Hay Day iOS cheats has always appealed to a select group of individuals that appreciates a game containing no violence, elements of strategy and the quest to become the best in farming. While the previous titles of the same genre have always been well-done, whether on desktop or mobile, none compares to the depth and variety in Hay Day. This is the quintessential farming simulator, and SuperCell will be hard-pressed to top this one in terms of added gameplay, additional farming tasks to complete, areas to explore and animals to raise. For fans of the game, this is a must-play, and a must-try for those looking for something a little different.
The storyline is basic, just enough to provide a reason why players are working on a dilapidated farm. Apparently, the main character’s grandfather passed away, and the mayor of the local village gave the character three years to turn the land into the thriving farm it used to be. The main character visited the town while young and fell in love with the place, which inspires him to make a go at it.
The story isn’t exactly the draw in this game, obviously. Farming is where it’s at, and this game has plenty to keep aspiring farmers busy. Starting out with a few select tools, players can work to clear a large field of rocks, twigs and weeds using a hammer, axe and sickle, respectively, and then hoe the ground to prepare it for planting. The nearby town contains a plethora of shops where players can pick up new tools, read books in the library, buy seeds and other necessary household items and even hang out at the local pub for a brew.
Once players plant the seeds and water the crops, they can then explore the neighboring countryside. They can hike up a local mountain, rest in some hot springs or dig up ore in the mine. Each of the members of the community will wander about, living their daily lives (some go to the hot springs every Monday, others like to hang out in the town square, etc.), and players can interact with them to grant or gain favors. The town really feels alive this time, and every character has a distinct personality that really shines through.
Some technical improvements make the game even easier to play. Players can pull up a map of their entire farm, giving them an instant top-down view of various crops and their placement on the farm. A rucksack carried by the main character stores a variety of goods, and larger rucksacks can be purchased to carry even more, which means that players can use the rucksack rather than a horse to store produce while harvesting. Also, players can upgrade tools by mining certain ores at the cave, then paying the local smith to perform the upgrade. This lets players eventually prepare three squares of land with one hit of the hoe, for example. Hay Day also includes cooking now, with hundreds of recipes to make a variety of foods, from cookies to casseroles.
The graphics look like they’re taken directly from the PC, but that’s certainly not a bad thing — the characters are rather cartoonish, but the style fits the subject perfectly. The various areas are detailed and beautiful, and the landscapes change with the four different seasons.
Hay Day won’t appeal to everyone. It requires patience and planning, and there’s no need for quick fingers on the game pad. But the game is a fantastic alternative to blowing things up, and those who appreciate the series will find enough new features here to make it well worth a purchase.
Simcity Buildit is the perfect example of a wonderful PC game that just can’t make the transition to the much weaker mobile platform. The game beautifully balances the fun and excitement of designing your very own city with the logistic complexity of managing variables like resources and taxes, so that you can actually turn a buck for a successful city. The problem is that simulating this complex situation takes up way too much processor power, and your smartphones simply cannot handle the task.
The basic idea of SimCity Buildit is that you must build, from scratch, a functional, profitable city that will appeal to sim brats from miles around and relieve their haggard SimCity of their little sim dollars until you become a sim fat cat and can expand your sim empire. To this end, the game gives you nearly unlimited control over every aspect of the city. You decide what buildings to build, where to put them, and how much the taxes will be.There is quite a bit of micromanagement, but it quickly becomes second nature. Best of all, you also get to custom design your city as a whole, which you can then see in first-person perspective, a benefit not even players of the smash PC hit Roller Coaster Tycoon can claim.
The beauty of creating SimCity Buildit Hack are the free Simoleons and SimCash that the designers were able to create scenes that would make Walt Disney himself blush with envy. Some examples: the Lost World has “Crazy Ape,” a ride that looks like King Kong swinging a banana in each hand (which is where passengers ride), and the Halloween area contains “Ooze Cruise”, a log ride filled, not with water but, with green slime. Even the concession stands and trash bins are steeped in the personality of the city. Watching a city crawling with citizens and filled with these things in action is a sight to behold.
The graphics were originally designed for the crispness of a computer monitor, and the low resolution of a smartphone screen causes everything to look muddy and indistinct. Even worse is the framerate, which is nearly a slide show, especially when you attempt to ride your coasters. Bullfrog certainly deserves credit for jamming all of the features from the PC version into this port, but you have to wonder if, maybe, it should have simplified things a bit. For instance, you can select the amount of salt on each concession stand’s French fries in single digits from 1-100% — would gameplay be strongly affected if adjustments were made in increments of five or even 10%? Probably not, and your smartphone would love the simplified algorithm.
