Monthly Archives: January 2013

Wildstar Wraps Up Friends and Family Beta Test Q&A

Wildstar Wraps Up Friends and Family Beta Test Q&A

 

 

Earlier this week Carbine Studios wrapped up a two part feature asking the first of Wildstar’s testers their initial impressions of the game. As this game is OnRPG and MMOHut’s Most Anticipated Game of 2013, we wanted to reshare these responses with our community to keep you guys informed on what others think that have actually tried it.

 

 

The following questions were asked by fans of Wildstar and answered by undisclosed members of the friends and family beta test.

 

 

Chris Blake: What has been the most fun so far?

 

Delving into the mystery that is Nexus. As you travel through the areas, you discover the stories behind each and every creature and artifact, learning the complex relationships between the natives and the wilds. There is just so much to see and do.

 

 

Bkmiller428: What feature causes you the most grief?

 

Double Jump is one of my favorite features as well as the one that gives me the most grief. While in combat and traveling through the world, jumping and double jumping are extremely useful and responsive. However, there are challenges that require precision jumping. Some of the jumps have to be made with the double jump feature. The issue is the lack of precision control in the jump and the landing.

 

What seems like it would actually be easier to control because you can change direction in the air, is actually difficult, at least for me, due to constantly overcompensating for the responsiveness. Tiny movements can get interpreted as a dodge; landing can have a momentum that will carry you past your intended landing pad. It is easily overcome with practice and possibly some adjustment to the feature functionality, but currently it has made me extremely frustrated in trying to complete some outstanding but difficult challenges.

 

 

Tim Slager: Have you had the experience of “I’m going to play for 30 minutes, and then go do X” and realize that 5 hours later, you said that?

 

Am I limited to 5 hours? Because I don’t know how many times my wife has kicked me asking if I am going to come down and eat. I’ll promptly respond (without taking my eyes off the screen) that I am testing and just ate breakfast; I will be down later, at which point she proceeds to inform me that it is now time for dinner. And I only sat down to test for an hour. Boy, time can fly.

 

 

Jonathan Dana: We know many things that are enjoyable. So I would ask what did you find less entertaining?

 

Personally, I find the path of Settler the least enjoyable, it just doesn’t seem to fit my play style. Just can’t seem to get into gathering resources and building stuff to augment towns and outposts. This from a hardcore crafter, who enjoys the gathering and building of things, was rather surprising to discover I didn’t enjoy it. I know others that absolutely love it and dislike my chosen path of Explorer. Looking into every nook and cranny is just not what they are into.

 

That is the beauty of the Paths: you can pick what fits you and neither choice is bad. There are no bonuses or penalties for choosing a path to go with a certain class or race. Each is an individual choice that you tailor to how you like to play.

 

 

Andreas Scholten: Do you think that the classes of WildStar have enough different mechanics to play each class with a completely different feeling?

 

Absolutely. The way the class mechanics work, and the way the abilities are used are different enough to require a learning curve when you switch classes. Even when you switch between melee and melee or ranged and ranged. It is a completely different play style requiring different moves for different situations.

 

The nice thing about the mechanics is the fact that you can change out your abilities at any time (outside of combat) as long as you own the ability. This makes how you play a Warrior completely different than the Warrior next to you. So it’s not just different between classes, you’ll also see different mechanics within the class.

 

 

Essaltap: Did you find the telegraph system easy to learn? Hard to master? Sometimes messy when fighting multiple mobs?

 

Easy is subjective. Learning how telegraphs work is easy. Knowing what will come out of the telegraph can be hard. The telegraph lets you know where you shouldn’t be standing, but not any indication as to what the mob is going to do. That comes from learning the creatures you are fighting. It can be challenging to fight a single mob with the variety of attacks they will use, which is only compounded with multiple mobs.

 

Then you add on the layer of player telegraphs that you or your teammates are using, some of which are beneficial, and thus you want to actually be in the path of the ability. Group coordination can become crucial.

 

Telegraphs in WildStar are unlike telegraphs in or tells of any other game I have played. While in some games a creature has 3 types of attacks, in WildStar, those three attacks could have 16 different telegraphs depending on how they will execute the attack. Trying to just stand in one place during a fight is a good way to end up on your back for the entire fight and dead.

