7 Best Offline Fighting Games For Android TechUntold

top 10 offline fighting games for android

top 10 offline fighting games for android - win

Status Bosses Part 2/5: Shock

Status Bosses Part 2/5: Shock
My plan was to post this later today or tomorrow, but I've been trying to post this part in particular somewhere for days with no success, so even if nobody else is too anxious for it, I kind of am XD
In case you missed Part 1, the idea is that there would be more elite villain sectors that are longer than the current ones (about the same lenght as the last mission of Taking AIM), and each of these sectors would be focused on one status type. In this post, I'll be sharing ideas for Shock related bosses: if you played one of their villain sectors, your reward would be guaranteed to have Shock related perks in it (Shock damage on a certain attack, a Shock potentiator, protection against Shock damage).
Ultron: He probably doesn't need introductions, but Ultron is an AI created by Hank Pym, with programming based on Hank's brain patterns. His disappointment in humanity turned him evil and one of the Avengers' most formidable foes since the 60's. Despite his hatred for humans, Ultron models humanoid bodies for himself (usually made of adamantium, an indestructible metal) and is inspired by concepts like having a romantic partner and even children. Such desire has driven him to create Vision - an advanced android that he sees as a son - to help him destroy the Avengers. However, as many people know, Vision betrayed him and joined the Avengers as a force for good with free will.
https://preview.redd.it/6klu18p5aag61.png?width=387&format=png&auto=webp&s=6eed9066b38c67dec697f57e0401f744bbf6dc6a
So first off: Vision is one of the most requested heroes to be added to the game, and Ultron would be the ideal villain for his DLC due to their history. Vision himself could begin his own DLC as a villain, a minor boss at the end of the first mission that the Avengers would beat and eventually turn to their side. Second: Hank is already working with AI in the game. Just look at Roy. Third: it feels wrong to have a game that is mostly about beating robots without having the greatest evil Marvel robot in it. So the seeds are all there.
Gameplay: Like Blizzard, Ultron takes control of an entire electronic base of operations, but instead of just overseeing the Avengers as they get close to him, the entire level is the fight. Ultron is everywhere, which also means there are many ways to hurt him. His boss level (or at least the final section of it, where the fight takes place) consists of four sections: the control rooms, the ring corridor, the firewall corridor and the mainframe room.
The mainframe room is a large circular chamber at the center of Ultron’s facility. Around the mainframe there’s a chasm that separates it from the rest of the facility. The only way in is the firewall corridor, a straight bridge with walls and a ceiling that goes over the chasm, but it is blocked by a literal firewall that must be deactivated by the Avengers. Around the mainframe chamber and this corridor there’s a circular corridor, which is the ring one, used for movement between the control rooms. These are five chambers disposed around the ring corridor, each of them controlling an important aspect of Ultron. The players must sabotage at least three of these rooms to deactivate the firewall and get to the mainframe room.
Besides enemies, Ultron himself (his main body) also shows up throughout the ring corridor and the rooms to try to stop the Avengers. He does this by flying and can also shoot plasma blasts from his hands and missiles from his backs. But unlike the common enemies, Ultron’s main body is invincible for being made of adamantium, so all the players can do is avoid his attacks while focusing on the sabotage.
· Room A contains consoles that must be hacked with a virus from JARVIS. But beside the traditional consoles that highlight areas on the floor that players must keep under control, there are also consoles that the hacker characters (Iron Man, Black Widow and Kate) can take control over to speed up the hacking process. This requires their players to keep hacking the consoles continuously, which can be interrupted by enemy attacks. While hacking, the hacking heroes can take their hands off the console to aim and shoot enemies in front of them. If enemies come too close, they’ll get behind the character and the player won’t be able to defend him/herself without abandoning the console, so having at least one ally around for backup is always welcome. Aiming pauses the progress in that specific console, but the hacker is able to resume it instantly by just letting go of the aim button.
· Room B contains servers that must be destroyed, but each server is covered by a hard casing that can’t be damaged by normal attacks. A switch in the middle of the room causes the casings to retreat temporarily, but not long enough for all the servers to be destroyed at once, as you can imagine. Characters that are capable of breaking special doors with their power attacks (Kamala, Hulk, Cap, Thor and the Hulkbuster) can use these same attacks to destroy the casings permanently.
· Room C contains power cores that must be destroyed. But don’t worry: these aren’t be the typical cores that we pull out of a machine and have to destroy before they get back in. These cores are stable and indestructible as long as they’re kept in their room, so players must pull each of them out of its circuit, exit the room and keep it with them long enough for it to become unstable. When this happens, the core must be thrown like a ranged attack so that it explodes when hitting something. Ultron flies after players carrying cores, and if he catches up to them, he will take the core back by force and fly back to their room to put it back in the right place. But shooting Ultron while he chases the core carriers will slow him down, and doing it while he’s flying back with a core will also force him to drop it. If players are smart enough, they can even take unstable cores to the server room and use their blast to destroy some of them!
· Room D has a trio of Ultron copies responsible for administrating important functions in the base. They aren’t indestructible like the main Ultron body, so they act like an alpha team. The players must fight and destroy them.
· Room E is a vertical ventilation shaft made to vent the mainframe’s heat up and out of Ultron’s facility. Instead of a floor, there’s a large fan (with about 30 meters/100 ft in diameter), with its center held by three metal beams. One of these beams connects it to the entrance of the room, while each of the other two leads to another shaft with another identical turbine. The Avengers have to walk on the beams (which are wide enough for only one hero to pass at a time) and destroy the core of each fan at its center to deactivate all three. Ultron or other flying enemies show up to shoot the heroes as they walk on the beams, trying to make them fall off and die hitting the fans (which will respawn them at the entrance of the room).
Once three rooms are sabotaged, Ultron turns off the firewall and rushes through the corridor into the mainframe room. The Avengers can finally chase him into it, but the firewall corridor is an obstacle course full of electric hazards on the floor and laser beams disposed to partially block the path. And getting hit by any of these isn’t be like getting hit by regular hazards and lasers: it will stun the heroes for a second. To make matters worse, the firewall will start rebooting itself as soon as the heroes enter the corridor, and will get closer and closer to them until engulfing the whole corridor in deadly energy again. So you must have figured by now that the goal here is to get to the mainframe room quick hitting as few obstacles as possible, and outrunning the firewall that is an instant kill.
After all of this, the Avengers meet Ultron recharging at the center of the mainframe room, sitting on a throne above them with cables coming from the ceiling connected to his back. The goal now is to attack panels under his throne, but Ultron has the whole room working for him, being able to electrify parts of the floor, aim big lasers on the walls at the heroes and smash them with giant robotic claws (Brainiac from Injustice 2 style). Destroying the panels causes the throne to explode, which also leaves Ultron’s adamantium carcass partially molten and with holes revealing his core, meaning he’s finally vulnerable to normal attacks.
So he has all of the attacks, weapons and tricks I mentioned before, but here’s the fun part: each room the Avengers sabotaged earlier also affects the fight in a different way.
Ultron can usually regenerate health slowly during the fight when not under attack, but if the players hacked room A, the virus planted by JARVIS will take his regeneration offline.
He can also summon reinforcements, both from smaller enemies and from those three secondary Ultron bodies from room D, but destroying the servers from room B will make him unable to summon regular enemies, and destroying the secondary bodies in room D will also leave him with no reinforcements to call.
Blowing up the power cores from room C will make him unable to electrify the floor consistently, including charging an attack that electrifies the whole floor at once.
Deactivating his fans from room E will make the room’s weapons (lasers and giant claws) overheat when used for too long. They’re usually indestructible (maybe even made of adamantium too), but if they’re attacked while incandescent from being overused, the Avengers can damage and eventually destroy all of them.
Electro: He's the first one that came to mind. Max Dillon was a lineman who received electric superpowers, becoming a classic Spider-Man villain and obsessed with absorbing more power.
https://preview.redd.it/gi2jm7h8aag61.png?width=1000&format=png&auto=webp&s=ad1243bcafad77f59b4cdcbffdb85786f36f82ed
Personally, for the Spider-Man DLC I'd much rather have someone like the Green Goblin or Doc Oc. But if we can get Electro too, awesome. I didn't think of an actual fight for him (there are multiple ones in Spidey games out there already tbh), so he's more of a suggestion.
Zzzax: Zzzax is a "psionically charged electromagnetic field" (think of it as a mind that uses electricity to mold a body for itself) that takes the form of a Hulk sized (or larger) monster. It's super strong, able to think like humans and feeds off of the electricity in human's brains, which usually kills the victim. Harming it is very hard, let alone defeating it. In the comics, it usually involves connecting Zzzax to a river, lightning etc to disperse its energy into them instead of just trying to knock it out.
https://i.redd.it/4lvwqpmaaag61.gif
Call me crazy, but the first thing that came to my mind when researching Zzzax was “how isn’t this a horror themed villain?”. A two-store monster of pure electricity that kills people by absorbing their brain electricity sounds terrifying to me. He also feels too unconventional to be adapted as a regular boss, unless we decide to make him another big monster to punch (laaaame...). So why not experimenting with some horror in the game too? Maybe more like suspense, but you get the idea.
In the game, after being created (maybe by AIM, either intentionally or by accident), Zzzax would immediately go to a big city and take over a hi-tech skyscraper, not only for the delicious electricity of the building itself but also the large amount of people with even more neural electricity inside it. As expected, the authorities and SHIELD are completely unable to deal with Zzzax, especially in the middle of a crowded city, but it is theorized that luring it to the lightning rod at the top of the building as it gets struck by lightning would be enough to disperse its energy to the atmosphere and make it disappear. So yeah, the “stormy night with lightning” horror cliche is here, but there’s a practical reason behind it.
Gameplay: The Avengers enter the building from the ground floor and must work their way to the top with many problems along the way. For starters, the building is mostly operated by electronic mechanisms, and Zzzax made them a mess. So the whole place is dark, many doors have to be opened along the way, usually by first reaching control rooms, and when stairs are blocked by rubble, the heroes are instead forced to climb the elevator shafts (or fly through them, I guess).
Then there’s AIM. Because even if they weren’t the ones who created Zzzax in the game, they’re certainly looking forward to acquiring samples of it for study. Synthoids and keepers are found throughout the building, cautiously studying it with flashlights and special equipment at first, but ready for confrontation whenever they spot a hero. And yes, Monica did send human AIM agents to the building with a brain eating monster, because we all know she cares about results and not casualties.
And finally, there’s big old Zzzax itself. It shows up every once in a while, huge enough to completely block most corridors just by standing there, and pursues the Avengers throughout sections of the building, like specific corridors and even some of those elevator shafts. Being touched by it is an instant kill and it can’t be harmed at all, but the “good” news is that this also applies to the AIM agents.
At the top of the building, the Avengers are met with an AIM alpha team. Zzzax arrives when the team is defeated, but so do even more AIM agents. Their attacks distract the players from Zzzax and Zzzax from the players, requiring the Avengers to fight them while keeping an eye out for Zzzax and the precise moment when lightning is about to strike the rod. When this happens, the players must call Zzzax’s attention with a ranged attack to lure it close to the rod at the right moment. Doing so disperses its energy to the atmosphere and completes the mission, while all the AIM personnel retreats.
Special interactions:
· Thor can also summon lightning to the rod by striking it with lightning attacks, bypassing the need to wait for the lightning.
“But wait a minute. Why not just have Thor do all of this alone by flying to the top of the building without going inside it, luring Zzzax up there and summoning lightning to the rod? The storm wouldn’t stop him. There’s no reason to put anyone else in danger with this complicated mission.”
Well yes, but… you know... new bosses, dude! XD
New Shock perk suggestions:
Defensive EMP: Enemies afflicted by Shock damage now also have less impact resistance. The same impact resistance debuff that’s applied to parried to enemies also happens whenever enemies get shocked.
Intrinsic Counduits: Hitting enemies afflicted by Shock damage recharges 5 intrinsic points, and 10 points when hitting them with more Shock attacks. Combining gear pieces that share this perk would stack up the amount of intrinsic points gained. Example: having this perk present twice in a loadout would reward 10 intrinsic points at each hit instead of 5, and 20 points at each extra Shock hit instead of 10. This one would be a big deal for Black Widow and Thor.
submitted by Uglyguy25 to NoSodiumAvengers [link] [comments]