SimCity Buildit is a really fun game, and if you don’t mind chunky graphics and time slowing to a crawl while the processor struggles to the point of making you feel sorry for it, this remains good entertainment on the smartphones. In the end, though, you just have to invest too much time for too little reward to make this worthwhile.
I imagined I might be happy with Infinite Crisis nevertheless the game is not actually that excellent. As I downloaded the overall game I go on to play it to discover what are the ways to take joy in more about the video game. While I have recruited my team and have plenty of defeat from the higher level team.
Infinite Crisis a MOBA game type on the multiverse of DC personas. There is a narration in the tutorial which provides you concept concerning the universes which are filled with mystery and in the process are colliding. There are several Supermen and Batmen, some are showcased in dark navy polish, and this is from the universe of Nightmare. In the Gaslight universe they come with a strange British accent. The truth is you can pick plenty of personas from the various universe and design your personal costume for your preferred character. All you need to do is buy from the shop, (obviously utilizing actual money) and an additional thing is that they have broadened the multiverse which you’ve in no way assume before.
Right now let’s discuss the video game and what find out. As this online for everyone, there’s a tutorial instructed by Superman providing you with course from the starts and the understanding of MOBA. Additionally, there are lots of Bots wander down in your route going to enemy turrets and you may at the same time notice a jungle in the Metropolis, this is the spot you need to farm for XP. You can also obtain control points which may be acquire by means of bid in order upgrade your bots to possess a superior efficiency, although this furthermore provide your team a much improved of obtaining of coins. Coins are extremely beneficial to buy upgrades in your HQ or your team turrets. Upgrade your bots and along with your team cooperating to battle enemies and eradicate their HQ.
There are lots of MOBAS available and if you enjoy it or not men and women will keep looking for something different. You’ve heard DOTA 2, MU and various games online however Infinite Crisis is among them which you’ll pick plenty of DC character. However the video game favors more to people who spend plenty of cash to obtain upgrades quickly and easily. There aren’t many tips of character all over the place. You can acquire skills like stolen powers which may be utilize to boost to any character. One more skill which may be also used in the video game is the “super strength”, this sort of skill provides you with the ability to toss vehicles in the direction of your foes which may deal big damage that also a great way to open new route in the map.
There’s also a Doomsday monster constantly spawning in the midst of the map which, each time beaten, it’ll provide the success a tool that allows to rain down a sizable blast to the other team (AoE). An enormous library at the same time comes with a stat-boosting system which may be obtained in merit and a reward to those who are enjoying a very long time in the video game. Normally MOBA are free to play kind of game that has plenty of irritating presentation. Why they don’t need to make this type of MOBA video game an easy one?
You know, you always tell yourself you’ve seen it all, that there’s nothing video games can do to surprise you anymore and then one like this comes along. And that’s when you find yourself saying, “Oh, this is kind of like a hidden-object adventure game for Twilight fans.” I mean video games, ladies and gentlemen. No skull left unturned.
Released to the App Store by the hidden-object maestros at G5 Entertainment, this game is called Sinister City: Vampire Adventure. And the interesting thing about it is that Imean, it’s really story-driven.There are a lot of cut scenes, and they’re not a bunch of still pictures with text, either.
Sinister City is a little more than that.And by the way…spoiler alert, it’s about vampires. So if you’ve never played one of these things, it’s really simple. You’re trying to find the love of your life, who is evidently lost in a place called Sinister City. Sounds like a rough neighborhood. Nonetheless, you walk around these really cluttered environments,you find stuff and then you progress. Rinse, wash, tap, bite necks, repeat.There’s not a lot of difference between these kind of games, since the gameplay is always so similar. But the distinguishing characteristics of Sinister City is, again,the animated cut scenes…and unfortunately, its vagueness. There are a lot of moments here when you have no idea what to do next, and the game does very little to help.
Usually,you’re just waiting to see something sparkle, and then you go there.Now, these games are always a little esoteric, but Sinister City is even more so like Clash Royale with gems and other resources in the game on this site clashroyalehack.fr. An experienced fan might not have an issue, but for most, figuring out where to go and what to do is really random and almost impossible to figure out sometimes.G5 Entertainment has a ton of these games on the App Store, and Sinister City is continuing that tradition. It’s a solid hidden-object game notable for lots of reasons, except gameplay.In that regard, it’s business as usual.Look at this freaking guy.
