Author - Ripper71

Zynga Names Don Mattrick Chief Executive Officer

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SAN FRANCISCO, Calif. – July 1, 2013 – Zynga Inc. a leading provider of social game services, today announced that the Company has appointed Don Mattrick as Chief Executive Officer and a member of the Board of Directors, effective July 8, 2013. Mattrick has been at the forefront of the industry and brings more than 30 years of executive experience developing, building and managing profitable entertainment businesses. Mark Pincus, Zynga’s founding chief executive officer, remains Chairman of the Board of Directors and Chief Product Officer of the Company.

“Don is unique in the game business,” said Mark Pincus, Founder, Chairman and Chief Product Officer. “He can execute in multiple domains – hardware, software and network, and he’s been the person responsible for game franchises like ‘Need for Speed,’ ‘FIFA’ and ‘The Sims.’ He’s one of the top executives in the overall entertainment business and he’s a great coach who has inspired people to do their best work and build strong, productive teams. He deeply understands the value of a network and the importance of creating lifelong consumer relationships. He turned Xbox into the world’s largest console-gaming network, growing its installed base from 10 to 80 million and transformed that business from deep losses to substantial profits. And he has grown the Xbox Live player network from 6 to 50 million active members in 41 countries. Going forward, I’ll continue in my role as Chairman and Chief Product Officer. I’m excited to partner with Don and the rest of our team to return Zynga to its leadership role in inventing and growing Play as a core human experience.”

“In its short history, Zynga has redefined entertainment and brought social gaming to the mainstream. More than 1 billion people across web and mobile have installed Zynga games, and franchises like FarmVille and Words With Friends have become a part of people’s daily lives,” said Mattrick. “I joined Zynga because I believe that Mark’s pioneering vision and mission to connect the world through games is just getting started. Zynga is a great business that has yet to realize its full potential. I’m proud to partner with Mark to deliver high-quality, fun, social games wherever people want to play.”

Mattrick, 49, spent six years at Microsoft – the last three as president of the Interactive Entertainment Business. In that role, he was responsible for the team that grew Microsoft’s Xbox 360 global installed base by 700 percent to more than 75 million consoles. During his six-year tenure at Microsoft, Mattrick also oversaw businesses and services focused on consumer products that included the groundbreaking Kinect entertainment products and PC and mobile interactive entertainment.

Mattrick served as the president of Worldwide Studios at Electronic Arts. During his 15-year career at Electronic Arts, Mattrick helped develop and scale the company’s leading global game franchises and brands including “Need for Speed,” “FIFA” and “The Sims.” At age 17, Mattrick founded his first company, Distinctive Software, which was acquired by Electronic Arts in 1991.

“Mark took the lead in working with the entire board to recruit Don to Zynga,” said John Doerr, Member of the Zynga Board of Directors and General Partner at Kleiner Perkins Caufield & Byers. “All of us at Zynga – and no one more than Mark – are thrilled Don is joining our mission to connect the world through games. This is a win for the people who play our games, the talented employees who make them and the investors who believe in our long-term value. This also is a win for Mark, who can devote his full attention to conceiving and building the best social games in the world.”

Mattrick will report directly to the Board and was unanimously appointed CEO. Mattrick will join Pincus in a newly formed Executive Committee to manage the operations and affairs of the Company between Board meetings.  Don has established himself during a 30-year career as a world-class leader of game, platform and team development.

Neverwinter Review (PC)

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Zohar Scourmont had a very long day. He had worked the murder of a Fernor commoner and arrested the kidnapper of the High Judge and helped saved her. He was weary to the bone and heading across a field on his way home. The sun was setting and the field of tall grain lit gold with the last casts of the day’s sunlight. Zohar stopped and turned to look across them, not just to take in their majesty but to take in the new sight. A pirate’s ship, sails full, was plotting a course in the air over the grain right toward him, its skeleton crew lining the rails on the deck. It would seem his dog would have to wait a bit longer for his evening meal as would he.

