Monday, December 23, 2013

Next Car Game Early Access Pre-Alpha Gameplay Preview

I'm playing the early access pre-alpha of Next Car Game, an arcade racing game by Bugbear Entertainment.



This early look at the game includes two cars, two tracks, and a demolition derby arena. Damage is as impressive as in the technology demo, and the handling physics strike a nice balance between arcade and realism. You can try out the early access pre-alpha by ordering the game on the official website.

GhostControl Inc. Gameplay Review

I'm playing GhostControl Inc., a paranormal management game by Bumblebee Games and Application Systems Heidelberg.



On the city map you can undertake new missions, hire additional ghost hunters with different attributes, purchase new equipment, recover health, and fuel your fine ghostbusting vehicle. The turn-based ghost battles require you to reduce their energy enough to trap them. Your view cannot be rotated, which can become quite bothersome when the game requires precise tile-based movement. There is some tactical depth in dividing up equipment and coordinating different actions, like using sensors and turning on lights. The ghost movement can be unpredictable, increasing the complexity of the mission structure. Though it lacks the depth of competing titles, GhostControl Inc. combines simple business management and capable tactical battles in a theme of obvious inspiration.

Wednesday, December 18, 2013

Starbound Beta Gameplay Preview

I'm playing the beta of Starbound, a sandbox platform game by Chucklefish Games.



The game, which can be played solo or online, takes place in an infinite procedurally generated universe of procedurally generated planets reached using your spaceship. A quest-based tutorial is included for new players. Planets are populated by varied terrain, dungeons, and randomized monsters. Structures and items can be built using collected resources. Technology upgrades and procedurally generated weapons can be found in chests scattered around each planet. Intuitive crafting can be searched for specific items, and clear resource requirements are displayed. Food must be hunted or farmed, and fires are used to combat the cold of night.

Sunday, December 15, 2013

Darkout Gameplay Review

NOTE: Apparently I was supplied with a beta code for the game instead of the release version. While I cannot say for certain if the release version is more complete than the version I assessed, please keep that in mind while watching.

I'm playing Darkout, a sandbox survival platform game by Allgraf.



Landing on randomly generated alien worlds, darkness, where enemies lurk, is your foe. The interface provides quick access to crafting and research items, but makes it too easy to perform an unintended action like opening a door instead of attacking the enemy on top of a door, or accidentally dropping items instead of equipping them in the toolbar. Gathering resources is accomplished by mining and chopping down trees, but blocks must be refined before they can be placed. Ammunition, potions, machinery, furniture, lighting, storage, armor, weapons, and tools can all be constructed using the required ingredients. New items are researched using points earned by mining and crafting, though the game doesn’t specify what is needed for a particular research item until you have all the necessary prerequisites gathered by accident. Enemies must be harmed with light before they can be directly attacked. Although Darkout does have some novel ideas involving shadow, crafting, power, and resource collection, the game is not a fully polished experience and its various shortcomings do add up over time.

Thursday, December 12, 2013

Not The Robots Gameplay Review

I'm playing Not The Robots, a roguelike stealth action game.



The campaign features procedurally generated levels of increasingly difficulty and permadeath; smaller sets of levels are present in “operations” and “challenges” modes. Your objective is to eat furniture (obviously), which you can hide behind to avoid lasers and sentries; as you eat more furniture to clear each level, you have less places to hide. Items that allow for sprinting, invisibility, or digging through walls (plus others) are available, secondary objectives become available as you progress, and permanent upgrades can be collected after clearing a level. Not The Robots is a challenging, unique entry in the stealth genre that increases replay value and tension through the roguelike features.

Monday, December 09, 2013

SteamWorld Dig Gameplay Review

I'm playing SteamWorld Dig, a mining platform game by Image & Form.




Your objective is to dig, collecting resources used to purchase equipment upgrades and tools like ladders, lanterns, teleporters, and expanded inventories. The depths are randomized, although you will encounter scripted caves where the game behaves more like a traditional platformer. You cannot rebind the controls; thus, a gamepad performs best as you wall jump and run through the expanse. Enemies with predictable behaviors only prove troublesome when poor excavation plans are carried out. Although digging down and traveling back to the surface can become tedious, SteamWorld Dig is an effective combination of mining and platform gaming.

Thursday, December 05, 2013

Frozen Cortex Beta Gameplay Preview

I'm playing the beta of Frozen Endzone, a turn-based tactical future sports game by Mode 7 Games.



