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Despicable Me Minions
Posted by: yepi10, 2015-05-01, 23:39 - 0 comments

Experience the brand-new Despicable Me: Minion Rush! Gru’s loyal, yellow, mischievous Minions are ready for their tastiest challenge yet: Collecting exotic fruits to make yummy jelly! Jump, roll, dodge and scramble against others in fun, fast-paced missions.

• Enjoy unpredictably hilarious Minion moments
• Perform despicable acts through hundreds of missions
• Run through iconic locations that are full of surprises, secrets and tricky obstacles: Gru’s Lab, Gru’s Residential Area, El Macho’s Lair, Minion Beach and Super Silly Fun Land from Despicable Me
• Customize your Minion with unique costumes, weapons, and power-ups
• Battle Vector, El Macho, the Villaintriloquist and all the new villains exclusively created for the game

• Encounter secret areas, unique boss fights and amazing power-ups
• Experience custom animation and voice-overs, and state-of-the-art 3D graphics
• Enjoy multiple dynamic camera angles
• Engage in various bonus gameplay modes:
→ Destroy things as Mega Minion
→ Collect bananas while riding the Fluffy Unicorn
→ Hang on to Gru’s Rocket for the ride of your life
→ Unlock a new Power-Up and get ready for a Mission to the Moon!
• Have fun with your friends! See their best scores during your run, send them funny Minion taunts and challenges to show them who’s going to win Minion of the Year!

Despicable Me: Minion Rush is free to download and play. However, please be informed that the app also allows you to play using virtual currency (called ""Bananas"" and ""Tokens""), which can be acquired by playing mini-games, watching advertisements, or paying with real money. The app also allows you to purchase costumes and boosts with real money. You can use the virtual currency to buy in-game items. There will also be waiting times associated with some actions which you can skip using virtual currency. If you don’t have enough virtual currency to buy an item, skip time, or perform an action, you can choose to earn additional currency gradually over time as you play the game, or purchase additional virtual currency with real money. You can control the ability to perform in-app purchases through your password settings.Supported languages: English, Chinese, French, German, Italian, Japanese, Korean, Brazilian Portuguese, Russian, Spanish, Turkish, Arabic, Bahasa and Thai.An additional download of 50 to 150 MB is required to play this game. Please note the size of this required download may change without notice.Certain aspects of this game will require the player to connect to the Internet.Certain aspects of this game will require the player to connect to a social network like Facebook, Gameloft LIVE! or Google+. Please note this connection is never compulsory to progress through the game.

This game may contain third-party advertisements that will redirect you to a third-party site.


Everyone in the games industry is trying to figure out what "the people" want.

The big players in the AAA sector believe the people want military shooters and open-world games full of the old ultra violence. The indie community believes that what people really want is experimental games with heart and a unique visual sensibility. And puzzle platformers. And roguelikes.The mobile and social game companies, like Zynga and King, are of the opinion that people want something inoffensive to click on every now and then, but not too often, unless they’ve got cash to spend.Recently, the people have spoken, and what they’ve said might come as a shock to many of the prognosticators and taste makers across the video game business. It turns out that what the people really want, for the moment at least, is Flappy Bird.Flappy Bird is a very simple game for smartphones where the player taps on the screen to make their bird avatar pop slightly higher into the air. Tap rapidly and the bird will begin to climb quickly, but stop tapping and the bird will plummet like a rock. Once this mechanic is mastered the only task is to fly the bird through narrow gaps in an endless series of pipes.

As you might expect, this is easier said than done.

Created by a single indie developer in Vietnam, Dong Nguyen, Flappy Bird is currently being downloaded several million times a day and as of this writing sits atop the charts in both the iOS App Store and the GooglePlay Store.

This has come as a surprise to many people, most of all Nguyen himself. The game doesn’t seem like something that would capture the hearts and fingers of millions of gamers, as it has no marketing, no story, no established IP, no viral hooks, no levels, no candy, no visual sophistication, no cross promotion and no achievements.
What Flappy Birds teaches us about what "the people" want

First, they want games about birds. If Tiny Wings and Angry Birds weren’t enough to convince you of this then Flappy Bird, with its malformed duck-like avatar, should settle the matter. Indeed, people are so crazy about birds that they won’t care that the bird in Flappy Bird appears to be a horrifying cycloptic version of Cheep Cheep, the flying fish enemy from the third Super Mario Bros.
Second, polish does not matter. Not only is the visual language of Flappy Bird almost entirely re-appropriated from early NES games, but it seems to be engineered and designed by someone still learning how to create games. There are frequent slowdowns and animation glitches in the Android version but, more importantly, Flappy Bird has absolutely no sense of what indie game developers call "feel."

The hitboxes are ridiculously large, which is the source of much of the game’s difficulty. The flapping mechanic, while serviceable, is entirely ordinary. It looks and feels like a game design student's first project in their intro to programming class.

