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Recent reviews by Yogizilla - GeekyAntics!

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2 people found this review helpful
70.3 hrs on record (65.6 hrs at review time)
CHOO-CHOO - get aboard the Monster Train!

Okay, lame intro, I know.. But this game is not lame, I promise. So, before I oversell it because, quite frankly, I'm hooked on this game and a bit biased.. I should probably let you know that this is a very niche type of game. The best way I could describe it is as Magic The Gathering meets Defense Grid, with a dash of Monster Mash for personality.

In this CCG-TD hybrid, you are on a quest to reach the center of Hell on a train, full of monsters.. No surprise there. What IS surprising is just how addictive the gameplay mechanics can get. The random elements add a new challenge each time and there's many ways to play if the standard runs don't do it for you after a while.

Without getting too deep into the mechanics, there's a lot of resource management and deck balancing involved so, if you're into card games, real-time strategy, or anything of the sort, you'll definitely find something here to scratch the itch. You'll get the opportunity to upgrade your champion (choosing one of two paths each time) and bump up your fire (i.e. mana/land), card draw, and train car/floor capacity (+1 at a time so choose wisely). There are different playable races and tons of unlockables. Each race/class offers a whole new gameplay style (and ways to break things in your favor).

For example, Umbra has a bunch of squishy monsters that, at first glance, seem rather useless. They tend to start off weak and get really strong late in each battle and overall run. For me, discovering how to create a

There's a lot of built-in balancing with upgrades, too. You have two primary types of cards, monster and spell, each with a spell cost (represented by the flames, the fire in your train's furnace, a.k.a. your output each turn). Say, you upgrade a spell to make it three times stronger, chances are you'll increase the casting cost and/or add "consume" (removes the card from play rest of the battle) or "purge" (removes the card from play for the rest of the run) as an effect. Monsters can get really beefy... But, buff them up too much, and you'll find yourself having trouble fitting them on your train or having the opportunity to play them at all.

Each run has randomized elements, making every session rather unique. At the risk of sounding cliche, one could say there is a bit of "rogue lite" fun to be had. For added fun, there's a slew of mutators you could add to make things even harder (or easier, if you feel lazy or just want to feel godlike). After you do enough runs, you'll see some similar patterns but increasing your Covenant Rank will add extra layers of challenge, plus familiar battles will bring new mods (i.e. armored enemies or heavy penalties for relying on cheese tactics).

Before I forget, let me tell you about artifacts. Artifacts give you permanent effects and buffs that carry on for the rest of your run. This concept isn't anything groundbreaking but, man, does it change your gameplay immensely. Score the right artifact and a struggling run can be turned around. One of my favorite artifacts I believe is called the Iron-Willed Horn. That one let's you stock up your fire/mana from turn to turn, which opens up HUGE options for strategies. Some of the other fun ones have randomly-triggered debuff and damage effects, help you change monster positioning, or do clutch things like dazing and rooting enemies.

I'm a multiplayer guy but I have to say that the singleplayer here is deeply satisfying. There is, fortunately, a growing a community and some multiplayer goodness. This is where the game's potential is really going to shine long-term.

First, we have daily challenges. You get one shot to complete a challenge or score as high as you can given a set of special rules. Some things you may see in the mix include spells hit random targets, all units are fragile (one-hit kills), you start with a mansion (more train/floor capacity), or you lose more fire/mana each turn, Some of these challenges are brutal, and others help you discover fun new ways to play a class or combo things up. Regardless of your game mode, you always start off with a random deck based on your class (and sometimes strictly what you have unlocked so far), so these added rules keep things even spicier.

I really dig that, even though you're not competing against other players directly, you'll see real-time updates of up to ten players who are playing the challenge at the same time as you. You'll see ghosts/avatars of the other players as well, giving you a sense of pacing and being in a world that's alive. Finally, at the end of your run, you get to see how your score compares to other players. Things like reduced Pyre damage (oh, that's the thing you have to protect at the front of your train) or beating bosses in less turns will earn you big points.

The second MP mode is Hell Rush. I love the idea here. It's a timed rush mode against other players. The most I have faced off against is two other players. Usually, there's a bit of a wait. During the day, I could get a match going in a few minutes but, during the whee hours, it's tougher.

