Mobile game reviews? Really?
Mobile gaming keeps slipping past all of my ‘What did I play this week?’ checks. It’s not intentional. I don’t think I have a bias against mobile games. My stance is ‘Do you enjoy playing X? Then you are a gamer.’ I don’t believe a Twilight Imperium player is any less a gamer than a Call of Duty regular or a Candy Crush fan. As long as you are enjoying your game, you will keep playing games. That’s a gamer.
So in planning a run of reviews to write coming up to and during PAX Aus, I realised something. I have spent the most time on the last couple of weeks playing on my phone. And I haven’t even mentioned that in Last Week’s Gaming.
I spent about 12-15 hours playing two mobile games just last week alone. And I have plans to sit and get into another the week before PAX on the drive down.
So to make up for some of this oversight, let me tell you about Warriors of Waterdeep on iOS and Android, my biggest phone game at the moment.
Lords of Waterdeep got a sequel!
Well, no. But I can see where you might think that. It’s also not what a lot of people would call a Dungeons and Dragons game.
Warriors of Waterdeep has nothing in common with Lords of Waterdeep except for the thematic setting and D&D license. Your warriors getting a mission load screen set in the pub made me smile. Well, the first few times I saw it. Now I want it to hurry up and load.
It’s a mobile dungeon crawler. There are a few variants of this type of game out there, and all share similar traits. Take a party of adventurers that grow as you level up/buy more, beat the monsters, and repeat.
What Warriors of Waterdeep does well is making this such a simple to play experience. The reason I have sat on the couch and played it for two hours straight wasn’t that it was the best game ever. It was the end of the day, and I was tired after work. The couch called to me, and I answered.
I knew I couldn’t give the truckload of other games on my playlist the attention they deserve. The reflexes needed for Astral Chain were dulled. The logic required for puzzle-solving for Catherine: Full Body was out to lunch.
Do you know what I could do, though? Play a game that only asked of me “Tap the bad guy you want to hit”.
But it’s Dungeons and Dragons – isn’t that deep role-playing stuff?
Ordinarily, it can be. But Warriors of Waterdeep has nods to its D&D roots; it doesn’t try to recreate it.
Your warriors gain experience points (XP) to level up after clearing a room, but the improvements you get are preset. If you want to enable new abilities, you need to arrange your inventory.
Better pants allow for better healing. You are more likely to get a bonus attack with axes instead of a bow. It’s all straightforward – you want that skill? Equip that item. There isn’t layer upon layer of hidden stats and interconnected benefits. “I do this!” is what every item screams, and if you choose to equip the thing you can too.
The primary way of getting more powerful is by powering up your inventory, which you do by collecting cards, but I will talk more about that later. For now, just now that setting up your party isn’t a huge deal. You can get straight into clearing bad guys and not look at the party screen for ages, and enjoy Warriors for the simple diversion it is.
The most complicated nod is most items have a chance of activating a bonus ability. There is a dice roll that happens in the background, and if you succeed, you get to do the particular thing. There is also the magical critical hit which plays a unique animation of your attack. But this is again where Warriors makes a nod to D&D, without pushing it all onto the player.
So that’s all you do? Tap on bad guys and level up?
Pretty much. Warriors of Waterdeep isn’t mobile Skyrim, nor is it trying to be. At its heart, you enter a dungeon, clear some rooms, and get rewarded. That said, there are some variants to what you play.
As you explore Waterdeep, you clear out different areas. These areas end up becoming Boss Room gauntlet runs that you can run over and over again. There are some unique backdrops, but there are only so many ways you can layout a 4×4 square room.
The different bosses do have unique attack patterns and abilities, so learning how to get through can be a challenge. You are just replaying rooms of monsters followed by a boss, so the rewards are what makes this worthwhile.
The other thing you can do is Battle, which puts a random group of your heroes against another human team. These fights seem to try and matchmake even teams, based on a score rather than your team. I have been in unwinnable or unlosable battles as a rule. Lose a few fights to lower your standing, and could face off against players 2-3 levels lower than you.