Small reviews of (I think) all incremental games I've ever played on Android

I don't know if this will be useful to anyone. So I write a line or two about every game I play, and decided to find all the incremental in my game journal and post them here. It starts with the latest games I've played and I think goes back to several years back. One thing I've realized is I have such a love-hate-hate relationship with this genre since I think I've hated 90% of the games and 100% of myself after each incremental phase. I usually angrily stop playing them for a while and restart them again, so this is more or less a journal of addiction, I suppose.
THE BEST GAMES I'VE PLAYED ARE THESE (no order):
  1. Kittens Game
  2. Antimatter Dimensions
  3. Oil Tycoon
Honorable Mention: Eggs, Inc
The rest: more or less hated it
Additional comment if you decide to scan through it, I complain a lot, so it is perfectly reasonable and normal to think, "why the fuck are you even playing these games, idiot??".

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Time Idle RPG
This game was confusing. It tells me the game's resources is time, where you get 1 of it every second, but that's not really something as unique as I assumed. It would have been cool if time as resources meant you used it to deal with something related to time. Maybe time travel? Maybe slowing and speeding time?
Instead time as resource buys you stuff like a library. And then you buy a camp or something. Honestly, I wasn't really feeling it.
2
Path of Idling
The biggest cardinal sin for me when it comes to incremental is when a game has a lot of features and it just completely throws them all at you instantly. The joy of a great incremental is how things slowly open up and each new achievement feels progress.
The game is a RPG game and these are the things that opened up for me in the first few hours.
Combat which includes normal fighting, dungeon, raid, boss, PVP (locked, but it just needs an ascend, which I haven't done)
Skills
Hero upgrades which include Passive (strength, defence, stamina, intelligence), Train, and a huge Tree
Town which you can buy workers who get you various things like gold, orbs, knowledge, etc. You can upgrade stuff here.
Quest that also includes Perks and Skill quests.
Gear which 5 equipment slots, plus craft plus trade plus smelt
Also gear for your Pet, which is also another tab!
Now, here is the thing. Because I have all of this pretty much instantly, I don't really know which ones are helping me go past a well. How is adding 10 points in strength helping me? Should I have added five in strength instead and five in defence? I have already bought 20 or so upgrades in the Tree, but I have no idea if I am made the optimal choice. There is no real excitement with getting new gear. And so on.
The dev has added a lot of features, now it's time to rework the game, and have the features take their time.
2
Idle Slayer
The game is like a super simple platformer. Your character is running and any enemy it hits, it automatically slays it. There is no HP, and all enemies die in one shot. Your only active play is jumping occasionally to grab coins or hit the flying enemies. Also, you have a run skill that has a cool down.
With the coins, we get new weapons that give us more coins. Enemies give us souls which is used for the prestige system that provides us with an interesting skill tree which provides a lot of choices on the path you want to do in terms of upgrades.
So far excellent, however, the game has an extremely serious issue of pacing. The game initially progresses so fast that in the first hour or so, you get almost all the weapons aside from the last two, which then grinds down to a snail pace. You can upgrade your past weapons, but they never really get into play again. Reaching high levels of past weapons sometimes gave me upgrades of that weapon of 10,000% but they still did nothing to my overall coin per second. I think the pacing needs to be fully reworked. It would have been nice to get new weapons after certain prestige cycles, so that every new weapon feels like we have passed a significant wall. The best part of an incremental game for me is to face a wall, and when I finally break it, I feel powerful again for a while. This game feels like this though, powerful powerful powerful powerful WALL........break it....WALL. And so on. I'm still playing it as I want to get some of the skills, but I feel like it could have been so much better.
4
Exponential Idle
A very back to the foundation kind of incremental. The premise is that you are a student and working on a formula. There is a neat story where as you progress in the game, your character progresses through university. Each upgrade gives you more and more automation until I reached a stage where I would check back once every 2 or 3 days, click a 2nd layer prestige reset, and close it. Meaning the game was something like 5 seconds of game player every 2 days. I just opened it for this review and realized I had reached the end game. The story wraps up and it tells me "You can take a rest. Travel a bit. Go outside!" NO, DON'T TELL ME WHAT TO DO GAME.
3
Factoid
Factoid & Spark should have the same review as they are almost the same game with only small differences. The games are the most basic kind of incremental, where you buy something with resources, until you get the next thing which gives you more of the resources. Both give you upgrades to speed things up, and finally prestige and it's own prestige upgrades. That's it. It's nice little change of pace from all the recent incremental that sometimes do too much, but obviously due to the very simple nature of it, it does eventually feel pointless, specially after you more or less open up everything and the prestige upgrades just keep repeating.
3
Spark
Factoid & Spark should have the same review as they are almost the same game with only small differences. The games are the most basic kind of incremental, where you buy something with resources, until you get the next thing which gives you more of the resources. Both give you upgrades to speed things up, and finally prestige and it's own prestige upgrades. That's it. It's nice little change of pace from all the recent incremental that sometimes do too much, but obviously due to the very simple nature of it, it does eventually feel pointless, specially after you more or less open up everything and the prestige upgrades just keep repeating. 3
Antimatter Dimensions
Easily top 5 incremental on mobile. Does everything perfectly. You progress nicely, and when new features open it, not only is it rewarding but more importantly, it keeps adding new dimensions (lol) to the game. I'd at the end game as I write this, and I realize that there was no point in the game where it felt stale. Each new prestige layer made the game feel fresh and almost like a new incremental game.
5
Melvor Idle
It seems this game was mainly aimed at Runescape players, which is probably why it didn't click for me. It also run extremely slow on my phone which also played a part in me not really getting into.
2
A Girl Adrift
The animation is really pretty and is a nice change of pace for incrementals, but I didn't really like the too much active play. Really had to keep going back and forth to different areas to do the fishing which got too repetitive for me.
You travel to different areas of the map to catch fish, which you get points and then you upgrade stuff, but I didn't really find any real excitement about the upgrades because I kept having to go back to previous areas to fish similar creatures.
3
Archer: Danger Phone
I'm really annoyed how terrible of a game this was. Two things I like, the TV show "Archer" and incremental games, and it's done in the most lazy manner. The game is the worst aspect of idle games where it's just a straight path of clicking the next upgrade with absolutely zero decision making. Every once in a while there is a mini game where Archer gets to shoot others but it's done in the most basic form of early 2000s flash games, where the animation budget is probably 3 dollars. Same static background and both enemies and Archer have just two animation frames. The absolute laziness of it is almost insulting to the player, because it feels like we aren't even worth the effort.
There is an Archer story in the game which develops really fast, which is the only positive part, but no voice acting is again another evidence that the creators of the game weren't given any budget for this.
1
Home Quest
This game is way too slow. You have to collect materials to build your settlement but everything takes time, so you click for a few seconds, and then you have to leave the game. Which I'm fine with, but the problem isn't the idle part of it, it's how the idle part of it combines with constant checking of the game which annoys me. I like an idle game where you forget to start the game for a day, you come up to a lot of resources, but this is a game which needs you to check back in every 30 minutes or an hour to really get anywhere. I felt that the micromanagement was getting worse as I progressed (without any actual thing to do when I am active in the game) that made me give up.
2
Idle Industry
This is probably an interesting game, but I gave up because the one thing I really disliked was the amount of resources and manufacturing that very quickly opens to you. You can buy raw materials, and you can either sell these raw materials or turn them into finished goods and sell them either. And each of these has several upgrade options (increase selling price, increase production, etc). Without even really getting too deep into the game, I have around 20 raw materials and around 30 finished products. A satisfying part of this genre is to have things slow open up for you, which gives me a decent feeling of satisfaction. But the money I got would quickly open up new products, so I would just jump ahead and purchase more expensive ones, and after a while I had a lot of materials and products at zero, and was instead focusing on latter ones.
2
Masters of Madness
Somewhat neat atmosphere and visuals, but too much active clicking. Click, upgrade to get more per clicks, get minions to get you some points without clicking, typical clicker, but with the added benefit of almost no idling. I like idling incrementals but clickers is a hard no from me.
1
Soda Dungeon 2
Basically similar to the first one, as far as I could tell. I did "finish" it but maybe I shouldn't have, since it really is the same thing from early on, specially once you get all the heroes and you kind of sort out which characters work best, then it's just the same. But because it was somewhat short and no real wall, it was at least easy to stick to it to the end.
2
Bacterial Takeover
Played for a decent amount and was actually more interesting that I thought, given the buttload of ad incentives. You create and upgrade bacteria, attack planets, and eventually go into a blackhole to prestige. Most of the game was good, but the part that killed it for me was the prestige system. Once you prestige, planets get super easy to attack, which becomes a lot of active play. I realized that each prestige was taking me at least 30 minutes to get to where I was, and it was just meaningless clicking. It got to a point where I was putting off prestige because it seemed like it would be a hassle so I stopped.
2
LogRogue
Cute graphics. The hero sort of hopping to hit the tiny monsters is cute to look at, but how long can you look at it and do nothing before you realize that it's boring? I suppose this is a game where it's just not for me. I don't like to have my phone open on a game and just watch it like a crazy person and do nothing. My rule is simple for incrementals. While the app is open, be active, if there isn't any choices to make, close the app while resources build up or whatever. I don't like it being open while I do nothing.
3
A Kittens Game
Incremental games are so strange. I get in and out of the phases. I loved this for so long and so obsessively that I wanted to only play incremental games. And then, just like that, I was wondering why the fuck I was wasting my time with this. Has happened countless times before.
But still probably the best incremental ever.
5
A Dark Room
An incremental cult classic of sorts but I don't find it really matches the genre. There is a bit of incremental at the beginning with people huts and stuff but then its just a ascii exploring game, which wasn't interesting to me.
2
Little Healer
Saw it mentioned in the Reddit incremental forum in one of the posts and thought it was a healer themed incremental which sounded neat. But it's like being a healer in a raid in World of Warcraft without any if the extras. Just a couple of bars representing your team mates and you healing them while they fight the boss. I didn't even like playing the healer in WoW so no way would I play this game.
1
Clickie Zoo
Started playing for a few days until I realized there a beta released with the dev reworking the game completely from scratch and releasing it as "Idle Zoo Tycoon". So, played that instead but this seemed like a game I would enjoy anyway.
4
Idling to Rule the Gods
The UI and one drawing if your character is really ugly enough to be distracting to me. The game, seemed interesting and I eventually was into it, but seems like a game that has been constantly being updated, which is not always a good thing, because features are obviously updated regularly to it, making the whole thing a bit bloaty.
I guess, this is the problem with this game for me, it's too fat. Also, one main part of the game is that your character creates Shadow Clones up to a maximum limit. Which is fine except the clones can't be made in offline mode. This might not be a big deal in its original web browser game but that doesn't work as well in a mobile format.
2
Realm Grinder
This is one of the really popular incremental and it's fanbase seems to love it for it's depth, but to be honest, I don't play these games for the depth, I play it for the simple dopamine rush of doing the same thing over and over again. It relaxes.
Although, I didn't even get to the depth part because I dislike games where it rushes in the beginning. I constantly bought buildings, got spells, and got upgrades without even looking at the description. Apparently, later on, we can get complicated race upgades, which seems not what I'm looking for in such a genre.
2
Spaceplan
A short (!!) incremental with an actual story (!!!). That's two cool points for it but unfortunately, the game mechanics of increment genre isn't so good. It's a space game with nice visuals and a great ending (cool music set to cool graphics) but the game itself wasn't really that fun. This same exact game would have been better in a different genre (maybe something like "Out There"?)
3
Zombidle
Felt like idle games again and this is the kind of examples that kept me away. Too much clicking and seems like advancement will start to get irritating since it relies on IAPs
2
Eggs, Inc
While I was playing it, Eggs, Inc was probably my favorite Android game I had ever played. But like most incremental games, there comes a moment when I suddenly stop and think, what am I doing?
Because there is something fascinating about Incrementals. Their addictiveness is in a way the whole point. An incremental is less of a game and more an act of electronic addictiveness. What's the point?
Eggs, Inc is a very well made and fun incremental but even the best in its genre is still pointless.
4
Castle Clicker
Supposedly a mix of incremental and city building but didn't really find out since the clickings were way to much. I know this is supposed to be the genre but I like the incremental part more than the tapping part. This seemed to be a good way to hurt your fingers.
2
Endless Era
This RPG clicker game is like other such games but with horrible GUI and animations. Tap tap tap. It's my fault for downloading such games. Why would I ever think this would be fun???
1
Idle Quote
