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Pinstripe for PC Reviews

Pinstripe Reviews

Pinstripe is a game about descending into Hell to atone for unjustly taking a life. As you explore an underworld fit for a stop-motion Tim Burton film, thoughts of revenge, anguish, and disgust begin to creep in. Though the presentation of these themes is tantalizingly sinister at times, the ultimate impact of confronting them is dulled by pervasive storytelling issues and tedious mechanics, making this less an examination of heartbreak and more a tale of monotony.

Pinstripe’s doomed protagonist is a gaunt priest named Ted, who, along with his daughter Bo, are introduced onboard a moving train. In her juvenile naivete, Bo suggests the pair play detective and investigate nearby traces of smoke, with Ted in the role of Sherlock and her the part of Watson. Some time after exploring the various carts, they stumble upon an ominous man with piercing yellow eyes and a lit cigarette named Mr. Pinstripe, who asks whether Bo likes balloons and if she wants a shiny black one. Moments of grotesque leering later, Mr. Pinstripe kidnaps Bo, exclaiming that she’ll soon call him “father.” With his young daughter in the hands of the titular evil, Ted must go above and beyond to recover his child and punish her abductor.

Pinstripe falls in line with most tales involving kidnapping and revenge: A weak character is rendered vulnerable by a dark presence, and a hero rises to set things right and serve justice. There’s nothing wrong with the revenge trope, but Pinstripe implements it in such a way that makes the narrative feel pedestrian. Bo’s cries for help and Ted’s supposed resilience and determination come across as contrived and shallow, failing to inspire emotional attachment to either character, let alone inspire sympathy. However muted its retribution plot is, Pinstripe’s dialogue exudes childlike wonder, exemplified in the villain’s use of sanitized insults like “screw pod” or “hump face,” which sounds reminiscent of a children’s storybook and elicits a chuckle.


When its childlike voice takes a break, Pinstripe’s haunting aesthetic–driven by gothic and Edwardian-era influence–takes center stage. Its melancholy world is paired with a dreamy soundtrack that feeds off of Hell’s spooky atmosphere. The Sack Chute level, for example, is engulfed in a thick darkness that makes navigation difficult, playing to a fear of the unknown; only Ted’s headlight peering through the dark allows for a cone of vision. This limited view imbues tension, as you can only see what’s in front of you–things grotesque and covered in slime. It’s here in the ambiance, atmosphere, and sound that Pinstripe’s dread takes hold.

When its childlike voice takes a break, Pinstripe’s haunting aesthetic–driven by gothic and Edwardian-era influence–takes center stage.

Pinstripe is a platformer first and a puzzle game second, and though none of its challenges are difficult by design, Ted’s floaty leaps complicate even basic platforming tasks in practice. Getting him onto platforms when necessary is often irritating, especially during timed puzzles.

Awkward platforming aside, Pinstripe’s many puzzles are typically on the easy side. The only time-consuming riddles are those that require you to piece together seemingly benign artifacts in the environment, but these moments are easily resolved through trial-and-error by poking and prodding at anything that looks suspicious until you hear a chime. These puzzles bring diversity to the adventure, but they ultimately feel like unnecessary speed bumps.

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You eventually encounter enemies, armed with nothing but a slingshot to defend yourself. These battles seem easy at first glance, however, the slightest flick of the analog stick will fling the reticle, making it unusually difficult to precisely aim at and hit your target. The game doesn’t include many battles, thankfully, and few of Hell’s enemies pose much of a threat despite the ineffective aiming system–the same can even be said of the final boss. Underwhelming and easily exploited, the ultimate bad guy can be defeated by ducking in a corner and button mashing, in very little time.

Regrettably, Pinstripe’s rich atmosphere is overpowered by these types of issues. Enemies need only a few shots to defeat, puzzles need only a couple of tries to solve, and the final boss can be exploited to oblivion. And because the story lacks emotional weight or resonance, once the credits roll, you’ll quickly forget Ted and Bo’s struggle, the puzzles you solved, the conclusion to what could have been a memorably haunting trip through Hell.


Story of Seasons: Trio of Towns Review For 3DS

Few could have predicted that the niche “social farm simulator” genre would become a hotbed of competition in 2017, but thanks to trademark shenanigans and the surprising success of indie favorite Stardew Valley, that’s where we are today. Publisher XSEED Games is once again looking to capture part of the audience for these charming life adventures with Story of Seasons: Trio of Towns.The game delivers a warm-hearted, relaxing experience that rewards patience and perseverance, even if it does come with a few issues.

