Showing posts with label free. Show all posts
Showing posts with label free. Show all posts

Monday, February 21, 2022

Call of War

 
By Bixyl Shuftan

One of the games I see advertised numerous times online is "Call of War," also known as "Call of War: World War II" or "Call of War: 1942."  The game is a free-to-play browser-based World War Two style strategy game developed by Bytro Labs. The company also made "Supremacy 1914" and "Conflict of Nations: World War III," which play much the same.

After playing it a number of times, my conclusion is it's enjoyable, but be prepared to spend plenty of gold currency if you want to achieve victory in this Pay to Win game.

To play the game, make a new account, and after reading the rules go to "new games" and select a scenario. There are several from "Europe - Clash of Nations" in which 22 people can play to "World at War" in which a whopping 100 players can take part. games will list how many openings remain, so obviously the more who are already taking part the fewer nations that are left to play. In "American Homefront," some of the nations are really states or provinces in this "alternate history scenario." Once in, you pick one of the available nations. All start with a roughly equal number of cities and resources and a small number of units.

 All cities and provinces have build menus, though cities have larger ones. In cities, you can construct buildings, such as barracks, ports, air bases, factories, etc. Barracks allow you to produce infantry units. Ports allow you to make ships. Aircraft factories will allow you to make planes. Tank factories allow you to make tanks. Ordinance factories allow you to manufacture artillery and similar guns. Secret factories will allow you to make rockets, and eventually atomic weapons. In provinces, you can build infrastructure aka roads, that allow units to move faster, air bases that aircraft can fly missions from or stop to refuel on trips, local industry to increase local resources, and a few more.

But in order to make units, you need two things. You'll need to have researched the particular kind of unit, and you'll need the required resources. Provinces produce a small amount of manpower and money, which are needed for all units and all buildings need money. Cities produce much more of them, in addition to producing one of several resources: food, goods, metal, oil, and rare materials. Most units need some of most of these, though some more than others such as infantry needing more food, tanks ships and planes needing metal and oil, artillery needing goods. If you're short on one or more goods or have more of one or more than you need, you can buy and sell goods on the stock market. And once a unit is produced, that isn't the end. Each needs a small amount of manpower and resources to be maintained.

Research will make new units available. At first, you'll only be able to research a few units and the earliest tiers of, such as level one infantry and level one destroyers. But most of these only need a few resources and not much time. As time goes on, more are unlocked. But further ones available cost more units and take more time. You can research two kinds of units at once, and they are in several categories, such as infantry, tanks, naval, etc. Nuclear weapons are not available until late in the game. The highest tier units need blueprints that cannot be researched but found on the map via airdrops. When a new tier of unit is researched, you can upgrade old units, but that takes resources and time.

Each province has different terrain that various units can use to their advantage. Infantry are strongest in the city, and get smaller bonuses in hilly and wooded terrain. Tanks are strongest in open fields. If there are fortifications, defenders in the owner's province get a defensive bonus when attacked.

One new feature is Doctrine. Each of the nations subscribes to one of four doctrines, each with it's advantages and disadvantages. Countries with the Axis doctrine have more hitpoints and can deal more damage, but cost more to make. Pan-Asian countries move faster, can see further away, and get greater terrain bonuses, but have fewer hit points. Allied countries can produce units faster and can research and upgrade faster. Comintern countries can produce and maintain units using less resources, but they deal less damage.

In order to attack another country, there needs to be a declaration of war, either you on it, or it on you. Early in the game, it's unlikely a computer-controlled country will attack you. As the game goes on, there is that chance of it happening. Player-controlled countries can attack you at any time. When a territory is conquered, it delivers a fraction of the resources to the new owner as it did the original. It's morale also goes down to the point a successful rebellion is possible. Raising it will mean keeping a couple units there for a while. Capturing one of a country's core cities will mean a big loss of the production of one of it's resources, in addition to one less place they can raise units. The loss of two or three will mean the country's in serious trouble and defeat is near without intervention.


The score in games is determined by Victory Points. In most games, conquering cities will get you those, with capital cities delivering the most. But it's how many you have at the end of the game that determine who wins, so taking the lead in the middle of the game won't help if you lose it.

Diplomacy is a part of the game. You can message other players and make deals. You're free to honor them, or surprise and backstab. However, they're free to do the same. You can also join a collation of states, or form one of your own and try to attract members.

