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Wednesday, June 28, 2023

Zombie Virus (Android)

 

WHAT IS IT?


“Zombie Virus” is a FPS featuring both PvE and PvP modes. In the main single-player offline mode, players blast waves of various undead creatures to progress through areas, broken down into several areas and sub-stages.


UI


Navigating “Zombie Virus” can be a rather formidable task, especially for new players. Accessing the main game modes is quite simple, with “Scenarios”, “Defense”, and “PVP” options prominently displayed. But maximizing the “Zombie Virus” experience requires having to constantly pass through several menus, some of which aren’t super obvious.


Main menu/screen.


The main game modes - “Scenario”, “Defense” and “PvP” - are all given large windows on the main screen. These are going to be the ones used most frequently by the vast majority of users, so their prominent display makes sense.


Along the bottom there are separate buttons for “Character”, “Weapons”, “Quest” and “Gacha”. Visiting these sections will be necessary from time-to-time. The first two are where you will upgrade and modify your characters/weapons. The “quest” button grants rewards based on completing daily and long-term tasks. And the “Gacha” system forms the basis for weapon and character upgrades.


I don’t know, maybe I’m just an old man who longs for the days where games were simple. But navigating around “Zombie Virus’s” myriad of menus and submenus feels rather convoluted and unnecessary.


GAME MODES


The game has three main game modes. “Scenario” is an offline mode that pits the player against waves of zombies across several “areas”. “Areas” are broken down into ten smaller “stages”. Passing on to the next area requires getting through each stage.


“PvP”, for the uninitiated, stands for “player vs. player”. It’s an online mode where you square off against another player. I always hate this mode in games, mainly because I suck at them; thankfully, “Zombie Virus” does things a little differently. Instead of hunting down players and killing them directly, you’re both stuck on opposite sides of each other in a single room. The usual waves of zombies attack. Killing a zombie causes an additional one to respawn, and head toward the opposing player. Once certain kill counts are reached (every 24 or so kills between both players), “special” zombies spawn to attack each contestant. These are the additional non-zombie creatures that require more damage to kill.


The game ends when one player’s health has been depleted. I still hate this mode, but at least there’s a little more to it than the typical “hunt the opposing player down and kill them.”


Defense mode is fun, at least for a little while.


The last, and the most promising, is “Defense”. In it, you’re stationed next to an automatic turret that fires single shots at zombies. Meanwhile, you’re given a minigun (aka “chaingun”) with unlimited ammo, while waves of zombies attack. It’s the stuff dreams are made of. Who wouldn’t love the idea of just going to town on massive waves of zombies?


Besides that, there’s not much else. There is a section for “events”, but that just grants a rotating set of rewards based on actions taken during the main game. It’s technically not really another “mode” at all.


GAMEPLAY


“Zombie Virus” is a rather typical mobile action game, pitting the character against seemingly endless waves of creatures. Players are stationary and can look around to aim and fire. Movement beyond that is “on the rails”, meaning it’s automatically controlled by the game itself. Kill one wave, and a cutscene will move your character forward (or backwards, as the case may be) into the next wave. This goes on until all the groups have been defeated (typically three per stage). Once the level is done, the player is taken to the main screen, where they can prepare for the next wave by leveling up/obtaining items/etc. This cycle repeats indefinitely.


This pretty much sums up the base game.


The core game and its mechanics are similar to all the rest. There’s nothing unique or interesting enough to separate it from other games of its ilk. But one area that is different is the “upgrades” system. And it’s also the game’s fatal flaw.


It works like this: You earn “Weapon” and “Character” cards by completing levels, daily tasks, and watching ads. Each card contains a random “weapon” or “character” fragment. You must collect 30 of the same card in order to actually obtain that item (outside of single use things like grenades). Cards can be drawn individually, or in groups of ten if you have the appropriate number of cards.


Weapons are broken down by letter grade, ranging from “D”, to “SS”. The “D” weapons, as expected, are the weakest. “SS” ones are incredibly rare, and nearly impossible to get.


