Clash For Gold
Review
Clash
Royale, Supercell (iOS)
Abstract: Clash Royale is a PVP deck-based real time strategy tower defense
game from Supercell, developers of the infamous Clash of Clans. This strange genre fusion works perfectly. It is a game
that I never knew I wanted. Smart design permeates the entire experience: from
gameplay, to player progress, to card utility, to match length. Unfortunately, Clash Royale still bears its
microtransaction-heavy lineage prominently as overlong chest timers, painfully
slow rate of currency acquisition, and pay-to-win card leveling at the highest
levels of play mar an otherwise exceptional experience. All things considered,
however, Clash Royale is an
impressive package that has more than proved its worth.
Clash Royale is a game I never thought I would
play. In fact, at first glance, Clash
Royale seemed like another smartphone title I would openly disparage here
on the blog or on the
podcast. The game comes from the notorious mobile developer Supercell, who
made it big with Clash of Clans.
Ostensibly ‘free,’ Clash of Clans is
a mundane, resource management tower defense game that quickly dulled. The game also
felt exploitative with how badly real money purchases shaped the play
experience. So when Clash Royale went
live on the App Store, I was less than thrilled. The game started getting high
praise from critics and sites I respect, however, and once I learned it was a
card-based mobile title I knew I had to try it out. Which brings me to today. I
like Clash Royale. I’m still playing Clash Royale weeks after downloading it.
I think Clash Royale is well
designed. It’s weird, I know.
Describing Clash Royale is a mouthful, especially
for a game that plays as simply as it does. Clash
Royale is a player versus player deck-based real time strategy tower
defense game. Phew. Each player has three towers, two minor and one King. Each
player builds a deck of eight cards. Cards can be divided into a couple groups.
You have troop cards, which place units onto the field that move to attack your
opponent’s towers or troops. You have building
cards, which place defensive structures on your side of the field. And finally
you have spells, which generally do some kind of area of effect damage. The
objective of each match is to destroy your opponent’s towers while defending
your own. The player with the fewest towers at the end of the match loses.
Within this
simple conceit, however, is some pretty remarkable complexity. Don’t let the
naysayers fool you: Clash Royale is a
tactical game. Every card in your deck costs a certain amount of elixir. A
meter at the bottom of your screen represents elixir and it slowly regenerates
throughout the match. Playing cards costs meter, limiting the number of cards
you can play at any given moment. Further, each card has to be placed on the
grid-like field of play. Some troops move fast, others slow. Each defense
structure has a certain area it can attack or distract enemy troops within. Spells
deal set amount of damage in a small area. Like all great card games, Clash Royale is all about gaining a strategic
& resource advantage over your opponents, like playing a card that costs
less elixir than your opponent’s to counter it (thereby giving you an elixir
advantage). Card placement is crucial. Play a weak card without support too
close to your opponent’s side of the field and it can die instantly, allowing
your opponent to punish your mistake. Play too many cards too quickly and you
can run out of elixir, meaning that you won’t have the ability to counter your
opponent’s next move. As I’ve progressed up the ranked ladder, I’ve seen a bevy
of strategies emerge. My misplays are heavily punished and my smart plays win
me games. It’s a satisfying feeling done best in card games, and it is done
extremely well in Clash Royale.
New cards
are obtained via chests. It's
devious but compelling nonetheless. The player receives a free chest every
four hours. Destroying 10 of your opponents’ towers grants you one Crown Chest
each day. The bulk of your chests comes from winning, however. Each win grants
one chest of a random rarity. Silver is the worst, followed by Gold, then
Giant, then Magical, and finally Super Magical. The player has four chest slots,
meaning you can only ever hold 4 "card packs" at a time. Each chest has an unlock
timer. When you tap to open a chest you’re presented with two options: wait the
full time it takes to open on its own (3, 8, 12, 12, and 24 hours respectively)
or bypass through use of the premium currency, gems. Here’s where we get to one
of my major issues with Clash Royale.
Clash Royale is a game that simply doesn’t want you to play it without
spending money. Waiting for chests to open, to give you those new cards and
gold (which I’ll talk about in a second) is excruciating. Once you get your
four chest slots full there is essentially no reward to keep playing, aside for
gaining more ranked trophies to move you up higher on the ladder. As one might
expect, gems are dolled out painfully slowly. The way chests are
handled has completely shaped the way I play this game, especially in
comparison to other F2P mobile card games (i.e. Hearthstone). Once my chest slots are full, I stop playing. I don’t
want to stop playing, but I do
because playing while full feels like a waste of my time. Bummer.
