![]() ![]() The "tutorial" simply romps through everything and then expects you to do just fine while also putting in some shekels for those super-duper-bonuses. I dunno about you, but I like to explore one subsystem at a time, impose my own pace, and get a little bit of leg room before continuing to the next bit of gameplay. However, their method of presenting all these systems to the newcomer is hardly appetizing. I understand that IGG wanted to make a very wide game (note: not deep) with a ton of resources, upgrades and things to do. I think I've spent a little over an hour just tapping away at all those messages, quest notifications, reward collections and other sort of glittery-bumpy-attention-seeking button out there, just in order to get a calm and clean game environment so that I'd take a methodical approach at studying this goddamn game. You can clearly notice that I absolutely hate the visual design of this game. They're always wiggling their pelvises around like they need to go to the loo, or something. ![]() I cannot understand why they need to move so much while they're talking to you or spouting valiant generic dialog to their enemies. Not a good first impression for someone who expects some meat out of this game.ĭesign-wise, characters are as flamboyant as they come. You get no control over what happens whatsoever. The first thought that came to my mind when I launched Lords Mobile was "How blatantly obvious it is that they've just mixed in WarCraft and Clash of Clans imagery to try and pull a seemingly attractive looking game for the unwashed masses to consume." Yeah, Lords Mobile opens up with some generic good vs evil battle, where some feature-exaggerated low poly army units and their over-sized leader smash away at a wall. ![]()
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