In the game, you issue move orders to robot players who must pass or run the ball into the endzone or an intermediate scoring zone, while the defense attempts to prevent the other team from scoring. Stationary players automatically block nearby rushers, and the defense will tackle the ball carrier or intercept close passes. Pre-ordering Frozen Endzone grants immediate beta access, and the game is scheduled for release in 2014.

Wednesday, December 04, 2013

Professional Farmer 2014 Gameplay Review

I'm playing Professional Farmer 2014, an agricultural simulation by PlayWay and UIG Entertainment.



A career mode begins with a tedious, repetitive tutorial that forces you to repeat the same tasks multiple times. A more open sandbox mode is suggested once you come to terms with the basics of the mechanics. Cooperative online play would be a nice addition. The large game world is nicely detailed, although buildings you need to access for goods are spaced too far apart for my tastes. The interface offers handy key binding reminders for each vehicle you control, which can be tractors, combines, and their various attachments (fertilizers, plows, cultivators, trailers, bailers). The agricultural shop sells seeds and animals, “petrol” is found at the gas station, and the bank can provide loans for expensive equipment. You can also spend your income on new fields and additional personnel to assist with the work. The gameplay mostly consists of driving back and forth across your fields using a different attachment each time: first a plow, then a cultivator, then a seed spreader, then a fertilizer, then a harvester, then a hay baler. It’s repetitive by its very nature; thus, only true fans of farming will derive any sense of enjoyment from Professional Farmer 2014.

Monday, December 02, 2013

Blasted Fortress Gameplay Review

I'm playing Blasted Fortress, an artillery action game by Dapper Swine Games.



Resources won by destroying castles are used to purchase replacement ammunition; this can lead to a dead-end if you run out of cannonballs and can’t destroy the additional castles required to purchase more cannonballs. Different ammunition types are appropriate for the varied defensive materials in the game, and optional objectives can unlock more research points. Growing food using meat-based plants will also allow for more advanced weaponry. You can design custom castles or play against human opponents, but only if your foe’s IP address is known in advance. The sieges offer uneven layout difficulties; more challenging designs will simply drain you of precious resources. Controls are simple as you adjust the angle and power of each shot. The repetitive nature of the game, along with unbalanced difficulty and resource collection that can permanently dwindle, make Blasted Fortress an artillery title to forget.

Friday, November 29, 2013

Space: The Return Of The Pixxelfrazzer Gameplay Review

I'm playing Space: The Return Of The Pixxelfrazzer, a space action role-playing game.



The game takes place in an infinite procedurally generated space with asteroids, enemy ships, and planets that offer merchants, healing, and quick travel. As you gain experience, you can upgrade the health, energy, and damage capabilities of your spaceship. You can also purchase stackable weapons and undertake missions. Two control methods are available: classic top-down WASD movement or more realistic thrusters and turning like a ship. The basic AI can become challenging when grouped, and a significant XP death penalty means caution should be exercised on occasion. The game’s weapon system and procedurally generated universe combine to make Space: The Return Of The Pixxelfrazzer a somewhat unique action role-playing game.

Tuesday, November 26, 2013

SBX: Invasion Gameplay Review

I'm playing SBX: Invasion, a tower defense game by Wakeskater Studio.



The game features ten stages plus and endless mode and a tutorial; content can be expanded by using the simple level editor. Each level offers freeform placement of structures: resource collectors, power generators, turrets, walls, research buildings, and repair facilities. Spare resources can be used to upgrade existing buildings, and the simple AI can be funneled by clever use of walls. Your ship can directly fire on enemies using awkward ship controls with imprecise aiming; a “ghost” movement mode is provided to navigate through walls. Overall, SBX: Invasion is an enjoyable entry in the tower defense genre thanks to unrestricted building placement and the level editor.

Saturday, November 23, 2013

Next Car Game Technology Demo Gameplay

I'm playing the technology demo of Next Car Game, an arcade racing game by Bugbear Entertainment.



This demo shows off the car deformation, handling, and physics of the next entry in the developer's line of arcade racing games, which started with FlatOut.The technology demo is available to those who pre-order the game, which is scheduled for release in 2014.

Friday, November 22, 2013

Project Zomboid Alpha Gameplay Preview


I'm playing the alpha of Project Zomboid, a zombie survival role-playing game by The Indie Stone.