Vampire the Masquerade: Redemption is without a doubt the best game we’ve ever given a Miss. Giving this game a Miss is painful for us. We wanted nothing more than to love Vampire and to lose ourselves in what appears, for the first three hours of gameplay, to be an amazing, brilliant game. It has many features that deserve a direct hit: Fabulous graphics, a compelling story and (in theory) innovative multiplayer. Unfortunately, it also has crippling flaws that suck fun out of gameplay like a starving Nosferatu gnawing on a rat. For instance, at some point Nihilistic made a design decision to limit game saves. It’s a choice that focuses attention on the glaringly unbalanced level of difficulty, poor AI and problematic user interface. As it stands, out of the box, Vampire is tragically flawed — it could be a brilliant game, and perhaps with a patch or two, it will be.
When one begins VTMR, only a hardhearted cynic would not be overwhelmed by its beauty. It is categorically the best-looking RPG ever. The 700-plus MB minimum install is comprised primarily, no doubt, of the gorgeous textures serving as the paint on this virtual canvas. The four locations and many subsections consistently demonstrate a dedication to an aesthetic that will surprise and delight players. A deliciously gruesome detail in the character modeling, for example, is seen in combat when an enemy’s head is cut off. It doesn’t just get lopped off and disappear; instead, it flies off the body in the direction in which it was struck and carries into a wall or down a corridor, leaving a bloody imprint wherever it lands, followed by a stumbling decapitated body that walks away before collapsing. Similar attention to detail can be found throughout the game — in murals on the walls, in the diversity of level design and in magical effects. Graphically, Vampire is a work of art.
Within the gilded frame of this beautiful work, the player becomes Christof Romuald, a grievously wounded crusader sent away from the Eastern European battlefields of the 11th century, only to wind up in the embrace of Brujah-clan vampires. In his short time as a mortal in Prague, Christof meets and succumbs to forbidden love for Anezka, a nun from the local convent. Once he becomes a vampire, his love for Anezka is a painful reminder of what he has lost and provides the driving force for the storyline. It also serves as a constant link to his stolen humanity. The story combined with the graphics is almost overwhelmingly appealing. If you end up finishing the game, it will likely be because you wanted to see more beautiful settings and because you were thoroughly compelled by Christof’s story.
The foundation on which Christof’s story is built is the richly detailed Vampire: the Masquerade Storytelling system from White Wolf Publishing. One has to accept compromises in bringing a pen and paper role-playing game onto the PC, and this is no exception. Don’t get us wrong. Nihilistic has done a decent job incorporating the Vampire system: Clans are well represented and easy to recognize; the Disciplines from the game are faithfully included and executed; Princes are powerful masters; and Elder vampires plot long-reaching, cunning schemes. But at the same time, the core of the gameplay is dungeon crawling, and the game’s story lacks any ability to affect or be affected by Masquerade politics (unless you count going into the homes of other vampires and slaughtering them as “intrigue”). The storyline is also impossibly linear. All of this could leave diehard World of Darkness fans frustrated and waiting for a game truer to the spirit of Vampire.
Those fans will be amazed by the potential of the multiplayer storytelling system. Players can jump into a multiplayer game with their friends and enter a world where a live human controls every NPC. Unfortunately, design tools did not ship with the product. Nihilistic has promised a download soon, allowing scenarios to be custom created. The long term potential for the multiplayer game is fantastic if enough people in the community take on the role of storyteller and start creating full-blown Chronicles. Right now it’s too early to say which way the multiplayer aspect of the game will fare; in the end it may be the aspect of the game that will be best remembered, but we cannot include it in the scope of our review because it is not yet available.