 

 

ValkavGaming: If you could change one thing about the game after having played it, what would it be, and why?

 

The map interface is my number one target for change at the moment. Indicators on the map and lack of indicators can be confusing, especially when you go into an underground area and the map still shows the surface. Don’t get me wrong however, the current map functions well, I just feel that it can be improved on and needs to be improved upon. Instances should not share the same real estate as the main map for example. It just causes confusion when trying to explore the world and knowing where you have been.

 

The ability to add your own notes to the map is also a requested feature that I am hoping will get implemented in the near feature. In a world where space travel is possible, control on what and when you see things on a map should be a given.

 

 

real_lethality: Dearest friend and/or family WildStar tester: Does Nexus feel like a *place* you go to, rather than a video game you load into?

 

It does feel like a place, albeit a semi hostile one that you are trying to tame and make your home. I find it quite enjoyable to lose myself in the world of Nexus, trying to discover its many mysteries. Each area and even some subareas have its own ecology that makes it stand out. As you travel through the world, you experience the change, not just view it.

 

 

Mohammed C. Wright: While leveling, do you find yourself rushing through the game ignoring the story and content? Or do you find yourself invested in a world created for you as you level?

 

The story and environment are very engaging, it’s very difficult to rush through anything when you are so connected with the world around you. While you can ignore content and proceed through the zones, I would feel like I missed out on something if I did.

 

 

Liquidgamez: Which race & class is your favourite one at this time?

 

My favorite race at the moment is the <REDACTED>, I love how they move. What impresses me the most is how they swim, I could just swim around for hours.

 

My favorite class at the moment is the <REDACTED>. The extremely mobile melee fighting style is just so engaging, and the stealth it has is an added bonus.

 

 

KurikLein: Has WildStar exceeded your expectations and would you recommend it to other MMO players?

 

Absolutely. While not all of my expectations have been met YET, I was pleasantly surprised by just how far past some of my expectations they have gone. That is the thing with expectations, they are based on what you think is the right way things should be done. Then when you see the way they are doing them, you realize they are onto something way better they you had even imagined.

 

 

mathieu_lessard: Do you feel like you have control of your character during combat? What are things you would like to see done with combat?

 

Combat is very dynamic with a lot of movement. Controlling that movement is very easy to manage while fighting.

 

Free-form targeting is a great way to fight and works very well; however there is still room for improvement in some of the abilities that can’t be used without a defined target. The flow between the free form abilities and the targeted abilities is my main concern with combat at this time.

 

 

siegaplays: Does the path content have a significant effect on your playstyle in the current state of the game?

 

The paths are a very unique feature that define your playstyle while not impeding you in progression. You have a path that you can do while doing other things or focus on it as you see fit.

 

What is nice about the paths is the interaction that occurs in a group setting. Everyone can participate (to a point) in completing a path objective, thus getting exposure to the other paths. While not grouped, you may not even be aware that there is a path objective nearby for another path, so it really adds a dynamic level to the areas you travel through when you group up with other players.

 

 

StarWarsDaddy: What separates WildStar from other MMO offerings? Mechanics? Content? Overall gameplay?

 

WildStar has broken the mold on race/class stat stove-piping. What I mean is that every Warrior will not necessarily be hunting the same piece of gear, it depends on the abilities you want to use, what role you want to fill and how you have allocated your stat points.

 

Almost every ability available to your class will have two stats that affect it. So the more points you have in that stat, the more effective that particular ability is when used and thus the more you want on your gear. While Strength and Technology may be the main stat most warriors take, some may wish to buff Magic-dependent abilities and use them instead, as an example.

 

 

Diane Berry: Are you seeing signs in the form of tweaks to gameplay and systems that the development team is listening to your feedback?

 

With as much feedback as I give, a little hard for them not to listen. But in all seriousness, I know they read what every tester says and respond with at least an acknowledgement that it is in review, if not already in work for the next build. I have never been in a testing program with so much interaction between the testers and the devs. The level of communication is unprecedented.

