Wheel of time game download android






















VLC Media Player. MacX YouTube Downloader. Microsoft Office YTD Video Downloader. Adobe Photoshop CC. VirtualDJ Avast Free Security. WhatsApp Messenger. Talking Tom Cat. Clash of Clans. Subway Surfers. TubeMate 3. Google Play. Adele convinces Spotify to remove shuffle from all albums. PS5 restock updates. Black Friday deals. Spell casting enemies such as the Black Ajah put up a good fight, but the rest of the enemies are fairly easy to dispatch. Even against the Black Ajah, a quick Reflect spell, or a Fire Shield followed by a few fireballs of your own will inflict a lot of damage in a very short time.

Others such as Whitecloak soldiers who can deflect your fireballs and darts via their shields and archers with their deadly accuracy are also easily handled, but eat up a lot of offensive spells. Which brings me to difficulty levels: At medium difficulty, WOT provides a decent challenge, perhaps a bit on the easier side for the seasoned player.

At hard difficulty though, you quickly run out of the most often used offensive spells, making the game really a chore later on. It seems to me that a difficulty level somewhere between the two would have been most appropriate. As it is, the medium level makes for a rather short game that can easily be completed in about four days. You cannot change difficulty in mid-game, another sore point.

Aside from the multitude of spells, WOT also distinguishes itself with high quality graphics - simply some of the best indoor graphics I have ever seen. The textures and the architecture are of a very high quality and most of the drive to see the game through comes from the excellent level design. The game alternates between indoors and the outdoors and while the White Tower, Shadar Logoth and the Whitecloak fortress are excellently designed and rendered, the outdoor levels are really nothing more than your usual shallow valleys surrounded by hills.

In all fairness, the exquisite detail of the indoor levels more than makes up for any shortcomings of the outdoor scenery, which at least sport some nicely drawn trees and lakes. Another bonus is that the level designs stick close to the books - the places had a very familiar and functional feel to them. If I had to nitpick, I'd say since Legend decided not to put a crouch key in the game, they should have made an effort not to destroy the illusion of reality by providing lots of holes that the player could easily fit through, only if there were a crouch key.

The graphics take their toll though: on my P system with a TNT, the game was somewhat choppy at x or x, there was barely any difference bit color. I chose to disable volumetric lighting to get a smoother frame rate, which means I didn't get to enjoy the nice fog effects. Yes, the game is every bit of a hardware hog Unreal was back when it was released. There were also some minor D3D problems, such as white pixels at seams, textures that kept pulsating, and the occasional flickery texture.

It was nice to see that some interesting twists in gameplay has been interspersed with the standard "kill everyone and get to the end" levels: one involves negotiating an entire level full of traps, another has you getting in and out of the Ways avoiding Machin Shin in an attempt to reach your final destination. More significantly, one of the later levels gives you a specific objective of ambushing hordes of Trollocs - bu this very same level had a nasty bug which stopped me from saving the game during the level.

If I did, the waves of Trollocs would just stop coming, leaving me stranded in the level. Sound is a mixed bag.

The music is pretty good, although at times far too cheery in the face of devastation and destruction of people and places you hold dear. The taunts of monsters get old real fast - after the tenth "I kill you! The ambient effects are another story entirely - they are very, very well done. The developers are obviously conscious of this, as at the first appropriately dramatic point in the game they hit you with an incredibly loud thunder that makes you jump out of your chair.

Multiplayer consists of two game types: Arena and the Citadel, and you can choose to be one of four different characters: the Aes Sedai, the Whitecloak, the Forsaken or the Hound.

Arena is your basic deathmatch. It's fairly enjoyable, as far as deathmatches go, because of the multitude of spells flying around. Yet, the design of the game means that you need to be able to act fairly rapidly and choose the appropriate defensive spells when faced with a given offensive spell, and I could never do it fast enough due to the lack of a comfortable interface to do so. Since the spells spawn randomly around the level, you never seem to have the defensive spells you need before you get clobbered either.

There's also a general lack of servers which every FPS that's not called Quake or Tribes seems to suffer from - I could find no more than 5 or so servers with playable pings and players at one time, and even then, some of those turned out to be extremely laggy with lots of warping. Citadel, on the other hand, is an original design: up to four teams one for each faction can take part and each team has a citadel with one or more seals.

The first team to collect all four seals wins and many parameters such as number of teams, seals etc are adjustable. The twist is that before the game starts, you adorn your citadel with various traps, such as spears traps, pits, flattening stairs and explosives, as well as walls, portcullis and guards. These serve to slow down your enemy enough so that you have a chance to defend your citadel when they make a run for your seal s. Your faction makes a difference here - the trap set varies for each faction, and so does the citadel design.

The catch is that this type of game requires a lot of coordination, far more than what you need in a typical game of CTF or Team Fortress. Furthermore, even with coordination, the game is liable to breakdown when there are too many players about.

This is partly due to the problems with effective use of spells mentioned above and partly that with traps and three or more players in a citadel, there seems to be no way to penetrate it since dead players spawn in their own citadel. On the Internet Citadel servers are even rarer than Arena servers and if you can find one, it usually ends up with unbalanced teams as there's no provision for making sure games are balanced before they start. Avast Free Security.

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