What to Play on Your Smartphone: Destiny in Your Pocket, Penguin Battle Royales, Ninja Action, Vertical Cuphead, and More

Итоги 2
31 Aug 15:00

Destiny Rising

The dream of seeing Destiny on a smartphone has become a reality. Destiny Rising from NetEase is the first mobile game in the franchise to receive a global release. NetEase has long proven its ability to work with major licenses, but its projects often feature harsh monetization. The company's internal developments are softer, especially at the start. Although there's no blatant pay-to-win anymore, some nuances remain—for example, expensive cosmetic items and accelerated leveling for real money.

At first glance, Destiny Rising lives up to expectations. Players call it the best mobile cooperative shooter for a team of two, three, or four people. Diverse enemies, flexible weapon customization, clear shooting mechanics—everything works as it should. Support for controllers and PC input (mouse and keyboard) makes the process almost familiar for those who play on "adult" platforms.

However, the average rating of 4.3 in Russia indicates problems. Even those who give it five stars note the shortcomings. A weak plot is nothing new for Destiny, but the optimization is irritating: the FPS drops even on flagships, the picture is "blurred," and settings have to be lowered.

The situation with servers and localization is even more serious. High ping to European data centers, frequent disconnections, and the complete absence of the Russian language hinder full-fledged cooperation. For NetEase, traditionally strong in the CIS market, this seems strange—most likely, licensing restrictions are affecting it.

The game is worth trying—especially for fans of the universe. Destiny Rising is one of the main releases of August and possibly the entire year. But investing in it seriously is risky for now. NetEase's history knows both long-lived hits and projects suddenly sent "to the scrap heap." And considering how the game is performing in Russia, unpleasant surprises cannot be ruled out.

Image belongs to NetEase.

Acecraft

Cuphead won the hearts of players not only with its fiery gameplay but also with its signature old-school animation style. Its success spawned a wave of imitators, and Acecraft from Vizta Games is one of the most notable examples on the mobile market.

The project really stands out: the retro style permeates every detail—from the character design to the sound effects, reminiscent of crackling film. And the appearance of characters like Tom and Jerry can attract not only retro enthusiasts to the game.

Acecraft doesn't copy Cuphead entirely but borrows only one part of it—dynamic aerial battles. Levels last about five minutes, are in a vertical format, and resemble classic arcades: you rush on a plane, shoot down waves of enemies, and face a boss in the finale.

Visually and atmospherically, the game is a celebration. The animation is lively, the colors are saturated, and the rhythm is non-stop. But the gameplay, although honest in spirit, doesn't offer anything new. Moreover, technical problems spoil the impression: many players fail to launch the game—it freezes at the start. Cases, alas, are massive, although, in fairness, it should be noted that most players were not affected by this problem.

But even worse is the monetization. The energy system forces you to play on a schedule or pay. This trick turns the game into a classic arcade machine. Although, to some extent, this is also a classic: want to continue playing? Drop a coin. But the gacha elements are already a tribute to modernity. With a minus sign.

You can try Acecraft, especially if you like this style. But it's better to do it with caution: if the game starts, you'll get a short but bright burst of adrenaline—for which you'll have to pay for new portions. Sometimes the classics return in not the best form.

Image belongs to Vizta Games

Gran Velocita - Real Driving

There are almost no real racing simulators in the spirit of console and PC games like Gran Turismo or Forza on smartphones. Among the few who maintain a high level is CarX Street from a Russian studio. Now Gran Velocita – Real Driving is claiming this title.

From the first launch, it's clear: the game dreams of being a mobile Need for Speed. And the developers' ambitions somewhat match their capabilities. The graphics are strong by mobile standards. There's a campaign, online races, an extensive car park—from street cars to LMP and Formula 1. Cars are customizable, and the physics, although with "wooden" elements, hints at realism. Here you can't drive by keeping the "pedal to the metal"—you need to feel and know the track.

And then, when you start playing, you realize that this is still an ambitious draft. The game is in beta, and it shows: the interface is raw, there's little content, and technical glitches interfere with immersion. Players complain not only about the wooden physics but also about the fact that all cars slide—whether it's a road hatchback or an F1 car.

Worse still, monetization is already at its maximum: a $5 per week subscription, ads before and after races, and mandatory grinding for competitive cars.

Reviews are divided. Some see potential, others—hypocrisy: how can you demand money when the physics are the same for everything, and there's only a crumb of content? This approach undermines confidence in both the balance and the project as a whole.

Against the background of the mature CarX Street with its stability and style, Gran Velocita still looks frivolous. It's not an alternative but rather an experiment. You can take a closer look, especially if you believe in the developers, but investing is premature. Ads before the race, a $5 per week subscription, farming—all this is not Need for Speed. This is Need for Pay. Let them become real races first.