Typically, each card contains one gun shard. Since there are over a dozen weapons in each category, it can take a long while before you accrue enough to actually obtain that weapon. If you’re lucky, you’ll get a card with all 30 gun shards on it at once, granting you that weapon immediately. The issue is, the gun levels don’t necessarily “progress” with the character. That means it’s entirely possible (perhaps likely, even) that you will obtain a gun weaker than one you already have. Or that you will obtain “good” guns in only one category, while the other two suffer.


A typical weapon draw, where the gun I acquired is too weak to actually use.


A personal example: I’ve gone through countless draws, and what do I have to show for them? Five shotguns, including a couple “B” graders; four “assault rifles”, including the “A” level M4 carbine; and four machine guns. However, the four machine guns are the four weakest in the game, with my highest one rated as a “C”. 


The solution sounds simple, right? Just use the shotgun and assault rifles for every level, and ignore the machine guns. Well, “Zombie Virus” has another random mechanic in place to further prevent players from having fun. Every level has two weapon slots, and the two available gun types rotate between stages. So in some levels, you can take one machine gun and one assault rifle. In others, one shotgun and one machine gun, etc. While the shotgun is powerful, it also has fewer bullets and longer reload time than its automatic counterparts. This relegates it to more of a “backup” weapon in levels with loads of enemies. And the machine gun can’t step up to the plate to provide a solid first line of defense.


This unfair balance in weaponry is beyond infuriating. For the longest time, I was easily able to pass levels that “allowed” the use of shotguns, but died instantly on ones that didn’t. Even now, I’m stuck on a level rated “common” (the second easiest) because my guns apparently aren’t as strong as they should be. I’ve tried to pass a dozen times, and barely make it to the second wave.


Don't be fooled: The two-star "B" grade shotgun is weaker than the one-star gun next to it.


The only way to “level up” your gun is to acquire 30 more shards. Assuming you manage to do that and apply them to a “D” grade weapon. That means you’ve at least got a “C” grade gun now, right? [Buzzer sound] Wrong answer! Your weapon is now at star level 2. You have to get five stars before your gun goes up an actual letter grade. Oh well, at least you can upgrade your weapon beyond level 50 to make it more powerful, right? [Buzzer sound] Wrong again! You’re still stuck at 50! Your gun gets a slight boost in power from the increased star, but not enough to prevent “insufficient firepower” warnings. That means in order to take a gun from one letter grade to another, you’ll need to “find” at least 150 total shards for that one weapon. It’s seriously the worst possible system imaginable. (And I’m not even going to get into the “mileage shop” where you use “extra” cards to buy other items. It’s confusing and completely unnecessary). 


It’s the same with the “Defense” mode. Remember, this is the only mode where you can actually spend cash to purchase a weapon. Sounds great, right? Except that the cost of the weapons are absurd. The second minigun beyond the default, for example, costs over 2500 gold bars! That takes quite a bit of grinding to achieve. To purchase a better auto turret is even more expensive, coming in at over 3,000 gold bars. Weapon upgrades are a little more doable, as they cost cash rather than gold. But the upgrades start at $10,000 and increase with each successive one.


The cost of upgrades in defense mode are absurd.

This is especially cruel because passing “Defense” levels pays out way less than Scenario stages. On the final stage of Area 9, where I’ve been stuck for days, the payout is $1,360 for successfully completing it. In “Defense” mode, I’m on stage 4 of area 5, and the potential earnings are a measly $520. Five hundred and twenty dollars! For a mode where the upgrades cost twenty times that! Details like this certainly push the game further into “cash grab” territory.


You can also obtain and upgrade characters. This requires the use of “books”, which can be obtained via the “Gacha” system. Each upgrade “costs” a certain amount of books and cash, which boosts their stats. The characters each have certain special abilities and areas of expertise that can boost stats. Using Kate, for example, increases critical assault rifle damage by 10%. However, I didn’t notice much of a change during actual gameplay.


“Earning” new characters works in the same way as acquiring weapons; it’s all luck of the draw. There are four total, and after a month of play, I only have two, including Liam, the default. I’m just a third of the way toward “earning” each of the other two. At this rate, it would take me another three months just to get another player I’d have to keep leveling up. No thanks.


I just need 13 more "pieces" of James to put him together and use him.


In other words, everything about the game feels way too convoluted. It might be great for hardcore gamers looking for a long-term grind (if there is such a niche), but casual gamers will likely end up disillusioned rather quickly.


