Minion Masters Review

All the fun of a CCG and an RTS without the need for money

<p>Back when <em>Clash Royale<&sol;em> came out&comma; I was in love with the game&period;  At least until I got to the Legendary rank and found myself smashing my head against people who had spent hundreds if not thousands of dollars &lpar;according to the drop percentages&rpar; to have powered up extremely rare cards&period;  From that point on&comma; I decided to try to find a game similar in nature that didn’t ruin itself with a &OpenCurlyDoubleQuote;Pay to Win” design&period;  <em>Minion Masters <&sol;em>fills that role perfectly&comma; but will it last&quest;<&sol;p>&NewLine;<p><img class&equals;"alignnone size-full wp-image-143937" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2019&sol;05&sol;25012710&sol;Screenshot-2019-05-24-17&period;18&period;57&period;jpg" alt&equals;"" &sol;><&sol;p>&NewLine;<h4>Set It and Forget It<&sol;h4>&NewLine;<p><em>Minion Masters<&sol;em> has a relatively straightforward premise for its core mechanic&comma; but it involves a much deeper execution of strategy&comma; timing&comma; and deck building that ultimately make it fun to play&period;  When you’re actually in a battle&comma; whether it’s against a single opponent or in a 2v2&comma; your main task is playing cards mostly on your side of the battlefield&period;<&sol;p>&NewLine;<p>Many cards will summon a unit that will march its way toward your opponent’s tower on the opposite side of the playing field via one of the two narrow bridges&period;  Their goal is to do the same with their cards and the units will usually fight one another in the process&period;   It’s very simple to do&comma; which makes the game immediately appealing&comma; but there are ultimately a lot more strategic layers to keep it engaging&period;<&sol;p>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<p><img class&equals;"alignnone size-full wp-image-143945" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2019&sol;05&sol;25013946&sol;Screenshot-2019-05-24-17&period;18&period;35-1&period;jpg" alt&equals;"" &sol;><&sol;p>&NewLine;<p>In order to place units&comma; you need to spend the required mana cost&period;  Mana is gained periodically and is accumulated more quickly as the match progresses&period;  However&comma; when deciding which card in your hand to play on the battlefield&comma; the amount of mana available is only part of it&period;  You may want to save up more to play multiple cards that complement each other in quick succession&period;<&sol;p>&NewLine;<p>Timing is also a consideration if you’re attempting to counter a card that someone else plays&period;  Another timing aspect to think about is the speed of the summoned unit&comma; as placing a slow unit in the back of the battlefield may allow you to build up more forces around it by the time it reaches the bridge&period;  All of these factors and more play in to how you shape your strategy for each deck&comma; and that’s not even counting spells that usually can be played across the entire battlefield&period;<&sol;p>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<h4>Fantastic Decks and How to Build Them<&sol;h4>&NewLine;<p>Building a deck is the other half of the path to victory&comma; sharing equal value with strategic placement and timing&period;  You can play a mediocre deck well and find success&comma; but at the higher levels&comma; deck composition becomes a much more important part of winning matches&period;  Putting together a deck can be a daunting task&comma; especially with a steady influx of new cards entering the game&period;  However&comma; your starting cards and early common cards can build a quality deck that can be willed to victory if you take the time to learn to play the cards correctly&period;<&sol;p>&NewLine;<p><img class&equals;"alignnone size-full wp-image-143936" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2019&sol;05&sol;25011036&sol;Screenshot-2019-05-24-17&period;18&period;43&period;jpg" alt&equals;"" &sol;><&sol;p>&NewLine;<p>Generally&comma; my goal in deck building is to establish a tactic – such as master-focusing cards like the Living Statue or Rammer – and build from there&period;  I make sure to leave enough room in my ten card slots to have a basic counter for the majority of cards people might throw at me&period;  For instance&comma; you don’t want to be left without the ability to attack air units or else the first deck featuring one or two of those is going to wreck you&period;<&sol;p>&NewLine;<p><em>Betadwarf<&sol;em>’s efforts to add a variety of cards with unique mechanics has made it a lot more difficult to cover every possibility though&period;  Nonetheless&comma; being able to adapt a deck you build to counter trends and popular deck designs can be the deciding factor in whether you’re moving up or down the ranks&period;<&sol;p>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<h4>Too Many Queues Spoil the Broth<&sol;h4>&NewLine;<p>One thing that concerns me is that&comma; between 1v1&comma; 2v2&comma; Draft&comma; Mayhem&comma; and