And then there are different maps. There's an European map in which players can take charge of a major country (or a faction of a broken-up major country). Or you could play on a world map, one with a moderate number of players, or one with a whopping 100 players. More recent maps include American Homefront in which the US and Canada are split apart, and Antarctica.

One interesting detail is the newspaper. There you can read about who's at war with who. Players can also write their own articles. Some write "news" stories describing why such a country was attacked. But gamers being gamers, there can be charges of certain players being cheaters, backstabbers, or "wallet warriors."

So how can such a detailed game be free to play? This is where Premium Accounts and gold come in. You have the option of paying to get a premium account, which means a few more options. And then there's buying gold. So why buy gold? With gold, you can get money and resources on the stock exchange, you can hurry up the construction of a building, hurry up the construction of a unit, hurry up the research of a technology, heal a unit completely, or raise the morale of a province to maximum. While you can get some gold by accomplishing achievements, such as destroying so many of a particular kind of enemy unit, the easiest way you can get it is to spend real-world money to buy it. So this puts the game in the category of "Pay to Win."

Another problem can be the real-time progress of the game. While someone is sleeping, working, or doing anything else, others are free to attack his country and units. So someone could easily go to bed in the middle of a campaign, and wake up to find his country attacked where his units aren't and the enemy already having marched over much territory and cities. This causes some players to walk away out of frustration, or not willing to play a losing campaign as they don't have the time to spend to make it a winning one.

Call of War isn't a bad game. It can be an enjoyable challenge to come up with the right combination of units for a successful military campaign, and if you have the time to spare, even better. But if you don't have a lot of time due to being a full-time worker (or working two jobs), playing other games, or other activities, then you're going to have trouble winning games unless you're a member of a league, and they may get unhappy if they think you're not playing very often. So some gamers are better off with playing "Hearts of Iron" or some other strategy game they can play whenever they have the time.

I rate the game a medium at three stars out of five. While I can't recommend this game, I won't call it not recommended either. For more information, check the wiki here.

*  *  *  *  *

When launching an attack on a country, leave a few units to help cover other parts of your lands to keep from leaving your backside completely exposed. You also might want to invest in infrastructure to speed up the movement of units from one part of your lands to another.

Different units have different strengths and weaknesses in different terrains. Infantry is vulnerable to armor in plains. But is stronger against it in woods, and moreso in cities.

Don't completely neglect artillery, especially when mobile artillery is available. A stack of units can defend itself from air attacks with an anti-aircraft unit or two. But there's no defense against an artillery bombardment, especially a bombardment from multiple artillery units, except to retreat out of range or attack. A computer controlled stack of units when under artillery bombardment will sometimes try to attack it, either splitting or sending everything. So be prepared.

Keep in mind the higher tier of a unit, the longer it takes to produce. So you may want to delay research for a while until you upgrade your barracks, tank factories, shipyards, etc.

If you have a coastline, watch out for the possibility of an invasion by sea. Make a navy when you can, and build battleships when you can (and don't forget to give them escorts). Seaplanes and artillery can help defend against bombardment by ships. Land units are vulnerable when being transported by water, and take time to disembark, where they can be attacked by land units or bombarded by artillery or bombers.

If you're a free player, save your gold for emergencies. If someone attacks you where you're wide open, you can use it to build units and buy resources for them, in a hurry.

A single game can last for many weeks. If a game isn't fun anymore, or if all of a sudden your real life demands a lot more time than you can spare from your game, don't be ashamed to walk away (after messaging any allies of yours). You can always start a new game later.

Bixyl Shuftan

Friday, July 23, 2021

Game Review: Wasteland Survival

 
By Bixyl Shuftan

When checking Steam for games the other day, one that got my attention was "Wasteland Survival." It's the sole game offered by Joyloft Co. Limited. The type, a survival game in which one fights zombies. The price: Free to purchase. The game had gotten mixed reviews. Deciding to check it out, I downloaded it, which took only a short time, and started playing.

The opening scene was that of an unconscious man having washed up on a beach being woken up by a friendly dog, happy to find human company. With no sign of the owner, what's left is to look around the area. Going about, you find a few tools and weapons. You also come across a few low-level zombies that are easily beaten. You can equip a weapon by dragging  it from your storage to one of the two weapon slots on your inventory page. You can also wear clothes by dragging them onto your legs, torso, and head spaces. Your main screen has an action bar on the bottom with two weapon spaces and a space that can hold an item such as bandages or food.

