“I want to feel the cock inside your self !”
– Blankenship Lily, spammer on Twitter
“I want to feel the cock inside your self !”
– Blankenship Lily, spammer on Twitter
priazreuf – v. to use dish soap (not dish-washing detergent) in the dishwasher. Suds of fun!
edreiplarenegolrop – n. a law office that has a difficult time finding a computer
Developer/Publisher: Blowfish Studios || Overall: 6.5/10
Note: This is a review based on playing with normal-ass PC controls, not VR. Play experience may be significantly different if you choose to play in VR.
Build stuff, blow stuff up, spawn little guys with swords, and watch it all come together in the hectically-paced Siegecraft Commander. Your quick reactions and propensity to spam the map with your buildings will get you through almost any challenge the game has to offer. While it is technically a real-time strategy game, strategy is not usually what is rewarded, single player or otherwise. Since the game mechanics are pretty easy to understand, the title can appeal to a broad group in the strategy genre, mostly for beginners or people who never play RTS games usually.
The basic idea of Siegecraft Commander comes with placing towers on your map, and using them as stepping stones to travel across the map as you maneuver to vanquish your enemy. To place one of your buildings, a slingshot mechanic is introduced. Rather than simply clicking on the map where you want to perfectly place your building, you will have to gauge whereabouts you want to build by aiming with your previous building. You can’t spawn buildings everywhere, however. Terrain, other buildings, and seemingly-random obfuscations will prevent you from placing buildings down. What can make the gameplay chaotic at times is that buildings are hierarchical — meaning your buildings are reliant on its parent building existing for itself to exist. If Outpost A spawns Outpost B and Outpost C, and then Outpost A is destroyed, all three go down in flames (and all of the buildings attached to Outpost B/C as well). You’ll have to keep an eye on your earlier buildings for any dangers heading their way, since you could lose 10 or even 20 buildings when an important node falls.
With those basicalities explained, you’ll have a number of different buildings available to build. Due to a tech tree, you’ll need some buildings as a prerequisite for other buildings. There is typically no hard limit to the amount of buildings you can spawn from one, but there is a limited amount of space around the existing buildings before you need to branch out further. Buildings cannot criss-cross, as they lay down a straight line to their parent building, so you’ll need to plan out how you spread across the map in different lines. Outposts are the most important building, as they extend your keep and can allow for the eventual building of all other towers. You can make Barracks, which spawn infantry that auto-attack ground enemies and buildings, with no input allowed from you. There are also other sorts of towers that shoot projectiles, but typically require manual control — the Barracks are usually the strongest tower since there is no micromanagement involved and you can spend more time brute forcing into your enemy’s territory with your regular Outposts to launch explosives from them while your infantry back you up. The more advanced buildings are powerful in their own ways, but there’s not much impetus to bother with them due to cooldowns of their abilities or construction.
Unlike most RTS games, there is no resource-gathering. There is a blue and an orange resource on the map that is required for the more powerful buildings — all you need to do is build an Outpost on them to acquire it as a binary value. Construction is regulated by cooldowns, so if you accidentally launch your building onto an area that can’t be built on, you’ll be waiting for 30 seconds or so for your second try. The goal is always to eliminate your enemy, and in the single player campaign you will always start out with just your initial Keep while the computer will start with all of their buildings down already. They will sometimes expand or rebuild lost buildings, but it seems to depend on the level itself whether or not they are told to do anything. I’ve had a couple of levels where they have a lot of buildings but don’t try to advance on your position other than with spawning enemies or projectiles, and others where they don’t do much but defend. There are two single player campaigns, sixteen levels in all.
A multiplayer mode is included but unfortunately seems to lag out or become unresponsive at a certain point. I was lucky and had my very first game continue for about 10 minutes and it was surprisingly a lot more fun than the campaign since you are racing against the other player(s) in a bid to outmaneuver them on the map and then destroy them. All sides starting with just a Keep also makes it considerably more competitive, as facing against an already-established network of towers always feels like pushing a boulder up a mountain.
Unfortunately, there’s a lot of frustrating aspects that don’t make the gameplay enjoyable. First of all, the slingshot mechanic is a chore to use, and it is the primary thing you’ll be interacting with. By default, the slingshot will not show you where it is going to land so you have to guesstimate where it might, and even then you’ll be ripping your hair out when it goes half the distance you thought it would for the hundredth time. Frustration is further enhanced when your building lands somewhere it can’t even be built, forcing you to wait for extended cooldowns and deal with the slingshot yet again. It would have been nice if there was some sort of flag for noting what terrain could not be built on so you didn’t aim it there. However, there is a control option available called “Shot Guide” that shows you generally where the thing you are launching is expected to land, but it is for the campaign only. I get why it isn’t available in multiplayer and is off by default, because it would probably make it not as fun since part of the enjoyment is seeing your opponents fail at hitting their target all of the time.