Image belongs to GameToTop. Screenshot from the game
  • Google Play | AppStore
  • Free-to-play game with microtransactions

Pudgy Party - Battle Royale

Fall Guys is no longer the hit it used to be, especially after the transition to Epic Games. On mobile platforms, dozens of clones have followed in its success—from modest imitations to serious competitors. Now Pudgy Party from Mythical Games has joined them, which has already collected over a hundred thousand downloads in early access.

The game doesn't claim to be revolutionary: the same chaotic platformer run with eliminations, the same mini-games of luck and reaction. But the visual highlight is in place—instead of humans, there are chubby penguins with button eyes that roll, stumble, and fall off a cliff with disarming cuteness. The graphics are cute, the colors are bright, and the atmosphere is festive.

However, it's not yet clear how well the project stays afloat. Player reviews are scarce, and the promised updates are still ahead. An important nuance: the game is connected to the Mythical Games ecosystem, which may hint at NFT or blockchain elements—a reason for caution. There are already many costumes for penguins.

It's worth trying—especially if you miss carefree fun. But it's better to wait before donating. Let the project mature.

Image belongs to Mythical Games

Ninja Party: Team Up & Brawl

Nekki studio is back in its style—Ninja Party is a mobile fighting game, but with an unexpected twist. Yes, there's parkour and dynamic movement, but the main feature is a battle royale where dozens of ninjas fight with cold weapons, frying pans, and other improvised means, destroying arenas around. The format is mixed: elimination by time, falling from the edges, chaos—like in Fall Guys, but with "hand-waving." Solo modes are present, although the developers promise real fun in co-op. It's better to call friends.

The style is a sharp departure from the studio's past works: bright, cartoonish, in the spirit of Fortnite. It's neither better nor worse—just different. There is an opportunity to attract a new audience, but fans of old action games may find it unusual.

Reviews are warm, but without enthusiasm: "not bad," "interesting, but can get boring," "simple." High marks are given more for the idea. But network problems are systemic: lags, desynchronization, crashes in battle. For a fighting game, this is fatal—especially when victory depends on reaction, not on the stability of Wi-Fi or 4G. Even for a project like Ninja Party.

Because of this, it's not yet possible to unequivocally recommend Ninja Party. The idea is fresh, but the implementation is raw. If Nekki seriously takes on the network code and refines the balance, the game could become a real hit. Now it's a project with potential. You can install it to feel the atmosphere. But it's not worth investing money yet. Except for time.

Image belongs to Nekki

Fate War

Fate War is positioned as an epic mobile strategy that combines the construction of a tribal settlement and large-scale battles in a world immersed in a mythological apocalypse. The inspiration is Scandinavian Ragnarok, God of War, and classic fantasy wars. The developers promise a dynamic world: changing seasons, day and night cycles affecting resources and tactics. Visually, the game relies on AI-generated art—for some characters, it looks fresh, for others—template.

The gameplay follows a proven scheme: develop your base, improve heroes, send squads to farm, participate in events, and fight in PvP. There is support for both screen modes (vertical and horizontal), unit placement, an auction system, and alliances. But behind the promises of depth hide the usual timers, auto-collection, and click routine. Even for paying players, the system works intermittently, and the "dynamic world" more often serves as a background than a game element.

Reviews are polarized: some praise the optimization and scale, others call the game a "donate dump" with tasteless graphics and a rigid hierarchy. Without serious money injections, you depend on the alliance and strong players, and tactics take a back seat.

Fate War, of course, is not an innovative strategy, but another representative of the genre with a shiny wrapper. It may suit fans of large-scale PvP and social games with high involvement. But if you are looking for an honest balance, depth, and respect for time—pass by. Fate War does not give a choice: either you are part of the mechanism, or out of the game.

Image belongs to IGG.COM

Neon Spellstorm

Against the background of the loud releases of August, Neon Spellstorm is easy to miss. This is the work of a single developer with a small team—modest, but sincere. But completely honest: no ads, no microtransactions. One purchase—and all content is open. You can try only one class for free, but this is enough to feel the atmosphere.

The style of the game is a bold mix: neon, pixels, and magic instead of cyberpunk. Visually, this is a hybrid of the 90s and modern indie with isometry. The gameplay is a roguelike in the spirit of Vampire Survivors, but with an important feature: the platform behind you collapses, and the level is created right in front of you. You can't stop—otherwise, you'll fail. Literally. This adds rhythm and tension, forcing you to play actively, not stand in the corner and collect loot.

Players note the "purity of experience": beautiful animation, clear controls, pleasant color palette. The Russian language, although machine-translated, is present—the developer cared. Even the demo already brings pleasure.

However, it is now impossible to purchase the game on Google Play—technical restrictions apply to Russian users. The developer apologizes and recommends buying the game on Steam, where it sells for 550 rubles. Therefore, only the PC audience will be able to appreciate the novelty for now.

Neon Spellstorm is not a loud hit, but a subtly made roguelike with a soul. If you appreciate the atmosphere, moving forward, and honest monetization—this game is for you.

Image belongs to TopCog