Mobile games with intriguing storylines

It changes the detective, but Frogwares doesn’t change the favorite genre. The study of the Ukrainian presents The Sinking City after several years bundled with the video games of Sherlock Holmes culminating in Sherlock Holmes: The Devil’s Daughter. The inspiration in Arthur Conan Doyle gives way to H. P. Lovecraft, which ensures a plus of terror and gloomy setting in a work that collects references and influences from the author of Providence in two of his great works, The Shadow Over Innsmouth and the Call Of Cthulhu, but which in turn pretends to be a completely new story.

The place of our research will be Oakmont, game is harry potter wizards unite

A fictional city in Massachusetts in the years 20 of the XX century (fictitious and non-existent in the work of the author, although it is a city that is fairly close to Innsmouth, much more recognizable and important in the work of Lovecraft), and our protagonist Charles W. Reed, an ex-military (based really on a soldier of the American Civil War) converted to a private detective that docks on the coasts of the city for the study of some terrifying visions that have ever more frequently. For this purpose, he addresses the one that seems to be the focus of these visions, the city that we will explore far and wide and that recently suffered a flood in part of the city, provoking these same visions and delusions to many of its inhabitants.

Of course, not everything will be as simple as doing a study around here, a few questions around here and a few clinical analyses over there. Charles W. Reed will have to chain a series of cases that will make us more aware of Oakmont, the peculiarities that happened after the flood, the beasts that have since appeared or people think they see, etc.there will also be certain scenarios in harry potter wizards unite which we will have slight touches of action, but they are not the most relevant to this gaming experience as see here, nor are they excessively well resolved to become the most prominent.

 Charles W. Reed

The structure of the cases usually follows a similar pattern at its starting point and has similar mechanics for its resolution, but varies both the order to apply them, and how evident it may or may not be to get the next step in harry potter wizards unite in our investigation. Generally, the tasks to be performed to achieve progress are the triangulation of a specific direction within the map (rarely place us directly a point of interest), the collection of clues with which we can join pieces in one of Oakmont’s files (police file, hemeroteca, library registry, hospital patient registry, etc.) and the investigation of the crime scene.

The investigation of the crime scene or suspicion is entirely free for the player

As with the rest of the city’s sailing, we are the ones in charge of everything. There are barely any visual indicators that identify those objects Reed can interact with. Once we have found all the clues from a particular location, a message will appear on the screen and that particular scenario will change color on the map, so that we do not waste the time more than necessary in this trace.

eye of the mind

Reed will not be the best detective in the world (if you thought of Sherlock Holmes, who for us will always be Batman), but in return he has a series of special abilities that allow him to see certain details that no one else can. The first thing is that it can activate a special view in the Eagle View and derivative style, although it is perfectly justified on the argumentative level. With the appearance of the visions, he developed this “eye of the mind” that can reveal images of the past, illusions, omens or traces. However, use it sparingly, as it may lead to the madness of our protagonist outsider.

The Retrocognition scenes are particularly noteworthy in these tracks

It is the appearance of a series of visions of the past that allow us to see, as flashback, what happened in a certain concrete scenario. A series of three or four of these traces of the past will appear and our mission will be to order them in the supposed pattern in which they occurred to have a broader picture of what could have happened there. On other occasions, by examining an object, we can see who and how it interacted with it.

As we collect clues from the case in question, our notebook will be updated, which acts as an archive of all the progress we have made at the research level. In turn, we will have to link certain conclusions to which we are coming, seeking to form even greater deductions that signify the successful resolution. We will do this in the so-called palace of the mind, where we will be able to interpret the data, arrive at various conclusions and know – above all-the possible repercussions.

We say this because as we get to the end of each case we will see that most of them have several possible resolutions, making the original plot of Frogwares branch more and more as the hours pass. This will lead us to even different possible endings, adding a playback point to our oakmontean adventure. Another option is to pull manual save files, although the fact that we only have 3 for all of these unfoldings certainly feels rather sparse.