All of that
said, I enjoy the way Clash Royale
handles its card collection. First and foremost, each of the 48 total cards
offer something new to how you play the game. Barbarians are a go to defensive
card that can wreak havoc on offense, but gets countered easily by the fireball
spell. I love the hard-hitting Pekka card and the swift flying Baby Dragon. For
the most part, card balance in the game is great. All cards (except for maybe
one, looking at you Freeze spell) have counters. All strategies have counters
too. Further, the way you use the cards you obtain is great. Once you get a new
card you unlock it for use in any of your decks. That card starts at Level 1.
Cards can be leveled up to more powerful versions of themselves by acquiring duplicates, and
then consuming those duplicates for the price of gold. It’s a crucial part of
making a more powerful deck. The card leveling system is an elegant solution to
the classic card game problem: when you feel like the cards you get out of a
pack are useless. Every card is useful in Clash
Royale. Commons are easier to level up due to rarity, while Epics can take
quite some time. Having cards at the right level for your rank comes pretty
naturally, though you will encounter players that have spent real money whose
troops are a higher level than your own. At most levels of play, card level deficits
can be countered by strategy.
Every
aspect of Clash Royale highlights
player progress. As I just mentioned, seeing your collection grow and your
cards level up is a huge incentivizer to keep playing. One way to speed up
progress is by joining a clan. It enables friendly battles and card donation.
Like one card in particular? Ask your clanmates to donate and you can level it
up in no time. Your own donations are incentivized with gold, too. As you level
up cards or donate you also add to your King Level. The higher it gets, the
more health your towers have and the more damage they do to enemy troops. King
Level is a smart solution to balancing the needs of early game, mid game, and
high level play. At low levels, the health + attack of towers compared to enemy
troops favors the tower, thereby giving the player more leeway to make mistakes.
At high levels, the advantage goes to the troops, meaning players are more
punished for their mistakes. It’s been so fun seeing how my play has evolved
throughout my time with the game, and how far I’ve come.
Clash Royale is a game designed from the ground
up to be a great mobile, and competitive, experience. The match making is
nearly instantaneous. I have never waited more than 10 seconds to find an
opponent. Every single match I’ve had has been lag free, even when playing
people from Korea or Russia. A game of Clash
Royale takes at longest four
minutes. The standard game length is three minutes with a one minute overtime
if the players are tied. You are in and out fast, making Clash Royale great while waiting for the bus, in the bathroom, or
otherwise. Results are saved after every match and you even have access, for a
limited time, to watch a replay of your past games (great for learning from
your mistakes). So much of Clash Royale’s
design is so clever. It’s remarkable. It’s quality
worth killing for.
I could
spend another thousand words going through the specifics of what I like about Clash Royale’s gameplay. The risk-reward
of troop placement, how to best counters certain strategies, how to negotiate
when to push towers and when to play defensively. Suffice to say, there is a
lot to like. And if you’re still confused about the ins-and-outs you can check
up a great write up over here.
I do want
to spend a couple dozen pointing out some of the game’s flaws, though. As I
said before, Clash Royale’s attempts
at converting F2P players into paying can feel downright dirty. Aside from what
I’ve already written about, having enough gold to actually level up cards is a
rarity. There’s too much of a focus on disengaging the player. A substantial
portion of the game’s community is toxic. Currently clan chat is not moderated
(I was momentarily in a clan in which several people joked about committing
suicide) and your opponent’s can spam taunts without any recourse (a squelch
option would be much appreciated). Though not an issue for me yet, Supercell also needs to address how the highest level of play is completely pay-to-win. You
cannot make it to the highest ranks without dropping thousands of dollars on
the game, period.
As it
stands now, I still play Clash Royale
every day. And I’m still enjoying the heck out of it. Clash Royale is such a smart fusion of what Supercell has done in the past while incorporating recent trends of the mobile gaming market. Most
impressively, however, Clash Royale
is a superbly designed video game. Trust me, I’m as, if not more, surprised
than you are. We live in exciting times.
Clash Royale
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