The game takes place in a town overrun by the undead. Your character’s morale, hunger, and thirst must be managed, and in-game actions (like farming or combat) will grant new skills and perks. Crafting weapons, gathering food, and constructing fortifications can ward off the swarm mechanics of the horde. Future features include an expanding map, more items, NPC interactions, and online multiplayer. Project Zomboid is scheduled for release when it is released.

Wednesday, November 20, 2013

King Arthur’s Gold Gameplay Review

I'm playing King Arthur’s Gold, a destructible deathmatch platform game by Transhuman Design.



The predominantly multiplayer title does feature some single player content, such as an informative tutorial, timed challenges, and a set of levels where you have to defeat enemy soldiers and save a princess. 32-player online multiplayer features several classic game modes: capture the flag, “take the halls” (domination), and team deathmatch. Each of the game’s levels are destructible, and large explosions or weapons can cause buildings to collapse with some fairly impressive physics. Three distinct classes are available: the knight gets a sword and shield, the archer gets a bow and grappling hook, and the builder can collect resources and construct lots of different buildings. Mined resources can be used to construct walls, bridges, tunnels, shops, and weapons (catapults, longboats) that can change the landscape of the map. Each player has their role on the field of battle, and working together as a team is the key to success. King Arthur’s Gold is an appealing, chaotic platform game thanks to destructible levels, mining and construction, varied classes, and swift combat.

Monday, November 18, 2013

Redshirt Gameplay Review


I'm playing Redshirt, a sci-fi life management simulation by The Tiniest Shark and Positech Games.


In the game, you interact with randomly generated people aboard a space station using Spacebook, where you can create relationships (friendly and romantic), “like” posts, “tag” others, talk about work, write private messages, or compose inane messages about song lyrics. The social map displays the relationship values with friends and coworkers, and you can improve relations with others by creating events that involve their interests. You also should improve your career by befriending the boss of the next job and practicing the skills required for that line of work. Money earned from working can be spent on lavish events to impress your friends and items that will boost your stats. “Away missions” also occur at random times, killing off some of your redshirt friends. Overall, Redshirt is a unique take on the life management game in an inspired setting.

Saturday, November 16, 2013

Epigenesis Alpha Gameplay Preview


I'm playing the alpha of Epigenesis, a first-person action sports game by Dead Shark Triplepunch.


The objective is to carry a ball to your goal, shooting enemies to push them off the platforms that make up each map. You can also capture intermediate spawn points for quicker travel. It is scheduled for release in Q1 2014.

Thursday, November 14, 2013

Pandora: First Contact Gameplay Review


I'm playing Pandora: First Contact, a turn-based 4X strategy game by Proxy Studios, Slitherine, and Matrix Games.




The game’s clear inspiration is Alpha Centauri, and it takes a lot of cues from that heralded strategy title. Games take place on randomized hex-based maps with varied terrain, and can be played against the AI or online using real-time simultaneous multiplayer. Factions provide different bonuses and vie for military, economic, or scientific victory. The interface is generally done well, with city and unit lists, a turn action reminder (like move units, research, or build), and likely combat results before battle starts. Each city expands as the population grows, and you can assign workers to different resource-producing tasks. Buildings can enhance city attributes, and excess gold can be used to instantly produce units or structures. High pollution from industrial operations can reduce morale, and formers can automatically improve surrounding terrain. Basic units can be customized as research is conducted, assigning specific weapons, armor, and devices to use during combat. Units gain experience with combat, resulting in more effective attacks and higher health. A randomized technology tree shuffles research options, and diplomacy can cultivate trade pacts, non-aggression agreements, or war. AI factions are quite adept at the game, and the hostile aliens provide an interesting common foe. While the game lacks significant innovation, those looking for a modern take on Alpha Centauri will not be disappointed.

Wednesday, November 13, 2013

Asteria Gameplay Review


I'm playing Asteria, a sandbox platform game by Legend Studio.


The procedurally generated destructible worlds include pre-designed dungeons and persistent server-based online multiplayer. Mining and attacking are both ranged, which results in expedient mining of varied materials and quick combat. There are a lot of raw materials to gather, divided into different tiers; the game provides explicit tool-tip recipes for crafting items, so there is no guessing what is needed for necessary components. Resources can be turned into a wide selection of weapons (blasters, shotguns, sniper rifles), armor, mining tools, lights, signs, storage, doors, waypoints, and drones to mine and find portals to dungeons. The large inventory has high stacking limits, so you rarely have to worry about running out of room. Enemies are typically just a nuisance, and the lack of a death penalty favors unbridled exploration. Asteria puts the emphasis on quick progression, leaving a lot of the tedium present in a majority of sandbox games behind. A focus on rapid collection, plus an outstanding variety of materials to gather and equipment to craft, makes Asteria an appealing entry in the genre.

