It was announced a couple of days ago now that the free to play Isometric MMO, Marvel Heroes will no longer be supported by Disney as they have "...ended [their] relationship with Gazillion Entertainment...". Of course this quote from Disney doesn't outline any detail toward the situation but does go on to say that Marvel Heroes will "...shut down".
Sad news for those of us who enjoyed the Diablo-esque ARPG for sure but not a huge surprise to those who've kept close tabs on the game its projects. Gazillion have been keeping up with updates and new content related to the newest Marvel movies and TV shows for as long as Marvel Heroes has been around. That support suddenly stopped a short time ago and folks started putting two and two together to make the assumption that there was, at the very least, a serious problem.
In fact servers will shut down on December 31st and in-game purchases are being removed now. That means that for rest of its existence the game will be 100% free to play. R.I.P. Marvel Heroes. You had a decent free to play formula and pretty dang fun game play. I will personally mourn my own Captain Marvel. Together we irradiated and captured countless criminals and villains via her near limitless celestial powers. You will be missed.
This is long and ranty. But I feel that it is important.
You guys absolutely got the industry you wanted.
We got here through slow degrees. Like the proverbial frog in the pot - although, it didn't actually seem that way to begin with. So, very quickly, let's talk about the divide between modern games and how they monetize and older games and how those raked in the money.
In the bad old days, a game was a once-off experience - for the most part. You bought the game, it had absolutely all the content on the disk and off you went. This wasn't absolutely universal, of course - even back then we had what were known as "Scenario Disks" and added content through content builders - Things like the Forgotten Realms Unlimited Adventures construction kit.
But if you bought a game you would be assured of ALL the content. At least until a scenario disk/expansion pack rolled around. There was no messing around with day one DLC [a misnomer, but we'll get there] or very many "added content exclusives." The game you took home was - generally - the same game your European friends took home on the day of release.
Then, Bethesda cracked open the door through Horse Armor and everything changed.
But it's important to realize an important thing about this whole fiasco: we can't go back. We can't stuff the genie back into the bottle. But we can maybe make executives think twice about fleecing us.
I have to start this by saying that this is a beta build and some things may change yadda yadda etc. whatever.
I happen to really like Orcs Must Die...
So last year some time when I started hearing of a third game game in the series I was pretty excited about it. The addition of a slew of new heroes to play each with their own styles and abilities and a leveling system and tons of new maps made me happy. So of course when Robot Entertainment opened up a beta for everyone to play I jumped on the boat, my thoughts follow.
Fans of the Orcs Must Die series like myself will find some similarities but only a few. First off it's all online play now and not just because of leader boards. Like OMD, players can bash orcs and ogres and kobolds to their hearts content in a survival mode facing waves of increasingly difficult enemies. And like OMD2, you'll also be able to team up with friends to do the same thing. That much is still fun and along with new hero types including the originals there's some variety in your game play. The problem is that OMD Unchained only looks like the first two titles that did everything right.
Now instead of a setup screen where you spend your hard earned skulls on traps and upgrades you'll instead have to build a deck of cards to go into battle with. The game gives you two decks, one for Survival Mode and one for Siege Mode which I'll talk about in a bit. Once you're in the game and playing you're stuck with what you've got in that deck, no more last minute changes before the round starts. And if you want to explore the map for optimal trap placement, you'd better do it quick because the round will start soon whether you're ready or not. You'll also have a limit on how many traps can be placed despite the amount of coin you've earned. Have enough money to fill the whole hallway with spikes and napalm and arrow traps all the way to the rift? Well as long as that's not more than 50 traps then that's great. Think 50 traps sounds like a lot? It's not. It should be noted that it's entirely possible that this number could increase at higher levels.
Remember that some of the traps you had in OMD 1 and 2 included Archers and Paladins? Well in Unchained they've been replaced by the Guardian card. You'll only be able to place them where the map allows you to, on a predefined guardian platform, and they are pretty strong and help a ton but what happened to being able to put them where you felt like they were going to be the most effective? Not mention, you only get one to use on your map. You'll have to earn more cards through matches and crafting, or buy a chest from the store and maybe get one, to be able to place more guardians. This rule is the same for all of your traps by the way, you can no longer place traps on any and all surfaces. Instead you'll need to put them in specific areas that are marked on the mini-map in blue. The game calls them "Killboxes" I call them "unnecessary limitations".