 

The first time a dev just showed up in game to see how things were going and then joined me for a few missions, I almost had a heart attack.  Notice I said first, because it happens often. We even schedule events where the devs come out in force and play with the testers. Then take all our feedback and observations from the event.

Warframe CBT Impressions – Space Ninja Madness

Warframe CBT Impressions – Space Ninja Madness

By Michael Sagoe (mikedot), OnRPG Journalist

 

 

A unique F2P title is coming at us this year, and it’s being brought by some long running pros in the industry. Digital Extremes, developers behind the original “Unreal” series is now working on a new third person shooter called ‘Warframe’. In this game, you play as ancient galaxy warriors called Tenno, which have been re-awaked to take down several different factions that have been wreaking havoc all over our solar system. With katanas and alien firearms, you’ll invade several enemy ships and complete several different objectives as quickly and/or as silently as possible.

 

 

In simpler terms: You’re a freaking space ninja and will do whatever a space ninja can to save the day.

 

 

Now the reason that I say Warframe is a unique F2P title is because the game is completely based on a single-player/co-op PvE experience. There is no competitive multiplayer whatsoever (or at least not at the moment).  Right off the bat, this begs me to ask: “How would the item shop be structured? They couldn’t possibly get away with selling power in a PvE focused game… Will the gameplay be satisfying enough to keep players coming back for more?  Will they be able to deliver enough diverse content for a long lasting experience? “

 

 

While pondering these questions and loading the client up for the first time, the intro screen instantly grabbed my attention by showing off a warframe just sitting behind the log-in window. The log-in screen will always show off the previous warframe that each player used, giving everyone’s login-screen some personalization.

 

 

Once logged in for the first time, the tutorial starts up in a bright and white room, and with an Excalibur warframe at the ready. The Excalibur warframe is perfect for beginners thanks to its active skills including slash dashes and super jumps as well as its stats offering balanced levels of speed and armor. As the training begins, a mysterious lady named Lotus chimes in, explaining your purpose as a Tenno and how to use your warframe properly.

 

 

Learning the controls was fairly standard: WASD for movement, Spacebar to jump/climb, left mouse button to shoot, right mouse button for accurate aiming, etc. Two things that took me a bit of getting used to, however: how melee combat and active skills worked. Your melee weapon is fixed to the E key by default, and can be used at any given time. You can perform various attacks like basic standing slashes, charge attacks and more.  There seemed to be a delay when performing slashes, as well as a strange hit detection when attacking enemies, so I had to take a few minutes to adjust.

 

 

I also had to adjust to how active skills worked in battle, which is all set on keys 1 through 4. It wasn’t a huge issue for the easy to land skills like Excalibur’s slash dashes. But skills requiring aiming like Loki’s decoy are quite a challenge to pull off in the middle of a heated firefight, at least with the default control scheme offered.

 

 

After completing the tutorial, I was given the choice to continue on using Excalibur or select one of two additional Warframes: Loki and Rhino. I decided to go with Loki as my first warframe, since I felt its array of skills for deception and distraction could prove useful in chaotic situations.  I jumped into my first mission solo. The objective: Destroy a ship’s reactor core.

 

 

When moving throughout the ship, Lotus chimes in saying that none of the ship’s scanners have spotted me, which seemed to imply that players can get through the mission without being seen or without tripping off an alarm to alert more enemies. I tried doing this during the first couple of solo missions, but there was always one foot solider that gets away, triggering the alarm with a nearby control panel. I suppose it is possible to get through an entire mission without the alarms being tripped, but it sure seems hard to pull off.

 

 

As I expected: Loki’s skills were really handy in tight situations, even with its earlier skills such as a decoy that places a hologram wherever the mouse cursor is pointed. It lasts for well around six seconds and draws fire from all nearby enemies, allowing me to re-position myself to get the drop on enemies a lot easier. I continued on using my Loki warframe for the first couple of stages on solo mode, engaging in several different missions including collecting data nodes spread around a ship, defeating waves of enemies and rescuing VIPs.

 

 

Afterwards, I decided to check out the Arsenal and Marketplace for goodies. In the Arsenal, you can customize your Warframe and weapons with different active and passive abilities, along with unlocking mod slots for upgrades. The system uses a skill tree with different paths of upgrades to choose from, such as increased firing rate, faster reload time, critical damage and more. While initial skill trees are fairly small and straight forward, players can chose to unlock a ‘pro’ version of their Warframes and weaponry to unlock more paths. However, unlocking pro versions of equipment required platinum currency, which can only be obtained with real money.

