![]() ![]() In the game's introduction, the non-playable protagonist has just finished this quest, but is slain by the God King. The game follows a cyclical narrative structure in which the protagonist and his descendants individually explore a castle in a quest to battle the primary antagonist, the immortal God King. In-game money can be purchased with real money within the game. Players can purchase new equipment using in-game money from sacks and treasure chests found throughout the castle, defeated enemies, and sales of unused equipment. Each point can only be allocated once and is a permanent upgrade to the character. Upon leveling up or mastering a piece of equipment, players gain attribute points that can be allotted towards four character attributes: health, attack, shield power, or magic. Mastering a piece of equipment increases its sale value but decreases the player's experience gain by 20%. Equipment pieces have special properties and a predetermined number of experience points required to master them. An experience point system levels up the player character and their equipment (weapons, armor, shields, helms, and magic rings). In addition to combat, there is also a mild role-playing component. ![]() When attacking, the player can swipe in any direction, and can do specific attack combinations to deal extra damage. Players use two special abilities via icons atop the screen: the Super Attack temporarily stuns the opponent, and magic heals or attacks as indicated by drawing a given symbol. Enemies can perform attacks that cannot be parried or blocked-such as a shield bash-that must be dodged. When players fail in battle en route to the God King, the game resets to the location preceding the previous battle. Each of these three counters can leave the enemy vulnerable to counterattack for a short period, but incorrect counters result in damage to the player character, as reflected in the health bar. Players may also parry incoming attacks with an intercepting sword move that, for example, parries an attack from the left with a swipe to the left. Players can touch icons at the bottom of the screen to dodge attacks by ducking right or left, or to block attacks with a shield, which has a limited number of uses during a single battle. During combat, the player controls the character's sword by swiping a finger across the screen. The player taps locations highlighted onscreen to trigger either a short cutscene as the player character moves to the next location, or a sword battle with an enemy. The path through the castle is a series of discrete locations where the player can pan the camera around the stationary player character to view a fully three-dimensional area. In the primary portion of Infinity Blade, the player character travels a mostly linear path through a ruined castle and fights one-on-one battles with oversized enemies. The character's and enemy's health bars are at the top of the screen, while the dodge and shield buttons are at the bottom the special attack buttons are not visible. Gameplay Ī screenshot showing combat in Infinity Blade. The game, along with its two sequels, was removed from the App Store on December 10, 2018, due to difficulties in updating the game for newer hardware. Author Brandon Sanderson also wrote two novellas set between the games: Infinity Blade: Awakening and Infinity Blade: Redemption. Chair later released an arcade port and two sequels: Infinity Blade II and Infinity Blade III. Critics also praised the swipe-based combat system, but split opinions on the cyclical gameplay as either addictive or repetitive. Reviews praised the graphics and compared the mobile game favorably to console games. It made US$1.6 million in its first four days, and over US$23 million by the end of 2011. ![]() Infinity Blade was the fastest-grossing app in the history of iOS upon its release. The game received four free expansions that added new equipment, endings, and game modes. Infinity Blade was intended to demonstrate the new iOS version of the Unreal Engine, and to combine the combat of Karateka and Prince of Persia with the loneliness of Shadow of the Colossus. The game was developed by a team of twelve people, who took two months to make a playable demo and three more to finish the game. Upon defeat, the player restarts the game as the character's descendant with the same items and experience level. When in battle, players swipe the screen to attack and parry, and tap the screen to dodge and block enemy attacks. In the game, the unnamed player character fights a series of one-on-one battles in a derelict castle to face the immortal God King. ![]() It was the first iOS video game to run on the Unreal Engine. Infinity Blade was an action role-playing game developed by Chair Entertainment and Epic Games and released through the Apple App Store on December 9, 2010. ![]()
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