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Archive for March 2014

By : Iga Lezat Admin
REVIEW AUDITION ONLINE



 




Audition Online (Korean: 오디션 온라인), also known as X-BEAT in Japan, popularly called AyoDance in Indonesia, is a downloadable multiplayer online casual rhythm game produced by T3 Entertainment. It was originally released in South Korea in 2004, but it has been localized by various publishers around the world. Audition Online is free to play but it earns its revenue by selling virtual items such as clothes for the player's avatar.
In South Korea, PSP (called Audition Portable) and cellphone versions were released on June 1, 2007 and June 4, 2007 respectively.
On June 12, 2008, Season 2 was first officially released in Korea. Currently, Korean Audition, China Audition, Thailand Audition, Indonesian Audition, AuditionSEA, AuditionEu, Vietnam Audition, Philippines Audition, North American Audition, Brazil Audition, X-BEAT have updated to Season 2. Audition Season 2 features a new interface, sound system, expressions, and many new features.
During Fall 2008, Audition 2, the sequel, was discovered to be in the making. On April 28, 2010, closed beta has officially begin and it ceased its operation during 2013.
During Fall 2013, Audition 3, known as World in Audition a.k.a WIA, the 2nd sequel, was discovered to be in the making & closed beta has officially begin.

Popularity

Audition's popularity began in South Korea and global versions of the game. In 2008, Bugs Corporation discontinued the server. Noticing the increasing popularity of the game, T3 Entertainment and Yedang Online began localizing it in other regions including China, Hong Kong, Indonesia, Japan, Philippines, North America, Thailand, Taiwan, South East Asia, Vietnam, Brazil, United Kingdom, and Remaining European Countries. The Asian and North American versions remain the most popular, with millions of members registered.