The game begins with a flashback to a time where your character had a life-affirming experience at the farm as a young child, inspiring them to dream about running their own farm. Flash forward to the present, where you’re going off with your uncle Frank to begin a new life as a fledgling farmer–though not without some stern disapproval from your father, who isn’t convinced you have what it takes to endure the harsh realities of country living. Can you grow from an inexperienced greenhorn into a farming wunderkind, all while forming important interpersonal relationships and eventually finding the love of your life? That’s what Story of Seasons: Trio of Towns is all about. Well, that and shoveling cow manure from time to time.

The basic formula that drives Trio of Towns is familiar by this point: You operate on a day-to-day schedule, with an in-game timer that flows from morning to night each day. Performing activities like cultivating crops, tending to livestock, fishing, mining, or clearing out weeds, trees, and boulders from your fields consumes your stamina, which can be refilled by eating food or resting (and moving on to the next day). Eventually, your hard work will pay off with a bountiful harvest, yielding tender veggies, juicy fruit, and prime produce you can sell to earn money and invest further in your little farmstead. You can also head into town and interact with the local folks, forming important social relationships and eventually, after many moons, finding a nice young lad/lass to settle down with.


The amount of time and effort this will all take depends on the difficulty you choose at startup: “Seedling” difficulty makes things a fair bit more gentle, giving you more money for your sales and work and decreasing stamina consumption. If you want a more chill farming experience–and, really, given this genre’s appeal as “unwind and relax”-style games, many people do–you can pick this difficulty with no repercussions. If you’re really invested in the simulation aspect, however, there’s a stricter difficulty you can choose that puts more emphasis on the day-to-day micromanagement.

Trio of Towns makes the most of the aging 3DS hardware, giving players nicely rendered environments and an attractive cast of NPCs to engage with. 3D effects are used sparingly for things like the HUD, text boxes, and various graphical flourishes. Sometimes the game will try to do too much, however, causing it to chug a little when there’s a big rainstorm or a flurry of flower petals zipping across the screen. It doesn’t happen too often, but when it does, it can be somewhat distracting.


One of the biggest changes in Trio of Towns is that, instead of one central hub town to explore, you now have three separate population centers to engage with, each with their own distinct flavor. Westown is a typical Western-inspired city, dotted with mines, train tracks, and cacti, while Lulukoko is a Hawaiian-themed tropical city filled with palm trees, exotic animals, and a beautiful oceanside ripe for fishing. The final area, Tsuyukusa, is a village with a classical Japanese flair, filled with blooming sakura trees, rice paddies, and flowing river water. Each of these villages has a unique culture and vibe to it, slightly changing the way you interact with the people who live there and giving you a variety of new activities and festivals to engage with over the course of the year. They also provide you with opportunities to acquire exotic livestock and crops–it’s pretty darn neat to be able to raise banana trees right beside rice and tomatoes, and the variety of stuff you can work with lets you customize and specialize to your heart’s content.

Of course, these towns also offer a new layer of simulation micromanagement. You build a personal relationship with each town separately by doing simple part-time jobs for residents (usually quick, somewhat tedious activities like parcel delivery or variations on standard farm chores, though more interesting stuff eventually opens up), participating in local events, and shipping items for sale to specific areas through the use of the farm’s shipping bin (which, thankfully, eliminates the need to physically travel to each town simply to sell stuff). Sometimes you’ll hit a snag in building your relationships with each area, blocking progress until you fulfill a set of arbitrary requirements to progress further.


Other changes in Trio of Towns are smaller but still help change up the formula enough to keep the game from feeling overly familiar. Foraging for wild plants and materials is more prevalent here, allowing you to sustain yourself on harvesting things growing outside your fields if the going ever starts getting a little rough. Your crops now have individual values for elements like color and juiciness, and later in the game, when you’re entering competitions and fulfilling specific requests, growing for specific crop qualities becomes very important.

