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Why Women Never Date Nice Guys
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Tripp Advice
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The mobile ecosystem has done pretty alright with shoot-em-ups over the course of its history. Indeed, some of the earliest cell phone games were shooters. When the iPhone launched, we soon had a bunch of great conversions of Cave’s arcade shooters amid a number of indie games. Sky Force, Phoenix, Danmaku Unlimited, .Decluster, and more have provided us with a steady stream of enjoyable experiences in the genre. I think we can add another log to that cozy fire with the release of Bullet Hell Heroes (Free), a shooter that applies a less common theme to some familiar gameplay.
Well, less common than spaceships or military craft, I guess. Fans of the genre will be more than a little familiar with the Touhou Project shooters, which opt for cute characters instead of deadly craft. Bullet Hell Heroes openly admits its inspiration from those games, and it’s not as though it’s alone in that. This game offers up a whopping twenty-five different heroes to use, each with their own shot and special move. Sure, there’s a shrine maiden in there, but you also get more typical RPG-style heroes to round things out. There’s a good variety here, and it’s fun trying to find the heroes that fit your play style best.
But a hero shouldn’t set out alone, right? In this game, you don’t just choose one hero for the quest. At first you can bring three with you, with additional slots available via IAPs. These effectively function as extra lives. If your first hero is shot down, the next one will jump in. Run out of heroes and you fail the quest. It’s up to you how you want to build your team, but there isn’t a whole lot of strategizing since the means of swapping characters is to kill the current one. It mostly comes down to whether you want to put your strongest character first or last. Well, that’s not nothing.
The controls work as you would expect if you’ve played any mobile shooters in the last decade or so. Drag your finger around to move your character, and tap a second finger down to use your character’s special move. You can only do that if you have sufficient MP, of course. Each hero starts off with a full MP bar and the amount consumed depends on the move. You can rebuild MP by grazing shots, nudging you towards that popular mechanic. If you’re bold, you can tee up your special moves at a surprisingly steady pace, and that’s always fun. Since your MP bar caps out, you can’t stockpile too many of these moves, which encourages you to use them instead of just trying to hoard them for the boss battles. Oh, I should also mention that if you have an external controller, the game offers support for that. Either method works fine.
There are more than twenty different quests to play, each one consisting of a short stage followed by a multi-stage boss battle. While the stages aren’t anything special, I do appreciate that the game isn’t just a series of boss fights. I like to have that little warm-up before the main event, so to speak. The boss battles are naturally the stars of the show, and each one of them is a blast to tackle. They all have their own patterns that can often surprise you, keeping you on your toes as you whittle down their life bars. You can play each of the quests at five different difficulty levels, though you’ll have to earn the right to play the two highest ones. There are also Boss Rush stages to challenge if you’re looking for more to do, adding up to a rather substantial amount of content all-up.
Since I’ve briefly mentioned the topic of unlocking, let’s talk about how everything works in that regard here. At the start of the game, you have access to three heroes. The rest of them are all locked, and the means of gaining access to them varies. Some require you to beat a specific number of quests at certain difficulty levels. Some are bought with the money you collect by playing stages and checking off the game’s achievements. Almost half of them are bought with real money via IAPs, selling for a couple of bucks each. If you’re unlocking the non-IAP characters legit, you’ve got a bit of a task ahead of you, but it’s one that gives the game a solid sense of purpose and a pleasing trickle of new things to try. I kind of like that set-up. That said, even once you have the heroes there are lots of ways to spend your in-game cash. Each hero can be upgraded in various ways, and it will take a lot of playing to max out everyone.
Alright, let’s talk about the monetization. Dirty business, but when a game is free to download and play there has to be some way to pay the developer’s air conditioning bills. First up, there are ads. Unskippable ones, and they’re fairly frequent. The game will compensate you for watching them, but they can be annoying. Drop four bucks and they’re gone forever, with an additional hero slot and a coin doubler thrown in for your pleasure. There’s an IAP you can buy for a couple of dollars for an extra hero slot, and it’s available to buy twice. You can pay a couple of bucks for a ton of coins, and that’s available to buy as many times as you like. Finally, there’s an IAP you can pick up for four bucks that unlocks every hero in the game. Don’t buy those individual hero unlocks, in other words.
If you want to fully unlock everything in Bullet Hell Heroes, you’re looking at spending a rather reasonable twelve American dollars. I think the quality of the game supports that price, and you can certainly get by with one or two IAPs if you feel like it. Heck, you can get by with none of them if you don’t mind ads and the idea of missing out on heroes. But I do want to talk about that IAP that unlocks all of the heroes, because I think it’s in a weird place. It really does unlock all of the heroes, including the ones you would normally get by completing certain objectives and spending coins. That takes some of the fun out of the meta progression, in my opinion, so I think you’re almost better off waiting until you’ve unlocked the non-IAP heroes before buying this one. There are a lot of wrong ways to spend your money with this game, and that isn’t something you want to worry about while trying to enjoy a game.
Sigh, two paragraphs on monetization. Well, hopefully that’s all properly explained now. I should stress that the game itself is well-made and a lot of fun. I like that the developer went to the trouble of making backgrounds and pixel art monsters, heroes, and so on to fill things out instead of just going with simple shapes. Not that I mind that kind of thing, but it’s cool to see some non-abstract visuals now and then. I liked experimenting with various “parties” of heroes, and some of the special moves are quite unique and interesting to find a use for. There is a lot of stuff packed in here, and it’s all of very good quality. I think any fan of bullet hell shooters will be more than happy with what Bullet Hell Heroes has to offer. Just make sure you shop responsibly when it comes to those IAPs.
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Shaun Musgrave
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We recently learned of a few notable new features coming to Honkai Star Rail (Free) with the version 1.3 update on iOS, Android, and PC. Today, HoYoverse had a livestream for this update revealing the title, new characters, an update to the Simulated Universe, release date, and more. Honkai Star Rail 1.3 is titled “Celestial Eyes Above Mortal Ruins” and it releases on August 30th worldwide for all platforms. HoYoverse’s Honkai Star Rail PS5 release date is still set for Q4 2023. Honkai Star Rail brings in a new area, new characters, and more. The characters are Dan Heng Imbibitor Lunae, Fuxuan, and Lynx. Watch the newest trailer for Honkai Star Rail 1.3 below:
Check out a screenshot from the update below:

