<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0" xmlns:media="http://search.yahoo.com/mrss/">
    <channel>
        <title><![CDATA[ novogamer.com ]]></title>
        <link>
        <![CDATA[ https://novogamer.com/rss/tag/play ]]>
        </link>
        <description><![CDATA[ 5 articles tagged as Play ]]></description>
        <language>en</language>
        <pubDate>2026-04-06 10:29:25</pubDate>
        <image>
            <url>https://novogamer.com/build/assets/mark-CcUbJs0V.png</url>
            <title>Novogamer Logo</title>
            <link>https://novogamer.com</link>
            <width>150</width>
            <height>135</height>
        </image>
        <item>
                <title><![CDATA[Top 10 Gameplay Mechanics in JRPG's]]></title>
                <link>https://novogamer.com/articles/top-10-gameplay-mechanics-in-jrpgs-ZZQBwz6mab</link>
                <description><![CDATA[<p style="text-align: justify;">These days, JRPG's like Dragon Quest and Final Fantasy are a dime a dozen. They all feature similar if not the same gameplay mechanics where you and your opponents take turns dealing damage to each other until one side is declared the victor. But while this may make people think that if you've played one JRPG, then you've played them all, there were some small unique features to a particular game's mechanics that made that game stand out in its own right. So without further ado, here's my top ten gameplay mechanics in JRPG's in no particular order.</p><p style="text-align: justify;"></p><p style="text-align: center;"><b>(Please keep in mind that my opinions may or may not reflect your own, this list is entirely biased)</b></p><p><b></b></p><p><b><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: left; margin: 0px 10px 10px 0px; width: 393.621890547264px; height: 221px;"></b></p><b>The "Brave/Default" Commands in Bravely Default</b><p></p><p style="text-align: justify;"><b>Bravely Default</b> is a newer game for the Nintendo 3DS made by JRPG genre veterans Square Enix and follows in the footsteps of <b>Final Fantasy</b>by having many of that series staples like a team of four, job classes, and turn-based combat. Unlike that series though, it has two features called Default (an action similar to defend in which you give up that character's turn to store one point for future use), and Brave (an action in which you use up that character's saved Default points to attack multiple times in one round). This made battles much more strategic as you had to think of the best times to use these commands in order to win, especially in more difficult fights.</p><p style="text-align: justify;"><b></b></p><p><b><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: right; margin: 0px 0px 10px 10px;"></b></p><b>The Odometer Health Bar in EarthBound</b><p></p><p style="text-align: justify;"><b>EarthBound</b>is the second game in the <b>Mother</b> trilogy of role playing games made by Hal Laboratories and APE inc of Nintendo. Going outside of the tradition of having games of this genre set in a medieval setting, <b>EarthBound</b> breaks that trend by having the game set in a modern setting more analogous to the United States set in the mid 90's. Another feature that made this game stand out was its health bar system. Whenever a character got harmed, their health would slowly roll down like the numbers on an odometer. This caused a level of tension and urgency that was not common in turn-based JRPG's of that time and it was a nice way to change up the tired formula.</p><p style="text-align: justify;"><b></b></p><p><b><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: left; margin: 0px 10px 10px 0px; width: 245px; height: 147px;"></b></p><b>The Active Time Battle System in the Final Fantasy Series</b><p></p><p style="text-align: justify;">While this series originally started off without this feature, it eventually became a series staple when <b>Final Fantasy IV</b> came onto the scene. This battle mechanic made it so that turn-based combat was completely phased out in favor of performing your action when your turn meter is filled. Enemies could also do this and attack before your turn can begin making battles much more tense as your character could potentially die before you get a chance to finish casting a spell or using an item. I've always been more partial to normal turn-based battles, but this is a nice change of pace.</p><p style="text-align: justify;"><b></b></p><p><b><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: right; margin: 0px 0px 10px 10px; width: 322.022099447514px; height: 193px;"></b></p><b>The Type Match-Ups in the Pokemon Series</b><p></p><p style="text-align: justify;"><b>Pokemon</b> is probably the biggest cash cow that Game Freak and Creatures inc has created for Nintendo. It has literally hundreds of monsters that you can recruit and train for battle against other monsters that have been trained by the opponents you will face in the game. Now because you can literally make your own team of six of these beasts, they had to be designed with unique qualities about them. These qualities, called "Types," causes them to resist or falter against attacks of specific types that clashes with their own. Since each pokemon could have a mixture of any two types, it creates a large array of strategy that made the turn-based combat very interesting, especially since attacks got a power boost when they were used by a pokemon of the same type as the attack.