An incremental game with a unique twist. This time we get to make up quotes! The first negative about the game and this irritates me a lot is most of the quotes are fake. A quick search on Google and this proves it. Quotes are generally attributed to Buddha or Ghandi or shit like that and it's usually fake like most quotes on the internet. This kills the major possible advantage of the game because I thought coming up with arbitrary words would at least give me some quotes to learn. Aside from the this, the game isn't fun either because it slows down very quickly meaning you combine words very slowly at a certain stage of the game and then it becomes a boring grind.
2
Monster Miser
An incremental game with almost no graphics. We just see character portraits of monsters which we buy and then upgrade until we buy the next monster. Eventually we prestige which gives us multipliers. The only game choice is choosing between two monsters with each new monster with unique benefits. Annoyingly there is a max limit which I wish didn't exist because I wanted to prestige so much that I would be over powerful in upgrading like that "Idle Oil Tycoon". Still, pointless but reasonably fun.
3
Pocket Politics
An incremental take on politics sounds fun but it's so generic that it could have been about anything. A Capitalist idle game or a cooking idle game, it wouldn't matter. IAP was also the usual shitty kind.
1
Time Clickers
A shooter incremental sounds like a cool twist but it's not a FPS like I imagined it would be. I'm just stuck in a room and I was shooting blocks. Upgrades didn't give me any enjoyment since I was shooting fucking blocks.
1
Tap Tap Fish - Abyssrium
I thought this was going to be relaxing incremental but the ridiculous and generic IAPs and all the social integeration spoil it. Too much time is spent in them asking you to buy or share or tweet or post or give them a blowjob. And there is nothing relaxing about that.
2
Cartoon 999
Incremental game about comic book writers, but not the marvel DC kind, it seemed to be the webcomic one and I think it's a Korean developer so all the characters and injokes made no sense to me. The whole thing was just targeted to a very specific audience.
2
Dungeon Manager
Incremental games need to be simple but this is beyond simple, it's just upgrade a fighter to level 5, go to next dungeon character, do the same, and just continue without any of the delicious balancing of upgrades like other idle games.
2
Final Fortress
Incremental games are already pointless but when it's super heavy on IAP than its also annoying, but when it always has bugs that doesn't register my offline earnings, then it just needs a uninstall in its face.
The zombie skin was also crappy.
1
Mana Maker
Here is how I know this clicker isn't very good. It doesn't make me hate all clickers and my life and mobile gaming in general for being so addictive and pointless.
So fail, sorry.
2
Infinity Dungeon
The usual incremental RPG that I should probably never play again. Starts simple enough and then gets more or a chore as you play.
1
Another incremental game which I had promised myself not to play anymore because they are so pointless and repetitive and endless. Well, this wasn't infinite and had a goal at 999 level so I thought it was good but while the humor was cute, the game did become very repetitive. Every 10 levels the slimes changed but after every 100 levels the whole thing restarted and while the monsters got stronger, I seemed to get even stronger. So the game became easier as I progressed and there was no more challenge. By level 800, I gave up.
2
Tap Dungeon RPG
Okay, I'm running out of ways to complain about those incremental RPG games that all have similar problems. It starts off reasonably fast and fun but soon it seems like I am in a data entry job. Doing the same thing over and over again with little changes.
1
Dungeon 999 F: Secret of Slime Dungeon
Another incremental game which I had promised myself not to play anymore because they are so pointless and repetitive and endless. Well, this wasn't infinite and had a goal at 999 level so I thought it was good but while the humor was cute, the game did become very repetitive. Every 10 levels the slimes changed but after every 100 levels the whole thing restarted and while the monsters got stronger, I seemed to get even stronger. So the game became easier as I progressed and there was no more challenge. By level 800, I gave up.
2
Tap Dungeon RPG
Okay, I'm running out of ways to complain about those incremental RPG games that all have similar problems. It starts off reasonably fast and fun but soon it seems like I am in a data entry job. Doing the same thing over and over again with little changes.
1
Tower of Hero
You start on the first floor of the tower and keep fighting your way up by summoning your heroes (by clicking) and recruiting other fighters, get upgrades, level up, and then, ugh, here is the typical incremental RPG part, restart, get items, and do it ALL over again.
There is something fun about restarting and getting slowly stronger each time but it also feels so pointless after a while. Such a pointless genre now that I have played a billion of such titles, heh.
3
Pageboy
Yet another incremental RPG which I have no idea why I downloaded because I'm sick of the genre. I played a pageboy to a knight who does the fighting while I collect the lot. I collect the loot, buy stuff for the knight, and eventually I restart to do the same thing again and get better items but this game I didn't even RESTART! Because fuck it! Fuck it!
2
Idle Warriors
The story is cute. Human population is regressing while monster population is on the rise. So the humans start enslaving monsters to mine for them! The brave warriors beat the crap out of monsters, kidnap the bosses, and enslave them. The animation of monsters slaving away while speech balloons above them talk about their wife and children is funny.
But the game itself is another RPG incremental which I should start staying away from. These games are like a chore for me nowadays because I'm doing the same crap again and again. The blame is probably on me because it seems like a reasonably solid game. But hey, fuck it, I PERSONALLY didn't enjoy it.
2
Tap! Tap! Faraway!
Any game that is remotely like Tap Titan scares me. They are addictive at first and very fast moving but after every restart gets more and more annoying. It soon turns into a time eating activity with the player having to redo the initial levels to get relics to get better items to progress further to restart to get relics to and so on until the player realizes how much time he is putting in the game for a repetitive activity.
2
Auto RPG
Now that is a title the game developers didn't spend too much time on. RPG battles are automatic but I can help out by clicking like a mad man. I started with one hero but would get additional members in my party as the story progressed. Party members receive skills as as they level up and while all the skill usage is automatic, it did give me a sense of progression which is extremely important in a RPG and which I think is usually lacking in incremental games. It usually starts feeling useless but in this game at least there are new maps, new members, and an actual end sight!
There is an infinity stage once the last boss is defeated but I am glad the infinity stage happens AFTER the end and it's not the game itself.
4
Merchant
Hire a hero and send on to battle. The battles is done automatically and takes time, starts with something short like 10 seconds with each battle taking longer. The loot is raw materials which can be used to craft equipment which also takes real life time with better items taking longer. The crafted items can either be sold or equipped to the hero to make him be able to fight stronger monsters.
I was worried I would hate the longer crafting and fighting times because I hate games which I have to watch for a task to finish but even though the durations for longer, I had more to do. However, I don't know what would have happened in the end game because I gave up on it. New maps were exactly like the first map just with different heroes but the progression was similar in each level which felt that I was doing the exact same thing all over again but with longer task times.
2
Idle Oil Tycoon
This is the best idle game I played. It's graphics aren't just minor, they are none existent. It's just numbers, so basic that my sister thought I was on a stock market app.
It's such a simple concept. Invest, get oil, upgrade then like other idlers restart to get a bonus and do the full thing all over again. When I finished the game, I played the unlimited mode which I played until the unlimited mode couldn't handle the numbers anymore.
5
Soda Dungeon
This kind-of Idle Dungeon was great. I started with weak ass fighters who would fight on my behalf while I collected the loot. I then got to use the lot to upgrade the sofa bar to recruit more adventurers. Not sure why it was a sofa bar. Maybe they wanted to make it a family game and not have alcohol? Sounds weird but the sofa element in a RPG game sounds weirder.
The game only hit a brick for me when, like most other incremental games, there is no real closure. Once I thought I bet the big bad guy, it just goes on, harder but similar enough with no end in sight. Eventually, we have to stop playing right, but it always feels a bit like a let down when I don't feel like I have finished the game.
4
10 Billion Wives Kept Man Life
The two games from this company, 10 Billion Wives and Kept Man Life, have similar strengths and weaknesses.
I liked the silly premises from both. In 10BM, I had to get married as much as I could, using the loves I collect to marry more expensive wives! In KML, I'm a boyfriend who doesn't work and I have to please my career gf so she would take care of me.
Both start reasonably fast and I was willing to grind through difficult parts but the end game is like a brick wall. Passing through it to get all the achievements is pretty much impossible unless one puts in way too many hours. And it's a shame because I really wanted to get all the achievements to see all the tiny little extra stuff.
3
Adventure Capitalist
One of the better incremental games, but now that I am out of the short lived incremental fan phase, I realized how dumb the genre is. Tap, tap, tap, upgrade, do this a million times, reset, and do it all over again like a moron. The game does deserve credits for me acting like a moron and playing it for so long but I also cheated and got free cash and then if occupying became even more pointless.
3
The Monolith
A combination of an incremental and a civilization building game seemed like an excellent idea and in some ways, it was, specially how we get to upgrade through the ages from cavemen to futuristic. But no offline feature means that the resets aren't enticing.
2
USSR Simulator
An incremental game that has a great theme (USSR!) but absolutely horrible to enjoy, even though I did stick to it. After a certain upgrades, the game just turned into me popping in the game, clicking an upgrade and then forgetting about the game for a few days.
2
RPG Clicker
They should call these games tappers not clickers. We are not clicking anything on a touchscreen device. Anyway, tap tap tap level up buy weapons tap tap and uninstall.
1
Logging Quest Logging Quest 2
[Review is for the original and its sequel]
There is not much of a difference between the game. I actually played them both at the same time because the actual game is offline. You choose your hero, send them to a dungeon, and then come back to the game after a while to see how well they did. I thought an offline RPG like this might be interesting but then, if you don't really play a game, how much fun can it be?
1
Another pointless incremental. I was in an incremental phase and got so many incremental games that I know realize were absolutely pointless.
Hit a tree, buy upgrades, get a new hero, and continue hitting a tree. Not much offline it seems which is what I like about incrementals.
1
Galaxy Clicker
A space incremental that should have been a lot of fun. You get to upgrade your spaceship and buy new ones and explorer new planets. But first of all, the interface is so ugly that it makes playing the game less enjoyable. And a lot of things I didn't really get no matter how much I would play like the full exploring planets. The spaceships were nice, so it could have been fun.
2
Megatramp
A pretty pointless incremental kind of game. You are a tramp and then you can collect money to buy upgrades to make more money, with no strategy needed, nor any effort needs to be made to hurt your brain cells.
1
Inflation RPG
It supposed to be some kind of incremental RPG, I think, which has you resetting and getting more powerful and then fighting monsters to get insane levels. It is very unique but I couldn't get into it.
2
Widget RPG
Are you fucking with me? This is button bashing rpg in the most extreme manner. You get a widget, so you don't even have to open the game and distract yourself from the button bushing. Just click the button and the game plays behind the scenes and gets you experience, loot, and kills.
It's a ridiculous idea that is fun for a few minutes to see what they come up with but there is only so much button bashing you can do.
2
Capitalist Tycoon
I downloaded this game because I was in an incremental/idle game phase and really enjoyed AdVenture Capitalist. But this game is nothing like that. On the surface, it seems similar, buy small investments, make money, buy bigger investments, and so on.
But with this game, there is no offline mode, and you keep having to wake up managers, AND the goal is to see how much you make in one year. Bah. I prefer the incremental approach which makes you build and build and build, not try to rush it in just a year.
2
Clicking Bad
An incremental clicking game that is themed after Breaking Bad. It is a fun idea it's a very simple game with little to do aside from the obvious of upgrading and upgrading. The only twist might be to balance out making lots of money selling drugs and not attracting the law but even that is only a small challenge at the start. Eventually, you will get enough upgrades to bring the law risk so down that it makes no impact on the game play.
2
Zombie Tapper
A super basic incremental clicker game with a zombie team. Click click click to eat brains, use brains (?) to buy zombies to do the brain eating for you and then buy upgrades for your zombies, and buy new zombies and it all feels very pointless.
1
Bitcoin Billionaire
I started to enjoy incremental games, but it needs to have a good offline mode, because I don’t want to just play a game where I keep tapping. But that doesn’t mean I didn’t play. I played it, and I played a lot of it, because I could reset the game (like most incremental games) and it gives you a small benefit where you could finish the full game a bit faster (it gives you bonus income). So, I kept finishing and resetting, and each time the start to finish would shorten, so I thought I would reach a stage where I could finish each start-to-finish in an instant! It didn’t happen. I got bored first.
3
Tap Titan
An addictive tapping game. Just tap on the creatures, level up, get new skills, hire heroes, and then reset and to it all over again to progress further. It’s an incremental game where it depends on resets to progress, but no real offline bonus, so you have to be playing online. Which got boring, so I installed an app that does the tapping for me, which is actually a stupid way to play the game, but this isn’t an attempt to prove to anyone my intelligence. Anyway, thankfully something went wrong and my progress got deleted, WHICH WAS A GOOD THING, because the game was extremely addictive.
4
God Squad
I’ve realized most incremental games are stupid. Tap on monsters to kill, collect gold, buy Roman Gods, level them up, fight other monsters, and then get bored.
1
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5 Quick tl;dr iOS Game Reviews / Recommendations (Episode 70)