Hell Rush is intense. You have limited time to complete each area in your run. This is satisfying but also very frustrating, as you have to make your upgrade purchases and other pre-battle decisions super fast. You get around three minutes to carefully make these choices, including which, if any, cards you will remove and which units and artifacts to go with. To me, that part is very frustrating because it automatically puts folks with faster connections and computers at an advantage. Your load screens, animations, everything counts against the clock.

What's worse is that there is no lobby so you just wait until someone joins your session (or you get lucky and find one). Then a short timer starts and that is the window for someone else to join.. Or not.

So, it's not a perfect game but I would still give it a 5/5 just because it's so unique, fun, and highly replayable. Just allow me to be bitter about how unfair Hell Rush is. I think it would be saved by having a true lobby system with session hosts.. And customizable timers. Three minutes has you scrambling to make decisions and make your moves, and it really takes away from the fun. I would much prefer to see a turn timer rather than an overall timer for each area. It's just not a design decision that makes sense to me, especially when you're already hard-pressed to find a match.

Before I beat a dead horse, the worst part about the timer is that, once you run out of time, everything goes into-autobattle. You can't play a single spell or monster... So you lose because you aren't some cracked-out youngin' with a super-fast computer, not because you lack skills. Feels like us old folks who like to think a little more or lack in the "twitch" department are SOL. LOL

But I digress... That's probably my one and only gripe and, fortunately, that's something future updates can fix. I really hope that this game takes off and maybe gets the "platform treatment". It is well-suited for a seasonal approach like, say, DotA Underlords (another one of my more recent faves).

Get the game, tell some friends, let's spread the word. I'd love to see the community expand so we can see the true potential of this game unlocked. It'd be great to see more head-to-head options to keep things fresh. Really, in spite of my belly-aching, Hell Rush is fun.. Just make sure you play it fully-caffeinated and focused because, as it currently stands, even the slightest brain fart or distraction will cost ya!

Okay, okay.. I had to get that one last jab at Hell Rush but that's not because it sucks.. It's because it could be soooo much better and more inclusive than what it currently is. I love a good challenge though, so I'll keep going back, even if it's kind of unfair. =oP

In short, get on the train... THE MONSTER TRAIN, yo.

;
Posted 30 August, 2020.
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284.7 hrs on record (96.7 hrs at review time)
Early Access Review
DotA Underlords has incredibly satisfying gameplay. Unlike your typical competitive shooter or MOBA, this genre does a great job of keeping you engaged, even when you are losing terribly. Underlords trumps competitors like AutoChess and LoL Tactics by removing a lot of the elements that make the genre rather clunky and slow.

The new Knockout format is a breath of fresh air. You can get more matches in less time. It's way more satisfying than the usual mechanics you expect in this space. Upgrades happen faster and you really notice the impact from changing up your team comps.

Like most entries in this category, there are some serious balancing issues. Some comps are just drastically better than others. I'd like to see more RPS and less "meta"... That said, even with glaring lopsidedness, this is a really fun game. Give it a real go - it will grow on you!

Also, now that there are actual underlord options to provide generals on the field, the game has really opened up. Previously, they were not even in the game, but now we have some great options for suiting different playstyles. A little more tweaking and we'll see some unconventional game play options and a whole lot more variety.

Really digging this game... And it's multitasking friendly so that is inherently better! ;o)
Posted 20 December, 2019.
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1 person found this review helpful
22.2 hrs on record (15.4 hrs at review time)
100% Orange has a long history that is elusive to most folks, unless you are hardcore into anime-stylized games and obscure titles. I'm somewhere in the middle, as I had some expeirences with the past games but wouldn't say I am a superfan. Cult following aside, 100% Orange stands on it's own as a great entry in the video board game space.

I'm a big fan of this subgenre of sorts, with games like Culdcept Saga and Lost Kingdoms (not quite the same but honorable mention) being amongst my favorite games of all time. 100% Orange doesn't push the envelope in terms of complexity but that is part of the appeal: there is just enough depth and variety to keep it fresh, but not too much that it becomes a PITA.

Dare I say, I also love the Mario Party series and 100% Orange feels like Mario Party without the BS comebacks due to luck of the draw. There are no minigames but there are different strategies you can employ to complete level-up objectives and ultimately win. This leaves the focus on deckbuilding, leveraging risk/reward scenarios, and taking advantage of each playable character's inherent strengths.

