Tuesday, 19 November 2013

PC Game review - Nazi Zombie Army 2

PC Game review - Sniper Elite: Nazi Zombie Army 2



(I try my hardest not to spoil any major parts of the plot)





My reviews are split into 4 sections that are rated out of 10, CONCEPT (The aim/idea/plot of the game), VISUALS (What the game looks like), GAMEPLAY (How the game plays and how fun it is), SOUND (The sound, funnily enough) and then given a final score out of 10.0 .

Sniper Elite V2: Nazi Zombie Army 2
£9.99 on Steam http://store.steampowered.com/app/247910
Hello everybody and welcome to my review of Rebellion's latest PC release, Sniper Elite: Nazi Zombie Army 2.

Concept

Firstly let me point out that I personally feel this game is not to be taken 100% seriously. It is pitched to be played with friends and has a fairly tongue in cheek humour about it, as well as creating creepy and disturbing moments in certain chapters.

Nazi Zombie Army 2 is set in Europe during a hypothetical World War II. You and 3 others form a squad that are trying to track down 3 parts of an artifact in the now undead city of Berlin, that will put a stop to the zombie hordescreated by Hitler as an attempt to win the war.
You can play through the campaign with up to four players, or you can play it by yourself. Both have advantages, but I will come onto that later on.

Unfortunately Nazi Zombie Army 2 is not much different to its predecessor.
Although it does include new environments, some new enemies and a few disturbing surprises, it does act as a sort of expansion to the first rather than a full blown sequel. However that being said, it still has the massive fun factor that the first included, and does feel slightly more polished in certain areas.
Also the game itself only costs £9.99 on Steam, which is a fantastic price, and with the excellent replayability (Which I know is not a real word), it really is a steal.

For these reasons I give the concept a 7/10, down to the fact that it is brilliantly fun, and priced very well, however not enough has changed from the first to make me be able to give anything higher.

Visuals

Visually Nazi Zombie Army 2 is nothing groundbreaking.
However it has some brilliantly artistic moments and superb lighting effects.
An example here is when you are playing through certain levels, the screen will flash from the thundery weather, and as it flashes everything turns black and white. Obviously this is a small design option, but effective nonetheless.

There are also some strange environmental effects that do really help the game's atmosphere, especially when you are trudging through a small block of flats, and suddenly there are floating corpses and blood going upwards towards the ceiling. This normally ends with some terrified friends arguing about "Who's going first" or "Oh my God guys have you seen this creepy doll, I wonder what happens when you shoot it.."

Overall not much has changed from the first game visually, the characters look more battle worn, but everything looks the same. From the start menu to the safe houses, most things look identical to NZA 1. 
This at first is slightly off putting, as the start menu is the first thing to greet you, however it is quickly forgotten when you're with your mates blowing zombie's heads off and enjoying the interesting environmental effects.
For these reasons I am going to give the visuals a 7/10.

Gameplay

Fortunately NZA 2 makes up for it's flaws in its hectic and fun co-operative gameplay. 
Comparing it back, NZA 2 is again hugely similar to NZA 1. However there is something about strategically setting up with your friends, ready to face a huge horde of zombies that is so brilliant that it is often hard to stop playing. Also one thing that has changed since the first game is that if one of your friends gets downed and doesn't make it, you DON'T have to restart the checkpoint. This was one thing I hated about the 1st, because it was a nuisance to have all these different variables to keep control of, especially on the harder difficulties and with maximum players, or if your friends are just God awful at gaming.

Shooting feels satisfying, popping off the heads of hundreds upon hundreds of undead nazi's never gets old, and you do it a lot in this game. The slow mo x ray bullet cam returns in the single player mode at the expense of friends to play with, making the game a lot less hectic, but more stylish.
There is still the "Sort of" bulletcam in Co-op however similarly to NZA 1, it feels gimmicky and unnecessary.