</p><p style="text-align: justify;"><b></b></p><p><b><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: left; margin: 0px 10px 10px 0px; width: 248.335135135135px; height: 186px;"></b></p><b>The Grid System in Radiant Historia</b><p></p><p style="text-align: justify;">This game is a rare gem. The entirety of the game is focused around time travel and the exploration of two separate timelines created by the main character early in the game, but that's not what I'm going to be focusing on. This game had a rather unique battle system where all the enemies were placed on a 3x3 grid and could freely move around in the space that they had control of. Now because a lot of your attacks would be AOE-based instead of just attacking an enemy straight on, you could push, knock aside, or grapple enemies so they would all reside on the same square so you could attack and finish them all off at once. This made battles much more involved as it made the player think of strategies that could vanquish foes as efficiently as possible.</p><p style="text-align: justify;"><b></b></p><p><b><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: right; margin: 0px 0px 10px 10px; width: 296px; height: 222px;"></b></p><b>The Stylish Commands in Paper Mario: The Thousand Year Door</b><p></p><p style="text-align: justify;"><b>Paper Mario: The Thousand Year Door</b> hold a very special place in my heart for its fantastic story telling and surprisingly engaging battle scenes, plus it had clever ways of implementing the game's art style into the gameplay which hadn't properly been taken advantage of since then. My favorite things about the battle scenes though would probably have to be the Stylish Commands. These actions could be performed at specific times during attacks, but because a prompt doesn't show up for the right time to perform them, they are often overlooked and difficult to time correctly. Successfully pulling off a Stylish Command however excites the audience and gives you more stage appeal which charges your special meter much more quickly. I had a lot of fun with this feature.</p><p style="text-align: justify;"><b></b></p><p><b><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: left; margin: 0px 10px 10px 0px; width: 319.390476190476px; height: 262px;"></b></p><b>The Dual and Triple Techs in Chrono Trigger</b><p></p><p style="text-align: justify;"><b>Chrono Trigger</b> is masterpiece among the JRPG genre. It had a fantastic story that flowed naturally and had organic character development for its time. Even the music was perfect for setting the atmospheric tone of each area and time period in the game, but the gameplay was rather unique among JRPG's around the same time. Instead of the standard four party members on one side of the screen and the enemies on the other side, you had three party members that could stand anywhere on the field assuming there was solid ground. This was also featured in a few other JRPG's around the same time, but no other JRPG (at the time) had the Tech system that <b>Chrono Trigger</b> had. In addition to each character having their own special attacks that use up Tech Points, characters could also team up and unleash Dual and Triple Techs that would be far more useful that the sum of their parts. This made battles much more interesting and had a very unique strategy about it.</p><p style="text-align: justify;"><b></b></p><p><b><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: right; margin: 0px 0px 10px 10px;"></b></p><b>The Djinn System in the Golden Sun series</b><p></p><p style="text-align: justify;"><b>Golden Sun</b> hearkens back to the golden age of JRPG's when they were just starting to get popular. It has a simplistic combat system and a story that was compelling, but easy to understand, but the customization with the game's collectible Djinns was what made the game interesting. In each of the three games, there was a multitude of small creatures called Djinns that you could find and equip onto each of the characters in your party. Each one would boost the stats of the character that it was applied to and would also grant them access to certain spells. In addition, while in battle you can activate one (or many) of the Djinns at the cost of the bonus stat boosts they offer and it will perform an action like attacking the enemies or healing your party. This gave combat a very nice risk/reward mechanic that I wish would be implemented in more games.</p><p style="text-align: justify;"><b></b></p><p><b><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: left; margin: 0px 10px 10px 0px; width: 380.625954198473px; height: 214px;"></b></p><b>The Gather Command in Pier Solar</b><p></p><p style="text-align: justify;">Now this is an interesting title. <b>Pier Solar and the Great Architects</b> is a much newer game made in the style of JRPG's from the 90's and released physically for the Sega Genesis (Mega Drive) and Sega Dreamcast, and digitally for many modern consoles. It had the same tropes of JRPG's of that time like turn-based combat, element-based spells, and random enemy encounters, but what made this game stand out was it Gather command. This ability, that all party members could perform, caused the character that used it to gather energy for increased power or to use specific abilities, or to transfer to another party member so they can use a specific skill earlier. This strategy of saving and sharing power among teammates gave the game a much better appreciation toward the characters as a whole as they all play important parts in battle and would help each other to get the job done more efficiently.