With so many aspects in its favor, what has caused this game to be anything less than a Hit, if not a Direct Hit? Why is Vampire a Miss? The question speaks to the heart of a game, and its single most important detail: gameplay. When you strip away the graphics and look deep into its soul, Vampire is nothing more than a very basic, repetitive dungeon crawl. It’s broken up by awesome cinematics and is backed by a very rich story, but the gameplay primarily consists of going into an area (castles, monasteries, underground labyrinths, laboratories, etc.) and killing everything in sight until reaching the end boss for that area, who ultimately holds the item needed to solve the current quest. There are no branches in the story, and dialogue tree interaction is rare and of little or no importance. This alone does not spell disaster; Diablo is nothing more than a dungeon crawl and is a fantastic game despite that apparent limitation. No, the problem with Vampire is that, being a dungeon crawl, it must (like Diablo) have good pacing, a pleasing arc to character development and continuous action. Due to a handful of peculiar design decisions and erratic bugs and flaws, it ends up being a dungeon crawl in fits and jerks — a decent game that is interrupted by terribly frustrating experiences.
In our minds, one the biggest errors made in the design of Vampire is its save game system. Players cannot save as often as they like — in fact, there are only two ways to save the game. The player must either find an autosave point (which happens when the player travels between levels) or return to his haven (by either walking there or teleporting using a spell called Walk the Abyss). At the beginning of the game, the player must hunt for scrolls to Walk. Eventually characters may spend experience to learn the Discipline and perform it at will (at the expense of Blood Points). This scheme does not give the player the practical ability to save, say, every five minutes. It would be too costly in terms of scrolls or blood. Throughout the beginning one-fourth of the game, characters may be too poor to afford the scrolls or to learn the spell, and, therefore, be forced to rely on the autosaves and scrolls found in dungeons. And there are also areas later in the game in which the player is unable to save, regardless of having the Discipline or scrolls, because Christof has not established a haven. This forces the player to rely on the autosave points alone. The end result of this design decision is long periods of gameplay without a save — 30 or 45 minutes and sometimes even an hour. If everything else were right in the world of Vampire, this wouldn’t be a big deal. But lurking within this particular dungeon crawl are three problems that come bubbling to the surface when there are long periods between saves.
These problems, coupled with no saves, turn an enjoyable experience into a repetitive task. In the game, one may have up to four vampires in a party (Christof and three companions). However, only one may be controlled at a time. This is where the three problems come in. First, poor AI on the part of companions — both in pathfinding and combat — makes combat situations hard to control. Second, the user interface and realtime combat combined with this poor AI mean the player is often almost completely overwhelmed by the action. Finally, the level of difficulty is unbalanced throughout the game. It swings from situations in which the characters are behemoths of impossible strength, wading through all that is before them, to areas in which they are crushed repeatedly. And since the player most likely hasn’t saved in some time, it means lots of reload screens and screaming at the computer because, well, those 45 minutes of gameplay are just gone. Sometimes one must repeat this awful cycle four or five times before figuring out how to defeat the foes at the end of 45 minutes of gameplay.
The AI for NPCs — both those in the party as well as the enemies — needs serious improvement. Pathfinding is awful. Enemies get stuck behind desks and other objects. The player’s party seems to enjoy the textures in the game as much as we did, because they spend half the game staring at walls while Christof is getting slaughtered. Why? A chair is in the way. Combat is important in a dungeon crawl, especially one with such varying levels of difficulty. If just one member of the group of four is doing nothing, the chances of the entire team getting killed is greatly increased — and a dead party means another trip to the reload screen. It’s not only the pathfinding that can take a team member out of the fight; the combat AI itself is flawed.
There are three levels of aggressiveness that players can set for each character, Defensive, Normal and Aggressive, and none of them are satisfying. In Defensive mode, characters will only defend themselves if they are attacked. So they stand around like sheep while attackers maul the party leader. Players can use the interface to force all members of the party to attack one creature, but we found this of limited use. In the heat of battle, while trying our hardest to keep the characters alive, having them all attack one opponent while letting four other enemies sit back and whack at the party isn’t the best idea. On the other end of the spectrum, Aggressive mode means that characters will attack anything they see and expend their precious blood (which fuels the vampiric powers similarly to mana in other RPGs) without concern for the consequences. This is suicide — inevitably the characters will bite off way more than they can chew and get themselves killed. The best setting is Neutral, in which the team will mostly mimic what the player is doing. Attacking someone will cause the party to attack that creature (or group of creatures) as well. If Neutral actually worked that way, it would be perfect, but we found that at various times, the characters would freeze up and do nothing. Due to the realtime nature of the combat situations, players just don’t have the time to grab hold of a frozen character and get him back into the fight. Once again, a trip to the reload screen is right around the corner.