Building decorations for your farm (called “farm circles”) can not only make your fields look incredibly swanky but can also grant you special effects that will aid you in your agricultural endeavors. Tools can be improved and customized to increase effectiveness and efficiency, using less stamina to produce better results. The added complexity and customization these changes offer make for a more varied, interesting farming experience, adding to that sweet, sweet sense of satisfaction you get when that paycheck comes in and you can splurge on the cool farm bits you’ve always wanted.

But while Trio of Towns does add a few neat new ideas, it falters a bit in streamlining and eliminating some of the tediousness that’s been present in this genre for many years. I know–farming is hard, tedious work, so it makes sense that some of that would be present in a farming-themed game, but would improving the user interface a little really affect the feeling of “hard work yields satisfaction” these games deliver? The rucksack is a mess, with similar items taking up separate slots for reasons I can’t understand. You can’t assign specific, commonly used tools to controller buttons to make things easier when doing your morning farming routine. Instead, you have to open up a menu, select a tool, then manually put it away when done.

No Caption Provided Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10Gallery image 11Gallery image 12Gallery image 13 The same goes with items–it takes a surprising amount of time and button presses to do something as simple as checking your pocket planner to see whose birthday it is. (You can assign specific items to a shortcut menu, but as I found out when attempting to put my planner on this menu, it treats all items assigned this way as something you hold and throw around rather than something you use.) Given the increase in the number of towns, it would also have been nice to have an in-game item that let me keep detailed notes on each of the game’s many characters to help me with boosting my social standing.

Perhaps the biggest issue with Trio of Towns, though, is that its narrative feels a bit weak. The core conceit of “I have to impress my stern father” isn’t terribly compelling as a plot mover, and rarely does the game make a move that makes you genuinely invested in the plight of the people in the titular Trio of Towns. Yes, you do learn a lot about the (sometimes tragic) backstory of your chosen romantic interest over time, but compared to the standards set by Stardew Valley, the story-related elements of Trio of Towns feel a little underwhelming.

But even with some annoying interface issues and a handful of other frustrations (why am I failing delivery quests when I know I put the right items in the shipping bin in time?), Trio of Towns manages to deliver a fun, relaxing experience that’s engaging and charming. Story of Seasons: Trio of Towns might not be that revolutionary step forward for this little sub-genre just yet, but it’s a pleasant little diversion in its own right that’s well worth your time.


Hoyle Blackjack Review

Hoyle Blackjack Review

The Hoyle card game series from Sierra has long been recognized as a source of inexpensive entertainment for computer game players who enjoy something a little less violent than the slew of enormously popular gorefest games available today for the PC. Hoyle Blackjack is no exception — Sierra has once again released an addictive, economical card game and has even thrown in extra bells and whistles to boot.


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Hoyle Blackjack is a full-featured blackjack simulation that captures many of the elements of gambling in a real casino. Starting off with $5,000 in chips and $5,000 in the bank (which you can withdraw from a handy ATM located in the casino), you can risk high stakes at the table without having to worry about losing any actual money. There is even a tutorial and hint mode to familiarize beginners with the basic strategies of blackjack. Play solo against the dealer, computer opponents, or, with the Windows 95 network option, up to three other human players via the Sierra Internet Gaming System. There are also a variety of casino play styles to choose from, as well as a style customizer which allows you to change such variables as the number of decks at the table and the number of allowable splits per game.


Hoyle Blackjack Review

As if this wasn’t enough bang for the buck, Sierra also paid close attention to the small details in Hoyle Blackjack by adding tasty little extras for that “real-feel.” The blackjack table is textured so realistically you nearly feel the felt under your mouse as you place your bet. To add even more realism, the dealer and the other characters comment on your performance as you play. Luckily, Sierra has included an attitude adjuster for the dealer, allowing you to manipulate just how much of your dignity (and money) he/she will walk away with at the end of the night..

By combining good looks with amusing gameplay, Sierra has done it again. If you’re searching for a blackjack simulation that won’t break the bank, Hoyle Blackjack is the finest you’ll find.

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Star Fox Zero Review–Game Online Review

Star Fox Zero Review

Even for those intimately familiar with the series, Star Fox Zero is immediately confusing. On the surface, it appears to be a modern extension of Star Fox 64, the space combat classic that took off in 1997. It certainly looks the part with its Wii U facelift, but after finishing a single level, the message is clear: Zero plays by its own rules. It relies on the GamePad’s display and motion-sensing capabilities, demanding that you divide your attention between two screens–one for flight and one for shooting–which fundamentally alters your approach.