Monday, November 11, 2013

Timelines: Assault on America Gameplay Review


I'm playing Timelines: Assault on America, a real-time strategy game by 4Flash Interactive and Strategy First.




NOTE: Due to an inadequate tutorial, a lack of documentation, and odd controls, I was unaware of how to perform some in-game actions. You can set rally points by double-clicking on a factory (instead of the more conventional right-click), select nearby units of the same type by double-clicking, and more quickly construct units by (you guessed it) a double-click. So there you go.

The game centers around a Nazi invasion of the United States during World War II, and the twelve-mission American fight to reclaim the homeland. The bland, poorly-balanced mission design with scripted enemy encounters is uninspired. Multiplayer is available both cooperatively against the AI and competitively against other humans. The interface is a mixed bag: for example, I like the army panel that lists all units, but you can’t select all units of one type or easily select a sub-group of units in the list. The game lacks a “select all” button and there are no building rally points: newly constructed units are sent in seemingly random directions until you corral them. The interface requires one too many clicks to construct units or conduct research, the you cannot scroll the map by pacing the mouse cursor along the edge. Money, earned by capturing radio towers, is used to place buildings (only one per type, reducing strategic depth) and construct units; units come in the usual varieties, such as light tanks, artillery, machine gunners, and medics. Tokens can be spent to upgrade units. While units will automatically attack any enemy units that come within weapon range, the terrible pathfinding commonly splits up groups of units and leads to tons of unorganization. The AI seems to benefit from heavily favored scripting, as its tactics are mostly absent. Overall, the inefficient interface, monotonous missions, typical unit roster, substandard AI, and lack of strategic depth make Timelines: Assault on America a totally forgettable real-time strategy game.

Friday, November 08, 2013

Bad Hotel Gameplay Review


I'm playing Bad Hotel, a tower defense game by Lucky Frame.


All twenty-five of the game’s levels are unlocked, which is good because the game is very challenging. There are some interesting rules in some levels that restrict what kinds of buildings can be placed. Your goal is to protect the hotel lobby from enemy units; rooms are placed in a freeform manner around the base. Rooms can provide income, shoot bullets or mines, heal surrounding rooms, freeze enemy units, or instantly explode nearby foes. Despite its short length, the flexible construction and chaotic pace of Bad Hotel make it stand out in the tower defense genre.

Monday, November 04, 2013

Neocolonialism Gameplay Review


I'm playing Neocolonialism, a turn-based global strategy game by Subaltern Games.




The objective of each twelve-turn game is to make the most money at the expense of the world. You can play against the capable, if robotic, AI or online against real humans. Each turn consists of three phases. The investment phase is where you buy votes to elect a prime minister. A minimum of three votes in a region is required to initiate an election, and a prime minister is required to provide per-turn income back to the voters. Personal wealth is spent purchasing votes, the cost of which is determined by the level of regional improvements. During the policy phase, the prime minister can build improvements (mines and factories) to generate more income, enact trade agreements to improve income in both regions, or funnel vote income to the Swiss bank account (which is how score is kept). Elections take place every three turns, and the pace of the game is generally speedy. The final phase of a turn is the IMF phase, where one player manipulates the International Monetary Fund and makes one decision in a ravaged region. Neocolonialism is a strange, unique strategy game that uses all the world as a stage for economic backstabbing.

Sunday, November 03, 2013

Battle Worlds: Kronos Gameplay Review

I'm playing Battle Worlds: Kronos, a turn-based strategy game by King Art Games.



The fairly lengthy campaign features good mission variety. Online asynchronous multiplayer is available, although the map selection is limited. The interface has some handy features, like an icon-based zoomed-out view and highlighted attack ranges for both friendly and hostile units. Factories with limited resources can produce new units; crates scattered around the maps can be brought to unit-producing structures using transports. A generic selection of units is available: infantry, tanks, artillery, fighters, submarines, helicopters, and patrol boats to name a few. Units gain experience over time and can be upgraded to improve armor, range, or attack abilities. Units can take two actions per turn (the combination of which is determined by the unit type): move, attack, or “joker”, where you can choose to move, attack, or perform a special action. Combat is straightforward, with adjacency bonuses for supported units and varied attack ranges for added tactical depth. The AI plays the game well, using units appropriately and attacking vulnerabilities; most scenarios feature superior enemy numbers that keep the challenge level high. Overall, Battle Worlds: Kronos is a slick, approachable turn-based strategy game that should appeal to fans of the genre.