Robot just seems to have strayed too far from a great formula for this mode of game play to be enjoyable as a whole any more. I would probably really enjoy it if the Survival mode and Siege mode just had different systems. It makes sense in Siege for the placements and limitations to be the way they are, but not in Survival.
Leveling...
Is not as great as it seems like it would be. You'll be juggling your battlefield level, your hero level and account level. Battlefield levels are gained while playing a round and each will unlock a tier of boosts to help your character survive the oncoming hordes. They are temporary levels and will reset after each match. Hero levels are just what they state, a level rank given to whichever hero you're currently playing and seem to have little to no effect on play as of now, at least none that I could really notice. Your account level grants you access to new and more difficult maps to play.
The Heroes...
Themselves are pretty cool, with nice looking models and at least decent animations. There will be at least 15 heroes to choose from at release and those that are available to play now are fun. Everyone is different enough to be a separate entity, has their own strengths and weaknesses and feels very balanced in multiplayer. As it is now though, make sure you choose wisely because once you click a hero to play you can't change your mind until the match has ended. Meaning that even before the match starts an accidental click will mean that's the character you're playing as during this round.
Game Creation...
Is pretty quick and straightforward, but it also has its limits. For instance, finding a multiplayer game is easy, just click on the matchmaker and you'll be in game soon enough. Want to make one yourself? That's easy too, add your friends via a very convenient invitation system, select a mode and you're off and running. But if you want to make a custom game things feel a little beta still. Only Siege games can be created in the custom tab, no Survival mode here. You'll get your friends together in a 5v5 match (no more, no less) choose teams and go. If you need bots then you'll have to set them up individually before you can begin. Admittedly though, the bots seem to be pretty decent at their jobs.
The Store...
Ahh yes, the inevitable in-game store. I mentioned back in my recommendation for Marvel Heroes, that some titles pull off the free to play model pretty well. Orcs Must Die Unchained is NOT one of those games. Now the heroes and skins themselves are within reasonable limits even for this title, sitting around $5 to $10 each. What I have a problem with is the ability to purchase chests of random items that are guaranteed to contain things that will make a character stronger than others owned by people who don't want to spend money on this game. Pay to win isn't cool people, don't support it.
The good side to this...
Is that heroes are free to play albeit slightly gimped because experience gains won't be 100% until you purchase that character. Still, you'll be able to try everyone out once they're all available and get an idea of what you're in for before making a decision.
Maps are many and well designed. Despite the limits OMDU places on you, at least the usable areas are well made.
Siege mode...
Is pretty fun actually. This is clearly where Robot was heading with the core development of the game. Where the classic survival mode feels very different and overall bad, Siege mode feels solid and pretty refined. This is essentially a MOBA with the elements of traps from Orcs Must Die. Ten players, five on each side of a symmetrical map, fight to get their minions through the enemy rift. However lanes don't conflict with each other so your minions wont ever fight other minions. Instead your players will choose roles and become Attackers, Defenders or Pillagers and benefit the team in their own way all in the name of getting those friendly minions through enemy traps with the goal of getting them to the enemy's rift and wearing down their points. When a rift reaches zero points, the opposite team has won.Defenders will start with money to place traps and barricades in enemy attack lanes to help stop minions from reaching your team's rift. Attackers will start with a bonus to attacking and friendly minion defense, and the Pillagers will be more effective in collecting items from crates found around the map to upgrade minions.
When it all boils down, it's just a MOBA, but it's just different enough to feel like something new. And even for someone like myself who doesn't particularly like MOBAs, it's actually pretty fun. Yoda, myself and Twinstiq friend and my little sister, Phirary13 played a couple of matches that I'll link here in a kind of NSFW video due to our language. This recording includes some of the Survival mode as well, and any OMD fans will see the issues there. Though I will say that even the Survival mode is much more fun with friends.
The Deck Editor...
Has a lot of slots for decks, thank goodness. But why does this even need to be there? Why can't it just be earning traps by playing the game? Why does it need to be a CCG inside a Tower Defense game being overshadowed by a MOBA? The answer is because then players wouldn't have anything to grind out. Did I mention that you can craft cards? Well you can, and it takes a lot of materials that are gained by completing matches. What this does is drag out your play time because in order to get that next trap or guardian you'll need hundreds, if not thousands of skulls and dozens and dozens of materials that drop on certain maps. And it's not just materials, there's also a whole separate category of "parts"...Uuuurrrgghh why can't we just have a screen to purchase and upgrade gear and traps like there used to be? Why must it be so convoluted? It's just too much book keeping for such a simple game. As I mentioned above you can purchase a chest from the store with real currency to possibly bypass the tedium of material farming but that's exactly what this system was designed for.