It’s not surprising to see Star Fox’s mechanics change in light of the GamePad, but where Nintendo strives to give you more control over your weapons, it simultaneously neglects the chance to create a proper Star Fox sequel, aiming for a retelling instead. Zero is often a near-mirror image of Star Fox 64, featuring many of the same antagonists, locations, and one-liners. You lead the familiar band of do-good anthropomorphic animals, zipping around in nimble fighter jets, thwarting intergalactic villains and indulging in campy yet catchy banter.

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More than anything else in Zero, piloting your Arwing is a joy. Your booster jet communicates a great sense of speed as you twist in midair and flip around behind enemies, leaving bursts of energy in your wake. You also have to contend with tight spaces, tipping your wings at just the right angle to slip through small gaps and avoid environmental perils. As you bob, weave, and barrel-roll your way to the heart of your enemies’ operations, there are power-ups and other collectibles to acquire along the way, but they require a keen eye and quick reflexes.

You spend most of your time in the cockpit of your Arwing, but Zero has a few new tricks up its sleeve when it comes to vehicles. The first is the Walker, which is a chicken-like bipedal mech that you use to fight on the ground and within the confines of interior spaces. It’s actually a transformation of the Arwing, which you activate on-the-fly with the press of a button. The Walker can sprint, hover, and dodge at a moment’s notice. It’s useful in a pinch, but it doesn’t hold a candle to the Arwing. You also have access to a slow, drone-like copter in the Gyrowing. It packs a tiny, tethered robot that you can lower and navigate through small spaces to access computer terminals. Once lowered, you look through the robot’s eyes using the GamePad’s screen to pinpoint your target and hack away–a process that’s more tedious than anything else.

The Landmaster tank from Star Fox 64 makes its return as well. It trundles across rocky terrain with ease, and can quickly roll or hover to avoid danger. But new to Zero is the ability to transform the Landmaster into a jet. It doesn’t match the speed or maneuverability of the Arwing, but it’s a welcome bonus that makes piloting a slow tank a tad more exciting.

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Most stages in Zero are on-rails, where you move forward at a constant rate. In other scenarios–typically boss fights–you switch into All-Range Mode and take full control of your Arwing. In the on-rails missions, you’re encouraged to attack enemies and destroy objects to clear a path, but the game doesn’t wait for you to do so because levels constantly pull you forward. In All-Range mode, your objectives are focused on combat, and it’s here where Zero’s complicated control scheme becomes the center of attention, but not in a good way.

In All-Range mode, your objectives are focused on combat, and it’s here where Zero’s complicated control scheme becomes the center of attention, and not in a good way. In past Star Fox games, movement and aiming were directly connected; you steered your Arwing to move your reticle. Now, you move your GamePad to adjust your aim independently from your craft. In theory, this allows you to be a more capable marksman, picking off enemies with greater speed and accuracy than before. The catch is that you have to look away from your TV and focus on the GamePad’s first-person cockpit view while your vehicle flies unattended. You have the option to press a button to shift the cockpit view to the TV, but even so, the same disconnect applies.

Though you may find some success aiming with the third-person reticle when flying through linear stages, it’s terribly misleading. Rather than indicate where your shot will land, the reticle in Zero’s third-person view is representative of your line of sight from the cockpit. You can hold a button to disable motion-controls when you aren’t firing and in theory aim in the traditional Star Fox way, but given the inaccuracy of the reticle, this is hardly a saving grace. This disconnect is frustrating in practice, and feels like a passive-aggressive nudge to look at the GamePad, despite the fact that you have obstacles in your flight path and incoming fire to worry about.


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So you learn to trust your instincts and tilt the GamePad to adjust your aim during on-rails missions. It’s not ideal, but it works most of the time. Once you enter All-Range mode, you have no choice but to switch between first- and third-person perspectives. Here, the camera becomes unshackled and floats around your vehicle rather than directly behind it–your over-the-shoulder line of sight is stripped away. Although you can lock onto enemies that come into view, it’s only the camera that’s affected, not your aim. This overall shift in perspective is jarring and it’s difficult to find your bearings the first few times you have to deal with it, not knowing where to look or what actions to prioritize.