Gameplay Features

A player is allowed to create a room or join a room. The 'DJ' (the player who creates the room) is given power to choose songs and settings for the room. The DJ also has the power to kick people out of the room and close the dance floor off however; this cannot be permanent. The song's BPM (beats per minute) usually will determine the song's difficulty and speed(with certain exceptions e.g. beat up mode).
The basic game is played by pressing the arrows displayed on the screen (with the exception of red Chance arrows, which the player must do the opposite of) and pressing spacebar or the control key on every 4th beat of the song. The more accurately the spacebar or control key is pressed, the higher the score, "PERFECT" being the best, "GREAT" and "COOL" still counted as good enough, "BAD" you will get very little score, and for "MISS" as the worst one, no score. If you get a "MISS" you will not get the chance to play for the next move. The player currently with the most points during the game will have their character in front and the most visible part of the stage.
A special move during most gameplay modes is the "Finish Move", can be said the hardest move. If a person does not miss the move before it, they have the option to do the "Finish Move". Finish moves issue a lot of points and can often be the key to success.
When a player does 2 or more PERFECTs consecutively, he will get bonus points for doing so. These PERFECT combos (or "Perfect chains") enable players to interfere with the opposition. A blue circle indicates that you made a PERFECT in your move, and acts as a shield. When a player performs a PERFECT X1 (or perfect X2 in some cases) they will make either the player ahead or behind them receive a yellow circle. While under the yellow circle, points will not be given if that person does not achieve a PERFECT (in a finish move it reduces a percentage rather than the whole move). In addition, players can increase their points by playing 'chance'. This can be activated by pressing the delete key or the . key on the number pad whereby red keys appear and players have to press in the opposite direction of the red keys. At the end of the dance battle, the person with the most points is the winner. Each player will receive experience points and Den/BEATS according to what position they finished in.
If a single/group game (not including NPC, One-Two Party and Beat Up modes) is full, while also having the music set to random, a random event (also called a mission) will occur. This is where bonuses are given if you accomplish a certain challenge. Examples are not getting a specific beat judgment (e.g. no COOLs or no BADs), getting perfect combos (e.g. PERFECT X3), or getting a standing (e.g. getting number 1). The music can be random, random(new), or random from any range of tempos.
Chance levels (not available in all versions)
There are chance levels from 1 till 6. With the addition of Chance levels, the DJ can now set a standard number of red (opposite keys) arrows a player will face when they use the chance mode. The choices range from 0 to 6. Alternatively, the DJ can select the free chance mode which will allow players to cycle through the levels at their leisure, or random level chance where a random amount of red chance keys appear per move (ranging from 1 to 6). The more red steps a player clears, the more points they will score. The ability to choose your own level of difficulty adds a new level of strategy and can greatly stratify scores between weak and strong players. In addition, whether or not players are using chance and their current chance level are displayed next to player scores during the game. There is also a random chance option, which gives you a random amount of keys with chance on a turn. When random chance is on, it gives no indication on the sidebar or on the screen which keys will be chance in the next turn or currently.
New chance system (not available in all versions)
Korean Audition has expanded the original Chance system with three new Chance Modes for normal room. These are: Double chance (Certain notes double, up to 6, display as Yellow notes), Bomb Chance (Bombs appear between notes, players are not allowed to make mistake as one wrong press will cause the bombs to explode, resulting instant miss) and Perfect chance (Scoring Perfect will reduce notes in the move, up to 3). Dynamic Chance is also available to every mode instead of only Crazy-9 like before. As of March 8, 2012, Redbana Audition now also has these three chance modes.
Insane system (not available in all versions)
This feature will add another Judgment, the Insane Perfect. The Insane Perfect gives approximately 3x higher score than Perfect and it'll give you a Score bonus. The score bonus depends on the judgment "blocked" after each insane perfect. Once the Insane is activated, the score bonus will set to +50%, but you will be blocked to achieve BAD judgment anymore, thus you'll miss. After getting a judgment higher that BAD except Insane Perfect, the score bonus is will set to +100%, but this time, you can't achieve COOL judgment too anymore, and after that, +200% score bonus in exchange of GREAT judgment, this will be the time that you'll need to have Perfect/Insane Perfect or you'll miss automatically. Misses gained from Insane's fault will still be counted but you'll be able to dance instantly after the miss, unlike regular miss that you'll have to wait 1 move bar to dance again. If you missed because of Insane in the Finish move, you'll won't miss it but there's no score. The key to success in Insane Mode is to keep your Insane Time as long as possible: Passing block-requirement with lowest result will advance to the next block-requirement, but if you can hit Insane Perfect, it stays back (Say, when the block-requirement is BAD, you hit Great and it advances to COOL, but if you hit Insane Perfect, the next one will still be BAD). There is also a bug from some servers that allow players to enter Insane Mode if they just ignore the key note and time their Space to hit Insane Perfect Point (Which resulting in MISS, but it still activate Insane Mode). Insane System is also known as "The Killer of Old Replays", which rendered all older replays saved before Insane Update corrupted. Older replays can still be viewed, but the players won't dance and always score Insane Perfect without hitting any notes (Even though the final score board still displays real result from that match). This bug has never been fixed, and players unaware of it have to accept that they lost all old replays, unless they record videos for them first.


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By : Iga Lezat Admin
REVIEW GAME HARVEST MOON





Harvest Moon, known in Japan as Bokujō Monogatari (牧場物語 lit. Farm Story ?), is a farm simulation role-playing video game series created by Yasuhiro Wada[1] and produced by Victor Interactive Software (acquired by Marvelous Entertainment in 2003). English translation and distribution of the game is done by Natsume for North America and Rising Star Games for Europe. The main objective of the game is to rebuild a run-down old farm and turn it into a successful one. Over a period of time the player tends to crops and livestock, befriends nearby townsfolk, and eventually in some series get married and start a family. The first game was Harvest Moon, released for the Super Nintendo Entertainment System in 1996.


Gameplay

The player's character has primarily been male, but some games offer the option to play as a female character. The most common story line of the series involves the player taking over a farm that no longer has an owner tending to it, growing crops, raising livestock, making friends with the town's people and creating a family while running a successful farm. Each game provides objects to collect or goals to complete, whether it is befriending villagers, collecting musical notes, finding sprites, making rainbows, or ringing bells.
Money is obtained by growing crops, raising livestock, fishing, mining, and foraging. With a limited time and limited energy, the player has to find a balance between the two in order to accomplish their work for the day.