Conclusion...
What really sucks about this direction is that those of us who are fans of the OMD series and expect to have that great, wave on wave, tower defense game play will be severely disappointed. As of now there is no unlimited wave mode, only what the map calls for. Maybe this will change before release, maybe a lot of things will, but I'm certainly not holding my breath. This is an open beta and that usually means a release date is just around the corner.
It just feels like Robot was going for a Deathmatch / MOBA feel, and since it was called Orcs Must Die, they had to put some semblance of the original games in as an afterthought. And frankly that blows because no matter how much fun Siege Mode is, I can't recommend this game to anyone expecting Orcs Must Die Unchained to be anything like the great titles that came before it. Robot should have just called it what it is, Orcs Must Die: PVP Siege Arena.
System Requirements for Orcs Must Die Unchained are as follows
Alright well we've all seen free to play ARPG's out there and most of them are too good to be true. They allow you play to a certain level then charge you money to continue playing, or they lock specific gear you need to continue behind a pay wall or some such nonsense that makes an otherwise fun, free game, much less free or fun.
But some get it right. Path of Exile, for instance created and published by Grinding Gear Games, is a great fantasy ARPG. Nothing locked behind pay walls, and donations are made for cosmetic items only if you so choose. All content is free and fully accessible and the support is excellent. It remains one of the best examples of how the free to play model can really work. But let's say you're sick of the typical dungeon crawler, D&D fantasy style isometric Diablo clone ARPG.
Enter, Marvel Heroes. It pretty much speaks for itself but here's the rundown. You'll be a super hero or villain from the Marvel Universe and follow a very graphic novel style story that takes you around the world to see places like New York and the Savage Lands while giving you home bases like Avengers Tower and Xavier's School for Gifted Youngsters. The story is told through missions as you play of course, but also with some very cool comic book style cut scenes.I've been playing this pretty consistently for a while now and I'm noticing that this another good example of a player friendly free to play model. So let's look at this game a bit and see why it's such a good experience. It's 100% free. You can grab Marvel Heroes on Steam if you have an account, or you can download it right from the source at the official site and soon enough you'll be confronted with a choice of what hero or villain you want to become. When you first start you'll have access to 12 heroes and after the prologue that number increases to 55 and more are still being added. Here's the current list of playable characters.
You'll be able to play every hero or villain until level 10 and then the game reminds you to remember to switch out heroes or choose to "uncap" the current one. They give you one hero for free to level all the way to 60 but want you to play as many as you can so that you can make an educated choice. I tried: War Machine, Luke Cage, Iron Fist, X-23, Juggernaut, The Thing, and Cable, to name a few (there were more) before finally deciding to continue on with Captain Marvel. The rest of the heroes and villains remain playable at any time you wish from just about anywhere in the game. So if you feel like you need a quick change just press "T" and choose a new hero; no need to log out and back in to switch. It's a pretty smooth operation.It's important to remember that every playable character is free until level 10. I reiterate that because if you grab this game on Steam you'll see some fairly pricey DLC on the list that includes heroes. Those DLC packs include cosmetic items and alternate costumes which you can purchase separately in-game. They'll also uncap that hero for you but the most useful thing they include is a character specific inventory, which would actually be pretty great because inventory and stash space is shared and storage is kind of limited if you're going to play more than one hero. It's also important to know that if you do decide to uncap more than one hero you can do that via the game store with real money, or if you're patient you can collect "eternity splinters" (items that drop off enemies) and use them to purchase your next uncap. They aren't very rare and the game will even provide you with a pack of 400 of them as a login reward and that alone is enough to buy most heroes, they range from 200 to 600 splinters each. The point here is that you only need to spend actual money if you want to.
I've chosen to purchase an alternate costume for my Captain Marvel because it's not expensive to do so in most cases (some cost more than others) and I figured I'd support the title in at least a small way. And like most free to play games Marvel Heroes has deals and sales on bundles of items and the like pretty often.Need a sidekick? Get a team-up hero. The game will provide you with at least one, but all the playable heroes and some extras (like Carnage, Agent Venom and many more) can be purchased as a team-up. They have their own items and skills and gain levels just like you do. Plus if for some reason you need to go AFK for a bit they'll hang out and protect you.