That describes a single day of role playing on a persistent Neverwinter Nights server my wife and I played for three years.  Those were some of the best gaming years of my life, a great server that punished leveling unless it was done by points given for roleplay by GMs. A server where the strength of your character mattered far more than your stats.  I basically worked two jobs, my second being my second life as a character in this land where anything could happen.  Then, Neverwinter Nights 2 came out – a clunky experience that promised so much but delivered so little that the game we loved was lost and players scattered to the wind – many so disheartened they turned to WoW and non-role playing servers.

When I heard about Neverwinter, I kept my ears opened and waited.  I had seen the best and worst of the series which made me hopeful and somehow dubious at the same time.  Perfect World was going to be at the helm of this endeavor, a company that had long since developed a F2P model that every successful F2P game either joined up with or emulated.  Developers like Cryptic Studios made the games but PW made them profitable.  So when I got a chance I jumped in on the beta for Neverwinter I did and I have been playing ever since.

Description:

Start an epic new adventure in the Forgotten Realms with Neverwinter, the free-to-play action MMORPG that combines fast-paced combat with over 25 years of Dungeons & Dragons lore. After a series of cataclysms nearly destroyed it, the city of Neverwinter is under siege from all sides. To keep the city and its people safe, heroes must fight through sprawling dungeons and open-world brawls with the most vicious of Faerûn’s foes. In Neverwinter, the adventure never ends. With the Foundry toolset, players may design and manage new quests and campaigns incorporated directly into the game world.

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Hands On:

I had unrealistically high hopes for a Neverwinter Nights type game when I first started but, thankfully, it didn’t take me long to realize they were unrealistic.  For F2P games to be profitable they have to follow a certain model: Low number of servers, fairly on-rails quest lines, and items that are either needed or wanted to be purchased with real life money.  That is how they pay for operations, upkeep, and updated material to keep the game fresh.  The question winds up being whether or not the game is developed well enough inside those parameters to remain interesting and enjoyable.  The Perfect World model definitely allows for it so it comes down to whether the subject matter is of interest to the playing community and with Neverwinter it is pretty much a no brainer.  There is a reason the lore is so old, people love D&D. If they are given even a halfway decent experience at it they will play and between Cryptic Studios and PW they have definitely pulled it off here.

You progress through the game doing quests. At first, you have little or no choice on which ones you take but as you level up and explore the world more you find you have more options on what you do.  There are quests that you can do later or skip all together, there are dungeons you can run as groups, and there are arenas where you can PVP.  Those interested in a good storyline can find it while those interested in hack and slash fun can find that too. Also, the company store has something that just about everyone will want to own.  There are three types of currency: Zen, which is real life bought Perfect World currency. Diamonds, a premium currency bought with Zen. It also has standard in-game currency, money which would be the standard gold, silver and copper varities.  The best and quickest owned things are always bought with Zen, high value bought with diamonds, and money is the only free currency in the game and buys you what you would expect in a free to play, pay to win environment.

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You can have plenty of fun roleplaying and not spending real money in the game, but finding other RP’ers might be a bit hard and you will struggle harder.  The environment is very much like WoW with micro transactions instead of subscriptions.  For the casual player, this works out very nicely as you can buy things when you want and not have to worry about a monthly bill to use it. For the player with lots of money, this means quicker advancement and more prestigious items.

Last Call:

Neverwinter is a great alternative to WoW or a great choice for those who want their D&D lore but don’t mind a lack or RP.  I will continue playing it though maybe a little wistfully for the days of Neverwinter Nights.  It is a solid game with great play and a bright future.

[easyreview title=”Neverwinter Review Score” cat1title=”Overall Score (out of 5)” cat1detail=”” cat1rating=”4″ ]
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Pinball Rocks HD Review (iOS)

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We can’t afford a pinball machine, but our house is still known for playing a mean pinball. Most people who travel to Vegas are more interested in the shiny roulette ball than a table with flippers. We’ve made the trip with just the Pinball Hall Of Fame Museum on the agenda and accomplished little else on the visit.  So whenever a video version comes along we have to give it a try, there really is no replacement for a real table but, with the proper physics, a game can be the next best thing. At the very least, it’s far more affordable and usually more portable. The folks who made Pinball Rocks HD seemed to be on the same digital page as us.