Welcome back to this weekly summary of the 3 most interesting games I played this week :)
This episode includes one of the best casual puzzle games I have ever played, a challenge 2D action platformer, and a new solitaire card game from the developer of Card Thief and Card Crawl!
Disagree with my opinion? Let’s have a friendly discussion below.
New to these posts? Check out the first one from 70 weeks ago here.
The games are "ranked" somewhat subjectively from best to worst, so take the ranking for what it is.

Let's get to the games:

UnpuzzleR [Game Size: 43 MB] (free)

Genre: Puzzle / Indie / Casual / Jigsaw - Offline Playable
Orientation: Landscape
Required Attention: Some
tl;dr review:
UnpuzzleR is a unique casual puzzle game where our objective is to undo a jigsaw-like puzzle one piece at a time. Each puzzle piece has an arrow indicating the direction it will attempt to move once clicked, and if nothing is blocking the piece, it flies away and is removed from the puzzle.
The difficulty is nicely balanced, and since we can skip levels, there’s no way to truly get stuck in any of the game’s 250 levels. There are also no annoying tutorials or introductions to the 15 different puzzle piece types. Instead, we get to simply learn as we play, which is rare for a mobile game.
The minimalistic art-style features a dark-mode for playing in dimly lit rooms, and with no time-limits or scores, the gameplay experience is stress-free and very casual, while still providing a challenging experience in later levels.
Monetization happens through forced ads between levels and incentivized ads for additional hints or to skip levels. These ads can be removed through a one-time $1.99 iAP on iOS and $4.99 iAP on Android that also unlocks all 250 levels and allows us to make unlimited mistakes per level.
UnpuzzleR is a must-play game that you’re almost guaranteed to love if you enjoy relaxing puzzle games.
App Store: Here

Unbroken Soul Lite [Game Size: 49 MB] (free)

Genre: Action / Platformer / Indie / 2D - Offline Playable
Orientation: Landscape
Required Attention: Full
tl;dr review:
Unbroken Soul Lite is a fun 2D retro pixel-art action platformer game where we fight and jump our way through hordes of enemies and challenges scattered across nine regions while trying to unravel a mysterious story.
Each region is split into smaller sections that we complete with our sword and bow, with a unique boss waiting at the end of every region. Before entering a new region, we can spend coins earned through gameplay at various NPCs to upgrade our equipment, abilities, and even buy potions that improve our strength until our next death.
The controls work decently well, with both joystick, d-pad, and Bluetooth controller options. My only gripe is that it is easy to miss-click while navigating the settings menu. The graphics aren’t stunning, but the unforgiving level design and obstacles provide a fun and challenging experience rich in deaths. The game is relatively quickly completed, but there are thankfully multiple difficulty settings to pick from to make the journey take a bit longer.
Unbroken Soul Lite monetizes through occasional forced ads between levels, which can be removed through a $1.99 iAP. The non-Lite version of the game costs $2.99 and offers the same content, but without ads or additional iAPs.
App Store: Here

Gnomitaire [Total Game Size: 120 MB] (free)

Genre: Card / Solitaire / Indie - Offline
Orientation: Portrait
Required Attention: Some
tl;dr review:
Gnomitaire is a new simple but challenging solitaire card game from Card Crawl and Card Thief indie developer Arnold Rauers.
As with most great card games, the rules of Gnomitaire are simple and straightforward; with four cards on our hand at a time, we must distribute 16 randomly generated cards into four columns so that there is one heart, spade, club, and diamond type card in each column. The tricky part is that each card tells us which type of card(s) we can place on top of it. So to win, we must figure out the correct order in which to place the cards in each of the four rows.
There are no time-limits, yet the game quickly becomes incredibly challenging – especially in the Expert and Challenge game modes. The graphics are simple but unique, with a style that matches the developer’s previous games. The only downside is that the gameplay does become repetitive rather quickly, although that is the case with any type of solitaire game.
Gnomitaire is a free game with no iAPs, and while the Play Store suggests there are ads, I haven’t seen any myself. So if you’re looking for a fun and unique solitaire card game, this is a must-try.
App Store: Here
Google Sheet of all games I've played so far (searchable and filter-able): https://docs.google.com/spreadsheets/d/1bf0OxtVxrboZqyEh01AxJYUUqHm8tEfh-Lx-SugcrzY/edit?usp=sharing
TL;DR Video Summary (with gameplay) of last week's 3 games: https://youtu.be/xvusFrgJ3HA
Episode 01 Episode 02 Episode 03 Episode 04 Episode 05 Episode 06 Episode 07 Episode 08 Episode 09 Episode 10 Episode 11 Episode 12 Episode 13 Episode 14 Episode 15 Episode 16 Episode 17 Episode 18 Episode 19 Episode 20 Episode 21 Episode 22 Episode 23 Episode 24 Episode 25 Episode 26 Episode 27 Episode 28 Episode 29 Episode 30 Episode 31 Episode 32 Episode 33 Episode 34 Episode 35 Episode 36 Episode 37 Episode 38 Episode 39 Episode 40 Episode 41 Episode 42 Episode 43 Episode 44 Episode 45 Episode 46 Episode 47 Episode 48 Episode 49 Episode 50 Episode 51 Episode 52 Episode 53 Episode 54 Episode 55 Episode 56 Episode 57 Episode 58 Episode 59 Episode 60 Episode 61 Episode 62 Episode 63 Episode 64 Episode 65 Episode 66 Episode 67 Episode 68 Episode 69
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Maintenance Magazine #23: PES2020 IMs and Legends Round-up

