Shadow fight 3 weapons - Hack booster pack opening chapter 2 - shadow fight 3 weapons hack#6 (1)

WorldGaming 2017-09-30

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Shadow Fight 2 is a fighting video game developed and published by Nekki and released on May 1, 2014 for iOS and Android, and on January 27, 2015 for Windows.

It received positive reviews from critics, who commended its gameplay while criticizing its freemium model.
Shadow Fight 2 is a 2D fighting game in which players must win the majority of 3 matches against computer-controlled opponents.[1] The game also has RPG elements that let players upgrade their armor, weapons, skills and magic.[1] The game's characters are entirely silhouettes, but the animations are realistic and physics-based.[1]

The player earns gold throughout the game that can be used to buy weapons.[1] It contains 6 different provinces, each with a main boss.[1]

The player can only play up to 5 fights before their energy must be replenished, which can only be done by waiting, paying real money, or watching a limited number of ads.
A warrior named shadow who everyone fears rides off to a far off land and see's a deadly looking peak with a demons helmet on it. He enters throught the shining door and he burns down to the ground. Every inch of him turns into a shadow. He screams as light comes out of his eyes. And then he see's the masters. And now he has to fight the masters to make it through the deadly masters.
ason Parker of CNET rated the game an 8.3/10, calling it one of the best fighting games in the App Store "if you can live with the in-your-face freemium model".[1]

Rob Rich of Gamezebo rated the game 3.5/5 stars, praising the animations and weapon variety, while criticizing the "imprecise controls" and some combat mechanics.[2]

Silviu Stahie of Softpedia called the game "probably the best fighting game for Android" and said that it was "easy to learn and master".
A sequel, Shadow Fight 3, was announced in April 2016 with an expected release in fall that year.[4] The game soft launched in Canada in July 2017 for iOS.[5] The journalist for TouchArcade had a brief opportunity to play the game and praised what he experienced of the gameplay, animation, and customization.[5] The game is scheduled for a worldwide release for both iOS and Android in November 2017.
A video game is an electronic game that involves interaction with a user interface to generate visual feedback on a video device such as a TV screen or computer monitor. The word video in video game traditionally referred to a raster display device, but as of the 2000s, it implies any type of display device that can produce two- or three-dimensional images. Some theorists categorize video games as an art form, but this designation is controversial.

The electronic systems used to play video games are known as platforms; examples of these are personal computers and video game consoles. These platforms range from large mainframe computers to small handheld computing devices. Specialized video games such as arcade games, in which the video game components are housed in a large, typically coin-operated chassis, while common in the 1980s in video arcades, have gradually declined due to the widespread availability of affordable home video game consoles (e.g., PlayStation 4, Xbox One and Nintendo Wii U) and video games on desktop and laptop computers and smartphones.

The input device used for games, the game controller, varies across platforms. Common controllers include gamepads, joysticks, mouse devices, keyboards, the touchscreens of mobile devices, and buttons, or even, with the Kinect sensor, a person's hands and body. Players typically view the game on a video screen or television or computer monitor, or sometimes on virtual reality head-mounted display goggles. There are often game sound effects, music and, in the 2010s, voice actor lines which come from loudspeakers or headphones. Some games in the 2000s include haptic, vibration-creating effects, force feedback peripherals and virtual reality headsets. In the 2010s, the video game industry is of increasing commercial importance, with growth driven particularly by the emerging Asian markets and mobile games, which are played on smartphones. As of 2015, video games generated sales of USD 74 billion annually worldwide, and were the third-largest segment in the U.S. entertainment market, behind broadcast and cable TV.
Early games used interactive electronic devices with various display formats. The earliest example is from 1947—a "Cathode ray tube Amusement Device" was filed for a patent on 25 January 1947, by Thomas T. Goldsmith Jr. and Estle Ray Mann, and issued on 14 December 1948, as U.S. Patent 2455992.[1] Inspired by radar display technology, it consisted of an analog device that allowed a user to control a vector-drawn dot on the screen to simulate a missile being fired at targets, which were drawings fixed to the screen.

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