Tag Archives: android

Google Play Pass or Apple Arcade: Which App Subscription Service Is Better?

Photo: David Murphy

Subscriptions are all the rage, and it’s easy to see why. Everyone loves a “buffet” model for content—see Netflix, et al—where you can just pay a single reasonable monthly fee for unlimited access to a body of stuff you’re interested in, be it documentaries, 90s-era TV shows, or (now) apps.

You’ll soon be able to subscribe to major services from Apple and Google, which will let you pay a single monthly fee to access lots of apps that would normally cost you money to buy or subscribe to individually. And these services—at least, Apple’s so far—will also let you play games that you won’t find on competing smartphone platforms.

Neither Apple nor Google have spilled the full details of their services yet. (Heck, Google is just starting to test its own offering, Google Play Pass.) With the smartphone wars getting ready to heat up again this fall, both offerings are incredibly compelling reasons to pick one platform over the other. But which do you go with? Let’s examine everything we know about these subscription services so far:

Apple Arcade

Screenshot: David Murphy (Apple)

When Apple Arcade debuts—possibly alongside the expected September release of iOS 13, but potentially as late as November—it’ll (obviously) be geared for games, not apps.

Apple hasn’t announced pricing for the service, but I’d expect eager gamers will have to cough up at least $10 monthly for the pass. That’s comparable to what Apple charges for Apple News+, and it would put the subscription service right in the middle of competing entertainment services like the slightly more expensive Netflix; Google’s Statia streaming service and Microsoft’s Xbox Game Pass service (just for consoles); or the slightly discounted Hulu, Disney+, or PlayStation Now services.

Since Apple is big on services nowadays, as they represent roughly twenty percent of the company’s revenue and offering some slight relief for slowing iPhone sales, a $10 monthly subscription fee feels right. Any higher, and I’m not sure an overwhelming number of gamers will be very inclined to pay $15 for smartphone games—no matter how interesting or exclusive they are—when they can have a more compelling subscription service in front of their TVs.

Similarly, I doubt you’ll see this service priced at $5; Apple wants more revenue than that, and it also wants to establish Apple Arcade as a premium product. From a marketing standpoint, a mere five bucks a month doesn’t make the service appear all that fancy, even if it would be a great deal for smartphone gamers.

Above all else, the most compelling reason to pick up Apple Arcade—beyond the list of games, which I’ll get to in a second—is that these titles will be free of bullshit mechanics like in-app purchases to bypass progress, annoying timers that gate your gameplay, or irritating video advertising. If you’re tired of seeing these in every title you play, maybe $10 a month (or whatever) doesn’t sound so bad after all, especially when game developers start designing exclusively for this kind of a setup instead of stripping free-to-play titles of annoyances and relanching them in Apple Arcade.

As for the games themselves, here’s the list of Apple Arcade titles the company has confirmed so far, courtesy of Macworld:

  • Atone: Heart of the Elder Tree
  • Beyond a Steel Sky
  • Box Project
  • Cardpocalypse
  • Doomsday Vault
  • Down in Bermuda
  • Enter The Construct
  • Fantasian
  • Frogger in Toy Town
  • Hitchhiker
  • Hot Lava
  • Kings of the Castle
  • Lego Arthouse
  • Lego Brawls
  • Lifelike
  • Little Orpheus
  • Mr Turtle
  • Monomals
  • No Way Home
  • Oceanhorn 2: Knights of the Lost Realm
  • Overland
  • Projection: First Light
  • Repair
  • Sayonara Wild Hearts
  • Shantae 5
  • Sneaky Sasquatch
  • Sonic Racing
  • Spidersaurs
  • The Artful Escape
  • The Pathless
  • The Bradwell Conspiracy
  • UFO on Tape: First Contact
  • Where Cards Fall
  • Winding Worlds
  • Yaga

There’s no word yet on which ones are exclusive titles, if any. And this isn’t the final list, either; expect to see around 100 games or so arrive with Apple Arcade’s official launch.

Google Play Pass

We just heard that Google started testing its own app subscription service today, so we’re still ironing out all of the details. First, and most importantly, note the use of the word “app” instead of “game.” That’s intentional, as Google Play Pass will give you access to a lot more than just games on your device. According to Google’s description of the service, which a tester sent along to Android Police:

“Explore a curated catalog spanning puzzle games to premium music apps and everything in between. From action hits to puzzles and fitness trackers, with Google Play Pass you unlock access to hundreds of premium apps and games without ads, download fees or in-app purchases”

While we don’t have a full list of apps or games on the service, or even the ones Google is initially testing, a cursory look at some of the app icons in Android Police’s screenshots indicates that Google appears to be unlocking access to titles you can already find within Google Play: games like Stardew Valley, Terraria, and Monument Valley, for example.

