the game to swipe left, right and every which way to execute special moves. The controls are responsive and crisp to the touch, which is something that certainly cannot be said for a lot of other Android fighting games. However, there is something of an inherent problem with tap-oriented fighting. It can become a little bit tedious by the seventh or eighth fight. Certainly by this time, you are playing using sheer muscle memory.

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It behooves me to let everyone know right out of the gate: this is nothing like the Mortal Kombat X that you are playing on your PS4, Xbox One or PC (And in the future PS3 and Xbox 360). The Android version is a stripped-down version of its console counterparts. The Story Mode and Tower Mode present in the console games are not available in the Android version. Instead, there is a single player campaign and online play. In the single player mode, you are charged with building a team of three fighters. The fighters are tiered by precious metal (because precious metals rock). Bronze fighters are more like character archetypes than anything else, which include the Soldier, the Lin Kuei ninja, the Sergeant, the other kind of ninja, etc. The Silver Characters are more familiar fighters in the Mortal Kombat canon like Sub-Zero, Jax and Johnny Cage. The Gold Characters are series staples like Scorpion, Liu Kang and Bi-Han (Sub-Zero, the original one; there is a second one, check the canon, dude).

The only problem that I had with the game as a whole is that it didn’t really feel like a Mortal Kombat game. The game teases you with a tutorial match where you play as Scorpion, kick the ever-loving crap out of Sub-Zero and then perform a wonderfully gory fatality on him. However, this first fight is not an indication of the rest of the game. For example, the wonderful fatality you literally just performed on Sub-Zero? Yeah, that’s never happening again. Or at the very least, I was never given the opportunity to perform another one. Seriously. Fatalities aren’t really part of this game. You just pound the crap out of people until they fall over. Though fatalities aren’t necessarily what make games Mortal Kombat great, it is kind of what gives the series its own identity, and surely if you’ve heard of the series, you know of the brutality it is supposed to contain.

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The game manages to be incredibly smooth for one that is in semi-3D. But I couldn’t help feeling all while I played that I would have loved to play a more complete version of the game. The limited and stripped-down game modes made me yearn for a story mode or one of the fighting towers that’s sure to be in the PS4 or Xbox One versions. On top of that, despite the fact that the game does look fairly good for an Android platform game, I found myself wanting to play in the fully-realized HD of a console or PC version.

That being said, Mortal Kombat X for the Android platform is free. That, combined with the addictive gameplay makes it a no-brainer for anyone who is a fan of the Mortal Kombat series or the fighting genre. It is by no means perfect, but it’s entertaining and fun.

 

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Grim Fandango Remastered Review http://www.hardcoredroid.com/grim-fandango-remastered-review/ http://www.hardcoredroid.com/grim-fandango-remastered-review/#comments Thu, 21 May 2015 01:19:27 +0000 http://www.hardcoredroid.com/?p=34237 Grim-Fandango-Remastered-Android-Game-Review-thumbFans often talk about the death of the adventure game in the late 90s, and Grim Fandango was the game that did it. Lucasarts was on a roll for a while, with games like Day of the Tentacle and Full Throttle. But when Grim pushed the genre into 3D, the audience was forced to contend with steep system requirements and needless control changes. Still, those who muscled through found a creative world of fantastic characters awaiting them.

Grim Fandango takes place in the land of the dead, where the recently deceased must make their way across the wilderness to find their final resting place. The hero, Manny Calavera, is a travel agent to these souls, granting them passage by train, ship, or even walking stick, depending on their moral standing in life. At the start of the game, he loses a particularly innocent client and must follow after her to correct his error.

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The visuals in this remake are largely unchanged, aside from smoother 3D models. All of the backgrounds are flat, pre-rendered images, but it’s all so perfectly stylish that its age barely shows. The bizarre combination of Mexican folk art and film noir art deco permeates every aspect of the world, and I can confidently say that you have never/will never see anything like it. Certain exceptions, like Glottis the mechanic and a group of demon beavers, are less inspired but still effectively whimsical.

