Blade and Soul review : PC GAME
It's been four years since Blade and Soul first launched in Asia. For western fans of the game, the wait has been torture. But ...
https://cashanime.blogspot.com/2016/02/blade-and-soul-review-pc-game.html
It's been four years since Blade and Soul first launched in Asia. For
western fans of the game, the wait has been torture. But now that
it's finally here, it's hard to see what all the fuss was about.
Blending the traditions of fighting games and MMOs is a great idea, but
Blade and Soul's smart combat doesn't propel it out of the shadow of
other MMORPGs. It has too few surprises and lacks too many features.
Compared to its free-to-play peers especially NCSoft's own Wild star Blade and Soul is a hard game to recommend.
If you've played any MMO in the past decade, you’re likely already
familiar with every activity Blade and Soul will occupy you with. On
your quest to reach the level cap and open up the endgame activities,
you'll journey through fantastical mountains and jungles, run dungeons,
and, if the fancy strikes you, dabble in crafting and gathering
skills. Blade and Soul rarely endeavors to do anything original with
this formulaic structure, and what few deviations it makes have middling
results.
Kicking everything but tradition
Your quest to avenge your
friends and master after they’re murdered by the mysterious Jinsoyun has
the weight of a Saturday morning cartoon. It's good fun, but not
exactly gripping stuff. And though there are charming moments, they’re
stretched over the PvE campaign and getting to them felt like sitting at
the dinner table while my mother threatened to withhold dessert until I
finished my vegetables.
It’s a ceaseless barrage of 'go here and
kill X of Y' quests mixed with a few variants that always fail to mix
things up. Escaping from these quests is nearly impossible as they're
the only way to level up at a reasonable pace. Dungeons and PvP might
suffice for more patient players, but the paltry experience points
earned in either means it would take much longer to reach the same
destination.
There's also an annoying lack of quality-of-life features. Monsters or
objects that you need for quests are available to everyone, not just
you, which can make questing in crowded zones a nightmare as there’s no
way to share the progress you earn from killing monsters with other
players unless you group together. You can switch between "channels" in
hopes of finding an instance of a zone that isn't as populated, but it's
an inelegant solution to a problem that was solved years ago, made even
more puzzling when you realize that the many bosses found wandering the
zones will share their rewards equally whether you kill them as part of
a group or not.
Dungeons are typically a welcome distraction from the bread and butter
questing in other MMOs, but I found many to be unimaginative and
short most are barely dungeons in the traditional sense. Instead,
they’re five minute romps through one indistinguishable cave or another
with an anticlimactic boss waiting at the end. Instead of demanding
teamwork or mastery of your class, even the bigger, more elaborate
dungeons feel like a breeze. I never struggled to beat them as an
incomplete party well beneath the recommended level.
Gathering and crafting are underdeveloped, too, requiring nothing more
than time and money. You can join two crafting and two gathering guilds,
but the process of acquiring resources feels is just a money sink, not a
rewarding investment. You simply select what item you want to craft or
gather, pay the fee, and then wait a certain amount of real time (around
20 minutes) and collect the item.
Like most free-to-play games, Blade and Soul has an in-game cash shop
for you to spend real money or a special in-game currency on.
Fortunately, those who choose to ignore the cash shop won't be at any
real disadvantage as the items are either cosmetic or for convenience,
like keys that guarantee the weapons found in a chest can be used by
your class.
If there’s one aspect of the PVE experience worth
recognizing, it's that Blade and Soul's environments are gorgeous. They
don't necessarily feel cohesive, and there's very little convincing you
that you're exploring a living world, but the backdrop and flavors of
each zone are wonderful to look at. Sadly, performance was somewhat
uneven as frame dips and hitches were common and unaffected by tweaking
the graphics settings.