These are also all titles that also exist on iOS, so it appears that Google is focusing a little less on the exclusivity of its subscription service. I would still expect Google to have some Android- or Play-Pass-only apps and games to entice people to sign up. At the very least, I’m sure there will be some exclusive deal or two that brings an incredibly popular app under Google Pass (crossing my fingers for Spotify, even though that’ll never happen).

As for the price, Google’s early test lists the Play Pass at a mere $5/month—an incredible value that basically means you’re paying the equivalent of one high-quality app or game a month for access to a lot, lot more. That feels like a reasonable purchase for most people. Heck, that’s one-and-a-half Stardew Valleys (a game you will already sink way too many hours into if you get hooked).

That’s not saying that Google (or Apple) charging $10/month for a subscription service would be out of the question. The actual difference between $5 and $10 a month is minimal—just another coffee—but the perception of that difference is huge. I know I’d be a lot more amenable to paying $5 for a subscription service that grants me full access to apps and games without any IAPs, advertising, or other annoyances.

Consider waiting on these services before you make that next big smartphone purchase

Were I on the fence about going Android or Apple for my next smartphone, Google’s cheaper subscription service could be a pretty compelling argument to hop over to a new Samsung or the upcoming Pixel 4. If you’re a big gamer, though, the exclusivity of Apple’s Arcade could be similarly enticing.

Can we make up your mind for you? Likely not. I’d definitely make it a point to check on the status of both services before I pick up a new smartphone this fall. And I would even recommend postponing that purchase to see if a competing platform’s subscription service offers a killer deal for your favorite apps or the games you’re most interested in playing.

The battle for your subscription dollars is just starting up. Unless you’re a loyalist to Android or iOS, you should wait until the dust clears a little bit before you pick a side—you might be able to save some serious cash for your apps and games, even with that monthly subscription fee.

Source: Kotaku.com

Raiders Of The North Sea Is A Really Good Digital Board Game

As I’ve recently put on record here, I think Tokaido is the best digital board game. Its stay at the top might be short-lived, though, because Raiders of the North Sea, out this week on PC, Switch and mobile, is very good.

I reviewed the board game last year, and loved it; it’s since become one of my all-time favourites, a regular on my crew’s rotation to the point we’ve now got all the expansions and even a fancy game mat. All of which I’m saying to make this clear: I am starting these impressions from a position where I’m already a very big fan of the game.

Even taking that into account, though, this is still a terrific adaptation. Like Tokaido, it’s just the right kind of game for this type of conversion, complex enough that it has a world and characters to bring to life, simple enough that it’s perfect for putting on your phone and killing 20 minutes with when the opportunity arises.

And like Tokaido, it’s a game where the primary challenge is against the game’s design and systems rather than direct interaction, so you’re not missing too much by competing against an AI rather than a human opponent.

The best thing Raiders has going for it, though, is simply the quality of the adaptation. The worst board game conversions are lazy ones, that simply recreate the tabletop experience and do little more (Terraforming Mars’ recent outing being a big offender), and the second-worst are those where even if a bit of effort has been put into the adaptation, the board game was simply not suited to the particular strengths (and weaknesses) of a video game platform in the first place.

I’ve already explained how Raiders gets past the latter issue, and the former is taken care of with a beautiful digital conversion of Mihajlo Dimitrievski’s iconic series art, which brings the game’s coastal map to life with moving ships, animated sieges and flowing water.

Wait, what’s this game about again?

Raiders of the North Sea is a simple but elegant worker placement game, where the objective is to gather crew and provisions in your home region before setting out to raid the surrounding countryside. It’s played by putting a worker down on a building to perform its action, then picking up a different worker to perform a second action. That’s it, that’s literally all you do, and it’s great.

You can read our review of the board game here

Perhaps to make the whole package seem a bit more video gamey, Raiders has added a campaign mode, something the board game original doesn’t have. It’s nothing big, so don’t expect cinematic cutscenes or 3D action sequences. Instead it gives you ten missions that mess with the core game’s rules, giving you challenges like playing on a smaller map or adjusting the worth and scarcity of certain resources. Like I said, it’s nothing major, but for experienced players (or those looking for a bridge between the tutorial and a full game) it’s a fun little addition.