Description:

Pinball Rocks HD is a five table compilation featuring a free game loaded with new songs from today’s top rock artists and four custom branded unlocks for Alice in Chains, Bullet For My Valentine, AC/DC, and Slayer.  Each game provides cutting edge 3D graphics, missions, unique bonus games and ear-splitting riffs.

Hands On:

So for your money, in this case for free, you get one table with the option to unlock more tables or more music.  The table is designed to look like a club with a rock band on the stage and a hot bartender waiting to serve up drinks.  The table has ramps about where you would want them going to an upper level with plenty of bumpers and lights all over the place.  The soundtrack includes such bands as Chevelle and Filter and rocks pretty well without a headset but definitely hits the next level if you are wearing them.  A sexy female voice does a commentary of sorts letting you know when you have completed a mission or with a slightly less sexy and more annoying voice when you have lost your ball.  The plunger is a “rock on” hand which is one design I would have never have thought of for a plunger.  Every time you lose your ball the music changes tracks which definitely keeps replay going and you can buy a whole bunch of different songs for your pinball jukebox or an even better idea unlock the other four tables for $2.99 each.

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What is really, really key is ball physics. If the ball doesn’t feel right on the flippers, if the flippers feel soft, or movement doesn’t look like it has an actual table slant that increases on ramps – all are bad signs.  If any of that is even a bit jacked up, it can throw the whole game off and make it completely unplayable to a real pinball fan.  Luckily, the physics in this game are very solid. The bumpers bounce seemed a touch off from time to time but no more than a real used pinball machine can be, so in a sense it could be said to be spot on.  I can honestly recommend this game’s physics (which means recommending all Gameprom’s pinball machines), though I sure wish I could get the other tables to tell you for sure… ok just to play them.

Last Call:

Pinball Rocks HD is a great take on the pinball machine with very solid physics and a rocking soundtrack that makes you feel better about losing your ball since that means a new tune on the jukebox.  It is free, which is a very good selling point, with a whole bunch of great rock with the original unlock.  If you get bored of the table, you can always unlock another one for just a few bucks and rock on.

[easyreview title=”Pinball Rocks HD Review Score” cat1title=”Overall Score (out of 5)” cat1detail=”” cat1rating=”4″ ]
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Rising Storm Review (PC)

Sometimes it is just nice to have a good old fashion World War II first-person shooter to play.  Not a new conflict to portray in shooter games, World War II has been a hallmark location for these kinds of games: A time of increasingly-stronger weapons but still a lot of close combat options.  It probably doesn’t hurt that we won it either. 🙂  Battlefield 1942 and its subsequent DLC packs still rank as my top first person shooter experience, so if you can give me a Pacific theatre oriented campaign with excellent graphics and realistic weapon reproduction, I will be all over it. Thus, I have been all over Rising Storm.

Description

Rising Storm is a first-person shooter game based on the Pacific campaign of 1941 to 1945. It takes place in several famous strategic locations.  The game covers the famous island-hopping campaigns in the Pacific as the US Army and US Marine Corps fight it out with the Imperial Japanese army and Special Naval Landing Forces.  Featuring some of the most brutal fighting in the Pacific theater, players are able to experience beach assaults, jungle fighting, close quarters night fighting, and more across places like Guadalcanal, Iwo Jima, and Saipan.  The player is able to take the part of either side – American or Japanese – battling it out online in full player versus player multiplayer.

Rising Storm is being created in a first-of-its-kind collaboration between a mod team and a professional game development studio.  The Rising Storm team is made up of the best independent developers from the modding community and several members of the development team at Tripwire Interactive.