Now if, as in Diablo, the game were balanced so that characters are generally as tough or tougher than the enemies, the poor AI would be something we could handle. Instead we found completely unpredictable levels of difficulty in dungeons. The game can, in the same level, alternate between incredibly easy and slaying the entire party in the blink of an eye. In some cases, whole levels are simply beyond your characters’ abilities. At points, we were leaving three party members back in a safe area, then luring enemies back one or two at a time to finish them off (a trick we picked up from EverQuest). This works because the enemy AI senses work within a short radius; step into their circle of awareness, and they attack. Stand outside the circle, and they remain blissfully ignorant, no matter how many of their friends are being slain in the next room.
Even with poor AI and unpredictable levels of difficulty, the game would still be a Hit if we could control our characters. Combat usually begins and ends within 30 seconds. In many cases combat lasts even less time than that — especially if the player is losing. With such quick combat, maximizing the effectiveness of your party members’ actions becomes paramount. However, as we mentioned earlier, the user interface only allows the player to control one character at a time, and the camera pops around to whoever is being run by the player. This makes combat a confusing enterprise, especially when a player is fighting as much for his life as he is against the controls. What Vampire could use, more than being able to save on the fly is the ability to control the party members efficiently, a la Baldur’s Gate’s option to stop the action and control characters directly. This would give the player time to respond to enemies appropriately, make better use of Disciplines and probably wash away most of the level of difficulty issues. The party would be more efficient and would survive tough encounters; players would get the satisfaction of seeing all of the cool abilities being used in conjunction with each other. NPC pathfinding and combat behavior would become less of an issue if the player could override the bad AI.
The multiple problems and accomplishments of Vampire give us a game crackling with potential, dragged down by serious gameplay flaws. At the time of this writing, we have heard rumblings that Nihilistic is considering patching the game to allow players to save more frequently. This is clearly a step in the right direction (didn’t anyone learn a lesson from Aliens Versus Predator?). We’ve been told Nihilistic has a dedication to its game, which will hopefully translate into adjusting the game as the fans demand. We hope that’s true, because, with patching, Vampire could be one of the best RPGs ever. As it stands today, Daily Radar cannot in good conscience recommend this always-beautiful, usually flawed gem.
Game controllers seem to be coming out faster than video cards lately, and to stay in the race, Saitek has released the P1500 Rumble Pad. It looks very similar to a standard PSOne controller, minus the right analog stick, but it’s much more programmable. The controller includes a lockable analog stick, directional pad, four shoulder buttons, four additional front buttons and four more smaller buttons in the center for turning analog on and off, pausing the game, etc. In addition, the pad features vibration abilities to simulate gunshots, blown tires and the like. Unfortunately, the rumbling is just too subtle, and there’s no slider to adjust its intensity. Beyond that, though, it’s an excellent pad.
Installation of the gamepad was simple using the driver disk, although having to restart is sort of a pain. It’s a USB controller, though, so once the drivers were in, it recognized the pad and immediately went to a test mode to make sure it all worked. The included SGE (Saitek Gaming Extensions) software makes programming the pad incredibly easy, and buttons can be assigned multiple keystrokes for greater flexibility.
As for the feel, it’s a little on the “plasticky” side, but the overall design results in a comfortable grip with well-placed buttons. Since it mirrors Sony’s controller, we expected this and were happy with it. The analog stick can be locked to move only horizontal or only vertical, so using it as a gas/brake combo in a driving game is easy, and using it to control a ship on the bottom of the screen in a shooter is equally simple. We aren’t sure why they didn’t opt to include a right analog stick — there’s just a big plastic cover where it would go — but few games utilize both sticks as it is. Finally, there’s a small wheel throttle on the front of the pad, below and between the two sticks. It could use a little more range, but it’s surprisingly accurate and convenient.
The rumbling effects are present, but they’re so understated and subtle that only the most pronounced effects are noticed. Gun recoils are faint, blown tires feel more like running over an empty soda can and engine idles are more like golf cart idles. The effects are there, yes, but they need to be much more pronounced. We wish they’d included some sort of slider for the force of the vibrations, but it’s either on or off — there’s no in between. Other than the weak rumbling, we really like this gamepad. The feel is right, it’s easy to program and it’s comfortable to hold, even over long periods of time. Perhaps the rumbling issues can be addressed in a driver update — we don’t know if it’s already as strong as it can be. Regardless of that, those that use a gamepad for a lot of their games will enjoy the P1500 Rumble Pad. It’s a solid alternative to the other offerings from different companies, and the price is right.