Growing crops

Crops are the primary source of income in Harvest Moon. In order for crops to grow the player must first clear the field from weeds, rocks, boulders, branches, and stumps. Then with a clear field, they must take their hoe and till the soil. Next, choose the seeds that you wish to grow and sow them where the soil is tilled. The player must continue to water the crop daily, but it isn't required on a rainy day, and as time goes on the crop will be ready for harvesting. The player must find optimal planting, watering and harvesting patterns. They also must consider the cost, sell price, number of harvests and growth time of the various produce available before planting. Each season has different crops available for planting, though in most games nothing may be planted in winter, and in Harvest Moon crops could not be planted in fall. In some games, a greenhouse or basement can be used during the winter to grow crops.
Turnips, potatoes, tomatoes and corn are staple crops of the series, introduced in the first game. Since then, other games have introduced new crops, such as cabbage, carrots, onions, strawberries, sweet potatoes, pumpkins, rice, pineapples, cucumbers and more. Grass may also be grown and harvested as animal fodder.

Ranching livestock

The secondary source of income in the games is purchasing, caring for, and raising your own livestock. Livestock may produce products which may be sold on a daily basis. Giving animals attention will increase their affection towards the player and may increase the quality of their products. Neglecting the animals' needs may lead to sickness and even death.
The first Harvest Moon only had cows and chickens, which were housed in a barn and chicken coop and fed the same fodder. Milk and eggs could both be sold, as well as the animals themselves. Later titles introduced sheep and a separate feed for chickens, as well as machines that could change milk into cheese, eggs into mayonnaise, and wool into yarn. The more recent games allow the player to also raise ducks, goats, alpacas and differently-colored cows. In Harvest Moon: Tree of Tranquility silkworms and ostriches were introduced to the series, and the new game also enabled players to befriend wild animals and persuade them to live on their farm.
Animals are also able to reproduce. Eggs can be placed in an incubator to hatch a chick in a few days, while giving a cow or sheep a Miracle Potion, the equivalent of artificial insemination, will impregnate them. Buying and breeding multiple horses was introduced in Harvest Moon 3 for Game Boy Color and continued in Harvest Moon: Magical Melody, Harvest Moon: Tree of Tranquility and Harvest Moon: Animal Parade

Pets and other animals

In many Harvest Moon games the player is given the opportunity to receive a dog and horse as a pet. A large variety of animals can be kept as pets in the newer titles, from pigs and cats to pandas and turtles. In some games, the pets attend competitions (e.g. horse races and dog races) to win prizes. In Harvest Moon: Back to Nature the player can raise fish.
Pest animals are also found in Harvest Moon including wild dogs, and gophers. Wild dogs visit the farm at night and harass any livestock not kept in a barn or fenced area. Gophers in some older titles would consume crops.

Gathering materials

Many Harvest Moon games require the player to gather materials for home improvement, tool improvement, cooking, or selling. The most common building resource in Harvest Moon is wood; other resources can include stone and golden lumber. The player can gather wood by chopping tree stumps and branches, and use wood to add buildings or fencing to their farm. Mines are present in many games, and minerals gathered can be used for upgrading tools and crafting gifts. In many games wild plants, such as herbs and flowers, may also be gathered.

Festivals

Most games in the series feature annual festivals which the player can attend. Some festivals are contests with prizes available, while others are social events, some being equivalent to actual holidays, such as Thanksgiving, New Year's Day, and Christmas Eve. Livestock festivals also take place, where the player can submit their animals to compete against other farms. Animals that win these contests often receive benefits; for example, a cow that wins might gain the ability to produce gold milk.

Getting married

Most Harvest Moon games offer the ability to marry. Gift giving and interacting with the love interest may increase the love interest's affection, and if their affection is high enough marriage may be proposed with a Blue Feather. Most love interests have rivals, who will marry them if the player does not. Only one Harvest Moon game, the Japanese version of Harvest Moon DS Cute, has allowed players to marry someone of the same sex (termed the "Best Friends" system). The feature was removed from the North American version over concern its inclusion would have raised the game's ESRB rating.[2]