The game also suffers from repetitive-iteis. After a couple of chapters you're facing the same level structure for the third time in a row and it does get tiresome. Survive the siege, pick up the relic, survive the siege, keep moving, survive the siege etc.
Fortunately the level structure is fun as it is an arcade game after all, but by yourself and when you are trying to pick up those remaining gold bars and blood bottles, it does get slightly boring.
Luckily also, the game is packed with genius achievements. The way they pop up with progress every now and then motivates you to do certain things, like kill more zombies with shotguns or try and get that last shot which gets you one step closer to killing 20 elites. They really are great and with brilliant satirical titles, it gives the game a lot of replayability.
 
There are new enemies among the old, you have the Big firey ones and the Scary running fire ones both names which I came up with myself as I am a genius.
One is a big zombie. Sort of like an elite without the armour and the LMG. He punches the ground and every zombie in its blast radius get turned into scary flaming running zombies, which are a slight pain in the arse as they swarm you within seconds.
These two new enemies are brilliant, and make the game trickier as a result of panicking and trying to keep alive whilst getting overrun by running zombies, whilst getting shot in the face by an LMG, whilst being punched by skeletons, whilst having your face eaten by zombies, whilst having a suicidal zombie explode in your face. 
You can guess it gets hectic.
Which is brilliant.

Overall as the gameplay is samey, however fun and hectic with some brilliant achievements, I give this section a 7/10

Sound

The soundtrack to this game is phenomenal. The wonderfully created guitar riffs that come on at what seems perfect times, makes the game so much more enjoyable. 
If you haven't listened to the soundtrack from this game, go and find it somewhere because it really is great. 

Not only that, but the zombies sound perfect and the creepy voices that you hear every now and then are expertly created and come again at perfect times. 

Unfortunately there is no speech from the characters, which isn't a huge thing because it isn't really story driven, but can make the cutscenes seem strange.
Also the sound effects of various things sound cheap, like picking up ammo, and sometimes even firing certain guns. 

The sound is almost great and the soundtrack is unbelievably good, and for that alone, i give the Sound an 8/10.


Nazi Zombie Army 2, is less of a sequel and more of an expansion pack of the first game. It is nothing new, and is not without its flaws.
That being said it offers hours of mindless fun with or without friends, and at £9.99 you can't really complain.




Monday, 18 November 2013

Quick update on what is to come

Upcoming reviews/previews/things 

Hopefully over the next week or so, I will be posting a review for Rebellion's sequel to the brilliantly hectic Nazi Zombie Army, in Nazi Zombie Army 2.

I also received Lego Marvel Super Heroes for the PS3 (4 days late) and so I will hopefully get a review for that up soon after.

Not only that, with the PS4 just 11 days away, I will be posting reviews on anything PS4 related that i get my hands on, when the time arises.

Hope everyone is enjoying my content, and if you are don't forget to like me on Facebook at https://www.facebook.com/Callumreviewsthings?fref=ts, and to follow me here on blogger/blogspot, to make sure that you don't miss any of my posts.



Saturday, 16 November 2013




PC Game review - Bioshock Infinite: Burial at Sea Episode 1 - 14/11/13


(I try my hardest not to spoil any major parts of the plot)

My reviews are split into 4 sections that are rated out of 10, CONCEPT (The aim/idea/plot of the game), VISUALS (What the game looks like), GAMEPLAY (How the game plays and how fun it is), SOUND (The sound, funnily enough) and then given a final score out of 10.0 .

So here it is, my review of the highly anticipated return to rapture, which comes in the form of a 2 part DLC expansion for Bioshock Infinite. 


Concept

For such a story driven game, it is so hard to review the plot without giving a lot away, so the concept section may be slightly bare, but it is for the best.

In Burial at Sea: Episode 1, you resume the role of Booker Dewitt, the controversial protagonist to Bioshock: Infinite's main game. 

The year is 1959, and set in Rapture, before the fall. Booker Dewitt is working as a Private Investigator, when Elizabeth bursts into his office asking him to investigate the disappearance of a young girl called Sally.
Lets firstly discuss the characters. Booker is pretty much identical to how he is in infinite, but Elizabeth is much more mature, visually and in the way she speaks.

First impressions were that the game starts off mysterious and slow. You are not told a lot as to why certain things are happening and you basically just follow Elizabeth's orders.
I wasn't too bothered about this at first as Bioshock Infinite, started off fairly slow, and then gave you a gigantic climax of an ending that I personally was thinking about for weeks later.
As you can imagine, I was expecting another big twist at the end of this as well, and i was definitely right. 