Ahead of the launch date, you can download Honkai Star Rail on the App Store for iOS here, on Google Play for Android here, and here on the Epic Games Store in addition to its regular PC version. I’ve been playing it more on iPad lately, and am looking forward to syncing to PS5 when that version releases later this year. Have you been playing Honkai Star Rail regularly since it launched on mobile and PC and what do you think of today’s trailer?
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Mikhail Madnani
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HoYoverse just released the major Genshin Impact (Free) 4.0 Fontaine update “As Light Rain Falls Without Reason” on iOS, Android, PS5, PS4, and PC platforms following pre-installation going live earlier this week. If you did pre-install, the client update shouldn’t be too big depending on your platform. Genshin Impact 4.0 update brings in the long-awaited Fontaine region featuring underwater diving, the main story continuing, three new playable characters (Lyney, Lynette and Freminet), and a lot more to the game across its new content rollout. Alongside the update, HoYoverse also has compensation for maintenance that will grant 600 Primogems to adventure rank 5 and higher (by August 16) players. This compensation needs to be claimed before 4.0 ends. Full patch notes for this update are here if you’d like more details on what’s been added and changed. Watch the new Genshin Impact 4.0 character trailers below:
If you are on console, this update is a full redownload more or less like prior updates. On iPad where I play, it was not much over the pre-load. If you’ve not gotten it yet, you can download Genshin Impact for free on the App Store for iOS here and on Google Play for Android here. The PC version is available on the official website here and the Epic Games Store. If you play on iOS, with iOS 14.5 or iPadOS 14.5 and later, you can use PS5 and Xbox Series X|S controllers to play Genshin Impact. We featured Genshin Impact as our Game of the Week when it released and awarded it our 2020 Game of the Year. I also featured it as one of the best iOS games to play with a controller. What do you think of Genshin Impact 4.0 so far if you’ve been playing today?
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Mikhail Madnani
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In the lead up to its launch on mobile worldwide, I had a chance to talk to Warcraft Rumble Game Director Tom Chilton and Executive Producer Vik Saraf from Blizzard about the game’s lore, accessibility, a potential PC version, changes from the beta, their favorite features, and a lot more. If you’ve not followed it at all, Blizzard announced Warcraft Rumble as announced Warcraft Arclight Rumble which was revealed as a mobile game that takes place in the Warcraft universe. It has undergone changes through its betas and has soft launched in select regions worldwide. I got into the Warcraft universe through Hearthstone, so I’ve also been curious how Warcraft Rumble will be at bringing people into the world. Tom has been at Blizzard for a very long time and Vik has been working on mobile games for ages. This interview will also have a few specific questions to both Tom and Vik at the end.
TouchArcade:Tell us a little bit about yourself and your work on not just Warcraft Rumble, but also Blizzard in general over the years.
Tom Chilton: I’ve been at Blizzard since way back in 2004, when I was part of the team working on the initial release of World of Warcraft, first as a senior designer, then as lead designer as we released WoW, and then eventually as Game Director from Cataclysm through Legion. I eventually went on to start the Warcraft Rumble team, and since then it’s been my responsibility to guide our vision for the game, and make sure that what players get their hands on matches that vision.
Vik Saraf: I actually joined Blizzard specifically to work on Rumble after spending most of my
career working on mobile games. As the Executive Producer, my job is to help our amazing development team with whatever they need to make Warcraft Rumble everything we want it to be.
TA: While most people back then played and enjoyed Hearthstone because of the Warcraft lore being included, I was actually introduced to Warcraft lore through Hearthstone. Will Warcraft Rumble do the same for newcomers?
TC: That’s absolutely one of our goals! We think Warcraft Rumble can be a great way for people to dip their toes into Warcraft who might never have played a game in our universe before. We’ve got a ton of fan favorite characters and locations from the other Warcraft-games, distilled into miniature form to give new players a whirlwind tour of all the highlights of Azeroth. At the same time, we also want to make sure this is a game that appeals to players who want more ways to interact with the Warcraft universe, so there are a ton of fun callbacks and references to for instance Classic-era World of Warcraft that we can’t wait for players to see.

