I was expecting an interesting turn based card game with more strategy but here there is none. Every game allowing such a strategy is not a real game. KH Dark Road is mainly an idle game, the worst of all perhaps: you could keep your phone on in autoplay all the night long and get some points to train up Xehanort. Even with cards with additional effects, it feels like timing is more important than reasoning and strategy. The gameplay mechanics are fairly easy to learn but way too simple. The interface is clean and I like the fact that we have a screen where we can see all the Hearthless we have fought against (which is missing in Union Cross). Also I feel by now there is a lack of important information in the KH lore (where the Keyblades come from? How did Sora get one? How are they built?). I like playing with Xehanort and the main story sounds interesting but visiting worlds like Agrabah or Wonderland which we have already seen a thousand times in other games of the series is not fun anymore. I'd be in deep trouble if I couldn't just flip the screen back to color, but a lot of people don't have that option. I am not colorblind, but I do set my screen to grayscale at night, and although it's easy enough to memorize that Queen Minnie is blue and Darkside is green, but what do I do when my hand is full of Keyblades and Shadows (which can be any color)? That's a major problem when a card's "color" is such an important part of the game mechanics. This doesn't work in DR: Light and Dark are still easy to distinguish, but the corner icons don't depend on color, and Red, Green, and Blue are not easy to distinguish if your eyes or your display don'y show the full gamut. In KHUX, there were several ways to work out what elements a medal used, even if you couldn't see its colors: Upright and Reversed obviously had high contrast and differing borders, but Power/Speed/Magic had differing corner icons as well as different colors. There is also an accessibility problem that KHUX lacked: color trouble. Progress is too agonizingly slow after the first few levels to work as anything but an idler, but unlike an idler, you can't run it in the background: you gave to sit there with the phone running the app, and the app must be in the foreground. The main problem is that the game can't seem to decide whether it wants to be an idler or a grinder. This feels more like a prototype for a game than the game itself: the fundamentals are in place, but there are some badly flawed mechanics that should have been ironed out before releasing this to the public.
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