My only real complaint is that I think this game needs a lot of balancing. Now don't get me wrong I know that it makes sense to be vastly powerful what with being a super being and all, but there's almost no challenge at all. It's possible to wipe a out a group of dozens of mobs with the use of one skill. In fact the only times I've been defeated since I started playing regularly are in the "Patrol maps" where everything is stronger and bosses come at you in multiples. To be fair though there is supposed to be end-game content for level 60 heroes that provide a much better challenge, but since I'm only level 41 at the time of this writing I can't speak to that myself. Also co-op play with friends will increase the difficulty of enemies on the map. So there we have it, my recommendation to play a really good, friendly, free to play title with a great model. Marvel Heroes uses Unreal Engine 3 Engine so it runs great while looking great, and there's even a Mac port in case you use one of those things for games.
Our own Yoda0vgs introduced me to this in a sort of trial by fire live stream that we did a few days ago. You can see the video here on our Twinstiq LP channel, skip ahead to around the 11 minute mark to actually see us start playing.
System Requirements for Marvel Heroes are as follows
Windows
OS: Windows Vista 32/64, Windows 7 32/64, Windows 8 32/64, Windows 10 32-bit
Processor: Core 2 DUO 2.1 GHz / AMD Athlon X2 2.1 GHZ or better
Memory: 3GB
Hard Disk Space: 30GB*
Video Card: Shader Model 3.0 Compatible with 512MB VRAM (Nvidia 8800 Series, ATI HD3800 Series, Intel HD 3000)
*30GB is required for installation. After installation, Marvel Heroes will require 15GB of storage.
OS: Windows 7 64-bit, Windows 8 64-bit, Windows 10 64-bit
Processor: Current Generation Quad Core (Intel Core i7, Core i5 or AMD FX Series)
Memory: 8GB
Hard Disk Space: 30GB*
Video Card:Discrete video card with 2GB of VRAM (Nvidia GTX 600 or 700 Series, AMD R9 or HD7900 Series)
*30GB is required for installation. After installation, Marvel Heroes will require 15GB of storage.
Mac
OS: OSX 10.8 Mountain Lion
Processor: Intel Core 2 Duo
Memory: 4GB
Hard Disk Space: 30GB*
Video Card: Discrete or Onboard GPU with 512MB VRAM (Nvidia 9600m GT, Intel HD 4000)
*30GB is required for installation. After installation, Marvel Heroes will require 15GB of storage.
Hearthstone's solo adventures are always a pleasant change of pace. Instead of beating up on other people, we're beating up on imaginary bosses. These bosses are generally thematically linked through some crumbs of story that get doled out as each wing of the adventure unlocks.
In the case of League of Explorers, the story's wrapped around a kind of Indiana Jones-like concept, where you help both prominent Warcraft lore figures and newcomers alike to banish a thief named Rafaam from the current dig you're on.
It's simple and fun - for the most part. It also introduces new adventure mechanics, new cards with thematic ideas and my very favourite Murloc - something I thought I'd never say - in the form of Sir Finley Mrrgglton.
So, as Peter Molyneux might ask...what's inside the box? Read more
Hey everyone. Do you love AAA games with cutting edge graphics? How do you feel about stealthing your way down a hall, hacking your way in to a locked door and stealing classified documents? Is third person shooter action what you live for? Well if you answered yes then this is definitely NOT the review you came to read.
If you're still with me then join me for a trip through a game that this review is actually about.
Destination Sol is a free to play, randomly generated, 2D space exploration and combat rogue-like game. It's got a retro style and as the player you'll be flying around a vast open space sandbox and blasting away at various enemies while looting items and trading with space stations. And there are no microtransactions!
Currently it's available through Steam as a PC version and is also available for free on the Google Play Store as an Android Mobile version. And for a totally free single player title it's pretty cool. Let's check out the PC version.
This title is fairly easy to just pick up and play, but a quick tutorial covering all the basics is available from the start menu.
You'll start as small space ship at a space station in one of two star systems and are immediately free to explore the space around you. Once you open your map and zoom out you'll quickly notice that the game world is pretty expansive and fully accessible.
