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‘Foxy’s Football Islands’ offers something completely different on mobile devices

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Mobile games do not have to make sense, as evidenced by the enduring popularity of a series by which players catapult birds (which might fly) onto pigs (green).

But even within the topsy-turvy world of mobile gaming concepts, it’s splendidly on the sting.

The hyper-casual gameplay spans many different genres, including soccer, constructing, collecting, and tit-for-tat multiplayer. These species will not be natural bedfellows, any greater than a fox is an obvious selection for a football match, but all the pieces works like a dream.

Here’s the way it all works.

Your first port of call shall be an island called Aztlan, a lush, green habitat dotted with palm trees and construction sites.

Click on one in all these sites and you may start constructing your constructing. Once a constructing is complete, you possibly can click again to upgrade it, and so on across the island until each constructing is in its final form.

You then move on to the subsequent island, earning stars that determine your house within the leaderboards.

But wait. It’s not that easy. Construction is an expensive business and you will have to fill your coffers with gold coins to finance the work. And what’s the simplest technique to earn coins quickly? That’s right: playing soccer.

The football part involves shooting on the goal, or more precisely at targets positioned throughout the goal.

To shoot, slide your finger up the screen towards the goal. Unless there may be wind blowing over the pitch, then it’s good to adjust to the gusts. Some targets also move, requiring you to direct your shots.

Hitting the goal can have many different outcomes, essentially the most common of which is a big cascade of coins.

The size of this cascade depends on the quantity you bet. While a basic shot uses one unit of energy (more on this later), it’s possible to double or triple your bet in exchange for proportionately greater rewards – provided you do not miss.

You’ll also have the option to attack one other player’s island, either randomly or in a targeted fashion, destroying one in all their buildings and setting them back in a bid to overtake you within the rankings.

Sometimes you will summon a moving goal, opening the technique to a giant payout, and other times you will get a special gauntlet that permits you to block a single attack on your individual island.

There are familiar elements to the sport, including an energy system that limits the variety of shots you possibly can fire (unless you pay for more), gems for purchasing coins, a tiered upgrade system, and so on.

But the best way the sport combines a big selection of different genres really helps it stand out.

One moment you are having fun with a physics-based soccer game, the subsequent you are expanding your territory by throwing coins to construct an Aztec pyramid or an ancient Egyptian monument.

Multiplayer is equally diverse, combining the incredibly devious with the incredibly healthful.

For example, when you’re not taking revenge on players who wronged you or attacking your mates for lols, you are trading in cute relics you earn throughout the campaign.

We’re undecided if this can be a nasty game with a pleasant streak or a pleasant game with a nasty streak.

Either way, there’s nothing else prefer it.

To play the sport for yourself, head over to Google Play Store or App Store and download now totally free.

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This article is sponsored content written by TouchArcade and published on behalf of Frank’s Football Studios to advertise the sport. If you might have any questions or comments, please contact us by e-mail (email protected)

This article was originally published on : toucharcade.com
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Video Games

Horizon Zero Dawn’s PS5 remaster means the old version is now twice as expensive

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Screenshot: : Sony / Guerilla Games / Kotaku

The game’s recently announced remaster for PS5 will arrive next month. And should you already own the OG version on PS4, you possibly can upgrade for just $10. However, should you were considering buying the old version on PS4 now in order that you might pay the small upgrade fee and avoid wasting money on the remaster, well, you’ve got waited too long because Sony has doubled the price of the original game in order that nobody can do it.

On September 24, during the latest State of Play, Sony officially announced confirming the rumors and the earlier leak from the ESRB. This recent, remastered version of the 2017 post-apocalyptic open world game features newly recorded dialogue and a number of visual improvements. The premiere will happen on October 31 on PS5 and PC and can cost $50. Meanwhile, the original game previously cost only $20 on the PSN store. However, that price has now doubled as Sony makes sure you possibly can’t lower your expenses by buying the old version and taking the cheaper upgrade route.

As he noticed Sony has quietly doubled the price of the digital version on PS4. The 2017 game previously only cost $20, but now it’s $40. It looks like the price was raised on September twenty fifth.