I’d imagine the bulk of player’s experience though will simply be playing sessions in the main, full game. Since I’ve already reviewed it I’m not going to go over it again, but what I will say is that controlling Raiders couldn’t be simpler. You just drag a meeple to drop it, then you drag one off the map to pick it up, while the UI governing your hand of cards, crew, resources and the overall state of the game is fast, clear and smart.

I’ve been playing both the PC and Android versions and, while the PC edition is fine, it’s also more expensive than the mobile editions, which play better anyway since dragging your finger across the screen is quicker and easier than dragging a mouse cursor. The nature of the game, and its quick-save capabilities, also lend themselves more to a mobile experience than setting in for a session on a desktop.

I’m going to give Tokaido some time at the top—both to see this game’s staying power, and whether Tokaido’s long-coming Crossroads expansion ever makes it to mobile—but for now Raiders is mounting a serious challenge as one of the best mobile board games out there.

Source: Kotaku.com

New Fortnite Season Adds Titans (I Mean Mechs) [Updated]

The new season of Fortnite started earlier today and brought a new round of surprise changes. The most titanic one to drop? A new two-player mech called the B.R.U.T.E.

The new vehicle is showcased in a trailer for Fortnite Season 10 (or X, as they’re calling it).

An official blog post outlining the seasonal changes to Fortnite Battle Royale and the game’s other modes. It promotes the newest $10 Battle Pass for the game, which as always will enable players to unlock a large number of cosmetic upgrades. The post notes the Battle Pass’ addition of missions: “unlock rewards by completing a series of thematic objectives that will send you on adventures across the Island.” We’re not yet sure how these differ from Battle Pass challenges but will know more once we’ve had a chance to check out the season’s content.

(Update 10:07am—Missions are themed challenges available to premium battle pass purchasers. They also have“prestige” versions, with more rewards that can be unlocked once the regular challenges are completed. Daily challenges have been replaced by Limited-Time missions, which an Epic representative on the Fortnite Reddit explained are “the replacement for Dailies and… will count for all past Challenges requiring dailies and will not require the Battle Pass.” Epic’s senior PR rep Nick Chester further clarified, “As part of the Limited Time Mission, a new objective will unlock daily at 9AM Eastern. Players will have a week to complete these objectives. They will then be replaced by a new set of Limited Time Mission objectives. All players now have 70 unique objectives to complete over the course of the season, and can expect free events throughout the season with additional rewards.”

Earlier this morning players were concerned about what the absence of daily challenges would mean for those trying to complete the battle pass without paying for it, as well as for the purchasable Breakpoint pack, which requires daily challenges to complete.)

Fortnite studio Epic is hyping changes to the battle royale game’s map, which includes the return of old locations.
Screenshot: Epic Games

As for the mech, it looks powerful and invites comparisons to the titans in Titanfall, the Respawn-developed series shooter series that led to this year’s Apex Legends battle royale game. While Apex is set in Titanfall’s world, it doesn’t (yet?) have titans. A developer on that game told Game Informer in June that the studio had prototyped adding them to the game but had found that they were either too powerful or, when balanced for a fair battle royale fight, didn’t feel good enough. Regardless, Fortnite now has something like them.

Fortnite’s own players are curious how the B.R.U.T.E. will play. Discussion about the mech in the YouTube comments under the new season’s trailer is already full of concern that it’ll be overpowered and imbalance the game. Whether it is will be more clear once players jump into this season and give everything a try.

We’ll have more on Fortnite’s new season as we give it a try, too.

Source: Kotaku.com

Android Is Now Unofficially On Nintendo Switch, And It Looks Great

Back in 2018, an exploit was found in the Nintendo Switch that would allow users to run outside code. While that’s of course led to some piracy, it’s also let modders and coders have some fun with the console, up to and including getting Android running on the system, with all the features and tricks that brings along with it.

As this video from xdadevelopers shows, by running Android—off an SD card, you don’t actually install it on the system itself—you can transform your Switch from a Nintendo games console to a multimedia and internet device that will also play a ton of older games via emulation.

Joy-Cons work natively, which is cool, but even cooler is the way the systems seamless docking doesn’t just work for Nintendo titles, but will also work for Netflix as well, running in the dock on your TV and then instantly resuming on the Switch’s screen if you pick it up.

