Lendari
04-01-2017, 09:16 AM
I want to try something else for a thread. Instead of talking about things I don't like, I'd actually like to point out some of the things that are making me see Project Gorgon as more than just another MMO. Things that the developer(s?) have done to diffentiate their game from the crowd in a good way.
Anagouge Island
I loved all the quick, little puzzles on the island. Instead of feeling like "man I need to get out of this tutorial" instead I felt like "I hope I haven't missed anything". This was one of the best MMO tutorial zones I've seen in a while.
The Kur Mountains Environmental Damage
It brings a new dimension to the concept of "player vs. environment" that I've not seen in any other MMO. The closest I can think of was the underwater dungeon in EQ... and that was just solved by casting underwater breathing. Anyway, this is a very cool game system. I like how at first it's an almost overwhelming barrier to exploring the zone, and then as you gain a foothold and some experience with it, it become less and less of a barrier and just kind of something you get used to.
Ability to Play Every Class
I think it's really cool that Gorgon doesn't lock you into a class or an archetype and leaves you free to explore all the skills in the game to the extent that they are interesting to you. While I've seen games like FFXIV that let you level every class (choosing one to be active) or in WoW where you can switch between releated classes in an archetype, no MMO I've played has quite given the Gorgon level of flexibility and it's really great and also addictive.
Serbule Crypt Dungeon
This dungeon feels really polished. It has a nice back story running, good side areas, and bosses that are unique and interesting. So far I think it's the most polished dungeon in the game and it has a great feel to it.
Goblin Dungeon
I like that it has a "soloable" area and then the "group" areas in the deeper parts. I also like how the difficulty increases as you go deeper in. That it's not just a "level 30 dungeon" but potentially a dungeon that will challenge people at level 40 or even 50 if they go after the most difficult parts. This is a real throwback to games like Everquest, where you were never really "safe" because there was usually something running around that was much higher than everything else in the zone. I like the diversity of this dungeon and the design that keeps it from becoming trivial even well past it's intended group level range.
Eltibule
Again, the progressive difficulty as you reach out from the entrance is great. The overall design of the world and terrain here feels pretty epic. Again, the progressive difficulty as you reach out from the entrance is great.
Anagouge Island
I loved all the quick, little puzzles on the island. Instead of feeling like "man I need to get out of this tutorial" instead I felt like "I hope I haven't missed anything". This was one of the best MMO tutorial zones I've seen in a while.
The Kur Mountains Environmental Damage
It brings a new dimension to the concept of "player vs. environment" that I've not seen in any other MMO. The closest I can think of was the underwater dungeon in EQ... and that was just solved by casting underwater breathing. Anyway, this is a very cool game system. I like how at first it's an almost overwhelming barrier to exploring the zone, and then as you gain a foothold and some experience with it, it become less and less of a barrier and just kind of something you get used to.
Ability to Play Every Class
I think it's really cool that Gorgon doesn't lock you into a class or an archetype and leaves you free to explore all the skills in the game to the extent that they are interesting to you. While I've seen games like FFXIV that let you level every class (choosing one to be active) or in WoW where you can switch between releated classes in an archetype, no MMO I've played has quite given the Gorgon level of flexibility and it's really great and also addictive.
Serbule Crypt Dungeon
This dungeon feels really polished. It has a nice back story running, good side areas, and bosses that are unique and interesting. So far I think it's the most polished dungeon in the game and it has a great feel to it.
Goblin Dungeon
I like that it has a "soloable" area and then the "group" areas in the deeper parts. I also like how the difficulty increases as you go deeper in. That it's not just a "level 30 dungeon" but potentially a dungeon that will challenge people at level 40 or even 50 if they go after the most difficult parts. This is a real throwback to games like Everquest, where you were never really "safe" because there was usually something running around that was much higher than everything else in the zone. I like the diversity of this dungeon and the design that keeps it from becoming trivial even well past it's intended group level range.
Eltibule
Again, the progressive difficulty as you reach out from the entrance is great. The overall design of the world and terrain here feels pretty epic. Again, the progressive difficulty as you reach out from the entrance is great.