Games

My Kind of Rambling But Awesome Thoughts on Clash Royale

Grab some popcorn and settle in because I’m going to drop some heavy thoughts on my current favorite game, Clash Royale. Yeah, you’ve heard of it. Kind of hard to miss because when Supercell released it on iOS back in March, it was featured all over the App Store. I downloaded it onto my Dad’s iPhone and then got it on Android as well.

Oh and before we get too deep into my review, did you see that Softbank might sell its stake in Supercell? Looks like even though Supercell’s games dominate most of the world, not so much in Japan! But it would be at a valuation of $5 Billion or more, so still a pretty sweet deal if they can find a buyer. Can I have some?

OK, onto the review of Clash Royale…

Relatively, Clash Royale features of which players pick eight cards that are unique to build a deck a few dozen cards. This appears a little overly basic- especially if you are a veteran of other card games. Once you allow it to settle in, it is actually pretty amazing, as with only eight cards to work with, it becomes instantly see-through which cards are not operating in your deck and are.

The RTS (that’s real time strategy, loozahs) and MOBA (do I have to ‘splain this, too?) components have also been significantly simplified. In both genres, success comes from not only by how intelligently you utilize your units, but how accurately and quickly you are able to command them. To their own army, top-tier players are issuing hundreds of orders a minute in the world of popular RTS games like StarCraft. Likewise, the split second decision making you see in top-tier MOBA play is incredible.

Clash Royale - Blue Prince in a Warm Haze

This can be all accomplished through dragging cards from your own hand which seamlessly summon that card’s unit (or units) on to the battlefield. Placing where you summon these units is significant, as instead of micromanaging an army, a very basic AI similar to assaulting base is used by everything. Each unit behaves somewhat differently, while some attack the closest thing to them and a few might prioritize targeting structures. Cards have a casting cost related to them, using the Elixir resource that you may likewise recognize from Clash of Clans. Like most card games, the price of cards behind the scenes of the game, although generally escalate with strength amount is a rock paper scissors-like system where more affordable cards played at the right time and correctly can completely counter apparently strong high-priced cards.

If you’re really eager on getting the latest news on Clash Royale, stop by the main Facebook page for the game.

For instance, the Prince is the first epic poem card most new players will encounter. He costs five elixir to play, and after a brief period will rapidly charge toward the closest unit or construction and strike with a huge attack. The first time you encounter this card, you’ll necessarily feel like it is completely overpowered. However, after testing and thinking about a bit, you’ll find that the Tombstone card which is rare instead of epic poem, but costs three elixir instead of five, will completely shut down the Prince. The catch is, you’ve got to manage your hand of cards, and have responses to risks at the ready like the Prince. This is only one example, but the entire game is full of cards which are extremely powerful, but can be readily countered if you’re up to speed on all the Clash Royale tips and tricks. The depth of strategy is amazing even though the card pool and deck size might seem modest.

A game that is typical subsequently involves initially picking your eight cards which meld together good in some kind of strategy that is cohesive with responses to the various sorts of hazards you might come across. From there, you hunt for an adversary, and are matched up with someone who has the same trophy amount as you (more on this particular later). From there, you dump out cards, and manage to knock down one or more of the crown towers while shielding your own, and ultimately destroy your adversary’s main King tower. Games have a hard limit of taking absolutely no longer than four minutes, which will be really only another clever wrinkle in the game.

The first two minutes of a Clash Royale game are normal, you use that Elixir to play with your cards and slowly get Elixir. You win, if indoors of those two minutes you find a way to destroy your adversary’s main King tower. Otherwise, the game advances to an additional minute which will be normally where things get real as you and your competition only rapid-fire throw cards at each other. By the end of that cumulative three minutes, whoever has ruined the match is won by more towers. You are given another minute of sudden death where the first player to destroy any tower wins if things are tied.

The match ends in a tie if after death that is sudden no one manages to do that. Ideally, you desire to destroy all your competition’s towers, as crowns for each tower ruined amass.

Still following? You can find more tips and tricks for Clash Royale in the official forums on Supercell’s site.

