I genuinely don't understand the always online gripes for a smartphone game. Unless you're commute takes you through a deadzone or something, I don't see that as a concern for the overwhelming majority who will play this game.
Garbage even by mobile standards, unninstalled within 5 minutes. It looks and feels wrong.
Deadzones are actually very common for anyone who catches a train or subway. Outside of rural areas, this is easily the most common way for your connection to drop.
There are 3 deadzones on my daily train commute.
I genuinely don't understand the always online gripes for a smartphone game. Unless you're commute takes you through a deadzone or something, I don't see that as a concern for the overwhelming majority who will play this game.
Still can't download it. I was supposed to be a funeral today but I skipped it to play this all day.
How did you break into my phone?
Wonderful.
And another one..
I genuinely don't understand the always online gripes for a smartphone game. Unless you're commute takes you through a deadzone or something, I don't see that as a concern for the overwhelming majority who will play this game.
Please list some good mobile Roguelikes. I have no idea where I would start looking and would love a game or two like that on my phone.
Hoplite, 868-Hack, Imbroglio, Nightmare Cooperative, Swap Sword
Binding of Isaac is either coming next week or next month, and will be able to played in portrait
I can't stand most mobile games I try but I think this one is great
They're both the same type of game. Premade levels with a set start, end, and various collectibles along the way. You run forward the entire time unless you jump off a wall, in which case you run the opposite direction briefly. They're both just as linear as one another. Difference is that in Rayman your endgame for a level is to collect every single lum in a level. In Mario, there's just a shit ton of coins thrown about, and you get as many as you can. There's the black coins or whatever that you can collect every single one per level, but their placement is like, you can either take the upper path or the lower path, you don't know beforehand which path the coin is on, and it comes down to memorization more than anything, whereas Rayman flows better and allows you to collect everything in one run.To those who think Rayman fiesta is better, i'd be interested to know why. isn't Fiesta approach way more linear and limited in what you do ?
I can't play the game yet (android)
They really want 10 for 21 stages...?
Tried the free ones, but I won't spend money on this. Especially not this premium price.
Would you or have you spent 10 Euros on any mobile game?
It looks and feels like a cheap clone of Mario.
When will this be available in australia? I still can't download it.
They really want 10 for 21 stages...?
Tried the free ones, but I won't spend money on this. Especially not this premium price.
If you ever go to a fast food joint, you're probably spending 10 euros for a 10-min meal. This is a fair price for a high-quality, polished game with high production values made by A-list developers.
Same here.The only time I play smartphone games is when I'm on a flight, which I do quite often. So, yeah.
I purchased it at 7am this morning in Australia.
If you ever go to a fast food joint, you're probably spending 10 euros for a 10-min meal. This is a fair price for a high-quality, polished game with high production values made by A-list developers.
They really want 10 for 21 stages...?
Tried the free ones, but I won't spend money on this. Especially not this premium price.
Sorry, but I have to laugh everytime when someone does those eating comparisions...
And nah, it isn't. The game has ok quality, but there is nothing that screams "wow, I'm so much better than all those other thousands of games in this genre". The name of the IP and the publisher is the only thing that will make this sell for that price and not becaue it's so much better than other games in the genre.
When talking about known publishers and IPs, I like the rayman runners more and they give me more for their money.
If this game was on 3DS instead, in exactly the state it is now, and they asked 10 bucks for it, you'd never hear a single complaint about the price.
It needs a connection in-between levels, you can play a whole level without a connection. It must store changes to your stats on the server.
If connection is down, then a retry screen comes up.
If this game was on 3DS instead, in exactly the state it is now, and they asked 10 bucks for it, you'd never hear a single complaint about the price.
If this game was on 3DS instead, in exactly the state it is now, and they asked 10 bucks for it, you'd never hear a single complaint about the price.
I would have complained for the same reasons : lack of content compared to what's available.
For 10$ you can have some pretty good platformers with far more content.
GameSpot said:It's a shame to find that it's on the easy side
GamesRadar said:However, for a more casual player, Super Mario Run has the potential to be incredibly frustrating. Replaying levels over and over again, especially when each one is demanding to begin with and only increases in difficulty from there, is not the kind of relaxing commute-worthy process you might be looking for in a game.
What if I do not want gameplay centered around micro transactions (most of those games are designed to pretty much force you to pay...)? How much choice is there?
I know what the expectations of the mobile audience is, I still think it is a monkey paw kind of wish... it does not make mobile as healthy of a market for developers and consumers as much as it is for the phone manufacturers.
Mobile gamers wishing all games to be free to download and play not always realise or care about the consequences of that market expectations, but then again it is an audience which wants quick payoff and will drop the game quickly and move to other games... so why make them deeper and better?
There's plenty choices even if you don't want any micro-transactions in it. As I've already said, Rayman Jungle Run is like 3$ and has way more content than Mario Run. There's probably a lot of other games in that category (I don't play that much on mobile so I don't know all of them). Now, they're probably not as polished as Mario, but does that really justify a 10$ price tag ? I really don't think so.
Can a mobile game/app be worth more than $10 to you ever?
How come $9 is considered premium games territory?
Nintendo do is entering an established market here. All the food and beverage comparisons are silly. The reality is that the average price of an iOS game is 1$. Nintendo is charging 10 times as much. For some the quality or branding might be worth that much, but for the average person who doesn't have the same connection with Nintendo or Mario, I doubt this game is worth 10x as much as similar games. There are a lot of other options on iOS that offer just as much for less.
I genuinely don't understand the always online gripes for a smartphone game. Unless you're commute takes you through a deadzone or something, I don't see that as a concern for the overwhelming majority who will play this game.
You don't think a large number of people playing mobile phone games are commuters?
Some are, sure. But how many of those people commute on trains? And how many of them play only on their commutes?
Hello .