 

Normal version

Pro version

 

It irks me a lot to see customization options and items in the Marketplace being locked behind a pay wall. Although not necessary to enjoy the game, the pricing seems a bit much for (mostly) superfluous extras.

 

 

After getting re-configured, I decided to try out the Ash warframe, which had several true ninja-like qualities to it, including shurikens and smoke screens to stun enemies. When I jumped back into the first missions in co-op mode to give my new warframe a try, I was surprised to find myself starting in a brand new location.

 

 

I was a bit puzzled at first, but then quickly realized that maps for each mission were all randomly generated to keep things from feeling stale with repeated play throughs; it’s a nice touch to be sure.

 

 

However, this nice touch starts to get dirty as I continued to play in the later missions, as the randomization of each map doesn’t do much to mix up the tile-sets or even the design of each room. After ten missions or so, I was pretty much able to recognize almost every single room, despite starting in new locations.

 

 

The game starts to mix different missions together up to this point, such as having to retrieve data nodes while protecting a VIP at the same time, but it all starts feeling repetitive. Playing with a group in co-op mode helped to keep things lively, but it also made most of the missions feel rather easy to complete.

 

 

Overall

It’s all very intriguing to see a F2P shooter title that’s completely focused on PvE content, but also very risky.  Every mission that can be tackled with good twitch skills and a good team, so it really makes me wonder whether a F2P business model will truly work out for this title in the long run.

 

 

The game has an amazing amount of potential and could easily be one of the best F2P titles of 2013. It still has a ways to go, but I have a lot of hope that things will get better with time.

Broken Realm

Broken Realm continues the story of Crystal Saga: Origins. Using realistic graphics in a 2.5D engine, players can fight their way up in the ranks of the king’s army – only to find perhaps things aren’t as bright as they seem. Starving peasants, escaped enemies and awakened demons have plagued the land ever since Rycroft has taken the throne. Is the king stopping such things, or causing them?

 

 

Features

 

Military Rank: As you progress, you will gain military rank, a clear way of showing how far you’ve gotten – and it comes with privileges, too.

 

Dragon’s Hoard: A daily wheel spin gives you a chance at great and rare items.

 

Daily Events: Always something fresh to do with daily events! Keep logging in for great bonuses and rewards.

 

World Boss Battles: Fight against the toughest enemies with your friends for a chance at glory.

Arcane Legends Implements 4v4 PvP

Arcane Legends Implements 4v4 PvP

 

 

Fans of the ever popular Arcane Legends can rejoice that Spacetime Studios has launched an update enabling a new PvP mode to quench their thirst for blood. Now players of this mobile app MMORPG can engage in 4v4 capture the flag arena battles. This is of course in addition to the already implemented PvP achievements, titles, and leaderboards. Spacetime Studios has also hinted that this is only the beginning with more maps, battle modes, PvE content, and gear sets in development.

Wizardry Online Reveals New Launch Content

Wizardry Online Reveals New Launch Content

 

In anticipation of the January 30 launch of Wizardry Online, Sony Online Entertainment has released exclusive footage and screens from the game’s latest dungeon — the Underground Dragoon Ruins. Even the most seasoned adventurer will need to be on guard as players are introduced to this high-level dungeon filled with the dangerous traps of the lost Dragoons. These new screenshots and video showcase the dungeon’s bosses, traps and monsters for players who successfully completed their earlier challenges.

 

 

Underground Dragoon Ruins Lore

 

Deep below the Old Sewers, a way has been opened to an ancient site used by the Dragoons. The survey team has found the ruins to be filled with monsters and have called for assistance from the Adventurers’ Guild. Fight your way deep into the facility to find the answers behind these beasts’ appearance and what the ruins were to the Dragoons. Beware, as always, traps set to guard secrets and the source of the corruption causing these fiends to spring forth.

 

 

The Underground Dragoon Ruins will be unlocked for Wizardry Online players at launch.