While in the map view you'll be able to see your position in real time as well the rest of the available area. Just about everything you need to see is marked, space stations, planets, asteroid belts and quick travel points are most prevalent but you may also see other ships.
However that doesn't mean the map is perfect. Missing are the abilities to create waypoints or markers of any kind; and in an open world it would be nice to have the option to point yourself in a direction. You're also unable to drag the map screen around to see objects off-screen.
Conveniently, the map also marks what areas are considered too strong for you by flashing skulls on their positions. Who has two thumbs and didn't pay attention to skulls? Oh that's me. I decided on a whim to fly to a near by ship that was flashing as a skull. A clear red flag, warning me to turn away before it was too late. As I neared an actual warning came up on the screen that said bluntly "Dangerous Enemy". Just before I became a smoldering pile of scrap on the ground I thought to myself, "I can handle it. I have the hang of this game already". Afterwards I respawned and went in a different direction.
There are no missions in Destination Sol, so happily you can pick a direction and just start out exploring. Soon you'll find yourself sailing through asteroid fields and battling space pirates who will provide you with currency and items as your reward for their defeat. Speaking of asteroids... Anyone remember the classic arcade space blaster Asteroids? That's how this game controls too.
Now, in Asteroids if you hit something (say, an asteroid perhaps) you blew up and it was GG thanks for playing. In Destination Sol your ship is a bit more durable so it takes some significant speed to blow you up in a collision. It can happen though and if it does...GG thanks for playing.
It's not all as hardcore as sounds though since the only penalty for death is a loss of some currency, and your respawn will always put you back at your original starting space station. As a result there could be some downtime in flying back to your place of demise to recover money lost or items left behind. Not to mention you might run in to more space pirates or get sidetracked by something shiny...
Like a planet. Yes, Destination Sol allows you to seamlessly descend into the atmosphere of an extraterrestrial world. There are three types of planets to explore and you'll know when you're near one because a bar-like feature consisting of several blue dots will appear on the outer edge of your screen. Perhaps just for the sake of argument we'll call it an atmospheric indicator. As you near a planet these dots will move along the edges of your screen to determine your position in relation to the planet and will also glow brighter. Remember that tutorial image at the beginning of this review? Who am I asking, of course you do. In the upper right corner of that image is one of these atmospheric indicator bars.
As you enter the atmosphere you're greeted by gravity, clouds, a sky, some pirates, and even a day night cycle of sorts. It's a small detail overall but I really liked that there was a light and dark side to each world.
In my experience the pirates on planets are far more dangerous than most of those in space. At least early on. They have better weapons, faster ships, and bigger shields. Plus they may be backed up by gun turrets on the ground. But if you can manage to get by them there's almost always a trader on the surface with upgrades, repairs and ammunition.
Unfortunately this about where planetary exploration hits it's peak. I found planets to be pretty small and once cleared of evildoers and looted for every item and monetary credit it was back to space with me.
We haven't talked about itemsand weapons yet so let's get in to that a bit. Destination Sol advertises over 50 items and weapons to find, buy, and equip. Your ship will begin it's journey with a basic set of gear to get your started and it's all visible in the upper left corner of the HUD.
Items are pretty self explanatory. For instance, your shield will absorb the damage before it fails and your ship starts taking physical damage. In which case you'll see your hit points drop, if they reach zero, GG thanks for playing. Fortunately for you it's possible to buy bigger shields that absorb more damage before failing and thus avert tragedy a bit easier.
Also available are repair kits. These kits will self-use when you become idle for a few seconds and repair a total of 20 damage before being used up. Only need to repair 13 damage? That's ok the kit will stay in your inventory until it repairs 7 more.
Your ships armor will increase your damage resistance allowing your ship to take punishment when your shield inevitably fails under pressure. Higher levels of armor are available for purchase to increase your damage resistance further.
Weapons are varied in both number and effectiveness. Your starting weapon is the good old blaster. As a starting weapon it has infinite magazines meaning it can reload forever. Reloading takes time and takes place only when you're out of ammunition, and only automatically.There is no manual reloading in Destination Sol. A point that I wasn't fond of at all. I don't know how many times my ship needlessly exploded because I couldn't prepare for a fight by reloading before hand.
Other weapons, ballistics, missiles, bombs, mines etc. all take ammunition that you'll have to buy from a trader or space station. In other words, no infinite reloads. Different weapons are more, or less effective vs. shields or ship armor so there's a modicum of strategy involved in what you may choose for a certain situation. Also weapons come in two categories: Light and Heavy. Your ship will show you which is applicable.
