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the_dengle said:
outlawauron said:

Magic stones don't bother me that much at all.

Open ended dungeons could be cool if fleshed out. The linear dungeons are suited for quick, on the go play time.

Leveling up by not fusing could be very good, but I think they'll make up for the lack of grind by huge xp needs.

Stamina doesn't bother me because I get bored before it ever comes close to running out.

This seems very similar to Angry Birds console/handheld versions though. Core concept is unchanged, you just have more levels and Dragons to catch. The 3D field could make it interesting though.

I disagree. The "action" is mostly unchanged -- when in battle, you're still lining up orbs. But this is only part of the gameplay, and calling it the core gameplay of PAD would be like saying the core gameplay of Pokemon games (or most JRPGs) is selecting menu options. There's a lot of strategy and a surprising amount of depth to building your team.

Since the way you level up and evolve your monsters has been completely changed, a new type of orb has been added to the battle sections, and the game now has a story and an explorable world with NPCs, I'd say the core concept is entirely flipped on its head, with only the battle action being mostly intact -- and I anticipate this action feeling a lot better with a stylus rather than my big dumb finger. No more forgetting what orb I'm even holding in the heat of the moment.

With Angry Birds, Rovio slapped the mobile version on consoles and said, "eh, good enough." Gung Ho is designing an entirely new game to fit the hardware they're developing for. The two are not similar at all in my opinion.

You ignore the second part, because we don't know how good these elements will be (the ones that would separate it from the example I used). Because adding an orb is not flipping anything. Changing how things level is nice, but only because it will require less grinding. And you mention heat of the moment, the battles are no longer going to be turn based?



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