There is tons of unlockable content. Most you can buy with in-game currency, some with real money via DLC and such, and others as part of other purchases by Fruitbat Factory (really dig their games TBH). Some of the premium stuff seems a bit pricey but I don't mind since it's a great way to extend replay value and support a smaller publisher and developer.

Back to the mechanics, you have two win conditions: win battles or collect stars. Battles revolve around dice and three main stats: ATK, DEF, EVD. It's mostly luck but there are cards you can use to buff yourself. Some characters also have Boost cards and passives that enhance battle capabilities. You can opt to do Pacifist runs but doing so is challenging, as it limits what you can do to keep other players in check. Whenever you KO a player, you knock them out of the game for a bit AND steal stars.

If you focus on strictly collecting stars, the game is a bit easier but you have to be mindful of traps that can cause star loss or force fights. You can alternate between win conditions but you have to commit to a path for each level. There are five levels and, after completing five objectives or "normas", your next completion wins you the match.

There is also co-op, which is similar to the aforementioned, but with more of a focus on battle and countering unique boss mechanics. Another key difference is that your level-up/norma conditions are split, leaving you more open instead of having to commit to a specific strategy for each level. Cards, stars, and levels are shared with your team too.

Cooperative play is quite fun. It's a great way to ease a friend into the game who is otherwise a sore loser. No more lost friends due to BS losses. I mean, that option is there but you can avoid it all together.

Overall, this is a solid game with tons of replayability. If you care for story, there is some of that too. The dialogue is silly and the characters are endearing. It's what you would expect from a gag anime. If any of that sounds remotely interesting, you can get started for under $10 and I can't think of any other game that will give you the same fix at a similar price point!
Posted 14 June, 2019.
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33.2 hrs on record (2.3 hrs at review time)
Coin Crypt is an ambitious title that actually delivers in terms of replay value and fun factor. The core mechanics are familiar but the game as a whole is so unique that I wholeheartedly recommend it to anyone looking for something fresh. The art direction is remniscent of a cel-shaded Minecraft-inspired Wonderland. It's a real treat exploring this world each and every run.

I'm actually very surprised that I never heard anyone talking about this game on any podcast, stream, or video. Games like Coin Crypt, Crypt Of The Necrodancer, Speedrunners, and Dungeon Of The Endless take huge risks doing something very different.. But they are not merely noteworthy because they're different. These are games that are TONS of fun and great to go back to any time.

Admittedly, the only thing missing from Coin Crypt is some sort of online support or multiplayer. I reckon this hidden gem got overlooked because it is a singleplayer experience. I see they released DLC in 2015 so, hopefully, this game gets more of a cult following and steady updates to revitalize interest. It's a game I can't recommend enough if you dig exploration, dungeon crawlers, rogue-likes, or just charming/cute games that are clever AND fun!
Posted 8 January, 2016.
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3 people found this review helpful
36.5 hrs on record (7.8 hrs at review time)
As the Naruto series slowly comes to an end, I find myself saddened and desperately trying to find Naruto experiences that will help me relive the greatest moments from the manga and anime. This is such a rich universe filled with loveable characters, epic battles, and awesome powers. Utimate Ninja STORM Revolution brings the mythos and AWESOME to life at every step.. But there are opportunities.

First, I will warn you that the console versions still seem to be the way to go but this port is the best I've played so far. We're all hopeful Storm 4 will deliver across the board but this game is no consolation prize. What I love about this game is that it strikes a great balance between action/adventure game and deep fighter. The exploration and questing is as satisfying as pulling off 60+ combos, calling in support, or pulling off an amazing block/comeback.

Replay value is a huge thing for me. As a family man, I can't buy every game that comes out so, when I buy a game, it needs to provide tons of replay value and fun. Revolution certainly fits the bill there.

Really, I love everything about this game. It looks beautiful and the PC frame rate issues seem to have been resolved. There are only a few things that bug me. They are not deal breakers but it's good to know they are there:

1) Loading Times - They feel too long for what the game is.. Sure, there is the open world component but loading between menus seems very archaic to me. You may want to load this game onto your SSD, which I may very well do. Mind you, my gaming rig is not a bleeding edge system but it is more powerful than the average PC so this should not be happening at all.

2) Button Assignments - While you can remap buttons fully and controller support is flawless, I still don't get the button mappings in this series. I feel that wasting a button for charging chakra is silly but I suppose it makes sense with the mechanic of chakra-loaded attacks. A dedicated shuriken button, however, is really goofy.. But no biggy. I would just rather see a weak/medium/strong setup for more control over your combos and fighting style; that way, people can't write this off as a mere button masher.