No Caption Provided Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10 It took hours to become fully acclimated to Zero’s new rules, but it eventually clicked. While I still resort to feeling out my aim during linear levels, I’m more comfortable and effective in All-Range mode now that I understand the order of operations: position your vehicle appropriately, focus on attacking your enemy until they’re out of view, then reorient yourself and start the process over. The high learning curve was enough to make me put down the controller and walk away more than once early on, but every time I returned, my skills improved. My relationship with Zero got off to a rocky start, but I was in a better place once I convinced myself to forget everything Star Fox 64 taught me and accept Zero on its own terms.

Even though I learned how to cope with Zero’s peculiarities, I found myself wavering between excitement and apathy as I went through the campaign. Zero’s new controls work and serve the purpose of giving you more precise control over your two primary functions, but they don’t necessarily make for a more fun space combat game–Zero’s more plodding missions feel like chores. No matter how you slice it, Star Fox has always been a series about flight and movement, and Zero dilutes that formula by forcing you to prioritize shooting. That’s not to say you never had to fire at enemies in the past, but the act of aiming was tied to movement, which maintained the ever-present joy of flight. Now, the act is tied to a complex control scheme that’s a mild but regular source of frustration.

I was in a better place once I convinced myself to forget everything Star Fox 64 taught me and accept Zero on its own terms. Zero was enjoyable at times despite its misgivings with the controls. It’s saved–in part–by its presentation, which is simple yet eye-catching from the start. Blue skies and verdant hills with crimson enemies give way to vast expanses of outer space–the perfect canvas for lasers and radiant stars. With the added gravitas from the soundtrack and the quips from your allies during battle, Zero often echoes the Star Wars films’ great battles, albeit with a cast of furry heroes. However, when presented with so many familiar locations, it was hard not to consider this as a missed opportunity to develop a totally original Star Fox sequel. But the old material is handled with care, and later levels stand out, with new mission designs and set pieces featuring impressive scale.

By the end of my first playthrough, I was eager to go back and retry old levels, in part because I wanted to put my newfound skills to the test, but also because Zero’s campaign features branching paths that lead to new locations. Identifying how to open these alternate paths requires keen awareness of your surroundings during certain levels, which becomes easier to manage after you come to grips with Zero’s controls. My second run was more enjoyable than the first, and solidified my appreciation for the game. While I don’t like the new control scheme, it’s a small price to pay to hop into the seat of an Arwing. Though I feel like I’ve seen most of this adventure before, Zero is a good-looking homage with some new locations to find and challenges to overcome. It doesn’t supplant Star Fox 64, but it does its legacy justice.


The Way For Androids Review Game

The Way For Androids Review Game

A lone man stands tall among hundreds of gravestones. His hunched shoulders and back, and the slight grimace on his face indicate the burden of impending peril. He grabs a shovel and starts digging. You can spot an intimidating city skyline in the distance, with gloomy clouds suffocating the sky. Eerie, synthetic piano notes play in the background. “Her grave..,” the man whispers. He quietly moves through the cemetery, beginning his tumultuous journey to discover a way to bring back the dead.

What is the meaning of life, and how far would you go to hold onto your loved ones? The Way asks these two age-old questions throughout its intriguing narrative. The premise is simple and familiar, but The Way sprinkles enough clever story beats and surprises to avoid predictability. The beginning chapters show promise, offering inventive puzzles that make great use of your character’s strengths and weaknesses. These obstacles require patience, thought, and the ability to accurately retrace your steps. The puzzles during the game’s opening hours range from simple tasks, such as deciphering riddles and acquiring precious passwords, to unlocking hidden doorways and passageways in dangerous locations. Early on, you sneak into a security building crawling with deadly robots and cameras armed with lasers. Avoiding the detection while crawling through vents and hitting switches makes for thrilling James Bond-esque moments.


The Way Review

All your character can do at this point in the game is jump, crawl, and fire a gun–if he has one. It’s this simplistic approach that makes The Way a momentarily delightful experience. One early challenge requires you to find a way to disable streams of water so you can reach your destination. There are curious, bright green numbers placed above each stream. Switches that stop water from flowing are hidden in a different room, and also have the same numbers. I had to figure out in what order to hit the switches based on their placements above each stream. It took some time to solve, but it felt gratifying when I finally did.