Children

In many versions, it is possible to have children, but usually only a boy. Harvest Moon, Harvest Moon 3, and Harvest Moon: Animal Parade, and Rune Factory 3 are the only versions where the player can have multiple children. Harvest Moon: Animal Parade is the first game in the series that allows the player to have two children of either gender, and Rune Factory 3 allows the player to have three children of either gender. Harvest Moon: A Wonderful Life, Harvest Moon: Another Wonderful Life, Harvest Moon DS and Harvest Moon DS Cute are the only games in the series where the player can experience a child's growth from toddler to full-grown adult. Harvest Moon: Tree of Tranquility expands on this by letting the player restart the game as their child after the completion of an end game event. Harvest Moon: Save the Homeland, 'Harvest Moon GB, Harvest Moon 2 GBC and Innocent Life: A Futuristic Harvest Moon are the only Harvest Moon titles in which the player cannot marry. Rune Factory 2 is the only Harvest Moon where the player can personify two characters, the father and his son or daughter.

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By : Iga Lezat Admin
REVIEW GAME ELSWORD








Elsword (Korean: 엘소드) is a free-to-play, 2.5-dimensional side-scrolling action MMORPG developed by the South Korean company KOG Studios. It features real-time action gameplay and includes both player vs. environment and player vs. player modes. There are several playable characters within the game, each with unique backstories and distinct abilities. While playing the game is free, some items and costumes can be purchased through the in-game "Item Mall" using real currency.

Gameplay

Elsword features skill-based action gameplay combined with role-playing elements and community features typical of an MMORPG, such as guilds, chat, and item trading. Gameplay can be controlled using either a keyboard and mouse or a gamepad.