To help with the story, there is a terrific appearance from Sander Cohen, the creepy art magician guy from Bioshock 1. He gives a great oddity to the game, setting up a much needed strange atmosphere right before the action takes off.



The end to this DLC was good. 
It was clever and it definitely makes me excited to play episode 2, however it was much more predictable than Bioshock: Infinite's, because it is obvious that it was going to share a similar pattern to Bioshock Infinite's story. It didn't make the ending any less clever than it was, however it definitely didn't have a similar impact on me, due to the fact it was much more predictable.

The worst part about this ending is, the DLC lasts for around an hour and a half, to 2 hours. It is ridiculously short. It doesn't give the game long enough to get you into the story line to actually really make you care about the ending. 
Although it is the same Booker and basically the same Elizabeth, you dont yet care for these new Identities and Lives they have and therefore, don't particularly care for them when the twist at the end comes.

Overall the concept for Burial at Sea is very disappointing  Especially when its living in the shadow of the Infinite itself, but that is one of the only things that kept me hooked. The links to Infinite that i was constantly trying to decipher, kept me interested in the story, but the unbelievable length and the predictable ending really does let the experience down.
Due to these reasons I give the concept a 4/10



Visuals

Visually, Burial at sea is stunning. It runs off of Unreal Engine 3 similarly to Bioshock Infinite and so you can imagine that Rapture looks amazing.

It is set in Rapture before the fall, so when normal people occupied the underwater city, and everything isn't destroyed and flooded. This makes rapture nearly unrecognizable as the city your used too, however there are certain things that will jog your memory back. 
The colours are fantastic, they are very bright, but the dull background of the underwater is very effective and the lighting is superb. 
There is one part where you are walking through Chohen's place called the Garden Of Muses and it is at first a brilliantly bright white room with no windows, and then almost transforms into a disturbing dark corridor with neon lights resembling a large rabbit.


You do eventually progress into a sunken department store where it takes a familiar turn. The store is sunk very low in the sea, and therefore is mostly flooded. It looks great and the splicers look better than ever, however the same atmosphere that rapture gave you in the first Bioshock, isn't really present here because Rapture is no longer a mysterious place to us. 
This means that the game is not as atmospheric and doesn't deliver on the tension that Rapture visually used to give the player, because we didn't know its dark secrets the first time round, but now we do, the violence and disturbing scenes are not as intense.


The best thing about the visuals for me, is the things that are happening in the background of the city at the beginning.
Similarly to Bioshock Infinite, when you first arrive in Columbia, an there are so many different things going on in the background. I remember just walking around the city watching all these intricately designed scenes that were so lifelike and fascinating that I didn't progress for another hour or so.
Fortunately Burial at Sea does have a few of these moments, for example there is a queue of Little Sisters being taught something by a mysterious lady with a red paddle.
Then 2 minutes down the line, you see everyone watching a Big Daddy, drilling through a rock outside in the water.


These set pieces are clever because not only are they interesting to watch, but they bring the city to life, and make it feel more real to the player. 
Unfortunately there are not nearly as many of these moments than in Bioshock Infinte, which is ashame, because they were a vital part of the introduction for me.







Overall the visuals are great, let down by some minor things, but only because we are used to Rapture, making the environments less exciting. 
I give the visuals for this reason a 9/10.


Gameplay

As it does with visuals Burial at Sea makes up for its poor story-line and length with excellent gameplay. 
The interaction with the environment with the Kinetiscopes and audio logs are obviously nice touches, but it is the inheritance of Bioshock Infinite's combat system that makes the game a joy to play. It is much more fast paced than the last time you were in Rapture which makes the game feel different, but this isn't a bad thing. Splicers are smarter than ever, and are always there when you need to get from A to B. 

This is where the Tear system from Infinite makes a fantastic appearance. Similarly to Infinite, you are able to open tears in the game to help you, for example you may want to spawn some ammo when your running low, or (My personal favorite) spawn a Motorized Patriot to have a rivalry match with the Big Daddy that you are faced with defeating near the end of the content. It manages to fit in brilliantly with the claustrophobic environments of Rapture making the combat fast paced and difficult to utilize your surroundings with tears or escape routes. 

