Rōnin iOS iPhone Gameplay Review – AppSpy.com
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Rōnin iOS iPhone Gameplay Review – AppSpy.com

August 9, 2019


Sometimes all you want is a mindless game
that rewards you with chimes, explosions and other gifts for the senses to pass the time.
The recent God of Blades made good on this front thanks to combining pseudo-endless gameplay
with combat that remained entertaining for as long as new blades remained unlocked, and
Ronin by Bulwark Studios adds to the concept with missions and skills to extend your runs. As a lone swordsman you’ll travel from left
to right, swiping to jump or slide, avoiding blows from your enemies and swiping towards
them to unleash a single deadly strike that will defeat anyone standing in the way. In
many respects, this is all you have to expect of the game – enemies come in different flavors
and require you to dodge in different ways, but if you time your jumps and strikes just
right, you’ll go far. You’ll earn points and experience for dispatching
foes or completing mini-missions handed out at the beginning of each area. Earn enough
and you’ll level up, gaining skill points to spend on active magic, or passive skills.
(As a side note, as of the reviewed build there’s little to indicate that turning off
your skills will activate a score multiplier that can also be leveled up over time.) Wisps need to be collected to activate some
of these abilities, but the trade off is more than worth the effort as you’re either launched
ahead as an invincible wolf; stun enemies for a short period; survive a deadly blow;
or regenerate one of your missing bars of health. As beautiful and as simple as the game may
seem, the experience fails to cohere in to a flawless whole thanks to its counter-intuitive
design. Despite instructions to the contrary, jumping makes it easier to avoid arrows (as
opposed to ducking underneath them); similarly, the game asks you to slide in to the blade
of a pole-arm in order to defeat them. This wouldn’t be problematic if the intuitive solution
didn’t result in placing you in significantly more danger – the players sense of agency
over the character’s actions is effectively diminished. Thankfully Bulwark Studios is working together
with the community to resolve these issues, but until the full potential of the game is
realized it’s simply a pretty distraction without much shelf life.

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