Hands On

If you haven’t play Red Orchestra then you may want to go through the training course, at least basic.  The key locations are in a little different place than the average FPS which is common when you have a game that allows for squad orders.  For example I am very used to hitting Z to go prone where it is the Alt button in this case.  You could remap to your usual comfort but that would mean remapping the command keys as well which might make things a bit messy.  Taking a couple runs through training helped develop the comfort pretty quick.

Once that is done, it is a solid multiplayer game with lots of maps that have very different environments to offer, as well as weapons and game mode unlocks.  Bots can be added to throw conditions off a bit or give you someone to attack with a human squad if you prefer killing bots.  You’ll find that different maps lend themselves to different weapons and if you have a weak commander you will be in pretty rough shape.  Rising Storm is visually stunning making for a very immersive experience.  I kept finding myself saying “I’ll play just one more round” until hours had passed and the day had long since turned to night.

Last Call

Rising Storm isn’t trying to tell you the story of WWII or even reenact key battles of the war.  It is a hardcore first-person shooter concentrated on the best gameplay a game of its type can offer.  They give you community favorite weapons and have addressed issues such a spawn camping that previous FPS usually have a problem with.  The light mortar is a bit of a “derp gun” but, hey, what first person shooter would be complete without one?  Rising Storm is a beautiful way to pass the time blowing away the competition.

[easyreview title=”Rising Storm Review Score” cat1title=”Overall Score (out of 5)” cat1detail=”” cat1rating=”4″ ]

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Twitch Announces Xbox One Integration

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Jun 07 2013 – Today we are proud to announce that Twitch will indeed be on the Xbox One, the all-in-one gaming and entertainment system launching later this year. This integration, available to all Xbox Live Gold members, will allow gamers to broadcast their games directly to Twitch from the Xbox One, as well as view content from fellow streamers on the Twitch network.

“Live broadcasting has continued to grow in popularity, but sharing your console experience has never been this easy,” said Emmett Shear, Twitch CEO. “Xbox Live Gold is enabling the ability to both upload your gameplay directly to Twitch and to stream Twitch content on Xbox One. The impact of this level of console integration will be a true game changer.”

We’ll have more to share with you about this integration in the weeks and months to come. Until then, keep your eyes glued to our E3 coverage where we’re working together with our friends at Microsoft to bring you an exclusive line-up of upcoming Xbox titles, including Super TIME Force, Charlie Murder, and Ascend: Hand of Kul. You can view all this and more by visiting http://twitch.tv/twitch.

World War Z Review (iOS)

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I’ve been a big fan of the book World War Z for several years now – actually, to be more accurate, I have been a fan of the audio book.  Considering the story is supposed to be an oral account of the events, and the production managed to draw in actors from all walks of Hollywood, this is  the definitive way to experience the original work.  The voice acting is stupendous and, though you may recognize most of the voices, they really do take on the tone of the characters they are representing.

That being said, the new movie coming out is supposed to have just the barest resemblance to the initial work. By all appearances, it is a whole different story with nods to the original.  I’m okay with this simply because to do the book justice would require a several hour mini-series with an all-star cast (Editor’s Note: Studios, DO THIS!) so if you can’t do it right don’t really do it at all.  Make an action movie full of CGI “zombies” instead of a retrospective on the human condition. I’ll go see it, grin at all the references to the original work then go back to listening to the book on CD.

It is with this same approach that I came at World War Z game for iOS which, thankfully, doesn’t even pretend to be the same as the book or the movie. Instead, the game tells the story of a dad in Denver committed to getting to his son in Japan during the beginning of World War Z.

Excerpt From Press Release:

Offering a fully immersive experience, players are dropped into the middle of the World War Z chaos. Casual and core gamers will both love the game’s action-packed first person experience and electrifying story. Featuring 28 visceral levels, intense combat, engaging puzzles, upgradable weapons and armor, an unlimited challenge mode, and a global scale, this game challenges you: play to survive.

“We loved the rich world that the filmmakers created, and are thrilled to tell a story that runs parallel to its film counterpart,” said Amy Powell, President of Paramount Digital Entertainment. “We wanted to give audiences a chance to truly live the movie in this story-based game.”

