The Command & Conquer series is something I love since childhood, and most of the games I have on it many times, because the original releases are not enough, even collections. She seems to be dead, but fortunately it's back, but we have Command & Conquer: Rivals here. It's a mobile multiplayer strategy that has struck one and the same two-player battle against a famous universe. On the surface it's quite a generic game on the heap's mobile. However, the authors have tapped the fight for Tib茅rium among the well known factions of GDI and Brotherhood of Nod. These include well-known units and characters, where Kane's charismatics are largely lacking.
The first moments with Rivals are really weird. You may approach the game with prejudices, but she is not so bad at the moment. When you do not have the right to be catchy. The gameplay is rather generic, but the universe (although running on any story) is quite decent in terms of mobile games. The tutorial is conducted in the form of several missions to explain the principle of mining the Tibiran, its use for unit creation, and a struggle that is dynamic and fast to either end it quickly or flow from one side to the other. After all, the multiplayer, which is also not bad, is actually coming in and I personally managed to make fun of these games. It was a pleasant surprise, but it is a shame that it did not last longer.
Rivals has several serious problems. I'm not evaluating the game just for mobile. From this point of view, it may sound better. I value it as a game. Anything else. And that's a little different. The problem is not fast fights. These mobiles really fit with their length and dynamics. If you are running, your opponent will blow in about a minute. If not, you are stretching a little longer, but it may not be longer than 2-3 minutes and you can go to another fight. It's ideal for playing between public transport stops or for moments when you're going to sit somewhere, doing what you need to do and going to work.
In the corner of each screen will come your mobile base, which will be decomposed, and then it's up to you. First of all, you have to send out your Harvester that collects Tib茅rium, which is the raw material serving as the main source. When you have enough of it, you can build on the base of extensions that serve to produce units: infantry, vehicles, aircraft, and special technology units. You will find a lot of old known, but not the old, well-known exhibition of the base. It's really just an extension, and you can even pick it out before you fight. You have to think tactically before the fight, not to take too many different buildings, because you pay for their construction and real in combat, or you do not need all 4 structures.
There are several ways to win the game. Each map contains several areas that you fight with your opponent. If they are your units, you hold them, and thus you get the energy to send a nuclear rocket to the base of your opponent. The base will withstand only two such attacks, so the space for errors is very small. But this is the fastest way. Slower is the traditional attack on the base, but you have to have tactically much better mastery and you must, for example, hire a teammate elsewhere.
The fight itself is based on a system that resembles a classic stone-paper-scissors. Thus, one type of unit is suitable for destroying another type of unit, but again it has significant weaknesses compared to the other one. You need to know your unit of knowledge so you can respond appropriately to what your opponent sends to you. Moreover, this is not just about it. You want to win, so you have to reverse his assault and gain the edge with at least one unit that will hold you the atomic moment. Many times, in the game, you are stealing literally, when in the last moment you gain predominance above the zones, the rocket suddenly turns and flies to the base of the opponent. These are moments that have been released by the author and will make you entertained. But if you expect something more from the game than the strategic page, there will not be much here. The gameplay is fairly flat, it does not have the ambition to go beyond the mobile shadow and offer something unoccupied.
You will no less enjoy the fact that it is not only about this system but also about the experience of the characters, for which any balance has already disappeared. In the menu, you can level up your units, including the commander of the base, who will give you the special skills to fight for the collected cards (purchased or retrieved from lootboxes) and credits. So if they meet two of the same units that attack one another, one of the players should not have a strong top. Here, however, one level is enough and you walk smoothly through the pawns of your opponent. It is a shame, the whole balance is lost, and even if the level limit is at a certain stage of your career based on the overall level of your faction, you will often avoid the moment when your opponent is overweight or vice versa. You have fairly low stakes stats. It could not damage the rated mode where it could be shut down altogether.
That's where the problems do not end. Mobile games are often about fast and short game sessions. There's nothing wrong with it, unless you really get the impression that the authors do not really want to play their game a lot and often. You only have to play ten games a day, otherwise you can not even say that you would have gathered some experience points. The difference is up to 1000 experience points between the first 10 games and all the others. And that's a huge number. So you think you're stagnating.
But you do not want to stagnate. With the game you spend quite a lot of time, still clicking on its icon, because once you get a daily lootbox, sometimes another lootbox, if there is a notification that a player from your alliance has sent you the required card (you can also find our SECTOR.sk alliance) . So you have it turned on every minute, just to make it as easy as playing when you get the taste for those 10 games. Everything is waiting for you, even if you are doing something or investing in it. You will have a heap of the game currency, but you have to wait until the right cards from the lootbox come to the units you are playing with, so you can pick them up. Even on the Node you have to wait until the total level 12 and you can only play for GDI. Kane is a similar case.
Of course, if you play free to play the game for free, you can not expect similar comfort as the players who pay for it. But I have the impression that regardless of whether or not you give money some money, there are still obstacles for you. Fortunately, you can not say at least that you will automatically win the match in the money. However, you can also give the whole heritage to the game, you still do not pay for playing more than 10 matches per day. Still there will be playability, which can be surprisingly caught, but after a few days it is really flat and does not change too. It may have changed, but you will lose interest in it until you reach new units.
This is Command & Conquer: Rivals in fact. You have the impression that you could pull out really interesting and entertaining mobile strategy, from which there are definite indications, but as if the authors did not want to bring something. However, they seem to want to offer at least an interesting visual that works very well, and this also applies to some effects. The advantage is that the game does not cost you a cent. Try it, play it for a few days, and then, when you will not really be interested, simply fade it and forget it. Maybe it will be right now, maybe a week or two. Quality is here but also a problem, with the absence of an ambition to bring something more than just another mobile mobile game.