The Way unfortunately devolves from this type of level design in favor of mundane trial and error. Where the earlier puzzles give subtle clues, later obstacles offer almost nothing in the way of hints or direction. You’ve no knowledge to refer to, and you end up stuck on a puzzle that can only be solved through banal repetition.

The Way further discourages you when it combines these poorly-designed obstacles with haphazard mechanics. At one point you acquire the ability to use a shield that deflects laser beams. The shield, when deployed, is difficult to wield with skill, and it has to recharge between uses. One of the worst puzzles in the game tasks you with precisely deflecting lasers with your shield towards small tiles in order to create a complicated circuit. This took me an hour to solve due to the cumbersome nature of the shield, and because I had no clue which tiles to hit first. This bogged down the game’s swift pace. From then on, the puzzles grew progressively more boring and confusing. Thankfully, the story and characters are fascinating enough for you to keep playing.


A beautiful, happy moment.

The small handful of characters you meet along your journey are all eccentric, and play a vital role in the plot. A group of barbaric, colorful villagers you encounter in an ancient village wear strange masks, and can’t speak English very well. You also partner up with an orange behemoth-like creature nicknamed “Tincan.” The highly detailed, pixelated settings and character models, and the synth-like sci-fi musical score further enrich the excellent worldbuilding and storytelling. No environment or level looks the same, from decaying graveyards and ancient caverns, to sunny sand-swept deserts and bright green forests.

Making your torturous, long trek across planets and galaxies to discover the key to the afterlife can be fascinating. It’s a psychological examination of the human spirit and mind, and what we’re truly capable of when we can’t accept our losses. You have to spend several hours solving frustrating puzzles to see it through, but The Way’s poignant story is worth the occasional struggle.

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Manage Your Favorite Team with Online Soccer Manager

Manage Your Favorite Team with Online Soccer Manager


 Online soccer manager

Online Soccer Manager (OSM) is a splendid game that lets you manage a soccer team. Developed by Gamebasics BV, this app lets you live out the dream of managing a professional soccer team as you buy, sell and train a virtual team. Features

Full of fun features that create an authentic experience for the player, OSM allows users to choose a club (Ajax, PSV, Inter Milan, etc.) and make agreements with various professional clubs letting them use their official logos. You choose the team’s lineup, tactics (e.g. tiki-taka possession style or more direct style) and players. Virtually live out the role of a manager by sending out scouts, negotiating costs and trades, and selling team players. The decisions made do affect the outcomes of games so choose wisely! Play against your friends and challenge one another and/or join leagues. OSM is quite a step up above similar Fantasy Football Games due to its level of modifications. The replayability factor here is incredible. Each day players have a new competition to manage, whether simple friendly matches against other teams or daily training. Players also get a new team for each season. This app does require an active internet connection (hence the name) so you must first secure a reliable connection. unnamed

unnamed-300x225 Online Soccer Manager Android App Review

Unfortunately, there isn’t any actual gameplay to be seen as in the Football Manager computer game. Online Soccer Manager is a goal-winner above other similar Android soccer manager games with the sheer volume of professional sports teams, players and the amount of modifications that users can make. Overall, this is a fun app to play but more actual gameplay for the matches would make it even better.

Appearance and Layout OSM has a smooth graphical design that makes it easy to understand how the game is played and is attractive in its appearance. Since there aren’t any gameplay graphics, players don’t need to worry about lag while playing (other than lag due to internet connectivity). The layout is decent, not too cluttered and it is easy for players to navigate through the various menus and maps. It is easy to change tactics and pick players. The general appearance is well developed and user friendly.

Value Online Soccer Manager is free to download. It does have numerous In-App Purchases that players can make to beef up their team and these range from $1.99 to $89.99. Online Soccer Manager needs 84 MB of space and offers ongoing entertainment with so much to offer.


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Big Bang Racing from TrapLight shouldn’t be missed

Big Bang Racing from TrapLight shouldn’t be missed

Trials racing games were all the rage a few years ago. They are still somewhat popular, but their arrival in the Play Store has diminished a bit. If you enjoy those types of games, then you should check out Big Bang Racing from TrapLight. The game is fun, has plenty of content, challenges and cute and engaging graphics. The controls are spot on too, which helps with these types of games. Though the game has been out for a few weeks, that doesn’t mean it isn’t worthy of your attention.


