Pros and Cons for Hay Day – The Farming Game

Never let it be said that developers like SuperCell don’t understand farming game simulators. Plants and animals, planting and feeding, buying and selling; these are the staples of the genre where Hay Day belongs. Gamers have come to expect them, so developers and especially publishers hesitate to change up a tried-and-true formula. Hay Day by SuperCell follows just such a formula. It doesn’t break any new ground, but fans of farming simulator games on mobile probably won’t care — as long as they can get past some problems.


The 2D terrain graphics in Hay Day are attractive and well detailed, though nothing special. The other graphics are a mixed bag. The voice acting is absolutely atrocious, even worse than the dialogue the “actors” had to read. Together, they make talking to characters a painful experience akin to stabbing an ice pick in your chest. After only a few minutes of listening to it, most people would probably choose the ice pick. It is possible for the player to turn the voices off and not miss the quest dialogue, but considering how bad it is, this is only a marginal improvement.

The biggest problem with Hay Day hack, aside from the voice acting, is the difficulty of generating diamonds. Even on the easier of the and the early part of the game, so the player’s margin of error is very narrow. Inventory can’t be accessed unless the characters are in a the farm itself, nor can the player increase its ranks. This restriction doesn’t add anything to the game and really makes it more difficult for no reason.

Not all is bad in Hay Day. The game ships with multiplayer support for online online gameplay. Multiplayer is similar to the single-player but with so much features added. Getting into a game is very easy, and Hay Day has plenty of choices for selecting different faces and bodies. Something not seen before is how plants and animals actually change the way a farm looks. Choosing a higher exp plants will make the leveling faster.

As with most farming simulator games, the thrill of gaining more experience points and finding better items, products, and leveling are addictive enough that some people might be able to put up with the difficulty. With a patch to fix the issues mentioned in Hay Day, players will surely enjoy the game more.

Konami’s vs EA’s Soccer Game – You Decide!

Konami’s venerable ISS soccer franchise has been abandoned in name only. Taking, for the US market, the less desirable MLS nomenclature, it’s still the same incredible, fast-paced and fluid soccer sim at heart. There are some minimal problems with the licensing and the interface, but really, the only problem for PlayStation 4 fans is deciding between this stunning soccer sim and EA’s awesome FIFA. And that’s not an easy choice.

Graphically, at least, the choice is easy. EA’s FIFA is, in most respects, a better-looking game. MLS just doesn’t have the same attention to detail, or even the charm that its popular competitor had. FIFA has better effects, comparable animation and much more attractive stadiums. Otherwise there’s not too much in it. Both games have similar options as far as camera angles are concerned, and are otherwise convincing-looking sims.

The gameplay is the big gulf here, and MLS again uses that classic fluid passing game found in all the previous Konami soccer titles. The controls, which use the Japanese configuration, are responsive and logical and designed to keep the pace of the game loose and fast. Tap backward on the control pad and hold the pass button briefly, and your player will make a sneaky backpass — which doesn’t confuse AI opponents, but against a second player, it works great.

The limits of the license — there are just 12 teams in the MLS, after all — are overcome somewhat by the inclusion of 53 international teams, although the players’ names have been changed to protect Konami’s licensing department. However, it’s possible to pair an MLS team against a world champion squad, like Germany vs. the San Jose Earthquake, for example. Which isn’t exactly fair…but does have hilarious consequences.

One truly unique feature is the bilingual commentary, provided in English by longtime ESPN announcer Bob Ley and in much more dramatic and engrossing Spanish by Louis “Goooooaaaaallllllll” Tapia. He gets a lot of credit for his long, drawn-out “Goal” yells, but he’s hardly the only commentator doing it. Tons of South, Central and North American TV commentators do that. Still, it all adds to the atmosphere. It’s just a shame that the original Japanese commentary wasn’t included.

The attention to detail throughout the game is adequate, but hardly mind-boggling — and there are a few bum notes, such as ugly angles for throw-ins and the less-than-convincing weather effects. At times, this doesn’t quite live up to the PS4 promise in quite the way FIFA does. There are a couple of other little things too, such as the default camera angle — it’s just a little too close in for comfort, although a generous and easily readable radar addresses that, as does the option to zoom out to any of three camera angles.

League, match and multiplayer modes are as you might expect, and while the package doesn’t offer any spectacular new genre-busting features, it does offer what this series always has: smoother, slicker gameplay than the competition. So now it’s back to our original argument: Is this better or worse than FIFA? Well, it’s a tough call. In terms of technical achievement and options, it would probably edge over towards FIFA — but for gameplay, we’re going to give a slight lead to MLS. Either way, you can’t really go wrong. Both are beautiful games, and MLS has a touch more rhythm.

Simplistic arcade action — but is that worth the $30 price tag?

Similar to the critically accepted Serious Sam, X-Com Enforcer is a straightforward arcade-ish action game. Move forward, kill enemies and repeat until done. While cleansing the levels of the alien menace, players will scrounge around for new technologies and hidden letters to unlock bonus minigames. That’s it; that’s the entire game. We figure the X-Com label has been tacked onto the game in order to lure in a few unsuspecting X-Com fans, but this could just as easily have been an X-Files game as X-Com. Both series are equally unrelated to the gaming experience players will find, and both have aliens. That’s not to say the game isn’t fun. In a repetitive mind numbing kill-a-thon manner, it’s a good time. Is it a $30 (120 quarters) good time? No.

