"A video game comic and blog that would have been awesome and relevant 10 years ago. Maybe." -Famous Website
I actually have quite a bit to say about this comic, but I was up all night and just had a huge juicy salmon to eat, so I shall hibernate for now. I'll post my official entry later.
Finally, last week I mentioned a lengthy write-up on our thoughts about the impending Kickstarter. I've been chipping away at trying to edit it down, figuring 3k words is a bit more lengthy than it needs to be. And of course there comes the question, who in the world would want to even read that much about us?! Anyways, you should see that soon...I'll be working on it this weekend and will post as soon as I'm happy with its literary weight loss.
Bear has gotten some Dragon Nest time in and the game's been looking rather fun and cool! We can't help to think of it as a mix between Ragnarok Online and Phantasy Star Online. Some things we don't so much care for though are the gender lock on character classes and the fact that you're so limited in item storage space. I suppose the gender lock isn't such a big deal if you think of it like an old story driven RPG like Seiken Densetsu 3 (aka Secret of Mana 2 and very awesome by the way! >.< ), but the fact that one of the major game features is equipment making which requires so many different materials is a bit frustrating when you can only keep so few items.
One of the things I really love about Dragon Nest is the fast-action play style, the sense of danger when facing strong opponents, hit detection being dependent on your positioning, and pulling off awesome looking fighting techniques! XD I love visual fighting techs in video games; one of the reasons why I like fighting games, Saga Frontier, and Tales games so much and a reason why I'm so frustrated with many RPG's where characters have a variety of special moves, but the only visual difference in the techniques being a different colored flash on impact. I'm very passionate about it! >.<
I kinda think it's a shame that the current level cap for the American servers is twenty-four which really won't take very long to get to, but it's understandable considering how new the game actually is. The Asian server level cap is fifty and only a quarter of the world map revealed so far. I'm anxious to see how far they plan to get.
Dragon Nest really got me thinking about the many things I think made Phantasy Star Online so great, one of which was how long I was able to thoroughly enjoy and continue playing the game for so long which was partly due to its really high level cap.
I think it's interesting that Sonic Team chose the level cap of Phantasy Star Online to be 200. For me, having such a high level cap gave the game more of a casual-leveling feeling because it was always so far in the distance; I think only the really hardcore PSO players ever reached the level cap. I played PSO a LOT and I think I only reached level 105. The problem that I suppose arises though is that as you get really high in levels, the stat calculations between monsters and players can really get out of whack which in Phantasy Star Online's case, the monsters became a little overpowered making gameplay a little more a pain than fun. If you're at a decent level for the area you're fighting in, can seldom land a hit on a monster and ONE hit FROM a monster takes off half of your life, there's probably something wrong. ^^;