Soul of Guardian
- Release Date: 03/16/2012
- Publisher: WSGame
- Developer: WSGame
- Genre: RPG
Soul of Guardian is a free browser-based Action Role playing game by Wondershare Game, known as one of the affiliates to Call of Gods. The game, originally released in China, is officially launched in North America on March 16, 2012.
Soul of Guardian depicts a fantasy world with two factions of characters -Battle Warden and Soul Envoy, as well as six guardian beasts with distinctive powers. The two factions can be subdivided into four classes – Blade Warrior, Dagger Assassin, Hammer Judge and Spear Guard, to be differentiated by their respective specialty.
Diversified quests remain as the mainstay of this game and but the game also branches out in different storyline and quest directions. If you want to get started on the game quickly, you should buy VIP membership before you enjoy special privileges. However, if you just want to have fun and find more free options, explore the world yourself, or wait for our walk-through.
MMORPG could be too old a tree to stand itself there if not for some fresh burgeon spurting out in time like Soul of Guardian do. Soul of Guardian is a smooth entertainer that keeps gamers smiling at themselves. You win so fast that it’s always near the end of battle that you begin to recognize what you are fighting. This mechanics reminds me of Crystal Saga and Heroic Odyssey.
But high killing efficiency has its bad side. The auto fight has four of my skills alternate perfectly and potion is automatically applied at a certain damage degree. The real challenge begins at lvl 35, with a dungeon to protect a holy stone from the touch of 21 rounds of monsters. Each round is a time attack against a cluster of monsters coming up in come down in torrents and from all directions. The first dungeon quests have misled me to take it granted that this one is still enter-and-watch. It’s not, however. And it’s proved that auto fight is cleverer than my hand control. I begin to hate my powerful hammer, which is able to kill one with one hit but needed to kill more than one with a hit. Well, it must have been adequate if at the beginning I didn’t stand there wondering why the coming monsters kindly spared me and head for elsewhere until the system remind me: your stone is being attacked. And it’s another lesson taught by games that being alone is not always efficient—maybe I must have teamed up with others, as suggested by the game.
Graphics is below average. As I mentioned above, fighting animals and collecting objects are not easy to identify. So it is true with Characters. But the character image for dialogues are impressive, not any cartoon-style or computer-assisted paintings, but delicately drawn oil paintings with various meaningful facial expressions, which makes the game look like a serious epic while delightfully easy in slaughtering evil things.
It’s no problem when you don’t need to know their identity other than a doomed victim. In the first 35 levels, the longest battle takes half a minute to finish, in the case I forgot to learn or update any ready skills. It seems a rule that less good-looking games let you walk faster. When you just realize that the tasked animals are always within a stone’s throw from the quest-source NPC, you are endowed with a pair of flying shoes that can teleport you anywhere.
But I didn’t see anyone even 1 meter above me now. Nobody is flying in a real sense. The game must have got the potential to tightly pack real players and monsters in 3 dimensions. When I am invited to a group, I can’t find myself from the clustering people without a distraction click. And there is no space to disperse them. The major mount I have seen, at least up to now, is a large fox. Kirins, tigers and phoenixes that stand for power and majesty are absent. Isn’t it an exaggerated flattery that you can tame a cunning fox to ride on? Such flattery is also loud with your panda pet, who may swing arms and shout for morale when you are in battle, and ask for partner saying ‘I am toot lonely” or lure your affection begging you not to abandon it just because it has a poor sense of direction.
Interface is a complicated one for fully developed branch systems, with its four margins filled with small letters symbolizing each function. Celebrating information fly through the interface, some broadcasting a victory of players, and others indicating you are near an admirable level.
Besides achievement like an impressive number of enemies killed, a certain number of friends added, or duels performed, the game reminds you to build up your body. The transparent body shows the growth of your inner organ and major body systems, which is related to your physical capacity in battles.
The progression, as in browser RPG Odin Quest, is unparalleled, but you just believe it. You go ahead so fast that it approaches the speed of your heart. Judging from the heavy traffic everywhere and the size of guilds, such a flattering progression is rewarding. Meanwhile, some famous, heavily-invested games, such as Brick Force isn’t seeing an obvious increase in participants in the last weeks. It still takes time to see who is wiser, between flattering corpse-like gamers until they smile and challenging heroic core gamers until exhausting them to corpses.
Soul of Guardian is ultimately excellent in its web browser rendering technology, no match for such technology as far as I know, but it is merely a new version of those old-fashioned RPGs, and a relaunch on web browser.
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