Also Ammo in Burial at Sea is scarce. Even if you buy from the vending machines, it is back down to 0 in no time at all. This again makes you be smart in your approach, as you need to try and save your ammo and use stealth attack whenever possible, before you can frantically try and get a tear opened that will replenish your ammo.

For how long it is, you get a fair amount of weapons. You receive a Hand Cannon, Machine Gun, Carbine, Shotgun and some new radar gun that makes enemies explode. 
It gives you a nice balanced selection of weapons, allowing you to take a more tactical approach to combat. it is also nice to see variety in what you can do to enemies, and plasmids obviously play a nice part in this.

You start with the Possession Plasmid and the Fire Plasmid. I then progressed to receive an electric plasmid and an ice plasmid. I believe you may be able to get the Bronco Plasmid, however I couldn't find it.

One other thing i really enjoyed about the gameplay is that you have to open certain doors that need lockpicks. 
In Bioshock Infinite most of the locked doors were to secret areas that you didn't need to go into to complete the game. In Burial at Sea, there are a few times where you will have to lockpick a door to progress. 
This forces you to find lockpicks in the environment, meaning you have to explore the location more in depth then you may have done without this option. 

Overall Bioshock's Burial at Sea has pretty much flawless gameplay as you would come to expect with the an updated combat system from Bioshock Infinite. 
It has great combat approach options and splicer AI is very smart making it a nice challenge. Also the return of the Big Daddy was a brilliant moment for me, and it was a tough battle, maybe even tougher than the battles in the first game.
AS I cannot fault the gameplay, I give this section a 9/10.





Audio

Audio is another one of Burial at Sea's strong points thanks to the amazing 1950's setting and expert voice acting.

Obviously Troy Baker (Last Of Us, Bioshock Infinite, Resident Evil 6) is fantastic.
He is probably one of the best voice actors that there will ever be. Every character he plays become so believable and emotionally attached to the player, so it goes wothout saying when I say that Booker Dewitt sounds unbelievably real and genuine in this DLC.

As Elizabeth is much more mature in this DLC, Courtnee Draper is able to portray a much more gruff voice, which makes the more mature Elizabeth really come across brilliantly, as it is obviously hard to change a characters visual appearance and keep up with a suitable voice.

Sander Cohen is also voiced expertly by T Ryder Smith, who thankfully reprized the role from Bioshock 1. Also the splicers are perfectly sinister and disturbing with their amazingly scripted dialogue and even better execution. 

Thanks to the 1950's setting, the jazz and rockabilly-ish musical style fits in with the stylish theme of Bioshock. It sets the scene perfectly and helps immerse the player brilliantly which is well needed due to the disappointing story.

Overall the Audio is a masterpiece. Without a doubt I can give it no less than a 10/10

Bioshock: Infinite Burial at Sea Episode 1, is a short and surprisingly predictive story based DLC. Its concept is not great and is emphasized even worse with the fact that Bioshock has always had pretty perfect storytelling techniques which is a shame. 
That being said, everywhere else, the game is truly stunning. The artistic style, wonderful combat system and believable voice acting, help this DLC from being a complete disaster, and instead actually make it very enjoyable and worth a go.




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Tuesday, 12 November 2013

Bioshock Infinite: Burial at Sea


Oh my goodness gracious. Bioshock DLC, that might be good! - 12/11/13 or (USA) 11/12/13









Being a huge Bioshock fan, you can understand my excitement when i logged onto Steam to see the Burial at Sea DLC was now out. 
If you don't know, Burial at Sea is a non-standalone DLC expansion for Bioshock: Infinite taking place in Rapture (The location used in the first 2 games), and if you dont know what Rapture is then.. Well I dont really know what you should do other than re-think your life and play Bioshock and maybe Bioshock 2 if you can be bothered.

What's it all about?

Well as i mentioned earlier it takes place in the underground city of Rapture, but that is about all we know so far.. Irrational have been very mysterious in what they tell us, and as I don't want to see any spoilers, I have only read the normal plot line.
So all we know so far is that it is set in Rapture, and it has some nice tweaks to the engine, and you get to see all your lovely Bioshock stuff that you saw in the first 2 games.