Your character has only so many hit points, which are reduced from zombie attacks. Your character also gets hungry and thirsty, with your hunger and thirst levels steadily going down. Once either reaches zero, you will start to take damage. To stave off thirst, you need to drink bottled water or eat food with water content such as berries. To take care of your hunger, you need to eat food such as canned beans, berries, and more. Eating also replenishes your hit points, some foods doing so better than others. While you can find monster meat off some zombies, it's not recommended for eating (but does have another purpose).

You can also craft items. At the start, you're limited to just a couple tools, the stone hatchet and pick, a few weapons such as a baseball bat, bandages, and a couple items of clothing, survivors' shirt and pants. You can also build structures such as floors and walls, storage containers, a garden to grow food, a campfire to cook food, a rain barrel to get water, and the kennel for your dog, which you'll need to finish for it to travel with you. And the way you get the materials for this is to gather them. You can gather grass and an occasional log and stone on the ground. You can also chop trees for wood, pick bushes for edible berries, and pick rocks for stone and iron ore. Zombies can carry cloth and occasionally rope or some other material. Crates can carry bottled water, canned food, glue, bars of iron, and others.

To get items, you'll have to search other areas. At first you're limited to just a few, the lush woods, the small mine, and the novice hunting grounds. The woods has more wood, the mine has more rocks that deliver iron ore, and the hunting grounds has critters that drop meat you can cook, leather and hides you can use to craft, and bones you can feed your dog. Sometimes two other areas will pop up. A crashed plane has a number of suitcases you can open that you can find items from dog food to better clothes and more. This is about the only zone that's zombie free, but one place may explode and damage you for a few points. The airdrop is the most dangerous of these early areas as there are zombies that can quickly rush up to you and quickly kill you. So here you'll need to be ready to make a break for it and retreat.

Of the zombies, the first ones you'll encounter are no big deal, slow, lumbering, and taken down with a few wacks of a baseball bat or one or two. But if you've played "Left 4 Dead," you have some idea what's to come. Later on are "Coneheads" whom require more hits to kill, and the "Ironhelms" that take a lot more. The "Batters" can quickly run over and proceed to pound you with their baseball bats, dealing more damage than the Coneheads and Ironhelms. The "Bloaters" can deal heavy damage in close combat, and will spew acid that not only hurts you but can slow you down. But the most deadly of the zombies you'll run into early on are the "Engineers" and "Spitters." They will quickly catch up to you and kill you with just a couple blows. Spitters in particular are to be watched out for as not only can they outrun you, but they sometimes can detect you from long distance and make a beeline to you. And if they catch you while stopping to eat or drink something from your backpack, you'll likely end up dying - and losing your stuff. I eventually got the hint to put food in my action bar instead of bandages.

Eventually, you'll start to start to stink, or "smell of aged cheese" as your character puts it. It will happen faster if you have to take a pee. This means the zombies can smell you and detect you easier, which can be inconvenient if there's a crate with zombies nearby you don't want to tangle with. Build a shower and have bottled water on hand to take care of this.

Early on, you find a body with a diary. Each page will give you a mission, and in carrying them out, you read more of the diary and get a small reward. If you play daily, you'll be given a reward once a day. Sometimes it's a pickaxe or bow. But once in a great while, you'll get something valuable like a shotgun. There is a trader in the game, offering items like ammo, but he demands high prices for his goods.

If the zombies in the zones weren't bad enough, once a day a horde will head to your base. If not stopped, unless your base has defenses, they will damage it and possibly take some things from your containers. At first, they're just a few not too tough ones. But as time goes on, they get more numerous and some more dangerous. Early on, you have an automatic turret that can help as there's some ammo boxes you find. But it's useless when they run out. Building barricades will cause the zombies to attack them first before nearby buildings (if the obstacles are between the buildings and the horde) and damage themselves. The first ones will be killed, but a horde will eventually smash a barricade. More barricades will stop more zombies. But eventually the horde will have a powerful boss zombie at the end that just smashes them with his weapon. If you're around when they make your attack, you have a chance to stop any damage. You also get a small reward if you stop the attack.

Dying in the game means you end up waking up back at your base, without your clothes or any other gear you had when the zombies caught you. You have ten minutes to get your gear before it vanishes. But if it was a Spitter that killed you, it will be waiting for you. You'll need a gun, preferably an automatic rifle, to take it out. Otherwise you'll have to say goodbye to whatever you lost, which can be very, very, aggravating.