TA: How does Warcraft Rumble stand out from the many games in the genre on mobile?
VS: I think one of the things that has been really important to us is striking the right balance between making sure the game is accessible to new players, but also has the kind of depth and polish that you’d expect from a game inspired by Warcraft’s strategy roots. We’ve also got a huge amount of both single-player and PvP content, including a massive campaign (to which we’ve added a new Heroic mode) as well as game modes like Dungeons and Arclight Surge.
TA: So far, Warcraft Rumble seems like a more ambitious take on the genre in ways, but still looks like it was designed for playing on mobile. How do you balance a game like this to cater to newcomers and veterans?
TC: That’s a great question. I think this has a lot to do with making sure the onboarding experience is solid so that players can quickly get a handle on the mechanics, and this is something we’ve put a lot of effort into refining during our closed beta. We’ve also thought a lot about how to make the game easily readable on a small screen. You need to be able to see which mini is which, and what those minis are doing on the map. Our artists and animators have done an amazing job here!

TA: What changes have been made to Warcraft Rumble since its announcement and closed beta?
TC: So many! We’ve really added a lot to the game, as well as refining and reworking a lot of what was already there. Some of the biggest ones are the Heroic Campaign, which adds a handcrafted layer of extra difficulty on top of our existing campaign missions, Arclight Surge, which infuses two zones on the map with chaotic modifiers, as well as a complete PvP overhaul. Our PvP system now features rotating maps, towers and modifiers, and we’ve also added new zones, dungeons, talents and PvP maps.
TA: How was the response to the closed beta?
VS: We are super grateful to our closed beta players, who shared with us both so much of what they love about the game, as well as some areas in which we could improve. Their input is a large part of why we’ve been overhauling the onboarding experience, as well as adding the Heroic campaign.
TA: Will Warcraft Rumble be fully playable as a PvE experience or will PvP be forced?
TC: We want people to be able to play our game in the way that is most fun for them. If you’re a hardcore PvP player, then there are loads of opportunities for you to both progress and test your skills against others. At the same time, if you’re more into PvE and want to focus on our campaign, dungeons and other solo content, you can advance, expand, and even max out your collection of leaders and minis without ever setting foot into PvP.