Third, people want games that are bone-crushingly difficult, but not punishing. Probably the most commented on aspect of the game is just how hard it is to maneuver your cyclops-duck through the endless gaps between pipes, which constitutes the game’s only challenge.
A single mistake, even a light brush of one pixel from the bird against a pipe will result in instant death. This sends your avatar plunging face-first to the ground, its single eye suddenly vacant. This setback doesn’t last for long, as the game makes it easy to make another run for a new high score.

The generosity of this easy restart has gotten commented on less than it should, perhaps because for most game developers it’s a benevolence they take for granted.

For those discussing the mobile space this might seem like a wasted opportunity. After all, that’s where the micro-transactions are supposed to go! The absence of any upselling and the swift return to the task at hand is what’s addicting about the game, and a little off-putting. It feels like finding yourself in a quiet countryside after living your whole life in a noisy city.

Finally, and most importantly, we should learn once and for all that we will never really know what ‘the people’ want. The screenwriter and novelist William Goldman famously suggested that in Hollywood "nobody knows anything." The success of Flappy Bird is above all a reminder that this maxim is as true in game development as it is in movie making.

Flappy Bird has been compared to Dark Souls on the basis that both are very difficult, but the more fundamental commonality is that they both serve as wake up calls to their respective parts of the game industry. In 2011, Hidetaka Miyazaki’s gothic, mysterious, complicated and punishing masterpiece became a huge success despite bucking many of the trends of the AAA industry as a whole. Never again could journalists and executives and developers pretend that, for better or for worse, all people wanted was over-the-top roller coasters with larger-than-life characters firing at each other from behind cover.

Now, three years later, the same wake up call has been given to the burgeoning mobile game space. Years from now, whenever an executive talks about how they’ve cracked the code for keeping players hooked and reeling in the whales, or a marketer begins laying out their intricate plan to make some game a viral success, or a game developer talks about refining their addicting new mechanic, there will be one exception to their plans and models and "industry wisdom" so large they’ll always have to mention it:

Play Flappy Bird

Mario Party has an odd legacy among Nintendo's many franchises. While in most cases, the company seems happy to release one or two entries in a given series for a console generation before calling it a day, they released 10 Mario Parties over the course of eight years -- quite a number by any standard, but especially for Nintendo.

As a result, it's no wonder they ultimately decided in 2007 to give it a five-year break before releasing another installment for the Wii. When Mario was finally ready to party again, the hiatus seemed to do the series some good, bringing some fresh -- albeit controversial -- new ideas in the 2012 release of Mario Party 9.

Mario Party: Island Tour is not only the first new release since its return, but it is also the first portable installment not saddled with the name of the platform it's on in the title. Could this indicate a continuing effort to inject more creativity into the series, or is it merely a simple cover for another title that falls back on old habits?

Mini-games lie at the heart of every Mario Party, and Island Tour is no different in this regard. You can play them as part of the series' board game, in a pseudo-gauntlet of challenges through the single-player Bowser's Tower, with a hot air balloon race-themed "first to X wins" framework, or even a la carte in the "Free Play" mode. The 81 different mini-games included here are fun, but aside from a few unlockable boss battles from Bowser's Tower (more on that in a few), they by and large return to the formula of being mini-games featuring Mario, rather than Mario-themed mini-games.

The distinction is subtle, but not insignificant: In many Mario Party games, including this one, there are many mini-games which simply seem to have Mario and his friends inserted as they do things like count the number of diamonds a Cheep Cheep has swallowed, or pulling back a rubber band to try to get a car as close to the platform's ledge as possible without going over..

Viking Brothers review
Posted by: yepi10, 2013-11-30, 07:47 - 0 comments

From Alawar, the developer behind countless amazing game comes a new Strategy/Time Management game "Viking Brothers". The game based loosely on the Viking theme; and that is basically the only thing that differs this game from the others.

The story of restore the prosperity of the kingdom is surely nothing we haven't seen before so we are not going to touch on that aspect. The visuals and audio aspects are great; graphics are colorful and attractive, locations and scenes are very well crafted and interesting to look at while the music is charming and not irritating. However, we found that sometimes objects in the scenes are a little too small.
The gameplay of Viking Brothers is simple and very typical for a Strategy/Time Management game. You collect necessary resources, clear paths, build this and that add workers and so on, you can also queue up your task queue. There are a decent amount of conversations going on in the game which makes the game not as boring as expected; but still, some innovations would be deeply appreciated!

There is only one mode of gameplay in this game; but for those who do not want to race against the timer, you can still continue the game after the timer ran out. Some levels are very challenging if you try to achieve the gold medal. Being said so, there are 50 levels but most of the levels are fairly short - when added up, the game is not very long.