Herein we see the balance of the game. The Guardian ship has a light weapon slot, which is able to rotate automatically like a turret to fire. It also has fewer hit points. Whereas the Fighter has a heavy weapon slot which cannot rotate, meaning you use your ship to aim. However it has more hit points allowing it to face danger head on a bit easier. Categories are clearly marked in the trade screen. Combat itself is handled, very simply. Point your reticle at the enemy and fire. Easy peezy lemon squeezy.
Destination Sol gives you the availability of piloting up to 6 different ships, a few are in the image below. Some of these ships have more than one slot for weapons, and each has it's own unique special ability. The guardian ship has the ability to temporarily slow time and comes with one light weapon slot. The larger Hunter ship has the ability to teleport in battle and comes with two heavy weapon slots.
My favorite ship so far is the Hunter class. It's big, intimidating looking, and I put two heavy machine guns on it to rule space with a hale of lead of fire!
You'll have to buy ships from traders and outposts, and they can be pricey. They are worth the buy though and they'll use items you currently own.
Also usually available at traders and outposts are mercenary allies. Hiring one of these mercs can be a little expensive but they can be very helpful and each has their own abilities. Plus during boss battles they double as bullet sponges. Meat shield anyone?
"Boss battle" is actually a loose term here. There are no true bosses in Destination Sol, at least none that I'm aware of. I never ran in to anything like that in my play time. What they tend to be are usually just larger more heavily armed and armored ships that give greater rewards for their defeat. But they show up during exploration, not in an encounter type situation with a large health bar and narcissistic monologue.
My own first sighting of a boss ship was while I was exploring a planet and suddenly, there from above, was a relatively enormous pile of guns blasting away at me. I managed to win the fight by the skin of teeth and collect a veritable treasure trove which I immediately unloaded on a trader for a significant pile of cash. It was very satisfying.
So far I see no end to this game. Which is great on the one hand because you can just play and play. In these days of 10 hour titles costing $60 it's refreshing to have free title with a play time as long as your attention span. On the other hand there's only so much exploration and pirate battling one can do before starting over.
Which brings me to my final subject here. Destination Sol, is classified as a rogue-like, hardcore, arcade, space RPG. A mouth full to be sure. Now don't box this in to the same category as a more familiar title like FTL. The similarities are few if any at all. I don't see much as far as an RPG element goes in Destination Sol. Though you're able to aquire and equip gear and items there's no leveling system. There is no dialogue, and there are no quests. Not even a story line to follow.
But, it is very arcade like, and Rogue-like in a way. The arcade elements are pretty obvious when you play. The game is only lightly physics based and there's just that old school joystick and two button feel. Like I need to be dropping quarters in a machine.
Rogue-like elements seem to mix with the hardcore. You have what equates to as infinite continues. Die and you'll respawn and move on more or less the same as you were (minus a few credits), but the game state is never saved. Your ship's build is saved when you exit the game, but the world is different every time you start. From the main menu you'll have the option to start over from scratch or go ahead and use your previous ship with your items etc. I guess you could argue this as being rogue-like since it's a way of having a legacy... to a point. I personally feel more comfortable calling it an arcade space exploration and combat game.
So in conclusion, Destination Sol, is a free to play title with no micro-transactions. It's pretty well put together with a few things maybe needing some polish. For instance I know I didn't mention above in the review but this game has no music. I really think it could benefit from a soundtrack. But it's supported on Steam with updates so perhaps we'll still see improvements where they're needed.
Would I recommend Destination Sol? So I kind of have mixed feelings about some portions but yes, I would recommend it. Why, you ask? Well dear reader, if you're in to a retro style of graphics and a simple character controller I'm sure you're going to dig this. And possibly more importantly, it's free and it's fun.
System Requirements for Destination Sol, are as follows:
Processor: 1 ghz or better
Ram: 512 mb or better
Graphics: Support for OpenGl 2.0 at least is required
Back in February Pokémon Shuffle was released for the 3DS and 2DS as part of Nintendo's free to play catalogue. It's a match three game in the same vein as Candy Crush, but with much less bothering other people over facebook. The game got a lot of criticism because of microtransactions and how you only have 5 hearts when you start and that they take 30 minutes to regenerate each.