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26 Eylül 2015 Cumartesi

Fifa 16 Review


EA’s football giant takes to the pitch once more but has this year’s game been outpaced by the rejuvenated PES 2016?
Their fans won’t see it that way but it’s not good for any club to dominate for too long, and it’s just as unhealthy for any one video game to remain so untouchable that there’s no incentive for serious improvement. For the last several years FIFA has always been a good game but recently there’s been signs of complacency, that have come just as Pro Evolution Soccer has made its return to greatness. And this year there’s no question about it: FIFA is second best.
You can read our review of PES 2016 here, but the short version is that it features major improvements across the board – from the Master League to the controls – and has a headline innovation in its new physics engine. By comparison FIFA 16 has nothing very specific to shout about other than it now has women’s national teams, which is very welcome but does little to address the game’s legacy issues.
In fact it’s always interesting to see what publishers consider the most important thing to mention on the back of the box, and with FIFA 16 it’s the women’s teams, a new training mode, and FIFA Ultimate Team Draft. Again, no mention of any gameplay improvements, except for a vague reference to ‘new ways to play’.
Playing FIFA 16 you find that there are no big changes, just minor improvements – and some minor regressions. The defensive game has received the most attention, with computer-controlled defenders now making a real effort to intercept passes and chase down meandering strikers. As a counter to this there’s also a new faster passing option, with the drawback that you can’t guarantee the receiver will be able to control it.

Read:http://metro.co.uk/2015/09/24/fifa-16-review-relegation-zone-5405413/

22 Eylül 2015 Salı

Swing Copters



Swing your mission copters very carefully in order to completely finish your helicopter will fly from obstacles and swing your way in case the hammer style icons that will allow the helicopter to pass without touching. Which will be quite a nice game you need to make our players left click using your mouse button clicks by making timely cute helicopter will be able to provide the right or left to go. 

 Swing your mission copters very carefully in order to completely finish your helicopter will fly from obstacles and swing your way in case the hammer style icons that will allow the helicopter to pass without touching. Which will be quite a nice game you need to make our players left click using your mouse button clicks by making timely cute helicopter will be able to provide the right or left to go. I wish success to our players as Joysticks and will leave you alone with your challenges.

I wish success to our players as Joysticks and will leave you alone with your challenges. lappy Bird vertically rather than horizontally as in games played at the target, swinging objects fly without hitting the highest level. Flappy Bird is almost the same as the logic of "Swing copters" in making certain that the dependency is considered. 

Minecraft




 Minecraft is dangerous. You can sit down to a new randomly generated world for a quick session only to snap out of the creative haze many hours later to realize you've forgotten to eat, sleep, and go to the bathroom. There's always just one more tunnel to carve, one more resource to harvest, one more tool to forge, or one more to-scale replica of the Star Trek Enterprise to re-create block by block. The ability to exercise limitless freedom and mold the game's retro fantasy world to your liking is powerfully addictive, and this indie-developed sandbox phenomenon holds a staggering level of depth. Some of the game's elements still feel rough and unfinished, but nevertheless, once Minecraft sinks its hooks into you, it won't let go.   Though it initially lacks any tangible plot or specific direction to follow, the real beauty of Minecraft lies in the fact that neither is needed. You get out of the game what you choose to put into it, which allows you to pursue the aspects that most appeal to you. Survival mode is where the experience comes closest to resembling a game in a traditional sense. Dropped into a lovely but primitive-looking 3D world, you're free to explore, build, and adventure as you see fit. Unique biomes like thick forests, swamps, mountain ranges, deserts, and icy tundras hold many resources to harvest, and the jagged landscape itself is your key to survival in these first tenuous steps of the adventure. You start out empty-handed and danger-prone, but carving out the land yields tons of resources needed to generate food, craft weapons and armor, and form crucial tools. Building a shelter with stone, wood, and other blocks is also important; nightfall ushers in the arrival of meandering killer creatures that range from the exploding creepers and mumbling zombies to the enigmatic endermen and arrow-flinging skeletons. There's a cool natural flow to the day/night cycle that encourages you to shift gears between fiddling around on the surface and hunkering down or heading below ground.