Now for the drawbacks: there’s obviously no GPS, mic or camera, so a lot of Android apps won’t work properly. And there are a few bugs (this is just the very first release version!) like Joy-Con thumbsticks not working in Dolphin, screen rotation being weird and some battery life issues.

If you want to try it out yourself, you can download everything you need here.

Source: Kotaku.com

The New Game From Journey’s Creators Feels Like A Dream

If Flower and Journey had a baby.

In the new game Sky: Children of Light ethereal figures prance and soar through gorgeous landscapes and crumbling temples. These characters hold candles and spread light throughout the world. At least, I think that’s what’s going on in ThatGameCompany’s first new game in seven years. It’s abstract.

Out now on iOS and coming eventually to Android, Sky: Children of Light feels like an extension or offshoot of 2012’s transcendent cooperative adventure game, Journey. The player, a titular child of light, is a caped figure who embarks on an adventure across seven fantasy realms, using light to revive fallen stars and reform constellations. Players interact with the world and their fellow players via a series of simple icons and gestures as they work together to solve the game’s puzzles and uncover its mysteries.

Unlike Journey, which limited play to two players at a time, the world of Sky Children of Light is filled with silent cloaked individuals hopping and flying about. It’s a social game. Players can make friends, who they can see online and meet up for play sessions. The game preserves some of the magical anonymity of Journey’s anonymous co-op partners by having players assign names to their friends. I named my first two friends Steve and Lara. I have no idea what their real names are. Friends can be added via more traditional methods, but there’s something appealing about having a friend list filled with randoms with made-up names.

Gameplay is harder to describe, which is completely by design. As they adventure through the game, players encounter spirits that feed their light and lead them to ancient temples and other mysterious locales. Each area holds some sort of puzzle to solve in order to progress the game’s story. It might be as simple as applying candlelight to a door switch, or as complex as trying to maintain your light while exploring a rainy forest, racing from cover to cover.

The goal in each area is to awaken an ancestral spirit, who teaches the player a new gesture before ascending into the sky to form a constellation. Forming new constellations unlocks new lands to explore.

I’m getting the same sort of feeling playing Sky: Children of Light as I did playing Journey. I am not sure where I am supposed to go nor what my ultimate goal is, but somehow the game is getting me there. The wind blowing in a certain direction, a light gleaming in the distance or another player anonymously going about their business… these are my guides through these light-hungry landscapes.

(Even the microtransaction store menu is pretty)

Children of Light is a free-to-start game. Players can spend money to buy candles to unlock new emotes and character customization items, or they can receive them in-game by playing or receiving gifts from friends. I haven’t felt the need to buy such things. I’ve been too busy just playing and having a good time.

Source: Kotaku.com

Lego Makes Tiny Tower Just A Little Bit Better

With more than 10 million downloads on iOS and Android devices, Tiny Tower is one of the most successful business simulation games of all time. Now NimbleBit has teamed up with Lego to make essentially the same game, only with Lego bricks and figures. It’s called Lego Tower, and it’s nice.

Tiny Tower is a free-to-play mobile game about building a tower, floor by floor. Residential floors attract little virtual people. Business floors require up to three of those little virtual people to operate. The money amassed from business floors (through virtual people paying rent) is used to build new floors. On the left side of the tower is an elevator, which the player can operate to deliver virtual people to their requested floor, generating more revenue and making the player feel more useful.

Lego Tower, out today on iTunes and Google Play, is all that and a bag of bricks. Instead of NimbleBit’s Bitizens, the virtual people are Lego minifigures, and players can collect different pants, shirts and heads to change their figures’ appearance. The tower background, lobby and roof can be customized with different Lego themes. It’s bright, shiny and happy. I have only just started my tower, yet I am already quite pleased.

As charming as Lego Tower is, it’s also a big ‘ol advertisement for Lego products. Certain customization options, like the builds that top off the tower, carry “Inspired By A Real Set” labels, so folks know they are for sale. Does that Ninjago tower topper look nice? You can buy a set like it in real life and build it yourself. Ask your parents before stealing their credit cards, kids.

Lego Tower is also a free-to-play game, and there are several ways to pay. Users can spend cash on in-game currency to speed up building. Then there’s the Tower Club, a VIP subscription that gives players special benefits like double rent from tower residents, 25 percent off upgrades and automatic elevator control. Five club days costs $1.99. 299 club days is $19.99.