TA: Are there plans to bring Warcraft Rumble to PC in some form?
VS: We’ve heard a lot of folks asking for this! Right now, the team is really focused on making sure our upcoming launch on mobile is as good as it can be, but we’ll keep listening to our players and evaluate this in the future.
TA: Over the years, many Blizzard game releases included bonuses for players of the developer’s other titles. Will Warcraft Rumble unlock anything in other Blizzard games?
TC: We’ve got some fun plans in the works here, but nothing that we can announce today. Keep your eyes peeled, though!
TA: What are your plans for Warcraft Rumble following its launch? Should we expect seasons, battle passes, and regular content?
TC: We’ve actually already got seasons in our PvP system! They come with rotating modifiers and towers to keep the meta fresh and players on their toes. That said, we absolutely plan to keep introducing new minis, maps and more to our players at regular intervals after our launch. As with the game as a whole, our goal is for players to be able to access all of it for free, should they choose to!
I also had a few questions specifically for each interviewee. They are below.
TA: (For Tom) You’ve worked on both Ultima Online and World of Warcraft. What learnings from those releases did you take into Warcraft Rumble?
TC: There have certainly been an enormous number of learnings from the development of both games that I’ve carried into the development of Warcraft Rumble. A few examples would be the importance of having an efficient content-creation pipeline, an understanding of player motivations, and various learnings about the systems and feature development process. From World of Warcraft specifically, some of the most significant experiences to carry over have been learnings about world building, content/encounter design and balance, onboarding players to a game, the fundamental structure of content and systems, and plenty more lessons about game systems design to go with it all.

TA: (For Tom)How has it been seeing the response to your work at Blizzard over the years across projects?
TC: It has been an incredible and wonderful journey, no doubt. As I approach my 20th year at Blizzard, I can’t help but feel as though those years have gone by in a blink. I’m still in disbelief on a daily basis that we have team members now that were children when World of Warcraft was first released, and it continues to be such a humbling and fortunate experience to remember that the work we’ve done has touched the lives of so many people. I very much hope that as people play Warcraft Rumble, they’ll have a fantastic time with a game that the team has lovingly crafted, ideally for years to come.
TA: (For Vik) You joined Blizzard in 2019 after working at loads of places across generations of games on mobile. What do you think of the current state of the mobile industry?
VS: I’ve been fortunate to work on mobile games for two decades and witness its evolution from small, 64KB games to the high-quality experiences that you find on the stores. I’ve never been more excited about a game’s launch or an era in mobile gaming than the one we are in right now. Some of the best AAA games are living and thriving on iOS and Android, and we feel now is the perfect time to introduce a new Warcraft experience to gamers. One that was thoughtfully designed to deliver a deep and rich Warcraft experience that gamers have come to expect of the brand, but also with the broad accessibility desired by mobile gamers.