 The complex crafting system at the heart of Minecraft's open-ended gameplay is a huge part of what makes the game so enjoyable, and it adds to the thrill of exploration. Laying down raw materials and other resources you've collected in certain combinations along the crafting grid lets you produce everything from practical adventuring tools and structural building elements to clever decorations for your mega fortresses. Some basic items, like torches and pickaxes, are needed for navigating below ground and mining key resources. More elaborate items, like enchanting tables that let you imbue weapons with buffs and powered mine carts that can be used to ferry materials across great expanses of track, require rarer materials to craft. Scouring both the surface and subterranean realms for the elements needed to craft these "recipes" is hard work, but it's rewarding. Toiling away for hours to finally uncover that elusive component you've been searching for can unlock a whole new range of crafting possibilities, and there are more than 200 recipes to make. The big issue for newcomers is that figuring out recipes is a completely unintuitive process. There's nothing in the game in the way of tutorials or even a basic explanation of possible item combinations and what they do. Thankfully, Minecraft players have posted a tremendous amount of detailed information online to help the uninitiated learn the ropes, but it's a major shortcoming of the game that you have to venture outside of it to learn new crafting combinations. There's a hefty learning curve to get past when you start out, though it's not a total fun dampener. It's less of an inconvenience once you get a feel for it, and the sheer volume and variety in the things you can craft more than make up for it.

 Read: http://www.gamespot.com/reviews/minecraft-review/1900-6346734/

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Worldcraft



Worldcraft HD is a game openly inspired on Minecraft that offers the same essential concept, but with a significantly worse outcome. The main problem with Worldcraft HD is its erratic control system, which is frequently unreliable and will mess with your moves. Moving and looking around is not as easy as it should be, and even placing blocks on your scene can be difficult. To compensate for these terrible controls, Worldcraft HD has a bunch of different blocks that can be placed however you like and are always available. You can build shelves, chests, stone walls, cobblestone floors, and much more.

Bubble Shooter HD


Bubble Shooter HD Free is a downloadable Mac-based application that serves users as an interactive and entertaining gaming utility.


 Designed and optimized to function for the portable Apple iPad device, Bubble Shooter HD Free requires gamers to complete gaming levels by shooting multi-colored bubbles to stacked bubbles causing them to explode. The more bubbles a player can explode in a single shot, the better the score. However, failure to explode bubbles in a shot will cause a line of bubbles to appear and stack-up behind the target bubbles. The game will end when the unexploded bubbles reach the end of the grid or when players are successful in exploding them all. Bubble Shooter HD Free utilizes the iPad’s magnificent 9.7 inch-wide, multi-touch LED monitor to facilitate an enjoyable and at the same time easy to control interface.

FIFA 15 Review




Perhaps more than ever, this year's FIFA comes down to the little details. If you played last season's game, then the visuals, game modes, on-pitch action, and means of interaction will be immediately familiar. 

As a result, the learning curve in FIFA 15 is almost nonexistent. What's different is the degree of style and elegance with which everything is executed, giving the game a sense of refinement that was lacking last season. If last year's game was a skeleton of what FIFA wanted to achieve over the course of this console generation, then consider FIFA 15 the first layer of meat on top of that. Nowhere is this more obvious than with goalkeepers, whose new animations make them instantly more lifelike in terms of both look and behavior. 

 Their movements are more diverse, allowing skilful players to perform a range of spectacular gymnastics in an effort to keep the ball out of the goal. More importantly, their movements hint at a keeper's basic thought processes, which does a great deal to humanise keepers and shake that feeling of playing against a pre-programmed machine. If you're on goal and one-on-one with a keeper, it's not uncommon to see him initially rush out from between the posts and attack, only to decide that it's a bad idea and hightail it back to his line.  