What am i expecting?

I want it to be good. 

I really do, and I am sure Irrational have done a great job, BUT. I am worried at the same time.
Bringing the story back to rapture seems a bit gimmicky to me. (SPOILER ABOUT BIOSHOCK INFINITE) Sure it was nice going back there in the end scenes of Infinite, but I thought that was a good amount of nostalgia that us Bioshock fans needed. 

Creating a whole DLC, which by the way is marked Episode 1, and not giving much or any info about the story behind it does really make me nervous. Especially due to the fact that they seem very obsessed with stressing that you get to have "An old favorite gun" or you get to meet some "Old friends".
I am just worried that they are trying to make all the oldschool fans happy by giving them a bit more of rapture, when as Naughty Dog have proved with only ever counting to 3, knowing when to let go in gaming series is what makes you a great developer MOST OF THE TIME. 

On the other hand i am hugely excited to go back to the city, especially to see it before it became all weird and stuff in Bioshock, also I could be completely 100% wrong about it, and i am probably worrying over nothing.

I will hopefully be able to start it tonight and possibly get the review up by the 14th/15th of this month. 

Would also just like to say, thankyou to all my friends who are reading, and thankyou for sharing my content, it means alot.
And please do follow my blog, and tell your friends. I would really appreciate it. 
Thankyou 

iOS Review #1 - Star Wars: Tiny death Star

iOS Review - Star Wars: Tiny Death Star - 11/11/13

My reviews are split into 4 sections that are rated out of 10, CONCEPT (The aim/idea of the game), VISUALS (What the game looks like), GAMEPLAY (How the game plays and how fun it is), SOUND (The sound, funnily enough) and then given a final score out of 10.0 .

(When I say iOS, I may also be referring to Android. However I dont have an android phone, and therefore refer to it as iOS)

My first review on my blog, and I am going to start it off with an iOS game review. I am not normally a huge iOS game fan myself, however this game is new, and I have been enjoying it quite a lot.

First up is Star Wars: Tiny Death Star, the newest addition to the Tiny Tower series.

Concept

If you have played any of the Tiny Tower games before which are developed by NimbleBit then you will understand that these games are simulation games that require you to build levels, all of which do something different for your tower, and end up creating a tower of different levels, attracting Bitizens to come and live, work or maybe even just have a nose around.
As you create more levels, there become more opportunities for people to live and work in your tower, giving you more money and a nice steady income of Bitizens.
Bitizens are little characters that come and enter your tower via a small elevator in which they tell you what level they wish to go to, and you take them there, via the elevator.
The different type of levels that you have in the star wars version are Food, Service, recreation, retail, Residential and Imperial.
Each level typically does the same thing - gets Bitizens employed and also attracts more Bitizens to your tower/death star; and can give you tasks to do keeping you occupied.

So that is the overall concept of the Tiny Tower games, however the concept in Star wars is that you are trying to build the biggest and bestest Death Star in all of the galaxy, by attracting Bitizens to your tower/Death Star.

My verdict on the concept is that it is very simple, and therefore easy to pick up, they haven't tried to change the overall game concept for Star Wars, which means fans of the series can easily pick up this version and play it. It is also very addictive and qwerky, which gives it a slight edge over the thousands and thousands of people pleasing - simulation - iPhone games.
I cant really find a fault in the concept of the game, and therefore it would be unfair to give it anything but a 10/10 on this section.

Visuals

Visually Star Wars: Tiny Death Star looks great. It is styled in an 8 bit/16 bit type retro look. It really is a major part of the game, especially when seeing all your favorite places and characters from Star Wars in this style. Also this game has ALOT of menu's when you are employing bitizens, ranking up a level, adding a level, reading messages from the emperor and fortunately they all look very simple and are a dream to navigate.
First off lets start with the basic interface. When you first play you are presented with a screen that is not very exciting at first, but when you begin adding levels you begin to see basic rectangular rooms that resemble an actual place from the movies it begins to burst with life and Star Wars-ness.