GRAPHICS


The graphics are somewhat appealing, albeit in an “old school” way that might be lost on some. The visuals remind me a lot of the old “House of the Dead” games on Dreamcast. Since I was a fan of those, I actually found a certain sense of nostalgia playing this.


That being said, that wave of past memories wears off after a few levels, before it just becomes bland. There are only a few textures for “regular” zombies, who all start to look the same after a while. 


Zombie textures end enemy types are limited.


In an attempt to break up the monotony, there are other “monsters” besides zombies looking to kill the player. Jumpers, for example, are large beasts that lunge at the player from great distances, before leaping back and repeating the same cycle until they are killed. There are also weird monsters with split heads that shoot green orbs at you from afar. And large monsters that explode when killed. There’s also…well, I think that’s it. Needless to say, variety is lacking overall.


The violence is nothing noteworthy, either. A quick spatter of blood erupts from each bullet hit, and headshots result in an exploding head. Neither are particularly memorable. Curiously, the blood cannot be turned off in the settings, making this a game squarely aimed toward a more mature crowd. 


I can run this on my Google Pixel 7 Pro at 60fps on the highest graphical setting with no stutters or lag. Obviously, some older devices might not be able to handle it. For those players, there are settings for “medium” and “low” to help it run more smoothly. Additionally, the frame count can be dropped to 30 to further limit system resources (at the expense of reduced graphics, of course).


CONTROLS


Controls are pretty standard, and should be familiar to most players experienced in mobile games. A “movement pad” on the left side of the screen allows the player to aim/look around. The gun is controlled from the right side of the screen, with a large “fire” button placed in the middle. Reloading can be manually controlled via a “reload” button placed to the left of the “fire” button. Guns can also be switched in mid-battle from the right side, via small buttons placed quite a ways above the “fire” button.


There are a couple of things I don’t like. The medkit, grenades and “special ability” are also placed on the left side, but more toward the middle. This makes accessing them in-game - especially during frantic life-or-death moments - rather difficult. Players with smaller hands will have an even harder time, as there’s quite a reach involved. To make matters worse, the buttons are rather small, and require perfect finger placement to activate.


The control interface should be familiar to action gamers


Speaking of small buttons, the “reload” button is small and, in my opinion, illogically placed. So many times I’ve attempted to reload during “down time”, only to discover that I missed the target spot. Sometimes it takes me two or three tries before my character finally reloads their weapon. It’s rather annoying.


The act of firing is pretty responsive, as even a light tap will engage the characters’ firearm. Then again, that’s what you would expect, so that’s not much of a “win”. It should be a (mostly) familiar setup for anyone who’s played this type of game before.


AUDIO


The audio is one area where it seems like the developers decided to cut some corners. The menu music is serviceable, but rather basic. The “battle” tracks are little more than drums and synths; nothing to really add to the mood much. In fact, it quite literally fades into the background. This can be good in some cases - i.e. it doesn’t call attention to itself - but in this case it doesn’t really add to the atmosphere. 


Same with the sound effects. The gun sounds are “tinny” and unconvincing. There is no “reverb” or other audio effects to make it “blend” into the actual locations or gameplay. Getting hit elicits a generic “uh”. Dying elicits the same sound. The menu sounds consist of a “cha-ching” type when earning money, and various similar effects when upgrading weapons, but nothing of note.


I played this game on mute for a month and didn’t feel like I was missing out on anything.


ADS/”GREED”


The basic ad setup of “Zombie Virus” is like most other mobile games: There is a skippable ad after every level. Gaining extra resources requires either paying money, or watching additional promos. There is also a pop-up urging you to spend real-life cash for a “Start Package” every time upon startup. It’s annoying, but nothing egregious compared to similar games.


Get used to being greeted by this.


To be fair, there are also several opportunities to gain items without spending money. The “Gacha” page has “Daily gift” and “Free gift” options. Each one gives you up to 10 free items each day. That means 20 free items, ranging from cash, to gold, to weapon shards, and anything in between. That’s nice, except that each free gift requires viewing a 30 second ad. To get all of the daily freebies, you’d have to watch at least 10 minutes of ads. You know what? I’m not ashamed to say I’ve done this multiple times, and it’s been nothing but a waste of time. (Okay, I am ashamed to admit that.)