Hello again my dear readers, it's been a while! Hope all of you are well and safe!
PES2020 had been a downward slope for me overall, with the lack of offline event variety and legend releases being the real deal-breakers that almost prompted me to quit the game outright. Thankfully KONAMI fixed the latter half of the problem at the end of the season, sparked a wave of excitement for me and I got my hands on a few good legend players. To give credit where it's due, IMs were a touch of genius from KONAMI, as I believe they bring a nice balance between the dynamics of F2P and P2P. Moreover, permanently setting the conditions of legends and IMs to B is simply fantastic. Some of you in the sub believe legends have hidden stats; well, that's your hidden stats right there.
With PES2020 coming to a close, I think it's the time again to re-re-review every legend in my collection (I really hope you guys don't find these boring tbh, but I do really enjoy reviewing my legends) and give proper recognition to the new legends/IMs I gained. The departing Inter / Milan legends also deserve a proper send-off.
To those unfamiliar with my work, my review is purely subjective and your mileage may vary. The effectiveness of a player depends highly on the playstyle, formation and his teammates. Nevertheless, I rate players using a tier system (S > A > B > C etc.). I've also included reference ratings of popular base players for comparison and calibration. Anyone can compare stats on PESDB; in contrast, I try to focus less on the stats and convey how the player feels in actual gameplay.
For my regular followers, I'll avoid repeating myself as much as possible, keeping it short for old players unless I have new opinions about them. Some of you might find my reviews and ratings of certain players to have changed quite significantly this time, mostly due to difference in gameplay of PES2020 vs. previous iterations (e.g. nerfed skill moves, rise of finesse dribbling, nerfed passes etc). Here's a tiny tease to treat the fans: previously exclusive to Cruyff and Vieira, the S+ tier club now tentatively has 5 members! What are their identities? What's with the "tentativeness"? Read on to find out!
An important caveat is that I am a largely F2P & offline player. This means I have very limited access to coins and thus I do not own many IMs / coin-exclusive new legends. Needless to say I have not been lucky in the European legends free pulls, but I've emptied the latest box draws to get the most out of them. Sorry for the incomplete list but that's just the way I roll.
Just to be clear on my stance, I am all for the P2P exclusivity of IMs. In fact, let P2P have coin-exclusive box draws to make sure people get what they want without having to spend a mortgage. I just wish KONAMI can allow the use of GP in legend agents (non-guaranteed draws), so the F2P population has limited but farmable access to any future new legends released.
And without further ado, let the reviews begin!
Unless stated otherwise, all players reviewed below are legends and the reference players are base players. IMs will be explicitly stated. All players are rated by their performances at max level.
GK (reference - - Alisson: A)
TOLDO: A
I used to think of him quite poorly, and quite honestly he still sucked for me earlier this year. Not until recently when I played him again for this review when he finally started to play quite well, using his towering height to his full advantage. As if a last hurrah before getting removed.
Despite all that, I'm not unhappy to see him go, especially since I've got three copies of him waiting to Digivolve into Casillasmon. By the way, KONAMI, I have 3 Toldos and 4 Kahns in my squad. Can I have other non-dupe outfield players instead?
CECH: S- (tentative)
I got Cech, along with several others on this list, very recently in the current box draw. Due to my limited experience of these players, I felt uneasy assigning a definitive rating to them. On the other hand, I didn't want to leave them out as I wanted to help players make their decision on whether to go for them or not. Hence I settled on the tentative rating and review, which should be treated more appropriately as my first impressions.
Cech has been stopping all kinds of shots for me. Powerful long rangers, point-blank first-timers, crosses, he's got them all covered. He's not the best when it comes to rushing out in one-on-ones, he manages to react in about half of those instances. Also he's dreadful against free kicks. His Low Punt skill, quite rare among legend GKs, come in handy quite often.
KAHN: S-
Der Titan has considerably improved compared to PES19, thanks to the buff to defensive GK playstyle. He has been my starting GK for almost all-year. From experience he makes around two-thirds of shots on target against Superstar COM by my estimation, which is not bad at all! Kahn's strength lies in the fact that he's equally good staying on the line and rushing out (he charges at an astonishing pace too!), but the player has to consciously make the right decision. The more I use him, the better I get at noticing the subtle differences between shots that require rushing and shots that don't.
CB (reference - - Koulibaly: A; VVD: S-)
SAMUEL: C+
In this day and age, where you find featured Mbappes, Ronaldos and Rashfords in more teams than they are not, ol' Samuel is simply too slow to keep up. Pairing him with a defensively minded (non build-up) & fast CB might help slightly, or he might work with triple/quadruple CB formations, but that just goes to show how independently unreliable he is.
Adieu, Samuel. Unfortunately you will not be missed.
CAMPBELL: S-
This ex-GB may be upgraded to BB, but his in-game performance seems slightly worse than PES19, when he used to be nigh unstoppable in the air. Again, this may be due to the opponents he's against (looking at you featured Ronaldo/Lewa). That said, with his decent speed and tackling, he's still one of the better defenders in the game.
BERGOMI: S
Got this underrated gem in the European legends draw and has grown quite attached. His skillset is frankly quite extraordinary. He is one of the fastest CBs out there, which makes him excellent in tracking back and covering for the defence. It also makes him an excellent full back as well. His defensive ability is solid, with strong positioning and physicality. He scores additional points for breathtaking long-rangers, even netting several match-winners for me which I'd never forget. Tackles are not first-rate, which is his major setback.
Despite my short time with him, he is one of the three players whose departure greatly saddens me. And the saddest part? I already own all the possible replacements that we know of so far.
MALDINI: S
Still remember getting him in PES18 and he single-handedly revolutionized my defence. The most all-rounded and versatile out of all my defenders, he always finds a place in any defensive line-up. You can literally pair him with any other CB and he'll play well. I was scared af by the thought of losing him but thankfully he survives the snap.
PUYOL: S
This is the second (and final) player I managed to get from the free European legends agents. He's the only player I hoped to get and I was lucky to get him for free. Growing up watching invincible Barca made me respect him as a player. He's also the closest I can get to legendary Chelsea captain Terry, both in terms of playing style and aura of captaincy.
Digressions aside, Puyol is magnificent in the game. He has one of the highest accelerations among CBs, and together with his positioning he is rarely off his mark. His tackles, particularly his standing tackles, are absolutely the best, even ahead of Maldini. Practically steals the ball anywhere near him. He is also majestic in the air and a constant corner threat. Could not have been more happy with him.
BECKENBAUER: S+ (tentative)
Before I go on, I should really stress that I only obtained him for a week, but what I've seen so far has already convinced me to place him in the S+ tier.
In defence, he is performing at the same level as Maldini. Clean tackles, majestic headers and plenty of interceptions due to his masterful ability to read the game. His speed is top-notch among CBs, and he's been showcasing his ability to track back and defend. He's also surprisingly good in the air.
What makes him unique is his offensive capabilities. Even when playing as CB, he charges forward aggressively, with a frequency unmatched by any other so-called offensive CBs like Pique or Ramos. The CB closest to him in offence is perhaps Bergomi, in terms of their finishing and speed, but that's where the similarities end. He has an acute positional sense, pinpoint passing and reliable goalscoring. To put it simply, Beckenbauer has the complete skill set of an AMF.
His 85-rated stamina is often drained around the 80-minute mark, but that is just a testament to the amount of ground he covers. Like his German compatriot Matthaus, his Fighting Spirit skill also helps keeping his performance consistent until the final whistle. I suppose the only problem with Der Kaiser is that playing him in CB is putting his attacking talent to waste, and when he joins the attack there's no guarantee he can make it back in time to defend every threat. For these reasons, he is exceptional at DMF/CMF. I've yet to experiment playing him in other positions like RB/AMF, but I'm pretty sure he excels in whatever position he's being deployed.
LB/RB (reference - - TAA: A)
LIZARAZU: A (tentative)
So far he has been fairly consistent in defence, despite his unimpressive defensive stats; his pace and stamina makes up for his lack of tackling and interception abilities. Nothing to complain about his offensive game either. A solid alternative to Carlos given the limited choice of legendary full-backs.
CARLOS: A
The Brazillian full-back has been solid for me. His work-rate has been excellent, but lately he's been the sort of silent contributor that's hard to notice or appreciate. A tackle here, a run there, but he's not really doing a lot in terms of attacking and crosses. His presence is noticeable but not dazzling. He is also a quality LMF. As for free kick takers, I have better choices.
ZANETTI: S
He is a rock-solid defender who actively charges forward when there's space available, but also knows when to fall back and cover defensive gaps. His endless stamina befits his nickname of El Tractor. His crossing is also impeccable.
I'll likely be getting Cafu as a replacement, but Zanetti's imminent departure from the franchise leaves a gaping hole in my squad and in my heart.
DMF (reference - - Busquets: B+)
PETIT: B-
An average player for all intents and purposes. Interestingly, he positions himself like an Anchor Man despite his playstyle, meaning he stays at the back more often, which suits me just fine. His tackling is merely average; it's sometimes frustrating with him as I find him in good positions more often than most DMFs on this list, but he does so little when given the chance.
PIRLO: B+
Pirlo, Pirlo, why do you pains me so? I really, really liked Pirlo irl. So much so that I've written a long piece about him (and if you haven't done so already, I recommend giving it a read, as it is the piece of work I'm most proud of).
Months have passed and my review of him is largely the same. His defense sucks just as his stats suggest, and his passes and dribbles are not as perfect as his stats seem to suggest. On the other hand, he charges forward quite often and his runs are great. As a result, he's been scoring consistently in open play in addition to his deadly free kicks. His long range curlers from the edge of the box has also been a regular source of goals.
The Italian Maestro is an enigma. He is not your typical DMF. He contributes more offensively than defensively, so bear that in mind when you balance your squad. I would say he functions like a CMF/AMF in terms of offence vs defence.
IM PIRLO: A-
Apparently KONAMI must have read my article of base Pirlo and rewards me with an IM, coz that's the only IM I've got from the recent free draws so far.
Stats-wise, his IM version is nearly identical to his regular version when maxed. In play, IM Pirlo is visibly better at his defensive duties, although still way behind the usual standards of a typical DMF. Offensively, his long range power shots now find the target more often than they did before. Overall the way he plays feel the same, and the IM is just a minor upgrade. You're not missing out if you have the legend version.
CAMBIASSO: A-
A very defensive-minded player who arguably plays better as a CB. He's simply great at defending, very all-rounded in most defensive aspects. The problem with him lies in his lack of contributions to the build up play. He's usually unwilling to move, and that makes me feel I'm missing a midfielder to link up my play, consistently missing one passing option. Also when he decides to involve himself, his low passes (especially through balls) are nowhere as accurate as his stats would make you believe. Similar to Pirlo, he nails one half of the prerequisites for a great DMF, only to absolutely flop the other half.
As solid as he his, there are better DMFs out there so I'm not too sad to say goodbye to the Argentine.
INAMOTO: A
I was initially skeptical when KONAMI gifted me a GB legend; when I tried him out, I only regretted not having done so sooner. He's got a very balanced skill set that enables him to contribute in both defending and attacking. He's got good marking and tackling, can pass the ball well, and can score bangers from range. One of the main duties of my DMFs is to scoop up the loose ball after the opponent defence heads the ball clear in corners, and I notice Inamoto does this extremely reliably. His main drawback is his unimposing stature, meaning he gets outmuscled quite often and concedes possession.
VIEIRA: S+
If you have been in this sub for a while, you would have seen everyone sing praises about him, myself included. This legend deserves every bit of praise he gets, and he simply cannot be better. An absolute monster in defence, with an often overlooked eye for long rangers. The man once scored a hat trick during the first half of a campaign game. This truly extraordinary player proudly retains his position in the S+ tier club.
CMF (reference - - S.M.Savic / Kante: A)
SCHOLES: C+
In stark contrast to the next player on the list, Scholesy is often nowhere to be seen. Sometimes I even forget he's on the pitch. You read his stats and you think, I could do with a complete player like him, and then he turns out to be a complete....disaster. With his playstyle he hangs in the back, but he's terrible at tackling, man marking and headers. Passing play with him is a nightmare, he's either too slow or unwilling to move when he's on the receiving end of a pass. Even his trademark cannonballs are gone; I tried three shots with him just at the edge of the box and none of them ended up on target, and that was during an exhibition match at Regular difficulty. I was thrilled to see him in a GP box draw, and could not be more disappointed.
Despite my one-sided rants above, I'm perhaps in the minority among the sub when it comes to opinions on Scholes. u/big_rom9 once commented he also had problems playing IM Scholes at CMF, but eventually playing him well as SS. Personally yet to try this out, and if anyone has done so please share your experience in the comments! I've also read there's a rather large disparity between his IM and legend versions.
MATTHAUS: S-
The German has always been one of my top players, but his performance this year slightly dipped compared to previous years. His positioning seems a bit off, and his inability to withhold the ball under pressure has never been more apparent. Despite all that, he's still covering miles like the Kante meme, and his interceptions, passes and assists are still top-notch.
LMF/RMF (reference - - Asensio: A)
PIRES: B+
The Frenchman makes good runs, but does very little with it. His finishing is good but not great, and he can't really cross with his weaker left foot. He took a big hit when skill moves were nerfed, and he lost the means of cutting into the middle and score, like a reverse Robben in the left wing.
IM PIRES: A
The IM stat boost here really shows! His runs are much more effective thanks to the hefty boost in offensive awareness, and his finishing is considerably improved by his swerve and kicking power. Unlike his legend counterpart, Pires has become a real goalscoring threat, and defenders will be punished for leaving him alone.
NEDVED: A
I've always held Nedved in very high regard but lately his renowned long rangers have been lacking in accuracy. It is funny how most of his contribution is tied to his goalscoring; take that away and I'm still left with a versatile midfielder with an incredible workrate, but he's just not the same. He's an omnipresent passing option when your team has the ball, but he does little to help win possession back, so basically he's Matthaus halved.
BECHKAM (aged 27): A
Becks is a textbook example of a classic winger: he runs into wide spaces and crosses with pinpoint accuracy. Conversely, play him as a left CMF or left AMF (not many formations have those though), and be amazed by the accuracy of his curlers from range. I still get mad when I see him at DMF just for his OVR though. I toy around him when I see him at DMF in campaign matches. Not even Superstar COM can make him good there, and you know something's gone wrong.
