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Dungeon hunter 6 gameloft
Dungeon hunter 6 gameloft





dungeon hunter 6 gameloft dungeon hunter 6 gameloft

All the heroes are colorful and expressive, single-player levels have flashy set-pieces, and everything animates quite nicely.

dungeon hunter 6 gameloft

There are also entire systems in certain modes that don’t apply to other modes, certain characters that can only be used in certain modes, and other, strange ways of keeping Dungeon Hunter Champions from feeling like a cohesive experience.Īs much as Dungeon Hunter Champions can be confusing, it can still reel you in, mostly thanks to some pretty impressive production values. Each game mode is completely separated and locked off from the others, and Dungeon Hunter Champions makes you play certain modes and reach certain requirements to actually unlock everything the game has to offer. Although the game has a lot of the component parts to make these things gel, nothing really fits together. Gameloft doesn’t really seem to see this potential, though. The games it imitates aren’t all that different than each other, and the idea of being able to collect cool loot and heroes that you can use across action-rpg, MOBA, and boss raid settings actually sounds like it would be pretty neat, provided you have the chops to pull it off. The presence of all of these modes in Dungeon Hunter Champions isn’t entirely misguided. If that weren’t enough, there’s boss raids, a blitz mode, co-op, and special events as well, all with their own kinds of drops for you to use to try and get more heroes and loot. And then there’s the game’s 5v5 multiplayer mode, which is essentially a stripped-down MOBA, which gives you yet another currency to spend on something else. There are other times where you’re grinding out currency to try and earn heroes, which you can then be used fight other players in AI battles. There’s sections of Dungeon Hunter Champions that feel like a Diablo game, with you wandering through levels, slaying all sorts of minions in the hunt for gear. This game is all about collecting stuff, and it seems like Gameloft’s logic behind Dungeon Hunter Champions is to combine as many games with collection-based progression systems there are into one, hulking mega-game. It’s hard to nail down exactly what Dungeon Hunter Champions is trying to be as a game, but it’s very plain to see what it is trying to get players to do. Dungeon Hunter Champions is a bit like if you took Diablo, World of Warcraft, and Dota 2 and combined them together, but did so in ways that are baffling, awkward, and (as always with Gameloft) aggressively monetized. Instead of taking a single, popular console or PC game and jamming it into a mobile package, they’re taking a whole group of games and combining them together. Gameloft-for once-seems to be trying something different, though not too different.







Dungeon hunter 6 gameloft