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Flappy Bird


I’m terrible at Flappy Bird, but that’s ok – I think that’s sort of the point. Nobody is actually “good” at Flappy Bird. Some people are just less terrible than others. I’m still near the bottom of the pile, but like everyone, I’m just trying to get better.
This isn’t the first time that Flappy Bird has sounded like a metaphor for life, and it probably won’t be the last. But I suppose that’s what happens when something is simultaneously so simple yet so frustrating.

For those not in the know quite yet, Flappy Bird is the latest game to take the mobile market by storm. It’s a free download – and not, I should stress, “free-to-play” – that tasks players to guide a bird between an endless series of gaps in an attempt to get the highest score possible. Every set of pipes you pass earns you another point. It’s as simple as that.
And yet this might be the most controller-throwingly frustrating game to ever appear on the App Store.

Every tap on the screen gives your little birdie the courage it needs to flap its wings one more time. With every flap, the bird shoots upwards… and then quickly comes back down. It’s as if your finger was providing instructions for the bird to jump on an invisible trampoline. Now imagine guiding someone through a series of narrow passageways while forcing them to jump on a trampoline.

That, in a nutshell, is Flappy Bird.
In my travels this week (both on the internet and in meatspace) I’ve only been able to find two kinds of people: those who hate Flappy Bird, and those who hate it but can’t stop playing it because they won’t let this @#$%ing game beat them. Clearly, I’ve aligned myself more with the latter.

It might be frustrating (and easy to hate), but Flappy Bird manages to succeed at that classic Tetris design principle that has informed so many great video games that came after it – make it easy enough that anyone can figure it out on their own in seconds, yet challenging enough that it would take years of practice to master. In terms of game design, it’s brilliant in its simplicity.

Read: http://www.gamezebo.com/2014/02/04/flappy-bird-review/

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Angry Birds



Angry Birds Transformers - Say whatever else you will about Angry Birds 2 creators Rovio, they know how to make fun, accessible games that have a lot of personality. There's no question that they've done just that, once again, in Angry Birds Transformers [Free]. It's not terribly deep, but it's enjoyable to play and its sense of humor is in exactly the right place, paying respect to the Transformers license while still gently poking fun at it. I walked away from Optimus and company a while back because sometimes it's not a good idea to revisit your childhood favorites, but playing this game brought back a lot of good memories for me. So, congratulations to Rovio, it's a nice game that uses its admittedly strangely-matched license well, and does so without retreading the default Angry Birds template, as tempting as that likely was.

Unfortunately, Rovio is also rapidly developing another consistent trait, and it's not something I'm all that thrilled about. Paid Angry Birds games aren't doing it like they used to, and attempts to launch new paid apps outside of the franchise haven't gone over too well, either. The big money is in the free-to-play side of the store, and Rovio has picked up sticks and moved over there in earnest, leading with the strongest punches they've got, Angry Birds spin-offs. It's all well and good to get fun games for free, but sooner or later, something has to pay the bills, and that's where things have gone wrong with games like Angry Birds Go! [Free]. It's probably little surprise, then, that Angry Birds Transformers also suffers from its need to make some money. Rovio still hasn't quite gotten the hang of how to balance its monetization techniques, leaving us with a game that might pull you in, but all too soon puts up a paywall high enough to be incredibly discouraging.

read:http://toucharcade.com/2014/10/21/angry-birds-transformers-review/

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Clash of Clans


This is a freemium game review, in which we usually give our impressions immediately after booting a game up, again after three days, and finally after seven days. However, Clash of Clans has been out for months, and I've been playing for a good long while, so I'm going to be doing things a bit different this time round...
Clash of Clans hit the App Store in its full 1.7 release on June 13th 2012, after spending some time in closed beta.

I was introduced to the game by my main man Jon Jordan through the Pocket Gamer Podcast a few months later, after hearing about his love of the game, and the staggering amount of money he'd ploughed into the freemium title.
I've always been interested in freemium games, and I've sunk more than my fair share of time in them. But by the time I played Clash of Clans I'd become frustrated with the failing common to many freemium world-building titles: there's very little skill or strategy involved in success.