3) Lock-On System - The 1v1 battles are still the best. I love the concept of FFA/Battle Royale, but the lock-on system here still leaves something to be desired. You click the analog stick to unlock and click again to lock on, but it's not always clear which target you will lock onto. A simple fix would be to have the crosshair appear on your targets as you move your characters, then click to confirm the lock. Easy.

Regardless, this game is tons of fun and it makes me want to go back to the XBox 360 and even Gamecube games. That's not because this game sucks but, rather, it's so good you want to explore and revisit all the Naruto games. I hope they make proper ports of all the games from previous platforms but, more importantly, I hope they make them proper ports, deserving of the PC platform.

Anyway, back to UNS Revolution...

One feature I absolutely LOVE is the Network Clone. This is an avatar that battles online players while you are away from the game. They pop up in other instances, collecting items and experience. You can fully customize your Network Clone and Story/Ninja Tournament characters, which I love because this gives the unlockables even more value.

Ultimate Ninja Storm Revolution combines the best of breed technologies and game mechanics from games like Mystic Heroes, Dynasty Warriors, Dragon Ball-Z (the good ones, not Xenoverse), and Forza (i.e. driveatars). Truly, this game is a treat. If you're a fan, don't hesitate.. Though I will say it is better-suited at $40 or less, not $50.. At least on PC.

With regards to Ombre's review and similar write-ups, the Story/Campaign is not boring if you don't mind running around a bit and reading lots. There is quite a bit of dialogue and not that much voice acting, which isn't a bad thing but it does make me feel that this is a licensed game that should have released at a more appealing price point since they did cut a few corners.

When you choose your "move type", you have to choose between Awakening (buffed character), Support Drive (buffed defense/attack support moves), or Ultimate Justu (unlocks OP ultimate). I think this is actually a selling point for more casual players or folks like me, who can't dedicate as much time to gaming and certainly not one game in particular, no matter how much we love said game. If you were able to have Awakening and Support Drive together, for instance, it'd be pretty OP.. And it would widen the gap between newer players and dedicated/hardcore vets. That would make the experience too exclusive and essentially render the online gameplay useless.

Speaking of online, I have not played online with the exception of challenging a few Network Clones. To that end, I felt really underpowered. I landed tons more hits than my opponents and yet they still won. The time you invest in this game unlocking things, leveling up, buying ninja tools, etc certainly does give you an edge. The players I battled were level 30ish. Battles do come down to skill but it's tougher when you are matched up against more seasoned players so that's something to keep in mind.

Overall, I would totally recommended this game. I reiterate that this feels like more of a $40 game but there is tons of value there, regardless of the price point. I recommend Revolution without hesitation if you love fighting games, anime, and/or Naruto but temper expectations just a little bit. IF you're super picky, I'm sure you will find glaring flaws. =oP
Posted 4 January, 2016.
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22.3 hrs on record (6.8 hrs at review time)
Easily one of the greatest games I have ever played. This game blends so many familiar mechanics while remaining one of the most unique experiences out there... And it's not just clever - it's FUN!

The addition of online multiplayer and the enhanced graphics upgrade means that no one has an excuse to pass this game up. If you love tower defense games, RTS, dungeon crawlers, co-op, and/or rogue-likes, this game has it all. This is easily the best Endless game out there, though they are all fantastic, and it's also one of my TOP 10 G.O.A.T. picks.

Now, if I had to complain about something to make my review more believable, well, let's see... My only complaint is that the game does not cater well to older graphics cards. I tried playing it on another computer and the advanced T&L engine resulted in total darkness, so there's that.

For Pete's sake, they even threw in a free expansion adding new enemies and goodies. I love, love, LOVE Dungeon Of The Endless and will continue to rant on about it on the HorsePLAY! LIVE podcast. In fact, I'm going to buy extra copies to gift this onward because, at under $10 (on sale), why are you even debating it? GET THIS GAME NOW.

Oh, and thank you Amplitude for being AWESOME!
Posted 1 January, 2016.
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No one has rated this review as helpful yet
46.1 hrs on record (45.5 hrs at review time)
First and foremost, this is a great game. The match-three concept has been done to death but Gems Of War does more than enough to make it fresh.. So much so that friends who normally think of mobile and Facebook style games as mere crap are actually enjoying this.