In order to level up quicker, “Zombie Virus” offers several options involving real money, and spread across individual categories. The aforementioned “Start Package” gives users 500 gold, $35,000 cash, and 10 weapon and character draw cards. This costs $4.99 and can only be purchased once. Additionally, players can also remove ads (only in Scenario mode) and get 300 gold for the same price. Again, this is a one-time purchase.


If you're willing to watch 10 minutes of ads, you can get 20 free gifts daily.


Remaining packages all pertain to certain categories, and are offered in numbered tiers. For example, the “Weapon Draw” package gives users 10 weapon draw cards, 150 gold (not much) and $15,000 cash (useless) for $5. For $50, players can earn 200 weapon draw cards, 1200 gold and $120,000 cash. So the user can draw 200 weapons, thus increasing the likelihood of getting “good” weapons. However, it’s still based entirely on chance; the user could also get nothing of great use. I’ve easily drawn over 200 cards total and still have little to show for it.


Looking for character cards instead? Time to pony up another $5 for 10, or $50 for 200. There are other tiers in between, but rise in cost accordingly. And once again, the results are entirely randomized.


For those who don’t want to leave it up to luck, graded weapons can be purchased outright. But the price of these qualify as outright scams. For example, the lowest grade assault rifle will run you $10. Ten bucks! For a base weapon that can’t even hack it beyond the second or third area! Instantly acquiring an “A” grade assault rifle is a whopping $50, while “S” grades come in at an eye-watering $70.


You could buy a real gun for this price.


And keep in mind these prices are for one weapon in a single category. So, to buy one “S” grade weapon in each category (shotgun, assault rifle and machine gun) would set you back $210. Two hundred and ten real-life dollars. If this doesn’t scream “cash grab” to you, then I don’t know what would. 


FUN


As you can probably tell if you’ve made it this far, “Zombie Virus” is far more frustrating than fun. Of course, that’s not the case in the beginning. In the game’s early stages, it was promising. While I hated the weapons system from the get-go, I figured it would result in upgrades that would evolve with the game’s difficulty. That just hasn’t been the case.


I’ve spent more time watching ads in the hopes of acquiring useful items, than I have playing actual missions. And all that time has been nothing but a complete waste. When newly acquired weapons are frequently weaker than the ones you already have, it’s maddening. It’s pointless. The “Gacha” system almost singlehandedly ruins any potential for excitement the game had.


There are a wide variety of guns you'll likely never acquire.

I don’t mind a challenge. That’s not the issue. I don’t expect to breeze through every level. But when it takes an entire clip to dispatch one zombie, leaving twenty others open to attack you, that’s not a “challenge”: that’s suicide. And that’s not something I ever find entertaining. 


IN CONCLUSION


Progress comes rather swiftly at first, but once it stalls, the fun is gone. It got to the point where I was spending more time watching ads than actually playing the game. And where’s the fun in that? The weapon system is absolutely maddening, relying almost entirely on luck (or real cash) to get anything good. And the lack of monster variety only makes things even more dull. 


I wanted to like it. I really did. I played far longer than I wanted to, in the hopes that grinding would eventually lead to a better experience. But it never did.


Unless you have loads of expendable income to blow on weapons, “Zombie Virus” quickly becomes a waste of time. And even if you do, there’s still the matter of its repetitive gameplay and randomized upgrade system. It’s too convoluted for its own good, ultimately collapsing under the weight of its “grand” ideas and poor execution.


OVERALL: 2.5/10.


On a side note: This opening message might be the best thing about the game.



Friday, June 23, 2023

Glass (Roblox)

 

When it comes to gaming in general, I veer more toward horror games. Why not? It’s my favorite genre. But I’m also open to playing any game that I feel is different enough to warrant some attention. (Okay, who am I kidding? I’ve played my fair share of “simulator” games, some thanks to my child…and some not.) 


“Glass” is a game unlike any other I’ve seen on the platform. It seems to get its name from the way the enemies "shatter" when struck with bullets. From what I can tell, it’s basically a side-scrolling version of “Superhot” that brings the same main mechanics. You can walk, run, jump, slide and - most usefully - slow down time. But don’t let its appearance fool you: “Glass” also functions as a puzzle game. The way the bad guys are aligned at the beginning of each level often hints at a simple solution. This isn’t a run-and-gun style action game where you just blow everything to bits. Instead, it’s a thinking man’s shooter.