DragonÂ’s Prophet EU gets an Early Start with Family and Friends Beta Tests

Dragon’s Prophet EU gets an Early Start with Family and Friends Beta Tests

 

 

Huge news for our EU readerbase as news of Infernum pushing Dragon’s Prophet into Family and Friends beta testing arrived this week. This lucky select few will be among the first in the world to test out Runewaker’s epic world of Auratia, its extensive features, content and legendary dragons. As this game has yet to launch anywhere in the world this is huge news for the continent that seems to always get MMORPG titles last.

 

 

For those not in the know, Dragon’s Prophet is the new Online Role-Playing Game which features all virtues of a classic MMORPG and “evolutionizes” them. Players will experience immense dragon features and an epic story in a modern fantasy world featuring next-gen elements like action-based combat, deep character development and an extensive cross-server Frontier PvP system. Dragon’s Prophet is being developed by Runewaker Entertainment who are known for their successful blockbuster MMO Runes of Magic. For more info check out our shout-out for Dragon’s Prophet in our Most Anticipated Games of 2013 in which we awarded the game our 3rd place position!

 

 

Heroes In The Sky Declares an Intercontinental Occupational War

Heroes In The Sky Declares an Intercontinental Occupational War

 

Heroes in the Sky

 

GamesCampus today launched its 2nd annual Heroes in the Sky US vs. EU Occupational War event designed for players across the globe to fight for their nation and become the ultimate hero in the sky! Beginning at 11:00 PM Pacific Standard Time and running through January 20th, players can participate in the ultimate transatlantic battle now.

 

 

An aerial combat MMO based on World War II, Heroes in the Sky, is known globally for its unique game play and easy to master controls. Now flying ace’s can put their skills to the test as they enter the Occupational War on an alternate reality map where the United States and Europe battle across the Atlantic competing head to head in massive aerial dogfights and ultimately prove their dominance!

 

 

“This event is designed to show our gratitude to all our players who have shown such a deep interest in Heroes in the Sky,” said Michael Walker, Associate Producer at GamesCampus. “We’ve prepared a spectacular event where everyone can participate and enjoy this ultimate battle with friends.”

 

 

The Official 2nd Annual US vs. EU Occupational War will be held starting today, January 18th, through the 20th, and is available to all players with accounts on either service. For new and returning players, now is the perfect time to experience high flying combat since the Occupational War will feature balanced accounts putting everyone on even footing. Additionally, the event will also feature unique event rewards. New players can sign up now at http://HIS.GamesCampus.com and join in the competition immediately!

Early Access: Ecol Tactics Online

Early Access: Ecol Tactics Online

By Darren Henderson (DizzyPW), OnRPG Editor-in-Chief

 

 

Ecol Tactics Online feels like the type of game that we should have been seeing a lot of at an earlier stage of the MMORPG game. I don’t feel like the technology is so advanced that it wasn’t an option before now. Heck it’s just a turn-based tactics game at the core so what was the hold up? Instead browser games have been content for what feels like forever throwing trading card games and empire builders or a hybrid of the two with maybe a single feature that differentiates it from its peers. So of course when the announcement was finally made that GamesCampus was stepping outside the realm of client-based titles for a new browser game set to do just that, I know I wasn’t the only one on our forums that got a bit giddy that a true tactics game was finally being made available online from a relatively well known publisher. But the question on everyone’s mind of course was would it stand up to mobile giants like Ogre Battle Tactics, Disgaea, and Final Fantasy Tactics? MMOHut’s Bakerman Brad and I jumped onto the private test server to talk to a member of the Ecol Tactics team and see for ourselves.

 

 

What I found in the tutorial was a serious throwback to my gameboy days of long Saturdays grinding away at my small army in similar tactics games. Ecol Tactics Online plays out just like any tactics game before it with hidden speed stats determining player movement order, a small line of icons at the top left of the screen showing upcoming turn order, and simplistic and easily navigated menus allowing you to position your characters, attack (whether through basic auto attacks or a huge variety of MP burning spells with different ranges and effects), or simply wait and choose a direction to face in anticipation of the enemy’s movement. Status effects will also play a part in combat including drowsiness (lowers movement stat), sleep (stunned until attacked), paralysis (can use items), silence (no skills), and stuns (turn completely denied). That much I’m sure you guys could have guessed in any title brave enough to throw the word tactics into the name. Now let’s talk about the features that set it apart (as well as those that make it generic).

 

 

Character Creation and the Tutorial

Granted it’s a browser game with small sprites so you’re not going to see anything spectacular here. Choose your sex, your skin color (pale, normal, or dark) and your hair from around 6 or so options. I was a bit disappointed that there wasn’t a bit more options here and would love to see at least a secondary option on hair color at launch so that you could mix and match it with the styles offered but at the very least we should see some cash shop options for improving character customization as there’s no reason it should remain this basic.

 

 

Afterwards you go into a rather lengthy but at the same time quite cleverly written tutorial that does a fantastic job of introducing the 4 character roles you can fill in the form of your useless scrub of a character getting saved by a band of 4 mercenaries (1 of each role type) and their epic flaming tiger pet. Besides learning that warriors are cocky bros that wear their sunglasses at night, archers love short shorts, priests have the tranquility to fight without disturbing the sleeping cat on their head, and mages can throw massive waves of fire while somehow staying cool enough to not cook the egg in their hair, you also get your chance to try out each class in action against a huge array of powerful monsters. It was a fantastically fun way to test out some of the epic skills that can become available to your personal character or mercenaries you hire long before you ever actually unlock said abilities in the game. Though I was a little said when the bro thought my female character was a guy. Hopefully that’s addressed as localization work gets finished.

 

I’m only level 2. This quest is out of my league.

 

Although the dialogue in the tutorial felt a bit forced, I saw a glimmer of hope following it that this game might actually develop a decent storyline. And if you’re a true tactics fan this should be an important feature to you. I want to believe the Ecol Tactics team recognizes this as well but I haven’t played far enough in to confirm it. On the bright side you won’t have to worry about me giving up many spoilers.

 

 

The Hubtown and Character Development

So what is there to do once the tutorial ends and you’re thrown into the middle of town with all the other chibi weaklings? It’s time to forge your personal character’s path to power and build a mercenary team able to support you in your quests.

 

 

As I mentioned earlier there are four roles you can acquire, but what I didn’t say is that your starting character can master all of them given enough time and patience! Each role has a different weapon requirement however so you will have to think carefully at the beginning of a battle before assigning your character as that’s the weapon you’ll use for the rest of the fight.

 

The Fighter is the tanky front liner that specializes in blockbacks and other powerful skills that hit mostly in melee range though they have some devastating mid-range skills for clearing huge waves.

 

The Archer is a support dps character that can do serious damage to single targets at range as well as line up some sick combo shots if the enemies are positioned correctly.

 

The Healer can keep your party going strong and also has some intense AoE damage spells to keep them viable when healing and buffing isn’t required.

 

The Mage makes the map explode in pretty colors while tombstones rain from the sky.

 

Never underestimate the power of a good blow

 

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As you fight battles you will slowly collect a series of skill stones that can be combined for a chance to unlock new skills in a given class. This becomes increasingly difficult to do though as the skills build up through a tree system and each time you’ll need 3 of the highest tier of said tree to unlock the following skill. And towards the really high-end spectrum you might even have your items destroyed during the merging process. I expect mass nerd rage to follow but at least there will be a sense of pride for those that can achieve the ultimate powers of a given role. And with 350 skills total and a gold cost associated with attempting to merge skill stones it should be a long while before we see someone that can claim to be a master of all abilities.

 

 

Equipment also plays a major part in the strength of a character. The statistics are rather simple with 8 pieces of gear contributing to hp, mp, strength and defense (physical), Intelligence and Resistance (magical), Hit and Evade (Accuracy), and Movement and Jump. You can also acquire fashion sets to give your character that extra bit of personality.

 

 

As you build wealth you can choose to spend it in the auction house to further power up your character or hire mercenaries to take on tougher missions to obtain greater rewards. Mercenaries are a lot more static than player characters, usually bringing roughly one active and one passive skill for their given role. While you can hire up to 6 mercenaries and one AI controlled pet at a time, it’s likely the better solution to seek out friends and collect similar quests in town to help each other out on. Starting at level 10 you can form parties consisting of up to 3 players each bringing 1 mercenary each. Just be aware that regular mercenaries cost 1,000 gold and rare mercenaries cost 5,000 gold so don’t think you can build an army on a whim. This is a real gold sink.