</p><p style="text-align: justify;"><b></b></p><p><b><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: right; margin: 0px 0px 10px 10px; width: 205.333333333333px; height: 308px;"></b></p><b>The Row-Based AOE Spells in Magical Starsign</b><p></p><p style="text-align: justify;">This game was an unusual one, and probably a little overlooked as this was the only game from this series that was released overseas. <b>Magical Starsign</b> was a space themed JRPG for the Nintendo DS with heavy emphasis on the use of magic spells. Tapping the character that just cast a spell at the right time increased its effectiveness, and spells act in accordance to an element wheel that is similar to Rock-Paper-Scissors. But what really made the battles interesting and fun was the mechanic that caused the spells to change their area of effect depending on whether the character that cast it was in the front or back row. Spells cast from the front row would only target one, but if it was cast from the back row, it would target all in the area. This would make changing rows a strong priority as many enemies were immune to, or could be healed from certain elements and this would cause trouble for the player if he/she didn't take immediate action.</p><p style="text-align: justify;">Well, that's my list folks, if you disagree with my choices, tell me why in the comments and what you would have chosen instead. Until then, I'll be seeing you.<br></p><p></p>\r
]]></description>
                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>ZZQBwz6mab</guid>
                <pubDate>Fri, 26 Jun 2015 08:51:00 +0000</pubDate>
                <media:content height="1080" type="image/jpeg"
                               url="https://r2.novogamer.com/19981/conversions/aNMhgCU28tBKEs2w-ZZQBwz6mab-full.jpg?v=1738266666"
                               width="1920" />
            </item><item>
                <title><![CDATA[Free to Play Sunday: The Plan]]></title>
                <link>https://novogamer.com/articles/free-to-play-sunday-the-plan-d14PKLDllX</link>
                <description><![CDATA[<p>Hello fellow gamer! I know it might not still be Sunday where you are, <strike>but I've still got 40 minutes until its officially Monday</strike>&nbsp;technically it's now Monday here as well (boo). For many of you that means back to work, and that isn't very fun at all, but I'm told money doesn't grow on trees, so back to work you go. You have got to pay for your games after all... on the other hand you could play more free to play games and save yourself a bit of cash (and maybe call in sick more often). Anyway, I'd like to introduce you to a new weekly (hopefully) segment where I will be reviewing a single free to play game each week. Some of them will hopefully be gems, but I make no promises. For each of these "mini" reviews I will be giving my impressions of the game based on gameplay, aesthetics, and story, followed by an overall score.</p><p>For today, I bring you <i><a href="http://store.steampowered.com/app/250600/">The &nbsp;Plan</a></i>, by Krillbite studio.&nbsp;<span style="line-height: 1.45em; background-color: initial;">You may recognize Krillbite studio as the makers of </span><i style="line-height: 1.45em; background-color: initial;">Among the Sleep. </i><span style="line-height: 1.45em; background-color: initial;">If you've played </span><i style="line-height: 1.45em; background-color: initial;">Among the Sleep </i><span style="line-height: 1.45em; background-color: initial;">you probably have a pretty good idea of what this game is like and whether or not you will like it. Nonetheless I bring you the very first Free to Play Sunday: <i>The Plan</i></span></p><h1></h1><h1><span><span style="color: #e5b9b7;">Gameplay</span></span></h1><p><span style="font-weight: normal;">To be frank, the gameplay is lacking. You need nothing more than wasd to play and there is no strategy or thought required to reach the end of the game. In fact, you could likely just hold w (while occasionally switching it up and going for d) and&nbsp;successfully reach the end. There are a few events, if they can even be called that, that lead you to believe that there are going to be more obstacles in your way, but I found myself disappointed when I realized that failure was not an option. Playing as a fly, I expected to have to handle a few tricky spiders, and while there were spider webs, there were no enemies to be seen. There is no way to lose this game and so technically there is no way to win this game; your only real options are to complete it or to quit.</span></p><h1></h1><h1><span><span style="color: rgb(184, 204, 228);">Story<p><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: right; margin: 0px 0px 10px 10px; width: 851.816192560175px; height: 480px;"></p></span></span></h1><p><span style="font-weight: normal;">In all honesty I am not sure how I feel about the story of this game. I am stuck somewhere between "this is deep (I think)" and "that was boring." It makes me think back to high school when an English teacher of mine would insist that there was some deeply significant meaning behind the presence of oranges before all of the death scenes in&nbsp;<i>The Godfather&nbsp;</i>(maybe Francis Ford Coppola just had a thing for oranges). I won't give any spoilers, just in case you really want to play this game, but if I were being forced to write a paper on the meaning of this game I'm positive I'd get an "A" for discussing mortality and the finite nature of life. Though I have to admit that the ending made me chuckle, and then briefly question whether or not I was a bad person for finding&nbsp;humour&nbsp;in the situation when surely the feeling I was supposed to have was one more akin to melancholy.