Friday, November 01, 2013

Defense Technica Gameplay Review


I'm playing Defense Technica, a tower defense game by Kuno Interactive and Devolver Digital.


Levels of uneven difficulty, which may include scripted weather events and layout transformations that negatively impact your defensive designs, unlock in a linear order. The same enemy wave compositions spawning from the same locations decrease replay value of a single level. The awkward keyboard-driven controls use an ever-present cursor in the center of the screen that is moved using the WASD keys, although you can select objects using the mouse pointer. While the enemy route indicator is a handy tool (they always follow the shortest path to the core), the interface lacks a minimap and you can’t zoom out far enough to see the entire map at one time. Alien icons also lack tool-tips so you have to memorize which weapons are best against each upcoming foe. Various tower types (gun, melee, fire, SAM, mortar, heal) can be placed in limited, pre-defined locations. Upgrades can be unlocked by completing missions, but you have to pay for the tower in addition to the more expensive upgrade; simply placing a new tower is always more efficient unless you have run out of space. Resources are earned by killing enemies and moving the mouse over cubes dropped by the fallen. A finite amount of ether can be used to heal the core or bomb a large area of enemies at once. Defense Technica borrows some concepts from previous tower defense titles and doesn’t offer much new itself, instead opting for low replay value, restrictive building, and an inefficient interface.

Tuesday, October 29, 2013

Kromaia Alpha Gameplay Preview

I'm playing the alpha of Kromaia, a six-degrees-of-freedom arcade shooter by Kraken Empire.



This preview version includes the “score attack” arcade mode that is to be included in the full game, planned to be released in 2014.

Saturday, October 26, 2013

Gas Guzzlers Extreme Gameplay Review

I'm playing Gas Guzzlers Extreme, a combat racing game by Gamepires and Iceberg Interactive.



A campaign mode features several combative and non-combative racing events; finishing in the top-three will unlock new cars, weapons, and upgrades that can be purchased using race winnings. Quick races and online events are also available. Sluggish physics highlight the driving model. Gas Guzzlers Extreme has a good variety of weapons, but high car health and copious amounts of repair power ups make it exceedingly rare to destroy another competitor. In addition to the weapons, there are also power-ups to pick up on the track that generally provide defensive items (shields, smoke, oil, mines) and nitro boosts to give you that extra surge. The AI is competent but beatable, traveling in packs so your position changes rapidly. While Gas Guzzlers Extreme doesn’t add anything terribly innovative to the combat racing genre, it is a likeable title that covers all the basic tenants.

Wednesday, October 23, 2013

Democracy 3 Gameplay Review

I'm playing Democracy 3, a political simulation by Positech Games.



Choosing between a handful of countries, your goal is to get re-elected while (hopefully) improving the nation. Each voter is a member of different groups and weigh the importance of each group differently. Your cabinet generates political capital, the currency you need to change policies. The cause and effect relationships between the different policies and statistics of your nation are interesting and complex, but fairly intuitive thanks to the seemingly unorganized but eventually useful interface that utilizes a lot of icons with arrows that display how your policies affect national attributes and voters. Events and decisions will also appear during your term. Improving the issues most important to the most voters while keeping an eye on the budget is the best course to success. Political buffs should enjoy the multi-layered simulation that drives Democracy 3.

Saturday, October 19, 2013

Spice Road Beta Gameplay Preview

I'm playing the beta of Spice Road, a trading city builder by Aartform Games.



In the game, you construct buildings in towns to collect and trade resources, keep the needs of your inhabitants satisfied, and fend off bandits and other traders. You can also research improvements to buildings (and unlock new structures) as you progress through the campaign. Spice Road is scheduled for release in 2014.

Wednesday, October 16, 2013

Airship Dragoon Gameplay Review

I'm playing Airship Dragoon, a grand strategy game with turn-based squad tactics by YorkshireRifles.



