[Review] Dark Horse, Tower of Fantasy in 3Q

Another reference point of the crossplay open world RPG

If you are a subculture gamer, 'Tower of Fantasy' was released in Korea on the 11th. At the time of its initial release, the open world game, which was popular at the time, was considered to be a subculture-style graphic, crossplay, and the SF worldview, but it was attracted by the introduction of the MMO element at the launch of OBT and China. The developer focuses more on the 'Open World' than 'MMO', but both of them show a significant level, so it is also a work that seems to be a problem.

Game Name : Tower of Fantasy Genre Name : Open World RPG release date : 2022. 8. 11. Review : 1.0.0 version| Developer : Hota Studio Service : Perfect World Games Platform : PC, mobile Play : PC

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** Open World, which is highly freedom complemented by various tools, attributes, and various contents.

In recent years, the word 'crossplay', which is a concept that can be enjoyed not only in any one model but also in other models, and users who play on other models, has begun to appear naturally among gamers. This means that console gamers can match with PC gamers, or that online games that are used as a PC can also be played in the console. It is often. Instead of turning the mobile game to the app player, you only see the game company as a client.

In fact, if 'mobile' is on the crossplay target platform, it is necessary to meet the environment of mobile. Such constraints were similar to domestic mobile-PC cross platform games, as well as games in other countries. So I would have to wonder how 'Tower of Fantasy' will solve the constraints. However, there is another case of the open world, which is influenced by Zelda's Legend: Breath of Wild, and how it was different from that.

The answer from Tower of Fantasy was the genre of science fiction and various tools presented accordingly. The details of the story will be later, but the background of the game is another planet 'Ida', which the future humanity pioneered in the universe. Humanity, who pioneered it there, made a rapid development by using another energy source 'Omniam', but as the Omnimium exploded, most of the planets were destroyed and radioactive, the so-called SF was added to the post-apocalypse. I adopted it.

As the user has become a pioneer who explores the planet in such a worldview, it will take advantage of various scientific tools to leave adventures. In addition to various rides in the middle of the adventure, various energy gears such as a jet pack that can jump high and revitalize the rising air, a grab that moves the rings at once, and breaks the rocks. It was acquired, and it was a way to play rewards and content that are hiding everywhere while solving various gimmicks.

In addition to the tools, the 'attribute' of the weapon has been reinterpreted as an element used for such gimmicks. Usually, when 'attribute' in mobile games is usually easy to associate with someone who is weak to who is weak and strong for whom, but here, it is solved by setting only gimmick pool or weakness attributes rather than such composition. Among each monster, monsters with weakness attributes receive additional damage when they hit them with their properties, and each content may be prepared for it.

In the battle, the attribute of the weapon is that role, but in the field, it is used in various ways, such as burning petroleum or thorn bushes with flame property weapons, or frozen magma with ice weapons, and then finding hidden core. Even if you don't have an attribute weapon, you can throw an attribute core that rolls around.

It's amazing at first to solve the gimmick, but it's easy to feel uniform later. It's not like a console game, so you don't get it one by one or have durability. It is also characterized by inserting various contents in the middle to compensate for such shortcomings. If you unlock the box, the 'World Challenge of Dream', which is often available, or 'ability training' in the middle of the map.

Simply finds new elements as well as battles, as well as finding crack energy hidden in the maze, blocking enemies with turret defense or crossing the course like a side-scrolling platformer, and melting the fields in a new genre or play. It was more fun to find. Although it is limited compared to the console, there is an interaction between throwing flights or things, so that it is the fun of acquiring the operation by using it as a 'ability training' to measure various records.

In addition, the cooking system that produces recipes by studying the materials obtained from the field, and 'Whale Jari Island', which hides various rewards in various rides, or 'ruins' that must be defeated while obtaining a treasure chest in the gimmick and obtaining a treasure chest inside I have a lot of fun. It doesn't support automatic movement and the warp point is quite rare, so it's inconvenient to move, but it's not a problem because it's equipped with a lot of rides and a number of auxiliary equipment. In the meantime, the gimmicks and supply boxes that are hidden and the reinforcement ingredients are arranged, so it is naturally connected to various actions on the move.

There is also a cooperative gimmick that is difficult to adopt in console single play games. They have to push the switch together or come up on the footsteps. It also has a variety of strategies, such as dragging and clearing the aggro of the mob around the energy gear or surrounding. It's easy to think that 'mobile' is in a low degree of freedom, but 'Tower of Fantasy' has prepared various tools and systems enough to break that prejudice, and it is well matched and saved the feeling of adventure that walks around the open world as it fits well.. If you don't, it's also good for the multiplayer game that you are targeting while asking other users.

The taste of crossplay MMORPG

Since we talked about the adventures and freedom, one of the open world RPGs, we have to be curious about the combat that will be in the middle and the completeness of the contents linked with it. In particular, the mobile is the controlling axis of the platform, so the key to how you overcome the limitations and design the combat design. Moreover, 'Tower of Fantasy' excludes automatic as much as possible, so it is a game that requires a battle that tastes like that.

So 'Tower of Fantasy' has transplanted the system of the proven mobile ARPG system to make the fun of manual battle. In other words, if the enemy's attack is avoided in a knife-like timing, a bullet time occurs, and then adopted a way of putting the extreme deal as much as possible or blocking the threatening pattern. And another feature of mobile ARPGs has developed a problem that it is difficult to adopt a variety of manipulation, and then replaced it by replacing it with a weapon or character that fits the situation.

To re-explain with the system of the work, if you avoid it according to the enemy's attack timing, 'Time Illusion' occurs within a certain range, and the enemy is stopped within that range. At this time, the enemy stops is the same in the screen of other users. In other words, how well the time illusion is triggered in party play or cooperative play is the core of the attack.

The reason why I explained it again with the system is that unlike other mobile ARPGs, 'Tower of Fantasy' is MMO World. You don't have to match the party content to meet someone else, but it's a structure that naturally encounters others while walking around the field. If you look at it, it's naturally a party with other users and movements, so it's not a party. In order to minimize confusion, there are quite a lot of server channels, but only one person wanders around the field anyway.

So you may wonder how the ARPG battle, which was created by considering one-person play than Dine Play, will melt in it. It's a common directing in ARPG to slow down when you avoid and trigger QTE, but it's not common to use such a method in MMO where other users in the open world, not the stage method, are. As a result, the issue that may arise causes the 'Time Illujeon' to occur only within a certain range at the point where the user triggers, and the time illusion, which was triggered by avoiding an enemy's attack, was not overlapped and only one at a time was tuned at a time..

After the time illusion, the user tags it with another weapon, and it is possible to immediately trigger a special kill. In addition to that, you can fill the special ghost gauge with regular attacks, jumping attacks, and skills, so there is also a plug-up that puts the extreme deal combos to trigger a special kill-Time Illusion-other weapon replacement. However, as mentioned earlier, 'Time Illusion' is not a concept of completely blocking enemy movements or stopping the stage, but also slowing the enemy pattern in a certain space for a while.

As it is an open world stage, not a closed stage, it also has several combat systems that correspond to the field designed based on high moving freedom. Ranged weapons can be aimed at a long-term shot by pressing the attack button, or close-up weapons automatically trace the wire if the enemy is within a certain range when the jump attacks. In addition, the two-stage jump also supported a public dash, making it easier to hit the enemies flying around the air.

It's not just a solo play game, but a field boss, party dungeon and a raid MMO. Although it was a bit faint in automatic combat-based MMORPG, MMORPGs are usually traditionally tang/deal/

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