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“We were excited to be able to use the cutting-edge Unreal Engine 3 to bring World War Z to life,” said Chip Sineni, Phosphor Games Studio Director. “Our goal was to build Paramount a AAA game, and with that came all our favorite bells and whistles, like ambient occlusion lighting, multipass blended textures, and hordes of enemies to fight.”

Hands On:

First off, the game is extremely well-detailed and stands up whether being played on iPhone or the iPad devices. The Unreal Engine 3 is put to great use as the first person experience pulls you in and makes you jump at different points in the game.  While not playing up on the gore at all, almost to the point of being prudish for a zombie game, there is detail in the entire environment – whether it is a pile of garbage on the ground or a flesh eating “Zed” charging from behind a wrecked school bus.  Each environment has its own feel and the details really help bring that home and keep you in the game.

The story is engaging too.  You want to help this father on his seemingly impossible trip to be reunited with his son in a world of zombies that pile up higher than buildings and many of which look like Uncle Fester (it’s understandable you can only have so many zombie models but having some with very unique looks make them stand out more in repetition).  The cinematic cutscenes help the story along nicely since the cutscenes are seamlessly edited into the action and are done in identical fashion to the gameplay.  What bit of story I have given away is revealed in the first few minutes of play so no worries about spoilers.

Gameplay consists of four basic actions: shooting, looting, melee fighting and puzzle solving.  The shooting is excellent in the game with the option to auto-shoot when a Zed gets in your path or having it so that you can control the shots. Either way, it is easy to control and use in the game.  Looting is a matter of clicking on objects. If it is an item such as a book, you can loot it from across the room. If it is a corpse or a drawer you have to get up close and possibly trigger an attack.

Melee combat, however, was where things weren’t so hot.  Melee fighting is clumsy at best and downright game stopping at worst.  The concept is well thought out: You can swing your weapon, dodge a zombie’s attack or push them back.  The problem is that, both on the iPhone and iPad, these controls aren’t very responsive and can take you from full health to dead in seconds.  For example, you walk into a room where a zombie gets the jump on you.  He bites you immediately knocking down your health considerably, sometimes you can try pushing, dodging and swinging and he will not be knocked off of you. You die and have to start back twenty minutes in the level.  You’ll try to kill it the next time and, maybe you do, only to have the next melee surprise attack zombie take you out and put you twenty five minutes back in the level.  You get the idea.  This frustrated me so bad that I saved up for one of the best weapons in the World War Z universe, the “Lobo”, and was excited to get to work with it only to see the same results…  The only real saving grace of it is that you get to keep the experience you earned in the level before you die and experience is currency (a smart idea since you would get better with weapons and armoring the more experienced you become) so you can save up for the Lobo or a better gun or upgrade your armor from newspapers wrapped in duct tape to metal plates – giving you a better chance of surviving encounters where the melee is stacked against you.

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The last bit of gameplay to talk about would be the puzzle aspects which can be remarkably simple to downright obtuse.  I pride myself on solving puzzles, having reviewed and played dozens and dozens. In World War Z, some of the puzzles were designed to be failed on the first try in order to trigger waves of zombies. On these puzzles you seemingly have to guess from a whole bunch of choices rather than figure them out.  This wouldn’t be so bad except these are often at a long section of gameplay so that, if you don’t survive the wave, you have to play through a whole section again to try your luck once more!

Last Call:

This game is worth playing for the visuals alone but by adding a new story to the World War Z universe that happens in parallel to the movie’s story, five bucks is a pretty reasonable price.  Playtime is estimated to be about 4 hours – longer if you farm for the better gear which, let’s face it, to properly experience the game, you should.  Just accept that melee isn’t always going to be your friend and the puzzles might be more random guessing than actual deductive reasoning.  World War Z is a must play for would-be zombie hunters out there.
[easyreview title=”World War Z (iOS) Review Score” cat1title=”Overall Score (out of 5)” cat1detail=”” cat1rating=”4″ ]

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Starship Battles Review (iOS)

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When I was just a young lad, I discovered that I was wickedly-good at Missile Command.  My sister’s boyfriends, on the way to her room, would hear the sounds coming from mine, see a little six year old boy with an Atari joystick and think “time to school the kid.”  Several hours and screams from my sister later the ex-boyfriend would be on his way out the door thoroughly defeated and promising a rematch.  They did come back often too, in order to try their luck at the game instead of my sister, and none could top my score.  As other games came along, I lost interest in Missile Command, but never did lose the high score on it in our house. Fast forward to today and I find myself reviewing a game that though amazingly superior in its visuals, has an eerie resemblance in game play.

