The lights are on
What new ideas the game brings to the table and how well old ideas are presented.
How good a game looks, taking into account any flaws such as bad collision or pop-up.
Does the game’s music and sound effects get you involved or do they make you resolve to always play with the volume down?
Basically, the controller to human interface. The less you think about the hunk of plastic in your hands, the better the playability.
Flat out, just how fun the game is to play. The most important factor in rating a game.
In 2010, Chair Entertainment released a new take on Punch-Out-style combat that showed off the graphical power of iOS devices and used controls expertly tuned to touch screens. When some complained about the brief completion time and repetitive nature, the developer bounced back in the sequel with a much larger castle to explore, new combat styles, and deeper customization. For the final entry in the series, Chair has done it again, offering a long list of satisfying improvements.The most notable jump this time around is the addition of a second playable character. Siris’ pal from the second game, Isa, is now a Deathless (meaning she can be killed and still come back for more). She stealthily creeps around fires off crossbow shots into unknowing enemies before every fight. Isa’s weapons fall into the same light, heavy, and dual wield categories as Siris’, but they’re different classes. Rather than having a two-handed axe, for example, her heavy weapon is a spear. Her acrobatic battle style incorporates flurries of flying kicks and spinning neck snaps and is a welcome alternative to Siris’ straightforward warrior slashes. Though, in the end, you’re still just swiping and tapping the screen all the same.Isa has her own distinct armor, rings, and weapons (over 135 unique items for each character), but both share a bank account. Players are forced to use both characters equally via the back-and-forth level structure, so it takes some satisfying number crunching and resource management to make sure they’re both well equipped. Skill upgrades are now included in the classic stat boost system and encouraged me not to overload attack and health categories as usual. With enough points invested in certain categories you can upgrade not only the current character, but universal mechanics as well. Rewards include more gold and experience when winning fights, discounts and more rare items in the shop, faster gem fusion time, and even the ability to resurrect if you fall in battle. In pursuing these bonuses I felt like I used more magic and shields than in past games, and enjoyed a more well-rounded experience.