I'm sure that Mario means different things to different people. For me, though, the essence of the series boils down to two things: Spot-on controls and an unrelenting sense that despite the fundamental familiarity of the characters and mechanics, I'm always doing something new.

Super Mario 3D World may look like a fancier version of 2011's Super Mario 3D Land -- basically, it's 3D Land combined with the character assortment of Super Mario Bros. 2 and the simultaneous four-player action of New Super Mario Bros. Wii -- but despite those well-worn aesthetics 3D World looks to partake of the tradition of cheerful unpredictability, a feature common to the best Mario games. In the course of a five-level demo last week, Nintendo showed off a bumper crop of elements that, despite essentially being reprises of existing ideas, felt totally fresh, effectively new, and often completely wacky.

By far the most ridiculous of these (and by "ridiculous" I mean "fun") was a special stage which featured a new power-up, the double cherry. While visually a callback to Mario 2 (from which 3D World takes quite a few cues), the cherry has a totally different function here. Rather than collecting five of them to earn a Star power-up, in 3D World picking up a cherry clones your character. Suddenly, you're maneuvering two Toads or Luigis through the stage at a time. The more cherries you find, the more characters you can have on-screen at once -- sort of a cross between "multi-ball" in pinball and the Options of the Gradius games. By the end of the level, I'd managed to build up an army of five Toads; Treehouse director of product marketing Bill Trinen, who was demoing the game for me, claims there were actually a few more cherries than that to be found.

It's like a nightmarish version of "Cootie."

It's hard to imagine something more insane than five Toads storming a stage. Your clone characters all control with the same inputs, meaning they'll all toss fireballs when you hit the Y button, and they all move in the same direction. However, minor factors like the slope of the stage pitch or getting snagged on a wall cause them to drift apart as you play, and I found myself gently nudging them all into corners to reunite them and keep them from wandering off into danger (honestly, it should be a familiar experience for anyone who has ever worked as a manager before).

But yeah, there is something more insane than five Toads storming a stage. If you play the level with other players, you get to enjoy multiple duplicate characters on top of the three other player characters running around with you. With eight characters (or potentially more) on screen at once, Super Mario 3D World breaks down into glorious chaos. It makes the five-player parts of New Super Mario Bros. U feel tame dull by comparison. It also makes you hate your fellow players, especially since the person who scores highest in a given level gets to wear a little crown in the next stage (though you can steal it by butt-stomping near them and knocking it loose).

That level certainly wasn't the only place my 3D World demo felt a little out of control. Another stage featured bomb dispensers that barfed out explosives that Mario and pals could freely kick around. Punting bombs into walls in the distance served to break open new paths and reveal secrets. And when Bowser brought out his big purple sedan -- which I'm pretty sure he stole from Wario -- kicking bombs back at him proved to be the key to victory. No, after all this time, Nintendo villains still haven't learned not to use weapons and attacks the heroes can reflect back at them. Did you guys learn nothing from Agahnim?

Shady things are happening here.

Even the world map feels different from usual here. While 3D World makes use of the classic level map seen in a number of Mario games beginning with Super Mario Bros. 3, here you can move freely around the map. ("Even Mario's gone open world," I joked, to no one's amusement.) Trinen says exploring the map will reveal power-ups and other bonuses. And, as with any good Mario game, every stage contains lots of little hidden spots and out-of-the-way corners where you can find extra collectibles. One level ends with a small hill-like tower structure with linked doors, similar to some of the levels in Mario 2. If you duck behind the structure, there's just enough space for Mario (or whoever) to run through a narrow gap and collect coins. And if you're wearing the cat suit power-up, you can climb the structure to the top and hunt for bonuses up there, too.

The cat suit comes in to play in a number of ways, including special platforms that require you to spin valves with the suit's paws. The ability to climb walls that the suit confers changes your relationship with stage layouts, not unlike the Cape in Mario World, though it's liberating in a different way. Scrambling up walls creates a unique play dynamic for Mario, not only granting you access to normally inaccessible spaces but also giving you the ability to save yourself from potentially fatal falls off the edge of a platform -- a handy trick, given the verticality of many of the game's stage layouts.

And the game cheerfully plays with franchise conventions. One underground stage I played featured portions consisting of silhouettes, which apparently is a mandatory gimmick in platformers now. But 3D World put a twist on it, with the silhouettes caused by both rear and front lighting. After playing through a few portions with backlit silhouettes, your reach a Toad crying because his shadow is being menaced by the silhouette of Bowser -- even though there's no physical Bowser standing near the Toad. But walk forward into the camera and you'll reveal a hidden area where a Paper Mario-style wooden standup of Bowser lit from in front is casting its shadow onto the same wall as the Toad's shadow. Topple the Bowser and the Toad gives you a Star in gratitude.

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