It really is a free to play game so being skeptical of other freemium shenanigans and pay walls is not only unreal. Every four hours, you get one free chest and you’ve two slots for these free chests, so to optimize your freebies you’ll want to be checking in on the game at least one time every eight hours. After finishing the tutorial, winning battles awards torsos of different levels of rarity (uncommoner chests include more cards and gold) and you are able to hold a maximum of four of these prize chests. Silver Chests, which are the most common prize chest take three hours with currently the greatest chest in the game, the Superb Magic Chest, taking an entire day to unlock to unlock. Only one chest unlock timer can be rolling at a time, so there’s a little strategy involved with what you unlock and when. For instance, if you’ve got a Gold Chest in your inventory, you’ll probably want to hang on to it to be unlocked by that overnight as that is an eight hour timer you’re able to have while you sleep counting down. If you’ve got four chests in your inventory, you CAn’t earn more until you unlock one and therefore open up that inventory slot.

Clash Royale - Angry Red King in a Warm HazeComplicating matters a bit farther is the consistent leveling-up system that exists both for you as a player in addition to individual cards that will lead one to amassing as many cards as possible. Say you get a fresh card from a torso, you can clearly immediately play with that card in any deck. But what if in your torso that is next you get duplicates of that same card? Well, you combine that card to level up one level. The well-being a component has are both grown by ten percent, when a degree is gained by a card. The curve for cards getting degrees is vital, and while it just took you two cards and five gold to get a card to level two, it will take four cards and twenty gold to reach level three, ten cards and fifty gold to reach level four, and so forth. Upgrading a card awards encounter which can be rolled into your “King level,” your total expertise level which additionally makes your in-game towers more strong and have more hit points. Purchasing gold seems like the best way to spend your gems as gold is used not only to update cards, but also purchase cards you mightn’t have from the day-to-day rotating in-game card store.

Another totally optional (but very favorable) level of complication comes from joining a family. Where up to fifty players can band together to donate cards to each other, which actually is the best method to gain both experience and any cards much like Clash of Clans, the game has a surprisingly compelling societal component to it, you might be missing. To sweeten the deal farther, for every common card you donate you will get five gold and one experience point, for rares you will get gold that is fifty and ten experience points. So, usually, it is advantageous to join a family and purchase commons and rares from your own card store as you essentially only get that gold back alongside experience points as you share cards with your clan members. Clans increase in status as the members of the family gain decorations, and decorations additionally function as both a consistent progression system together with matches are made.

If you have played Clash of Clans, this entire setup will be instantly recognizable to you personally. It’s gating content predicated on ability level, together with a great system that works nicely for matchmaking. New players just have entry to a really small card pool, but as you play and get better, you gain access to more cards which further complicates the game (in a superb way) as well as the selections you will make when building decks.

Overall, you’re never ever going to make everyone happy with your free to play monetization in a game, but once you actually get playing Clash Royale and understand that chests aren’t the end all-be-all of progress, you begin to recognize just how generous it all is.

If you need to see what top-grade play resembles, the game even has a rotating group of replays they are calling “Clash TV”. This serves as a fairly amazing carrot on a stick as you can see cards in use which you don’t have yet, or even possibly players utilizing strategies you haven’t thought of doing yet for cards that you do have. In Clash TV, you’re probably simply watching players who’ve spent a ton of cash on the game, but, actually, and that is fine, utterly typical of most things you had be a viewer of. The things you see can be super useful to you as a free player.
It’s hard to find many things to complain about in regards to Clash Royale, as it is a genuinely very entertaining game which I’ve been playing now without spending a cent and I don’t actually see that changing. I was a little concerned about the card pool possibly stagnating, but Supercell has recently released some new cards, although it will be interesting seeing what type of schedule they keep up with when it comes to new content. Considering these types of games live and die by how much they are supported by their programmers, it wouldn’t surprise me at all to see a constant drip feed of new material slowly funneling into Clash Royale.

Clash of Clans, backed by a marketing campaign that is big, has become the public face of strategy gaming that none of us need. It’s been popularized by lots of fan sites. Sure, it is actually pretty qualified as free to play foundation-contractors go. But that very model is so repellent that it is like saying Genghis Khan wasn’t quite so good as barbarian warlords go a bit.

Then when Clash Royale, its sister franchise, seemed on the scene, my instinct was to run a country mile. Yet, for the benefit of completeness that was journalistic, I felt compelled to test it. I headed into my first match straining under duress. I left it with a hot itch to play another. Right away. And another, and another, until I was forced to admit that truly, Clash Royale is not really bad.

