Wednesday, November 30, 2011

Super Wars Review

Super Wars Review icon

Make no error, the bulk of a player’s time with Super Wars will be expended observing an “energy” enumerate of kinds increase while tapping on icons at the base of the computer display to develop fighters and vehicles. Then watch them run to the converse edge of the area in a do-or-die try to come to the enemy’s encampment and make it not there no more. Things diverge from the anticipated norm in-between attack, when players are permitted to spend diverse assets acquired through battle to assemble and improvement structures in their groundwork which can both unlock new flats and make an armed detachment more effective.

The “action” stages gaze good. It’s got a hybridized art method that is seated somewhere between gritty and cartoony, and animates rather in a nice way (although a bit simply). However there’s actually not anything here that’s going to bang the socks off of somebody well renowned with this kind of game. The “planning” stages (in the base) are what actually set the game exception from remainder and will make genre veterans take a second look. Having these buildings and upgrades joined to assets acquired through triumph makes concluding what to construct or advance a very strong alternative at times. “Should I save up to increase my army’s general strike power, or start cranking out tanks?” Hmmm…


Screenshots
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Super Wars Review
Requirements: Compatible with iPhone, iPod touch, and iPad. Requires iOS 3.0 or later

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