Although we have a huge city to explore, there seems to be no incentive related as such to the free travel of its streets and canals (the flood has left many of the crossings flooded and to bridge these distances we will have a lanchita). We may find certain “treasures”, but the possible reward and the number of beasts we have to deal with rarely deserve the risk of facing them. It is much more natural to let ourselves be carried away by the other secondary cases that accompany the main line, as there are many of them that do not belittle the narrative structure at all and have a pleasant number of layers to investigate. In addition to the extra experience points, they will also allow us to unlock some additional outfits for Reed, which looks like the cosmetic customization thing is very fashionable.

Speaking of experience points, there is a fairly light progress tree in which we will place the “knowledge points”

we gain with each new level. They are divided into three main branches: combat, vigor and mind. They are more than 35 unlockable skills that can be used to support us according to our way of playing, although they are totally optional for the most part, because we have to recognize that we completely forget this aspect and we manage to exceed 3 quarters of the plot without any kind of addition for Reed (however, by improving their vitality we did not have to restart so much certain sections of action).

35 unlockable skills

Speaking of action, which we said before was not what we wanted to prioritize, there will indeed be certain inescapable shootings, although most of them will be able to escape (and indeed, that is what is recommended). As our protagonist rises in level and completes certain cases, he will unlock new weapons, traps and explosive objects in his arsenal. This will take precedence over the exploration of certain containers of items in which supplies or the materials that form them can be located, including a fairly simple and intuitive fast crafting menu in which action is also stopped, in case we have run out of ammunition in the middle of a struggle. In case of short walking of resources, you can always give a body-to-body blow with a shovel of infinite use.

An open world has to allow you to lose yourself to find fascinating stories

The heart of the open world games is fascinating: play in your air, travel large spaces and discover what is hidden in its corners. These stage designs serve to locate a sandbox-like game structure, a combination that has always been defined by its greater sense of freedom relative to other titles. However, as more and more games of this style have been made, the tasks to be performed, the markers on the map to visit and the nonsense to be done have minimized that premise until composing small linear pasillitos between Mission and mission. Where is freedom?

Without even liking the pochos open games, there are two names of their own that have remained faithful to the original spirit of these playable constructs: The Witcher 3 and Breath of the Wild, both 100% free of pochez. They both release you in their own way, let you travel and let you enjoy losing yourself to find something fascinating. Everyone does it their own way. The Legend Of Zelda invites you and challenges you to reach stage milestones to place there a beautiful place to look, a temple or a poop of the kologs. It doesn’t really matter what’s in there, it’s always fascinating, it’s always worth it.

The Witcher 3 rewards you with pieces of history that are always interesting

The Witcher 3 rewards you with pieces of history that are always interesting

Both ways of getting the player lost to meet are fascinating, and both titles do so in very similar ways. To begin with, the player does not have a general plot to follow, but rather a premise: find Ciri or kill Ganondorf. That makes you move and explore, because you don’t live stuck to the development of a single story. The rest of the video game is supported by a wonderful loop of: I explore, get lost and find a mystery that attracts me.

I have never felt that there were hallways built through bookmarks in these two games, I have noticed it when playing Far Cry 5, for example. I understand that making open worlds like Ubisoft or like Days Gone, etc., is much easier (within how terribly complex it has to be, of course). They are tasks to be done at specific points in a wide space; you carry them out, you take a few points of experience and another, corridor after corridor. But the feeling the player gets is another. In the Nintendo video game or CD Projekt RED you feel like a scout for a new territory, while in the others you end up looking like a worker.

I want to be an explorer. I want them to fascinate me with the intangible, with a story I find after losing myself, with a fascinating view or with a puzzle hidden in a temple. I’m much less interested in experience points. I don’t want to ‘charge’ in exchange for fulfilling an assignment, I want my brain enriched. That’s what The Witcher 3 and Breath of the Wild have achieved, and that’s what I’m asking of future open world games.

Apex Legends will present its second season in June

Electronic Arts continues to bet heavily on Apex Legends, The Battle Royale free-to-play title run by Respwan Entertainment. And it seems that we won’t have to wait long to know what its next contents are.

