State of the Game: Mobile Check-In

The last time I wrote a State of the Game round-up post was way back in September of last year. Things have definitely changed a bit since then, and a big part of that was not stretching myself so thin around so many games. I had a backlog clearing spree throughout most of the year but that project lost steam once fall came around. There was football to watch. I was busy preparing for a move. I was playing a game at a time and not really having enough small tidbits to share in this column. Since then I’ve moved, started a new job and have less free time than I’ve had in a while, mostly due to adjusting to a completely new schedule. As such, the blog has suffered a bit and some of my side projects have been delayed further. Whatever the case, there is one thing that has been pretty consistent for the past couple of years, and that’s mobile gaming.

It’s strange saying that. I used to rally against mobile games and thought they were complete trash — and to be fair they were pretty much that for a lot of years. However, things have changed, and there are some pretty decent mobile games out there, you just have to sift through a lot of dog shit to find them. I’ve written individual posts about all of these games, and will link to those original posts if you’re curious to see how my opinions have changed. I’ve also written about a few of these titles multiple times, and so I’m only going to link to the most recent. Then I thought I’d give an update on to my current status in that game, or why it got uninstalled from my phone. Let’s start with the games I’m still playing:

Currently Installed:

Clash Royale
SEGA Heroes
Langrisser

Clash Royale:

Clash Royale is still my favorite and most played mobile game to date. I don’t know exactly what it is about it that keeps me coming back, day-in and day-out, but I have played it religiously for over two years. I’ve tried other Supercell games and didn’t play them long, but this one has staying power. Here’s some brief updates about what’s new:

The last time I shared my deck progress, I only had a couple of max level cards, and the new star upgrades were just implemented. At this point I now have five max level cards, and I’m well on my way towards getting a sixth (bats). Fireball will come next, and I only need a dozen or so more Electro Wiz’s to max it out as well. This has worked well on the ladder, and I had my best season ever last month, when I finally made it to Challenger 3. I’m hoping to get back there and push beyond soon, though the season reset keeps bumping me back down. Lastly, there are player stats I’ve shared, just because I find that sort of thing interesting.

SEGA Heroes:

SEGA Heroes has become my second favorite mobile game, and has replaced quite a few games that came before it. There isn’t much else to say, outside of sharing some progress:

I’ve unlocked all but about a dozen heroes, though they keep adding more. I’ve also promoted most of them to at least four stars and level 20. Those at the top are my most powerful, being level 40 and 4-5 stars. It takes time but it doesn’t really feel like a grind, and that’s probably why I enjoy both of these titles so much. There’s a sense of progression, but the game remains fun along the way.

I don’t have anything new to say about Langrisser. It’s still installed but I haven’t played it in a couple of weeks. I’ll need more time to give any more information. Next up, games that I’ve spoken about in the last couple of years that I’m no longer playing. Click the links below for more information on these particular titles.

Previously Installed:

Looney Tunes: World of Mayhem
Knight Story
Stormbound
Legend of Solgard
Questland
Idle Apocalypse
Paladin’s Strike
Fire Emblem Heroes

The most recent casualty was the Looney Tunes game I spoke of recently. In all honesty I rather liked the game, and it was full-featured enough that I can see one playing it for a long while. The problem is that I liked it for similar reasons to the games already installed on my phone, so it felt like more of the same, and I got bored of doing the same sort of daily tasks in multiple titles. I would still recommend it to anyone whom I thought would enjoy that style of game, but I just didn’t want to check in on it anymore.

Knight Story was a game that I thought looked interesting but got boring quickly. That’s all I can really say, it didn’t last long.

Stormbound was fun, but after beating most of the single player stuff I got bored.

Legend of Solgard had a lot of potential. I really enjoyed playing it and it was on par with engaging me like SEGA heroes, but it really did feel like a grind and like they were time gating things to a point where I almost felt required to spend money. Not cool man.

Paladin’s Strike is a game better suited to a tablet and would probably play much better with one of those mobile controllers. I liked it well enough but I just couldn’t hang with the touch screen controls.

I’ve considered re-installing Fire Emblem Heroes a couple of times now. I think I uninstalled it because I was playing on an older phone and needed to free up some space. Whatever the case I remember it fondly and might get it back soon. Nothing new is on the horizon that I’m excited to try.

So that’s about it, just thought I’d jot down some notes for posterity. I’ll try to get some extra gaming in now that I’m starting to adjust and get the round up post going more often again. Until next time.

Thoughts on Paladins Strike

It’s been a while since I gave a new mobile title a whirl, and Paladins Strike was a game I pre-registered for so that I could check it out when it was available. As regular readers will know, I’m a fan of much of what the developers Hi-Rez Studios have created in the past, from the Smite franchise to Paladins, which this mobile title is based on. Smite Tactics is still a thing too, though I understand why people aren’t too keen on the company due to some things that happened with Tribes, etc. I wasn’t so thrilled myself about some of the monetization that was going on that Isey covered so well earlier this year. Honestly I hadn’t played it for a couple months before he had talked about this stuff and haven’t played it since then. At least they went back on the whole thing, and I’ve actually given some thought to playing it more often again, been in the mood to revisit some old titles I spent a lot of time on… things like League of Legends, Awesomenauts (actually played that one a little over the weekend) and Smite. Anyway, let’s get back to the main event!

Paladins Strike showed up on my Google Play store at some point a few months back and I ended up hitting the preregister button. I had forgotten all about it until I was notified that it was ready for download. I’ve had it installed for a bit but finally found the time this weekend to check it out and I was fairly impressed! The game plunks you down into a tutorial mode, and explains the above control scheme to you. I was wondering how they would translate the gameplay of a team based shooter to a mobile platform, but it seems to work well enough despite utilizing the touch screen. You’ll move your champion with one thumb and aim/shoot with the other. Extra buttons are present to represent the abilities of characters that you’ll already know if you played the full Paladins game.

As you can see from the above screens, this looks more like a traditional MOBA and not a first person shooter. Despite being set up in a different fashion, the rest of the game is nearly identical to Paladins. The characters are the same and have the same abilities, and though the maps aren’t the same, they do feature capture points and payloads to push, just like in the original game.

The menus and interface are spot on in look and feel compared to the original Paladins. There is a cheeky monetization system that might lure some folks in… some free spins for chests and things await, and you can of course pay real money to buy skins and things. I’ve been known to do these things in the past but I don’t see myself spending money on this one. It’s an interesting title, but not money worthy at this point.

I played a round after the tutorial and felt like the game ran pretty smoothly over Wi-Fi. I didn’t test on pure phone signal, but I assume you wouldn’t want to play it under those conditions due to lag. I felt like most people didn’t really try to dodge or move around much, our enemies just funneled into our team and were slaughtered over and over again. I can see where the game could be fairly competitive but hardware lag is probably a thing on some phones. It was fine for me but it’s always hard to say with all the hardware that’s out there. I’d check it out if you’re looking for something a little more involved on your phone, but otherwise you’re probably better off playing on PC or a console.