Big Bang Racing

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Trials type games have to strike a very fine balance. They can’t be too hard, or players will give up playing the game. If they are too easy, people will quickly lose interest. Big Bang Racing strikes the right balance with excellent gameplay, a wide-array of tracks, online racing and simple to use and well-implemented game controls. It also doesn’t hurt that the main character is a cute little alien, that unfortunately, due to some of the obstacles on the courses, meets his timely end in a multitude of ways. You can share replays of his demise with your friends too.

“Outrun players around the world in action packed races, or collect treasures from puzzling adventure tracks. Create and share your own levels, upgrade your rides, and customize your characters with the swaggiest hats in the galaxy.” – Traplight Ltd.


Big Bang Racing

There is an amazing trials racing game that never made it to Android. Bike Baron, which was released on iOS in 2011 by Qwiboo and Mountain Sheep was excellent. I am still hoping one day it will come to Android. Nevertheless, Bike Baron had tons of tracks and plenty of users because of the quality of the game, and the game’s ability to have its players make their own tracks. Big Bang Racing has the same quality of gameplay and also the ability to create tracks. The track editor is pretty easy to use too. Currently, there are over 20,000 tracks. Not only can you create and race on other peoples tracks, you can also rate how much you like the tracks. In the era of social gaming, it is not surprising that you can add a thumbs up or down, on something that someone else has created for your enjoyment. I have come across some really neat tracks that are enjoyable, and others that are brutally difficult. Much like the game Mekorama, having an active social community surrounding the game, greatly extends the life of the game.

Within the game you have two different vehicles that you will control. You will either control a dirtbike or something akin to a dune buggy. Each of the vehicles are fully upgradeable. Upgrades become available when you win your races, or when you unlock adventure chests. As with most free to play games, the chests are unlocked after a period of time has expired, or you can do so using coins/gems. Once unlocked, various parts of your vehicle can be upgraded. It also costs coins to install the upgrades. During my time playing the game, the free-to-play structure did not feel forced. You can enjoy playing the game without the pressure of feeling like you have to spend your personal cash.


Big Bang Racing

The game is easily set up for you to enjoy, which means simple controls. The on screen buttons include arrows on the right side of the screen for controlling your vehicle left and right, and two additional arrows on the left side of your screen that control your vehicle’s rotation while in the air. Being able to deftly control your vehicle will mean the difference between winning and losing races, as well as not being electrified by obstacles or crushed by other elements on the course. The controls work extremely well and enhance the gameplay quite a bit. You never feel like you have to fight the controls to make your vehicle do what you want.

There is an element of adventure to the game as well. While you are playing the campaign portion of the game, you will encounter courses that require you to find three different pieces of a map. Once you have found all the pieces of the map on a level, you are able to unlock a chest. As mentioned before, the chests allow you to upgrade your vehicle and more. Typically when a chest is unlocked you will acquire gold coins, nitro, cards for upgrades such as steering wheels, turbo chargers, brakes, etc. Other key pieces in the chests include elements for building your tracks like exploding barrels, treadmills, elevators, trees and fences. While you are playing the game and amassing all of these different parts, it is fun to be able to go into the track editor to see what you can put together and create. Think of it as Minecraft for racing.


Think of it as Minecraft for racing

Big Bang Racing Features:

Drive in tens of thousands of player created levels Ride with two cool vehicles – Dirtbike and Offroad car Collect upgrades, treasures and fun new items Create and share your own tracks Race against real players from all over the world Team up, beat other teams in Weekly Seasons and get awesome prizes Climb the ranks in global and local leaderboards Customize your character with cool hats There is a lot to love about Big Bang Racing, from user-generated content to upgrading your vehicles to some really amazing courses. As a matter of fact, one course still sticks out in my mind as being brilliant. You had to find the three different map pieces, but all of the pieces were buried in the soil. The course was multi-tiered. You had to use your off road buggy to dig in the soil to find the map pieces. Watching the soil deform and placing your vehicle just right to fall from a precipice above to catch the piece of the map on the way down is still memorable. Seeing what other players come up with for courses is just part of the fun.

If games like this appeal to you, or creating levels for other gamers is your cup of tea, then by all means download Big Bang Racing. Plus, if you still miss not having Bike Baron on your mobile device, Big Bang Racing will go a long way in making you feel better, about having a game that is just as enjoyable.