The introductory tutorial makes things seem easy.


The slow motion mechanics help to not only make things look cool, but give you a fighting chance. Especially in later levels, where the number of enemies increase, with some appearing out of nowhere from behind. 


The game is nearly flawless from an idea standpoint. Unfortunately, it has one major problem: the controls. The keyboard scheme itself is fine - I have no complaints. Mouse aims, shift runs, right click slides, left slick shoots, and space bar jumps; all pretty standard stuff. The letter keys (W, A, S and D) control the character. I prefer arrows, but given the limited 2-D range of movement, it’s easy enough. I’m terrible at aiming on the move, but it’s doable.


My issue is the responsiveness of said controls. I don’t know if it’s just limited to me, or if it’s a known issue (believable since it hasn’t been updated since 2019), but inevitably the controls just stop working as they should. This has happened every single time I’ve played. Sometimes it’s on the first couple levels, occasionally a little later. But it always happens.


This is as much a puzzle game as it is a shooter.


What’s frustrating is that it’s always the most important ones. The slow motion and sprint keys always work, as does player movement. It’s the fire and slide keys that are rendered useless at any given time. And what’s worse is that I can’t find a rhyme or reason as to when, or why, or how to fix it. Sometimes I’ll right click, and my character will fire his weapon. Or I’ll hit the fire button, and nothing happens at all. Generally, if I stand still and press fire repeatedly, it will eventually respond. The problem is, by then I’m generally dead.


I don’t understand it. Maybe the issue is with my computer. I use a laptop, so maybe the game has trouble differentiating between left and right clicks? If so, this would be odd, as it doesn’t happen in any other game I’ve played, Roblox or otherwise. It also isn’t an issue outside of gaming, which is what makes it all the more confusing.


So here’s my quandary: “Glass” is a one-of-a-kind Roblox game with massive control issues. How can I recommend that? I don’t know, but I am. It’s just too unique of an “experience” to pass up. When the controls work, it’s a wholly satisfying action game that’s one of the best on the platform. The shootouts - while brief - are exciting, and can lead to some truly epic escapes.


The action scenes are satisfying when the controls work...

But when they don’t - an all too common occurrence - the game becomes little more than a “suicide simulator”. And who knew watching your defenseless character die repeatedly isn’t nearly as fun as being the one causing all the havoc?


...and this is a familiar scene when they don't.


This is a potentially underrated gem that is ripe for a remake (or update).


Overall: 6/10.

Sunday, June 18, 2023

Crowd Evolution (Android)


WHAT IS IT?


“Crowd Evolution” is a highly-advertised “action” game where you defeat enemies while going through “windows” that either weaken or strengthen your group by carrying them backwards or forwards through time.


At least, that’s the best explanation you’re going to get within the confines of a single sentence.


UI


I’ve bemoaned many mobile games for having a confusing user interface. They seem to want to pack in as many different game modes and features as possible, that the experience of merely navigating around can be somewhat exhausting. 


The main screen, showing all you this game has to "offer".


For the most part, “Crowd Evolution” is not such a game.


Settings can be adjusted by tapping on the gear icon in the upper left hand corner of the screen. There are other options, such as a “spin wheel” or “challenge levels”, that can be explored, but aren’t necessary. These require the viewing of an ad to attempt.


Since there’s only one main game mode, the main screen also functions as the start of the level. You’ll get offers to upgrade your “year” or “manpower” by either using cash or watching a promo, right from the outset. There might be a pop-up urging you to view one in order to play a “bonus level”. To ignore these and start playing, just tap on the bottom of the screen and your “army” starts moving. 


It’s pretty much as straightforward as it gets.


GRAPHICS


In a word, the graphics are “abysmal”. There is nothing visually pleasing about any facet of it. The “good guys” are just blue blobs that vaguely resemble humans; the bad guys are similarly-shaped red blobs. They also happen to be naked more often than not. It seems the further into the future we go, the more and more clothing becomes optional and/or irrelevant. The backgrounds are basic and suffer from a severe lack of detail. They always look the same no matter how far you progress.


