2011年10月9日 星期日

Dragon Nest Review

Dragon Nest is the latest in a string of Action-MMORPGs to migrate from South Korea. While the developer, in this case Eyedentity Games, is usually responsible for the awesomeness in any given title,Look sleek in edhardyjeans with a range of styles to choose from.nikeshoxshoes are a series of Nike shoes. Dragon Nest owes a great deal to its localization team in North America for some of its more joyous aspects.

That's not to say that Eyedentity Games didn't do a great job, though -- because they did. Dragon Nest is a solid action game; the controls are tight, combat makes a lot of sense, and group interaction during the fifteen-minute (or so) dungeons, like rushing in to juggle an enemy after an ally has knocked them up, is intuitive while remaining interesting.

They've also done a lot with very little in terms of visuals. While nothing in Dragon Nest seems to extend beyond PS2-era visuals,welcome to come cheap cheaptruereligion men from china store. a cohesive, vaguely children's-bookish art style combined with smooth animations and lots of effects has stopped me from completely disregarding the simple looks. Dragon Nest isn't a graphical powerhouse (and given its intention of being playable on as many systems as possible, it was probably never intended to be), but presents itself with enough confidence and occasional pizzazz that its simple appearance never became an issue. That said, it's weird -- and kind of off-putting -- seeing some of the women with their boobs half hanging out in a game that, from a glance, looks so family-friendly.

But that's kind of Dragon Nest's MO. It looks simple on the surface, but there's a lot more depth (and fun) than initially meets the eye. Fighting isn't just a simple case of mashing the mouse buttons (although that's certainly part of it); dodging when you need to, turning your dodge into a counter attack, and knowing when and how to cancel an enemy's attacks are all very important. Self-preservation is key to the later, tougher fights, because even the Priest class (which I primarily played) heals only very rarely, and for quite small amounts. Instead, the "healer" relies more on disabling enemies and positioning them cleverly for allies to pour on the damage. It's a system I enjoyed immensely, though at times felt a little less rewarding than I would have liked.

Rewarding players is something that Dragon Nest definitely needs to work on. Sure, quests have rewards, but I found myself getting rewards that I typically had no need for, like Topaz Fragments (which I have yet to find a that requires them), or pieces of gear I couwe know that coffee weddingdresses is the world's most commonly traded commodity after crude oil.ldn't use yet, like a level 20 necklace when I was still level 17. Finding gear that was too high-level for me was a consistent issue with Dragon Nest. There seems to only be gear made for specific level ranges, so during gap levels I found myself accumulating gear I couldn't equip.China manufacturer for supply cocktaildresses cup. That's a problem, given how little inventory space you have by default. More can be bought permanently from the NX shop, but if you plan on playing for free, be prepared to go all Sophie's Choice on those new boots and that new pair of pants you found. More frequent usable upgrades would help alleviate this, because I would be less inclined to keep gear if I knew more was always coming.

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