Starship Battles Description:

Graphically, Starship Battles presents in full 3D, with high resolution environments and science-fiction warships.  In addition, game play is greatly enhanced by simple and responsive controls.  As the player commandeers the warship’s battle-station, he is awarded fantastic visual effects as his weapons fire and enemy ships explode in brilliant 3D.  The player can spend soft currency to upgrade and design his fleet.   Designer ships come with visual personalization, War-Paint, and instant game-play bonuses.

At product launch, Starship Battles offers five highly detailed ships, each with five War-Paints.  Additional ships will follow.  The game begins with the avatar mounting only one Frigate to defend the galaxy against an infinite force of relentless aliens.  The Cruiser, Destroyer, Battleship and Corvette wait to be purchased with minerals earned through game-play.  Victories and achievements are posted at Game Center through social media integration, lending another dimension to extend competitive game-play.

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Hands On:

So instead of a whole bunch of bases like in Missile Command you have one ship and your screen is large enough that you need to pan around.  Instead of missiles making a beeline at you it is little ships with remarkable detail for thier size and if you pan around the screen you will see some larger stationary ships that are launching the small ones.  You just cruise your view around space and touch the screen to fire a missile, fire a nuke or collect a mineral.

Collect enough minerals or pay enough real life cash and you can change the paint job on your ship or purchase four other ones.  That is the whole game.  Fire at little kamikaze ships, fire at ship carriers, collect minerals for paint jobs and new ships.  It has an arcade style simplicity of play that dates back over three decades with state of the art 3D retina graphics.  Of and I forgot to mention the price… two bucks.

Last Call:

This game looks good enough to probably trick kids into thinking it is a new style of game while also getting them to experience old school arcade gaming. You could also play it for yourself and relive childhood memories with graphics that no longer hurt the eyes.  While Starship Battles certainly didn’t invent this kind of arcade play style – it does make it look sexy!

[easyreview title=”Starship Battles Review Score” cat1title=”Overall Score (out of 5)” cat1detail=”” cat1rating=”3″ ]

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CastleStorm Review (XBLA)

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I have to hand it to Zen Studios: When they do something, they take the time to do it right.  We fell in love with the physics modelling in their Zen Pinball so much, that we own virtual tables on four platforms! Different tables on each one, I might add. That is how much we respect their pinball.  So, when I got to play CastleStorm, I thought I would have the chance to experience a very solid tower defense game with terrific physics.  What I didn’t expect was that Zen Studios decided to take tower defense and mix it together with elements from one of the all time favorite mobile games, Angry Birds. It’s a mashup that works so well, it might be hard to go back to a regular tower defense game!

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Official Features:

The clouds bring rumors of war…
It’s Knights vs. Vikings in CastleStorm, where medieval warfare meets 2D physics-based destruction!  Controlling the battle in real time, players will harness the power of medieval artillery, manage a fearsome ground attack, and cast powerful spells!  CastleStorm features a story-driven solo campaign, a custom castle editor, online multiplayer, co-op modes, and more.  Building castles and knocking them down has never been so much fun!  CastleStorm is a physics based tower destruction game, combining elements of real time strategy, resource management, and a beautiful blend of challenging gameplay scenarios.

Multiplayer battles and Co-op. CastleStorm features multiple modes of multiplayer action for both local and online play

  • 1 vs. 1 split-screen mode, simply try and beat your opponent
  • Survival Co-op: Two players team up to fight off waves of enemies together! One player will control the ballista, the other controls ground forces
  • Last Stand Co-op: Both players control a hero and fight off endless waves of enemies together!

