Infinite Warrior Review

Infinitely frustrating

Infinite warrior attempts to fuse the endless runner and “Infinity Blade” genre of games into a bloody romp through the ancient world. Looking at Infinite Warrior from a distance, I can see the appeal of its concept. Sadly, there are several key failures with the game’s design that hold it back from being a worthwhile experience.

Let’s start with controls, my chief concern with Infinite Warrior. The player interacts with the game through directional swipes that correspond to on-screen arrows. Swiping correctly causes your warrior to mow down the incoming enemy, and this is how the player progresses through waves of theoretically infinite enemies. There are chests to find, crows to kill, and arrows to block, but the primary interaction is swiping. It is a shame, then, that the swiping is highly unresponsive. I can progress through several waves, and then without doing anything differently the game will not register my swipes and I am sitting at the lengthy game over & load screens. While a reinstall was my first order of business, surfing through several forums confirmed that many other users are having this input issue.

I don’t think fixing the controls is a matter of extending the acceptable input window, but rather there is a need to optimize the game’s ability to detect input. It seems bizarre that a problem like this would surface in a game that is so graphically pleasing to the eyes. The environments are sharp and vivid, and the battle animations are exciting. When Infinite Warrior works, it is a slow-paced but engaging infinite battler. It just doesn’t work for most of the time.

For a universal game so focused on graphics, one would think that it was playtested on the iPhone. I found most text impossibly small to read, and had to hold the phone inches from my face.

Now, the fact that I was barely able to play the game means that I wasn’t able to play around much with the game’s upgrade mechanics. Purchasing swords, armor, and other such items for your character are for single use only- a big disappointment for fans of Infinity Blade or RPGs in general. If I spend a ton of in-game cash to purchase an upgrade, I want it to last. It doesn’t take a psychic to predict that these items are also purchasable via In App Purchase.

The developer has made the game free until the next update- which will supposedly fix the touch mechanics (see, it isn’t just me!). When the update goes live, though, Infinite Warrior will be a $3 game with In App Purchases. I’m not able to comment on just how pervasive the IAP elements will be, because the game just largely didn’t work during my playthrough.

And there it is, Infinite Warrior is a promising concept hampered by dysfunctional controls, non-persistent upgrades, and IAPs. It honestly feels as if the game wasn’t playtested. I’m not comfortable scoring based on the developer’s promise to fix the game, because this is the game they have released and charged some users for, and find worthy of IAPs. It really feels as if the game was rushed to coincide with the launch of the iPhone 5, and at this stage of development, it just isn’t worth your time.

Final Score: 


Infinite Warrior is available as a free download, but will eventually cost $2.99 as a Universal App.

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