
Astellia, like many Korean MMORPGs, looks good on the surface. It's some nice visual effects, combat is flashy enough to catch your eye, and character designs are attractive without seeming too gratuitous. It's too bad then that those first impressions don't carry over into the game as a whole.
The elevator pitch for Astellia is simple: This is a traditionally designed Korean MMORPG that has a heavy focus on style and flashy designs while employing a character collection mechanic, similar in some ways to Pokemon or gacha mobile games, for spirits aptly named Astels that aid you in battle. It's a bit like having a pet, except they're typically far less advanced and not restricted by class at all. I'll talk about that system more later.
For context, a couple weeks ago I got the chance to play Astellia a bit during its closed beta phase. The game is due out in September in North America and will be a buy-to-play MMO, similar to Guild Wars or Elder Scrolls Online. It uses a very traditional tab-based targeting ability rotation combat system instead of the action-based combat of other recent games such as Black Desert Online or Tera. You target an enemy, press a hotkey to activate an ability, and let your auto attack do the dirty work while you wait for skills to recharge. That's about it from what I've seen so far
ความคิดเห็น
แสดงความคิดเห็น