There’s also a lot of random bugs, the biggest one being that if a tower you are currently controlling dies, you won’t be able to select any other towers unless you open the game menu (via Escape); after doing so, you are then able to select a new tower. Once, I even saw an infantry soldier die, then the sword came back to life (no person attached) and it started hitting my tower again! It was kind of funny, but annoying at the same time since I didn’t know if the tower was going to take any damage randomly and the damn thing wouldn’t go away. Perhaps with future game updates some of these issues will be resolved.
The graphics are pretty good and the cartoonish style of the art meshes well with the idea of the gameplay. There are only two factions, so there’s not a whole lot of variety in units or buildings. There is some nice/funny voice acting, but seems to be oddly incomplete. As I got further in the first campaign, voice overs didn’t play during the story bits — they either weren’t working due to a bug or maybe they didn’t get around to recording them? I honestly don’t know. The music isn’t bad, either and also fits the theme well.
Another big feature for this title is that it is also designed for VR play. While I didn’t get a chance to play this title in VR (I don’t have that equipment available to me), I have played with an HTC Vive for about half an hour or so. I can see how the experience could be a lot more different, as controls are a significant obstacle for enjoyment here. Since VR is still a pretty new platform, a game like this might be pretty unique in the range of titles out there.
While there are some interesting points to be had with Siegecraft Commander, I came away mostly frustrated with the experience. Wrestling with the controls and the lack of information regarding where buildings can be placed is a big detriment to any enjoyment to be had. The campaign doesn’t feel very exciting, and the stories weren’t too interesting either.
Developer: Lightmare Studios | Publisher: Lightmare Studios/Yodo1 Games || Overall: 8.0/10
Infinity Wars: Animated Trading Card Game is an online free-to-play game that has its roots in a 2012 Kickstarter campaign. After being in Early Access since 2014, its official release at the end of 2016 is known as “Reborn.” Featuring a unique lore, an amalgamation of all sorts of different sci-fi and fantasy tropes and tons of interesting cards, Infinity Wars is an enjoyable experience even if you never play against another player. Considering the subtitle, yes, every single card in the game is animated, of which there are hundreds available. PC trading card games are not a usual go-to for me and Hearthstone is the only frame of reference I have to the genre.
The standout feature of Infinity Wars certainly comes with its art. It is a lot of fun seeing all of the great (and some not so great) animated cards. While many of the cards are simply characters breathing heavily and moving their shoulders up and down or things flailing in the wind, there are certainly many others that have a lot more going on. Considering the amount of cards available, I spent a good two hours or so browsing through the collection that is offered, just to see it all. While browsing the collection doesn’t sound enthralling, it felt worthwhile just to see the standouts and the unique vision that goes into the art direction. Many cards have story text on top of them, giving you a glimpse into a specific piece of lore; figuring out how all of the bits work together in the larger narrative is also part of the fun.
There isn’t a whole lot of actual story to read through, but you eventually are able to piece things together as you are exposed to the different cards and the single player campaign. The basic idea is that there are multiple dimensions and due to some event, portals open up and the inhabitants are now able to cross back and forth freely between different versions of the world. The factions are all unique in some form, whether they are hypertechnological, nano-machine zombies, a magical death cult, or Asian-inspired monks, among others. Most of the factions are at war with each other and have their own unique cultures/events that shaped their reaction towards what is happening with the portals. Not everything is super serious, however, as there are humorous aspects and one faction in particular, called Genesis, can be a little crazy with the kinds of technology they produce. There are a few important characters, but they are mostly self-contained in their own faction campaign. Each of the worlds introduced have their own version of a character named “Aleta” who is immortal and has taken on extremely different roles depending on each of the dimensions; she usually takes a lead in the factions she is a part of. There’s a bit more going on in the universe than just the portal event(s), but it’s an interesting set-up nonetheless.
The single player campaign will take you through the six different faction’s plight through the game’s scenario and the encounters they have. While the game actually has eight factions at the moment, you’ll be able to play around with a few different configurations in the six that do have campaigns. Up until the last mission for each faction you will play with pre-constructed decks and you’ll learn about the mechanics that are unique to that faction. In the last mission you’ll be able to use a constructed or previously-earned deck to beat it and earn a set of cards for the faction you just completed for the campaign mode. Since most of the campaign levels are pre-constructed, you basically have to figure out the “puzzle” that the encounter is posing and play correct enough to beat the AI. It is essentially an elongated tutorial mode at the end of the day.