Everytime you add a level, it is put on top of your previously added one, creating a tower effect. When you employ one of your bitizens to work in one of these rooms, they straight away appear in that room that you assigned them too. Unfortunately the only interaction they do is walk side to side, like a stir crazy animal, give or take the few embedded characters that are part of the backgrounds themselves.


The elevator I mentioned earlier is located at the bottom left of the screen.
After you create the first level, which is a residential floor (Where Bitizens Live), your first bitizen will arrive in all their glory and tell you to take them to level 1 (The only level you have added) this visually fits in well, because they tell you with a small speech bubble, which stays with the retro comical theme.

After this Bitizens will arrive more and more frequently to this ONE elevator pestering you to take them to the 55th bloody level which takes ages to get too, HOWEVER as this is the visuals section I will say that visually this is one of the game's strongest points. This is because each bitizen is different and are 8 bit star wars characters. So when you get a bitizen that resembles a famous Star Wars character you know, it really does give you a good feeling seeing them in this hilarious retro form. Especially when they want to live in your tower, and not just have some Wompa Rat Stew and then just be on their way.

 I will come onto the characters more in depth in the Gameplay section.

One downside with the visuals, that is a very big problem for me, is that when you leave your phone off of the game for a while, and then you come back. The screen is littered with alerts about your stocks need replenishing or that someone isn't happy in there job or whatever it is, but it really does affect the game hugely from my point of view.
This is obviously because everything is still running in real time even when you are not playing the game. Fair enough this is so that your buildings can be finished and things, but to build up every single alert that has come up whilst you were gone and just absolutely cover your in game interface with them is quite frankly tiring and can actually put you off returning to the game.
Luckily once you read all the alerts and finish all the tasks that have accumulated whilst you got on with your real life, the game becomes a great joy to play and look at once again.

Overall the game looks great, the style is magnificent and is one of the main reasons why the game is so addicting due to the characters that you want to collect, and reliving the great locations from the film in 8 bit style. However the clutter that you get when you leave, looks ugly and means that you have to chore your way through these built up tasks just to get rid of them, when really it would be better to have some sort of automatic setting when you are gone.
Also the fact that the characters dont visually really interact with anything, and instead just walk around looking good, can make the game a little less interesting especially after you have done everything you can at that time, and are just waiting on stocks to come in or a level to be built.
Because of these mixed feelings I have for the visuals I am going to give this particular section a 7/10 down to the fact that I do think the good outweighs the bad here, but it isn't a visual masterpiece.


Gameplay

As I have previously touched on in the concept part, and briefly in the visuals section, the gameplay starts always with a Bitizen arriving in the lobby, entering the elevator and telling you what level they wish to go to.
It's a simple gameplay mechanic, but very unique and effective. It gives you no choice, but to interact with each Bitizen as they enter your Death Star, meaning one way or another you will always recognize the Bitizens that are occupying your tower, which gives the player a huge amount of interaction with the characters, as it creates a bond with them, especially due to the fact that each character has a qwerky star wars themed name, so you can remember them better.

Staying with the idea that the player begins to become attached to characters is also helped with the many options in the menu.


There is one option called Album. This in my opinion is a great way to motivate the player to getting lots of different  characters in your tower and it lets you keep track of what characters you have "Collected" and what characters you can still get.
Basically it is a large categorized list that shows what characters you have seen and unlocked as a sort of album for trading cards. This section, along with the Star Wars theme, makes the game very motivating and addicting for the player, as it allows you to keep track on all the Star Wars characters you still need to unlock.
Not only does Album display characters, but you can also see what levels you have unlocked, and also allows you to view Scenes that you have achieved.
Scenes occur when you have completed a certain task, and they are literally just short cutscenes that are normally very funny, and a pleasure to watch and rewatch again and again. For example the first scene I unlocked was in Mos Espa Cafe, Jar Jar Binks walks in and eats one of those weird little lizard things hanging from the ceiling (Similarly to what happens in The Phantom Menace), and then the ceiling collapses and falls on him, revealing a few rubber ducks, and a smug Jabba the Hut. Its small things that occur like this that make the game so charming and a joy to play sometimes.