</span></p><h1><span style="line-height: 1.45em; background-color: initial;"><span style="color: #c3d69b;">Aesthetics<p></p></span></span></h1><p><span style="background-color: initial;"><span style="line-height: 1.45em;">Despite the disappointing lack of gameplay, and my mixed feelings on the story, I found both the visuals and audio in this game to be spot on. I'll start by saying that the visuals were nothing entirely special. The&nbsp;</span>art style<span style="line-height: 1.45em;">&nbsp;was basically the popular artsy-indie-shadowy style, similar to what you would see in&nbsp;</span><i style="line-height: 1.45em;">Limbo,&nbsp;</i><span style="line-height: 1.45em;">&nbsp;or </span><i style="line-height: 1.45em;">Grimind</i><span style="line-height: 1.45em;">, or even&nbsp;</span><i style="line-height: 1.45em;">Never Alone, </i><span style="line-height: 1.45em;">that being said the graphics suited the game well and I believe that any impact that this game has would have been lost if another style had been adopted. My favourite part of this game was hands down the audio. It was&nbsp;</span>altogether lovely, relaxing, and atmospheric.</span></p><p><span style="background-color: initial;"><br></span></p><h1><span style="background-color: initial;">Final Thoughts</span></h1><p><span style="background-color: initial;">Once again I find myself with mixed feelings towards this game. I'm not sure if it's brilliantly or boringly simple. This game has very little replay value, but it takes under 10 minutes to complete and you can even get an achievement (if you're into that sort of thing). If you enjoy laid back games that are more like poetry than like epics then you may genuinely enjoy this game, but&nbsp;all in all it's a free game available on Steam so at the very least you should give <i>The Plan</i> a play and see for yourself. You don't have anything to lose after all!</span></p><p><span style="background-color: initial;"></span></p><p><img src="https://novogamer.com/images/archive-broken-image.png" style="width: 169.02px; height: 162px;"></p><br><p></p><p><span style="background-color: initial;"><span style="line-height: 1.45em;"></span></span></p><p></p><p></p>\r
]]></description>
                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>d14PKLDllX</guid>
                <pubDate>Mon, 06 Jul 2015 07:17:00 +0000</pubDate>
                <media:content height="1080" type="image/jpeg"
                               url="https://r2.novogamer.com/19982/conversions/tvEnTf35cqFnaMdF-d14PKLDllX-full.jpg?v=1738266665"
                               width="1920" />
            </item><item>
                <title><![CDATA[Free to Play Sunday: Pokemon Rumble World]]></title>
                <link>https://novogamer.com/articles/free-to-play-sunday-pokemon-rumble-world-dW4QKmnd51</link>
                <description><![CDATA[<p><img src="https://novogamer.com/images/archive-broken-image.png" alt="McJiggins Gameboy" style="float: left; margin: 0px 10px 10px 0px; width: 219.370666666667px; height: 364px;"><span style="line-height: 1.45em; background-color: initial;">Hello, and welcome to the second installation of Free to Play Sunday. Today we will be looking at a free to play game from Nintendo, but first I'd like to give my sincerest condolences to our friends over at Nintendo. As you may have heard,&nbsp;<a href="http://www.nintendo.co.jp/ir/pdf/2015/150713e.pdf">Satoru Iwata's passing was announced</a>&nbsp;earlier today. On behalf of myself and Nintendo fans everywhere, we thank you for your years of hard work and dedication to your company, and not just any company, but a company that has provided joy and entertainment for people of all ages for many years past. Personally, my first ever game system was a big 'ol grey Gameboy loaded up with a hand-me-down copy of&nbsp;</span><span style="line-height: 1.45em; color: rgb(32, 32, 32); background-color: initial;"><i>Pokemon Blue Version </i>that was given to me by an older cousin, I wouldn't have been much older than 5 or 6 at the time<i>.</i>&nbsp;I distinctly recall pouring hours and hours into that game at home, and struggling to play it by the light of the street lamps&nbsp;on long car rides with my parents. I can't speak for anyone else, but it is a fact that Nintendo games will always have a special place in my heart.&nbsp;</span><span style="line-height: 1.45em; background-color: initial;">So, in order to pay homage to both my video game roots and to the entire Nintendo family I bring you Free to Play Sunday: </span><i style="line-height: 1.45em; background-color: initial;"><a href="http://www.pokemonrumble.com/world/en-us/">Pokemon Rumble World</a>&nbsp;</i><span style="line-height: 1.45em; background-color: initial;">for the 3DS<i>. &nbsp;</i></span></p><p><i style="line-height: 1.45em; background-color: initial;"><br></i></p><p><i style="line-height: 1.45em; background-color: initial;"></i></p><p><i style="line-height: 1.45em; background-color: initial;"></i></p><p></p><p></p><h1><span style="color: #e5b9b7;">Gameplay</span></h1><p>The Pokemon Rumble games<span style="color: #202020;"><i>&nbsp;</i>are</span>&nbsp;somewhat unique to the Pokemon franchise. Unlike their predecessors, they do not use the traditional Pokemon gameplay mechanics. For those of you who are unfamiliar with how the classic Pokemon games are laid out (you poor souls), the traditional game always has you play as a brand new Pokemon trainer who must choose their very first Pokemon and set out on a grand Pokemon adventure. During your adventure you must capture and train your Pokemon and then use them to defeat gym leaders, crime syndicates, and eventually The Elite 4. <i>Pokemon Rumble World</i>, on the other hand, is essentially nothing like this. Instead of playing as the young hero of the Pokemon world you will be playing as your Mii, as well as a variety of wind-up toy Pokemon. In <i>Pokemon: Rumble World </i>you will have to unlock hot air balloons in order to explore new and exciting dungeons, most of these balloons are purchased with poke Diamonds that can be obtained in game or by purchase with real money. Once you have traveled to a dungeon you will use A and B to hack, slash and bubble beam your way through hoards of Pokemon, this is quite different from traditional Pokemon games which utilize turn based combat.