This comes five years after the big mistake and shows that Blizzard has learned their lesson. I have already seen Warcraft Rumble and I have high hopes for this mobile game – Warcraft: Arclight Rumble

I’ve heard it a hundred times and still think it’s one of the worst lines ever uttered at a video game presentation. Responsible for Diablo Immortal They protected the exclusive launch for the phones fiercely – Don’t you have a mobile phone?. Five years have passed since then, in which Activision Blizzard had much bigger problems than video games. However, something is clear. Foray into development for iOS in Android that started in such a shaky way, the company is being prosecuted. With clear lessons and no unnecessary self-praise, the best proof of that we will find it in Warcraft Rumble.

Warcraft Rumble shows us a Blizzard that has learned from its mistakes

If you haven’t left yet, maybe you’re thinking about it because you do mobile games It’s not made for you. I’m asking for a little more time because there are a lot of things that caught my attention at the Warcraft Rumble presentation I attended as a guest. With a strong emphasis on strategy and adoption universe of warcraft As a starting point here, we’re talking about an inclusive experience tons of content from day one, and it promises two things. For one thing, include at least one game mode that can appeal to every type of player. for another, get rid of annoying pay-to-win mechanics common in smartphones in general and strategies in particular.

Blizzard learned from their mistakes when introducing Diablo Immortal

If there’s one thing I want to emphasize about Warcraft Rumble, it’s that it’s not just a competitive game. Looking at the picture, it is easy to imagine his appearance Clash Royale modified to match the iconic franchise A blizzard, but the reality is that the developers were able to expand the experience significantly. There are some elements clearly inspired by the Supercell game, which for some reason became one of the most successful in history. This is noticeable, first of all, when talking about the general idea. This is still the name of the strategy in which in exchange for an elixir that regenerates over timewe summon units that automatically fight on the battlefield.

Diablo Immortal

Diablo Immortal was a demonstration of Blizzard’s lack of understanding of the mobile market.

Warcraft Rumble is all about commitment a solitary experience. The title has a campaign mode that offers us dozens of different levels in which we can progress at our own pace, discovering new troops or leveling them up. In addition, the same levels present in the story are modified and reused for other settings. They increase its difficulty, the distribution of enemies, the operation of the map or the power of our own characters. The goal is to find a almost absolute repetition allowing players to stay connected to the game even if they don’t want to face the stressful PvP environment.

The most interesting thing about Warcraft Rumble is the effort to create an interesting single player mode

I don’t know if I’m ready for another competitive game because almost everything I play regularly has these features and there are so many different games I can play every day. However, I like the strategy and knowing what I will have a lot of content without the commitment to spend money I am interested in it. Warcraft Rumble’s main goal seems to be to make each player make the moves they need most when they want them most. It’s okay if you don’t want to interact with PvP, and it’s okay if you avoid “singleplayer” (although you’ll have to devote a minimum of it) except when strictly necessary.

Warcraft Rumble map

One of the most notable elements of Warcraft Rumble is the variety of maps. The one you see on the right in the picture is part of PvP.

All said, and although that’s not what grabs my attention the most. PvP also has some very interesting design elements. Maps will be more diverse and they will change often. Sorry for the constant comparison, but we are not looking at a permanent structure with two streets and three towers like in Clash Royale. There are high terrains, asymmetric distributions and other components that have yet to be discovered that will change the way games are encountered, forcing users to adapt to the circumstances and creating gameplay with even more new elements.

According to Blizzard, paying players will not have an advantage in competitive mode

As for monetization, Blizzard mentioned only two options (although there could be more) and they eliminated the win payout. “Everything in the game can be obtained just by playing (…) If you go to the store and buy everything with coins using real money, you will not get the advantage that will make you win everything. The only thing you get for buying units is the ability to use them (…) The biggest difference between “free” and paid players is that they can get troops faster. That’s your biggest advantage.” Also, they confirmed that it will be sold “upgrade” for a single payment account which will permanently increase the gold and experience gained in missions. This item is retroactive: you can purchase it two months after starting and get all the rewards you “lost” during that time.

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Five years ago, Blizzard announced its entry into the mobile market in an ill-fated and ill-conceived script. Was ridiculously awful which caused great dissatisfaction among the fans and started a crisis that later had much more serious consequences. However, by focusing on games, the developer seems to have adapted to the specific circumstances of the iOS and Android market. They still have a hard time convincing what has traditionally been their audience, but this time they delivered it perfectly. They don’t sell it as a replacement, but as a supplement, they were much more respectful of microtransactions and didn’t heat up the atmosphere by creating expectations they couldn’t live up to. We still have to see if things are as good as they promised, but at least this time I have high hopes.

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