Look, I’m not against Blizzard making mobile games. I can even say that when it comes to Diablo Immortal, I’m sorry that folks are stuck in the “Ehi ehi ehi don’t have a phone, muuuu?” joke and can’t see the game’s real potential; because although the game in question is mobile in a way that in many respects will take even Diablo III out of your pocket. (Shall we just let go of that joke now? The game is ready when it comes to PC) I was wondering what kind of mobile project they would come up with in the field of Warcraft. So I couldn’t turn down the opportunity to test Blizzard’s new mobile project in person and even have a quick chat with the producers. I haven’t translated it anyway, so I’m going to give you my first-hand impressions directly on these pages.
Now let’s sit crooked and talk straight. I can’t say that I’m a huge fan of the “style” of Warcraft: Arclight Rumble. Warcraft has its own style, and as a person who thinks that even it is too cartoonish at times, I don’t like the decision “Well, then, shouldn’t we embrace the Clash of Clans style thoroughly?” When I looked at the art style on the screen while playing the game, it made me feel like I was playing “Warcraft’s lighter” and not Warcraft. Still, it’s a personal choice, of course; There will definitely be those among you who find this style more cute or beautiful. Oh, and it’s actually nice that they make the characters in a mini-figure style, but I guess if we take a look at their opponents, there’s a good chance they’re beating up those who don’t do it that way; so we can’t call it too much of a surprise.
Although the first impression it left on me was not very attractive visually, Arclight Rumble is a pleasant game to play. It’s not a game that you can play for a long time, giving your life, but if you have 3-4 minutes at home, it’s more like you can throw a quick game and fill that gap. In fact, when the more difficult levels come out in the later levels while you get caught up and play, you sometimes find yourself trying one after another and trying to find the most effective formation and tactic. Can it wrap it up?
But wait, I haven’t told you how the game is played yet; first we need to get it out of the way. At the bottom of the screen we have a bowl of gold that increases every few seconds; Using the gold we have accumulated, we put the units we have on the field and try to reduce the health of the opposing leader to 0. On the one hand, he is trying to do the same to us. After a 3-3.5 minute game, if the two sides have not yet been defeated, this time our speed of winning gold doubles and a countdown begins. In the meantime, you have taken down the rival leader; If you don’t get beat, you get a draw, which is kind of a defeat. That’s basically the basic logic, but of course, when you scrape this gameplay on the surface, you start to reach the layers buried underneath.
Each map is also different from each other, of course. Sometimes you can go through two, sometimes three corridors. There are police stations on the road that you can seize and print units more closely. Or if you send your kobol to the gold mines, it extracts extra gold for you when it arrives. These maps, which start out very simple and basic, turn into puzzles after a while. For example, in one episode you take on the Banshee leader, but if you raid your strongest units and send them from the front, he pulls them to his side and serves them back to you. Or if you pile up with too many units in a single spot, you’ll have to watch with helpless eyes as your army melts away when the boss drops a spell or poison there. In general, I observed a nice variety in this sense in Arclight Rumble. If you try to do daily tasks, you usually have to make maps over and over again; but other than that it’s nice.
Well, the army needs a leader…
I just talked about leaders. These are the names we know from the Warcraft corpus. Among those I came across were Jaina, Baron Rivendare, Maiev, Tirion, Grommash, General Drakkisath, and so on. Each of these leaders is also a unit that you field at the same time, and each has a different function. For example, the spells you cast while Jaina is on the field have a better effect, Tirion heals nearby friendly units, etc. What’s more, as you use these units, they gain experience and level up, and while regular units experience a flat increase in life and damage, leading units have the chance to further strengthen certain of their attributes. Then there are the army “families,” where leaders and their interactions with each other are directly affected by these families, but you can also bring different army families together if you want. They are divided into five as Alliance, Horde, Beast, Blackrock and Undead.
The rabbit hole began to deepen, didn’t it? In fact, there is more, for example, every time you finish the “major” section, you earn a skull. As the number of your skulls increases, different game modes and features keep opening up habire. For example, PVP is opened when it is 12, Dungeons at 22, even though I could not catch up until the end of the Closed Beta, it goes like this at 30… Raid or something will be opened in the future, I even asked in the interview, but they avoided giving detailed information about it because it was a system they were considering for later.
I’m not a person who likes to play mobile games so much. Of course, there are things I play a little bit, but I guess when it comes to mobile games, the biggest thing in my eyes is “So you want to play, but your energy is gone; now you have to wait 3 hours so that it is full, otherwise you will not be able to continue. Oh, but if you want to spend money, you can go right away, but” model. Thankfully, Warcraft: Arclight Rumble never got into that ball; If he did, he would have lost his credit before it started in my eyes. Instead, to keep you under a click’s control, you sometimes hit opponents where the level of units in your army is not enough. When this happens, it is not too difficult to contract your units, especially the daily tasks overwhelm you with rewards for contracting quickly.
On the other hand, as you can imagine, there are various micro-payouts in the game and experience bonuses are at the top of them. Still, they’re very aggressive and not the kind that will “force” you to make a purchase; at least for now.. You already earn plenty of gold for your units from each match, as well as from the daily and scenario tasks you do. There are no extra units such as gems, crystals or anything. You earn gold, you spend gold; You earn a satisfactory amount, at least that’s clear.
Will Warcraft: Arclight Rumble be played as a result? If you put aside your prejudice, it has an expense as a fun. Every once in a while when I can’t find anything else to do, I take a hand or two, but on the other hand, I still can’t get the “roots of Warcraft”, “Warcraft”, “WAAARCRAAAFTT” vibe from the game, as Blizzard claims. If you were to show me without knowing what it is, I would say, “Oh, they’ve done the mobile crash of Warcraft again.” Nevertheless, after the closed beta closed, I found myself saying from time to time, “Well, if I had been open, I would have played two more hands”, no lie…
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