All of the cash purchases are optional, of course. I’ve squeezed plenty of enjoyment out of my early build of the game without spending a cent. In fact, I did a free trial of the Tower Club and found that I preferred the game without it. Automatic elevator control? That’s half the actual gameplay out the window.

One of the easiest ways to create a lovable game is to take an already lovable game and add something else lovable to it. Lego Tower, ladies and gentlemen.

Source: Kotaku.com

There’s A Flappy Bird Battle Royale Game Now, And It’s Good

Flappy Royale, released today in beta on mobile and PC by game designers Orta Therox, Em Lazer-Walker, and Zach Gage, seems like a lot of things: clever, opportunistic, a joke. But it’s also fun.

Inspired by the 2013 mobile sensation Flappy Bird, Flappy Royale has you compete against 99 other poor souls to see who can survive the longest against a maze of deadly pipes. You can customize your look, and each level begins with all of the Flappys dropping in off a bus. Like in the original game, you tap the screen to make Flappy fly higher, or do nothing to watch him sink, all as part of an elaborate dance to avoid obstacles. Hit the ground, or anything else, and you’re dead.

But, unlike in the original game, you don’t die alone. In Flappy Royale, you die alongside an anonymous mass of other Flappys who are also desperately trying to cling to life. It feels more affirming. Even after the 20th straight failure without making it past the fourth pipe. Even if most or all of the other players aren’t actually real people (it’s not entirely clear). And honestly, how would you even be able to tell?

The battle royale genre is often a dark one. Fortnite might be full of colors, costumes, and goofy dances, but that’s all in service of a zero-sum struggle over limited resources that ultimately leaves all but one of its participants dead. As a result, Fortnite and other games like it are seen by some people as a cynical way of monetizing societal angst in the face of impending environmental collapse.

A sense of futility is pervasive in Flappy Royale as well, but it’s counter-balanced by the fact that everyone is doomed together. Or, at least, almost everyone. Some Flappys are really good at Flapping, and who knows what happens to them as they fly out of sight beyond the fifth and sixth pipes. Like Mario Royale (RIP), Flappy Royale is refreshing and entertaining despite its simplicity, in part because no one’s competing directly against each other. The sound effects are also really funny, and seeing all of the Flappys doing their best against impossible odds is heartwarming as hell.

The game’s currently available to check out on iOS, Android, and in your web browser over on itch.io.

Source: Kotaku.com

Pokémon Masters Brings Real-Time Team Battles To Mobile This Summer

Announced last month and due out on iOS and Android this summer, DeNA’s Pokémon Masters has players forming teams of famous Pokémon trainers and their partners for three-on-three battles on the artificial island of Pasio. Fresh details on the game highlight its strong focus on the trainers behind the Pokémon.

Pokémon Masters is not about catching Pokémon. It’s about catching famous Pokémon trainers from the long-running game series. Rather than forming a team of adorable monsters, each trainer in the game brings a single Pokémon into battle. Water gym master Misty, for example, comes with Staryu. They’re what the game calls “sync pairs”.

Players created teams consisting of three of these sync pairs and take them into battle. Trainers in the game are aiming to become the champion of the Pokémon Masters League. To do this, they must go on a journey across Pasio, collecting badges.

Instead of participating in traditional turn-based Pokémon battles, Pokémon Masters battles are real-time. During battle, a move gauge slowly fills. Pokémon abilities require a certain amount of move gauge to activate. Once the meter hits the right point, moves can be unleashed. Trainers in Pokémon Masters have special battle moves as well, providing support and healing for their partners.

With a planned summer 2019 release and it being summer 2019 right now, we should know how Pokémon Masters plays real soon.

Source: Kotaku.com

Make ‘Harry Potter: Wizards Unite’ Run Faster With This Hack

Screenshot: E.Price

Game developer Niantic officially dropped Harry Potter: Wizards Unite Thursday afternoon for iOS and Android, which means people like me (and maybe you) spent their lunch break playing wizard and collecting magical creatures, things, and people scattered around town.

If you’ve already played the game you also probably made one big observation: It’s really slow.

My lunchtime gameplay was right after the game went live, which means tons of wannabe wizards were flocking to the app to sign up and were hitting the streets to see what the game was all about. When a ton of people are playing at once, it puts a bit of a strain on the game’s servers. While the game didn’t crash like Pokémon Go did back in the day, it was running super-slow.

If you’re having the same issue, one easy workaround is to download the game’s assets onto your phone. The game will still need to connect to Niantic’s servers while you’re playing, but the amount of data it needs to transfer to your device will be a lot less, allowing the game to run much faster.

