You choose from one of four classes of brawler, all of which are drawn from the big bank of fantasy archetypes. In brief, those mechanics are: kill everything as quickly as you possibly can. There's a bit of story, and then you're walked through the game mechanics. The game casts you as a musclebound hero, out to rid the world of nefarious creatures. But has the shift into a different business model actually harmed the core Dungeon Hunter experience? It's an interesting argument, and one we're likely to see more often as the move to freemium continues unabated in the mobile world. This, in the eyes of many, is a travesty, and has resulted in a spate of bad reviews. Narrative drive has been abandoned, and dungeon-crawling replaced with a micro-Horde mode that sees you fighting ever tougher waves of creatures. There's a bit of a rumpus over Gameloft's decision to turn the newest instalment of its Dungeon Hunter fantasy series into a freemium wave-based battler.
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