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Shiny Happy Knightly People

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What does it take to make a game? Not all that much, it seems. Take a rhythm action section, consisting of eight taps on a screen, then add a few seconds of drag-to-target and voila! You have new free-to-play offering Rival Knights (Gameloft, iOS and Android).

Oh, all right, there’s a bit more to it than that. This game of jousting knights is deepened by an item (mail, helm, lance and steed) collecting element that improves your abilities, and it’s polished by some fine design, graphics, audio and physics. The latter element is particularly satisfying, as a successful strike sends your opponent ragdolling through the air.

Still, the core of the gameplay comes down to the joust itself, and given that each joust lasts around ten seconds or so and will be repeated many, many times by a player seeking to advance through the single- or multiplayer modes, it has to be refined to a high degree. Luckily, it is. While the mechanics can be made more difficult by the wrong equipment, they provide satisfying rewards for increasing expertise.

That equipment affects the three measures that decide who wins a joust. Armour is largely decided by mail and helm, though it, along with the other measures, can be boosted by a critical hit. Speed is based on your horse and modified through the rhythm-action segment. Attack Strength is based on your horse and modified by your accuracy in the targeting segment. Win two out of three and you win the lot.

Being a free-to-play game, players can spend some money to purchase in-game cash or the game’s premium currency: gems. Gems allow you to buy special equipment to get a head start in both game modes, though you can play with the standard items without feeling short-changed. You can also use gems to reset the timers that control how often you can play, though they fill quickly enough on their own. If you’re trying to hit the top of the daily leaderboards in the multiplayer mode, though, spending gems gained either in-game or through purchases might sound appealing.

So we have some simple, yet rewarding, game mechanics at play and a relatively nonintrusive payment system. What really sets Rival Knights apart is the amount of detail and polish Gameloft has lavished on it. The graphics are top-notch, and though there’s only one jousting field, differing times of day and weather conditions (none of which have any effect on the gameplay) boost variety.

Even more variety comes through the equally attractive equipment you can collect, which extends to designing your knight’s coat of arms. I’m getting into the third of five tiers of the single-player game and there are still plenty of opportunities to mix and match equipment to find a successful blend of armour, speed and attack strength. Even lower-tier equipment remains useful in the multiplayer mode.

Still, it’s not a terribly deep game, just a fun one. The multiplayer mode relies mostly on daily leaderboard challenges, with an asynchronous knock-out competition offering some secondary fun. It’s a bit loose and while it offers rewards to dedicated players, it’s not as big a draw as the single-player mode yet. Worse, the networking behind the multiplayer is pretty flaky at the moment. While this will probably be smoothed out soon, it’s annoying right now.

The only real worry I have with regard to the game is the impact of all that shiny graphical wonder on my iPhone’s battery. Sure, it looks beautiful on an iPhone 5S, but the way the phone heats up proves just how hard its graphics chip is being pushed. As a result, playing regularly through the day is going to burn through your charge. So while you might enjoy the life of a knight on the tourney circuit, it’s best not to stray too far from a plug socket while you do so.

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