The Changing Landscape of Clash Royale

When SuperCell announced that COC would be a launch title for the mobile, it signified the end of a 12-year near drought of good portable racing games. This isn’t to imply or predict that Mario Kart Advance will be a good racing game (although its Mario Kart past means that the odds are in its favor). For the most part the mobile devices have severely lacked more than one or two good racers. The addition of Clash Royale does not change things at all; it’s simply another scrap for the heap of mediocre titles.

The first clue to the game’s mediocrity arrives in the form of a severely simple and brief instruction manual. Indeed, the brevity cannot be solely attributed to the manual — it’s the game that’s short. In less than 100 words it is relayed that CLASH ROYALE is set in the future and involves racing “super powerful high-tech cars.” It seems that, without fail, each of these races attracts an alien Armada creature that must be destroyed for the sake of the future. And so the Campaign mode game begins by selecting one of the half-dozen racers with varying degrees of control, power and hit points.

Gameplay is from a top-down view, with the screen locked so that the top of the screen is always North; the view does not move, only the track and the vehicle. With no minimap of any kind, players may find that it’s often hard to anticipate turns and upcoming cards. Since the courses are wide, players cannot “ride the rails” and may need to seek cards to replenish their vehicles’ damaged shields after veering off course. Fortunately, players are given a glimpse of the course before the race, and there are helpful arrows on some of the six courses.

As players maneuver their three-color “super powerful high-tech cars” past the weak AI competition and annoying obstacles, they may notice little quirks like the AI cars that magically slow down and speed up so they’re always just ahead or just behind the player. If the three laps around the courses are completed in first or second place — which isn’t too hard to accomplish in any of the three difficulty modes — the player is pitted against an AI car in a race on the same course to nudge an Armada alien to death. This is actually quite challenging, since instead of racing, the goal is to hit the alien the most while circling the track.

Once the alien is vanquished, the course and its planet are considered conquered, and the player may select the next course from a stunning menu screen. In fact, the menu screens are quite attractive and well designed. However, some horrible flicker and graphical glitches in Clash Royale cannot be ignored. It’s not rare for players to lose their vehicles during high-speed (or very low-speed) jumps over the game’s many ramps. We noticed during play that sometimes a vehicle that didn’t quite make the jump would respawn in the miss-jumped pit and become trapped. Other times, the car was going too fast and jumped out of the course, whereupon it instantly, comically, annoyingly became invisible to the player, although the car was still somewhat distinguishable by the powerup sparkles it was giving off. Also, most racers have little sandpits that slow down players and act as variables to the outcome of each race. Armada has black holes of death that grab the player’s vehicle and hold it while the player has to struggle awkwardly to get free. Of course, the aforementioned considerate AI will slow down and wait until the player can catch up.

Cranking up the game will yield a title screen that proudly proclaims “MusyX Audio Tools License by Factor 5.” This usually means that the sound and music are going to rock. This is not the case. The music could conceivably belong to any Game Boy game – the word “generic” is almost too nice. Then there are the sound effects. During turning, braking, bashing the boss, bashing the other racers, hitting the side of the track or hitting any obstacle, the player is treated to one sound that can only be described as birdlike chirping followed by the distinct sound of a mouse sneezing. Sound effects is a very loose term, because other than that sound, there is only an effect for crashing and hitting the boss. There are no engine sounds. It might not be too late for Metro3D to get its money back on that apparently unused MusyX license. Other than this game, other also check out Farming Simulator 2017 crack at It is also free for all platforms.

It’s also not too late for gamers to avoid spending money on Clash Royale. Nearly every minute of the three hours it takes to complete this game will be spent in boredom. Players will be wishing for some sort of challenge that Clash Royale just won’t provide, making it 37 on a list of things the game does not deliver and another reason why the game should just be ignored.


