| KR: 11/08/2007 - Mabinogi: Heroes |
| (11.08.2007) |
It has been over 4 years since Mabinogi was first released to public eyes. The ensuing years have witnessed the Nexon franchise evolve in name, gameplay, and, of course, storyline. Mabinogi: Heroes, broadly anticipated and acclaimed even before the revelation of details, was showcased yesterday at GStar 2007 along with few other projects of devCAT Studio.
The sequel, which utilizes the Source engine of Valve Corporation, is very aloof from its predecessor with regards to every flavor and minute dynamics of the game. Thus, it must be stressed that, aside from its setting, Mabinogi: Heroes and Mabinogi are two much distinct games.
Upon first light, Mabinogi: Heroes appears to fully devote to action as opposed to peaceful role-playing. Touted by Nexon spokespersons as an innovation of South Korean game insdustry, it allows players tangible interactions with the environment. For instance, in-game characters may destroy a pillar so that they can add their fragmented remnants to their arsenal, or immobilize large monsters with chains.
Also, it is apparent that developers are seeking to eliminate elements of "hack-and-slash" that are rife among RPG's today. Characters are actually seen drinking a bottle of liquid when commanded to apply potions, forcing a brief moment of delay between battles. This further highlights the undertone of teamwork and the notion that one must make use of allies rather than engaging in combat single-handedly. There are many other features that emphasize this stance.
Admittedly, it is a bold endeavor the developers are taking by jettisoning its former audience in appeal to bloodlust of mature gamers. Nonetheless, the evident action-oriented components of Mabinogi: Heroes combine to something extremely playable.
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