PlayStation

Doing the math, that means should you buy the PS4 version today after which spend $10 to upgrade, you may spend $50. So you will not save any money on this. Now Sony hasn’t officially come out and said, “Oh yeah, we’ve doubled the price of the PS4 version, so you can’t save $10.” But what’s happening here is pretty obvious, and truthfully, it’s type of silly.

If people need to buy the game on PS4 first after which upgrade to the PS5 version and save $10, who cares? You’re still being profitable. Or lower the price of the remaster to $30 so that individuals don’t lower your expenses, but don’t screw over individuals who need to buy and play a game from seven years ago on their PS4.

Fortunately, you possibly can still find low-cost used physical copies and Sony has confirmed that if you have got this version on disc, you possibly can still upgrade for just $10. You’ll need to keep the disc in your PS5 (and in the drive, after all), but that is still an option. And I do not think Sony is going to go around with a sledgehammer and smash every copy of hanging out at GameStops across the country. At least I’m sure they will not…

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This article was originally published on : kotaku.com
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Persona Metaphor-Style Fantasy RPG: ReFantazio Gets a Free Demo You Definitely Need to Try

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Picture: Atlus

is just a few weeks away, and it looks like a free demo for this massive fantasy RPG could possibly be hitting PlayStation 5, Xbox Series X/S, and PC today. This -like riff on medieval politics and friendships crammed with magic has been brimming with style for months now, and can hopefully satisfy a craving that fans have been harboring for years.

Demo Description leaked in Hong Kong on the Xbox store earlier today, describing a prologue that may show players the opening and carry over their progress within the demo into the complete game. It looks just like the free demo shall be available on each platform later today.-(Updated 9/25/24 5:06 PM EST: It’s already live on PS5, Xbox Series X/SAND Steam and rock apart from computers, where, as you possibly can see, every thing works like a charm.)

will release in its entirety on October 11, and it is going to be Atlus’ first major recent RPG of 2021. Unlike that game, nevertheless, this one will take full advantage of the present generation’s more powerful consoles. And while it’s being developed by experienced members of andteams, it is also a completely recent franchise with room to experiment in other ways.

While it borrows a lot of familiar systems — just like the calendar system, relationship meters, and character skills that work very similarly to Persona powers — it also introduces a ton of latest combat mechanics, in addition to what appears like a more exploration-based campaign. I played it at Summer Game Fest and we had a great time fighting. Kenneth Shephard staff member I’ve been playing it in additional detail these days and I had a positive impression of this place.

One of the opposite major differentiating aspects is that the motion takes place in a fantasy setting slightly than modern urban Japan. As a result, the sport seems to be trying to address broader and more complex themes about society and politics without explicitly saying that it’s about those things. We’ll learn how well that works next month.

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This article was originally published on : kotaku.com
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TouchArcade is closing

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This is a post I’ve known about for some time, but that doesn’t make it any easier to write down. After over 16 years, TouchArcade will likely be closing its doors and going out of business. There could also be an extra post here and there in the approaching weeks as we attempt to honor any previously agreed-upon commitments and likewise prepare a correct farewell post, but for now, our normal day-to-day operations have ceased. The reason we’re closing is probably not surprising: Money.

Many of you who’ve been following TouchArcade for some time are well aware that we now have struggled financially for a few years, and truthfully, I believe it is a miracle that we now have managed to survive this long. The truth is that a web site like ours simply doesn’t generate profits anymore. To our own detriment, we now have resisted things like obnoxious, intrusive ads, blatant clickbait headlines, or ethically questionable sponsorships, that are unfortunately the sorts of things that also generate profits on the web today.

There are many other reasons which have contributed to us getting so far, but I’d reasonably not go into details now. TouchArcade has been an establishment for tens of millions of individuals for the past 16 years, and I’ve been working full time for the past 14+ years. A solid third of my life. In some ways, it’s like one in all my children, and it is very hard to say goodbye to it. I’d really reasonably deal with all the good times we have had, than dwell on the things we will not change.

Also, as a person with a wife and two young children, a mortgage and all that adult fun, this is the tip of my life, and despite the fact that they’re technically “freelancers”, so are the opposite two individuals who were at the center of TouchArcade, Shaun Musgrave and Mikhail Madnani. Which brings me to my next point…

HIRE US!