Classes

Elsword the Knight (Warrior)
His first class changes are Sword Knight, Magic Knight, and Sheath Knight. His second class changes are Lord Knight, Rune Slayer, and Infinity Sword.
Sword Knight specializes on swordsmanship. Magic Knight combines magic with swords, capable of creating fireballs and sword-shaped magic attacks. Sheath Knight enables the use of the Bladed Sheath, named "Conwell".
Lord Knight is a title given by Velder Kingdom to warriors who have reached a God-level swordsmanship. Rune Slayer makes use of an advanced magic named "Rune", combining magic with rune and storing it in the user's sword, granting the user an explosive-level power. Infinity Sword can summon an unlimited amount of swords to use when fighting, also with an upgraded Conwell.
Aisha the Magician (Sorcerer)
Her first class changes are High Magician, Dark Magician, and Battle Magician. Her second class changes are Elemental Master, Void Princess, and Dimension Witch.
High Magician uses an advanced magic, combined with knowledge. Dark Magician combines demonic energy with magic, which makes use of Dark Fireballs and Hell Magic. Battle Magician is a melee-type magician that uses magic-reinforced staff wielding.
Elemental Master uses the magic of the Four Elements(Fire, Water, Earth, Air) combined with other elements(Lightning, poison, ice, etc.).Void Princess makes a contract with a devil named "Angkor" making use of Devil Magic and Hell lasers in addition to her original dark magic. Dimension Witch can control space and time by the use of "Moon Stone".
Rena the Ranger (Archer)
Her first class changes are Combat Ranger, Sniping Ranger and Trapping Ranger. Her second class changes are Wind Sneaker, Grand Archer, and Night Watcher.
Combat Ranger specializes on martial combat, in addition to her archery magic. Sniping Ranger specializes on Archery, capable of marking targets and quick-shooting. Trapping Ranger makes use of traps and melee attacks with a legendary sword named "Erendil".
Wind Sneaker combines the magic used to create energy arrows with their martial arts to boost the user's power and speed, as they have reached their limits. Grand Archer reaches a Master-level Archery sniping enemies with a hail of arrows, capable of piercing metals when strong and a soundless arrow when swift. Night Watcher uses an moonstone-strengthened Erendil, which was strengthened after her battle with the revived King Nasod.
Raven the Taker (Berserker)
His first class changes are Sword Taker, Over Taker, and Weapon Taker. His second class changes are Blade Master, Reckless Fist, and Veteran Commander.
Sword Taker chooses to specialize in swordsmanship rather than his left Nasod Arm, in fear that his Nasod Arm will overtake him. Over Taker chooses to upgrade his Nasod Arm despite the risks of being able to be taken over. Weapon Taker makes use of the "Overheat" system, which can strengthen his own attacks and his Nasod Fireballs at the cost of his own life.
Blade Master seals his Nasod Arm completely and uses only his sword, reaching a master swordsmanship level. Reckless Fist uses a Limit-Enhanced Nasod Arm with reckless power, but is already in its limits of being mentally stable and starts to lose his own consciousness. Veteran Commander upgrades his "Overheat" System and strengthens his Nasod Arm, which was in the brink of its destruction due to an overuse of Overheat.
Eve the Another Code (Mechanic)
Her first class changes are Code:Exotic, Code:Architecture, and Code:Electra. Her second class changes are Code:Nemesis, Code:Empress, and Code:Battle Seraph.
Code:Exotic modifies her to a battle-type, as she was originally a worker-type and was not suited for battle. Code:Architecture modifies herself and changes herself to a mini-core, capable of producing additional Nasods, and creates "Oberon", her first servant. Code:Electra strengthens her Electron powers and reduces the use of her limited El-energy, being able to use powerful :Electron attacks with little El-energy.
Code:Nemesis changes her to a "Nasod's Queen of Destruction", combining Electron Metal weapons and Electron Energy with the brute force of the destruction code. Code:Empress creates an additional servant named "Ophelia", combining Oberon and Ophelia's attacks to make an infinite combo. Code:Battle Seraph unlocks a hidden code made by the King Nasod, multiplying her powers, but at the risk of temporarily disabling her "Emotion Control Device".
Chung the Guardian (Shooter, Cannon Blaster)
His first class changes are Fury Guardian, Shooting Guardian, and Shelling Guardian. His second class changes are Iron Paladin, Deadly Chaser, and Tactical Trooper.
Fury Guardian upgrades his cannon "Destroyer" to make more powerful shots. Shooting Suardian makes use of a gun named "Silver Shooter", as he felt that the use of his heavy cannon can make openings. Shelling Guardian makes use of traps, bombs, and specialized cannonballs in addition to the Destroyer.
Iron Paladin upgrades Destroyer to its limit, destroying enemies in a single blast. Deadly Chaser makes use of two Silver Shooters, as having just one still made openings. Tactical Trooper makes additional changes to his "Shells", combining El-energy crystals to his Cannon Shells.
Ara the Spearman (Martial Artist)
Her first class changes are currently Little Hsien and Little Devil. Her second class changes are Sakra Devanam and Yama Raja. Her third choice of first and second class changes are still unavailable. Ara's second class changes might be unavailable at some countries.
Little Hsien is a title given to her by the villagers, as some heroes are gives names for their deeds. Little Devil is a title given to her because she makes use of the Devil's powers in addition to her "Ki".
Sakra Devanam is a title obtained after she mastered her use of "Ki". Yama Raja literally means "Devil Queen", as she was able to defeat a Full-Blooded Devil with her own.
Elesis the Free Knight (a Knight unbound by the rules of the kingdom, in this case, Velder)(available only in Asia)
Her first class changes are Saber Knight and Pyro Knight. Her second class changes are Grand Master and Blazing Heart. Her Third choice of first and second class changes are still unavailable. Elesis' might be not available at some countries.
Saber Knight uses specialized swordsmanship, but she still retains some of her flame powers. Pyro Knight Strengthens the use of fireball magic, but is an irregular-shaped flame, unlike Elsword's Magic Knight.
Grand Master is a Master of Swordsmanship, capable of battling a Veldar Kingdom's Lord Knight in an 1 on 1 battle. Blazing Heart uses a magician-level flame magic.
Add the Tracer(a special Mechanic that Traces energy, stores it, then releases in the form of Electricity, with the use of the Nasod Dynamo)(Might not be available)
His first class change is Psychic Tracer and the second class change is Lunatic Psyker. Add might not be available in some countries.
Psychic Tracer connects his Dynamos to his mind, enabling him to control his Dynamos and the energy it stores and generates with only willpower. Later, with the Dynamos reaching its limit, and unable to use the full power of the Dynamos due to lack of power source, He upgrades his Dynamos even further, installing a stable power source and becoming the Lunatic Psyker.