Another option is Holonet. This is my personal favorite, Holonet is the facebook for the Bitizens that live in your tower. They update statuses about work, or their fellow bitizens that live with them, and other bitizens like their statuses etc.
It is such an interesting thing to look at, and it really gives the bitizens much more character, as it sort of gives them a personality, and to use something that mocks another thing we are all so familiar with creates a brilliant satirical comedy that this game absolutely thrives off of.





One more section of the menu I believe is worth mentioning is the Bitizens option. This simply lists all your bitizens and what job they do. Helps you keep organised and is a well needed tool.


With each floor you add on, a bitizen has an opportunity to work there to stock and sell products, however you don't just drop any old bitizen in any old level, as each bitizen has their dream job. For example Darial Nadon's dream job is to work at Melahnese Food, however as I dont have this place yet, I have him employed at The Cantina as it is fairly similar.
This again gives each character a characteristic, unique to them. It can also lead to some interesting Holonet status updates!

Also along with a dream job, each bitizen is given a score out of 9, at how well they work in certain places. This is key to making maximum profit from your stores, as if they are highly rated where they work, they will be able to stock more products for you and sell them faster.

As I mentioned earlier the game consists of you building levels on top of eachother, and they are either Residential, Commercial or Imperial.

Residential levels allow your bitizens to live there and they have a limit of around 5 bitizens.
Commercial levels are where you bitizens work and earn you money. Each commercial level can employ 3 bitizens at a time and each bitizen can order you a different product, and after those ordered products are stocked, they begin automatically selling, even when your away.


Imperial levels are in my opinion pointless and annoying. They give you tasks to do, like find certain characters that may be hiding in your tower to interrogate them, but then alot of the missions require you to pay Imperial Bux the game's real money currency, which can be a nuisance and in my opinion the game would be much better of without it. 

Talking about Imperial Bux, the currency in the game is split into two. Credits and ImperialBux.
Credits is the in game currency, in which you earn from selling things and you spend on ordering stock and buying new levels. You can also earn credits from doing tasks for the Emperor, these are basically tasks to make sure you don't forget what you are doing, however there have been a few times where you have to spend imperial bux to get past it.


Imperial Bux is the games currency that you add with real money. Fortunately you start with a nice chunk of it, however the tutorial makes you use a fair bit of it, and you end up spending it all pretty soon when you want to quickly finish building a level or ordering stock in.
Luckily you can earn the odd Buck here and there, when building levels and doing certain things, however 1 buck doesn't do much or last long, and then don't accumulate very quickly. 

Overall the Gameplay is fantastic. Simple, addictive and full of amazing menu options that keep you motivated to carry on playing and help you keep organised with all the bitizen chaos. 
Unfortunately it is let down by the Imperial level in my opinion, and how sometimes you are forced to pay real money. I understand that the game itself is free, and the money you spend on the bux isn't alot and the game does need to get profit, HOWEVER it is a shame that some younger people who cant pay for the money are slightly let down.
Due to the fact that my negative of the gameplay is very slight, I will give the gameplay a 9/10.

Sound

The sound in the game is simply an 8 bit style of the many Star Wars theme songs. There is alot of beeping when you press things and the elevator makes noises when you use it. 

Simple as that.

It sounds good and its nice to hear the theme song in this style, but its nothing mind blowing, and the novelty can wear off sometimes.
I give the sound a 8/10 as the beloved theme songs do sound good in the retro style, but it can become tedious after a while.


Star Wars: Tiny Death Star is a cute and addicting simulation game. With minor problems that are ironed out by the brilliant characters and the amazing Star Wars features. 
This makes it one of the best games on the App Store at the moment, especially being free, you would be psychotic not to download it.







Monday, 11 November 2013

First review coming on 12/11/13 or (USA) 11/12/13


First Review very soon..


Hey guys, my first review will be up tomorrow/today (Tuesday the 12th), and it will be on a new iOS and Android game! I don't often play mobile phone games, however this one is pretty new on the App store and I personally think its worth a review. it is the new Tiny Tower game, Star Wars: Tiny Death Star.

Most of my reviews will be on PS3, PS4 and PC games, but I will do a few iOS and Android games.