[EXPRESSO] Pikmin Bloom iOS | Flower Fitness

Remember that mobile Pikmin game from Niantic that was announced some time ago?

Well, i kinda forgot, but it’s out now pretty much everywhere, so here we are with “Pikmin Go”.

Yeah, it uses pretty much the same augmented reality format, with the need to keep the app open and walking to hatch stuff. Here instead of eggs you have Pikmin seeds, each requiring a certain amount of steps to be taken in order to “harvest” the Pikmin, and you can use nectars to make the collected Pikmins grow flowers and award you with petals, which are needed.

To be honest, i was amazed when i played for the first time, went through the tutorial phase and realized…. that was it. Look, i have been playing Pokemon Go since launch, so i’m not that picky on regards to gameplay, but there is something as too damn simple, even a mobile game like this.

Yes, you can use up petals to plant flowers while moving, which helps in growing both your seeds, and the big flowers on the map, were you can sent the Pikmin into expeditions, to gain nectar, Pikmin cosmetic accessories and more Pikmin seeds, but that’s really it.

Not that i wanted combat from a Pikmin game, and it being very close to an idle game makes some sense, but still, i feel bamboozled, i can’t really imagine it appealing to the main Pikmin fanbase, neither so much to casual players.

I can’t really be to angry or confused about this, i really can’t since even the marketing frames it as something akin to a fitness app than a game, but it doesn’t make for an engaging activity, as there’s no stakes or big goals to work towards, even as a casual thing to fiddle with while walking.

[EXPRESSO] World Flipper iOS | Pinball Isekai RPG Action

“Flipper” it’s a short-term for pinball outside of America, FIY.

And i’m fairly sure we didn’t have a pinball RPG gacha game before, i remember there was a spin-off of FF XV of sorts for smart devices, but whatever, it’s a far more alluring proposition in a overly satured market of idle games, mild rpgs, and everything in the middle.

The plot it’s basically an isekai tropes salad, but the faux 8 bit graphics are nice enough, presentation is decent, and doesn’t bombard you with too much plot or terminology right away.

Gameplay is a bit different than expected, as it’s not set up as a traditional pinball affair, with the heroes acting as single “ball” but also able to dash while launched to attack the nearest enemy, and launch skills with a pretty typical but pretty good control scheme for touch devices.

There is a bit of depth, with enemies exposing weak points at certain times, the more combos you get in a row powering up your shot to make the team spring a stronger attack, there’s Fever Mode, and overall there’s quite enough to keep it easy to play in short bursts but not mindless.

Of course, this comes with the inevitable free-to-play trappings, events, upgrade trees/maps, but the less annoying ones, just energy consumption and gacha for characters using the main premium crystals/gems, one with gacha advantages for using gems obtained by poning up cash.

But still, it’s not that bad, and honestly it’s good, good fun, way more captivating than expected, even disregarding the obvious methods to try hook you in, World Flipper it’s one of those free-to-play games that you end up back into because you actually wanna play it.

A rare sight, even aside it delivering to the underserved niche of pinball games.

[EXPRESSO] Godzilla Defense Force iOS | ♫ To protect Mother Earth… ♫

The second of the three mobile Godzilla games promised by Toho for 2021, advertised a month ago as Godzilla Battle Line, published by Nexon and co-developed by Neople and Studio 42.

After the odd but cute stats raising-pet simulator of Run Godzilla, now we have a more traditional offering for a mobile licensed spin-off game. It’s not exactly a proper tower defense, but more of a tapper with RTS elements: units despatch and attack automatically the enemy waves from building you can upgrade, but you can also tap on them for extra damage (especially when their weak points show up), or use the various Kaiju Cards left by fallen monsters and/or obtained via card packs, of course available to purchase for real money.

It’s a decent little timewaster, a little more engaging than the usual tapper, but it’s aggressively monetized, even if it’s oddly pushy in making you watch ads to boost stats like production speed or to get resources, instead of just saying “cough up the cash to save time”, and i feel it’s the lesser evil of the options they could have gone with. BUT it still feeds into the same objective: to get you spending real money on the card packs and batches of premium currency, especially since the game remembers you revenge can be had easier by wiewing ads, etc.

Presentation is good, the story is what you’d expect, as an EDF commander you organize a defense line to repel kaijus attacking Earth, often sent and/or resurrected by the evil aliens called Xilliens. By progressing you get new locations to build bases, the ability to summon new allies with passive abilities, new monsters (some obscure references to Toho’s non-Godzilla material), making for a decent and entertaining loop, even if you’d wish for a bit more depth to it.

That Old Gray Mare: Pretty Derby

Remember Uma Musume? Yeah, ironically the anime version, which is usually used to prop up the main attraction of the media franchise… almost managed to have 2 entire seasons (and a chibiesque mini-anime) out before the game released just a few weeks ago (and today the PC version released via DMM, japan only of course), at least in Japan and i guess other asian countries.

I really should have covered the anime series (given i’ve already covered almost all Azur Lane anime iterations), but at the moment my schedule is full, so probably later this autumn. I would like to give the game itself a shot and make an EXPRESSO review eventually, but i can wait for an eventual western release of the app.

I wouldn’t expect an official western release anytime soon, considered the game was supposed to launch in 2018, but it’s Cygames and we did eventually get Princess Connect Re; Dive (which i didn’t like, but whatever), so it’s possible.

So that’s that, back to Giant Monster March!

That’s the sound of 10 years of Ken’s Rage

Sorry to “interrupt” Dino Dicember, but i wanna talk a bit about Koei’s musou series based on Fist Of The North Star, dubbed Ken’s Rage. If you follow any gaming news site, you’ve might already know of this, but since we do have some preview footage running around, i feel the time it’s right to talk about what Koei did to celebrate the 10th year anniversary of Ken’s Rage.

(images taken from Siliconera)

Continua a leggere “That’s the sound of 10 years of Ken’s Rage”

[EXPRESSO] Pokemon Café Mix iOS | Got Milc?

Pokemon Cafe Mix iOS.PNG

Another Pokemon puzzle game, another free-to-play (or more correctly, “free-to-start”, as Nintendo themselves likes to call these games) for mobile and Switch, this time with a cutesy pastel cafè aesthetic, as you manage a Pokemon cafè, operated by and for Pokemon, alongside a human girl, who acts as a general assistant-tutorial figure.

This is done via puzzle challenges, thankfully not of the “match 3” kind (we already had plenty of those with a Pokemon license), nor or the Panel The Pon/Puzzle League variety, but in turn based grid-less form, with the objective of linking together chains of pokemons, in order to activate an ability, destroy special blocks, or because of a stage requiring a certain quota of Pokemon pieces/icons to be matched.

Each pokemon has a specific ability, a specialization for a certain kind of dish (drinks, sandwiches, desserts, etc.), and as you progress you unlock more critters but also more recipes and new expansions for the cafè, which in turn introduce new elements and stage objectives, with some random chances of increasing the friendship level with a certain pokemon, who will join the staff.

The gameplay is decent, but the more free-form, grid-less style of level design makes it too reliant on abilities and consumable objects, a bit too helpful in this case, especially because you can also activate them during the stage, not just before. All to push you into buying the premium currency, which happens a bit too fast, it won’t take long to realize so with the limited energy system, timers and the extra turns costing a lot of “gems”.

While i’ve seen worse monetization schemes and freemium economies, there’s also the fact i’ve seen and played way better puzzles game. This is a very cute distraction (with a tad manipulative freemium economy), but not much else.

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