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It also has a replay feature, a spectator mode, and the ability to play with up to 4 players. This means that it is balanced, and has a league system and ranked matchmaking. One thing that Mushroom Wars 2 boasts, is that it’s ‘tournament ready’. Seeing what is basically a grizzled Toad from Mario kitted out in a sword and shield is a bit odd, but it’s not ‘out there’ in the grand scheme of video games. What about the look? Well, it’s set in a mushroom kingdom, where each troop is a….
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On the plus side, after downloading the mobile version to try, I think I actually prefer the controller version – it’s certainly easier and quicker to direct troops at various percentages and trigger abilities, plus all of the colours and look of the game really pop on a big TV.
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Free of the mobile ads and ‘hooks’ (it’s free-to-play) Mushroom Wars 2 does feel better because of it, but the price tag is still a bit steep – so there’s a trade-off. Sure enough, it was out on mobile and Switch many years ago, but is now making the jump over to Playstation. Incredible! It’s a blast, although I was convinced it felt more suited for mobile/touch screenplay.
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What you end up with, is an incredibly tactical (and mathematical) strategy game, played out with a vast number of troops on-screen in sessions that last handfuls of minutes. Like towers, they won’t produce troops but will bolster your overall war effort. Forges can also be built, which add an attack and defence multiplayer based on the number you have. Still, it’s excellent to see an army of just the right size heading toward a vacant base, only to be whittled down and lose a battle. Bases create troops, but they can be turned into towers – basically your classic, area tower defence style. The final complexity is the building variation. So sending a load of troops into a base just to get their number down a bit in preparation for a future assault is fine, but it comes at the cost of a loss and a morale hit (and a boost to your enemy). Morale grows depending on your success in battles or drops in losses which in turn gives you an attack or defence boost.
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This is handy to have in a pinch, for sure. Abilities ‘tick up’ over time, which can help you do things like improving the defence of a base, or improving the speed of your troops. Secondly, you have two systems at play – one is abilities, the other morale. Fortunately, you have some tools to help you.įirstly, it’s all top-down and played like a simple RTS, so you have total visibility of the battlefield. Bases call out ‘SOS’ if enemy troops are sending a barrage their way, which may or may not be too late. You’re moving troops from base to base, the enemy is doing the same, leaving no base too low on troops but enough within reasonable proximity to mount a defence in case of an attack. Multiply out the chaos, and you can see how it becomes quickly strategic. Each action like this represents a mini-battle which is played out quickly on the screen, with a ‘biggest number wins’ scenario. Enemy bases work the same way, but of course, they are creating new troops all the time like you. Vacant bases have a set value on the map, if you have enough troops going to get the base, you’ll capture it. To do this, you select a base from which you want to send troops, select how many you want to send (by a percentage, either 25, 50, 75 or 100) and tell them to go and take it. The goal is to take over all bases on a map.
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You can then either ‘spend’ troops to upgrade the base, which makes them create troops faster, or to take over vacant (or enemy) bases.
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Over time, the number of troops in your base increases. So what’s the deal? In Mushroom wars you have a base, your enemy has a base, and there are a number of vacant bases across the map. Writing this off as another slightly weird, low budget quirky ‘little game’, what I got was a well thought out, considered, and developed multiplayer title with a large campaign. Mushroom Wars 2 has a bulging esports community.
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