Build your own castle! CastleStorm features a tower construction editor allowing players to construct their own custom castles that will be used in battle. Castles must be constructed wisely, as choices determine which types of troops and resources will be available during battle!

Twelve incredibly beautiful environments and a comical story, in stunning stereoscopic 3D. Sir Gareth leads his troops into battle against the raging Vikings to recover the stolen gem and bring peace to the realm!

Multiple paths to victory – you can choose how to defeat your enemy. Capture the flag, destroy their castle, or complete another predetermined level objective in order to claim victory. Each level features multiple objectives, each with their own rewards!

An arsenal that would make any medieval warrior proud! Harness the power of medieval ballista weaponry, and launch an assortment of explosive weapons including Morningstars, Apple Grenades, Homing Eagles, and even flying sheep to defeat an onslaught of enemies trying to capture your flag and destroy your castle. Deploy a fearsome ground attack of swordsmen, knights, and donkey riders in order to protect your castle gates, and if all else fails, call upon powerful spells to help keep the enemy at bay.

You’ve won the battle, now power up so you can win the war! As you power up in CastleStorm, new weapons and troop classes become available for use in battle.

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Hands On:

CastleStorm is a 2D side-scrolling tower defense/offense game where players send units out to attach each others castles as well as any potential opposing units along the way.  At this point, it sounds like pretty standard tower defense fare, with leveling the units and trying to pick the right combination to bridge the gap.  Then you have your main character: Your hero, who is supposed to be your avatar on the field that you can level and pick spells for, actually joins your forces in battle.  This is a different enough touch to have some bonus levels and gameplay options dedicated to it and can strategically be a huge game changer if you level him right and send him out to tear a path through the enemy’s gate so your troops can capture their flag.

Where the game gets really interesting though is it has this Angry Birds aspect to it.  Each side has castles that are built with see-through side walls and rooms dedicated to each troop type.  Each side also has ballistas so they can fire at each other’s castle walls AND enemy troops crossing the field. These projectiles can knock down enemy castle walls with stones that split in midair or with apples that explode on command or launch sheep that fart poisonous gas at the troops passing across the field!  The result is playing an Angry Birds style game where you are attacking units as well as buildings, playing tower defense on what units you send out and playing hack and slash when you get down on the field yourself.  To top it all off, your hero can cast spells from the safety of his castle that may provide defense for his units and building or offense against enemy units.

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The result is a strategy game with multiple ways to win and multiple ways to lose.  Just about every level gives you a bonus objective, like wining the match in under four minutes or not take any damage to a particular room of your castle.  This is important, because if a room in your castle gets destroyed that represents a particular unit or unit bonus, you lose it for the round! You wind up having to design your own castle as part of the game so you become very aware of what units or bonuses you will lose first if you don’t build with care and the enemy starts raining destruction down on your stronghold.

The graphics are playful and comical as is the storyline and, as a result, the game is deceptively sophisticated.  It pokes fun at its similarities to Angry Birds as well as making pop culture references to IPs such as Game of Thrones (one of these really cracked me up) so that you can laugh and have fun with the story and the gameplay.  Be advised, if you take things too lightly, your castle will undoubtedly fall. Stay sharp!

castlestorm_06

Last Round:

CastleStorm is a great mix of game styles that Zen Studios pulls off beautifully.  I replayed many levels over and over as I went through just so that I could try a different strategy out.  On one attempt, I might concentrate on taking down their castle then I would play it again and see if I could beat it faster with a handful of troops and my hero storming their gates.  I never actually cared that much for the Angry Birds games and now I think I know why – the enemy wasn’t fighting back!

Note: At the time of this review the game had not yet been released so online multiplayer was not testable enough for an opinion.

[easyreview title=”CastleStorm Review Score” cat1title=”Overall Score (out of 5)” cat1detail=”” cat1rating=”4″ ]

Trailer