The concept is straightforward: A scientist from a defunct section of the X-Com organization has continued underground research on an alien-smashing robot. At the beginning of the game, he activates the robot to defend the lab — and you are that robot.

From the first minute of activation until the end credits you’ll kill aliens — hundreds and hundreds of aliens. They come in different varieties, of course, but they all die, and kill them you will. In a few levels you’ll do more than simply kill the aliens; you’ll also rescue humans. Thankfully this only involves running around the level finding humans and touching them. There is one level where you defend the humans too, but beyond rescuing and killing there are no other variations of level design. Wait, just remembered, occasionally you’ll run into a “boss”-level creature. Wowser!

X-Com

You’ll be killing aliens for more than the mere saving of the world and joy of it; you’ll be killing for data points. Almost everything that can be shot gives off an amount of data points. Data points are spent between levels to upgrade technology on the Enforcer. One of the differences between the three levels of difficulty in Enforcer is the cost of technology upgrades. One powerup that unlocks new technologies and letters that spell BONUS are hidden on every level. Collect the letters to open up an extra minigame area at the end of the level. The minigames are actually pretty cool: A couple are based off of classic video games. For instance, there is a Pac-Man level where the Enforcer runs around collecting data points and avoiding the alien “ghosts;” there’s also a Frogger level where the Enforcer collects data points through lanes of traffic.

The graphics are decent — Enforcer is based off the Unreal engine, so it’s hard to make it look bad. It’s not a first-person shooter, though; instead it’s from a locked third-person isometric perspective. This is probably going to drive people nuts at times, because the camera cuts off so much of the level. More than once we wanted the ability to look UP! It’s especially annoying when you know the engine has been simplified in order to have this effect.

The game has a multiplayer mode and an Enforcer editor if “fans” out there want to design levels and such. No idea why this game is called X-Com — it’s more likely to piss off the hardcore X-Com fans than suck them in. Ah well, why not trash a brand once you’ve built it up right?

Serious Sam has set the mark for arcade action games on the PC: If you want to complete in that arena either make it cheaper or better. Unfortunately, this game does neither. Straightforward arcade action, it’s simply killing aliens — and if that’s your bag, it’s for you. Otherwise, take a pass on what is a black eye on the X-Com name.

Pillars of Eternity – New RPG

Probably the most main reasons of Kickstarter is the skill for customers to curate the products they need. If you have a sizable adequate interest in an undertaking for being prosperous, clients have a lead and quick role in the development of content. This offers resulted in the likes of Star Citizen turning into massive crowdfunded successes, although the space sim genre was viewed as niche and all sorts of however lifeless by larger organizations.

Recognized developers also have viewed the chance of Kickstarter and crowdfunding, utilizing the new payment device to produce video games outside the traditional improvement cycle. In September 2012, Obsidian Entertainment introduced intends to produce Pillars of Eternity, a CRPG (computer RPG) emulating the spirit of the old Black Isle and Infinity Engine titles. With Obsidian created out of the closure of the commended facilities, the commitment of a return to the well-loved genre acquired Pillars of Eternity over 77,000 backers and $4 million in financing, conserving Obsidian along the way.

Keeping that in mind, it’s easy to understand exactly what Obsidian is targeting with Pillars of Eternity. It’s a video game with obvious origins in the same tabletop-ruled titles that created Black Isle king, with broad strokes of Icewind Dale, Planescape: Torment and the BioWare-developed Baldur’s Gate. It’s most apparent with the gameplay technicians, where there is an acquainted and soothing rigidity, and the capability to stop and think purposefully as opposed to counting on free-flowing action.

Pillars-of-Eternity

Significant amounts of attention and care has become positioned on the game’s art direction too, with wonderful places made with a hand-painted visual. Particular efforts are positioned on producing the more distinctive areas of Pillars of Eternity’s world stick out, with the adra – a kind of living, glowing rock – sitting lively against grim, dark backdrops. The outcome is equally as immersive because it was at the days of Icewind Dale, with the impact of a deep dream world similar to the artwork of Frank Frazetta.

Another component that ties Pillars of Eternity to its RPG forefathers is the difficulty. Pillars of Eternity can be hard to those who’re not really acquainted with the gameplay kind of the original Infinity Engine RPGs that has a lot to get within a short period of time. Gamers will need to mind their environment for barriers and bottlenecks, and also the random component to fight causes lots of tension. Those going back to the isometric CRPG style will discover it much convenient, especially provided that the game’s normal trouble is targeted at those currently proficient with the genre.

Pillars of Eternity isn’t really as unforgiving as its predecessors, nevertheless, with introductory amounts that relieve gamers into particular gameplay mechanics, even while including gamers into the fundamentals of the story. Whilst an ordinary issues Baldur’s Gate playthrough will finish just outside Candlekeep along with some bad luck, there isn’t any