&nbsp;<span style="line-height: 1.45em; background-color: initial;">There is also a dramatic change in how new Pokemon are acquired; instead of throwing a Pokeball at that lowly weakened caterpie you will have to rely heavily on luck and a little bit on timing to put it into a "wobbly" state and then KO it. You are only able to befriend Pokemon that have been knocked out while wobbling or sparkling. Aside from the dungeon crawling aspect of this game, there is a King who will provide you with daily quests. These quests vary, and they range from more dungeons with a boss that must be defeated to an arena style match where you must defeat all of your enemies in a limited amount of time. By completing the Kings quests you can earn diamonds which can then be used to purchase hot air balloons. One of the more unfortunate aspects of this free to play Pokemon game is that it is entirely funded by micro-transactions and this, as a result, heavily influences the pacing of the game. For example: the hot air balloons have cool down periods,&nbsp;</span><span style="line-height: 1.45em; background-color: initial;">that range from a couple of minutes to over an hour,</span><span style="line-height: 1.45em; background-color: initial;">&nbsp;</span><span style="line-height: 1.45em; background-color: initial;">during which they cannot be used, unless you use diamonds. Once you have used your hot air balloon you will be randomly placed in one of several levels, each of which have unique Pokemon, but it is often the case that you will play every level except the one you want, possibly several times (this becomes incredibly frustrating with the cool down times that are over an hour). In the non-free Rumble games levels can be selected, this is likely because they do not utilize micro-transactions in the same way that <span style="color: #202020;"><i>Rumble World</i>&nbsp;does</span>. The online features in this game are also minimal. Streetpassing with players who also play <i>Rumble World</i>&nbsp;will generate the passed players Mii in a dungeon, you will then have to complete the level while keeping the rescued player alive. Once the level is complete you will see the rescued Mii's in the kingdom where you can then talk to them, sometimes they will offer to take you to a specific stage for a small amount of in-game currency. You can also set rescued Mii's to play the roles of the characters in the kings quests.&nbsp;The short and sweet of the gameplay for&nbsp;<i>Pokemon: Rumble World&nbsp;</i>is simple but addicting.&nbsp;</span></p><p><span style="line-height: 1.45em; background-color: initial;"><iframe width="560" height="315" src="https://www.youtube.com/embed/5AjNa1xATfM" frameborder="0" allowfullscreen=""></iframe><br></span></p><h1><span style="line-height: 1.45em; background-color: initial;"><span style="color: #b8cce4;">Story</span></span></h1><p><span style="line-height: 1.45em; background-color: initial;">There is a minimal amount of story used to progress <i>Rumble World, </i>the biggest driving factor that will keep a player going is their desire to collect as many Pokemon as they can. Non-collectors will grow bored of this game quickly<i>. </i>At the start of the game you will be introduced to a king, who's only Pokemon is a pikachu, and basically this king is jealous of a magician who has more Pokemon than he does and so he asks you to upstage the magician by obtaining a bunch of Pokemon. The rest of the quest narratives are of a similar nature.</span></p><p><span style="line-height: 1.45em; background-color: initial;"><br></span></p><h1><span style="line-height: 1.45em; background-color: initial;"><span style="color: #c3d69b;">Aesthetics<p><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: right; margin: 0px 0px 10px 10px; width: 398.858695652174px; height: 358px;"></p></span></span></h1><p>All in all this is a good looking game for what it is. Now we can't expect Witcher 3 quality graphics from a free to play Pokemon game, but given the context the visuals work well. While I was playing&nbsp;<span style="line-height: 1.45em;">through </span><i style="line-height: 1.45em;">Pokemon: Rumble World</i><span style="line-height: 1.45em;">&nbsp;I got the sense that this was a playful game that did not want to be like other Pokemon games, and instead of trying to address deep questions like whether or not forcing Pokemon to fight was ethical or not (</span><i style="line-height: 1.45em;">Pokemon&nbsp;Black/White</i><span style="line-height: 1.45em;">) it simply wanted to be fun, cute, and a little bit whimsical. During my play through I was brought back to my childhood and the games I used to play with my little Pokemon figurines, and I believe that this is what the developers of this game intended. As for the dungeons, I found the map layouts to be fairly simple, but the maps looked good for a free to play game.</span></p><p></p><h1>Overall Impression&nbsp;</h1><p>Overall there are some less than amazing aspects to this game. The story is lacking and the game play is simple. There are some redeeming qualities however. I personally enjoyed the cutesy sprites and the simple levels. One of the biggest turn offs for me was the waiting in between balloon uses, but I am also the kind of person who likes to binge watch/play/read just about everything. Despite its flaws I did enjoy <i>Pokemon: Rumble World</i>&nbsp;enough to play for over 10 hours, and enough to consider buying other games in the <i>Pokemon Rumble </i>series. This is not a game for someone who is looking for a heavily detailed narrative, this is not a game for someone who needs complex gameplay to enjoy a game, this game is for someone who has a Nintendo 3DS and no money who really wants to catch all of the Pokemon.&nbsp;</p><p></p><p><img src="https://novogamer.com/images/archive-broken-image.png" style="width: 175.859649122807px; height: 168px;  margin: 0px 10px 10px 0px;" alt=""></p><p></p><p><br></p>