The writing follows suit. There are moments that lead writer and designer Tim Schaefer disparages on the included commentary tracks, particularly an obsession with pithy one-liners, but he was incredibly adept at matching the film noir tone. The first act recalls Double Indemnity with its bureaucratic setting, while later acts put Manny in the shoes of a classic Bogart character.

Puzzle design, unfortunately, encounters a few missteps. One early puzzle involves items that are destroyed after an incorrect solution, requiring the player to go back and retrieve new items before trying again. Beyond this, the game is still a victim of obtuse adventure game logic. Who would ever think to use a cactus as a grappling hook? Still, the lion’s share are manageable, and the story that they present is absolutely worthwhile.

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The biggest and most necessary change to the remaster was in its control scheme. The original game used character-relative direct controls, meaning that if Manny was facing the camera, you’d press forward and left to move him to the right side of the screen. Thankfully, this has been completely replaced with a touch-based point-and-click interface. Now, you just tap an object in the environment and then tap one of three actions (look at, pick up, use).

Inventory management is still a bit clumsy, since you have to cycle through items, rather than just having a list or thumbnails to select from. It’s cool seeing Manny pull each item out of his coat, but it really slows things down in areas with lots of puzzles to juggle.

This Android version actually ends up being more full-featured than its console and PC counterparts, thanks to the addition of an auto-save. This was one of the major frustrations of the re-release, and to see it corrected here, especially on a platform with less traditional play sessions, is great.

 

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Sega Removes Apps For Quality Control http://www.hardcoredroid.com/sega-removes-apps-for-quality-control/ http://www.hardcoredroid.com/sega-removes-apps-for-quality-control/#comments Wed, 20 May 2015 21:06:29 +0000 http://www.hardcoredroid.com/?p=34300 Sega announced earlier this month they would be removing some games, having ” determined that a number of them no longer meet our standards,” and stating that ” It is important for us to ensure that all of our fans, regardless of platform or operating system, have a great playing experience,” beginning the process earlier this week.

Sega has taken down the games from several major app stores including Google Play, and the Amazon, Apple and Samsung App Stores. They were quick to point out the removal of individual titles may not be permanent and that “While we have nothing to announce at this time, given the right situation, these titles may return in an updated form” and stated that users will still be able to download and play any of the removed titles they have already purchased.

The following 19 games have been taken down so far and, although that seems to be all for now, we may see more disappear in the future as they incur the wrath of Sega’s quality controllers.

  • After Burner Climax,
  • Jet Set Radio
  • Super Monkey Ball 1 & 2
  • Super Monkey Ball Adventure
  • Super Monkey Ball Tip’n’Tilt 1 &2
  • Super Monkey Ball: Touch & Roll
  • Super Monkey Ball Banana Splitz
  • Altered Beast
  • Ecco the Dolphin
  • Golden Axe 1, 2 & 3
  • Phantasy Star 2
  • Streets of Rage 1 & 3
  • Space Harrier 2
  • Virtua Fighter 2

You can read the original release from Sega here.

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You Review It RPG: Spellcrafter http://www.hardcoredroid.com/34274/ http://www.hardcoredroid.com/34274/#comments Tue, 19 May 2015 16:40:39 +0000 http://www.hardcoredroid.com/?p=34274 From the Play Store ~

Spellcrafter is an RPG game with deep tactical turn-based combat and a unique spell casting system. Explore the magical world, collect gold, interact with NPCs, take quests and make moral choices! Recruit heroes, assemble and summon powerful troops and send them into battle!

The unique feature of Spellcrafter is the spell casting system. The game recognizes the sign you draw on the screen and automatically chooses the appropriate spell from the spellbook. If you don’t remember the correct sign you are able to consult the spellbook, but beware! Reaching for the spellbook takes additional time and the quicker you cast your spell, the more powerful it will be!

In his review of Spellcrafter, Hardcore Droid’s Sharang Biswas gave it a 2.1/5, calling it a “a series of underutilized opportunities”. Do you agree? Or is he too buried in his fantasy novels to recognise a good game? Let us know!