The “costumes” for all of the different time periods are also incredibly lame. For example, year 5000 A.D. - or thereabouts - is the “Hero Age”. This is expressed through people who wear pink tops, have pink mohawks, and shoot pink stars out of their hands. Or guns. Or something. And how is the year 2000 the “ninja age”? I mean, that’s the era we’re in right now, and I don’t see gobs of people throwing Chinese stars. The time periods are utterly laughable. 


Look at these stunning graphics.

I guess the plus side to all this, if there is one, is that this game will probably run smoothly on any Android device made since 2010.


GAME MODES


Beyond the base game, “Crowd Evolution” does offer up some “Challenge Levels”. These cost a set amount of in-game currency to play, and, on average, pay less than double the entry fee if completed. These levels are generally more difficult; the enemy count is increased, and more of them are armed. Of course, the player can view an ad upon completion to further multiply their earnings.


"Challenge levels" are the same as regular levels, only slightly harder.

While the enemy count is increased, the mechanics otherwise stay the same. There are no penalties for avoiding bad guys; in fact, the payout is the same for killing stationary enemies as it is for armed ones. You do get money for each enemy killed, but outside of that, there’s no need to go out of your way to kill the more difficult ones.


There are also “bonus levels”. These seem to offer more cash than normal, but also require viewing an ad just to attempt. Once again, core mechanics are exactly the same on these. 


CONTROLS


The controls are pretty responsive, and represent the pinnacle of what this game has to offer. Then again, they’re also severely limited. Your characters are automatically pushed forward on every level. Firing weapons is also automatic, and controlled by the game. There are no ways to stop or move backwards. The only movements the player can control is sliding the characters left and right, to avoid obstacles and to activate the “effect panels” as I call them.


If you can slide your finger from side to side, you'll have no problems.


They move where you want them to. That’s all there is to say about that.


AUDIO


One thing that probably separates me from other mobile gamers - even casual ones - is tha I typically play games muted. I don’t know why. Part of it is because I tend to play violent games with other family members around, and don’t want them to hear the ensuing carnage. Or sometimes to even know that I’m playing a game at all.


Sometimes, when turning up the audio, I learn that I’ve been missing out on an aspect that makes the game more immersive. I find that the sounds in the game are actually an important part of what makes the game fun, or exciting.


“Crowd Evolution” is not such a game. There is no music at all, even on the main menu. The only sound effects are the constant “swoosh” of weapons being thrown/fired. Hitting an enemy results in a dull “thud”. And that’s about the extent of the sound bank. It seems as if the game was made to be played on “mute”, as the effects add nothing to the experience.


GAMEPLAY


Gameplay is “Crowd Evolution” is as simple as it gets, though somewhat hard to explain. You navigate through short levels by controlling an army of blue “good guys”. The number of characters you start with can be increased by using in-game currency, or by watching ads. Your characters start off as cavemen in the “stone age”, throwing rocks at enemies to dispatch them; their starting “era” can also be upgraded through in-game money and ads.


“Effects panels” are scattered throughout the levels, their effect on the game clearly marked in the panel itself. For example, passing through one marked “+400 Years” will take your characters 400 years into the future. This changes their weaponry accordingly; cavemen throwing stones will then be shooting arrows.


They can also have negative effects. For example, walking through one marked “-3 People” will take 3 players away from your “army”. Walking through one marked “-200 years” will set your group’s time period back accordingly. It’s all pretty obvious how each one will affect your team.



Other “good guys” are also randomly scattered throughout the levels. They can be “saved” by walking over them, at which point they are added to your army. They cannot be killed by either enemy or “friendly” fire, making things rather easy. And if you fail to save one…well, once again, there are no penalties. 


This setup could make for a rather interesting game mechanic. Unfortunately, the execution is laughably bad. For starters, all the “bad effects” are marked in red, while the “good” ones are in green. This makes it easy to pick the “right” choice at a glance. The only “real” decision making comes when two side-by-side effect panels are of the same color. There might be one marked “+300 months” next to one that’s “+300 years”, forcing you to decide on the fly which one is better. Gee, that’s hard.