One small step for barbarian man
To me, Clash of Clans represents a tentative but significant step towards changing this, though it's a step that few take the time to recognise. See, Clash of Clans asks you to be good at the game as well as patient, and for that it deserves recognition.
Clans asks you to build a village and populate it with everything the warring tribe you're leading might need. A town hall for leadership, a gold mine for money, an army camp to hold your warriors, an Elixir collector to gather up this additional resource from the ether - pretty soon you've got plenty of architectural work to be getting on with.
As you build and expand your small camp into a burgeoning fortress you unlock more building types, but never enough to weigh you down with choices. Hit a high enough level and you can take over the Clan Castle, allowing you to forge allegiances with other players, upgrade your barracks, and create different types of unit.
There are more than enough types of unit to unlock, but not enough for any of them to seem perfunctory on the battlefield.

It's in the battles that you first appreciate the necessity for skill. The first few battles with the AI are easy-peasy. Simply build enough Barbarians to overrun the Goblin hideout, and watch them take it apart.
Then you're given access to archer units, and you're thinking, "well, this is easy, I'm storming through these."

Read: http://www.pocketgamer.co.uk/r/iPhone/Clash+of+Clans/review.asp?c=47309

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Plants vs. Zombies


In the space of three weeks, EA is set to release two separate multiplayer-only, Xbox exclusive (well, not available on PS4 anyway) squad-based shooters. Neither are free-to-play, and amazingly neither feature nefarious microtransactions. EA's decision to unleash Plants vs Zombies Garden Warfare mere weeks before the all-conquering Titanfall is a curious one indeed, but then, this is a curious game.

Like all sensible people, I'm naturally wary of any entertainment product that builds its own identity around a pun, but if anyone can get away with it, it's the gloriously daft bunch at PopCap. And get away with it they do, as against all logical thinking, Garden Warfare is a supremely well-constructed, balanced and engaging multiplayer shooter.

Eschewing any notion of single-player (a very wise decision), Garden Warfare splits its horticultural carnage over two distinct modes, Garden Ops, and the imaginatively titled Multiplayer. Garden Ops is probably the best way to kick things off, a four-player iteration of horde that makes thematic sense given the series' tower defence roots.

Here, four plants have to protect a garden against ten increasingly difficult waves of zombies. Standard stuff, but it's an immediate showcase for Garden Warfare's marvellously smooth and precise gunplay, and its faultless controls. The game is played in third-person but retains a first-peron control set, never dropping frames and remaining fluid and accurate no matter how many grey-skinned groaners there are on screen trying to hack your garden apart.

Garden Ops feels like an introduction to the wider game's systems. Every round is relatively short-lived, especially compared to some of Gears of War's wave-based epics. After the tenth round of onslaught, series stalwart Crazy Dave swoops in to rescue your team, marking out a landing zone on the map that you must defend for a couple of minutes before you're rescued in his dropship. It's surprisingly thrilling - much like Titanfall's signature end-of-round post-game skirmishes - and requires communication and teamwork to cope with the relentless march of the undead.

That teamwork will carry you into multiplayer, and Garden Warfare's best mode, Gardens And Graveyards. This is a splendid 15-a-side combination of Battlefield's Conquest and Rush modes, where the Zombies attempt to capture a series of Plant-defended Gardens by squatting in a marked zone before a timer runs out. Every garden the Zombies seize turns into a graveyard, until the match reaches a climactic battle that plays out differently on each map. You might see the Plants desperately defending a mega flower (complete with its own health bar) as Zombies shoot towards it in cannons, or the shamblers might need to blow up a base using explosive Z4 (sounds better when you say it like an American). These final melees are thrilling and oddly unique; a genuine innovation within familiar boundaries.