As EA has indicated at his recent financial meeting, the second season of Apex Legends will also be present at the E3 2019 session and will be presented on June 7, during the EA Play.

More content for Apex Legends

More content for Apex Legends

“Now, we’re very focused on delivering to this community a global mass-a service in live long-term, which includes new seasons and a Battle Pass, more solid, along with new legends and evolutions exciting in the game environment”, were the words of Andrew Wilson, CEO of Electronic Arts.

On the other hand, EA advanced that the second season of the game will begin in late June or early July. For now, we’ll have to wait for the company to share more details about what’s ahead of us with this new Battle Royale.

Apex Legends is available for free on both PC and PS4 and Xbox One. “The game of EA and Respawn has been convincing players in such a way that it is even facing the great men of the genre and threatening their throne,” we wrote in our analysis that you can read here.

Respawn has already expelled more than 770,000

Respawn has already expelled more than 770,000

Since the release of Apex Legends Respawn Entertainment has fought the game’s cheats. In March, the number of people expelled for this reason exceeded half a million, and now exceeds 770,000 users.

Respawn has used its own anti-trucos system and also works closely with other departments of Electronic Arts. In the last 20 days 4,000 accounts selling tricks have been ejected, while in Origin more than 300,000 accounts already using the traps were ejected.

The developer has avoided giving details of the methods used to detect these users who use advantages, but they want to make sure the community knows that updates are being made-and will continue to do so in the future – dedicated to locating these users.

“We take the traps at Apex Legends very seriously and have many resources to tackle them from various angles. It is a constant war with the creators of traps and we will continue to fight.”

Pagan Online paints like a good clicker looter, but needs to be outlined

Pagan Online has surprised me for good in its Advance Access, being able to enjoy it for several hours and discovering what Mad Head Games are thinking ahead of its final release. Maybe it’s the bad part of trying a title in these characteristics: it shows that the game still needs to be outlined in many aspects and still does not offer many features that it should, especially for its current price, but it is also discovered as an original bet with a lot of potential .

What is Pagan Online ?

What is Pagan Online ?

It is one of the games that I am going to denominate from now on as looter clicker , of a style that can remember sagas like Diablo but with its own forms. They themselves have defined it as a hack and slashand RPG, being able to understand more or less what it offers. We move the character with the keys (WASD, not with the mouse like other exponents of the genre) and perform basic, complex attacks and different abilities. There are several characters to choose from, each with their own skills, statistics, strengths, weaknesses … We perform fairly short missions with them where we basically have to eliminate all the waves of enemies that come our way. These will launch random booty that we can collect, and that includes weapons, armor and other objects that will serve to improve our character.

Within the base of operations we can craftear other weapons and pieces of armor with the obtained objects (with a system somewhat confused that I hope that they improve in the future) and with other NPCs that offer another type of services like stores, missions or challenges. What Pagan Online is looking for are the fast games and the need to continue casting one game after another, what it gets, really. The gameplay is satisfying enough to engage, with a well-measured progression system that always encourages you to follow . Obviously, this is a very repetitive game style, so do not expect great stories, dungeons or scenarios to the Devil or Path of Exile ,it goes to what it goes.

Pagan Online is addictive

Pagan Online is addictive

Perhaps the system of obtaining resources that allow you to unlock new appearances and, directly, be able to play with other characters is very slow and reminds of a system more typical of a Free to Play title . This is where I find, in fact, the worst point of Pagan Online : if you want to enjoy your Advance Access you will have to pay 26.99 euros , maybe something excessive for what the game offers right now . Because that’s another, although it carries the Online in its name, the multiplayer features have not yet been opened, so for now you can only play alone (losing some grace in this type of experience, of course). Other elements such as the menus or the crafting that I mentioned before seem still in a somewhat primitive state, noticing that the game has work left.

Pagan Online paints well as looter clicker , fun and addictive (its main values) and it will be interesting to enjoy it with friends, but for now it may not justify its price in Early Access . Unless you are passionate what you see, I recommend you to wait, because it looks great, with a huge potential that can make it stand out among other works of the genre but finding a very different place, with personality. For the moment I’m going to keep track of it.