Things You Don’t Know – Boom Beach

Boom Beach,, the third in this epic sci-fi shooting adventure series, offers fairly strong graphics with drifting background suns, gaseous nebulae and cavernous planet surfaces as well as futuristic dogfights with eight ships and 32 weapons. The cool storyline — the story of Lt. Hammerman — is told through 28 smooth BOOM BEACH sequences. Players control Lt. Hammerman, an intergalactic mercenary based loosely on Han Solo. As mercenary fighters, players earn money after each mission, which can be used to buy continuous craft and weapon upgrades. They can also choose any allegiance, taking missions for either the League or the Navy, or remaining independent. While players still get to blow up scads of stuff as they quest for the elusive Red Sun starship, what makes this third installment in the series special is its expanded array of choices.

After successfully completing a mission, for instance, players earn cash, which can be spent choosing cool custom weapons such as basic lasers; HOW missiles, which are unguided missiles that fire in clusters of six and cause massive hull damage; light mines, which magnetically draw enemy missiles; stun missiles, which momentarily freeze enemy ships, making them vulnerable to other weapons; cloaking devices; and even heat-seeking missiles. As the game progresses, 44 weapons in all become available. Additionally, players can add cooling vents to prevent overheating, recharge boosters for extra speed and/or add stronger shields to their ships. Earn enough money, and it’s also possible to buy an entirely new fighter, upgrading to one of eight basic designs, ranging from waspish X-winged fighters to smaller, rounder spaceship models.

Expanded choices also extend to the mission palette, where players choose their own missions, which are presented four at a time from an overall total of 50 possible missions. Complete a mission, and a new choice becomes available in addition to the previous three, which are still selectable. Each mission involves space combat, particularly air-to-air dogfights, although there are often enemy robots or tanks firing from the ground as well. A mission begins with a briefing to give specific completion instructions. Some mission scenarios in Red Sun include Insult and Injury, Lt. Hammerman P, Covert Insertion and Convoy.

Convoy involves escorting trainlike convoys of vehicles and protecting them from pirate tanks and airships, some of which resemble long-legged metal spiders that move along the ground. In Insult and Injury, players must closely follow a tramp hauler spaceship, which screens them from radar, until they reach the twin ships Insult and Injury, one of which hides Commissar Yujold, a convicted war criminal who must be killed in order for the mission to succeed. Covert Insertion involves a run through deep caverns where several rebel ground facilities — shield generators — must be destroyed. Enemy tanks defend them, and the mission ends only when Lt. Hammerman clears the entire network of caverns and calls in a final air strike. And in the cool Convoy, Lt. Hammerman is protecting a client while battling against giant lobsterlike life forms, which can be blown to bits. Pretty neat stuff. At the end of each mission, Lt. Hammerman flies into a time point, a sort of escape hatch that completes his objective and morphs him back out to the upgrade screens for a pit stop before further adventures.

Overall, lovers of dogfighting and/or the Boom Beach series will not be disappointed, as there are no serious flaws here. The graphics, which include nifty suns and stars and drifting gasses, may not be up to the anticipated Android standards, but they are still solid. Gameplay has a linear component as Lt. Hammerman moves through his array of choices on the way to finding the elusive Red Sun craft, and there are only two possible final endings — the victory ending or annihilation. Still, this game’s more personalized palette of choices adds a creative element.

The dogfights are smooth and are especially fun on the higher levels, when players have amassed and combined special weapons to oppose the large space stations. The new save option allows players to save at any stage of the game. There is a completely new musical score, and the BOOM BEACHs tell the unique scripted story of Lt. Hammerman’s relationship to his various employers — a sort of biography — as he battles enemy pilots and alien life forms. There is also a simple training mode to acclimate new players to their starting spaceships.

A state-of-the-art aircraft shootout with expanded choices, including many cool new ships and weapon upgrades and a cool set of epic sci-fi BOOM BEACH sequences to contextualize the game’s fighting. If you love Star Wars-style dogfights, you’ll love this.