- Release Date: 09/03/2012
- Publisher: Gaia Online
- Developer: Gaia Online
- Genre: RPG
Soul Crash, as a newly-released Facebook game, lures gamers with a blood-boiling opening music and battling sound. Unlike twisted melody for a twisted ambition, it sounds both relaxed and eager at the same time. Characters are 100% absolutely angels, round-headed, calm-faced, energetic in a muscleless way, handsome when forehead hairs drawn backward, lovely all the same when naked.
But these beautiful indications help little with the central gameplay, which is only enjoyable after you get hold of the truly efficient things, skill or some cautions, or else you can’t help but call its pretty appearance some cheap juggling.
First, I appreciate new names for its three skills: “tag” for stab (directly at abdomen), “counter” for “dodge and attack” as a whole, and “soul” for the most formidable attack. They require different soul orbs, equivalent concept with “ammo” in other games. It’s good if things happen like it would like to. To complete dodge and attack at once? So smart! The tutorial has me watch the act– a slow-down version of Bruce Lee’s JKD where dodge and attack is begun well before the enemy means the harm. I hope such things can be realized. But Up to now, I click “counter” only to have my warrior shirk when it must have been stabbing and try to kill when the enemy is already behind.
You see, this game is challenging your speed of learning new things- I appreciate it, especially that the skill is inspired by my idol Bruce Lee. Additionally, I am not so willing to believe there is no good essence within the stylish morale throughout the game. So the next day, I enter the battles again, and it does pay. I begin to notice the slow-down motions for timing the act. I have thought such motions are only in tutorial or only for a highlight visual effect for throw-high (with weapon tip), chop-down (with edge). So stupid of me.
Then I see the importance of saving soul orbs by using “counter” preferentially and refraining from using “soul”, because I have experienced so many chances to use counter or tag with not enough soul orbs ready for my turn.
Speaking of the turns, I think it’s the bad turns that explain why most of the battles begin with me dying or retreating first. I am always pushed to the battle first when the three skills are not ready. The battles keeps telling to my ear your mercenaries are stronger than you, you are always weak, soul attack (consuming the most soul orbs) is really fantastic. The free chances to recruit friends for fighting are gone. You are given non-free mercenaries for battles, without option to change teammates, until you have no gold coins to pay them. In fact, the free moku teammates (wooden dummy) are no less efficient warrior than the mercenaries.
It’s natural to limit the amount of friend help. Soul crash is echoed by tons of game makers in such restriction. The problem is default use of expensive warriors. And these gold coins are also essential for buying a basically decent weapon to do justice to your hard-won enchant stones. What is enchanting stone? You can imagine the possible things needed for enhancing a weapon, materials, money, effort, workers, even facilities to research prior to this attempt. Well, enchant stone is such material, which is the only and all Soul Crash is requiring gamers to fight for, search for and save up for.
So the weapons are obviously stronger with damage points shown accurately. However, whether to win or lose is still at the mercy of luck. Leaderboard of the game is about how many victories you have achieved, so we take it granted that all factors for winning a battle must be controllable, except a proper influence from luck, fate or such things.
As to fate, you become one of the elements (fire, water, wind, earth) without offer to choose. The stat distribution after each battle (among attack, defense, evade and hit ratio), which must have made big difference in how you battle and how you end up, are not so easily felt. It still takes time to prove. I really think gamers will feel much safer if they have a fast control about basic factors. Your rivals are always as tough as when you were weak. You grow so hard just to find yourself barely catching up with others. Here the others are not computer-controlled NPC, but randomly chosen real players.
Rewards and consumption of battles are ridiculously poorly balanced, impossible for progression, and no other means to heal such shortage. Compared to this, 15 minutes for one energy is a favor. I am sure the game is credibly or incredibly with huge potential, and I am also sure the money outflow and inflow will change for the game to continue itself better.
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