Skills

There are different types of skills available in Elsword. You can choose different types of skills as you level up. There are mainly Six types of Skills: Passive, Active, Buff, Special Active, Sealed Skills, and Hyper Active.
Passive is a skill that is always on effect after obtaining it. It will be on effect without any mana cost as long as the conditions are met. There are many types of Passives. There are some that increases your Attack or Defense, there are some that gives special effects, and there are also some that strengthens other skills.
Active is a skill that requires some mana to activate it. It usually does not have a very strong damage so the mana cost and the cooldown is very low. Mana cost ranges from 5~100 and cooldown ranges from 1~65. Actives may damage your opponent, may help your allies, or even restore your health or mana.
Buff is a skill that gives you and your allies a special effect or a power boost for a limited time when activated. It's activation can be easily interrupted, so it has a very short cooldown. However, the buff usually gives a huge advantage to a side, so the mana cost is relatively high. There are also skills called De-Buff Skills that Weakens your enemy for a short time. Mana cost ranges from 50~80, cooldown ranges from 10~30 and buff duration ranges from 3~60.
Special Active is a skill that has a special skill image when activated. The damage is relatively powerful, so it has a very high mana cost. Also, most Special Actives cannot be used as a combo, but there are some that can. If a Special Active is interrupted, its mana will not be refunded and its cooldown will start, but its interruption chance is very low. Mana cost ranges from 50~300 and cooldown ranges from 5~30
Sealed Skills are a type of skills that require completing a quest to be unlocked. After completing the quest, the NPC gives you a skill unlocking book that can unlock a certain type of Sealed Skill. Due to this down side, they usually are stronger than most skills. Sealed Skills, when unlocked, becomes a Passive, Active or a Special Active. There are 6 Sealed Skills for every Character. They are, Beginner, Easy, Medium, Hard, Ultra, and Ultimate Seal Level. The higher the Seal Level, the harder it is to unlock.
Hyper Active is the strongest skill in the game. They require being a level 65 or higher to unlock, and is a Sealed Skill. To unlock the Hyper Active, you need to complete a quest and obtain "The Ultimate Skill Book". The Hyper Actives may decrease an enemy player's life to half or even cause a One-Hit Kill when landed successfully. However, they deplete the user's mana completely(Maximum mana for a player is 300 and Hyper Active requires 300 mana) and always has a 180 second cooldown, even if you have a cooldown reducing buff or a mana cost reducing buff. Characters like Aisha, Eve(except Code: Nemesis), Ara(Sakra Devanam) can bypass the mana depletion, since they have a Maximum Mana Increasing Passive Skill.

Player vs. Environment

Players traverse the land of Elrios, defeating enemies and leveling-up to unlock new job classes and skills. As players explore the world they travel to eight unique regions, each containing a "hub" town and around 6 dungeons. In towns, players can receive quests from NPCs, purchase items, and interact with other players. Dungeons are instanced, offering co-op play for up to four players at a time. Some dungeons feature branching paths, light puzzle-solving, and interactive elements such as collapsing buildings. The game also features a number of special dungeons. In all there presently 60 different levels.
There are nine different playable characters to date, though only 7 are available on NA servers. Each has three different job class paths they can choose from starting at level 15. Exception is Elsword's older sister Elesis (unavailable on NA Servers). Ara has had two first and second job class paths revealed, and Elesis now also has two first and second job class paths revealed. Also, Add (unavailable on NA Servers), the latest Character, only has one class path revealed. Each job class path offers specialization in a different play style along with unique skills.

Player vs. Player

Player vs. player(PvP) takes place in special sparring and arena arenas designed for different numbers of players. Up to eight players can brawl at the same time. Both "survival mode" meaning everyone vs. everyone and "team" modes are available with team battles supporting up to 4 vs. 4. Servers have the option to fight 1 vs. 1, 2 vs. 2, and 3 vs. 3 matches. However, South Korean and North American servers, along with others, are in the process or have already removed the 2 vs. 2

Story

The Elsword plot involves a mystical land named Elrios which was nurtured to life through the power of gem known as the El Stone. When the El Stone is stolen, Elsword and his allies go on a quest to recover it and bring the thieves to justice. Along the way, new allies join his team, now known as the "El Search Party". While this story ties the eight regions of the world together, each region also has multiple subplots that unfold as players complete the dungeons in that region. In addition, each character has a personal story that is told as they level up and select their job class path.

