Thursday, September 14, 2006

That Tricky Trickster!

I try to follow up on my promises, so:

Game: Trickster
Status: Open Beta
-2d anime style graphics, similiar to maple story graphics.
And more, I dont want to make this list too long, cause I consider features different than some

Game break down:

Well, first off, it has stat poits, which are modifiable and are the main driving force in the game, so thats a huge plus for me. The skills work similarily, and the game is almost entirely skill driven.

For initial entry into the game, the tutorial walks you through the game nicely, makes sure you know all the important aspects. And there are quite a few quests at the start to do, enough so to almost totally hide the grinding fact. Since some of them include drilling (yes, drilling is like..drilling for random items from the ground), just running, finding NPC's, talking to them, and so on. So for that aspect its not bad.

However, the same point I blessed above, now gets cursed.

The stat system, is completely biased. First off, when you pick your class, you have a type (sense, charm, power, magic), this assigns your "growth variables". Note: (only 4 main stats: sense, charm, power, magic). This growth variable is assigned by your type, so you get "4" for it in sense if you're a sense type. You can then allocate 6 more growth points. What these points do, is every 4 levels, you get that many stat points. So if its 4, you get 1 stat point in that stat per level. This is in addition to the 5 stat points you can distribute every level. These "growth" stacks affect the game as it goes on longer, as you can tell.

This system is quite smart, and brilliant almost, but it forces your sense type to have 4 in its type, limiting character dynamics. Also, to further make their stat system worthless, each type has basically only one skill path you can go down. And these skills are completely dependant on your main stat. Basically, if your sense, you pump your sense stats (there are 4 sub stats for each main stat), and your build is therefore as similiar as everyone elses.

If you try other stats, you get no benefit from them, and all your skills are based off ofthe same "core" stat, therefore, they dont even need a status system. The concept of a dynamic character is mocked. When trying to use other stats than your main ones, it is slightly effective for the first....10 or so levels. But you quickly realize without any skills to use, your life becomes limited to hitting things for..miserable amounts of damage.

The game also contains a card system, where you battle with cards (much like war, highest card wins, but difference in card types mean different rules). The system is..unique. At the start of a server, it seems quite nice, although the exp rewarded from it is pitiful. However, as the gap in levels becomes more apparent. You realize the higher the card power, the better chance of winning you have (cards drop from monsters, their power is equal to the monsters power), and thus you get destroyed by anyone of a higher level.

Also, at the time of release there was no PVP system. Something I found quite depressing.

Overall Rating:
-no features to be desired, no stat system, no pvp


No comments: