Apex Legends Mobile Review – Powerful Pocket Game

Apex Legends is one of my favorite games, as you can probably tell from everything I write about it. It’s the best battle royale I’ve played, and great seasonal updates – including new Legends, slain crustacean kaiju, and PvE mini-games offering obscene amounts of loot – keep things going. fresh. I’m also a big fan of esports, which adds another dimension, and the great stories coming out of ALGS bring an extra level of excitement.

While I was immersing myself in the delightful changes coming as part of Season 13, I was also playing Season 1 of Apex Legends Mobile. Unlike the Switch port of the game, this is an entirely different game developed independently from the PC and console versions. Sure, we’re back to Kings Canyon and World’s Edge, and most legends are the same, but Apex Mobile is a fundamentally different game.

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Mirage introduces us to the Apex Games via a cutscene and then a tutorial. It’s all pretty straightforward, and after playing the main game, the similarities made it easy for me to skim through it. The tutorial is smartly done, slowly introducing you to the many on-screen buttons, letting you get used to each one before moving on to the next. Interestingly, the same process applies to the main game.

When you log in to level one, you can only really play Battle Royale on World’s Edge. The more you play, the more modes you unlock. It’s a good way to introduce you to the different game modes without it ever feeling overwhelming. This is even more prominent in the mobile version of the game, which has more modes than its older sibling, including several range training mini-games, ranked and public lobbies on World’s Edge and Kings Canyon ( slightly modified OG versions, that is), Arenas and Team Deathmatch (which has two modes in itself). There’s a huge variety of offerings in Apex Legends Mobile, so much so that it makes me a bit worried about wait times, but it does at least make for a varied and interesting game. Are you fed up with ads? Try a little TDM. Stuck in the leaderboard? Practice against the moving dummies in the shooting range.


Some players will be happy to learn that, at least in the version played by critics, there is no map rotation for public lobbies. You can still choose between World’s Edge and Kings Canyon, and it’s also possible to play in three LTMs, but you don’t have to. Armed and Dangerous, Quick Battle (small ring, fewer players), and Flashpoint are all on the table right now. You can also play any mode in third person or first person, taking notes from PUBG and its own mobile port.

As for the drop in the matches themselves, things generally feel good. I play on the Google Pixel 6 Pro, so I had no issues running the game, and matches ran smoothly even when a few teams were using abilities at the same time. I found myself surprisingly preferring to play in third-person mode, since ADSing puts you in first-person anyway.


It’s hard to scale to a smaller screen, and the most problematic issue for me was using the on-screen buttons. Not only did my big thumbs prevent me from seeing enemies, but the number of abilities and options cluttered the screen and I often found myself clicking wrong. You can move every button in the settings, which is great, but you have to compromise between cluttering your view and making every button clickable, which is less than ideal. Controller support is coming, according to the developers, but wasn’t quite ready for launch. I think this will change things a lot for me, but seasoned mobile shooter gamers will probably already be used to the on-screen button placement and will find it easier.

However, there are also good points. You can hold down the fire button on single-shot weapons to keep firing, which means you don’t waste your aim every time you press to lose another round. Looting is simple and efficient, with your Legend automatically scavenging the correct ammo and attachments for your weapons while giving you the ability to click to add extras to your inventory. Using healing items and accessing your inventory uses easy-to-navigate menus, and gameplay is generally simple and user-friendly.

As for the captions themselves, they work well. Having only ten available makes the meta simpler, and I have to admit I enjoyed not having to constantly watch for Valkyrie squads arriving from the sky. I’ve tested a few of them thoroughly and they work well, and I’ve been particularly impressed with the changes to Pathfinder. Since his grappling hook launcher is harder to aim on a touchscreen than with a mouse or gamepad, it now locks onto surfaces, which works really well. I didn’t notice many other changes to make the abilities more playable on mobile, but Pathfinder shows things were thought out, tested, and fit for purpose.

This brings me to Apex Legends Mobile’s biggest draw, Fade. The New Legend is a nice new mobile game exclusive. His passive is the best ability – or at least the funniest – as it gives him a small speed boost after the slide boost, allowing experienced players to make daring escapes. His tactic is similar to Wraith’s Q, sending him into phase space. Instead of being able to move at will, however, he travels back in time to a previous location. It’s a great reset if you punch through a building and take a few shotgun hits to the face or spin a little too aggressively and have to quickly back up a few yards around a corner you were looking at. His Ultimate is also very clever, a grenade that blasts everyone within its blast radius into phase space for a few seconds. During this time, they cannot deal or receive damage, so you have to play carefully to make it worthwhile. Fade’s abilities are smart, feel well balanced, and offer something new to the Apex Legends roster. And it has no wallhacks, which is always a bonus.


There’s another new thing for Legends in Apex Mobile, and it’s an upgrade path. A very simple skill tree with two or three paths, you can improve the power of your legends by playing with them, unlocking buffs and boosts as you go. For example, your Bloodhound may be able to add 100 damage to their Evo Shield each time they perform a finisher, or take time off their ability cooldowns when downing an enemy. I’m not sure how I feel about it, to be completely honest.

Apex Legends does a lot to make sure you know exactly what you’re up against when jumping into a fight. Legends have unique silhouettes so you can predict their abilities and know what you’re up against. But what if an opposing Gibby suddenly gets a second Dome Shield faster than expected because he downed one of your teammates? It could decide a fight, and I’m not sure I like it. What I do like the idea of ​​rewarding players for maintaining a legend, but improving their gameplay makes things more random and battles less fair.

It would be remiss to talk about Apex Legends Mobile without mentioning its monetization. Loot boxes are still available to unlock cosmetics and battle pass returns, but there are several different currencies to earn, which just confuses things. There’s your usual premium currency, Syndicate Gold (like Apex Coins), Flux Coins, and EXP Points. The last two can be spent on buying items or participating in various random prize draws. There are also legend-specific tokens you can earn to unlock them, as well as other tokens in my inventory that I think are currency, but I’m not sure why.


It’s the sheer number of these sweepstakes that appeals to me, as each uses a different currency and has different methods of awarding rewards. Do you want to climb the ranks of a cosmetic pyramid to a grand prize using a single currency? Or would you rather buy one spin-the-wheel type system with another? Each mini-game has a different theme and different rewards, almost like entirely separate battle passes – except you aren’t directly rewarded for game progress. ‘a value to each currency, and so the whole thing looks quite predatory, even though the odds of bagging a legendary skin are clearly displayed.

I’m fine with not spending money on games or limiting my spending to what I can afford. But for those who aren’t, the fomo on the countless cosmetics might prove too much. Monetization aside, Apex Legends Mobile is a great distillation of the full game, with smart adaptations and quality-of-life updates to Legend abilities and game modes that make battle royale shine on the smallest screen. For players transitioning from console or PC, controller support will be practically necessary, but players moving from other mobile games will have an easier time adapting.

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