Valiant Tales: Puzzle RPG - An Epic Game with Stunning Graphics and Sound Effects - APK
Valiant Tales & Amazing GraphicsMarvel at the detailed monsters, mighty war gems and epic arena battles while matching fun gem puzzles & summon unique heroes for your empire in these wild fantasy tales!
Legends of Gems is a free fantasy puzzle RPG with a novel approach to match-3 puzzles, valiant tales & idle mechanics, combining epic match-3 duels and an AFK battle system in the arena. Summon from over 100 legendary heroes to fight for valor and build your tales of legacy!
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Valiant Hearts: The Great War[a] is a 2014 puzzle adventure game developed by Ubisoft Montpellier and published by Ubisoft. The game was released for Microsoft Windows, PlayStation 3, PlayStation 4, Xbox 360 and Xbox One in June 2014. Set during World War I, the game follows four characters who help a young German soldier find his love in a story about survival, sacrifice and friendship. Players solve puzzles by interacting with various objects and people. The characters are accompanied by a dog named Walt who helps players solve puzzles. Collectible items hidden in each chapter reveal facts about the war.
The development team's goal was to assist players to remember World War I during its centenary in 2014. The team stayed away from creating a war game or a first-person shooter and focused instead on depicting the trials and tribulations of soldiers on both sides during the war. To ensure the game was historically accurate, the team listened to first-hand accounts of the war, read letters written by enlisted soldiers and traveled to the remains of wartime trenches in France. As the team had no experience working on a puzzle game, they took inspiration from old LucasArts adventure games as well as titles like The Cave. Valiant Hearts utilizes UbiArt Framework which was previously used in Rayman Legends.
Valiant Hearts is a side-scrolling, puzzle-based, adventure video game which takes place during World War I. Players assume the role of four characters: Frenchman Emile, his German son-in-law Karl, American soldier Freddie, and Belgian nurse Anna.[2][3]
The game comprises four chapters split into several sections. Each section requires the player to clear an objective to progress through the story.[4] Most of these involve solving puzzles by obtaining certain items needed for the situation.[2] Other sections include wartime segments requiring the player to survive heavy gunfire, stealth sections where the player must avoid being detected by enemies,[5] and rhythmic car chase sections set to classic songs.[6] Each character can interact with objects, perform a melee attack to knock out guards or smash through debris, and throw projectiles.[2] There are also some traits unique to each character.[7] Emile has a shovel which lets him dig through soft ground, Freddie can cut through barbed wire, and Anna can treat patients for injuries, which requires the player to time button presses.[3]
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The team did not want players to feel overpowered and designed the title as a slow-paced puzzle video game which does not involve much violence. Gameplay mechanics are simple so the game is accessible, but the team introduced different contexts for the use of the gameplay mechanics to ensure they would not become stale.[13] The walking pace of characters was slow to illustrate they are ordinary human beings. According to the team, the presence of these slow puzzle-solving segments helped make the rare action sequences more powerful. As none of the creative leads had experience working on a puzzle game, the team looked at design documents from old LucasArts adventure games for inspiration. They were also inspired by titles including The Cave, Machinarium, and Limbo.[10]
The gameplay received generally positive reviews. Carter liked the puzzles, which were accessible and not overly challenging to solve. Critics commonly criticized the game's boss encounters, which have been described as out-of-place and frustrating. Donlan felt that the puzzles were uninspired and that the stealth sections were basic.[33] Juba described the gameplay as shallow and felt that the game was not interesting to play. He also noted that the gameplay did not change or evolve throughout the game's campaign.[34] Lucas Sullivan of GamesRadar and Petit, however, enjoyed the gameplay's variety; Petit noted that there were a lot of imaginative scenarios.[36][35] Krupa also liked how each chapter of the game introduced an element of World War One as a new puzzle or a new gameplay mechanic for players to learn, though he noted the game's low replay value.[37] Riendeau called the puzzles intuitive, though she noted that some segments were exaggerated to suit the story.[41] Carter praised the collectibles, which feature real-life photos from World War I, for adding context to the game and Montpellier studio for educating players about the war. However, Sullivan and Krupa felt the collectibles obstructed the flow of the game.[35][37]