...But there are many missed opportunities...

There are some issues with cross-platform play. You can only do cross-platform between Android, Apple, and Android. PS4 I'm not sure about and XBox One is a no-go because Microsoft has weird stipulations about cross-platform support and exclusivity, sadly. Heroes can't have the same in-game name and be in the same guild, even though it changes your invite code. They don't tell you this until after the fact and there doesn't seem to be an option for changing your hero name. Fortunately, support is responsive and can help you with such matters.

Beyond that, this game has a great virtual economy with no foreseeable paywalls. PvP is your standard asynchronous affair but it is fulfilling. Joining a guild is key so ask your friends if they have a guild and send them your invite code. It's rather awkward but you'll see the notification flash under "Guild" when the invite is sent.

Guilds give you bonuses to masteries, gold, XP, etc. There's a very nice amount of customization though I hope there will be tag-team battles in the future. It seems that all match-three puzzle games like this have the same framework for PvP... But Gems Of War does differentiate itself by not limiting how much you can play per session. There isn't an energy bar to worry about; instead, you pay gold for PvP battles or just take on challenges, quests, etc in between the PvP action.

The game is monetized through bundles and various currencies which ultimately give you increased loot drops or access to better weapons, troops, etc. Loot/currencies include souls, gold, XP, guild tokens, and event-specific reward points such as the Glory Points for the current winter event. While it may seem complicated, it's easy to figure out and balanced out so that you can pay to fast-track yourself or just put in the time.

Overall, a great game with lots of potential. You have to like puzzle games, of course. I'd put this over Marvel PuzzleQuest because, even though I love Marvel and everything that company does, that game becomes more of a job than a fun experience when you join an alliance. This game is very much pick-up-and-play so you can enjoy it for minutes or hours at a time without feeling like you're married to it. =oP

UPDATE #3: I think the developers did a great job addressing the pay-to-win, scaling, and balancing issues with the console ports of Gems Of War. The Steam version and it's cross-platform counterparts are still fantastic but the virtual economy is a bit rough. To put this into perspective, I have about a third of the time less on XBox One but I am earning twice as much.

A big part of this is the fact that PVP matchmaking on console is more fair. That may be skewed by the smaller player base and lack of experience but it's still a consideration. I find I win most of my matches on XBox One and, on Steam/Android, I'm struggling to win one out of three. Every player that is active seems to be stacked with all their troops level 15 or higher.

Having multiple teams is nice but the reality is that you're likely going to invest in one team and ride that out. The more you level up troops, the more expensive it gets. By Level 10, a troop is worth easily over 800 gems. Heck, training from Level 8 to 9 is around 270 gems right there. You can earn about enough to get a troop to Level 10 just by doing challenges at all difficulties.. But it's a bit of a grind.

With all that in mind, I'm still addicted... Maybe it's a mental defect or maybe it's just that good. With games like Rainbow Six Siege, Star Wars Battlefront, Heroes Of The Storm, Hearthstone, Warframe, Rocket League, and so much more beckoning, I find myself coming back to this game again and again. It's truly a breath of fresh air!


Check comments for more updates! I really do love this game but you have to give it a chance and realize that all free-to-play games have to make their money somehow. They design them to be "sticky" and, if you get obsessive, it can be a money pit.

UPDATE #4: After pumping more than 10 hours into both the XBox One and the cross-platform versions of Gems Of War, I can say that the XBox One version is more tuned for casual players. It is more competitive and balanced as well. The AI makes mistakes, which simulates playing against actual human players, there are tasks/challenges to guide the experience, and the troop max level is 15, not 20.

I've noticed that the scaling of troop stats is much more moderate on XBox One and you don't get the bonuses from kingdom or troop type synergies. This keeps the game more user-friendly and prevents hardcore players from "breaking the game". I really like this, though I do enjoy the flexibility of team management and how it feels like you have tons of options and possible combinations on the Android/Steam/iOS versions of the game.

For those that say this is strictly P2W, I will have to wholeheartedly disagree. You can farm gold and play almost non-stop if you don't get too aggressive about attacking high-level players and unlocking new kingdoms right off the bat. Once you finish all the Broken Spire quests, the arena mode really levels the playing field and gives you a chance to make 500-1500 gold on top of the 1K you get back if you win a few rounds.

