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Iron Saga has uncensored Pilot art now!

Example: https://i.redd.it/y65vrxithqy41.jpg or https://imgur.com/LMnoWW3
New update with tons of QoL, and UI improvement. Daily, Weekly, Monthly Diamond gifts are available now so now you can hoard up diamonds more than ever. Pity system for 100 draws, 10x rate up and guarantee S+ mech every 10 draws. 13 new mechas were added in Arena shop which means you can grind these mechs completely free.
Mech tier list: https://i.redd.it/dhmaxlqrlhw41.png Pilot tier list: https://imgur.com/a/CyxnQvy
What this game about in a nutshell:
- You are commander with a team of mech and pilots and part and pets. There are probably infinite possibilities of how to mix and match them to make a team. Then you drop them into the battle, let them fight other teams. You can give them some direction in battle but not actually micro-controlling any of them. It's the team collecting and team building the main source of fun in this game
PROS: - Very much the "FootballManager" type of players dream game. - New update every week (on Thursday), which almost always includes new pilot and new mech. New event every month. New QoL update every 2-3 months. Active dev on discord, since release there has been tons of Localization, QoL improvements - Many different types of content in the game: Story, Arena, Resource Dungeon, Mini-Games (Bet which team wins, Flappy bird, Racing, Listen to the voice and guess the pilot, and occasionally crane game. In JP/CN version there is even a Rhythm game), Guild boss, Challenges, Combat simulation (where you can actually control a mech - but there are only about 36 maps to play, not as refined as story mode) - Full feature testing chamber for every mech and pilot: you can easily test to see if a combination is working or not, or to check how a pilots skill works. Even if you invest deep into a mech/pilot and feel that it's not working, you can easily revert it to basic and gain all the resources you have spent back, with an almost like nothing fee. And best of all - No unequip item cost! - Unlike other games where an item is just increasing stats, items/pets in this game all have unique abilities, kinda like passive skill, and they all serve a purpose. Even the gray common item can be very applicable to some specific situations. To compare, an item/pet in this game is like an artifact in Epic7. Every-single-one-of-them! - Pilots have a limited number of skill points, so you can't max every skill. You have to read, understand what it does, test with the mechs you have, to make your own build. There is a review section where other players can also give some basic guidance on how to skill up a pilot - but in the end, it's totally up to your situation. - Many ways to farm a mech, not just from gacha rolling. Here are some references: https://imgur.com/K3qowFU & https://imgur.com/9Rx1clz. - Really really amazing music and voice acting. Somes also praise the story with twists and emotions, but I'm more of a gameplay player so I skipped them all - so I can't confirm if this is true or not. - Many beautiful skins for both mech & pilot - they don't gain any bonus - but they cost a lot :))) So it's up to you if you want to spend diamonds for a beautiful Teresa like me <3 https://imgur.com/8njikTc
CONS: - Very niche genre and might be a turn off to some who want a more hands-on experience - aka "FIFA/PES" type of players - Shard system in farming (Rolling still give you a full copy) can be both pro and cons. Pros: It means you can slowly grind little by little, not having to wait eternally to get a complete mech. Cons: People hate it. - Despite having more ways to earn diamonds, the progress can still be slow to some, since you need 5 copies of a mech to maximize its "star" and then a bunch of items to "limit break" it to maximize it's potential. So you better pick and focus on more accessible mechs first if you don't want to whale. Took me about a month of grinding to get a copy of Nidhogg for example. Items grind is also slow, it takes about 2 weeks to get a complete item, but there is a random chance in Arena or Chest opening so in reality, it takes about 5-10 days. - Top tier PvP (about rank <100) is really P2W realm - though I think there are some F2P players there as well, but few. But like me, you can chill in rank <500 and be completely fine with the rewards given for that rank. It is enough to get you what you want in Arena shop every day. - Pilot gacha is a scam. Honestly, never roll for pilot, since you can get them for free by giving them some gifts in Cafe section (very much like King's raid Heroes system) - Since this game is a .PNG collector, data size is huge: 2GB downloading. Storage size maybe even more since they need to cache data.
So TL, DR: I love this game very much, been playing since day 4, if you hesitate before because of censoring or if you are new and like the idea of managing a team of mechs and beautiful pilots .PNG - give it a try!
submitted by EpiKnightz to gachagaming

[Football computer games] A Game Of Two Halves

Brief note to start with - football, in this post, refers to the code of “association football”: sometimes also called soccer. If you’re hoping for something about rugby, gaelic rules, NFL or other codes of football, this isn’t it. Sorry!
One of the most popular sports-based video game franchises of the last 30 years would not, at first glance, look like a successful game. The user has no control over the players on the pitch. There’s no chance of the user achieving the schoolboy dream of scoring a last-minute trophy winning goal. For many years there was no visual representation of the pitch at all; a 2003 update featuring circles with little feet [insert image] was heralded as a major gameplay advance. Fans of competing football games that focus more on the on-pitch play have decried it as “looking like a complicated spreadsheet”. The user takes control of a football club and attempts to lead them to glory by controlling the transfers, the tactics, the style of play, the line-up, the substitutions, the press conferences, contract talks - pretty much everything except the performance of the eleven players that take the field for kick-off. All of the admin, none of the fun parts of playing football. Yet this game has been cited in divorce cases, claims of addiction, and created cult icons of players who never achieved glory in real life. Because of this game, to certain people Cherno Samba, Maxim Tsigalko and Tonton Zola Moukoko are bigger names than actual footballing legends like Cristiano Ronaldo, Lionel Messi and other household names.
The game is Championship ManageFootball Manager.