 

 

The World of Maps and PvP

Once you’re all set to begin your journey you can simply leave the hubtown to clear various maps or perform quest objectives. At launch Ecol Tactics is set to have 100 total maps available, each with varying degrees of difficulty and rewards waiting to offer more replayability. Also if you completely clear all maps in a given area (each area hosts multiple maps) then you will unlock the challenge map that carries many unique features such as a competitive leaderboard and massive rewards including the occasional cash shop items. These maps however will throw some seriously twisted challenges at you such as exponentially increasing mob spawn per turn or even forcing you to strategically choose your movement to race monsters to a finish line while avoiding traps. Yea racing in a turn-based tactics game. It’s in there. Though they’re still fine tuning this particular “raid” so it might not be available until a month into the open beta.

 

 

PvP will also be a heavy focus in this game with 1v1 battles allowing players to test their might and mercenaries against rivals. A monthly PvP tournament with decent rewards is also planned. Word of 2v2 and 3v3 battles is also in planning but they haven’t quite figured out a way to speed it up enough to keep players from getting bored waiting for 5 other combatants to make their moves. Still though it should make for an interesting mechanic having guild vs guild showdowns in a tactics game.

 

 

Tactics and Ambiance

There’s a few other tid bits of info I came across while testing this game that I’d feel would be incomplete to leave out of my write-up. For one there are strategic formations in combat that you can set-up to gain bonuses with your movement speed. If an archer is one diagonal space behind a teammate for instance, this grants a passive called suppression fire that boosts their critical strike chance. Also attacking foes from the side allows you to do roughly 10% bonus damage and 25% from behind. These attacks also give a boost to your accuracy and critical strike chances.

 

 

If you manage to hit a foe from the front with 3 attacks you can push them back 3 squares; this one is a life saver when trying to create some distance while healing up an injured mercenary. Another neat trick is surrounding an enemy on all 4 sides causes a ‘blindness’ effect that blocks their ability to move and lowers their accuracy in the process. I mentioned earlier that each character has a hidden speed attribute that determines turn order but you can strategically adjust this turn order by moving and not attacking to push your next turn up a few ranks and time massive combo attacks against your foes. While there is an auto AI option available for those feeling lazy and not wanting to control their troops, I can’t imagine ever using it as I can’t stand seeing inefficiency in my moves in a tactics game.

 

 

In terms of ambiance the music in this game is nothing to write home about. It’s your usual chibi anime repeating tracks that get tiring after the first twenty minutes or so. Currently you can turn them off but I’d rather they just offered an option to lower the volume and the member of the team we interviewed said this was already in the works. While the characters are too small to have actual expressions they do offer a ton of Ragnarok styled emote bubbles you can pop up to show your emotions. While this is done through a clunky menu they are currently working on text commands to make the emotes more easily accessible. While the spell effects are incredibly flashy and one of the highlights of the experience I will say that the nonadjustable low resolution of the window takes some of the magic away. Also those with poor eyesight may have a tough time reading the text due to this tiny resolution. I did really enjoy the animated character models that pop-up next to text during cutscenes and hope more are included as the game develops.

 

 

In terms of localization the game was looking surprisingly good so far. There were a few oddities as I’ve shown in earlier images in this article but overall they are doing a top notch job in the early stages and hopefully the later stages get just as much love. There’s also a ton of new content on the way including a total of 250 maps, the crazy multiplayer raid with unique challenges I talked about earlier, and a level cap expansion from 30 to 40 once open beta hits.

 

 

Final Thoughts

Honestly there’s a lot of strategy and a decent number of features included in this game, and I can’t wait to see how it all plays out in terms of the PvP. Because after all tactics games have been around for ages but it was always a pain linking up gameboys or whatever device you had to test your goon squad out against your friend. If Ecol Tactics manages to do PvP right I imagine the rest of the game will fall into place and create quite a successful niche browser title at launch.