PARK JI-SUNG: A+
The South Korean legend is undoubtedly the best Asian player in the game! He has so much in common with Nedved in PES18: endless stamina (I'm almost convinced his stamina is around 150, judging from his stamina bar at the end of a match), quick on his feet, close ball control, strong passing game, and incredible versatility. Don't let his measly finishing stats fool you too. I've been shooting with him from 20 - 25 yards from goal and getting used to see them fly in untouched. It really goes to show how unreliable stats are; or to look at it another way, how the performance of legends can really catch you by surprise!
AMF (reference - - Mount: B; featured Messi (no.10 campaign): S) (sorry I haven't been using a lot of base players as AMF)
VAN DER VAART: C
Dude's slow. Like, REEEEALLY SLOWWWW. His terrible attacking positioning also does not help at all. Despite his decent passing and goalscoring ability, Van der Vaart is a beaming symbol of a old-fashioned playstyle that has been rendered powerless by the current, physical footballing climate.
DECO: C+ (tentative)
Another AMF with terrible offensive positioning that I did not enjoy using. Deco's slowness is less prominent as he can dribble past defenders, yet that same defender will rapidly catch up and force Deco to pass the ball away. His passing and finishing is slightly worse than Van der Vaart. Notably, he is a rare AMF with the Creative Playmaker style rather than CN10. If you are a fan of that style you might want to check him out, but he's a hard no for me.
ONO: B-
I was surprised to see KONAMI releasing a 94-rated legend for free, but his stats wildly overestimates his ability on the pitch. He's just a normal midfielder that has above average dribbling, passes decently and nothing really impressive up his sleeve.
DJORKAEFF: B-
I used to think highly of him due to his excellent dribbling, but that aspect of him has been nerfed to the ground. Marseille Turn is like an open invitation for tackles, and finess dribbling without physicality to back it up is often disastrous. He remaining strength lies in his surprisingly clinical finishing.
You can probably guess I'm perfectly fine with him getting replaced. The problem is I already own every single legend AMF (I believe), so hopefully KONAMI releases somebody new straight at launch!
GULLIT: B+
If Gullit was just an AMF, I would rate him a B at most. Gullit's biggest strength is his versatility. He's a strong CF with a powerful right foot and great in the air. He's a good CMF/DMF with a strong tackling and intercepting game, coupled with highly effective finesse dribbling thanks to his physical strength. His performance is surprisingly consistent at CB, making tackles ably and great in the air. Did I mention he's great in the air?
NAKATA: B+
Nakata is a surprisingly effective attacker. For me, he plays his best games on either wing. If you have access to one of those rare triple AMF formations, play him on either side; otherwise, he's decent at LMF/RMF, but not as great in central AMF. The timing of his runs are excellent, and he can finish from range. His stamina also keeps him effective for the entire game.
IM NAKAMURA: A-
I recall seeing him in a box draw, and with mountains of GP to spare I decided to go all-in, only to get him in my second try. The renowned free-kick specialist is just as deadly in the game; not quite as godly as Becks or Pirlo, but still comparable with Messi in that regard. His finishing is quite strong in open play, and he's a technically gifted playmaker.
RONALDINHO (GB, aged 39): A
I originally thought of including him as a bit of a joke, and spent the cash to get him fully expecting him to be quite useless (look at what I'll do for you guys!). Turns out, Grandpa Dinho with the Nike headband is not to be messed with. In a world where Busquets can outrun Messi (a.k.a. campaigns), Ronaldinho still manages to outpace defenders with his speed bursts at a ripe old age of thirty-nine and sporting a rather large belly (irl). His long rangers are absolutely lethal. Unsurprisingly, his main drawback is his stamina not lasting the entire match, which is very understandable, to say the least. During the limited time he's on the pitch, his impact is quite remarkable.
ZICO: A+
I notoriously criticized Zico in one of my earlier entries, and since then the White Pele has been consistently improving. Like Nakata, he is most effective on the wing (wide AMF or SS), where his devastating runs and finesse shots are in full effect, and he avoids the amount of pressure he faces when he is deployed in the center.
RONALDINHO: S
If Ronaldinho way past his prime is that good, surely he should be great in his prime? Indeed he is unstoppable, being one of the best finesse dribblers in the game and a deadly eye for goal. He plays as well on the wings as he does in the middle, and when it comes to beating defenders, he has a vast array of options to choose from, be it dazzling dribbles or sudden bursts of speed. In terms of offensive skills, he is the complete package.
If I have one reservation about him, it is his inability to transform the players around him. He shines brightly on his own, but there's only so much a single player can do. He's not a gamechanger, if that makes any sense.
RIVALDO: S+
As someone once said, "Life is like a box of chocolates. You never know what you're gonna get". And in the Brazillian's case, what I got was a perfect offensive player comparable to Cruyff, which are words I never thought I would attribute to a CN10.
Rivaldo is another example that demonstrates the inadequacy of stats in measuring player quality. Contrary to all common stereotypes of CN10s, Rivaldo charges forward all the time, whenever he gets the chance, and always with impeccable timing. His long rangers find the back of the net nine times out of ten. His amazing first touch is reminiscent of Cruyff, where he switches from the receiving end of a pass to a playmaking position in one swift, fluid motion. For those who are complaining about Cruyff being absent in the recent draws, Rivaldo was the next best thing.
Compared to the Dutch grandmaster, Rivaldo is definitely slower, but he makes it up with superior powerful shots. Either way, both S+ tier players have the transformative property that revitalizes the entire offence, bringing out the best in every attacker.
LWF/RWF (reference - - Sterling / Sancho: A; Messi / Ronaldo: S)
GIULY: B- (tentative)
In the short time since I've got him, he has yet to impress me. His picture shares an uncanny resemblance with the ex-Chelsea player Pedro, and the same can be said for his play. He's just a fairly average winger with decent speed and crossing, but he doesn't make intelligent runs as often as I would expect from a Hole Player.
He's another player to be replaced that I probably won't miss. Since the only eligible replacement so far is Figo, I'd say it's worth it to go for Guily if you haven't got Figo yet.
FIGO: S
Now that I've established how players like Nedved and Scholes, experts of their craft, can mess up their long range shooting all the time, the ability to reliably score from outside the box suddenly seem all the more valuable, and Figo does that masterfully with either foot. His long rangers (both power and finesse) are a joy, and his dribbling is elegant and effective. His versatility among the offensive ranks is remarkable. His movement off the ball and accurate passing also allows solid buildup play. He's a breath of fresh air in contrast to speedsters like Sane and Sancho, but this also means I had to adjust my play style to get the best out of him. Overall the Portuguese is a phenomenal winger.
SS (reference - - Dybala: A; Joao Felix: A+)
RECOBA: B+
A striker with a deadly left foot and incredible curl. Unfortunately, his passing is below average for an SS, and he has to be subbed after an hour or so.
I've had a decent time with him, but I'm not at all unhappy to see him get replaced. Several top-tier SSs are still missing in my squad and I'd be thrilled to get my hands on any one of them.
TOTTI: A
The Italian genius plays unlike any other SS on the list. He is considerably stronger than the rest, while his speed and dribbling is sub-par. To use him well, I had to rely on my passing game, which hasn't been the most reliable in PES2020.
BEBETO: A+
Bebeto wrecks havoc in dangerous areas with his runs, sensational dribbles and low centre of gravity. His ambidexterity makes him highly effective on either wing. He is also a great assister thanks to his One-touch Pass ability. His celebration never gets old.
MARADONA: S
I feel like I don't have to elaborate on the strengths of Diego Maradona. The reason he's not S+ is similar to Ronaldinho: the brilliance is in himself and himself only.
IM MARADONA: S
Maradona's free IM version is the most generous guaranteed player KONAMI has ever gifted for free. Despite inferior stats, his ranged shots curl right into the net reliably like his older counterpart. The increased pace and stamina of IM Maradona also balances out his weaker dribbling and passing. Overall the two players are similarly effective in my opinion.
CRUYFF: S+
Again, it feels silly to explain why the Dutch legend is S+ tier. He is simply the most complete attacker in the game with no apparent weaknesses. The kind of player to build a squad around and can turn the tide of a game.
CF (reference - - Auba: A-, Jovic/Kane: A; Haaland: A+; Aguero: S-; Mbappe: S)
YORKE / COLE: B-
The Man Utd twins play so similarly I've decided to group them together. "Adequate" is the word that describes them most adequately, pun intended. Both players are moderately strong, mildly clinical, somewhat quick and position themselves quite well. They have a bit of everything in a typical CF's skillset, but nothing stands out at all.
KLUIVERT: B
At least some clear strengths on this one. The Dutchman is splendid in the air. He's also one of the better dribblers among CFs. On the flip side, he seldom makes useful runs so he's almost restricted to the crossing playstyle.
MASSARO: B+
An often overlooked CF due to his low OVR of 89. His finishing is clinical, positioning is surprisingly solid and he has the strength to withhold the ball. He plays like an ambidextrous Giroud, though weaker in the air.
Since I've got most of the GB CFs, I'm not sure how I feel to see him go. It would be great if I get Inzaghi in exchange, but I believe I've already got all the other good ones.
KOLLER: B+ (tentative)
Aerially dominant just as one would expect of a 2-metre forward. He reminds me of playing PES on the console back in the old days in 2004-05, when crossing was basically OP with Chelsea/Inter. Any cross that reaches Koller basically guarantees a header on target, although the Superstar GKs nowadays tend to save most of those. His right-footed finish isn't half bad either. The best thing about him is his Super-Sub skill, which makes him a great player on the bench and nearly always in top form when subbed in.
SALAS: B+
Salas resembles a SS more than a CF. He's a great retainer and passer of the ball, and his finishing is exceptional; yet, he falls back to support the build up quite often, and he's usually not the one who makes the mazing runs that tear across defences. He mostly scores from one-twos or back passes from a holding forward, someone like his devastating Chilean partner irl. He excels in double CF formations, but don't expect him to perform well on his own.
ZAMORANO: A
Zamorano is an exemplary predator. There's nothing flashy about him, he just gets into the right position and scores. His finishing is top-notch with either power or finesse, despite his stats heavily leaning into the former. The reason he's not higher up on the tier list is occasionally he can be completely contained by a top-tier defender (e.g. Featured Koulibaly).
OWEN: A
You don't have to look hard to notice his uncanny similarity with Aguero. Both men are deadly strikers with low centres of gravity, devastating runs and clinical finishes. Owen's blinding speed looks good on paper, but in reality often does not work when he's being marked by a quick CB. He is often outmuscled during his runs and dispossessed by the slightest of tackles, so he desparately needs another CF / hole player / dummy runner to draw away pressure from him. However, with his top-notch finishing, he converts reliably when he's free from his mark. He is also a surprisingly strong assister.
ADRIANO: A+
The archetypal power forward with beastly strength, speed and shot power. Sadly, Adriano will never be S tier material when he consistently runs out of steam near the hour mark.
He's probably the closest to Ronaldo Nazario we'll ever get, and he will be sorely missed alongside Zanetti and Bergomi. I do hope I get a nice non-duplicate as replacement though.
BATISTUTA: S-
Among all the forwards on the list, Batigol is the most complete player and my go-to choice in single CF formations. He's like the Swiss army knife of CFs, he can do everything extremely well: he can score with power or finesse with either feet, he is a threat in the air, he has strength to retain the ball under pressure, he makes great runs and has enough stamina to last an entire match.
LAW: S
Law is OP in very specific areas: spatial awareness, runs and finishing. Basically like an ambidextrous Zamorano on steroids. What he does have is a very particular set of skills. Skills that make him a nightmare for all defenders alike. If there's a space in the defence or a loose ball around, he will look for it, he will find it, and he will score a goal out of it.
Like Zamorano, his playstyle is atypical and there's a bit of a learning curve. But when you eventually get past it, boy you are in for a ride.
Annoyingly, the AI often auto-subs him off for no apparent reason during half time despite he's still full of stamina. This only happens to Law and I'm still yet to figure out why.
ROMARIO: S+
A lot of people on the sub have recently got hold of Romario in the box draw, and have finally recognized the beauty of this endgame striker. He is simply the best at putting the ball into the net. His incredible speed, unyielding strength and remarkable finishing makes him the most consistent goalscoring threat in my entire legends squad. The more CFs I got, the more I appreciated how rare his remarkable goalscoring ability is. It's unfair but true that goalscoring is the first and foremost way a player can impact the results of a match, so I felt the best player in this department deserves a place in the prestigious S+ club.
And that is the end of my lengthy review! Hopefully this gives an idea of whether to go all-in for a box draw or not. Thanks for sticking with me to the very end! Cheers everyone!
...........Sad to see this end? Well let's keep it going with a bonus feature! The top 5 released legends on my wishlist!
  1. Del Piero
A potentially endgame attacker who's just as good at creating goals as scoring them. Looking forward to his amazing curved shots!
  1. Van Basten
Probably the best CF alongside Romario according to this sub, Van Basten's stats certainly live up to his hype, but we all know how dangerously unreliable stats are...
  1. Inzaghi
Surprised to see him ahead of MVB? Inzaghi is one of the rare legends, alongside Koller, to have the Super-Sub skill, and together with his permanent B condition he'll be constantly in top-form. His 99 attacking awareness and finishing also sounds like pure gold.
  1. Rummenigge
Hailed by the sub as the next Cruyff, I certainly had a hard time defending against him. He seems to be another true all-round attacker which can strengthen any squad.
  1. Lampard
Can you blame me as a Chelsea fan? He will always be a true legend close to my heart, and I am dying to experience his incredible goalscoring ability (please don't mess this up KONAMI, although from what I've heard on this sub he seems to be fineeeeeee). I once predicted him to be worse than Matthaus, but upon release Lampard seems even better! His Hole Player playing style and complete stats looks like my dream come true.
Having said all that, KONAMI wil likely stick to their trend of releasing new legends in 2021. There's already a plethora of attackers in the pool, so I desperately hope to see more representation among CBs (e.g. Terry, Cannavaro, Nesta, Ferdinand, Vidic), keepers (Yashin, Zoff, Banks, Schmeichel), full-backs (Lahm, Thuram, Neville, Cole) and CMFs (Charlton, Keane, Gerrard, Seedorf). It's also sad to notice not a single African have joined the ranks of Legends, even though there's a literal gold mine out there (Weah, Drogba, Essien, Eto'o, Toure).
And this really is the end of this piece, everyone. Not gonna lie, feeling a bit nervous as this is my first full post in months, but it's been fun writing once again. To new members of the sub, if you liked my content, there are more entries of the Maintenance Magazine just one search away. For now, my friends, stay safe, be well, and have a lovely maintenance day.
EDIT: if the data miners are right, looks like I'm getting no. 2 and 5 on my wishlist!
submitted by MarkLCM to pesmobile [link] [comments]

