![]() With their assumption that their playerbase is similarly lazy and is in search for instant gratification, they accidently seem to have removed the entire game, save for boob armours, a chat system, and dozens of things to pay them extra for. No one likes grinding mobs, sure no one likes walking all over the world to find the quest giver, which is understandable, and no one likes doing the same dungeon all the time after memorizing it. When playing this title, it feels like the developers where thinking about what they find annoying in the genre and tried to remove it. This feeling of laziness, of doing the bare minimum they could possibly get away with flows through the entire game, is evident, not only in gameplay and visuals, but also in the choice of the clothing for the female characters, who are wearing the least they could possibly get away with without making the game M-rated to show off their boobs, which are, together with the stuff players can pay extra for, the only things in the game that they have not held back on. ![]() It is as if the programmers didn't care about creating proper event flags for anything because they were lazy. While it is normal to interact with the same characters, especially in an MMORPG, or even an RPG in general, here it's done extremely lazily, which is showed in some weird places where multiple sprites of the same character is on the screen at the same time, as they do not disappear after they are supposed to go somewhere else, or only appear when they are supposed to. Whoops.Īnother problem is that characters are reused way too much. The only redeeming quality about this is that these dailies are of very varied content, which would've mattered if the game didn't play through all content for the player itself which makes it all feel like the same grindy experience. This has plenty of daily challenges that offer rewards and XP, and you better do those each and every day unless you want to get stuck grinding several levels in the nightmare-like properly named auto-attack zone to be able to get the level requirements to get on in the story. With this said, it might be impossible to think that this game would ever feel grindy, but this assumption is as wrong as anyone could be. The only gameplay in the entire game is to press 1, 2, or 3 at the start of the battle depending of what enemy is being fought to give the illusion of actual gameplay and by constantly going through menus to power up the character. ![]() Through the entirety of Omega Zodiac all the player does is to click on the name of the quest objective and the character goes there and either talks to the person, or kills the mobs if it is enemies by auto-attacking. ![]() There is one thing that is wrong in the above statement, though, since this isn't a tutorial as one would think when playing this for the first time. Omega Zodiac starts off beautifully with a bang, and a neat tutorial in which the goddess Athena is under attack that comes with a practical anti tracking system that brings the player towards the target to make sure that they do not get lost, and an auto attack to not overwhelm anyone while this goes through the basics.
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