Read: http://www.eurogamer.net/articles/2014-02-27-plants-vs-zombies-garden-warfare

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Subway Surfers


Here we are then, another Monday and another coin-collecting endless-runner. Perhaps this is great news to you, perhaps you're a little skeptical about the worth of investing your time into yet another finger-swiping rollercoaster through upgrades and endless random environments.

Rather than playing a dashing hero who leaps out of a temple with a precious idol, hoovering up as much loot as possible while dodging the clutches of the temple denizens, Subway Surfers features nothing deeper than a scamp on a skateboard, vandalizing trains and running away from a track inspector and his Pitbull dog. As with Temple Run, a gentle knock or a late-timed leap here or there will see the inspector temporarily catch up, while a full-faced slam into an oncoming train ends the run completely.

To stave off any staleness in this mainstay of mobile gaming, the developer has thrown a few neat tricks into the mix: there's variety to be found in the pathing options for example, as you weigh up whether to take a shot at a risky (yet lucrative) run of coins, or stick to a safer option that keeps you well away from the path of the oncoming trains.

You can also choose to head up ramps that take you onto the trains themselves, and this is where Subway Surfers really becomes interesting. While you need only concern yourself with dodging train carriages, or leaping and sliding your way past barriers when you're on the ground, once you're up on top of the trains you'll need to navigate left and right between them in order to stay aloft as they race towards the front of the screen.

Making a most notable nod to Jetpack Joyride, Subway Surfers also offers up a few missions to keep the action interesting, although it's rather annoying to note that the details of the objectives is obscured in the main menu, and the page only references tasks you've already completed. To find out your next mission objective you'll need to access the mission page in-game. Odd.

Read: http://www.modojo.com/reviews/subway_surfers

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Agar.io


Agar.io is a web browser-based game where the player must increase the size of of their own circular cell by engulfing other player’s cells and pellets called “Agar”. The game is notable for its simple addictive gameplay.

It gets its name from Agar, a substance found in cell walls of certain algae. The Java script-based game was originally created by a user of 4chan’s /v/ (Video Games) board and launched under the domain name Agar.io per another anonymous poster’s suggeston on April 28th, 2015. On the the day of its launch, the game began attracting massive attention after it was linked on 4chan. On May 3rd, the game was submitted to Steam Greenlight, where it was promptly approved What can we say, this no sign-up browser based game has gone viral.

Understandably so because if VERY addicting and simple. You start off as a very small but fast Cell, you collect smaller cells to increase in Size and you try to engulf other peoples cells that are smaller than you. Simple. However, it’s also a challenge as there is an actual edge of the screen which can get you trapped and have the larger but slower cells a change to increase their size. So be careful.


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GTA V Review


So was it worth the wait, then? Let’s be honest: you probably already know the answer to that question. For those who haven’t played GTA V yet, you’re in for a real treat. It’s just missing “definitive edition” from the title, because the inclusion of features like the video editor, and the fact that it’s the only place to hit 60fps means that, yes, GTA V on PC was well worth the wait, even if we’re just talking the wait for downloading the 60gb of data to play the thing.

And let’s start with the frame-rate. Having recently built a behemoth of a gaming PC, I immediately threw everything to max settings and jumped in. Bad news: it dropped to 30fps. A smooth 30fps, with zero hiccups, but 30fps nonetheless. Dropping a few settings (the ones barely anyone actually understands) by a small amount and we’re back to 60fps, and by God, it’s gorgeous, smooth and, frankly, a site to behold.

It’s impressive that despite looking this good, it actually doesn’t require a monster PC, though. There’s a plethora of options – a staggering amount, in truth – and it does appear that most GPU manufactures are putting out new drivers that are almost specifically aimed at getting the most from GTA V. There’s a benchmarking tool within the menus that give you a guide, but even better, a bar at the top that gives a visual representation of how much you are stressing your GPU out.