]]></description>
                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>dW4QKmnd51</guid>
                <pubDate>Mon, 13 Jul 2015 06:34:00 +0000</pubDate>
                <media:content height="1080" type="image/jpeg"
                               url="https://r2.novogamer.com/747133/conversions/SI_3DSDS_PokemonRumbleWorld_image1600w-full.jpg?v=1774131222"
                               width="1920" />
            </item><item>
                <title><![CDATA[Free To Play Sunday: Dirty Bomb]]></title>
                <link>https://novogamer.com/articles/free-to-play-sunday-dirty-bomb-ze344Y1DMZK</link>
                <description><![CDATA[<p></p><p></p>I'm Justin, filling in for Spiffy McJiggins! This is Free To Play Sunday.<p></p><p>So you've got no money. Your Steam library is crying out , "Gimme a new game pleaaassee". Well, I've got a free to play shooter like no other. These guys took some simple parkour, great shooting and a fair model and have created what I think is one of the best free games you can play right now.</p><p>The game I'm talking about is <a href="http://store.steampowered.com/app/333930/">Dirty Bomb</a>. At the time of writing this Dirty Bomb is in Open Beta. Which means that everything I say may not be representative of the final product. I however find the game finished enough to get a good impression of it. Any drastic changes at this point would make no sense anyway.</p><p></p><h1></h1><h2></h2><h1><span style="font-size: 15px; line-height: 1.45em; background-color: initial;">Played from the first person perspective, Dirty Bomb is a fast paced objective based shooter.&nbsp;</span></h1><span style="font-size: 15px; font-weight: normal; line-height: 1.45em; background-color: initial;">Imagine Search and Destroy from Call of Duty with better gunplay and much faster paced. This is Dirty Bomb's biggest strength. The team based aspects are only further enhanced by how rewarding taking down enemies can be. But taking down enemies is never enough, Dirty Bomb maps are huge. Due to a respawn timer after enemies have been taken out one must move through the map completing objectives(destroying barriers, escorting tanks) and that is why Dirty Bomb is great. As you move through the map with your team charging ahead as one just feels great. On the opposite side, you're gonna have a bad time if you got a crappy team.&nbsp;</span><p></p><p></p><p></p><p>The game features different Merc classes which are pretty traditional as far as team shooters go. Characters like the Commando, Sniper and Medic should feel familiar. All with their own abilities each one can turn the tides of battle in different situations. For example Skyhammer has the ability to call down an air strike which can effectively wipe a team if placed correctly. He can also resupply allies with ammunition when need be by throwing down an ammo bag.</p>I might be getting ahead of myself.&nbsp;<br><p><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: right; margin: 0px 0px 10px 10px; width: 903.399613899614px; height: 507px;"></p><p>This is the main screen when you get into the game. It shows your progress along with daily quests as well as whatever is going on in the world of Dirty Bomb. At the time of reviewing the Phantom was the featured Merc and is sold for real money. This is probably a decent time to talk about the game's Business Model. Dirty Bomb is built around classes which are represented by different Mercs. To start there are a couple free Mercs to let you play and then one can either invest time to earn in game money or spend real world money to acquire other Mercs. Frankly quite a fair model considering the amount of content you get for no cost. Additionally you will not be at a significant disadvantage playing the game without paying money, the characters are quite well balanced.<br><br></p><p><br></p><p>Once you've bought your Mercs and played a few games you will come into contact with cases which contain random load-out cards. Sorry there are no customizable load-outs. This system however works well and motivates me to play even more. After playing a fair bit I feel the need to get golden load-outs and get better guns for my Mercs. Also the suspense of opening a case is a feeling I can't describe but thoroughly enjoy.</p><p></p><p><img src="https://novogamer.com/images/archive-broken-image.png" style="width: 1113.86331938633px; height: 670px;"></p><h4>Combat is fast and bloody, shooting can be long distance or close up and accuracy is rewarded.<span style="font-size: 15px; line-height: 1.45em; background-color: initial; font-weight: normal;">&nbsp;A few successful headshots will take down enemies quickly while body shots will prove almost useless in a lot of cases. Additionally enemies are only put into a crawling mode after initially taken down, they need to be damaged more to be actually killed. This allows time for allies to bring them back into the fight or for the medic to use her instant revive ability.