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By : Iga Lezat Admin

REVIEW RAGNAROK II LEGEND OF THE SECOND



Ragnarok Online 2: Legend of the Second (RO2) is a 3D anime-styled MMORPG developed by Gravity Corp., the same developers of Ragnarok Online, and is a remake of Ragnarok Online 2: The Gate of the World. Released in North America on May 1, 2013, RO2: LotS is based on the Gamebyro engine and features a Ragnarok Online-themed world, only in 3D. This is a far cry from Ragnarok Online’s first design.
With many features from Ragnarok Online (RO) having been re-created or simply non-existent in RO2, Gravity designed RO2 to be a sequel to the first, but has turned out to be a traditional F2P MMORPG in a RO inspired setting. Though many beloved RO systems and features are missing in RO2, there are new systems and designs set in place to make up for this fact and introduce players to new experiences.


Gameplay

RO2 can be described as a traditional MMORPG, featuring tab-target and hotkey based combat. Activities available to players include raids, quests, card collection, dungeons, crafting, and much more. Heavily influenced by its predecessor, RO2′s job and dual life systems work hand-in-hand, combining the combat and crafting activities of the game.
Upon creating a character, players will have to choose a name, a few cosmetic features like hair style and color, as well as a Class and a Personal Life/Job. Five classes are available at creation, the Acolyte, Magician, Thief, Archer, and Swordman. As for Jobs, there are four; Alchemist, Artisan, Blacksmith, and Chef. Each job has a Guardian Spirit, and the character’s job will dictate which spirit it has.

PvE

Not offering anything truly innovative or original, RO2 is a more traditional MMORPG in which players quest, kill monsters, and complete dungeons/instances and raids in addition to the Khara system that keeps secondary missions around.
A system that has been transferred to RO2 from RO is the card system. However, with the transfer, the entire system has been remade and has less depth than before. With the card system, obtained cards can be equipped into a player’s “Character Card Slot” in the character info window. As the character levels, the locked card slots will open in order and if a player equips cards into these slots the card’s power will be activated.
In addition, as players level they will receive more available card slots allowing for more cards to be equipped. At level 1, one slot will be opened. At levels 10, 20, 30, and 40, one additional slot will be opened, making a total of 5 slots at level 40. It should also be noted that any equipped cards cannot be removed. However, players can replace the card with any new one.
The card system goes a long way in defining characters, and is seen as the #2 way of truly defining a character’s build, the first, being the character’s gear.

Khara System

The Khara Quest System is a system introduced by RO2 for players that find themselves straying off their quest path. Explained simply, they’re side missions that, when completed, will reward players with Khara titles that boost their characters to beyond extreme limits!
When players first open their Khara Quest window, what appears before them is a vast, grayed out slate of quests. This is just the start of the side-quest journey and as players venture into the world (leveling up, killing certain monsters, etc), Khara Quests will begin to be automatically unlocked and ready to be challenged!



PvP

The PVP system in RO2 consists of two parts. The first, dueling, allows players to enjoy 1v1 PvP Duels with anyone, anywhere.
The second is the PvP Colosseum, in which players participate in random PvP in the RO2 Colosseum. To initiate PVP, players must right click on their selected target’s avatar. A menu will pop up and the player must then click on the “Battle Request” selection.
The PvP Colosseum is seen as one of the more unique PvP experiences in F2P MMORPGs. Players go head to head in a brawl to see who will be the last one standing. Below is the ruleset for the Colosseum, explaining the ins and outs of it.
-Only a limited number of players can proceed to the next round.
-Ranking is calculated by individual scores obtained during Colosseum battles.
-Score points can be obtained by killing other players or monsters in the Colosseum and points obtained will affect a player’s ranking in the Colosseum battle.
-Points will be deducted when a player is killed by another player during battle.
Each round a player progresses, they will receive PvP points and a “Victory Random Box” which holds a bevy of useful consumable items. With the PvP points, they can be exchanged for various functional items, PvP gear, and PvP mounts.
NOTE: You must be at least level 10 to enter the PvP Colosseum and this event is only held twice a day.

