Eye of Judgment for the PlayStation 3 bribed by two things. Firstly, it was one of the early exclusives for the console back in those days, when the total number of games for the PS3 could easily be counted on the fingers. The second asset become a real card and use your camcorder.
As shown, this is a game and killed (in a commercial sense). During the three years of existence in the world managed to sell only 300 thousand Bandlov, including starting a booster with maps and a chamber. In addition, many of those who fork out for such a kit, did not bother with the completion of a card collection, and together went to print scans of maps for the nearest color printer. Approach explicitly cheat, however, and players can understand - the originality of the gameplay here has become markedly across convenience.
PSP-version totally devoid of the above deficiencies. To begin, it is sufficient to have only the game and the console. New maps for making their own decks are produced is much simpler: even a losing battle in the storyline or quickplay-mode allows you to restock the usual "junk" cards, a personal account - a couple hundred gaming credits. Won the battle allows you to line his own pockets for thousands of game money, but at the same time - a valuable map, including rare and very rare. Plus, any time you can pay a visit to the card store, the assortment is replenished each won the battle. Range of prices - from a couple hundred for a regular card of up to 50 thousand for a particularly valuable.
 | |  | The main claim to PSP-port - very small fonts and display of information overload. It's very tiring. | | Animation is extremely poor. Their cut-scenes are only for the ultra-rare cards. All the attacks are animated in exactly the same, and the monsters themselves at the same time do not move. | Unfortunately, the low threshold of entry - is, in fact, the only significant advantage is the portable version of the game. Everything else that has to do with PSP-release - virtually continuous frustration. Let's start with the plot, which was developed specifically for the portable console. The first three or four chapters, I honestly tried to grasp the essence of what is happening and diligent way through sadly drawn comics with a speech-bubble burst, in which the developers have managed to collect all the cliches of Indian cinema and Japanese fiction. If very briefly, the world was again at risk of a big ah-yay-yay "and the universal evil that has already managed to enslave all but the chosen a magician in our face. To restore balance and peace, we must consistently win and win over the 19 followers of darkness, and then to break on the first day of the most important thing bad guy. When it became clear that the fundamentals of the game this plot does not help (scanty and incoherent tutorial - a single sad song), I was simply flip through all these mournful and pretentious dialogue, and trust me - absolutely nothing has been lost.
Legends gameplay is completely identical to the "big" game. At first glance, the rules are very simple. The playing field is divided into nine cells, two on each of the elements: fire, water, land, forest, plus the central cell bioliths (local analog robots). The winner is the first who will have time to bring up the playing field five existing (take more than half of the cells), or force an opponent to first exhaust all the cards in the deck. Cards are divided into two main types - "spells" and "creatures", each of which belongs to a certain element. If you bring a creature to their home cage (for example, put the elf in the forest), it takes two extra hit points. If you play the card on the cage of hostile elements (for example, "drown" the fire demon in the water), then vice versa - will lose two points of health. Each monster has hit points in addition to the amounts of attack and mana cost to activate, turn and attack.
 | Fire, water pipes and biolitovye | When you have mastered the basic principles of game, ie, will understand where creatures before, and where the bottom (this is important), someone to be put and who better to combine with someone, you will have to wait for the next big surprise. The fact that every cell belonging to a particular element, in fact, two-sided, and some spells can turn one or more cells in a time of changing the landscape of the playing field and the distribution of hit points have been played creatures (the fiery monsters in the water will oh, how pitifully). Other spells allow you to "adjust" the element of the cells under a creature on it right now. Third vice versa - just change the elemental affiliation substantive matter on which cell it is now. In addition to the described "terramorphing" in the game to its fullest use telekinesis and teleportation. Some creatures in the attack may vary the elements of cells in some places, share arrangement with a rival, or simply push the enemy on the free cell.
 | As such, serve the plot was taken in 80-ies. Today it is a shame and disrespect to the players. | The "fatter" the monster, and the harder he hits, the greater the need to spend on it in short supply of magical power. Each player gets their turn are only two mana, but this mana can be obtained for each dead creature friendly. This so-called exit mana, which helps maintain the balance of forces on the principle of the swing: the larger your creature will kill an opponent, the greater will be your mana, as you might guess, will play a more costly and lethal card, which easily clear the field from the opponent's creatures , which again will join his mana, and so on around the circle.
No wonder I wrote that the rules are simple at first glance. After the first day of exploring the game becomes clear that really do not understand anything at all. Enumeration types of attacks can only blow up the untrained brain neophyte. Some creatures attack only adjacent cells directly on the course, others - several adjacent cells. There is a remote and magical attacks, someone Lupit generally on all enemies at once, regardless of their number. Some creatures can dodge punches, block magical or melee damage, apply pre-emptive strikes, or even become invisible, which excludes the possibility of attack by the enemy, and so on.
But now mozgolomstvo begins to study the interaction of some cards with others. It is so multifaceted and complicated, that the number of options for development of effective combat decks tends to infinity.In fact, the balance in the conventional sense of the word in the Eye of Judgment-existent: the possibility of some cards (or ligaments) are drowning in the numerous variants of counter-combinations, and ligaments. And it is this diversity and is a major strength EoJ: Legends, who will appreciate any fan of card games.
 | Useful Tips |
- Do not rush to condemn the attack being equal to zero: perhaps they have such side property, to whom shall be darkened, even the power of a dragon with "five" in the attack.
- Some creatures reveal themselves in all its glory, only if they are at death's door - in a single hit points from the heavenly life, they may intensify the attack, appeared subterfuge, stealth and other hitherto dormant talent.
- Be sure to keep in the deck, one or two cheap substance for each of the elements - this will start a "capture" of the territory immediately, without waiting, when it need a map or to release the cells on the playing field.
- In the battle with opponents who like to hoard power for the withdrawal of "most-most" monsters zagotovte couple of spells, devouring enemy mana or convert it into points of attack by his own troops.
- For the early decks irreplaceable unit - bomardirovschik bioliths. He is best blows of the enemy being cheap.
- Be sure to take a pack of one or two creatures with poison: poison removes half of the hit points of any opponent, even if the attack is completely absorbed by the armor.
 | |  |
|