The game features two campaigns with six factions fighting over a randomized hex continent. Each province has food, workers, and income that are used to recruit troops and build airships that capture additional territory. A garrison protects surrounding territories, and additional dirigibles can be purchased to expand your empire. Conscript units are recruited and equipped right before battle, although experienced veteran units can be deployed with advanced weaponry.  The turn-based tactical battles take place on twenty battlefields; objectives includes clearing the area of all enemies or fighting over a flag. Each unit has a number of action points that can be used to move, shoot, or passively fire during the enemy turn. Basic morale and health values are kept, and you can pick up inventory items from fallen troops. The AI uses a randomly-chosen combat tactic decently well. The tactical battles could use a minimap, smaller maps, and faster unit movement resolution. While Airship Dragoon has some interesting ideas, the “indie” nature of the strategy title is evident with tedious unit management during tactical battles.

Thursday, October 10, 2013

Bionic Dues Gameplay Review

I'm playing Bionic Dues, a turn-based roguelite by Arcen Games.



You have fifty days to repel the growing robot attack with your team of four mechs; each mech class has a different arrangement of loadout slots. You are given a good amount of freedom when choosing the next mission, which slightly vary the type of enemy and objectives between them. Missions are full of new items to equip to your mechs, enhancing weapons, shields, reactor, propulsion, or computer with randomly generated attribute boosts. During each mission, your four mechs occupy the same square, and you use a turn (when enemies can move) to switch between them. Each mech can have multiple weapons and abilities, and concentrating them in the same location reduces micromanagement while preserving tactical depth. The randomly generated mission layouts feature numerous obstacles to overcome, and your map clearly displays unexplored territory. The robotic foes are difficult in numbers. With pleasing customization options, randomly generated content, and streamlined controls, Bionic Dues proves to be an amusing light take on the genre.

Sunday, October 06, 2013

Planetary Annihilation Beta Gameplay Preview

I'm playing the beta of Planetary Annihilation, a large-scale real-time strategy game by Uber Entertainment.



The game takes the basic structure of Supreme Command and adds orbital ships, colonizing planets in the solar system, and crashing moons into celestial bodies. Planetary Annihilation is planned for release by the end of the year.

Thursday, October 03, 2013

Rise of Venice Gameplay Review

I'm playing Rise of Venice, a trading strategy game by Gaming Minds Studios and Kalypso Media.



A somewhat story-driven campaign gives intermediate objectives and gradually introduces game mechanics along the way. Free play, scoreboard (scenarios with objectives), and competitive multiplayer modes are also available. The interface makes it easy to find convoys located in port and at sea, and also makes it very simple to identify goods that can be bought and sold for a profit. Cities are your hubs for trade, where you can also equip your naval convoys, store items at a warehouse, construct buildings to produce your own goods or increase town prosperity, choose missions, make donations to the Pope through the church, and buy or sell ships. You will also level up by accumulating money over time, unlocking the ability to trade more goods, marry, or become Doge. Trading is very simple: purchase goods that are produced at that city and ship them elsewhere. While this straightforward process makes trading a lot easier in Rise of Venice, it’s also a bit boring to shuttle the same goods back and forth. You can program automatic trade routes when your trading empire becomes larger, and neutral traders affect supply and demand, but the game has almost streamlined the procedure too much. Naval battles, where you can directly control escort ships, do break up the monotony of trade a bit. Despite the inherent repetition, Rise of Venice is a simplified trading simulation that should appeal to those looking to get into the genre.

Monday, September 30, 2013

FootLOL: Epic Fail League Gameplay Review

I'm playing FootLOL: Epic Fail League, an action sports game by Lion’s Shade and Herocraft.



The soccer game features a championship mode where new skills are unlocked, quick skirmish matches, and online multiplayer. Usually you must win matches outright, but occasionally to must end the game with a specific score; you  can also receive a cash bonus for attaining intermediate scores during the match. FootLOL: Epic Fail League features a pleasingly large variety of skills, and restricts the number of different skills and instances of each skill you may bring to a match. This means important strategic decisions must be made before heading to the pitch, and the game allows for a multitude of complementary strategies. Players will automatically move, pass, and kick during the game, so your role is to place obstacles and buffs on the field to assist your team and prevent the other from scoring. Matches are hectic, chaotic, silly fun, with powerful spells being used by both sides. Thanks to the variety of inventive skills and the fast pace of the matches, FootLOL: Epic Fail League is an enjoyable action sports title.