As you progress, you'll get points that can be spent for extra abilities, for you and your dog. You'll also be able to craft more. Some builds allow you to make goods, such as the furnace will allow you to smelt iron ore into iron bars, and sewing machines can turn grass into cloth. Some are two-part builds. One automatic crossbow build turned out to be only the base, with the top requiring materials I hadn't found yet.

Early on, I found a pistol. This made progressing not *too* difficult. That is until a Spitter caught me while I was eating and clobbered me. And in trying to get back to get the gun, it clobbered me yet again. So it was goodbye gun, and slow progress as I had to find the stuff to make my clothes and new weapons. And more than once the Spitters and Engineers would get me before I'd gotten a full set of decent gear and weapons.

The game often offers me a shortcut, dangling items like weapons if I pay up some real cash. Considering the aggravating setbacks, I can imagine players fed up with the slow progress going ahead and paying cash so they'll have a working gun or a machete so they have a chance against the Engineers and Spitters. It would seem this is how this "free" game makes money for it's creator. 

On the plus side, it doesn't seem to take too much processing power to play. I'm able to run it and Second Life at the same time. It also pauses if some things, such as the SL viewer, are what you're using at the moment.

Wasteland Survival will likely frustrate you, but it's unlikely to be boring. If you want fast progress though, it's probably best to pass this game and head for another of the survival genre. This game will have you grinding a lot as you keep searching for supplies to rebuild the gear you lose to the zombies.

You can get the game for free on Steam: https://store.steampowered.com/app/1044200/Wasteland_Survival/

Bixyl Shuftan

Monday, June 3, 2019

Reader Submitted- Game Review: Super Animal Royale


By Aegis J. Hyena (Xymbers Slade)

Recently I saw a couple of my friends playing a game called Super Animal Royale and decided to try it out. It's a free game on Steam, in the genre of battle royale games. You take control of a little animal and wander about the map picking up weapons (a shotgun, machine gun, assault rifle, pistol, or magnum, with a desert eagle added in the most recent update) and go on to shoot the other 63 animals that are in the map along with you. Weapons are color coded for rarity, with higher rarities having faster reload times, rate of fire, and the like. There's three tiers of armor, which can be repaired by finding duct tape scattered about the map and in boxes, and you can even run over enemies in hamster balls although it has to be in a dead-on hit as far as I can see.

Matches are short and fast, so this game is excellent for killing some time with friends or just chilling out rather than being truly competitive (at least, as far as I can see). The "free" version is no different from the paid version (about $13) except you can actually equip clothes for a basic appearance -- there's no microtransactions to fast-track yourself to be better than someone else.

After each battle you gain "Animal DNA" that is used to unlock other appearances. You start with Fox, Bear, "Skullcat", Tiger, Cat, Dog and Songbird and there's more varieties every 5 levels (although I think you have to upgrade to the paid version to actually be able to use anything other than the beginning animals). No animal has advantages over another -- it's strictly an appearance choice.

Currently the matches are full of bots because the game is still getting off the ground. Lobbies before a match can hold 64 people, and if there are less than that in a lobby it populates with bots (I've seen as many as 26 people in one lobby before). You can play solo, or duo with another player; only the paid version can invite friends, if I remember right. The devs have said they'll unlock squads fully where four players can play together once more people start playing and the lobbies fill.

As of this writing, squads are open for the weekend in an attempt to drum up some interest.

If you upgrade from the free version to the paid version everything you've earned as drops for appearance editing carries over.

I like it for its cutesy style. It's a refreshing change from all the realistic gritty battle royales out there like Apex or PUBG, and I think it has the potential to be a real gem if the devs (who are active in their discord) approach it right. The community also isn't as toxic as most of the other battle royales I've seen (well, yet... this is the internet after all). I'm going to give it four dragon hoards out of five here, if only because I can't tell if it's a mobile game ported to Steam or not. It looks simplistic enough to be a mobile game, and I'm no fan of mobile games.

Addition: Aegis would later say,  "I've learned it's not a port, but I'm keeping it at four out of five to give 'room for improvement'." He would also say the four-person squad option was closing later today, so it'll be limited to solo play and two-man teams.