It’s an actual mini-mobile MOBA. Unlike other games in that hallowed turf, it doesn’t carry a ton of baggage over from its PC roots. Matches are quickly, at 4 minutes before a draw is declared tops. You will find just two lanes. Each player has three fortresses, and the intention is to destroy over your opponent does. There is no heroes just a variety of melee troops and distinct missile that you launch onto the board at a time and place of your choosing. From thereon in, the AI takes over and directs them for you.

You can take eight units into battle. There is a default eight everyone gets at the start, and a small collection of ones that are new you can unlock through play or pay. It’s a bit like a card system where you update the ones you might have or can put things in and from your deck as you get access to them. You slowly gain access to more and more cards as you rank upwards and this slow drip keep the learning curve fine and shallow.

If it appears astonishing that there is any learning curve at all in this type of simple, stripped down game, that is down to the genius of the layout. Units don’t have many numbers but what there is creates an intricate net of attack and counterattack. Swarms of small components can be immediately removed with splash damage. Flying troops can effectively counter splash damage units. Flying troops are exposed to swarms of missile units that are small.

That would be enough to make an appealing game. Yet abundance is added to the mixture through a thousand tiny selections in timing and positioning that can help win a battle. You pay for units through a refilling bar of elixir. To win through to an enemy citadel, you need certainly to throw a mixture of components into the offensive down one lane.

The result is a surprisingly deep and beguiling combination, where there is a suggestion of randomness in your card assortment and lots of ability. It’s ideally suited to the mobile medium with things being quickly and so smooth. The rapid matches, predominance of multiple, interlocking group and player ability and upgrade systems make it alarmingly addictive. A quick five minute session can expand to consume a hour with terrifying ease.

Larger is the monetisation model, which can be so odious that it makes me wish Clash Royale wasn’t as bad as it’s. Winning matches wins you chests, which carry gold and cards. You need gold, because your existing cards are upgraded by it and is the only dependable method to get the most effective cards. Nevertheless, you can only own four chests at the same time, and opening one takes up to twelve hours. If you don’t pay with premium, real-money fuelled, currency to take the timers away.

The reality is that while you are able to in theory, play forever free of charge, you will fight to get anywhere unless you pay and will lose lots of matches. It does not have to be a handsome amount, unless you’ve the patience of a saint but it is still effectively a paywall,. And if you are at all impulsive, or if the game gets its considerable hooks in you, it would be simple to spend a bundle. Top players are already choosing about a huge selection of dollars.

What is so awful and infuriating about this is that Clash Royale would have worked brilliantly on a Hearthstone style pay model. Earn gold quests or through triumphs, up to a reasonable daily limit. Buy card packs with actual money, or with your gold. It’s made lots of gain for Blizzard. But SuperCell were not satisfied with that. They picked the path that was greedy and made what could have been a really amazing game into merely a good one.

Sad, but it is an effective and instructional metaphor for the direction mobile gaming appears to be going. So Clash Royale adheres at us . Enjoy this game that is outstanding and hasten the demise of the things we adore, or lose out on a fantastic strategy game and stick to our principles? On the assumption that I’m in too tiny a minority that cares about the latter, Iwill need to urge we go with the former.

Clash Royale is a multiplayer, card-based, MOBA-lite, tower defence game from Supercell, the giant developer and publisher behind Clash of Clans.

 

While cards can be purchased by players, they can not only spam the most powerful cards to steamroll opponents.

The game’s elixr meter (not too unlike Hearthstone’s mana system) restricts the number of cards that can be utilized at one time, making placement and timing key elements to success in Clash Royale.

Outside of matches, chests which reward them with new cards and currency are earned by players. If players gather enough cards of precisely the same kind, they can pay some gold while earning new cards gives them options to vary their deck up.

Clash Royale also features family system, a card store, and a location to watch replays, which supplies plenty of content between matches.

For a game that’s fun enough by itself, these extra features make it a more satisfying and lasting experience.

On the other hand, the components that actually make Clash Royale stand out are its fine tuned sense of balance and quick -yet-satisfying game design.

Also, even if you are playing with decks of cards that are fundamental, there are viable strategies to enable you to take down decks high in epic and uncommon cards, and all of this is workable in a brief, sweet, and quite satisfying three minute blast.

OK, to wrap it all up — Clash Royale is totally awesome. I loved it. 10 out of 10 bananas!

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