Taking it one game at a time

It’s 1992. EuroDisney opens to the general public for the first time amid much turmoil. Nirvana’s Nevermind is riding high in the album charts on both sides of the Atlantic. And two brothers are in a bedroom in England, close to the Welsh border, writing a primitive football management sim in a programming language unsuitable for a computer game. The first edition didn’t feature real players, nor the correct names for the English leagues (after the debut of the Premiership the month before release) but sold enough to justify annual releases, gradually becoming more realistic.
In 1995 the brothers’ company, Sports Interactive, partnered with Eidos who would publish the Championship Manager games. The games expanded their scope, the 97/98 edition featuring the ability to play three country’s leagues simultaneously (greatly increasing the number of clubs a player could move to and become manager of, as well as a larger scouting pool of players available to sign), and the 01/02 release becoming a popular cult classic.
Championship Manager 01/02 (CM 01/02) seems to have hit the sweet spot for many regarding the gameplay. It’s simple enough to pick up and start playing without the need to spend a good hour tweaking the minute details of your left-back’s player role, but detailed enough to be immersive. Since it was made freeware in 2008 a community has sprung up online providing updates to work on pretty much any operating system, and updating squad lists so that with the right database, you could start the game featuring accurate players from the current season all the way back to the 1980s.

He’s created something out of nothing there

CM4 broke first day sales records for a PC game when it was released in March 2003. (The naming of each release seemed to alternate between a sequential suffix (CM2, CM3), or the years of the season it preceded (CM 97/98, CM 01/02) with an inconsistency not seen since until the Fast and Furious franchise, but that’s neither here nor there.) It featured 39 playable leagues and introduced the “circles with feet” gameplay overview to the CM universe. It also featured several interesting bugs, such as unfashionable lower league clubs like Swindon being able to sign World Cup winning superstars, but these were ironed out with the next edition (CM 03/04) released eight months later. The games were well known among football fans around the world, to the point where Everton fans were excited about new signing Ibrahima Bakayoko due to his strong stats in-game. (Like a number of CM wonderkids, he unfortunately didn’t live up the hype.)
All seemed to be going well, so inevitably things went wrong.
In September 2003 it was quietly announced that Sports Interactive and Eidos were going their separate ways. Details are still somewhat vague, probably for legal reasons, but a few dribs and drabs have leaked out over the years. Sports Interactive presumed that Eidos had brought on another games studio (Beautiful Game Studio - “the beautiful game” is a common tagline for football) to gradually push SI out of the game that they’d created over a decade ago. Eidos tell a different story - they assumed that SI were looking to jump ship and brought in Beautiful Game so that they had a studio to make the next edition without little disruption. Like a good farce, miscommunication led to problems and a grudge.
The Managing Director of SI, Miles Jacobson, later said of the split:
“I’m sure there are two sides to this story, at the time we felt there was a lack of respect that we did for our work from Eidos. There seemed to be an attitude at the time in the industry that anyone could make games. Eidos wanted more control. We wanted more control. We were asking for high royalties. Eidos set up Beautiful Game Studios nine months before CM4 was due to come out. They told me that Beautiful Game were making a platform game. I thought our number was up.”
After the divorce, certain aspects of the game ended up divided between the two studios. Eidos retained the rights to the name and the graphical interface, but SI kept the database and the match engine. The following season saw competing games released by each studio, the first time in years users had a choice in football management simulations. Eidos released the next edition of the Championship Manager series (CM5), while Sports Interactive started over with a new brand name to build up, with Football Manager 2005 (FM05).

Never known that they’re beaten

All signs pointed to the big, moneyed studio crushing the smaller underdog, but like a good cup tie the form book goes out the window. The asset split worked out in SI’s favour - for the next release they just needed to provide a new front end user interface, and while that was no doubt quite a task, it was nothing compared to Eidos rebuilding the game from the ground up! This enabled SI to get in quickly and release FM05 first, in November of 2004. Not having to go head-to-head with their former employers worked in their favour as the inaugural Football Manager was a success everywhere (well, except China).
Eidos had to start from scratch with the player database and took a shortcut in hiring a firm to create their own, losing a lot of the realism and personal touch (SI had prided themselves in using fans of the game to scout and research both playing and non-playing staff of clubs) that fans had come to expect from Championship Manager.
Eidos stumbled out of the gate with their first non-SI release, releasing a delayed game still featuring a large number of glitches requiring a day one patch download of 75MB - adding an additional half hour of frustration before getting a working game. CM6, released the season after, addressed these issues but added others, with inaccurate player attributes plaguing the database and further undermining confidence. SI partnered with Sega Europe for future releases, and again made good use of the fans’ goodwill by releasing demos of the latest game and encouraging bug reporting before the full release. The demo would only allow the user to play the first six months of the new game, building hype for the release while preventing full blown addiction. (Certain users used to only play the demo to avoid losing entire weekends to the game.)
Football Manager went from strength to strength, and is now only challenged by the FIFA series in terms of annual football games. The latest release has expanded to include 118 leagues (if you’ve harboured dreams of leading a Belorussian second tier side to Champions League glory, it’s for you) and is synonymous with football management games. Users have leveraged success in the game to real life positions with football clubs. Those same clubs have used the extensive database as a scouting tool to find new players. Championship Manager's last PC edition was released in 2010, with an iOS version following a year later - meanwhile, Football Manager has had stage shows and books written about the game and how absorbing it is to play.
Bibliography: https://www.pcgamesn.com/championship-manager-series/championship-manager-football-manager-history-making-of https://www.pcgamesn.com/football-manager-2017/history-of-championship-manager-part-two https://champman0102.co.uk/ https://www.vg247.com/2012/06/28/sports-interactive-details-split-from-eidos-after-nine-years-of-silence/ https://www.eurogamer.net/articles/i_cm5_july04 https://www.pcgamer.com/the-history-of-championship-manager-and-football-manage
submitted by jamesthegill to icannotwhegill

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