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Spellcrafter Review http://www.hardcoredroid.com/spellcrafter-review/ http://www.hardcoredroid.com/spellcrafter-review/#comments Tue, 19 May 2015 16:33:29 +0000 http://www.hardcoredroid.com/?p=34261 Spellcrafter | Best Android RPGCall me a sucker, but a game with a name like Spellcrafter makes me picture eye of newt and toe of frog simmering in full-bellied cauldrons belching green smoke. It makes me want to string together esoteric sigils found in tomes caked with age filched from chthonic libraries, makes me want to distil fire, lightning and frost out of the earth and buffet my foes with raw, elemental energies. Yeah, I probably read too many fantasy novels. And yes, while Polish studio Jujubee tries earnestly to deliver on their promised “unique spellcasting system” and “deep, tactical, turn-based combat”, their efforts ultimately lack the magical spark that makes for a truly compelling game.

The eponymous spell-crafting system of this tactical RPG actually offers no actual crafting (I was expecting something à la Oblivion). Perhaps the game should have been named “Spellcaster” instead, because that seems to be the “unique” system Jujubee wants to highlight. During the grid-based combat sequences, instead of your standard nested menus of spells, you have to draw specific symbols on your touchscreen in order to unleash your magic. Unfortunately, Jujubee fails to make full use of this pretty interesting (but not actually that unique: see Black & White or Arx Fatalis) mechanic.

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Interesting but under-utilized spell-drawing mechanic

If you title your game after a specific system, I expect you to make it a big part of both the mechanics and story. In addition to its uses in combat, I want to see puzzles that involve drawing symbols, or some insight into the history of the magic system. Instead, the spell system feels like a secondary addition to the tactical combat system, and one that isn’t even that useful: your armies of units (especially the severely OP marksmen) are ultimately far more devastating than your comparatively piddly spells. Even your highest level “Meteor” spell ends up being less useful than twenty peasants armed with pitchforks. But you’ll probably end up spamming “Meteor” anyway (or perhaps “Lightning Bolt”; I know, the level originality is thrilling), because the selection of spells on offer is pretty tiny and relatively uninteresting, and trying to draw something more complicated (like a circle) might bug out the software, wasting your precious in-battle time.

The rest of the game is entirely forgettable, especially if you’ve played anything like Heroes of Might and Magic, King’s Bounty or  even Age of Wonders (some of which, granted, are more turn-based strategy than RPG), that really do have a deep tactical combat system. There are two modes: exploration, where you traipse around the map looking for fights, and combat, where you do the actual fighting. There’s not really that much to explore (and not much to look at on my Android, despite the pretty screenshots of the Steam version). The game’s very linear, with no real secrets or surprises to speak of. The controls are also pretty dodgy, leading to many a frustrating moment spent pawing and spitting invectives at my touchscreen. Because your spells feel kinda useless, combat quickly decays into sub-standard tactical-RPG fare, with stacks of units pummeling each other on a grid. My main problem is that the combat is so, well, boring. Jujubee tried to include some interesting terrain in the combat maps, but I rarely found myself using any of it. There’re no mechanics for flanking, retaliation, or support to add extra layers of tactical thinking. Even the unit selection you have is small, their special abilities underwhelming (and confusing to use).

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Lackluster tactical combat

Finally, the “compelling and magical story about the nature of reality, power and morality”…never materializes. Again, I was hoping for the spell system to be integrated into the story somehow. But no. All you get is another “save this really important person” (this time a child-mage suffering from amnesia) narrative. The consequences of your choices are flimsy, and the dialogue is badly written. In a nutshell: no crafting, boring spells, topped off by a crappy story. Unless you’re really bored on the subway, I’d give Spellcrafter a miss.

 

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Ys Chronicles 1 Review http://www.hardcoredroid.com/ys-chronicles-1-review/ http://www.hardcoredroid.com/ys-chronicles-1-review/#comments Tue, 19 May 2015 13:00:47 +0000 http://www.hardcoredroid.com/?p=34247 android-rpg-ys-chronicles-01DotEmu has rebooted Ancient Ys Vanished Omen, part of what they refer to as “the godfather of Japanese action-RPG sagas,” stretching back to the late 1980’s. The result is Ys Chronicles 1, newly adapted for mobile devices. With the exception of one flaw, it is arguably a perfect RPG.