The art design will be contentious,
however, as it insists nearly every woman be scantily clad, busty, and
tiny-waisted. The character creator has a good degree of flexibility,
but it's obvious what it’s going for. I had a great time hunting down
new costumes, for instance, and all have elements of true artistry that I
adored, but it's disappointing that many feel like they were fully
designed before someone sneaked in with scissors one night and snipped
breast holes into them. At least the race you choose makes a
difference the Yun and the cat-like Lyn both seem to have more sensible
portrayals compared to the Gon and Jin.
What ultimately turned me
off about the characters was the embarrassing breast physics that caused
every woman's chest, big or small, to bounce around like two helium
balloons on a windy day. I realize that skimpy costumes and absurdly
bouncy chests are par for the course in anime, but the adolescent
fantasy detracts from the whole thing I want to play as a bad-ass
fighter, not a hyper sexualized doll.
I know kung fu
All of this would paint Blade and Soul as
another 'been there done that' Korean MMORPG if it weren't for one
thing: the excellent player-versus-player combat that feels more
like playing a fighting game than an MMO. It's already a popular esport
in the East, and I suspect it'll only continue to grow as western
competitors join the ranks.
At any time, you can hop into an arena
lobby and get matched against another player. In these duels the stats
of your gear are equalized, making victory entirely about raw skill
rather than who has the better equipment.
But there's a big
problem with the PvP: It can't truly be appreciated until you've already
pushed through the dreadfully dull PvE and leveled your character up to
the cap. While arena matches equalize gear, you won't have access to
all of your abilities until you've unlocked them through leveling. Even
worse, from what I could tell, little attempt is made to pair you with
opponents of similar levels. Early on I was frequently matched against
players 20 levels higher than me, resulting in a huge disadvantage when I
hadn't even unlocked my most powerful skills.
Each of the seven classes has their own unique approach to combat that
feels highly distinctive. Though I initially fell in love with the kung
fu master's reliance on combos and counters, I quickly came to prefer
the sheer brutality of the destroyer, who wields a massive axe and can choke hold opponents while smashing their face repeatedly.
Instead of mashing complicated hotkey rotations while relying on
auto-attacks to fill in the blanks, combat in Blade and Soul lets you
take direct control of your character. There's a satisfying complexity
to the way your abilities branch out over the course of a fight
depending on what state you and your opponent are both in. Getting
grabbed or knocked onto your back will swap the skills on your hotkey
bar for situational abilities that can be properly timed to help swing
the fight back in your favor. Playing as my destroyer, a well timed
counter could send my opponent flying, opening them up to the punishment
of a pile driver.
This fluid approach to combat creates a tense
give-and-take that looks elegant while rewarding skill and timing. Even
against an obviously better opponent, I never felt completely outmatched
in a fight when one well-timed counter could swing the odds back in my
favor. I threw my hands up in victory more than once.
Sadly,
outside of the arena, combat doesn't have nearly the same
effect especially against the countless monsters on the journey to the
endgame. Though most will make some attempt to mimic the abilities used
when fighting other players, they're hardly a substitute. I found the
general difficulty of most of the PvE combat to be disappointingly easy.
Instead of dynamic and challenging combat, fighting most of the
computer controlled enemies became a boring routine. Like other MMOs, I
spammed the same rotations of abilities over and over again as I cleaved
my way across the world while eying my experience bar as if it were the
hands of a clock on the last day of school.
This is where the
tension in Blade and Soul's aspirations to be an MMO and a highly
competitive fighting game is at its worst. And where I wish that the
entire MMO aspect could be made optional or done away with entirely. If
the PvE and leveling were actually fun, I might be more forgiving of the
way PvP is held hostage until you've invested several dozen hours
grinding your character to level 45. But as it is, I just can't imagine
many of the competitive players Blade and Soul could attract are going
to look kindly on investing that time before they can even get to the
good part of the game.
Without other distractions like housing or
more in-depth crafting, Blade and Soul feels pretty light. Outside of
the PvP, it's just the same grind that's already done much better in
other games. If the PvP were more immediately accessible to new players,
I don't think that'd be nearly as big of a problem, but Blade and Soul
insists on being a derivative MMO first and a great competitive fighting
game second.