Unfortunately things do go to a sudden screeching halt as you get into the game, the voiced animations and NPCs disappear and it quickly turns into very much so a traditional RPG quest areas with multiple NPCs consisted of instanced locations of inside the room you had entered, void of characters, but instead having them appear as pictures and talking in text… quite a lot there is a serious amount of reading in the game, which got a bit tiresome. The battle went into different stages, half way in the ballista started firing and huge arrows rained down on the creature smashing into the floor around us, then the spider started climbing the rest of the tower and changing our camera angle as we tried to shoot it down, it was awesome and just felt like the developers had put in so much effort. Working our way up through the levels we finally came face to face with the monstrosity, and whilst the combat wasn’t difficult, never felt particularly dangerous or challenging, it still felt extremely cool. Inside we were set upon by gnolls and the simple and unassuming controls let us smash through the enemy and the scenery in style, blowing up barrels and walls that the ranged attackers would try to take cover behind it all felt very larger than life. Without giving away too much of the story we were tasked with escorting an NPC to the top of the tower to deal with the spider with fully voiced and animated NPCs and some epic camera angles we were pretty pumped to get going and in all honesty it had that “The Witcher” cinematic combat style about it. The scene opens up with a town garrison assembling, readying ballista the cinematic camera pans to a huge white tarantula climbing an old belltower, we mean this thing could put Shelob to shame and definitely made us feel Hobbit-esq in stature. However, before the character creation we actually had to go through the tutorial/starting question… normally they’re boring or a little simple this was the best opening to an MMORPG we’ve ever played. The customization we got to play with was a little on the limited side whilst there’s lots of hairstyles and colours the actual sliders for face and body are limited and whilst a lot of the hairstyles can be examined we were only able to purchase them in game and not use them at character creation. We decided to try out Kai the male Archer, using ranged attacks and a pretty punishing melee kick when up close he had some decent DPS but for the most part we were able to keep away from enemies and drop them before they even got close. They are most definitely characters with a story background and identity, but not that far into the game you still get to rename them and customize the appearance (albeit the characters/classes are still gender locked) owing to it being more like an MMORPG but begs the question why try to give them character identities in the first place? Starting out we had the character selection, it’s an odd setup that they have as there are nine named characters that you can play as in the game, each having their own skills and abilities and, essentially, are their own individual class. I ( in the case of the individual author of this here article) hadn’t played Vindictus before and only really knew that it had action combat and, as a Korean made MMO, has some classically Asian RPG elements to it, and so I approached the game with some wariness on what to expect. For our run through we spent a couple of hours playing to try and get a firmer idea of what we were facing and test out some of the different mechanics and aspects of the game. Recently we checked out the fantasy meets steam-punk esq free to play MMORPG Vindictus from Nexon, a blend of fantasy, magic and machine where players get to choose from a decent cast of heroes and take on the role of the key hero protagonist in their very own saga.
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