Read:http://www.godisageek.com/reviews/gta-v-pc-review/

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Fireboy and Watergirl


In Fireboy and Watergirl players have to collaborate - with themselves! - by controlling two different characters at the same time (or, ask a friend to help - just make sure you know how to work together!). While one hand controls Watergirl using the key WASD, the other controls Fireboy using the arrow keys. Along the way they have to collect diamonds, red for Fireboy and blue for Watergirl, and get to their respective exit doors, red for Fireboy and blue for Watergirl.

Additionally, each character is vulnerable to the opposite elements, so while Watergirl can swim through a blue pool Fireboy must jump over it, and the opposite for red pools of fire. They are both vulnerable to green pools. While they don't always have to move at the exact same time, you do have to coordinate their actions -sometimes one character has to hold down switches or buttons to make a path for the other. This game requires a lot of concentration, which is good for enhancing focusing skills, but most of the time players can proceed at their own pace which leaves plenty of time for relaxing in between challenging levels. The overall level design is clever and interesting, and gently guides the player from easy to more difficult levels, occasionally adding new mechanics to keep the game interesting but not too fast to make it confusing.

Please Note: This game requires focus and concentration, which might tire out some kids quickly. However, the game isn't overly challenging, and therefore is a good way to strengthen these skills. This game is accessible for younger players, but challenging enough for older players, and will appeal to nearly any age group.

Read:http://www.backpackgames.com/fireboy-and-watergirl-in-the-forest-temple/

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Candy Crush Saga


Most Candy Crushers will know that there was an update for Candy Crush Saga for Android and iOS devices last week. Although new updates are welcome we sometimes find that issues can arise afterwards. Now we’re hearing of a Candy Crush Saga freezing problem since the latest update.

Candy Crush Saga hardly needs any introduction as it’s a worldwide phenomenon with millions of daily players. The most recent Candy Crush update arrived on the Google Play Store on June 2nd and on the App Store for iPhone and iPad on June 4th. The update brings the very last episode of Dreamworld called Dozy Down, and app users who reach the final level (665) will receive a special treat.

However, in the last few days we’ve been receiving messages and comments from readers saying that the game is freezing up, often when trying to claim an reward. We’ve also been informed that some users are encountering an award problem where the bonuses show up when playing but they don’t receive them. We took a look at some of the user comments on the Google Play description of Candy Crush Saga and there is also evidence of a freezing issue there.

For example one app user writes, “Candy Crush freeze. Since last update this game doesn’t load or it freezes on award claim. Please fix soon.” Another person comments, “Game getting stuck at claim prize. You guys are getting worst day by day. Poor rating for u permanently.” Another comment reads, “Freeze problem on this game. Since I updated this game it has given me problems. Though have been enjoying it before this time, but nevertheless it would just freeze when it gets to the award prize claim. Will be glad if this could be done and will rate it more.” Yet one more writes, “Updated my Candy Crush and now it keeps getting stuck on claim prize. I have to restart my phone to play, it’s annoying and yet it was working fine before I updated it.”

We’d like to say these are isolated incidents although these are just a few of the many comments referring to this Candy Crush Saga problem. All of these are dated since the last update arrived, so it seems as though that has definitely caused the issue. It’s pretty difficult to tell how widespread this problem is so we’d like to receive some input from readers.

Read:http://www.phonesreview.co.uk/2015/06/07/candy-crush-saga-freezing-problem-since-latest-update/

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Temple Run 2


The original Temple Run is one of most popular mobile games ever, so it isn't any surprise that Imangi Studios is back to offer players another helping. Temple Run 2 is here, and it takes the framework laid down by its predecessor and builds on it ever so slightly, keeping the gameplay of the original intact and as addicting as ever. 

If you were a fan of the first Temple Run, expect to spend quite a bit of time with the latest mobile gem from Imangi.