Aegis J. Hyena

Thursday, February 15, 2018

Toontown MMO Back: Toontown Rewritten


By Bixyl Shuftan


Some readers may remember when the Newser wrote about the Disney multiplayer online game "Toontown" in September 2013. The overall plot was the cartoon town's inhabitants fighting using jokes and gags against corporate robots trying to take over their home. The article was done as something of a farewell salute as the comany had decided to shut down the game that month. But as cartoon fans would tell you, the cancellation of a show isn't necessarily the end. Fans of the MMO have created private servers of the game. The most popular of which is "Toontown Rewritten."

The FAQ page of the game's website states that the development of the game was announced the day the original Toontown was closed, "for the past month, a band of players known as the 'Toontown Rewritten Team' had been working on the possibility to keep Toontown alive." By the end of October, the game was ready for a small number of alpha testers. At first, the game was just a shadow of the original. But over time, the development team worked on it.  In a few ways, it's gone beyond the original, notably the addition of two more species of cartoon animals, deer and gators.

So how can a game exist when someone else owns the copyright? The game is completely free to play, all expenses paid for by the development team, as well as their time contributed done so for free. This way they avoid cease-and-desist orders. The team says they won't even accept donations. They did say there are several ways to help them out, such as joining online Toontown communities, attending their real-life ToonFest convention, or just playing the game.

So what would happen to them if Disney changed it's mind and brought back the original Toontown? The Toontown Rewritten team states that's their ultimate goal, "Toontown deserves a team of full-time employees who can give the game the love it deserves, and we absolutely want that to happen!"

I've had no experience with the original game, but playing the fan made version, it ran smoothly. A few of the other players had rather generic names such as "Green Dog," but it was still fun clobbering the bots, and doing little games to earn jellybeans, the game currency, to buy more squirt flowers and pies as ammo, and within an hour had gotten a player-owned house and a crack at the fishing game.

Currently, the game boasts over 1,400,000 registered players. For those wanting to play, head to https://www.toontownrewritten.com , register an account, agree to the terms of service, download the launcher, create a character, then step into Toontown and join their deziens as they fight the cogs with a pie in the face and try to have a little fun.

Sources: Wikipedia, toontownrewritten.com

Bixyl Shuftan

Sunday, October 13, 2013

Wingless Avatars in Inworldz

By Bixyl Shuftan

With the controversy over Linden Lab's new Terms of Service directed at content creators, alternative virtual worlds to Second Life have been getting more attention. Second Life residents have been dropping over to look. But what about Second Life residents who prefer furry avatars? Going over, unless one was a content creator, he/she'd have to go tailless.

But for those visiting Inworldz, some good news. There's a package of freebie furry avatars available for anyone to pick up for free.

The package is available in the Amber sim, at the Furry Welcome Center in Amber (114, 92, 23). Turn around, and head to the tables. One has three cubes, one labeled Wingless Emoto Avatars. Click on that to receive a copy. For those interested, there's also a pony avatar and house.


For those who don't know, Wingless Emoto is an avatar designer in Second Life. Some years ago, he had a dispute with the retailer he was selling them through, and since the contract stated he couldn't sell his avatars at the time through anyone else, he made them freely available to all. Many residents have kept a copy of a package of the avatars on them to give to others wanting to try a furred avatar. Even after several years, although other avatars have been available for free, no other package that can be held to give to others has emerged. There was a package of newer free avatars available at the AnthroXtacy store recently, but with the company closing down, those avatars are not known to be available.

Like the package in Second Life, the InWorldz Wingless avatars come in a variety of anthro fox, wolf, horse, and hyena avatars in a variety of colors, red, white, blue, pink, etc. But the cube passed around in Second Life was mostly fox and wolf while the InWorldz package has a roughly equal number of the four, plus a few reindeer and werewolf avatars. Like the avatars in Second Life, the Wingless avs in InWorldz have both male and female skins (except the werewolf), and both parts for plantigrade and digigrade feet (except the werewolf and reindeer, plantigrade and digitgrade only respectively), and options for large and small hands. But the Customization and Control HUDs are not in the InWorldz Wingless avatars. A notecard included with the avatar package stated this was a first release, with another one planned later with HUDs.

Like it's Second Life counterpart, one doesn't have to wear the whole avatar. One can just wear the ears and tail (and feet) for a kitsune-style neko look. There are also a few hairpieces included.

So for those in Second Life who prefer looks with a tail, the option for furred avatars is available in Inworldz.

Inworldz Grid, Amber (114, 92, 23)

Bixyl Shuftan