

But players need to keep buying new items even when they have ones they like just to keep up. If players could still earn experience while having a mastered weapon equipped, it wouldn't be so bad. Conversely, this game makes it clear early on that players have to keep their coffers full by hook or by crook to keep advancing. Infinity Blade II made players only feel that perhaps buying additional gold with IAP would solve one's problems after the player had invested a lot of time into the game.

The problem comes in part with the weapons and currency systems: increasingly, the game feels like it's putting players behind the eight ball early on when it comes to needing more money.

I mean, it's nothing new, but the series originated the formula and still does it better than everyone else does. There's new signature weapon combos, and a new character who has her own weapons and a different dodge move. Its one-on-one battles, controlled with swipes and intelligently-placed action buttons, are identical to previous games, and many of the same tricks are used. The core gameplay isn't so much the issue: Infinity Blade III knows what it does and does it well. Infinity Blade III is a reminder that the systems that govern games are very fickle things, and they can be imbalanced to a point where a game that was once hard to put down could suddenly become so flustering.
