Ironcast (PC) review

At a certain point in almost any genre that boasts, is quite difficult to appreciate hallmark that differ or help to differentiate each other games. Market trends and players claiming a number of options and features, and therefore what once could be a heterogeneous and diverse niche market might turn into a wasteland with dozens of game clones that ultimately saturate business. It has happened with games of crafting and survival-above all those arriving enter zombies - and seems, than the puzzle going the same way.

So when we find new groundbreaking trends that seem to shake well established rules and settled genres, we believe we are in luck. Titles like Puzzle & Dragons and Puzzle Quest, inaugurated and revitalized a genre like the puzzle that seemed stalled in some platforms curiously, iOS and Android seems to live a new golden age thanks to the tactile interfaces and a more likely developers to risk and experiment. Ironcast continues along the path of the two titles mentioned above, mechanical and ideas homegrown adding, but unfortunately not quite jell strict.

Wicks, petticoats, vapors and nodes

If something does well in Ironcast, it acclimates to the player. No fireworks, no spectacular computer video sequences, or by the game-engine itself, tells Ironcast generated by a successful texts and illustration, the beginning of a fictional war between France and England set during the reign of Queen Victoria in the late nineteenth century. Having discovered a new source of energy, technology in the Western world is turned upside down completely, developing new forms of transportation and communication, with inventions like the wireless telegraph - and sparking an arms race between the two European powers.

Arms race in which Ironcast, huge monsters iron, brass and steam, stand out above all. These giant bipedal tanks alter the rules of the conflict, as both sides begin to have their own versions, alterations and squadrons manufactured by an evil company that seems to stay in the shade. The French, English proficiency also fed these boundaries, decide to invade London with an unprecedented offensive, and this is where we come in. It's a shame Ironcast no better use its interesting history, something that seems the norm in a game that seems not to break or excel in any aspect-although it is constantly striving to show ongoing dialogues between characters, fictional events and battles. Although not enjoy a greater role in the development of the game, much to help motivate and encourage us to move forward in a title that we advance, is not particularly funny after a few hours

So, as you can imagine, in Ironcast be driving a huge robot into enemy territory during the French invasion of the capital of the UK. We take special care to foreign invasion, as a last line of defense, and annihilating many machines and effective we find ahead. To do Ripstone - developer - instead of offering a mechanical action in the third or first person or opt for the defense towers as Iron Brigade-title with which it shares, speaking, several elements-Ironcast invites us to handle the vicissitudes of the game with own puzzle games and role characteristics.

In Ironcast have to go linking and combining pieces, or nodes, according to game-slang for various options of attack, stroke, maintenance or defense. Although it may seem that we're talking about a classic match-3- the one in which we must look similar colors and patterns in order to eliminate parts and trigger effects, Ironcast goes further and offers a complex terrain riddled with strategies , energy bars, coolant and ammunition. Fighting in Ironcast with said screen full of parts, and are divided by turns. Their difficulty is in choosing the player-we can choose between several missions and campaigns, but in the end, almost all the battles unfold in a similar manner. Accompanied by our robot animations and adversary, we must linking the nodes above provisions and colors to guarantee us specific amounts of ammunition (purple), energy (orange), coolant (blue) and repair (green).

That is, if we shoot first we have to build a number of dwelling units, whereas if we repair our damaged by the enemy or wear systems, we pay attention to green. In Ironcast also have to maintain a no less important because of two factors eye color as discussed above: blue and orange. Both the coolant and energy, will be key to almost all actions and if they are not in the logical and acceptable levels for our wick, are we penalized grabbing points of life and making us fail and err on the movements we undertake.


It is quite important to know that we have a very limited number of turns, so that our strategy can move from defensive to offensive depending on the pieces we have or the amounts that rend the start of the game and specific number. Despite the limitation of shifts since resources are scarce, which repeat, vary depending on our expertise as experts in games puzzles-, Ironcast does allow us to shoot and activate certain passive improvements, which provide us fighting without too steep to walk or our health statistics, which if it reaches zero, it means the death.

Our wick can attack the enemy in general, but also do so in detail, increasing in several whole complexity of exchanges of missiles to which we will be condemned again and again. As pilots, we can attack their systems shield, weapons or motion-avoiding mechanisms that may, for example, be more likely to evade attacks while riding or run. This adds a key to the fight against certain bosses, who used routes and special attacks in which we need to pay special attention strategic facet.

With every battle in which we rise victorious, we get a number of experience points, maps and plans, parts and bullion. These parameters serve us well to level in general, as a way of role- to unlock new characters, parts and elements that personalize our Ironcast, adding new weapons or features. Ironcast we posed as a curious drinking game system both classic puzzles, as the title role and strategy.

In principle, every fight should be a unique and different challenge, but beyond varying difficulty, the fact is that develop in a similar way, inviting us to accumulate quantities of the same parts in the first innings and repair, for they are the most useful at the beginning, while reserve ammo and energy for later. Yes, there are some special nodes -of overload, link- that can turn the tables at the first hurdle, but are rare bird that do not alter too much happening of a somewhat repetitive mechanical, too framed by luck and randomness.

What then keeps Ironcast our attention? Not too. Within hours of game we felt that we remain tied to a number of scenarios and combinations of very specific gems, which said sense of repetition appears constantly. The player and his decision to change wick, or add different parts, which give some variety to the monotonous Ironcast development.

Another aspect that seems to have some personality to finish not break in any paragraph- is the design and audiovisual section. Ironcast features giant robots, characters Victorian and steampunk multiple influences on its menus and interfaces, but all exudes a certain sense of that subtracts more integers to the set. It excels in any aspect, something that also applies to the sound that beyond some isolated melody does not offer anything new. Ironcast has Castilian translation.

Concluding

Ironcast is a title that is presented in principle as groundbreaking, different and original, partly for its successful setting and plot - pretext. During its first few games, Ironcast is revealed as a complex and rich shade of mechanical views titles puzzles and strategy most modern and classic, but it all just fading and rusting at the first hurdle. Ironcast game ends up being repetitive, too bland, and inconsistent with its own tactical principles. All ideas and good feelings aroused at the beginning and play, prove to be somewhat ephemeral, evaporating effluvia which expelled by machines that take part.

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