![]() ![]() ![]() ![]() It doesn’t take much effort to imagine what a more ground-up, fundamental rework for Xbox One could have done for the game. I would suspect that the gem rates were massively dialled up for the Xbox One release, but – let’s be clear here – they’re still a bottleneck. Some chests are available for free, but these are on a time cooldown: a blatant hangover from mobile gaming that sticks out like a sore thumb on a paid product. There are chests available with sweets, but the real doozies are unlocked with – you guessed it – gems. The same is true of the characters: getting access to them is easy, but levelling them means chests, and that means the grind again. With microtransactions unceremoniously ripped out, the only way to get the gems is to grind. Undoubtedly, these would have been given out in small quantities on mobile, where the primary way of gaining them would have been via your wallet. Score multipliers unlock and stack on your character regularly, and you’ll be finishing your first shop within three or four runs.īut it’s when you move beyond the first hour that the problem comes into view. But the game moves on at such a lick, unlocking more and more things for you, that you don’t mind too much.
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