That’s a big power difference – and it cuts both ways. You can be working your way up and see a team that is 2-3 levels higher than you. Suck it up and take a breath buddy, it will be over soon 🙂
I can also see this being the ‘pay to win’ section of the game. I have lost to teams with access to rare/epic/legendary equipment I haven’t got and lost 3/4 of my team in a single hit. Because Warriors is so quick to play, it’s easy enough to shrug off and jump back in. I wish this could be improved, though. Just losing a close battle is infinitely more fun to me than creaming opponents in one hit.
And finally, there are the quests. New ones are added every day. Kill X many enemies, do Y amount of damage, that kind of thing. Your reward is either a bunch of gold or a random card drop. It gives a sense of purpose to aim at something, but it’s just a reward for doing the same old over and over again.
So overall, it sounds fun! What’s the catch?
Core play mechanics, not much. It’s a light dungeon crawler with RPG ties, which can be just what people are looking to play. Having the ability to run boss gauntlets to level up your characters is a grind, sure. But what RPG doesn’t ask you to do the same thing over and over to level up?
If you don’t have the time or energy to play a ‘big’ game, having something on your phone like Warriors of Waterdeep can be just the ticket.
The issue is the cost of the free game – and not just microtransactions. The cheapest and best way to keep going with bonus chests and prizes is the VIP club. AUD$17 a month gives you access to exclusive chest rewards, mainly in the form of gold. You need gold to pay for levelling up everything in the game. You also need gold to redo those Boss rooms.
You can trade gems for gold, and you buy gems for cash. A fairly standard model, I agree. I am in a position now, where I feel the need to pay for stuff from the shop. Over and above the $17 I paid for the subscription, see where this can get expensive?
And the second problem is what you buy. You don’t buy the mythical axe of opponent stomping, that would be too easy. You get to buy a pack of trading cards like Magic: The Gathering, where the more expensive decks have a higher chance of the rarer cards.
So the theory is that you need the extra cards to level up your characters’ equipment, which in turn levels them up. Sounds reasonable. Except what if you need 50 arrows to level up your ranger, and in 10 booster packs you don’t get a single arrow card?
Long term, Warriors of Waterdeep is a great example of loot crates as gambling. Which in today’s world is not what you want to be known for.
So you are saying stay away?
Not at all. I have had a lot of fun playing Warriors of Waterdeep. Just be aware that it is asking a lot of you in terms of the old wallet.
I have the VIP subscription, and I will probably let it renew for another month. Unless something drastic happens to let me get further into the game though, next month will probably be my last month playing Warriors.
But until then, the relaxation and enjoyment I have gotten out of chilling on the couch and tapping the bad guys have been worth it. But you know what else I can relax with for $17 a month? Netflix. And have change. Microsoft Game Pass, and have lots of games to choose from – with change. Here is where I make the comparison and call Warriors expensive.
Download it, try it out, and see for yourself. If you have made it this far, you are probably interested enough to try it for out. Just before you hand over the old credit card info, weigh up the subscription against what you already have is my advice.
Until next time,
For a small filler game, Warriors of Waterdeep has been a lot of fun. Clear out a campaign dungeon, chip away at a quest or challenge another player to a battle – it’s 3 minutes of entertainment. There is also that tense – has been.
The biggest problem isn’t that the game has microtransactions. Work has gone into the game, and developers deserve a salary. AUD$17 a month plus aggressive sales make Warriors of Waterdeep the most expensive game I own.
I will probably let the second month of subscription run, then if nothing drastic changes with progression call it a day. I would need to buy too many random card packs to try and level up.
Try it for free, and see how you feel. Just know that when your warriors hit level 5, you will be grinding a lot to try and continue further.
- Simple premise well-executed.
- Beautiful animations.
- Has that “One more go” quality.
- Expensive. Reliant on microtransactions and random card drops.
- Internet required – even solo.
- Repetitive. New areas are more of the same.