TA: (For Vik) What is your take on how we’ve seen subscription services like Apple Arcade and Netflix Games grow over the years?
VS: I’ve always felt that continuous exploration of different service offerings is what has made mobile gaming evolve so quickly. It’s great to see so much excitement around trying to find opportunities to offer subscription services.
TA: (For both) What is your favorite feature in Warcraft Rumble ?
VS: It changes so much, even on a session-by-session basis. I would say that being able to collect and progress my minis in so many unique ways always fills me with excitement and anticipation.
TC: Ultimately the campaign (including the heroic campaign) is the backbone of the Warcraft Rumble experience, so I think it continues to be the feature that is the most defining feature of the game. That being said, it is ultimately the core moment-to-moment gameplay that makes everything about the game work, with the individual features of the game creating great reasons to experience the gameplay.
Thanks to Tom Chilton and Vik Saraf for their time here.
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Mikhail Madnani
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Following the launch of the big 1.2 update, HoYoverse just announced a few notable features coming to Honkai Star Rail (Free) version 1.3 update on iOS, Android, and PC. If you’ve not played the game in a while, Kafka just joined the game as a playable character last week in phase two of the update. Honkai Star Rail 1.3 will increase the Trailblaze Power camp to 240. There will also be a Reserved Trailblaze Power option that sees a percentage of surplus Trailblaze Power converted into Reserved Trailblaze Power. Barring this huge improvement, chat stickers and an improvement to birthday mail will be added in the upcoming update. Watch the newest trailer for Honkai Star Rail below:
You can read more of what’s planned for 1.3 in this official “Voice of the Galaxy|Developer Radio vol.2″ blog post. As of now, this update is expected to hit on August 30th, but it hasn’t officially been announced. Ahead of the Honkai Star Rail 1.3 release date and official announcement stream, you can play the recent update on mobile and PC. Check out Honkai Star Rail on the App Store for iOS here, on Google Play for Android here, and here on the Epic Games Store in addition to its regular PC version. It is coming to PS5 in the future as well. Have you been playing Honkai Star Rail regularly since it launched on mobile and PC and did you try rolling for Kafka last week?
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Mikhail Madnani
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Following the Vampire Survivors (Free) co-op mode and Nintendo Switch release date announcement from the recent Nintendo Direct, I’ve had a chance to play the co-op mode on Steam Deck for preview. Next week, poncle will update all versions of the game with 4 player local co-op coming through a free update. This update is also when the Steam version will move to the new engine (like mobile and console) making it dramatically better. I was already on that engine thanks to a beta branch, but everyone will benefit from the improvements next week with the co-op update. While this feature focuses on the Steam Deck version, I’ll also be covering other versions next week.

I took a break from Vampire Survivors for a bit because I spent far too much time on it across different platforms over the last year and leading into the mobile version. I’ve been jumping back for the DLC launches, but was basically in maintenance mode with the game if you will until the Switch port was announced. I was curious to see how the Switch version would look and run, but more interested in how local co-op would feel. Having spent a few days with it on Steam Deck, I’m very pleased with the implementation including how level-ups happen, turns for specific things, and with how much more chaotic things get. There are also a few interactions that will make Vampire Survivors feel a bit like Overcooked with rage-inducing situations, but everything has been fun so far.

The downside right now is that Remote Play Together isn’t fully implemented in the preview build. I hope this is fixed for the final release because I can’t use alternatives on Steam Deck to invite friends to play with me. Vampire Survivors co-op is local only, so I will be relying on Steam Remote Play Together on Steam Deck to play with friends. Thanks to tools like Parsec or Steam’s Remote Play Together, co-op in Vampire Survivors will shine the most on PC for me. I’m also interested to see how it works on other platforms when the update goes live next week alongside the Nintendo Switch release date.

If you’re curious about how co-op will work, read the official FAQ here. I have more Vampire Survivors coverage next week. Until then, read my Steam Deck review of Vampire Survivors here, Legacy of the Moonspell DLC review here, iOS review here, and Tides of the Foscari DLC review here. We featured it as our Game of the Week as well when it launched. You can get Vampire Survivors on the App Store for iOS here and on Google Play for Android here. Check out our forum thread here for more discussion and impressions around the game. Have you been playing it recently and will you be trying co-op or the Switch port next week?
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Mikhail Madnani
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Square Enix just announced that Final Fantasy VII: Ever Crisis () will release on September 7th worldwide for iOS and Android. Final Fantasy VII: Ever Crisis will be a compendium-type mobile game that aims to cover the complete Final Fantasy VII story across spin-offs, mainline games, and other media. Following its early 2021 reveal, Final Fantasy VII: Ever Crisis will launch next month after a closed beta and more. We even had a big showcase for it at Summer Game Fest this June with an Android beta. Pre-orders and pre-registrations for Final Fantasy VII: Ever Crisis are also still available ahead of its launch next month. Watch the Final Fantasy VII: Ever Crisis trailer below:
If you’d like to play it next month, you can pre-order Final Fantasy VII: Ever Crisis on the App Store for iOS here and on Google Play for Android here. Check out the official website for Final Fantasy VII: Ever Crisis. Square Enix will likely have some cross promotion between Final Fantasy VII: Ever Crisis and the upcoming PS5 game Final Fantasy VII Rebirth which releases early 2024. I’m interested to see how free to play this release ends up being, and how it handles the source material across many games and other media. Will you be trying Final Fantasy VII: Ever Crisis when it launches on September 7th for iOS and Android?
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Mikhail Madnani
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