The option to download the game’s assets isn’t obvious. To find it, you’ll need to go pretty deep in the game’s settings. First, make sure you’re on Wifi so you don’t get hit with huge data fees from downloading assets while you’re on the move.

  • Once you have the game loaded, tap on the suitcase at the bottom center of the screen.
  • On the next screen, tap the gears on the top left side to bring up the Settings menu.
  • At the bottom of the Settings menu, there’s an option to “Download All Assets.” Click that to download all of the assets for the game onto your phone.
Screenshot: E.Price

Downloading all the assets at once means you won’t have to download as much while you’re out and about, which can make the game potentially load a little faster.

After my download, I noticed a lot less lag time when loading up Foundables, and the game seemed to work a lot better in general. Of course, the number of people using the app could have decreased in the hour or two between my initial launch and when I downloaded the assets, but for the sake of argument, I’m giving the download the credit.

While you’re in that Settings menu, you can also tweak a number of other things within the app; you can turn off music or sound effects and manage your notifications, among other things. I personally opted to turn off the opening sequence. While you’re in there downloading the assets, dig around and see what else you might want to customize before you get back to swinging that virtual wand.

Source: Kotaku.com

Nintendo’s Mobile Game Dragalia Lost Has Finally Lost Me

Kotaku Game DiaryDaily thoughts from a Kotaku staffer about a game we’re playing.  

From its launch in late September through mid-May, Nintendo’s mobile RPG Dragalia Lost was part of my daily routine. I only missed one daily login during the entire period, and that was because I was recovering from surgery. But, over the past couple of weeks, the game’s pull on me has faded, and my play sessions are growing more and more sporadic. The events are predictable. The summoning draws aren’t as exciting. I’ve lost the will to Dragalia Lost.

I have to give developer Cygames credit. Dragalia Lost has held my attention longer than any other collectible character game. Star Wars: Galaxy of Heroes only lasted about four months. Nintendo’s tactical mobile RPG, Fire Emblem Heroes, kept my attention for three months, but now is a game I only hop on occasionally to harvest any free character summons I’ve accumulated. Eight months of near-daily play isn’t bad at all.

Now, the glue that stuck me to Dragalia Lost is wearing thin. I remain impressed that every new warrior or dragon added to the game gets their own story; there are no throwaway characters. It’s just that I’ve collected 94 of the 124 or so adventurers in the game. New faces are a rarity in my game. The same goes for dragons. I’ve got most of them, and the ones I don’t have only pop up during special summoning events.

Summoning new characters and dragons is my main motivation for playing Dragalia Lost. I play through quests and events to earn the crystals needed to do ten summons at a time (there’s a better chance of rares in a ten pull). It takes time to gather the 1,200 crystals required, and when the results are a handful of duplicate characters and the odd four or five star dragon, it’s not worth the trouble.

Left: Dupes Middle: My characters Right: My most recent pull, another dupe

Some of that is my fault for playing so religiously. There’s only so much to collect, and I’ve worked hard to collect a lot of it. But Cygames hasn’t helped, either. Earlier this year, the developer removed character-enhancing Wyrmprints from the summoning pool, as they weren’t as exciting for players to receive than heroes or dragons. More duplicate characters and dragons in summons was an unfortunate side effect of that change.

It’s not all about the summoning, though. After months of exciting new raid and facility events popping up on a near monthly basis, Dragalia Lost’s special events have started repeating themselves. Right now, one of the game’s earliest special events, “A Wish to the Winds” is back, which is lovely for newer players who never got a chance to reap its rewards, but not so good for a long-time player desperately searching for something new.

I’ve no doubt that Cygames and Nintendo will continue to bring fresh content and ideas to Dragalia Lost. April’s crossover with Fire Emblem Heroes introduced a new type of cooperative mission to the game (as well as some kick-ass new music). Another significant happening along those lines could easily drag me back for a time.

Does leaving during the wedding summoning event count as leaving the game at the altar?

For now, though, Dragalia Lost is officially no longer a part of my daily routine. I’ll still keep it on my phone, maybe hop in from time to time to see if the developers dropped any “thank you” or “sorry for the inconvenience” currency into players’ inboxes following milestones or technical difficulties. If I see a cool new character or dragon pop up on Twitter, maybe I’ll drop in to see how the summoning roulette treats me. I still love the game. I’m just not in love with it anymore.

Source: Kotaku.com