Compare this to Marvel PuzzleQuest and games of it's ilk where you have to invest tons more time and money to stay competitive.. And the unrelenting events make it hard to keep up. Gems Of War doesn't ask so much of you but it is easy to get addicted. That could be a good thing or bad thing, depending on how you look at it but, regardless, it means the game is FUN!

I imagine the XBox One version will eventually catch up to Steam but they have made distinct design decisions that make me think they've learned from their mistakes and are creating a fresh new experience on the consoles. I can't speak to the PS4 version but I imagine it's a similar scenario. That said, I do love the Steam version because mouse controls will always be more accurate and you can grind faster, which is huge when you're trying to dig out of a deficit or get a jumpstart in the game.

Overall, I find myself excited every time I check out to see how my fellow guildmates ar e doing. We get really competitive with each other but not to the point of losing sight of the most important thing: having FUN! It's been FAR easier to farm gold and Glory on XBox One. Right now, I'm sitting on over 11K gold whereas, on Steam, my gold is usually around half that. If you're really competitive, you'll love the added challenge here. You need to pick up on the core mechanics and the subtle nuances thereof to really employ effective strategies and consistently win.

For those that say there is too much RNG, I disagree with that there. Sure, you never know what gems will drop but there are ways to mitigate that. This game is easily 80% or more skill, and the rest is luck. There are times when the initial board layout will set up insane combos and you have abilities powered up right away but, other times, you may find yourself mana starved. This is true in all versions I've played. One way to deal with that is to run troops that create gems but that has it's own drawbacks.

Again, super fun game with layers of depth and fun to be had. I'm really digging this and finding it hard to put down.. My other games feel a bit neglected. =oX
Posted 2 December, 2015. Last edited 17 December, 2015.
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7 people found this review helpful
7.3 hrs on record
Full Mojo Rampage combines the charm of Magicka with the looting, dungeon-crawling bliss of Diablo. It's fun alone and even better with friends. Collect pins to gain boosts before your runs and discover Mojo to create all sorts of crazy gear to equip. Tons of replay value.. And it looks pretty darn snazzy, too!
Posted 31 October, 2015.
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1 person found this review helpful
3.5 hrs on record (1.8 hrs at review time)
Mount Your Friends may not have the depth of games at higher price brackets but the replay value is immense. Really, this game should not be so much fun.. MYF is fun sober or otherwise. Bring some friends and behold as countless hours magically disappeared.

Gameplay broadcasters will find this game especially fun for game nights or tons of laughs. MYF is perfect for commentary and voiceovers. I mean, come on.. Dongers. Nuff said.
Posted 19 March, 2015.
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No one has rated this review as helpful yet
4.9 hrs on record (4.8 hrs at review time)
Early Access Review
While the core Dead Island series tends to over-promise and underdeliver, Riptide is a game that seems to have remained under the radar in gaming journalism and water cooler conversations alike. I got into the closed beta a few months ago but only recently gave the game a shot. I had no idea it was a MOBA so that alone was awesome.

The core MOBA mechanics are there sans the less appealing aspects (useless creeps, worrying about last hits, and over-complicated item builds). For a beta, this game has tons of polish. For those not in the beta, this is worth $17 or, if you are competitive, $40 (you get a nice head start).

The game reminds me of Guardians Of Middle-Earth or Airmech style MOBA action meets Zombie Apocalypse hack-and-slash goodness. Riptide is heavier on the action than the strategy, which should satisfy the average gamer. Of course, if you don't like the overhead view, then you may not dig this.. But it's worth a shot.

It's worth noting that this game DOES have microtransactions. It looks like there are going to use a freemium model just like Dawngate, DotA 2, Hearthstone, League of Legends, etc. You get a free character to choose from four starters. The pricing seems pretty fair and balanced. From what I've played so far, the rewards are good too so there should not be an insane pay wall. That said, I've noticed at least three different currencies used to purchase characters, craft weapons, and buff your abilities.

I am definitely looking forward to what they do with this. For now, LoL, Dawngate, and DotA 2 are still my preferred MOBAs (I don't count AirMech since it has it's own distinct gameplay mechanics) but I see the appeal in this. I love zombie games so this will be a great zombie fix, considering that I'm a bit bored with Left 4 Dead 2 and Day-Z at the moment. Check it out and let me know what you think!

~Yogizilla From The Geeky Antics Network
Posted 8 July, 2014.
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