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PUBG MOBILE Update 0.19.0 Patch Notes

PUBG MOBILE Update 0.19.0 Patch Notes

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Livik is here! Win within 15 minutes in this new Nordic-style map!
The Spark the Flame theme is now available in Classic Mode on Erangel and Miramar!
Come enjoy it with your friends!
Royale Pass S14: Spark the Flame is available July 14!
More Ancient Secret-themed gameplay will be available for you to explore soon!
To give everyone a better gaming experience, PUBG MOBILE will be pushing out updates starting from July 7th. The server will not be taken offline for this update. This update requires approximately 1.84 GB of storage space on Android devices and 2.13 GB of storage space on iOS devices. Players on different versions are unable to invite one another, so please update as soon as possible.

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Update the game between July 7th - July 13th (UTC +0) to get:
  • 2,888 BP
  • AG ×100
  • Nightmare Helmet (3d)

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Classic Mode Gameplay:
New Livik Map
  • The Livik map is now available.
  • This Nordic-style map measures 2km × 2km, with 52 players and 15 minute match times, making for a faster and more exciting experience! Livik is still in its BETA stage, and we will continue to adjust and improve it for the best visual and gaming experience.

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Map exclusive firearms
  • Map-exclusive SMG: P90

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  • Map-exclusive marksman rifle: Mk 12

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New vehicle
  • Map-exclusive vehicle: Monster Truck