The plot is set up quickly without too much exposition. The protagonist, a spunky redhead named Adol, washes up on a beach in a land under attack by monsters. Being a swell guy, he decides to get to the bottom of the situation (and kick monster butt in the process).

The game is beautiful. Even with a top-down, 16-bit aesthetic, the environment is nicely rendered, from flaming skull monsters in a dungeon to sleeping cats in a village (which, by the way, will meow if you approach them). The characters admittedly all look alike, but it’s understandable given that they are only the size of my pinky nail. Main characters are expanded upon in more detailed anime-style artwork during dialogue, adding some depth to their personality.

The music is also spectacular. It takes on a dreamy quality in the villages, but in an area full of monsters or bandits, the soundtrack switches to fast-paced heavy metal riffs. There are few things more satisfying than attacking a charging monster to the sound of a wailing guitar.

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Speaking of attacking, the combat style is perfectly suited to melee enthusiasts. There are no random encounters or tedious turn-based combat. With a feature DotEmu calls the “BUMP” system, you simply smash yourself into enemies to attack. It’s simple, but surprisingly fun. The controls are a little sensitive, and sometimes you end up circling around a monster for a while instead of attacking, but it’s not a major problem.

Even though combat breaks down to dragging your finger toward the monster, there is a small element of strategy involved, especially when it comes to boss fights. During the first boss battle, you’re locked in a room in a dungeon with a grim reaper-looking demon who disappears and re-spawns across the room from you. Oh, and by the way, flames are shooting out of the walls. It took several deaths and no small amount of grinding, but defeating the boss was satisfying when I finally accomplished it. As a delightful bonus, the mobile version has trophies so you can boast your accomplishments for the world to see. My favorite so far is the “Come at me bro” achievement, for defeating 100 enemies. It’s a gorgeous game with a compelling plot and a fun combat mechanic. So what’s the problem?

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A recharging health mechanism has been a staple of Ys  games since the beginning, and this reboot is no exception. After a fight, all you have to do is stand still for a few moments and your health regenerates, leaving you free to jump back into the action and clobber a tree monster. But after the first boss fight, you descend into a spooky dungeon, and your health no longer regenerates. I found myself trapped with only 1 HP left, repeatedly getting killed and re-spawning to the exact same spot. I had effectively “broken” my game; I couldn’t progress, and I couldn’t escape back outside to recover my health and grind for a few more levels until I was strong enough.

I’m not saying that the game should be easy. In fact I’m impressed that a game with such a simple combat mechanic was able to challenge me the way that this game did. And I’m not saying that a game should never deviate from established combat patterns. But I feel cheated by the fact that I was able to wreck my game, simply by playing it the way I had been successfully playing all along.

Despite this flaw, the game was thoroughly enjoyable. I often found myself thinking about it when I wasn’t playing, and am still genuinely curious as to how the plot will unfold. Though my pride is offended at the thought of having to start over again on a lower difficulty, and I’m not exactly thrilled at the thought of even more grinding, I want to keep playing. Come at me, bro.

 

Write your own review of Ys Chronicles 1  >>>

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You Review It RPG: Ys Chronicles 1 http://www.hardcoredroid.com/you-review-it-rpg-ys-chronicles-1/ http://www.hardcoredroid.com/you-review-it-rpg-ys-chronicles-1/#comments Tue, 19 May 2015 13:00:01 +0000 http://www.hardcoredroid.com/?p=34256 ~From The Play Store

Ys is an action-packed, heroic fantasy JRPG game that immerses you in a beautiful Japanese artistic universe. Originally released on PC and PSP in the 2000s, this remake of the famous franchise’s first episode, titled ” Ancient Ys Vanished: Omen”, returns in a mobile version especially adapted for touch gameplay.

In Ys, you play as Adol Christin, an adventurous young swordsman. Early in the story, you find yourself on a mysterious beach in Esteria, a kingdom whose cities are besieged by hordes of demoniac creatures. Esteria’s people are depending on you to defeat the demons and free the kingdom. To accomplish your goal, you must find six sacred books containing the history of the ancient land of Ys; books which will also provide you with the knowledge to restore peace. Throughout the game, you’ll gain experience and strength by discovering enchanted weapons and artifacts. Become a mighty knight and destroy your enemies!