The job market isn’t great anywhere, and finding a brand new job is tough, especially within the gaming industry. If you’re reading this and wish some very capable gaming industry veterans like us, please reach out to us.

Jared Nelson – That’s me! Of course, I actually have over 14 years of experience working in the course of the mobile gaming boom at TouchArcade. Writing, editing, managing staff, traveling to conventions. I’ve done all of it. I even have a reasonably diverse work history prior to TouchArcade, including management positions, which I believe gives me a extremely well-rounded skill set. You can reach me at LinkedIn or via email at jared (at) toucharcade (dot) com.

Shaun Musgrave – Shaun has been with TouchArcade for somewhat over 11 years, but has been in skilled gaming media for over 25 years. He is by far one of the crucial talented writers I actually have ever met, and if we wanted a review of an enormous, necessary game and needed it on very tight deadlines, Shaun was at all times reliable. He also uses his vast, almost uncanny knowledge of video game history to seek out interesting angles to write down about games that only he could find. Shaun lives in Japan and is fluent in each Japanese and English, which also makes him an important candidate for localization work. Contact him at muzkind (at) hotmail (dot) com.

Mikhail Madnani – As a member of TouchArcade for over 7 years, Mikhail is the workhorse of our team. Publishing most of what you see every day, our website wouldn’t have been capable of run for so long as it has without Mikhail’s contributions. An expert at sniffing out interesting news and publishing it in a timely manner, but additionally capable of create huge features like in-depth interviews and multiplatform reviews. His header images stuffed with coffee are also legendary. If you wish someone who can reliably and consistently publish video game related content, I can’t recommend Mikhail enough. Contact him at hello (at) failgunner (dot) com.

What will occur now?

If there’s a silver lining to all of this, it’s that for the foreseeable future, all the content ever published on TouchArcade will remain online and accessible to everyone. Over 33,000 articles published, including over 4,000 game reviews, not to say all of our annual Best Of content and Game of the Year picks. Hopefully, all of this content will continue to exist in the long run for reference and to easily look back on and see how drastically the mobile gaming landscape has modified over the past decade and a half.

We hope to proceed our podcast, The TouchArcade Show, which recently celebrated its 600th (!) episode. A number of co-hosts have come and gone over the course of the podcast (shout out to Brand and Mike!), but Eli Hodapp and I actually have been a relentless presence on the show because the starting, and it’s truthfully crazy that we’ve spent over 13 years of our lives putting out an hour-long podcast (almost) every week.

So it’s possible you’ll be wondering, our Patreon. Our Patreon support has been by far the most important contributor to TouchArcade’s existence since we launched in June 2015, almost a decade ago. Our thoughts are to redirect Patreon donations to support the podcast, and possibly the occasional post or special feature written by the team here. Maybe a random “SwitchArcade” or a review of a very high-profile mobile game launch. Maybe we could even squeeze in a Game of the Year this yr? It’s only a germ of an idea for now, but it surely can be pretty cool to see TouchArcade continue to exist, even on this small way.

Regardless of how this ends, I will likely be clearly changing the wording of our Patreon to state that it is not about supporting the web site, and if people determine to stop donating, that is completely comprehensible. If persons are giving us money every month, I need to be completely transparent about where it is going. Either way, search for more news on this in the approaching weeks, and on the very least be certain you follow us as a free member on our Patreon to not sleep thus far. If you’ve gotten any questions or concerns, you possibly can contact me at suggestions (at) toucharcade (dot) com or leave a comment below.

Well, I believe that is it. Speaking on behalf of all of us who’ve helped run TouchArcade over the past 16 years—from co-founders Arnold Kim and Blake Patterson to our first full-time worker and future editor-in-chief Eli Hodappa, and the handfuls of other writers and freelancers who’ve helped make TouchArcade what it is—we just wish to sincerely thanks for reading our site, listening to our podcast, or attending one in all our events. It was an absolute pleasure to have such a beautiful audience that appreciated what we did, and we’ll all be ceaselessly grateful for the time we got to spend together.

This article was originally published on : toucharcade.com
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