&nbsp;</span></h4><p></p><p></p><p><img src="https://novogamer.com/images/archive-broken-image.png" alt="" style="float: left; margin: 0px 10px 10px 0px; width: 886.754940711462px; height: 498px;"></p><p>&nbsp;Here I am playing the Fragger class, who brings a heavier weapon to battle along with 2 grenades. He is used mostly for defending objective as throwing a grenade into an enemy diffusing your bomb will probably help a bit. Ill be honest, haven't played a lot of the other classes, mostly because I haven't purchased them or they aren't on the free rotation but also due to the attraction to blowing stuff up. I've also unlocked a gold class for the Fragger, so it can be cool to show that off in lobbies.<br><br></p><h4><span style="background-color: initial;"><br></span></h4><h4><span style="background-color: initial;"><br></span></h4><h4><span style="background-color: initial;">Unfortunately, Dirty Bomb isn't always great, it's something they need to work on.&nbsp;</span></h4><h4><p><span style="font-weight: normal;">Remember how I told you about the free rotation of Mercs? At the time of writing the least balanced class(the phantom) is only available via purchase. &nbsp;&nbsp;</span><span style="background-color: initial;"><span style="font-weight: normal; line-height: 1.45em;">Now while the paywall makes it so that the character isn't super common in matches the fact that you can be an invisible sword&nbsp;</span><span style="font-weight: normal;">wielding</span><span style="font-weight: normal; line-height: 1.45em;">&nbsp;maniac is kinda OP. Imagine combining the Demo Knight's damage and the Spy's invisibility. Yeah, it's crazy. On another note the menu can be randomly glitchy at times. Now remember this is still a Beta build, but sometimes while matchmaking I will get booted from the screen even though I'm queued to join a server.&nbsp;</span></span></p></h4><h3>Overall, I really like Dirty Bomb.<br></h3><h3><p><span style="font-weight: normal;">This twitchy tactical FREE shooter is the kind of thing I'm into. The&nbsp;collectability&nbsp;of cards and the&nbsp;leveling&nbsp;system motivates me to play while the rewarding gun play keeps&nbsp;me&nbsp;amused in games. While Dirty Bomb definitely isn't perfect(due to a few glitches and the business model being close to the best ever in free games) but i can look past all it's flaws for the combat just feels too dang good. The free experience as well, just rocks. I have spent no real world money at this point in time and I honestly don't feel like there is anything to be sought after(except maybe playing the temporarily OP character).</span></p><p><span style="font-weight: normal;">So yes, I am suggesting Dirty Bomb. Go play it. It's free of course. Put a few matches in, see if you can get friends to play or at least randoms who communicate and the experience is amplified by a lot.<br><br>Just remember to play the objective and all will go well!</span></p><p><span style="font-weight: normal;"></span></p><p><img src="https://novogamer.com/images/archive-broken-image.png" style="width: 1044.33432835821px; height: 587px;"></p><br><p></p></h3><p></p><p></p>\r
]]></description>
                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>ze344Y1DMZK</guid>
                <pubDate>Sun, 19 Jul 2015 05:38:00 +0000</pubDate>
                <media:content height="1080" type="image/jpeg"
                               url="https://r2.novogamer.com/19986/conversions/prHr2AVPScAvov6q-ze344Y1DMZK-full.jpg?v=1738266679"
                               width="1920" />
            </item><item>
                <title><![CDATA[Free-to-Start & Pay-to-Play Games: Are they Unethical?]]></title>
                <link>https://novogamer.com/articles/free-to-start-pay-to-play-games-are-they-unethical-ZLQywOMP18</link>
                <description><![CDATA[<p style="text-align: justify;">If one thing has been constant in the gaming industry, it is has been money. How much should be put into a game's development, how much should it cost at launch, will there be a special collector's edition, should there be advertisements in the game to reduce the cost of development, the list goes on. However, this money issue has given a lot of developers some unorthodox ideas in how they can profit from their products. I'm of course talking about <strong>Free-to-Start</strong>, <strong>Freemium</strong><span class="redactor-invisible-space">,</span> and <strong>Pay-to-Play</strong> games. From what I've seen, some gamers don't have a problem with it, but many others have said this particular gaming practice has left a sour taste in their mouth. Is the hate justified though? Well I'm going to examine each of these and see if they're as "evil" as many have claimed.</p><p><strong>Free-to-Start (Examples: Fatal Frame: Maiden of Black Water, Killer Instinct, Zen Pinball 2)</strong></p><p><img src="https://novogamer.com/images/archive-broken-image.png" alt="" height="250" width="443" style="float: right; width: 443px; height: 250px; margin: 0px 0px 10px 10px;"></p><p style="text-align: justify;" rel="text-align: justify;">A <strong>Free-to-Start</strong> game (Also known as <strong>Free-to-Play</strong>) is any game that offers a small snippet of the game for free, but after that snippet is finished you would then need to pay real world currency to permanently (or even temporarily) unlock a portion (or the rest) of the game in order to play new content. Now, I can understand why people wouldn't like this. Much of the game would be locked behind one or more pay-walls that you cannot pass unless you fork over some of your hard earned cash. Sometimes (and often without paying attention) you would dump more money into the game than it would theoretically be worth. You would just keep feeding money into the game just so you could keep playing for a chance at new content. I'm guilty of this when I play <strong>Nintendo Badge Arcade</strong>. The thing is, many mobile games are literally <strong>Free-to-Play</strong> and the only things that are priced are power-ups that can help you get past an area where you might be stuck. Exactly where does the hate come from then? My theory is because the game might be fair most of the time, but it may spike in difficulty and you would have to pay to gain an additional boost. This might be the case, but who knows for sure...