Further hindering the game is that the upgrades barely seem to matter. The bad guys all take one hit to kill regardless of the weapon being used. This essentially means using guns isn’t any more effective than throwing stones. And that means the game is incredibly easy. I made it through 150 “normal” levels and a couple “challenge” rounds, before I finally died. (I fell through a hole in the map, effectively killing my whole team in one fell swoop.) That says something, because I tend to suck on everything mobile.


Most of the enemies are either stationary, or run toward your characters unarmed. In later levels, a few enemies are armed and fire back. But these enemies are few and far between, and still don’t amount to much of a challenge. Unless you only have two or three characters remaining.


At the end of each level, your army is dwindled down to a single character, who automatically fires at a series of pillars. Each pillar displays the amount of damage required to destroy it, and increases the further you go. There are about twenty pillars in a row. This is one area where stats might make a slight difference; the higher your damage and firing rate, the farther you’re likely to go. But once again, the weapons don’t add much, if anything. So whether you’re an alien firing lasers, or a guy throwing ninja stars, you’re likely to go about the same distance.


The end of the level is as long as the main part.


If you fail to destroy all the pillars, it’s not a big deal: You continue on to the next level, with more chances to upgrade your “stats” through in-game currency or ad watching. If you do destroy them all, you “unlock” a new area on your map, which has no effect on gameplay. The map serves no purpose, outside of functioning as a visual display of your “progress”. The more levels you beat, the bigger and more colorful it becomes. That’s it.


There are no rewards for this. You do not receive extra cash, or receive an ad-free upgrade of any stats. Your only “prize” is to continue on to the next level in exactly the same fashion as if you failed. You’re still inundated with offers to upgrade your army through in-game currency or ads, for the same price as before. 


An upgraded map, which earns you, well...nothing.


The most aggravating part is that this ending section takes about as long - if not longer than - the level itself. With no incentive for its completion, I’ve found the best thing to do is intentionally walk into a pillar as early into this section as possible. This immediately ends the level and moves you on to the next one, saving precious minutes over a short period of time.


ADS/GREED


It shouldn’t come as a shock that a game that’s abundantly advertised in other games would feature abundant advertisements in their own product. “Crowd Evolution” plays more like an ad with a game in it, rather than vice versa.


Bonus levels require an ad view to play.


Completing a level results in a skippable ad; money earned from the level can be multiplied by watching an unskippable advert. In-game upgrades use in-game currency; once that’s used up, players are invited to upgrade for “free” by watching an unskippable 30-second promo. There are “bonus levels” that occasionally pop up; these also require the viewing of a full ad to play.


For $2.99, the player can go “ad-free”, which sounds like an enticing deal. However, that only removes the short, skippable ads at the end of each level. The game still constantly hammers you with requests to watch full ones for “free upgrades”. Clearly, paying for the ad-free version just isn’t worth it, something that makes it feel extra scammy.


Outside of the option to go “ad-free”, I must confess there really aren’t any other “paid” upgrades. Everything else in the game can be acquired by viewing promos. Whether this is a good or a bad thing depends on the person, but I personally find it to be slightly more acceptable than the games that hit you with a dozen pop-ups for $50 guns or bulk “diamond” purchases upon startup. 


Get used to seeing these offers.

Sure, the constant offers are annoying, but at least they’re mostly voluntary. And since the upgrades do very little, they’re not the least bit necessary.


FUN


Quite simply put, “Crowd Evolution” fails to provide much in the way of fun. It’s the type of game you can play once, and quite literally experience all that it has to offer. The levels look redundant, and the gameplay mechanics are the same across the board, no matter what type of “game mode” you’re playing. The “choices” you make are clearly labeled (“green” for “good” outcomes; “red” for bad), eliminating the potential for stressful, on-the-fly decisions.


It’s the same thing, every single time. There is nothing promoting long-term replayability here in the slightest.


IN CONCLUSION


There’s probably the outline of a fun game in here somewhere, but it’s buried deep under the tedious gameplay and heavy ad load. If you’re not being force-fed an ad after every action, you’re being “requested” to watch one for the sake of providing mostly unnecessary upgrades for your group.


Unless you’re the type of person that keeps their cable TV subscription solely for the ads, “Crowd Evolution” has absolutely nothing to offer.


OVERALL: 1/10.