any other things people might be doing like deck building or playing against the handful of AI battles in Expeditions&comma; the playerbase might get spread too thin&period;  Indie multiplayer-centric games are often a disaster from the beginning because of playerbase issues&period;<&sol;p>&NewLine;<p>Some succeed for a time&comma; but once the much smaller population gets bored&comma; it starts a runaway cycle of exodus&period;  During the early access&comma; there were times that the concurrent population was down to a couple hundred people and&comma; while matches still happened&comma; they were often against the same small group of people in your rank&period;<&sol;p>&NewLine;<p>It has risen significantly since then&comma; and I hope Xbox cross platform play bolsters it even more&period;  Having 1v1 as the core gameplay component will almost guarantee <strong>some<&sol;strong> level of gameplay for a long time though&period;  Requiring only two people makes it a lot easier to get things going as well&period;<&sol;p>&NewLine;<p><img class&equals;"alignnone size-full wp-image-143943" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2019&sol;05&sol;25013707&sol;Screenshot-2019-05-24-17&period;18&period;19-1&period;png" alt&equals;"" &sol;><&sol;p>&NewLine;<h4>A Long Road&comma; A Bright Future<&sol;h4>&NewLine;<p><em>Minion Masters<&sol;em> had a long run in Early Access&period;  The developer&comma; <em>Betadwarf<&sol;em>&comma; has had a tough and storied past with the development of their previous two games as well&period;  I don’t know if they ever had doubts about how <em>Minion Masters<&sol;em> would turn out&comma; but the hundreds of hours I’ve spent in it should stand strong in demonstrating how enjoyable and borderline addictive this game is&period;<&sol;p>&NewLine;<p><em>Minion Masters<&sol;em> isn’t alone in its genre crossing RTS&sol;CCG design at this point&comma; but it’s certainly the best version – easily beating what <em>Clash Royale<&sol;em> was at launch and certainly proving that &OpenCurlyDoubleQuote;Pay to Win” is detrimental to design&period;  While it may still have a few hiccups to work out in card balance and performance &lpar;especially in 2v2&rpar;&comma; it’s easy for me to recommend this and I’ll certainly be adding to my many hours for the foreseeable future&period;<&sol;p>&NewLine;<p><img class&equals;"alignnone size-full wp-image-143939" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2019&sol;05&sol;25013126&sol;Screenshot-2019-05-24-17&period;19&period;45-1&period;png" alt&equals;"" &sol;><&sol;p>&NewLine;<div class&equals;"jeg&lowbar;review&lowbar;wrap">&NewLine; <h3 class&equals;"jeg&lowbar;review&lowbar;subtitle">The Review<&sol;h3>&NewLine; <h2 class&equals;"jeg&lowbar;review&lowbar;title">&NewLine; Minion Masters&NewLine; <&sol;h2>&NewLine; <div class&equals;"jeg&lowbar;reviewheader clearfix">&NewLine; <div class&equals;"review&lowbar;score score&lowbar;good">&NewLine; <span class&equals;"score&lowbar;value">8<&sol;span>&NewLine; <span class&equals;"score&lowbar;text">Score<&sol;span>&NewLine; <&sol;div>&NewLine; <div class&equals;"desc" style&equals;''>&NewLine; <p>Minion Masters is easy to pick up&comma; but the simplicity hides a game with a lot of strategic depth&period; It has the potential to be something big if they can work out some balance issues and maintain a solid playerbase&period; <&sol;p>&NewLine; <&sol;div>&NewLine; <&sol;div>&NewLine; <div class&equals;"jeg&lowbar;reviewdetail clearfix">&NewLine; <div class&equals;"conspros">&NewLine; <h3>PROS<&sol;h3>&NewLine; <ul><li><i class&equals;"jegicon-check"><&sol;i> Easy to pick up and learn to play<&sol;li><li><i class&equals;"jegicon-check"><&sol;i> Lots of depth in strategy and deck creation<&sol;li><li><i class&equals;"jegicon-check"><&sol;i> Entertaining aesthetic and announcers<&sol;li><li><i class&equals;"jegicon-check"><&sol;i> Solid variety of game modes all with quick matchmaking<&sol;li><li><i class&equals;"jegicon-check"><&sol;i> Free to play without pay to win<&sol;li><&sol;ul>&NewLine; <&sol;div>&NewLine; <div class&equals;"conspros">&NewLine; <h3>CONS<&sol;h3>&NewLine; <ul><li><i class&equals;"jegicon-cross"><&sol;i> Some balance issues that need to be worked out<&sol;li><li><i class&equals;"jegicon-cross"><&sol;i> Occasional graphical slowdowns in intense moments<&sol;li><li><i class&equals;"jegicon-cross"><&sol;i> Potential to fail and be unplayable without a committed playerbase<&sol;li><&sol;ul>&NewLine; <&sol;div>&NewLine; <&sol;div>&NewLine; <div class&equals;"jeg&lowbar;reviewscore jeg&lowbar;reviewbars clearfix" data-scoretype&equals;"point">&NewLine; <h3>Review Breakdown<&sol;h3>&NewLine; <ul><li>&NewLine; <strong>Score<&sol;strong>&NewLine; <span class&equals;"reviewscore">8<&sol;span>&NewLine; <div class&equals;"jeg&lowbar;reviewbar&lowbar;wrap">&NewLine; <span style&equals;"width&colon; 80&percnt;" class&equals;"barbg"><&sol;span>&NewLine; <&sol;div>&NewLine; <&sol;li><&sol;ul>&NewLine; <&sol;div>&NewLine; &NewLine; <&sol;div>

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