<span class="redactor-invisible-space"></span></p><p style="text-align: justify;" rel="text-align: justify;"><strong>Freemium (</strong><span class="redactor-invisible-space"><strong>Examples: Team Fortress 2, Star Wars: The Old Republic, League of Legends)</strong><br></span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><img src="https://novogamer.com/images/archive-broken-image.png" alt="" height="242" width="465" style="line-height: 1.6em; float: right; width: 465px; height: 242px; margin: 0px 0px 10px 10px;">A <strong>Freemium</strong><span class="redactor-invisible-space"> game is any game that otherwise offers you the full single-player and/or multi-player campaigns (if not most of them) completely for free, but with a catch. This catch is while a lot of the game is free, much of the game's content can unlocked through normal (but extended) play, but with the ability to bypass this through paid transactions. This includes, but is not limited to: additional cosmetic options to your character, more powerful bonus weapons or characters unavailable in the main game, additional areas or game modes, extra in-game currency, or even items and equipment in the game that you can unlock from normal play. I could see why this would be a hot button issue with many gamers, but I can also understand why this would be a viable alternative. If you are a player that has little time for games and/or are impatient, you can pay a little cash for specific features to help you quickly get the items or goods that you like the most. Although I can also see why many don't like this either. While I occasionally play <strong>Team Fortress 2</strong>, I don't play it often enough to win any random drops that get me what I want, but I don't want to shell out any of my cash for anything on the Steam Workshop either. It's why the phrase "Pay-to-Win" exists after all...</span></span></span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><strong>Pay-to-Play (Examples: Skylanders, World of Warcraft, amiibo)</strong><br></span></span></span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><img src="https://novogamer.com/images/archive-broken-image.png" alt="" height="283" width="450" style="line-height: 1.6em; float: right; width: 450px; height: 283px; margin: 0px 0px 10px 10px;">Similar to <strong>Free-to-Start</strong> games, a <strong>Pay-to-Play</strong> game only lets you continue playing as long as you keep feeding money into the beast. But unlike <strong>Free-to-Start</strong> games, these are almost all subscription or physical media based and more often than not, there might not be a free portion of the game to try. Depending on the game, if you want to continue playing so you can see new content, you will need to subscribe to an online service with regular monthly payments, or buy more physical objects that are compatible with the game in question. These subscriptions and add-ons can drain your bank account faster than anything I've seen, and I should know as I regularly buy amiibo whenever they become available. Games like this are notorious for not only for charging you the subcription/media fees but also charging EXTRA for the main game and any major expansions that become available for it later. These types of games are also the major cause for "subscription fatigue" which is usually why most gamers only have one game of this type (assuming they have one at all). I theorize as time goes on and as inflation gets out of hand, people just start to see the futility of spending money on frivolous things and start to become bitter when they are being charged for every little thing, even if the cost overall is negligible. But I digress...</span></span></span></span></p><p style="text-align: justify;" rel="text-align: justify;"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space"><span class="redactor-invisible-space">So with my analysis on these three game formats, only one question remains: Are these types of business practices unethical, or just a necessary evil? Well... Money is inherently evil to start with and it makes them look greedy when they abuse paid transactions to no end, but unfortunately it is a necessary evil whether we want to admit it or not. It drives the economy forward and it makes sure the people that worked on the game still get a paycheck. So if you happen to play games like these (I do all the time),  just remember that the money spent on it is more than likely being used to make sure that company that made it stays in business. But until next time, I'll be seeing you.</span></span></span></span></p>]]></description>
                <category></category>
                <author><![CDATA[Archive]]></author>
                <guid>ZLQywOMP18</guid>
                <pubDate>Mon, 07 Dec 2015 00:05:00 +0000</pubDate>
                <media:content height="1080" type="image/jpeg"
                               url="https://r2.novogamer.com/20016/conversions/AtJMkJG00DglsG4j-ZLQywOMP18-full.jpg?v=1738266704"
                               width="1920" />
            </item>
    </channel>
</rss>