In her review of Ys Chronicles 1, Hardcore Droid’s Jessica Critcher gave the game a solid 4 stars, despite her critique of the regenerating health mechanic. What do you think?

 

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Xinkashi Update Brings Hordes Of Extras To Dungeon Hunter 5 http://www.hardcoredroid.com/xinkashi-update-brings-hordes-of-extras-to-dungeon-hunter-5/ http://www.hardcoredroid.com/xinkashi-update-brings-hordes-of-extras-to-dungeon-hunter-5/#comments Sat, 16 May 2015 16:00:21 +0000 http://www.hardcoredroid.com/?p=34226 Developer Gameloft have released an update to their fantasy hack-n-slash game Dungeon Hunter 5. The Xinkashi update includes news weapons, armor, traps, and challenges all with an Asia inspired theme.

For those unfamiliar with it DH5 is a fast-paced action RPG, featuring a range of spells and equipment to find, that draws heavily from the Diablo franchise. It also features a PvP multiplayer mode that allows players to build Strongholds and defences, as well as launch attacks on their friends for the chance to loot gold. When we reviewed it here on release we praised its great visuals, well implemented controls, the depth of its story, and its surprisingly good voice acting. We were however somewhat turned off by the forced grinding and random equipment mechanics along with the sometimes slow and repetitive gameplay. We eventually award it 2.8/5, feeling it was a well designed game but was ultimately let down by parts of its free-to-play model.

The update brings five new rooms for players to defend their stronghold with, including new traps such as scorching gyros and the venom spitter. Three new missions have been added to the solo mode and update exclusive daily challenges let players face off against Lady Tzimeko, the finest blade from the East, in stronghold rooms constructed by twisted Xinkashi builders. Gameloft have also added Wanted challenges allowing players to earn five new sets of boss weapons and armor. They have also  introduced the Collection book in which players can review all the items they’ve picked up so far.
You can get Dungeon Hunter 5, and the Xinkashi update, for free here on Google Play.
Alternatively, if you’re not yet convinced, you can check out our review here.

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Square Enix Boost Profits With Mobile Releases http://www.hardcoredroid.com/square-enix-boost-profits-with-mobile-releases/ http://www.hardcoredroid.com/square-enix-boost-profits-with-mobile-releases/#comments Fri, 15 May 2015 16:00:33 +0000 http://www.hardcoredroid.com/?p=34211 Publisher Square Enix announced a 49% increase in profits this year at their annual fiscal report for the 2014-15. The company’s managed such a success this year despite releasing fewer console titles, attributing it to the increase in popularity and performance of both its MMOs and smartphone games. Addressing this in their  report  Square Enix said that “smart devices such as smartphones and tablet PCs are spreading rapidly” and that “the console game markets in North America and Europe are increasingly competitive and oligopolistic.”

Given this view it makes sense that they would be looking to explore new markets and platforms to release on, and the report goes on to state:

“In light of such environmental changes the Group is focusing all efforts on a substantial earnings improvement through driving reforms of business structure in order to establish new revenue base.”

If that didn’t make Square Enix’s intentions clear the recent announcement of Kingdom Hearts: Unchained Key for Android and iOS, shows the company’s commitment to making the most of their IP, whatever the platform.

If you were wondering which games Square Enix was having such success with in the mobile market, several of which only received localized releases in Japan, they are:

 

  • Dragon Quest Morning Supper Light, an RPG that employ a novel mechanic that rewards you with in game items when you photograph certain themed dishes at participating restaurants eateries
  • School Girl Strikers, another JRPG where players lead a team of demon hunters working from a secret training facility within an all girls school.
  • Kai-ri-Sei Milllion Arthur, a JRPG utilizing card based battles.
  • Final Fantasy Record Keeper, that lets players to recreate iconic battle from the entire series, choosing from a large roster of characters to face the challenge.

You can see the full release here.

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