iOS Reviews

Colossatron: Massive World Threat

I hatred microtransactions. They’re a Faustian cut on complicated diversion design. They’re a impolite try during wringing income out of a idle and gullible by vouchsafing them trade income for time, as yet games were only about reaching a finish and not a tour itself. In a misfortune cases, they can single-handedly hurt an differently beguiling game, rambling a mechanics and change to make a squeeze so tantalizing it’s scarcely inevitable.

But microtransactions don’t have to be intrusive. For any 10 Zyngas-in-training, there’s a smart, responsible developer that respects a subdivision of business and design, that believes a extra by-pass should be only that. There aren’t many studios I’d count among those ranks, though Aussie iOS devs Halfbrick (of Fruit Ninja and Jetpack Joyride fame) are one of them.

Well, they were, adult until we played their newest release, Colossatron: Massive World Threat.

But before we get into that nastiness, let’s strike a basics. Mechanically, Colossatron is effectively a turn on a simple match-three judgment of games like Zuma. Rather than relating adult colors to mislay them, you’re indeed building—in this case, a hulk alien-robot-snake-dragon who’s wreaking massacre on an gullible tellurian world. (It’s an ’80s anime–meets–kaiju film vibe. Just hurl with it.) Colored segments called powercores frequently seem in a universe for we to drag and dump into Colossatron’s body. Line adult 3 of a same color, and they compound into a single, some-more absolute “supercore.” Match 3 of those, and they compound again, apropos even stronger.

Each tone has a possess preference of 4 descent or defensive abilities that assistance Colossatron quarrel off a troops army and continue his rampage. At a start, you’re singular to loaner powers, with a preference swapping out any 24 hours. If we wish to keep them permanently, we need to spend some in-game resources to squeeze them. This setup creates it rather formidable to examination with opposite strategies, given you’re during a humour of a stream preference until you’ve purchased your possess set. You’re also means to buy armor to boost any color’s survivability, that proves essential as we progress.

There’s zero wrong with any of that in principle. Plenty of games have incited extensive ascent trees that distant transcend actor ability into fun small jaunts. There’s only one problem: those ol’ microtransactions.

Colossatron has dual currencies: money, that we acquire fast by simply causing damage, and prisms, that seem as sparse pointless drops in a world. Guess that one we use for a unequivocally important, permanent upgrades. Then theory that one we can compensate genuine income for.

Because a problem rockets ceiling during unchanging intervals, you’re customarily forced to strike a wall, continue pummeling face-first into it until we find adequate prisms to upgrade, afterwards make real, discernible swell for a few minutes. When you’re harsh during length, it becomes apparent only how small accumulation and rendezvous a opposite levels offer. Enemies and backdrops change, though your one-size-fits-all relating plan never has to. Apart from ensuring you’re putting like with like and building a few recovering cores, opposite weapons and configurations have small impact on how things play out. It’s a grub that feels like a grind—the misfortune kind there is.

And you’ll be doing it a lot. To entirely ascent a armor on any powercore and clear any probable weapon, we need a grand sum of 504 prisms. You can separate that series if we don’t caring about a weapons (and we unequivocally don’t have to). Based on my normal earnings, we can design to acquire roughly one prism per 4 or 5 mins of gameplay. Using those total generously, that means you’d need to put in around 20 hours to squeeze all a armor upgrades, and around 40 hours to squeeze everything. That’s 20 to 40 hours of a same dual mins of skinny gameplay, steady over and over again.

Or, if you’d rather, we can bombard out $40 and get all a prisms you’ll ever need. See a problem? That’s not a tradeoff. That’s ransom.

Halfbrick is clearly able of nailing a change required to make microtransactions palatable. Jetpack Joyride and Fruit Ninja were a blast to play, even if we didn’t spend a singular cent. In those instances, we were constantly creation unchanging swell by simply personification a game, and that gameplay was a fun, skill-driven finish in itself. That Colossatron fumbles both halves of that indication reflects possibly a unpleasant miss of foreknowledge or a shameless newfound greed.

Either way, they’ve done a customarily troublesome preference surprisingly easy. No need select between giving Colossatron your time or your money—with a separator of entrance so high on both fronts, it deserves neither.

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