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By : Iga Lezat Admin
FINAL FANTASY XI ONLINE REVIEW  



LOGO FF ONLINE


when the simple act of creating an account for the massively multiplayer online game you just bought is a convoluted mess, you know you're in trouble. It's unfortunate that the first impression you have of Final Fantasy XIV is so indicative of the experience at large. It's hard to miss these gaffes--the bizarre and unfriendly method of getting an account set up, the troublesome patcher, having to exit the game if you want to adjust the graphics settings, and so on. These might have been forgivable flaws had developer Square Enix provided an excellent reason to overcome these obstacles, but in fact, they set the stage for a misguided effort that uses its atrocious interface and tortuous mechanisms to veil its core simplicity and unending repetition. The brighter aspects speak to the MMOG that might have been. A robust graphics engine gives your travels some razzle-dazzle, an open-ended class system offers welcome flexibility, and a focus on storytelling makes the initial hours more bearable than they may have been otherwise. But these minor peaks are outweighed by abyssal valleys
Once you get past the confusing process of opening an account and endure the arduous patching, Final Fantasy XIV puts its best foot forward. Character creation offers a slick look at race and class choices, showing off a number of fantastic character models and dividing them into subcategories. There aren't a staggering number of ways to physically customize your character, but there are enough selections to keep you content, and the races are visually diverse enough to get you excited about exploring a new fantasy world. After you finish making an avatar, you choose one of three starting cities and get treated to an impressive, competently voiced cutscene featuring the game's expressive character models and idyllic music. It's a strong first statement, though it's a fleeting one. Other cutscenes feature more of the same solid voice acting, though most are eerily silent and showcase characters that move their lips but make no sound. Nevertheless, this is a good way to set the stage for what would seem to be a great-looking, narrative-focused online role-playing game.

                   Unfortunately, Final Fantasy XIV dampens the goodwill this opening might inspire from almost the moment you take control of your character. You might wander off after this introductory sequence, only to respawn where you started with a simple message that you left the zone, though the game makes it unclear where you should be going in the first place. "Where should I go?" "What should I do?" These questions will be constantly on your mind in the first hour--and the fifth, and even later--as you struggle to figure out what the game expects of you. Once you finish up your first story quest, you never get an indication of how to further the tale. As it turns out, you can pick up the next main quest from the same non-player character once you reach a certain class rank requirement, but the game never tells you when that is or even whether you should be talking to the same character or not. You can view the quest objective on a map, but this gargantuan eyesore is separate from the main map and labels nothing but the quest goal without giving you a sense of relative location or direction. It's meant to be used in conjunction with your main map, which is an equally monstrous disaster that fails to label any number of important locations, doesn't allow you to zoom out, and requires you to use the keyboard to scroll. 


Crafting is a big part of what there currently is to do in Final Fantasy XIV. You harvest basic resources by fishing, mining, and the like and then combine them into products you can sell or use. Weaving, carpentry, and goldsmithing are among the many crafting options open to you, and both crafting and harvesting require you to perform a minigame. When weaving, you choose your raw materials, select the recipe, and then attempt to synthesize the highest quality item before its durability reaches zero. When mining, you must pay attention to the text feedback to determine how close you are to getting useful resources. These minigames seem like a nice change of pace at first, but they soon become a real drag. The interface, normally sluggish anyway, is particularly poky when crafting and gathering, and the animations are excruciatingly long. And be sure to have a pad of paper close by or a Web browser window at the ready because the game does not store the recipes you learn. There is a bright side to the emphasis on self-discovery, though: It's mildly fun to experiment in the hopes of learning a new recipe. Most recipes you learn, however, will come from completing local levequests, which are focused exclusively on crafting. You just need to be careful you don't miss any recipes because they are displayed in your chat channel and can be easily overlooked in all the clutter. 
                     Final Fantasy XIV is a notable entry to the genre but only for what it lacks. It lacks character; bare-bones quests and audiovisual repetition fail to instill a sense of fantasy wonder. It lacks cohesion; communication failures, economic oddities, and stringent limitations leave you constantly directionless. And it lacks joy; the abysmal interface and boring monsters make it a struggle to stay invested. The open-ended classes, the stunning graphics engine, the focus on story--these elements deserve rightful praise. It's a shame they weren't put to use in a game worthy of the Final Fantasy brand. Certainly, Final Fantasy XIV will improve as features are added, yet the failures go beyond the superficial. Updates may address a multitude of flaws, but "fun" is not a feature that can be added with a simple patch.


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