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Livik super firearm training (coming soon)
When the event starts, Experimental Trial Weapon Crates containing a special weapon will appear on Livik. Special weapons look similar to normal weapons, but there are differences in the names, icons, etc. Finishes can be used normally on both types.
Experimental Trial Weapons have slightly better stats than normal weapons. You can view your firing and hit stats with your Experimental Trial Weapon after leaving combat.
Spark the Flame-themed Gameplay
The themed mode will be available on Erangel and Miramar maps in Classic Mode. Players have a chance to enter this mode after selecting these maps.
Small Statue
  • Burns up after interaction. Drops supplies and event items after burning.
Giant Statue
  • Has multiple construction stages that change as the themed event progresses. It burns in the final stage.
Statue Camp
  • There are tents around the statue. Enter them to search for supplies.
The Ancient Secret (coming soon)
This themed mode takes effect on Erangel and Miramar when activated. Players can choose whether to participate via settings on the Mode Selection screen.
Ancient Temple
  • Large, major building with a two-story structure. It initially sits on the ground, but it starts to float in the air after a fixed period of time and moves slowly with the playzone.
Slate puzzle
  • An interactive puzzle made up of ancient slates.
Boss fight
  • Players who make it to the sealed room on the second floor of the Ancient Secret can challenge the boss of the temple and win great rewards.
Small Ruins
  • Small, randomly-appearing ruins with crates and puzzles.
Season Warm-up Event Gameplay
At the end of Season 13, a season warm-up event will be available for a limited time. After joining the event, players will battle in 4-player teams in Classic Mode (unranked) and can complete missions to earn a small amount of Season 14 ranking points, which will be converted into Season 14 season rating points after the update of Season 14.
Adjustment of Mode Availability Times
After the version update, Payload and RageGear Modes will only be available during the weekend, and Bluehole Mode will no longer be available.
Arena Gameplay:
New Arena Gameplay - Team Gun Game (Available on Friday, Saturday, and Sunday from July 31st)
  • 4v4 match. The starting weapons are the same, but can be upgraded by defeating opponents. The winner is the first team to use the final weapon, the Pan, to defeat the opponents(or the team with the highest score when time runs out).
New Map - Library. The first-ever indoor map, with a symmetrical layout and three assault routes: left, right, and center. Take positions on platforms, in doorways, or behind bookshelves depending on your current weapon. This gives players with different styles a fighting chance.
New Arena Attachment
New Loadout attachment: Barrel Extender. This is a muzzle attachment that can be used with the vast majority of Sniper Rifles, Rifles, and SMGs. It increases the firearm's effective range and reduces the damage reduction of bullets due to distance.
Arena Firearm Damage Reduction Adjustment
The firearm damage reduction modelis now layered based on operational distance. The order of effective operational distances for firearms is (from near to far): Shotguns/SMGs/Rifles/Sniper Rifles.
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Basic Combat:
Basic Experience
  • Resolved screen lockup issue at "Loading" when entering the battle on an unstable network.
  • Improved rendering smoothness on low and mid-performaning devices.
  • Improved battery usage time for some high-performance devices.
  • Further reduced the occurrence of lag when HDR is enabled on some devices.
Pick Up Improvements
Players can go to the Pick-Up tab in Settings to choose whether they pick up Quickdraw Mags or Extended Mags first.
Combat Operation Settings
Added on/off settings for Scope and Peek buttons to rotate the camera.
Prolonged Hit Effects
Provided more color schemes for Hit Effects and Received Damage effects to give players more options for customization.
Improvement of Parachuting Gauge Display
Improved the altitude and speed gauge displays during parachuting.
Jump Following
Added tips to remind the leader to mark the landing zone on the mini-map.
When picking up supplies, the item name is highlighted in the pick-up tips to emphasize the information.
Settings Improvements
Added a tutorial on sensitivities on the Sensitivity tab.
Added an information page about camera control rules on the Control Settings screen.
Added a switch for auto pick-up of scopes. When off, scopes will not be picked up automatically even standing near the scope supplies. When on, the original auto pick-up setting will be restored.
Some keys can be hidden or disabled in the custom control panel now.
Dynamic holding switch is available in FPP Mode. With the switch on, the firearm is held at a low height when not firing, thus increasing the field of view. With the switch off, the firearm will not be lowered and will appear the same as in Arena.
Improved the custom control panel display.
Adjusted the default pick-up amount for Frag Grenades and Smoke Grenades to 1.
Added an effect preview for energy boost items.
Backpack
When the Backpack is full and the player cannot pick up an item, the item's position in the pick-up list will not change.
Flare Gun
When the flare gun fails to fire, we will now display a tip that clearly notifies the player that a failure has occurred.
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Cheer Park:
New Cheer Park and Quick Draw Features
  • Added a new trench in the Shooting Range area to prevent other players or vehicles from blocking targets.
  • Added new Cheer Park features: a launcher and hot air balloon in the Cheer Park, and a barrier zone next to the Shooting Range area so that Quick Draw players can choose freely which to use.
New Firearm-Specific Quick Draws
  • Added firearm-specific Quick Draws. For an Assault Rifle Quick Draw, both players get the same (randomly chosen) assault rifle, which is the only weapon that can be used to deal damage during the Quick Draw.
  • Quick Draw result screen adjustment: players can choose to join another match from the result screen and add friends or send gifts.
New Shooting Range Elite Challenge
  • Added Elite Challenge rounds after players get 100 points at the Shooting Range. This provides high-level players with a way to pursue extreme skills.
New Bubble Emotes
  • Added a bubble emote feature at Cheer Park: players can use vivid emotes to communicate.
Sound Improvements
  • Reduced the volume of gunshots in the Cheer Park.
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System Features:
New Team-up Lobby Features

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The Team-up Platform is an all-new feature to help you find suitable teammates quickly. Voice recruitment has also been provided according to the voice requirement.
Display richer messages:
  • Display directly the player's KDA, Top 10 %, tactical style, etc., as well as recruitment information like the team's strategy and objectives, etc.
Find suitable teams:
  • Idle players can view the currently recruiting teams based on conditions such as the selected mode, language, etc. Supports quick joining, fine-grained filtering, manual refreshes, and more!
Recruit suitable teammates:
  • Recruitment that supports fine-grained requirements. Players focus on their team information page when creating or joining teams. Supports viewing and inviting currently idle players in the lobby.
Voice recruitment feature:
  • Voice recruitment teams are only visible to players who have selected voice recruitment. After sending out voice invitation, the recipient is invited to converse in real-time with the host. If both players are satisfied, they become teammates. Similarly, if a player selects voice recruitment, they must engage in real-time voice conversation with the leader before joining a team.
Royale Pass Season 14: Spark the Flame (available July 14)
All-new themes, better level rewards, and new multi-form outfits.
  • To celebrate the 2nd Anniversary of Royale Pass, the Roaring Dragon and Dragon Hunter-themed rewards from Season 5 will return.
  • A RP Prime subscription collaboration with Google is available. Includes both Prime and Prime Plus, which can be subscribed to simultaneously. Supports monthly, quarterly, and yearly subscription. Collect 300 or 900 RP Vouchers every month, along with redemption discounts and Airplane Ranking display perks (only available for Google at this time; available soon for other players).
  • Consolidated page for RP perks. Instantly view consecutive purchase perks and preview other exclusive RP perks.
  • Added an RP Crate Luck Event with amazing rewards.
  • There is a chance to display an RP-related message when returning to the lobby after a match.
  • Improved display of Airplane Ranking and other content in-battle.
Brothers in Arms Improvements
  • Improved the role switching feature; players only need to tap on different tabs to switch roles. Find a Veteran to rank up, or be a Veteran to earn rewards!
  • Added a training preparation phase that is used during the first meeting between Veterans and Rookies.
  • Added a penalty for leaving Spawn Island during Brothers in Arms to improve the battle experience.
  • Rookies and Veterans now have clear marks to make them more easily recognized during training and battle.
  • Improved the social experience for Rookies and Veterans. Rookies can now quick-add friends and send Space gifts.
  • Improved other details of the gaming experience. There is now support for the display of previous invite results and filtering for the same Drop Tactic.

New Ace Badge Features
The badge icon feature is available on the Profile and Mode selection screen, displaying the number of times that a player has reached the Ace tier. Tap the Ace Badge icon to view a record of each season in which an Ace Badge was obtained.
Clan Classification
Clan system classified by clan tags, investing in more growth objectives and rewards.
  • Added Clan tag feature to Clan system, which is targeted at gathering players with different playstyles and goals.
  • Different Clans are given different tags, and each Clan has Energy corresponding to that tag.
  • Expanded Clan Mission Objectives, including new personal weekly objectives and Clan weekly/seasonal objectives.
  • More rewards in Clan Mission Objectives and Rankings.
  • Improved Clan recommendation/joining system. Added a new filtering system to help you find players who play at similar times.
New Achievement Rankings
New Achievement Points Rankings. Players can compete on the Achievements Leaderboard at a global level.
New Achievements
  • Panology Professor: Kill 3/10/20/50 enemies with a Pan on the Library map in Arena.
  • Legend of the Fjord: Win 3/10/20/50 times in Livik.
  • Clan Elite: Complete the weekly personal Energy objective in a Clan for 1/5/10/30 week(s).
Download Improvements
  • Support downloading in game video resources. Video can be displayed only after download.
  • Added network speed display to download floating frame.
Upgraded firearm attachment finish features.
With this feature, after getting an upgraded gun, the player can use graffiti to unlock the corresponding attachment finish.
  • After unlocking an attachment finish, the corresponding finish will be displayed when the attachment is equipped in battle.
Guncraft Improvements
  • Added a cropping function for basic patterns.
  • Added a free swapping function for basic patterns.
  • When basic pattern materials are insufficient, UC can be used to make up the difference.
  • Stickers can be used on all Guncraft Firearms.
  • Improved the enlarging/shrinking of patterns for Stickers.
  • Improved the feeling of aim assist when rotating Stickers.
  • Performance improvement: increased smoothness while editing.
  • Interface improvement: Improved information display in the Guncraft system interface.
  • Resolved the problem of Guncraft camera in confusion in Training Grounds and Cheer Park.
  • Resolved the color aberration problem.
Voucher Improvements
  • Improved the visual effects of vouchers and added a notification to show the expiration in Inventory.
  • Players can jump to the latest Lucky Spin directly by using Lucky Spin vouchers.
  • To prevent players from missing the vouchers' validity period, a voucher expiry reminder has been added to the Shop entrance and display screen, as well as a new direct screen for vouchers in the Shop.
Radio Improvements
  • Improved the visual appearance of Radio messages.
  • Radio can be used to share gift messages when sending Space gifts.
  • Radio messages are now available in the Cheer Park.
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top 10 offline fighting games for android video

Top 24 Offline Fighting Games For Android & iOS - YouTube Top 10 Best FIGHTING Games OFFLINE and Online for Android ... TOP 10 Best Fighting Games for Android & iOS Offline ... Top 10 Offline Fighting Games For Android Like Street ... Top 10 offline fighting games for android - YouTube

Good fighting games on Android are hard to find. Thankfully, there are at least a few, so here are the best fighting games for Android! Android games have been such a rave in the past few years that they have quickly surpassed even gaming consoles concerning popularity.The continuous development in the smartphone sphere has made it possible for top game developers to hit the Google Play Store with their best lot. That said, offline RPG games could offer a more enjoyable all-round gaming experience. By default, they feature much more content and rich adventure story modes that will take players through an entire campaign. Without further ado, here are the best offline RPG games for Android devices we’ve sampled recently. Top 55 Best Offline Multiplayer Games For Android – Are you currently looking for offline multiplayer games? Take it, easy guys, you don’t need to worry, Actually, there are many multiplayer games that can be played without quota at all. This ends our list of top free offline racing games for Android that you can download from google play store. Choose one for you depending on the racing game you have ever wished to play. Offline racing games are entire dose of fun and entertainment, giving you a zeal to participate, and take challenges even in low connectivity areas. Action-adventure games help in improving multitasking skills, making faster decisions, and boosts concentration. To boost concentration and feel a super adrenaline rush, here is the list of best offline adventure games for Android. 10 Best Offline Adventure Games For Android: 1. Sky Dancer Run – Running Game The best offline Android games do not require an Internet connection. They are perfect for long trips and spending time when you’re away from home. Here are our best options for the best offline games for Android in all major genres. 300+ Whatsapp Dare Games 2020; Best Android Emulators for PC Next on our list of Top 13 Offline Shooting Games For Android is this zombie inspired FPS shooter game. It enjoys a humongous download of around 110 million. During the gameplay you have to use different fighting and survival strategies to stay in the game. The game offers: 33 different battlefields and 10 regions. This is an easy game as compared to other offline fighting games for Android. Combat moves will be performed by swiping and tapping on the screen. Keep upgrading yourself to unlock new potentials. Game Link (Play Store) 3. Zombie Fighting Champions. The app will be installed by the name Deathmatch when you download this game from Play Store. List Of Top 10 Best Offline Games For Android 2021 Last Updated on: March 2, 2020 by Shubs Affiliate disclosure: In full transparency – some of the links on our website are affiliate links, if you use them to make a purchase we will earn a commission at no additional cost for you (none whatsoever!).

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Top 24 Offline Fighting Games For Android & iOS - YouTube

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top 10 offline fighting games for android

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