There are a few aspects of Infinity Wars that are noticeably different from my experience with Hearthstone. For instance, nearly every card does something unique; it is rare to see a card that does “nothing.” Both players take turns at the same time so you have to anticipate the moves that your enemy will or will not take and you are even able to undo your actions before you lock them in; spells will typically be cast first before character cards are placed, but initiative swaps between players on who’s spells go first. While constructing your deck, you can have up to three cards assigned to a “Command Zone” which is useful mostly for Hero cards. They can be put into battle at any time (as long as you can pay their cost) or you can pay for the card’s on-use ability to buff existing cards or do something to your enemy’s cards. The Grave zone is also where all of your discards go, but due to a number of different mechanics you can pull cards out of it again. If a card is completely removed from the game, the card usually says so and they aren’t put into the discard pile — they just go poof.
There are three zones to place your cards in during play that force you to tactically consider your options as you plan your turns: Support Zone, Assault Zone, and Defense Zone. The Support Zone is a bit unique as it is used as a waiting room as well as an area to use cards that have on-use abilities. Cards in the Support Zone can only be targeted with certain spells and are out of reach from anything in your Assault/Defense zones. The Assault Zone will fight only against your enemy’s Defense Zone, and vice versa. If you break through the defense, the opponent’s Health (aka Fortress) will incur damage, of which they have 100. When character cards get killed, you will lose the Morale cost associated with the card, of which you also have 100 Morale. While Health of your fortress is more straightforward, Morale offers an extra layer of strategy, whether it be defensive or offensive. It is usually more effective to focus on one or the other since your opponent will be trying to do the same to you.
The “business” parts of Infinity Wars are a bit more open in comparison to Hearthstone. Since Hearthstone‘s single player modes are always paid, it is nice to see the single player campaigns added to Infinity Wars are an incentive to play and learn the game. Log-in bonuses are also awarded and increase for sequential log-ins per day. There are also missions available that allow you to earn “Infinity Points” which can then be used to buy more cards. The missions don’t stick around until you finish them, though, as they will reset everyday and a new set of three is given. Free constructed decks that anyone can use are revised weekly to give a fairer base to work off of as you build your own collection. These decks are mostly intended for player combat as you can only play against the AI so much. It takes a couple of minutes to find an appropriate game, but once you are in it is a whole different level of difficulty as players are able to strategize much better (just like in almost any multiplayer mode) and bring uniquely constructed decks with them.
Unfortunately to get a true feel for the PVP aspect of this game, you’ll have to spend a lot of time researching what the best cards are and how to construct effective decks due to the complexity of how cards can potentially interact with one another. A quick look at the community you’ll have to rely on shows a lot of griping about overpowered cards and the like. For me, I was satisfied enough with the PVE challenges up to a point, but to be able to build out a respectable collection you’re going to have to grind points quite a bit. On the plus side, every single card is available by way of playing and using in-game currency to purchase (even if it might take you a long time). PVP matches can also take a little time to get going since the user base is smaller. There are Constructed and Draft modes, and each come with the typical caveats you would expect if you have experience with the genre.
Audio isn’t particularly a standout here. Music isn’t awful, but the variety feels lacking. It would have been nice, for example, to have unique soundtracks for each faction as you play through the campaign. Voice acting is also a bit amateurish, some bits of dialogue seem to have been skipped completely, and often times you’ll see typos across a variety of dialogue windows. None of these things necessarily take away from the card game itself, and I can respect an indie game studio trying to get a diverse-sounding cast for all of the characters that have lines. With that said, there is definitely room for improvement.
Infinity Wars: Reborn is an interesting trading card game that can help broaden your knowledge of the genre. I found it to initially be easy to get into and understand and the complexity comes later as you hit up the more competitive modes. Updates come on a regular basis, so if you decide to take a break or come back to it at a later time you’ll see something new you didn’t see before. Infinity Wars: Reborn is available on Steam now.
“My favorite food are fries just because are easy to make. I wanna have a Mini Cooper one day and a threesome…proba bly not in the car.”
– from a girl’s dating profile
chilren – n. the kid who is left out and not part of the other CHILDREN
babyuskala – n. possibly the sweetest girl in the world who is going out with a right douche who really is into her but just sucks at showing her how much he feels for her
allergetic – adj. when it’s allergy season, or when you are around something that your allergic too.
Ex. When the pollen is floating around, you would say; It’s very allergetic today.
Submitted through the Dictionary word submission form.
This form was submitted: Jun 21 2008 / 13:37:30
word = ËÞËÕË
word_form = verb
other_word_form = ÈíÈÈ
definition = ÄÈáÈ
example = íÈÈ
etc = áÈÈ
smanbufle – v. to shout loudly with the intention to gain attention
acatendrames – v. to take a picture of a rabbit between January and April in Wyoming
oroedopod – v. to shoot a buffalo from the second story of a hotel
donosiuqeo – v. to lie down and fall asleep in a cheese factory
sabbaget – v. to bite off another person’s leg