For the uninitiated, the idea behind Temple Run 2 is simple: you're running for your life through an obstacle course that never ends. That means you'll fail every single time you pick up the game, but it isn't quite so grim as it sounds. The challenge is getting further than you ever have before, collecting as many coins and gems along the way as you possibly can. You find power ups that allow you to put off the inevitable just a little bit longer, but eventually, your game will come to an end, whether that's at the hands of the gorilla that's relentlessly chasing you or due to a nasty fall off the edge of the course.
If you've never played Temple Run, there's a good chance you'v
e played a game like it on your phone or tablet. The running game has turned out to be incredibly popular, but Temple Run 2 does it better than pretty much every other game in the genre. It does it better than the original Temple Run as a matter of fact, so that should give you an idea of how much fun Temple Run 2 is.

At the start, you'll control Guy Dangerous, but additional characters can be unlocked with coins you've collected and saved. Coin collecting is obviously at the heart of the experience, as you'll use those coins to unlock new abilities for your character. These abilities can range from increasing the duration of your shield – which will get you out of rough spots often – to increasing the amount of coins you can collect after you run a certain distance. I would suggest not hoarding your coins unless you're saving up for something really expensive, as each ability makes some aspect of the game easier.

To control your character, you'll be swiping the screen and tilting your device. Swiping upward will make the character jump, swiping to the left or the right will make them turn in that direction, and swiping backward will make them fall into a slide. You'll need to tilt your device at certain points throughout the stage to stay on the winding path, which can be a little bit difficult to get the hang of at first. Once it clicks, however, you'll be weaving left and right like you've been doing this for years.

Read: http://androidcommunity.com/temple-run-2-review-20130124/

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Angry Birds 2



The Angry Birds franchise has a legacy that’s bigger than Terence (psst –he’s the huge red wrecking ball bird, if you’re not up on your digital ornithology). The first game, released in 2009, helped cement mobile phones as a serious gaming platform in North America. Even today, playing that now-ancient Angry Birds game feels fun and fulfilling.
But Angry Birds’ legendary status is double-edged. The recent release of Angry Birds 2 makes it all-too-easy to look back on that first game and pine for an age when mobile games weren’t intermingled with wait timers, hard currency, and advertisements. We just picked up, played, and never thought twice about re-starting a stage when a swine assault went sour.

Sure, Angry Birds 2 looks and sounds much more refined than its predecessor — over the years, the Pigs and the Birds have received an impressive infusion of personality — but this latest session of bird-flinging makes it too easy to reflect on the tedium and frustration that comes with some free-to-play titles.

That’s not to say Angry Birds 2 is a bad game. That’s not the case at all. It’s still as fun as ever to take out the glass base of a pig’s tower with a beautiful bluebird shot. But neither is it possible to play the game without observing how the deck has been stacked against you in hopes of getting you to spend money on in-app purchases.

In fact, the alterations made in the name of farming your hard currency are the only really significant changes between Angry Birds and Angry Birds 2. For instance, each level has multiple screens — sometimes three or more — with multiple pigs to take down, and / or bosses to demolish. You must clear every screen with the birds you’re allotted at the start of the stage.

Incidentally, some of those birds are hidden behind face-down cards. You can switch between visible birds, but invisible ones remain unseen until you’ve burned through your previous birds. You also can’t peek at what’s ahead in multi-screen levels.


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1 Nisan 2015 Çarşamba

Bejeweled 3




If you own a computer or a smartphone, there's a very good chance you've played, or at least heard of, Bejeweled. The popular puzzle series has been immensely successful, and for good reason: its compelling gem-matching gameplay is approachable enough for almost anyone to immediately pick up, yet it rewards skillful play, making it appealing to those looking for a good challenge. Bejeweled 3 delivers more of this ageless puzzling and harbors few surprises. This is the sequel you probably expected--a natural, cautious follow-up to a puzzle classic. What's different is the context given to tradition. New modes mix up the pace with mostly positive results, and there are undeniable thrills to be had when a time limit forces you to make quick decisions. Unfortunately, Bejeweled 3 doesn't boast enough growth to justify its $19.99 asking price. But as familiar as it is, this iteration of a beloved game will keep you glued to your chair, swapping jewels and losing hours of your life to the power of red rubies and blue diamonds.

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